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Stryfe

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  1. Also @AndrewLB if you read to the end of Jat's post you would see that the issue of toxic PVE pillaring has not been entirely dropped and will inevitibly be addressed - Flag claiming may yet be a potential solution regardless of people claiming they will never play again (who are they kidding - people still continued playing despite the unfavorable changes made to gameplay) We want to make sure that the inevitable change we make recognises and can differentiate between illegitimate and legitimate cases. We want to ensure that our change is a step forward for the game overall. We anticipate that this could be a significant change for the game, which is why we need the extra time to step back and reconsider all possible options
  2. Once again - no point in actually taming a beaver - the mammoth gatheres and holds more wood. The argy has a built in smithy with its saddle and a few snails produces adequate amounts of cp without the need to go dam raiding- the Beaver is completely redundent. As for resources being made no build zones - that is exactly what WC did with the Island map around the volcano. Regarding flagging/claiming - it was nothing more than an idea someone else raised earlier in the thread, and WC haven't been adverse to making gameplay changes that the fanbase haven't been fond off (i.e flyer nerf, slowly killing off legacy servers, taking away the ability to to land claim with pillars). But hey, let the butthurt flow through you.
  3. Don't bother taming them - They are useless in all domains (combat, harvesting and construction) and provide nothing in the way of kibble - granted they can be used as a mobile smithy - but it is an arduous task having them follow you all over the map, and anywhere decent you're likely to need a smithy... just build one - they aren't that resource intensive.
  4. Playing devils advocate here - but I for one am glad to hear about this change as pillar spamming is a load of Horse$hit, irrespective of intent (protection of resources, pillar griefing other players, etc). Beaver dams blocked - tame a couple of snails or kill some mantis and farm some stone - CP problem sorted. Protecting large metal/obsidian nodes - well that should be part of the no build zones, but maps like Ragnarok have ridiculous quantites build into the cliffs all round the are perfect for quetz/anky harvesting. Spawn/beacon points - well thats a no brainer - the devs really need to make those no build zones and identify them as such (structures like obeslisk terminal/tek teleporter. As for dino spawns, just suck it up and go searching the map like every other normal person - if wannabe alpha twat waffles didn't pillar spam the crap out of all the decent build zones - noobies would be less inclined to build in some obscure dino spawn place. The only downside of the change is that it people are going to find out the minimum structure requirement and we'll go from pillar spam to small hut spamming - Another forum user addressed this issue in another post with a land claim/flag system where by players have a flag/token (single) that they can place down to claim land and then build out from there - if they want to relocate they can move their flag but the existing structure rapidly decays (24-48 hrs - allowing time to relocate dinos/resources, but unable to relocate flag again within 72 hrs preventing people moving back and forth to reset timers). Additionally as a tribe they could be limited to 3-4 flags preventing Alphas spamming and claiming an entire server and push out/pushing all other players trying to establish themselves. Mic Drop - Rant over.
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