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Pipinghot

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Everything posted by Pipinghot

  1. That's technically true, but also meaningless. They haven't officially announced it (yet), but anyone who thinks this isn't coming down the road is wearing blinders. This is the future of ARK that Shi Hai is working towards, just because there's no "Confirmation" as of this date doesn't mean anything. We already know what he wants for the future, the only questions are how how fast, and how much? Shi envisions a future where everything is on the table, including players selling in-game assets to each other (like creatures breed for boss fights) using RMT's (real money transactions) and by embedding blockchain/NFT's into the ARK system it will become possible for Snail to get a cut of those RMT's. Shi doesn't see RMT's as a form of cheating, he doesn't want to prevent it, his long term goal is to encourage RMT's just as long as Snail can harvest extra profits from it when it happens. For example, Shi Hai said: “However, at Snail Games, we believe that we have now reached an era of WEB 3.0, and the ownership of digital assets is the most important issue for our fellow users.” "Plus there’s the question of monetizing content, one of the benefits blockchain brings to the Web3 table." "NFTs are part of that puzzle." Anyone who wants to build blockchain and NFT's into a game is not doing it to benefit the players. He pretends that this is for the benefit of content creators, but if you read interviews or watch the videos at conferences when he speaks, it's painfully easy to read between the lines and see that what he really cares about is WC/Snail getting a cut from everything exchanged between players. His goal is to commoditize and monetize every possible player-to-player transaction you can imagine. This has been publicly available knowledge for quite some time now and lack of "Confirmation" doesn't change the underlying truth. https://venturebeat.com/games/snail-games-chairman-talks-property-rights-in-the-metaverse-at-gamesbeat-summit/
  2. This is the next step in Snail Games goal to commoditize and monetize every aspect of ARK. Shi Hai (the CEO of Snail Games, which for all intents and purposes owns WildCard) doesn't think of ARK as a game, he thinks of it as a platform with multiple different ways to make money, most of which don't involve trying to make a better game. 1) Premium mods - instead of WildCard having a sponsored mods program that costs them money, which is what they used to do, mod makers have the chance to sell their mods to other players... and WIldCard/Snail get a cut. 2) Cosmetic packs from WIldCard/Snail - really just microtransactions, but they don't want to admit it's micro transactions. Starting with the very first pack that's coming out with Scorched Earth there's going to be a creature that players can only get by buying the pack. To anyone who's paying attention that's not really cosmetic anymore, it's a new creature that looks like it will give players an advantage for owning. They're starting to test how much people will complain if they sneak P2W features into their "cosmetic" packs... and WildCard/Snail gets all the money from it. If this pack sells well enough you can be certain there will be more important "content" in the future that can only be owned by buying future "cosmetic" packs. 3) Player created content - whether it's just a costume or some other form of "endless client-side functionality" this is WildCard getting players to do work that WildCard/Snail will make money from, disguised as supporting creators. People create stuff and sell it on the ARK platform... and WildCard/Snail gets a cut. 4) Eventually, somewhere down the road, Shi Hai (CEO of Snail Games) has said that he wants to introduce NFT's into ARK which would allow players, for example, allow players to breed and sell creatures to other players. And since every single creature will have a unique blockchain-based identifier... WildCard/Snail will get a cut. You know how WildCard pretends that they care about players selling creatures to each other for real money? They don't really care, they just want to get a piece of the action when it happens. The changes that are coming to ARK are all about turning ARK into a platform that "allows" people to create and sell things to each other... and WIldCard/Snail will get a cut. Of everything.
