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v271.0 Boss Changes-What's the damage?


Vrallox

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30 minutes ago, Olivar said:

Do you have any patch notes / quotes / references for the statement you made that a boss scales based on the difficulty; number of players and the stat roll?
Running some tests myself I cannot find any direct evidence that this statement holds true.
The only difference in boss encounters I am aware off is the difficulty modifier and/or SinglePlayer setting.

Remember this massive patch (This was the beginning of the bosses becoming a real threat, even on Hard Difficulty Unoficials!):

v262.0

- TheCenter and PGMs now use TheIsland's alpha spawner arrays.
- TheCenter lightning light flashes now stop after it has rained!
- New Achievement: TheCenter Guardians Achievement for defeating its bosses
- Dragon boss no longer present on TheCenter
- Center Boss damage reduced by 33% versus TheIsland bosses
- Fixed Bosses so they no longer have random levels, but will scale correctly on game and server difficulty.
- Primitive+: Pachyrhino and Lystro are now tameable with Bug repellant and Rare flowers respectively
- Primitve +: Primitve pick axe and torch should now persist after logging out
- Primitive+: Battle axe and Viking axe blueprints now work in the grindstone
- Primitive+: Crash fix for flying over an Explorer Note.
- [Console] No longer crash if generating a PGM after loading TheIsland.
- Improved TheCenter Lava
- Troodon food has increased
- Sounds have been added to the UI Radial Menu
- The implant has been locked to the first slot of inventories
- Leeches have been added to the Swamp Cave
- Significantly reduced the number of Arthros in Swamp Cave
- Improved MoveTo attack trace, should be easier to select smaller targets now.
- When teleporting to player pos via tether, the teleportee now gains a +2 z offset
- Stonepick Melee attacking while running no longer stops the run toggle on controller
- Volume of crouch-prone in-out increased by 45%
- [Console] PGM no longer ooms after initial generation
- New commands to see where Dinos are when hibernated, as well as teleport to the nearest hibernated creature. "cheat hiwarp raptor_character_bp_c" and "cheat hibernationreport raptor_character_bp_c"
- Fixed a potential lighting issue when leaving the Broodmother Arena
- Fixed some super-bright water reflections
- Increased the capsule size of Pternadon to make sure it can't fit thru player sized door frames
- Fixed character creation screen cursor not displaying in Primitive+
- Improved Troodon low-poly
- TheCenter now has Obelisk amb sounds ala TheIsland
- No longer missing the option to delete individual player dedicated saves for maps
- Placement Rotation indicator now appears with controller
- Fixed a case where Right Trigger would punch forever 
- Pressing B on the controller when you have a Combo Box open will now result in canceling it (eg PGM)
- Correctly focusing on engrams when tabbing between Engram and Inventory UI
- A whole bunch of split-screen bugs were resolved!
- Fixed a case where the UI would focus drop all after placing an item into the quick slot
- Fixed a fog of war exploit in SP
- Fixed ATV not saving
- R. and SG. commands no longer work in console shipping environments
- ATV: RB should toggle first person as when riding a dino, RT should honk horn
- Fixed a case where Megalania couldn't climb Destructible Rocks -- perhaps just on console?
- FPV hands now enter a special 'dragging' anim pose when dragging a body
- When there are  no additional element items to load into the weapon, Tek Rifle icon text should say "0%" (or whatever %), not "0% +"
- Torches on dino saddles now scare away Troodons.
- Fixed a case where  Corpse Locator did not work reliably while underwater.
- Fixed an issue where certain engrams weren't learnable (e.g The Campfire)
- Removed difficulty strings from PGM spawn points
- Fixed a case where Extended H player hud label for tribes would be cut off
- 25 more element to build Tek Generator
- Safari Hat and Thorny Dragon Skins & Parasaur Saddle can be dropped like all the other skins
- Slightly louder & farther atten human death sound
- We now display dino entry icon next to "you have tamed" notification
- Reduced Dolphin tamed run speed by 15%
- Fixed an issue with low quality Beaver Dams
- Night Vision goggles drain 20% slower (last longer)
- Tek Rifle and Explosives damage foliage
- Increase Explorer Note unlocked volume by 5%
- No longer play time transitions when the player has no pawn.
- Added special corner icon on "skin" items to tell them apart from regular items.
- Attaching quality torches to saddles no longer converts them into primitive quality when the durability runs out.
- Fixed a case where remote inventories were not transferring to the appropriate folder.
- Gigas are no longer able to gather wood by eating snow trees in the snow biome.
- Fixed Cave spawns on TheCenter
- Accessing a Bee Hive no longer provides health
- LT and RT Functionality swapped for Painting
- Boss Arena teleporter pads and obelisk pads are correctly colourized.
