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Found 16 results

  1. If not completely remove then I would suggest making some of the following changes: -Reduce the range of which the parasaur detects -Reduce the range of which the pararsaur notifies -Remove the "XX parasaur has detected an enemy" at the top of your screen and leave us with the red dot. -Remove turret mode and have the parasaur only work if it is being mounted and using right click. -Only detect enemies that are in line of sight, still see people in the mesh but could not have parasaurs in a 1x1 box. Would let us knock it out/kill it. -Make the red dot an egg hat. Discord bots and cave meta sucks and parasaurs are big contributors to that
  2. Feedback about Tropeognathus and movement speed: gamebreaking Now that we got Tropeognathus which is the new "the fastest creature in the game" its time to highlight the topic again. SUPER HIGH MOVEMENT SPEEDS BREAK THE GAME EXPERIENCE CONSISTENCY ARK (as a software) has a number of limitations and built-in mechanics that address these limitations. One of the most notable mechanics is rendering distance which determines the maximum distance at which a player can spot a threat or anything else. It is worth to mention that caution is one of the core components of survival game. However higher movement speeds negate caution component by abusing with the rendering mechanic - a player is unable to spot a threat at a distance that would be sufficient for him to take any action. This started at a time of griffins - a griffin can cover the rendering distance in seconds so it can't be spotted at a safe distance to take any measures. This is not so much of a problem with griffin as it makes a recognizable sound while gliding. The problem became even more abusable when managarmrs came into existence and became the most hated (and gamebreaking) creature in pvp community. These interfere with rendering mechanic even more than a griffin - its ABSOLUTELY IMPOSSIBLE to spot a managarmr at safe range as it covers the whole rendering distance in somewhat about one second and has RANGED ATTACK that can freeze to death anything but top bred creatures after the first succesful hit. While you ride a managarmr you typically get shot by turrets that are not even rendered in as you are moving at so high speed that you push the game into software-related problems and start suffering the lack of gameplay consistency. Tropeognathus is now another candidate to start suffering from not-yet-rendered invisible objects as well as start ambushing players at so high speed that it can't be spotted reliably. These are the abuse the software-side limitations of the game. There is another problem with higher movement speed - the higher the movement speed the less the actual playsize of the map. Maps are relatively small in ARK. Given that maps are not procedurally generated and every square meter is known by almost all players the actual playsize is even smaller. With super fast movement speeds maps become even smaller and natural game limitations become even more evident. Why push the game into its software-side limitations by implementing game breaking features that naturally ruin gameplay consistency? High movement speeds worsen the game by abusing its rendering mechanic and tiny map sizes. It is worth to tone down the movement speed of gamebreaking creatures to the level at which these will not conflict with game mechanics: Managarmr, Tropeognathus, Griffin, Tek Skiff.
  3. Nerf managarmrs Managarmrs require a proper nerf. They still ruin the game in their current state. Managarmrs abuse one of the game limitations and mechanics called rendering distance. They simply render in and one shot you leaving almost no time for a reaction. There should not be a single creature in the game capable of moving at such a speed that the time between the moment it renders in and the moment you are already dead is equal to a couple of seconds. This opportunity to render in and deliver a one shot ruins the game for everyone else solely. The freezing effect and super extremely high damage output makes them game breaking. Essentially a well bred managarmr one shots 99% of in-game creatures a player may have. Its not a kill with a single hit but it is a freeze&death during the freezing duration without any opportunity to do something. Prior to the extinction release griffins, wyverns or pteras (before flyer nerf) were apex pvp mounts. These were manageable for a foot player. With supreme skill advantage there was a counter strategy for an undergeared player to beat any of them with the use of firearms, grapples, encumberance mechanics etc. The only viable way to take down a good mana is to outgrind it and bring things that are essentially more valuable and harder to obtain than the mana you are going to kill with it. On top of this the creature is a no risker. - Wyvern is high risk high reward tame as you need to collect its eggs if you lose a wyv in the fight. - Griffin is high risk high reward as you need to re tame a new one if you lose your griffin. - Reaper is super high risk and high reward as you need to get impregnation again. - Giga is medium risk medium reward as it takes long to raise a baby and it yelds definitely great damage with super low mobility. A giga can not decide the outcome of a pvp encounter on its own. - Rhino is low risk low reward as it can be mass produced and it is decent but again it can't chase down most of its targets and is only viable as a support/burst mount. - Mana is no risk super high reward as it can be mass produced right at home and it can beat everything 1v1. In its current state managarmr is disbalanced compared to other creatures and thus devalues the viability of the rest in-game content and ruins fun for everyone who is not using them as it can essentially one shot most of the mounts in the game as well as foot players in the best armor.
