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banggugyangu

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Everything posted by banggugyangu

  1. I believe you're demonstrating a fundamental misunderstanding of what you're trying to represent. The sales figures between xbox and playstation being "roughly 50/50" takes no regard into the number of consoles in homes for either platform. This is simply the breakdown of console-platform sales of ASE. That means that, of the console players for ASE, approximately one half were on playstation and approximately one half were on xbox. That said, if PS5 has 65% of the market share, that implies that fewer Playstation owners play ARK than xbox owners. Essentially, this implies that approximately 66% of all xbox owners also own ARK, while approximately 33% of all playstation owners also own ARK. Except that's still not the whole story. ASE was also a game pass title. Because of this, we can assume that there is also an audience of ASE players on xbox and UWP which don't own the game outright, but rather play it through game pass. What we cannot assume, however, is the number of players that fit in this final category. By your own anecdotes, though, it's pretty evident that the higher density of console players lies on the xbox platform. *edit* Yes, I'm aware of my own error in this. It doesn't detract from my point, though, it merely deflates the numbers.
  2. 99% of households own computers, so clearly 99% of all ARK players are on PC, right ..... RIGHT.....?
  3. You need to couple Ctrl with either space bar (to slightly increase altitude) or shift ( to maintain altitude) for the speed flight mode to work. Both buttons need to be held.
  4. There's potential that the Windows Store version of ASA MAY share license with the Xbox version. ASE did this. If you owned the Xbox version, you also owned the UWP version (Windows store). It's up in the air whether or not this indeed is the case, but just saying that it's POSSIBLE. Now, that said, with the ASE Xbox/UWP license, you could only use that license on one location at a time. If you logged into the Xbox version while the UWP was running under your gamertag, you would be signed out of the UWP version instantly.
  5. This isn't a setting in S+, but rather a method of breeding. This is entirely possible to do in official. To accomplish more than 40 mutations on a single dino, you just have to breed the dino with mutations you want to pass on with a dino that has 0 mutations. Doing this provides a chance to pass on the mutated stats while giving a chance for further mutations coming from the clean side. This is how people max out dino levels to 254. The best way to go about it is as follows: Breed until you have an identical pair of dinos with 0 mutations on both sides. Breed those 2 dinos until you have a pool of 8-10 females that all have 0 mutations and identical stats to the original pair. Breed the single male with all the females and check stats for mutations. (You want to keep track of which stats get mutations.) When you get the mutation you're looking for, if it's on a female, breed it with the male until you get the mutated stat onto a male. Replace your existing male with the new mutated male. Repeat step 3 When you get a new mutation, compare against the MUTATED male's stats to ensure that 1: Your mutation is in the right stat, and 2: The mutated male's stat was passed down and not the unmutated female's stat. (If you had a male with 2 melee mutations, it already had 4 extra melee levels. It's possible to get a baby from that male which receives the female's unmutated melee, but gets a 3rd melee mutation. The resulting baby would only have 2 extra melee levels instead of the desired 6 if the male's mutated melee had been passed down instead.) It's kinda complicated to learn, but once you learn it, it's simple. The most important thing is just making sure you keep your pool of females clean with 0/40 mutations.
  6. Dear Wild Card, I know it's a bit late for a feature request for ASA, but I'd like to bring up what would be the best feature you could add to ASA: A checkbox that disables controllers. Some may bring up the "Deactivate Gamepad" button that appears in the escape menu whenever a gamepad is detected, but I would counter that with the following 2 points: 1) This button simply changes the UI from the controller UI to the KBM UI. As soon as a button is hit on a controller, it switches back to the controller UI, and the button appears again on the escape menu. And 2) This button does NOTHING about the force feedback vibration functions of an attached controller. If a controller that has vibration is connected to your PC while the game is running, it will respond to all activities that trigger vibration within the game regardless if the controller is being used or not. What I'm proposing is a means of disabling controller support entirely within the game's settings menu to prevent ALL interactivity with controllers. Yes, it's a very minor issue, but it's annoying. It's especially annoying for me as I often times will have both ARK and another game running simultaneously. Often times, the other games I will have running I play with a controller. The irritating part with this is the fact that even when focus is lost, controller inputs are still passed to ARK, so both games receive inputs from the controller. (There's a LOT of sitting and waiting in ARK, even with boosted rates.)
  7. Aberration because music.... Seriously, though, the whole atmosphere of aberration is sublime. The flying restriction adds depth to the gameplay that gets washed out on other maps as soon as flying is achieved. Despite that, getting around in aberration doesn't feel like a chore. And...MUSIC....
