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Found 6 results

  1. Making Multiplayer a 'Progression' and more fun So I got this idea while reading and responding to this reddit post from a new player looking for where to start and someone suggested I submit it. This relates to Offical PVP only, and on xbox in my case although that's less relevant. I love playing on official servers, as toxic and broken as they may be. I like to 'win' on the legitimate game. This game is infinitely better in multiplayer than single-player. The sandbox model is too nebulous and undirected for single-player. So then it comes to the official server network: The problem with the open-transfer model is that 1) there's no incentive to play the 'story' of ARK and 2) it's basically mega-alliance or die. Even without duping and meshing, large established tribes can easily wipe away the beginners. There's simple too many advantages that knowledge of all the maps, all the resources etc gives. You might even say that because of the advantages of the different DLCs, there is even an element of pay-to-win. So here's the suggestion: -Tier the official servers by map based on the storyline. A. Island -> B. Scorched/Rag/(Center?) -> C. Abb/(Valg?) -> D. Extinction. -Restrict item/tame transfers to 'up' tiers only. (example, you can bring items from island to rag, or abb, but not back. From rag to abb, but not extinction to rag, etc.) -Character transfer is 2-way always. Why? -Right off the bat, if you want people to play through the game to be immersed in the story, you need them to follow the maps in order. -Late-game DLC gives huge resource and creature advantages (ex, Abb=metal, Ext = element) (scorch = wyverns, abb = drakes/reapers, ext = manas, etc) that just break the balance when you include what's only available on other maps. -Island becomes your 'beginner' map, rag/scorched is 'mid',etc, and large tribes can't come troll with end-game equipment, which legitimately causes early-game people to stop playing. -In any competitive scenario, even sports, the most enjoyment is had by challenging opponents at or slightly above your own level. Too hard? Discouraging. Too easy? No fun. This mega on mega meta we have now is boring and a time-suck. With this suggested model, If I go to an island server to pvp, it's my raw experience vs their resources and tames that they've had time to build, rather than just a managarmr slaughtering a pteranadon. If I'm on abb/valg and I want to punch 'up' to a tribe on extinction, I'll not have had access to the same amount of element, ods drops, titans, etc so it will be a challenge on that side as well but I'll have the metal, reapers, drakes, from the previous map to ride up with. -Lastly, with the tiered approach, no base is still truly 'safe.' As a large tribe I would still never "main" Island in this case because the resources just aren't there relative to the other maps. So, just a thought for the official or alternative network that might be worth trying.
  2. 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
  3. Dimst

