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SunsetErosion

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Everything posted by SunsetErosion

  1. I think it has to do with not really giving too much care about it and figuring out in what colour drop it should be etc. I mean it all doesnt really make any sense, and they really never finished puzzling what should belong where. Blue already has lvl 45+ Metal structure blueprints, while Purple still gives Chitin Armor, but Purple already a Pela saddle, which is a lvl 43 Unlock...
  2. I did, I agree with some of its motivation, although a lot of the reasoning feels completely false to me... I really disagree with that. In the game, there is actually no walking. There is only Running and Sprinting. The running speed is actually pretty fast. If you press K and look at how fast your character is moving around it might give you a better perspective of how fast you are actually going. Sprinting makes your time to get from A to B reduce by about 40%, so in comparrison to running, there is a big gap between Running and Sprinting... Everything is big, so walking around will look slow... To me, if you would get default speed to 145%!, then you are able to RUN around indefinite at the speed of a fast paced cyclist.. IRL a sprint is about 10-15 seconds, THEN you start to lose speed. So the Ark stamina is out of the roof actually... -> Maybe they could bind amount of stamina to MaX-Speed... In comparrison to wildlife, you would be way too fast. In my opinion some animals are actually way too slow. Eg. the Saber. I think the saber is a really good example of this. If you look how it moves, it looks like its not really giving it a try... Yes, makes sense ofcourse. IRL after a good sprint and you are out of stam you cant just hop under water and chill there for a minute or 2. Though, having no stam, while in water is allready pretty anoying now... Really unnecessary, neglectible effects... I dont want to discuss how the human body recovers and all and gets blood full with oxygen to muscles, but in short it doesnt make any real sense... Yes, sprinting should be more "impactfull". As it is now, you wait like 15 seconds after a sprint and can do another full speed sprint, and this can go on for an hour, if you happen to have a good few carrots in your pocket... I dont really get it. You want the base movement speed to be buffed A LOT (almost 50%!). Which will make you able to outSPRINT Big cats,,, Terrorbirds 0.o But then reduce the impact leveling speed has? This Athleticism skill will determine how fast you can sprint, and a winded meter, somewhat like a Rage meter, will "overrule" your current stamina levels? The Athleticism skill is too vague to me, as it doesnt/shouldnt have much another value when making oxygen/water/food already connected to stamina recovery and speed. Also those skills are not firm, and you are able to level/boost them up... Overall, it feels to me like you tend to make movementspeed even FASTER, while really no one covers that opinion. The movement speed should be reduced, but not removed. Thats my opinion... The extra winded state, and "interconnecting" food/water to stamina recovery speed (not only when you are completely dried out) sounds like a good idea...
  3. Lol reacting to myself I dont want to edit such a long post and make it longer... Off Topic, but: Crazy idea, why dont they switch around pre-tame and after-tame level boosts. That way going out and exploring, finding a stronger dino will stay a thing for way longer... Also, then those lvl 150 dinos are like IRL, those really battlehardened animals, can be really dangerous, wildlife is always harder... Like IRL, those bred and trained mastiff/rotweiler dogs are pretty strong compared to wildlife dogs/wolfes, but that one wild Alpha battleharded, well-fed lvl 150 wolf will probably wreck any tamed dog...
  4. Yes, THe game should be challenging. At some point the wildlife is nothing but meat, but that point is in the long run,,, pretty early game really... On one side, I dont want to fight every Dodo Raptor, at some point that excitement is over. Either way, by just taking a Giga and crushing everything I meet in my way, or Flying anywhere with my skiff... Lol, what i mean to say is that the ideal image of a player fighting and running from Raptors is only a early game practice. After that, wild life has nothing really interesting to offer... On the other side, I do want wildlife to be exciting. But I dont think removing speed is really the only thing that needs to change, because, like I say, that image of someone running from a Raptor is easily overcome when you ride a Dino, with saddle and after tame level boosts etc. My PvE Boss Rexes had like 30k HP on birth. Leveling their HP, I could easily get to 100k HP, doesnt make any sense compared to wildlife counterparts. A Rex lvl 1 is still a Rex, my tamed hyper-mutated Rex should be a lot stronger, yes, but not like the way it is now... So removing Movement Speed leveling is in my eyes an unneceray limitation to player expierence really... For PvP ground-combat stabilisation, a must though I think...