  3. Thanks for the explanation, that helped, now I can answer your question. So here's how it works - the egg laying multiplier only applies to fertilized eggs from mating, there is nothing that will cause unfertilized eggs to be laid when no one is logged in to the server. Some background - the laying of unfertilized eggs is tied directly in pooping, every time a creature is scheduled to poop there is a chance they will lay an unfertilized egg instead, which means that they can only lay eggs when the game allows them to poop. Pooping only happens when creatures are rezzed in, which means it only happens when there is someone logged in to the server and the creature is within range of the player. If no players are nearby then pooping is suspended, and because pooping is suspended this also means laying unfertilized eggs is suspended. If you're logged into the server but you're on a different part of the map, like if you go on an expedition to tame something, the pooping and laying of unfertilized eggs is suspended at your main base because there's no one there to keep the creatures rezzed in. The creature could be on the other side of a wall, inside a box, on a higher or lower floor, etc., but as long as the creature is within range of the player it is able to poop, and able to lay unfertilized eggs. This is why, for example, if no on has been online for a while and you log in you will see lots of creatures in your base pooping during the couple of minutes after you log in. They've been "waiting" to be rezzed in by a player so they could poop. Laying unfertilized eggs is somewhat random, and I don't think anyone outside of WildCard knows the formula that calculated laying unfertilized eggs. This means that when you first log it you might have 30 creatures all poop within the first minute or two of you logging in but no eggs, or you might get lucky and have 20 poops and 10 eggs. There's no way to know what you'll find until it happens. Also, it doesn't necessarily have to be someone in your tribe. If any player on the server gets close enough to your base that they cause it to rez in as they travel past, then the dinos that get rezzed in by that player can poop or lay eggs. If you were on a server that had a lot of people logging in all the time and moving around a lot then you would find eggs waiting for you in your base when you log in. But if you're on a server with only a few people then you're only going to get more unfertilized eggs when someone from your group is logged in. To make things better for you there are two good options and one mediocre option. 1) Find a mod that will automatically collect unfertilized eggs. There are multiple mods that include an egg collector for unfertilized eggs. 2) Make sure everyone in the group understands how the game works and them make sure they all understand that everyone needs to take responsibility for collecting unfertilized eggs. If most of your tribe ignores unfertilized eggs and sticks you with the responsibility for collecting them, you're almost always going to be short on eggs/kibble. 3) Build a chair and stay logged in, sitting on the chair, even when you're away from your computer. You consume food and water much more slowly when you're sitting in a chair which means your survivor can sit in a chair for a long time, and this allows eggs to be laid in your base when you're away from your computer. I don't remember exactly how long a character can live sitting in a chair, and of course it depends on whether your base experienced a lot of cold or heat problems, but it's a long time. Then again, you can put all of your stuff in a box and just have your survivor sitting in the chair with nothing at all in their inventory so if they die you won't lose anything. Just having someone sitting in a chair, keeping the base and the creatures rezzed in, will give your tribe more poop and a lot more unfertilized eggs. Hope this helps.
  4. My answer is that there's no such thing as the best creature (unless you want to really stretch things and count my own survivor as a creature). There are so many differences among creatures and what they're good for that the entire idea of their being a single, best, creature is a non-starter.
  5. No, unless something has changed you can only get sails by killing wild spinos (same with all other animal trophies).
  6. We can agree to disagree. Having said that, if you actually want to suggest this to WildCard then you need to post it in the Suggestions forum. The General forum is for players to discuss/argue/help among themselves, the devs never even hear of discussions that take place in the General forum. Suggestions is for suggestions.
  7. You're saying "server", but from your description it sounds like you're playing single-player. In order to give you a better answer can you clarify this, what mode are you playing? Are you on an official server, a non-dedicated server, single-player or...?
  8. That's obviously not true or you wouldn't have kept talking, and you especially wouldn't have made this post. But hey, you do you.