  4. Request for a PROPER Managarmr nerf Managarmrs role in the game is the same as that of a cheating software: a user has two options - use them as everyone is doing OR get your user experience ruined every time you encounter someone who uses them. Managarmr is the most hated creature that ruins game balance and fun of playing on pvp servers. The issue has to be addressed. In 275.4 patch a previously overpowered creature (Griffin) was properly nerfed with 50% dmg reduction and significant health reduction. Now its long time since Extinction release but Managarmrs still ruin the game by being (1) super overpowered stat-wise and (2) extremely skill-free. A managarmr must get a nerf that will bring it to the level of creatures of its category. Rationale Most pvp creatures in ARK have a set of advantages and shortcomings. Managarmr is directly overpowered stat-wise when compared to other creatures. We should keep in mind that the following parameters affect how much the creatures are effective: - Mobility is the key to victory. Here "Mobility" is the ability of a creature to engage its target at its desire and avoid the fight back. It doesn't matter how good your stats are if you can't catch your target. That's why flying creatures are preferred in pvp. It should be noted that attack range and how hard it is to land a hit (sway, the ability to hit where you aim at). - Speed - the amount of time required to get from point A to point B as well as the ability to chase down your target when it is fleeing away or flee when odds are not favoring you to fight. - Toughness - the ability to tolerate riders mistakes and withstand enemy damage. NOTE: good saddles reduce damage by 60 or even 80% which means that most saddle-wearing creatures you encounter can withstand 5x more damage than their respective HP stat. - Control - the ability to reduce enemy mobility or render him unable to use his strengths at full potential. - Cost - how hard it is to obtain a good creature with desirable stats. Translates into "how much time it will take for a good player to obtain the desired creature with suitable stats". - Damage - the ability to kill the target on its own. Let's take a look at what creatures are mostly used in PVP (mostly based on SmallTribes experience) except of mana: Ptera, Owl, Griffin, Wyvern, Rhino, Giga. Ptera is easy to obtain but it is squishy and it has relatively low damage. It has low mobility compared to griffin or owl. Ptera has the ability to pick off enemy riders which is a usable control ability. It deserves its place by being mass-producible and easily breedable. Owl is mobile, agile, super tough (because of saddle) and easily producible but it lacks damage and control abilities. You will have hard times killing a player with primitive flak with an owl. The best thing you can do is to dismount and fight your foe on foot which brings fighting to the level of foot pvp. Griffin is mobile, agile and it has high damage output but it is not really tough (a player with shotgun can kill it). In addition obtaining a good griffin is a harder task since every griffin must be tamed individually unlike Owls and pteras. Once a good breeding line of owls is established obtaining 20 good owl's is as hard as collecting raw meat. Obtaining 20 good griffins require taming them all in the wild which means that most of them will have relatively bad stats thanks to the stat distribution randomness. Wyvern is not really mobile but it is still fast and it has high damage output. It is tougher than a griffin but not really overpowered as a player with shotgun can still kill it within a reasonable timeframe. Rhino and Giga are only usable as cryopodded companions which can inflict significant burst damage but not really fight on their own. Inability to fight on their own as well as the inability to chase down and kill their targets saves most players from getting their user experience ruined by this creatures. As we can see most creatures have a number of advantages and disadvantages. If something is tough then it lacks damage. If something cannot be beaten face-to-face then it can be out-controlled, out-maneuvered or simply avoided. Unlike other creatures the Managarmr has the highest toughness (only Giga with good saddle is tougher), the highest damage output thanks to the free 5 seconds of DPS it gets when engaging foes, the highest agility and movement speed which makes it capable of chasing down everything except of very good flying creatures. A managarmr can be easily mass-producible and it has low maturation timeframe which means that managarmrs are super frequent encounter on pvp servers. Every