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I'm sure everyone has the complete poo storm by now but you may not have seen this So I don't know if this is an elaborate April fools, though seems like typical wildcard. You have until somewhere between Aug-Dec to play your official pve/pvp base then you need to shell out another 100+ to play the remaster for another year or two and lose everything you have ever done on this game. And I already know some will support this (likely people without large official bases) and also that you can run the map unofficial and single player but that isn't the point as most people I know play official because it like a feeling of accomplishment and success which unofficial takes away due to modding and admin commands. Either way it's a huge kick in the gut and although I'm hoping for a "Haha we fooled you", I'm not so sure. What about you guys?
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Why had wildcard shafted us at every turn? First ark2 now SOTF, what next? Next gen update is STILL not out for us and the game runs very poorly. I font wanna hear „just play it on pc“ I don’t have $1,000+ dollars to just play it there. I hope the devs see this cause they just blew off half of their community, and in a game where more than half of the maps are community made it just seems stupid on wildcards half. Please be more transparent about ps5 wildcard, please.
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if possible make dynamic weather it would be cool and one new big feature.
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Should Ark 1 have 2-4× settings till Ark 2 is released.
Gunz42611 posted a suggestion in Game Suggestions
Are there going to be any other events till ark 2 is released. I heard ark 2 is possibly being delayed again. There should be something like community crunch rules till ark 2 comes out. Or 3x and 4x till ark 2 comes out. I think personally Ark Survival evolved should be 2x all the time. Waiting 8 hrs for only a 20% imprint 5 times or so gets frustrating at times. Or should release an app or dino that allows you to imprint when not online. In case you miss the imprint timer. The maewing was great dino to release to feed babies for ya.- 2 replies
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ARK 2 how to tutorials posts
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The Chimera, also Chimaera, according to Greek mythology, was a monstrous fire-breathing hybrid creature, composed of different animal parts from Lycia, Asia Minor. It is usually depicted as a lion, with the head of a goat protruding from its back, and a tail that ends with a snake's head. Maybe make it where you can stand on 2 legs and/or crawl on 4. Also, 4 legged attacks with the snake tail. Should add decent speed and Holding jump does half the shadowmane's jump distance, would be nice. Just think about it
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I'll have to see some gameplay footage but if this is really to be no Tek then ick. I like the power progression in Ark I. It feels right to me and will actively try to find a group of modders and put forth a Tek option for those who want it, much like those that worked on Primitive+. Statements in the marketing that include "what we *all* want" don't fly with me and those I game with. We enjoy the progression and it feels great when we reach Tek tier. I like a lot of what I am reading. I'm fine with waiting for more gameplay details. I just want to put out there the no Tek in a sci-fi game is goofy and hopefully the tools suggested will remedy that (it doesn't have to be element derived, Santiago). That and whoever siding with this, you are not alone ! 😜
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Please give this a read if you've EVER played PvP on PC servers... This is being typed by someone who has been a loyal and passionate player of the ARK games for years and years like most. Have been a part of multiple communities within the sphere of ARK including PS4, PS5, Xbox, and PC including all Official, Unofficial, Offline, Single Player, Small Tribes, and even NoTame servers. For an overwhelming majority of the part, my friends and I have enjoyed ARK more than any other video game we have ever played. It's an incredibile game that has been sustainably upgraded throughout the years. Even the issue of duplicating items on Legacy servers was fixed mostly with the new servers rolling out a few years ago. My main point with this first section is to explain that we have been playing the game for a while. Where I see a major issue is with the PC gameplay on PvP servers. The issue of using .ini files to modify gameplay has completely ruined the game for a large majority of players and some don't even realize it. The .ini files people use to put into the game data remove rocks, bushes, trees, etc. sometimes entirely and some even go as far as removing the opacity of water entirely. Let me tell you about my experiences. When I played on PS4, which was most of my time initially, I had a blast. The game was fun, balanced, and was genuinely a fun activity to plan on having available after work. I could get on with my buddy (this was right when wingsuits were released) and we could fly around The Island and stand a chance against larger tribes because we could hide in the forest. Being able to see someone hiding within a bunch of shrubbery, bushes, etc. is a feature that should entirely be available to users in the late-game process. Tek, Bloodstalkers and other methods should 100% be available to do so. Here is where I see a major issue. When I made the joyous swap to PC, I was super excited to experience ARK on a better scale. Better inventory management with mouse/keyboard, better graphics, and better FPS. But when my friends and I swapped over to PvP servers, the issue of these .ini files have arisen. We would have players with Wyverns, etc. able to see us immediately because the only thing they would see on their end is a tree trunk. They would not see bushes, tree branches and leaves, or rocks. The use of these files is widespread and gives serious advantages to players. They ruin the experience for players who want to have a balanced, PvP-oriented experience because it becomes an issue of either use the files and experience a lifeless, almost MS paint-like version of ARK just to win fights, or keep the settings the same to maintain the graphical beauty of the game. MAIN POINT: I would like to place a formal suggestion to completely remove the use of .ini files in ARK II. As stated above, they ruin the PvP gameplay experience for a lot of players. I would be happy to discuss this with whoever but I would ultimately like to be heard by Wildcard because this is an issue that affects every single person playing the PvP servers. PvE servers and the experience they provide is still top-notch in my opinion and a fantastic time both by yourself and with friends. The graphical beauty should be maintained and removing the .ini files would restore balance to the game in PvP environments and ensure that every player is on the same playing field. I hope this finds everyone well. Edit: After talking to someone on Discord, apparently this is an issue on Xbox servers as well. Even more the reason to have this talked about.
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Just some things I would wish to see in Ark 2 that I wanted in Ark 1 but never got: No tribing up. It gives people unfair advantages who group play over vast majority of us who solo play but with people. No mods for the first year and no modded servers just the official so everyone is all in the same place not scattered all over doing their own thing. Mods can break a game or a game can break mods wait for a year stable solid fixed perfected before even thinking mods. Option to have a clean face no hair when playing male.
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Hello ARK community! What are your thoughts about creature AI? I personally think it should be improved. I mean, I've seen trikes stuck in trees for multiple (real life) days without getting out. Really? I hope for ARK 2 they'll improve that. Here are my suggestions: 1. Creatures choose when to attack Exactly what it says on the tin. For example, a rex isn't going to attack every single time. If it's food stat is full or near full, it would just walk around and not disturb any creatures around it. Even if it wasn't full, it would sort of inspect you, thinking whether the reward outweighs the risk based on the mount's level, or points into certain stats such as health and melee (of course, if you were on foot, it would go after you). 2. Parental affection This one's inspired by UpfromtheDepth's cinematic "Mother Ferocity" (go check out his channel, he makes amazing cinematics). I would really love it if creatures travelled/existed in families-for example, the mother and father would look after the baby until it grows up. These creatures could receive some sort of buff to damage, resistance, and speed. 3. Dens Basically, certain creatures would create dens, which would sort of be features of the landscape where the creature would return when it was hurt or it was nighttime (or daytime for nocturnal creatures). It would be really cool to stumble on a raptor pack's home and just be able to see evidence of habitation, like bones or scraps of meat. One could also loot these places for different things, like hide, keratin, etc. 4. Getting stuck on trees/environmental features Creatures should be able to go around a rock instead of just standing there futilely. It would add another level of difficulty, and it would be pretty neat to be able to see. Also, if a creature got stuck between trees or something, it would break them down after a certain amount of time. I'd love your suggestions too! Good luck, and happy ARKing!
