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TLC pass 3 would be an amazing thing for the game right now. Many of water creatures have been neglected and they don’t have special abilities. Also many land dinosaurs like the carno have almost no purpose to tame. It would be better if TLC 3 could help some of these creatures get their usefulness back!

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On 5/10/2019 at 11:00 PM, Spinosail said:

TLC 3 Wishlist

I had previously posted a thread for TLC suggestions, but I can no longer seem to find it. Given WC's dedication to open communication and bugfixing as of late, the potential for a third TLC patch seems possible if they continue to listen to our suggestions. In this case, what creatures would you like to see get a TLC pass in the future, and what new abilities would you give them? Just as an aside, TLC has really only been for dinos introduced prior to June 2016, as after that is when WC really started to diversify dino abilities and roles. Of course, feel free to suggest changes to dinos after that, but I'd like to steer discussion in the direction of ideas for the OG batch of creatures, as they're the ones who desperately need it.
 
Here are all of the suggestions I've compiled over my time playing the game:
 
Anglerfish
 
Visual overhaul - No. It looks fine, though I don't use them often so I'm unsure if I speak for the majority in thinking so.
Though useful for silica pearls, the Angler is otherwise lackluster in its stats and slow, so to fix that:
  • Secondary attack that intensifies its lantern, stunning small nearby aquatic creatures (Coel, Salmon, Cnidaria, Ammonite, and Eels) and creating a large flash of light underwater like Plant Z (with a cooldown). Useful for escaping from Mosasaurus or Tusoteuthis, or stunning nearby fish to eat them.
  • Passively produces Angler Gel in its inventory (similar to the rate that the Achatina produces its paste).
  • Lantern shines different colors when detecting nearby enemy creatures and max level wild creatures (like the shoulder pets from Aberration, making it useful on the Island and the unofficial maps for finding high levels).
 
Araneo
 
Visual overhaul - Yes. As one of the first purely "enemy" creatures in the game (it wasn't tamable until a while after the game was released into EA), the Araneo has struck fear into the hearts of spelunkers, but it isn't quite as scary when encountered now. Give it an update, and make it absolutely horrific - it's supposed to be a nightmarish combination of spiders, after all.
Tamed Araneo suffer from mobility issues. They're slow, and they can't do much. Let's fix that:
  • Tamed Araneo can now climb walls (but not ceilings) like the Thylacoleo, making it a slow but versatile mount.
  • Araneo can create temporary (to prevent spamming) organic ziplines with their webs, allowing them to traverse terrain even more freely.
  • Biting human-sized prey or smaller (drag weight 35 or less) that has succumb to torpidity will wrap it in a sticky web; prey then quickly suffocates - you no longer have to wait for spiders to bite through your armor to eat you when knocked unconscious. Also adds a bit more danger to caving.
 
Archaeopteryx
 
Visual overhaul - No. While it can be easy to confuse with the Microraptor at a glance, the Archa is fairly good in terms of model quality.
The Archa's worst problem is that it was advertised as a parachute alternative, but requires it to be held, unlike a shoulder pet. To fix that:
  • The Archa is now a shoulder pet. To activate its gliding ability, double-tap the jump key as you would a Glider. Its gliding style remains the same.
 
Brontosaurus
 
Visual overhaul - Yes. Please. The Titanosaur and Diplodocus outshine the Bronto in terms of model and animation quality.
The Bronto does a lot as a turret soaker, but why not let it do a little more; it's the largest permanently tamable herbivore, after all. Here, we've got:
  • For a secondary attack, the Bronto can perform a rearing stomp, dealing massive damage (Base 180) without gathering. Attack obviously has a lengthy animation to prevent spam.
  • A "roar" that scares large wild carnivores (basically any carnivore that would otherwise attack a Bronto, including Gigas) into retreating for approximately 30 seconds, as long as the Bronto is above 50% Health. Carnivores would attempt to move as far as they can from the Bronto as possible, but readily attack non-Brontos nearby. Two minute cooldown, no effect on tamed creatures.
  • Immunity to the "Gnashed" effect. The Bleed effect entirely circumvents the massive Health pools that Brontos have. Considering that a Bronto is already unlikely to survive an encounter with a wild Giga, this betters their odds. Thematically it makes sense as well, as a big animal like the Bronto would have thick skin and make it better-protected from such attacks.
 
Carbonemys
 
Visual overhaul - Yes, desperately. The turtle is one of the more rigid creatures in the game. The player model also has a tendency to change dimensions when saddled on the turtle.
An early sight on the beaches, Carbonemys falls out of use the further inland you travel (with the exception of being tamed to soak turrets), so let's rectify that:
  • Can duck into its shell, pulling the rider in with it; greatly reduces physical damage taken but make the turtle immobile (will also sink in water). Wild carnivores will lose interest when the turtle is in this state, same as with the Doed. Projectile and explosive damage values remain unaffected to prevent soaking abuse.
  • Faster swimming speed, as mentioned in the dossier.
  • "Pacifist" buff - the longer a Carbonemys goes without attacking and hitting another creature, the more resources it will gather (up until 3x vanilla server rates after 300 seconds out of combat). Dossier mentions it isn't a violent creature, so it ought to benefit from acting like one.
 
