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I was building a base the other day and I thought that it would be extremely useful if you could have a system that would allow you to copy the overall structure of your base (foundations, walls, windows, and doors) and then let you save it as a blueprint. You could use it to avoid snapping issues and/or terrain collision in later development of the base. You'd still have to craft all of the walls, foundations, and ceilings but instead of just placing them, you'd use the blueprint to craft a completed base, and place that instead. Open to suggestions for edits
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Ark's biggest problem to become one of the biggest games is the constant recline of players because they have been wiped in pvp. Once wiped, all your work was for nothing and now the other tribes are that much stronger so that it will be almost impossible to come back. Pve on the other hand is boring because once you have a base established, the wild creatures are no danger to you anymore ( only when you go out for adventures ). So currently there is this pick your poison kind of deal where pvp feels too competitive and punishing and pve feels too boring and easy. So i wish there was an inbetween kind of thing. An idea could be a capture the flag kind of mechanic where if you stay long enough at an enemys base you will be rewarded hexagons. ( The Hexagons would be subtracted from the enemy tribe - and yes the hexagones would be tribe based and not player based )-> there could be structure based hexagons so that you have to claim an area with hexagons. And on top of that there could be fees that the game substracts from your hexagons every day or so, so this way you have to have hexagons that can be plundered ( there needs to be a limit as to how many hexagons can be plundered and a cooldown ) and it also prevents people from having afk structures. When a claimed area has 0 Hexagones it will be able to be claimed by anyone for a hexagon fee. And this idea should be combined with pve mechanics so that enemys cannot wipe your base. However they should be able to kill each other and the dinos ( and turrets/ base defences if there will be any ). Also you should be able to loot other people, dinos and their containers ( chests etc ).
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Dsungaripterus Dsungaripterus is without a doubt one of the strangest genus of pterosaur I’ve seen on the island. The abnormal shape of this pterosaur’s beak gives it an abnormally high crushing force which it uses to crack open the shells of small mollusks and crustaceans. Although this passive pterosaur shows very little intelligence and is much slower in comparison to its big brother the pterodactyl, dsungaripterus manages to get by with little interference from predators. ==================================================================================== Abilities Dsungaripterus, being the smaller cousin of the pterodactyl, is much too small to be ridden. This hasn’t, however, stopped some clever survivors from utilizing its powerful wings and crushing jaw. Similarly to the sinomacrops, certain tribes have found a way to domesticate the dsungaripterus and have trained it to carry its human trainers. Once shouldered, dsungaripterus is capable of lifting its occupant high into the air at a rapid speed (similarly to a tek chestpiece) before opening its wings and acting as a sort of parachute. Larger and well trained dsungaripterus have even been able to repeat this maneuver several times continuously allowing a survivor to cover great vertical distance very quickly. Tribes have also managed to make use of dsungaripterus’s extremely powerful back teeth and jaw. Due to dsungaripterus lower intelligence, tribes have been able to feed this reptilian flier resources such as stone and wood which it is able to break down and refine. Well trained dsungaripterus have even been able to break down more complex items such as weapons and tools for decommission. ==================================================================================== Taming Although unintelligent, dsungaripterus still prefers to eat its prey alive which can make the taming of this creature tricky. This small pteranodon loves cracking open the shells of invertebrates found on the shores and shallows of the island. Trilobites seem to be its particular favorite, but it will eat most anything that will fit in its mouth. Using fish traps, some beach tribes have been able to catch many ocean bound crustaceans and creatures such as leeches and trilobites. Once caught, tribe’s will leave their bait of choice on the sand for the dsungaripterus to consume.
