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  • Community Crunch 152: Extinction Chronicles V Next Week & Developer Diary!

    Hey Survivors! Welcome to the latest edition of the Community Crunch! :Jerbhi:

    Extinction Chronicles V Next Week!

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    On October 16th Extinction Chronicles V will be released on all platforms. As usual survivors can expect a new tek dino, new Explorer Notes, a new cosmetic, increased level cap, and special colored dinos on all ARKs!

    Developer Diaries!

    This weeks diary entry is brought to you by Lead Programmer, Chris Willoughby. This weeks dev diary is about undermeshing, a hot button issue within our official server community. Rest assured that we’re listening and are hard at work on the issues that you have surfaced through our various channels. We thought it would be worth taking an opportunity to share our thoughts on the issue, some of the reasons it exists, and why it’s so challenging to resolve.

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    Quote

    Undermeshing refers to the ability to get to where you aren't supposed to by moving outside of the playable space. Almost every game is susceptible to undermeshing in some form. Most speed runs rely on undermeshing, for example. It's effectively impossible to solve completely, at least automatically. The approaches taken to prevent it are usually a tradeoff between how much freedom you want the player to have, how complex your world is, and how much processing time you can afford to spend on physics. Generally, when there's an instance of meshing, it's caused by bad collision setup, improper level geometry (holes), or a problem with the algorithm used to move the character through the world. In some instances, you place kill volumes in locations that you want to guarantee that the player doesn't end up, but that isn’t a global solution.

    The collision setup for our objects varies based on their complexity. For very simple objects, we use a basic primitive shape (box, sphere, capsule) that matches the shape of the object. It's very good if you're able to take this approach, because natively the physics system can treat that individual object as water tight - ensuring that another physical object will never end up inside of it, and that you'll always detect it if you're already inside. When constructing a modern game, however, it's very likely that you need to use shapes that are more interesting to look at and interact with than a simple box or sphere - so you use mesh based collision. Mesh collision treats the surface of the mesh as the collideable surface, but it cannot be treated as watertight, and the physics system cannot guarantee that you don't pass through it. You might ask why, then, don't you try to represent that larger object as a bunch of smaller watertight ones? We do that in a small number of instances, but quantity of primitives is also a major concern, so it is not feasible to do this for the entire world. Take the ground under your feet, for example, at any given moment you'd be surrounded by thousands of primitives to approximate the surface of a natural looking ground, and yet it'd be less smooth than the pure mesh shape. In addition, a guarantee to not end up inside of a single body isn’t a guarantee that you won’t end up between them even if they’re tightly clumped, leading to more instances of getting stuck.

    When we lay out our levels - we construct them in the way that is interesting and optimize them for efficiency so that we can maximize quality and quantity. What that means is generally the world outside of the space you're meant to play in is empty - we spend our resources on the spaces where players are at. In addition - we reuse assets many, many times - rotating a rock different ways to make it look different before shoving it into the terrain at various depths to mask the reuse and keep it visually pleasing. Technically, the physics for these objects overlaps, and if you get past the surface of one, you'll stand on the next one down. While that sounds like it would help, it’s actually the meat of the problem. Adding more meshes doesn’t help, because once you can get past one, you can get past the next one. That said, there have been many instances where we’ve flagged the collision on an object incorrectly, or left a minute hole that we can and do address through Level Design.

    Nearly every game uses custom physics for characters. Much of ours is built on the out of the box simulation that you get from UE4. Fortunately for our players, our game is one where the world is vast and complex, and players have the freedom to build many objects and have many dinos. Unfortunately for us, this pushes all of these algorithms to their breaking point. We've had to augment, rework, and add additional tests in many places that affect the simulation to improve our core player experience. In addition, we've built many gameplay mechanics that don't exist out of the box. Wall climbing, for example, requires a completely new set of physics tests to understand and hug the wall surface. When we set these up, we build them to be as flexible as possible, but it can be difficult to predict how the player base will use something when they get it in their hands. In many cases, this is a good thing - we’re delighted with the creative things that our players do, but sometimes they’re able to abuse mechanics in unintended ways. When we find problems with them, we have to find solutions that won't break the mechanic completely for the many other use cases, sometimes an impossible feat! This is also why we aren’t quick to completely disable a feature - we evaluate how much harm versus good it is doing across the entire experience.

