Testing 162: Mastery, Prediction, and Stamina!

as far as i know Boundmore, the simplest, but not entirely correct explanation i’ve come up with is that basically the server is calculating the path and speed of the projectile too slowly. DO NOT QUOTE ME ON THIS

i’ve had the problem a few times, it went away after about 30 seconds, but you just gotta keep running around and hoping you dont get rubber-band gunned by cuttletrunks or spitters

–Xanotos

:smile:

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I’m pretty sure stone slingbow ammo flies slower than in 161 - I have the same connection quality wise - I don’t see the difference in running, jumping and general actions; only differences I’ve noticed are the slingbow slowed down (and range cut short to almost melee fight) and stone tools having 6 fast hits upon breaking a block instead of 3 slow ones; from where I stand (or sit actually) it doesn’t look like connection issue and more like changes applied by devs;

correct me please if I’m wrong

Why are you quoting me and smiling @Havok40k it’s so vague, I’m worried

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It seems like much like grapples, slingbows hold difference now too.

yeah,but these are only special modes - I’m talking normal one-click firing, no combos and hocus-pocus :grin:

i was wrong, there is a skill (you mention this, i wasn’t attentive) that need to learn to have a double jump but you need to be like a 20+ lvl and its seems to me like no ****** way to reach it on test server :open_mouth::confused:

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So I have been playing a bit the last couple of days and I want to throw my 2 cents in for a second.

Things I like so far:

  1. Objectives - great way to help get orientated and set some goals
  2. Crafting gates - I like that no everyone can just build everything off the bat
  3. The skills breakdown is pretty cool and how it unlocks.

Things I despise:

  1. Experience - so I am hoping that the final version of leveling is a mix of what is currently now in “live” with what is now is “testing” because I am sorry; leveling through the objective system is not just arduous, it is a potential a complete waste of time and resources. I like having subset of experience systems that reward you for doing an action. If I want to go running around for hours and mine uncontrollably with my hammers, I want to be rewarded for that. I get the objective system does that, but it pigeon holes you dramatically. I am forced to make copper hammers (which I never do) I am forced to make wooden equipment after I can already make metal equipment, what is up with that? I just really don’t like that currently leveling is only though the objectives. I am being forced to do things that I consider waste of time or resources.

The way I see it, the objectives are guidelines to help give direction to what to do. Not a dictatorship on what to do. And forcing the use of specific quality tools should just flat out be removed entirely from them. Why does it matter if I use a wood hammer or a stone hammer to gather 100 rock? WHY??? I shouldn’t be penalized for wanting to use better equipment. But also, just allow us to actually gain experience from actually mining how it is now in “live” to balance it out with the objective system, just make the gathering exp taper off after a while and that will make objective exp that much more important.

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I built a workbench and can make copper and iron tools now but I didn’t have any objectives leading me through that and still nothing available on that front. So, if I make tools now for my mining/gathering needs I will miss on progression (and I know there are objectives asking to make copper tools etc, I just still don’t see them yet).

So, that’s a problem already mentioned by me and others that timing of some objectives is rather off.

BTW - I still can’t make grappling hooks and chisels - can someone remind me when are they available, please? I have 300+ hours of gameplay but before it just happens on the way that I reached chisel and hook tools through crafting, but I couldn’t tell what was it that enabled that.

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It seems to me the objectives should be like extra rewards for ours successes. Like on live server now, they should be always-ON quests and in obj-menu you just mark some of them for tracking. And they should also be simple on start and harder and harder until we reach a high lvl.
Or just throw a player in a well designed and thought-out world without any tutorial. I want to remind you that this game is about exploration.

The objective system is there in testing and the idea is that apart from giving you xp and coins it also guides you through tools and machines progression - whether this system will end up taking this shape or another is a different matter. At the moment I’m only referring to a fact that already designed parts of tutorial-through-objectives aren’t timed well.

I would love to just freely explore and build the way I used to in live version, but I decided I’ll do my best to help testing new features and give whatever feedback my little brain can muster. :laughing:

I do agree with you to a degree and you can check out this thread if you haven’t yet as the point you made have been more or less repeated there: Progression system

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@UmbraVictus This is exactly my opinion. I’d just add that wooden tools are just not needed in game, totem is doing about the same amount of work.

Wooden tools will be able to be upgraded in unique ways in future updates. It may even turn out that it is well worth your time to hold on to your wooden tools :wink:

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Ha, now you caught my attention! That sounds awesome.

Does stamina in the testing server work similarly to how stamina works in games like Arc: Evolved?

I actually love fact that you get tired after a while…

Well that would make it worth, but atm it makes me cry to waste all that wood on tools.

i do not know how its going in ARK but here is all SP lost with 6 throwing of the GHook and you just can’t sprinting its all.

oh so too little stamina that is too slowly replaced?

you actually only really get exhausted when mining and such - you lose stamina with each tool hit faster than you recover;

sprinting/swiming/jumping can last forever at the moment as you lose 1 sp every few seconds and you recover 30-ish in regular intervals so you can sprint forever;
and if you start sprinting after mining, with 0 sp, you will gradually replenish your entire sp pool as you recover faster than you tire from running

also, I havent’t noticed any negative effects of going to 0 stamina - you can still mine/dig/chop without any noticeable cons, so whatever devs have for us in that regard hasn’t been implemented yet;

this is current state of things in testing version and I’m sure it will all change in later updates to make it more difficult for a player

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