Played an unhealthy amount of the Fallout 76 Beta this weekend. I’m now convinced of a few things.
First, PvP and griefing will largely be irrelevant. Some people may have claimed the same thing before the beta even went live, but having now experienced the game for myself? Yeah, it’ll be no biggie. My one “PvP” experience was inside the Morgantown Airport “public instance,” one of the locations the game funnels you into for story purposes. While trying to access the computer, some guy with a shotgun was shooting me at point-blank range (for like 1 damage). As I looked at him, I saw what presumably was his buddy nearby, naked and holding an axe. At first, I misinterpreted the red “50” over his head as being his level (it was actually the Caps reward for killing him), so I decided to walk calmly to the exit and left the area. They did not follow me outside the instance. I came back later and completed the quest.
Now, yes, their shenanigans caused my behavior to change. It’s also possible to find yourself in the middle of a fight with actual enemies, which would prevent you from Fast Traveling away to wherever. It’s also technically possible for dedicated griefers to Fast Travel to wherever you Fast Traveled to… unless it’s your own CAMP, in which case your Turrets would do your dirty work.
But the real reason none of that matters? Because you get a random server every time you log in. You will not see the same people ever again.
Incidentally, random servers is also the real issue with Fallout 76.
At first, the idea seems liberating. There will not be any “alpha tribes” in Fallout 76 who systematically take over everything. There will not be any sort of administrative busywork in finding servers with the lowest ping or whatever. There is no concern about picking the wrong server, or being left on a dead one, or being on one that is overstuffed. People will pop in, people will pop out, and life will go on.
The impermanence cuts both ways though.
One of the big features in Fallout 76 are public Workshops. These are locations that you can capture and claim for your own, and have to periodically defend from waves of enemies. In exchange, you can use Workshop materials to craft basically a 2nd (or 3rd, etc) CAMP to your liking, including being able to Fast Travel back to it for free. Build walls, traps, turrets, crafting stations, and so on. Most importantly, you can craft Resource extractors on specific nodes in the Workshop area, and these extractors will produce 25 whatevers per hour. This is really good if you’re looking for a specific resource, of course – concrete, gold scrap, acid, titanium, to name a few that I’ve seen.
But guess what: the moment you log off, for any reason, for any length of time… poof. You’re on a different server the moment you log back in. I have heard it claimed that your Workshop setup will remain for the next person to have to clear, but you personally will never see that specific Workshop again. Now, you could certainly head back to that same Workshop on a new server and set everything back up. But… why? Even if you blueprint your setup such that you don’t have to fiddle with placing all the turrets over again, the impermanence makes such a task a bizarre sort of daily chore.
Speaking of dailies, there are Daily Quests in Fallout 76 as well. Unless it’s weird beta behavior, these are reset every time you log into a different server too.
Speaking of logging into different servers, a lot of items exist out in the world for you to pick up. For example, there are many known locations for Power Armor that are just laying around. You can’t really equip the Power Armor until level 40, but you can certainly scrap it or sell it to a vendor. And guess what… another copy of that Power Armor is going to exist on a different server in the same place, unless someone just happened to have picked it up before you got there.
As you can see, the real issue with Fallout 76 is its random server situation. It’s not just the potential exploits of farming the same location across multiple servers. It’s the fact that random servers also removes Workshops as being worthwhile to own over time in any capacity. And later down the road? What happens if you spend day/weeks finding all the nuclear codes, launch a missile to create a high-level nuclear zone, and then… disconnect. Oops. Is this why Bethesda was stating the nuke thing is a team effort? So that if you disconnect, you can (presumably) get back to a specific server by joining a friend who is still there?
Ultimately, these are solvable problems. Somewhat. Todd Howard states that eventually there will be private servers such that you can control who or who is not allowed to play with you. This permanence will make taking over Workshops mean something, even if it’s a bit OP in the equivalent of single-player… although waves of enemies do attack the location periodically. This will not stop the ability of people to server hop to farm resources, and I’m not sure how Bethesda will solve that issue. Maybe they won’t. Maybe a baseline level of exploitation is acceptable – people have been crouch-sneaking into a corner for hours in their games for a long time now.
Other than that teeny, tiny systemic issue that impacts every corner of the game’s design? Fallout 76 is great. I want to be playing the game some more right now. And I guess in a week I’ll be able to.