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I came up with a great idea how to add another layer for cheaters to get caught more easier. Please talk about this!!!! In tribe log show the charcter name level as it is now but BUT add IMPLANT NUMBER and if possible their GAMERTAG/PSN/STEAM NAME. This will lead to quicker bans and more of a hassle to people trying to make an alt but still the items crafted by the orignial tribe might show up in their gear when someone slips and more add steps for them to try and do it "without trying to get caught". It would be easier having video proof and instantly having their implant number/ user name. Please add this feature in. Good idea?
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Necromantis amivatius- "The Death Eater" - MonstersHunters
MonstersHunters posted a suggestion in Game Suggestions
"For my next creature suggestion, my team and I have found a small extinct and prehistoric species of Bat that can follow the swarming, non-rideable, viral caring and completely aggressive mentality that Wildcard tried to implement with the Onyc”. The species my team and and I think could work as a prehistoric and primarily carnivorous genus of bat that fulfils, but also expands off of WildCard’s idea for the Onyc would be a modified species of Necromantis. Another Eocene species of bat, that while being about half the size of the Onyc in Ark Survival Evolved, it will evolve to feed off of flesh and can carry viral infections, can be domesticated and tamed, and have a temperament and abilities associated with a swarming lifestyle. Common Name: Necromantis Species: Necromantis amivatius Time: Eocene Period Diet: Carnivorous Temperament: Opportunistic (Aggressive when Swarming) Tameable: Yes Rideable: No Breedable: Yes Torpidity Immune: No Taming Method: Knockout Preferred Kibble: Basic & Simple Kibble Preferred Food: Mutton Equipment: “Necromantis” Sash (Level 27) Rider Weaponry: No Humans Can Carry: No Necromantis - Wikipedia en.wikipedia.org Wild "Feeding on a rotting carcass on the forest floor, Necromantis amivatius is a small species of Eocene Chiroptera bat that is primarily carnivorous and lives throughout the forests and cave entrances of the Ark. While they are smaller in size, about 1 metres long in wingspan. They are usually solitary hunters, however. They have evolved a unique social behaviour, which is the ability to coordinate and cooperate in the swarming of organisms ranging from two to three times their own size. Tearing into the flesh and muscle, using their large convergently evolved carnassial-like teeth and robust masseters muscles to tear their selected prey source down to bone. While swarming in bats is usually a form of mating ritual, the trigger of hunger alone can see these bats transition from opportunistic hunters to hostile synchronised swarmers". Domesticated "In order to catch a Necromantis, one must understand the seasons and the availability of food in a region. Droughts, warm weather and migratory behaviours of birds and other animals can trigger this aggressive behaviour in N. amivatius, which means. In order to tame one of these flying mammals, nets and/or chain bola’s can stun an individual Necromantis, but a group will result in failure. Precise observation is key in taming these carnivorous bats". Anatomy Discovered in 1887 in the Quercy Phosphorites Formation of Southern France, Necromantis adichaster or the type species of the incertae sedis classification of the genus Necromantis or the “Death Eater”, was a species of carnivorous Necromantidae Eocene bat that lived in and around the river and forested formation (about 44 to 36 million years ago) near the Lot, Célé and Aveyron rivers and river valleys that would result in a unique ecosystem that would see crocodiles, parrots, owls, false sabre-tooth cats, the hyenadont Paroxyaena, gliding rodents, the Creodonta Paracynohyaenodon, amphiperatherium, amphicynodon and the dog bear Cephalogale flourished. This environment would have been lush and would have consisted of phosphate-rich waterways that would house various frogs and salamanders such as Megalotriton filholi. Apart from N. adichasterk, members of the Necromantis genus have been discovered in other areas, such as the seven isolated teeth that belong to the proposed species of Necromantis fragmentatum from the Late Eocene Djebel Chambi, Tunisia. When looking at the skull design of Necromantis adichaster, N. adichaster has a skull length of about 32 mm and would have had an approximate weight of 47 g, however. With a lack of fossil evidence, the wingspan is unknown, but apart from teeth and skull remains. A postcranial humerus has been discovered that is considered to belong to Necromantis. When looking at it’s jaws, Necromantis’s jaw bones are broad and short in length with large teeth that are convergently evolved carnassials that are not found in bats, and bearing a deep maniable with a wide zygoma. Its muscles within the jaw suggest that Necromantis would have evolved to specialise to grind and crush flesh tissue and bones and would have relied on the crushing force to snatch birds and mammals (vertebrates) and mashing the spine and the back of the head to a pulp. Instantly killing its prey. Its skull is robust, and has a tall sagittal crest or the ridge of bone along the “midline” of the skull which provides support to the jaw muscles. Necromantis would also have had a strong negative tilting position or angle that is thought to correlate with nasal-emission echolocation or the process of the bat emitting low frequency sound pulses through its naval cavity similar to modern day Megadermatidae or false vampire bats and Phyllostomidae or New world leaf-nosed bats. Allowing these soundwaves to convey the bat’s surroundings and bounce off of any predators or prey sources in its environment. Since Necromantis is considered a member of a taxonomic group that has relationships and unknown and/or undefined correlations between its species, comparisons that can be used when making a suggestion of this creature for a subspecies in Ark, would be that recently. Necromantis has been proposed to have a conscious relationship with Rhinolophoidea, the superfamily that includes mouse-tailed bats or Rhinopomatidae, the false vampire bats, the monospecific Kitti’s hog-nosed bat or Craseonycteridae, Rhinonycteridae, Old world leaf-nosed bats or Hipposideridae and the horseshoe bats or Rhinolophidae. In fact one concept that can be used in the creation of Necromantis and in providing detail for this suggestion, is the infectious characteristics peculiar to horseshoe bats and viruses such as coronaviruses (SARS and is responsible for the worldwide outbreak of Covid-19), orthoreoviruses (MRV for example), flaviviruses, and hantaviruses and parasitic conditions such as Kyasanur Forest disease. A majority of viral infections (apart from Rabies and Tacaribe virus) in bats seems to present the concept that bats are barely affected by these invasive forms of genetic material and appear to tolerate the viruses which are attacked, but not eliminated by the bat’s immune system and its production of proteins. In the case of Necromantis amivatius, these bats receive the Mega Rabies infection when they come together in search of food, and from the corpses and carrion they feed on in their surroundings. This results in the lyssavirus-like agent to spread via the saliva of the Necromantis, but also through water droplets in the air passed through the inhalation of other chriopteria and mammals. Resulting in Necromantis amivatius to become a viral carrier for Mega Rabies when it bites and comes close to other warm-blooded mammals. For the appearance of N. amivatius, the animal should have similarities to its original based characteristics and evolutionary adaptations, it shouldn’t “entirely” have features peculiar to fictional recreations such as Genndy Tartakovsky’s Primal, and instead also should have added behaviours and a layout similar to false vampire bats, horseshoe bats and Vespertilionidae bats. Designs that can/could be used would include a mixture between the following: Prehistoric bat munched on mammals … eartharchives.org - Concept design or a reconstruction of a Necromantis Bat. Should have an anatomy and features taken from present day bats like: Sac-winged bats - Encyclopedia of Life eol.org - A photo of a Balantiopteryx or Sac Winged Bat. and/or https://www.inaturalist.org/guide_taxa/4090 - A photo of a Yellow Winged Bat or Lavia frons, a species of false vampire bat or Megadermatidae. Abilities - Based off of Necromantis’s teeth design and layout within the animal’s mouth, but also its proposed prey sources (being vertebrates). Necromantis has an ability known as “Craniota Specialist”, a 5% to 10% (depending on the level - below 100 is 5%, above 100 is 10%) increased attack (both wild and domesticated) damage dealt towards all vertebrates, specifically mammals and birds which depending on their size (a Mesopithecus or Pegomastax for example), can be picked up and mauled by the death eater. - Necromantis's jaws were designed