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Lythronax Argestes The Gore King In my time here on this island I have observed many genus of creatures ranging from sauropods to chasmosaurine. But of all the magnificent creatures I have seen, none can match the sheer ferocity of the Lythronax Argestes, more commonly known as ‘The Gore King’. This tyrannosaurid shares many similarities with its larger late cousin the T-Rex. Lythronax Argestes also displays many similar behaviors as the T-Rex, usually opting to overpower their prey with their overwhelming size and strength. Do not underestimate The Gore King though, for even despite their size disadvantage they can easily defeat a fully grown Tyrannosaurus Rex. Lythronax Argestes is a lone wolf and rarely is seen socializing with other members of its species. They are extremely aggressive and very territorial. I have even seen two Lythronax attempt to disembowel each other over the carcass of a recently deceased triceratops. The Gore King is not a nickname given lightly, this fierce carnivore deserves every bit of that title. With a bite that can shatter bone and a roar that can knock birds out of the sky, Lythronax Argestes is a true force to reckon with. =================================================================================== Abilities Lythronax Argestes primarily utilizes two main attacks, these being its headbutt and its bite. Lythronax are an easily angered tyrannosaurid, even more so than the T-Rex. When provoked, they will charge their prey at an alarming speed and headbutt their foe with immense force. Once locked onto its prey, there is no stopping a charging Lythronax. Although incredibly powerful, this large carnivore doesn’t have the best turning radius. Once a Lythronax has closed the gap between it and its prey it will enter a frenzy mode with each progressive bite coming faster than the one before it. At the peak of this frenzy, The Gore King has even been seen to rip chunks of meat out of its prey causing the target to bleed profusely. Lythronax are well adapted carnivores and can thrive in most any environment. Although they prefer the warm climate of deserts and dry open grasslands, these large carnivores have been seen sporting large insulated feathers while in colder environments. The deafening roar of the Lythronax is enough to send shivers down the spine of any dino. Unfortunately the same cannot be said for the smaller birds and invertebrates of the island. The sheer volume of The Gore King’s roar is enough to kill these small pests and make an excellent mid-morning snack for any Lythronax that comes across them. Although profoundly powerful and aggressive, Lythronax Argestes does feature much in the way of defenses. With a slow turning radius and short stubby arms, Lythronax typically try to keep their adversaries face to face. For Lythronax, the best defense is a good offense. =================================================================================== Taming For any tribe that dares attempt to tame Lythronax Argestes, be warned. The Gore King does not take kindly to being pestered and would much rather have you for lunch than as a friend. In order to tame a Lythronax you must wear it out. Lythronax is not one to draw out conflicts and usually tries to end fights quickly. Once exhausted it will be much easier to handle. After you have managed to tire out a Lythronax you will need to bring it fresh meat. No pre-cut shanks will please The Gore King, for he prefers his dinner very, very raw. When presenting a kill to The Gore King, be sure to approach him from the rear. If he sees you coming he may mistake you for an appetizer. =================================================================================== Tamed Congratulations, you’ve befriended The Gore King! Now that you’ve managed to tame a Lythronax, make sure to be weary of these few notes. DO NOT OVERCROWD A LYTHRONAX (Remember, they have very short tempers. Give them space) NEVER KEEP TOO MANY LYTHRONAX TOGETHER (Too many Lythronax in the same area may spark rivalry.) NEVER FEED HIM FISH MEAT (He’s allergic.)
