ARK: Survival Evolved

ARK: Survival Evolved

TCs Brutal Ark v1.0.1
Vanitious 14 Jan, 2019 @ 4:40pm
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all my server settings for this test run

[TCsBA]
ErrorLogLevel=Error
DinoPurgeFrequency=600
DesiredLevelRange=150-200
HighestPurgingLevel=500
PercentageNeeded=50-60
PopulationToCountAsLow=100
PurificationFrequencyRange=1800-3600
ThreatNeededToBePurified=50
AllowARcToBeAwarded=false
BaseARcAmountAwarded=0
IncreaseFlyerStaminaCost=false
PerkActivationTimerMultiplier=0.125
IgnoredWildDinos=
MaximumClaimAreaScale=80
InitialClaimAreaScale=9
ClaimPatchTimeLength=3600
ClaimAreaLevelUpMultiplier=2
ClaimAreaTribeLevelThreshold=1

OverrideOfficialDifficulty=25
XPMultiplier=0.5
HarvestXPMultiplier=0.5
KillXPMultiplier=0.5
CraftXPMultiplier=0.5
HarvestAmountMultiplier=1 (i use a different setting to reduce harvest lags HarvestResourceItemAmountClassMultipliers=)
TamingSpeedMultiplier=10



dont believe the lever range enforcer is operating for me as intended. i have desiredlevelrange= 150-200 and highestpurginglevel= 500 with my difficulty offset being 25. to me this would mean only dinos between levels 150-200 or above 500 would be around the map for the most part. if im misunderstanding how these things work then this is invalid so just disreguard it.(servers been running a few hours with the mod at the time of writing this and still has many spawns under the and between the desired levels "200-500")

adding the mod to the server where i already had setup a base seems to remove the need/restrictions of the claim block. just like in my old single player file. (my claim area is still increasing on tribe levelups) **maybe character just need to respawn or another restart but went ot place a foundation and my entire base was picked into my inventory lol**

i have stat breed mutated tropical wyvern from the iso map. one of which lost its imprint bar entirly. im not 100% sure it ever had one but i didnt notice it missing until after adding this mod so thought it worth mentioning. several others still have thiers so i dont know what to make of it and the one that lost it didnt enrage (must still be recognised as breed).

adjusting how long it waits for an offline tribe to login could be a useful settings to add. even with the lowest configurable options used if someone whos offline is selected you will be waiting 1.5 - 3 hours for it to pick again. (perhaps choosing them again)

will be restarting my playthrew with a new character and updating with any new findings. (adjusted some settings when i did this)
DesiredLevelRange=100-150
PerkActivationTimerMultiplier=0.333

tribe experience seems very broken. had someone jump on the server start a thatch base, tame a dodo and hasnt been back since but when i flew past the base the claim range had increased significantly. i can only assume this means the tribe has been leveling up. also when i logged finally and got some sleep i came back to several level ups (13 i think) for the tribe (this was nice and all but i had done nothing to earn them)

seems easy to break the threat system early game. have had 8 encounters since restarting my character none of which seemed overly hard. granted i elected to stay built out of wood for the time being but the worst of them was the most recent which was a level 75 ptera and dimo that spawned while i was away from base. (using dino storage mod seems to hide threat, not sure if cryo pods would work the same)

encounters themselves the brutal dinos seem to favor targeting your tames. while i hate to lose a dilo or raptor as much as the next guy it would be far more painful to lose my forges/smithy/storage early game. (having seen what its like late game i suppose this is all moot but just my thoughts on it)

encounters only targeting 1 tribe per cycle might be less appealing to people who want the added challenge but join a server after others have become more established.

the world itself being limited to taming the lower end of the spawn levels is most certainly a lot more threatening.

all this said im not sure exactly what feedback you wanted or were looking for but these have been my thoughts and experiences since starting to use the mod on the server.

~Edit~
Setting the PerkActivationTimerMultiplier=7 breaks the in game perk countdown timers so i tried 4 to see if maybe keeping it under 99 hours ( 2 hour slot timers seemed logical it could work) but that didnt ether. i have bothered trying any of the others in between 1 and x but seems like a good chance they wouldnt ether.
Last edited by Vanitious; 18 Jan, 2019 @ 4:31am
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Showing 1-1 of 1 comments
PentiumFour 15 Jan, 2019 @ 7:30am 
I didn't realize the mod was so recent. Great idea and execution from what I have seen so far.

Quick note suggestion. Would it be possible to make an .ini setting to allow an increased number of Claim Patches/Areas, which would allow multiple base locations or more option than building permanently within the only claim area.
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