  8. I had a line of Megatheriums that I referred to as "Fuzzy Alabama". They consisted of: Papa, Mama, Brother Son, Uncle Cousin Grandpa, and about 40 other plays on that whole joke.
  9. Without multi-quoting you due to being on a phone, I'll address several points you made: Base movement speed isn't "Running". It's a power-walk at best. This is evident in the fact that you move at the same speed backward as you do forward. No person on the planet is able to jog backwards equally well as they do forwards. Alongside that, keep in mind that your frame of reference for movement speed should be things we have a true analog for, such as the common trees. Walk around a common tree in game. You're not "running" at that speed by any stretch of the word. furthermore, a flat out sprint for an average person is between 5-6x faster than their walking speed. Average walking speed is 1-2 mph. The average human can pace themselves and easily reach 5-6 mph. Full on sprinting reaches 7-10 mph. Usain Bolt reached almost 28 mph in his record. The human body is more capable than you're giving credit. For someone supposedly capable of surviving the harsh environment of the ARKs,we have to assume they're above average in physical fitness. I don't disagree that some of the fauna move far slower than they should. The smaller creatures should indeed move faster than they do. I imagine the reason they don't is partially just plain inaccuracy and partially game design. Realism must be weighed against the cost of fun, and sometimes you need to design less realism for fun to win. In response to not understanding the point of food and water affecting oxygen restoration, and the inverse relationship, as well, it's to simulate metabolism. When you use energy, your body uses the metabolic process to convert food and water into more energy. This is a highly simplified adaptation of what is actually happening, but from a game design aspect, that's as complex as it really would need to be in order to 1: adapt the existing stats to simulate this process, and 2: provide a simple means to penalize the player for overuse of sprinting. It's not a separate "winded" bar, but rather the relationship between the 3 stats inter-affecting one another. Finally, my thoughts process for the Movement speed stat rework into "Athleticism" wouldn't be for raw movement speed increase. The affect on actual movement speed would be very minor. The idea that came to mind was something along the lines of a ~30% increase to raw speed overall if ALL levels were devoted to it. That's a negligible difference in movement speed, really. Where Athleticism would have it's value, rather is when that tiny increase is coupled with the lowering of the effect of the reduction in food, water, and oxygen. Again, this is all stemming mostly from a "realism" stance, but with a bit of game design liberty on one aspect. Essentially, as someone becomes more athletic, they have much more endurance and can regain their endurance more easily. Now, where this falls from realism a touch is with the metabolism. More athletic people have higher metabolisms, which means they convert food to energy faster. Only half of the real process is reflected here, as it would feel punishing for the increase of such a stat to cause food to drain faster. Therefore, realism gets traded for fun by having the inverse effect instead. Again, the point is to create a system where conserving energy feels more rewarding when that energy needs to be spent. Sprinting around your base constantly? Your stamina is going to drain super fast and not come back quickly. On the other hand, when a raptor is biting at your heels, you can shoot off with a burst of speed and potentially escape, if you haven't been frivolous with your sprinting.
  10. Read my first post in this thread. I proposed an idea for a system that would remove the problem of players being sanic speed while having a far more intuitive and realistic system that allows for very impactful sprinting with a penalty for sprinting too much too often. This could be further expanded with a system affected by carry-weight, though, in my opinion, that begins to take away from the fun aspects of the game in favor of tedium. I prefer realism in games until realism reduces fun. Tedium isn't fun. My suggestion comes from the fact that I've always had issue with 1: How quickly the survivors run out of stamina, food, and water, 2: How unimpactful sprinting actually is (It's barely faster than walking... really...), 3: The fact that the stats in the game are very 2-dimensional, and 4: How utterly useless Oxygen actually is as a stat. My suggestion creates a system that inter-weaves the Food, Water, Oxygen, and a reworked "Movement Speed" as "Athleticism" stats together to create much more dynamic system that would ultimately feel more rewarding to the players. From a PvP perspective, if you can just outpace everything in the game, it doesn't feel rewarding whatsoever. However, if through proper use of sprinting you're able to make a daring escape, but that escape was only possible because you conserved energy, then as a player, you feel rewarded for both the execution of your escape and the decision to conserve energy prior so that you would be able to properly sprint out of danger when the time comes.