decent player may have dozens of them in no time. Alpha tribes may have 400+lvl managarmrs with capped saddles which are completely unkillable unless you bring something that costs way more than the mana you are going to kill. Even in case it is possible to kill a managarmr the risk of getting killed is still very high. If you make a single mistake trying to use plant Z to dismount the rider then you are insta dead. Even if you managed to dismount the rider then you are still far from winning the encounter as he can mount again after a couple of seconds and he can still be a good opponent on foot. The most nasty thing is that managarmrs have extremely low skill ceiling. Managarmr vs Managarmr fight is a matter of stats but not skill. The one with better stats&saddle wins almost automatically. If you encounter two managarmrs while riding your own one without a teammate then you have almost no chances to win. There is only one thing that a mana rider should do - spam jump and breath. Not really hard, not really creative and no field for tactic or maneuvering. A griffin vs griffin/ ptera vs ptera/ wyvern vs wyvern combat is more skill-requiring as you should understand how to dismount, how not to get dismounted, what to do if you got dismounted etc. A strength difference between the mid-tier creatures and the strongest possible option for top-tier players must be taken into account. Prior to managarmr release the strongest creatures were wyvern, reaper, griffin. All these creatures are definitely good and you have hard times beating them 1v1 but you can still HAVE CHANCES with a low grade ptera/ grappling/ shotgun. Managarmr brought this difference between "what the strongest players can bring" and "what others can have" to the new level as the strongest possible Managarmr is orders of magnitude stronger than the strongest possible wyvern/griffin. Even if you manage to kill alpha mana then your enemy will not even be upset as he can have 5 new ones in no time. There is no creature capable of beating managarmr 1v1 as managarmr has a combination of all possible advantages: mobility, movement speed, toughness (only beaten by Giga in that matter), damage output (also beaten by Giga), effective range, cost-efficiency. General balancing: it is a good idea to compare each creature to what a foot player can do. It is possible to kill a wyvern on foot by shooting at it or shooting the rider. The wyvern moves predictably and it is possible to snipe the rider with long-range weapon. It is a hard task and wyvern rider has greater chances to win than a foot player but a skilled player can deal with a wyvern. It is also possible to use the grappling hook to attach yourself to a wyvern and kill it WITHIN A REASONABLE TIMEFRAME. It is also possible to kill a griffin, argy or ptera. It is possible to use terrain obstacles, water and other features to escape a giga/rhino and kill the rider. It is possible to use plant Z properly and bring the encounter to foot-vs-foot. In case of a managarmr it is not even possible to deal with it on foot. I'm not talking about 80lvl managarmrs, but I'm talking about best possible manas as these are what you encounter 95% of time. There is an extremely short time window between the moment it renders in and the moment you are in its laser-accurate insta-killing breath. What needs to be done in order to make managarmrs viable but not overpowered: - Reduce or completely remove its breath damage component. The ability to freeze griffin before it will even have a chance to land a hit or the ability to have seconds of free DPS and positioning against a much-squishier yet way more expensive wyvern is overpowered on its own. Bring damage output of the breath to the level of an owl. Otherwise it remaing overpowered. - Reduce walking and running speed. Managarmr is the fastest creature in the game thanks to its dash dive ability. All the "super-fast" creatures in the game are critically immobile while landed - griffin, ptera, argy, wyvern etc. Reduce the walking speed and sprinting speed to that of a griffin. - Reduce breath accuracy. P.S. Some could say that it is possible to kill a managarmr with Y, Z or turret raft or a pocket giga or 20 teammates grappling it with 500 weight from every direction. The fact that it is the only creature that can beat everything 1v1 hands down but it is not the most expensive creature in the game is already enough to consider a massive nerf. It is definitely possible to invent any number of ridiculous strategies that will work. The problem of balance is that its creature is the only "right answer" to the fighting preferences question.
