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Everything posted by Logan96

  1. I know that this is an older topic, but these kinds are the most interesting to me. So i share some sentiment in that the game isnt in its golden days anymore, but i think that it has less to due with what's been added and more to due with player mentality. Just looking at the two videos you've posted, you can feel the vibes and see just how much the players have changed. In the first video skism gets inside the base without a clue of what to do and is just running around while being chased by the enemy team, having a laugh and overall enjoying the moment. In the second video they are much more serious, getting frustrated when they fail to eliminate a target and calling out certain mechanics (which does support your criticisms to be fair.) I do think that you have a fair argument here @ForzaProiettile, but I am more convinced that the game is less enjoyable, due to an optimization mentality that has been taken on by the player base. I made a topic about this awhile back, speculating that players are ruining the experience for themselves through guides, youtube and other means of trying to become the best rather than simply enjoying the game and thinking for themselves. I think that if you took todays players and stuck them in 2015 ark you would find a much different experience to the one that we have had. There is no more enjoyment, no more exploration...only efficiency and competition in todays gaming culture. It extends beyond ark and i don't believe it will end with ark 2's primitive system or any other new mechanics. We will simply wait until the next guide is out and follow it step by step until we are all pro gamers hating each other for being try hards, living as the monsters that we set out to destroy in the first place.
  2. To be honest I rarely check these forums now. The majority of them seem to be random questions seeking help in the game with the answers being always the same-check YouTube, wiki it, etc...so I totally understand where you are coming from with this. Then I tend to drink and feel a need to post on a forum that I use to love so I also get that too!!! Let’s raise our glasses to the game and forum that we both dearly enjoy!!!
  3. This is a good point. My main concerns now are how whenever a new dlc comes out there seems to be guides released showing the how to beat the boss along with the best new dinos and gear pretty much within a couple days after release and it seems like more and more players are looking to be guided through the game to maximize efficiency. I believe efficiency in a game has been a growing trend in the last few years, but I think it is accelerated in ark where the entire game is about growth.
  4. Honestly I think you are spot on with the idea that the game doesn’t provide enough information on its own. Players are forced to videos to learn which in turn may create a dependency on external sources
  5. So first of all let me apologize for the time it took to respond and also the organization of my response. Each number is basically related to each of your own points in the same order, I am replying to your post on a mobile device that has no touch screen. Now let’s break this down. In the same order of your post. 1. Culture has absolutely changed since release. Do you really believe that gamers are playing the same way that they have been playing 6 years ago. Do you think that trends are a thing In real life? If so then why is it so far fetched to believe that trends can come in go within the gaming community in similar fashion. Especially in a day and age where the community is so easily swayed by what is broadcasted in front of them. 2. My point about players having no clue about the game was that they didn’t care about being efficient and the likes. I disagree that our inefficiency and newbness was born of of pure inexperience. There was more of an interest in just enjoying the games. My backing for this stands in the number of views that you will find on older guide videos and cross that with the ratio of game purchases with that time. You will see that as the years go on the game purchases will fall off but the views of guides continue to rise, which suggests that players are becoming more and more focused on efficiency any competitive gameplay. 3. I guess I should have clarified why I brought up the fact that the game is not chess. In chess you read about moves and tactics. You do not read what exact Dino’s and locations to visit to get the best result. In chess these guides are great because it’s like adding a new move to your skill set. In ark it’s like having someone tell you how to play the game. I can’t count how many times I’ve been questioned by tribe mates why I’m taking the Mega over the Rex in a meatrun. Know why? Because their little guide said the Rex was better and as such they have only played that one way. 4. Here we go again...what if I said “in my opinion they are ruining it for themselves” you assume that I believe I am speaking for these people...in a way yes I suppose I am. But I’m trying to provide some insight into what I believe is happening and you are interpreting it as an attack. 