  9. Simply put, Yes. Everyone else is having the same issue you're having, except it's not really an issue. The primary issue here is you wanting ARK to be a different kind of game. It's very practical, if you learn how to play the game well. The solution is really pretty simple - if you want more auto-harvesting then tame or breed more harvesters. ARK is fundamentally a game about taming, dinos are the force multiplier that will solve all your problems if you use them right. But they will never solve your problems for you if you just complain that your favorite anky should be an infinite harvester, that's never going to happen. Each individual dino is exactly that individual creature. Yet again, they're not factories and this is not a factory game. It never has been, never will be. The very best harvesting animal in the game (Strider) is not going to be re-introduced until ASA gets all the way to Genesis 2, and what that means is it's up to players to find creative solutions for harvesting and auto-harvesting. At this stage in the game, when "The Island" is the only map, the best solution is to tame or breed a pack of harvesters and let them loose in an area that you enclose with dino gates or that channels them predictably so you can find them easily to unload them. And again, no, 50% is not impractical, you just need to tame more of them. If you have 5 of them then they will auto-harvest 5x as much when you log on. Beyond that, you obviously have not seen how powerful harvesters become once you have put 40-50 levels into the Weight stat, they can carry a whole lot of materials. It is a fundamental concept in the game that 50% is the point at which being over-weighted begins, that's true for players and it's true for creatures. Weight limits are part of the game, and that means you have to learn how to deal with weight limits, they are not going to be removed from the game, not for you, not for anyone. The benefit for you, if you do things right, is that you can whistle all of them to follow you back to your storage boxes and unload them all in once place, then send them wandering again. If they kept on harvesting until they couldn't move then you would have to run back and forth unloading them individually, which is much less practical than whistling them to follow you. Incorrect. I have 8 years of experience with multiple tribes and lots of tribe mates, and the data from all those people that proves "most people" will figure out how the game works and learn strategies to use harvesting animals to their best advantage. You might have convinced yourself that "most people aren't even going to put up with that" but I can tell you for a fact that you're wrong. That's true, but they're not going to. This not an accident, it's not a mistake, it's not a screwup and it's definitely not a bug. It's a deliberate decision about how the fundamental mechanics of this game work. You are certainly entitled to dislike that decision, you're entitled to leave ARK and play other games (we do play games for fun after all), but you need to understand that this is not the result of something going wrong and they're not going to change it, that's just the way it is. So let's talk about that for a minute. In spite of the fact that we're currently arguing I completely understand this statement. So why, one might ask, did they design the game this way (and why are they not going to change it)? The answer is that ARK has always been intended to be a tribe game. Regardless of whether it's PvP or PvE the game is intended to be played in a tribe. Having multiple people in a tribe allows them to divide up the work or trade off jobs from day to day. Maybe one day you farm metal, maybe another day you do the cooking, and another day you do meat runs to feed tames and for breeding. If you're playing on Official server the game will always be feel more grindy and will always be more likely to burn you out than being in a tribe. I've played this game in PvE and PvE, played on official, unofficial and private servers, played it solo, in a small tribe, in a large tribe, played in an alpha (PvP) tribe, and out of all the variations in ARK, trying to play solo is the most likely to make a person start to burn out - so I understand what you're feeling. If you're playing on an Official server the only way to make the game less grindy and less likely to burn you out is to find a tribe. Even if you tame 10 anky's to auto-harvest for you this will still be true. Playing with a tribe makes almost every aspect of the game better. If you're playing in single-player mode or on your own private dedicated server, then you have tons of options to make this better - there are a variety of settings you can configure and a variety of mods you can install. If you're playing on official, get a tribe, that's the best answer. If you're playing single-player, look at configuration setting and mods. That's a true statement, but they're still not going to change it, which means you either must find other solutions or you must play a different game. The choice is yours. Yup, just like with ASE, when they added stuff in each new DLC that made certain aspects of the game easier, and in some cases much easier. Heck in Genesis 2 they added the Strider that harvests massive amounts of resources with just the click of a few buttons. And yet... throughout all of ASE, with all of the improvements, with all of the changes, with all of the tek additions, with all of the labor-saving dino's they added, they never changed the fundamental mechanics for a) auto-harvesting and b) weight limitations. Heck, they added cryopods long before anky's were able to auto-harvest metal (yeah, there was a long period of time when anky's didn't auto-harvest at all, those were fun times). In large part you've just made my argument for me. Factorio and Satisfactory are factory games, in both of those examples the entire point of the game is about building an automated systems. That is not the point of ARK, it's not a factory game. Like you, I haven't played Palworld so I can't speak to it. Having said that, if ARK looses too much market share to Palworld you might get your wish after all. Nothing motivates a game developer to change their game than losing players to the competition. Lots of people use this feature to its fullest. You haven't, but others have. That's on you. That's an adorable, if somewhat lame, attempt at a comeback but it completely misses the point. #1) I haven't played every game in existence, and would never pretend that I have. I'm a human being just like you and I don't have an infinite amount of time. Therefore it's perfectly reasonable to ask you what other open world survival games you're comparing ARK to. You might surprise me and give and example of a game that could convince me you have a point. Or, you might refer to a game that we've both played and that would allow us to exchange some comparisons between the different games. #2) Everything you've written so far gives the impression that you are coming to ARK from factory games and then being disappointed that it's not another factory game. You sound like someone who doesn't understand open world survival crafting games and is complaining due to your own lack of understanding. That's like playing a puzzle game and then complaining that there's not enough first person shooting. It's a different kind of game. Now I might be wrong about that, maybe that's not what's happening, but if you don't give examples of other OWSC from your experience then you will continue to sound like someone who doesn't have experience with this sub-genre of games. So if you want to make and apples-to-apples comparison, comparing ARK to other OWSC games, then please name names. It might change the direction of the conversation, it might not, we might still disagree or we might find areas of agreement that we haven't discovered yet. But none of that is possible if you hide behind a cheap line about the internet.