Have you ever seen a friend or coworker make a terrible decision in what felt like slow motion? Like they asked for your advice, you said “No, that’s a terrible idea,” and then they do the thing anyway? Then they stop back by, tell you the terrible result, and then detail their even worse plan for “fixing” things?
Welcome to the Fallout 76 PvP Show. Todd Howard is your host, and tonight he’ll be splitting a baby.
Question: PVP. People are concerned. What’s the deal with griefing? How can we we enjoy our own game or ruin somebody else’s?
- Todd jokes, “This is why I don’t go on reddit!”
- The game is designed to be both PVE and PVP as part of the core experience. They want you to have a sense of danger around other players, but (and he muses here that it’s weird to say), they want that sense of danger without griefing.
- When you shoot another player, you do only a small amount of damage to them, not full damage, akin to an annoyance or an invitation to PVP. If the other player shoots you back and engages, the kid gloves come off and everybody is doing full damage.
- There’s a cap reward for killing another player; the higher their level, the bigger their reward. After you die, you can choose to “seek revenge”, which doubles the cap value that the enemy who killed you is worth.
- Even if you do not engage the enemy, they can eventually kill you with that reduced damage. “Which sounds terrible…” but if you do that to somebody who doesn’t want to fight, you get no reward, you become a wanted murderer.
- When you become a wanted murderer, a bounty is placed on you and is sent out to every player on the map. When a wanted murderer is killed, they pay the bounty out of their own cap supply (there was a large applause here).
- A wanted murderer loses the ability to see other players on the map.
- A wanted murder is always visible on the map to every player, even when sneaking.
- Their goal was to turn players who are trying to ruin other players’ experiences into interesting content, and they are really happy with how it works.
- As a side note, when you see other players on the map, you don’t get their exact location, only the general area.
- Jeff shares that during the last play session, somebody became a murderer. He had just finished building a high-power sniper rifle when he got the notification of the bounty, and set out to take him down. He stalked the area until he came across the murderer exiting a building, where he popped his head clean off with his sniper. He looted some of the junk used a dance emote, took a picture over the body, and logged off.
Later on, there were two additional notes of… er… note:
- You can choose to ignore specific players. If a player kills you, a button prompt appears allowing you to ignore them for that session. If you ignore them, they can’t see you on the map, which makes it pretty much impossible for them to mess with you due to the size of the map.
- They’re also working on a pacifist flag that you can activate, so your stray bullets will never harm another player by mistake. They mentioned how players who were trying to egg other players on would wait for them to shoot a creature, then run in front of them in order to grief them, and the pacifist flag was born.
So, let’s recap. If you’re out in the world, you cannot be instantly killed by a sniper griefer. That’s good. Griefers can, apparently, keep poking you with bullets until you are near-death though. And if you were in the middle of fighting off a pack of feral ghouls…? Question mark. If they outright poke you to death, the “wanted murderer” status kicks in and they’ll be a big target for everyone else while also losing the ability to see other players coming for them on the map. It’s not specified whether or not this status persists if they log off, or lasts until they are killed, or what. The griefer will also lose Caps directly from their own pocket, although it isn’t specified what happens if they don’t have the amount of Caps available.
Or, you know, what happens if the griefer has a buddy or alt account. Account A kills you, gets Wanted status, Account B kills A, and then hands the bounty reward back over to A.
And just think about this PvP system for a moment. You “poke” them with bullets, and if they return fire, then the match is on. If you’re looking for a fight, there’s no reason not to just fire off a few rounds at everyone you see. I mean, the only way you can even find consensual PvP is by firing at other players. Presumably you would only start fights from an advantageous position, and being ahead on HP is already good. So we’re absolutely in a “shoot first, ask questions later” state.
Plus, death penalties are back. You don’t lose your weapons or armor, but you drop your “Junk,” which I’m assuming means generic crafting materials. Considering that that is probably why you are out exploring in the world in the first place, it’s pretty important. Unless, of course, you want to engage in some PvP, in which case you likely aren’t carrying around any Junk with you, since you drop it all on death.
So, we have two classes of players. The ones who want to fight and will have nothing to lose, literally, for just shooting you several times… and then everyone else just trying to get on with their day. Instead of, you know, just making PvE and PvP servers. This convoluted nonsense is what happens when you split a baby.
None of this is even what really worries me about Fallout 76. What worries me is the incredible lengths Bethesda is going through to prop up this pillar of specific gameplay. Which means this was an arbitrary, top-down design decision that they are willing to bend the whole game around just to make it work. “Every NPC is a human player!” You can still do that in a PvE server. So… why? Why bullet pokes instead of emotes, or raising a flag on your map marker, or just having PvP servers?
