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4 Gathering Thatch

About moshbeast321

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  1. Flyers: Argentavis pick works like the original Argentavis (not laggy/unreliable/more like Ptera pick). Snow Owl - Remove Freezing entirely. Allow it function only as a scout flyer with the ability to dive like a Griffin and use Snow Owl vision, or only allow it to freeze itself to heal/reduce damage. (Freezing is an unfun CC mechanic that ruins any form of fun in PvP fights). If it's not nerfed increase raise time to 7 days to better reflect the monumental power that this cancercell dino has. Water: Mosasaurus - Can turn on the spot similar to Tusoteuthis using Spacebar, immune to Tusoteuthis grab. Gestation reduced from 8 hours to 4 to be more in line with Tuso. Plesiosaur - Can turn on the spot similar to Tusoteuthis using Spacebar. Gestation reduced from 8 hours to 4 hours. Megalodon - Can turn on the spot similar to Tusoteuthis using Spacebar. Gestation reduced from 8 hours to either 2 or 4 hours. Gains Tek Helmet effect on anything below 75% hp. Baryonyx - Can no longer stun players off a Dinosaur that is being ridden (can still stun the dinosaur though), Stunning an enemy makes it immune to stuns for 20 seconds similar to Snow Owl immunity to prevent being CCed to death Eel - Allow it to be slotted into a Dinosaur's saddle via Fish Basket to function similar to HLNA for the Dinosaur, gives the Dinosaur the ability to slow targets for a few seconds (with a long cooldown) or gives it the ability to supercharge the Dinosaur increasing it's movement speed temporarily. Gestation reduced from 5 hours to 2. Angler - Can be slotted into a dinosaur's inventory via fishbasket similar to HLNA. Accompanies the dino providing a light source that scares off Eels/Cindaria. Makes the Dino immune to Eel effects. Gestation reduced from 5 hours to 2. Basilosaurus - Need's a HP nerf probably and they need to fix the surface buff not applying in caves despite those caves being more or less at surface level (because everyone lives in caves). Dunkelosteus - Weight reduction to Obsidian and Crystal. Gestation reduced from 8 hours to 4. Diplocaulus - Creates an oxygen bubble around itself that allows players to restore oxygen and stamina like the Genesis mechanic. Gives players a reduced version of the Lazarus Chowder buff for a couple of minutes after leaving the bubble. Land: Rhino - Needs to be MASSIVELY nerfed, probably the biggest problem with the game currently forcing everyone to use Meks to defend against them. Gestation increased to 8 hours. 7 day raise time. Revert Plant Z nerf to specifically effect this Dino. Daeodon - Allow them to eat basically anything organic (berries, seeds, mushrooms, etc). Allow Rare Mushrooms to return 100 food per mushroom. Pulminoscorpius - Allow it to passively generate a toxin substance that can be converted to Medical Brews, similar to how some water creatures generate Oil. Araneo - Creates temporary ziplines that last for a few hours and can be used bi-directionally without any sort of equipment, or allow the Araneo itself to craft a version of the zipline equipment similar to the Horse. Allow it to transfer to Aberration. Phiomia - Allow them to be slaughtered like the Sheep. Tamed/Raised Phiomia should give 2000-3000 meat when slaughtered. Give them a long raise time but make them very easy to raise (similar to the Gacha on Wandering). Gestation reduced from 10 hours to 4 hours. 7 day raise time. Auto-wandering allows them to forage for food to raise themselves (has to be enabled). Diplodocus - Let it function as a battering ram that can damage Metal/Tek Doors. Players riding in the saddle should be immune to player only turrets but the Diplo takes increased damage per player riding the saddle. Allosaurus - Allow the non-pack leader Allosaurus to give a damage amplification roar similar to the Yutyrannus' fear that amplifies the damage of all other Allosaurus' to the targets, including amplifying the bleed effects. This gives the supporting Allosaurus ways to support each other by buffing each others damage. Make it cap at 4 stacks so that groups of 5 Allosaurus are worth riding. Make Allo Packs cap at 5 so that more Allos creates more packs allowing a pack leader per every 5 Allos. Give the Allo an option that allows you to set a preference for being a Pack Leader or a Supporting Allo. Carno - Allow the Yutyrannus supercharge it with it's buff making it 10 times stronger. Make it deal more damage to Allosaurus and provide a "Guard" effect to nullify the effects of the above Allosaurus changes so that it functions as a counter. Allow it's right click to have a very small knockback effect so that it can bully anything the size of a Paracer or below by knocking them around. Gigantopithecus - Give it a slot for a new item called the Tek Implant. The Tek Implant massively raises the intelligence of the Gigantopithecus unlocking increased functionality. You can use the NPC AI from ATLAS to allow the Gigantopithecus to become a NPC. Let it man player mounted turrets or rocket turrets, let them farm basic resources like fiber/flint/thatch and have them return the resources to a dedicated storage, let them use melee weapons or pistols, etc, possibilities are endless. Kentrosaurus - Return it to it's glory days. Make it not effected by cryosickness and make babies return no damage. Make it one-shot kill Rhinos if they hit them fully charged. Let them Impale Rhinos. Mek - Cannot damage players. 