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Showing content with the highest reputation on 01/01/2020 in all areas

  1. 2 points
    Are you seriously that entitled, that you list various problems in the game, in order to justify your thought of receiving the Genesis DLCs for free? You, sir/madam, have hit a new low.
  2. 1 point
    Top 5 ideas to protect ARk players from losing progress! PVE official! My top ten ideas on how to protect players from losing their game in ark. 1. Create a solo mode (Expert Mode) that is only playable online in order to have your solo mode as a safe back up of you pve or pvp official online. This mode would consist on a none cheat mode that is played just like online PVE or PVP official but its there saved your progress on your pc. Same rates, same exp, and same events. Allow transfer from this mode to online regular PVE or PVP. The only difference is that in this mode you are solo on your map to keep your personal progress saved or if you just want to breed solo without any tribe destroying your base on pvp or as your own private room for pve. 2. It its time to create something that allows to store everything you own in that one thing without needing to render a base. Every single person should have this. one per IP address. That way if you need a long vacation you dont come to start from 0 again. Make our hours count. All online games have this...why not ark? 3. For players with over 10k hours Ark should have a special privilege of double-ling the time before things despawn. This should be specially a thing in pve. There should be some special perks for long time Ark players. 4. Characters should be saved on the computer not on the servers online. That way you can always comback to your 130+ level character without worrying if its going to disappear. 5. Last but not least, Allow transfers from official pve to solo mode. That ways if you are done with Ark online you can take your things back to solo mode. This should be the lazy thing to do if they dont want to do the other things. At least you dont have to ruing you solo game by cheating to spawn everything super high level. That way the game would still follow its natural progression. what do you guys think? am I right? or am I wrong?
  3. 1 point
    I tested this on several chibi. I can level them just fine using a shotgun. As soon as I kill an alpha using my rexes or something, it loses XP. Something with the distribution of XP while mounted does this reliably.
  4. 1 point
    Santiago was running the mega mek's engine (or some part) in a simulation but I don't think it was the Genesis Simulation. I don't think the idea that GenSim was for war weapons testing because creating weapons of war is vastly different than running away, which is the purpose of the GenSim according to HLN-A. The artifact seen with Helena is just an implant-looking thing, but the artifact that started Helena's ascension was described as having a golden glow by Mei (even after Helena touched it) and not a blue glow, so they're most likely different. We're lucky if we've got the right decade And now THIS is a real classic AAAAAAAAAAAAAAAAAAA I JUST WANT TO GET QUALITY TEK GEAR WITHOUT SPENDING 4 MILLION METAL. IS THAT TOO MUCH TO ASK FOR?
  5. 1 point
    In before we get a mysterious mysteries post with ascension code that translates to "Sorry, Genesis got delayed by another three months"
  6. 1 point
    Welp, this is it: the month that Genesis releases. Let's just hope that they don't pull another ATLAS on us and delay it's release again.
  7. 1 point
    Yeah. Without a wipe, crazy dinos would be grandfathered in and would be unobtainable to new players. It would be interesting to add in instability into breeding without enough genetic material. Meaning breeding offspring with parents would be bad. Also have bad mutations. So instead of just getting better and better there would need to be some pros and cons. Like get health at the expense of damage.
  8. 1 point
    Mesh It's too easy to mesh and that's all rival tribes are resorting to now on multiple maps. Doesn't matter where you build, mostly every and any spot can be meshed. I can't believe you still haven't fixed meshing because you're only after quick cash for half-assed maps, well I won't be getting Genesis that's for sure. You developers are literal garbage lmfao
  9. 1 point
    Also I am lead to believe that the artifact that led Helena into ascension, is the one in her chest. The ascension was implant shaped, and needed to be inserted into her implant. The artifact can be seen in her chest in the final cutscene, but as I noticed, she is missing it in the genesis trailer
  10. 1 point
  11. 1 point
    I 2nd this! It seems silly to me that all the trash talkers still play the game religiously.
  12. 1 point
    Hey I bread managarmr for winter wonderland present hunt. I thought they were bugged when I logged in last week. They wouln't dive although having plenty of stamina. I searched and found they were made like this on purpose. Like many users said, I think manas are useless now and the time breading them in hind sight was wasted. Wildcard, have you gotten any positive feedback for that?