  10. 1) If you're not mounted they automatically harvest. 2) If you put them on wander they will continue to move around the area and continue to automatically harvest. That sounds like pretty good auto-harvesting to me. It's not a factory, it's a single creature. ARK isn't a city builder game, it's not an automation game, it's not a resource management game, it's an "open world survival crafting" game. What game(s) are you trying to compare ARK to, did you come here from Factorio? What other open-world-survival-crafting games do you think have better auto-harvesting mechanics than this one? As was already explained, when they reach 50% of their maximum weight capacity they stop auto-harvesting. If you want to tame them as auto-harvesters then you put all of their post-tame levels in to Weight. No, 50% of their weight makes a lot of sense. Again they're individual creatures, not factories. A creature that over-weights itself and can't move would be a pretty stupid idea. Please give examples of open-world-survival-crafting games that have more/better auto-harvesting.
  11. As far as I know this has always been true. Of course I agree that it would be good if they improved it, every improvement is good. My only point is that we've been hoping for this improvement for a long time and I don't think it has anything to do with ASA specifically.
  12. You anky is not swinging "randomly", that's auto-harvesting, and that's exactly how auto-harvesting is supposed to work. If you are not mounted - anky's, doed's and castorides will all auto-harvest nodes when the node is within range of them. If you are mounted then of course they don't harvest, it's up to you to decide when you want them to harvest, but as long as no one is mounted on them they will continue to auto-harvest nearby nodes. Just whistle them to follow you and they will auto-harvest as you lead them toward nodes. Castorides and doed's both have fast movement, but with anky's it's often faster to just whistle them to follow you and lead them to the nodes you want them to harvest. If you put them on "wander" they will continue to move around and auto-harvest nodes whenever the nodes are within range. Of course if you do this you need to make sure they're in an enclosed area or they might wander away. But they will continue auto-harvesting until they reach 50% of their maximum weight capacity. Also, you can carry them in the claws of an argentavis, fly down low next to the node, and they'll auto-harvest the node while you're still hovering in the air.
  13. Speaking of cognitive dissonance (not to mention projecting), the one making excuses here is you. You are the one making the argument that they're doing everything they can and that nothing more can be expected. That's the very definition of making excuses, the excuse maker is yourself. I don't just "call" them cheaters, they are cheaters. It's a well established fact with a variety of supporting documentation on various youtube channels and blog posts. Snail games has a clan of employees that are well known cheaters. Again, you can't just wave your hand and pretend it's not true. False argument, whether I use their product or not is immaterial. If they're bad actors then they're bad actors regardless of whether I use their products. Using or not using the product doesn't matter, that's a red herring and has absolutely nothing to do with whether they're bad actors. Nope, incorrect. 1) They also have the option of EAC. 2) They also have the option of neither of the above. 3) They also have the option of doing additional due diligence of their own regardless of what anti-cheat tool they use. Using third party anti-cheat software is the beginning of a company's efforts to prevent cheating, it's not the end of their efforts. Again, other game makers do more, it all depends on how much the game maker cares about cheating. Companies who actually care about cheating go beyond third party tools. In addition to the above, WC/Snail stopped being a "small indie company" a long time ago. The ARK properties have made somewhere in the neighborhood of two billion dollars (with a "B"), that's waaaay past being a "small indie company". Are they as big as EA games? No, obviously not, but neither are they a "small indie company" anymore, they evolved past that description about a billion-and-a-half dollars ago. You're right, that is basic knowledge. In fact it's so basic that anyone who believes it doesn't understand how the world really works. That sounds good in theory, but in the real world that principle gets violated all the time, every day, all over the globe. There are plenty of companies that to make the best product possible, but it should be obvious to anyone who's capable of going beyond "basic knowledge" that there are also plenty of companies who cut corners at every opportunity and do the least they can while still being able to get people to buy their stuff. Not every product is a good product, and not every company is a good company. Despite what you think with your "basic knowledge" there is not a "direct correlation" between product quality and profitability, the world is much more complicated than your simplistic assessment. Yeah, exactly.
