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  • Community Crunch 213: Patch Notes Round-Up, and Evo Event

    Patch Notes Round-Up

    ARK_GEN_Announce_Screenshot_05_2.jpg

    As we near the launch of Genesis and a new year of ARK content, the current state of the game and the topics that are trending in the community remain essential to us. While we are excited to introduce new content and experiences to ARK survivors, it's important to take a brief moment and recap some significant updates that have made an impact on the current state of the game.

    Developers that are working on Live Ops updates have a different priority and focus than that of those working on new content. The main focus of these updates is to ensure that you have an enjoyable and fair playing experience with current game content. As you might imagine, it is a constant process of observing, investigating, adjusting, interacting, updating, reporting, resolving, and repeating the cycle.

    Performance, Bugs, Balance, Quality of Life and fixing Exploits are important to us and we know they hold a high priority for you folks too. These updates may not be new news for the well-informed survivor but they may provide insight into the thought process behind the changes. Without further ado, let’s get stuck into what we’ve been up to with recent live game patches: 
     

    Performance

    Performance is an intrinsic cornerstone of a player's experience. Improving performance is an ongoing process for us that we’ll continue to seek to optimize. Here’s what we’ve worked on in regards to performance recently: 

    - Changed droppeditem physics to improve server performance.
    - Added animation staggering system by default to reduce CPU overhead
    - Applied a one time disabling of replication on all sleeping players on all Official PvE servers.
    - Fixed a client-side crash related to rendering 3D text
    - Vastly improved server stability, with various Network Channel threading crashes fixed

     

    Unintended Mechanics / Exploits

    Addressing exploits and unintended game mechanics in a meaningful way is crucial to the health of the game on our Official servers. Recently, the team has focused quite heavily on eliminating various methods of exploiting and we’ll continue to hit them as hard and as often as we can! 

    Many of our recent exploit fixes targeted meshing methods and dupes but there was also some focus on unintended mechanics like MEKs becoming invulnerable and the pretty damn rude Ice Titan breath going through the mesh much to the dismay of its targets, amongst others. 

    Addressing exploits is an ongoing commitment and we look forward to rolling out more fixes in the near future. 
     

    - Unattach all grapple hooks when sitting on a chair.
    - Disabled climbing pick from attaching to gateframes, charge lanterns, ladders, fence foundations, and railings
    - Fixed 2 mesh exploits related to creatures.
    - Fixed 2 mesh exploits related to structures.
    - Fixed ice titan breath going through the mesh.
    - Fixed some cases where building structures did not use a bidrectional trace check 
      (allowing certain structures to be placed deep into the mesh).
    - Fixed a case where a collision check on players wasn't correctly applying thereby allowing 
      them to go enter some meshes.
    - Fixed an incorrect collision profile which allowed MEKs to collide into and stack on top of one another.
    - Enforcer can no longer blink onto/or very very near creatures
    - Pipes can no longer be placed on enemy structures
    - Fixed an exploit with the snow owl that allowed it to infinitely freeze players
    - Added additional server-side protection to Explorer Notes to prevent cheaters from acquiring them with hacks
    - Passengers on creatures will now be ejected if the creature is picked up
    - Fixed an exploit related to turret damage
    - Fixed various duping methods

     

    Bugs

    What is there to say about bugs? We don’t like them, players don’t like them and they need to be squashed. Along with what we’d consider more run of the mill bug fixes, we’ve addressed some bugs with far reaching implications in regards to MEKS, Managarmrs and Velonasaurs, among other issues. Our players are adept at rooting out bugs and we’ll continue to iterate on your bug reports moving forward.

    - Reloading bows from prone TPV no longer gets them stuck
    - Firing bows while in orbit camera no longer gets them stuck
    - Firing bows while running no longer gets them stuck
    - Pipes can no longer be placed on enemy structures
    - Fixed the enemy build radius check for the fence support
    - Fixed the whip to properly pickup items that are flat on the ground (previously would miss such items)
    - Fixed a client crash related to Velonasaurs
    - Fixed a client FPS bug related to Velonasaurs
    - Fixed a bug which allowed Velonasaurs to shoot endlessly in turret mode without draining stam
    - Fixed a collision issue with Velonasaurs
    - Fixed a network desync related to Velonasaurs
    - Fixed a bug which allowed MEKs to be invulnerable to various types of damage
    - Fixed a bug which allowed Managarmrs to use their ice breath underwater/whilst swimming
    - Fixed a bug which allowed Velonasaurs to shoot endlessly in turret mode without draining stam
    - Fixed two damage miscalculation bugs with the Managarmr pounce and Velonasaur AOE Needle Spin
    - Fixed a bug which prevented players entering 'K' cam a second time if they had a weapon/tool in their hand.
    - Fixed a bug with the Velonasaur's attacks causing it to incorrectly attack the wrong collision group on 
      Paracers, Diplodocus, Brontos, and more creatures.
    - Items placed on top of water pipes will now respect enemy foundations.
    - Fixed a bug which would sometimes cause the atmospheric fog to break
    - Fixed a bug which would cause the Snow owl heat vision to cause other clients FPS to drop when around
      large bases or a lot of creatures

