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Found 5 results

  1. increase all official server rates increase all official server rates so the average player can play the game waiting 3 -4 hrs for a Dino to tame is to long average tribe members now only play for 1-2 hr at most increase would also bring new players to the game and fill all of the dead servers
  2. Can’t stay on any servers I’m sure some of you are experiencing the same as I am. I cannot get onto any of my 4 servers, (Val, Ext, Ab, or the Center.) My friends also can’t get on today, I was however able to get on Ext. for appx. 30 mins before getting kicked off again. Took a thousand tries to log in, sometimes it automatically boots me back to the main screen, and other attempts I’m loading in and base is half gone and critters have no saddles, then booted again. My friends were able to get on Ab with me lass night but so far no luck today. Apparently we 3 have had this issue since they did a small update. Idk what the hell is going on, but some damn way to spend my days off work for thanksgiving Anyone else experiencing this too? So annoying and I’m sure some of y’all have lost some stuff due to this mess WildCard, please fix this issue.
  3. The truth about what Ark really needs. Ark is an amazing title, it offers you creativity, imagination, a really nice time sink and if you are lucky you get to build a really fantastic community. However, there are a few major things that are definitely detracting from the curb appeal it should have and player retention. 1. Server stability This is huge and it's a behemoth of a problem. The servers are barely keeping up with the title, many servers are so lagged that you just can't viably play, especially in terms of pvp, you need to be able to react quickly and precisely if you want to be successful in that game mode. This game is based around cooldowns, timers and timing in general, when the servers aren't able to keep accurate time it wreaks havoc with those of us who breed/hatch/etc. 2. Character Storage Another large issue, how the character files are stored, backed up, and implemented when connecting to a server. There's some disagreement on the best possible method for doing this but I still firmly stand on the side of cloud based character storage. One of my biggest fears and it's happened twice now, is my character getting deleted during a transfer from one map to another. Thousands of hours of work suddenly just gone, the dinos you may have been bringing with, gone. Gear.. gone. If there's one almost instant player killer, it's having a toon the player has invested their time into suddenly vanishing. When it happened to me, it took an act of God (my wife) and a whole lot of very close friends from Ark to get me to reinstall it and log back in. In a perfect world, a character menu that connects to an account based cloud directory with a server list to select from would be much easier to handle. I know duping is a commonly exploited thing on this title, but with the right checks in the right places, cloud based would definitely be more ironclad than the current implementation. Store the character file, backup char file, and current inventory list to the cloud upon entering that selection menu from in-game, once that's set, the next time the player logs in, they can go right to char selection and server selection, select their character, choose their destination and head to that server. Honestly, I can think of a million different things that would improve this title, segregation between pve and pvp changes to the title, more QoL things like cosmetic items, decoration, integrating more tek dinos into the game as we continue to evolve into the next rendition of Ark, etc. But really the two key things right now that are plaguing this game are the servers being shoddy and the fear of losing characters on using a transfer system Wildcard encourages us to use to visit these maps which have unique resources. The only way you can really eliminate that kind of traffic is to either design maps that encompass all the latest and greatest dinos and features, or fix the system. Anyhoo, that's my 2 cents on it.
  4. Claim land instead of pillar This might be challenging, but ultimately a huge help. People pillar for the sake of maintaining a hunting ground, or keeping others at arms length, or to preserve resources. Number of reasons. But, pillars add to structure limit, server lag, and are annoying to deal with. So lets give players an alternative, let players immediately, level 1, craft Land Claim Markers. Structures themselves no longer Claim Land, the system instead transferring to these Markers. A few notes on this, worth debate: Look and feel: Markers themselves are compact, you can walk right over them. The Marker could be as easy to make as a note or as difficult as a stone pillar...in either case, a newby should be able to make one relatively quick. (so not using metal ingots or sap, not in a smithy...) I like the tiered idea, because it mimics the present system, level 1 starts with a wood marker, and progresses up to a tek marker, with progressively higher decay timers. Destroyable in PvP, Are these stone, wood, metal? Maybe tiered? PvP is not my thang, so consider amongst your own. Decay timer on these, not structures. Yes, a timer would stop ticking for a 1000 individual structure pieces, instead just for a couple markers. Amazing. Snaps to foundations and ceilings, switches from being a marker to engraving or seal. Just so players can note where it is but walk over it without concern. Claimed vs Unclaimed Land: You can build on unclaimed land, but anybody can Demolish your structure even while you are looking at them. Can this be griefed, yes, so players should be made aware with a one-time tip that this could happen the first time they build on unclaimed land, and to be cautious. Some land is not claimable. This is something that has been necessary for a long time. But, you could still build on that land, it is just demolishable by other players. Why? Traps, for one, maybe a public smelting stand. There are good reasons to build near a resource cache, we just notice the bad reasons most. This goes hand in hand with having a cap per player, otherwise we'll just see the alt char system bypass the cap. With unclaimable land, that won't be as necessary. Demolishing a structure only refunds to the player who originally placed the structure. This would be vital. Players CAN CLAIM A BASE! Why not, some people build amazing stuff, if they abandon it (Markers decay), you can drop down a few Land Claim Markers, and live in their castle. Now, some caveats, maybe a player can only claim up to a certain tier based on level...so like level 1-20 can claim wood, 21-40 stone, 41+ for all else. This is really just meant to help brand newbies from getting too much, too soon, become overwhelmed, and ruin their own experience. Or maybe not, and instead structures demo when the land claims decay. Extra Functionality: Holding a marker allows you to see claimed area through some sort of Arkly hologram system. OR maybe just a tooltip pops up, stating whos land you are on, allowing you to figure out the exact boundaries much easier than current, which is a lot of guesswork. Foundations still block spawns. Markers themselves do not. Cap on Markers per player. This cap could start small and grow, maybe one every 2 levels? This could get complicated for tribes, worth more debate. This isn't meant to confine one player to a 3x3 grid, the amount of area each marker offers should be significant, maybe a 2x2 pillar range? The bigger goal is to reduce lag. Claimable Land Claimed stat displayed on server select screen. Don't have players join servers that are filled, which happens before the population cap. Overlapping claims, basically leading to a zen diagram appearance. Difficult to come up with a solution to, but one option is to have a push-pull effect, where the boundary meets in the middle. Or stick with a first come first serve, as it is now. Implementation: Implementation could occur relatively easily (from the player's perspective), allow both systems to be active for a month, then cut off the structure claim system. Obviously its not as simple as that from a coding perspective, but it should be doable. The absolute best way I can imagine doing this is to have the Land Claim Markers replace Pillaring, and increase functionality in smaller increments. During implementation phase, players will be able to place land claim markers on unclaimed land and land they currently control.
  5. Random pillars with ladders... placed EVERYWHERE... making it impossible to play on official servers. THAT is one thing that is killing off this game. Especially new players. For the love of god... (or whatever) Please stop this....
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