  14. In that case play single-player and just use admin commands to spawn in what you want. It has never been necessary "to spend the next 2-3 years breeding and having no life". ARK has a ton of faults, but lack of flexibility is not one of them. Asking for the game to be P2W makes no sense and wouldn't make anything better.
  15. Are you asking other players if they have the same problem, or are you trying to make a bug report?
  16. It's starting to sound like @yarnevkhit it, and that WC did change the code/instancing for caves in ASA. Would be interesting if someone could find confirmation about whether this change is included in ASA.
  17. I'm going to speculate here, it's fairly educated speculation but nonetheless I still fully admit that I'm speculating, so take this however you wish. I don't see any reason to believe that they would have spent the time & money to write new code that changes how caves & instancing work. The only reason for them to make any changes to this specific function would be if it failed when they imported it into UE5 and they were forced to recode it. Having said that, if cave instancing failed after importing to UE5 then I would expect a whole lot more of the game to fail as well, so I'm going to make an educated guess and say that this is still the same code and the same general logic, I believe that caves are instanced the same way they used to be. If you're (consistently) experiencing lag near caves that you didn't experience in ASE, I'm at a loss to think of a good explanation for that. Just out of curiosity, how much have you tested that idea? Have you, just to think of an example, jumped on a flying mount and flown around near the entrance of multiple different caves with just you and your single mount? How close do you have to get before the lag starts? How long does it last? If you fly around near the entrance does it happen over and over, or just one time as you approach the cave? I'm not trying to cast doubt on what you're saying, just trying to get a better understanding of what you're experiencing. Regarding the second part, experiencing bad lag while you're inside caves, I've seen a number of people complain about that, including a friend of mine who experineces it when he is playing in single-player. Then again he has unexplained lag spikes at various times just playing the game normally, so he doesn't have any good insights into whether this is entirely caused by being in the cave. I will also say, it has always been my experience that there is more lag in caves than on the surface, and it wouldn't surprise me if this is worse for many people in ASA. Unfortunately "laginess" is something that's hard to measure so at this time all we have are a bunch of different feelings from people about whether caves are worse or not. It has never been my experience that cave transitions were smooth, but for reference I've done all my playing on official servers and private dedicated servers. I've never played the same in single-player nor have I played on a non-dedicated server. I also have never experienced any performance boosts in caves, not on official and not on dedicated server. If I remember correctly you play single-player, is that right? This might be true on single-player in ASE, but it's not true on a server, which is why I'm asking what mode(s) you play. All game engines can have difficulties with instance transitions, it just depends on how the game is written. I realize that's a vague answer, but this one sentence alone could require a long and technical discussion. For the purposes of this discussion I think the best answer is, "it can happen to any game, on any engine, it just depends on how things were written." Having said that, it would not be surprising if transitions are more laggy now than they were in ASE, because they ported code that was written in UE4 to UE5 and any time a game is ported to a new game engine there can be a variety of odd behaviors. Some functions run better, some run the same, some run worse, and code that was heavily optimized to run well under UE4 might need to be re-optimized to run well under UE5. UE5 is backwards compatible with UE4, but that doesn't automatically mean that things run better or even the same, some aspects of the game can run worse. Also, if you're using the same computer to run ASA that you used to run ASE, then I would expect the game to perform worse in a variety of unpredictable ways. A brand new game written from the ground up and optimized for UE5 might perform better on your computer, but an old game that's ported from UE4 to UE5 should be expected to perform worse, at first, until the developer eventually gets around to finding all of the performance problems and fixing them. As discussed, UE5 is backwards compatible with UE4 but that doesn't automatically mean that every aspect of the game will run as well.
