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Found 6 results

  1. Weapon damage issue Couldn't find this with a search, so here goes. So I'm having a bit of a problem that it seems PC players have faced too, (https://steamcommunity.com/app/346110/discussions/0/1751275687424371805/) In short, crossbows and longnecks, regardless of quality, are doing base damage for me while melee weapons function as normal. Anyone know a workaround or solution? For what it matters, I'm on single player, on The Island, on Xbox.
  2. Genesis Broke So Much (Weapon Scale, Kibble, FPS) List of issues I've been able to observe and find. I apologize ahead of time for the large screenshots but I couldn't be bothered to scale them down. EDIT: This is also on Aberration, I tested it on every dlc I do own which is SE and Aberration and it's the same on those too as well as vanilla/free maps so it's not a map issue. Having made a few mods I doubted that could even happen but it's worth testing. EDIT 2: This is also on PC if that wasn't obvious. But I did the same testing on Xbox and can't get screenshots of that, these issues are across all platforms save for mobile. A friend has it on PS4 and could confirm it there, no idea on mobile. • I noticed this immediately but my ~200% crossbow is hitting the same damage as my 100% (standard) crossbow. That being 95 with standard arrows and 35 with tranq arrows. I also noticed that some melee weapons are also not scaling, such as the Pike and Sword. I haven't bothered testing with guns or anything of the sort because I'm honestly not going to even play until this is fixed. (ignore the camarasaurus it was the closest thing to me to show this issue and yes it's the same on vanilla dinos too) • Kibble vanished from not only vanilla cooking pots (and I tested if I could still craft it and no, you can't) as well as from SS aka Super Structures cooking pots. Literally cannot be made. (Screenshots included only of SS since there's nothing a screenshot can show of the vanilla cooking pot) • Way more lag spikes and random FPS drops, I had to drop my settings from Epic down to High to keep above 60 FPS, which isn't much for me but for people who don't have the money to spend on powerful PCs this can be the breaking point for the game being playable or unplayable. Likewise it's going to keep people away.
  3. WC Release Quality and Linux Server Status This is a rant about WC's release processes and quality control. Although it focuses on the Linux server releases it is clearly symptomatic of WC's development and release practises in general. The Linux server build seems to have gone through a roller-coaster since the release of Genesis. Here's a quick summary of the recent changes in Steam: At first it was missing a lot of necessary files - code libraries, configs (and all of PrimitivePlus, but who uses that ). Then it was missing slightly less necessary files. Then it got PrimitivePlus back. Then someone clearly took an interest! They cleared it up, added the missing files, pulled out the mp4s and oggs that should never have been there and even fixed capitalisation that would cause problems on Linux. Even added version.txt back! Huzzah! But having it work was clearly unintentional as they soon broke it again. The latest update (as of this post) includes the changes you would expect from the patch notes, but also completely undoes the previous important fixes. Left hand doesn't know what the right hand is doing. This brings us to the inescapable conclusion that WC is cobbling together releases by hand with no processes in place to avoid such errors. Please, please WC, invest in full build and release automation. Your humans are fallible and are messing it up while under pressure, but this is expected of humans and not their fault. The software world has worked hard to remove humans from the loop during important and tedious processes like build and release, to the point where this is a very widely solved problem. This is sort of process is fundamental to modern software dev and being in the games industry is no excuse.
