First of all, I would like to thank you for taking the time to read the suggestions in this post. I firmly believe that if these suggestions are added to Ark Survival Ascended/and or Ark 2 it could make gameplay interesting. To give you a bit of information about myself, I am an individual who in their free time loves to make mods for games, and I have been investing some time lately into making mods for Ark Ascended, I just need to learn the basic ins and outs of Ark Modding Software. I also have about 5000 hours in gameplay in Ark Survival Evolved and Ark Ascended, so I am confident I understand the game enough to know how to make appropriate enhancements myself which fit the style and mechanics of the Ark Survival Series.
Here is the list of features I would like to send to the Ark Dev team, and I do plan on updating this post with links to my work in progress mods once published, which will showcase the mechanics behind these suggested additions:
ITEM ENHANCEMENT SUGGESTIONS:
For each tier of item quality, Ramshackle, Apprentice, Journeyman, Master Craft, Ascended, have new and different textures and models.
Ex: Pickaxe, Crossbow, Hatchet, etc. would go from a more primitive DIY look to a more sophisticated and powerful look. (i.e. an ascended tier crossbow would have not two but four limbs and would have a scope amongst other features like replacing the wooden parts with polymer and metallic based materials in the item model, making it look like an expensive compound crossbow).
MORE RAW MEAT VARIATIONS:
It would be more immersive and holistic to see different types of entities in the game drop different types of raw meat. The types of raw meat wouldn't be specified towards the dino they come from (ie it wouldn't be like scorpions would drop "scorpion meat" but rather would drop "insect meat"). The way this would work is the type of mob (fish, mammal, insect, etc) would have something much like an NBT tag specifying their lootable for their meat drops. The variations could look something like this: Insect meat, Poultry, Red Meat, Fatty Red Meat, Lean Meat, etc, of course it wouldn't look exactly like this but, thats just to give you guys an idea.
SURVIVOR DEBUFF ENHANCEMENTS:
Instead of only giving a health drain to survivors eating items which cause the sickness de-buff, survivors would run into other temporary impairments which represent more accurate symptoms of ailments. One of these would be survivors would lose water so quickly it causes them to lose health, and but if they keep drinking more water the timer for the "sick" de-buff is decreased. Movement speed, melee damage would also be decreased, the severity of which depends on the intensity of the sickness de-buff (the de-buff would be reworked to resemble more of that of the heat stroke de-buff where the negative effects are enhanced in intensity as the percentile goes up.)
VOMITTING, URINATION AND DIERRHEA FOR SURVIVORS:
Survivors now will experience their stats being altered by newly implemented events resembling that of realistic bodily functions in regard to excrement such as urination, vomiting and diarrhea. The way players would see and experience these effects take place is actually quite simple to implement. All that needs to be done is to add particle effects, sounds, models and or textures of these events happening. Adding models and textures could be optional, instead sound could be implemented with messages on screen to signify that such an event has taken place. Once the character vomits for example, they would also loose hunger or water. Think of this feature like in the game called Rust, where you hear your character vomit, and they lose food and water when eating too many pickles. In Rust, there are no vomiting animations or textures, but the first-person view, changes and sound effects are enough to signify the event has occurred. These additional events can further enhance immersion of gameplay by co-existing with other de-buffs, such as when the survivor eats something not fit for consumption.
QUALITY OF LIFE IMPROVEMENTS & TLC UPDATE FOR INDUSTRIAL GRINDER:
A really cool idea I thought of, is that instead of just using trophy items for boss tributes, they can be turned into resources in an industrial grinder. This feature would be ridiculously simply to implement and would only require a few lines of code. No longer would survivors be throwing away or forgetting about argentavis talons, saurapod vertabres, etc, but rather could be turning them into hide, keratin, chitin, etc. Or the items such as Titanaboa venom could be used in place of of biotoxin.
MAP ENHANCMENTS (I.E. MORE BUILD RESTRICTIONS)
One feature I think has huge potential, is the mechanics in build zone restrictions on the Genesis 1 release for Ark Survival Evolved, where players could not build in mission areas. This feature could be recycled to prevent players from building in caves with tribute items, or near obelisks.
ALTERNATIVES TO TAMEABLE TITAN BOSS VARIANTS:
Instead of adding in new tamable "boss dinos", when the Ark Survival Extinction DLC drops for Ark Ascended, you could consider a simpler and more conservative solution which the community would appreciate - a unique taming system to alpha dino variants. Just think for a minute if there was a rigorous and unorthodox method to taming an Alpha T-Rex. Not only would it feel more closer to the traditional ark experience but would stay truer to the founding ideas behind the Ark Survival Franchise! Dinosaurs! It would be just like Jurassic park! With the Indo-Raptor!
