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Showing results for tags 'singleplayer'.
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Tried official and unofficial both give me a black screen after choose spawn location. After the 2 intro videos( Helena and bobs tales) I get a black screen with light scratchy building in the distance. Nothing has worked. Updating drivers, verifying files, even a ASA clean install. Nothing worked. PLEASE FIX if anyone has any advice I would be so grateful
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Among a slew of typical complaints that are all very valid, especially the current pay to win aspect of the game, this product is barely functional. I own BTT, I purchased mods, I want Ark to succeed, but I'm only going to give an addict so much money for rehab when they walk 5 feet away and go on a bender instead every single time. Fortitude is completely broken. After many tests on my single player, jumping off of things, poisoning myself, and visiting various different Temps while checking the base level changes and changes with basic cloth armor: nothing, no difference in any regard to any mitigation between 2 and 120. The only thing that made a difference was the armor. (Including hugging scorpions) All of everyone's high level tames on our unofficial nitrado server have ceased to exist. Maxed out tames with weeks of breeding and mutations just gone. We were not able to retrieve them, they don't even show in the log and we can't find any info on what happened from you guys. We suspect you implemented a level cap of some sort and just didn't properly (or at all) warn your customers that you would be reposessing these assets. Time is money, and you have stolen time from a lot of people, and by doing so impo have stolen those individuals money. Since ab launched our center server runs like cold garbage. Lag is almost unbearable, and I don't want to hear any "ermergerd settings" boot lickers. Other games have been doing all the thing ark has for like a decade now and they can manage. Eso is arguably larger all the time, and have a massive amount of ability effects, lighting, etc. And they don't perform this poorly without a huge acknowledgement of short comings. I have to put a console command in to politely ask ark to load all the textures every time I load in to anything I play. Not just mods, base game and BTT items, sometimes even the trees, rocks, maps don't even load textures. I'm on an X, I did the things to supposedly fix performance and other than making the product look terrible nothing makes a real difference. Aberration is eye watering levels of bright in your "improved lighting" and I can't reduce my brightness any lower. I'm just weaving around light patches like they are physical obstacles. (Using night mode on xbox helps, but again why?would?anyone?need?to?do?this?) As someone with access to BTT that gene gun should not exist. I cannot even imagine what official server peeps are going through. I have to interact with 4 trusted individuals and that's basically the only way something like this would be okay impo. Or solo. It should be a free mod made by a fan who wanted to have the ability to tinker. This is not passive, the dinos have a hidden Stat that will have an effect on that dino that some people can't see unless they pay $30 for it. This cannot be overcome with skill, hours, or any conventional means. It is not a creature that can be blocked via mods (yet...hopefully). It is pay to win through and through, to its core. (I will read any comment alleging that "it sucks to be poor haha" as "I have no skills and thus must pay for all of my achievements like a nepo baby"). Again, I love ark, I want this game to succeed, I want to play ark 2. If the performance of this game is not acknowledged by years end with a comprehensive plan and road map to fix the problems and clear client/business communications, I will be treating this like any other business that woefully under performs and wastes my investments in this economy. Tldr: I'm not giving ark any more money until they stop spending it like Tony Montana, and start investing it into fixing this game.
