ARK: Survival Evolved

ARK: Survival Evolved

Apako Islands v0.76 Alpha (OBSOLETE)
Tunis 18 Jul, 2015 @ 3:42am
great map for an early version just 3 big issue :p
Hello,
we just start playing with your map on our server to test it a little and you did a really good job here seriously it is in good shape for an early version i just have see some minor issue here and here.


so i will try to do a listing of the thing that seem the most urgent to solve for rendering the map playable by more players :

- the dino spawn need to be tweaked, like you said in description they clearly are not enough of them. some zone dont even have spawn, for example the river on the north no pirahna, no coel, nothing in here (and all the beaches are the same).


- the resources point that dont despawn after being harvest, until this is fix i dont think we will see many server try to go with mod map. (well didn't you speak with dev for your interview? can't you send them the bug to have it looked into faster? :p)
> this is a serious issue even more than the dino, since it make building almost impossible (small rock (the one you need a pickaxe to harvest but that are not too big) dont despawn so you cant place fence/foundation where they are. there is already so few flat place to build with that it is almost impossible :p (we are in north zone not sure if other island have more flat zone ^^)

- hum maybe change the slopes making them less strong (primarly around water for this one, if you take 2 step in water you are already completely submerged and some place you cant even come back on shore since the slopes is to strong but that's still sand it's not a cliff x) )
> changing the slopes may help with building too,will be more easy to make mi-shore/mi-sea house if you dont need 300 pillar by trying to reach the end of the sea after placing 2 ceiling on the sea and 1 foundation on the sand ;) )


that the 3 biggest issue i have record for now on the map (or at least the 3 that make it not playable in big scale :p )

we will continue to play on the map to see what happen after for now we just start so we can't explore other island will come back after advancing in the game or when you release a new version with new bug :D

good day to you and good luck for the future

Ps : sorry for my bad english :p
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Tunis 18 Jul, 2015 @ 5:57am 
arf can't edit after some time passed...


so to help you if you didnt look into it too much for the spawn of dino :

the blueprint of the spawn will impact what spawn and how they spawn (in group or not for instance).
you define the dino in the NPCSpawn entries
each entry correspond to one iteration of the blueprint.
for example you define dodo and make them spawn by 5 so in the entry of the dodo you will add :
-5 elements in the NPCs to Spawn with the dodo character blueprint.
-5 elements in the NPCs to Spawn Percentage Chance, here it define the probability of each dodo to spawn each time (for exemple if the 5 are at 1 there always will be 5 dodo to spawn if one is a 0.1 and another at 0.5 and the other 3 at 1 then you can have group of 3 or 4 or 5 dodo)
- the entry weight define the probability of the blueprint to choose this one entrie. (if you have more than one entrie. Define one to 5 and the other to 0.5 then you will mostly see the 5 entrie and almost never see the 0.5 one spawn. for example i have test with 3 entries, one dodo with weight of 2, one trike with weight of 1 and one phioma with weight of 0.5, after some test, i have see 1 trike spawn that's all all the other were dodo, no phioma did spawn.)

i don't know what the other valu in the spawning blueprint do but they dont seem to be need. (the spawn offsets are used in official blueprint but it still spawn without it dont know what it does :p )

after that you need to modify the NPCZoneManager :
- linked the 2 zone volume of you spawn zone.
- define you spawn blueprint in the NPCSpawn Entries Container Object
- coched Enabled and other checkbox that you need (only in water or not in water etc...)


here is the big thing to look at :
- Min Desired Number Of NPC : it define how many dino will spawn at first, i have try with a value of 5 and 20 with the entries setup has 5 dodo or 1 trike or 1 phioma with value of weight define before. the conclusion :
for the 5 value, only 1 group of dodo did spawn each time (one group is 5 dino) (count dino = 5)
for the 20 value, almost always 4 group of dodo and 1 trike (count dino = 21)
i have test to change the spawn weigh to spawn only trike and phioma and so for each spawn there were almost 20 dino each time + 1 or 2.

the 2 max desired number dont seem to work to much for the start, i have set them 2 at 100 and never have more than 22 dino spawn. i think it work for long time running server that will spawn additionnal dino after a certain time.

- the Desired Number Of NPCMultiplier is self explanory, with a 2 value and with same weight as before (2,1,0.5) i seem to have 1-2 trike spawn and some time 1 phioma, all the other are dodo. (the count for dino is still around 40-42 )

you can link more than 1 NPCZoneManager to the same 2 volume zone (let say for example make one with dodo group spawn in a zone with around 15-20 dodo, and another with trike spawn around 3-5 in the same zone as the dodo. and so in one defined volume you have the 2 spawn blueprint and you will always have some dodo and trike and not maybe only dodo for a long time until the lotery pick a trike ^^)

that's all i have figured out for now if you need some other test dont hesite to ask if they are not too complex i can try ^^


good day :)
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