    We do use kill volumes at a broad scale - usually high in the air, or far below the surface. Far outside of the playspace, to segment specific areas. The reality, though, is that when someone is meshing, they're usually not out in that empty space around the world, they're running around on the insides of overlapping shapes or physical surfaces that are just below the real surface. In order to implement kill boxes in these places, we'd have to go back to every location in the map and place a kill volume just below the surface that will kill someone that touches it. As with the terrain example above, it would require entirely too many objects to cover the entire world in these accurately. In addition, a major downside to this approach is also the fact that it will detect and kill something that may have a good reason to be below the mesh - on a Basilisk? You just got killed by the kill volumes. Misjudge where the surface is, and a bunch of players are being killed erroneously and losing their stuff.

    As with all aspects of making a game, it's all a balancing act. We try to spend our time on the things that are most valuable to as many of our players as possible - which means attacking holes in the world in waves and making algorithm changes when it's become obvious that they're having a large enough negative effect on the experience for our players. The reality is that there is no silver bullet, no automatic solution - so it continues to be a problem that our game (and many others) continue to fight throughout their lifetimes. Recently, we’ve fixed a bunch of holes across all of the maps and did a pass at removing Climbing Pick exploits. Going forward, our best bet is to remain diligent about resolving issues as they arise and improving the experience over time. The good news is that we like solving hard problems - and exploits like these are some of the more interesting ones to try and tackle!

    Upcoming Server Maintenance!

    At 1pm Eastern on October 11th we will be taking down some of our NA and EU servers for maintenance on PS4 and Xbox. We expect maintenance to last for approximately 2 hours. During this time the servers will not be running therefore time will not progress. Once the servers are back online, they will require re-adding to your favorites list as they will have new IP addresses. At the list below is a list of all affected servers.

    Mod Community Updates!

    Today marks the start of a two-week streaming schedule to spotlight all of the mods entered into the contest. You can vote now for your favorite mods as they compete for a Grand Prize of $15,000!

    https://survivetheark.com/index.php?/modding/voting/

    You can follow the rankings with hourly updates as well!
    https://survivetheark.com/index.php?/modding/contest-home/

    Meanwhile, I will be streaming from the ARK twitch channel showcasing all of these mods, every weekday for the next two weeks! You can find the full schedule here:

    Come check out some mods and support your fellow community members that give so much of their time to make these fantastic creations!

    Community Livestream #9 This Thursday!

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    This Thursday October 11th the community team will be doing another biweekly livestream!

    During these livestreams Zen Rowe, Chris, and Jen bring you ARK news, celebrate modding, and the community as a whole every other week. We mix it up between playing ARK, showing off mods, and showing off your community creations for all to see. Survivors are invited to join us in the chat (and sometimes even in-game) to play and talk with the community team.

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    We are accepting any type of ARK related fanart to be featured in the Showcase section of the stream and entries are always open. This can be drawings, videos, builds, ANSEL screenshots, handmade crafts, anything ARK related!

    You can submit your ARKwork to our streaming email address: arkfans@studiowildcard.com

    Be sure to follow us on our Twitch page so you don't miss a stream! twitch.tv/survivetheark

    We'll be hosting our next Community Live Stream on Thursday, October the 11th at 1pm EST! We hope to see you there :)

    Fanart of the Week!

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    Dodorex by Spooky Python!

    ARK: Evolution Event!

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    Survivors across ALL Platforms will be receiving a special Evolution Event perk this weekend! It will be active from Friday the 12th of October at 1 PM EST until Monday the 15th of October at 3 PM EST. All Official Servers across each platform will be undergoing this evolutionary change which includes:

    2x Harvesting Rates
    2x Taming Rates
    2x EXP Rates

    That's it for this post guys! As always if you’ve got anything to share you can find us at:

    Twitter: twitter.com/survivetheark
    Facebook: facebook.com/survivetheark
    Reddit: reddit.com/r/playark
    Instagram: instagram.com/survivetheark
    Twitch: twitch.tv/survivetheark
    Steam: steamcommunity.com/app/346110
    Youtube: youtube.com/survivetheark

    All the best,
    Studio Wildcard

    Edited by Jen


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    Hard to get excited about a X2 weekend when server is always tame capped.

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    On 10/11/2018 at 12:13 PM, gunsmith2265 said:

    why don't you fix your game for a change. like if you don't have what it takes to make this game better then y'all need to sell out to someone that will. you can literally just be standing not moving around and dashboard.  fix the game.  y'all have the money to pay people for mod builds but can't even fix y'alls game. 

