Jump to content

SapphireSam7

Members
  • Content Count

    345
  • Joined

  • Last visited

  • Days Won

    3
  • Feedback

    100%

SapphireSam7 last won the day on May 11

SapphireSam7 had the most liked content!

Community Reputation

141 Making moves

3 Followers

About SapphireSam7

  • Rank
    Cloth Armor

Personal Information

  • ARK Platforms Owned
    Xbox
    PS4

Recent Profile Visitors

909 profile views
  1. I go back and forth with this idea. I get what you are a saying - I really do. I just don't know if selective memory wipes are the way to go. My gut tells me it is the engram menu itself that should be simplified to make the process easier. Possibly by grouping together some of the engrams that make sense to do so. Such as; Thatch Building Wood Building Adobe Building Greenhouse Building Stone Building Metal Building Tek Building Cloth Clothing Hide Clothing Flak Clothing Riot Clothing Chitin Clothing Ghillie Clothing Fur Clothing Hazard Clothing Scuba Suit Desert Cloth Clothing Stone Piping Metal Piping By grouping together the items above you would be able to learn the entire group with one click rather than having to do so individually. And if you wished to do so individually, all you would need to do is to select an option to expand the grouped engram. It isn't the perfect solution, but it would clean up the engram menu a bit to make it easier to re-learn the items that you wish.
  2. Personally I am a huge fan of the Primitive Plus Game Mode. It is only of my favorite plays to way play. And you are right, not a lot has been done. For the mode or for the game for the primitive aspect of it. Only I wouldn't go directly to adding a different set of items to the game, I would instead make a few different changes; Add Primitive Plus items to the Main Game. As a Game Mode, Primitive Plus is broken and seemingly forgotten. It misses events, often breaks when the main game gets an update, hasn't been added to maps since Extinction so items on that map and Genesis do not function with the mode, and hasn't had an item upgrade for as long as I can remember. Adding it to the main game with stipulations would ensure that it will receive with the main game, the events, the maps, and may actually get fixed if something breaks since it will be a part of the main game. Add a Checkbox option to remove Tek Items from the Main Game. This would allow players to play without the tek items and keep a primitive game setting if they wish Add a Checkbox option to remove Modern Industrial Items from the Main Game. This would allow players to play without the modern weaponry, metal builds, and some of the more modern industrial items that come with the Main Game to even further focus on the primitive aspects of the game Add remaining Structures Plus items and functionality to the game Not including auto harvesters and such; merely the building items methods that were missed with the addition of the Homestead Update Add Castle, Keeps, and Forts: Remastered to the Main Game Scorched Earth. It has been since Scorched Earth that we have actually received a building set. We have since received building items, but not a full building set. It is rather sad. And quite honestly, maddening. I thought for sure that by purchasing a new season at least one would show, yet all we received were Ocean Platforms. By adding Castle, Keeps, and Forts: Remastered we were be receiving multiple building tiers and items that the game has far missed out on. Add EcoMods into the Main Game or as Purchasable Packages Personally I would love to see them simply added to the main game, but that is a lot of options and not everyone may feel the same. As such I would also like to list the option to have them as Packages you could purchase. This way if you want them you could pay to get them. It would support the mod author, the game, and would keep engram's list a bit cleaner to those who would prefer they be so. How would they work? Simple. They would attach to the user in the same way that and HLNA would. They couldn't be said to "Auto Unlock" on officials that way and would be unique to the individual who purchased them. The likelihood of any of this happening is slight. And some may argue against some of it, and that is totally cool, everyone is welcome to their own opinion. This is merely mine.
  3. At this point in time there are a few creatures in Ark you cannot breed. Some I believe, are understandable and should only have breeding enabled for unofficial players due to how they could change the tide/flow of the game. Others should be able to be bred at all times. And then there are those that should flat out never have breeding enabled. Below is a copy of a list of creatures I found that are currently unbreedable. Not all are actually listed as I did not include those which only exist for the games mobile form. I don't play that version and do not wish to speak on its behalf. Nor did I list the Alpha, Boss, and any other creatures that cannot be tamed at this point in time. I have labeled them Breedable, Unbreedable, and Unofficially Option based on my personal opinions. I am not saying all will or should feel the same. It is just my opinion. Achatina - Breedable Araneo - Breedable Arthropluera - Breedable Astrocetus - Unofficial Option Basilisk - Unofficial Option Dung Beetle - Breedable Enforcer - Unbreedable Giant Bee - Unbreedable Griffin - Unofficial Option Karkinos - Unofficial Option Lava Elemental - Unofficial Option Liopleurodon - Unofficial Option Lymantria - Breedable Mantis - Breedable Onyc - Breedable Phoenix - Unofficial Option Pulmonoscorpius - Breedable Rock Drake - Unofficial Option Rock Elemental - Unofficial Option Titanoboa - Breedable Titanosaur - Unbreedable Wyvern - Unofficial Option As you will see, many I have listed as Unofficial Option. That is mostly due to the nature of the beast - so to speak. They are the creatures many would deem to OP should the be led to breed naturally. There are two however, that I listed as Unofficial Option, which I was tempted to switch to breedable. The Lioplerodon, but only if it was given a bit of a TLC. Currently when you tame it you have it for a limited amount of time due to its effect. If it were added to the game in a way where it would remain as a simple ridable sea creature after the effect has ended, at that point I believe it should be left as Breedable. As is, there isn't a point to really list it as such since it would disappear before you could even try to breed it. Which is why it is listed as "Unofficial Option". With the way they vanish, only boosted unofficial would have time to breed it with the limited time it exists. The Griffin. This one I think started out as unbreedable due to its "fantasy nature" and the creatures sheer power at the time of its release. However since it was added, several other creatures that can easily overpower it have been added - some of which have succeeded in taking over its unique features and surpassing its abilities. As such, there isn't a lot of reason to tame them when you can beat out its stats by breeding and imprinting on other creatures. Which is why I would like to have it set to Breedable, however I know there are many who may not agree so at the very least I have labeled it as "Unofficial Option"
  4. It would be nice if babies weren't auto set to "enable wandering". It would also be nice if they didn't want you to name them when you claim them. The pop up window to name everything that second gets a little annoying.
  5. Personally my favorite maps are the maps that are not prepared by Wildcard. I started on their maps and played through all of them excluding Genesis - which I honestly did not care for much at all. So I know the first season maps pretty well. However, I don't care for them. Partially because of the "Specialty" most of them have. The island isn't bad. A great place to learn the game and figure it out. Scorched Earth was fun at first. But it became old with the constant storms and the unchanging scenery. Aberration was also fun when I first got on it. However I discovered after only a few hours a day that the lightly made my head hurt, the darkness got old really fast, and the fact that there is only so much "safe" space made it hard to spread out with others. I know it is loved by many, but wasn't my cup of tea. Loved the colored creatures too. Extinction was okay. The city was cool, but I was a bit disappointed that there were no doors or rooms you could go into. An entire city and you couldn't enter a single building? The dead-lands were excessive, the sulfur fields large and annoying. The different biomes were fun, but they too each had their own issues. I did like the OSD idea. It was a lot of fun getting together with a group to fight for the items - even though the higher the level the more often we crashed. Genesis... Not really up to going into. Unique and different idea, but a huge let down for me. Again, not holding all to that statement, I just didn't care for it. The other maps though? Love them. The Center, Ragnarok, and Valguero all seem "earthy" I suppose, some with ties into some of the other maps. It let you have a taste of some of the originals without forcing the entire map upon you. The Deserts of Ragnarok and the Underground of Valguero really let you experience some of Scorched Earth and Aberration without having you get overwhelmed by it. So I wouldn't say that I would be one to look for "Island" replica's. But perhaps "earthy" maps that contain multiple seasons through the biomes on them. Unique additions as the aberrant zone being one of them is nice too. I just prefer that not be what all the map is. That may just me though.
  6. Personally I would phrase the question, "Can we have stack-able foundations added?" It is a popular feature to the S+ mod and a portion we did not get with the homestead update. Played with them a bit on Atlas and absolutely loved them. It would allow to work with the uneven territories a bit more without having an adjustable sized foundations that would end up with their own limitations in the end.
  7. Personally - I far prefer the "primitive" and "industrial" aspects of the game over their "space-age tek" counterparts. And for a lot of the similar reasons you have pointed out. The main one being, it is a survival game. And I would rather they build on it then to reach for the moon as they have been. Below is a list of the items you have pointed out, plus a few of my own; More TLC - this has been suggested by the community more then once. Agreed. There are quite a few creatures out there that needs some tweaks and bit of work. Industrial Smithy - a more production efficient Smitty than the medieval one, that even looks dumb in a full metal industrial base. It would be nice to have an "Industrial" counterpart to this particular item. I would even go as far as to break it up a bit and create both a "Saddle Bench", "Construction Bench", and an "Weapons Station". I could help with seperating out the items you need to craft said items