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- fixyourgame
- brokengame
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Force Tek Cave to remain loaded in singleplayer while the door is open
TacticianLyra posted a suggestion in Game Suggestions
One of the biggest challenges of the tek cave is the cave itself, particularly when trying to get all of your tames inside before the door closes. Oftentimes, even with the conga line method, things like rexes will get piled up against the wall instead of going through the door, which means you have to go outside from the cave to manually move them...at risk of going too far, causing the cave to unload, and send what tames you have inside plummeting through the floor. If the tek cave remains loaded while the door is open, this problem is avoided.-
- tek cave
- singleplayer
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As a long-time player of ARK, I've poured a significant amount of time into both ASE and, now that it has become more stable on my PC, ASA. While my free-time has not changed in terms of how much I have, what has changed is the quality of the time I choose to spend. For example, ASA would CTD within an hour of me starting to play... That did not help as after an hour I'm normally "getting into the groove". I prefer a "vanilla" experience, as in some cases in ASE mods that I found I liked, or sometimes even relied on, either stopped being actively developed, or the modder would change integral parts of their mod I particularly liked and I'd either have to stop using that mod, or couldn't use the mod for the reasons I started using it. But I would use those mods where I saw a need to improve the use of my time in ARK (less time spent on base healing dinos and raising babies and more time exploring, resource gathering, caving for artifacts and higher-end BPs and fighting bosses for Element - the "fun stuff"). To that end, I've found myself wanting particular things, or wishing they'd add things to ASA that weren't/aren't there in ASE (seeing as we have a DLC pack now, perhaps it could be added to that over the base game - to keep the "core experience" as is if people do not wish to buy the DLC to keep their experience 'pure' - or to incentivise buying the DLC): (These are, for the most part, REQUESTS/SUGGESTIONS aimed at QoL improvement) 1. Out-of-Combat healing - A food item that can be used on any dino (carnivore or herbivore - or an item for each type) that heals it for a % of its health, in a manner that is far less button-holding-intensive that force-feeding a Rex, and less resource intensive than Veggie Cakes, but unable to be used in combat. This alone equates to a large amount of time - healing up dinos after a boss fight. You could argue that this would unbalance PvP, however the approach for that is quite simple: make it less effective in PvP compared to PvE/SP to the point where, while it is still viable, it does not impact the general "balance" of PvP (e.g. If it does 10% healing in PvE/SP, it only does 2% in PvP - numbers are for effect only, but they do seem reasonable). This also does not take away from the importance or significance of the Daeodon, as the Daeodon can still heal in combat. The effectiveness could be editable via a Slider (SP/non-dedicated) and/or ini line. 1a. Out-of-Combat healing (Endgame) - With endgame/Tek, the food item could be replaced with a Tek device that emits a healing pulse over an AoE, fuelled by Element - with the Element drain-rate being tied directly to the amount of damage it is healing per pulse (in essence, out-of-combat Daeodon healing but a Tek device using Element) so if it's healing only 1000HP of damage, it uses 1 Element per pulse (as an example), however if it's healing 1,000,000 (combined) HP it might use an entire Element stack per pulse. The effectiveness could be editable via a Slider (SP/non-dedicated) and/or ini line. 2. Breeding manipulation (Endgame "Gene Resequencer") - A Tek device and/or improvement to the Incubator (either the Tek device combines the abilities of an incubator, or is used alongside - but for one egg at a time, as an egg-sample... 😛) that allows the player to select stats and colours (based off parents) of a baby prior to hatching/birth. Obviously selecting stats would unbalance PvP, so the device (in PvP) would not have that function. The device would not be able to improve stats in any way but, at the cost of Element Dust (the dust, as a medium, in finer than Shards and allows the dust to be injected into the embryo), in PvE and SP would enable the player to pick the best stats (with cost increasing per positive stat selected) and colour of the offspring - ensuring the baby you're going to raise is as good as you want it to be, or at the very least the actual colours you wanted. This, from a QoL perspective, saves an inordinate amount of "down time" - you're in game, but you're not really playing... At an added Dust cost, you can introduce colours that are not applied to the parents (say both parents are Black and Grey, you can change the colours to Purple and Green for the offspring but it will cost a sizeable amount more Element Dust). The costs could be editable via a Slider (SP/non-dedicated) and/or ini line. 3. Tek 'Shield Trap' - The Tek Shield Trap is essentially a Tek Bear-Trap that can hold dinos of any size in place, for twice the time of bear traps - however the trap must be 'loaded' with Element first (an Element stack will hold Giga-sized creatures, with the field being less effective/unable to hold larger creatures with less Element supplied). It projects a 'reverse shield' or 'one way force field' - those inside it cannot get out, but those outside can walk, or fire, through. Single-time use but it can be picked up, if the trap is not sprung. Because it's Tek, it has IFF (i.e. it won't trap a friendly, and will allow them to pass through the shield, even from the inside). The enemy/non-aligned units caught inside the Shield Trap receive a 'Tagged' debuff that enables Tek Tranquiliser turrets to target them (they won't fire on anything that does not have the 'Tagged' debuff). Having it function only when loaded with Element ensures it can't be "cheesed" in PvP - however setting a well-coordinated ambush is still very much on the cards. The effectiveness could be editable via a Slider (SP/non-dedicated) and/or ini line - filtering out anything above or below a particular drag weight, useful for unofficial servers. 