acat Posted February 19, 2022 Share Posted February 19, 2022 First of all, im looking forward to a more primitive experience in ARK II and hope the release doesnt get pushed out of 2022. But onto the topic: The ORP system we have in ARK 1 provides permanent and complete prevention of any damage to creatures and structures. This leads to several kinds of exploits or unpleasant gameplay. For example, people place spam with an alt tribe to block others from fobbing up or claiming a cartain base spot. I have also experienced people who stopped playing, but kept their bases up by logging in once a week, doing that for years without ever playing and progressing, denying any other tribe to use that base location. All these things are hard to deal with, since it is very unlikely to be online and notice when the owner of those perma orp structures comes online to refresh the decay timer. It could be at any time within a 7-20 days window (depending on the type of stuff) and only takes 5 minutes plus the 15 minute timer until orp kicks back in. And it is not only annoying for the players, it is also time consuming for the support to deal with all the tickets about those things and to investigate which structures are legit and which are not. Suggestion: In the first five (or maybe less) days after a tribe logs out, the ORP system provides full protection, like the current system works. In the following five days, creatures and structures take 1/20th of the normal damage. In the five days after that, they take 1/10th of regular damage. After those 15 days, everything takes normal damage, as if the tribe was online. Those numbers are just an idea and might have to be adjusted to ARK 2 mechanics of course. After 20 days even structures of the highest building tier should decay, basically as it is with tek in ARK 1. Such a system could make it way harder for abusing tribes to maintain parma orp structures, and at the same time it gets easier for other tribes to catch them refreshing or to deal with the issue themselves as soon as stuff can take damage again. The 15 minute timer until orp kicks in might also have to be adjusted, in ARK 1 it is a bit too short in my opinion, it is still viable for bigger tribes to just log out instead of defending their base. Additionally, pin codes should stop working on orp structures, or be removed alltogether in the orp mode, and personal ownership should not be allowed at all (both open up easy methods for living in invincible bases and serve little to no purpose). I really hope wildcard includes an ORP mode in ARK II (and considers my ideas of course :D). The smaller clusters with an ORP mode in ARK 1 provide a surrounding where smaller groups have a chance to survive in pvp, and large groups like we know them from regular official dont even exist, because there is no need. Tribes dont need to have ppl online 24/7 and on the small cluster it doesnt require a huge group to become alpha. Link to comment Share on other sites More sharing options...
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