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Found 47 results

  1. PS4 or xbox one is more active? I have been arked only few months ago. Now who do you think is more active xbox one or ps4 interms of server be it official or unofficial. No comparisons to PC please!
  2. PS4 and Xbox suck Ok why on consol is there no settings for these to be turned off ? I found like 10 websites saying it can be done by typing r.bloomquality 0 r.lightshafts 0 sg.groundclutterquality 0 with everyone after saying thanks it worked well it don't work what am I doing wrong even found some saying you have to put admincheat before them and or no r. I have tryed them all nada.all none gfx admin commands work for me btw just not gfx related ones
  3. Ark Valguero Primitive Plus Bushes (Xbox) Weirdly on my Valguero map whenever I play with primitive plus it seems like some of the grasses turn into grey blocks, but when I go to a Valguero without primitive plus it is fine. Restarting Ark and my console doesn’t seem to fix it. These blocks cannot be cleared up. How can I fix this?
  4. Console FOV Slider And Keyboard And Mouse Support Console Ark is fun but it could be better I think that adding keyboard and mouse support to Ark on console will improve the game and remove some clunkyness to using a controller, I also think that adding and FOV slider will also go well with keyboard and mouse support. I don't think any of these features will be hard to add and I think it will help some people out. Let me know your point of view on this topic.
  5. Keep Inventory Feature and FOV Slider for consoles You could add a feature where you could enable a option so that when you die you keep your stuff. The reason i'm suggesting this is because when i'm on a flyer and my game crashes i die when i load back in and cant get my stuff back. Also i would like to see a FOV slider on consoles cause if you use the fov command the spyglass is super zoomed out.
  6. Offline Turret Damage and Structure Resistance Buffs for Server Config(Console) I am aware there is an Offline Turret buff and structure resistance buff mod that's popular on pc but unfortunately console does not receive mod support. The purpose of this implementation is to promote online raiding. The offline buffs would deter players from raiding offline but it does not make the task impossible, just more lengthy and difficult. Have it appear in the server config for example as: ?PreventOfflineMultipliers=True/False ?OfflineMultipliersInterval=<value> OfflineTurretDamageMultiplier=<value> OfflineStructureResistanceMulitiplier=<value> These codes were created in a similar structure to other codes already made available in the serverconfig. I know the several hundred players(w/ school or work) who would benefit from this feature knowing they can still offline. Even if the player(s) in the tribe getting raided decide to ragequit they still know they will get wiped one way or another unless the raiders give up. This, in turn, will force players of the defending side to play defense. If you like the idea please upvote and share. Thank You!
  7. modded menu for console or play as dino added to console ARK ok, so i decided to make a thread, i am not gonna be negative or anything, just suggest and hope people up vote, so people like @SaltyMonkey and @Aylana314159 cant come and say no and stop complaining. so i know there wont be many console players on hear as most people probably use a laptop or PC when on survive the ark. a modded menu for console would be great, i dont want all of the mods PC ark has only the good ones, like, S+, castles and keeps, Jurassic ark, play as Dino, crystal isles and other popular maps. if mods can not and i mean CAN NOT be added, not just half attempts at trying to add mods, i mean a real attempt and it cant be done then plz add play as Dino to the core game, like prim+ just a free addition to the game. even those of who dont play console plz up-vote this as it can really improve console ark for us players who play it. and dont just talk on here to be negative, this has no negative consequences to ark if they do this.
