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Everything posted by TheTrueSpider
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Black Pearls On Scorched Earth
TheTrueSpider replied to TheTrueSpider's Suggestion in Game Suggestions
Sounds to me like you just got crazy lucky on those first 12. Bps aren’t a guaranteed drop so it’s not a bug, just a poorly thought out feature. and the phoenixes to my knowledge don’t passively drop bps, which would be another good way to source them, making the phoenixes no longer a useless trophy tame -
I’m kinda the opposite lol, but maybe that’s cuz I don’t really care about rag. idc if it gets another vote, and you have a point, it probably does deserve one considering we’ll have had the raptor for probably close to a year before rag releases either way though I would prefer if the raptor still gets moved over as it was intended to be unique to rag and I don’t see a reason to undo that
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On this topic: a pirate theme for center
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let’s be real, black pearls are absolutely awful to obtain on scorched earth. the only method as of right now is to kill death worms (already fairly uncommon) and hope it maybe drops 4-6 bps on kill (not even guaranteed or good amount) my suggestion? Increase the amount given by deathworms, and give a guaranteed amount for alphas like with alpha mosas and tusos Also, I think that black pearl resource nodes (like the ones on ab) should be added to the bottom of the scar, so there’s still risk getting them but at least you can get them
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Agreed, bring back the electrical outlet and give it this role 100% reduces the lag of having 8 generators to power a base pre tek (the limit doesn’t work, just like turret and structure cap there’s ways around it)
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Okay so the railway tracks are pretty cool. However, much like many things put out by wildcard, they're not perfect. So let's see what we can do to improve them. My first problem came when I tried to place them down. they work fine on the ground, but I ran into problems the moment I tried using them on a platform made of ceilings. The tracks don't snap to pre-existing support structures (foundations, ceilings, pillars, etc.). Why? I don't know about you, but I want to build an actual train station, with structures around it. But okay, we can at least free hand it. So I grabbed a ladder and lined it up, after which I found out that I couldn't snap another track to it, due to a lack of foundation support, despite being placed on a very supported platform of ceilings on pillars. No matter, they have a pillar snap on the corner. I'll place it again hanging off slightly so I can pull a pillar to the ground. Oh? Never mind then. The pillar snap point on the track, used to give it foundation support, is OBSTRUCTED by the track itself. This has likely been unnoticed as it only applies to tracks placed on platforms (even though the pillar snap was easily clear of the actual platform). So, how about we change a few things here; 1) I propose letting it snap to the edges of ceilings foundations, and the tops of pillars. This allows them to snap easily to pre-existing structures rather than having to build something around the tracks. 2) If you choose to snap it, or freehand on a platform, it should be counted as part of the building it was placed on, and be subject to the same foundation support as it. 3) The obstructed pillar snap point when it's place on a platform needs to be fixed, that's just silly. P.s. every time I mention a "platform", I'm referring to a large flat structure built from ceilings on top of pillars being used as support stilts. I am NOT referring to train platforms or platform saddles.
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- asa
- scorched earth
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yeah no. They're not releasing the maps in order of "importance" or "grinding" It's about drip feeding content/making it in the same order as on ASE. There's also the many people, who, myself included, do care about the center and want it to come out with a proper tlc as it never got any love on ASE. Also also, ab has barely been started, meanwhile center is basically ready, they just need to do the final touches and make the shasta. why would they completely stop that and delay it behind every other so called "important" dlc. it would make no sense, just like you.
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Yeah ik but my point is that regardless of whatever problems the pipes had, the railways are almost guaranteed to have all of them and then some. just because a bad mechanic exists/used to exist isn’t an excuse for future mechanics to make the same mistake in fact I’d argue that because pipes had issues like that, they should have seen the issues with the railroad and not added it, unless they’ve found a solution that thus far eludes me
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Pipes were never an issue tho, they didn’t prevent building for other tribes, they could go through the air, and you could snap yours to someone else’s to prevent everyone having to pipe across the map the railroad seems big enough to warrant preventing other people building near it, as it’s something you travel on, you don’t want other tribes blocking it it definitely can’t go through the air and it probably won’t have shared snapping cuz otherwise people would just be able to block you by putting a train in the middle of your route
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Yeah i can see that, kinda forgot the vulture existed lol my main thing was just having a heat resistance shoulder pet on scorched in general, considering we have the otter on island for cold and ferox's always give the same for both regardless of level
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- asa
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Jerboas on ASE were pretty mid tbh, so let’s fix that First, being the main shoulder pet on scorched, they should have an insulation bonus when being carried, similar to an otter. But instead of mainly cold resistance with a little heat res like the otter, swap that around so they specialise at keeping you cool. This should be affected by the melee stat, just like otters as well. second, they should be able to spawn at the normal level ranges, rather than all of them being level 1 regardless of server settings.
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- asa
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