to apply a crushing force which increases its overall melee damage and the strength of its bite force, but also a random percentage of the amount of stress applied to the body of its prey which can result in a mixture or separate applications of the injured and bleeding effects. - The Necromantis will receive a 75% increased gathering buff of organic polymer, meat, hide and fur from specific animals. Non-passerine birds such as the Terror Bird, Dodo, Kairuku, Ichthyornis and Pelagornis and from rodents such as the Jerboa. Rodents and non-passerine birds have been linked to the diet of Necromantis and bats that are considered to have a relationship with the Necromantis genus. This correlates an attribute to this instinct. - Necromantis has a new ability known as “Surged” that is available for Necromantis that are both domesticated and wild. When a Necromantis’s hunger bar enters around the “halfway point”, it can activate the swarming behaviour when around others of its kind. Changing its temperament, its attack speed, manoeuvrability, its cooperation, imprinting and exp gaining (when tamed) and a 5 to 15% increased chance of catching Mega Rabies from being bitten and when in the proximity of a swarm (there is however a 0% chance of a tame catching Mega Rabies if it is not a warm-blooded animal such as mammals - birds, reptiles, amphibians, invertebrates and fish are excluded from the Mega Rabies affect). When a player has more than 2 (or possibly five?) tamed N. amivatus, the swarming ability can be activated if the animal's hunger bars end up dropping. In this case, the player can end up getting Mega Rabies from these tames Necromantis. - Tamed necromantis will send out sound waves through echolocation that will provide a 10 second long indicator of nearby survivor's and animals for the player. This can be turned off in the behavioural settings. - The Necromantis has a special attack/action with only a 2.5% chance of happening, where the bat latches onto a player’s back and begins biting at the back of the neck and/or the windpipe. Performing throat clamping and causing asphyxiation or crushing the essential muscles and bone in the skull and/or spine. - To make Necromantis amivatus more speculated, males of the species end up applying an imprinting and 50% experience buff when in and around their offspring. This behaviour is connected to the monogamous behaviours performed by Spectral Bats and Yellow-Winged Bats where the males end up caring for their offspring. - When equipped with a Necromantis Sash, the Necromantis receives an armoured buff (similar to the Hyaenodon Meatpack), but also allows for more inventory space and a reduction in the weight of organic polymer, meat, mutton, hide, pelt/fur, and cementing paste. However, the main ability of the sash is that it allows the player to control the commands, signals and echolocation markers (players and/or specific animals in the player’s surroundings) that that Necromantis should respond to and convey back to the player and also the distance that each of these commands apply to the Necromantis. This allows for scouting, relaying and defensive roles for the Necromantis. - The Necromantis receives a nocturnal boost. - In-game thunderstorms, rain and (depending on the map) superheats alongside the low presence of animals has a 50 to 75% chance of changing the behaviour of Necromantis in an area, and a 25% chance of them swarming, based off of a behavioural change. Weaknesses - The Mega Rabies effect can’t be applied to reptiles, birds, fish, invertebrates and amphibians. - Invertebrates such as Arthropleura, Mantises, Pulmonoscorpius and Araneo don’t receive any debuffs from Necromantis, and these listed creatures can stun, knockout and paralyse multiple Necromantis, even when they are in their swarming behaviour. - Another speculated weakness that can be applied to Necromantis, is that Necromantis have a predation weakness when in combat with hyaenodons, snakes and felines. Hyaenodons such as Paroxyaena that lived in the Quercy Phosphorites Formation alongside Necromantis, could have preyed on these bats, and modern species of chiroptera are preyed upon usually by birds of prey, snakes (titanoboa), crocodiles and felines (in Ark this would include the Sabertooth as an alternative). These animals reduce the 5% increased attack buff to 2.5% and 7.5% for Necromantis with a level above 100. - Solo Necromantis only have two applied buffs against vertebrates and in combat, are weak to long ranged weaponry and chain bolas (they can rip apart standard bolas). - When in combat with a swarm, a player should use either a combination of or focus specifically on the use of oil jars, wall spikes, jar of pitch (catapult), velonosaurus and turrets in order to have the ability to eliminate more than one Necromantis in case they swarm. Any suggestions and comments please reply below. These are my team's suggestions, so all credit and all reference goes to them for the idea (s). Thanks. - MonstersHunters References: https://www.washingtonpost.com/science/why-do-bats-have-so-many-viruses/2020/07/10/0327f584-b65e-11ea-a8da-693df3d7674a_story.html https://en.wikipedia.org/wiki/Rabies_virus https://en.wikipedia.org/wiki/Necromantis https://en.wikipedia.org/wiki/Quercy_Phosphorites_Formation-
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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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So you will get better performance and so it will be very different from Ark 1. site*
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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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Legacy TLC Ideas: I feel that with the game coming to a close… and with ARK II starting to look like a completely different game than what we have grown accustomed to in ARK… I would like to ask that you please update the Legacy Dinos with one giant TLC before the end instead of thinking of doing another community map in the extra time before ARK II’s release… I have put together what I feel would be the simplest to implement changes while being the most satisfying end result for them being on the simpler side… Any additions on top of these changes would be welcomed if they fit into the characteristics of the actual creature. Which I kept in mind through this whole process. One that is not for one particular Dino is: Carnivores repel smaller Carnivores - I think it would add a new depth to the game to allow Allosaurs to repel carnivores smaller than them, along with Rex’s repelling carnivores smaller than they are and the Giga being the largest and repelling all carnivores, to a certain radius. It would make having them during taming immensely important. And having them repel carnivores will make you have to approach carnivores you want to tame on foot to get close enough to start taming. Keeping that early game thrill alive even into late game. It just does not make sense that I have my Rex pretty much standing on something I’m taming and a Dilo feels brave enough to come try and take a bite right between the Rex’s feet lol… It would add a whole new level to carnivore tiers, to immersion, to taming mechanics, etc. I think that would be a big win for the game as a whole. Besides that these are my ideas for individual creatures in order of importance, to me at least… Plesiosaur: -New Look / Speedster / Prime Fish - First, please redesign and retexture the model to a more majestic paleo-art depiction. I will probably use “majestic” to describe how a lot of these models should look, but bear with me lol. As far as mechanics go I think leaning into the Plesi’s speed is a good characteristic to stick with. It is already fast but maybe it could be more maneuverable? A turnaround-spin like the Sarco has, plus adding a spin like the Pteranodon has for a boost underwater. Things like that could really make the Plesi a more satisfying mount to get around the oceans. Finally I would add a prime fish mechanic. Allowing it to gather a little more and from more creatures. Like how we can scrape prime fish from the Leed. Maybe the Plesi could take bites of prime from it’s side the same way? Liopleurodon: -Normal Tame / Rarer-Better-Mobility-Mini-Plesi - The Liopleurodon really just needs to be made a normal tame… it is honestly a waste as it is now… I would honestly be happy if you matched it with the speed characteristics the Plesi has and gave it some of the maneuvers I suggested for it also, like the spin-boost the pteranodon has, etc. It doesn’t even have to gather prime the same way I suggested for the Plesi but it being a rare, speedy mount would still be better than it is as of now. Maybe instead of better loot, it just makes loot crates glow a little brighter to see them better underwater. That would be balanced for a normal tame while still keeping the original idea behind the creature alive. Megalodon: -New Look / Breach / Blood Tracker - The Meg needs a cleaned up look. With the experienced artists you have now you could make an amazing new Megalodon model. As far as mechanics go I would