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Found 14 results

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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!
  7. As stated in the name, my Ark Ascended file is having issues saving, and when I load in, I and my dinos load in exactly where I saved from previously, but the entire world is reloaded from the previous exit save (any levels and experience I gain are reverted in the process, and any work I've done is gone, including building, crafting, and gathering), with seemingly no rhyme or reason. I've tried saving multiple times to fix this, but it doesn't seem to help. In addition, while I haven't done excessive testing, all the silica pearls I collect are disappearing every time I reload, as well as any items I craft that use silica pearls. I've lost several ascendant scuba items and all my electronics multiple times just trying leave the game for a break, and coming back later. Storing in dinos doesn't preserve said items. And for some added flavor, a Procoptodon I recently tamed reloaded in, and now won't let me access it's inventory to put a saddle on it or feed it. Constructive advise is appreciated since I'm at a loss. I'm playing Single-Player if that helps at all.
  8. I can't even tell you how many times I've lost tons and tons of progress just because I forget to manually pause the game and save when I get focused on something, only for the game to crash on me. This seems like a no-brainer solution to me: Please add an autosave feature with an option for the interval between autosaves. So, autosave every x minutes as well as an option to turn autosaves on/off. I've read online that it's supposed to be saving every 15 minutes already but it doesn't seem to do so in my case, I routinely lose much more time then that when the game crashes and I see that plenty of people are losing hours of progress to crashes only because the game doesn't autosave properly. Just a few minutes ago I rolled back a full tame, some base building and from level 38 back to level 29. I'm not sure how much time exactly passed but I doubt I did all that in less than 15 minutes on mostly default single player settings.
  9. I want to be able to delete the selected save, not all of my saves.
  10. Been reading a lot of information about ark but can’t find any that say if Ark 1 will still be compatible for single-player? Will the whole game be shut down on Xbox?
  11. Since TSOTF came to PS4, my Single Player game on Valguero crashes every time I quit to the main menu screen which causes my game to not save. I'm really not enjoying the amount of in game crashes recently, even on Single Player which is supposed to be less "crashy" Please help!!
  12. Hey guys. I set up the Easter event on the Advanced settings at the very bottom where you can type in the active event for the session. (On Xbox X) It worked for awhile, then we wanted to change the event, and nothing worked. We Did the destroywilddinos command, we tried doing the command for events on the admin command on the pause screen (eg. activeevent=Easter) and nothing works!!! 😭 only Seen a few scarce tek Dino’s that are event but nothing else. Any input or how to fix this? I’ve looked for a few days with little to no luck, YouTube videos to see if anyone had troubleshooting video for it, and I checked other forums on here (but they were dated back in 2020). Please help! Thanks in advance!
  13. I am simply curious because of the vague nature of the official difficulty values for bosses in ARK. Since I can't find a definitive answer, I am hoping someone can now share some insight. 1. Is it true that Singleplayer settings checkbox + 5x difficulty override do not affect the bosses in any way (it affects tamed dino stats/xp/breeding only)? 2. Is it true that there is no difference between official & unofficial (& PC dedicated) boss stat multipliers (so using Singleplayer settings checkbox on dedicated server with 5x difficulty override is the same as official for boss stat values)? 3. Is there a difference between official and singleplayer/non-dedicated bosses? I have seen invisibleqc's boss stat data figures mined from the game code: But still Ark players have anecdotal posts saying both yes & no for example: particularly intriguing is this reddit post which has extensive testing and found no difference in singleplayer/dedi: but also the last comment in this discussion with PFM saying he found no difference: This reddit post (although it may be wrong because they don't acknowledge the hard-coded resistance & damage multipliers given by invisibleqc) is curious as well because the patch notes are not clear and I wonder what the true interpretation of the following patch notes is when they write "multiplayer" (do these patch notes nerf SP then nerf dedi/official to match it?): Version: v254.3 Released - January 31, 2017 Singleplayer/non-dedicated bosses are reduced in damage and effective-HP by 67% Version: v261.0 Released - 7 July, 2017 Rebalanced all boss HP and damage to scale from 1x (Gamma) to 3x (Alpha) in singleplayer. This does not include The Center double boss arena, which has 35% less HP and damage than it's individual Island counterparts. Version: v264.2 Released - July 29, 2017 Fixed boss scaling for multiplayer sessions (approximately 67% easier) 4. If the difference is real, is Freespirit correct in applying his calculations to Singleplayer to match the official difficulty? Thanks for reading and I hope to get to the bottom of this once and for all.
  14. I’m still super confused on Ark 1 official servers shutting down. When everything goes to single player, will I still be able to keep my Dino’s and bases? If so, how does it work if you were in a tribe? Does all that stuff stay there or what? I’ve never been through this so if someone could really explain it to me I would appreciate it so much! 😅
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