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Set the dino exp level overrides to 1/10 what they're supposed to be. It's in the game.ini, experienceforleveloverride or something. But you have to do it twice, the first time is for humans. Hopefully this makes sense.
lol quite possibly^^ But the problem we were having before in our games is that we found ourselves rushing to endgame levels, just because we could. For example, we never tamed a parasaur in our games, because by the time we wanted mounts we were already high enough for raptors, we never bothered with ichthys because by the time we turned to the water, we could tame sarcos instead.
So having a much lower xp setting forces us to slow down and try out some of the other avenues and gameplay options that we always missed with faster levels, lets us experience and experiment with different aspects of the game that we never bothered with before.
You mean the LevelExperienceRampOverrides? Yeah I see what you're getting at...I've messed around with those extending the player level cap to 300, but I forgot they could be set for dinos too. And setting them to a tenth of normal wouldn't affect the dino stats would it, since stats are based on level not purely on xp.
Trouble is in order to set a curve for the dinos that's a tenth of normal, I'd have to know what the normal stats are to begin with lol. Don't suppose anyone has a listing of the vanilla dino xp stats for me to work from do they?
EDIT: After a bit of searching, I found this: http://ark.gamepedia.com/Levels
Hopefully that will suffice for what I need. Thanks very much to Number03 for the assistance, and if I have any further questions on this topic I'll come back and post them as they surface. If anyone has anything else to add please do so, I'd be interested to hear further discussion on this ;)
Game.INI values to scale the the 5 kinds of XP earned: Generic (automatic over time), Crafting, Harvesting, Killing, and SpecialEvents: "KillXPMultiplier","HarvestXPMultiplier","CraftXPMultiplier","GenericXPMultiplier","SpecialXPMultiplier" (all 1.0 by default)
If you don't want to click the link just do a web search for Trinity Ark Tools, the one for player and dino levels is what you want.
You seem to feel that xp would change decisions to tame or not tame parasaurs or ichthy etc.
Its just not the case. Just because you'd slow the leveling down to a grinding(pun intended) halt wouldnt alter those decisions. They're just not useful tames even if you're extremly low level as a player.
Im assuming this is pve as well btw. "Rushing" or current official server speed or making it even slower that official isnt necessarily where you improve a sense of challenge to your game play. You can make leveling to max instant and have dinosaurs able to 1-2 shot you for example to make a challenge. You can make harvesting the grindfest, you can make taming take triple the time it does officially, etc etc. Another alternative to adding challenge is playing with some mods out there that make 10x more content with challenges galore too.
All in all I'd say its best to not be too squarely centrally thinking exp grinding equates to a significant challenge. There are many different(and I would argue better) paths up that mountain.
Cheers, I'll check that out^^
But that's the thing, it does for us.
It doesn't alter the decision in terms of 'shall we tame a parasaur yes or no'. But it alters them in terms of 'shall we tame a parasaur - well we already have raptor saddles so why bother with the slower, weaker mount?'. By the time we came to think about taming some animals, we had already surpassed them and so saw no use for them, and need to expend resources taming them.
Going slow like this, it forces us to go with the lower options before jumping to the higher level things. We can no longer say 'Let's tame raptors instead of parasaurs' because we aren't high enough level for raptors yet, so parasaurs are all we have. Therefore, by going slow, we are forced to utilise and explore elements of the game we had in the past missed/ignored, and by extension find more use for them and enjoy discovering what they can do and what they're useful for.
EDIT: Saw your further edit, one mo while I respond...
EDIT 2:
We don't really do well with grinds, we'd rather prefer not to up the challenge by making taming or harvesting take much longer than normal. But with the xp change, it does not feel like a grind, because we can spend more time building, taming and defending ourselves from attacks.
In terms of mod challenges, we do already use a mod which increases max dino level to 510, and another mod which adds legendary dinosaurs into the spawn mix that are bigger and stronger than their default counterparts. We have used these in our previous games too. But still we found that we leveled too fast and missed parts of the game.
This setup now isn't so much about challenge, although there is a certain challenge in surviving at low level for a longer time. But the main purpose of this is to fully explore all the features the game has to offer, without missing elements because the xp rushes us past them too quickly.