  13. 1 point
    Happy belated Holidays to all! I can't believe what a toxic environment this comment section is and I wouldn't blame the devs at all for never reading a word of it. How can anyone sit and complain and trash talk the devs and then expect them to care about them and work on whatever issue they are having? Hell I'm proud of the devs for not giving a big F you, because I'm not sure I'd be that patient. Honestly, I'm tired of all the trash talk this game receives. Its an amazing work. Its my favorite game. I'm not saying there are no issues with it or that I never experience problems, because I definitely do, but I also recognize all the hard work that the devs are putting into it. Thanks so much devs for all you do and how much you pour into this game! It shows for those of us that count and your fantastic game speaks volumes for itself!
  14. 1 point
    Not yet, people are off for the holiday so it hasn't been tested and validated yet. Gotta try to make sure I didn't create more problems with with the change. I'll make sure to update this thread again when it goes out.
  15. 1 point
    We at Studio Wildcard would like to wish you happy holidays! We're looking forward to the Genesis release and another exciting year for ARK!
  16. 1 point
    To that point Cedric would love to be able to do what I did here, but often when something goes wrong on that scale, the engineers are being scrambled to figure out the problem and then immediately hop on fixing it. There isn't always someone to give the information in full to Cedric so that he can give a more detailed update. The chain of communication just isn't always established that fast. In some cases, we just flat out can't talk about a particular issue until after it's fixed because people will take advantage of and abuse it (If that is already happening in a particular situation, we want to avoid making more people aware of it and try to mitigate the damage being done as much as we can.) Even in this case, it took me some time to figure out what had happened, it was just that the reports trickled in slowly so it happens to look like I had that figured out quickly. I also happened to be : the one that made the change that caused the issue in the first place, was doing the investigating, and the one working on the fix once it was understood. In this particular case I was the entire chain of communication, and THAT is a very very rare set of circumstances. I knew about the duplication, but what I didn't realize was that those duplicated colors were actually being rolled in mutations. In all other cases the initial decision of what index gets saved to a creature (in code) is determined by a name lookup which breaks on first match.
  17. 1 point
    I think I understand where your confusion is coming from. The change we made was fixing a bug in how mod data is merged in when you launch a game. it was resulting in that, for every single mod installed, the core color definitions were being duplicated. That duplication now no longer happens. ASB is doing assumed correction, and since you weren't using any mods that added new colors it's actually easy to figure out what the right color is in your case. It is mathematically consistent. This bug was actually how people could breed for mutations of the dye colors (That's a whole other topic I'm not going to get into, it was a nightmare to figure out, but don't worry I am protecting that functionality so that people can still get dye colors from mutations) But that bug actually limited mods and us for that matter, nobody could reliably add new colors to the game, it needed to be fixed. Also we absolutely cannot push devkit updates before regular game updates, that would straight up break mods. You are right though, ARK is different to most other games, it is absolutely huge. we could have QA testers testing things months in advance for every single update and issues will still get through because there is just so much cross interaction between everything, so what seems like a small change to everyone (including us sometimes) can have unpredictable rippling effects elsewhere that are sometimes downright impossible to predict. Just because there are issues that get through, doesn't mean we don't test things. You only see what gets through, not what gets caught in advance. Everyone wants things fixed "right now", but with months of testing in advance somehow. It doesn't work out like that. I don't know what else I can tell you, we care what happens with this game, and it really bums us out when these kinds of issues pop up.
  18. 1 point
    I do understand that this inconvenienced a lot of people. I really do. That's why I have been spending my own free time trying to help people understand what happened (even at risk of getting in trouble for oversharing information) and to work on something to prevent it in the future and to try and possibly help find ways to make this less awful for those that were affected by it... all when I would normally be resting. The change went through testing, but the test conditions that were necessary to have exposed this are not normal for any studio that I have ever interacted with. Trying to make changes and balances around what impact they might have for mods is downright impossible, there are too many variables and we don't have access to a mod authors code to be able to debug even if we do find an issue, so it's just not something any studio does really. maybe some will test with a few "top mods", but I highly doubt more than that. Most studios would have seen this issue and just gone "oh well". This isn't the first time an update has broken something with mods and it almost certainly won't be the last, that is just an unavoidable fact about using mods. Also pushing out devkit updates is ... complicated. I can't do it with frequency, so we try to push them out when the game appears to be stable. we also don't put the devkit out for the sake of datamining, we do it so that mod authors can make mods, and in most cases they don't need the devkit to have the latest information about every class in the game in order to do that. No, I was pointing at the specific example that was in the image above that post. There were only indices pointing to the initial core color definitions set. The lost colors were all mutation color indices that were out of that bounds (not all mutation colors people have rolled were out of bounds though), most often duplicates of the core colors. If that all there were was, duplicates, then it becomes possible to mathematically assume what color it should be (that is what the mod does) because they'll always be in the same order as long as there wasn't a mod in there that added new colors as well.
