Hi! Been playing a good bit of club ark lately, and really like the changes they brought to the game! There are a few exceptions of course, and I'll try to go over them best I can
1. Give players a way to bypass missions they can't do
I have seen too many people get stuck on the 3x bonus because they can't do whack a dodo, or sometimes train robbery. That's not fair to them, and I've seen them stop playing altogether because of it
Potential Solutions: - Maybe we can give players a 1-2 skips per cycle. Of course they'd miss out on the massive credits of train or dodo, but would make it playable at least. Or heck, make a "skip token" item or something that can drop from the wheel/be purchased for credits to be able to skip a mission on your 3x cycle.
- A bingo-style cycle, that rewards you for completing certain groups of missions, so you can pick and choose which one you'd want to do. Say one row has parkour, doed dodge, ray race, and Train. Another has Lasso, Whack a dodo, Shark and duck duck jump. You can choose to do whichever row you feel you can actually get done, and then re-shuffle them once you're finished. Maybe even get one free re-shuffle per day, or again, implement a token that can do that for you. I feel this one has potential now, but could REALLY shine once there's a wide plethora of games to choose from.
2. Implement group focused activities
Right now I find myself having to group up with other players especially for alpha train robbery. It's usually fun, however we don't usually have all 4 people making it. This can lead to people having to re-run it to help those who failed for less of a bonus (no more 3x), or just leave altogether, leaving the person who didn't finish still unable to finish. Another common problem I run into, is we all complete the train robbery. Now what? Most of the other missions are either easier to do solo, or if one person finishes, the other people in the group might not again, leading to re-running the same missions over and over. Makes people want to leave and play solo.
Potential Solutions
- Implement a bonus for helping players beat it for their first time in their cycle. This could be dangerous, and might need some balancing since I could see groups of friends trying to abuse a system like this, however if done correctly I think this would be a GREAT incentive for more experienced players to help players that might be struggling a little bit.
- Add more games that don't need everyone to be alive at the end in order to get the rewards. This ones self explanatory, but I do think most games are designed for the solo player as of now
- Always give rewards to everyone in the group if the mission finishes, but cut the rewards for anyone who died as a "death penalty." Imagine how frustrating it is to be part of a group where everyone beats it but you died 5 seconds before the end. Everyone else gets the rewards while you get nothing, even though you helped out significantly. I think getting SOMETHING would be better than nothing, and would soften the blow for people who keep trying and consistently help out.
3. Implement "daily challenges"
This one almost goes hand-in-hand with #1, because it would be a nice solution for people stuck on certain missions. This would make it worthwhile to come back and try to complete the challenges for bonus rewards on a daily basis, even if they are stuck on the cycle. The challenges could be as simple as "complete lasso game on beta" or maybe a little harder, like "complete lasso game with more than 1 minute remaining" or a time trial run of parkour, or complete duck duck jump/doed dodge without being hit once. Maybe even harder, weekly challenges as well!
4. Better Bank Management
This is one I doubt people really see a problem with, but one I recently ran into. If you get mostly resources as rewards, they clutter up your bank. You can't scrap resources, and you can't download them or throw them away. This means when you get your bank filled with useless items like hide, chitin, battle tartares, etc., the only way to fix this problem is to go to an actual ark server and download them all just so you can keep getting rewards. This is frustrating to me, considering most of these rewards I'll probably just throw on the ground next to the drop I download them at in the first place. Considering the bank doesn't really serve a purpose right now other than seeing the rewards you got (that I know of, maybe I'm just ignorant), revamping it would be a nice options
Potential Solutions
- Implement a way to trash these items
- Implement a way to trade/sell these items for credits (Auction House?)
- Make them available to be downloaded while in club ark, maybe with a timer if needed
- Give us "lockers" where we can store things that we don't want uploaded and don't want to carry around
5. Reward Ideas
- Blueprints
- Tame specific resources, like wyvern milk for those who won a wyvern as a reward, but play on a map where they can't get milk (nameless venom when it comes out, etc., though this could already be in and I haven't noticed)
- Treasure maps (could give players a reason to visit maps they don't play on as often)
- Structures (Don't think this ones a reward, but would be cool to win a premade forge, cooker, grinder, chem bench, replicator, etc., whereas getting multiples of regular stone/metal buildings/gates would be a nice thing to stockpile as well)
What do you guys think?
I'm sure some of these suggestions need some tweaking and some are better than others, but these are just some of the things I think Club Ark can benefit from. I've had a lot of fun with it lately, and would love to see it keep on improving! What are some of your own suggestions?
