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Because Ark is a sandbox, it supports a lot of different goals and those goals may change over time. For example, when I first started, I was completely uninterested in boss fights and ascension, making Tek gear, etc.
So I guess the answer is to obtain the dinos you need to achieve what your goals are now, plus a few backups when ♥♥♥♥ happens.
Edited note: Spinal Tap might make a good name for a spino. Quetzals are named after rulers, and Ozymandias is the name of one of my quetzals. ;)
Ankies I name after metal bands/songs. Doeds are named after rock stars. Raptors are named after rappers. Tek Rexes are named after characters in Horizon Zero Dawn, which Ark blatantly copied, but I like games that adopt best practices from other games. Therizins are generally named Death something (Death Vader), Scissorhands related, then trees, then common names (Amy, John).
Yes, there are a lot of different paths one can choose I suppose. The "end game" though is defeating bosses, yes? (dunno... the game doesn't bother with telling you so...:))
Ascendancy?
Don't know anything about it other than it may involve "bosses." But, what I've heard is you basically need to do a lot of breeding, get the best dino setup for whatever the fights are, etc.. No clue.
Ah, so tame all the dinos! Gotcha! :) (Limit is 888 or something like that? Dunno why that number stuck in my head.)
The extra Spinos skeedaddled off to somewhere. I had planned on either murderizing them or taming, but I didn't know which was the best idea. On my own, I'm sure I would have made the wrong choice. ;)
Ichy stole my Ascendant Crossbow... I was on a platform overlooking a cliff at my noob base and he got in past the Para's roar, sniped me and flew off... I looked for an hour for that darn thing.
So, I said screw it, magicked me in some using console commands, picked a couple and that's that - I'm no longer putting up with bad design if I have a console. They could have burned my base down and everything in it, sans the tames since I'm attached to them now... I wouldn't have been as ticked off as I was in losing that darn gift from Raptor Claus. The devs are sadists and not in a fun way.
In every game I've played with lots of "units" where players get to name individual ones, it never fails that players come up with their own customized and usually categorized naming conventions. :) (I picked "royalty" for the Carbos because... Well, what else are they going to do except regally extend that long neck and head out from their shell and make their own darn way down the beach at their own pace? So... might as well be royalty, I guess. Added "Charlemagne" to the roster so my females with get with the egg laying...)
Friggin' Ichys... I'm currently seeing if there is a console command I can use to do something about those little bartards. Mass Extinction of a specific species sounds like a plan... need a big rock dropped from a very high place with an ACME "Bird Food" label on it...
There is a max level players can reach of level 105,
However if you defeat the bosses then the true boss after them you can up that further.
110 for Gamma version,
115 for beta,
120 for alpha,
Then on abberation you can increase it further by defeating that boss
125 for gamma,
130 for beta,
135 for alpha.
All the while the implant in your arm evolves and changes.
All maps change you somehow expect scorched earth which is a pointless map.
Atm my goal on my current playthrough on ark is to 100% the games story before genesis comes out (not including notes) while also getting my fav 1-2 creatures from each map,
Iv played the game so much but i never focused on finishing the story as the boss fights were so badly designed and so amazingly unfun.
So far have finished the island and scorched,
The island took maybe 2 weeks and i lost 98% of the dinos i fought the bosses with despite enabling the rescue method on pokeballs for those fights due to the bosses terrible designs,
Scorched earth took me all of aday to fully explore, get what i wanted and kill the boss on all 3 difficultys.
(tho to be fair i whent into that map with an army of tek rexs, full equipment ect to skip the grind)
Took 2 extra days to get some 150 manti and a 150 phoenix.....man that one took forever to find even with a mod to disable needing heatwaves.
I have no reason to return to that map....ever.....
Abberation well it took 2 days just to reach the obilisk alive to pull out the tek transmitter i had built on the island so i could bring in some dinos/tools ect
Aday later my base is looking ok but i am only now getting the tools and all required to get myself a reaper my fav creature in the entire game.
Tho at this rate could be a week to get the 2 creatures i want + an army to face the boss + good enough gear to last the fight.
(i want the reaper max lvl and the drake max lvl... im in for a loooooonnnnnggggg search)
Then excintion thats gonna be hard solo taming the 3 bosses then facing the big bad final boss of the game.