  19. 1 point
    @IanHighlander @CyberAngel67 It is definitely an impressive tool. But do you see the color indices there on the right? Notice how they are all at 56 or less? There are 56 color definitions in the core game currently. (And then the dye indices which are all 200+) Inside of the tool itself they are all predefined to what color they represent. The amount of data that had to be sorted out and manually entered for this tool is insane. The only thing the tool is loading from the creature data is that byte value itself: This is the data I just copied from the tool itself (Dictionaries in values.json): "colorDefinitions": [ [ "Red", [ 1.0, 0.0, 0.0, 0.0 ] ], [ "Blue", [ 0.0, 0.0, 1.0, 0.0 ] ], [ "Green", [ 0.0, 1.0, 0.0, 0.0 ] ], [ "Yellow", [ 1.0, 1.0, 0.0, 0.0 ] ], [ "Cyan", [ 0.0, 1.0, 1.0, 0.0 ] ], [ "Magenta", [ 1.0, 0.0, 1.0, 0.0 ] ], [ "Light Green", [ 0.5325000286102295, 1.0, 0.5, 0.0 ] ], [ "Light Grey", [ 0.581026017665863, 0.6000000238418579, 0.5941699743270874, 0.0 ] ], [ "Light Brown", [ 0.1899999976158142, 0.1374019980430603, 0.09880000352859497, 0.0 ] ], [ "Light Orange", [ 1.0, 0.4621790051460266, 0.15000000596046448, 0.0 ] ], [ "Light Yellow", [ 1.0, 0.9519469738006592, 0.25999999046325684, 0.0 ] ], [ "Light Red", [ 1.0, 0.1809069961309433, 0.15000000596046448, 0.0 ] ], [ "Dark Grey", [ 0.20000000298023224, 0.20000000298023224, 0.20000000298023224, 0.0 ] ], [ "Black", [ 0.03999999910593033, 0.03999999910593033, 0.03999999910593033, 0.0 ] ], [ "Brown", [ 0.10000000149011612, 0.038777001202106476, 0.01947700046002865, 0.0 ] ], [ "Dark Green", [ 0.012338999658823013, 0.06499999761581421, 0.0, 0.0 ] ], [ "Dark Red", [ 0.22499999403953552, 0.01133699994534254, 0.005625000223517418, 0.0 ] ], [ "White", [ 1.0, 1.0, 1.0, 0.0 ] ], [ "Dino Light Red", [ 1.0, 0.4000000059604645, 0.4000000059604645, 0.0 ] ], [ "Dino Dark Red", [ 0.10000000149011612, 0.019999999552965164, 0.019999999552965164, 0.0 ] ], [ "Dino Light Orange", [ 1.0, 0.4749999940395355, 0.30000001192092896, 0.0 ] ], [ "Dino Dark Orange", [ 0.25, 0.08421099931001663, 0.02500000037252903, 0.0 ] ], [ "Dino Light Yellow", [ 0.6000000238418579, 0.6000000238418579, 0.36000001430511475, 0.0 ] ], [ "Dino Dark Yellow", [ 0.30000001192092896, 0.30000001192092896, 0.15000000596046448, 0.0 ] ], [ "Dino Light Green", [ 0.75, 1.0, 0.75, 0.0 ] ], [ "Dino Medium Green", [ 0.19499999284744263, 0.30000001192092896, 0.19499999284744263, 0.0 ] ], [ "Dino Dark Green", [ 0.012500000186264515, 0.05000000074505806, 0.012500000186264515, 0.0 ] ], [ "Dino Light Blue", [ 0.699999988079071, 0.7499989867210388, 1.0, 0.0 ] ], [ "Dino Dark Blue", [ 0.03750000149011612, 0.052083998918533325, 0.125, 0.0 ] ], [ "Dino Light Purple", [ 0.7799999713897705, 0.699999988079071, 1.0, 0.0 ] ], [ "Dino Dark Purple", [ 0.048666998744010925, 0.029999999329447746, 0.10000000149011612, 0.0 ] ], [ "Dino Light Brown", [ 1.0, 0.75, 0.5, 0.0 ] ], [ "Dino Medium Brown", [ 0.30000001192092896, 0.23999999463558197, 0.18000000715255737, 0.0 ] ], [ "Dino Dark Brown", [ 0.10000000149011612, 0.07500000298023224, 0.05000000074505806, 0.0 ] ], [ "Dino Darker Grey", [ 0.10000000149011612, 0.10000000149011612, 0.10000000149011612, 0.0 ] ], [ "Dino Albino", [ 1.75, 1.75, 1.75, 0.0 ] ], [ "BigFoot0", [ 0.47999998927116394, 0.31043699383735657, 0.23104700446128845, 1.0 ] ], [ "BigFoot4", [ 0.824999988079071, 0.7049199938774109, 0.6682500243186951, 1.0 ] ], [ "BigFoot5", [ 0.6349999904632568, 0.393326997756958, 0.30162501335144043, 1.0 ] ], [ "WolfFur", [ 0.5550000071525574, 0.45945701003074646, 0.3524250090122223, 1.0 ] ], [ "DarkWolfFur", [ 0.25, 0.18521900475025177, 0.13375000655651093, 1.0 ] ], [ "DragonBase0", [ 0.36000001430511475, 0.1334179937839508, 0.06748999655246735, 0.0 ] ], [ "DragonBase1", [ 0.6050000190734863, 0.19322800636291504, 