  8. Re: Triangle Roof/Ceiling Snap Points [Console] Okay, so I am struggling to complete my roof, and am appealing to the masses for possible suggestions or workarounds. I've illustrated the problems I've encountered in the images included below: https://ibb.co/m59qg2c - This is simply my floor design, for context. I am trying to have a sloped triangle roof sectioned by normal sloped roofs, but didnt even get that far due to the issues below https://ibb.co/D8RWGR0 - This is the first problem I encountered, when building as one would naturally from the ground up. As you can see, there is no snap point to attach a Triangle Ceiling to a Triangle Roof https://ibb.co/wcxxs6S - And this is the second roadblock, when I attempted to cheese the design by building downward from the top. Here, the Triangle Roof has no available "downward" postion, even when cycling through all available snap points and rotations, something I have only encountered when building down from the top like this. So, I will run into one of these problems regardless of whether I start from the bottom or top. I'm hoping one of you veterans will be able to offer up a solution! It is so irritating to have these pieces in the game and for them to not work in conjunction with one another. Originally, I had tried to build my sloped roof up and inward from the outer edge, but quickly found out that there is a sizeable gap between the Sloped Triangles and where they should intersect with the wall I have acting as a central support. I can include a picture of this as well if needed, but I assume that a snap-point trick is more likely than WC changing the model/orientation for these triangles
  9. Expanding Server Settings: Engrams Hello Everyone, I have posted this suggestion in the past as a link to others that it may work well with, and attempted to post it as one point as its own suggestion, but it was somehow linked under another. It was similar to the first, but goes into different details and has a few steps added that the one it was added to did not. The idea behind it, is to somehow be able to incorporate different mod engram sets without breaking the official-core gameplay. Essentially, opening up customization for unofficial, dedicated, and single player games/servers while allowing those who play on official servers the ability to continue doing so. First Part; Adding/Expanding the Engram Menu to all server setup varieties. Second Part: Adding Engram Selection Check Boxes. The idea is to make it so that when you open the engram menu or tab, you are give a few options as to which engrams you are going to allow access to your server/game. Those which are not selected would remain hidden. Examples: On a new Tab or Menu: (1) Select the starting engram set(s): The first set would be to choose which engram set you wish to build on, either official or primitive engrams. Both could be selected if the host wished, but the minimum would be one or the other. I arranged it this way so that those that wished to play as either one or the other could do so. This way both parties can remain pure to their style of gameplay if they wish. Official Gameplay Engrams Primitive Plus Gameplay Engrams (2) Select the add on engram set(s): Of those below, we have parts of one, but the rest is currently only available through PC mods. In the case of this suggestion, they are simply being used as an example as to how it would read. If used, those in this portion of the page would be optional. They could select all, a few, or none at all. Also, the engram sets listed could be added to or removed from as new mods approved for console use are added to the game. If this list were to grow, a limiter may be applied as to how many engrams can be used in game or how many sets could be selected. S+ Mod Engrams Automated Ark Mod Engrams Advanced Architecture Mod Engrams Armored Storage Stands Castle, Keeps, and Forts Medieval Architecture (3) Remove the following engram set(s): This is yet another example set. None are in game as of yet. It would simply add an additional function to help clean up the engrams previously listed. For example, for those that have their games set up where creatures cannot be ridden, hiding all the saddle engrams would clean up their engram screens. Hide all Saddle Engrams Hide all Tek Engrams Hide all Metal Structure Engrams (4) Removed Selected Engrams: Each individual engram from the sets selected for (1) and (2) above would show and could be checked on or off as preferred by the host.This would allow the host to remove engrams individually from the engram sets selected. For example, if they wanted S+ engrams, but didn't want the nanny to be able to be used in game, they could then hide it at this point so it would not show as an engram one could learn Reworking the menu to resemble this setup would be easy to navigate, easy to add new mod engrams sets - without breaking official gameplay as they are all optional - and give the unofficial, dedicated, and single players a way to experience the mods without a full course mod menu. Now one of the issues that could be seen is the additional resources that many mods add to the game. This could be addressed a few ways; Items used in the mods would have the recipes adjusted to use standard or primitive plus resources. Items used in the mods would be added to the game only if the mod is selected and the engrams therefore activated. As a console player who codes, admins, and plays on an unofficial server, I believe that adding something like this would give those in my situation more opportunity to customize our servers, include additional mods in the future- should ark wish to do so, and allow those who prefer to stay true to either the standard or primitive plus elements of the game to do so. It would also, by including the elements from both game modes, be a way to allow them to update together, but played separately so that if anything breaks the game, it does for both and as such will be fixed for both. It is my hope is that working it as described, all parties will be able to continue to play as they wish and those that wish for more, could have it without breaking the game for someone else. *An additional note to the inclusion of the primitive plus gameplay to the standard code set - I read somewhere that a primitive plus server that had been running for some time at one point had been accidental switched to standard gameplay. In doing so, the only things that were lost to the server were the primitive plus items. So creatures and items that were standard to both types remained. It was switched back, and rolled back and everything returned. Now my purpose of this retelling however, is to point out that it may be possible to change primitive plus servers to standard servers, allowing players to keep their mounts and anything created using standard items. It is not the best scenario where everything is kept, but it does allow players who have been strict primitive plus players to keep a portion of what they have created over the years and would require only the rebuilding or crafting of anything lost. Again - not the best scenario, but perhaps better than loosing everything? The last thing I want to do is have those who have worked for years on what they have to lose everything. And if this helps as all, it may be worth it. Now I am a firm believer that no idea is perfect and can please everyone. And that belief is strong with Ark. We all play different and therefore, see each suggestion and idea differently as well. So if you have an questions, concerns, suggestions, or perspective on this suggestion - please let me know. And for those of you who have taken the time to read over this - it is rather long. Thank you.