But atleast on that map i'll have the collective tools/units/ tek tier ect from all the previous maps to help. (will still take atleast a week i bet)
Nah, unless it's what you want to do. I played Ark for over a year with no interest in killing bosses.
Sorry to hear that. That's why we made the decision to turn thieving critters off. The player even killed the thief and it did not return the stolen weapon. That's just being griefed by the devs, and Ark's only saving grace is that the game supports modifying not fun mechanics.
Again, this is like claiming that the dev's were griefing players when they programmed Mario to lose his Feather/Flower/Big/Tanookie Suit upon receiving damage. The language you're using implies that your subjective preference to have nothing lost "unfairly" is objective preferred. This simply ignores vast swathes of game history.
A more suitable statement would be, "I simply can't put up with that," or, "I can't play games with this level of permanent consequence for simply being insufficiently spatially aware."
Everything about video games is subjective. There are even a lot of people who don't like them at all. That's because everything about one's definition of "fun" is subjective. You might as well argue that your favorite color is better than other colors.
Thanks a bunch for that rundown!
So, is that the "goal" of tackling the bosses? To increase your level cap? Or, do you get some kind of "neato" item/award/etc?
I've heard the bossfights aren't very much fun. A couple of posters I read seemed to like certain ones, but most decried the same fights as... just "unfun." So, there does seem to be some agreement in kind with your statements.
I've found some various bits and pieces of notes/boxes/whatsits. But, no "story" sorts of elements so far. I'm not sure what to look for, there. Caves? Or, is the story all contained in the Explorer's notes?
There's Explorer's notes, Dossiers, and then... what? What's the "story element" as presented to the player in the game?
Gotcha. Sounds like a plan, I guess. I like open-world games, else I wouldn't be here. But, it's also nice to have some kind of goal that the game will reward the player for achieving without the player always having to come up with their own motivation. I don't mind, for instance, building, crafting, researching, breeding, etc... But, one day during play I might say to myself "I'd like the game to recognize my greatness." Then... what? Having the game respond to one's actions is part of... a game. "Poke with stick...make do game." Sandboxing is fine, it's just nice to sprinkle some game-related responses in there every so often.
Player action should have consequences. But, RNG is not a "consequence."
Not whining about my situation, but using it as an example:
I'm standing in my base on a small platform overlooking the beautiful (:/) swamp. The light is dimming and night is coming soon. My Para has been yammering about an Enemy for the last hour. I've searched and the only thing I can find is a fish that's stuck in a rock, yet again... Tomorrow, I'll take the Spino out and kill it just so I can have some peace and quiet.
"Danger Music Plays" - An Ichy steals my Ascendant Crossbow, gifted to me by the great and powerful Raptor Claus.
It was a heirloom. A family artifact handed down to me by myself. It represented a long struggle of corpse-running and unfocused progression in random directions until, at last, I realized that shooting nasties with an Ascendant Crossbow is one of the Good Things in Life. For thousands of in-game seconds, the cycles slowly counting down my existence, I chased my stationary corpse across the map after being sampled by virtually every meatasaurus in the game in this crazy reptilian buffet. All just to retrieve that "one thing" that I couldn't replace.
Why didn't the little flying f___ steal that stupid Chibi pet that I end up shooting in the head at least once an hour when it suddenly pokes its ugly skull into view and scares the bejeebus out of me?
I had purposefully gone out and tamed a second Para just to put on Turret Duty. In my first days of play, my first two tames were a Moschomp and a Lys. Two Ichy's killed them both when they attacked the Lys to carry it off to their loot-filled hideout and do unspeakable, Ichy, things to it. I was away from home... I thought they were big enough that Ichy's wouldn't bother them. I was a noob and wrong...
So, I took action. I was determined to never let that happen again. "Paras frighten away small predators, even Ichys" wrote the wiki. "EUREKA!" I worked to get a second Para for dedicated Turret Duty for Enemy Warning and general protection against those pests!
And, approximately seven foundation tiles away from my Para, an Ichy divebombed me and stole from me "that one thing that shall never be lost."
Overly dramatic. But, the point is that this is the sort of consequence based on RNG and shortsightedness that "feels" so bad during gameplay that players are naturally inclined to say "The devs do not feel our pain." :) The player doesn't "deserve" that sort of experience.