    They are constantly trying to fix the game. But when it comes down to meshing they really can't do anything. here is a quote from them stating what I just said" When constructing a modern game, however, it's very likely that you need to use shapes that are more interesting to look at and interact with than a simple box or sphere - so you use mesh based collision. Mesh collision treats the surface of the mesh as the collideable surface, but it cannot be treated as watertight, and the physics system cannot guarantee that you don't pass through it". Now I ask a simple question. Do you think Super Mario Odyssey was a bad game due to the fact you could cheat out of bounds in the second world? If you do not know what I'm talking about here is a video https://www.youtube.com/watch?v=KSR7QScCfmU and the time stamp is 2:14. now did that ruin the game or was it just an unintended feature that can't get fixed due to a cut scene? I will defend Wildcard in everything they do. I actually liked Aberration it was a good map with a color scheme that I liked. do call it bad because of one thing and if you don't like people who mesh why not go to a single player. There no one can hurt your base.

     

    Edited by EnderKnight

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    55 minutes ago, EnderKnight said:

    Do you think Super Mario Odyssey was a bad game due to the fact you could cheat out of bounds in the second world? If you do not know what I'm talking about here is a video https://www.youtube.com/watch?v=KSR7QScCfmU and the time stamp is 2:14. now did that ruin the game or was it just an unintended feature that can't get fixed due to a cut scene? I will defend Wildcard in everything they do. I actually liked Aberration it was a good map with a color scheme that I liked. do call it bad because of one thing and if you don't like people who mesh why not go to a single player. There no one can hurt your base.

    Well that won't have ruined the Super Mario game, but you can't really compare what happened in that video to a PvP game where a similar glitch (or whatever you want to call it) with the map allows people to attack others with an advantage. That glitch in the Super Mario game may give the player an advantage but it is not an advantage over other players.

    Also, to say "if you don't like people who mesh why not go to a single player" is a ridiculous statement. Essentially you are saying don't like it then play on your own in single player. People play PvP to play with or against other players, so can you not see how ridiculous what you just said sounds?

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    13 minutes ago, GP said:

    Well that won't have ruined the Super Mario game, but you can't really compare what happened in that video to a PvP game where a similar glitch (or whatever you want to call it) with the map allows people to attack others with an advantage. That glitch in the Super Mario game may give the player an advantage but it is not an advantage over other players.

    Also, to say "if you don't like people who mesh why not go to a single player" is a ridiculous statement. Essentially you are saying don't like it then play on your own in single player. People play PvP to play with or against other players, so can you not see how ridiculous what you just said sounds?

    you call that statement ridiculous but its true. if you can't stand the hard cruel world of PVP, than play singleplayer. Meshing is going to be part of PVP for a long time until it gets fixed. so people might as well tough it out.

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    38 minutes ago, GP said:

    Well that won't have ruined the Super Mario game, but you can't really compare what happened in that video to a PvP game where a similar glitch (or whatever you want to call it) with the map allows people to attack others with an advantage. That glitch in the Super Mario game may give the player an advantage but it is not an advantage over other players.

    Also, to say "if you don't like people who mesh why not go to a single player" is a ridiculous statement. Essentially you are saying don't like it then play on your own in single player. People play PvP to play with or against other players, so can you not see how ridiculous what you just said sounds?

    Yes I do see how ridiculous I sound but I said that for a reason. My Mario example is almost exactly what is currently happening in ARK in that glitch the player gets an advantage much like in ARK's case a mesher will get the advantages. I used it as an example so that people can see that it is in more than just ark. Also I said to go to single player because there they can do whatever they want and not get punished by a mesher who comes along and attacks from a out of bound area. I didn't mean completely go single player but to those people that get mad at people that mesh it is a good idea. I myself am a single player person I will sometimes go on servers to see what they are like but I spend most of my time designing small not PvP related bases. Also I don't want the climbing picks or any of that removed from the game I don't mind them but they're not my favorite items but they shouldn't get removed because a few bad apples ruined the bunch. If you don't get what i'm saying well I cant help that but I think one thing is clear I don't hate anyone not even the meshers. The only thing I could think that Wildcard could do is make that engram not learn able. Their are a lot of people that get affected by this and I get it it's annoying to deal with but if some one is that mad at a GAME than they shouldn't be playing in a server with a lot of people they should be playing a server with not as many players and a strict staff.

