Jump to content

Archsenex

Pathfinder
  • Content Count

    635
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Archsenex

  1. RE our Taming facility - no, I didn't take any SS. But it was a 9x9 facility. 3x4 in the center was the actual pen area. It used 2 gates as an airlock, and we could tame anything. The whole point was that once the animal was in the trap, literally nothing could interrupt us. And you wanted 3x4 to be big enough to get at it from multiple angles (2x3 could result in clipping issues) And yeah, we built a lot of vertical structures. It's the best way to be polite in lawless, everything had at least 2-3 building sized items stacked on top of each other, and the whole thing was on stilts. People could do maps or gather resources under most of our bases. As for crab versus argentavis/quetzal, I won't know until I see it, BUT if you aren't counting the Kraken needed to get a crab, I would say Argies were pretty easy to tame in Ark, but Quetzels were a bitch and a half. When I did it at least, you had to hang upside down from an argentavis and then hit the quetzal 30+ times, in the head, with a tranq rifle. And I mean that literally. We use parachutes to not die.
  2. We didn't use the disposable taming pens most people did, we built our with air-gaps where there were 3 spaces around the taming area to the next layer of walls, to prevent cobras AND a-hole players from just killing our tames. Then we put the storage area on top of that. However, with the advent of the Crab it would change that approach entirely. In Ark, once you had an Argentavis or a Quetzal you brought the candidates to your base rather than the other way around.
  3. Some people are just really territorial
  4. Make crabs not require the damn Kraken, then just carry your taming "candidates" back to your boat. Pens are.... very annoying design in the first place.
  5. Also, we have got to have more discussions when 90% of the forum base is unconscious. So productive!
  6. Want to start a discussion. Much of the foundation spam was to protect or deny resources. So... if we have islands that are purely for resource gathering, wont that mitigate that issue? You will always be able to sail to one island in your grid and resource.
  7. Also, how do you guys feel about this idea 5 islands in a grid 3 use a claim system. One of the three (current, 1 flag per island, decay and repair) for the sake of this argument, its just a claim system 1 is lawless 1 is no build. At all. Guaranteed resources available that can never be blocked. I think no build islands mitigate the resource block problem nicely.
  8. I don't care if you go full lawless. I don't care if you change nothing (700 hours playing, so something was working). I dont care if you use the one flag per island system. I dont care if you use the decay and repair system I dont care if you turn off all land building, make shipyards decay in 20 minutes, and force me to live on boats. Because in all of these you will have committed to something and I am able to play. Make this the last wipe and get it over with and I dont care how long you take to figure out the rest because I CAN play. The more you delay to find a unicorn, and it is a unicorn, the more people will leave. Somebody will be unhappy. Either solo or large companies. People who just want to build or people who just want to sail. There will always be people who hate the system. That's why theres more than one game.
  9. Oh, and about 40% of our space was farming. Let us farm on ships, and I wont be building a base
  10. Ah, we were basically of a mind to never send the supply galleon to polar without a whale schooner escort. But hey, you learn.
  11. My foy was very consistent. I lost it If and only if I crossed servers while piloting a ship. So I just came off the wheel
  12. Well yeah, dont take your farm ship to those places I started a thread in pve around letting us store resources and tames. @Jatheish @Dollie in the first livestream, captain lecture mentioned solving problems tangentially. Why not reduce our NEED for bases like you said you always wanted. Re enable farming on ships Give a resource bank in freeports for pve Allow kennelling of tames ar freeports for pve And I will need VERY little land
  13. I would say half the space my crew used was only needed because of these two factors. Wr needed a place to store resources and tames. Inside a stone structure, on pve, those should all be invincible. So.. why have them be game objects at all? Let us bank resources and kennel games at freeports on pve.
  14. I actually wanted to be entirely ship based until they hosed gardening on ships. Give me farm ships and a resource bank and I will use nearly no land (just taming pens). I don't know why they insist on no bank or kennel on pve. It makes total sense
  15. Honestly, I agree with sadie, the wipe and limbo are hurting the gane most right now. Exploits drove away a ton of people. I don't care if they use all lawless, revised claims, no claims and repairs, or don't change a damn thing personally. Hell, turn off land building and force me to live on ships and I can make that work. Just stop wiping progress.
  16. Desert had great resources. I loved our desert base. I don't get the turn off. Regardless, my main point is that the lawless ruleset wouldn't be this hellscape people make it out to be, and both rulesets had problems. The temperature server right next to our lawless was one of the ghost claim servers We lived entirely in lawless since christmas and always found space and resources
  17. Take a quick peek at the map and you'll see you kinda just said "if there are any exceptions, it was half the map" Theres a LOT of desert, tundra, and polar
  18. While true, it was still only a small fraction of the lawless islands. Of the 6 zones we had outposts in, none had this problem. Our island or any other. Lawless was supporting (estimate) 75% of the active players or so for hundreds of hours. They were able to play. Claim land didnt have spam true, but the vast majority of it lacked life at all. Most of it was totally unused wilderness with 1 or 2 people per server. The game switching all servers to lawless, along with adding about 40% more islands, will increase usable space by 3 or 4 times. Assholes scorched <10% of the old lawless. Unless people really think that the game will suddenly gain a wave of new assholes that would have to be bigger that the entire player base, lawless would work just fine. The new decay and maintain system would work just fine. They should target specific problems with lawless etc: Rather than decrease the build deny distance (was a terrible idea), increase it. Limit number of behemoth gates per island per company Rapidly decay small structures. Even taming traps should only last a day. Consistently curb off clipping between boats and land structures. I clip through pillars (and ceilings) all the time but others apparently don't. Then, as new asshole moves come up, react to those. Right now they are disrupting the non assholes more than the assholes. You are running an mmo. You will need gms in the game. That is a fact of mmo. There is no fully automated mmo. Assholes are too creative. If people build a hut over resources, a gm can ghost into the structure, see it, warn them and tear it down. Hire college kids.
  19. I've been for pre set claims all along. The dynamic system is too exploitable. I'd put 5 claims per player. Reduce the number as a company grows. At 11 only 4. At 26 or so only 3. 7 days timer but each company gets 2 to 4 vacation modes per year, which are 14. Something like that. I'm fine with boss gating the new content, if they don't wipe again. Otherwise they shouldn't even bother with new content only a tiny fraction of players will ever see.
  20. I'm all for it too, it just should be a skeleton blueprint you build in a shipyard same as every other BP for crafted gear.
  21. It's best to think of it is "you have x hours to get rid of squatters or you're stuck with them." I anticipate 48 hours. However, they may need some sort of way to prevent people from repeatedly building. Demolishing x companys structure should lock out x company for 7 days or something
  22. Same with claim flags, over capacity... they expire and cannot be renewed. I assume there's an expiration system on claim flags for retired companies.
  23. Demolish is a very specific action. It is the action of immediately removing a structure using the pinwheel. It means exactly the same as it has all along. Destroy is not demolish.
  24. Company governance is probably best. And you can prevent gaming by automatically kicking inactives from companies (which they need for their other scaling anyway) and disallowing tags if you are over the limit. Basically, if you're over capacity, you better scuttle something fast.
×
×
  • Create New...