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Lowly last won the day on September 2 2019

Lowly had the most liked content!

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  1. Lowly

    I want to DIE

    Second comment, on aberration, there is a set of rocks atop a waterfall, not far out of portal, it is possible to get stuck in between terrain, floating, no harvestable rocks, the dip is low that wild Dino's walk past and do not agro as you are out of line of sight,I have sat there for 1 hour 20 minutes and not died, it is not possible to eat poop not jump out. It is a rather common place to get stuck on aberration. Scorched earth has similar places but not usually near easy spawns, the island has a couple similar not near easy spawns, the locations I talk of hear and not between harvestable rocks but between non harvestable terrain. My question is this, do you feel these places should be designed intentionally into a game because it is a survival game? My follow up question is as follows, what is the object of a survival game? I have made a character and then logged off, come back a year later they are still alive, survival for 1 year is easy and boring as all I needed to do was not load the game up
  2. Lowly

    I want to DIE

    1.Ark now does have in-game currency in the form of hexagons 2. Don't allow player to use "help I am stuck" to die or teleport/nudge player when handcuffed, caged, trapped inside player base, other scenario you come up with that would negate PvP situations, bit only let it report the players location and surrounding structures to Devs in those situations to see if it is an abuse of ToS or truely a player stuck in terrain. Both counters to the reasons you offer up, I look forward to more ideas from you so we can develop counters or work around so they do not break existing gameplay mechanics but add features to the game. Also feature suggestion shouldn't be in bug report, suggesting a feature that reports players XYZ coordinates by the press of a button on the start menu should be in features request, actual reporting of those locations where people get stuck shouldn't be in the bug report section of the forum but submitted to the bug report Google document link. For direct bug report submission
  3. Lowly