- Obelisk laser beam is now aligned with the terminal center.
- Sand looks darker, wetter, and shinier where appropriate (more for console)
- Rain VFX has been improved to not be so close to the camera and now appears no matter how fast you go
- Cave lighting improved on Carno Island
- Tek Jepack superboost ("takeoff") sound has been changed to make it sound more like a jetpack
- Removed the drop shadow from the right hud icons
- Host Sess UI: Delete Procedural ARK button needs to have a confirmation dialog
- Changed title on "Tame Groups" panel to "Tame Ordering Groups" and will now display an asterisk next to the active groups button label text
- Double-tap X (controller) to activate weapon attachment is now indicated on options controls gamepad
- Fixed case where some loading tips would be cut off.
- Tribe Log increased on Console
- Now buttons which are selected appear brighter on the Main Menu's Help menu.
- Engram label texts are not modulating by the UI panel alpha (thus aren't fading out with the rest of the UI)
- When you already have a survivor (i.e. you have the respawn button visible), there is a confirmation dialog for when you "Create New Survivor" saying "Warning: This will destroy your previous Survivor, are you sure you wish to proceed?"
- Fixed a case where the number of empty item blank spots in storage boxes are inaccurate when you have any filter enabled such as search filter or folder filter
- Center burned tree LODs have been improved
- Improved LODs for various trees, twigs, branches, stumps, etc.
- Fixed a case where female face texture may have been lower rez (perhaps console only?)
- The level up animation on the Mammoth no longer causes the player to become a gymnast.
- Dolphins don't spawn in underwater caves
- Fixed a case where the Alpha Buff wouldn't display on underwater creatures.
- Improved LODs for Woolly Rhino, Beaver, Camelsaurus, Ichthyornis, Daeodon, Stag, and Sheep.
- TEK Tapejara Saddle now has a torch socket
- Made sure TheCenter prevents flyers in its key caves
- Eliminated any bigfoot ground shakes
- TheCenter now has combat biome appropriate music (ala TheIsland)
- TheCenter now has wind and ambience SFX in the boss area
- Wild beehives are no longer affected by the StructureResistanceMultiplier
- Yuty now has a faster rotation rate when in melee attack range (see the Rex)
- TekCave Purlovias now have a 65% chance to be underground (previously was 50%)
- Wild Itchy now has a 20s delay on its theft attack and a 2500 radius for targeting player or tame after it's found you.
- After Alpha Ascension, you should have access to the Rex Bionic Skin. After Defeating TheCenter End Bosses, on any difficulty, you should have access to the Giga Bionic Skin.
- Wyverns should now teleport to the Manticore Arena.
- Female now have a status suffocation-enter and suffocation-leave sounds
- Boss Arena Cooldowns are eliminated in Single Player
- There is now a "This Weapon Can't be Used Here" prevention volume HUD notification in appropriate areas (e.g boss arenas)
- There is now a 25% chance of fog with any rain!
- More Eels, Trilobites, and Euyrps in underwater overworld
- Decreased implant open/close volume by 20%
- Reduced Slingshot fire vol by 10%
- Polar Bear aggro range in the ice cave should be increased to something similar to the other hostile creatures in there.
- Removed non-iceberg Kairuku spawns on TheIsland
- Reduce targeting range of AI in both underwater caves by 50%, and reduced spawn quantity in HARD cave specifically by 33%, also Eels in the hard cave now spawn in groups of 2, not 6
- Baby Wyverns no longer consume too much milk.
- Analog stick panning of 3D Painting Preview is no longer step-based (for precision)
- Fixed case where Gorilla LOD would be on low/fur would vanish from a distance.
- Moved any Explorer Notes previously found in the TEK Cave as it is a gauntlet dungeon and can be distracting for players.
- Gorilla Boss punch sounds adjusted.
- Pegomastax attack SFX are no longer vicious sounding.
- ORP Dinos should no longer have AI's and thus not be particularly useful in boss fight.
- Fixed a case where TheCenter would have no atmospheric fog.
- SP no longer has a massive slowdown until respawning when suiciding 
- Pressing Right Bumper with a controller when the Transponder Node weapon equipped should set the frequency, equivalent to pressing 'N' on keyboard control
- Hesperonis no longer teleports/pops back up to the surface after diving.
- Increased return-from-boss teleport pawn spread (less cases of being stuck when returning back to the Ob!)
- TheCenter Night has been made darker
- SP: Hair grows 20% slower
- Transfer-all sound increased by 33%
- Minimum draw distance increased by 10%
- If there is no inventory or harvesting component on a corpse, it will no longer display it the fact that <NAME> is dead.
- Dragon Player spawn adjusted slightly
- Fixed a case where Wandering Fish would cluster in corner
- FPS no longer dips when you painting yourself
- All HUB UI will be auto-closed when there is no player character (Previously Explorer Note UI that was opened would persist through respawns)

