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My thoughts on difficulty since v190[edit source]

Now that the maximum difficulty has been raised to 4.0 in v190.0, this page needs to be updated.

I'm assuming that scaling etc. are unchanged and that only the cap itself has moved.

Given that, the table of common difficulties will look like this:

Difficulty Offset Difficulty Value Maximum Creature Level Loot Scale
0.01 0.5 15 50%
0.25 1.0 30 100%
0.375 1.5 45 150%
0.5 2.0 60 200%
0.625 2.5 75 250%
0.75 3.0 90 300%
0.875 3.5 105 350%
1.0 4.0 120 400%

Note that the first row with Difficulty Offset 0.01 doesn't fit the formulas, but that wasn't the case earlier, either. It is simply an edge case.

Apart from that, the new formulas will be as follows:

DifficultyValue = DifficultyOffset * 3.5 + 0.25
DifficultyOffset = (MaximumCreatureLevel / 30) / 4

The loot scale formula remains unchanged. Thoughts? -- IllegalOpcode (talk) 16:37, 29 July 2015 (UTC)

Unless MaximumCreatureLevel is something different other than the maximum level a creature can spawn in the wild, this may not be correct. My offset is set to 0.4 and I've just encountered a level 51 wild. Your formula suggests a 48 cutoff. Update: Level 55 spotted just now as well. 17:44, 29 July 2015 (UTC)

That does indeed point towards the formula being off, maybe Difficulty Offset can be more than 1.0 now? We'll need more data I guess. -- IllegalOpcode (talk) 19:35, 29 July 2015 (UTC)
Van dell seems to have figured it out! The math checks out and it matches your observations, unless you have seen a level 57 or higher. What's odd is that the formulas he uses are the ones I initially tried, but I seem to have messed up the interpolation. :] -- IllegalOpcode (talk) 21:05, 29 July 2015 (UTC)
I adjusted the formulas after figuring out offset 1.0 was just going to translate into difficulty 4.0
My testing method was just spawning several hundred Dodos. The values are only interpolated, though. Glad if it checks out. Van dell (talk) 21:50, 29 July 2015 (UTC)
And linear interpolation is exactly what the game does. :] -- IllegalOpcode (talk) 07:12, 30 July 2015 (UTC)

Brutal Difficulty[edit source]

The idea of Brutal is beyond it's name; no xp for crafting, 5% of normal passive xp and 10% of kills? How many dodo's must one include in the genocide just to hit level 2? Imagine how difficult Scorched Earth would be with these kinds of restraints... 17:00, 25 April 2019 (UTC)

EDIT: This topic is a genuine question; how many level 100 dodos would someone have to kill for that? - 17:02, 25 April 2019 (UTC)

Simple math. Kill-XP per level of the Dodo can be found in the Dodo's infobox. XP needed for leveling can be found at Leveling. --Flachdachs (talk) 19:35, 25 April 2019 (UTC)
It doesn't add up though... both the passive xp I should have accumulated by now and the xp gained by taming... I should at least be level 5 by now if the math worked out... I also killed a few critters with no noticeable increase in xp. It has to be one of three things:
  • You lose xp when you die
  • My character's xp is bugged
  • Mobile levels require more xp 13:17, 26 April 2019 (UTC)
There has to be an external multiplier here; killed numerous dinos including a 275 Lystro. Despite the math showing that I should have leveled by now, I’m only at 12xp. Sometimes I feel that I don’t gain any xp at all from killing... Scrubbanubnub (talk) 19:55, 28 April 2019 (UTC)
The base game has KillXPMultiplier in its Server Configuration. --Flachdachs (talk) 05:41, 29 April 2019 (UTC)
There's a problem there though; since the issue is on mobile, I don't have access to the server config. I can't even change or check the settings of a particular save after it's made. As far as I can recall, there's only two settings you have control over: The Difficulty (I chose Brutal for the challenge) and the Survival Mode (I chose casual for a more forgiving experience regarding the challenge). 12:54, 29 April 2019 (UTC)