5. This is a common ground we can agree on. This is that gamer trend I am trying to point out and it is absolutely growing. I provided my evidence earlier. 6. Gamers are not the same as gamers in the 70s, 80s and 90s. Take a look at the returning popularity of older games such as dungeons and dragons and other table tops. These games can’t exactly have guides written for them In the same way, yet they are spreading like wildfire. My theory is that gamers are migrating because they are sick of the grinding, studying and practicing it takes to master newer games and they just want to get back to having good old fun. But wait we have elite counter strike players focused on fast reflexes and others who are interested in the lore of a universe...so on and so forth. Gamers are growing more and more diverse which is a good thing. I’m focused on only the efficiency portion of it, but you will be hard pressed to provide evidence that we have not changed. 7. (starting at “it doesn’t seem like it so far”) Here is the deal, you told me that how people play is none of my business, after I had just tried to discuss how I felt about it. How else should I interpret that? You just told me that my main argument is none of my business on a forum section called general discussion. If you want to disagree with me then do so and I will be glad to discuss. I meant I was prepared for backlash in the sense of disagreement, but I won’t be told what is and isn’t my business to discuss in the general discussion tab. Unless of course the discussion is grossly off topic of ark which is what this is getting to, so I will drop point number 7 if you would prefer to ignore it.
  6. I will be honest and say that yes I have done my share of looking up guides and what not in the past, but it was not at release. At release I didn’t have a clue about the game and neither did the majority of the players with me. That’s not a rose colored lens, that’s how it was. This isn’t chess, people didn’t play chess to explore and adventure, but the same people who want that adventure are ruining it for themselves by accessing materials and guides before they even get into the game. I said this would get backlash and I am prepared for it, but I think it’s a little arrogant to say that it’s none of my business. Can players play their own way? Yes absolutely, I’m not demanding that guides, wikis or gameplay be taken down or adjusted. I’m suggesting that players should try to think for themselves once in a while to have a better experience. You are free to disagree with me, but you are in a way trying to discredit my own opinion by deciding what I should and shouldn’t discuss. And THAT sir, is none of YOUR business... Good Day
  7. This is a subject that will receive some backlash, but it needs to be said. Once upon a time we use to be clueless cavemen trudging through the jungle, spear in hand facing dilos, bugs, raptors and who knows what else, but we were determined to find a homestead and start taming! After that we faced off against threats that seamed larger and larger each day until we eventually secured our ground...that’s how it was for me anyways...until the first dlc... After scorched earth things never really felt the same. Sure there was a threat here and there, but the optimal strategy’s had already been posted and conquered. The appeal behind mmos is the social aspect, so eventually the optimal strategy is spread out to everyone and if you haven’t learned the best tactics your just a newb. I can’t be the only one feeling this way. It’s as though every opportunity for discovery has been squandered, because as time grows more and more gamers are looking to external sources to remain competitive. Each dlc has a shorter learning curve than the next. It’s a growing trend that I’ve noticed and it’s not just a problem with ark but with every mmo. Gamers need to quit focusing so much on efficiency and get back to enjoying the game around them. I’ve enjoyed playing ark 1 competitively on PvP officials, but I think that when the second game comes out I will be retiring to single player, for the sake of discovery.
  8. One of my primary concerns for ark 2 will be the allocation of resources and supplies. On the island, scorched earth and abberation maps players had to grind out certain materials. In the genesis maps we have this in game shop that allows you to buy all sorts of materials/gear, which honestly just feels broken. Go watch HOD and see his guide to get from level 1-100. It is a very un-natural progression and involves frequently server hopping and buying gear from the gensis shop. Part of the fun in a game like this is establishing a base that takes resources, water/food and defensibility all into account. I'm afraid that if this ingame shop continues to expand it could damper the entire survival experience. Just my two cents on the matter...
  9. Ark will be primitive according to the developers tweets. However we do see some tek in the trailer as well. I would not be surprised if we see some sort of lazer/melee focus in the sequel. Think of wakonda from the avengers...this is what I imagine the next game will be like...unfortunetly.
