ARK: Survival Evolved

ARK: Survival Evolved

View Stats:
🦊 Hermit Aug 20, 2016 @ 7:23pm
Any Way to Set XP Multiplyer Seperately for Players and Dinos?
So me and a friend have recently started a new private PvE game, and we have the XP multiplyer set to just 0.1 so that we don't rush through the game and get to high levels too fast. To make up for this low xp and prevent the game from being too boring, we have set gather rates to very high, so we have plenty of materials to craft and build with.

However my friend has highlighted a problem with our system - our pet dinos are handicapped by the low xp, but do not gain in the same way we do by the high resource gathering, since they cannot craft items and build. In other words, they are being punished without any way to balance their progress.

So I've started to research if there is a way to set the dino XP multiplyer independant of the player multiplyer in server settings. I haven't yet found any way to do this, and I don't believe there is, but if there was we'd love to set the dino multiplyer to vanilla, so they continue to gain XP at normal rate, while we gain it slowly.

Does anyone know if this is possible somehow? Any assistance anyone could give would be appreciated, thank you.
< >
Showing 1-10 of 10 comments
PlayerNumber03 Aug 20, 2016 @ 7:53pm 
0.1 exp, are you insane?!

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.
🦊 Hermit Aug 20, 2016 @ 8:40pm 
Originally posted by PlayerNumber03:
0.1 exp, are you insane?!

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.

Originally posted by PlayerNumber03:
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.

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 ;)
Last edited by 🦊 Hermit; Aug 20, 2016 @ 8:46pm
I get the feeling this is more what you're looking for:

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)
🦊 Hermit Aug 20, 2016 @ 9:15pm 
^ Those are some interesting options too, thanks for posting them. I hadn't seen those as options to change before. But wouldn't they affect the xp gained by both players and dinos, as opposed to just dinos individually?
Rezonus Aug 20, 2016 @ 9:19pm 
Originally posted by Hermit:
^ Those are some interesting options too, thanks for posting them. I hadn't seen those as options to change before. But wouldn't they affect the xp gained by both players and dinos, as opposed to just dinos individually?
Pretty sure they affect both, I'm not even sure it is possible to seperate dino and player exp rates.
🦊 Hermit Aug 20, 2016 @ 9:23pm 
Yeah, I don't think it's possible, but the idea of shrinking dino level requirements down to a tenth of what they are normally might be a good workaround. And those commands for each xp type individually might have something in them too, thanks for bringing them to my attention^^ I'll have to look into those.
Nylan Aug 20, 2016 @ 10:01pm 
Here is a link to a tool you can use for setting dino and player xp per level required to be separate. http://arksurvivalevolved.gamewalkthrough-universe.com/dedicatedservers/customizationtools/customlevelstool/Default.aspx

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.
Dex Aug 20, 2016 @ 10:08pm 
0.1 that's like life is feudal level of grind. have fun!
retsam1 Aug 20, 2016 @ 10:21pm 
Originally posted by Hermit:
Originally posted by PlayerNumber03:
0.1 exp, are you insane?!

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.

Originally posted by PlayerNumber03:
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.

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 ;)

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.
Last edited by retsam1; Aug 20, 2016 @ 10:26pm
🦊 Hermit Aug 20, 2016 @ 10:28pm 
Originally posted by Dorrin:
Here is a link to a tool you can use for setting dino and player xp per level required to be separate. http://arksurvivalevolved.gamewalkthrough-universe.com/dedicatedservers/customizationtools/customlevelstool/Default.aspx

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.

Cheers, I'll check that out^^

Originally posted by retsam1:
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.

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:

Originally posted by retsam1:
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.

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.
Last edited by 🦊 Hermit; Aug 20, 2016 @ 10:34pm
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Aug 20, 2016 @ 7:23pm
Posts: 10