3a. Dedicated Tek-Tranquiliser 'Pacifier' turret - Intended for use alongside the Tek Shield Trap, is the Tek Tranquiliser Turret (potentially called 'Tek Pacifier' turret) and the Tek Tranquiliser Rifle (TTR). The turret, using either Element Shards like the Tek Bow, or using Darts/Shock Darts (less preferrable/effective) can shoot at dinos to knock them unconscious, dealing exactly the right amount of torpor without harming the taming progress/efficiency. The turret is limited to only shooting at targets that are specifically marked by a particular debuff tentatively called 'Tagged', which is where the Shield Trap, or the TTR comes in. These could essentially enable 'Automated Taming Facilities' - an endgame Tek upgrade to the veritable 'Taming Traps' used by literally everyone - drop in your tame, tag it (using a Shield Trap in the facility, or your TTR) and watch as the facility drops your tame for you. The effectiveness could be editable via a Slider (SP/non-dedicated) and/or ini line. 3b. Tek Tranquiliser Rifle (TTR) - A Tek Railgun-type weapon that uses Element and deals huge amounts of torpor at long range, with the ability to use a scope to zoom in on the target as it's primary mode. It also does minimal physical damage to the target. However, in its secondary mode, it applies the 'Tagged' debuff so any Tek Pacifier turrets in range will target the 'tagged' character until they are unconscious. The TTR is less effective on players (to minimise PvP shenanigans) and is only slightly more effective than traditional tranqs on already-tamed creatures (again aimed at minimising PvP hijinks). The effectiveness could be editable via a Slider (SP/non-dedicated) and/or ini line. 4. REQUEST/SUGGESTION -Expanding the Game Settings for Single Player/non-dedicated servers within the game. Not everyone is competent, confident, or understands the how/why of editing the ini files. For example there are a number of settings I apply (via ini file) that might seem confusing or even intimidating to others, so having these options available via the in-game settings sliders/checkboxes simply makes sense. Things such as (specific to ASA): -Enabling/Disabling requirement to be in range of Cryofridges to use Cryopods -Increasing/Decreasing the range from Cryofridges that Cryopods can be used -Enabling/Disabling the use of fliers on non-flier maps (Aberration and Genesis Pt 1 - when they are released for ASA, and the Svartalfheim mod - as an example) -Enabling/Disabling the use of Tek abilities - including flying (example, Genesis Pt 1, the 'Tek Cave' - Boss fights)* -Increasing/Decreasing the Imprint Quality per imprint (currently only able to be manipulated via the ini) -Event activation/deactivation (which I believe *was* something at least attempted in ASE?) * Regarding the Tek Cave specifically - AI pathing, while improved, is not at the point where (particularly as a single player/small group) bringing large numbers (more than 2 or 3, plus your own mount, per person) is viable. Dinos still run/fall off the edges, and because you can't cryopod/un-cryopod dinos, you either run with minimal numbers to reduce that stress, but at the cost of facing large numbers of powerful, high-level dinos with less combat power. By allowing an option to use Tek in such areas, and in boss fights, doesn't detract from the core gameplay on official servers at all but can positively, and significantly, impact Singe-Player/non-dedicated/unofficial servers. 5. Firearm effectiveness (in PvE/SP) - Guns are not as effective against dinos, even when some of them 'look like' they should be. It has been like that since ASE. Certain mods got around this issue by adding in different ammo types specifically for use against dinos... For unofficial/PvE/SP or non-dedicated servers, having the ability to specifically enhance the effectiveness of ranged weapons would be "simple" to implement (effectively 0/false by default, but 'gun damage' could be multiplied by a specific amount entered). The effectiveness could be editable via a Slider (SP/non-dedicated) and/or ini line. 6. Tek Suit (Protective Values) - The Tek Suit... It enables the player to do 'superhuman' things, survive in the vacuum of space and everyone feels like Iron Man. Right up until you're in a cave full of noxious gas, or in a radiation zone. When wearing a powered, complete Tek Suit, and a player encounters noxious gas (the Redwood cave on the Island, for example) or radiation (such as the depths of Aberration) the suit *should* draw more power (take more Element) to protect the user from these environmental hazards. This functionality could/should be added into the Tek Suit and configurable either via a checkbox (for SP/non-dedicated) or an ini file (for unofficial servers) - this would have no change on PvE/PvP. 7. Flintlocks/Muskets - Please consider adding (either as part of the base game, or as part of Bob's Tall Tales) a Flintlock (pistol) and a Musket (rifle). Short range, high damage (to players), single-shot, long-reload-time weapons that are made with wood, hide and metal ingots at a Smithy while ammo for them ('Primitive Shot') can be made in your inventory (using gunpowder and metal ore), or faster via a Smithy. As powerful as a shotgun up close, but at a point target, and takes as long, if not longer, to load as the Pump-action Shotgun. Why? Mainly for enhancing roleplaying. Providing a type of firearm that, while powerful, is not going to destabilise any kind of balance nor does it take away the usefulness/effectiveness of other, more advanced weapons in game. Thank you for reading. Let me know your thoughts and I, and others I know, would really like to see things like this added to ASA to improve the way we play and, after slogging it out to endgame, a way to reduce the time spent doing "the mundane, back-at-base" stuff and more time out doing what we're all wanting to do - survive, tame, breed, raise and ascend.