  10. It’s all a balancing act. I absolutely disagree with you about the “hours” of soaking. In my experience most soaking is about drawing Aggro from the turrets so that someone else can rush them, taking at most an hour to bypass. Turrets are not an effective defense. Ironically turrets seem to be more of an offensive tool to protect raid bases from counter attacks. I’d like better Ai for sure but how do you stop ai from being kited!
  11. I would personally welcome tek game from the beginning rather than end game, which is what I believe the next step will be. In fact one theory I have is that the devs have merely made a poor choice of words in regards to Ark 2. This theory is based on the fact that we can see tek teleporters at the end of ark 2’s trailer. I think that the proper choice of words should have been tribal themed, rather than primitive themed . Sort of how like Wakonda is imagined within the avengers storyline/ marvel universe. Spears, shields and lasers, but no guns along with dinosaurs. This is how I predict the next Ark will be.
  12. It would definitely be nice to not have to spend as much time grinding for turrets, however I don’t really think that forcing raiders to soak defenses is a bad thing. It ensures that some random bob can’t just craft up c4 and bum rush a well defended base. Either way the next game is primitive so we may not need to worry about turrets at all. Rathole meta sucks and is borderline meshing in my opinion. Buildings and defenses should be significantly buffed up and raiders should have more ways to enter a base than by just blowing in to it. No stupid do it all Dinos that can fly, swim, shoot lasers and out melee a Rex...that’s just ridiculous lol
  13. Watched the entire video. I don't know about you guys, but I plan on paying my 60 bucks for the game and ignoring anything else, with the exception of dlc. I don't really understand what this guy is on on about and I really really doubt that they are an experienced ark player. As someone who has played exclusively on official pvp i can only laugh at the idea of someone buying a dino through micro transactions. That is not how the game works and it will not keep you safe from us. PvE players are a different breed and i doubt that they would make these types of purchases, but even if they did, so what? it's not like its affecting anyone. The video seems to be mostly a war on crypto currency and not about ark itself. I dont care what type of dino you choose to buy, if it bleeds it will die. Your concerns about crypto currency aren't completely wrong, but this crypto has no bearing in ark.
  14. That would definitely be something. Especially when looking into the trailer for Ark 2. They really emphasized the combat between humanoids, so I would not be surprised if your wish was granted in the next game. It would be a welcomed addition that can even fit the lore (corrupted humans). It may even give those "toxic" players something to deal with to help prevent all of the grieving, even in PvP lol.
  15. I do agree some major changes need to be made. Destroying bases should be costly and time consuming. Turrets should be cheaper to maintain and fill with ammo. Meshing, exploits and third party software definitely need to be cracked down on. PvE should be separate from PvP. Lastly we need a way to report tribes/players/bugs In game. Submitting a ticket on a forum is a little outdated.
  16. Very true, I’ve only ever played official PvP and the majority of my time has definitely been spent on rebuilding or relocating due to being constantly wiped and I believe as time went on the mega tribes were only gaining players and growing stronger. That being said, there was something so satisfying about finding a server without the presence of a mega tribe and building an alliance on it. It has sort of a “winter is coming” feel to it, where all the strong tribes are working together to prepare for the apocalypse. New players would come in and be completely oblivious to the larger picture. We would simply stop by and help them occasionally, hoping that someday they would be a new ally. After the mega tribes arrive the ark becomes an all out war. One base after another would fall and we would retreat to the next allied base, uniting forces and eventually exhaust the mega tribes resources, or get completely wiped out. After the storm there was a certain calm feeling that I can’t really describe, as we would get our turrets back online and check in on all of our allies. We built so many new friends from these moments, so even during those crappy rebuilds I still have memories that make me smile. My tribe and I were never able to completely protect our server but we got pretty damn close. We are already discussing how we will get a head start on the next game and build an even stronger server, so we would be very very let down if that portion of the game was removed.
