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Showing results for tags 'progression'.
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Credit to someone called demon on the bug report page. They found a fix for the not saving bug in single player/ non dedicated, use admin commands accessed by turning them on in settings once loaded into your game. Press start ( 3 lines ) on controller then press select button ( 2 squares ) on controller to type your command in, type in “destroywilddinos” do it infront of a wild dinosaur to check they vanish from the game once done simply press start and exit to main menu once done your game should start saving again! It’s worked for me, it worked for demon and my friend so hopefully this helps everyone! Wildcard still need to address it as it could keep happening but for now I think this is a fix for the problem let me know!
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- fix
- singleplayer
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One of the main mechanics of the ark is progression Going through the stone tools, the metal tools, the industrial tools and finally the TEK tools and advancing from the southeastern beaches of the map to the mountains and the redwood forest to finally reach the northwest in the snow area in search of best creatures and resources But the current progression has several problems What I am looking for with this is that in any part of the map I can create a base in any part of the map so that each area has its special peculiarity and add new engrams and resources to improve the quality of life of the game The first, instead of obtaining engrams by leveling up, apart from finding it in the drops or in the stomach of some dangerous creatures, the alphas can make it in your inventory or on a workbench to make plans you only need certain requirements such as having the materials, having learned other precursor engrams Example: if you manage to tame an ankylosaurus but you are only level 15, now you simply fly, make the engram and that's it This new mechanic would encourage you to constantly explore to accelerate your progression Another big problem is the coordination of valuable resources and fauna such as obsidian, glass and of course metal, which is concentrated in the mountains, especially the snow area. Domesticating it is very difficult since all types of creatures are constantly in this fight. This is because the game is supposed to progress from the jungles and beaches in the south to the mountains and tundra in the north, leaving beach, jungle, and swamp areas empty. So to correct this, the map THE ISLAND requires a little rework 1._- I would change the location of the volcano to be more southwest, my ideal location would be Lat 60-70 Lon 50-60, while the north has the mountains, the south will have the volcano, so you would justify the warm climate of the south. 2._ The volcano, apart from its new location, would give you the ability to erupt and launch lava balls like extinction airdrops that can destroy your base anywhere and when it cools down, you can mine them and obtain metal, sulfur, obsidian and gems. 3._Extend the snow area so that the old volcano area and the FROZEN TOOTH and the sea area that is there are frozen like a glacier apart from being able to collect snow and ice and use it to refrigerate water and food in primitive refrigerators or use it to make ice cream 4._ make the rivers navigable either with a raft or sea creatures Since Ark's rivers are very shallow, this will make the sea creatures more useful and will make exploring the island easier without using flying creatures. 5.- make the beaches and coasts more dangerous and rich in resources. The sea is very dangerous because of the creatures it contains, so being there is a danger. Being close to it, the sea salt, the heat and humidity will cause the structures to degrade over time and if they resist the strong waves, they will damage the structures. nearby But with those same waves, on the coast you may find all kinds of resources such as stranded animals, oil, raw salt, sparkpowder(saltpeter) lithium (a new resource to make batteries) and sand and in the rivers something similar happens with the current bringing you small amounts of resources 6._make the plains the easy areas (to compensate for the fact that the rivers and coasts are more difficult) 7._make caves and underground rivers and cenotes under the map like a mini aberration/genesis 2 This would have 2 functions 1.-to be able to build and collect resources without interfering in the artifact caves or 2.-to be able to make incursions with marine creatures such as the mosa 3.-to be able to move quickly around the map and go out in the various cenotes 8._that the mountains suffer landslides and that they fall to the ground to be able to mine them and obtain the resources without having to climb the mountain 9._ que el pantano encuentres, perlas negras, aceite, polímero orgánico, fertilizante natural y plantas raras para hacer medicinales, para que valga la pena ir a ese peligroso lugar 10._ that the advanced plans ask you for more advanced materials instead of more material Such as gems, ceramics, alloys, polymers, synthetics, reinforced polymers other metals, obsidian, black pearls carbon and element (I will develop this new resources in another publication) I would like to know your opinion of my ideas and many thanks for reading all of that.
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Leveling System Overhaul 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? Alternative Merge Prim+ and Prime Provide configuration options for Level a dino can be tamed at Level resource can be harvested/used at
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Fridays Alpha-Dino Hunting Xp Grind
Velenfury posted a calendar event in Shadowfox's Weekend Event Grind
untilLet's Saddle Up And Take Off Across The Countryside For those in need of a team support raid-like feel I would like to support the idea of a team xp grind all the way up to level 100.-
- progression
- xpgrind
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