Jump to content

dkr724

Members
  • Content Count

    39
  • Joined

  • Last visited

  • Feedback

    N/A

Community Reputation

9 Gathering Thatch

About dkr724

  • Rank
    Naked

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. also for facks sake, RELEASE THE KIBBLE REWORK/S+ I don't get why ya'' felt this needed a beta. EXTINCTINON needed a beta, MANAGARMRS definitely needed beta testing, but the kibble rw and s+? seriously? that didn't need a beta.
  2. All I want to definitely see changed is, 1 enable structure clipping with terrain, that you can't has never helped balance and has always been annoying as raptor for building. 2 give us equalateral triangle foundations/ceilings with the same width as standard square ones, and corner ramps so we can build circular structures and pyramids, god damn how hard is that?
  3. Hey guys, so first off there will be a sweet and simple TLDR list at the end for those of you who can't be bothered to read WHY i think these changes will help balance, but at any rate, lets get this over with. Now frankly there are a LOT of very simple things that could make pvp far more balanced, and should have been implemented as soon as ARK exited beta, so as to not undermine player's time and work should such changes come later, not that wildcard has been afraid of doing just that in the past. Now I know I'm flicking WC a bit of poo here, but let's be honest, they've pretty much ignored a lot of the glaring issues that simply don't affect players who don't play officials, which I honestly doubt WC actually does, I would bet they just play on their own little private servers safe and sound. whether wildcard feels PvP balance is fine (it's not) or they have no idea how to go about fixing it, the fact is they obviously have no experience balancing a PvP game, otherwise these issues wouldn't exist, even as a game that seems to be made for PvE and PvP is mostly an afterthought. Anyway here's the rundown for what changes would in my opinion Vastly improve the game's balance and quality of life there are 2 main areas balance that can be improved, server side, and the in-game side. some would be simple to implement, others not as much, but still quite doable. --- Server balance, changes made directly to how servers are set up. 1. Make all official PvP servers into clusters. This wouldn't require servers be deleted (i think) thankfully, just choose one of each map for existing servers and link them up. Why does this help balance? simply put, it kills mega tribes, at least in a way, specifically it kills mega tribe's reason for existing, and severely limits their power. (especially when combined with later mention changes) there's no real reason to aid a tribe on another cluster, and even if they tried they'd be a bunch of naked people, who take friendly fire from "allied" bases, and would have no equipment or tames to really aid with. this would help limit cross raiding, a scenario where someone from some random server comes over to yours, raids you, and leaves 0 opportunity for retaliation once they return to their home server. 2. Assuming all servers become clusters, Allow cross cluster transfers of CHARACTERS ONLY, and will drop all carried items. This is simply so if you are no longer welcome on your cluster or want to leave it for whatever reason, you don't have to start from utter scratch to do so, you can keep your levels. 3. Any new clusters added Will be FRESH servers which cannot be traveled to from other clusters for 90 days. Not really a change, but worth mentioning because it's an important thing to keep.(this was pretty much the first really good decision WC made in regards to helping balance the PvP aspect of the game in my opinion, if nothing else it gives new players a bit of time to play before getting UTTERLY REKT under the current unbalanced system.) --- PvP only ingame balance changes. (do not change PvE) 1. Set tribe cap to 5 players. This helps prevent any huge unfair discrepancies in tribe size, such as a tribe of 30+ dominating a server where the next largest tribe is 6-7 players. enforcing smaller tribes actually lets more people play and enjoy the game, it may put off a lot of players for a little while, mostly those who would get butthurt over not being able to be in an unstoppable mega tribe anymore, but it would mean that more people could play the game and actually feel like they stand a chance without being in a mega tribe and just grinding for weeks on end. As well as making it so that you play with a smaller group of trustworthy people instead of inviting that one guy who just insides you after gaining your trust, or even before. Really there are a LOT of benefits to limiting tribe size like this. 2. Remove tribe Alliances or set it to a max of 1. Same reasoning as above, smaller groups with less size discrepancy means a more balanced game. 3. Learn all engrams for each level when you hit it, remove the point system. This means you aren't limited in what you can build by anything other than your level, everyone learns the same things at the same level, everyone has the same options, and a solo player doesn't NEED to have a tribe to get an engram he doesn't have, this is especially important because if the tribe cap is 5 then solo play actually becomes VIABLE, not great, but viable, more or less. 4. Set all dino levels to level 1, refund any points on already tamed dinos, and adjust base stats of each dino to reach balanced levels. This would make every tame consistent, and far easier to balance, if a dino seems to be over/under performing it makes it a simple matter of adjusting the base stats, but takes too much away from PvE, so it should NOT occur there. 5. Give every wild dino a 5% (which is decently high) chance to have a mutated stat, at a rate of 5% increase to the stat from base, (from melee, health, stamina, food, or weight) or coloration, and a 1% chance to have 2 mutated stats or colors or 1 of each, determined on spawn. 6. When bred babies can randomly get a mutation, as well as inherit Mutations already present in their lineage stacking for a single stat up to a set value, say 5 times, a 25% boost to that stat. but since mutated stats are determined by ancestry, you could breed two parents with naturally occuring attack stat mutations to get a baby with 2 mutation points in attack for 10%, but breeding it with a parent, or any dino already in it's ancestry would yield no further growth, barring a random 1% chance of mutation in that stat, this way players who invest fully in breeding can consistently create dinos with with up to say 25% higher base stats and stat growth rates. this would keep breeding as a powerful end game tool for improving your dino army in a controlled manner, without a huge RNG time investment. 7. Remove taming efficiency/make kibble a significantly faster taming food. feeding tamed dinos their preffered kibble grants 50xp and a 2x exp buff for a time. kibble is a nice tool, but if levels/stats are regularized taming efficiency becomes moot, making it a tool for accelerating taming and leveling your dinos keeps it relevant, in a balanced way . 8. Regularize item/blueprint stats. Having different tiers of BP's is fine, but having them scale consistently is just healthier, every ramshackle pike bp should have the same durability/damage, only affected by crafting skill, Again STAT BALANCING. 9. Put a suicide option in the options menu, which will ask you to confirm choice, and will enforce a 24 hour long cooldown on respawning. If you get caged by enemy players, they could potentially keep you from ever playing that character again, or at least for a very, very long time. they just need to shackle you, and fill your inventory till you can't move, keep you near an air conditioner (or a few), and feed/water you occasionally, congrats you are now a storage box. the cooldown is to ensure in a war situation you are (rightfully) out of the fight for the day, but still have an out if you have no other options left. TLDR; Server changes- 1. Make all official PvP servers into clusters. 2. Assuming all servers become clusters, Allow cross cluster transfers of CHARACTERS ONLY, and will drop all carried items. 3. Any new clusters added Will be FRESH servers which cannot be traveled to from other clusters for 90 days. Gameplay changes for pvp servers only- 1. Set tribe cap to 5 players. 2. Remove tribe Alliances or set it to a max of 1. 3. Set all dino levels to level 1, refund any points on already tamed dinos, and adjust base stats of each dino to reach balanced levels. 4. Learn all engrams for each level when you hit it, remove the point system. 5. Give every wild dino a 5% chance to have a mutated stat, at a rate of 5% increase to the stat from base, (from melee, health, stamina, food, or weight) or coloration, and a 1% chance to have 2 mutated stats or colors or 1 of each, determined on spawn. 6. When bred 5% chance babies can randomly get a mutation, as well as inherit Mutations already present in their lineage stacking for a single stat up to a set value, say 5 times, a 25% boost to that stat. 7. Remove taming efficiency/make kibble a significantly faster taming food. feeding tamed dinos their preffered kibble grants 50xp and a 2x exp buff for a time. 8. Regularize item/blueprint stats. 9. Put a suicide option in the options menu, which will ask you to confirm choice, and will enforce a 24 hour long cooldown on respawning.
  4. I feel like the best balancers for this game tbh would just be A) make all pvp servers clusters, B) enable cross cluster transfer for CHARACTER ONLY. C) disable tribe alliances. and D) limit tribes to 5 players max. it's so fckin simple. i mean I get there would still be verbal alliances and larger groups, but it would severely limit cross server alliances and mega tribes, allowing smaller groups of players a fairer playing field, encourage more political play and basically just make the game balance loads better. you still can play with friends, and realistically how many people have like 30+ friends that ALL want to play ark? it's done for the sole purpose of dominating and "winning" a game with no end.
  5. So... are there going to be new official servers released since these legacy servers are getting dropped? personally would love to see more standard clusters, since they're the most free of mega tribes and are less toxic due to lack of paranoia of megas coming and ruining your day. inherently more balanced imo, far more important than any of the new beginner servers if you ask me.
  6. dkr724