  17. Now that you mention it, a sub folder on each tame containing stats before and after tames would be a great addition to the game! Admittedly I didn’t think about PvE players performing server transfers. That would definitely create issues for balancing invasions. I suppose at the very least I would like the devs to keep server transfers. I’m a little concerned that the devs could end up destroying large scale wars.
  18. Didn’t even realize playing from a different launcher was a thing
  19. Only way to really know for sure is to to watch for dev blogs and maintenance notes. Everything else is really just speculation. My rhetorical question for you is why does it matter? Since it’s a cluster it’s not like you would be able to transfer out anyways and if you are trying to decide whether to stay or start new on some other server, I’d make the argument that all servers will eventually become legacy with ark 2 in the works. Just play where you would like and enjoy the time you have left, rather than trying to count your remaining days.
  20. Allright so I love some of your ideas and hate a few others. This is one of the ones i dislike. I agree that alpha tribe dominance can be a problem with PvP, but for myself and others the struggle of building up and taking down these alphas is the one of the most enjoyable aspects of the game. In addition i think barring certain dinos behind progress or servers would break the flow of progression and hurt my immersion in the game itself...similar to the way that genesis feels with its teleport mechanics. I prefer a seamless world with the possibility of running into anything unexpected. That being said, I do think game balance should be addressed a little bit to help out the new tribes. I suggest making base wipes significantly more costly, but add more ways to infiltrate a base. Raids should be about getting inside a base, stealing their stuff and getting out, but instead a raid usually leaves the victim completely wiped. Losing all your tames and gear to raiders is one thing, but losing an entire base that you dump hours into is just too much. Make base wipes significantly more costly. I love the idea behind having one giant map. My favorite thing about ragnorak was that it had all of the different biomes and they felt huge. I also think that having storms and such would be fun, if they are reworked a bit and not annoying...i hated the sandstorms in SE. Seasonal climates would be AMAZING!!! Especially if they brought their own complications and challenges with them. Winter could bring an ice age that players would need to prepare for, but it could also increase high level spawns for mammoths, wolfs, etc...as you suggested. I like the idea of active events, but I don't want to feel spammed by them. Alot of MMO games tend to do throw a ton of random events at players and it kills the immersion for me. The events also need to happen in a way that feels natural...that means no specific event areas unless it makes sense, like a volcanoe eruption or flood zone. Lastly no artificial timers that make an event magically go away, let events come and go in a natural way. I think certain no build areas is a good idea, as long as they don't go crazy with it. The underwater caves on the island is what allowed my tribe to take down the alpha on our servers. I'm not sure that making a tame take more resources is a good idea. Building up kibble on official PvP is already a challenge for smaller tribes. I suggest a complete AI overhaul though, which incorporates some of your ideas, such as roaming packs and such. I feel like taming a high level rex should still take a couple hours, but they shouldn't be spent just sitting and babysitting an unconciouse tame. Something like your idea of having different taming methods could be nice. I can picture players stalking a rex to a canyon where they are throwing nets from above contain it. Occasionally the rex will get tired and calm down and a player will be able go up and feed it. Tranquilizers can still play their current role in tames, but maybe instead of trying to make them unconciouse the tranqs are intended to just calm down dinos. If players tranq the dino too much and it falls asleep then the dino will lose its taming progress. Players will need to combine tactics such as netting and occasional tranqing to tame, with higher levels being harder to contain. I like almost all of these ideas. I don't think there should be a different tier for each saddle, but i do think attatchments and saddle mods should be a thing. I also think that the engrams for saddle mods should be locked behind eachother and take considerable engram investment to reach. This means that if a player wants to craft and use the best pteranodon attatchments they will need to spec into that saddle. This creates specialized roles, so that there will be dedicated pteranodon riders and such. The lower tier dinos can have cheaper engrams, so a player can specialize in riding a rex and giga, but they will sacrifice their ability to ride the lower tiers affectively. Of course once the tribe aquires enough blueprints it won't matter as much, but the very best attatchments for saddles should only be usable by someone with the engram unlocked. As for the armor mods, i don't see why not. The game can always benefit from more additions, just be carefull not to make certain items obsolete. For example If my gloves let me grapple things like you said then I would never use your other mod idea for the climbing picks, because grappling would almost always be better. I don't think all items should be smaller than two walls. Getting an indy forge in PvP is sort of the point where a tribe exits their defensive stay small stage and is coming out to expand. Putting down that indy forge is a way of letting the server know that you and your tribe are out to become a super power...its a statement. Therfore, I actually like the size of it. I