Are there players out there who, if left to their own devices, do not disable or permanently murder these little flying bartards? Whenever the subject comes up here or in any of the threads I've read in the "Official" forums, the response from most players is almost always "we disable those on our server."
Game feature fans never use => Something is wrong with that game feature => Somebody should do something about the lost work-hours that went into creating that game feature asset.
:)
PS - And, yes, I'm still ticked off about that. ;) But, on XBox, I don't have such low-level admin controls and can't edit a custom ini/etc. So, the Ichy's are safe for now.
There's a "difficult game is difficult" kind of game and then there's a "difficult game is difficult because it's bad" kind of game.
In this respect, the issue is one that if a player does, indeed, overcome a goal and follows "the rules" of the game, the player should be able to count on those rules being relatively stable. If they're not and if the game lies to the player and gives them a false sense of equity and stability, then the game will become unpredictable for players.
Unpredictable is bad.
I don't mean RNG is bad, I mean that you can't reward a player for achieving something and learning the rules of the game by turning around and telling them "Oh, we were lying to you."
If you crafted Bug Repellent so you could go collect honey, you are doing a beautiful game-related thing - You've conquered the knowledge necessary and gained the enabling materials through hard work to achieve a desired goal. That's a "game." That's a good game mechanic with very good goals and feedback for achieving those goals!
And, as you climb up the tree, you discover that RNG says "No, it's a lie" and the bugs kill you...
Is that the predictable influence of RNG or, instead, a mechanic that devalues all your work leading up to applying that Bug Repellent? Those sorts of consequences have to be examined closely else a game ends up being ruled by the omnipresent RNG. The RNG Boss is usually "unfun" when it's relied on too heavily to produce "content."
ARK is not "hard." ARK isn't "Battletoads." ARK is no different than any other RNG-Generated world with the exception being that there is little balance applied to the MoB dangers the player may face. Players are expected to die their way through the game, courtesy of MoBs... for the most part.
That difficulty can be circumvented by... walking around them.
Sure, there's crafting materials to get and Engrams and worlds to unlock/explore, etc. But, the game is no more difficult than deciding not to walk through a bad neighborhood and, instead, just taking Uber (Argent) to make one's way to the movie theater. :)
PS: Everybody hates Ichys. You should too! Get on the Ichy Hate Train and get your "I Hate Ichys" bumper-sticker, today!
If you play long enough, you will learn, everything is replaceable, and you will find better Blueprints.
Good luck on your Ark journey and if your PC can handle the game, buy it when it is on sale and join the PC Master Race.
This thread is turning into a private conversation, maybe you guys should consider private messaging each other.
I couldn't avoid it. In fact, I had prepared everything in order to "avoid" them by using Paras to scare them off. I also keep a permanent stack of Meju berries in my last slot, just for all the thieves to hopefully take instead of "important thing x."
Nobody likes this particular mechanic. At least, I haven't read anyone stating that fact.
Do you like that mechanic?
How is it easy to avoid and overcome? Sure, killing them would be an option, but what does the player do when they can't see them before they strike? Is there a late-game feature that helps with this?
I was PC Master Race long before the phrase... :) I just play some games on XBox because some long-distance friends play some games on it. Plus, I like the comfort/ease for certain things. Already have ARK on PC, just waiting to upgrade.
I don't do Steam PMs. I'm an older gamer and there's too much weirdness going on there.
But, this is a "Noob Thing." It's a Noobworthy topic.
Wat do? "Just kill them" is an answer, sure. But, what do you do when the dice get rolled and you're just an unwitting, even prepared, victim?
PS: Spent an hour last night looking for a female Moschops. (Dino extinction problem in several regions, now.) Finally found one out the three total Moschops in the South Central regions in the map... YAY! "Give a Cooked Prime Meat to Tame."
Hmm, don't have any on me, but I know how to get some! Late... need to sleep.
So, I start the game, go hunt down some prime meat, cook it as soon as I can get it, then leg it back to where that female moschops was. Spotted her! It's the same one! Leve 20 all-red female Moschops! Yay, I can get some more kibble production done, now!"
"Give Giant Bee Honey to Tame."
...
Much design. Very game.
