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Found 7 results

  1. Edit: This post has been updated to use terms common in other posts about what is essentially the same problem. It seems that whatever subroutine Crystal Isles uses to generate "random" content is insufficiently salted or sanity checked. This is hard to explain, so I will give some examples: 1. Loot crates deliver the same items over and over again, noticeably more than on other maps. We fixed this by correctly overriding the default loot crates with our own configuration so this problem is now addressed on our cluster - but its obviously not a fix for everyone, Add your feedback below. 2. Spawns groups seem to repeat or "overspawn" some dinos types, resulting in extreme "underspawn" of other dino types. E.g. mantis can be completely missing for hours in the desert. Alpha Crystal Wyverns are noticeably not ever respawning after they are killed, or not spawning at all even after multiple server restarts. 3. Dino spawns points lack sufficient sibling nodes for evenly distributing new dinos, e.g. two titanosaurs dropped from exactly the same point in less than ten minutes (player's giga killed the first) Not sure if this point really fits under the "randomness" tag or is just rushed map design.
  2. ARK Overhaul "Tame your Game" First I would like to make sure I apologize at least once for the times I have lost my temper on these forums... I get that this is a massive game and it is probably extremely difficult to keep it all running smoothly... but never the less we paid for a product that should work as intended and advertised. Especially when it was your decision as a company to create such a massive game and build such hype around that very concept, not to mention building, taming, breeding, etc... I'm sure we can agree on that. So my suggestion, and I can't speak for the whole community when I say this so I hope they would make their opinions heard in the comments... Is to postpone the next Genesis DLC, and the TLC, until a complete overhaul of the games internal problems is completed... Crashes, Bugs, Glitches, Optimization, everything... On every map... Servers AND Single Player... PCs, Xbox AND PlayStation... With it being ported to consoles by professionals that specializes in that specifically and can do it correctly... Like I said I can't speak for the entire community, but I'm almost positive most would agree... This game had grown beyond your grasp a looong time ago... and I don't mean that as an insult... It is a beautiful thing and I commend your concepts for growing into such a force of nature with a life of its own... But just like we do in this game for hours on end. Most of them being lost completely due to these same bugs and glitches... You need to Tame your Game... You need to get it under control and working correctly... From building, to taming, to breeding, to just exploring the map, gathering the artifacts, and fighting the end bosses all the way to ascension. All the way through each map... You need to fix ALL the MAJOR issues that keep you from simply playing the game as intended... Tested Thoroughly and Ported Professionally... There is no need to put this off any longer considering your almost at the games end life and have grown into such a vast company... unless you decide to add more to it passed the DLC and TLC which would be nice but I don't even see how you could... but I really believe all your future game's sales will hurt if you ignore this, and explode beyond your dreams if you actually listen... I'm pretty positive people would be much more inclined to jump back into the game for the last DLC and TLC, and for years on years afterwards, if you did this. I'm also pretty sure they would not mind waiting for the DLC to get something like this taken care of... It would probably save this company's reputation if you fix what needs to be fixed with ARK... I guarantee you will not regret it if you do and the community would love you for it if you gave the game a real "Tender Loving Care" Overhaul... Nothing has to be changed except it actually running correctly... Then Fixing what ever may go wrong with Genesis II and the TLC should be a lot less work and would open up a lot more time for you to focus on whatever your next endeavors are without trying to continually chip away at the bugs and issues overtime while also trying to work on future projects... It makes complete sense if you actually think long-term and I hope you guys really make the right choice. Thank you for your time. PS- Please don't just think of this in terms of money either, which most find it impossible not to do... Even though this would make you much more money in the long run... Think of this in terms of where you started and where you are now... and above all, the community that got you there... And if you do want to think of this in money... We have really gave you enough to simply get our games fixed...