  5. Why are 99% of creatures useless? Are they useless because of what they can't do? Because what they do is too weak? No. 99% of the 100+ creatures in this game are useless because of the mana, the worst thing ever added to this game. And no, I'm not bob on the beach who got his level 50 pt killed by a mana. I have over 3,000 hours in pvp, and plenty experience in high end, late game pvp. And it's BORING. Why? Because the mana is the ONLY tame you can use realistically in PvP. One of the primary reasons is breeding, tamed manas are horrible. They have 5-7k hp, and around 200-350 melee, which in my opinion is exactly all they should have and that's it. But no, with breeding manas come out with around 17k hp BASE, and have OVER ONE THOUSAND MELEE. They also get a 124 armor saddle cap. Now, with things like the giga, it doesn't matter as much, even if they have really good stats, unlike the mana you can't fight everything with them, you're locked to the ground with a slow walking speed. But because of breeding, why do manas get INSANE tankiness, 20k hp with a 124 armor saddle, AND the most speed and mobility of any creature in the game. Oh! I almost forgot some of the most damage in the game, with an INSANE stun that lasts over ELEVEN seconds at some time. Why do they literally get it all? Utility, stun, speed, damage, tankiness. It's stupid. You literally cannot use Griffins anymore in PvP. Why? Well because griffins usually have around 8-10k hp, a mana can deal all that health in damage in about 4 seconds with no saddle. Yay! But the best part?? GRIFFINS GET FROZE FOR ELEVEN SECONDS. In WHAT world is that fair? Why are Wyverns, which are so much harder to get, and can't be bred, struggle so much against them? You can't use them that often in normal pvp either, since they don't gave saddles, and manas will shred them close to the ground, and some even have less health than manas. All while being slower!!!!! PvP is SO stale and so boring, all you can use are manas, nothing else works. Can't use Rock Drakes, or their Tek Saddle because they get shredded and can't get away from them. They have it all, tank, speed, damage. And that STUPID freeze. I want to do SOMETHING other than use a mana. Mana v Mana is so boring and a waste of time. And I can't use basically ANY of the 100+ creatures in the game because of them. A vast majority of the PvP community agrees. Look at Vindactur, Kishko, popular Ark Youtube pvpers, they all agree, manas make the game stale, and make everything basically useless. People that I've asked about why they play MTS instead of offical, they say "Manas are the main reason" Wildcard knows this, and they do nothing. I've spent literal thousands of hours pvping people and for the past year, it's been nothing but "Mana Zoom Mana Freeze" You might as well remove everything except for Gigas and Manas, since that's the only thing you can really use. And I guarantee you this TLC will be for the carno or Megalodon or something else, that will add nothing to PvP. So the meta can remain to be stupidly stale, boring, uninspired, and driven by incompetence in balancing. I'm hoping the Wyvern will be apart of the TLC, and it'll get a saddle, so maybe for once I can use something to good or even great effectiveness in PvP using actual skill, instead of the worst thing ever put into a video game.
  6. Add Mission reward multiplier for hexagons Mission rewards could be scaled same as harvesting multiplier. Now on servers with higher rates hexagons as mission rewards are not so worthy.
