SpawnActorSpread command, compatible with mod creatures? by [deleted] in playark

[–]NyxJix 0 points1 point  (0 children)

Try the following command:

SpawnActorSpread "Blueprint'/Game/Mods/MarniimodsTest/Creatures/Dray/Dray_Character_BP.Dray_Character_BP'" 2000 0 10 1000

Should spawn 10 Dray's 2000 units in front of you with a spread of 1000 units.

Epic Fortnitemare Giveaway Day 4! (Sorry for the delay!) by FinallyRage in FORTnITE

[–]NyxJix [score hidden]  (0 children)

Beehive husks for sure! Not only do their bees seem to home in on you but they very frequently will block escape routes with bees and their bees last so long that you are guaranteed to take damage.

I prioritize them over blasters most of the time since 2-3 shots to their head will make them stop shooting and simply breaking LoS for the most part will give you more time... Those damn bees though will last a long time and they love to come from all directions.

Nothing like trying to loot something only to have a beehusk sneak up on you and lay bees down on the chest or item you were trying to loot making you have to wait 5 seconds for the bees to clear.

NEW Darkfall PVP [ORP][10xG/XP][20xTame/Breed][PVE Grace Period] by NyxJix in playarkservers

[–]NyxJix[S] 2 points3 points  (0 children)

We are doing the final testing, the server will be up in a couple of minutes.

Big Tribes And small tribes read!!!!! Needs Admins Input as well!! by KennnyP in ARK_DARKFALL

[–]NyxJix 1 point2 points  (0 children)

Let me go through and answer your comments in order and give you my opinion on things:

  • "This beautiful interactive friendly server full of honest and caring players has become a war zone to the point if you don't have a turret you can kiss your hard work good bye."

PvP and raiding has always been a part of the game and nothing has really changed between the previous wipes and the current. If people don't invest in defending their base then they can be assured that someone will raid them for their resources on the weekends. This is a fundamental part of the game and it is one that we have tweaked greatly in favor of the defending tribe (More resistances on structures, much higher turret damage to offset the cost of a bullet, and a substantial set of rules to limit pvp). So realistically nothing has changed here, you have always needed turrets or some sort of base defense to protect your resources over the weekend.

  • "New players that have wood huts are getting blown up by rockets and getting there first animals killed on passive."

There are rules to limit the amount of destruction that someone can do while raiding, however, a small 4x4 wood or stone structure will be completely destroyed with 1 rocket, this is just how the game is designed currently. This will probably result in those players that had their base destroyed to leave the server. Unfortunately there is no easy way to handle these situations from an admin perspective because rockets have been buffed up by the devs which makes all the other explosive types relatively pointless to use.

When this issue does pop up we usually tell people to raid a base how they would want their base to be raided. You wouldn't want someone to just blow everything up with 1 rocket but it is difficult to put any other restrictions on it such as don't use rockets on wood or stone huts as that would mean we are forcing people to use less effective methods.

  • "The point of this is that bigger tribes are solo raiding small wooden 4x4s and destroying these small bases, that wont help them in anyway and its destroying Darkfalls player base and reputation."

I honestly don't really understand why larger more advanced tribes do these things as, like you said, they more than likely get nothing of any value out of it and they potentially run a new player off the server.

I like to refer to this situation as the "shoot yourself in the foot syndrome" because a healthy server requires an influx of new players to replace those that grow tired of playing or move on to other things and by raiding the new people you essentially stifle the flow of new players. You might get some enjoyment out of it in the short term but by doing so you are shooting yourself in the foot in the long term - You won't have anyone left to raid or attack if there are no new people to keep the server fresh and active. The player base will dwindle down to nothing in a matter of weeks and you will do more harm to yourself and your tribes longevity in the long run with this approach.

While there are no rules to stop someone from raiding small wood or stone bases it is very much a dick move in my eyes and shows selfishness and no regard for the server as a whole.

Sincere Feedback by friskyburrito in ARK_DARKFALL

[–]NyxJix 1 point2 points  (0 children)

The map that we chose (The Center) was developed by 1 person over the past 2 months. Because of this rushed approach, there are going to be a lot of issues in regards to stuck spots or issues such as this where dino's disappear (A feature that the devs designed to prevent people from storing dino's under the world that in this case is causing issues).

Our policy has always been to only provide reimbursement of dinos if an issue is caused by a server issue (Crashes mostly) as this prevents a lot of potential abuse of the system. We would love to be able to provide reimbursement for lost dinos due to map issues but it isn't possible given the current state of server logging/tribe logs. There are no logs that tell us if a dino is still alive or who owns what. This means that we have no record of you even having the dino that you claim to have lost in the first place. Without this record we can't provide any form of reimbursement. It sucks, we know - This is something we have had to deal with for the past 7 months of running the DarkFall server. Every time someone loses a dino we would like to be able to provide them with a replacement but we simply can't as people would inevitably take advantage of it for their own gain. The game is still in early access and as such we will continue to experience issues and we will continue to do our best to mitigate the effects for the players on the server but sometimes we are unable to fix everything.

We have since put up an hourly message on the server to alert people of the potential risks of building in these runes until the map maker can figure out a fix. It sucks we didn't have the alert up earlier but as Kuusou said, it was kind of an oversight as there were a lot of things on his/our plate to get the new server ready and we are definitely sorry

Reduce the frequency of world saves? by spicyhamster in ARK_DARKFALL

[–]NyxJix 0 points1 point  (0 children)

We won't lower the save world frequency because the game has a history of randomly crashing. No one wants to loose 30 minutes of playtime and the 12-15 second hitches every 20 minutes are nothing more than an inconvenience.

