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ladyteruki

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About ladyteruki

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  1. I'll be honest with you : I don't use PGMs anymore. But my point is : I WOULD if I could play with the creatures I like. If you put barriers between me and the content I actually paid for, I'm just never gonna use the feature. That barrier is : DLC stuff I paid for cannot be used in a PGM at the moment. Either the PGM is improved, and includes the content I did pay for, or it's not. That's the story for me. As for Scorched Earth... well the truth is, a lot of people hate the map because of its resources (it's hell to farm decent amounts of wood), its lack of water (you can't bring your water tames with you or have to keep them in cryopods), etc. But they like the content and they paid for it already. So imho if they want to use that content in a different PGM map, the content is still paid for, they're still using it, so I don't see the issue on any level.
  2. How about, IF that function is updated of course, we let players decide what they want or not on their map ? I understand that nest-based creatures are probably more complex, but the rest should be left up to people generating their own map. For instance I see absolutely no reason why the griffin can't spawn on a PGM. If you use griffins to tame quetzes for instance, you're happy to have them on a map you made to your liking and it's normal to customize a map that, by definition, is customizable ! I mean most people use PGM for singleplayer purposes, right ? Who is it harming that a map has everything, especially since it requires to have purchased the DLC beforehand anyway.
  3. Maybe a wyvern trench would indeed be complicated and those can't be procedurally generated, I'll give you that XD I think selecting what DLC (that you own) is included in the PGM makes sense though. But if you create a water PGM, don't you want the giant turtle from Genesis in it, for instance ? If you want to remake a Scorched Earth map, don't you want SE mats in it like silk ? Stuff like that.
  4. Just "Enable wandering" would be find. Noone uses that functionality for mating anymore. On the other hand I agree that many of us especially in PvE (and/or, I believe, RP), like to have some dinos walking/swimming around for aesthetical purposes.
  5. I haven't touched it in a while (of course, since it's outdated !) but can you even include DLC in your PGM ? If you can't even position a wyvern trench or some resources like fungal wood/gems/etc. on the map, how are we ever to use that functionality !
  6. Yes. The language thing, especially, is important. Also sometimes all you want is just to betray an alliance quietly
  7. UI improvement : Engrams tab Everytime you level up, Ark's UI automatically opens the Engrams tab. You're now level 57 ! That's great... but now you gotta scroll all the way down there to see what you can unlock. Fantastic waste of time, isn't it ? Let's find a solution for one of those tiny annoyances. Introducing a moderately simple UI improvement : THE ENGRAMS TAB BAR ! (not to be confused with an "engram bar tab", which involves getting drunk with a chalicotherium at the local tavern, then leaving the poor beast passed out drunk with the tab left to pay, but that's another story for another day) At the top of the Engrams tab, a bar now lists all the levels and whenever you unlock a new level, you only need to click on "57" in the bar, and the game scrolls to level 57 for you. Magical ! Because levels can be setup differently than vanilla on unofficial servers, this could be done dynamically, so that EVERYONE enjoys this modern marvel of not having to scroll until level 712. Prototype provided below. Bonus : I also suggest an additional option "Unlock all" button, for the rich survivors among us. Completely new on a DLC map, but don't want to scroll through the whole engrams list to unlock everything ? Just "Unlock all" and go back to exploring ! (it would be greyed out if you can't afford all the engrams of the selection, to avoid issues)
  8. Oh I hadn't thought of underwater ! I thought of some flying thing but yours makes more sense ! Sort of a diplocaulus alternative ?
  9. A craftable tame ? I'm not mad at it if it's the case, I just can't imagine what it'd be for.
  10. The dirty little secret about bug fixing is that it doesn't pay the bills. Paid DLC does.
  11. So I've started wondering... the suggestions have been remodeled on the official forums so that people could vote for them. But there is never an incentive (for instance in the weekly community crunch) to look for them, browse them, vote for them. As a result, the number of votes is low compared to how many people play this game daily. I've mentioned several times on Twitter that a good way to show that the Ark devs care about those suggestions would be to highlight a handful each week in the Community Crunch (one suggestion would never be allowed to be twice, and being part of the highlights would NOT be an indicator that they are favored by the devs). Ced said he'd look into doing that. Never happened since. Which, ok, you do you. It was just a suggestion about the suggestions, right ? Nothing mandatory. Except nothing at all has been done. Nothing has been announced about any of suggestions that gained a lot of votes. Have they not reached enough votes ? What's the minimum amount of votes for a suggestion to be put on the map for future updates or content ? If a suggestion has a lot of votes but is not doable in the foreseeable future, will you tell us or let us guess ? Isn't it time to do *something* about that ? Some feedback about our feedback ? Is it worth reading them ? Is it worth voting for them ? Is it worth coming up with them ? Is it worth trying to take part in this exercise at all ? When we try to tell you how to solve some of the problems we have, are we actually screaming into the void ? At the end of the day, it's not so much feeling like a way to communicate, but like an empty gesture. I don't get why you people have such a hard time with a bit of transparency. This is a dinosaur game, not the nuclear codes. Especially on a slow week with no major announcement, giving us a bit of insight about the inner workings of tools you have yourself put in place would really go a long way.
  12. I don't like deathworms but I don't see any inconvenient to being able to tame one, if the cost is high enough. I'm not sure about moving underground though, but just in case it's doable, upvoted.
  13. I was thinking about the recent @complexminded "Weigh in" poll about Legacy & new modes. Somehow it's always been assumed that new modes are for PvP, about competitiveness, about fighting. It's just the parameters that change, but never the basis for those new servers. Yet during the latest Twitch livestream, I'm pretty sure I heard the devs say that there are more PvE than PvP players (I'm not picking up a fight, bear with me). So why not come up with a new system that adds to PvE and (potentially but not necessarily) opens up possibilities of a new game mode if the devs deem it worthwhile ? In PvE, cooperation is more common than (duh) in PvP, because we lose nothing from others succeeding at taming or breeding or building or doing bosses. But what if there was an incentive for it, that also added challenge to players ? What if game mechanics could prove useful for players who want to semi-RP or RP ? So here's the idea : introducing professions. It could be something you pick at lvl 1 and that only a mindwipe would get rid of, but it could also very well be something that is determined by the engrams you unlock. Both systems could work imho. Basically you could decide to specialize in some activities, that would give you an individual boost. Better farming rates for the Farmer. Better mutations chances for the Breeder. More melee per level for Mercenaries. That improvement would not be server-wide, but also not tribe-wide, really depending on your own choices, making your character progression unique. Nothing would be impossible to you (the game is still a sandbox where you can do whatever you like), you just benefit from specializing in some things. That would also come with weaknesses, so different people or tribes would work together ; for instance a Crafter makes amazing saddles & tools out of BPs, but benefits from the help of a Soldier as an escort to do bosses. You get the idea. Simply told, it could just make people see their game differently, try different combinations, cooperate more. It's very compatible with server-wide economy. It could also prove a nicely flexible depending on the kind of player you are (not able to invest dozens of hours per week ? become a Merchant, move into a shop designed by a Mayor, and just trade stuff when you're ingame, don't worry about keeping a base from despawning). Plus, some people just don't like some aspects of the game but enjoy others, and specializing can turn that into a plus. There's also the replayability factor, of course. I don't necessarily have all the details ironed out, though obviously I have more examples in mind There's a lot of wiggle room for the devs to implement something fun, flexible, but compatible with what's already in the game. I just feel like it could be cool and would expand the possibilities of Ark, even after all these years.
  14. What used to be a bug has become so commonplace that we often forget that... no, it's not really normal to have rain inside a building. Upvoted.
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