     

    ARK_GEN_Announce_Screenshot_03_2.jpg

    Quality of Life

    As many players will have noticed, we’ve rolled out a significant number of QoL updates recently. The time you spend in-game is valuable to you and is most rewarding when it's not filled with tedium.  We prefer your time be spent on the things you enjoy. This is where Quality of Life comes in! These updates have incorporated changes to stack sizes, inventory slots and other miscellaneous tweaks to help make your time on the ARK feel engaging and rewarding. Please continue to let us know the types of QoL changes you’d like to see as we work together to identify what’s important to players. We understand that the ARK Community is diverse with each group holding a different perspective and all of your feedback is valuable to us.

    - Dedicated Storage weight reduced from 50 to 20
    - Decreased cook time on the industrial grill by 50%
    - Shortened aberration earthquake duration by ~10%
    - Shortened Scorched Earth sandstorm duration by ~15%
    - Lowered gasoline consumption rate by 50% on the following structures: 
           Chemistry Bench
           Electrical Generator
           Fabricator
           Industrial Cooker
           Industrial Forge
           Industrial Grill
           Industrial Grinder.
    - Modified the stack size on various items:
           Veggie Cake 5 -> 10
           Raw Meat 20 -> 40
           Cooked Meat 30 -> 50
           Sap 20 -> 30
           Fiber 200 -> 300
           Thatch 100 -> 200
           Organic Polymer 10 -> 20
           Vacuum Compartment 100 -> 5
           Vacuum Compartment Moonpool 100 -> 5
    - Modified the inventory slot size of various items:
           Industrial forge 60 -> 100
           Chemistry Bench 60 -> 100
           Fridge 48 -> 80
           Industrial Cooker 48 -> 80
           Preserving Bin 24 -> 48
           Mortar and Pestle 12 -> 24
           Refining Forge 8 -> 24
    - Made it easier to look at items to pick them up
    - Improved dropped item placement when dropping items from structures to reduce the chance of them getting stuck
    - Added “F” alternate activate option on items to pickup all items in a nearby range
    - Improved third person view offset so that it now positions at the average head height rather 
      than the center of the character’s capsule to improve how it feels when the camera is brushed up against 
      a collision in the world

     

    Game Balance

    Balance is an ongoing process and we’ll continue to monitor our servers to see how players are using creatures and items as we consider making balance changes. Healthy balance is achieved by a constant process of small nudges, changes, and tweaks in order to improve the entire ecosystem as it is maintained and honed in response to the needs of the player-base.


    It’s no secret the Managarmr and Velonasaur have held the top position in the food chain to dominate the meta since the launch of Extinction.

    The Managarmr intrinsically holds loads of utility and that has made it challenging to balance whilst retaining that utility that helps make it the popular dino it is. Our intention was never to make Manas capable of remaining constantly airborne. Granted, its place as the top player killer was partially due to some bugs/unintended mechanics which we also addressed.

    Velonasaurs were outputting extremely high DPS. Similar to the Managarmr, bugs are responsible in part for this (we see you, no stamina drain in turret mode and an unexpected scaling to the right click +c attack!). Velos are primarily intended to help in base defenses but they were far stronger in the meta than intended.

    That said, our statistics show they’re still two of the most popular creatures which is interesting! 


    Other balance changes include some steps towards addressing the cliff platform meta, giving Brontos some love, smacking Plant Z a little and tweaking enforcers up after some functional changes we made in order to mitigate a meshing exploit left them looking a little sad. 
     