    Engram XP system

    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)
  4. I put together a list of dinos and the their preferred and produced kibbles under the new system. One thing I noticed is that there is absolutely zero upward progression with the new kibble rework. Under the old system, when you wanted a higher tier of dino you could work your way up to it from lower tier tames. Under the new system, when you want a higher tier of dino you have to tame the easiest same tier or higher dino without kibble to make the kibble for the one you want. It feels less of a progressive system, and only made weirder by the few Dino's that produce a lower tier than what they request. As it stands, with dino's also taking higher tier kibble the incentive for any low level kibble farm is gone. I can't really see any reason for a kibble farm to have anything but Argies and Rex's/Theri's. For dino imprints, you just need a handful of the easiest dinos from the lower tiers and that's it. Also, the solution for the issue with Extraordinary kibble seems pretty simple. Get rid of the downward progression on Dino kibble. Simply change the Megalania and Yutyrannus so that they are like the rest and produce the same kibble they prefer, problem solved! Dino Preferred Produced Kibble Mobility Allosaurus Superior Superior Same Angler Fish Regular *None* NA Ankylosaurus Regular Regular Same Araneo Simple *None* NA Archaeopteryx Simple Simple Same Argentavis Superior Superior Same Baryonyx Regular Regular Same Basilosaurus Exceptional Exceptional Same Beelzebufo Regular *None* NA Brontosaurus Exceptional Exceptional Same Carbonemys Regular Regular Same Carnotaur Regular Regular Same Castoroides Superior *None* NA Compy *None* Simple Simple Daeodon Superior *None* NA Dilophosaur Basic Basic Same Dimetrodon Regular Regular Same Dimorphodon Simple Simple Same Diplocaulus Simple *None* NA Diplodocus Regular Regular Same Direbear Superior *None* NA Direwolf Superior *None* NA Dodo Basic Basic Same Doedicurus Regular *None* NA Dunkleosteus Superior *None* NA Featherlight *None* Basic Basic Gallimimus Simple *None* NA Gasbags Superior *None* NA Giant Bee Simple *None* NA Gigantopithecus Regular *None* NA Giganotosaurus Exceptional Exceptional Same Glowtail *None* Basic Basic Griffin Extraordinary *None* NA Hesperornis *None* Extraordinary Extraordinary* Only with Golden Eggs Ichthyornis Simple Simple Same Ichthyosaurus Simple *None* NA Iguanodon Simple Simple Same Kairuku Basic Basic Same Kaprosuchus Regular Regular Same Karkinos Exceptional *None* NA Kentrosaurus Regular Regular Same Lymantria Regular *None* NA Lystrosaurus *None* Basic Basic Mammoth Superior *None* NA Managarmr Exceptional *None* NA Mantis *None* Superior Superior Megalania Extraordinary Superior Down 2 Megaloceros Simple *None* NA Megalodon Superior *None* NA Megalosaurus Superior Superior Same Megatherium Superior *None* NA Mesopithicus Basic *None* NA Micro Raptor *None* Simple Simple Morellatops Simple Simple NA Moschops *None* Superior Superior Mosasaurus Exceptional *None* NA Onyc Simple *None* NA Oviraptor *None* Simple Simple Snow Owl Superior Superior Same Pachycephalosaurus Simple Simple Same Pachyrhinosaurus *None* Regular Regular Paraceratherium Superior *None* NA Parasaur Basic Basic Same Pegomastax Simple Simple Same Pelagornis Regular Regular Same Phiomia Basic *None* NA Plesiosaurus Superior *None* NA Pteranodon Regular Simple Down 1 Pulmonoscorpius Regular Regular Same Purlovia Regular *None* NA Quetzalcoatlus Exceptional Exceptional Same Raptor Simple Simple Same Rex Exceptional Exceptional Same Rock Elemental Extraordinary *None* NA Rock Drake *None* Extraordinary Extraordinary* Collected from wild Sabertooth Regular *None* NA Sarcosuchus Regular Regular Same Spinosaur Exceptional Superior Down 1 Stegosaurus Regular Regular Same Tapejera Superior Superior Same Terror Bird Regular Regular Same Therizinosaurus Exceptional Exceptional Same Thorny Dragon Regular Regular Same Thylacoleo Extraordinary *None* NA Titanboa *None* Superior Superior Triceratops Simple Simple Same Troodon *None* Regular Regular Velonasaur Regular Regular Same Vulture *None* Basic Basic Woolly Rhino Superior *None* NA Wyvern *None* Extraordinary Extraordinary* Collected from wild Yutyrannus Extraordinary Exceptional Down 1
  5. Taming order I was wonder what a good taming order is for ark (for pvp and for pve), but all of the guides were before the kibble rework. I was hoping I get could a good solo/small tribe pvp taming order (for a tribe that wants to stay small and unseen). All I really know here is the pteradon as I can fit one in a 1 by 1 by 2 box, but I was wondering if there were other tames worth getting. I also wanted to know a good single player/pve taming order as I usually just tame everything but dodos. Thanks in advance for the help!
  6. With the new system, there is no longer any real taming progression. So the new taming meta is..... low level Rex's -> all your other dino's. -> collecting Drake/Wyvern eggs Reasons: -Other than dodo's, every dino has the same chance of laying eggs as any other dino. That means 5 Rex's and 5 Dilo's will yield the exact same amount of eggs. -Moving up tiers is non existent. Whether wanting to go from the Simple tier to regular, or Superior to Exceptional, it will always require taming something without using kibble. So start at the top. -On a x2 weekend it only takes 13 more minutes and 2 more narcotics to raw meat tame a level 10 Rex (Exceptional kibble able to tame every farming/travel/flying dino) than it does to tame a Carno (Regular kibble that only really gets you anky and doed) Simple as that! The need for elemental dust via hunting tek dinos and raw fish prime from salmon and sickle just aren't enough of a deterrent from making access to Exception kibble any new tribes #1 priority. Once you have your Rex kibble farm, getting everything else is simple.
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