  7. Pvp xbox official Hello survivor scrubs It's sad to say this but solo is in a way basically impossible, rafts are just to easy to blow up and really? C4 isn't that expensive lol With op dinos and nothing but tek why can't we get fun things, what if you could run around with a machine gun!? Or perhaps a turret that shoots rockets, auto defenses that counter op dinos, where you can actually have to use skill Gg ez offline raid is so easy even a solo can do it "Play pve" it's boring and like others before me, you can't build anywhere, resources hard to come by etc Meshing and cheating is basically the only way for a small team or even solo to survive "Join a tribe" guess what, i not only lost the few dinos i had but my own dam stuff, you want people to stop meshing and cheating then balance the game It's sad that 400 hours of game can be stolen by sum 12 year olds Tek tek tek, all i hear or see is tek tek, not everyone can enjoy it, say what you want about pvp but when you got sum twats who been around longer and taming taking so long...you be dead by the time it's yours If the game was more balance then yeah, but 100 turrets isn't jack, good luck tanking meks and rock dude I play for fun and instead of raiding i love to trade and helping people out, i one day wana be able to raid the boss, kick butt and enjoy it Single player? It's boring as hell Pve? Nope Pvp? Yes because trolls just can't spam them thatch!
  8. Jaybit42

    PvP Rebalance

    PvP Rebalance The current state of PvP in ark is unbalanced. With a small set of dinos any base can be foundation wiped without the use of any resources. When the balance is tipped towards the raider everything gets wiped constantly(as things currently are). When the balance is tipped towards bases people build up excessively. With a good balance no base should be unraidable but there should be a challenge and a cost involved in it. Currently you can foundation wipe most all bases with a rock elemental or other Dino for soaking and a mek or arthropluera to break metal. That means anyone that can get these can go around wiping bases without using any resources. This is causing an unbalance that favors raiding everything because there is no cost involved. Now if the same person needed 100 c4 to raid that same base most likely they would only raid it if they through it was worth the cost. I think the mek, soakers / defenses, arthropluera and structures need to be rebalanced. In addition the Managarmr also needs a rethink as it’s over powered. It can hit at range, it can flee in an instant, it freezes its target. It can kill everything because of its ability to move so fast and hit from range. It’s better then every flyer. In PvP everything needs pros and cons and every power needs a counter. Update: I gave you a second run Ark but it’s time I call it quits again. You had the potential to be an amazing game. I had some amazing times early on but too many mistakes have been made. An unbalanced game is just not fun.
  9. Caging needs balancing! As the title says I believe something needs to be done with the ARK imprisonment system. But rather than saying that something needs done I am going to dive into how and why caging in ark is used, why something needs to be done about it, and what can be done about it. So to start off I play ARK off and on all the time purely for the pvp. The pvp in ARK is so fun and intriguing something that you really cannot find in any other game. You have so many different ways and tactics to gain an advantage over the other player its unreal and because of this I been playing this game since its launched and now have over 6k hours sank into the game. But at the same time because of the games mechanics there are alot of ways to ruin others experience one being caging. So what is caging? Caging in ARK is essentially knocking another player out unconscious then throwing handcuffs on them, filling their inventories up til they cannot jump or move, then putting them into a comfy room attached to a bed next to an AC so the player cannot die of hunger or dehydration fast. Why is caging so overpowered? I would say if you are placed in a room guarded by turret's, attached to a bed, and AC next to you it would take anywhere from 1-2hours for your character to starve and die including eating your poop. Now some might say well thats not too bad but if you are anyway familiar with large tribes on official you will know people take this game very very seriously, infact so seriously that people make prison's like the one im stuck inside right now with about 10-20 other players. And the people in these large tribes setup timers that go off every 1-2hours to go knockout prisoners and feed/water them its nuts. And someone like me who can only play 1-2hours a day due to college its hard to just logon and try to kill myself. So when I get caged i usually just take a month or 2 off the game but its different this time. The tribe we are going up against only cages, so if you get picked they are going to knock you out and put you in this prison its the only way they play the game. So there's no getting out of this one for me unless I start a new character but 1 times xp thats a pain in the ass plus losing all tek engrams no