really love to have a charged jump out the water to grab and damage flyers over the water. Which you would then drop back to the water which would release the flyer from your grab, but also make the flyer drop its rider if it has one into the water. That would be such a fun mechanic for the Meg and would be so fun to randomly see wild Megs jump out of the water at a Pelagornis once in awhile. Or at you if you fly to close to the surface. I always thought Xiphactinus should of been added to take the Meg’s coastal patrol niche and the Megs should be made a little rare and more terrifying. So like the Raptors not pouncing on survivors anymore, I would make the Meg’s jump to flyers be a rare occurrence but still possible. Finally I would just add the Dire Wolf’s blood/smell mechanic to track hurt creatures underwater in the same way to go with the Shark’s known ability to smell blood in the water. Ichthy: -Breach / Echo Location Ichthy should be able to breach the surface also, but more like the Manta. It should also have an Echo Locate ability that briefly shows you silica pearls, oil nodes and threats in a radius of it. Mosa: -Updated Look / Repels water Carnivores - Technically the Mosa does not need that much. A cleaned up model and maybe the ability to repel smaller Carnivores and the Mosa be the only creature for repelling smaller carnivores underwater. Everything giving the Mosa a wide-birth almost getting out of it’s way as it swims. Would really fit the Dino and make it a lot more ominous to see coming from a distance underwater. Giga: -Updated Look / Balanced with Carc - The Giga is a weird one to me… yes it needs a cleaned up model and really it could be all good after that. But with the Carcharodontosaurus coming I would wonder if it will really hold up to it afterwards? My suggestion is to give the Giga a new look as to not let it get completely outshined, at least make sure it is balanced with the Carc stats wise, and if they are going to be equals I would have them in different areas… Gigas with jungles, Carcs with deserts or something along those lines… just so they don’t overlap if they fill the same niche. And if the Carc gets any cool mechanics please don’t leave the Giga in the dust. Add a mechanic to the Giga if you have to, to keep them at least in competition for “biggest-theropod worth taming”. Bronto: -Stomp / Stairs / Lower - Bronto needs a more majestic look. Think /Brachiosaurus model from the base Jurassic World Evolution 2 game and the Dreadnoughtus model in the new Jurassic World Evolution 2 Biosyn DLC and branch out from there… that franchise just knows how to do majestic sauropods… Also it could use a stomp that could be used on walls and structures… we’ve needed it for a long time… Another idea is to use the head and neck as stairs some how… being able to aim the head after you walk up the neck to the direction of the elevated spot you are trying to get to. Could really make for some interesting and hard to reach base locations. Lastly is a “crouch” or “sit” mechanic for it to lower the base on its back. When you find your spot it lays down or something. Isn’t really needed honestly but it would be an awesome mechanic when you use one as your base. Using the head or tail to get up easier afterwards, or just building stairs the perfectly line up with the ground after it lays down. Obviously this is the one I’ve thought through the least but besides a new model the Bronto def needs something to make it a tad bit more relevant than just being prehistoric scenery. It def gathers berries the best but is that really it’s full potential? Quetz: -New Look / Glide / Fabricator Jet Saddle - The Quetz should be king of the skies but it has never felt like it… Again the model in the new Jurassic World Evolution 2 DLC is a good concept to start from. I just feel when it does not have a platform saddle on, repeat, when it does not have a platform saddle on it should not be so squat to the ground. More elevated and regal like a giraffe. With a much more maneuverable walk. Maybe even being the only true flyer that can actually back up while on the ground. While flying the Quetz should naturally have a glide mechanic that “slightly”, I repeat “slightly” regains stamina. It is only fitting and the big guy deserves it. Last thing the big guy deserves is a jet pack saddle like the Tropeognathus. With all the jets flying around now it has to get one. One that also works as a fabricator making it the ultimate end game flyer. While also having a weight buff like the Argy’s. Dilo: -New Look / Spit Commands / Slow - The Dilo’s model isn’t horrible but it could def be updated and made more vibrant. After the first half hour or so of playing it becomes a pretty useless tame but I still love them. I would love for them to spit on command though. My idea is that when you whistle attack target at something, it still chases it like normal, but it spits in that direction, instantly, and every time you whistle attack target, until it is in melee range of the target. Plus for the spit to now slow the target slightly more. That paired with a good turret mode would actually make them a great base defense and toggling between attack and stop attack could really slow down fleeing tames in the early game if done right. Would just give them A LOT more utility. Carbonemys: -Retracts into Shell / Mobile Safe - The Carbonemys is ugly but honestly does resemble it’s paleo-art. Could still be cleaned up with better walking mechanics. A lot of the legacy Dinos need less derpy walking mechanics like you fixed the Trike, Stego’s, and Sarco’s. What our beach turtle really needs is a useful mechanic. I say “Bio-Safe”. First it needs to be able to retract into it’s shell like you guys have been promising it will be able to since release… giving it a huge defense buff. After that it just needs a weight buff and it is a mobile safe. One that could potentially be more useful for holding items than the actual safe which I wouldn’t mind myself. Plus it would make the turtles no one really pays much attention to into being a staple in every base. Probably whole floors dedicated to them afterwards. Would be the biggest turn around in ARK I think. Lastly this is unneeded but would fit since we never got a sea turtle like Archelon. Allowing it to not be affected my the water shockers or at least not affected by the jelly fish and giving it a buff on the toxin gather rate. They are both slow AF so it would make sense they are predator and prey and would give a major resource buff to the turtle. Araneo: -Silk Producer / Wall Climb / Web Grapple - We’ve been asking for this and I think the response was the Bloodstalker. Which is loved and appreciated. but the Araneo still should be more than an annoying mob in my opinion… these are all real animals even though they are created by a murder computer trying to make us suffer… My idea has always been to allow to climb walls, and use its web like a grapple hook that can ONLY go up and down (or back and forth with ARK physics lol) like the grapple hook does to drop down on unsuspecting survivors. Lastly they should give Silk as drops like the Lymantria (Moths) do… and honestly should be the only tamed creature that generates Silk in it’s inventory passively. Allowing us to make Silk farms with them. Onyc: -Perches like Des / Tamed spread Rabies - Just let it land man… lol these bats have been flapping them wings for 7 years… Desmodus pops in and it can already hang from ceilings lol which is amazing but I know you can add to the Onyc easily now since it has been put into the game. Please do it would really add a lot to them dropping down from the ceiling when you enter a cave. If we could whistle to the ceiling and it would perch that would be a real plus also. And I cannot find a for sure source that can clarify if tamed Onyc pass rabies still? to base intruders or whatever? If not, they def should… and it would be great to use them like a zip line with no cord. Just a gliding decent from where ever you jump from. Would make them actually useful around the base as defense and utility without having them flapping around my head all day lol the Phoenix has that problem too but it makes up for it in Silica Pearls! lmao. Anky: -Updated Look & Animations - Honestly the Anky just needs a new clean model and some better walking mechanics… I just didn’t want to leave it out. Same with the Bronto too honestly but there is still a lot of room for improvement there, the Anky kind of already does what it needs to… it’s just ugly lol. Well compared to new more modern additions to the game. It has just been working it’s little tail club off for us since this game was in early access and I think it should be updated is all… clean up our old friend please. +Anky’s club tail attack should also do torpor damage. This last one is not really needed but I’d love it if the Bigfoot and the Baboon could sit down all relaxed like the Sloth. I really hope you guys think about this… New Maps are always great but when you do something like this Legacy TLC it reinvigorates the whole game. Thank you for your time.