    - Enforcer blink recharge cooldown reduced from 20 seconds to 7 seconds
    - Enforcer blink range extended from 4000 units to 5000 units
    - Enforcer can no longer blink onto/or very near creatures
    - Velonasaurs will now consume stamina whilst in AI-turret mode
    - Reduced Velonasaur recovery time from 4 seconds to 1 second
    - Managarmr limited to 3 jumps, 6 strafes, and 1 dash before it has to land
    - Reduced Managarmr ice-breath exponential damage scaling by approximately 20%
    - Reduced stun duration on Jellyfish and Eels by 20%
           Wild eels 7 -> 5.6
           Tamed eels 1.5 -> 1.2
           Cnidaria 4 -> 3.2
    - Reduced Plant Z flash range by 50%
    - Plant Z Grenades weight reduced from 10 to 5
    - Metal Cliff Platforms no longer take 50% less damage from explosive damage
    - Bronto should no longer be affected by knockback
    - MEK pistol Damage reduced by 10%
    - Fixed the enemy build radius check for the fence support

     

    Desktop Screenshot 2020.01.07 - 01.00.04.88.jpg

     

    Content

    The whole team has a lot of fun conceptualizing and implementing events and event-related content for our community to enjoy. The end of 2019 saw a return of our Turkey Trial Event and  365,085 player deaths from a well-known culprit. Shortly after, we released Winter Wonderland and introduced the adorably dorky chibi pets. Last year you indicated that events were important and listed several things you’d like to see. Because of this, we took some time to invest in events and make them more memorable for you.  We get a kick out of the pics and art you folks share of your events skins and chibi collections, thank you for including us in your holiday adventures! 

     

    As always, keep your feedback coming, whether we are interacting directly or reading and observing, we pay attention to, and value, your communication with us. 
     


     

    EVO Event

    Ark_Evolution_Event_minimized.thumb.png.2d282a169df9bbbd0ba09a90303a7cec.png

    Survivors on all platforms will be receiving a special Evolution Event perk this weekend! It will be active from Friday the 17th of Jan at 1 PM EST until Monday the 20th of Jan 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 wraps up this Community Crunch, our roundup of what we’ve been up to lately and a little insight into our process. For a more in-depth look at all of our recent patches, you can view full notes here:

    PC Patch Notes

    XBOX Patch Notes

    PS4 Patch Notes

    Until next time!

    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

    Edited by Cedric


    • Like 1


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    On 1/14/2020 at 5:51 PM, Cedric said:

    ......

    How bout me and tons of players from our server have been tweeting you and lilpanda for close to 2 weeks now about our server suddenly missing aberration, extinction and our tek engrams?

    https://old.reddit.com/r/playark/comments/eniyv9/official_naorpscorched_earthcluster_6_is_missing/?st=k5gu6y3s&sh=3c6331e7

     

    The server has them disabled for whatever reason and we cant use them or even craft bp's from those engrams on SE.

     

    Official server. Seriously you have been getting spammed and nothing. Tickets, bug reports, server outage reports have been filed daily from all of us on the server and nothing! FIX OUR SERVER!

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    55 minutes ago, Joebl0w13 said:

    They have said multiple times over the years that it's not a bug, it's an intended mechanic.

    So resources meant to re-spawn, that NEVER re-spawn, are an intended mechanic? LOL. It's clearly a bug. 

    Perhaps you don't understand what I'm referring to. Normally when you gather resources, and spend enough time at far enough distance away, they will re-spawn. However, with this bug, if you leave the area entirely before they spawn back, the resources NEVER re-spawn regardless of how long you wait, even if you go back and wait at a distance for hours and hours. 

    After days of trying to find an answer, I did find that there's an unreliable 'work around', that involves setting your server settings for resource re-spawns to 0.0. Just doing that alone won't bring them back. However, if you go back to where the resources were after setting to 0.0. then spend some time there (they still won't re-spawn), then move just out of render distance - but not too far away, they will SOMETIMES re-spawn. I had to do this a number of times before it finally worked.

    Incidentally, my server was already set to fairly fast re-spawns before the issue occurred (0.25). So it was never an issue of not waiting long enough. They were gone for many real time days. 

    Edited by DeHammer

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    Will Official and of Small Tribes be wiping any time soon?
     

    With the removal of legacy servers will new servers be created and current servers be moved to a different cluster? 
     

    If neither of these are happening will tribes that have 1000s of duped tames, gear and structures be deleted or their duped items be deleted?

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    3 hours ago, Udam said:

    Mana's are grey

     

    velos are Blue

     

     

    how many bontos does it take to feed you?

    English?

    • Confused 1

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    1 hour ago, DeHammer said:

    So resources meant to re-spawn, that NEVER re-spawn, are an intended mechanic? LOL. It's clearly a bug. 

    Perhaps you don't understand what I'm referring to. Normally when you gather resources, and spend enough time at far enough distance away, they will re-spawn. However, with this bug, if you leave the area entirely before they spawn back, the resources NEVER re-spawn regardless of how long you wait, even if you go back and wait at a distance for hours and hours. 