  5. I dont like Caps. Evolution shouldnt have caps, else we could never ascend! Softcaps sounds better. The higher you want it to be, the more you have to invest to get better results... ------ I want to make subjects to respond to and maybe people can find appropiate opinions on it, like this: PvE: Survival Immersion is bound to combat, PvE combat should not be avoidable by boosting speed. PvE: The ability to avoid combat, by boosting speed, results in loss of immersion and game-difficulty. PvE: The game's PvE is too easy, there needs to be another level of difficulty. This can be archieved by removing the ability to level up your base speed. PvP: Ground PvP should be promoted. This can be archieved by equalling the players movement speed. PvP: The battleground is too inbalanced. Players investing in movement speed are like wizards and too OP. But for every point, and the list can go on and on on so many aspects in the game, there is too much room for in-dept discussion, and the PvP-PvE gamestyle difference AND focus on wether the removal of the speed stat, should only account for player speed or also Dino speed makes this so hard... Im cant come up with items good enough and dont have the time nor motivation to figure out a good form on this... ----- Another idea for a set-up: Dont remove the movement speed stat, but: Make the players speed dependant on the type of armor it wears: Naked, 100% speed -> Result of having 150 MS (30 levels) means 130 MS (New ASE level-up increase) Hide, 75% speed boost curve -> Result, 30 points spend = 122.5 Flak, 50% speed boost curve -> Result, 30 points spend = 115 Riot, 25% speed boost curve -> Result, 30 points spend = 107.5 (For servers, the level-up-per-point spend is adjustable like in ASE) Or... that eg: Someone has 10 points in speed. The % does not exist anymore. Its just a measurement on how easy it is for you to walk around or something. Like with weight. It doesnt give any true values. Its like a representation on how good you are at carrying "something" -Walking/Running with Shotgun -> Speed -3 -High Speed stat means, going from 0-max faster. -Walking though bushes, speed -3-(Movement Speed levels X 0.05) -Walking through sand, shallow water, speed -1-(Movement Speed levels X 0.05) -Make Weight and Movement speed interconnected, like with Speed/Oxygen -Having a high Speed stat means you also lose stamina faster. So running at max with 10 speed makes stamina drain at Higher (x1.1) rates. So you cant just boost speed without consequenses for your stamina, your character will need to invest in Stamina a lot more also to keep up with its own body rythm... -Add a strafe hop. Like with Old games like Unreal or Quake. You could double tap and you would do this jump. (Movement in general could be a lot more sophisticated with UE5 I assume) Or.... Remove speed leveling altogether, but make boosting players speed way easier archieved with things like a adrenaline meter, make eating stimberries slightly boost speed, A refreshed state, by drinking fresh water or something that makes default speed a bit faster. (Good for at bases where its save and all, so for life doing chores its less a pain etc) Go Devs, make this game interesting!
  6. Its just a reaction I post as an attempt to make this a more stable and meaningful topic. Half of the posts are currupted with meaningless overreacting, characterizations and overhasted conclusions and whatever. Also to me this is a meaningful topic because the subject "hits" me. If only constructive and conclusive recommendations could be made here, that might (or might not even) get on the desks of the Devs...