and make sorting the resources to use a bit easier. Alchemy table - a tier between the mortar and pestle and chemistry bench. For this I would reach out to Primitive Plus and borrow their station Hot air balloon - for those who play on no taming servers. Not a bad idea. A flyer without a flyer. Obviously not as fast, but it would make long distance travel a bit safer. Concrete buildings tier - a new level in the building department witch may add a new crafting table the cement mixer. This makes me think of the Primitive Plus Tier. And even if not, I am all for adding those and more. It has been far to long since new building tiers have been added. (last full tier being back with Scorched Earth.) Heavy desert armor - a better armor for the SE DLC Either this or being able to upgrade the existing armor. It is my absolute favorite, but because of its stats - it doesn't make sense to use it. I almost wish there was a way to "Skin" an armor set so I could still get the look but have a better armor underneath. Heavy Adobe buildings - metal version of adobe structures in SE I am not a huge Scorched Earth player, but I have done my time on the map. I would have to agree that they should have added an advance form of building for the unique biome that encases the map. Adobe is all well and good, but it is pretty early stage and it would have made sense from a progression standpoint that a "survivor" would have been able to improve upon the standard. Desert like skins for the animals in SE - aberration has aberrant animals, genesis has its own set of skins for old dinos, so why not SE? I think Scorched Earth was skipped over with the skins because they added so many new low-to-high level creatures. On Aberration they were introduced to Radiation which caused the coloring - so having the colors there makes sense (I think, not an expert on the story line behind the map). On Extinction... Even with all the issues with the environment.. somehow the creatures you can't tame were the only ones not effected. And with Genesis... Why were some effected on not others? Sure the shades of colors used changed with the environment... but we only got a partial listing of x-variant creatures. Which honestly seemed like a cop-out. They didn't want to take the time to create some mid level creatures so they re-skinned, re-labeled, and slightly adjusted a handful of creatures. And not only that, they used some of the creatures that have been done before. Raptor? Paraceratherium? Parasaur? Anky? Otter? Spino? They already had "other" types so why use them again? Why not shake things up and re-do something new? How may version of a Raptor and Parasaur do we need? Honestly I am more of the frame of mind that more new creatures should come with each map or a re-skinning of every creatures on that map. They shouldn't do it half way. So as far as adding skins to dinos in Scorched Earth. I am on the fence. I know they don't like to back-track, which is evident by the maps crumbling at the seems, so doing so now wouldn't make a lot of sense to them. Plus, Scorched Earth did receive 17 new creatures, which is far more than any map sense... so asking for a re-skin on top of that seems like a bit much. And to add to your list to keep the items in the section of "Primitive" and "Industrial" Add in Primitive Plus Items Add in at least two building tiers per map using unique resources from those maps in order to promote further travel to and use of the maps. Examples: Scorched Earth Basic Adobe Advanced Adobe Aberration Fungal Wood Building (similar stats to wood but using strictly fungal wood giving it a different look and color) Gemstone Cobblestone (using the Red, Green, and Blue Gems along with Stone and Cementing Paste (or Cement) to craft cobblestone building items that have gems intermixed in the material. Extinction Element Ore Building (Using a forge you smelt together Element Dust and Iron Ingots to creature Element Ore to craft building structures. It is not as strong as tek, but is stronger and cleaner than Metal structures) Element Glass Building (Using a forge you smelt together Element Dust and Sand to creature Element Glass which is stronger than the glass used for Greenhouse buildings and has a higher resistance factor. This would introduce an advanced form of Greenhouse building.) Genesis Igloo Structures (pretty self explanatory. The Ice Biome has a lot of well, Ice - why not put it to use?) Coral Structures (again, not too difficult. There are a lot of harvest-able coral items in the Ocean Biome. Why they didn't make use of that I will never understand) Other Building Tiers (either built into the game or purchasable as learnable engrams via store attached to user accounts) Lumber - Primitive Plus Cement - What the Brick from Primitive Plus looks like Brick - What the Brick from Primitive Plus should look like Log - A pretty primitive method of building involving full logs to build log-cabin like structures Bamboo - there are plants across most of the island formatted maps that resemble it, so why haven't they added it? I could be considered pretty early game. Steel - taking advantage of the steel found in Primitive Plus to create its own unique tier. Other missed "Industrial Items" Mortar & Pestle - Listed above Fridge - the one in game is pretty basic, would be nice to have something larger Preserving bin for jerky - this could be covered by the introduction of a "Smoker" or the items currently existing in Primitive Plus Items that need some work or more items. Bookcase - they should be able to hold a few more items Beds - why simple bed to bunk bed? Why not a fancy, queen, or king sized beds? We have pelt and hide - and if you include Primitive Plus we have feathers and leather so a fancier bed should be possible. Lights - need I say more? Unique Storage cases - like the weapons rack from Primitive Plus Furniture - to fit the different building styles Saddles built for needs and not generalized Better Farming - Tool for easier harvesting and/or fertilizing or a method in which to do so. More Food Items - Primitive Plus is a great start Honestly I could go on for ever. If I had a vote on how to start, I would suggest by adding the primitive plus items in phases. Such as adding Lumber in Phase One and so on. After all that can be added has been, I would then begin filling in the rest of it. Again focusing on items prior to Tek. I know there are a lot of players out there that like tek, and this isn't against them, but I would like to see a bit more focus on early game - it has been a while since we have had to much of it. Overall - l like the suggestion.
  8. Thank you very much for this Event. As an Unofficial Cluster Owner/Admin whose rates are a bit raised over standard, the last event, while great for some didn't really give us a lot to work with. We had fun with the cakes, but that was pretty much it. This event however, has the whole group excited. Even more so with the Sunglasses. Just one more part of the character outfit we can skin to cover the rest of the body so we don't have to wear the swimsuits mixed with everyday outfits. Now we are just missing something for the hands and feet... For the feet...sandals maybe? Flip-flops? For the hands... A wristband? Just something to put over your normal clothes to make it look like you are truly and fully dressed for the beach. If not this time around perhaps next time? And the colors, Awesome! Can't wait to go out and catch them.
  9. This is an area of the game I have thought about a lot. Both the Farming and branching into the Cooking as they do tend to go hand-in-hand to a degree. While playing Primitive Plus and on Atlas, I usually end up playing as the Farmer/Cook for the bunch so I have done quiet a bit of it. Which is why I had so much ready to go with for a reply. As for the recipes mentioned. Incredible Kibble - I am about 50-50 on this one. For convenience sake, it would make things easier. Rather than hauling around the different kibbles and memorizing their recipes, you could focus on crafting one kibble to "rule them all" so to speak. It would have to be extremely costly. Given how fun it can be to already make the other kibbles, this one would have to be a beast. It should almost require the use of the other kibbles to make it. Like merging them into one for a mastery kibble form. Creature Mindwipe - Please What you are suggesting @DodoRaptor sounds like you would like there to be multiple forms of Creature Mindwipe just as there are kibbles. And it makes sense to a degree. The toughest creatures to tame cost the most expensive kibbles and therefore the toughest creatures to tame could have a more expensive Mindwipe. My only question is, would it really be necessary though? As hard as it is to craft, assuming it would need to be so for what it does, would making multiple varieties be necessary or would it possibly make more sense that the recipe require 2-4 types of kibble to make it, of which they could be interchangeable. It would keep the high cost, and keep the difficulty factor without having to add 6 new line items that may not be used all to often to store. Juices @GhostCreep, I think what @DodoRaptor was getting at, and I could be wrong, is the ability to use juices similarly to how it is done in Primitive plus. If I remember correctly the recipes require only the item being juiced and some sugar cane to create. They aren't stored in a vessel. So the water-skin and water-jar are not necessary to carry around with you. As for what they can do for you, Mejoberry Juice for example will halt stamina consumption for 30s if consumed while sprinting. It doesn't necessary take the place of a cool drink of water, but it will do something for you. They each have a purpose if I recall, though some are similar. Enraging/Aggro Dart For the most part - running up to something and punching it or shooting it with a tranq does the trick for me. However that said, there are a few creatures that tend to loose aggro quickly and there are times when being able to pull something away from a group of creatures without pissing the others off would be nice. So for that, I can get behind this particular item. Though like you said it doesn't pertain to the main point of discussion. As a separate idea however, I would up-vote it. Recipes: In general One thing I love about Primitive Plus and Atlas is what they have to offer as far as the items you can grow and use. There is just so much more you can do that honestly make a lot of sense in a survival world. And while I know having a "special effect" to some would be nice, from a new survivor perspective, simply being able to make some scrambled or fried eggs would be a nice start on the go for added food. Now I am not saying that either game are perfect. Atlas simply makes farming easier. It is simple and fast. And Primitive Plus really breaks down the cooking process. Having the different stations and such to break down the process can be confusing, but I also find it a lot of fun. I would be nice if they were to take that and clean it up before adding it. Simply having engrams for the items each station processes would be a great start. And I think that creating recipes, as you can with ark now, but with the additional ingredients of Primitive Plus, could allow someone to really create the "fancy" meals one may expect at the higher levels of the game. I really do hope that this area of the game is not dropped but is eventually worked on.