 

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45 minutes ago, Olivar said:

Do you have any patch notes / quotes / references for the statement you made that a boss scales based on the difficulty; number of players and the stat roll?
Running some tests myself I cannot find any direct evidence that this statement holds true.
The only difference in boss encounters I am aware off is the difficulty modifier and/or SinglePlayer setting.

I'm fairly certain the stats on the bosses is always the same now (they are always level 1) and all that changes with different server difficulty settings is the damage scaling of the bosses themselves. e.g. easy dragon will have the same amount of health no matter the singleplayer/server settings but it will take more damage and do less damage the lower the difficulty.

as for it scaling with more players, I've heard nothing about that. i know the world bosses in rag do that but i don't think the main bosses do.

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8 minutes ago, HalfSlabBacon said:

Remember this massive patch (This was the beginning of the bosses becoming a real threat, even on Hard Difficulty Unoficials!):

v262.0

- TheCenter and PGMs now use TheIsland's alpha spawner arrays.
- TheCenter lightning light flashes now stop after it has rained!
- New Achievement: TheCenter Guardians Achievement for defeating its bosses
- Dragon boss no longer present on TheCenter
- Center Boss damage reduced by 33% versus TheIsland bosses
- Fixed Bosses so they no longer have random levels, but will scale correctly on game and server difficulty.
- Primitive+: Pachyrhino and Lystro are now tameable with Bug repellant and Rare flowers respectively
- Primitve +: Primitve pick axe and torch should now persist after logging out
- Primitive+: Battle axe and Viking axe blueprints now work in the grindstone
- Primitive+: Crash fix for flying over an Explorer Note.
- [Console] No longer crash if generating a PGM after loading TheIsland.
- Improved TheCenter Lava
- Troodon food has increased
- Sounds have been added to the UI Radial Menu
- The implant has been locked to the first slot of inventories
- Leeches have been added to the Swamp Cave
- Significantly reduced the number of Arthros in Swamp Cave
- Improved MoveTo attack trace, should be easier to select smaller targets now.
- When teleporting to player pos via tether, the teleportee now gains a +2 z offset
- Stonepick Melee attacking while running no longer stops the run toggle on controller
- Volume of crouch-prone in-out increased by 45%
- [Console] PGM no longer ooms after initial generation
- New commands to see where Dinos are when hibernated, as well as teleport to the nearest hibernated creature. "cheat hiwarp raptor_character_bp_c" and "cheat hibernationreport raptor_character_bp_c"
- Fixed a potential lighting issue when leaving the Broodmother Arena
- Fixed some super-bright water reflections
- Increased the capsule size of Pternadon to make sure it can't fit thru player sized door frames
- Fixed character creation screen cursor not displaying in Primitive+
- Improved Troodon low-poly
- TheCenter now has Obelisk amb sounds ala TheIsland
- No longer missing the option to delete individual player dedicated saves for maps
- Placement Rotation indicator now appears with controller
- Fixed a case where Right Trigger would punch forever 
- Pressing B on the controller when you have a Combo Box open will now result in canceling it (eg PGM)
- Correctly focusing on engrams when tabbing between Engram and Inventory UI
- A whole bunch of split-screen bugs were resolved!
- Fixed a case where the UI would focus drop all after placing an item into the quick slot
- Fixed a fog of war exploit in SP
- Fixed ATV not saving
- R. and SG. commands no longer work in console shipping environments
- ATV: RB should toggle first person as when riding a dino, RT should honk horn
- Fixed a case where Megalania couldn't climb Destructible Rocks -- perhaps just on console?
- FPV hands now enter a special 'dragging' anim pose when dragging a body
- When there are  no additional element items to load into the weapon, Tek Rifle icon text should say "0%" (or whatever %), not "0% +"
- Torches on dino saddles now scare away Troodons.
- Fixed a case where  Corpse Locator did not work reliably while underwater.
- Fixed an issue where certain engrams weren't learnable (e.g The Campfire)
- Removed difficulty strings from PGM spawn points
- Fixed a case where Extended H player hud label for tribes would be cut off
- 25 more element to build Tek Generator
- Safari Hat and Thorny Dragon Skins & Parasaur Saddle can be dropped like all the other skins
- Slightly louder & farther atten human death sound
- We now display dino entry icon next to "you have tamed" notification
- Reduced Dolphin tamed run speed by 15%
- Fixed an issue with low quality Beaver Dams
- Night Vision goggles drain 20% slower (last longer)
- Tek Rifle and Explosives damage foliage
- Increase Explorer Note unlocked volume by 5%
- No longer play time transitions when the player has no pawn.
- Added special corner icon on "skin" items to tell them apart from regular items.
- Attaching quality torches to saddles no longer converts them into primitive quality when the durability runs out.
- Fixed a case where remote inventories were not transferring to the appropriate folder.
