ARK: Survival Evolved

ARK: Survival Evolved

Capitalism Research Table [OPEN SOURCE] (Discontinued)
 Dette emnet er festet, så det er nok viktig
Impulse  [utvikler] 4. okt. 2016 kl. 17.44
Known Bugs
Sist redigert av Impulse; 5. okt. 2016 kl. 10.23
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Voarex 4. okt. 2016 kl. 20.16 
I haven't gotten to check it out! I finally removed the engram tables, and spawned in my new Trade Center! With a Research Department! You're so freaking awesome! Hopefully the bug can be fixed! Have you figured out why its too fast?
Impulse  [utvikler] 5. okt. 2016 kl. 3.07 
Yeah i know where i have to tweak the multipliers... but this is nasty testing, which only works live ^^
Impulse  [utvikler] 5. okt. 2016 kl. 5.10 
I added a ResearchComplexityMultiplier for the gus.ini, so i don't need to update it so frequently ^^
darkneon2002 11. jan. 2017 kl. 11.55 
cant research ascendet flak leggins into a bp, the options dont show
Impulse  [utvikler] 13. jan. 2017 kl. 5.37 
has it lost durability?
darkneon2002 13. jan. 2017 kl. 11.45 
okay i got the option now.
research failed though and it said 100% chance o_O
Sist redigert av darkneon2002; 13. jan. 2017 kl. 12.04
Manimaul 1. mars 2017 kl. 11.16 
Opprinnelig skrevet av Darkneon2002:
okay i got the option now.
research failed though and it said 100% chance o_O

Awesome mod but I just had a player report this too.
Impulse  [utvikler] 1. mars 2017 kl. 11.32 
This percentage only represents the Level of funding, but it can still fail ^^
Sist redigert av Impulse; 1. mars 2017 kl. 11.32
Manimaul 1. mars 2017 kl. 12.00 
hey yeah sry i saw the historical comment after i posted.. my bad :) ok i'll let everyone know
SgtSausagepants 29. sep. 2017 kl. 11.34 
Whats the chance it fails when something is 100% funded?
Impulse  [utvikler] 29. sep. 2017 kl. 11.46 
@SgtSausagepants, there is no percentage since it depends on hard limits... e. g. if you try to research an items dmg that is already at wildcards given limits -> it will fail
SgtSausagepants 7. okt. 2017 kl. 19.12 
Is there a way to make it just give an error instead of damaging the item?

Or just bring it to the cap and leave it there?

There has to be a better experience for players than just losing quality with no warning.
Sist redigert av SgtSausagepants; 7. okt. 2017 kl. 19.14
Impulse  [utvikler] 8. okt. 2017 kl. 2.39 
@SgtSausagepants, So which warning do you have in mind, at which state and in what form?
SgtSausagepants 8. okt. 2017 kl. 11.40 
Well, if failure happens when players research something above Wildcards limits... they have no feedback that it might happen, or that it DID happen. My players just see a 100% meter and assume success, and then get pretty frustrated when it goes wrong, and it doesn't explain to them what happened.

Hmm...

Some ideas:
1. A warning message under the button that explains high level items might reach the cap, and lose quality.
2. A specific warning popup that the item they are using will hit the cap and might lose quality, based on the specific item they placed in the table.
3. When an item is close to the cap, just bring it to the cap and stop, instead of losing quality.
4. A confirmation popup before each item that explains the system somehow, or warns that items cannot be improved beyond hardcoded limits.
5. If an item is AT the cap, don't give a % at all, or leave it at 0%, so they know not to keep going.
6. A results popup? Maybe after researching an item, every time, a popup appears explaining what improved, or what failed, and why.

If you are dealing with hardcoded limits by Wildcard, I am not sure what's possible, but those are some ideas that could help user experience. Personally, I would err on the side of not taking users coins to make their item worse.
Impulse  [utvikler] 8. okt. 2017 kl. 12.33 
Since this are rnd rolls i cannot previously see if or when items hit wildcards cap. So i'm not able to realize points 2., 3. and 5.

4. will get annoying if you always get a warning notification on research ^^

1. This buttons are Wildcards build in buttons that are only made visible with the multiuse functions, so an additional text next or below is only possible with widget injection.. so not feasable.

6. This is a very good idea, i might implement this :D -> so that you get both items next to each other an you can choose which one you want to keep. Thanks that is truely a great idea ;)

-> currently Bank and BountyBoard are in merging and debugging process, after that i'll have a look at NPCTrader bugs and DinoLoot. So don't expect it to be implemented within the next 2 month.
Sist redigert av Impulse; 8. okt. 2017 kl. 12.36
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