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KingOfAshes

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KingOfAshes last won the day on December 27 2023

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  1. That poster looks a lot like a 'season pass' DLC bundle. Interesting theme choices. Honestly given the Ruins style in SE, I always expected something more along the lines of Egyptian/Roman themed DLC instead of the wild west. It'll be interesting so see what the full amount of content in these pack and price tag to gauge value for money, especially when compared to a lot of the content Mods are making. Primal Plus being perhaps the type of direct competition based on the trailer they released. Of course, any good new content is welcome as more choice is always better.
  2. Except....the PS5 version since the patch can't even load the single player game up. Actions speak louder than words and matter more. So no, don't keep this up for god's sake, do better and make the damn product we bought usable.
  3. From early impressions, this has been a great addition. Certainly looking at an evolution in creature design philosophy and game mechanics. I think the abilities are more fleshed out and fit in with Ark better than say the more ''fantastical Maewing''. It's a different direction as well going from 'simplification of a boring breeding task' to a more 'player involved breeding task for rewards'. Overall, I like how the folks involved in creature design gone from basic design to now incorporating a lot of additional nuances for much more interesting designs. Perhaps whatever development was done for ARK2 creatures is now influencing these designs, but also maybe some of the more elaborate creature mod designs we've seen. Though it is undoubtedly a wishful thinking, I hope they eventually get around TLC-ing all the vanilla creatures with the same mindset and re-invent them in a similar way.
  4. And people wonder why Ark2 never got made when it takes 6 months to remake a single ASE map...all the evidence show ASA will have the same cycle as ASE, so you're looking at a 4yr stretch to remake all the content of the original game.
  5. To be fair, I play Ark because I like that game. If I wanted play a side scroller or other type of game, I would just go on and play that, not Ark. Saying that, I can see what they're trying to do is simply an extension of what Fortnite has done with UE5 allowing Modders to do pretty much any type of game they want. Really, it's pretty much all baked in the engine. Will it negatively affect the game? I doubt it as at the end of the day Mods are side content made by individuals, not the studio. Just because they produced a small Demo doesn't somehow mean they messed with development. How much this takes off will depend on people making Mods and how popular these become and you never know...someone could produce quite a Gem like...Counterstrike. I conclusion, I just don't see reasons for the drama and fear over this specific aspect of ASA.
  6. Funnily enough a Youtuber called Brian Menard started ASE right around the time ASA was announced and pretty much followed the same path with tweaking the settings. Originally having SP setting on as well as added stat changes he flew through the Island and SE. Eventually, he came to Aberration where having realised the issue, he set these back roughly to what I suggested above and confirmed he had a more fun experience. I think you'll be pleasantly surprised to find that actually vanilla damage/health etc is really fine for Solo play. Once you start getting to the end game and if you're finding it unenjoyably difficult and grindy to get the stuff for the end game, then you could always bump up some settings just to get over that finish line and move to another map. Barring the caves in the Island, I found the later Maps to be more enjoyable in Solo play with a better, linear Map progression curve.
  7. I'd say your starting point should always be vanilla official settings and make minor tweaks. Overall it's really very subjective and depends a lot on how many hours and how often you spend time in the game to get the best out of it. I tend to only tweak taming(x4)/breeding/XP speeds as my playing sessions are spaced out and not long. Harvesting is also only slightly bumped up, but with regards to Player&Dino stats I leave them vanilla but do lower food/water drain to 0.85. I found when I started in ASE, tweaking too much can really ruin the game to the point you sometimes skip tiers/tames too easily missing the experience and effectively rushing to the end game. And once I do the boss fights once I lose interest in a map feeling there is no longer a goal. So, to me it's more about the road to get to the boss fight, more than the boss fights themselves.
  8. I'm going to guess by 'big dinos', you are mostly referring to Giga/Carcha not being usable in Boss fights. As it stands, their usefulness in SP depends alot on the map. For example they were very useful in Extinction/Ragbarock/Fjordur but not so much The Island. Though a good Carcha can be used to clear the way in the Tek cave now you can pack it back in a cryopod before the arena fight. I would guess a lot has to do with the size of the bosses, arenas and Obelisks. Although they could theoretically simply make it so they take up 2 Dino slots each for a fight, I also think you wouldn't be able to fit more than 4-5 or so on the teleporter and I can't imagine it would play well inside the arenas. Too many changes would be required just for the sake of this really. Just a design decision highly unlikely to ever change....unless they changed the creatures themselves instead....