- Gigas are no longer able to gather wood by eating snow trees in the snow biome.
- Fixed Cave spawns on TheCenter
- Accessing a Bee Hive no longer provides health
- LT and RT Functionality swapped for Painting
- Boss Arena teleporter pads and obelisk pads are correctly colourized.
- Obelisk laser beam is now aligned with the terminal center.
- Sand looks darker, wetter, and shinier where appropriate (more for console)
- Rain VFX has been improved to not be so close to the camera and now appears no matter how fast you go
- Cave lighting improved on Carno Island
- Tek Jepack superboost ("takeoff") sound has been changed to make it sound more like a jetpack
- Removed the drop shadow from the right hud icons
- Host Sess UI: Delete Procedural ARK button needs to have a confirmation dialog
- Changed title on "Tame Groups" panel to "Tame Ordering Groups" and will now display an asterisk next to the active groups button label text
- Double-tap X (controller) to activate weapon attachment is now indicated on options controls gamepad
- Fixed case where some loading tips would be cut off.
- Tribe Log increased on Console
- Now buttons which are selected appear brighter on the Main Menu's Help menu.
- Engram label texts are not modulating by the UI panel alpha (thus aren't fading out with the rest of the UI)
- When you already have a survivor (i.e. you have the respawn button visible), there is a confirmation dialog for when you "Create New Survivor" saying "Warning: This will destroy your previous Survivor, are you sure you wish to proceed?"
- Fixed a case where the number of empty item blank spots in storage boxes are inaccurate when you have any filter enabled such as search filter or folder filter
- Center burned tree LODs have been improved
- Improved LODs for various trees, twigs, branches, stumps, etc.
- Fixed a case where female face texture may have been lower rez (perhaps console only?)
- The level up animation on the Mammoth no longer causes the player to become a gymnast.
- Dolphins don't spawn in underwater caves
- Fixed a case where the Alpha Buff wouldn't display on underwater creatures.
- Improved LODs for Woolly Rhino, Beaver, Camelsaurus, Ichthyornis, Daeodon, Stag, and Sheep.
- TEK Tapejara Saddle now has a torch socket
- Made sure TheCenter prevents flyers in its key caves
- Eliminated any bigfoot ground shakes
- TheCenter now has combat biome appropriate music (ala TheIsland)
- TheCenter now has wind and ambience SFX in the boss area
- Wild beehives are no longer affected by the StructureResistanceMultiplier
- Yuty now has a faster rotation rate when in melee attack range (see the Rex)
- TekCave Purlovias now have a 65% chance to be underground (previously was 50%)
- Wild Itchy now has a 20s delay on its theft attack and a 2500 radius for targeting player or tame after it's found you.
- After Alpha Ascension, you should have access to the Rex Bionic Skin. After Defeating TheCenter End Bosses, on any difficulty, you should have access to the Giga Bionic Skin.
- Wyverns should now teleport to the Manticore Arena.
- Female now have a status suffocation-enter and suffocation-leave sounds
- Boss Arena Cooldowns are eliminated in Single Player
- There is now a "This Weapon Can't be Used Here" prevention volume HUD notification in appropriate areas (e.g boss arenas)
- There is now a 25% chance of fog with any rain!
- More Eels, Trilobites, and Euyrps in underwater overworld
- Decreased implant open/close volume by 20%
- Reduced Slingshot fire vol by 10%
- Polar Bear aggro range in the ice cave should be increased to something similar to the other hostile creatures in there.
- Removed non-iceberg Kairuku spawns on TheIsland
- Reduce targeting range of AI in both underwater caves by 50%, and reduced spawn quantity in HARD cave specifically by 33%, also Eels in the hard cave now spawn in groups of 2, not 6
- Baby Wyverns no longer consume too much milk.
- Analog stick panning of 3D Painting Preview is no longer step-based (for precision)
- Fixed case where Gorilla LOD would be on low/fur would vanish from a distance.
- Moved any Explorer Notes previously found in the TEK Cave as it is a gauntlet dungeon and can be distracting for players.
- Gorilla Boss punch sounds adjusted.
- Pegomastax attack SFX are no longer vicious sounding.
- ORP Dinos should no longer have AI's and thus not be particularly useful in boss fight.
- Fixed a case where TheCenter would have no atmospheric fog.
- SP no longer has a massive slowdown until respawning when suiciding 
- Pressing Right Bumper with a controller when the Transponder Node weapon equipped should set the frequency, equivalent to pressing 'N' on keyboard control
- Hesperonis no longer teleports/pops back up to the surface after diving.
- Increased return-from-boss teleport pawn spread (less cases of being stuck when returning back to the Ob!)
- TheCenter Night has been made darker
- SP: Hair grows 20% slower
- Transfer-all sound increased by 33%
- Minimum draw distance increased by 10%
- If there is no inventory or harvesting component on a corpse, it will no longer display it the fact that <NAME> is dead.
- Dragon Player spawn adjusted slightly
- Fixed a case where Wandering Fish would cluster in corner
- FPS no longer dips when you painting yourself
- All HUB UI will be auto-closed when there is no player character (Previously Explorer Note UI that was opened would persist through respawns)