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I have searched for Ark 2 Discord Servers, but there are none yet. And because Im experienced with discord servers, I decided to create one for you: This is the first and best suited ARK 2 Discord Server! Everything you need to know, tons of users and many more! This is an international server, everybody is welcome, but the server language is english. Invitelink: https://discord.gg/Na5em8F96z
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We are excited for ARK 2 and have high hopes for it, but many wait with bated breath. Please read this for consideration and debate: I played ARK since release, after a few months my wife of 20+years who had always refused to play games was enticed by watching me play ARK, especially the taming and breeding. I turned her into a gamer using ARK as a steppingstone. She has played many different games now but still only has LOVE for ARK and we would grow old playing it... IF NOT FOR THIS: HEAR OUR PAIN.... As a husband-and-wife duo we have been daily marathon players for years straight and then casual players after returning from frustration quits. We finally quit for good, we still frequently get the urge, no the calling to come back, but knowing that nothing is different we don't even log on. It is utterly deflating to deal continually get wiped, eventually. Defending against big tribes, alpha tribes or even a motivated small tribe eventually it always ends in tragedy, especially when for whatever reason you're on someone's radar or hitlist; they will make it their goal in life to seek and eradicate you anywhere on the cluster. It is also deflating dealing with players/tribes/alphas who control artifacts or try to prevent "unauthorized" boss fights if you manage to fight your way to an artifact or find people to give access or trade artifacts. These game Nazis make it impossible for game progression even if your tribe survives. We are no strangers to the tricks of the trade, and we have tried many things: big tribes, small tribes, mature tribes, mods, offline raid protection, hiding like a rat, secret hidden start over stashes and even alphas over the years; we've been in long term tribes full of great people; but at some point, immaturity, defections, insiders, internal politics, toxicity and even real-life intra-tribe dating burns it to the ground and ends in soul-crushing tragedy with us standing on the beach naked with no possessions, not even the clothes on our backs. We got tired of spending months/years building bases, gear, dino breed lines etc. just to start over or to find a new cluster and start over. PVE gets boring quickly, PVP is lots of fun but not when it costs you everything, months of grinding and your sanity. So, we stopped playing, our kids loved it also but lost interest for the same reasons. We know many other people including other couples we talked into playing that feel the same way; others quit because they can't always log on due to work, vacations, families and life in general and continually lose everything due to decay. Obviously, lots of people love it how it is and that's great but include a game mode for those that find PVE boring and sick of PVP that becomes unplayable. PVP hard core players love to shut down the idea of a middle-ground game mode/type, citing things like the PVP player base will be diluted by adding another PVP game type. Legions of people quitting all together is way more devastating to the player base, especially considering the masses of casual PVP players that get ravaged and will never hang around long enough to gain experience, knowledge and skills. Surely the tracking numbers show the rate of attrition for PVP and the majority bailing on PVE after a moderate time period. Maybe it's a lot of whining and griping but these are realistic reasons the player base has shrunk and doesn't replenish. Servers are largely ghost towns, a timebomb to getting erased or toxic hell holes where even beach bobs get tormented. THIS POST MIGHT NOT GET MUCH AGREEMENT, BUT THATS BECAUSE THE LEGIONS THAT QUIT DON'T LOOK AT THE FORUMS ANYMORE We want to love ARK again! Give us the tools to love ARK 2! HIGH HOPES FOR ARK 2 HEAR OUR PLEA !!! A SIMPLE ADDITION Below are some suggestions that attempt to solve the problem of getting utterly wiped out due to the myriad of reasons listed, including unreasonable decay timers. Obviously decay timers are vital to unclutter the servers and other reasons but the repeated decay of possessions also causes casual players to quit. Some people just can't feasibly get on regularly enough due to work, family, vacation or the multitude of demands of life resulting in decay wipe of prized possessions. Losing structures is one thing but the valuable rarities and possessions is too time consuming to keep grinding and repeating. A SIMPLE ADDITION OF ONE OR A COMBINATION OF THE FOLLOWING: * Our favorite; a community town where you could own an apartment or build a small personal house/property with limited crafting and storage. * A game mode similar to 'PVE conflict' in Conan Exiles. A base that can't be damaged. Or has very limited things or scenarios that damage. * One main base on one map in the cluster that can't be damaged, and all other structures are fair game. * A small safe area somewhere in your base that's un-wipeable * A bank for limited items that lasts a very long time (no decay) * A no fight/no grief zone where you could store a few of everything