50% movement speed reduction. MCSM cannon one shot kills Rhinos on direct hit, massive damage on splash. MRLM deals massively increased damage to small flyers such as Pteranodon, Argent, Tapejara, etc. MDSM shield removes the ability for Rhinos to charge for 30 seconds or within the shield. Roll Rat - Improve turning radius so it turns faster than a Bronto or allow it to roll backwards. Allow it to damage Tek Turrets. Rex - Redesign it's roar effect so that it's not based on dinosaur level and isn't a complete meme. Sabertooth - Let it prowl similar to Rock Drake camouflage. Gestation reduced from 4 hours to 2 hours. Moschops - Revert the organic polymer nerf so that farming Mantis is viable again. Mesopithecus - Allow it to open enemy player doors on platform saddles. Takes 90% less damage from "big" dinos. Oviraptors - Allow them to collect eggs. Titanosaur - Improve their stamina and stamina regeneration so that they can actually function and deal some sort of damage in the few minutes they have to live before they get deleted by Gigas and Meks. Thorny Dragon - Give it Turret Mode. Allow damage to massively scale it's torpor generation so it function like a Velo turret that knockouts creatures. 99% reduced effect against players. Only 1 torpor effect can work at a time so you can't spam a million of them. Thylacoleo - Increase it's damage or allow it to buff the firerate/damage of weapons shot whilst riding it. Reduce recoil sway of Fab Sniper and Longneck to Shadow Steak levels when shooting whilst riding. Reduce Arrow draw time of bows whilst riding it. Allow it to be transferred to Aberration. Giganotosaurus - Balance rage generated by other Giganotosaurus so that it takes more bites to enrage but increase the rage generated by non-Giganotosaurs dinos such as the Rex, Therizino, etc so that they can also enrage it. (make Giga fights are bit more interesting other than one two enrage you're dead or the other guy is). Dung Beetle - Auto wandering collects poop. Increase Fertilizer weight so that as they collect poop they get weighted down and can't move (to balance the automation and give the player a sign that they're ready to be collected). Dimetrodon - Reduces Gestation timer, similar to how the Oviraptor reduces the Mating Interval. Or Reduces baby food consumption. Or Allow it function as the underwater equivalent of the Oviraptor. In a similar vein of the TLC pass I think a good idea would be to add a Dino equipment slot that allows you to slot in crafted items that provide benefits to your dino. This would allow players to invest a bit more into the dino to grant them an effect that would counter something that is extremely annoying with the current meta gameplay. You could only equip 1 item at a time meaning you would have to choose between them. Here are some examples: New item: Blinders that provides the current area reduction to the Plant Z effect. Dinos are also less susceptible to fear effects. Revert the previous Plant Z nerf so that Dinos without the Blinders are effectly similar to how they were pre Z nerf. New item: Dinoshoes. Gives immunity to Plant Y effects for 20 seconds upon triggering a Plant Y trap, 5 minute cooldown. New item: Saddle Chain. Upon getting picked by a flyer you are returned to the saddle after a 2 second delay. 5 minute cooldown. New item: Thermal Emission System. Upon being frozen provides immunity to freezing effects for 1 minute. 5 minute cooldown. New item: Blademail. Returns a small amount of damage to attacking dinosaurs (5%). Provides 100% damage return to Rhino charges. New item: Anti-Radiation Dispenser. Automatically triggers Mushroom Brews inside a Dino's inventory. Extends the duration of Mushroom Brews effects to 10 minutes per Mushroom Brew.
  2. Any word on whether you guys are looking into Basiliosaurus tanking and Quetzal Hatchframing? In order to actually tank with the Basi you need to swim into the walls however when you do that now with this anti-mesh system you are teleported or killed, without being able to tank like this you can't actually tank any underwater base except for turrets set to tamed with Turtles. Same thing with the Quetzal, you need to fly up against the wall to fly up towards structures which you now can't do. I should add that these 2 methods are currently some of the very few methods of being able to actually raid caves and trees. Without them you make caves and trees even stronger than they already are.
  3. Prob not the best idea to announce enforcement action before you actually do it. People just gonna upload/move everything.
