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Existen varios efectos medioambientales en ARK: Survival Evolved que afecta a la manera de jugar. Algunos de estos efectos pueden ser positivos para el jugador, pero otros no lo serán tanto, y debes entender cómo funcionan para poder adaptarte.

Temperatura

Studio Wildcard Logo.png In ARK: Survival Evolved you must Eat Food and Drink to survive, with different kinds of plants & meat having different nutritional properties, including human meat. Ensuring a supply of fresh water to your home and Inventory is a pressing concern. All physical actions come at a cost of food and water, long-distance travel is fraught with subsistence peril! Inventory weight makes you move slower, and the day/night cycle along with randomized weather patterns add another layer of challenge by altering the temperature of the environment, causing you to hunger or thirst more quickly. Build a fire or shelter, and craft a large variety of customizable clothing & Armors, to help protect yourself against locational damage & extreme Temperature using the dynamic indoor/outdoor insulation Weather calculation system!
~ Publisher Studio Wildcard comments on survival mechanics in the "ARK: Survival Evolved" game description on Steam.

(See bottom of this section for Status Effects on Temperature)

Overview

Temperature is one of the core survival mechanics players have to contend with in ARK: Survival Evolved. It is arguably one of the more challenging mechanics, due to the vast number of environmental factors that make it difficult to accurately track. In addition, the Status Effects that affect the player in extremes Temperatures are subtle enough that the dangers of them are often unapparent until they've already put the player in significant danger.

In essence, the goal to this mechanic is for the player to maintain an optimal Temperature, or otherwise prepare for the side effects when unable. Maintaining a working knowledge of the many factors that affect Temperature is necessary to be successful.

Environmental Factors

There are many different environmental changes and player actions that can affect the Temperature of a player(s).

Current Air Temperature

This is the global stat that affects any and all players on an ARK Server. It can be viewed at any time on a player's Inventory Screen in the 'Character Stats' on the right side, under °(C), or pressing and holding H. This stat will constantly fluctuate during game play, and will sometimes raise/lower to extremes on its own, forcing players to constantly adapt and change strategies to avoid death.

  • Currently, extreme temperatures are seen at the bottom of the screen as a graphic, and the character will sound like panting or shivering. Another way a player can tell is by acquiring Status Effects or stopping to check the Inventory Screen. Additional to the sounds and graphics, your vision blurs, and either a purple or red haze surrounds the screen. The developers are currently working on additional cues to alert players to oncoming hot or cold spikes.
  • The Air Temperature is different from region to region, so prepare for some drastic changes, for instance the south is hottest, the north is coldest, but the east/west fluctuate between both hottest and coldest.

Natural Elements

  • Water- Standing/swimming in water lowers a player's temperature. Ocean waters are colder than inland rivers/lakes, and will lower a player's temperature more. Some mounts help with the cold in some situations. Deeper water is colder than shallow water. In some cases the water temperature is higher than the normal temperature.
  • Lava- Lava creates pockets of hot air (typically above & near the lava) that will raise the player's Temperature dramatically, and decrease hydration faster.


Fire

Anything that uses some sort of flame such as a campfire or torch will give off Heat nearby, raising the Temperature of any players near it. This includes:

Fire Source Hypothermal insulation Hyperthermal insulation Range*
Torch.png Torch 50 -25 500
Standing Torch.png Standing Torch 100 -50 800
Campfire.png Campfire 100 -50 800
Cooking Pot.png Caldero 100 -50 800
Refining Forge.png Refining Forge 100 -50 800
Industrial Grill.png Industrial Grill 210 -140 900
Chimenea de piedra.png Chimenea de piedra 300 -100 800
Industrial Forge.png Industrial Forge 150 -220 1400

* The range is given in the in-game units. 800 units is about 2 and a half foundations. The closer you are to a fire source, the more insulation you get (given insulation numbers can be met when standing closely to the fire source).

The effects from multiple heat sources can stack. Consider the (dis)advantages when placing Heat-generating structures close together.

Tip: The Campfire and Standing Torch give the same hypo and hyperthermal insulation, so it is better to use Standing Torches when you decide to warm up in cold areas because they are cheaper to craft and consume less fuel.

Shelter

Home.png

Standing under a ceiling, or inside an enclosed structure, provides Temperature mitigation (lowers Temperature when hot, raises Temperature when cold).
Adobe structures give more insulation. Tents also work.