Carnotaurus
 
Visual overhaul - Yes. We know from recent updates that WC's artists can make their designs a lot sleeker than they used to.
The Carno is the "Cheetah" of the Island's carnivores, according to its dossier. So let's give it some of those attributes:
 
  • The obvious base-speed increase, particularly for sprinting. A sound pass on its walking and running footfalls would be nice too, making it less loud.
  • The species' name is "Pressor," or "Crusher" - therefore, give it a charge with a twist. The Carno will rush forward after a quick wind-up, running in whatever direction it is steered. If the Carno pins a creature of equal or lesser drag weight (250) with this attack, the creature suffers from the Suffocating debuff (which already exists in game) over 4 seconds and loses all of its Oxygen, as the Carno knocks the wind out of its lungs.
  • A 50% weight reduction on meat in its inventory. The "meat-eating bull" can become great for meat runs, especially in the mid-game.
  • Reduced damage from attacks to its back, courtesy of its osteoderms.
 
Diplodocus
 
Visual overhaul - No. I personally think the Diplo looks fine, though some might disagree.
The Diplo is underutilized because it has no viability outside of hardcore RP servers and occasionally in PvP to push buried creatures to the surface. As the smallest sauropod in the game, it really out to offer more in terms of utility:
 
  • A 10-second stun attack, utilizing its whip-like tail. The Diplo can't damage enemies, but that doesn't mean it can't have a means of escaping from attack. Even its dossier mentions that it will attempt to escape from predators after repeated attacks; this would give it a means of doing so.
  • Owing to its friendly nature, the Diplo ought to have some sort of positive effect on allied dinos. With its species name, "Island Chieftain," it could provide a physical resistance buff to lower level allied creatures around it.
 
Mammoth
 
Visual overhaul - Yes. Recent creatures handle fur textures a lot better, and their base models are less clay-like. Not to mention, the mammoth is the only model with a photo-realistic anus. Its movement animations are also incredibly janky, especially when one looks at how elephants actually walk.
The Mammoth needs its own role. The Anky and Doed are in a good spot only because they're the best at what they do, while the Mammoth faces competition with no unique features. Beavers generate dams in the wild and have a saddle smithy, Therizinos have an efficiency multiplier and are one of the few viable herbivore combat mounts, Thorny dragons shoot spikes and can destroy/harvest corpses as carnivores, and the Roll rat can carry multiple passengers and, well, roll. Most of the aforementioned also get a weight reduction on wood (even though the Mammoth gets a bigger reduction than most, it doesn't necessarily make it unique). Giving it a platform saddle would just intrude on the Paracer without giving the Mammoth much (not to mention awkward to carry with a Quetz and make it unable to ride rafts because of how platforms are coded). And ultimately, the Mammoth is an iconic animal - to be relegated to resource collection when other creatures so easily fulfill the role seems like a waste, especially since it was only given the role because no other creature in early access could harvest wood efficiently. I feel it would benefit from the following:
 
  • Tusk attack works while moving; this allows it gather wood (and no berries) on the go and cover ground faster than the Beaver (The Better Mammoths mod did this and it works wonders).
  • Use the Herbivores_Large tag; makes no sense that the Mammoth is attacked by Raptors when it's only a head shorter than the Paracer (Again, from Better Mammoths).
  • Slight Hypothermal protection for the rider.
  • Base health increase (850->1000). The much smaller Daeodon and Griffin have higher base Health and are tankier for it. The Mammoth is described in its dossier as being physically tough, so a Health buff wouldn't hurt.
  • A trumpet that gives the Mammoth and surrounding allies a temporary movement speed and stamina regen buff; pairing a Mammoth with a Yutyrannus and a Daeodon would make for a desirable trio of combat support creatures. Adds the missing character that the Mammoth is missing.
 
Megaloceros
 
Visual overhaul - Yes. If you compare the Ovis to the Megaloceros, they look like they came from two completely different games.
Let's try this:
 
  • I've read conflicting things about the male Megaloceros and its ability to cause the "Bleed" effect. If it isn't working, it ought to be fixed.
  • ARK doesn't have cows, but the female Megaloceros could provide a nice substitute during imprinting. For mammalian babies, keeping a female Megaloceros around would keep babies fed up until they hit the "Adolescent" stage. This would allow for players to log off without having to worry about their baby mammals starving overnight.
  • Wild Megaloceros should be alert - if they detect a creature on an enemy team (wild carnivores or tamed creatures), they should immediately flee. It makes little sense for a cautious and defenseless animal to just let a Sabertooth, Wolf, or strange human run up to it. As a part of the alertness, Megaloceros could also be immune to stun attacks from Microraptor and Purlovia.
 
Megalodon
 
Visual overhaul - Yes. We know that WC can do fish a lot better than they used to.
The Megalodon is overlooked compared to other ocean predators because of its smaller size and lesser damage output. Ideas include:
 
  • Frenzy ability - The Megalodon gets a meter on its HUD similar to the Rhino and Giga. It fills up as the Megalodon attacks and kills creatures, draining slowly over time. The meter imparts speed, damage, and physical resistance buffs, making the Megalodon scary in close-quarters combat. This works surprisingly well as most wild creatures in the ocean are on the same team, meaning wild Megalodon are less likely to obtain the buff and become a threat to new players in the water.
  • Base damage (40->50) and health (600->700) increase - let it be a real killing machine like its dossier suggests
  • The Megalodon has a keen sense of smell, allowing it to detect weakened creatures from far away (exactly like the Dire Wolf).
 