do think a mid tier forge is a good idea. Its a bit silly having 5 forges all side by side to help smelt metal. If we make even more crafting crafting stations I want them to be improvements over the smithy, not replacements. The reason is because the more crafting stations we need, the larger our base has to be, making it a bit hard stay small and hidden early game. Absolutely agree with more traps and defenses. Currently turrets and species X are still the only common defenses we see and every raid feels the same after awhile. I know that the new game is going to be primitive based so the devs need to be carefull in planning base defence. I think we should be able to assign roles to certain dinos. Monkeys should be able to be assigned to ballistas and catapults. Dinos should be able to be set on patrol, with players setting the route. Also species X should still be a staple defence, but if they get rid of turrets then we need something to replace them. I've played primitive servers before they were removed and trust me species X did not cut it for base defence. These are all a must if the game is going to be primitve. Im hoping for a blocking, alt attack and power attack with all mellee weapons. Maybe a parry function too, but i dont't know how that would work with lag. This is another one that could be cool, but only if its optional for progress. I don't want to play a farm simulator to progress to certain dinos and more importantly i dont want my server to be overun by a whole bunch of orchards. I can see where the appeal could come in though. It would be fun to go into a server and roleplay as a peacefull farmer and such. Maybe advanced farms can provide superfoods that take the place of veggie cakes and such. Has potential... So the reason i dont like tribe limits is because people always find ways around the rules and will build unofficial alliences and such, so the tribe limit only hurts the smaller, law abaiding players. Additionally mega tribe players are less vocal, but they do make up a portion of the player base and for them getting into massive multi server wars is why they play ark. I've never been on that scale and dont want to be, but i have so many memories and stories about trying to fight back these mega tribes. If all servers were small tribe only I would be really dissapointed. I agree that cyropods are amazing, but i would like to see them work on the cooldown timer. I should be able to throw out ten times as many dimorphs as rex's and such. If we add non buildable caves I would also like them to add buildable ones as well. Cave hideouts are a playstyle that could be improved on. Additionally i think the buildable caves should be interconnected and spread below the entire map. This could provide some dynamic pvp movement, were tribes could coordinate attacks bases from both above and below the ground. I think npcs could be interesting but again, make them optional and pretty rare. Also no invincible or mission giver npcs...that starts to get into icky mmo territory imo. A social zone could be fun and very usefull for players who are looking for tribe members. One of my largest complaints about ark 1 is that if you wanted to build a tribe then you have to use discord or something similar. A recruitment box where players can submit an application or post their tribe details would be awesome. I don't think you should be able to trade here or bring anything, because it would be abused by players trying to keep things safe. An official app would be a great idea.Also we need a database full of helpfull info that we can access from the pause menu. I didn't like how in ark 1 players had to go outside of the game and look at a wiki to learn certain mechanics. All the information for how to do something should be provided in game. My Additions: -We need to rework server transfers. I like them, but the server getting invaded needs time to prepare. I suggest adding a transfer value on to all items and dinos. The stronger items and dinos that a player or tribe brings the longer they have to wait to transfer into the server. The player(s) need to stand on the platform and wait with all their gear and tames while transfering to the server. While they wait, the obelisk on the other server will start to glow and it will grow brighter and stronger, depending on what is being brought over. Once the transfer initiates, all of the transfering players and dinos will spawn in on the platform and a small temporary tek shield will surround them so they can get their bearings before being attacked. Tribes can add element or some other rare resource into the obelisk before transfering to provide benefits. These can include a small buff when standing on the platform, added shield time after transfering, etc...after the tribe transfers in, their initial wait timer will become a negative number on the other server and this number will actually decrease how long the other tribe will need to wait, as long as they are transfering to the server that the enemy tribe came from. -I suggest a few additions to breeding. I made an earlier comment about it so ill just quote that: -Lastly I think that imprinting should be available for all dinos, not just bred ones. Rather than doing certain tasks to imprint all the player needs to do is ride them. The longer a player rides their dino the stronger the imprint boost becomes, up to a maximum of 100%. The first player to ride the dino gets the imprint boost. Additionally the first imprinting stages (say 0-50%) will go very quickly, but start to slow down the higher it gets. This means getting a full 100% imprint will take some time and provides incentive for players to keep their dinos alive. All in all i think your ideas are very creative and a good read! I have a few concerns about some which i pointed out, but if you were able to get these ideas heard and sent to the dev team, I think they would make the start a great sequel!