    Day One! Launch & More!

    going on 19 hours since launch... servers still not up.
  7. dkr724

    Day One! Launch & More!

    There should be a list of all the wiped servers somewhere, some are left still. those that were to be wiped have been I believe.
  8. dkr724

    Day One! Launch & More!

    should take your own advice.
  9. dkr724

    Day One! Launch & More!

    yeah because joining a year after someone else who will have a tribe of 10+ people with ascendant gear, 20+ lvl 300 rexs a dozen lvl 280+ gigas, quetzals, wyverns, around 500 fully loaded turrets and a ton of other poop is a fair fight you can win with "skill". "wah you can get that stuff too" only if the alpha is ass/gone. for the record I've never been wiped while owning anything significant, I've been in an alpha tribe before, and a mega tribe as well, and let me tell ya, the balance of the game is actually pretty poop. in other games you can catch up. this one you have to be around 10x better than the alpha and very very lucky with a lot of time between your tribe. skill has 0 to do with ark. You lord over everyone else till someone with more time and more poop, or nearly as much poop while you're all offline, comes and knocks you down. ark is not a game of skill.
  10. dkr724

    Day One! Launch & More!

    well there are virtually no legacy servers left.... also only ones who would want to stay there are the goddamn alphas and megatribes who have the "power"
  11. dkr724

    Day One! Launch & More!

    I'm so salty right now.
  12. dkr724

    Day One! Launch & More!

    You mean that countdown that will get announced then delayed until 2094?
  13. dkr724

    Day One! Launch & More!

    WC: hey guys ragnarok on july 4th, oh wait sorry you have to wait a month! nevermind we'll bring it with the full release a month later! oh look it's launch day, sorry servers aren't up it'll be another 5 hours! okay 2 more hours for sure this time! Me: 4 fcking hours later.... still waiting...
×