Mosasaurus
 
Visual overhaul - Maybe. The Mosasaur appears very bloated and could benefit from a more streamlined appearance.
As a "terror of the deep," the Mosa really doesn't live up to its name. Here's what it might benefit from:
 
  • A secondary Devour attack - when an enemy creature is below 10% Health, using this on an applicable creature (drag weight 200 or less) will cause the Mosa to simply swallow it whole. The Mosa instantly restores Food and Health (equal to the amount of Health left on the creature) from this. Cooldown of 180 seconds.
  • Its presence deters Leedsichthys from attacking nearby rafts, making raft bases viable again. Raft spam does become possible again, but requires a big and obvious Mosa to be nearby and fed.
  • As Piranhas flee from Sarcos, so too do Eels and Cnidaria flee from Mosasaurus (unless attacked first or attacking an Ammonite).
  • Deals extra damage to Tusoteuthis, à la Sperm Whale; makes fighting them on Mosas more of a fair fight seeing as the Tuso can grapple you.
 
Onyc
 
Visual overhaul - No. I think it looks fine, though I don't use them often so I'm unsure if I speak for the majority in thinking so.
These scary bats look cool, but have little use because of how hard they are to control. Only a few minor buffs here due to their swarming capabilities:
 
  • Onyc will perch upside-down from Catwalk or Ceiling Structures if there is space (also gives a unique purpose to Catwalks), rather than landing on the ground. While resting in this position, they will recover health more quickly.
  • Shoulder-mountable, with a brief speed boost when thrown at a target.
 
Pachycephalosaurus
 
Visual overhaul - Yes. The poor little goat-dino needs all the love it can get, especially when its carnivore "equivalent," the Raptor, got some love.
The Pachy's always been underpowered, so let's fix that with some new toys:
 
  • Base damage (10->20) and base Health (175->220) increase
  • Its species name is "Mild Warrior" - to play around with that, give it a temperature related buff; it hits harder, faster, and can take more punishment at higher temperatures, but becomes sluggish in the cold. These respective buffs and debuffs would be capped, with the maximum heat buff giving the Pachy the 1.5x greater damage output and speed (0.5x less damage and speed for the debuff).
  • Non-linear charging; changing directions is a necessity for its viability. The Pachy can also destroy rocks while charging, yielding some sparkpowder (but less than if its stone and flint components were mined individually).
 
Pelagornis
 
Visual overhaul - Yes. Absolutely; we've all seen the new Argentavis; WC can give us a much better bird these days.
A few items spring to mind to give Pelagornis a more unique niche:
 
  • It passively generates small amounts of Silica Pearls in its inventory when left floating on water (filtered substrate in the water).
  • Rider weaponry would provide a fantastic niche, as the Pelagornis would be the only Island-native flyer with the ability.
  • Pelagornis traveling over water have increased speed (approximately 1.25x normal) but lose speed when flying over land (approximately 0.75x normal), allowing them to quickly circle the Island along the coast.
 
Phiomia
 
Visual overhaul - Yes. Compared to the virtually furless Daeodon, WC's modelers are much better these days, and as such the Phiomia could look less like it was modeled from clay.
I've got a soft-spot for these early proboscideans, but their definite utility is as a farm animal and as the butt of our jokes. Here's what could help them:
 
  • Option to cull the Phiomia for meat (much like the Ovis), with higher Health yielding more meat and even prime meat. An early-game way to farm meat before getting a large carnivore or progressing to mutton.
  • Riding a Phiomia into battle ought to draw the attention of all enemy creatures to it for a moment (activated via RMB, functioning similar to the Pachyrhino's aggro pheromone and lasting 10 seconds) - acting as a quick distraction and sacrifice.
 
Plesiosaur
 
Visual overhaul - Yes. The poor thing was one of the first aquatic creatures released in EA - it looks somewhat cartoony in comparison now.
Was unsure about this one, but here's what we've got:
 
  • 3D movement, like the Tapejara - let it swim in any which direction it chooses by strafing; would make sense with the species name too.
  • A secondary flipper attack, allowing it to better hit targets closer to its body.
  • The Plesiosaur can now generate currents to launch itself forward rapidly at the cost of most of its Stamina; can be used to escape from situations like being grappled by a Tusoteuthis.
  • Faster health regeneration and movement speed below a depth threshold, kind of like a reverse Basilosaurus. This buff makes the Plesi more useful in the deep ocean.
 
Pulmonoscorpius
 
Visual overhaul - No. I don't use them often though so I'm unsure if I speak for the majority in thinking so.
The Pulmonoscorpius ought to be an organic alternative to tranq darts:
 
  • Torpor is currently dealt as damage dealt * 3 over 10 seconds. Changing that x3 to x6 would make a world of difference (A hypothetical 50 wild level, 71 tamed level Melee Scorpion would deal 834 torpor per attack while dealing 139 damage - for comparison, 300% longneck tranq darts deal 663 torpor per shot while dealing 78 damage).
  • The Scorpion might benefit from having a secondary pincer attack that also grants it the ability to hold a small creature (Drag weight of 100 of less) when held, like a less powerful Karkinos.
  • A second torpor-dealing attack that deals Melee Damage % x 1500 torpor over 10 seconds, with a lengthy cool-down to prevent abuse - regular stinging attacks during this time would not deal torpor, as the Scorpion's poison glands are "drained." As Scorpions can't be imprinted, this wouldn't be able to reach insane numbers. (A hypothetical 50 wild level, 71 tamed level Melee Scorpion would deal 13899 torpor - enough to drop a wild 150 Paracer and anything else with lower base torpor; this still makes shocking darts required for tames like Gigas) - This attack would be performed by holding down the C key.
 