  4. Seriously.. I'm honestly trying to find the point in playing the game - or even taking it seriously - at this point. It seems damnear impossible nowadays with given reasoning. A dev team that barely communicates anything except to tell people that more content is being stuffed into a broken, struggling carcass of a game with a pissed off fanbase. Players are losing items without any type of compensation for work in a game that literally wants to steal your life via time away, giving them a sense of turmoil and hopelessness so they duplicate items to give themselves their own sort of insurance for this problem since the admins are told by the dev teams to refuse any compensation. This is a two-sided coin however, considering the same method used by dupers given the holes in the game were used by malicious means for the unskilled garbage to assault those who they could otherwise find impossible to touch due to their own lack of prowess. Punishing everyone with an anti-meshing system in a game with collision detection equally as raggedy as 1/4th a single sheets thickness of Reynolds Wrap aluminum foil against a 4lb thrown hatchet means that everything is going to glitch into the abyss and be destroyed at any given point, randomly. With a dev team that refuses to correct this sloppy, incompetent disaster, the players continue to not only combat the constantly random rollbacks and other glitch-born, tame killing issues, but now they must find 'some' sort of means in which to just get by, knowing full well that they'll just be told "Lol sorry, sucks to be you!" by some of their fellow playerbase, and then even "we can't help you, but keep up the good work fellow survivor!" by the dev team's ever trusty and prompt-to-close-tickets-without-any-real-solution subordinates. If players are top afraid to even leave their server or actually even leave their own base for fear of just falling through the map now and losing everything...then whats even the point of continuing..? I honestly don't even want to do anything but the bare minimals to ensure that nothing is dead, but even pokeballing everything won't ensure safety as we've had things even starve to death in those as well. And yes we were told the same thing as stated above when a ticket was submitted. So throwing more money at them is a suggestion? Thats a negative; if someone is paid for a newer DLC only to find is just as broken - in this case evem moreso from what I've been reading - then how in the eight gates of hell is throwing even more money going to sol e the problem when there is literal evidence pointing to the fact that there is a content-over-quality mindset in play? If it didn't help it before by getting the opposite result then how will it help in the future? The numbers add up to compounding annoyances. No stability. No insurance allowed. No support for lack of insurance, time wasted as a result. No support to ensure that insurance/cheating isn't necessary, only more cause for a desire for insurance. Absolute refusal of overall stability over excess content. Hell, they don't even want you to thrive well enough to the point where of you are given a powerful weapon from a friend to make up for your losses that happened because you randomly fell through the ground, thrn proceed to head back to your home server, then that weapon is degraded in both damage and durability. How? They implemented crafting sbility for this. So..? A trollish mindset I believe. So as it stands, I'd just love to know. Whats the point? Why spend any more time doing anything if its inevitably disappointing to lose everything that didn't involve you being bested by the elements and/or players respectively? Where is the point..?
  5. Data: How to tell if a stat is statistically good. EDIT: There are now multiple statistical data sets in this post, please check whether the data is for 180 max wild tamed to 269, official rates of 150 max wild tamed to 224. or for pre-tame chances for 150 wild or 180 wild. I have looked around and have not seen much information about how to tell if a stat is good based off statistical data. I decided to investigate it myself. Now, before I present my findings I am assuming you know how to do the following: Tame a Dino, and Enter Its Stats Into a Level Calculator. This means you know how many Level Points are distributed into each stat. Most creatures have 7 stats to distribute into (this includes wasted speed distributions). That being said, I originally hypothesized that stats form a bell curve around the average distribution of the tamed level points. I made a computer program to randomly roll stats for 1 million creatures and tally the 7 million stat rolls to see how often they appear. To explain this in detail: My server has a max wild level of 180 that will increase to 269 when tamed assuming 99% taming effectiveness. 