 

Exactly, game and server difficulty.
Does not mention player count, statt roll or anything.

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9 minutes ago, Ugodzilla said:

And dont get me wrong. I  also think restricting some Bosses to a certain map is bullpoop.
Arguing it has something to do with the Story of Ark. Trollolol... Who the hell cares for such a stupid Story. Its the same like in Destiny, where you were forced to read on official  Forums to learn about the Lore.

If not implemented ingame, there is no such thing called Story. ExplorerNotes, what a nonsense... 

Based on your comments I wanted to make sure you were aware you cannot pin the boss anymore on PC and I am sure this is coming soon to a console near you... The risk/reward is way out of balance now. If you did not need element and only had to do it once I would not care, but the fact that you constantly need element for all end game stuff makes me think element should be farmable with minimal cost or minimal risk. Since the cost is so high (all the prep work, caves, killed wild dinos, etc) the risk needs to be decreased.

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On ‎10‎/‎4‎/‎2017 at 12:02 PM, Joebl0w13 said:

I think @Ulta has made it pretty clear she's not playing on a boosted server. So you might want to go ahead and drop that since repeating the same untruth over and over again might be considered trolling/flaming somebody.

After a lot of thought I think I figured out what the real problem is... it is the risk/reward quotient. For those who play Ark on easy mode (yes, that was a jab... but I really meant for it to be funny) you do not have the time invested into finding, taming, and breeding the perfect dinos like we do in the real game and so when they are able to find a formula that works on their server even if it would work on official servers we want to see it done on  just in case the is a setting that was overlooked or there was some programing glitch that will negate months of work for us. Many of us have been burned in the past by people that claimed to have official settings only to find out they did not after all our stuff died.

#OfficialOrItDidntHappen because we cannot spawn in dinos or go back in time if there was something wrong with the scenario that was tried on an unofficial server.

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18 minutes ago, Olivar said:

Exactly, game and server difficulty.
Does not mention player count, statt roll or anything.

Like I said, the beginning! They made additional changes up to current over several patches. I'm not linking them all. Lol... Takes too long and would be too spammy.