  11. You do realize that it's very possible for a private server to have HARDER settings than official, yes? Private does not mean easy... Now, do the vast majority of private servers have settings in place to either make things easier or take away a large portion of the grind? Sure. Do ALL of them? No. If you can't comprehend that, then You're not qualified to comment on private servers. Furthermore, your self-proclaimed achievements mean nothing. Anyone can be a blowhard on the Internet all they want, but there's an old internet adage: POIDH. No one is going to believe you on your self-proclaimed achievements unless you provide proof, and even then, they're likely not going to care. Those achievements have no bearing on whether or not you know proper game design. Your comments about sinking money into a block chain game indicate that you, in fact, don't... Your inability to grasp the difference between the official servers and the multitude of private servers indicate that your knowledge of games beyond hitting the buttons on your controller is limited. It's not the same thing whatsoever... A play style and a life-altering decision are by no means comparable. I choose to not devote my life to ARK not because I can't, but because it would negatively impact other aspects of my life that I care about. If you try to make the same claim about the inability to turn your character into SANIC on the game, I'm fairly certain you'll be laughed out of the forums.
  12. While you're not wrong, it's generally not a good idea to backseat-mod a forum. The mods will step in if things get out of hand, I'm sure. Just a bit of forum etiquette.
  13. Le /sigh.... I stopped playing official after I finished all alpha ascensions on every map following extinction's release. Once I played on a server where the game no longer needed to be a second full-time job, I never looked back. Not having the desire to devote countless hours to taming one creature doesn't make a person bad at the game. I would argue that being so bent over the removal of movement speed leveling indicates that your own skill isn't enough to adapt to the change. Furthermore, private servers doesn't even necessarily mean different rates than official. There are TONS of private servers that are set up EXACTLY like the official servers were. The only difference is who is in charge. Your comment about private servers is a sign of naivete, which isn't an insult, but just an observation. I would encourage you to curb your emotions a bit and listen to things others say before you fly off the handle.
  14. They didn't "eliminate" it. You will be able to have movement speed leveling same as ASE on private servers. It's removed from official servers only. To everyone who would say "BUT I WANT TO PLAY OFFICIAL!!!" Consider this: Wild Card has been paying for 1000s of servers to host the official servers. They don't operate their own data center, so these servers have been rented through Nitrado. Had they gone the Minecraft aspect in regards to this and either not hosted "Official" servers or had the Minecraft Realms model, they wouldn't be AS broken as they currently are. Obviously without spending management and control over the funds taken from Snail Games, it's arguable that it wouldn't have made a difference, but we'll never truly know. I'm a proponent of the no official servers stance, personally, as I couldn't bring myself to play on another official server after I finished the story through Extinction back when Extinction came out. Residual expenses without residual revenue is just not a model that will ever truly work.
  15. I think just a flat movement speed rate in general is the wrong move. As I mentioned in the long post about my proposed rework, I think the base walking speed was fine, or at most deserved a very slight boost, but the sprinting speed needs a significant boost and a rework as to how it actually behaves. What my proposed rework would address is providing the ability to run away to safety when necessary without providing the ability to just full on light the ground on fire non-stop. Sprinting should be more impactful and more usable, but with real drawbacks to over-use.
  16. I will say that having to pay full price for ASA when ASE was already a pretty shameless money grab due to the multitude of unaddressed game-breaking bugs is pretty crappy. This feeling compounds exponentially when you consider the cause of this is due to Snail's horrible money-management, terrible business ideas, and just overall bad leadership in the publisher. I'm not upset that ASA has a cost, but I AM upset that the cost is as much as I paid for ASE where I felt like we were handed a soiled clump of toilet paper at times. I've said this multiple times through the years, but ASE was a game of great concepts, but shallow implementation and bad execution. My hope is that with the years of experience WC now have, ASA will be something far greater and won't fall into the same pattern. As someone that PREFERS higher movement speed, it IS a crutch. It overcomes nearly every game mechanic that exists simply by getting to about 170% movement speed. This is from a PvE perspective, and PvP was even more affected by it. I've already stated that I disagree with the outright removal of it altogether, and I laid out the changes I personally would have made instead about 5 posts back. What concerns me is that the outright removal of movement speed leveling demonstrates the same lack of creative thinking that we've seen from WC toward gameplay aspects since day 1. There are other ways to handle problems outside of just a nerf or buff... Ultimately movement speed as it was WAS a problem. I just disagree with their approach to the "fix". That said, if you want to level movement speed, play on a private server. If you don't find servers setup how you would prefer, host your own.
  17. If you're referring to wild dinos spawning with strange colors, that's likely tied to either a seasonal event or a mod. The server owner can disable either (if they want to). If you're referring to dinos coming out with strange colors after birth, then no. This is a mechanic tied to mutations as a visual indicator that a baby has mutated.