Suggestion
SkItZo1041SSFDSdfs
Hi! Been playing a good bit of club ark lately, and really like the changes they brought to the game! There are a few exceptions of course, and I'll try to go over them best I can
1. Give players a way to bypass missions they can't do
I have seen too many people get stuck on the 3x bonus because they can't do whack a dodo, or sometimes train robbery. That's not fair to them, and I've seen them stop playing altogether because of it
Potential Solutions:
- Maybe we can give players a 1-2 skips per cycle. Of course they'd miss out on the massive credits of train or dodo, but would make it playable at least. Or heck, make a "skip token" item or something that can drop from the wheel/be purchased for credits to be able to skip a mission on your 3x cycle.
- A bingo-style cycle, that rewards you for completing certain groups of missions, so you can pick and choose which one you'd want to do. Say one row has parkour, doed dodge, ray race, and Train. Another has Lasso, Whack a dodo, Shark and duck duck jump. You can choose to do whichever row you feel you can actually get done, and then re-shuffle them once you're finished. Maybe even get one free re-shuffle per day, or again, implement a token that can do that for you. I feel this one has potential now, but could REALLY shine once there's a wide plethora of games to choose from.
2. Implement group focused activities
Right now I find myself having to group up with other players especially for alpha train robbery. It's usually fun, however we don't usually have all 4 people making it. This can lead to people having to re-run it to help those who failed for less of a bonus (no more 3x), or just leave altogether, leaving the person who didn't finish still unable to finish. Another common problem I run into, is we all complete the train robbery. Now what? Most of the other missions are either easier to do solo, or if one person finishes, the other people in the group might not again, leading to re-running the same missions over and over. Makes people want to leave and play solo.
Potential Solutions
- Implement a bonus for helping players beat it for their first time in their cycle. This could be dangerous, and might need some balancing since I could see groups of friends trying to abuse a system like this, however if done correctly I think this would be a GREAT incentive for more experienced players to help players that might be struggling a little bit.
- Add more games that don't need everyone to be alive at the end in order to get the rewards. This ones self explanatory, but I do think most games are designed for the solo player as of now
- Always give rewards to everyone in the group if the mission finishes, but cut the rewards for anyone who died as a "death penalty." Imagine how frustrating it is to be part of a group where everyone beats it but you died 5 seconds before the end. Everyone else gets the rewards while you get nothing, even though you helped out significantly. I think getting SOMETHING would be better than nothing, and would soften the blow for people who keep trying and consistently help out.
3. Implement "daily challenges"
This one almost goes hand-in-hand with #1, because it would be a nice solution for people stuck on certain missions. This would make it worthwhile to come back and try to complete the challenges for bonus rewards on a daily basis, even if they are stuck on the cycle. The challenges could be as simple as "complete lasso game on beta" or maybe a little harder, like "complete lasso game with more than 1 minute remaining" or a time trial run of parkour, or complete duck duck jump/doed dodge without being hit once. Maybe even harder, weekly challenges as well!
4. Better Bank Management
This is one I doubt people really see a problem with, but one I recently ran into. If you get mostly resources as rewards, they clutter up your bank. You can't scrap resources, and you can't download them or throw them away. This means when you get your bank filled with useless items like hide, chitin, battle tartares, etc., the only way to fix this problem is to go to an actual ark server and download them all just so you can keep getting rewards. This is frustrating to me, considering most of these rewards I'll probably just throw on the ground next to the drop I download them at in the first place. Considering the bank doesn't really serve a purpose right now other than seeing the rewards you got (that I know of, maybe I'm just ignorant), revamping it would be a nice options
Potential Solutions
- Implement a way to trash these items
- Implement a way to trade/sell these items for credits (Auction House?)
- Make them available to be downloaded while in club ark, maybe with a timer if needed
- Give us "lockers" where we can store things that we don't want uploaded and don't want to carry around
5. Reward Ideas
- Blueprints
- Tame specific resources, like wyvern milk for those who won a wyvern as a reward, but play on a map where they can't get milk (nameless venom when it comes out, etc., though this could already be in and I haven't noticed)
- Treasure maps (could give players a reason to visit maps they don't play on as often)
- Structures (Don't think this ones a reward, but would be cool to win a premade forge, cooker, grinder, chem bench, replicator, etc., whereas getting multiples of regular stone/metal buildings/gates would be a nice thing to stockpile as well)
What do you guys think?
I'm sure some of these suggestions need some tweaking and some are better than others, but these are just some of the things I think Club Ark can benefit from. I've had a lot of fun with it lately, and would love to see it keep on improving! What are some of your own suggestions?
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