It will also negate the effects of inclement weather. (+112 hypo and +56 hyperthermic insulation)

Clothing

Any Clothing or Armor that a player equips has the potential to improve (or worsen!) their Temperature under the right conditions. This is represented by the "Hypothermal/Hyperthermal Insulation" stats listed on a Clothing's item description.

  • If the player has positive Hypo/Hyperthermal Insulation, the effects of an extreme Temperature are lessened.
  • If the player has negative Hypo/Hyperthermal Insulation, the effects of an extreme Temperature are worsened.


Each type of Clothing/Armor has different impacts on a player's Insulation levels. The Armor page details each set's insulation against heat and cold.

Fortitude

Fortitude.png A player's Fortitude stat grants an amount of passive Temperature mitigation (lowers Temperature when hot, raises Temperature when cold). The higher the stat value, the more mitigation it will provide.


Status Effects

Artículo principal : Status Effects


Severe weather can have an adverse effect on members of your tribe.

Cold.png Hypothermia.png Las temperaturas frías te infligirán un efecto que aumentará la velocidad a la que la estadística de Comida del jugador disminuye. Esto empeora drásticamente en fríos extremos, haciendo que el jugador incluso llegue a ganar el efecto de estado Hambre. Normalmente ocurre en zonas muy elevadas (como en las montañas) y de noche.
Hot.png Burning.png Hot Temperatures will cause a Status Effect that increases the rate at which a player's Water stat will decrease. This will dramatically worsen in extreme heat, potentially causing player Dehydration. Commonly seen at lower elevations, such as the coast, and during mid day.

In addition, please note that in both extremes, the player will experience direct health loss in addition to other effects. Combined with the increased rate of Water/ Food depletion in severe weather, this can turn a regular situation deadly very quickly.

Weather

Currently, extreme temperatures/weather affects the players' water meter. As of the time of writing, there are seven easily recognizable weather events:

Rain & Thunderstorms

Rain

Water.png Rain irrigates crops, refills water consumption, and allows the player to fill water containers like Waterskins from anywhere outside. Rain also slightly decreases the temperature of the island, but only by 3-5 °C / 5-10 °F. Note: you cannot avoid rain by flying above the clouds.

Thunderstorms

Thunderstormicon.png Thunderstorms act like regular rain storms but with the the added effect of lightning and thunder.

Snow

Cold.png Snow, only present in snowy biomes, drops the temperature even further. Note: you cannot avoid snow by flying above the clouds.

Fog

Dilo Venom.png Fog seems to do nothing aside from reducing player vision immensely, though this is plenty dangerous on its own in certain circumstances. Fog also makes clouds lower and thicker, so flying at higher altitudes is more difficult due to obstructed vision.

Heat & Cold Events

Burning.png Heat events drastically increase the temperature of the whole map by between 16-28 °C / 30-50 °F, resulting in faster dehydration, and health damage at or above roughly 50 °C. Hypothermia.png Cold events are the exact opposite, drastically decreasing the temperature of the whole map by 16-28 °C / 30-50 °F, causing higher food consumption, and health damage at sub-freezing temperatures (careful in those mountains).

Extreme Heatwave

Enflamed.png Extreme heatwaves are only found on Scorched Earth, and result in extremely high temperatures, generally in excess of 55 °C / 130 °F. This is almost guaranteed to cause health damage and the Heat Stroke effect if the player is caught out in the open. This event also causes the Phoenix to spawn for the duration of the event.

Electrical Storm

Flashbanged.png Electrical storms, also only found on Scorched Earth, deactivate electronics and prevent some advanced weapons from firing.

Sandstorm & Windstorm

Sandstorm

Sandstorm.png Sandstorms, only present on Scorched Earth, severely limit visibility, while also draining stamina and adding sand to the player's inventory.

Windstorm

Windstorms, which only are active on Ragnarok, limit visibility much like sandstorms, but not as severely. Windstorms also increase the wind speed, which can assist players who use Wind Turbines, as the storms can raise the wind speed past 100%.

Earthquakes

If playing on Aberration DLC, normal weather events do not occur. Instead, there are periodic Earthquakes, which cause a random assortment of resources (based on the region) to drop from above. Earthquakes also prevent the usage of Climbing Pick, and causing those already using them to drop off the wall, potentially to their death.

