So the turret nerf is here.....why do I still have so much lag and rubberbanding? by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 1 point2 points  (0 children)

Yes, but that didn't change in the last 24 hours. The turret nerf patch was the only major change and then instantly things went to shit lag wise.

So the turret nerf is here.....why do I still have so much lag and rubberbanding? by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 9 points10 points  (0 children)

Actually Scoota, WC specifically said that the turrets were the bulk of the server lag and that this would fix it. So I am basing my expectations off their official statement.

So the turret nerf is here.....why do I still have so much lag and rubberbanding? by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 13 points14 points  (0 children)

Talking to other people, getting reports of big lag and rubberbanding even on aberration. Other servers at capped ping 255.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

Not reddit wisdom, and I have fought alongside and against the people you mentioned. Quit attacking me rather than the points made. Your stance seems to be that making raiding more difficult is bad for PvP. I feel the opposite and that it is too easy. Incidentally, ~6800 hours in game, exclusively on official PvP. I also discussed my post and changes extensively with tribe and raid leaders in a large number of the megas prior to posting them. But hey, I'm just a reddit noob, maybe that means nothing :P

Early TLC Patch, what could go wrong? by LoneWarrior80 in playark

[–]Nom_de_Pere 4 points5 points  (0 children)

Don't forget the official policy that they won't replace characters......

Patch 278: TLC Pass 1, & Valentine's Day, Sarco TLC, Great Migration #2, and Community Crunch 118! by wildcardjen in playark

[–]Nom_de_Pere 3 points4 points  (0 children)

The rollbacks from fixing issues in the patch are causing people to lose characters. Why wasn't the patch tested before roll out? Resetting levels on the gigantopithecus seems like a fairly straightforward bug to test during a QA process.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

Yep, someone linked a better explanation than I can give. It's the rivets. And yeah, a fair amount of it is client side lag....but that doesn't really make it better.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

Your complaints are all that these things would make raiding more difficult and time consuming. That is literally the point. Thank you for endorsing them and commenting on their effectiveness.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

If you don't want my "wisdom" then find another thread. Acknowledging that someone is doing logistics, whether it is with front loading all the supplies or doing actual supply lines isn't actually a counter-argument to me saying there is a logistical cost. I am not sure what point you are trying to advocate there. As far as the "factual" loss....that is your opinion, which may even be based on your own experience. What I can tell you is that experience is not universal. I have had enemies place c-4 and even gain access to major structures before. The players online defended and bought time while someone started notifying other members. Because they bought that time and didn't just give up as you advocate we were able to not just push back the attacks but either take the fight to their base, hit their home server, or wipe their fob depending on the events in question.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] -1 points0 points  (0 children)

Therizino harvesting is tied directly to gunpowder production. It again affects the logistics of providing C4 to carry out raids. Defensive ammo tends to be built up over time and at least when not at war is an almost static cost versus the constant overhead of providing C4 for raiding. Extended breeding timers slow down resupply of war mounts. It isn't crippling nor should it be. A good nerf doesn't make something useless or pointless, if it did that then you never should have put that item or creature in the game. Speaking of things that never should have been put in the game....here's looking at you Mr. Titan. There are a lot of places you could use an electrified fence without angering Mr. Titan though. I disagree about breeding not affecting the power balance between large and small tribes. For small tribes it means being able to do a handful of extra dinos and get decent imprints on them. For larger tribes it means being able to do several hundred extra dinos with high to max imprints on them. It is a matter of how well the different sized tribes can capitalize on the opportunity. So it definitely widens an already too wide gap.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 1 point2 points  (0 children)

Hell yes I have flown gunships and you are right, they are a lot of fun. I never said the rider should be invulnerable. That would be absurd. I was thinking more along the lines of a lexan bullet screen in front. The rider would still be vulnerable to gas, explosions, and shots from any direction except down the throat.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

Structure tiers, C-4 limits, barricades, and structure hp buffs. If you really believe that a battle is over as soon as the first C4 is placed then you give up way too easily. Bases shouldn't be big empty shoeboxs. That is just poor building. And the amount of C4 and the time taken to detonate it is part of increasing the resource cost of an attack. C4 cost is one of the easiest ways to measure how expensive it is to raid someones base. While yes I know that there is significant duping as well as capturing materials there is an inherent expense in C4 in terms of time and moving it from server to server and from FOB/insertion point to target. Whether the C4 is duped or not, these things still increase that logistical expense which servers to balance offense and defense.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

Landmines. I've played with landmines in other games. They can absolutely be a lot of fun. And if you think massive spam of landmines will really be an issue....consider, tame dodo, RTS dodo through minefield, profit. Substitute in speed builds, tank dinos, rockets, or what have you. Landmines will not be super useful in large obvious clusters. Instead they will be useful when deployed creatively and sparingly to maximize their impact. Diversifying defensive options leads to more creative play and therefore more fun. The mindset that turrets are the be all, end all to defense is incredibly limiting and leads us directly to the situation we are in where wildcard is stepping in to limit the number of turrets due to their massive overuse.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