    What is pre view mode?
  4. Lowly

    I want to DIE

    Other games have a "help I am stuck" option It often costs some in-game currency, and it reports the XYZ coordinates to the developer so they can inspect the issue themselves, and often alqo logging the controller commands for X time prior to the player getting stuck (which wouldn't help ark as often it is pushed by wild Dino) Some games use it as a suicide option, others use it as a nudge along 1,2 or 3 of the XYZ coords, then you need to confirm you are unstuck before you can go free.
  5. Tek doors to have same open/close settings as Tek sensors With all the open and close events we have seen introduced with the Tek sensor, it would be amazing to see some of these options filter back to Tek; doors, double doors, dinosaur gates, behemoths,hatch frames, medium hath frames and giant hatch frames Being able to choose wether a Tek structure opens for own tribe players/Dino's, allied players/Dino's, wild Dino's, enemy player/Dino's or everyone that was a brilliant idea for Tek sensors, but to have it on a per Tek door structure bases would be a massive quality of live improvement
  6. Tek sensors powered directly by shards The Tek sensors are an amazing addition, having doors open or close or open for a preset time upon a certain event, and not just doors, but lights or turrets or Tek bridges. The main draw back that I have seen in practice, is the requirement that the sensor be in range of a Tek generator. I would love to see them powerable directly from there inventory from element shards like a Tek light is. I am aware this could create issues in a PvP sense with people placing them away from base and having interesting traps designed, which is why I primarily ask for a PvE sense, we could make wild Dino traps or have them near our stone or metal behemoth gates. But as it stands they are somewhat restrictive as we either need to put a generator near everywhere we want to run a sensor or boost the range of generators so they eat element super fast. I can't see it being to hard to copy a few lines of settings from the Tek light that allows it to receive an invent Nd be lowered by shards, over to the Tek sensor
  7. I enjoy when my suggestions make it into the game, Makes me laugh when people say, wild card doesn't listen to their fans or playerbase,, and I'm here like, trough circles, controller option to switch between first and third person, when you try and learn a higher tier engram, it asks you if you want to auto learn all the prerequisites, and finally mount dismount does not toggle structures on/off or access inventory on same button press but does open / close doors as priority all great suggestions from one person, taken on board and implemented by wildcard
  8. If you are under a sloped ceiling or a 1 wall high ceiling the bag can land onto of that roof structure But as the rotation of the bed is set 90° to the actual visible structure, often it can land out side of a wall or in out case, our Tek beds are on cat walks about Tek troughs, the satchel will land inside a Tek trough on the floor below
  9. My understanding of this one, is that the Griffin's hitboxes are about one Griffin height below the Griffin's visuals as you can experience when attacking anything and hovering, that might have something to do with it
  10. All the new items are fine until you take them away at the end of the event, making the desire to use them in buildings very small
  11. Yes I agree, that was a small part of the whole event though
  12. I'm curious if you think 2x taming and coloured Dino's encourages toxic people, people able to place Christmas presents and trees and decorate your base created toxicity? Can you be a bit more specific as I highly doubt you think that every aspect of it, like 3 weeks of 2x taming and XP and harvesting and taming causes toxicity?
  13. When reading replies that say that the raptorclaus presents promoted fighting or the free for all aspect and discouraged sharing and friendliness, consider that these replies are most likely from the PvE community as it seems clear that promoting fighting is a good thing on PvP but is not seen as a good thing to the majority of PvE players, who see the game more of a all players landing together against the environment type of deal. This might change the way you read certain comments, also @complexminded it might be an idea when asking for feedback in future to either have seperate threads for PvE and PvP or get a system implemented where each reply must specify by way of required field wether they are PvP or PvE, even if that is only visible to the Dev team for the sake of understanding viewpoints in regard to feedback better. As it seems rather clear that some of this feedback reads very differently if you make the assumption the person making it is on a hostile/friendly PvP server compared to a hostile/friendly PvE server
  14. Agreed decorations would be amazing if they stayed all year round, when the event started, my Halloween gravekard dissapeared completely which made me a little sad
  15. Pro, a really good way to get blueprints and gear for new and long time players The conversion of the island map to full snow is a gorgeous thing to look at The new skins for Bola and slingshot, which we haven't seen before are wonderful The addition of chibis to earn extra levels is wonderful and amazing and they look cute and cool for the most part It's nice that blueprints dropped in this event but it would have been nice to see metal pick or hatchet blueprints and not just sickles and Lance's in the weapons and tool front Cons The random drops that only drop upto a maximum of 8 drops every 1 hour on official servers (excluding abberation) On servers that can hold 72 people max And then randomising 54 different ones inside those 8, is bad implementation it has to be apparent to you now that through no fault of any of the Dev team or company, ark has a huge portion of the player base that have serious case of FOMO or borderline or actual gambling addiction issues, and adding in new shiny things so heavily hidden behind randomised systems ontop of randomised systems to try and collect them all, is a bad design choice Allowing us to directly craft the one we want is best case for players but worst case for devs, I get that But grouping them into rarities and allowing us to craft a rarity …crystal, totally like loot boxes. So a journeyman crystal costs 2x more then a apprentice crystal but has an increase chance at the rare mastercraft or ascendant chibis, also increased chance of getting more then 1 chibi the higher up in tier you get crystals…ascendant crystals gaurunteed ASC chibi with chance at 2nd ASC chibi, costs a lot of coal and miseltoe, crafteable in cooking pot or from gacha Claus to make that still relevant Then I wouldn't have felt like I wasted 500 miseltoe and coal on 1 gachaclaus &…still not cherufe or snow owl chibi. The system in place seemed /appeared to take into account the loot tables for supply drops on those servers as to what rarity you get from gachaclaus, which seemed broken and yes I used 500 coal and miseltoe 1 at a time. Pont 2 Thefighting and hostility caused by having only 8 raptor presents drop on PvE servers when the player count was at 30-40 or higher was not what players have come to expect from a game mode that is more about friendships and family and kindness, it caused a whole new wave of bitterness and arguments 3 the absolute rareness of some of the chibis is beyond crazy, nobody on the official island server I play on saw a cherufe or snow owl on that server, the percentage drop rate for them seemed to be way to low for island servers Edit: would love to see a system where by we can turn a taxidermy into a chibi down the line then we could go further and have a system whereby we can put cryopods in a visualiser and see a hologram projection of that creature, gosh I know if my man Chris still worked there he would be behind this idea
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