  10. Wyvern, Rock Drake and other Nests It would be great if we could add nests to be signed on our in official servers. We play on Ragnarok and would like to add Rock Drake nests to the server as one of our custom spawns but at the moment can't. We fear we will have the same problem with this new DEINONYCHUS!
  11. Implement S+ Items into Regular Arking I am a console player of ARK who plays on a private server with adjusted rates etc and I do believe that the game could benefit of having a number of the S+ items integrated into this.. for example, Hatchery, Nanny, Domesticated Beehive, Gardener, Farmer, Item Collector and Crafting Stations to name a few. These would be quality of life improvements for console players for example who enjoy breeding to get mutations but do not always have the time of day to sit around at base collecting eggs. In addition to this, I do believe that the game could also benefit from having the Pulling System commonly seen on PC's implemented across the board.
  12. Is there any chance of clasic pvp coming to xbox? Pretty much the title, ive had conflicting answers on it. Is there any chance of classic pvp servers coming to console/xbox?
  13. mod menu + modded server selection, ETC this is a simple suggestion for console ark ark on console is a little dry when comparing it to the pc where it has a large mod community , if wildcard is able to add a mod area and a place to switch servers to modded servers it would add alot of content to the game and bring back alot of old players and keep players interested for alot longer, just like in games such as skyrim, fallout, etc we should be able to download mods and be able to play how we want, modded servers option: if we had an option to switch from dedicated servers to modded servers and people had the option to go and download the server specific mods to play it would bring alot of diversity and creativity to the console version of the game. etc: a little thing that would go a long way in the console version of the game would be if a admin command menu was added so we don't have to search the command every time to be able to use them as that takes alot of time out of our play time
  14. Primitive + on Xbox Why is the reason that on xbox prim+ servers they are all NA servers... why not share the love and bring out at least 1 server on each map for EU. Currently only 1 EU server exists and that's a ragnarok the rest all NA I dont get why. You will probably find others will give this mode a try if theres a fair amount of servers allocated to EU.
  15. Manually turn On/Off Events on Console I think console singleplayer should get the ability to turn on events like Easter, Winter Wonderland ect whenever we want to play with the event. You are able to activate it on PC and I think it would be a great addition to the console versions to be able to replay past events and see all the colourful dinosaurs roaming the Ark.
  16. Fix lag/game crash on console Whenever I play the island or one of the other maps (mostly extinction currently) my game always lags and/or crashes. The game doesn't load the frame rates which causes everything to look distorted and the features are nothing more than smooth blocks. The game won't load dinos, trees, buildings, rocks or anything else. I have to end up quitting out and going back to my dash board and them re logging in. It'd be great if the issues would get fixed.
  17. C0nan

    pve Funny Emotes

    When messing around with my tribemates a like to taunt them, turkey emote them, snowball throw, etc. Still I feel some better emotes could be added to the game for more fun interacting with other players. I do the same when I’m visiting other servers and find a person on the obelisk while we both wait for transfer timer and we start jumping, up and down doing push-ups, punching stupidly in the air, etc. Just some cool ones could be really fun.
  18. 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)
  19. I'm going to suggest something controversial here; mainly because the end result is going to slow down the update cycle a bit for console. I think it would be a good idea to implement a PTR for consoles. While I understand you folks tend to use PC as your test-bed, there seems to be a tendency for things to sneak through into the console version of the game. Having a PTR would both expand your testing base and increase the potential for finding bugs that in some instances have broken large chunks of the game. If you have thousands of us trying to break your updates; well, you're more likely to find that which shouldn't be pushed through. Yes, this is going to widen the gap between console and PC updates. Yes, people are going to get huffy because 'ugh, why do I have to wait so long?'. These are the same people who are going to complain when something breaks following an update, because they don't understand you have a small team and not thousands of people. At the end of the day, the fallout is likely to be less severe than if you push something that breaks drops, kibble, or any other major game element. This idea isn't unprecedented, as it was done for Battlefield 4; I still have the PTR on my external. Control access to the PTR via code, or don't control it at all, and give us two weeks with any candidate. We'll mash the buttons and find what's broken. You fix it, and you guys send a working build out into the wild. Maybe this is a suggestion a bit too late in coming for Ark, but given the magnitude of this game I think it would be a wise move for any other similar games you develop; you know, like Ark 2.