  21. On that note do you feel like PvE threats should ever challenge a players home base/progress? The reason I bring this up is because I play PvP but I don’t actually enjoy raiding, but I love the tower defense aspect of the game. There is something just so cool to me about defending my base and tames from a true threat. The feeling of safety I have in a PvE server is what drives me away from that play style. We play for different reasons, I totally understand that, but if PvE had more threats I’d probably find myself playing both game modes. In short: How would PvE players feel if there was an occasional threat to their property? Maybe something that doesn’t show up if the player(s) is offline
  22. Well in PvE it wouldn’t be a PvP area.
  23. As for my own ark 2 suggestions...besides the tutorial island: 1. A better mod system for weapons and armor and a revamped smithing system. If the game is going to be primitive themed then this will help keep things interesting. Barbed spear tips for fishing, spiked knuckles for punching, insulation for armor etc... 2. I would like specialized engrams to be available/unlocked for players who specialized in certain skills. For example a player that puts 25 points or so into movement speed will unlock the ability to craft shoe mods that reduce fall damage. These specialized engrams can only be used by those who ho are able to craft them. This system would help encourage specialized character builds, without hindering well rounded players too much either. 3. Change mutations to traits. Rather than have a Dino with a mutation chance that comes with a stat boost, all Dino’s will now have a set of 20 random traits, some good, some bad. Professional breeders will now be focused on breeding out the bad traits for new good ones. This system promotes breeders to continue adding Dino’s from outside their current bloodline, rather than promoting incest. Newer tribes will also have an easier time staying competitive. A perfect 20 trait rex will still have its advantages, but it won’t be able to dismiss kibble tames as easily. Stats boosts from kibble taming should still exist along with breeding together those stats, but they should not mutate further than the parents. Color mutations should still exist but stay separate from dino traits, allowing breeders to pursue their desired traits and color mutations at the same time. Ideas are open to criticism, concerns and refinement at the cost of 100 metal ingots each, thanks!
  24. You still don’t understand me. On PvE servers when the player leaves the island the area they are traveling to will still be PvE only. On PvP servers that same island is still only PvE since no other players can come to your island, but when traveling to the mainland you are entering the world inhabited by others, thus exposing yourself to PvP. I am not suggesting that we merge PvP servers with PvE ones.
  25. Interesting take, for me it would feel the opposite and everything on the tutorial island is what would feel fake. Afterall if there is nobody to share your experience with why play multiplayer at all? Returning to the island would be more about using your starter base to gather up some supplies so that you don't have to start from scratch after every wipe. As for the PvP zone you misunderstand me. The tutorial island is the only safe place for PvP servers because its the only place where no other player can reach. PvE rules would still apply to the rest of the map on said servers, so for those players the tutorial island would serve as exactly that-a starter tutorial that any player can leave behind after completing.
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