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First of all, in ark 1, I think that the leveling system for humans was quite right but 50+ levels for the dinos and also you would need mods or else you had to level them 1 by 1. I think that for ark 2 would be great that yes you have to level up your dinos but only like 10 levels or less. With this they would have to make harder for the dinos to level up and also get greater stats per level. Also add more stats like (gathering ammount, glide, stamina consumtion, health regen, armor rate, food consumption, etc.). And maybe instead of only adding stats you can choose to get skills instead like: reduced/remove fall damage, fear roar, hunter sight, flock/heard bonus, camouflage (your dino changes color or straight up gets invi xD), etc... Instead of looking for leveled dinos all the dinos have the same level but for herd dinos the alpha has slightly better stats. Players don't know their exact stat values. So lets say when you are injured you get a message on the screen that says "I'm a bit injured", "I'm wounded", "I'm dying" and whatever. For thirst, hunger, stamina, sickness, ammunition (So you get surpriced my the message "Oh, I'm out" or "Last on the quiver") and stuff the same. You require saddles to access the dino inventory, also the saddle will give them space but not weight (it would depend on the dino and player's perks) Eliminate the movent speed stat upgrade for dinos and players (or make it optional in the server config). Instead of following passive tames like a fool you can just drop a bawl of food nearby and they'll start eating until they tame, petting them during the processs would increase the affection (bonus for primitive) Instead of starting from 0 you respawn with the basic stuff (depending on you character type primitive (stone pickaxe, stone hatchet, spear) or modern(metal axe, metal pickaxe, pistol/knife)). NPC's: merchant (adding currency as well), friendly or unfriendly tribes, cities (with configurable weapon use inside them), hired guards, workers, etc. A weapon combination, instead of having a sniper, an assault riffle, a shotgun, you can create your personal weapon with components. By selecting the ammo type, barrel, sight, stock, underbarrel, etc. Or for meele weapons the handle (stick, pole, swordhandle, longswordhandle, etc), blade type, weight, etc. SafeInventory: Using the server currency you can rent a safe in a city or a merchant to keep you stuff safe from stealing as long as you have the money to keep it. NPC's missions maybe from traders or the leaders you can get missions like bring a Rex in a cryo, defend the city gates, kill a bandit leader, kill an alpha dino nearby, etc (just, not clear cave missions) and the chance to cancel a mission (if you change your mind or it gets bugged). Finishing moves for dinos (when a dino or human is at critical health, some or all idk, dinos have the chance to do a finishing move on it witch it will get killed instantly). Like lets say a rex grabbing and argentavis with his mouth and munch it 3 times before spiting it or tearing apart another dino's tail. Clothing: You can use your armor everywhere or you can have the option to change your apeareance without unequiping your armor while you are in safe or neutral territory (like inside your house or a city), doesn't work in the wild or enemy territory. Electromagnetic Storm. I saw this on a comment but I don't remember who said it. There are zones of the maps where electronics doesn't work so you can't use any tecnology there. Create servers without mutations, with limited mutations or unlimited mutations. Make ruins fixable so you can get them back to their glory and also damagable so they can go back to ruins I read that there will be a perk system and I think that it could be split in 2 + 1(the extra one is a bonus for both) (you'll have to choose one of course with the chance of getting to choose it again by creating a new character or with whatever does the function of the mindwipe tonic): ---Primitive: Focused on combat, tamming and high value gathering. Faster, cheaper, better tamming. Stronger affection with your dinos so they get a bonus near you and/or while you ride them. You don't need saddles to ride dinos. Better stealth vs wild dinos. Better base stats for player character(health, meele damage, jump height,speed, gathering rate, sickness resistance, etc.). Better meele resistance armor. Perks like: High quality hide gathering, High quality bone gathering, Poison/torpor resistance, Damage resistance, higher stamina/hp regen, berserker (higher meele damage with lower health), etc. Especific