The simplest explanation is that they feel there’s nothing else worth doing in the game. Getting more powerful so you can kill your human opponents though? That’s a perpetual hamster wheel that will be spinning until the heat death of the universe, no further dev time required.
The patch 8.0 rollout in WoW was, if not the worst ever, certainly numbered among them.
However, War Mode has made it all worth it to me.
It is incredibly silly to admit, but in my 10+ years of experience in WoW, I have never played on a PvE server. Starting with the Recommended server of Auchindoun-PvP back in early TBC, my Warcraft experience has been spiced with the occasional dirt nap from other-faction ganking. I cut my social gaming teeth tanking Scarlet Monastery with a group of Alliance who ran like madmen in front of an enemy capital just to zone into a 5-man dungeon. In fact, that was such a harrowing experience for all of us, that we stuck together in-game until, years later, meeting several times in the real world was no longer weird.
I bring this up because for most of my WoW experience, PvP was a spice. It kept you on your toes, it dictated which zones you leveled in, it made for some amusing situations around the raid stone. The encounters in which you met someone with red text and didn’t come to blows was meaningful. For the other encounters, well… there was fun of another sort adding them into your Kill On Sight addon, which automatically placed a skull on their nameplate.
Those halcyon days have long since passed for me. Something tells me they were only halcyon in the first place because I happened to be on Alliance-dominated servers in the first place. And by “something tells me,” I mean I experienced the hell that was Cross-Realm questing, where it felt like a decade of pent-up Horde aggression was unleashed all at once against every Alliance character. And vice versa, for other lopsided servers, I’m sure.
The common refrain was that “it’s your own fault for playing on a PvP server.” Nevermind how Blizzard shuttled unsuspecting new players into “recommended” PvP servers in the first place, charged exorbitant fees (on a per character basis!) to transfer away, merged servers together such that your low-pop realm suddenly got much busier, and all the other incremental design steps taken to ensure players were always in close proximity to one another. While the entire Artifact mechanic severely punished alts in a direct way in Legion, it was actually the direct experience of getting ganked multiple times on alts that finally snuffed out the lingering flame of my desire to play WoW.
War Mode has rekindled everything. Specifically, keeping War Mode turned off.
While finishing up some loose ends in the Argus questline the other day, there were moments in which I felt like I was playing GW2. Upon seeing someone in the distance fighting some Rare Elite mob, I rushed over to add my Boomkin to the scrum. Upon looting the corpse, we tentatively faced each other, orange nameplate hanging in the wind, seemingly waiting for the other to fire the first shot. No shots came, of course, because PvP was not enabled. But we both felt it, the learned weariness that came from seeing the other faction approach, knowing you might die.
It will take a long time to deprogram ourselves, but a day will come when we breathe a sigh of relief, and forget the absurdity of faction warfare. Possibly a few weeks into an expansion seemingly centered entirely on it.
It sometimes astonishes me how certain game design decisions make it off an office whiteboard and into real, live games played by people. Like, do the designers realize how bad the idea is at the time, but think it’s the least bad idea of their available options? Or do they simply not think it through?
In a video posted to the official Fallout Twitter account, Jeff Gardiner, project lead for Fallout 76, was asked: “How do sneak perks and detection work in Fallout 76?”
“As soon as you crouch, which engages our stealth mode, the dot [AKA your character marker] will very quickly fade away, so other players won’t be able to find you.”
There is still some confusion about this mechanism on Reddit, considering that there are two “dots” to which this can refer: the pip on the compass ribbon, or your character’s dot on the map (which is currently set to display everyone’s position all the time). Regardless, I have seen some celebration going on from people who believe the above is “the answer” to what they were worried about occurring in Fallout 76, e.g. being hunted down by griefers.
Let me explain what will happen in practice: you will be hunted down by griefers while hindering your own gameplay the entire time.
If Fallout 76 launches with the ability to see everyone on the paper map (as it is currently), the people doing the player-hunting will have perfect information regarding your location and direction of travel. “But you’ll be able to see them too, and then know to hide.” Nope. The only time you’ll know they’re coming is if you are running around with the map out, obscuring your view of the game world and otherwise not engaging with it. Not to mention that knowing your target is in a certain area is more than enough to go on for hunting purposes, so the griefer can check that you’re exploring some ruins, and then sneak that direction to intercept.