Quetzalcoatlus
 
Visual overhaul - Yes. We all know how WC blew us away with wyverns and how good their wings looked when SE came out. The Quetz can be better. The Quetz is honestly in a decent place as is, but here is a simple and useful addition to its kit:
 
  • Flying above a certain altitude increases the Quetzal's flying speed, capping to a level comparable to that of a Pteranodon. Useful for those otherwise dreadfully long flights to farm metal from less resource-dense regions.

Yes, just yes.

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CARNO SUGGESTIONS!

Visual overhaul

I dont believe carno needs or should have a weight reduction to meat.  A carno also shouldn't have a ramming attack since it is believed that their horns were likely used for mating.

The carno should have a gnash.  Possibly with a twist.  The carno should also have a roar to frighten smaller creatures for a short time, causing them cower for 2-3 seconds.  The roar should also be able to give the a self courage buff of sorts for a duration, maybe 10 seconds or so.

 

BRONTOSAURUS SUGGESTIONS!

Visual overhaul

Rather than the bronto having a roar or a immunity to gnash, it should have these abilities imo.

First the bronto should receive the stomp attack, which can deliver a cripple status to creatures, reducing movement and damage output. 

Instead of immunity to gnash, I believe it should just take reduced damage from gnash.

 

DIPLODOCUS SUGGESTIONS!

Its model isn't horrible, but it could benefit from a visual overhaul.

A new running animation would be very nice.

The diplodocus NEEDS to receive a lightning quick tail whip attack that can stagger.  The stagger can only be applied every 7 seconds, or whatever period of time is seen to be balanced.

 

QUETZAL SUGGESTIONS!

Visual overhaul

The quetzals landed position should be and upright posture allowing it to better walk on ground.  I believe they should also function much like the tapajera when wild.  They should have the ability to land in the wild, but when approached, they quickly take off.  

I personally dont believe that they should be able to pick up large creatures because they themselves do not have a large muscle mass.  I also dont believe that they should have platform saddles.  I know that some of this portion may be an unpopular opinion, but I would hope that their level of use and overall fun factor would increase with my other suggestions.  The upright posture would make them much more elegant and add to the wow factor.  This would however completely rule out platforms.

Instead of picking up things like mammoths with their legs, they should pickup medium creatures with their beaks.  It makes more sense this way.  A bird of flight today doesn't have powerful legs, they have powerful necks for pecking and carrying in their beaks.

The ability to toss some creatures away could also be a cool feature.  Idk what its exact purpose would be tbh, but it seems like it could just be something neat.

Some scientists believe that they would spot prey from the air, then land and devour the smaller prey, then take off once again.  Rather than swooping by and grabbing prey.  This would be a neat mechanic to have them land and be hostile towards humans and smaller mounts.  This bring a larger sky threat than argentavis, without jumping to something as intense as wyverns.  This would also hopefully slightly increase spwan rates of quetzals.

Giving them a sort of call (roar essentially) would add to their completion as a creature.  

 

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Here are my TLC suggestions:

-More Tek Dinos. I'm not saying saturate the game with Tek Dinos, but a few more would be nice. Like maybe a a Tek Megalosaurus, which could be useful on Aberration. Or a Tek water Dino. All the Tek creatures we've got so far have been land/air based. I think a Tek Sarco would be cool, or, since the Sarco has already received a TLC update, how about a Tek  Megalodon.

-Speaking of Megalodons, how about making them a greater ocean threat? Right now when one is out on the ocean with a boat, the only real worry is the Leedsicthys. How about giving the Megalodon the ability to lunge from the water and snatch people off rafts. Or at least do SOME damage to rafts, not as much as the Leedsicthys, but even modern sharks will be hostile to boats in the water, and Megalodons are supposed to be fierce, not just swim about while boats are nearby.

-Dino nests. I find it weird that only Wyverns, Drakes, and Deinos have nests to take eggs from. I think it would be cool for ALL dinos to have nests that are located in various parts of the maps. Naturally, taking them will aggro nearby dinos. Could have it be that all dino nests are guarded by Alpha dinos, which ups the danger factor of stealing them. 

-To go with that point ^ up there. Alpha Herbivores. 

-

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6 hours ago, WafflePancake said:

Here are my TLC suggestions:

-More Tek Dinos. I'm not saying saturate the game with Tek Dinos, but a few more would be nice. Like maybe a a Tek Megalosaurus, which could be useful on Aberration. Or a Tek water Dino. All the Tek creatures we've got so far have been land/air based. I think a Tek Sarco would be cool, or, since the Sarco has already received a TLC update, how about a Tek  Megalodon.

-Speaking of Megalodons, how about making them a greater ocean threat? Right now when one is out on the ocean with a boat, the only real worry is the Leedsicthys. How about giving the Megalodon the ability to lunge from the water and snatch people off rafts. Or at least do SOME damage to rafts, not as much as the Leedsicthys, but even modern sharks will be hostile to boats in the water, and Megalodons are supposed to be fierce, not just swim about while boats are nearby.

-Dino nests. I find it weird that only Wyverns, Drakes, and Deinos have nests to take eggs from. I think it would be cool for ALL dinos to have nests that are located in various parts of the maps. Naturally, taking them will aggro nearby dinos. Could have it be that all dino nests are guarded by Alpha dinos, which ups the danger factor of stealing them. 

-To go with that point ^ up there. Alpha Herbivores. 