  7. Can you please stay on topic and not feel the need to bring agression into it with your posts, using it as some kind of tool to give your opinions more value? Also you, try staying on topic, please. Try to lose that tone, dont provoke and stay on topic, please. -> Apearantly this issue means a lot to a lot of people. A lot seem to be really attached to the ability to change movement speed. And another group seems to be welcoming the removal of speed variantions for players. I think its wise for the developpers to keep a good eye out for the inpact the speed chances are going to cause during early acces. Or maybe they will do good by finding a eqalivant solution to the problems caused by exessive movement speed boosts created by leveling that stat. That causing harm to the public-image/reputation PvP and the survival-immersion PvE has. Try focussing on ways in between? -> Another idea. Make running-speed something that has to be build up, like with the DireBear or Rhino. So you cant sway left and right like Anime-Characters. This way you can get good speeds, make fast ambushes, outrun animals if you are focussed and have fast senses, but initially too slow to outrun danger, only if thats a planned strategy. Keep the stamina about the same, maybe take the weight of your armor also in consideration, so you can outrun 1 pack of Raptors, but the next one behind it, you will have to deal with, because you are out of stam and the next treat is to close already to start running away at full speed again after you recovered stamina...
  8. Yes, I never did catch a lot of PvP gameplay but yeah for me the early-game PvP is the best, "COD" with tranqs, bolas and whatever. Very interesting matches. I also really like the "end"games of SOTF when on foot against other people on foot. No speed advantage for anyone there. Though I think base speed for players is like 120 or so it feels like and stamina is out of the roof there... Yes, PvP: Against another player, and both have insane speed, its a fast superhuman like fight... It doesnt fit Ark in my opinion neither. PvE: When your speed is above 130, the main common threats, Raptors, Cats, Carnos etc can easily be tricked or avoided. Making an encounter wild a big part of the wildlife a choice like "meh, I dont want to play now" -> Unless you want to play, they dont appeal a higher threat to a human than a rat... True. But I think its also true that beeing able to sneak out of the fight. Which can be hard either way, opens up the motivation to be able to get that "AhHAH! aint gonne get me! See you around!" for the weaker player. Else its gonne be just a stomp and the new player will have a really hard time trying to struggle his/her way into tricking/winning ANY ground in the "dispute" Another situation: A endgame player on foot with a RocketLauncher and a shotgun VS an endgame player with a high tier Therizino. The player is gonig to need a decent amount of speed to kite even a few shots before the Therizino hits him 2-3 times max and kill him... Without any speed, the Therizino stomps if it wouldnt stomp anyway, but why would a Therizino be stronger weapon than endgame BP shotguns? You can correct me on this for sure as I am not a experienced PvP player... The motivation against removing the boosting of speed though, especially in dinos, comes from my PvE experience. And in general its more a feeling (from someone that played 10k+ hours) than that I can give a substantiated opinion. PvP wise for me its a total agreement. But the freedom to chance and boost speed, in PvE (and Singleplayer) in dinos opens up personification, fun and fast pace... It should always have been limited more though I agree... Or the wildlife needs to be faster, I dunno
  9. I wasnt really targeting you for behaving that way. It was a statement to imply not that many people would do such a thing. And if they would, they potententially risk their ability to play official servers...
  10. What was a real game-changer for me to determine how many dinos I had in my base was also the Kibble-system change. My base was kind of a really interesting place to hang out though if you know what I mean... Im not the kind of player to keep the houndreds of old bred Rexes though. Having them all in my base should be and is too much of a struggle for me. I just "release" them. With cryos you could just drop them on the ground though. Also a lot easier idd... Maybe they should add a "kill-off fuction" like with the Ovis. Get some good prime from it or something. Then also make keeping Dinos a bit harder, so having insane hordes doesnt sound so appealing etc...
  11. Doing so is against COC, by the time they actually reach the Tame-limit (whatever it will be) Those exessive Rafts owners and dino-count-stealers could have been removed and those players might even get bans... Do you want to take that risk? I will be there to report you doing something like that for sure... Yes Ive seen some tame-limit reached on servers also. Not too many times, but I had the luxurity to avoid those servers and start playing somewhere else. In the end I dont think its gonig to be something that will be a real issue. They will open up new servers, I highly doubt they wouldnt, if they find out the servers are getting to crowded...