Suppose you do happen to notice their dot moving towards you… what then? You crouch, they crouch, and the both of you perform a crabwalking game of cat and mouse. Sounds fun. Maybe you just hide in a bathroom, map out, and wait to either surprise them or hope that they go away. Meanwhile, mobs are going to be respawning and attacking you because, you know, you were in the middle of PvE before xXxDethClawz69xXx came to pay you a visit.
Suppose Bethesda removes the map markers for players upon release, and thus this dot is really the compass ribbon. For one thing, that’s a lot better, as it would prevent people from starting to hunt you from across the map. However, we are once again in a situation where you are encouraged – under the threat of player killing – to be Sneaking around 24/7. Except it won’t work as much for you because, again, you are trying to engage in normal PvE and your hypothetical opponent is not. Remember, VATS is real-time, so taking out a sprinting Feral Ghoul while crouched is not going to be easy without an alpha-strike; there are going to be moments when you are map visible.
That there are mechanisms in place to prevent one particular player from killing you over and over is nice, but irrelevant. I prefer to not be killed, even if it “only” costs me a bit of time. Thus, the optimal method of gameplay will be to Sneak all the time, crawling around the floor at 50% speed. That is kinda how I play most Fallout games anyway, but only when I’m actively trying to get Sneak Attack Criticals. I’m not looking forward to doing that as a matter of course, every minute of every play session, while checking the map every 5 seconds.
Like I mentioned before, I get it. There are some emergent stories lost when you become immune to the pointless aggression of other people. There will be the thrill of scavenging in a warehouse while crouched, and see an oblivious stranger appear down the hallway. Or perhaps the triumph of a griefer getting killed, as was shown in the Fallout 76 video. Hell, if there are Bottlecap Mines and other traps, maybe you look forward to seeing people try and fail to take you out.
But there are definitely gameplay costs involved, and I’m not sure how much consideration was given beyond “wouldn’t it be cool if Sneak worked on players?” Presumably people appear on the map because otherwise it would be difficult to find others in such a large game space, right? Well, the game space might be large, but the density likely isn’t, so key resources are likely to draw players to specific locations out of convenience. Then you have the fact that a dangerous (PvE) world is going to involve the firing of a lot of bullets, which other players could hear.
Ultimately, we’ll see how it shakes out in the Beta. And perhaps that is what Bethesda is looking forward to as well. But I remain surprised how often incredibly flawed ideas persist almost all the way until release. Then again, working at my IRL job, I can sometimes see how it happens too.
Well, I certainly feel better now.
Essentially, almost all of my concerns surrounding Fallout 76 have been addressed in several follow-up interviews with Todd Howard and others. There is something to be said about the failure of BGS’s marketing department that there needed to be three days’ worth of interviews and a 40-minute documentary to explain what kind of game the studio is even putting out, but whatever. It’s a Bethesda game, so if we can successfully log into it and the game not immediately explode, things are going well.
Here are the videos I have watched lately:
- Original E3 Presentation/Reveal
- Todd Howard Interview (No NPCs)
- Noclip Documentary (Making Of video)
- Peter Hines Interview (PvP)
- GameSpot Interview (PvP)
The summation? The griefing potential in Fallout 76 is limited.
You do not lose any items when you die, and you can choose were to respawn afterwards. When you log off, your base disappears with you. Anything you build can be repaired if destroyed. You can pack up and move your base pretty much at any time, and potentially save the layout as a blueprint for easy re-setup. Nukes do destroy everything in the area (for a time), and they also drop a endgame zone with high-level monsters in the blast radius, but there is apparently enough time for you to pack up and scoot out of the area. Plus, with the nukes, there are actual high-value areas (monster-spawning zones) for which the nukes are intended to destroy. Ergo, for every pack of sadists collecting launch codes for trolling potential, there will also be a group of PvE players interested in grinding loot and otherwise competing to Do The Right Thing.
Oh, and there will be areas (including the beginning area) in which no player bases can be built, specifically to avoid scenarios where you cannot find/complete a quest.
There are still some areas of mild concern – presently all players are visible on the map all the time – but honestly? I’m good now. People may indeed track you down and murder you from afar. There are systems in place already, apparently, to prevent them from being able to continue harassing you thereafter. And… I kinda get it. If other people were impossible to attack, griefers would just find another way to grief. But this way, there is a little bit of drama. Would you implicitly trust every person you ran into after the apocalypse? Maybe if you needed to supplies, or felt contact was inevitable. So now, there will be stories.