  9. With regards to ASA steam numbers getting lower than ASE, that's to be expected really. At the end of the day ASA's launch content is a rehash of the original Island. Some improvements sure, but at the end the day it is still the same original map, same creatures, same bosses&mechanics, same caves, same everything gameplay wise. Not a lot of (nor genuinely fresh) content there if one has played it before (excluding console users like me who do get MOD content they couldn't access in ASE). It reminds me of other games like the Battlefield series where people move back to the older game soon after release due to lack of content, but in due time as more content becomes available(and some problems are resolved) they eventually move over. If I had to guess, I'd say you'll see a more significant shift of players onto ASA once SE is released and even more so with Aberration later in the year. During this time more of new mods will have appeared and matured in ASA that will also incentivise migration. Not to mention, we still haven't seen the impact(positive or negative) of the 'premium MOD model' & 'Adventure packs' bringing content that has also never been and won't be available to ASE. I also think, to a degree, the success of these things that will generate more revenue will also determine how long it will be before Ark2 sees the light of day and in what shape. It's similarly likely that success or failure of ASA's new content model will influence Ark2's design to incorporate similar elements.
  10. I think the confusion comes a lot more from Youtubers covering news and seeing what appears to be discrepancies between WC and SG release schedule, plus the fact that any schedule is always subject to change. As for Ark 2....who knows. A lot is speculated and floated around without any real inside knowledge. Some point to Ark2 not showing on the roadmap WC posted vs one posted by SG....but then again, why would a separate game's release date be showing on WC ASA's release schedule roadmap even if it is a sequel? It makes sense when it shows SG's game release roadmap where all sorts are mentioned. And why would one be talking about Ark2 when ASA just released with two yrs of upcoming content? It's the focus and any Ark2 talk would take away ASA's spotlight and make some customers think ''might as well wait for the sequel coming in a few months'' On the other hand, comments about ASA being Ark's future and whole Studio working on that makes it unlikely to expect Ark2 to have a release prior to ASA's main DLC content being completed....aka at least 2-3yrs down the line in WC time scales. Overall...who knows? Que Sera, Sera....
  11. As much as I like the ambiance created by the fog/water&cloud effects, WC really need to adjust their opacity. They've gone all out on the looks over the gameplay. Like the low clouds on mountain tops where you can barely see the torch in your hand for what feels like ages. It's one thing having an effect reducing visibility down to say 15-20m and another to bring it down to 1m where all you see is black or white screen like your game crashed. Effects shouldn't cripple gameplay to the point you must disable an effect. That defeats the purpose of graphical UE5 enhancement. I dread to think what the sandstorm/mirage etc effects will look like on Scorched Earth where they're meant to be more intense and frequent if they go down the same path.
  12. The funniest one I got was a cryopoded Hersperornis with 50 points of melee damage! lol
  13. To be honest, in my opinion the event is pretty good. I like all of the ideas they implemented even though some need tweaking. Plus, they fixed the present quality you get from letters in a patch a couple of days ago( though the patch made my Krampus skin, coal and mistletoe disappear). The only one I'd say is a real disappointment is the Abominable Snowman. I love the model, the idea of rare mini bosses dotted around, but the payoff for killing one is bizarrely underwhelming. I would have thought this would be the feature that would give the rare loot matching the challenge, danger and time spent killing one. I would have also liked to see a 'Krampus riding a skeleton dino' being an even rarer mini boss spawning night time only. Or a 'loot goblin style' creature you damage with a holiday crafted skin weapon and it runs off dropping gifts (a better Santa's little helper?)
  14. I think it's fair to say the Cryopod feature has been limited to just being a dino storage for the base. From a PvE perspective, once again it's a feature unnecessarily nerfed to the ground also compounded by the Rhynio transport nerf. It's a shame that we need to keep relying on modders to undo the unpopular changes Wildcard make. I mean surely the popularity of certain mods like that should be a clear indicators of what players want
  15. After weeks of searching for a high level Helicoprion, I was on my way to a water cave for an artifact and came across a lvl120. I turned back and proceeded to tame that instead. I then proceeded to level it up to the max for BP conversion of 87%. I gambled my only Ascendant Megatherium saddle in the game so far to make into a BP. Of course, it broke the saddle instead and got nothing lol. The Ark gods were just not happy with me....
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