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Showing results for tags 'experience'.
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I play in solo mode on ark mobile. previously I have lamented at how slowly I seem to gain experience in relation to others. Despite having a permanent 2x buff from primal pass and having all the free time in the world to play others seem to climb through the levels at lightening speed. It might be worth noting that from my observations the exp gained from killing creatures on mobile doesn’t seem to earn you, or your tame, the same amount of experience that is listed within the wiki on gamepedia. It might not be of any revelance either. today I just finished up collecting the artifact from the swamp cave. Killed a whole bunch of high lvl scorpions, but nothing that stressful as I’m on lvl 81 - wearing my well earned, super spiffy wetsuit and scuba gear, whilst riding my level 55(ish) direwolf. On my way in I saved my game and backed it up, as you do in solo. I also noted our experience. I was on lvl 81 with 412,353exp and my wolf was 4061exp. after completing the cave, saving, backing up etc, I noticed that I had the pop up saying I had leveled up and could up my stats. I was surprised as when I went in I still had around 38,000 exp points to go. (At least I think that’s right, if lvl 82 requires 450,000) I was blown away when I saw that I now had 814,119! im pretty sure I used a broth of enlightenment on myself as I went in, but there’s no way that I earned over 100k points from the cave. It took me months to get to 400k! Anyone have ave any ideas why this might’ve happened? Have you seen this before? If there’s any devs or moderators reading, do you know what’s going on? im not complaining mind you, but I sure am curious and would love to repeat it if only I knew how. p.s. Can you use potions and such like broth of enlightenment on your mount as well as yourself? And do those buffs stack if we both eat it?
Engram XP system New idea don't tease me I only have about 400 hours in the game since release, and I am not exactly super active in the community so this may very well be a thing that has been suggested, or being worked on. (Because to me this seems like such a no-brainer) My idea for the game is something that I feel like I think about every time I start playing again: Make ENGRAMS, specifically, upgradable with an XP system. The XP is earned by crafting said item. The more you craft something the better quality you can build it at... I mean it makes sense right? The first time someone builds a club, who has never built one before, will build one that is pretty awful, or barely functional. Totally off balance (slow swing speed), Too heavy (high stamina drain), wrong kind of wood (low durability), etc. But if that same person builds a club 10,000 times.... that 10,000th club is going to be BLEEPING amazing. Bare with me for this paragraph: Blueprints could still be shortcuts to get to better quality items without the work. Though, a blueprint will never be better the more you craft it because it is essentially a recipe. Just because someone bakes a cake with a recipe, in real life, does not mean they can make one just as good, or better, without the recipe the next day. BUT they went from having no clue to having a memory to reflect on when trying again so their experience making it has gotten better. To elaborate on that point: Blueprints would help you make larger strides in the improvement of your personal ability to craft said item. Rather than beating your head against a wall crafting something you have never made before, you have some guidance, thus giving you MORE XP than you would have gotten just making one from an unleveled Engram. For example, you have a brand new engram for a club and craft one with your engram, you will get 100 XP, but you have a masterwork blueprint for a club from a drop and you craft one from said blueprint you will get 5000 XP toward your brand new engram. Or an amount mathematically figured based on how far behind your engram is from the blueprint you are crafting. If your blueprint is Mastercraft. You would get less XP toward your Engram if it were close to Journeyman level rather than being at a brand new primitive level. Lemme know what you guys think. Edit: I had an idea on how to add a sort of ‘Graduation’ system to this idea to prevent progression from being too rapid. With a new engram, it is in the Primitive bracket. Repeatedly crafting this item without the help of a blueprint will only allow you to raise the level of the item to the top of its level range. For example, Primitive hatchet could only be raised to level 10. Once it is at level 10, Progression would stop without meeting one of two parameters. 1. The players crafts the item with a blueprint that is at the quality bracket attempting to be achieved or higher. If you are trying to graduate from Apprentice to Journeyman, you would need a blueprint for the item that is at least of Journeyman quality. 2. There is a % chance the player will graduate to the next tier with every craft after reaching the top of that tier. 1-10: Primitive (10% chance to graduate to Ramshackle w/o BP) 11-20: Ramshackle (8% chance to graduate to Apprentice w/o BP) 21-30: Apprentice (6% Chance to graduate to Journeyman w/o BP) 31-40: Journeyman (4% Chance to graduate to Mastercraft w/o BP) 41-50: Mastercraft (2% Chance to graduate to Ascendant w/o BP) 51+: Ascendant (Once at Ascendant, the player only has a 10% chance that their engram will level upper craft)
So I used a cheat code only one time to up my players xp. So now ever since then my player hasn't been able to gain xp at all no matter what I try. When I try entering the code again it won't work now. So as far as I can tell there's no way to gain xp anymore. So how do I fix this???
We wanted to make a custom "LevelExperienceRampOverrides" recently but it can take AGES. I mean... if I want lets say... make level 4000 cap. So we made a tool that generates the level ramp. Maybe, you just really hate MMO grinder - like playstyle? Well.. thats for you! Just adjust scaling to match your preferences . Player levels along with engrams and dino levels are all adjustable with multiple different styles and scaling options. WARNING! Newest version (v4) (as of 11.06.2017) may contain some bugs, that will be fixed as soon as you report them. Currently we know one issue that idk how to solve. It may affect very few, but still somebody. If you are having issues running the app and have ever installed QT framework on your computer, change name of QT directory if you have QT newer than 5.6.0 (for example from "C:\Qt\" to "C:\QtHidden\" features: -choose the number of levels you want to be created -set scaling (amount per level) -several styles including exponential, complex curve, static -in app tutorial/help -place for custom code -easy to follow UI DOWNLOAD http://dubba.pl/ark/ ------------------- current version change log: 4.6.101. iniial ------------------- version 4: -streamlined everything -maths re-worked -added real stock values and features like "real time preview table" -convenient wizard form! created by Dubba Thonny and myself. I have included a few screen shots.