  20. We need a modo menú on PlayStation and Xbox. We olly hace Primitive + but de need Mods like Capitalism(Glorycoins)
  21. When Tek Rex's where released and the announcement of the archaeology event, In the trailer, when we see baby Tek Rex's, we see an adult Tek Rex carrying a dead raptor in its jaws as it approaches 2 baby Tek Rex's (approaching from screen left) This has been a feature on PC since that update, consoles, namely Xbox for certain (the platform I play on) does not have this function bound to any key on the controller. Would love to see this function male its way to consoles
  22. On console edition add a stack size setting/slider for single player world's so we can have bigger stacks
  23. Dear Wildcard, I am personally glad to see that unlike most AAA game companies, you decided to keep improving on your game even after creating all the content for your game. The S+ integration is a great start and I can’t wait for the kibble rework (because it’s definitely needed for breeding); however, there are a few things with the game that I wanted to address because they are severely punishing (even more than the game intends to be) and cause serious technical issues when it comes to gameplay. Some of these are issues in game, and others for other server administrators like myself. Server-wise, there are several issues that I feel need to be addresses if the idea of tuning is involved: Server Start Time: The server starting time is dismal to say the least. I start up a server on another computer than the one that I am currently playing, and it can take at best 15 minutes to even start up. (and that’s on a good day) Now I understand that the software was meant to run 24/7, but that shouldn’t be the only way that it can be used. There are many people who have lower tier computers and either can’t run ark on its own or they can’t run it with multiple people playing at the same time. It shouldn’t be a requirement for every server to run windows and a solid-state drive on them. I have few ideas for solutions for this problem, but one might be to make a command line option for a non-dedicated server vs a dedicated server. That way it can set itself up to start up and shutdown on a whim. This way the original way could stay The Server settings: some settings are easy to understand, but several settings have issues when it comes to measurements. For example: “StructurePreventResourseRadiusMultiplier=1.000”, ok so what’s the distance at 1? How can I know the exact radius that resources won’t respawn? How many foundations? The wiki doesn’t say, and I have no idea where to go to find out. One of my biggest nightmares when tweaking my server was bUseSinglePlayerSettings because I wanted to take the settings on my singleplayer and take it to my server because the balance in my singleplayer worked. The only problem is that 2.00 xpmultiplier on singleplayer is nothing close to 2.00 xpmultiplier on a server. I’ve done lots of testing to see how close I can get, but I still have no idea the effect of singleplayersettings since it doesn’t affect every stat equally (I don’t even know all the stats it DOES effect). My suggestion for solving this is at a minimum, to do better documentation on all the server settings on ark, especially on its units of measurement. One of the best examples that I can think of on the wiki is the documentation on getting the max level of dinos using DifficultyOffset and OverrideOfficialDifficulty (which in of itself is over complicated). At a maximum to remove the issue entirely may be to redo all the server settings and give them proper and simplistic measurements. Instead of having the difficultyOffset, just have a maxWildDino variable that can be set to the exact max level that wild animals can spawn at (though that is more theoretical since the offset is used for settings other than max wild levels). Lack of Server Input: Though I may get some of this thought from Minecraft’s server design, I still believe that this is a beneficial and important model in a server. To be more precise, there is no logging from the server at all. You would think that it would be important to be able to see if any major changes were to happen in the game, you would think that the server admin should be able to see it as soon as possible. Especially for the events that shouldn’t happen. I dabble with cybersecurity, and I can see this being a significant issue tackling a player who tries to break into my network. When penetrating a network or a computer, the best place to look is the applications running. Worst case scenario, I could look at someone hacking my entire network through an exploit in your server software, and I would have no warning to that what so ever. If I had a whitelist and someone managed to find a bug to get past that and enter the game, the server would never tell me this, and I would have no idea that they had existed. (besides looking in player save folder if I was somehow expecting it.) The solution that I would request is for the server to log everything, from who enters/leaves the server, to what console commands are run. I would probably even ask for the global broadcasts too, like when a player/tame dies. This would significantly help me in monitoring my system and my server. While on this topic as well, I would also ask for a way to input into an ark server (again, a lot of similarities to a Minecraft servers design), specifically for commands and broadcasts. This would allow for broadcasting to players if the server will shutdown soon, or admins can put in a command like changing day, etc. without ever entering the game. I do not believe either of these would be hard, since after all