0.09075000137090683, 0.0 ] ], [ "DragonFire", [ 0.5099999904632568, 0.07726699858903885, 0.0, 0.0 ] ], [ "DragonGreen0", [ 0.19269999861717224, 0.23499999940395355, 0.15039999783039093, 0.0 ] ], [ "DragonGreen1", [ 0.28573501110076904, 0.3400000035762787, 0.1923840045928955, 0.0 ] ], [ "DragonGreen2", [ 0.38499999046325684, 0.3754729926586151, 0.26325199007987976, 0.0 ] ], [ "DragonGreen3", [ 0.17679999768733978, 0.29623299837112427, 0.3400000035762787, 0.0 ] ], [ "WyvernPurple0", [ 0.19092799723148346, 0.17526599764823914, 0.3100000023841858, 1.0 ] ], [ "WyvernPurple1", [ 0.44176098704338074, 0.3691500127315521, 0.5350000262260437, 0.0 ] ], [ "WyvernBlue0", [ 0.12245000153779984, 0.22390300035476685, 0.39500001072883606, 0.0 ] ], [ "WyvernBlue1", [ 0.06300000101327896, 0.10655199736356735, 0.18000000715255737, 0.0 ] ], [ "Dino Medium Blue", [ 0.11550000309944153, 0.37960299849510193, 0.824999988079071, 0.0 ] ], [ "Dino Deep Blue", [ 0.05652499943971634, 0.1388539969921112, 0.6650000214576721, 0.0 ] ], [ "NearWhite", [ 0.8500000238418579, 0.8500000238418579, 0.8500000238418579, 0.0 ] ], [ "NearBlack", [ 0.07999999821186066, 0.07999999821186066, 0.07999999821186066, 0.0 ] ] ], "dyeDefinitions": [ [ "Black Coloring", [ 0.009999999776482582, 0.009999999776482582, 0.009999999776482582, 0.0 ] ], [ "Blue Coloring", [ 0.0, 0.0, 1.0, 0.0 ] ], [ "Brown Coloring", [ 0.18000000715255737, 0.11999999731779099, 0.05999999865889549, 0.0 ] ], [ "Cyan Coloring", [ 0.0, 1.0, 1.0, 0.0 ] ], [ "Forest Coloring", [ 0.0, 0.15000000596046448, 0.0, 0.0 ] ], [ "Green Coloring", [ 0.0, 1.0, 0.0, 0.0 ] ], [ "Purple Coloring", [ 0.15000000596046448, 0.0, 0.5, 0.0 ] ], [ "Orange Coloring", [ 1.0, 0.25, 0.0, 0.0 ] ], [ "Parchement Coloring", [ 1.0, 1.0, 0.5, 0.0 ] ], [ "Pink Coloring", [ 1.0, 0.20000000298023224, 0.7599999904632568, 0.0 ] ], [ "Purple Coloring", [ 0.20000000298023224, 0.0, 0.75, 0.0 ] ], [ "Red Coloring", [ 1.0, 0.0, 0.0, 0.0 ] ], [ "Royalty Coloring", [ 0.20000000298023224, 0.0, 0.4000000059604645, 0.0 ] ], [ "Silver Coloring", [ 0.75, 0.75, 0.75, 0.0 ] ], [ "Sky Coloring", [ 0.5, 0.6666669845581055, 1.0, 0.0 ] ], [ "Tan Coloring", [ 1.0, 0.8447059988975525, 0.44999998807907104, 0.0 ] ], [ "Tangerine Coloring", [ 0.42500001192092896, 0.1294659972190857, 0.021250000223517418, 0.0 ] ], [ "White Coloring", [ 0.9900000095367432, 0.9900000095367432, 0.9900000095367432, 0.0 ] ], [ "Yellow Coloring", [ 1.0, 1.0, 0.0, 0.0 ] ], [ "Magenta Coloring", [ 0.800000011920929, 0.009999999776482582, 0.699999988079071, 0.0 ] ], [ "Brick Coloring", [ 0.30000001192092896, 0.029999999329447746, 0.009999999776482582, 0.0 ] ], [ "Cantaloupe Coloring", [ 1.0, 0.33000001311302185, 0.0, 0.0 ] ], [ "Mud Coloring", [ 0.05999999865889549, 0.03999999910593033, 0.019999999552965164, 0.0 ] ], [ "Navy Coloring", [ 0.029999999329447746, 0.029999999329447746, 0.15000000596046448, 0.0 ] ], [ "Olive Coloring", [ 0.5, 0.5, 0.10000000149011612, 0.0 ] ], [ "Slate Coloring", [ 0.10000000149011612, 0.10000000149011612, 0.10000000149011612, 0.0 ] ] ] These are an ordered list (meaning they can be referenced by that index values to pull the specific element) And the color name and RGB values. The color data is not coming from the game. The games save data does not serialize what those indexes represent.
  20. 1 point