thank you. Hopefully you can see how this is a large problem for players like me. Another thing that makes it overpowered is there is little to no time or material's invested into caging someone at most you are using a couple of medical brews, narcotics, and 1 custom food and drink per feeding session that only takes probably 1-2min per person. Now that I have stated why its overpowered let me go over some mechanics that I think can help the ark caging situation a lot. So one thing that could help caging is by not allowing people to attach unconscious players with handcuffs to bed's or chairs. To be honest I dont know why this was a thing anyway it just isnt fair or atleast let us struggle out of handcuffs while tied down. Another thing that can be done is to add durability to handcuffs. Adding durability to handcuffs will make caging alot more of an investment considering a player will have to swap out cuffs when one pair breaks due to the prisoner struggling with them on. My third suggestion would be to increase the rate at which a prisoners food and water go down when handcuffed. And one final suggestion would be to increase the amount of health feces deals to the player when ate this will increase the amount of food drained and also help a player die in the situation where it is needed. Thank you for reading this post if you made it this far it seems like a lot but I do believe this will help the pvp community alot and I noticed with the new meshing changes that wildcard does care about their pvpers. Just please wildcard do something about the caging it's way to overpowered and needs to stop I will supply a couple photos that you can see to get a glimpse of what its like inside of an official server prison. Hopefully will see you on the other side of this prison one day, Thanks, Beater Prison life (hopefully the link works) https://imgur.com/a/i5Z8ESn
  10. Nerf flamethrowers any plans on nerfing flamethrowers? A prim one can take down multiple players in the best amour and with 1000hp in a matter of seconds off their tames. I propose amour hyperthermia stat help protect the player against it and no longer have percentage damage off players hp anf instead have it do a set damage per second that scales up with higher weapon damage%
  11. Dear developers I have a prayer for you, because there is a group of players that like to sabotage official PVE servers by turning them into PVP servers and by doing that, then they are taking away all the joy and pleasure that this Winter Wonderland 4 event has to offer and this group expect that everybody else to accept this and they always geting the last word. This group of players are hoarding santa gifts which makes it nearly impossible for me to get any gift at all and I highly doubt that I'm the only one that is being harassed by this behavior from this group of players. Trying to talk with them are always resulting in either they ignore or they don't mind to talk about it but they always refuse to control them self, so since your developers have the highest control over this game, then your the only one that's capable to modify this game in a way that can benefits us all that comes to official PVE servers, to take it easy and still have the chance to get access to event stuff directly from santa gifts without have to compete with other players or being forced to beg or pay other players to get event stuff, which is a concept that belong to PVP servers. I have a suggestion how to modify the game in a way that can deal with this group of players that refuse to cooperate to make this game great for us all. The way this can be done is to give each player a cooldown after claiming a santa gift so they have to wait till this cooldown is gone before they can claim the next santa gift. Also, when a gift have been claimed, then it's only the player + tribe memeber that can access the inventory and take the content inside that gift. This way will gives everyone a much more equal share with all the santa gifts that are spawning. Also the cooldown needs to be locked on to the players ID to avoid players from just creating a new character in order to cheat this system and also so that the cooldown also will follow them if they transfer to another server. There should also be an exception in case that not enough players claims them, no matter if players are taking a break from collecting or not able to get to them doing to spawn location, which will cause them to despawn instead of being useful for payers that still want them. The exception can be that when the santa gift gets down to 10/100 then players with cooldown will be able to claim them but not sure if it's a good idea that the timer should be reset when claiming a santa gift in exception state. I can imagine that 1 hr or 2 should be a fair cooldown and I hope so badly that your developers will modify the game in the way I tried to picture here or in least getting very close to it, then I will be all your developers ethenal grateful. Thank you so much in advance and I wish the entire WildCard team a merry christmas and happy new year
  12. Let's face it, PVP is not for everyone. NPCs would give incentive to build like you would in PVP but not require the same insane time commitments.