you already have a functioning global broadcasting system that you can output to terminal, and you already have webhooks which function almost the exact same way. Now that I’ve gone over all the issues serverside, I thought that I’d address some issues in game. Dinos starving while offline: this feels like a problem that should have been solved ages ago. The problem where dinosaurs continue to starve, even when no one in their tribe is online at the current moment. You have a plausible solution due to the fact that you have offline protection, so that people can’t raid while its tribe members are offline, so I see no reason why that same protection system can’t also make it impossible for creatures to starve while no one in the tribe is online. I and many others love your game, but we have lives outside of this game that we have to attend to. We can’t be online all the time to maintain food for our dinos at all times of the day. Some people may go on vacation and return to find all their animals had starved to death, which is cruel to say the least. I know that this is more or less a system for those who do not return back after one large session (though you already have a system that deals with that), but at least give us a setting in the server configs to implement it or not. I host my own server and I do not let it go 24 hours because I know that due to our schedules, all our animals would have starved by the time that we got back online. This I would say is one of the highest yet simplest priorities to this game because this could easily make or break a game. A player could spend a long time taming animals and caring for them, but if they have to leave for a time and come back to all of their progress lost, no one in their right minds is going to do that again, or even start it in the first place if that is the end result. If you could do only one of these things (which would make me sad) I would say this is the most important thing to change. Kibbles for Aberration and other animals: I am personally in love with the breeding update you did for all of ark after how extinction worked amazingly with the new system, but you did not convert all the creatures over to the new kibble system. I do not know whether you have fixed that yet or if you even have plans to. Please, fix the kibble rework for all of the creatures. Not just island, scorched earth, and extinction. With the current state, it makes it impossible (and I mean impossible) to imprint on aberration creatures without the use of spawn commands as the old kibbles cannot be made anymore. Due to the fact that even the old kibbles have a tier glow, even the aberration kibbles have a tier glow, this should not be a hard task to implement at all. Nothing new has to be created or organized, it’s just a small menial task to do to finish them all up. Please fix them. Option to learn everything: I am not going to lie, I love the engram system that you guys got. It makes me have to pick and choose what I need for survival. Later on, I can lose everything that I’ve learned and learn new stuff that I need and lose the stuff that I no longer need. It also helps when you are in a tribe and people can coordinate what people can craft. But what if you are alone, and the choice is too hard? Would it be simple to add an option in the configs so that you unlock every engram that’s up to your level? Basically, throwing out the engram point system so that you get everything at a certain level. This sounds like a small change that doesn’t require too much code. Survival resource respawns: This is quite a serious problem for people in singleplayer. When you go to an area on the map that is teeming with resources to mine it up. You can go back to it later one to find out that nothing is back. After some research, it seems its because each resource node has an internal timer before respawning. The problem is that the timer stops when the area is unloaded. Normally on 24/7 servers, the respawn time is several hours, and 24/7 servers don’t deal with the tether radius of singleplayer, which means that this issue doesn’t easily pop up. The way that I would try to fix this is by having each resource use the computers clock to figure out its respawn time. Meaning once the resource is within loading range, if it’s the same time or later as the clock mark for the node, it’ll respawn. This means that resources can properly respawn in singleplayer without the need of cheats or living really close to the nodes to keep them loaded. Some paints are ineffective on creatures: painting is a part of this game that really helps to create individualism. There are many colors that looks good on both creatures and buildings. The problem is that some of those colors don’t really show on creatures. Some of these colors include both black and white. Any dark color struggles to be noticeable on any creature of any color. From what I can tell, your team uses either a screen or multiply (I am going for screen) on our paint layers. This can make many dyes pop out, as long as they’re bright, but make many darker dyes incredibly difficult to see on the skin. Part of the problem is because most skins are of a light color, making a dark color overlay very ineffective. The solution I would give is one of two things: 1. Give us a 2nd set of dyes that are more like paint than dye, remove the overlay on these paints and make it so that these colors override the colors on the island. If I dye an animal with red paint, they should be outright red with no mixing at all (multiply might be a good way of keeping animal details while outright painting an animal). Keep the dyes in the game so that people can play and mix using the two colorings to make really cool designs. 