-

problem i see with the egg deal is that means say a rex nest is nearby but the rexes were killed by brontos (which is common) that is a free egg. so maybe to lvl it out u must be the lvl required to make the saddle. also there is a chance the egg will not be fertile so it is less OP. also i liek the idea of alpha herbivores. how they form is when a herd of say stegos or trikes form. an alpha forms and becomes really strong. sort of like with the nameless alphas. megalodons should be bigger and scarier, also should be able to sniff out injured  victims like wolves. yeah i think they should attck un gaurded rafts. like ones with no building structures on them. they could also have like a thrashing attacks that causes the target to become crippled and release blood attracting other sharks.

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19 hours ago, Kodking194 said:

problem i see with the egg deal is that means say a rex nest is nearby but the rexes were killed by brontos (which is common) that is a free egg. so maybe to lvl it out u must be the lvl required to make the saddle. also there is a chance the egg will not be fertile so it is less OP. also i liek the idea of alpha herbivores. how they form is when a herd of say stegos or trikes form. an alpha forms and becomes really strong. sort of like with the nameless alphas. megalodons should be bigger and scarier, also should be able to sniff out injured  victims like wolves. yeah i think they should attck un gaurded rafts. like ones with no building structures on them. they could also have like a thrashing attacks that causes the target to become crippled and release blood attracting other sharks.

If the Rex nest is guarded by an Alpha Rex, it won't be a free egg. I doubt a Bronto could take down an alpha Rex.

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2 hours ago, WafflePancake said:

If the Rex nest is guarded by an Alpha Rex, it won't be a free egg. I doubt a Bronto could take down an alpha Rex.

maybe instead of an alpha rex it could be a rex with a nesting bonus, where it is extremly agressive and gains a big melee and resistance buff. also if there are any other rexes nearby they should all aggro if u enter the nest zone

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Honestly carnos uaed to be my favorite dinos at one point in legacy days before giant dino stat nerf patch.. Now only pt in having them was for eggs but since kibble change patch now no pt in them... Def needs a tlc and almost every aspect of water needs a tlc badly like last thought on devs mind is to add more to water side of things on game... 

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Another thing I thought of, and this applies to ALL creatures:

Give all creatures the ability to sleep. Now, don't have it be like the Megalosaurus where they are sluggish during the day and constantly falling asleep when you don't want them to.

It could be that a creature which is injured can be put to sleep and will regain health faster. Once it has fully healed it automatically wakes up.

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TLC Lists

I'm making this to see what everyone thinks are the most needed TLC's for creatures and hopefully this gets big enough for the devs to see what everyone really wants. I'd go for a list of 5 

 

Personally the ones I want are below in order and my reasons why for the top 3 are in old posts I made

1.Megapithecus

2.megalodon

3.araneo 

4.megalania (despite how badass this creature was in real life it kind of feels wimpy in game as of right now, I think it should get a alpha variant so we can have a alpha that lives in the caves other than the yeti and the megalania feels tiny, it should be abit larger in my opinion and have maybe a tail attack)

5.arthropleura (it's face just looks absolutely ridiculous and the fact it has tiny stubs for fangs and its eyes are sticking out just make it look ridiculous and honestly makes me laugh when I see it's face)

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1 hour ago, Kaprosuchus said:

 you should start a suggestion it might be more useful, also remember that the more ideas you put in one post the less likely people will like any single idea.

Also, a little formatting goes a long way.

@Kaprosuchus Thxs for the criticism. any kind is appreciated. but i rather show off every idea i got then spam the suggestion. also i'll fix it up ThX 

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On 5/11/2019 at 12:00 AM, Spinosail said:

TLC 3 Wishlist

I had previously posted a thread for TLC suggestions, but I can no longer seem to find it. Given WC's dedication to open communication and bugfixing as of late, the potential for a third TLC patch seems possible if they continue to listen to our suggestions. In this case, what creatures would you like to see get a TLC pass in the future, and what new abilities would you give them? Just as an aside, TLC has really only been for dinos introduced prior to June 2016, as after that is when WC really started to diversify dino abilities and roles. Of course, feel free to suggest changes to dinos after that, but I'd like to steer discussion in the direction of ideas for the OG batch of creatures, as they're the ones who desperately need it.
 
Here are all of the suggestions I've compiled over my time playing the game:
 
Anglerfish
 
Visual overhaul - No. It looks fine, though I don't use them often so I'm unsure if I speak for the majority in thinking so.
Though useful for silica pearls, the Angler is otherwise lackluster in its stats and slow, so to fix that:
  • Secondary attack that intensifies its lantern, stunning small nearby aquatic creatures (Coel, Salmon, Cnidaria, Ammonite, and Eels) and creating a large flash of light underwater like Plant Z (with a cooldown). Useful for escaping from Mosasaurus or Tusoteuthis, or stunning nearby fish to eat them.
  • Passively produces Angler Gel in its inventory (similar to the rate that the Achatina produces its paste).
  • Lantern shines different colors when detecting nearby enemy creatures and max level wild creatures (like the shoulder pets from Aberration, making it useful on the Island and the unofficial maps for finding high levels).
 
