ARK: Survival Of The Fittest

ARK: Survival Of The Fittest

[Depriciated] ARK: SOTF - Deathmatch [Beta]
 This topic has been pinned, so it's probably important
Denchy  [developer] 11 Nov, 2016 @ 10:49am
Suggestions
Post suggestions here.
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Showing 1-15 of 36 comments
Jadekick 11 Nov, 2016 @ 12:56pm 
I have a class idea....

Engineer
-3 Auto Turrets (Don't need cabling, but balance them so that they are not super strong)
-Flak Armor
-Riot Shield
-1 Grenade
A class with Compound bow and some spears would be nice !
Jadekick 11 Nov, 2016 @ 5:34pm 
Originally posted by theopalma:
A class with Compound bow and some spears would be nice !

Maybe Metal Archer? (Made up name)
-Compound Bow (Metal Arrows)
-Flak Armor
-Riot Shield
-2 Grenades
Jadekick 11 Nov, 2016 @ 5:36pm 
Also, could you switch the selecting class button to Shift? I always accidently talk in capitals after selecting class.
Zumvee 13 Nov, 2016 @ 12:18am 
A good one to prepare every very well in the regular wood bows, spears and hide armour
Also some scopes and a voteable kits, like for one game you have flak then you can vote for like compound revolvers and pikes or the wood bows, something like that. Thanks :D
mK. 13 Nov, 2016 @ 6:38am 
Is there any chance you will remove shotguns? Its really unbalanced, if any decent player uses it its pretty much gg unless you use it too.
Denchy  [developer] 13 Nov, 2016 @ 7:16am 
The shotgun is not unbalanced, it has a 65% nerf to damage and increased spread. It rewards accuracy. It takes 2-3 chest shots at pointblank to kill someone . In normal it would take one as it would in any other FPS if anything i nerfed it too much. Believe it or not to use it effectively with the nerf you have to have pretty good aim, unless you want to sink 10+ shots into someone from a medium range.

Any gun in good hands is 'OP' I can't go needing guns into oblivion so it's hard for the good players to use because that would in turn make them next to impossible for players no where near their skill level to use them. Please don't hate on the shotgun because you're unable to use it to its full potential.
Last edited by Denchy; 13 Nov, 2016 @ 7:20am
mK. 13 Nov, 2016 @ 10:11am 
From what I have seen, an unexperienced player has a lot more chances to kill you just by spamming shotgun close range, even more if that player is experienced, its much more powerful compared to any other weapon due to its range, spamming speed and damage. Compound would be a great substitute for close-mid range and it requires much more skill. I understand you don't want to reduce the amount of guns, but I think 90% of the players would enjoy it more without shotguns. In any case, keep up the good work, love the server. :)
DeinTod707 13 Nov, 2016 @ 3:21pm 
First of all: Thanks for the great work!

What would make SOTF and your Deathmatch mode perfect would be, if player could respawn like at other ego shotter like Battlefield. Based on a ticket or K/D system.

That would make SOTF in general and your mode to be THE ULTIMATE game ever!
CC 13 Nov, 2016 @ 7:08pm 
Healing after not taking damage for x amount of time or healing per kill would be good, stat tracking, kill feeds and maybe kill streaks to give you the stronger weapons too
DenZo 14 Nov, 2016 @ 6:30am 
kill feed, end of round score + winner. Theres currently no objective
Oberjarl 14 Nov, 2016 @ 7:00pm 
Attachments would be amazing as unlockables(similar to BF1 unlocking different weapons as your class levels)

For those complaining about shotgun, AR is more powerful in the hands of someone experienced than shotgun IMO, although i understand the frustration of dying to someone who is a bob character with a shotgun, and I agree that primitive shotgun should replace pump, so after 2 shots you need to reload(which is shorter)

I do think that the other guns are too weak close range compared to those main guns, fab pistol takes like 2 clips to kill someone even with 90%+ hitregs, pistol takes 3-4headshots, xbow is 3headshots and longneck is 2 i believe. With the reload involved, its not at all a reasonably fair fight mid-close range, although i believe this will be fixed with the weaker armor for heavier hitting classes or the addition of team based game modes.

I agree with whoever said something in the comments section, the prone spam is real and I do it all the time, makes it hard to hit with most guns, especially with NA players experiencing desync. If it is possible with the dev kit, if each prone costs 10 stam or something(normally 5-7 i believe) as then you could only prone-unprone 5 times in a row before having to regen stam.

Different types of nades would be very interesting(IE poison to force out snipers in holes or on cliffs and smoke to close in on people with a shottie or AR)

As for the scoreboard idea your poll mentioned, Would be interesting if it showed kills with each different weapon along with overall K/D and maybe a score(?) with overall rankings on K/D each weapon, and score which would i guess be more based on total kills.

I hope the scoreboard doesnt turn into a type of grind to get into things as there is already enough of that in SOTF ;)

This mod has a ton of potential, and im really looking forward to it :)
Denchy  [developer] 15 Nov, 2016 @ 7:47am 
@Oberjarl Thank you for the well thought out suggestions and constructive critcisms.

As for alternate grenades, I don't think I will introduce them until the class system is functioning again (i feel like the map would be covered in posion and smoke if it was avaliable to everyone). The attachments feature I was working on but will have to be postponed because of the class system being temporarly removed (The plan was after achieving either a certain level ingame or a certain amount of kills with a class a specific weapon you would unlock an attachment for the weapon and as you progressed further more attachments.) Prone spamming will be a lot less of a problem in the Friday update and Fabricated pistol has got a damge buff.

Here is a sneak peak at just some of the patch notes for fridays update :)

[-- Next Update - 18/11/16 --]
  • After 5 seconds of being out of combat you will gain %10 of your hp back every 0.5 seconds. If you are hit during healing it will reset the countdown timer and require you to be out of combat for 5 seconds again.
  • Increased Fabricated Pistol damage from 30 to 50
  • Increase prone stamina consumption multiplier from 0.33 to 2 (a lot less prone spamming
Last edited by Denchy; 15 Nov, 2016 @ 7:49am
Oberjarl 15 Nov, 2016 @ 8:04am 
Looks great :) hope the server is up before Survivor league tourneys would love to warm up there
UToasT 15 Nov, 2016 @ 4:07pm 
remove nades
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