  18. Oh don't worry, you revealed your cognitive dissonance right from the beginning. Speaking of cognitive dissonance, you instantly contradict yourself and are incapable of seeing it. Well done. And yet I've already explained exactly what everyone, even if they're the end user, can do. You can't just use a magical hand wave and make the answer disappear. If you don't want to do it that's your choice, but you have to acknowledge that it's a choice you're making. You can't pretend this answer doesn't exist. You're not under any obligation to submit tickets and report cheaters (unless you actually care about cheating) but you can't argue that it's beyond the abilities of end users. If you don't want to do it then that's your decision to make, but you don't get to pretend that it's not possible. Pipinghot said, "Caring about revenue and profit is not the same thing as caring about the product" In the words of someone who thinks he's wise, "you don’t seem to understand how basic society functions." The world is full of businesses that don't truly care about their product and only care about revenue and profit. If you can't understand the difference then it's time to shed that veil of naiveté and learn more about how the world works. There are good companies and bad companies, understanding what separates them from each other is what makes people informed consumers. I mean, you're not seriously trying to argue that every company cares about creating the best product they possibly can. Are you? Seriously?
  19. 1) You could start by reading the OP in this thread, "but what ive seen in youtuber video are speed hackers everywhere". It's true, you also have the ability to go to youtube and see examples. 2) As discussed, Snail has an employee clan that are well known cheaters, they've been documented in live streams and video a number of times. Easy to find if you bother to look. It should be pretty darn obvious that when the publisher has their own clan of cheaters they're going to fail to meet any reasonable standard for cheating prevention. If that logic isn't self-evident then you're probably never going to understand. BattleEye is basically security theater, about as effective as the TSA. It catches only the most amateurish cheating and does so at the expense hurting game performance on your machine. This is exactly what I meant when I said "they only care about pretending to care about cheating". Battleeye is how they maintain the pretense, it's an inexpensive way of maintaining the illusion of caring. Let me google that for you, "how to prevent speed hacking". Nope, swing and a miss. It's not a "label" it's the argument you're using. You have argued that nothing can be done, that's a nihilistic argument, plain and simple. You know what's adorable, someone throwing around arguments about state sponsored cyber criminal behavior and "all the US government can do is to ask them nice to stop". You must enjoy the taste of red herrings. Yeah, totally adorable. In one sense you're right, but not in the way that you intend. If we take into account that the publisher has their own clan of known cheaters then from a purely logical point of view It is unreasonable to expect them to do more about cheating, because they like it and benefit from it, these are not the kind of people who are going to do more to prevent cheating. But what customers should get for their money is the right to expect more, and not be taken advantage of by the people who publish and sold them the game. Yes, it is a problem in every game, and the developers/publishers who actually care about cheating do a better job of prevention and enforcement. That's the point. No one can stop all cheating or cheaters because, duh, obviously, but better companies do a better job of it. Based on their history and behavior, it's completely reasonable to believe that WC doesn't care. A few of the employees in WC might care, but their owners and corporate leadership don't. Wow... just wow. Their past behavior matters because of course it does, looking at a company's behavior is exactly how you figure out what they care about. Past behavior is crucial to understanding what they care about and what they don't. Caring about revenue and profit is not the same thing as caring about the product. Some game companies, yes, but not the good ones. Setting the bar low is not how you successfully argue that they're doing a good job. Ran out of quotes, so here goes with your last couple of bits. "Bro, I care about not having to deal with cheaters because I don't cheat. Are you seriously telling me that I have an obligation to fight cheaters? Because I have a job and family to take of." You're presenting a false choice, this isn't a case of one or the other. It's perfectly possible to "have a job and family to take of" and also fight cheaters, "Bro". "What have you done lately to fight cheating?" The same thing I always do, in any game. When it's possible to document the cheating I do so and submit tickets with the evidence. You'll be shocked to learn that I somehow manage to do that while having "a job and family to take of." Who would have guessed that it's possible to do both of those things, it's a crazy world we live in.