2. Make the creatures skin and paint on the same level. If you had an entirely white model canvas (with its creases and edges of course) and then make their natural color overlay on that, then when someone paints an animal, it overlays on the white base rather than the animals natural color. This isn’t a full solution since not all colors apply as well as their brighter variants, even on white. Better access to costumes: the costumes are nice in this game. I even like how you get them based off exploring or taking down a boss. My only problem is when I die. I like having an organized inventory with little spaces taken but adding in the costumes destroys that organization whenever I die. It also doesn’t help that if I wanted to get a skin at some point, I had to die to get it. And if I wanted multiples of the same costume, more deaths to get it. It would honestly make the use easier and more practical if they were just craft able. Either make them seriously cheap (1 thatch/fiber) or this could be an opportunity to be creative with skins. Make the bionic costumes take metal and circuits, the cowboy hats take hide and fiber, etc. Thatch version of S+ buildings: you have S+ buildings added through the beta, but I noticed that you added variants for everything except thatch level buildings. Not many people may use it, but someone (like me) will. Other options for oxygen underwater: I know that we have the option to either level up, have a Diplocaulus, or get an oxygen tank, but I would like multiple options. This may be asking for much, but maybe some small things, like a shoulder mount that can provide oxygen (I wish that I could give an animal that could fit that role, maybe later with more research). That way you can still mount a large animal like Megalodon while having your organic oxygen tank. Like how Otters are an alternative to warm clothes, and Bulbdogs are an alternative to torches, maybe we could have an alternative shoulder pet for oxygen tanks. Or maybe even, if we could have an item that holds oxygen. Similar to a canteen, but instead of water, it can hold oxygen. One dose and it gives 100 oxygen. This may be asking for much to already a lot of options, but its stuff to think of. (Especially if you ever want to consider a map that’s underwater featuring more aquatic animals) That is the majority of what I see this game has problems with. This list is not to say that the game sucks and is totally broken. The fact that I am writing about this says that it’s a great game that has great promise and is worth improving in as many ways as possible. And although some of these changes seem small in comparison to many other things in the game, sometimes it’s the small things that matter most, as they make the small but noticeable difference that make people feel the most enjoyment. Thank you for reading my list of suggestions, and if you do plan to implement them, I wait for the exciting day to play them. (In case for anyone else reading this, this was made in an email format)
  24. The Save Our Eyes Suggestion I am going to keep it simple and easy to understand. First off this suggestion is in regards to Ark on PS4, although it could extend to other console platforms. My knowledge and experience only pertains to the ps4. The Issue? The ridiculous bloom and light intensity. Specifically on Aberration where navigating the Element Zone is unbearable. There are days where my eyes are literally suffering physical symptoms such as popped blood vessels and obvious irritation due to this games bloom settings. Not to mention the fact that the ability to change this setting is a feature that has been lacking on PS4. Terminology: What is bloom for those of you who do not know? It is the extreme glowing effect seen when you look at bright lights in Ark survival evolved. It renders practically all of your screen unable to be seen as if a bright light is in your eyes. A real life example of this would be trying to look directly at the sun(which might I add is not a healthy thing to do for fun). History: The start of the problem I hope I am not the only one who remembers the early days of Ark ps4. Where there was a screen tear and blinding light so bright, and so horrifying, that everyone playing Ark survival evolved on ps4 would have a popped blood vessel in the same eye. It was almost like a badge of honor for a true survivor. The Working Solution that was found There was a solution found by players on console where you could type in commands in single player utilizing admin commands, and once successfully done you would be able to log back into any server and the settings would be maintained. This came at the inconvenience of having to re-enter the commands every time you closed the application and returned for another play session. Lets just say this solution gets a 0/10 on aberration where blue screens are a common occurrence. How did we get where we are now? At some point it was confirmed that the ability to use those commands had been altered, thus the previous solution was made ineffective at solving the problem. Now we are currently trudging through extremely saturated glow effects, blinding light shafts, and other effects that I may not even know of due to my lack of expertise in how these game effects are taking place. Current Solution? As far as I am aware, there is no slider for these effects, and there is no working solution to the problem from the player's perspective. However, there are a few things worth mentioning here: Gamma Correction Many of you may have thought changing your gamma would suffice. Unfortunately all this does is reduce the brightness of the glow and