Araneo
 
Visual overhaul - Yes. As one of the first purely "enemy" creatures in the game (it wasn't tamable until a while after the game was released into EA), the Araneo has struck fear into the hearts of spelunkers, but it isn't quite as scary when encountered now. Give it an update, and make it absolutely horrific - it's supposed to be a nightmarish combination of spiders, after all.
Tamed Araneo suffer from mobility issues. They're slow, and they can't do much. Let's fix that:
  • Tamed Araneo can now climb walls (but not ceilings) like the Thylacoleo, making it a slow but versatile mount.
  • Araneo can create temporary (to prevent spamming) organic ziplines with their webs, allowing them to traverse terrain even more freely.
  • Biting human-sized prey or smaller (drag weight 35 or less) that has succumb to torpidity will wrap it in a sticky web; prey then quickly suffocates - you no longer have to wait for spiders to bite through your armor to eat you when knocked unconscious. Also adds a bit more danger to caving.
 
Archaeopteryx
 
Visual overhaul - No. While it can be easy to confuse with the Microraptor at a glance, the Archa is fairly good in terms of model quality.
The Archa's worst problem is that it was advertised as a parachute alternative, but requires it to be held, unlike a shoulder pet. To fix that:
  • The Archa is now a shoulder pet. To activate its gliding ability, double-tap the jump key as you would a Glider. Its gliding style remains the same.
 
Brontosaurus
 
Visual overhaul - Yes. Please. The Titanosaur and Diplodocus outshine the Bronto in terms of model and animation quality.
The Bronto does a lot as a turret soaker, but why not let it do a little more; it's the largest permanently tamable herbivore, after all. Here, we've got:
  • For a secondary attack, the Bronto can perform a rearing stomp, dealing massive damage (Base 180) without gathering. Attack obviously has a lengthy animation to prevent spam.
  • A "roar" that scares large wild carnivores (basically any carnivore that would otherwise attack a Bronto, including Gigas) into retreating for approximately 30 seconds, as long as the Bronto is above 50% Health. Carnivores would attempt to move as far as they can from the Bronto as possible, but readily attack non-Brontos nearby. Two minute cooldown, no effect on tamed creatures.
  • Immunity to the "Gnashed" effect. The Bleed effect entirely circumvents the massive Health pools that Brontos have. Considering that a Bronto is already unlikely to survive an encounter with a wild Giga, this betters their odds. Thematically it makes sense as well, as a big animal like the Bronto would have thick skin and make it better-protected from such attacks.
 
Carbonemys
 
Visual overhaul - Yes, desperately. The turtle is one of the more rigid creatures in the game. The player model also has a tendency to change dimensions when saddled on the turtle.
An early sight on the beaches, Carbonemys falls out of use the further inland you travel (with the exception of being tamed to soak turrets), so let's rectify that:
  • Can duck into its shell, pulling the rider in with it; greatly reduces physical damage taken but make the turtle immobile (will also sink in water). Wild carnivores will lose interest when the turtle is in this state, same as with the Doed. Projectile and explosive damage values remain unaffected to prevent soaking abuse.
  • Faster swimming speed, as mentioned in the dossier.
  • "Pacifist" buff - the longer a Carbonemys goes without attacking and hitting another creature, the more resources it will gather (up until 3x vanilla server rates after 300 seconds out of combat). Dossier mentions it isn't a violent creature, so it ought to benefit from acting like one.
 
Carnotaurus
 
Visual overhaul - Yes. We know from recent updates that WC's artists can make their designs a lot sleeker than they used to.
The Carno is the "Cheetah" of the Island's carnivores, according to its dossier. So let's give it some of those attributes:
 
  • The obvious base-speed increase, particularly for sprinting. A sound pass on its walking and running footfalls would be nice too, making it less loud.
  • The species' name is "Pressor," or "Crusher" - therefore, give it a charge with a twist. The Carno will rush forward after a quick wind-up, running in whatever direction it is steered. If the Carno pins a creature of equal or lesser drag weight (250) with this attack, the creature suffers from the Suffocating debuff (which already exists in game) over 4 seconds and loses all of its Oxygen, as the Carno knocks the wind out of its lungs.
  • A 50% weight reduction on meat in its inventory. The "meat-eating bull" can become great for meat runs, especially in the mid-game.
  • Reduced damage from attacks to its back, courtesy of its osteoderms.
 
Diplodocus
 
Visual overhaul - No. I personally think the Diplo looks fine, though some might disagree.
The Diplo is underutilized because it has no viability outside of hardcore RP servers and occasionally in PvP to push buried creatures to the surface. As the smallest sauropod in the game, it really out to offer more in terms of utility:
 
  • A 10-second stun attack, utilizing its whip-like tail. The Diplo can't damage enemies, but that doesn't mean it can't have a means of escaping from attack. Even its dossier mentions that it will attempt to escape from predators after repeated attacks; this would give it a means of doing so.
  • Owing to its friendly nature, the Diplo ought to have some sort of positive effect on allied dinos. With its species name, "Island Chieftain," it could provide a physical resistance buff to lower level allied creatures around it.
 
