ARK: Survival Evolved

ARK: Survival Evolved

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Handcuffs need a escape mechanic.
As the title says.

We need a way we can escape them. It doesn't have to be easy or fast. But we need a way to get out of them. Or a lot of people will quit the game. Because of griefers not letting people or and repeatedly handcuffing and caging people even if they kill them selfs to get away.

Now myself the tribe I'm in likes to mess with each other and the handcuffs are great for it. But some people out there don't know when to stop and then make the game unenjoyable to play.

So maybe some escape mechanics can be added. That don't need any resource as you can't access your inventory with them on. Maybe some kind of engram you need to learn the skill. Which mite not be cheap to learn but isn't so expensive it's a was of point. Or maybe a skill you get for learning the engram to make them as you know how to build them and so you should know the weakness of them also.

Please think about it Dev's.

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Now just to clear things up as a few people on the steam forum are getting pissy about it.



I don't mean a instant easy out of them. Maybe a timer till you can a tempt to escape, or a lock picking skill, or maybe you find a stick or pcs of thatch from the cage to pick the locks. Maybe even after a while they lose durability as they are primtivly made.  

In no way am I calling everyone that uses them a griefer just that they have a big chance to be used to do so. 

My experience so far has been fun for myself or my tribe mates messing around with each other. But we are also nice enough after a little bit to let the person or persons go so they can enjoy playing the game.  

As in no way is being locked in a cage and or handcuffed and not able to do anything but look around or run around fun for long periods of time.

We need a counter to this so we can have fun trying to escape. Some type of mini game or activity to help with escaping would help.  

Now people that are determined to keep to locked up will still do so but it wouldn't be as easy on them. They can still knock you out to feed and keep you trap either way. 
Legutóbb szerkesztette: StoneTiger; 2016. febr. 25., 7:37
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Add 'Cunning' atrribute to characters you can level up like Melee, Fortitude ect.

Cunning allows:

-Hiding Items-
Hiding items on/in your body, hair, mouth that can be used to escape cuffs, cages like picklock tools.
Thre should be a formula like: your cunning level vs opponent cunning level (+ player levels) to see wether a hidden object is found by opposing player when items are looted.

-Handcuff and cage degration:
Without any picklock tools one should still be able to escape.
The higher your cunning level the faster handcufs and cages will degrade (get damaged broken) so opposing players will not only have to feed tranq you but also check cages and cuffs and make repairs or replace cuffs, making it harder and more time and resource consuming to keep prisoners.
A furmula like: your cunning level +/- amount of torpor determines degration speed.
You'll be working faster to escape if more awake, so they'll have to keep your torpor high all times.

When free you still have to escape the normal way I think.

-Safehouse- (optional)
And / Or one could add a special spawnpoint like the sleepingbag, bed (you have to prepare first just in case) that teleports you to safety as soon as you are free. (if you have one) else you still will have to get away to normal way, by sneeking out.
This spawnpoint is also consumed after use just like a sleeping bag and maybe might not be allowed to be placed in or near your base/spawn point and cannot be used as a regular spawnpoint after deing.
Legutóbb szerkesztette: Cursedth; 2017. márc. 18., 9:42
After really reading everything through I'd like to come back on the roleplaying aspect of cuffing and caging and suggest to add more to captives for roleplaying purpose.

First if the captives dies or gets killed player can respawn as normal.
(might already be in the game, just started playing and wasn't held captive yet)

-Will-
One also could add a 'Will' (willpower) atribute, like melee, fortitude to the game the time needed to break a prisoner to be able to put a slavecollar on the captive and put the captive to work or fight or send ahead in high risk scouting exploration.
The higher your Will the more resources required until the player is broken to be fitted with a slave collar.

-Slavecollar-
A slavecollar on a captive to deny the player crafting abilities and eating any foraged berries and hunted food allowing the player only to drink and eat that what it is given.
A new food recipe can be added and is the only thing a captive can eat and drink.

But with a slavecollar a player can mine resources if given a axe or pickaxe or forage berries/fiber. (but not eat them)
While working out in the fields a slave (a captive with a slavecollar) might still, should be allowed to try to flee. But if killed (or dies) by it's persuers or dino or falling the player respawn a free player.

If a player manages to escape alive there should be several game mechanics to get rid of the slavecollar that denies crafting and eating. (help from other players included). Maybe a timer for this. If the player stays long enough out of their hands your collar comes off.
Or somethig with a very very long crafting time that one could try to secrectly craft while a slave and has to remain undetected. Or can craft work on while on the run. (only crafting allowed during that time)

-Make a slavetame group.-
Allow the slave to benefit from it's captors(!), in a roleplaying sense, like making them realize that out there on there own that their survival chances are actually really really low.
Since a slave would probably not allowed to have any weapons or any armor the player would be useless (except as bait) in defense and a fight. Alos allow a slave to betray his masters like a trojan horse and open and unlock gates from the inside, poison water supplies, sabotage food, imprint on their dinos and maybe many more narly things from the inside (or draw/lure a very powerfull dino towards the captors and try toi escape in the mayhem created afterwards :) )

For such things the slave should be able to steal and be able to open containers maybe lower level tribe members cannot even access.

The cunning (see post above) attribute could allow some or make secret covert action possible or easier.

A slave, after a while should also be given the opportunity to join the clan, that the player might if treated well.
Or be forced to join the tribe after a certain time, the player can not easily leave to create his/her own. (not easily, have to think this one through a little more)


So expand on the captive player instead on the survivor player (player as survivor)
Legutóbb szerkesztette: Cursedth; 2017. márc. 18., 13:46
i am currently stuck in a cage. cuffed. and forced in a seat
Ang3r_Issu3s eredeti hozzászólása:
i am currently stuck in a cage. cuffed. and forced in a seat
could give this a try from the 273 patch
"- When handcuffed, Poop now is forced directly into Slot 1. Prisoners can consume it rapidly as it builds up to attempt suicide."
What's the point of being able to get out of hand cuffs when you'll be in a cage by the time you manage bto get them off yourself
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Közzétéve: 2016. febr. 25., 6:00
Hozzászólások: 65