ARK: Survival Evolved

ARK: Survival Evolved

Ark Reborn v236
Azrael  [developer] 23 Jul, 2015 @ 9:45pm
Dino Stat Re-distribution Ideas
So.... I'm tossing around a few ideas on how to redistribute the wild dino stats to make a more enjoyable experience. What I am currently thinking, and what will most likely be the easiest way to do it is this:

Pre-distribute food, weight, oxygen, and movement speed stats so that the dino's automatic levelling is focused only on health, attack, and stamina.

Let me know what you guys think about this. I know it is a fairly simple work-around, but at this current time, we do not have the ability to modify the source code, so I don't know how to set a priority on a certain field of stat distribution.
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Showing 1-9 of 9 comments
Daclif Buddy 24 Jul, 2015 @ 4:27am 
sounds good to me
Dralek 24 Jul, 2015 @ 6:59am 
This sounds rather nice, especially since wild dinos can sometimes put their points into odd choices... I met a Spino once with over 10k food.
Rikimaru55 2 Aug, 2015 @ 12:29pm 
Sounds very logical, and even better would be if all dinos tamed and wild get health mele damage and stamina regardless where you put the stat points but the wild would get more if not double to compensate so that if you for example level a dino only in speed it wont end up with only 500 health at level 90, im not saying anyone should only level speed but to explain the improved and more logical mechanics.
Last edited by Rikimaru55; 2 Aug, 2015 @ 12:34pm
Azrael  [developer] 3 Aug, 2015 @ 12:09pm 
This is actually VERY hard to balance. Wild dino's get a health increase in a percentage based on their base stats. Tamed dinos get increases based on their stats when tamed. Finding that "perfect number" where a wild dino gets an appropriate amount of increase in stats through all levels is actually quite difficult to do.
Toutwoui 3 Aug, 2015 @ 9:49pm 
Hello there,

I am not completly agree with the defaut behaviour you want to have here, it might kill the variery of dinos we can find. For instance, if i want an argentavis, i do not want to upgrade attack or health, just want to ugrade heigth and stamina, to have them following me with huge amount of items.

Having all the dinos leveling their stats only for attack, health and stamina will remove the choice we have to make them assuming differents roles :-/
Last edited by Toutwoui; 3 Aug, 2015 @ 9:49pm
Frosty 4 Aug, 2015 @ 5:20am 
Originally posted by Toutwoui:
Hello there,

I am not completly agree with the defaut behaviour you want to have here, it might kill the variery of dinos we can find. For instance, if i want an argentavis, i do not want to upgrade attack or health, just want to ugrade heigth and stamina, to have them following me with huge amount of items.

Having all the dinos leveling their stats only for attack, health and stamina will remove the choice we have to make them assuming differents roles :-/


agreed. Plus i LIKE having some dinos with just absolute ♥♥♥♥ stats. That way you actually have to spend time hunting down, and knocking out, many dinos in order to find that perfect dino.

Forcing good stats is a bit boring imo. Nothing better than finding an argen with 500+ weight and 2k+ stam :D
Azrael  [developer] 4 Aug, 2015 @ 1:29pm 
Yes, I know that it can be enjoyable to have to do a bit more "hunting" to find that perfect dino.... but enabling that, means that you automatically NERF all wild dinos. The key thing we are wanting to fix is to make it so that you can't go rampaging around all willy nilly taking absolutely no damage because all dinos (brontos and rex's included) are at max 3k health, 200% attack. If you can get a baby rex (lvl 1) and still get it to 5k health, %400 attack by level 40, then the wild lvl 60's (at minimum) should have similar stats. Because a level 40 rex should not be "Beast-mode'ing" a rex 20 levels higher.

Once this change is implemented though, you will still be absolutely free to change all the stats you want, the wild dino's will just be "locked-in" to change specific stats. The more they are able to randomly allocate, the less potent wild dinos become.

Now that I think about it, there could be a way around that... but in those SUPER RARE instances where you come across a dino that has only levelled attack and health, you would literally be facing a boss dino.
Rikimaru55 5 Aug, 2015 @ 5:57am 
Sarco needs to have higher dps.
Jeza 7 Aug, 2015 @ 5:28am 
Hadn't seen this thread when I posted this suggestion in another subforum :

After a lot of disapointing high level tames where most points had been randomly distributed in food/oxygene here is something I would LOVE to see :
Wild dinos point distribution depending on race and no wasted points.

-No points at all in food.
-No points at all in oxygene for non aquatic dinos
-A cap on the % of points that can go to torpor
-A cap on the % of points that can go to speed, but the cap would be per dino. Raptors for example can benefit from having a very high speed (tamed a lvl 45 wild raptor that had 157% speed at tame and I LOVE it)
-A cap on the % of points that can go on carry weight, but the cap would be per dino (all the gathering/hauling dinos can do with a higher cap than the rest)
-The bulk of the points should go into HP/Stamina/melee damage

This would have 2 effects :
More useful tames so you don't waste time and resources to knock down a dino to discover he's useless
More dangerous wild dinos all around without having to raise any difficulty caps or tweak the resist/damage ratios.

Don't know how feasible this is but I thought I would put the idea out there just in case :)
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