Jump to content

Cataclisto

Members
  • Content Count

    421
  • Joined

  • Last visited

  • Feedback

    100%

Community Reputation

165 Making moves

About Cataclisto

  • Rank
    Cloth Armor
  • Birthday 07/22/1986

Personal Information

  • ARK Platforms Owned
    PC

Recent Profile Visitors

2,234 profile views
  1. One thing that has not changed for a long time is how ark mods need to load in every single time you join a modded ark server. For players without a ssd this takes awhile, even if you have a ssd this can still take some time. My suggestion is a multiplayer preload menu, a area where people can select what mods to load in before they ever join a server. If a player plays on the same server every single day then these mods would never need to be loaded when they join a server ever again as they will always be active when the game starts. When a player joins a server that does not have these mods active then a unloading mod popup can appear asking to unload the unneeded mods and do them all at once without the wait. This suggestion can definitely be further improved but its a starting point to think about, everything about the way mods work could use a fix (auto subbing, downloading timeouts, sometimes multiple client restarts needed for servers with many mods players don't have)
  2. Flier nerf bothered me to the point where I quit using them, now days its been so long ago I just don't care anymore. Of all the nerfs however there is one that I cant help but point at and ask.. Really? You really did this? It was the slingshot nerf. They applied TWO nerfs to the slingshot because it was overpowered in pvp servers as players would use them on each other. They slowed down the fire rate and reduced the torpor it dealt by 25%... on everything. Slingshots were awful before but people still used them for taming, my first tame ever in a ark server was a trike with a slingshot (before trikes had resistance on the head). Its more of a april fools joke to nerf something like slingshots in pve, this nerf is something Ill never forget and always make fun of .
  3. The metal tier glass parts and the device that incubates the eggs are all I really want these days... Game is too glitchy to trust things hatching on their own (creatures falling through floors when no players in range). And 30 seconds btw is a disappointment, objects in ark might move if something collides with them (bigger the object the more likely it happens), player jumping towards a fabricator for example might permanently move it a little or change its angle... thus needing to demolish and replace it... yea some of us are ocd here It gets expensive after awhile.
  4. The bug report thread could use one other option for the types of issues, "exploits", otherwise its looking good so far.
  5. Rotational spawns - Spawns from all the dlcs replace random spawns on all maps running this type of gamemode, different spawns each day Tek world - All tek structures/items are already learned, all creatures on the map drop element Auto learn engrams servers- A server where people don't need to spend our engram points... Structure blueprints are removed from all supply drops, drops are randomized, Dlc materials are obtained from drops, Dlc engrams are adjusted to use the materials from the map currently running this gamemode.
  6. We were paranoid that our bronto defense would crumble, pillars about 5 tall on a single fence foundation not snapped to others... The pillars lived... for now A safeguard should be added if any pillar change is made, say if they belong to a tribe, and tribe has tames and large structures in area the pillars will "not" be removed
  7. A few workarounds to combat the players with the argument of resource protection (pillars) could be one of the following: 1. Lower the Suppress Replenish Radius structures value down by 80% - Thus allowing people to build next to unprotected nodes. - or 2. This can be further changed by making metal/crystal/obsidian not effected at all by structures... - 3. Beaver dams, that picture you have above is a beaver protection setup, Add more beaver spawns to the rivers and swamps around the map, randomize them, disperse them, and while your at it, changing the way the dams work too as it would be great since people never clean their messes of paste free dams... Changing the way beavers spawn can help too, make it so if theirs enough water for a beaver to fit that it can spawn instead of being affected by structures. - 4. Pillars are also used for player pathing (players pillar beaches so others dont block travel access), This could be offset by Adding more trails into the beach cliffs or making a 5 wide no build zone right next to the water shores on pve (so players can travel with tames that are giga/bronto size) - 5 . After a structure gets so large, say anything past 16x16x16, quadruple its build protection radius (if nothings in range), once a tribe has something this big they don't want neighbors as they cant expand. - PS: I hate pillars that are "not" used for what I've mentioned above, Ive seen people sell/buy land in the past on official servers for real life money back in my legacy days, not so much anymore but you still hear about it sometimes. (Its the worst when new maps are released). I've seen pillars used to make people leave areas or servers (it happened to me twice, though I was a bit more stubborn and held out for a month on my home server, couldn't combat it when the center was new though, never was able to play there) I seriously just spent the past hour typing this?... right... time to go... Edit: Color code our structures or something that your going to make decay, lots of people are going to be clueless without a visual indicator, will also allow us to find possible flaws in the code that's used to do this. (major example: structures that shouldn't demolish)
  8. No mention of arks birthday? @Jatheish (I'll assume that is what the maturation event is for ?)
  9. More Random ideas: 1. Hostile environment servers, force the entire map to through extreme temperature changes, these changes after its too cold or too hot will effect wildlife and reverse their personalities. Rex/gigas wont want to bother with you when its freezing and parasaurs/brontos (just random examples) will go berserk destroying players and any unfortunate buildings in their way... 2. Holiday servers, Servers that alternate between every holiday in ark each week with no disappearing of holiday structures. 3. Land of the dodos, dodos and only dodos will spawn in at random sizes in the server and chase players everywhere...
  10. This is more of a advanced idea: Gamemode servers: Servers that players can bring their tames to and compete vs other players in a battlefront style mini game, (runescapes castlewars or the original starwars battlefront can be used as comparison examples) any tames we bring to these will not be lost, players can earn credit from these games if they win or do well and trade items in at the obelisks to send back to their other servers. These gamemode servers can be used as a way to bring new life back into pve, while also giving pvp a chance to have friendly anonymous combat for their servers too. Things the servers could have would be things like, hide and seek (find a rare spawn on the island and be first to knock it out with tools provided and keep it, no fliers allowed), Hidden Treasure (find a hidden object on the map), Free-for-All (randomized combat that allows tames of certain levels for other players to fight other players) or team battlefront (players that fight with their tames vs another team with their tames, tame levels restricted of coarse to keep things balanced) If players don't have their own tame they can get a rental, aka a randomly generated one to use, these can also be alternatives for the battle modes of players using only whats provided.
  11. Beavers eating fish in that intro video? .... heh it sorta looks a port with no research put into what they have from just seeing that Looks promising though, now I just wish I could afford a vr headset.
  12. This is just a guess, but maybe this could also be in preparation for adding the structures+ turrets? People think they might be overpowered, and since servers will have limited turrets now then these could be added for balancing.
  13. I think it had to do with this article if I were to guess, not that players ever read whats in them. Just seeing the title anywhere online then words start to spread fast, doesn't matter if its relevant to the story posted or not. Just mentioning something like this gets everyone worked up. Tell one person a story, have that story travel person by person and you'll get a brand new story. - The mysteries of the internet at its best... http://www.pcgamer.com/ark-survival-evolved-dev-thinks-it-needs-to-have-a-sequel-someday/
  14. Argents with their current point distribution seems to make 40-50 points average, since they don't have wild speed levels anymore I'll go as far as to say that anything above 55 points would be considered a top quality argent these days. Before the flyer nerf people averaged levels of 270 on argents after many generations + combining. This now only takes 1 - 3 generations, later down the line once mutations come into play were going to be seeing 300+ birds far sooner then we did on the legacy servers.
  15. Will there be any plans on allowing cross-server interaction with the legacy servers on pve? Perhaps cross server trade unlocked after a few months for PVE? Right now I'm envisioning the trading nightmare the forums are going to get and the confusion that this comes with since pve (*almost*, not quite but we're close) exclusively uses the trade forums.
×
×
  • Create New...