    Just to double check before I opened my mouth, I downloaded that source, and while I haven't spent a ton of time looking through it I would say it's doing things in a similar manner to the mod I just linked. Except that in this tool, color indices and matching color definitions have been manually entered into dictionaries (and by the looks of it there are collections of value data for at least some mods that it can download from somewhere? I have never used this tool before, but I am assuming that is how it could be determining any offsets that would otherwise mismatch the index numbers). Here is even the code where it loads the color data from your saved data: creature.colors = new int[6]; for (int i = 0; i < 6; i++) { creature.colors[i] = colorModulo(creatureObject.GetPropertyValue<ArkByteValue>("ColorSetIndices", i)?.ByteValue ?? 0); } which is just an array of 6 integer values but it's loading in from a byte typed data. a byte can have a range of 0-255. That's all. no color names, no RGB values. each element in the array correlates to a color region on the creatures, and color definitions are not serialized to your save data. Not enough data there to reconstruct a color from. It's making assumptions still, just different assumptions. You should actually at the code in this tool, it's pretty impressive, but it doesn't do what you think it's doing. The only data saved to creatures for each color is a byte value representing the index of the color as it relates to the color definition array. It's not pulling the color definitions from the game save data, they are preassigned in the tool itself. This tool took a great deal of work, time, and loooooooots of manual data entry. Nothing is being forced. I am adding a console command. The attempt to reassert colors (or reroll if it can't determine what those colors were) will only occur at the discretion of the server admin, or the player if in singleplayer.
  21. 1 point
    Here is an option that should work pretty well for anyone that knows that none of the mods they had installed added any custom colors. https://steamcommunity.com/sharedfiles/filedetails/?id=1940481639 This mod will try to correct all of your dino colors. It works by making assumptions about what the color definitions array looked like for you before the update that caused this, so It's not suitable for us to do in the core game... but as an option, this should actually work pretty well for many.
  22. 1 point
  23. 1 point
    R.I.P. My only issue with these official PVP balances is that they are always forced on unofficials.
  24. 1 point
    The current plan is that we'll be adding an admin command that can be used to reapply the correct colors on tamed dinos (So that in the future any changes to the color definitions array either by us or by mods will be effectively non-destructive). In addition, because we can't recover the colors lost from this occurrence (the only factual memory of what those colors were is in your head), those colors that were lost will get re-rolled for new mutation colors. I don't have an ETA on when that will be available, but it's in the works already.
  25. 1 point
    Don't worry it doesn't break the feature of breeding color mutations itself, the problem is just that the array of colors went through a change that got things a little messed up. We didn't remove any of the available colors, we just removed a ton of duplication that was occurring and making all these color reference inconsistent. It's any mods. what was happening was that every single mod added was duplicating the color definitions in the array. so there were multiple instances of every color. When breeding and the game chooses random color mutation it randomly picks from any color definition. so not every index for "Red" was consistent. When we cleared out the bloat, indexes pointing to the duplicated colors were suddenly invalid and defaulting to white. Now, I have a plan for making this problem recoverable from in the future, I can also get the game to reroll some new colors for everyone where there are these color indexes pointing to an invalid color (which is defaulting to white), then maybe there is some incentive to not feel like you have to spend 50 hours manually assigning colors to your creatures, and you might get some desirable colors back.