  10. Although I only played Official for a short while when I first started, I would have to say that I agree that the time it takes to tame, breed, and/or raise certain creatures is incredibly time consuming. However it is because of that, that I moved to find and later host an unofficial cluster that fit my timetable a bit more. So if it is taking too long officially, perhaps you should check out some unofficial servers/clusters. They may have what you are looking for.
  11. I too am a believer that the Farming aspect of Ark is a bit lacking. The standard game anyways. The Primitive Plus version is far more thought out and planned. And you had a lot of good idea's. I broke them down below to go over and add some to them. Adding a few more crops Lettuce, Tomatoes, Wheat, Rice, Barley, Tea, Changing the names of current items in game to modern counterparts for simplicity. A good reference to a list of items are those found on Primitive Plus.... Adding some fruit trees Apples, Oranges, Banana's, Lemons, Limes, etc... Add Ability to grow all current plant based harvestables in game in crop plots. Aberrant mushrooms, rare mushrooms, rare flowers, etc... Add new food items to create. PLEASE! It makes very little sense that we learned, as characters, to teleport and clone things and yet can hardly cook more than cooked meat. Yes, there is a create a recipe method, but that is just not the same thing. Primitive Plus and the methods used on Altas are both good options and the recipes are amazing. Creature Tonics - methods to heal your creatures. PLEASE! I do not care if it takes a crazy amount of rare items, I will put in the work. Creature Mindwipe - This would be a life and time saver - again, even if the recipe is hard to create. It could take tribute items and I would still put in the effort. As for the rest, I completely agree. Below are a few of the items I had been discussing with another that may fit in with what you were thinking; Crop Plots; Basic (what is in game) Stone Upgraded border and more line items than previous engram. Has the option to snap together like Tek Dedicated Storage. When snapped, piping is built into the crop plot so that any "snapped" plots will water each other as long as one of them is connected to a water source. (extends 4 plots from plot with water connectivity) Plots can be connected via pipe to create walkways. Metal Upgraded border and more line items than previous engram. Has the option to snap together like Tek Dedicated Storage. When snapped, piping is built into the crop plot so that any "snapped" plots will water each other as long as one of them is connected to a water source. (extends 6 plots from plot with water connectivity) Plots can be connected via pipe to create walkways. Tek Upgraded border and more line items than previous engram. Has the option to snap together like Tek Dedicated Storage. When snapped, piping is built into the crop plot so that any "snapped" plots will water each other as long as one of them is connected to a water source. (extends 8 plots from plot with water connectivity) Plots can be connected via pipe to create walkways. Elevated Crop Plots Basic; Same as what is in game, but designed to stand 1 foundation above the ground. Must snap to a previously placed foundation. Stone Reacts the same as above listed; but will require placement to a previously placed foundation and will resemble a stone foundation. Metal Reacts the same as above listed; but will require placement to a previously placed foundation and will resemble a metal foundation. Tek Reacts the same as above listed; but will require placement to a previously placed foundation and will resemble a tek foundation. Fertilizer Compost Bin - Currently in-game Dung Beetle - Currently in-game Composter - Industrial level item, will 100 items and compost items at a faster rate. Will compost rotten meat. Tek Composter - Tek level item, will hold 350 items and compost items as a faster rate. Will compost rotten meat, mushrooms, and berries. Must be "snapped" to elevated tek and non-elevated crop plots for auto-fertilizing. Will require Tek Generator to power. Harvesting Adjust current harvesting settings; Option One: (Based on a previous suggestion) Use Sickle or new item "Basket" to harvest from garden plots without requiring the character to access the plots. Applying fertilizer would then require the accessing of the inventory. Option Two: (Based on Harvesting in Atlas) Harvest by walking up to the plots. A "Harvest" option would appear if you are in range just as the "Ride" option appears if you walk up to your creatures. Once harvested you would then see a "Fertilizer" option that would then let you drop in fertilizer without accessing the inventory. You would see the amount located when looking at the crop plot. Option Three: Leave it as is. Add "Tek Harvester" Tek level item, will store and hold harvested items until collected by player. Decay timer is slightly higher than a fridge to promote daily collection. Must be "snapped" to elevated tek and non-elevated crop plots for auto-fertilizing. Will require Tek Generator to power. Another aspect of Farming that is overlooked is the Greenhouse buildings. And here are a few reasons why; They do not properly snap. Unlike other building items, a 4 high wall was not provided. There is no upgraded format such as a metal or tek tier items for building that would allow the greenhouse to have more durability and longevity. Overall, I think too that this is an aspect of the game that is severely lacking. It is a survival game and farming is a big part of that. An Army Marches on its Stomach after-all.