I will still, of course, be rolling on a PvE server if those are available.
Speaking of, I already pre-ordered. That’s not something I do but Amazon offers 20% off preorders, and more crucially, preordering grants access to the beta. Member of Press©, and all that, right?
So we’ll see how things go soon.
Yep. Just another day, trying to cap a ruin in Guild Wars 2, when…
Now, I knew I was dead as soon as I saw another player. I’m there to complete my daily quest, the Roamer is there to Roam. That’s cool. What’s less cool was this:
For those playing at home, that’s a total of 29,073 damage unloaded within… what would you say, looking at that footage? One second? One point five? Less? The two actual damage abilities would have left me with less than a hundred HP, if not for the Steal (which teleports the Thief 1500m) or the Lightning Strike, which I believe is a weapon enchant proc.
If you were wondering about buffs, this is a closer look at the Thief:
It looked like the Thief popped something as he crossed the ridge. Is it captured in the buffs up there? I’m not super familiar with all the icons, and GW2 does not have any feature to look up other characters, so I’m kinda stuck.
Still though… in what particular universe would something like what happened be okay? I’m not in full Ascended gear or anything, but I doubt the gear difference would have gotten my HP above 29k, which is all that matters in the literal second it took to down me. Maybe the particular build the Thief has to use to achieve this level of absurdity makes them less useful in zergs?
To which I would reply: again, how is this okay?
For the record, this occurred last week, so the recent balanced changes were not involved.
I have been playing Guild Wars 2 off and on for the past week or so. And that might just continue.*
My posts about GW2 have certainly been the most contentious ones I’ve ever written. Amusingly though, nothing has really changed over the years. Combat still feels floaty, the art direction is still heavily on the watercolor side (which isn’t bad), the sense of environment scale and 3D space is still among the best in the genre, a coherent narrative is still largely nonexistent, and so on.
The specific issues that hinder any sort of long-term engagement from me are two-fold.
First, I have already seen this before. I hit the level cap of 80 back on an Elementalist ages ago, but I still remember pretty much every zone’s story and “Heart” quest. Combined with the floaty combat and the general malaise that comes from getting 100% of all the skills you will be using practically from the very beginning, killing mobs just doesn’t really satisfy. My Necromancer and Engineer aren’t as bad – I very much enjoy dropping turrets/AoE deathtraps all over the place – but once you have an optimal build… that’s it. It’s tough explaining how that is any different from any other MMO, but it just is. Emotionally, at least.
Second, I don’t have the expansion. I did a bit of research on Reddit and various other forums, and my conclusion is perhaps the most obvious one: the expansion-exclusive Trait lines are the best ones. I can deal with not having a glider or access to the new expansion zones, as the two toons I play are around level 40 anyway. What I can not particularly deal with is that my character would be gimped in PvP (which otherwise gives everyone access to every talent/etc) or WvW. That missing Trait line also changes the entire way the class is played by opening up new weapons to use, so that would go a long way in solving the combat situation for at least a little while.
It doesn’t help that the LFG tool is dead, per the forums, and I don’t have much interest in grinding out Fractals or trying Raids.
I mean, we’ll see. I have been logging on every day to at least get the Daily rewards. I participated in a few of the Events that have cropped up, and those have been mildly amusing. I am having a lot more fun than I did in both attempts at ESO. And, hey, the expansion is technically on sale.
This is one that will need a bit more time in the oven though.
Since I am quickly approaching the end of all story content on the druid, I had a notion to try leveling some of my other characters. Specifically, one of the dozen or so I have been playing for the past 6+ years on Auchindoun-US. After about two hours, I have come to one, sobering conclusion: Auchindoun may as well be a graveyard for all my original characters.
You see, I didn’t quite realize how well I had it on Sargeras-US, Alliance-side. As far as I know, it is the most lopsided Alliance-favored PvP server in WoW. I just sort of took it for granted that I was only ever ganked twice (both times at the end of far-flung Flight Paths), and that there were always a dozen or so Alliance members attacking a WQ mob at any given moment. Even if there were rogues skulking about, I quest in Bear form, so… good luck, buddy.
Back on Auchindoun, the situation is much more grim. According to this site, it’s 77.2% Horde.
Sargeras is… oh, 92.9% Alliance. Wow. Goddamn.