    After days of trying to find an answer, I did find that there's an unreliable 'work around', that involves setting your server settings for resource re-spawns to 0.0. Just doing that alone won't bring them back. However, if you go back to where the resources were after setting to 0.0. then spend some time there (they still won't re-spawn), then move just out of render distance - but not too far away, they will SOMETIMES re-spawn. I had to do this a number of times before it finally worked.

    Incidentally, my server was already set to fairly fast re-spawns before the issue occurred (0.25). So it was never an issue of not waiting long enough. They were gone for many real time days. 

    It's funny, there was a lot of miscommunication about this a long time ago.

    I was able to dig this up though.

    Seems they are aware of the issue you are talking about. But it doesn't look like they are in a hurry to fix it.

     

     

    Edited by Joebl0w13
    • Like 1

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    Cedric that means you can sit on the any while the crab carries it why is the group making the game worse it's bad enough you still get put in the map whilst on a rock drake all the dinos keep getting nerfed   players on some servers are making the game unbearable to play as they are constantly blocking spawns and nothing gets done about it you put in a ticket the reply you get is sorry nothing we can do I truly think the focus for the team working on issues should be focus on the big issues of the game e.g.  foul play, being put through the map on abb that issue has been there since abb opened and has never been addressed now the foul play issue is clearly on other players on some servers is there a way to address foul play from other players where we won't get the response sorry but nothing we can do ?

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    1 hour ago, NickonzoTTV said:

    English?

    no it was rUssIaN!

     

    if that is not english

     

    idk what is.

     

     

     

    • Haha 1

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    4 minutes ago, Udam said:

    no it was rUssIaN!

     

    if that is not english

     

    idk what is.

     

     

     

    So it's a pointless post. 🙄

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    3 hours ago, Joebl0w13 said:

    It's funny, there was a lot of miscommunication about this a long time ago.

    I was able to dig this up though.

    Seems they are aware of the issue you are talking about. But it doesn't look like they are in a hurry to fix it.

     

     

    Thanks for finding and posting that.

    Even if they really wanted to prevent people from reloading the game to insta-spawn resources, killing the respawn entirely if the player leaves the server is not the answer. It would make more sense to put a timer on a respawn that stays statically linked to the server's up-time. Kind of like the cryo-pod sleep sickness timer. You can't just reload your game to kill the cryo-pod sleep sickness timer; it has to run its course. They could do the same with resource spawns, except it wouldn't be linked to the player's presence on the server like cryo-pods are; just to the server's up-time.

    It's definitely impacting the quality of play, as people are forced to modify their server settings to make resources spawn as soon as they move out of range. I would prefer to have a slightly longer time between resource re-spawns on my non-dedicated server, but this bug doesn't leave us that option. 

     

    Edited by DeHammer

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    I am guessing the new DLC has been delayed for summer. Not one promise has been kept on time lol

    I hope there is not an ark Genesis counter...that crap might be in a constant stay of flux lol #science 

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    Good results, personally felt a bit of a shame to get the QoL patches so late in time compared to how much people asked. few personal disagreements with the managamr. didn't use it much anyway so eh... 

    My main problem is how it's prided server stability/performance is good... sorry but now going 4 years into this game it's been about the same, if not worse on all official servers I have played as well as how there is transfer bugs/character deletions still happening years after release. 

    I'd say there's been more good than bad this time, however the massive problem is how unplayable certain servers are, whilst others are about average at best.

    Edited by CJW

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    I want a date for genesis, it's not fair, they already delayed the release of genesis a lot,
     I bought genesis hoping to enter for December and now February is coming
    , and they still can't give an answer, I just want to know if genesis is going to be in this month,
     if I don't want a refund thank you.
    Edited by SilverfangMx
    • Facepalm 1

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    22 hours ago, MIracolix87 said:

    In what way would it be different for now? ppl arte already paying real money for dinos and bases.

