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Soldiercide

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About Soldiercide

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    Cloth Armor
  • Birthday March 28

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  • ARK Platforms Owned
    Xbox

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  1. Soldiercide

    suggested Center tlc things

    The rain and lightning are huge issues on this map. Additionally, there is still an issue of disappearing structures and dinos.
  2. As the title suggests, this is going to be a list of things I/we would like to see as options/functionality for hosting custom servers for console. If we can keep everything in one place, we might actually get someone's attention; so, if you have suggestions I will add them to the body of this post. I'm going to break this down categorically, so this is probably going to be a long post: Administrative Functionality Admin Listing (Nitrado is working on this, but it requires some work from WC): the ability to assign people as admins, like on PDS, rather than giving them a password Enable player list functionality outside of spectator, with one-click teleportation to active players (Ctrl+n on PC while in spectator) Admin role management: tiered role system, similar to tribe roles, where the use of specific commands can be allowed or disallowed Server statistics tracking: players/dinos killed, dinos tamed/bred, resources harvested, and so on it would be nice to table and filter this, so perhaps adding this to a separate log file would be easier server logs are purged on shutdown, so this would need to persist in order to be of any value Map overlay displaying locations of player made structures within a specific radius displayed as color-coded pins TeleportPlayerToMe/TeleportPlayerToCoords Pretty self-explanatory, but it would be nice to, at a minimum, have the ability to teleport players to admins; you know, for when they get stuck in solid objects we can't get them out of manually The second option is sort of a selfish one for me, as I'd like to have the ability to teleport griefers on my server over lava. Yes, yes I am sadistic. Admin-only structures: Many of us who run custom servers build community structures, and those structures need to be accessible by our admin teams. In order to do this, since many if not most of us do not have all of our admins in the same tribe, we are required to force join the tribes owning these structures. This creates issues which have led to randomly spawning in to being forced into a tribe we never touched, owning a tribe we never touched, the inability to rejoin our own tribes, and so on. A simple solution is to be able to designate specific structures as being 'owned' by the server admins. Cluster Functionality Toggle option for permitting the transfer of Element and Tribute items (there is no real point in having these transfers disabled on PvE clusters or custom servers) I will add more as I think of it, or as you fine folks make suggestions. 'Why don't you just make a mod?'I play the game on an Xbox, some of this actually requires WC, and there is no guarantee that console players would be able to use the mod we would spend months building. If WC wants to give us the thumbs up, we'll start learning and building immediately.
  3. Soldiercide

    guide Nitrado Expert Settings 101

    Can you post your code here, and tell me which of the .ini files you're place it in (gameusersettings/game)?
  4. The title pretty much says it all. While I understand the rationale for preventing transfers, at least where element is concerned, on official servers; those considerations really don't exist for custom servers. In fact, the inability to transfer these things around a custom PvE cluster is a major hindrance. It would be great if you could give us this QOL option for customs.
  5. Soldiercide

    guide Nitrado Expert Settings 101

    Salty is correct. We currently have no means of altering recipe output.
  6. Soldiercide

    guide Nitrado Expert Settings 101

    The XPMultiplier doesn't show up unless you've added it and modified it. Without the multiplier, it defaults to 1. If you want to manipulate the value, just add it back into the gameusersettings.ini: XPMultiplier=(whatever number you want here) The same goes for the other multipliers. Here is a complete list of the configuration options for both the gameusersettings and game.ini files: https://ark.gamepedia.com/Server_Configuration As for the command lines disappearing, are you swapping between NFD and Expert mode? Also, are you waiting the 4 minutes after clicking the save button before restarting your server?
  7. Since the harvest amount from element veins is tied directly to the harvesting rate, I attempted to level it out through the use of the following: HarvestResourceItemAmountClassMultipliers=(ClassName="PrimalItemResource_Element_C", Multiplier=0.3333333333333333) HarvestResourceItemAmountClassMultipliers=(ClassName="PrimalItemResource_ElementDust_C", Multiplier=0.3333333333333333) HarvestResourceItemAmountClassMultipliers=(ClassName="PrimalItemResource_ElementShard_C", Multiplier=0.3333333333333333) The lines for dust and shards function as expected. The line for element, however, prevents players from harvesting element from the veins. While we don't run an excessively boosted cluster, it would be nice to control what comes out of the veins in this fashion; or, with a harvesting multiplier specific to the veins.
  8. Soldiercide