Mammoth
 
Visual overhaul - Yes. Recent creatures handle fur textures a lot better, and their base models are less clay-like. Not to mention, the mammoth is the only model with a photo-realistic anus. Its movement animations are also incredibly janky, especially when one looks at how elephants actually walk.
The Mammoth needs its own role. The Anky and Doed are in a good spot only because they're the best at what they do, while the Mammoth faces competition with no unique features. Beavers generate dams in the wild and have a saddle smithy, Therizinos have an efficiency multiplier and are one of the few viable herbivore combat mounts, Thorny dragons shoot spikes and can destroy/harvest corpses as carnivores, and the Roll rat can carry multiple passengers and, well, roll. Most of the aforementioned also get a weight reduction on wood (even though the Mammoth gets a bigger reduction than most, it doesn't necessarily make it unique). Giving it a platform saddle would just intrude on the Paracer without giving the Mammoth much (not to mention awkward to carry with a Quetz and make it unable to ride rafts because of how platforms are coded). And ultimately, the Mammoth is an iconic animal - to be relegated to resource collection when other creatures so easily fulfill the role seems like a waste, especially since it was only given the role because no other creature in early access could harvest wood efficiently. I feel it would benefit from the following:
 
  • Tusk attack works while moving; this allows it gather wood (and no berries) on the go and cover ground faster than the Beaver (The Better Mammoths mod did this and it works wonders).
  • Use the Herbivores_Large tag; makes no sense that the Mammoth is attacked by Raptors when it's only a head shorter than the Paracer (Again, from Better Mammoths).
  • Slight Hypothermal protection for the rider.
  • Base health increase (850->1000). The much smaller Daeodon and Griffin have higher base Health and are tankier for it. The Mammoth is described in its dossier as being physically tough, so a Health buff wouldn't hurt.
  • A trumpet that gives the Mammoth and surrounding allies a temporary movement speed and stamina regen buff; pairing a Mammoth with a Yutyrannus and a Daeodon would make for a desirable trio of combat support creatures. Adds the missing character that the Mammoth is missing.
 
Megaloceros
 
Visual overhaul - Yes. If you compare the Ovis to the Megaloceros, they look like they came from two completely different games.
Let's try this:
 
  • I've read conflicting things about the male Megaloceros and its ability to cause the "Bleed" effect. If it isn't working, it ought to be fixed.
  • ARK doesn't have cows, but the female Megaloceros could provide a nice substitute during imprinting. For mammalian babies, keeping a female Megaloceros around would keep babies fed up until they hit the "Adolescent" stage. This would allow for players to log off without having to worry about their baby mammals starving overnight.
  • Wild Megaloceros should be alert - if they detect a creature on an enemy team (wild carnivores or tamed creatures), they should immediately flee. It makes little sense for a cautious and defenseless animal to just let a Sabertooth, Wolf, or strange human run up to it. As a part of the alertness, Megaloceros could also be immune to stun attacks from Microraptor and Purlovia.
 
Megalodon
 
Visual overhaul - Yes. We know that WC can do fish a lot better than they used to.
The Megalodon is overlooked compared to other ocean predators because of its smaller size and lesser damage output. Ideas include:
 
  • Frenzy ability - The Megalodon gets a meter on its HUD similar to the Rhino and Giga. It fills up as the Megalodon attacks and kills creatures, draining slowly over time. The meter imparts speed, damage, and physical resistance buffs, making the Megalodon scary in close-quarters combat. This works surprisingly well as most wild creatures in the ocean are on the same team, meaning wild Megalodon are less likely to obtain the buff and become a threat to new players in the water.
  • Base damage (40->50) and health (600->700) increase - let it be a real killing machine like its dossier suggests
  • The Megalodon has a keen sense of smell, allowing it to detect weakened creatures from far away (exactly like the Dire Wolf).
 
Mosasaurus
 
Visual overhaul - Maybe. The Mosasaur appears very bloated and could benefit from a more streamlined appearance.
As a "terror of the deep," the Mosa really doesn't live up to its name. Here's what it might benefit from:
 
  • A secondary Devour attack - when an enemy creature is below 10% Health, using this on an applicable creature (drag weight 200 or less) will cause the Mosa to simply swallow it whole. The Mosa instantly restores Food and Health (equal to the amount of Health left on the creature) from this. Cooldown of 180 seconds.
  • Its presence deters Leedsichthys from attacking nearby rafts, making raft bases viable again. Raft spam does become possible again, but requires a big and obvious Mosa to be nearby and fed.
  • As Piranhas flee from Sarcos, so too do Eels and Cnidaria flee from Mosasaurus (unless attacked first or attacking an Ammonite).
  • Deals extra damage to Tusoteuthis, à la Sperm Whale; makes fighting them on Mosas more of a fair fight seeing as the Tuso can grapple you.
 
Onyc
 
Visual overhaul - No. I think it looks fine, though I don't use them often so I'm unsure if I speak for the majority in thinking so.
These scary bats look cool, but have little use because of how hard they are to control. Only a few minor buffs here due to their swarming capabilities:
 
  • Onyc will perch upside-down from Catwalk or Ceiling Structures if there is space (also gives a unique purpose to Catwalks), rather than landing on the ground. While resting in this position, they will recover health more quickly.
  • Shoulder-mountable, with a brief speed boost when thrown at a target.
 
Pachycephalosaurus
 
Visual overhaul - Yes. The poor little goat-dino needs all the love it can get, especially when its carnivore "equivalent," the Raptor, got some love.
The Pachy's always been underpowered, so let's fix that with some new toys:
 
  • Base damage (10->20) and base Health (175->220) increase
  • Its species name is "Mild Warrior" - to play around with that, give it a temperature related buff; it hits harder, faster, and can take more punishment at higher temperatures, but becomes sluggish in the cold. These respective buffs and debuffs would be capped, with the maximum heat buff giving the Pachy the 1.5x greater damage output and speed (0.5x less damage and speed for the debuff).
  • Non-linear charging; changing directions is a necessity for its viability. The Pachy can also destroy rocks while charging, yielding some sparkpowder (but less than if its stone and flint components were mined individually).
 