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- suggestion
- asa
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I have had a problem with my Ragnarok Switch save. When I open the inventory there is a large number of "blank" inventory spaces randomly distributed throughout. Along with this when I open the crafting menu I cannot craft anything from my inventory like arrows or sleeping bags. Things like smithys work fine just my characters inventory and crafting is messed up and I do not know how to fix it, if anyone Is/had experienced this issue and fixed it please let me know or if you have any suggestions to fix it it'd be greatly appreciated, I put way too much time into this save to loose it something this stupid.
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I tamed several Gigantoraptor babies and I put them to cryopods. After releasing 1) there is no Impriting bar in baby's inventory. 2) It shows only message Gigantoraptor wants care from me (Graviphoton) without any specific demand and E is not available. 3) Imprint item in circle menu is red. 4) Baby status sign above G. is red and blinking. When I allow cuddle for anyone I see demands I can care it shows percentage after doing the right thing but imprinting bar is still missing in inventory and after maturing there is no rider bonus. Like I am not the right player to raise it. I tried also SetImprintedPlayer command which enables text Raised by info in inventory but without enabling anyone can cuddle I still can't imprint it. And for adult Gigantoraptor I do not obtain riders bonus (Imprint Affinity). I saw in Syntac video he had no such problem. P.S. For hatched Argentavis or claimed Pachy's wild baby it works like usual.
- 2 replies
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- gigantoraptor
- imprinting
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Alpha Rockwell on aberration, the most obnoxious boss fight
Eclipsomations posted a topic in General
So as the title said, I find this boss fight an absolute unfair pain and would like to discuss it. I entered the boss fight with my best pair of flak, a rock drake with 3k+ Stam and 40k hp and an ascendant saddle with 133 armor, 18 megalos each with ascendant saddles 40k hp and each dealing 4k with their primary, and a heavily leveled reaper king. I had a pump action shotgun with 300+ damage on it and just under 2k durability and 800 slugs along with shadow stakes and med brews. So you may be thinking I have everything I could possibly need right? NO, and If I had to guess I wasn't even close. Each tentacle took roughly 3 reloads to take down (14 shots each) and dealth 200-400 damage to my drake even with the great saddle. On top of that, each of the orbs DESTROYED my armor and a good chunk of health leaving me naked before the nameless even started spawning, I later got 2 shot by the orbs as he was roughly half hp and turned of the game. This, in my opinion, is absolute bs. I play solo and can't get other tribe members to help so I'm just screwed unless I can reload to the save I made before the fight and perform a miracle. This could entirely be a skill issue but I don't think I was playing all the bad and it was just a combination of constant orbs, WAY too bulky tentacles, reaper slow, and the stupid electric attack that just made it a migraine followed by a stupid death. Am I the only one who went through this or something similar? I say we scale him down more for singleplayer before abb comes out on ASA to make him less of a hassle, such as making the tentacles weaker as to not survive 15k worth of damage. Tldr: Alpha Rockwell on aberration is too strong and obnoxious and deserves a nerf, sincerely a disgruntled ark player -
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!
- 2 replies
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- fix
- singleplayer
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