     

    Just found this but you called it a mostly PvP game when not even Popular users on steam call it that take a look

    image.thumb.png.9881bab6ffb026cc25f91abc9ed87480.png

    Edited by EnderKnight

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    I think another way is to make the mesh not a 1 way mirror cause in normal play when u look at ur surroundings and u see ground and mountains but in the mesh u see right through it thus making it like it's not there but if it was to be collideabble from the other way it would make it more difficult to mesh 

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    You have a turret system that allows to do players only, you could implement the same code but instead of a turret implement it for the kill volumes... That simple. wont lose tames to it.

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    On 10/8/2018 at 8:23 PM, Limitz187 said:

    I hope they do Tek Yuty or Tek sheep lol

    Tek dodo I’m calling it

     

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    Ark is a wonderfully unique game, and you did a great job. I'm a developer but know nothing about game programming so my idea could be far off. It's not so much a mesh problem but a problem of players abusing the game mechanics. The solution is to ban them if it is too complicated or even impossible to fix the mesh. Record each steam id position during the game once every second. Should keep the database reasonably compact. That should give you after some time complete point cloud of legit player movements including unintentional brief undermeshing. Once the cloud is completed program the server kick out every player that is outside of the usual boundaries. Than ban after repeated offense. Fancy solution to this would be to use point cloud to teach a simple neural network to classify player action and ban after review. Plus of this is that if designed well it could catch more than just undermeshing but also other exploits. 
     

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    I know that if you play that the max level on the island is 119, but why cant I get above 117

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    2 hours ago, Yaoi said:

    I know that if you play that the max level on the island is 119, but why cant I get above 117

    what accession level are you

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    Can wildcard please do something about the pillard maps... all map are pillard as hell even prim plus. I play the game for 2years now, its getting out of control! And dont give me the answer “its for protecting the resources” because thats real BS! 

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    Newsflash @wildcard @snailgames meshing has been an issue for years. How did this go over your head?

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    On 10/11/2018 at 1:11 PM, destructicon54 said:

    you call them dumb, but i don't see you designing the game. do you know how to fix it? cause if you do, enlighten me, how are you smarter than wildcard, how are you going to fix and run the game better than them?

    I can go into detail about how it can't be fixed because they used basic blue prints (blueprints are what the world is created from) from unreal engine to develop the game. Instead of designing and programing the blue prints for the game them selves. This game was originally a demo for unreal engine to showcase the it could do. Instead of going back and programing and design the blue prints from scratch like all game devlopers do they keep with what they had. Hence why they are pushing for an ark 2 because they know they can't fix it. Read what was posted do be a keyboard warrior they clearly state they can't fix it they can make it harder to mesh but it will always be a part of ark unfortunately. That's why they have to inforce their rules scrap the current moderation team since mostly all on Xbox and PS4 can be bought. 

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    4 hours ago, Justice4all said:

    I can go into detail about how it can't be fixed because they used basic blue prints (blueprints are what the world is created from) from unreal engine to develop the game. Instead of designing and programing the blue prints for the game them selves. This game was originally a demo for unreal engine to showcase the it could do. Instead of going back and programing and design the blue prints from scratch like all game devlopers do they keep with what they had. Hence why they are pushing for an ark 2 because they know they can't fix it. Read what was posted do be a keyboard warrior they clearly state they can't fix it they can make it harder to mesh but it will always be a part of ark unfortunately. That's why they have to inforce their rules scrap the current moderation team since mostly all on Xbox and PS4 can be bought. 

    I say the same thing destructicon54 did I DO NOT see you making the game. also you say that they can easily go away from Unreal Engine when in reality they can't. think for one second all mods are created through the dev kit meaning that those would not be supported by the game anymore. don't just say that they can just go away from it with out proof. Then you go on to mention ARK 2 which number 1 will probably run under the same thing and 2 Isn't even in the devs minds right now. They are just getting done with a 60 dollar game and 5 DLC's to go with it 3 of which you pay for. Now that they have finished the MAIN story they can get some time to relax and add small features through out the year. 

    Edited by EnderKnight

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    On 10/14/2018 at 4:29 PM, EnderKnight said:

    what accession level are you

    I'm maxed and I cant go up

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    man I'm so excited for the new DLC can't wait though the only thing that concerns me is the pillaring that will be done on there it will be horrible

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    Yall act like with the delay they will actually fix bugs. If you're lucky enough to get on a server after hours of trying  It will still barely be playable just like the rest of the game no matter when its released. 

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