Pelagornis
 
Visual overhaul - Yes. Absolutely; we've all seen the new Argentavis; WC can give us a much better bird these days.
A few items spring to mind to give Pelagornis a more unique niche:
 
  • It passively generates small amounts of Silica Pearls in its inventory when left floating on water (filtered substrate in the water).
  • Rider weaponry would provide a fantastic niche, as the Pelagornis would be the only Island-native flyer with the ability.
  • Pelagornis traveling over water have increased speed (approximately 1.25x normal) but lose speed when flying over land (approximately 0.75x normal), allowing them to quickly circle the Island along the coast.
 
Phiomia
 
Visual overhaul - Yes. Compared to the virtually furless Daeodon, WC's modelers are much better these days, and as such the Phiomia could look less like it was modeled from clay.
I've got a soft-spot for these early proboscideans, but their definite utility is as a farm animal and as the butt of our jokes. Here's what could help them:
 
  • Option to cull the Phiomia for meat (much like the Ovis), with higher Health yielding more meat and even prime meat. An early-game way to farm meat before getting a large carnivore or progressing to mutton.
  • Riding a Phiomia into battle ought to draw the attention of all enemy creatures to it for a moment (activated via RMB, functioning similar to the Pachyrhino's aggro pheromone and lasting 10 seconds) - acting as a quick distraction and sacrifice.
 
Plesiosaur
 
Visual overhaul - Yes. The poor thing was one of the first aquatic creatures released in EA - it looks somewhat cartoony in comparison now.
Was unsure about this one, but here's what we've got:
 
  • 3D movement, like the Tapejara - let it swim in any which direction it chooses by strafing; would make sense with the species name too.
  • A secondary flipper attack, allowing it to better hit targets closer to its body.
  • The Plesiosaur can now generate currents to launch itself forward rapidly at the cost of most of its Stamina; can be used to escape from situations like being grappled by a Tusoteuthis.
  • Faster health regeneration and movement speed below a depth threshold, kind of like a reverse Basilosaurus. This buff makes the Plesi more useful in the deep ocean.
 
Pulmonoscorpius
 
Visual overhaul - No. I don't use them often though so I'm unsure if I speak for the majority in thinking so.
The Pulmonoscorpius ought to be an organic alternative to tranq darts:
 
  • Torpor is currently dealt as damage dealt * 3 over 10 seconds. Changing that x3 to x6 would make a world of difference (A hypothetical 50 wild level, 71 tamed level Melee Scorpion would deal 834 torpor per attack while dealing 139 damage - for comparison, 300% longneck tranq darts deal 663 torpor per shot while dealing 78 damage).
  • The Scorpion might benefit from having a secondary pincer attack that also grants it the ability to hold a small creature (Drag weight of 100 of less) when held, like a less powerful Karkinos.
  • A second torpor-dealing attack that deals Melee Damage % x 1500 torpor over 10 seconds, with a lengthy cool-down to prevent abuse - regular stinging attacks during this time would not deal torpor, as the Scorpion's poison glands are "drained." As Scorpions can't be imprinted, this wouldn't be able to reach insane numbers. (A hypothetical 50 wild level, 71 tamed level Melee Scorpion would deal 13899 torpor - enough to drop a wild 150 Paracer and anything else with lower base torpor; this still makes shocking darts required for tames like Gigas) - This attack would be performed by holding down the C key.
 
Quetzalcoatlus
 
Visual overhaul - Yes. We all know how WC blew us away with wyverns and how good their wings looked when SE came out. The Quetz can be better. The Quetz is honestly in a decent place as is, but here is a simple and useful addition to its kit:
 
  • Flying above a certain altitude increases the Quetzal's flying speed, capping to a level comparable to that of a Pteranodon. Useful for those otherwise dreadfully long flights to farm metal from less resource-dense regions.

i like ur ideas for these : )

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On 4/24/2019 at 8:42 AM, BlueberryJackal said:

The Carno is good for killing alpha raptors. 

The female megaloceros is good for traveling

Same for the Diplodocus. And it can also knock back creatures, which can be helpful in some situations.

Baryonyx, Thylacoleo, and Argentavis all make for better early-game alpha killers

Gallimimus, Equus, Iguanodon, and Pteranodon bring more to the table than a female Megaloceros

The Diplo is a good travel mount, but easily falls prey to predators like Allosaurs and Managarmr, who have no issue keeping up with it. 

 

Yeah, they can be useful, but these creatures don't have enough behind them to justify their use outside of personal preference. 

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On 5/11/2019 at 12:00 AM, Spinosail said:

still makes shocking darts required for tames like Gigas

This made me giggle a great deal, Mr. Spinosail...

But jokes aside, that is a pretty solid list.  I worry about the scorpion TLC idea for a torpor increase.  I feel like an increase to 4x, maybe 5x at max, would be a bit closer.  If I recall it is all on torpor-over-time and increases rather slowly, so maybe capping it at 4x but giving it an initial burst?  The Equus buck kick is 3.5x damage as torpor, and breeding makes it extremely good at knocking things out.  Especially when you throw a high armor saddle on an imprinted one, you can KO stuff like crazy because you can kick so fast without having to worry about the damage you are taking.  At 850% and full imprint (very attainable), you deal over 400 torpor per kick.  I dunno, it has a great function, the Equus, but the higher base damage of the Scorpion (15 VS 11) would really outclass the Equus at 6x.  But maybe it should?  That's its thing, after all...  Poisons. 

I really like some of the ideas though.  Like the Quetz flightspeed based on altitude, Megalodon frenzy, and Carnotaurus suffocating debuff.  Really good stuff.

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