  12. Yes, but I cannot find the all conclusive answer. I mean, the PvP without anything other than shooting is hardly there. Its not COD, but if there would be situations where really basic PvP on foot will occur, then the speed leveling to extreme unrealistic values makes it a superhero game or something and it will kill the game-features like bola, melee combat etc. I dont think the speed leveling is really the main issue adressing this... The noterun is killing the game in general. Wether you pick 70 levels in Melee, HP or anything, the 70 levels AND engram unlocks are there for you to pick up doing practically nothing, starting from scratch. Yes again, for PvP it could help bring the Oldschool trailer, where the Rex breaks through the gate and starts attacking a camp, to life. But its not the only thing to need changes to archieve this... Again its not COD... Beeing slow on foot will mean really easy target for Strong late-game-tames. As the game is now, the speed is the only thing that can make an on foot player be a threat of any kind to a player with a Fast group of Barrys/Allos or whatever. Especially if those dinos have a few good mutations in HP and so. A wild Rex has 1k base HP, breeding in a few mutations and leveling them, will give them 20k hp easily. THATS a difference I also do not approve off... So killing movementspeed totally, it could kill the groundplay alltogether again. I plead for Softcaps again so the huge gap in dino-player threats can be limited by player choises. PvP wise yes, very many aspects that make it that. PvE and Singleplayer... Hmmm. Yes like I sayd, you shouldnt ever be able to outrun big cats on foot. But for the PvE-ascpect and especially in SP, removing speed on dinos in particular sounds too much to me... I played Hardcore on !Official! in Early acces/Early release days. I made it through all Island Bosses in the end... It took me like 3 years, because everything needed a lot of focus and prepping and it was a really small community so every breeding and mutating had to be done by myself... Yes, I think Extinction would have been really next level, Aberration, impossible maybe, but who knows.. And Yes, the ridicule speed leveling during early acces and speed in general, later on, made it a LOT easier, covering up a lot of noob mistakes... But I think in the end I could have done it without the speed if I would have changed my focus on other backup feats other than speed... In the end we all dont know what the effects are going to be like. Some unknown or overlooked effects could make the game worse overall. But "limiting" speed is a good thing, yes. Only thing I dont understand is that the game has been early acces before for years. They made desisions back then. Why think those choises werent particulary rightious? Lost/forgotten conviction/arguments at development meetings? This game in my opinion has a huge playerbase in comparisson to other survival games. So the motvation "This games PvP sucks!" is a somewhat false paradox. Besides that the game is played anyhow, even when the appearantly false choises about gameplay, make it one of the best played games with a huge survival ascpect... Now the game enters early acces again, yes some gameplay changes make it so that adjustments have to be made. But I dont want them to mess around too much. I want to have some kind of game-play stability even when "early acces". I think they shouldnt try to re-invent the wheel... This game is on they desk for like almost 10 years...
  13. What I fear is that the game will be a lot more repetitive. Without cryos now. Just getting a drop could be a real struggle. So its going to be really anoying to have to deal with those Raptors, then Sabers etc every time you want to get a drop for example. Since you cant hop off your flyer run fast, grab loot and get out... Every Raptor, Sarco you are going to have to kill. Especially if tamed dinos cant outrun their wild counterparts... Maybe the surviving-realism aspect gets better, but the fun bar could quickly deplete... Edit: Also for new people that cannot properly deal with wildlife yet, because they cant outrun it etc will have a big problem when more developped players are on the same ground. Then the new player will have a PvPvE combat, and the more developped player can just focus on PvP.
  14. Another work around could also be to put a simple item in it like a Pile of fiber or something. If it then still dissapears with the fiber in it, well something weird is going on. Then its not just, what I think, that the game doesnt recognize some items, like you say...
