Ark Raiders update 1.3 comes with a surprising fix of the infamous Venator handgun, tuning for some explosive Ark Raiders weapons that were making short work of higher-level Arks, and a few bug fixes that have kept a popular exploit for entering locked rooms largely intact (except for the Dam Control Tower). A few other things remain unchanged: loadouts are still difficult to assemble, and the community can’t decide if the stash is too small or just right.
Following Update 1.3, which dramatically shook up the strategies for eliminating powerful arks, the smoldering conversation around the state of the stash has resurfaced. Ark Raiders is balanced around the cycle of gaining, spending, and inevitably losing resources. Giving players functionally infinite inventory or storage space would break that cycle, take the strain off the economy, enable ridiculous loadouts, and/or burden players with the burdensome impulse to collect a billion of everything. But there is a big difference between functionally infinite And in the small space that we have right now, and in that space, you’ll find some spirited debate.
Saved, one-click loadouts will definitely improve the multilayered process of creating bags, shields, guns, mods, ammo, healing items, throwables, keys and any specific utility items from your own specific menus and shops. I can’t be the only one who occasionally does a free loadout just because I don’t have the patience to put together a proper kit at the moment.
Crafting can and should be streamlined; I don’t really see a lot of people pushing back on that. But a statement like, “We need more storage space, or at least a higher stack limit on objects”? Here are some of his fighting words at Speranza.
In response to that post about inventory management, a user named DowntownClownFron happily said, “Even if I craft items for future raids, the value of the crafted stack is usually less than the value of the crafting item stack, so I actually lose more storage space trying to craft items for the taking.” A separate comment, upvoting the 1.3 feedback post she is responding to, agrees that “increasing the stack size would help considerably.”
A classic example of this are straps. What exactly would it take to turn 50 clothes into 10 pallets? Add The item gets stored in your safe because the bandage stack cap is only five. Instead you could turn to the durable fabric used for strong straps which saves slots, but you’ll also need a stack of herbs for them, so you won’t really get much space. This is where I see the real argument for it Some? Higher Stack Cap: Enabling players to better condense raw materials by distilling them into higher tier items. For example, chemicals and ammo are notorious hiding places because there’s no good way to store any of them, but you Always Need ammo.
But here’s Durakas with the sensible counter: “I can’t stack twenty or thirty or forty Wolfpacks because it takes up space. Thus limiting what I can bring.” And I think some people may misinterpret all the limitations as design flaws; A lot of these things are intentional and work. Sometimes you have to eat your vegetables.
Personally, I’m with another intrepid Reddit answerer, GeorgeWashington, on this issue: “I just wish I had a better way to manage my inventory. Let me create categories. Let me dedicate resources to a particular production queue or project.” And here comes the logic that adding stash space
Again, I don’t think anyone would argue against ways to declutter storage. The longer Ark Raiders is out, and the more people have to engage with their inventory at higher raider levels, the more common sentiments like this will likely become. I hope developer Embark Studios can deal with Stash usability before it gets too frustrating.
Ark Raiders players try to figure out who is the best in cross-play lobbies, and I promise you it’s not a console guy: “PC players seem to be way more laid back”
<a href=