skills like: Detect (dinos, npcs, players, etc.), Track (you can follow the path of recent players), camouflage (you can either become transparent or harder to see if you stand still or walk while you use the skill), Undetectable (you can't get tracked or detected), etc. Weapons: Spear, sword, Staffs, shield, combat axe, bow, crossbow, throwing knifes, poison darts, etc. (with different material tiers like stone, obsidian, bone, etc.). Armor: Heavy (reduced movent and stealth, more protection): Flak/metal, Chitin, Bone (depends on the dino). Light(Low protection, low movement penalty, low stealth penalty): Hide (Depends on the dino), Linen. Unarmored(0 armor, no penalties): Loincloth(maybe adding benefits with perks). Tools: Skinning knife (Hide), Stone/Metal/Obsidian Hatchet (wood and thatch), Stone/Metal/Obsidian pickaxe (stone, flint and ore), Stone/Metal/Obsidian SledgeHammer (Stone), climbing picks, climbing rope (can be shoot by a bow or crossbow, it isn't used as a grapling hook you shoot the arrow then climb the rope so you can't use more ranged weapons while climbing). Special Saddles: Better armor, can be made of the same materials of the human armor. Special objects: Breathing bag (since you can't craft a modern scuba suit, get back to the ancient greek knowledge by creating small waterresistant bags to help you get some extra seconds underwater), meele attachments. Dimorph nest: It sends small flocks of dimoprhodons. The flocks size depends on the ammount of dimorphodons inside the nest. They attack for a few seconds and then return (effective vs big dinos). Plant species X (Effective vs all targets. Slows and deals low damage). Dino Guard post: The dinos linked to this post will attack enemies in the area if they get out of range or die the dinos return to the post (You can only link small or medium land dinos) Potions and herbs: Heal potion (Increases healing rate), Energy potion (Increases stamina regen), beer (slightly reduces incoming damage), Strange mussrom ("It looks dangerous but it increases your rage in combat"), BerryMix tea (Slowly Cures your infection, you might need more than one but it's delicious). ---Modern Focused on automatization, building and mass production. You can create and use effectively cheaper advanced equipment (primitives can use them but with worse results like more expensive recipes and with longer crafting times) (industrial forges, fabricators or whatever machines), Weaponized saddles (with less focus on the effectiveness of the dino and more on the technology). Better firearm use (less recoil, more precision, faster reloading speed, faster aiming, weapon draw, etc.). Better projectile resistant armor. Susceptibility to dino agression (dinos search them for longer time, prioritize them, longer aggro distance, neutral dinos might become aggresive) Perks like: More material gathering, cheaper production, faster production, paralel production (one crafting station can have 2 different items producing at the same time), Medicine has a faster effect, etc. Especific skills like: Weapons: Custom firearms, police baton (good for torpor/stun), military knife, machete. Armor: Medium armor (Not so heavy, but not so light. Good protection): Riot Gear (good meele protection), Bulletprof gear (Good firearm protection), Riot shield (good vs meele, but heavy so it reduces mobility and can't crouch if it is equiped on hand, can be equiped on the back to reduce backstab damage), bulletprof vest (reduce bullet damage). Juggernaut suit (Heavy, Reduces general incoming damage, reduces movent speed, diables jumping, reduces visiibility and turnrate "I wish there was some teknology to balance it out"). Tools: PowerDrill (ore, flint and stone), Chainsaw (wood and thatch), Metal Axe (Wood and thatch), Metal Pickaxe, Automatic Drill (Can be placed to slowly generate an specific resource(speed depends on server gathering settings and ore veins nearby)), grapling hook, it slowly pulls you but you can only use it while standing so you can't chain grapling hooks (also you can't use ranged double handed weapons during it's use). Special Saddles: Heavier than normal saddles but with higher customisation like adding standing weapons like machine guns, shotguns, small cannons and small launchers. Since Carnivors are hunters they don't like the heaviest saddles Special objects: Scuba suit. firearm attachments. Helicopter (Resistant, fast, noisy, weaponized, with multiple passenger space and carry weight but not as agile as a dinosaur, careful if you fly low, near trees or in caves. Primitives can't fly them). Worm Tank: Quite resistant, slow but faster than running, can be weaponized and carry multiple players, high carry weight. Small Submarine: Fast, armored, can be weaponized, high carry weight, careful with the rocks. Big Metal Raft: Just like ark 1 but bigger and with more space for building. HeliCarrier. Simple, a flying raft. The counterpart of the quetzals. Turrets (flamethrower (effective against small clustered dinos), shotgun turret (effective vs massive dinos or