  15. I want to be able to wipe my behind after I accidently let it go while standing...
  16. Maybe in ASA in general, it should be harder to maintain a horde of pets. With ASE it wasnt any real struggle to maintain a base full with 100 Rexes... Making farming food harder, will make it so that having big numbers of pets will be a struggle and maybe way less desireable or archieveable... The people taming everything they see because its fun to tame, will then maybe lose those pets to starvation as they are too busy taming more pets LOL Also, maybe another variable can be a threath to your dino population... Sickness? Maybe dinos could randomly get sick and would need care? Thus having a horde too big will also make you lose tames, or think twice about the size of your horde... -> Creature submission: The Bugswarm, that can carry diseased variants, like leeches, can fly into your base, ignored by turrets... Posted August 29 (edited) SunSetErosion: Yes i have thought about this before. I see it more of a 1 time tame or something. Something you could capture in a Big jar or something, similar to catching fish in a basket and releasing it afterwards. It would be hard though to cryo an entire swarm, or to manipulate it through commands. Swarms have their mothermind, doesnt feel like it would be "tamable" But with the right mechanic it could be a great debuffer or an anti- turret or trojan horse (invisible for turrets) for PvP. Maybe have it react to the pheromone dart or something. Edited August 29 by SunsetErosion
  17. I think I will be even happier with my Dodo.
  18. If so, too bad, really... Especially for dinos. In Dutch we have this saying: You dont miss what you dont know/have. But well, its the other way around...
  19. True. But beeing dependant on movement speed for your survival/progress is in reality mainly only a early game issue... Movement speed is something that we should be able to boost/adjust in my opinion, one way or another. Beeing able to build and train a survival-character is making choises. Removing movement speed altogether makes builds maybe too plain. There arent that many skills determing your survival abilities overall. Yes there are Food and Water but those can be practically ignored. So its HP vs Melee, and a lack of stamina forcing you into combat... You shouldnt ever be able to outrun a Saber or Raptor. Doesnt make any actual sense, but in a game where self-preservation is a main theme, one should consider beeing able to train yourself to get faster. Not Raptor fast, but maybe just fast enough to trick a Raptor yourself... Though, Bring those softcaps all the way. Or something like first lvl +5 movement speed, 2nd level +4, 3th +3 etc
  20. Pff, its a shame. But somewhat reasonable. Leveling up speed is the first thing I would have done normally. Compared movement speed of raptors is quickly surpassed , 115+ or so... Leveling speed to 140 will actually eliminate most threats because you can just walk away and combat (so also precautionary behavior) doesnt have to really be an option anymore... -> Its not unrealistic though to have a movement speed based on Armor weight... Why wouldnt they implement a system for that? Will take some time to figure it out and balance it, but would be really worth the effort I think... Armor class Speed "impactweight": Armor Total impactweight 0 -> speed 120% Armor Total impactweight 2.5+ -> speed 115% Armor Total impactweight 4+ - Speed 110% etc Costum Equipment that has special impact/weight on speed reduction: Flippers -> Weight 3 Scuba Tank -> Weight 2 Shields -> Weight 3 etc 1. Naked, speed 120% -> Stamina drain 60% 2. Cloth, Speed 115% -> Stamina drain 75% 3. Hide, speed 110% -> Stamina drain 90% 4. Fur, Speed 80% -> Stamina drain 120% 5. Desert, speed 110% -> Stamina drain 80% 6. Ghilly, speed 100% -> Stamina drain 100% 7. Chitin, Speed 95% -> Stamina drain 105% 8. Flak, speed 90% -> Stamina drain 110% 9. Hazard, speed 95% -> Stamina drain 110% 10. Scuba, speed 95% -> Stamina drain 110% 11. Riot, speed 80% -> Stamina drain 115% 12. Tek, speed 100% -> stamina drain 100%
  21. Watch out! Those Wildcard Devs are everywhere! Dont listen to them!
  22. NO ! Dont tell me I cant so something! For the rest... Also with your other topics in mind, There where some really good points, but they seem to come out of the blue as I read this... I doubt it somewhat that you have actually played this game for more than 10 hours...