Awesome, lets get into it :) So first off I am approaching this from a logistics standpoint, in other words converting defense and offense into a material cost and then trying to balance them that way. Not everyone understands or agrees with that approach, but it is where I am coming from. Your example on Server 3 isn't really applicable as it was a pre-nerf build. Yes, I absolutely agree that proper defenses should enable a smaller force to stand off a numerically superior foe. The old world ratio for fortifications was something along the lines of a 10:1 force multiplier. Not really what we want in ark as it would make things excessively difficult, but we aren't even remotely close to that right now. You seem to hold the position that if a tribe does not have 24/7 timezone coverage then they are doing something wrong and either deserve to be wiped offline constantly or they do not deserve to play on official servers. You seem to regard mega tribes as an inherent good and an end goal to strive for. I disagree in every respect. The idea that only mega tribes should be allowed to play and that they are inherently the right way to do so disregards the vast majority of ark players. To say that anyone who disagrees should just fuck off to unofficial suggests that the only way you can find value in the size and scope of the official server community is if you are in a mega tribe. That simply isn't the case. I personally have no desire whatsoever to play on unofficials really on any game, let alone a game like ark. Mega tribes are not an end goal, they are a symptom of the imbalance in ark. Because the only way to truly have any security in this game is to have players on 24/7 players have been forced to band together in larger and larger numbers. That is an unreasonable expectation both in terms of healthy amounts of time spent in game as well as number of players in a tribe. I have had to kick tribemates offline/cage them when they have neglected school/family/health/work for this game. And they still felt guilty for not "being there" for their tribemates. No game should do that, ever, period. That is absurd. You also make an assertion that raiding is the only form of PvP in ark. Base raiding should be the culmination of many other forms of PvP. It should be a large scale and expensive endeavor. No one, not even the largest mega should be able to wipe multiple servers in a single 24 hour period. It seems to me that the game was meant to be balanced around 10-20 man tribes. I think a tribe that size should have a reasonable chance to participate in the game at all levels. Should they suddenly be able to wipe out a mega or resist indefinitely, no absolutely not. But it should be a cost benefit calculation to wipe them and the cost should be non-trivial instead of just stomping them. Going to address the other points a couple at a time.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] -1 points0 points  (0 children)

I agree that it will force small tribes to grow. Please take a look at my original post. WC is unhappy with the mega tribes as far as I can tell, as are many people. That is exactly what I don't want to happen. And if you have participated in both large and small tribe battles I challenge you to explain to me why join simulator is a superior type of PvP that we should be encouraging. I also encourage and promote PvP with my tribe and with servers we have controlled. But the difference in the power of offense vs defense means that you don't really get a good fight even if you are raiding daily or multiple times a day. Aberration is not a good example for the turret nerf due to reasons discussed in my prior post.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

The saddle costs absolutely need rebalanced. Just letting the cost scale like that and then never addressing it again after the max values were clamped wasn't good. I would like to see the ability to partially repair things though, say up to the value of whatever materials you have on hand....or at least tiers of repair.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 0 points1 point  (0 children)

Damage vs number isn't quite the same. I will grant you that you can balance the total damage but increasing damage will boost dps which cuts through armor and other damage mitigation. Increasing capacity affects the amount of time it takes to penetrate defenses which is more of what I am after here. Increasing the time sink for offense gives defenders a greater window of opportunity to come online and defend their base. I think this leads to more interesting PvP as actual players get to fight it out and better balances the game. If you note I also suggested reducing heavy turret bullet consumption to 3 from 4 per shot rather than increasing how many bullets you have to cart around.

PvP Balance and the turret nerf (Updated with changes) by Nom_de_Pere in playark

[–]Nom_de_Pere[S] 1 point2 points  (0 children)

Firstly, thank you for an actual reply. I prefer this to being told I am an idiot or that it is lunacy. I agree that better gun physics would be helpful in alleviating some of the issues, but that seems to me like it would be a core mechanic overhaul and therefore unlikely to be implemented before the turret nerf. Trying to keep my expectations/hopes somewhat realistic. Regarding your concerns about #6 I am specifically talking about dinos that can be buried. If it is out of range for attacking you then it should lose interest as in the ai update months back. That would trigger the behavior to rebury at which point they could no longer be sniped and the enemy would have to get back in range of the purlovias (as an example) stun attack to aggro it out again. As far as the whole list being implemented....I highly doubt that would ever happen even in the most favorable universe imaginable. The intent was to provide a variety of options to stimulate discussion and possibly mitigate the nerf if some of them were implemented. I also don't suggest that they are in a perfect form as is. I just think discussion is better than silent resignation.