at close distance), machine gun (effective vs all dinos) and Heavy machine Gun Turrets (Effective vs all dinos, but they are expensive)). Electric fence (passively deals dmg on contact, increases torpor) Medical Items: Medic kit (heals 100% health over time, it gets interrupted if you receive damage), First aid kit (heals 25% hp over a short time), First aid Bandage (5% hp instanly), Antibiotics (Cure infections). ---Tek/advanced (just as the original, unlocked by bosses, craftable in the tek terminals arround the map) Instead of a tek suit that makes you extremely op, something a little less futuristic (without flight, power punch, etc.) Lets say an exoskeleton wich would boost your carry weight, meele damage, speed, focused jump (less higher than the tek suit), reduced stamina use, etc. Giving those perks in a small ammount when unpowered and in higher amounts powered (with element or whatever fuel). Tek Glasses: Always powered (lets say, by sunlight) with flashlight, nightvision (so you can choose whatever you want), thermal vision, heartbeat sensor, displayable player info (health, stamina, injuries, etc.). Both are extras so shouldn't take armor space. Mek: I think that the ark 1 meks are a little over the top, make them more like the classic movies/games like the ones on matrix, avatar (this ones fit perfect with the ark theme). I mean they made them like evangelion, but come on, they were fighting insane monsters not ancient prehistoric animals. The mek can be used by primitive players but it will be focused on meele combat (mek metal sword, mek metal knife, mek metal shield, mek metal spear, etc.) with boosted stats on it. The mek for the modern players will mainly use fire power like miniguns, shotguns, machineguns, etc. Weapons: Tek spear, tek sword, tek shield, tek riffle (with a way to choose the type of ammunition you want to use, not everything has to be laser or plasma) and instead of just getting the weapon it can be a modifier for the base weapons so they get upgraded to tek. Example putting the modifier in a rifle will make it show the current amunition, increase weapon damage by injecting the ammo with element, thermal sight, and whatever. Tek Car: Just don't add it here or fix it, idk. Maybe a tek spider will get less buggy with the capacity to gather or carry stuff, and maybe to equip a drill or gather ray on it.
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I have a few ideas what to change or fix to make ARK 2 better game: 1. Adding fall damage to wild dinos (but also make them smarter to not jump from the clifs) 2. Adding fall damage to tamed dinos when not mounted (now every ARK player just jump the clifs on dinos and just before hitting ground just dismount so no fall damage for dino and very small fall damage to player character) 3. Nerfing tamed dinos compared to wild dinos - not as much as wild vs tamed giga but maybe +25% points for perfect tame dino, not 50% and much less stat points for every level adding to dino stats (high level tamed dino with many added points for exping it should be stronger than wild high level but not to much - for example if you perfedt tamed 150 level rex it should be powerfull dino and easy winner fightning one high level wild one but if you fight more than 3 wild level rexes it should be hard to win; now if I have high level rex I leveled up a lot I can just attack pack of 10 high level wild rexes and kill them in a few seconds - it should be way harder I think) 4. Making tamed giga stronger - maybe not to strong as wild one but now tamed giga is a joke comared to wild one 5. Adding new mechanic not allowing low level players riding high level animals, wearing high level armour and using high level weapons and tools (for example you can only ride some dino when you have a level 5 levels lower than level needed to make a saddle, the same for using weapons, tools and armour) - now many bobs just after joining advanced tribe can just ride gigas or wyverns having full equipment 6. Flyers should be more late game animals to ride (higher level needed to ride and to make a saddle) - that means more ground exploration in early stage of the game. For me playing on PVE ghe game is the most fun before reaching flyers, after that moment I'm using mostly flying creatures and game start to be easy (also before having flyers it feels like the map is way bigger and there is more to explore) 7. Adding smart predators mechanics to fith them like a pack (for example raptors should try to surround players before attack and if players are stronger the predators should try to run away) 8. Making interactions between wild creatures more complex and realistic - if parasaur can see a rex it should just run away before rex will bite him, trike packs should protect their babies like real animals etc) 9. Character creator should allow to make more variants of faces, also there should be some limitations in body creator - if your character have lean arm, you can't make thick forearm - no more Popeye in ARK) 10. Adding more realistic feaces, not brown balls