  12. Personally, had this suggestion come up 6 months or so ago I would have given a hard "YES!", but would have questioned how it would have been possible. However, having since played Atlas, it seems not only entirely possible, but something that was missed out on. On Ark, you have a limited number of items that can be transferred though the obelisk/transmitter and/or your person across maps. On Atlas, as long as fits on your ship, it can transfer between grids simply by moving on to the next grid. Now, I fully realize the games are two separate entities that just so happen to share quite a few items between them because of how Atlas most likely started out. And in some ways, what one succeeds in another fails. This thought, in my opinion, is where Atlas succeeds and Ark fails. Given there would have to be a change made, however if the Maps of Ark could somehow be linked as the Grids in Atlas, it seems to stand that transferring between them should work as the do on Atlas. I am not saying that the Maps of Ark should all be turned into islands as with those on Atlas - though it would seems as though Ragnarok and the Island are examples as to what that may look like. I am merely saying that the coding that is used to connect the grids could somehow be used to connect the Ark Maps so that you could essentially teleport between the maps rather than having to transmit between them. The borders and boundaries would still exist, and you couldn't move beyond them, however using perhaps, an upgraded teleporter, or by applying changes to the transmitter, you could travel between maps as if you were teleporting - all creatures and inventories within range moving between them just as they do between teleporters on a map. By doing so you could move larger amounts of inventory between maps, have a creature at the ready just in case you place of landing wasn't as safe as you thought, and it would possibly allow you to move far easier between the maps making them a bit more usable. As it is I do not mind transmitting between them, but I do not like it or enjoy it because of the work it takes to prepare to do so. This method would make it a bit easier. I to realize however that it is a long shot and very much so unlikely with where the game is today - but it is something I will admit to crossing my fingers for just in case. *And to clarify one final note, if you were to try and travel to a map that did not have a teleporter in place, you would be directed to teleport into one of the generic spawn locations or possibly an obelisk. **And to further clarify, for a single player as you describe, if you are transfer from one map to another, as long as the save file data from the first is not changed, if you had put down said transmitting-teleporter, and wanted to return to the previous map, when you moved to do so you would see the option of the previously placed transmitting-teleporter where you left it. This would allow for you to move between single player maps as needed. It could provide a bit more flexibility within single player maps. Again a far-fetched idea, but one that I think would be a nice way to bridge the gap between maps.
  13. I have seen this post do the rounds on the suggestion forums, and if I had a specific link I would add it. That said, I would have to agree. Not for the case of Official though. I do not play it and do not want to speak on behalf of it. However, for Unofficially - I would love it if there was a check box option to allow or disallow the transfer of Trophies, Element, Beehives, and any other items that is currently not allowed. If people would rather the didn't allow the transfer of those items, I do not want to take that option away, but would like to have the option to do so for those that would like them to transfer.
  14. It would make things easier. I run an unofficial cluster, and while it is rare, we do have the occasional loss of character. And as the admin/owner - I do what I can to help, but engrams can be frustrating if the map they come from, or the maps that have them, aren't on our listings. So the idea that is that by owning the map, you own right to learn the engram where ever you are could work out, I would be all for it. Taking the concept a step further could be that if WC ever decided to offer purchasable content such as "Mod Packs" that contained skins and building items, that those engram too could be linked to the user. Owned, but still having to be purchased by way of engram points. Even if it all it is used for are the current engrams in game, I would be all for the idea.
  15. A while back Ark brought us the "Homestead Update" which was essentially all the parts of the S+ mod that they were willing to give us. It was a severely watered down version of the mod at best, but it was all they considered necessary. So I don't see us getting anything more. Would I like to see more? Yes. They likelyhood of that happened? I would imagine it is pretty slim.
×
×
  • Create New...