PS: I'll try to stop posting here. "Try," that is. Enjoy your game.
1. PVP not for solo. 5-7 players are minimum for tribe. And they must be from different time zones so your base will always be secured while others sleeping.
2. Everything can be dastroyed. No Superduper fortification will save you when base is under just AI protection. Task of turrets - to slow down enemies while YOU and your Dinos will kill them.
3. Dinos = power. Their damage and HP much much stronger than players. How about 20000+hp griffin that tanking 12 bio turrets and killing your animals and then escaping? For taming cool dinos you must have big tribe. Also, many dinos dealing area damage, and servers are often lagging in unexpected time so you can't hit players with your own aimed fire.
4. Weapons that lower than polymer level are not for real pvp. They for selfdefence from leather/naked players and taming of dinos.
5. Don't hold everything on 1 base. Use hiding spots, beacons e.t.c. If 1 base will be raided you will start from 0.
6. Armor in this game too strong. Steel for example can reduce input damage to 1/6. For example 200 clear damage shot from long rifle will be 34 in steel armor. 30 damage of wooden spear will be 5 damage(lol)
No doubt. Some games are poorly built, bug ridden, etc. Or simply don't competently allow player input. Those are objective poorly designed games, to the vast majority of game players. However that's an argument ad populum; see speedrunners who get their thrill from the conquering of poor design, specifically.
Clearly wrong. Predictable feedback is definintely not a condition of "good" design. Every PVPer in the world prefers unpredictable feedback and tends to bore quickly once it becomes predictable. They like liquid game theory situations rather than stalemate.
I'm in between, I tend to enjoy pretty predictable feedback, with occasional surprises. You clearly prefer more predictable feedback than me. So the bug repellant failure rate is "bad" for you and "good" for me.
Daggerfall would like a word with you ;)
It's neither. It certainly doesn't devalue any of the work I put forth. It reduces the value, sure. But even if it totally zeroed out the value I'd still have achieved the knowledge that the game will fool me, and that bug repellant is a ... red herring? False flag? Ya know what I mean.
It's a not realistically predictable behavior. Sure one COULD predict that it would fail 1/10 times. But there are a dozen other likely possibilities to consider and no particular reason to suspect that particular outcome. This is like the Minecraft example, where one can be expected to intuit some basic tool patterns but a solid 50% of the crafting patterns simply have far too many potential combinations to realistically expect a player to discover without direction. Sticks for fences? Planks? Logs? Form both fence slats or just one? Etc.
Minecraft's recent addition of the pattern book is a capitulation toward your type of gamer. The more popular (and thus more profitable) type.
Well. I certainly don't like them. Nor Leeds. Nor Pegos. Nor Purlovias, nor Thylas. Nor Yutys for that matter. And I hear horror stories about the "imbalance" of Gigas. In fact Ark's brutality is FAR from what I normally play. But I'm liking the fear that losing my high end gear causes. It doesn't much matter why; although I do draw the line at the game crashing and respawning me 200 feet above the ground BESIDE my Argy. Part of my fun comes from earning and maintaining and replacing duplicates to account for these "unexpected" and, now, predictable losses.
Great game. (Have you seen the reconstructed "3D" vesion? Not bad.)
But, I reply to it as an example. It was "predictable" in that certain things would be random just as Oblivion's "leveled" content, a form of player-generated "randomness" in toto, was taken and spreadsheeted out ad nauseum so one could get the best "leveled" drops.
I don't mind "not knowing" and surely don't need some kind of constant reward patting me on the back for being a good boy. But, there isn't a "game" out there, by definition, that does not rely on the very significant principle of "rewarding the player for using their knowledge of the game's rules to achieve a desired goal." That's "a game." When those rules are broken too often? When they can't be relied upon? That is when RNG becoms "unfun" because that predictability has been lost.
It was just a "what if" example to demonstrate how your knowledge successfully achieves the creation of a tool, using your knowledge of the game's rules and mechanics and building upon your past victories, so that you may then achieve another goal, compounding your value of the experience.
I'm not sure what "your type of gamer" is. Don't make assumptions too far beyond what's written.
And, you disable them, correct? (I think I recall that being mentioned.)
There's nothing wrong with disabling them IMO. The forums, posts, screaming rants are predictably full of people announcing their hatred of those birds and their mad rush to their server's .ini files to remove them from their lives...