Anyway, the bottom line is that the very minute that my level 99 rogue step foot in Azsuna the other day, I was one-shot by a hunter, presumably out of principle. What followed after was a harrowing two hours of questing, where I was constantly stealthing after every mob kill, and had to be ready to Cloak of Shadows/Vanish the moment anyone else showed up.
Worse was the simple fact that even if the Horde were content to leave me alone, I could never actually contribute meaningfully to any kills. The vast majority of every class and spec cleaves by default, which means I either spam Pistol Shot from 20 yards out or simply die to collateral damage.
All of this nonsense and anxiety was occurring on my rogue. I can’t even begin to imagine how many combined hours of time spent in spirit form I’d need for my mage or warlock. And, remember, Blizzard severely nerfed the experience one gets from dungeon queuing, because of course they did. What are my options? Battlegrounds? $25 server transfers? Straight-up rerolling? Even if I did manage to get to 110 in spite of everything… hey, I’m still fucked with WQs and world bosses.
“PvP on a PvP server,” amirite? Well… technically, yes.
But for one thing, Auchindoun wasn’t this imbalanced faction-wise for the first six years I called it home. It was a barren wasteland, for sure, but the current situation is inarguably worse for me. Indeed, had the server been this way all along – filled to the brim with hostile Horde – I would never had gotten as far as I did on it. This is all entirely Blizzard’s arbitrary doing, without ever offering an escape mechanism from a server that has declined in playability to effectively zero.
The feeling I had at the end of the night was the same I experienced in Wrath, when my account was hacked. These characters are effectively gone. RIP in pieces.
I picked up Ark for $12 as part of the Humble Monthly bundle the other day, and my five or so hours with it have been… interesting. Even more interesting was what I was reading on the Steam forums about the recent addition of handcuffs into the game:
Ark is a great game but it’s become unenjoyable for some and unplayable for others. As I write this, my avatar on official server 16 has been caged, immobile and unplayable for over six hours. I’d suicide and respawn… but that’s not an option. […]
And no, you can’t do anything about it. Handcuffs can’t be escaped and don’t allow you to use your hands. No punching walls or using anything to suicide with. Your captors encumber you so you can’t burn stamina, food and water to kill yourself. And captors are able to force feed you to keep you alive indefinitely. So you’re stuck, unable to actually play Ark for as long as they decide to hijack your game.
In case you don’t know much about it, Ark has a “torpor” mechanic that is primarily used to knock out dinosaurs so you can tame them. As it turns out, torpor can also be used on other players (the game is PvP by default). There have been cages and prisons and the like for a while now, but players used to be able to kill themselves by thrashing about, as the esteemed sir throttlejam mentioned above. Handcuffs remove this ability, and make it so that other players can manipulate your inventory directly.
The player responses to throttlejam’s plight go on to demonstrate that one really can justify anything. They basically run the full gamut from “your friends will save you” to “you got what you deserve for not playing with friends” to “go play on a different server.” Quick note: your character’s progress is limited to the specific server you are on. Playing on a different server basically means rerolling.
Some people were doubting throttlejam’s description of events. Surely it can’t be that bad? Which then led to this description:
You’re not unconscious. You’re handcuffed and they put weight in your inventory to encumber you so you can’t move and they force feed you like taming a dino. All you can do is stand there and wait… forever. You’re in a cell made of greenhouse glass and you can see everyone else being held around you… and there are multiple levels of nothing but cells and captive players. I can see them all.
An immobile player uses very little food or water… so it’s not a big drain on a large tribe’s resources to imprison a LOT of player avatars. On this server there are maybe 20 – 30 players online at one time… and these guys have most of those players avatars in lock up. How’s that fun?
…I think I’m done with Ark for now.
For the record, it is not necessarily due to Ark’s dedication to raising the bar for sociopath simulators. Indeed, my gameplay thus far as been entirely on a single-player server – I went to a official PvE server for about five minutes, saw a huge player-constructed tower, and remembered I don’t actually like people all that much. No, I’m primarily done with Ark for the time being because not even a GTX 970 can eek out more than about 24 fps on a good day.
Well, that, and I built a small hut, then a larger hut with a better view, then realized that I’d never be able to farm with a nearby source of water. I actually scouted abroad pretty far, found a nice area near a river, and then it occurred to me that I’d be looking at another half dozen hours just gathering resources. Let alone taming dinosaurs, or venturing out and getting immediately eaten by raptors.
There’s fun, and then there’s fun. I’m more in the mood for the latter.