On unofficials with all server messages turned on, you can actually see the game pop a message up in boss arenas saying "calculating number of players" There's plenty of YouTube videos out there where you see it.

As far as the stat roll... Those basic game mechanics apply to every creature. Fight the same level boss several times on the same server, exact same way. Us a modded spyglass to see stats & you'll see they're different every time. This is nothing new and has been part of the bosses since introduction. They just added more factors to the scaling and tweaked the difficulty of each boss. 

 

 

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23 minutes ago, Ugodzilla said:

Yeah you cant pin em anymore. To pin em was only using exploits due to stupid mechanics... also nothing to do with  skill , And also does not meen the fight is easy or hard

Again, don't really care about skill. Not sure very many people do since nothing in this game takes skill. Just care about being able to farm element and power my tek stuff that it took me 5 weeks to get.

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2 minutes ago, NathanAndDaddy said:

After a lot of thought I think I figured out what the real problem is... it is the risk/reward quotient. For those who play Ark on easy mode (yes, that was a jab... but I really meant for it to be funny) you do not have the time invested into finding, taming, and breeding the perfect dinos like we do in the real game and so when they are able to find a formula that works on their server even if it would work on official servers we want to see it done on  just in case the is a setting that was overlooked or there was some programing glitch that will negate months of work for us. Many of us have been burned in the past by people that claimed to have official settings only to find out they did not after all our stuff died.

#OfficialOrItDidntHappen because we cannot spawn in dinos or go back in time if there was something wrong with the scenario that was tried on an unofficial server.

dude, you're normally pretty reasonable, so what's this?: #OfficialOrItDidntHappen

You think on my servers people get roll backs or dinos spawned in? Never! You died/failed and want a fix? Go to another server.

Disclaimer: My YouTube server I'll do it very seldomly to fix a game or mod issue and share it with viewers. This is content creation and I'm honest about it unlike many.

Ark is a numbers game... Test the numbers yourself in a properly set up SP or Dedi. If you try out someone else's ideas without testing personally and get burned, you burned yourself!

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3 minutes ago, HalfSlabBacon said:

Like I said, the beginning! They made additional changes up to current over several patches. I'm not linking them all. Lol... Takes too long and would be too spammy.

On unofficials with all server messages turned on, you can actually see the game pop a message up in boss arenas saying "calculating number of players" There's plenty of YouTube videos out there where you see it.

As far as the stat roll... Those basic game mechanics apply to every creature. Fight the same level boss several times on the same server, exact same way. Us a modded spyglass to see stats & you'll see they're different every time. This is nothing new and has been part of the bosses since introduction. They just added more factors to the scaling and tweaked the difficulty of each boss. 

 

 

The message you are referring to only appears during the "boss" encounters on Ragnarok with the Lava Golem and IceQueen.
Which are different encounters than the arena fights.

I'm not aware of the modded SpyGlass.
Is this some kind of mod?
Would at least allow me to confirm the stat rolls.

Been killing bosses on TheIsland and the message is always the same that appears there : 10 people and 20 tames max allowed + countdown.
So I cannot accept anything right now until I try it myself.

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3 minutes ago, Olivar said:

The message you are referring to only appears during the "boss" encounters on Ragnarok with the Lava Golem and IceQueen.
Which are different encounters than the arena fights.

 

I'll vouch for this. Only ever seen that message for those 'boss' fights on Ragnarok in youtube videos, never done  it myself. Never seen it on the 'proper' boss fights.

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3 minutes ago, Olivar said:

The message you are referring to only appears during the "boss" encounters on Ragnarok with the Lava Golem and IceQueen.
Which are different encounters than the arena fights.

I'm not aware of the modded SpyGlass.
Is this some kind of mod?
Would at least allow me to confirm the stat rolls.

Been killing bosses on TheIsland and the message is always the same that appears there : 10 people and 20 tames max allowed + countdown.
So I cannot accept anything right now until I try it myself.

The calculation occurs for the arenas. It's vaguely in the patch notes but there... Also the forums are full of threads proving the changes that were vague in the patch notes they occurred in. Try SuperSpyglass... It allows you to see all stats even wild & tamed level ups.

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Just now, HalfSlabBacon said:

The calculation occurs for the arenas. It's vaguely in the patch notes but there... Also the forums are full of threads proving the changes that were vague in the patch notes they occurred in. Try SuperSpyglass... It allows you to see all stats even wild & tamed level ups.