  • To read more on different status effects caused by weather, go to the Status Effects page.
  • If playing on the Scorched Earth or Ragnarok DLC, or willing to summon dinosaurs, the Jerboa can make a great companion that will predict certain upcoming weather patterns through body movement and sounds.

Seasons

Plantilla:DLC section The Aberration DLC strays from the standard day/night cycle by introducing a form of seasons to the game. Instead of daytime and nighttime having consistent lengths on each day, the lengths of daytime and nighttime vary over time.

Overview

There are three seasons in Aberration that combined make up one "year," or cycle through all of the seasons, that lasts 10 days. These "years" start on days that are a multiple of 10 (day 0, 10, 20, etc.).

The Seasons

Hold H in game and look at the top left of your screen to see the current day and season.

Aberration DLC Seasons
Season Start Day* Length Daytime Minute Length (WIP) Nighttime Minute Length (WIP)
50% Day / 50% Night 0 4 Days 2.5 Seconds 2.5 Seconds
90% Day / 10% Night 4 3 Days 4.5 Seconds 0.5 Seconds
10% Day / 90% Night 7 3 Days 0.5 Seconds 4.5 Seconds

*Days that end in this number. Example: Day 0 means day 10, 20, 30, etc. and Day 4 means day 4, 14, 24, etc.

How Time is Affected

It is important to note that these seasons do not change the in-game time of when night and day start. Day always starts at 05:30 and night always starts at 17:30. What changes is the length of the minutes between these times. This means that during the "10% Day / 90% Night" season the minutes between 05:30 and 17:30 will pass very quickly and the minutes between 17:30 and 5:30 will pass very slowly. Conversely, during the "90% Day / 10% Night" season the daytime minutes will pass slowly while the nighttime minutes pass faster. Finally during the "50% Day / 50% Night" season the minutes during the day and during the night will pass at relatively the same speed.

Environmental Hazards

  • Toxic Air: Swamp Cave
  • Lava: Wyvern Trench (Scorched Earth), Lava Biome (The Center, Ragnarok), Volcano (Genesis)
  • Molten Element: Molten Element Chamber (Aberration)
  • Pitch Black: Trench
  • Spores: Within Aberration
    • Fertile Spores: Fertile Chamber (Aberration)
    • Freezing Spores: Bio-Luminescent Chamber (Aberration)
    • Dizzy Spores: Molten Element Chamber (Aberration)
  • Radiation: Molten Element Chamber (Aberration) (See Radiation)
  • Extreme Sunlight: The Surface (Aberration)
  • Outdoor Radiation: Lunar (Genesis)
  • Sulfur Pools: Sulfur Fields (Extinction)
  • Geysers: Desert Dome (Extinction)
  • Whirlpools: Ocean (Genesis)
  • Low Gravity: Lunar (Genesis)
  • Green Vents: Lunar (Genesis)
  • Fissure: Lunar (Genesis)

Environmental Events

  • Eclipse: Within Extinction
  • Meteor Showers: Wasteland Biomes (Extinction)
  • Orbital Supply Drop Crash: Wasteland Biomes (Extinction)
  • Element Node Emerging: Wasteland Biomes (Extinction)
  • Volcano Eruption: Volcano (Genesis)
  • Snowstorm: Arctic (Genesis)
  • Green Rain: Bog (Genesis)
  • Meteor Shower (Large): Lunar (Genesis)

Notes & Trivia

  • A very comprehensive research on how insulation and temperature work was done by u/Vindicer on this Reddit post: https://www.reddit.com/r/playark/comments/3zossq/data_temperature_insulation/
  • There is currently a bug where if you swim in the snow biome and you're not swimming in "the frozen sea" region, your temperature will raise considerably.
  • Because of the way the extreme temperatures work on the Surface Biomes in Aberration, it can be beneficial to schedule your surface exploration during the 90% Night seasons (days 7,8, and 9 of each "year"). On a 90% night you will get 54 (real life minutes) (60*12*4.5 seconds = 54 minutes) to explore the surface before sun comes comes up (17:30 - 5:30), at 10% night this is only 6 real life minutes. However, due to server lag and such make sure you leave the surface on time.
    • Because seasons change at midnight your night may end much faster or slower than it began. This potentially unexpected behavior can be dangerous when exploring the Surface.

Galería

Referencias