  4. This isn't so much a suggestion as it is awareness of what I think is a big issue with this game. A game like this relies on it's playerbase to generate content on a daily basis in regards to PvP and therefore the more players the game has, the more content is generated, and therefore the more successful the game is. I feel Small Tribes is a trap for new players that ultimately prevents growth in the game longterm as well as failing to convert newer players into longtime players of ARK. The prevailing narrative for new players is if you play on Official you're going to get zerged by these huge mega tribes. With this assumption new players are then corralled into Small Tribes under the belief that because tribes are smaller they are less likely to be zerged. The problem with this assumption is they do not take into account the differences between the average Official player and the average Small Tribes player, as well as the conditions that the 6 man tribe limit creates. If you visit Official servers these days you're unlikely to encounter "Beach Bobs" as you were in the past, these potential players now mainly exist on Small Tribes, this is bad for the game long term for multiple reasons. You would think that because there are less players and there aren't Mega tribes that it would be less hardcore, however not only is that false the opposite is true. Small Tribes players (of any renown anyway) are actually significantly more hardcore than Official players. Each player has to shoulder a very large weight when it comes to creating, maintaining, and defending a tribe. On Small Tribes the weight you're shouldering could be the equivalent of 10 players in an Official tribe because of the 6 player limit which forces those 6 players to work harder individually to carry the weight of their tribe. Having 6 players to look after a 24 hour window also creates problems for Small Tribes players meaning that have to play significantly more than an Official player to cover all timezones. Now you could recruit 6 players with different timezones to make sure someone is always online but then that means that you'll never have 6 players online at the same time which is a large disadvantage when you actually get attacked because even if you have 5 players you're still missing approximately a sixth of your effectiveness compared with an enemy tribe that has 6 players online. The conditions Small Tribes creates with it's 6 man limit means that meshing is extremely prevalent. Meshing is arguably the worse part of this game far worse than other forms of cheating. I'd argue more players have quit the game as a result of meshing than any other means and by encouraging newer players to play on Small Tribes you're putting them on the fast track to quitting the game as a result. Meshing is much less rare on Official because tribes are much bigger meaning that they have more players to cover various parts of their bases, more players online around the clock so there is less downtime and potential opportunity to mesh. The threat of meshing also encourages account sharing as that is the only means to get around the 6 man tribe limit in downtime. This means "big" Small Tribes might have 10-15 players instead of 6 that all just all play on the same 6 accounts, this creates a large advantage for these tribes over regular 6 man tribes in that they have can 6 players online 24/7. Small Tribes has unintentionally become a meat grinder for new players. The concept was great, smaller conditions allowing new players some room to breathe that they wouldn't get on Official and ability to play the game, get hooked, and then later on move to Official of whatever. Unfortunately the combination of burnout and meshing isn't healthy for any person playing this game, let alone new players who have yet to really decide if they want to stick with the game. The conditions on regular Official are much more lenient as more players can shoulder the burden of running and defending a tribe making it overall more pleasant, less prone to burnout, less prone to meshing, and better for casual players. I'm not sure how you fix Small Tribes (maybe 10-15 man tribe limits instead) but it's clear as it stands Small Tribes is doing more bad than good when it comes to the new player experience which is bad for every cluster because most new players are either starting out there or on Unofficial alternatives that have a similar tribe member limit.
  5. You guys should disable transfers on official PC as you have done on PS4 until you've done an investigation/are able to actually fix something on official. Seems like a better alternative than allowing cheating to become excessively rampant in the meantime as well as continuing to escalate. People understand that stuff takes time however in the meantime players still have to play the game and the longer this goes on the more people quit official which doesn't benefit anyone long term as players = content.
  6. Good changes across the board except for Tek Tapejara changes. The main issue right now is Tek Tapejaras destroying Tek Turrets specifically, the damage they do to actual Tek Structures is balanced in my opinion and necessary because Tek Tapejara are the only Tek saddled dino that can attack certain structures that are very high in the air. Nerfing their damage across the board to address issues with Tek Turrets is the wrong way to go about it, if these changes go through it's going to take a ridiculous amount of time and Element to destroy Tek Structures like the Tek Forcefield, and players will simply spam Tek Forcefields because of how taxing it is to destroy them, in essence you're creating a new Forcefield spam meta. I would recommend increasing the HP of Tek Turrets themselves rather than nerfing Tek Tapejara's damage to all Tek structures. 3000 HP is rather abysmal and is the main reason Tek Turrets are destroyed, if their HP was 10,000 or 15,000 it would be significantly harder to destroy the Tek Turret whilst leaving the current numbers to Tek Structures intact (which are necessary in order to be able to actually raid someone). Players already have the tools in game to deal with Tek Tapejaras by utilizing metal structures as an additional layer of defense which Tek dinos are very weak against, and in combination with the Plant Z weight reduction it will be easier to dismount them (The Plant Z weight increase is a large reason why Tek Tapejaras are strong at the moment to reducing this nerf will indirectly nerf Tapejaras). One thing to keep in mind is that nerfing counters to Tek Turrets this hard will have negative consequences that are worse than the current meta. Element is very easy to come by now with the advent of Extinction and Tek Turrets can easily be filled with 5000 shards each that take significantly longer to drain then Heavy Turrets whilst dealing just as much damage per shot. The amount of cakes and time required to soak a turret capped tower is very high. You don't want to nerf these things so much that the only way to deal with them is to soak them when players can literally farm Element faster than it takes you to soak, that will just create a meta even worse than the current one. A Tek Turret HP increase is all you really need with gradual changes over time depending on how players adapt to it.