Alright; will give it a spin when I'm home again and see what I can find out.

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12 minutes ago, HalfSlabBacon said:

dude, you're normally pretty reasonable, so what's this?: #OfficialOrItDidntHappen

You think on my servers people get roll backs or dinos spawned in? Never! You died/failed and want a fix? Go to another server.

Disclaimer: My YouTube server I'll do it very seldomly to fix a game or mod issue and share it with viewers. This is content creation and I'm honest about it unlike many.

Ark is a numbers game... Test the numbers yourself in a properly set up SP or Dedi. If you try out someone else's ideas without testing personally and get burned, you burned yourself!

But it is boosted in some way, right? Increased breading, gathering, taming, etc. Able to do in 2 weeks what it takes me 5 to do?

What I was really referring to was the person who figured out the Theri method for bosses... spawned them in and it worked on her server so if she wants she can do it legit (but way faster than me because of boosts) and knows that her server settings support her findings. We do not yet have confirmation on official servers so are unwilling to risk it... even if it will work... because of the length of time it will take us to get there. We have a lot more at stake. It just is what it is.

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1 minute ago, NathanAndDaddy said:

But it is boosted in some way, right? Increased breading, gathering, taming, etc. Able to do in 2 weeks what it takes me 5 to do?

What I was really referring to was the person who figured out the Theri method for bosses... spawned them in and it worked on her server so if she wants she can do it legit (but way faster than me because of boosts) and knows that her server settings support her findings. We do not yet have confirmation on official servers so are unwilling to risk it... even if it will work... because of the length of time it will take us to get there. We have a lot more at steak. It just is what it is.

are you serious?
I can't believe I'm even replying to this anymore.

THE ONLY THING IS THAT WE CAN DO I FASTER DUE INCREASED EGG RATES
IT DOES NOT AFFECT THE FIGHT
IT DOES NOT AFFECT THE DINO
WE CAN RUN THEORIES AND TESTS BECAUSE OF THIS.
WE CAN CHECK WITH LESS LOSS WHETHER IT IS WORTH BREEDING 20 THERIZINOSAURS AND GO FIGHT
WE ELIMINATED THE RISK FOR YOU AND GAVE YOU A GOAL

How raptoring hard is this to understand?

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Just now, NathanAndDaddy said:

But it is boosted in some way, right? Increased breading, gathering, taming, etc. Able to do in 2 weeks what it takes me 5 to do?

What I was really referring to was the person who figured out the Theri method for bosses... spawned them in and it worked on her server so if she wants she can do it legit (but way faster than me because of boosts) and knows that her server settings support her findings. We do not yet have confirmation on official servers so are unwilling to risk it... even if it will work... because of the length of time it will take us to get there. We have a lot more at steak. It just is what it is.

Boosted rates doesn't mean less grindy or easy. You have to balance things. Small Dinos (Dilo) on my servers can one shot you in Acendent Chitin or even Journeyman Flack. Everythings more expensive so you need higher rates to balance the costs... It all boils down to how the server is set up. 

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2 minutes ago, NathanAndDaddy said:

spawned them in and it worked on her server so if she wants she can do it legit

As i mentioned before. i played way over 6k hrs on official. Killed, every Boss nerfed, buffed what ever in every way possible. They never ever were different from the ones on official settings unofficial. TRUE STORY

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5 minutes ago, TracerBee said:

Couldn't go through 9 pages of heated discussion here, would anyone be kind enough to tell me if someone has figured out how to do dragon hard/medium yet?

Has been answered a thousand times now. 1 Yuty 30 k hp 3k+ Stamina, 3-4 Daeodon 10k+ hp 150k+ Food rest Rexes 30k Hp and as much melee you can get to outDPS that raptoring retarded breath and then hope many of your tames survive.

If you only need it for the engrams, kill it on rag, easy as that

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13 minutes ago, Ugodzilla said:

Has been answered a thousand times now. 1 Yuty 30 k hp 3k+ Stamina, 3-4 Daeodon 10k+ hp 150k+ Food rest Rexes 30k Hp and as much melee you can get to outDPS that raptoring retarded breath and then hope many of your tames survive.

If you only need it for the engrams, kill it on rag, easy as that

Oh ok thanks but has anyone found a way to do it without loosing any tames? and on island?

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