    Xbox one private server question

    Unless something changed, you should be able to walk over to on ob and search in the unofficial sessions listing to find the other Xbox server. It's been awhile since I've run a dedi, but you used to be able to transfer between those that allowed transfers.
  9. I'd like to return to the ftw server to continue building please. I am sorry for not seeing everything sent at certain times I know what I said I understand you guys do it your way I have to work usually all I want to do is build I lost my wyvern from an air land glitch that took place I did not know I could jump off to avoid dinosaurs damage as this is the first legit time I am playing the game without just building in creative mode I make advanced buildings when I got it all but I am legitimately working to build on your server and I'd like to continue and just play the game. 

    1. ChiefJDUB

      ChiefJDUB

      With that whole tax thing I didn't know that was a joke until a photo was sent to me from a friendly trader after I was banned. 

  10. Soldiercide

    Epoch and Crafting Systems

    So this suggestion is two-fold, and it might a be a bigun. Epoch Leveling System There are several RTS and TBS games that use one form of Epoch system or another, and I personally think it would make the Ark experience feel much more thorough. First, we need to axe Prim+ as a total conversion and integrate those assets into the main game, eliminating any overlap. After that, Epochs are established, which will restrict player access to certain resources, tools, and structures. Each Epoch will have its own independent leveling system, where level ups will come with unlocks within that Epoch. example: Cromag Epoch 10-20 levels can harvest stone, wood, thatch, berries, fiber, and other base resources incremental access to stone tools and thatch structures isn't smart enough to tame creatures (just emerged from the cave and all that) Once the player progresses through level 10/20, they are given the option to progress to the next Epoch, and they are given a new set of levels they must progress through. The next Epoch gives them level dependent access to better tools and resources. Eventually, by way of progression through the Epoch system, they become smart enough to tame creatures, which would also be Epoch restricted, and refine resources. Certain base resources, as the player progresses, could be refined into more efficient resources: charcoal could be refined into coal, which would last longer in forges; crude oil could be the natural state of oil, which then has to be refined to be used; iron could be the natural state of metal, which has to be refined into steel to make better tools. An Epoch system like this would draw out the game experience, giving far more relevance to the early stages of the game. At this point, you progress so quickly that much of the early game is all but pointless. Epochs would make acquiring that slingshot relevant, as well as 'Jesus, I can't wait until I get the frigging boomerang!'. The Epoch system would also allow for servers based around certain Epochs, rather than base and prim+ servers. You could set a server to stop at the bronze age and so on. This would also make it so those seeking to engage in RP through this game don't have to step outside of the main game. I mean, every server needs a pizza place and juice bar, amiright? Crafting System This could actually be tied into an Epoch system (by way of resource refinement for producing more durable/damaging gear), but could also stand on its own. So, I dislike blueprints. I think the existence of blueprints detracts significantly from the game, as it doesn't take much effort to walk up to a drop and snag one. I would much prefer to see a crafting skill system, where the quality of the gear you are able to produce is tied specifically to the time you have invested in crafting the specific classes of gear. This idea would see the elimination of the static crafting skill stat, and see the implementation of a much more robust system. The system would be split into categories, and progress in each of those categories would be dependent on the player's having crafted so much gear at a specific quality. example: Primitive Saddle Crafting The player would only be able to craft primitive saddles until they have earned enough primitive saddle crafting experience. Once the player has earned sufficient experience, say after crafting 100 primitive saddles, they can level-up and begin crafting ramshackle saddles. After 200-300 ramshackle saddles, they can level-up and begin crafting apprentice saddles, and on it goes. Each class of gear would have an independent leveling system tied to it, so you would need to progress through each class of gear in order to be able to reach the pinnacle of gear crafting. This could lead to specializations inside of tribes, and would make acquiring that high-level gear much more rewarding. You could keep the blueprint system in place, because engram points and all, but tie the quality of the item crafted to the player's category-specific progress. In this way, beacons still have relevance outside of just dropping a random smattering of supplies. In reality, you could actually implement this system universally; where you could see structure durability tied to progress in crafting the various structure pieces. Maybe fridges and generators become more efficient the higher your skill is in crafting those sorts of items. So, yeah, there it is. P.S. I could develop a mod to do this, yes, but I'm a console player and would likely never get to use what it would take me several months to build. If WC wants to give me thumbs up, I'm on it.
  11. Soldiercide