  3. GhostCreep

    Neanderthals

    Neanderthals I think an interesting addition to the game could be Neanderthals... They would be like very primitive tribes that use a reskinned tent as Yurts or Huts being the dwellings they live in and stay around... Using stone tools and primitive spears as weapons. Maybe bow and arrows or slingshots. An actual historical sling would be an amazing add to the game and for the Neanderthals in particular... Like a slingshot that shoots stones much further... Maybe they could even be nomadic with a parasaur, or trike, or something similar as their caravan mount for their gear and resources, etc. Probably a Morellatops in the deserts... They could try and raid your bases. Breaking doors and stealing your resources and items... Maybe using your own gun on you to try and escape? (I just see Koba from Planet of the Apes with that assault rifle when I think of this...) Maybe some could be friendly offering to trade you for a certain item and if you have it and trade they could always be friendly from then on.. maybe even giving you food and water the next time you see them or protecting you from other Neanderthals or dinos that want to harm you if they happen to be in the vicinity... but NOT allowing them to be tamed or anything like that... but who knows maybe you become such good friends they wish to stay with you idk... It would be an interesting mechanic to play with especially on PVE and single player... The reasoning behind them could be they were the first attempt at recreating humanity and never panned out, or were made to test mankind in the early days of the ARKs before there were enough survivors to test each other... I just think it would add a great dynamic to the game if done in a more "Dino" than "Human" way... More a part of the map and the wildlife rather than a tribe you are competing with on it, only competing once in awhile like the base raiding suggestion and when you bump directly into them around the map... Just a thought that could definitely be expanded on but still an interesting one... Thank you for your time.
  4. Feedback about Tropeognathus and movement speed: gamebreaking Now that we got Tropeognathus which is the new "the fastest creature in the game" its time to highlight the topic again. SUPER HIGH MOVEMENT SPEEDS BREAK THE GAME EXPERIENCE CONSISTENCY ARK (as a software) has a number of limitations and built-in mechanics that address these limitations. One of the most notable mechanics is rendering distance which determines the maximum distance at which a player can spot a threat or anything else. It is worth to mention that caution is one of the core components of survival game. However higher movement speeds negate caution component by abusing with the rendering mechanic - a player is unable to spot a threat at a distance that would be sufficient for him to take any action. This started at a time of griffins - a griffin can cover the rendering distance in seconds so it can't be spotted at a safe distance to take any measures. This is not so much of a problem with griffin as it makes a recognizable sound while gliding. The problem became even more abusable when managarmrs came into existence and became the most hated (and gamebreaking) creature in pvp community. These interfere with rendering mechanic even more than a griffin - its ABSOLUTELY IMPOSSIBLE to spot a managarmr at safe range as it covers the whole rendering distance in somewhat about one second and has RANGED ATTACK that can freeze to death anything but top bred creatures after the first succesful hit. While you ride a managarmr you typically get shot by turrets that are not even rendered in as you are moving at so high speed that you push the game into software-related problems and start suffering the lack of gameplay consistency. Tropeognathus is now another candidate to start suffering from not-yet-rendered invisible objects as well as start ambushing players at so high speed that it can't be spotted reliably. These are the abuse the software-side limitations of the game. There is another problem with higher movement speed - the higher the movement speed the less the actual playsize of the map. Maps are relatively small in ARK. Given that maps are not procedurally generated and every square meter is known by almost all players the actual playsize is even smaller. With super fast movement speeds maps become even smaller and natural game limitations become even more evident. Why push the game into its software-side limitations by implementing game breaking features that naturally ruin gameplay consistency? High movement speeds worsen the game by abusing its rendering mechanic and tiny map sizes. It is worth to tone down the movement speed of gamebreaking creatures to the level at which these will not conflict with game mechanics: Managarmr, Tropeognathus, Griffin, Tek Skiff.
  5. Bloodstalker does not slingshot After Genesis part 1 was released, the Bloodstalker would slingshot themselves using the double strings and would not disconnect using single string. I assume the single string not disconnecting was intended, and the mechanics were rather simple and fun to use. However, after the recent patch, as I'm trying to slingshot myself, the Bloodstalker will get attached to random obstacles nearby that I'm not aiming at. Also, when I try to slingshot myself the Bloodstalker gets hung up on the webbing, does some spinning around at the location of the attached web or in between two split webs, and then will either release or just throw me to the ground. This can be fixed by jumping near attach point of the web, but in the dark it's nearly impossible to see when to jump. It is also now very scary to use the Bloodstalker in the volcano biome since I risk throwing myself into the lava. Are the mechanics bugged now or was this intended?