Yet, when someone complains, there's always a "git gud scrub" post that rises to the top of the bowl, too. They're a bad mechanic. It's not because they do something bad for the player, it's because the player often doesn't have a choice in the matter. And, when they do, when they see the birb crazily circling towards them or right over their heads it's suddenly "the fault of the player that bad things happened to them." Aiming straight up in a game that is constantly monitoring axis input and tends to multiply the sensitivity of movement when the reference is very low on two axes... (ie: You're liable to turn your character's facing fairly crazily when staring straight up and attempting to make small adjustments so you can kill this thing...)
Nothing wrong with that. But, you did know that if they lose more hitpoints than are written on their stats page then that means they will likely die, right? That's predictable. If you logged in and then a giant meteor squashed your base, that would be wrong... right? But, if you then discovered that in the wiki it says "There is a 1% chance that a giant angry meteor will destroy everything you love" would that make it a good game mechanic? Would the game then still be "hardcore cool?"
Since the last patch, none of my mate-boosted turtles are laying eggs. (Yes, the female ones...I checked.) And, they don't poop. Not a one. Not one poop coming out of the South end of any turtle. All the other animals poop, females occasionally laying eggs, etc.. I've spent quite awhile staring at turtle butts with no joy and they're constipated as heck... I'm hoping that was just an issue of the initial load after the patch and won't continue. (I understand the mechanics and I have collected eggs from them before as well as poop. Just nothing from them as of the last patch XBox received. Other animals appear to behave as normal. I've read of some similar issues, but none with solutions or identified problems/bugs.)
I thank you for your help and advice! Thanks a ton! I'll bow out now as there's no need to attract more "why don't you shut up already" posts, here. I will still reasonably reply to responses, etc, but won't voluntarily offer new subjects/questions and the like just so the thread can calmly pass away and go to Thread-Heaven. :)
It was the Gachas I disabled because they drastically alter the loot game, among other reasons. Literally stone = great loot. Left in seagulls pegos and leeds, the typical devils. Only the Leeds was ever considered for genocide, and only because it combines with my mortal terror of the water. Dealing with it though as I can defend myself now.
As for predictability I stand by my examples of dice, slot machines, certain card games, Peggle, etc being evidence that predictability is optional in games, and a subjectively preferred design principle rather than an objective measure of quality.
My appraisal of your gamer type is based on significant writings, the best one can really hope for in this circumstance, and I stand by it as well. However I certainly never implied you need constant pats on the head; neither that degree nor the pejorative tone. As a matter of fact requiring constant pats on the head is merely another subjective preference, one I could not condemn. And indeed seems to be the predominant preference. Incidentally I quite enjoy the game Peggle, and there are few better examples of more arbitrary pats on the head.
The "git gud" nonsense is interesting. I see it primarily in those whose singular focus is achievement, great portions of their fun come from those pats on the head. The greater the pat, the greater the recognition, the more they are willing to push themselves through the unenjoyable grind. An utterly alien mindset to me. I suspect they see our objections as complaints, rather than suggestions to increase the fun.
The Meteor
Heh. Surely this isnt happenstance... what do you know of the Extinction map? Let's just say that there almost certainly is roughly a 1% chance that a giant meteor will literally crash your base and Destroy Everything You Love.
There are certainly safe places, but that is actually a core mechanic of that map.
And the answer is that yes, I actually would quite enjoy that mechanic. It would force a certain level of redundancy, and a background of danger, much like creepers in Minecraft, or seagulls. It may well still exceed my tolerance for the grind, but that is my subjective preference. Some PVP players enjoy it as well, because it gives them a place where fewer people tolerate the risk, leading to interesting PVP consequences.
And should the meteors suddenly deliberately Target my base one full moon I would consider it merely an expensive lesson. Perhaps that would exceed my tolerance for loss, but again that would be a subjective preference on my part.
Tonight We Dine on Turtle Poop!
I'm afraid the only experience I have with a bug remotely related to yours is incredibly wild fluctuations in the randomness of egg-laying. Never had any issue with pooping. There are definitely occasions where egg-laying rate is bugged or I'm seeing one in a hundred chances crop up three or four times out of 10.