    guide Nitrado Expert Settings 101

    Use the following app: https://beaconapp.cc/ and make sure you watch the Getting Started video, which will answer a number of your questions: https://beaconapp.cc/read.php/96d0efc7-2e62-4ae4-9d9b-70cc890dc98e if you need help, join the Beacon discord server, and someone there will be able to assist you: https://discordapp.com/invite/XvuZprN
  12. As the title suggests, this is going to be a list of things I/we would like to see as options/functionality for hosting custom servers for console. If we can keep everything in one place, we might actually get someone's attention; so, if you have suggestions I will add them to the body of this post. I'm going to break this down categorically, so this is probably going to be a long post: Administrative Functionality Admin Listing (Nitrado is working on this, but it requires some work from WC): the ability to assign people as admins, like on PDS, rather than giving them a password Enable player list functionality outside of spectator, with one-click teleportation to active players (Ctrl+n on PC while in spectator) Admin role management: tiered role system, similar to tribe roles, where the use of specific commands can be allowed or disallowed Server statistics tracking: players/dinos killed, dinos tamed/bred, resources harvested, and so on it would be nice to table and filter this, so perhaps adding this to a separate log file would be easier server logs are purged on shutdown, so this would need to persist in order to be of any value Map overlay displaying locations of player made structures within a specific radius displayed as color-coded pins TeleportPlayerToMe/TeleportPlayerToCoords Pretty self-explanatory, but it would be nice to, at a minimum, have the ability to teleport players to admins; you know, for when they get stuck in solid objects we can't get them out of manually The second option is sort of a selfish one for me, as I'd like to have the ability to teleport griefers on my server over lava. Yes, yes I am sadistic. Admin-only structures: Many of us who run custom servers build community structures, and those structures need to be accessible by our admin teams. In order to do this, since many if not most of us do not have all of our admins in the same tribe, we are required to force join the tribes owning these structures. This creates issues which have led to randomly spawning in to being forced into a tribe we never touched, owning a tribe we never touched, the inability to rejoin our own tribes, and so on. A simple solution is to be able to designate specific structures as being 'owned' by the server admins. Cluster Functionality Toggle option for permitting the transfer of Element and Tribute items (there is no real point in having these transfers disabled on PvE clusters or custom servers) I will add more as I think of it, or as you fine folks make suggestions. 'Why don't you just make a mod?'I play the game on an Xbox, some of this actually requires WC, and there is no guarantee that console players would be able to use the mod we would spend months building. If WC wants to give us the thumbs up, we'll start learning and building immediately.
  13. Soldiercide

    guide Nitrado Expert Settings 101

    Anything that drops meat should be dropping meat, unless whatever you're using to harvest has a full inventory. Are you seeing this across all harvesting methods, or only on specific mounts?
  14. My argument isn't that the console ecosystem is conducive to testing the content. My argument is that we didn't see significant delays until Sony was added in. I ran a PDS prior to rentable servers, and we ran all of the Holiday events. Sony came in, and we've barely seen one since. Another issue here is that they already issued a hard release date. Had they said that they were releasing it to PC first, with the specific intention of testing the content, you wouldn't be seeing the volume of angry you are now. Yes, Steam is the best option for testing in terms of stability between PC and Xbox: it's the same platform. The same is not entirely true of Sony, because it isn't the same platform as both PC and Xbox. Regardless, this is the product of poor management. My guess is that Sony wasn't ready for submission, again, and someone failed to be the clock. If PC is ready, Xbox is also ready; again, same platform.
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