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Onychonycteris TLC Update Idea - MonstersHunters
MonstersHunters posted a suggestion in Game Suggestions
TLC Update for Onychonycteris When we look at the various species of mammals in Ark, one of the very first that becomes underlooked and is kind of shamed half the time by the community, is the Onyc or Onychonycteris. This species of Eocene bat is most of the time considered in quotes “useless” as there really isn’t many needs for it after the addition of the Desmodus. Alongside this, the species in Ark is not similar at all to the species it is based off of, in appearance, attributes and abilities. Rather than some depicted swarming and aggressive cave dweller, the Onyc should be a forest and swamp dweller, gliding and fluttering through the foliage, a solitary and/or cooperative species very similar in behaviour to Old World Bats and/or Fruit Bats, not Vampire Bats and modern or present day New World Bats. This is why my team and I have suggested a TLC update for this creature and what it should have for abilities and a complete overhaul of every characteristic. For my next creature suggestion, my team and I have found a small extinct and prehistoric species of Bat that can follow the swarming, non-rideable, viral caring and completely aggressive mentality that Wildcard tried to go with for the Onyc, but to make it very different from the Desmodus and my next species. The Onyc will no longer be the species we see in the caves of the Arks, but rather a completely changed flying mammal. (Updated Version of Dossier for TLC) Common Name: Onyc New Suggested Name for Species: Onychonycteris tapraomou (“Clawed Bat of the Lush Lands”) Old Name for Species: Onychonycteris specuncola (“Cave Crawler”) Time: Eocene Period Diet: Insectivorous (Old Dossier - Omnivorous) Temperament: Neutral (Aggressive if Attacked) Tameable: Yes Rideable: Yes (Old Dossier - No) Breedable: Yes Torpidity Immune: No Taming Method: Passive Preferred Kibble: Simple Kibble Preferred Food: Chitin Equipment: “Onyc" Saddle (Level 38) Rider Weaponry: Yes Humans Can Carry: No Anatomy When looking at the Onyc’s anatomy and characteristics. The first detail that should be acknowledged when making a TLC for the Onyc, is the controversial topic that is echolocation. Unlike other bats. The monospecific genera that is Onychonycteris is considered and speculated with the concept that the genus didn’t evolve the adaptation to use echolocation. Studies have found that bats or the Order Chiroptera learned flight before echolocation. This means that rather than making the species found on the Ark to have this ability, my team and I’s concept for this creature would be to separate it away from Desmodus draculae. The Onyc should follow the principle of not having echolocation. This means that it could act more similar to Old World Bats such as Flying Foxes and/or Fruit Bats, rather than New World Bats such as the traditional Vampire Bats found in South America. With the evidence, though. Both studies counteract each other, and some say that both forms of evidence are from a “pancake fossil” that makes it uncertain what the animal’s actual bone structure and configuration was actually like. The only information that we can use towards speculation is the simple cochlea of Onychonycteris finneyi that specifies or slightly confirms that the Onyc was incapable of echolocation. This is due to the cochlea or the “part of the inner ear involved in hearing” wouldn’t be capable of allowing the high frequency sound pulses or waves in the form of ultrasounds that pass through the nose or mouth. The bat then uses its ears to listen for an echo or for the waves to bounce off of an object or another organism. An ability that has been found incapable in the Onyc with the design of its cochlea. The next detail would be in its paleobiology and the environment it once called home. Onychonycteris finneyi is from the Green River Formation in modern day Wyoming, Utah and Colorado, USA where it lived alongside other bats such as Icaronycteris index, the boa Boavus (Boavus idelmani), Meniscotherium, the primate Notharctus, the crocodilian Borealosuchus and stingrays such as Asterotrygon. This indicates that while these bats lived in a temperate and semi-tropical climate that was warm enough to support crocodile lizards, stingrays, catfish, crocodilians and palm trees, the formation housed various unique species that lived in this environment. Indicating that while the Onyc’s on the Ark live in the caves of various maps such as the Island for example. The Onyc’s should live in and around swamps, semi-tropical, temperate and warmer biomes in and around mountain ranges (due to the intermountain lakes and basins that make up the formation along the Uinta Mountains). While this goes against its scientific name in Ark, this is a secondary detail that could be used towards making the Onyc more distinct and unique when compared to other flying mammals and to other species that belong to the Order Chiroptera in Ark Survival Evolved and possibly in Ark 2. When it comes to flight, the Onyc should have a different flight behaviour due to the species long hind limbs and its much shorter wings that resulted in the Onyc lacking the aerodynamic equivalents among known bats, resulting in the aerofoil contributing to an alternating fluttering and gliding flight style, unlike the flying style present in the Ark species. This is considered the “evolutionary intermediate” between powered flight and gliding. Also the Onyc should bring a new form of climbing and/or gripping to surfaces, walls and trees in its surroundings due to its peculiar five claws on its fingers rather than the standard two or three in known species. The next detail after that, should be in appearance. While the species found on the Ark is modified and different from the reference material, O. specuncola or O tapraomou (my teams suggested name for the species) should have an appearance similar, but not exactly like that of its relative and possible ancestor. First of all, the Onyc currently in Ark is lacking more wing membranes around its tail and back hind legs, and has a face and body that are very similar to that of the sub family Desmodontinae or Vampire Bats. Instead, flying foxes or fruit bats and even flying squirrels can be used as the model for this species of flying mammal as the Onyc isn't exactly a “true” bat, but rather the between of known bats and other flying mammals. Resulting in many speculative representations presenting a depiction similar to a cross between these examples, for example: Onychonycteris | Dinopedia | Fandom dinopedia.fandom.com and/or Ancient 'Clawed Bat' Reveals Clues to …| westerndigs.org Rather the current model and design has a nasal cavity and ears similar to leaf nosed bats, large fangs that could be used for impaling and slicing into prey, only four fingers (one of the fingers is possibly connected between both fingers) on each pair of wings (which goes against the actual name behind Onychonycteris which means “clawed bat” referring to its five clawed fingers) and a non-Eocene bat design, the Onyc could use an update to its design. Now my team and I are trying not to criticise Wildcard and their designs for Ark Survival Evolved, as many animals such as the Triceratops, Purlovia and Ankylosaurus all have similar characteristics and details similar to the species they are based off of. The Onyc in Ark doesn’t have any major characteristics similar to Onychonycteris finneyi, which is why my team and I are suggesting these ideas towards a TLC. Onyc Encountering Tips | ARK: Survival … dododex.com Also the Onyc is speculated based on teeth remains and fossils that it was actually an insectivore, as the speculated and larger species in Ark. Is specified to feed on mosses and fungi