  13. Native Dinos only Servers Managarmr on Aberration? As a long-time player of this map on unofficial and official, they alter the way the map plays completely. - They remove the aspect of difficulty that makes that map appealing. - They allow players to circumvent the gameplay of the map by skipping a lot of it. Working your way up to a rock drake and waiting for it to mature is no longer necessary. - They are a DLC creature, giving players with that DLC a pay-to-win advantage. - The map was supposed to be no flyers. That's what makes it unique and interesting. Manas diminish that greatly. Why does new content have to make older content less enjoyable? People like me still play this map, it's just much harder to enjoy with these tames present. My suggestion is this: Since some people like using manas on AB, and some don't want them there, why not make some official servers (Especially pvp servers) native dinos only and designate them as such? This could apply to all maps, not just Aberration. That's the best way I can think of to accommodate as many players as possible. Thanks for reading.
  14. They take away from the Rock Drakes that were designed to rule the map and make it so painfully easy to survive now. Aberration is my favorite map because it is so very difficult but with the addition of Managarmrs that rush of survival has been dashed. I found myself fleeing to classic just to evade Manas but Aberration could too be this haven free of Mana spam pvp. Remove Manas from Aberration and let the Rock Drake take back its spot as ruler of Ab.
  15. Reduce MAXIMUM tames even more Ok, everyone wants UNLIMITED creatures, unlimited PILLARSPAM, unlimited, ...well basically people want the WHOLE map for themselves......... Problem....LAAAAAAAAAG, and performance issues. No one needs 500 creatures. If anyone could have 100.000 creatures, and it would be reduced to 90.000 they would freak out just as much as they would, if its lowered from 500 to 200. So I hope wildcard does understand this. I walked up to a neighbor who had about 20 WYVERNS and maybe 100 PTERAS...just "for FUN AND BREEDING".... Also many could be disposed, which they dont have time for, meanwhile the LAGS AS poop. Lets be realistic: 20 rex for battle (if you are in a tribe, you only need 20) 5-10 for breeding Most creatures are for breeding, and ...becuase you can. And because we can we MAX it out, and you can have 70*500 creatures IN A GAME (+Wild + Players thats 45.000 ENTITYIES + lets say 500 wild, and + 70 Players. thats a whole lot of calculations. So yes, a pretty self explenatory summary, but Wildcard lower the max creature count to maybe 300. More creatures = MORE LAG More creatures = BIGGER BASES = MORE LAG MORE LAG * MORE LAG = .....Ark. So much times i fly though the map, and getting stuck to wait 5 minutes, and REALISE THE BASE DID NOT SPAWN YET..... The game becomes a slide show of popping walls and gates all the bloody time.... We get used to it, but it's a HORROR SHOW, and it can be improved, and Wildcard knows this. Reduce the absurd lag, reduce the "limitless" structures and entities, and people will have such a better time playing.
  16. Balance and item Mega suggestion for PVP These balance suggestions are for helping the PVP landscape to improve and be more fun and give more ppl a chance to succeed in it. -goals are for improving the chances for small and medium sized tribes and over all making game less about spamming titans as an attack. -Increase species X hp by 3x -gives the little guys more survivability, introduce stone/metal crop plots -Make Titan transfer cost to be 1000/2000 element. (you can farm 900 in 15 minutes according to my sources from 50K vein) . -Remove Parasaur / wolf purlovia detection ability while flying (too easy to spot peoples stash) or introduce some kind of non scannable small stash (like rust) - Allso too many ppl use ini files which makes finding your box stashes too easy. Purlovias get scanned too easily how it is atm. -Introduce Metal storage box with 120 slots of space 15K hp like a medium item between vault and the wooden storage box. (smaller than vault and relatively cheap to make) -3x hp to cryofridges. (ppl have lots of value inside - they are tek looking things .. so make them stronger) -Make levelling food and water to give 15 attribute points per level. (these stats are not used by most ppl) - make them mean something more by the 1.5 change. -While developing maps for the new expansion make it so that there are nice hidy holes for small bases .. the island map is the worst in regards to cool hiding holes/ areas. -Consider introducing a 10 man tribe game mode in place of the removed 25 man tribes servers. (OFC region lock asia away just like 6man servers) -Implement Mesh police plugin into the game. research can it work for blocking a player entering into a base from inside the mesh
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