Suggestion
Sekreign
Dear Studio Wildcard Employees & Developers,
First of all, I would like to thank you for taking the time to read the suggestions in this post. I firmly believe that if these suggestions are added to Ark Survival Ascended/and or Ark 2 it could make gameplay interesting. To give you a bit of information about myself, I am an individual who in their free time loves to make mods for games, and I have been investing some time lately into making mods for Ark Ascended, I just need to learn the basic ins and outs of Ark Modding Software. I also have about 5000 hours in gameplay in Ark Survival Evolved and Ark Ascended, so I am confident I understand the game enough to know how to make appropriate enhancements myself which fit the style and mechanics of the Ark Survival Series.
Here is the list of features I would like to send to the Ark Dev team, and I do plan on updating this post with links to my work in progress mods once published, which will showcase the mechanics behind these suggested additions:
ITEM ENHANCEMENT SUGGESTIONS:
For each tier of item quality, Ramshackle, Apprentice, Journeyman, Master Craft, Ascended, have new and different textures and models.
Ex: Pickaxe, Crossbow, Hatchet, etc. would go from a more primitive DIY look to a more sophisticated and powerful look. (i.e. an ascended tier crossbow would have not two but four limbs and would have a scope amongst other features like replacing the wooden parts with polymer and metallic based materials in the item model, making it look like an expensive compound crossbow).
MORE RAW MEAT VARIATIONS:
It would be more immersive and holistic to see different types of entities in the game drop different types of raw meat. The types of raw meat wouldn't be specified towards the dino they come from (ie it wouldn't be like scorpions would drop "scorpion meat" but rather would drop "insect meat"). The way this would work is the type of mob (fish, mammal, insect, etc) would have something much like an NBT tag specifying their lootable for their meat drops. The variations could look something like this: Insect meat, Poultry, Red Meat, Fatty Red Meat, Lean Meat, etc, of course it wouldn't look exactly like this but, thats just to give you guys an idea.
SURVIVOR DEBUFF ENHANCEMENTS:
Instead of only giving a health drain to survivors eating items which cause the sickness de-buff, survivors would run into other temporary impairments which represent more accurate symptoms of ailments. One of these would be survivors would lose water so quickly it causes them to lose health, and but if they keep drinking more water the timer for the "sick" de-buff is decreased. Movement speed, melee damage would also be decreased, the severity of which depends on the intensity of the sickness de-buff (the de-buff would be reworked to resemble more of that of the heat stroke de-buff where the negative effects are enhanced in intensity as the percentile goes up.)
VOMITTING, URINATION AND DIERRHEA FOR SURVIVORS:
Survivors now will experience their stats being altered by newly implemented events resembling that of realistic bodily functions in regard to excrement such as urination, vomiting and diarrhea. The way players would see and experience these effects take place is actually quite simple to implement. All that needs to be done is to add particle effects, sounds, models and or textures of these events happening. Adding models and textures could be optional, instead sound could be implemented with messages on screen to signify that such an event has taken place. Once the character vomits for example, they would also loose hunger or water. Think of this feature like in the game called Rust, where you hear your character vomit, and they lose food and water when eating too many pickles. In Rust, there are no vomiting animations or textures, but the first-person view, changes and sound effects are enough to signify the event has occurred. These additional events can further enhance immersion of gameplay by co-existing with other de-buffs, such as when the survivor eats something not fit for consumption.
QUALITY OF LIFE IMPROVEMENTS & TLC UPDATE FOR INDUSTRIAL GRINDER:
A really cool idea I thought of, is that instead of just using trophy items for boss tributes, they can be turned into resources in an industrial grinder. This feature would be ridiculously simply to implement and would only require a few lines of code. No longer would survivors be throwing away or forgetting about argentavis talons, saurapod vertabres, etc, but rather could be turning them into hide, keratin, chitin, etc. Or the items such as Titanaboa venom could be used in place of of biotoxin.
MAP ENHANCMENTS (I.E. MORE BUILD RESTRICTIONS)
One feature I think has huge potential, is the mechanics in build zone restrictions on the Genesis 1 release for Ark Survival Evolved, where players could not build in mission areas. This feature could be recycled to prevent players from building in caves with tribute items, or near obelisks.
ALTERNATIVES TO TAMEABLE TITAN BOSS VARIANTS:
Instead of adding in new tamable "boss dinos", when the Ark Survival Extinction DLC drops for Ark Ascended, you could consider a simpler and more conservative solution which the community would appreciate - a unique taming system to alpha dino variants. Just think for a minute if there was a rigorous and unorthodox method to taming an Alpha T-Rex. Not only would it feel more closer to the traditional ark experience but would stay truer to the founding ideas behind the Ark Survival Franchise! Dinosaurs! It would be just like Jurassic park! With the Indo-Raptor!
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