Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - 4letr

#1
Game discussion / Re: Sources of Pragmium
June 12, 2019, 09:30:41 PM
This is at the top of the map above the barrens. It's a dangerous maze. There are a lot of scorpions. Heat protection is the least of your issues. You will still take 20% heat damage through pragmium armour with the heat gel. Getting hit by a single scorpion can make you bleed, in pain and poisoned let alone the psi drain. Maybe Lurler forgot to mention psi blocker and that it's more important than the heat gel. Even with a healing gland implant which won't heal you at all if you have a single status effect you will have a hard time here. Bring a military shotgun and 100 ammo, 50 to 100 water jars, premium cigars, and healing herbs or herbal drink. On the plus side there are no obelisks just fragments scattered over the entire area quite far apart. It's a lot of effort to gather them all.
#2
All you need to do it take a crowbar, wood planks and some stone. Then just build a land claim and then a little wooden box around yourself while you log out. You don't even need to protect the landclaim.. this is a really simple solution.
#3
Ideas and suggestions / Re: Raids And Dungeons
June 03, 2019, 11:54:40 PM
But you do have a mansion in the post apocalyptic world.  ;D
#4
You leave the pragmium pillar at one little bit of health.. then as you swing you already run away if you miss re time it. Keep running away and you will never get hit by that explosion. You do not need mining charges.
#5
Game discussion / Re: server down again.
June 01, 2019, 10:31:37 PM
This server is working
#6
Ideas and suggestions / Re: Some of my questions
May 29, 2019, 11:09:09 PM
I want to add that for less hardcore players a tutorial via the quests mechanic should be introduced showing them how to get oil and salts from the wild. Then you can get feedback on how easy it is or not more effectively.
#7
This is an idea on how to promote bomb use and reward people that raid. This will also let you improve the power of explosives slightly due to a chance for the explosive to fail for the first 10 levels of proficiency.

The quicker or slower fuse setting at level 20 rewards players with some new options. Faster raiding or planting a bomb and running far away.

Skill for explosives. At 0 skill your primitive bomb has 50% chance to fail. Etc
At level 1 45%
At level 10 0%
At level 11 +1% damage etc
At level 12 +1% damage
At level 20 +1% damage and choice of fuse setting from 3 - 10 seconds.
#8
If you like the idea of a clean inventory this idea could introduce material bags. Ranging from 4 slot bags to hold your ammo, water, food and radiation suit to 10 slot bags that will automatically fill with specific materials.

For example. A hunting bag that will fill with leather, fat, meat and eggs before filling the main inventory. Etc.

Also a larger bag that you can choose via a checkbox menu what items to auto fill it with, would be an excellent rare loot from a boss or a future  high tech accessory. We could call it a smart bag.

#9
If you have actual missile rendering might you do rpg's as well ? Has to be some kind of tier 5 explosive :)
#10
Are you on pve server now softwarelove?
#11
You are all invited to 669;1089 on official asia 1 the doors are open for you to explore this base and perhaps get some ideas for your next bases.



I will remove doors and try to leave free gear where I can for anyone to play with.

There is a free house and several beds to use at the inn below near the shopping mall for anyone who wants to come pvp. I will load boxes up with guns
#12
Game discussion / Re: Showing base near time wipe
May 14, 2019, 02:19:03 PM
You are all invited to 669;1089 on official asia 1 the doors are open for you to explore this base.
#13
I do have an actual suggestion.

Do you like the idea an imprisoning players mechanic.  A weapon to grapple an online or offline player, pull them along so you can take them to a "dungeon"
A mechanic to use a drug/toxin to put a player to sleep. The ability to feed another player and keep them alive. The ability to heal another player. A toxin resistance Armour and a toxin resistance skill that might be leveled by deliberately ingesting toxin and of course toxic/sleepy ammo and weapons. Perhaps even primitive like a bow or crossbow.

This subset of skills and abilities could be used to defend against such tacticts or imprison the owners of a land claim till the land-claim destruction completes.

Further on from this I like the idea of making a penny coin operated door that an imprisoned player or rescuer might operate with the correct amount of coins to free imprisoned player.

#14
I was there on Asia official when softwarelove logged on claiming he's been offline killed with all his stuff taken. He was a new player whom I'd helped a day before. So much for the point of new player protection right? Now we just make a player do a lot of work to lose their progress anyway. This is rhetorical.

But this brings us to a valid point, we are going to need a log of some kind noting how our structures are destroyed and who has killed us with a timestamp.

This is necessary in a pvp game or the wrong people get accused or worse framed for killing/destroying someone else and the servers can become toxic.

My last point is, because of not knowing who to seek revenge on you can just say what's the point I'll be destroyed again tomorrow by maybe a different person???
If you know who killed you you can seek the help of allies or plan to get your things back. You are likely to continue playing the game.
This doesn't stop clever people from pushing your body into a wild animal or the path of a newer player who doesn't know any better but to kill whom they come across but it's a start.

Before a suggestion like, "team up with others" is used, I can see that a newer player joining a team of advanced players is almost a burden. They waste resources they don't know what to do, there can be language barriers. I have seen many players in Asia server ask to team up with someone when there are 15 players online and ask many times to get no response.

Next you get half serious small teams banding together getting wiped by a single bored advanced player, again, with little way of proving who did what. Also the current oil field and lithium field thing is not working. GiangNam showed you in a previous post how one person alone can farm so much explosive on his own that he can wipe entire teams or anyone..
This is what caused the Korean team to quit the server because of losing their 55,000 Lithium.

This will cause the same thing to happen in every server. Someone owning the server and the game will die quicker than you can say what happened to Ark Survival evolved?
I noticed you claimed in your A22 update that if an Alpha party were to take their eye off the ball for a moment they may fall behind. This is not the problem it's that if you have 20 servers just 20 human beings with no job can ruin everything for everyone. So now you have raid time windows? Ok so a party of 10 is online at the right time to wipe a smaller party?

Now if you have 20 servers you have 200 players bored and in control of the servers. Your maps are too small to support bigger than a 10 player party. There is not enough to do for everyone to sustain that anyway.. Why farm lp if another player crafted everything? I am challenging you to consider you need to think about what you are creating much more thoroughly. There are already proven to work methods out there in pvp games aka Guild wars ark, rust etc. Don't try and make something new without getting the basics correct.

Are you aware that, generally, a well established large team will ultimately try to create one large server shop from dozens of trading stations setting the price on everything? Why do anything if you can buy something endgame from a vendor after chopping two thousand wood as a brand new player? For shops to work you need items to be much much much harder to get, owning certain items can keep players loyal for years.. hanging out in the game with their friends with their stuff, while their stuff is "safe" that's what works in a game. Costumes, Collectables.. learn from previous games. Rare things are the game's currency not penny coins that anyone can make.

Developers please give some consideration to these aspects of your game.