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Perhaps I'm playing this wrong... but isn't that how all survivals go?
You collect resources, make weapons/basic survival items, build basic base. You kill rupus, get plans to make larger items and base. Which then leads to your first walker which you can work on so you can take on camps more easily. This in turn leads to building a larger walker, which can fit more weapons, items, and you use this to get more resources.
From here that then enables you to explore other (I'm assuming harder tiles) that allow you to either A) get resources to bring back to your base to make larger or better items yet or B) move to this other tile.
From here you then continue to build larger/more powerful items, that then allow you to kill larger things. Including the frogs, nurr, camps, more rupus etc. While also exploring ruins and so on for higher end loot.
I will say though, there are a bunch of rupu related things.
But is this not the survival gameplay loop? Ark is more or less the same... Build basic base, tame dino, use dino to do work/get more resources, build larger base... explore, tame other dino etc?
Same for Rust, Conan Exiles, etc?
Sorry if I'm over simplifying... but this just seems to be the overarching process for a survival game. :>
The devs wasted 2.5 years and messed up this game massively by trying to "fix" PvP instead of just splitting PvP and PvE into their own separate servers and then just focus on implementing PvE content. Even now, the idea is to use PvE tiles as safe zones essentially, but to still force people to go to PvP tiles.
What was enticing people to this game was the core concept of being a nomad and the MMO aspect along with the big battles, fighting monsters etc. Now they've removed most of that and the fighting of the big monsters seems like a pipe dream with the way the grind is now, especially as i'm seeing videos of people having to cheese content because the NPCs are bullet sponges.
Honestly, if you can, try and get a refund of this game because the way things are going, it doesn't look promising in the slightest. MAYBE, just maybe, the devs will come to their senses in the future, but as it stands now, they certainly aren't.
Sorry but the gravity isn't how works.
What you are talking about is the magnetic field, which acts as a shield against solar radiation. And without Him, we would die with that radiation.
This game is a survival game but in it's early years still a Pre Alpha. So if you consider the development state it is not a bad game at all. Recently and to the disappointment of the PVPers in the community they changed their focus to PVE. Is there a ton of content yet? No not at all BUT that is only because until Season 5 they were concentrating on PVP more than anything else as to start it was a all out PVP game. Do to popular demand and their own choice the game has shifted.
Now there is still goals to achieve even in PVE. You start with nothing you build from that. How far can you get what can you achieve from it. Can you build the biggest walker and own the map? Are you skilled enough to take on the Rupu in melee combat? Do you prefer sitting on your Dinghy Walker above them and shoot them at a distance?
Again PVPers would have you believe the game is over because it has shifted toward PVE. Fact is there is a poll linked here on Steam that shows the majority of the community only want PVE. That said the future looks bright for LO
Last oasis is back to square one...
This game didn't shift to PvE, it never had any PvE to begin with...unless you count killing Rupus as PvE and that was around on day 1 of release. PvE maps =\= PvE. If the devs truly wanted to shift to PvE, they should have split the community in half. Make 1 server for PvP only and 1 Server for PvE. Focus on developing PvE content and let PvP players kill each other to their hearts content with the big battles like Ark does. The devs instead still want to force PvE players into PvP content, hence why they are treating the PvE maps as safe zones and the best resources will be on PvP maps.
^ this
Satisfacotry, Factotio, Project Zomboid and Dyson Sphere programs are a few of the games i have bought into with early access that are turning out well. Star Citizen is another one that i am a backer of (albeit alpha) that the devs listen to feedback and have even on multiple occasions completely changed design or reverted changes based on player feedback. (e.g. there was one flight model for hover mode that almost all the player base universally hated, it was gone in the next major patch).
Just the devs here do none of that... so it's not a case of early access being a failure, it's just the devs being failures because Ark Survival evolved managed to finish the game and release 2 DLCs in the timeframe it's taken for Last Oasis to reach season 5 and completely reconcept the game.
There are some very well implemented things in this game. The whole walker mechanic, for example.
What attacked the whole game massively was simply the wrong focus on open world pvp without protecting the players from themselves.
No one wants to be a victim, but 85% of the players were victimized by toxic players. Not because these 85% were worse, but because the developers had simply failed to build protection mechanisms in this regard. Save zones, voluntary PvP, a system that prevents griefing and ganking, and so on.
PVP without mechanisms to protect against antisocial behavior ruins EVERY game. there are enough examples.
The developers have now had to learn the hard way: You can't replace missing content by just letting the players fight wildly.
Now they are trying to get a grip on this problem, but they are making the same mistakes again: base building, which doesn't fit in at all and needs a grind just to stay alive, a flood of items from schematics to get ahead, the whole thing times four in different qualities. And ultimately then again compulsive PvP, because the best is just only on PvP maps to get.
Nevertheless, I see a great chance that ultimately what can become of it, because just the Walker concept is exactly what just keeps the whole game alive, even if the developers themselves just attack this massively. Why do storms hurt walkers and what you build on top of them? Why am I forced to slap huge, ugly blocks into the landscape as walker garages, which are only preserved if you grind like a fool? We'll see what the future brings.
But they just let people get on with PvP, if you lose you lose and you moved on. That was the PvP life. The devs need to understand that and completely separate PvP and PvE in this game. Instead they are trying to force PvE players into PvP which is the issue. People keep skirting around that fact that the devs by design want everyone to PvP and then are trying to fix something that isn't broken. Players will manage themselves when it comes to PvP. As I said, there were 30 of us in control of a server on Ark and policing it doing patrols and driving out any toxic players and cheaters until we got mass banned from just that server...could still login to other official servers though.