lights. This is helpful at making the experience of Ark easier on your eyes and comes with it the benefits of reducing eye irritation. Unfortunately it also makes it even harder to see where you are going by reducing the amount of "light" entering your characters "eyes" , so to speak, as well as doing nothing to change the area in your vision being obstructed by glow or light shaft mechanics. .ini settings There is a way to add .ini settings into a server and disable or reduce the quality of these settings. However, through personal experience with this issue I have found it unreliable at best. Typically this requires server restarts while characters are on the server being restarted. Sometimes the changes will take effect and the game will be completely playable. Other times nothing changes. The times when the changes occur may not even be affected by changing the .ini settings and restarted but some other mystery altogether. This solution seems fine until you consider that only a server admin could implement such a thing. A player would not have such a solution to utilize without hosting their own server or having a server admin figure out how to introduce .ini settings. THE SUGGESTION? @StudioWildcardPlease either disable the bloom quality and light shafts across the entire ps4 platform or finally make the addition of a player control option to permanently change these features. This problem is a matter of both lower quality gaming experience as well as real world health implications. Obviously there are many other solutions to reach the desired outcome of being able to see in the direction of light objects without causing physical harm to our eyes or being unable to navigate within the game. As far as utilizing glow in pvp and pve balance, which is the only argument I can see as to why the feature shouldn't be disabled or controlled by individuals, as cool as using the sun at your back during a huge battle charge sounds, I think there should come a point when the realism within the game has gone too far. Bloom and light intensity has gone too far. Special Thanks! Thanks go out to all the people out there who helped spread information on this subject! All information gathered for this suggestion was found on various Forum searches and YouTube Videos on the subject, or otherwise through personal experience playing Ark Survival Evolved since December 2016. One Final Note While the major issue that destroys our gaming experience is the blinding lights from the glow effect and the light shafts, another major concern of mine and many others is just simple ability to alter graphic settings. These, as well as many others, are some of the major graphic settings that could easily reduce massive lag spikes, blue screens, and various other issues that plague survivors on the console Arks: -Ground clutter quality -Shadow Quality -Reflection Quality -texture quality -view distance quality -Effects Quality AND MANY MORE!
  25. Okay so hear me out, We all love ARK and crave more content, new dinos, new adventures, and challenges. My lil 2 cents to add to this suggestion would be gene splicing/ DNA manipulation/ hybrid tames. So what do I mean by this exactly? Well the ARK's and ob's hold immense power, along with all the Tek we have come to know and love. We also know there there is an actual story behind ARK and all of its inhabitants. So much still shrouded in mystery, and quite frankly leaving a HUGE opportunity to implement some kind of technology to alter the preexisting creatures of ARK. With all that technology and advancement to produce life that was otherwise thought impossible, why wouldn't it be able to further advance and alter the very same life it has constructed? In the ARK lore Helena has said that the ARK's have produced these creatures in a way that is not natural in more than one way. I would like to push this narrative a bit further. What I had in mind was a quite large comprehensive idea. Adding an all new tier of Tek perhaps as well as a new take on taming/ breeding. Through this we could create all NEW species on ARK, and open up endless possibilities. Some aspects of the splicing could be mostly cosmetic, making a creature bigger than they normally are, to maybe having features of two different creatures entirely. Other options could be stats, or abilities. For example, maybe I want a beast that can concur the depths of ARK's oceans, but just can't seem to part with my giant land kitty. So I splice genes from an aquatic creature with a thylaco hoping to achieve a mass boost to oxygen stats, or even a possibility for a water breathing ability. Maybe I'm feeling a bit goofy and want to have my Rex spit like a dilophosaurus? (Okay maybe thats a bit TOO silly, but I would LOVE to see outrageous outcomes, perhaps silly outcomes are considered flops. Whereas the actual intended outcomes could be more serious? So much could be left as an OPTION as well. If a player doesn't want a certain aspect make a checkbox to turn it off.) An even BIGGER step would be to actually find dinos in the wild that are hybrids the ARK has made. Perhaps make them more of a rarity of course, leaving the player to their own new branch of Tek gear to explore the possibilities in full for themselves. This may seem like a goofy or too ambitious jump for what ARK's initial aim was for. However I would love to dive head first into this idea with more careful thought and with the help of other creative minds on how to bring it to life, as well as balance it. Thank you for reading, as well as your consideration! ARK is a passion for me, I've waited my ENTIRE life for THIS GAME. Much love
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