  7. The way I see it there's 2 ways you can address the cave meta. You can either make caves as undesirable as land bases and hope players will choose land bases over caves, OR you can address the reason why players don't want to build land bases because as we know before players would usually build land bases as their main base with auxiliary caves which were used as dino storage rather than an actual base. Land bases have been reduced gradually over time and it really has nothing really to do with caves other than the fact that you can build in caves in order to avoid the issues that land bases present. Currently these issues consist of a combination of: * Titans * Hatchframe Quetzals/Paracers * Server cap/rushes with Paracers tanking Heavies whilst Tek Dinos destroy the Tek Turrets whilst they have a considerable player advantage 50-60 players versus ~10. Often used in conjunction with titans. * Server lag and FPS lag ie: having to render in all your dinos at one location on the map instead of having a cave where it's all unrendered (this is more important than people think, people usually rather log off than play this game with 255 ping and slideshow FPS) * exposing yourself to more forms of griefing such as Griffins sniping all your dinos and running away, dinos creating LoS issues with turrets, and so on Players have recognized that is just so much less of a headache having to deal with these things by building inside a cave. The most experienced builders in ARK can only do so much to deter things like Hatchframe Quetzaling, Titans, and figuring out how they're supposed to design a 100 turret limit base to defend thousands of dinos on maps with base locations that weren't designed with the 100 turret limit in mind. It's just simply easier to build in a cave and not have to deal with it. In regards to why you would build in a cave, the main thing that has made people build in caves has been dino storage long before there were titans or even teleporters. Building dino storage outside a cave for breeders is just laughable. Try making a structure that fits even a fraction of the space thats in a cave and try defend it with 100 turrets, at any point of egress you'd be dealing with as few as 15-25 turrets max. If you choose not to have a structure then you'll be faced with having all your breeders sniped down by Griffins which is just a cancer form of gameplay that no one enjoys and dinos often create LoS issues with turrets on towers outside which can be exploited. Yes Cryopods have alleviated the issue, however none the less in order to breed dinos you need dinos that aren't in Cryopods so unless Wildcard figures out a way to breed dinos in Cryopods you will have to do something more to address this. One more less mentioned aspect of caves I feel is water PvP. Water PvP as it stands needs an overhaul, in particular water dinos. Right now the only viable tanking dino in the water besides Turtles is the Basilio which only really works because you can stick your player model inside the mesh whilst riding it. Water DPS dinos such as Mosa, Plesio, etc have terrible maneuverability with no ability to reverse at all making them mostly unusable for actually fighting things. Player PvP in water is garbage and consists pretty much solely as grapple PvP, the fact that the only thing we have to actually kill another player is stone arrows, C4, or a spear gun which can only be made as primitive should show you how much it needs to be revamped. The reason this is important is because players build water caves to discourage others to raid it, if water PvP were more fun or compelling then water caves would be less desirable and perhaps actual water bases in the ocean more so.
  8. TLDR our corrupt parent company that we sold our game to has free reign to be as corrupt as they want on the 25man cluster and there is precisely nothing we can do about it. What's that? You decided to defend yourself against DSG/TEA a little too well? Guess you're globally banned from 25 man servers and your tribe is dev wiped, shoulda taken your ingame beating like the foreigner dog that you are. This is laughable honestly. If the employees at Wildcard had any form of a spine they'd buy themselves out of this mess or leave this garbage can game in the bin where it belongs. This is peak levels of cuckoldry, how people live with so little respect for themselves is beyond me. Thank you for at least having the courage to actually say and confirm for me that playing this is simply a waste of time like a lot of us have suspected for some time. F for 25 mans boys, was a good 2 weeks. F for Wildcuck Gaming.
  9. Conquest servers are a bad idea. Large scale PvP is basically what Official PvP is and you're taking players out of that pool yet again, contributing to the perception that the game is dead. Fragmenting your playerbase is generally a bad business decision, and the main deterrent to playing on Official is server lag so having permanent 2x servers with 100 slots isn't going to help that at all. You're better off shifting your attempts to solving the problems that cause players to not want to play Official such as improving server performance, disconnecting, etc if large scale battles is your goal. With these servers you're going to split the playerbase, making both clusters worse off overall.
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