ARK: Survival Evolved

ARK: Survival Evolved

Annunaki Genesis (v3.21.0)
Aoi Blue Mar 24, 2018 @ 9:51pm
Some ideas to improve difficulty auto-scaling.
This mod could use some difficulty auto-scaling and introduces the base structure really needed to make that work.

It should introduce a series of difficulty scalers on areas, dino types, dinos/spawns. The actual scaler should be based on the combination. The scalers are acted upon in groups based on events.

Some of these scalers should be specific to each player. For instance, Certain types of dinos should prone to attack players who have attacked or killed ones of their kind or their particular heard, and all dinos should hold a grudge, either being agressive to or running from players who have attacked them or their group.

If a player is killed all difficulty scalers applying to the area and dino should be reduced substantially, and all personal grudges against the player by dinos should be reset.

If no dinos are attacked by players in a category for a fixed period of time, the settings reduce. Personal grudges also decay with time.

If a player attacks a dino unprovoked various scalers should increase, especially personal grudges. If the dino attacks first this does not apply, after all the one that got away isn't too big a deal.

If a player is whitnessed stealing an egg by a parent it will get the approp+
riate scalers increased depending on the species' egg protection behavior. This is defined as provoking an attack as well.

If a player kills a dino it should increase all scalers. If it was after an unprovoked attack it should do so more.

The scalers should be:
1, Dino base level when spawned.
2. Dino alert range (agro and flee) *
3. Dino alert preference (agro and hunting) *
4. Dino alert level (agro and flee) *
5. Dino persuit time/distance/difficulty (Agro) *
6. Threshold to flee threshold.
7. Spawn Rate
8. Chance to spawn a special.

The ones marked with star are also affected per player. These reset for the player if the player dies.

Also increased, making it good for the player:
1. Chances of high quality drops. *
2. Supply drop quality. *
3. Supply drop frequency nearby area.

The one's marked in * should be also affected by a player rank controled by some of these traits.

Furthermore, there needs to be cap on some traits (both dino and survivor) with diminished return formula to create hyperbolic requirements to reach said caps. The caps should be per species obviously.