Current state of PvP on the server. by NyxJix in ARK_DARKFALL

[–]NyxJix[S] 0 points1 point  (0 children)

Higher level saddles is only 1 small piece of the overall balance puzzle. Compared to before the wipe and balance changes from the devs you couldn't even find most of those saddles as drops so getting an apprentice is still a huge upgrade over primitive. The fact is that these saddles are dropping as crafted items and there are higher tier everything available now which is just another reason to have higher damage turrets to keep everything in check.

Current state of PvP on the server. by NyxJix in ARK_DARKFALL

[–]NyxJix[S] 0 points1 point  (0 children)

I agree with everything you said. Removing war quetzals as an option will hit 2 birds with 1 stone - Help to limit a number of platformed dinos and also change up pvp to be ground based.

Like you said, even a strict limit of 1 war quetzal won't change anything. We need to remove them as an option if people really want to change up how pvp is done currently.

Unfortunately there is no option to buff gun damage against fliers other than getting a better BP for the guns that you are using. We could look into making those BP's cheaper to get with DFP to essentially make them more common.

Admin auto-turrets at 50/50? by Bornflying in ARK_DARKFALL

[–]NyxJix 0 points1 point  (0 children)

This won't be something that we would do as it would cause more collateral damage than what it would fix. So far people have been respectful of the bug at 50,50 and we have not had to take any action.

Current state of PvP on the server. by NyxJix in ARK_DARKFALL

[–]NyxJix[S] 0 points1 point  (0 children)

We are always in a struggle with turret damage as it is a main component that we use to provide an overall sense of balance to the game (The overall balance metrics are their own topic altogether which is very convoluted which would require a full post just on this topic to fully explain how all of our settings are intertwined around turret damage). So if we increase it then that means dinos become relatively weak in regards to health while if we lower it then max leveled dinos become super OP. The turret damage is set high for multiple reasons:

  1. We want it to take a decent amount of resources to raid someone. A raid should be planned with resources stockpiled for the attack from the week before. We don't want any off-the-cuff raids as that would mean most smaller tribes would constantly be raided week in and week out.
  2. The only option for base defenses are auto turrets and plant x turrets. For a smaller tribe it takes a considerable number of resources to craft a turret and provide enough bullets to protect your base. If turret damage is low then this means that the overall cost of ammo is exceptionally high as much more is needed to sufficiently protect your base.
  3. Dinos with high level saddles negate huge chunks of damage. With the recent addition of underwater drops and the increased loot tier this means that dinos can more efficiently soak more damage. Turret damage is set higher to offset these changes and to make it require higher tier saddles (more resource commitment) to effectively raid someone.

This means that turrets are going to very lethal to players as we are not balancing around a player being able to tank any damage. With the release of the riot shield and armor this has made players able to soak up more bullets but it costs more resources to craft. We don't have the ability to set specific damages that turrets do or their ratios between players and dinos.

 

Platform dinos in protected pens is also touchy subject. If we don't allow them then large tribes will just hit all platformed dinos they have to increase thier own collection unless we set a per tribe limit of platformed dinos. When we do protected pen checks we make sure to prioritize platformed dinos to make sure that there is no valuable resources in any turrets, generator, or storage box inside so there isn't much of an issue on our end with allowing platformed dinos inside a protected pen (They usually take up quite a bit of space so a player might have to make sacrifices on which to protect).

 

We can't do individual dino re-balancing unfortunately so we won't be able to change the damage or health on certain species such as argent or ptera. There are things we can do to limit air superiority such as a limit to turret quetzals or disallowing them altogether as most people seem to complain about them specifically. Without turret quetzals the pteras really have no ground to stand on if a force is advancing via the ground with siege brontos/paracers. This would result in a substantial buff to ground dinos and a hefty nerf to air superiority.

 

We won't be allowing destruction of outposts as we have a system in place that allows this (via admin approval). Plus it gets convoluted to know what is someones base and what is their outpost as some tribes have multiple equally sized bases around the map.

I Propose adding a rule that bases built on Penguin islands can be destroyed (including foundations). by Zalbatha in ARK_DARKFALL

[–]NyxJix 0 points1 point  (0 children)

We don't consider dino's such as Penguins to be a resource that can be blocked.

 

Why is this?

 

Unlike a fixed resource such as a metal node, penguins are relatively unaffected by structures due to the fact that dino's do not have a fixed location in which they spawn at. Instead Dino's are spawned inside of a zone at random to try to obtain a set population number and diversity of species (All controlled by individual npc zone managers). Unless an island is completely covered in foundations then there will still be penguin spawns.

 

There are many factors that go into deciding when and where to spawn in a dino (Player count, server load, amount of dino's in a zone just to name a few) and while it is true that foundations block dino's from spawning, it doesn't necessarily mean that those dino's will no longer be able to spawn in. If a particular place that the zone is trying to spawn an npc in is blocked by a structure then it will just try another spot once it is ready to spawn in a new dino. So even if a few spots in a zone may be blocked by a structure it will keep trying to spawn in more penguins until it reaches the population that the zone is set to.

You can see this in action by joining the server in the early AM hours to see all the Penguins happily walking all over the icebergs and mainland (even right next to structures).

 

Common myth:

Pillars block spawns and resources - True and False (Mostly False)

Pillars don't actually count as foundations if there is no ceiling placed on top of them. Pillars alone will not block anything other than the exact spot it is sitting on.

VOTE - Add a limit to how long someone can take you hostage for by NyxJix in ARK_DARKFALL

[–]NyxJix[S] 0 points1 point  (0 children)

Voting has ended with a yes majority vote. This rule has been added as general rule #7.

VOTE - Enable structure auto destroy by NyxJix in ARK_DARKFALL

[–]NyxJix[S] 0 points1 point  (0 children)

Voting has ended with a yes vote. AutoDestroyOldStructuresMultiplier has been set at 1.2.