    I think there is a real problem before that reason of ppl buying for real money.

    lets think this currency system a bit further... in which way should the player be able  to earn money? Maybe through quests, or implementing a new resource and smelt gold to gold coins or by killing Enemies (NPC'S)? IF there where an auction system you could by dinos and BP'S but what next if you have all you need the money will only grow .... so for a good currency system there should be something that keeps the player spending there money.

    yes this already happens but this would make it even more common and even easier to buy Dino’s and bases with real money

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    The QOL changes yall are implementing are what made me come back to ark, i would really love to see some options regarding graphics on xbox one(think center sun being BLINDING to the point you cant play in that direction), i would also like to see maybe a piece of Tek that will auto pick up Fertilized eggs and non fert eggs, maybe a Tek Air Conditioner, in general what (in my opinion) ark would benefit from is some automation of some sort to reduce the sheer tedium of the game, i have genuinely worn out 3 controllers in the past 2 years JUST from playing ark, make the Automation Tek and hard to get idc, just please implement some sort of tedium relief.

    thank you Wildcard for sticking with us and this game, yall have a very special place in my heart simply because yall havent dipped on us yet(99% of gamedevs i can think of woulda bailed LONG BEFORE now)

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    hmmm first what ever you did to velos has caused them to die from lack of food when on ai turret mode. (ps4) We lost a bunch!!!! We have turned all our velos off. They in one move lost all use, and yes I for one used them purely for base defense in pve.

    Second is my character was not getting experience from resting in a tek bed. This is the case for 3 different ones. all 130+. Please fix

    finally I logged in here looking for a set in stone release date of genesis.....end of january is vague at best. Many of us have base(s) to close so we can give the new map our full attention. 

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    Hey Cedric my dude, what if i gave you a choice. Think of something you want in this whole wide world. Now you have two options, you can get it 10 years or at any random point in your life. Now let's just say for argument sake you said 10 years, now 10 years come up and i tell you it will be another year or you can wait at any random moment again.... people like seeing an end goal, i understand you want the bugs iron out and believe me i do too, but lack of the date is what is making people so salty. I for one, check this website hourly cause i want know when it will come out. Instead now i can't just sit back and wait for a date. And even if you push it out, at least we will have another end date in sight

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    19 hours ago, SilverfangMx said:
     
     
    
    I want a date for genesis, it's not fair, they already delayed the release of genesis a lot,
     I bought genesis hoping to enter for December and now February is coming
    , and they still can't give an answer, I just want to know if genesis is going to be in this month,
     if I don't want a refund thank you.

    Put it this way if genesis comes before march i will eat my underpants

    Edited by davetherave
    • Haha 2

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    The delay is due to the fact that it has identified critical issues identified in some accounts of people playing on new servers (pvp and pve) not previously listed and this is unbalancing the game. The wiser solution will lead to a much larger discussion than we have today. To keep the game balanced, and have a new DLC just probably all current servers will become legacy.

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    On 1/14/2020 at 11:35 PM, BrunoFENIX said:

    For the sake of the dinosaur gods, someone make this manticora land, preferably before Genesis.

    This. I fear that the manticore bug (and other Valguero related bugs) will fall into the pile of forgotten bugs once Genesis releases, which is a shame since Valguero is an awesome map.
    The worst part is that most bugs related to valguero are extremally easy to fix.

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    On 1/14/2020 at 5:53 PM, Cedric said:

    Good feedback.  There is some internal discussion on how to communicate service updates/outages in the future but this (posts like these) are a good step in terms of communication.

     

    As to the other points, the most I can do is voice this feedback.  The team has used betas but typically not for DLC content.

    May I make a request to Wildcard teams? Can yo please allow a beta environment up so that we as your community can go in create or copy our desired survivors or dinos and then allow us to test? So maybe we can help you find bugs? would that be too hard to do? So then you can go hey we posted this build refresh we can go in see how that is give you feedback with a feedback button in the UI or a report a Bug with a box so we can give you feedback and a screenshot and cords of where it happened time all that stuff and then you could use that for some of this. Would that help?

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    5 hours ago, Sputnicker said:

    This. I fear that the manticore bug (and other Valguero related bugs) will fall into the pile of forgotten bugs once Genesis releases, which is a shame since Valguero is an awesome map.
    The worst part is that most bugs related to valguero are extremally easy to fix.

    I believe Manti core not landing is normal due to him being scorched earth boss which allows flyers to the boss fight no need for him to land in that fight so the same mechanism  for him on other maps that don't allow flyers.

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    44 minutes ago, Lycan187u said:

    I believe Manti core not landing is normal due to him being scorched earth boss which allows flyers to the boss fight no need for him to land in that fight so the same mechanism  for him on other maps that don't allow flyers.

    Yeah, you're right... it has the same behavior because it is the same creature (Manticore_Character_BP_Easy_C on both).
    But they could make the same thing they did on Ragnarok (Manticore_Character_BP_Easy_Ragnarok_C) and create a new creature based on the main one , but with a different behavior, landing once every few minutes (could be named Manticore_Character_BP_Easy_Valguero_C).

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