  23. Yes, there is no real reason to do anything underwater. Which means there is hardly no interaction with underwater life. If you add like a functional Fishfarm, which automaticly generates fish, and maybe pearls or something. Then have it only be buildable at some underwater angle. This will make you have to deal with Sharks, mantas etc There are too little meaningfull resources found underwater, to make you go underwater. Besides that: 1. There is only the shore, which gives piranhas and mantas as threats. Not at all exciting. The mantas ingore you most of the time anyway... 2. Then there is sub-depth, which has 0 value for a player, there simply isnt anything... 3. Deep-Sea, to get still pretty useless resources that you can get in very alternative ways also. Now there are Plesios, Mosas, Tusos...
  24. Going in on the first point. Point 1, but a lot of other points you have, have more or less the same concept of idea, its more or less the same; This is a given. Its like the moral of the initial game. The sensation players have is a very personal experience though. And its also subjectable to specific moments. Ive had these feelings of immersion and contact with wild life at several moments already with the poor AI Ark has now. In the end its just a game and with some repetition ANY creatures behavior, no matter how good the AI is, its going to be predictable. Also because in the end they are animals and cant have that much AI, because in the end they arent really that smart AND have limited options to go for... Eg: Now, creatures either run, or attack. But there is a lot more depth actually. Some creatures go for the water, and actually stick into it., so its hard to ko them etc. But when they attack you, at some point they either choose to run because they feel their life is threatened. Occasionally they switch agro and run for unspecific reasons. I dont know if you ever experience this but you can see this as a nip and run that some animals do. This is somethings dog/pack-like creatures do. But its very specific to certain type of animals. So it will take a LOT of time to figure this out and work it out in solid scripts. Thats my idea... Its very time consuming to add this immense next level immersion into the game. The current AI isnt all that bad and doesnt give limited results as in immersive momentarily gameplay. (not sure how to to call this) Though this is such a good worth of the game in my opinion also, they could get it added as a mod, payd and financed or not... Creatures interacting too much with other creatures is not such a good idea in my opinion. I dont know if you know know Cape Havok?? Probably not, Only I call it that... Its the part on the Island West of the map where the biome is changing to snow. There is always a insane skirmish going on... The Maps in general are too small for this. Well, not for SP, but online its too small to have creatures interact with everything they see. You will have to limit the amount of creatures to make this work, but online this will mean that 10-20 people hunt the same Rex, or its already dead and there are hardly any Rexes to find for everyone that comes in second... If you let Everything react to everything, the servers maybe cant handle the simplest interactions, especially if you want to give them MORE AI. Eg. A Dodo gets attacked by a Raptor. Some stegos close know a Raptor is a possible threat for them too. They start to run and some decide to fight, but a carno smells blood and attacks the Stegos also but they have to then also fight off the raptor and kill it because else the meat isnt for the carno. Then some Dimos nip and try to scare off the carno, to get to that meat also... In the meanwhile a Bronto sees the running Stegos coming towards him and tailswipes in panic and accidently hits a dimorphodon that just ate a carno and a random pachy, bye bye carno, bye bye, pachys, bye bye raptor, dodo, stegos, dimos, and the bronto that got attacked in the end by the running stegos... And then you stand there and think, what just happened... I think there is good reason wildlife doesnt interact too much with other wildlife... This is very vague to me. Storytelling? Narratives? What can a animal possibly tell you that you are going to understand?? Hlna is already there to tell you about references to events etc. Or you mean that for video making, more iteractions give more possible creative contect for videos etc.. Yes I agree, there could be more interactions with animals. But I have putted my opinion about this at topics before. In my opinion all creatures should have better follow/go to and "do this" commands. Most of all the follow (pathfinding) needs adjustment. Maybe let creatures make a "Help! I cant find you, im stuck!" sound... But I always plead for a new passive set of skillset. Something like Troodon and Therizino have. Something to make creatures have a new depth and personal role... To vague or repetitive issues. Also this forum/reddit has PLENTY of topics about animal "behavoir" This will make the game not at all solid -> Very bad Adjusting behavior = Bad Balance = Finetuning = Risky, but possible neccecary Feedback = Doesnt need to be more transparant, they do that on their own, we can read the patch notes. NOW we/some of us wait for ASA, thats all we can do...
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