Builder wrote:DrunkMunki wrote:SNIP
So far seems good given what happened this wipe. Putting aside the fact numbers in general for ark are dropping across the board, here's my thoughts:1) Removing ORP seems like a good call. While good in theory, it had heaps of bugs.
2) Given the clientel so to speak on Munkis' servers, going back to weekend raids is a good move. Either that, or have ORP at full protection (I had tossed and turned over that side of things especially in previous threads on the topic, but given the raids styles we'd been seeing that is my current view). My only issue with orp being full protection in the past was my concern of combat logging abuse of defenders (which to my understanding isn't as bad as I thought considering I think there wasn't only a timer on it, but it wouldn't kick in if there were enemies in the bubble or debre).
3) Increasing the structure hp is also something I'm for so that base raiding is still possible, but hopefully encourages more open world pvp. One thing I need to say again though: raid playstyle is still something to consider in terms of what kills it for some (especially smaller players) and leads them to rage quit. What I mean by this is that when someone logs in to find their fabby blown as well as their vault and defences, that can be shrugged off as a 'oh well, I've been hit'. They are more likely to rebuild after that. But to log in and find EVERYTHING blown, just because the raiders wanted to check 'just in case' there was loot hidden in that small wooden box beside the phiomia and the garden, then they are more likely to just give up because all of their stuff is gone. This is especially the case if they actually did rebuild after a hit like that only to be hit again in a short period of time. I know some raiders will argue that there can be good blueprints hidden in 'weak' places like wooden boxes out in the open, but the reality is that the mentality to check 'just in case' is what resulted in the smaller/medium guys getting cleared out then just not bothering to stick around. It's a playstyle that raiders who choose to pvp on munkis servers need to accept when raiding small to medium tier bases.
4) Never used the protect passives mod. Seems good in theory but I don't know much about it and therefore can think of some possible abuse: pvpers whistling passive mid combat to save their dinos, using a passive dino to drain turrets, etc.Gambit wrote:Possibly higher maturation so people put less value into dinos when they can be easily replaced!
Maybe remove a map from the cluster. (Less spread out numbers)
Personally thinking centre due to how broken it is lol
Edit: 3 or 4 man tribes would be great!5) Higher maturation rates certainly would encourage people to be less precious of their dinos I think. However there is a chance that might screw the imprinting values unless Munki wants to make imprinting even easier (can you imagine gigas only needing 2-4 imprints O.o). It would also speed up tek progression for tribes I imagine as they could stat farm and breed rex lines up quicker. Got some good pros and possible cons.
6) Removing a map... my issue is which one? Island: sentimental and doesn't require an extra download. Centre: buggy yes, also has jumping puzzle... Scorched Earth: - it' hot.... Ragnarok: A few bugs, but seems popular, has dinos from both SE and Island and... griffins!
7) I'd also see smaller tribes as a possible good thing to even the playing field so to speak... especially since there's nothing stopping alliances still.
Extra point:
8) If we go back to weekend raids: someone suggested ages back to change the time from 'weekend protect' to 'raid weekend' from midnight to 5am. I would support this, as in the past players have been accused of 'camping' bases and hitting them just after it rolled over after midnight. Making it kick in at 5am would hopefully deter this (or at least deter the accusations) as raiders would have to get up VERY early to hit their target in this way instead of just staying up late which most players seem to find easier
Removing ORP2 mod is a good move. Personally i think having full offline raid protection(even though it has its flaws) is the way to go. Having the Raiding on the weekend and having the increased HP on structures is good sadly it wont stop people waiting late on friday/saturday morning to raid people while are offline. I know there was a few cases of that happening before PvP cluster was a thing.
The main reason i left the PvP cluster was i was in a 2 person tribe we got raided which was fair game but it was while we were offline and we got into the "rebuild process" and every time we logged off we got hit by someone even though they could see that we rebuilding had no defenses come in kill us while we are asleep and destroy our doors and beds and putting us back to square one and we got sick of that happening all the time. I think the big is for me personally if we are getting raided while online it gives us a chance to fight back and defend our stuff and if we lose well its fair game then.
As for tribes i was for bigger tribes at the start of cluster but now im more towards smaller tribes would make things interesting.
As for removing a map the centre is unpopular i believe due to how annoying it is to get around the map seeing how its basically all islands all over the place. I have played on other mod maps but a lot would be annoying without the classic flyer mod just due to the size of most of the other maps.
I all for faster breeding yes it would effect some dinos but for bigger dinos like rexes etc there is nothing worse then waiting hour/s to get out of baby phase and the imprinting every 3 hrs is pretty unhealthy and a giant pain in the ass if you have a job/family.
Anyways thats just my 2 cents.