in their surroundings alongside live prey which they swarm. However, the new species for this TLC would be insectivorous and be able to feed on different arthropods and invertebrates as an adaptation towards its environment and also towards adapting to different climates and biomes. Alongside this, the Onyc shouldn’t be able to carry Mega Rabies, as these bats aren’t hematophagous and/or don’t feed on blood like the vampire bats that the current Onyc in Ark is based on. New Abilities - Just like the Desmodus draculae, the Onyc can hang upside down as evidence shows that the feet of early Eocene bats allowed them to perform this hanging behaviour. - The Onyc has an applied buff when attacking insects known as “Insectivorous Instinct” where the Onyc has a 25% increase in melee damage, a 25% decrease on incoming melee damage and the preventing of certain stuns such as the Lymantria’s spore defence mechanism and the Mantis leap attack and a 50% collection rate towards chitin, leech blood, organic polymer (from arthropods (insects) such as the Mantis) and black pearls. - The Onyc is a natural bug repellent and any arthropods (arachnids, insects, trilobites and crustaceans) become deterred from these bats. - The Onyc has a buff known as “Constricting Rage “ which is an increased buff of 75% attack damage towards snakes and serpents (primarily Titanoboa) in its natural environment (swamps, temperate forests and semi-tropical riverways). This is due to the possibility that the Boavus boa’s found in the Green River Formation that the Onyc is from, probably preyed and fed upon early Eocene bats such as the Onyc. - The Onyc can be ridden and with it having a saddle with a built in chemistry table and has a slot that allows players to descend from the saddle via a grappling hook. The Onyc has a new landing position, can hold onto various types of textures in different environments, can have three players on its saddle and crawling features unlike other tames that allows the player these capabilities. - The Onyc can and will manually switch from fluttering to gliding as a way of saving stamina, allowing for further travel and manoeuvrability. - While the Onyc can’t echolocate, it has a diurnal (these bats are speculated to have hunted during the day) boost that gives off smell indicators of nearby prey and food sources. - The Onyc is extremely intelligent and when imprinted has a 10% increase towards all stats. - The Onyc has strong jaws and teeth towards breaking down the hard shells of the arthropods it feeds on, which allows for a blunt bite that can deal a moderate amount of damage if harmed or attacked. Any suggestions and comments please reply below. These are my team's suggestions, so all credit and all reference goes to them for the idea (s). Thanks. - MonstersHunters References: https://en.wikipedia.org/wiki/Onychonycteridae https://dnr.maryland.gov/wildlife/Pages/plants_wildlife/bats/batelocu https://www.nps.gov/subjects/bats/echolocation.htm https://ucmp.berkeley.edu/tertiary/eoc/greenriver.html https://en.wikipedia.org/wiki/Green_River_Formation- 1 reply
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Legacy TLC Ideas: I feel that with the game coming to a close… and with ARK II starting to look like a completely different game than what we have grown accustomed to in ARK… I would like to ask that you please update the Legacy Dinos with one giant TLC before the end instead of thinking of doing another community map in the extra time before ARK II’s release… I have put together what I feel would be the simplest to implement changes while being the most satisfying end result for them being on the simpler side… Any additions on top of these changes would be welcomed if they fit into the characteristics of the actual creature. Which I kept in mind through this whole process. One that is not for one particular Dino is: Carnivores repel smaller Carnivores - I think it would add a new depth to the game to allow Allosaurs to repel carnivores smaller than them, along with Rex’s repelling carnivores smaller than they are and the Giga being the largest and repelling all carnivores, to a certain radius. It would make having them during taming immensely important. And having them repel carnivores will make you have to approach carnivores you want to tame on foot to get close enough to start taming. Keeping that early game thrill alive even into late game. It just does not make sense that I have my Rex pretty much standing on something I’m taming and a Dilo feels brave enough to come try and take a bite right between the Rex’s feet lol… It would add a whole new level to carnivore tiers, to immersion, to taming mechanics, etc. I think that would be a big win for the game as a whole. Besides that these are my ideas for individual creatures in order of importance, to me at least… Plesiosaur: -New Look / Speedster / Prime Fish - First, please redesign and retexture the model to a more majestic paleo-art depiction. I will probably use “majestic” to describe how a lot of these models should look, but bear with me lol. As far as mechanics go I think leaning into the Plesi’s speed is a good characteristic to stick with. It is already fast but maybe it could be more maneuverable? A turnaround-spin like the Sarco has, plus adding a spin like the Pteranodon has for a boost underwater. Things like that could really make the Plesi a more satisfying mount to get around the oceans. Finally I would add a prime fish mechanic. Allowing it to gather a little more and from more creatures. Like how we can scrape prime fish from the Leed. Maybe the Plesi could take bites of prime from it’s side the same way? Liopleurodon: -Normal Tame / Rarer-Better-Mobility-Mini-Plesi - The Liopleurodon really just needs to be made a normal tame… it is honestly a waste as it is now… I would honestly be happy if you matched it with the speed characteristics the Plesi has and gave it some of the maneuvers I suggested for it also, like the spin-boost the pteranodon has, etc. It doesn’t even have to gather prime the same way I suggested for the Plesi but it being a rare, speedy mount would still be better than it is as of now. Maybe instead of better loot, it just makes loot crates glow a little brighter to see them better underwater. That would be balanced for a normal tame while still keeping the original idea behind the creature alive. Megalodon: -New Look / Breach / Blood Tracker - The Meg needs a cleaned up look. With the experienced artists you have now you could make an amazing new Megalodon model. As far as mechanics go I would really love to have a charged jump out the water to grab and damage flyers over the water. Which you would then drop back to the water which would release the flyer from your grab, but also make the flyer drop its rider if it has one into the water. That would be such a fun mechanic for the Meg and would be so fun to randomly see wild Megs jump out of the water at a Pelagornis once in awhile. Or at you if you fly to close to the surface. I always thought Xiphactinus should of been added to take the Meg’s coastal patrol niche and the Megs should be made a little rare and more terrifying. So like the Raptors not pouncing on survivors anymore, I would make the Meg’s jump to flyers be a rare occurrence but still possible. Finally I would just add the Dire Wolf’s blood/smell mechanic to track hurt creatures underwater in the same way to go with the Shark’s known ability to smell blood in the water. Ichthy: -Breach / Echo Location Ichthy should be able to breach the surface also, but more like the Manta. It should also have an Echo Locate ability that briefly shows you silica pearls, oil nodes and threats in a radius of it. Mosa: -Updated Look / Repels water Carnivores - Technically the Mosa does not need that much. A cleaned up model and maybe the ability to repel