269/7 = 38.4 average levels in each stat Now, assuming you want the best stats possible, I suggest taming all high level dinos regardless of pre-tame stats, but if kibble is scarce, I suggest still taming any high levels because you can make more kibble with effort, but you can't make high level dinos appear. Now, onto statistical data to help you decide if you got a good or rare stat roll. Once the program tallied all the stats of the 1 million, level 269 tames, these stats were converted into percents. These percents are as follows and tell how rare it is to get that roll or higher(PERCENTS OVERLAP AND ARE FOR 180 MAX WILD DINO KIBBLE TAMED TO 269): 52 or higher = 1.37% 51 or higher = 2.06% 50 or higher = 3.00% 49 or higher = 4.30% 48 or higher = 6.03% 47 or higher = 8.25% 46 or higher = 11.07% 45 or higher = 14.55% 44 or higher = 18.72% 43 or higher = 23.60% 42 or higher = 29.13% 41 or higher = 35.25% 40 or higher = 41.82% 39 or higher = 48.68% 38 = average for level 269 37 or lower is not something you want to stop at. You can use this info to determine if you want to continue looking for better stat rolls or start breeding. Note: Anything higher than 52 only appeared 0-3 times out of the 7 million stats rolled and anything higher than 60 wasn't even seen. That being said, aim for 48-50 on after tame stats if your servers max wild dino level is 180 because within a few mutations you're at 54-56. That's a jump from 1/20 or 1/33 chance (rare) to a stat that is 1/171 or 1/443 chance (Not impossible, but easier to breed). Thank you for your time. If you have questions, want data for a different max wild dino level, or would like a different format for the data, feel free to leave a comment. Edit: All statistical data was run multiple times to make sure the sample number (1 million dinos, 7 million stats) was large enough to produce consistent data and it was consistent. NOTE: I saw it suggested somewhere that there is a limit on how many points can be distributed into a stat when a dino is tamed. There is no way to prove this exists or what the cap is unless you go into Ark's source code. I will say that statistical improbability puts a sort of soft cap on how high you can get a stat to be without mutations. EDIT: The following is statistical data is about OFFICIAL SERVER RATES. That is a max wild dino level of 150 which can be kibble tamed to 224. Hopefully, this information is useful to the brave souls who play official. The average value for a 224 dino is 224/7 = 32. The chances for different stats on official dinosaurs tamed to 224 are as follows: 46 or higher = 0.67% 45 or higher = 1.08% 44 or higher = 1.69% 43 or higher = 2.57% 42 or higher = 3.83% 41 or higher = 5.57% 40 or higher = 7.90% 39 or higher = 10.92% 38 or higher = 14.72% 37 or higher = 19.34% 36 or higher = 24.80% 35 or higher = 31.04% 34 or higher = 37.93% 33 or higher = 45.30% 32 = average for level 224 31 or lower is not something you want to stop at. Again, shoot for as high of stats as you want, but 40-42 is a good place to stop taming for official servers and start breeding to get better stats. EDIT: Pre-Tame data for those whom it may concern. Sometimes kibble is scarce and people look at pre-tame stats to see if they want to tame an animal. That means knocking out the animal, putting its current stats into a calculator to get the point distribution. They then decide whether or not to tame it based on how 'good' the stats are, but how high is 'good'. For official rates, max dino level is 150. This means the average stat is 150/7 = 21.4. The following data is for UNTAMED level 150 dinos: 33 or higher = 0.70% 32 or higher = 1.23% 31 or higher = 2.07% 30 or higher = 3.39% 29 or higher = 5.37% 28 or higher = 8.18% 27 or higher = 12.01% 26 or higher = 17.02% 25 or higher = 23.27% 24 or higher = 30.70% 23 or higher = 39.15% 22 or higher = 48.25% 21 = average for 150 wild dino stat 20 or lower is not something you want to tame if kibble is scarce. For unofficial rates with a max dino level of 180. The average stat is 180/7 = 25.7. The following data is for UNTAMED level 180 dinos: 38 or higher = 0.82% 37 or higher = 1.37% 36 or higher = 2.21% 35 or higher = 3.46% 34 or higher = 5.26% 33 or higher = 7.76% 32 or higher = 11.10% 31 or higher = 15.39% 30 or higher = 20.73% 29 or higher = 27.09% 28 or higher = 34.38% 27 or higher = 42.39% 26 = average for 180 wild dino stat 25 or lower is not something you want to tame if kibble is scarce. Hopefully, this pre-tame information is useful to you. Happy hunting!
  6. Raptor Claus Drops Whats the best stuff you guys have found in Raptor Claus drops so far this year? Im playing on default non-dedicated so the best im getting are journeyman sword and crossbow blueprints but i’ve seen some folks online such as Syntac get ascendant blueprints. What kind of loot is Raptor Claus sending you guys?
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