  26. 1 point
    After some investigation, I understand the cause of this... Unfortunately, any colors lost from this update can't be automatically recovered .Dino colors, after their randomized selection, are saved to the creature and referenced by an index number only that is associated with a master array of colors. (No we can't change this unless you want your servers to slow to a crawl, string comparisons are resource expensive) Unofficial servers (and singleplayer) that run mods are vulnerable to this issue and have always been, any change to the order of mods or anything that alters the contents of that array can cause the index to suddenly match up with a different color. It can happen at any time to any unofficial server (This last update had a pretty important change to the way mods merge color definitions to cut down on some bloated data, and that caused the issue this time) However, I do recognize how much time everyone puts into breeding and hunting for their choice colors, and while we can't recover the lost colors, I am investigating methods for us to make it so that you can recover them in the future if this happens on your servers. I can't make any promises right now, I'm still in the investigation phase and we also have some larger bugs on our plate, the damage is also already done in this case. Now while we can't automatically recover your lost colors it is possible for your server admins to do it manually (or yourself if on singleplayer), but don't be too hard on them if they choose not to do this, it will be very tedious and it's not their fault it happened either. There are admin commands for manually assigning colors to specific dino regions, and if you can identify what colors you had (possibly cross-referencing from the wiki, or if special mod colors you might have to ask the mod author for help) then a server admin can help you reapply the colors manually. Again, I do apologize I know a lot of people put insane time into acquiring these color mutations, the change that caused this was made for the purpose of making the color system better so that we could add new colors in the future and make it so mods could better stack their own color definitions in. UPDATE: Here is an option that should work pretty well for anyone that knows that none of the mods they had installed added any custom colors. https://steamcommunity.com/sharedfiles/filedetails/?id=1940481639 This mod will try to correct all of your dino colors. It works by making assumptions about what the color definitions array looked like for you before the update that caused this, so It's not suitable for us to do in the core game... but as an option, this should actually work pretty well for many.
  27. 1 point
    My guess would be that your dinos still carry the same color IDs, but a white was inserted in the enum so the colors shifted. Either it be intended during the event or not I can't tell, but you could try disabling the event on your server and verify if the colors goes back to normal, if they do, then you will know it is temporary for the event.
  28. 1 point
    I think genesis is a simulation of what happened when everything was automated. I think there was a meteorite that destroyed the moon and came to earth (for me it's the kind of corrupted rock that there is near the Titan King). URE and Earth forces discovered the "Element" and were able to create new technologies. But everything has gradually deteriorated, the earth begins to reduce its rotation and creates rising tides, and volcanoes explode. They are forced to create the arches, and decide to leave in order to repopulate the land later. But when the ERUs and land forces were fighting on land in order to leave as quickly as possible on the arches, "Arat Prime" the first ark became silent, and those who remained on land were attacked and decided to activate all the shields, but we can see on the fire panels (in the sanctuary) that it activates an automation system as if the artificial intelligence took over on land. This is why in genesis, we find water in abandonment due to the rise of the tides, a lot of lava, and also frozen places due to the stopping of the rotation of the earth.
  29. 1 point
    And what does any of this have to do with Genesis?
  30. 1 point
    It may not just be Helena that chose to create genesis, HLNA says “I got a good feeling about you. After all They’re putting you in the genesis simulation for a reason”. “They” is a vague term as to who is putting you in genesis whether it be Helena or some other part of a hive mind and the arks are basically simulations too, so I don’t see the difference.
  31. 1 point
    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.
  32. 1 point
    Interesting, i didnt know that. But i know that you can get unlimited mutations anyway, so maybe thats why they brushed it off. Id appreciate it if wc would remove mutations all together, its a stupid mechanic.
  33. 0 points
    Can someone wipe my old tribe ?help me get justice please They got me to build everything gather all resources I did all the grunt work and all they do is tame and breed in the pens and base I built for them and they ban me from the server cause I bred only 1 dragon for myself for the imprint bonus.ILL GIVE YOU THE SERVER NAME AND PASSWORD THERE BASE IS IN THE HIGH LANDS BY THE SHORE SERVER NAME: Sister Fisters PASSWORD: dangercat Please help me get justice,I feel like I was stabbed in the back by my friends who I know in real life.
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