smaller Carnivores and the Mosa be the only creature for repelling smaller carnivores underwater. Everything giving the Mosa a wide-birth almost getting out of it’s way as it swims. Would really fit the Dino and make it a lot more ominous to see coming from a distance underwater. Giga: -Updated Look / Balanced with Carc - The Giga is a weird one to me… yes it needs a cleaned up model and really it could be all good after that. But with the Carcharodontosaurus coming I would wonder if it will really hold up to it afterwards? My suggestion is to give the Giga a new look as to not let it get completely outshined, at least make sure it is balanced with the Carc stats wise, and if they are going to be equals I would have them in different areas… Gigas with jungles, Carcs with deserts or something along those lines… just so they don’t overlap if they fill the same niche. And if the Carc gets any cool mechanics please don’t leave the Giga in the dust. Add a mechanic to the Giga if you have to, to keep them at least in competition for “biggest-theropod worth taming”. Bronto: -Stomp / Stairs / Lower - Bronto needs a more majestic look. Think /Brachiosaurus model from the base Jurassic World Evolution 2 game and the Dreadnoughtus model in the new Jurassic World Evolution 2 Biosyn DLC and branch out from there… that franchise just knows how to do majestic sauropods… Also it could use a stomp that could be used on walls and structures… we’ve needed it for a long time… Another idea is to use the head and neck as stairs some how… being able to aim the head after you walk up the neck to the direction of the elevated spot you are trying to get to. Could really make for some interesting and hard to reach base locations. Lastly is a “crouch” or “sit” mechanic for it to lower the base on its back. When you find your spot it lays down or something. Isn’t really needed honestly but it would be an awesome mechanic when you use one as your base. Using the head or tail to get up easier afterwards, or just building stairs the perfectly line up with the ground after it lays down. Obviously this is the one I’ve thought through the least but besides a new model the Bronto def needs something to make it a tad bit more relevant than just being prehistoric scenery. It def gathers berries the best but is that really it’s full potential? Quetz: -New Look / Glide / Fabricator Jet Saddle - The Quetz should be king of the skies but it has never felt like it… Again the model in the new Jurassic World Evolution 2 DLC is a good concept to start from. I just feel when it does not have a platform saddle on, repeat, when it does not have a platform saddle on it should not be so squat to the ground. More elevated and regal like a giraffe. With a much more maneuverable walk. Maybe even being the only true flyer that can actually back up while on the ground. While flying the Quetz should naturally have a glide mechanic that “slightly”, I repeat “slightly” regains stamina. It is only fitting and the big guy deserves it. Last thing the big guy deserves is a jet pack saddle like the Tropeognathus. With all the jets flying around now it has to get one. One that also works as a fabricator making it the ultimate end game flyer. While also having a weight buff like the Argy’s. Dilo: -New Look / Spit Commands / Slow - The Dilo’s model isn’t horrible but it could def be updated and made more vibrant. After the first half hour or so of playing it becomes a pretty useless tame but I still love them. I would love for them to spit on command though. My idea is that when you whistle attack target at something, it still chases it like normal, but it spits in that direction, instantly, and every time you whistle attack target, until it is in melee range of the target. Plus for the spit to now slow the target slightly more. That paired with a good turret mode would actually make them a great base defense and toggling between attack and stop attack could really slow down fleeing tames in the early game if done right. Would just give them A LOT more utility. Carbonemys: -Retracts into Shell / Mobile Safe - The Carbonemys is ugly but honestly does resemble it’s paleo-art. Could still be cleaned up with better walking mechanics. A lot of the legacy Dinos need less derpy walking mechanics like you fixed the Trike, Stego’s, and Sarco’s. What our beach turtle really needs is a useful mechanic. I say “Bio-Safe”. First it needs to be able to retract into it’s shell like you guys have been promising it will be able to since release… giving it a huge defense buff. After that it just needs a weight buff and it is a mobile safe. One that could potentially be more useful for holding items than the actual safe which I wouldn’t mind myself. Plus it would make the turtles no one really pays much attention to into being a staple in every base. Probably whole floors dedicated to them afterwards. Would be the biggest turn around in ARK I think. Lastly this is unneeded but would fit since we never got a sea turtle like Archelon. Allowing it to not be affected my the water shockers or at least not affected by the jelly fish and giving it a buff on the toxin gather rate. They are both slow AF so it would make sense they are predator and prey and would give a major resource buff to the turtle. Araneo: -Silk Producer / Wall Climb / Web Grapple - We’ve been asking for this and I think the response was the Bloodstalker. Which is loved and appreciated. but the Araneo still should be more than an annoying mob in my opinion… these are all real animals even though they are created by a murder computer trying to make us suffer… My idea has always been to allow to climb walls, and use its web like a grapple hook that can ONLY go up and down (or back and forth with ARK physics lol) like the grapple hook does to drop down on unsuspecting survivors. Lastly they should give Silk as drops like the Lymantria (Moths) do… and honestly should be the only tamed creature that generates Silk in it’s inventory passively. Allowing us to make Silk farms with them. Onyc: -Perches like Des / Tamed spread Rabies - Just let it land man… lol these bats have been flapping them wings for 7 years… Desmodus pops in and it can already hang from ceilings lol which is amazing but I know you can add to the Onyc easily now since it has been put into the game. Please do it would really add a lot to them dropping down from the ceiling when you enter a cave. If we could whistle to the ceiling and it would perch that would be a real plus also. And I cannot find a for sure source that can clarify if tamed Onyc pass rabies still? to base intruders or whatever? If not, they def should… and it would be great to use them like a zip line with no cord. Just a gliding decent from where ever you jump from. Would make them actually useful around the base as defense and utility without having them flapping around my head all day lol the Phoenix has that problem too but it makes up for it in Silica Pearls! lmao. Anky: -Updated Look & Animations - Honestly the Anky just needs a new clean model and some better walking mechanics… I just didn’t want to leave it out. Same with the Bronto too honestly but there is still a lot of room for improvement there, the Anky kind of already does what it needs to… it’s just ugly lol. Well compared to new more modern additions to the game. It has just been working it’s little tail club off for us since this game was in early access and I think it should be updated is all… clean up our old friend please. +Anky’s club tail attack should also do torpor damage. This last one is not really needed but I’d love it if the Bigfoot and the Baboon could sit down all relaxed like the Sloth. I really hope you guys think about this… New Maps are always great but when you do something like this Legacy TLC it reinvigorates the whole game. Thank you for your time.
