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Mletalis

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11 Gathering Thatch

About Mletalis

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  • Birthday 05/25/1983

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  1. I think anyone who has played ark for a while has felt both ways about this subject. I was once anti-pillaring, then my friends and I began to see more of the endgame. As more people move in around you, you have to venture farther and farther for wood and stone, thatch and flint. Meat runs take longer and longer, which is time out of your day. After a certain point the PVE game is all about a scheduled grind. Oh, then that guy, you know, THAT guy, set up a shack right outside my dino gate, I couldnt even get out. Eventually you discover the magic that is the Rex, and how few spawn areas there actually are for this guy when you are digging for a 150 to breed with your other 150, and some dirty little nub has his hump shack on top of one of those few. But you get yourself a rex line going, start wanting to do boss fights, and its caving time....you need guns, finally, on pve. So you probably want a mammoth or a beaver to mass harvest wood for charcoal for bullets. Well everyone built on the beaver spawns, and the north is dominated by alpha tribe, looking more like a labyrinth than a biome, but they will sell you a mammoth if you'll farm spino sails! great! those spinos have killed me so many times, I got this. But wait, why, who builds a base here, of all places, here. So no spino sails, no mammoth, no beaver, guess crossbow it is, doable, but some pew pew would be better. You get the idea. I would love to say that people shouldn't pillar, but I can't. Now maybe a better way to pillar would be nice.
  2. I'll specify above, but I'm talking hardware. With the kibble rework and the hypothetical need less egg-layers, some of what you have stated above could be on the menu now, but that is just not what I am suggesting here. I do have a suggestion dealing with switching from Pillars to Land Claim Markers that may go a short way to reducing lag. It would also offer a way to display claimed land % on the server selection screen, which is a far more accurate measurement than population. I don't have any issues with unofficial players/servers, but I often see them hitting that easy button eventually, and I don't want that...not even the temptation of hitting it myself. So that is my draw to official servers, and why I wish they could be beefed up a bit.
  3. Claim land instead of pillar This might be challenging, but ultimately a huge help. People pillar for the sake of maintaining a hunting ground, or keeping others at arms length, or to preserve resources. Number of reasons. But, pillars add to structure limit, server lag, and are annoying to deal with. So lets give players an alternative, let players immediately, level 1, craft Land Claim Markers. Structures themselves no longer Claim Land, the system instead transferring to these Markers. A few notes on this, worth debate: Look and feel: Markers themselves are compact, you can walk right over them. The Marker could be as easy to make as a note or as difficult as a stone pillar...in either case, a newby should be able to make one relatively quick. (so not using metal ingots or sap, not in a smithy...) I like the tiered idea, because it mimics the present system, level 1 starts with a wood marker, and progresses up to a tek marker, with progressively higher decay timers. Destroyable in PvP, Are these stone, wood, metal? Maybe tiered? PvP is not my thang, so consider amongst your own. Decay timer on these, not structures. Yes, a timer would stop ticking for a 1000 individual structure pieces, instead just for a couple markers. Amazing. Snaps to foundations and ceilings, switches from being a marker to engraving or seal. Just so players can note where it is but walk over it without concern. Claimed vs Unclaimed Land: You can build on unclaimed land, but anybody can Demolish your structure even while you are looking at them. Can this be griefed, yes, so players should be made aware with a one-time tip that this could happen the first time they build on unclaimed land, and to be cautious. Some land is not claimable. This is something that has been necessary for a long time. But, you could still build on that land, it is just demolishable by other players. Why? Traps, for one, maybe a public smelting stand. There are good reasons to build near a resource cache, we just notice the bad reasons most. This goes hand in hand with having a cap per player, otherwise we'll just see the alt char system bypass the cap. With unclaimable land, that won't be as necessary. Demolishing a structure only refunds to the player who originally placed the structure. This would be vital. Players CAN CLAIM A BASE! Why not, some people build amazing stuff, if they abandon it (Markers decay), you can drop down a few Land Claim Markers, and live in their castle. Now, some caveats, maybe a player can only claim up to a certain tier based on level...so like level 1-20 can claim wood, 21-40 stone, 41+ for all else. This is really just meant to help brand newbies from getting too much, too soon, become overwhelmed, and ruin their own experience. Or maybe not, and instead structures demo when the land claims decay. Extra Functionality: Holding a marker allows you to see claimed area through some sort of Arkly hologram system. OR maybe just a tooltip pops up, stating whos land you are on, allowing you to figure out the exact boundaries much easier than current, which is a lot of guesswork. Foundations still block spawns. Markers themselves do not. Cap on Markers per player. This cap could start small and grow, maybe one every 2 levels? This could get complicated for tribes, worth more debate. This isn't meant to confine one player to a 3x3 grid, the amount of area each marker offers should be significant, maybe a 2x2 pillar range? The bigger goal is to reduce lag. Claimable Land Claimed stat displayed on server select screen. Don't have players join servers that are filled, which happens before the population cap. Overlapping claims, basically leading to a zen diagram appearance. Difficult to come up with a solution to, but one option is to have a push-pull effect, where the boundary meets in the middle. Or stick with a first come first serve, as it is now. Implementation: Implementation could occur relatively easily (from the player's perspective), allow both systems to be active for a month, then cut off the structure claim system. Obviously its not as simple as that from a coding perspective, but it should be doable. The absolute best way I can imagine doing this is to have the Land Claim Markers replace Pillaring, and increase functionality in smaller increments. During implementation phase, players will be able to place land claim markers on unclaimed land and land they currently control.
  4. Reduce Lag on Official Servers Title says it all, for the love of all that is holy, please improve hardware of official servers. I don't know what the best way to tackle it is. Maybe Premium official servers, charge $5/mo subscription for access, and these have the fun events, vanilla moderation, but much much less lag. I'm inclined to assume this title has made WC studios a butt tonne of money, maybe this upgrade can be on the house. Anyways, upvote for less official server lag! Disclaimer, not a networking guy, not a server guy, just a guy. A guy who would buy Genesis DLC even quicker if all it said was "Significantly improved server lag"
  5. I was able to solo easy Broodmother several times using 10 rexes, 40k hp, stamina up to a sustainable amount, and every point thereafter into melee (they started at just over 400%). Medium Broodmother didn't work out with that same group, easy was very doable, though.
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