On almost every official PvP server, there is at least one (usually more) artifact cave or obelisk that is blocked. I understand that in PvP this is not against the rules, so I have not held this tactic against anyone who uses it. That being said, I think there are some improvements to be made here when ASA rolls out.
For starters these areas should simply not be build zones. Caves and artifacts are a crucial part of the game in PvP too. When an alpha tribe blocks off one of the artifacts and then defends that cave with tek, they have effectively created a monopoly on that server and the only real challengers by that point are the tribes coming in from other servers who have also claimed a cave. It's a true power gap in Ark that has never been addressed and it puts a hold on your own progression unless you are in one of these larger tribes.
Caves need to be rebalanced for cryopods. I think that cryopods are such a neat idea, but we should take a look at what can be thrown out inside of a cave and if it makes the cave too easy (such as bringing a megatherium into the swamp cave). Furthermore after coming up with a list of allowable tames for each cave, we should then rework the density and levels of the threats inside the caves to make sure that it is the just right level of challenge for the cave we are in.
Loot rebalance for cave drops. Most of my experience of Ark has been on the Island, something about this beautiful nostalgic map keeps me from switching. I always regret making the island my home, especially when I get a ramshackle cloth hat from a loot crate, knowing full well that I could be collecting mastercraft saddles and blueprints from scorched earths desert, for a fraction of the effort. I understand that power creep is a necessary evil, but seeing as how we have already purchased the DLC and are now buying ASA, I think that its fair to buff the loot drops for some caves and tone down others, to make all maps viable to start on. Maybe even make map specific gear available on other maps as extra incentive to go spelunking!
Edit: Corrected some punctuation and removed the most resource intensive suggestion, for practicality.
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Logan96
On almost every official PvP server, there is at least one (usually more) artifact cave or obelisk that is blocked. I understand that in PvP this is not against the rules, so I have not held this tactic against anyone who uses it. That being said, I think there are some improvements to be made here when ASA rolls out.
For starters these areas should simply not be build zones. Caves and artifacts are a crucial part of the game in PvP too. When an alpha tribe blocks off one of the artifacts and then defends that cave with tek, they have effectively created a monopoly on that server and the only real challengers by that point are the tribes coming in from other servers who have also claimed a cave. It's a true power gap in Ark that has never been addressed and it puts a hold on your own progression unless you are in one of these larger tribes.
Caves need to be rebalanced for cryopods. I think that cryopods are such a neat idea, but we should take a look at what can be thrown out inside of a cave and if it makes the cave too easy (such as bringing a megatherium into the swamp cave). Furthermore after coming up with a list of allowable tames for each cave, we should then rework the density and levels of the threats inside the caves to make sure that it is the just right level of challenge for the cave we are in.
Loot rebalance for cave drops. Most of my experience of Ark has been on the Island, something about this beautiful nostalgic map keeps me from switching. I always regret making the island my home, especially when I get a ramshackle cloth hat from a loot crate, knowing full well that I could be collecting mastercraft saddles and blueprints from scorched earths desert, for a fraction of the effort. I understand that power creep is a necessary evil, but seeing as how we have already purchased the DLC and are now buying ASA, I think that its fair to buff the loot drops for some caves and tone down others, to make all maps viable to start on. Maybe even make map specific gear available on other maps as extra incentive to go spelunking!
Edit: Corrected some punctuation and removed the most resource intensive suggestion, for practicality.
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