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Hey Wild Card and Survivors! I want to share my Ideas, Wishes, Wants and etc. Strap in cause I think this will make Ark 2 a fantastic, beautiful and amazing game that will last a life time! Improved Ocean Life/Ecosystems: So right off that bat I want to share that I love Marine Biology and Marine Life back in the Prehistoric era was just so fascinating to read about and look at via the fossils and history we gathered. With the Power of Unreal Engine 5, I think you guys can create Beautiful, Dynamic, Thriving Oceans that is full of color, life, detail and depth. - Blood in the Water system - With the new AI System you guys are implementing, the Sense of Smell can be used in a new way. Blood Travels in water and Sharks sense blood in the water from Miles and Miles away, so why not make a unique bleed system that can attract Megalodons, Mega Piranhas and other Marine life! Or this Blood System can be used for Fishing, Chumming for example! You can chum the waters to attract Megalodons or other Marine life to hunt or Tame! - Advanced Ocean Spawns - How about adding Advanced Spawns for the Dinos, In the real life Oceans depending on the weather conditions, time of day or seasons certain animals will appear. So why not make a system to where certain dinos spawn at certain times of the day, during certain weather events or even just make them exclusive to certain ocean biomes (Cold waters will have X creatures while Warmer waters have Y and you can have universal spawns). This has been applied to Ark 1 with land creatures! - More Variety of Marine Life - So I feel as though the Ocean life was kind of Neglected in Ark 1, so adding more variety of Marine Creatures to the Oceans will breathe new life into the ecosystem! Bonding with your Tames: One of the biggest things I like about Ark is how it turns from a Serious, Suspenseful game to a Cute and Wholesome game with a bunch of amazing creatures to love. You have added the Pet Emote and thats a start but I have some amazing Ideas to add more Emotion and Life to your tames to not make them feel just brutal hunters or hard working harvesters! - Advanced Interaction - So as I mentioned that you guys already added the Petting to Ark 1 with the emote. But how can you guys go further with interacting with your tames? Well how about taking the Petting more advanced, Give it better animations, different variety of ways to pet your companion, give your Tame a Treat or even play with them! - Better Imprinting - Imprinting is a fantastic mechanic implemented, but it doesnt have to be stuck to just raising babies, it could be expanded to taking your Companions Hunting, Playing with them, Checking in on them and not just leaving them alone. Interaction is key, you always want to check in on your dinos and not leave them be. Which leaves me to my next idea! - Dino Mood - Going back to keep on interacting with your Dinos, if you leave them be for awhile, their mood changes, they could feel depressed, agitated or wired! They wont retaliate or hurt you but this could effect their performance in Battle, whether that be PvP or PvE. Always check in on your dinos, treat them like your own kin! Don't do away with Firearms! Don't do away with the Firearms, the Primitive Firearms can fit with Ark 2 and if you want to make it spicy you can add Fabricated ones (Assault Rifle, Pump Action Shotgun, Semi Auto Pistol and Fabiricated Sniper). but you dont have to do away with Primitive Firearms (Double Barrel Shotgun, Simple Pistol, Longneck Rifle and Flare Gun) Finally! Please dont rid of some of Fantasy and Primitive DLC Creatures! Some of the Creatures like the Rock Drake, Bulbdog, Karkinos, Shadowmane or Griffin can return! I know we can mod them in, but I think an Official entry in the game would actually just make it feel better to give it some flair to the creatures I have a lot more to give but these are my major ones I can't stress enough to share. So I hope you enjoy these suggestions! Have a great day Survivors and THANK YOU Wild Card for a wonderful and beautiful experience with Ark 1! Sincerely, Atarashi_Daten_Shi
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Please give this a read if you've EVER played PvP on PC servers... This is being typed by someone who has been a loyal and passionate player of the ARK games for years and years like most. Have been a part of multiple communities within the sphere of ARK including PS4, PS5, Xbox, and PC including all Official, Unofficial, Offline, Single Player, Small Tribes, and even NoTame servers. For an overwhelming majority of the part, my friends and I have enjoyed ARK more than any other video game we have ever played. It's an incredibile game that has been sustainably upgraded throughout the years. Even the issue of duplicating items on Legacy servers was fixed mostly with the new servers rolling out a few years ago. My main point with this first section is to explain that we have been playing the game for a while. Where I see a major issue is with the PC gameplay on PvP servers. The issue of using .ini files to modify gameplay has completely ruined the game for a large majority of players and some don't even realize it. The .ini files people use to put into the game data remove rocks, bushes, trees, etc. sometimes entirely and some even go as far as removing the opacity of water entirely. Let me tell you about my experiences. When I played on PS4, which was most of my time initially, I had a blast. The game was fun, balanced, and was genuinely a fun activity to plan on having available after work. I could get on with my buddy (this was right when wingsuits were released) and we could fly around The Island and stand a chance against larger tribes because we could hide in the forest. Being able to see someone hiding within a bunch of shrubbery, bushes, etc. is a feature that should entirely be available to users in the late-game process. Tek, Bloodstalkers and other methods should 100% be available to do so. Here is where I see a major issue. When I made the joyous swap to PC, I was super excited to experience ARK on a better scale. Better inventory management with mouse/keyboard, better graphics, and better FPS. But when my friends and I swapped over to PvP servers, the issue of these .ini files have arisen. We would have players with Wyverns, etc. able to see us immediately because the only thing they would see on their end is a tree trunk. They would not see bushes, tree branches and leaves, or rocks. The use of these files is widespread and gives serious advantages to players. They ruin the experience for players who want to have a balanced, PvP-oriented experience because it becomes an issue of either use the files and experience a lifeless, almost MS paint-like version of ARK just to win fights, or keep the settings the same to maintain the graphical beauty of the game. MAIN POINT: I would like to place a formal suggestion to completely remove the use of .ini files in ARK II. As stated above, they ruin the PvP gameplay experience for a lot of players. I would be happy to discuss this with whoever but I would ultimately like to be heard by Wildcard because this is an issue that affects every single person playing the PvP servers. PvE servers and the experience they provide is still top-notch in my opinion and a fantastic time both by yourself and with friends. The graphical beauty should be maintained and removing the .ini files would restore balance to the game in PvP environments and ensure that every player is on the same playing field. I hope this finds everyone well.
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I had this thought the other day, what if you could pick a role in the tribe (builder, farmer, hunter-gatherer, etc.) and it would slightly affect your stats. As in, farmers would have slightly more stamina, weight, and water than say, a builder. The stats would be bumped up by 60 points, upon reaching Lvl. 25 and then by 3 per level, no matter what stat is increased. And, if I say, leveled health, that stat would go up by whatever value the server has it set to, but so would the "faction/job/class" stat. I think it would give players that extra bit of immersion, by giving them an actual role in the tribe, and by making each player more valuable to both allies and enemies alike. Now, keep in mind that not everyone plays with a tribe, I was a solo player for years, so this would only be for servers, official and unofficial. This would only be a minor upgrade to the player, just to make them a bit better at a certain job, while still allowing them to fill other roles as needed. It also wouldn't be to the point where the tribe would be nonfunctional if a player isn't online. Feel free to ask any questions about this or make your own contributions. Stay safe Survivors ;D
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Ongoing Server Instability & Crashes
TheBlueB0mber replied to balistikas's topic in General Discussion
Center56 was taken down without notice 1 week ago. Today it was removed from all server lists. Is Wildcard taking down active servers to repurpose them for a future release? If so could we have some advanced notice so we can transfer off before you delete the servers? Very Disappointed that my main, all his imprint dino & over 2000 hours of base building was unceremoniously wiped from existence. Please remember that how WC handles the end of ARK is going to greatly impact whether or not players buy ARK II. Communication with your player base is the first step. Thanks, TheBlueB0mber