  6. [BUG] unridden Megalosaurus only uses secondary attack. #### Issue description A tamed Megalosaurus without a rider uses the secondary attack (pick up) on every enemy, regardless if it can carry them or not. This results in extremely low damage and rendering the Megalosaurus unusable in any scenario when they are not ridden. #### Steps to reproduce the issue Turn on damage numbers Tame a Megalosaurus Ride it and attack to check the damage on both main and secondary attacks. Dismount and send the Megalosaurus to attack a target that can't be carried by it. Check the damage numbers it does #### What's the expected result? The Megalosaurus does not try to carry dinos that can not be carried. #### What's the actual result? The Megalosaurus tries to carry every dino regardless if the dinos can be carried or not, resulting in it using the secondary attack about 90% of the time, which in turn reduces its damage output by 90%. #### Possible solution 1. There could be a "cooldown" like on the Argentavis "grab". It would automatically force the Megalo to use his main attack while the secondary is on "cooldown". 2. Or add an option inside the "behavior" circle to turn on/off the secondary "grab" mechanic.
  7. Ark Mechanics and Map Ideas All this has been in my google drive for quite some time and all this stuff has been discussed with myself and a couple of my tribe mates. Let me know what you think. I haven't edited it since December 30th, 2018 so if there are typos I apologize. (Also I don't know why there are weird spacing at the end, I can't figure out how to fix that.) New map: Since Extinctions final cut scene has been seen, what it looks like is that all the arks are making their return to earth. So for some kind of final map destination here are a few ideas that myself and some friends came up with. Since you are able to make a HUGE map for Atlas, why wouldn't you be able to do that for ark as well? What we were thinking is make all maps available on one server and have a player allowance of 150 to 175. Think about it; Ragnarok, Island, The Center, Scorched Earth, and Aberration. What would make them all mesh together is having large blended locations in between the different maps. Like everyone starts on one very large centralized location, maybe the island or multiple centralized spawning locations??? (YOU MAY NOT SPAWN IN THE OTHER KNOWN MAPS). In order to get to other maps you will need to traverse unknown land. For Example: If you would like to make it from the base spawn location to the Center, you will need to climb some huge hills and mountains with more difficult creatures to overcome. Or in order to get to the island(if this is already not a starting location), you either need to fly or travel across a large body of water(this will be dangerous on the way as well). This makes it more rewarding when you do finally get to the different maps. Of course make certain pathways unbuildable but you may build on the unknown locations in between the maps. Stuff like this in between the known maps would make the map itself very large and new. Something to add onto this, if we can and want to make the map continuous you could make the ends of the map procedurally generated so that when it is finally discovered, those locations are different on every server but are saved to that specific server. For example: You spawn in the center of the map, maybe on the equator or either poles of the earth. You build in those locations temporarily in order to move out into the world. Once you do that, you start moving and you discover procedurally generated filled land that you travel across. Finally you make it to, just for example, Scorched Earth where you can build and find new dinos, new mats, etc. You continue on and find more generated land and finally come to the bottom of a massive mountain with various paths(more than a handful. Enough to make it explorable). You start climbing and find yourself about halfway up and you look over the side of the cliff and see a massive waterfall that oddly resembles the ones on the center. Then you come to the peak of these hills and you are on the center map. You get the idea. With all this in mind, we want the map as an entirety to feel like it will take some time to travel. We want to know that it is massive. We want to actually have too much space to build. We want to travel and have to stop and gather mats to build and protect ourselves during the night and then demolish those structures and move on to our continue our travel. We want to feel like there is not enough time in the day to actually travel to various locations. We want the map to slightly resemble a planet. Land claiming: Use the same idea as the dino leash that would outline a certain area but use a square or a rectangle instead of the circle. Once you place these land claimers, people are not allowed to build within 50 foundations of the outline on all sides. There are only 2, 3, 6 or 9 of these land claimers allowed in a certain area. I will leave it up to you to decide how big these are and how many (maybe 100x100 foundations and you can build as high as the build limit will let you). Once you place one of the claimers, you have from 12 to 24 hours to build a structure with the dimensions of 10x10x12 or the land claimer will demolish and you have to replace it. The claimers, once demolished by the timer, cannot be replaced for 48 - 72 hours. This is up for debate. Once you have placed the max amount of claimers in the area, you will not be able to place anymore, AT ALL, within 1000+ foundation length. Depending on the space, this could be changed as well. Also once the max amount has been placed, you cannot place anymore outside of the perimeter of those for 72+ hours. This should prevent claiming too much land for no reason. I think this will prevent the pillar spam issue everywhere and prevent blocking land from others for no reason. I think with all this in mind, this can make claiming certain land fair for everyone.
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