  20. No one expects any company to "solve" cheating, cheating has been part of humanity since the beginning of time. What people do expect a game publisher to make a good faith effort, to do the absolute best they can in order to try to prevent and minimize cheating, and Snail/WC fails to meet that standard. They don't to their best, because they don't care about cheating. Snail/WC could do much, Much (MUCH) better at preventing cheating, not perfect, but a whole lot better. The real issue is that they just don't care. Again, Snail has a clan made up of company employees and they are well known to be a cheating clan. When the publisher of a game has their own clan full of cheaters, including the CEO himself, it should be painfully obvious, even to you, that they are the bad actors you're talking about. Your kind of nihilism is not the answer, giving up never makes anything better. We can't "solve" crime but we still have police departments tasked with trying to find and prosecute bad actors. We can't "solve" financial corruption but we still have multiple agencies tasked with trying to find and prosecute bad actors. We can't "solve" state sponsored cyber criminals but we still expend massive amounts of resources tasked with trying to find and block the bad actors. We can't "solve" cheating in games, but god game companies recognize that they have an obligation to make their best, good faith, effort to find and block the bad actors. Some game companies take that obligation seriously, Snail/WC does not. They could, but they won't, not when the CEO of Snail leads a clan of cheaters. AI isn't going to "solve" cheating, because the cheaters will also be using AI. Cheating has never been "solved" and it's never going to be "solved", it's an ongoing fight between good actors and bad actors that will never end, which is why it's so important to not give up. Your nihilistic argument that people shouldn't even try is a failed argument from the beginning. In spite of that reality that cheating will always exist, everyone who cares about cheating still has an obligation to fight against it. If you give up and stop fighting the bad actors then they just win by default. Fighting against cheating is an on-going effort that never stops, never ends, but it still should be done, and players have the right to expect a game company to make their best, good faith, effort. The problem here is that the bad actors are inside the house, that's the root cause of the failure to do a better job of stopping cheating.
  21. Tek animals were released later on. Once they were released, they were retroactively added to previous maps, which is why you can find them on The Island.
  22. When you say that you 'build a platform' do you mean you make your own platform using pillars and ceiling tiles, or are you using one of the other building objects in the game? The reason I'm asking is that eggs can glitch through ceiling tiles (or glitch inside of foundations) when someone gets near your base and renders the base in. Can you take a screen shot of what your platform looks like? That might be useful to help you figure out what's happening.
  23. Before you read the rest, keep in mind that I like your idea. I was being supportive, which is why I suggested to you that you post it in Suggestions. With that said... 1) "General" is where player have discussions with each other. That's exactly what we're doing now, two player having a discussion in the General forum. 2) No, it's not the "policy", you're presenting a false argument, that only happens with posts that are bug reports or suggestions. The fact that many threads are still here in the General forum is up front proof that your argument is false. It doesn't take much thinking to realize that a General discussion is not a suggestion, it's a discussion. And you were successful, you gave feedback... to other players. What you did not do was make a suggestion to the devs, because you posted your feedback in General, which is where discussions between players take place. During the course of the discussion a few different ideas were exchanged, leading up to the point when you expressed your idea for a change. Now that you have revised your original post from a General complaint into a specific Suggestion, it's time for you to post your suggestion in the Suggestions forum. No one is forcing you to post a suggestion, no one is moving your thread into a different forum, it's your decision. As a fellow player, I like your idea, which is why I suggested to you that you should post it in suggestions. Sometimes you have to discuss ideas before they're ready to be presented, and now that your idea is ready to be presented I'm simply suggesting to you that you do so. General is for discussions among players, Suggestions is for suggestions to the devs, it's a pretty simple concept.
  24. hah, good point I didn't even think of that when I was writing. Thanks.
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