  18. The big question to ask, is what is the performance differential? If ASA has significantly better performance on the same hardware, then removing the rubber band for play and host is feasible. If the performance is relatively the same, however, then it's not. Even on very high end hardware, ASE runs very poorly. Without the right processor (high clock speed with high core count) it wouldn't be feasible to host a server and play on the same rig (which is what play and host is doing). This is the reason for the rubber band as is. I'm not saying it can't or won't happen, just saying that for it to actually happen, we would need a significant level of optimization that we simply haven't seen from wild card as of yet. That said, they now have a decent amount of experience under their belts, so perhaps we can be pleasantly surprised.
  19. As a PvE player, I dislike the removal of movement speed leveling solely for the inconvenience of extending the time it takes to walk around. The base movement speed is slower than what is reasonable for the average human. Sprinting in-game fresh off the beach is about the speed of a moderate power-walk for the average person. Despite barely being a physical exertion, stamina drains at a severe rate. These 2 factors combined make our "survivors" about as physically fit as your average early 2000s WoW player. I'm not in amazing physical shape anymore, but I can flat out sprint for a good 45 seconds before I'm winded. When I pace myself, I can run an 8 minute mile with little strain. I've always wondered what's "fun" about a situation where your game character, who's supposed to be capable of surviving the harsh environment of the ARKs, struggles to keep pace with the average high-schooler that never exercises. The changes I would have made, personally, would have been as such: 1: Base movement speed approximately equivalent to 145% while sprinting. Base walking speed unchanged or, if boosted, only slightly faster. 2: Sprinting uses stamina at approximately 50% of the current rate, but with modifications to this: Restoration of stamina reduces oxygen, food, and water (Food and water drain greatly reduced overall, not just for stamina restoration) Restoration of Oxygen reduces food and water slightly. Oxygen restoration is directly tied to the percentage of food and water. Stamina drain and restoration are both directly tied to Oxygen percentage. These changes would lead to a situation where sprinting is much more impactful, but comes at a cost that, when used extensively, greatly hinders your ability to continue sprinting. This would also make the situation more realistic, but in a way that shouldn't take away from the fun aspect of the game. (In real life, our endurance decreases the more winded we get. Hydration and diet both greatly affect the rate at which we are winded, as well as how quickly we recover.) From there, the only other change I would make would be to change the "Movement Speed" stat to "Athleticism". This new stat would very slightly increase movement speed (Not anything close to how it currently is increased.) while reducing the effects your oxygen, food, and water stats have on stamina. The slight boosts to movement speed would be more exaggerated while sprinting due to the more exaggerated sprinting speed, anyway, and being more athletic means you can sprint for longer times without being winded, and you can also recover from a winded state more quickly.
  20. Private, yes, but official servers are a cancer... in more ways than one.... (It's one of the reasons wild card is broke...)
  21. People still use cryopods when Dino Storage v2 exists.... That's interesting....
  22. With the damage your rex would be doing (about 450 based on your listed base stats, and assuming approximately 25 tamed levels into melee), it would take about 177 bites to kill a level 1 giga with no health levels. At 0.8 seconds per bite, you're looking around 142 seconds to kill one. If the giga only gets 1 bite out of every 5 off, then your rex dies in 100 seconds, regardless of HP, armor, or damage dealt. Odds are, you're not evading bites for more than 5 seconds at a time. I don't see how you could possibly be killing gigas with a rex at this level. Even with mate boost, you're still looking at about 110 seconds to kill. While potentially survivable, it still seems very unlikely. To reliably survive gigas on a rex, you need to be dealing about 900 damage or more and have a saddle around what you listed yours to be. This is definitely doable, but not at the base stats you listed without many more melee mutations. That said, you would have certainly enraged the giga within 5 bites, so the time it'd take for that giga to land 5 bites would be about 12 seconds, which is at least 12% of your HP.
  23. Hello all, I'm running a server with a fairly large amount of mods. I'm intentionally avoiding putting S+ or any of its forks on the server, but I'm trying to find a mod that will provide the Dino Scanning capabilities offered by the S+ transmitter. The closest thing I have found so far is restricted to what is in render range, which doesn't quite hit the nail on the head. Is anyone aware of any stand-alone mods that provide this functionality?
  24. I'm not sure you quite understand the situation... While the official servers have decent populations, the overwhelming majority of ARK players are on private servers. Official isn't the "HUGE" population think think it is... Even if all the official players were to quit over this, the actual impact would be able 25% of the total player base. Nothing to disregard, but also not even close to being devastating.
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