Search the Community
Showing results for tags 'asa'.
-
Epidexipteryx Common Name: Epidexipteryx Species: Epidexipteryx hui Time: middle Jurassic Diet: Herbivore Temperament: skittish wild: epidexipteryx is a very nimble and shy species, especially towards humans. As soon as they spot you, they scream and flee. epidexipteryx seems to love honey, was often observed climbing on trees to reach the honey. The epidexipteryx was feathered and bore four conspicuously elongated, band-like feathers on its relatively short tail, it is believed that they can use their tail as a radar function and sprays spores to make himself unnoticeable, so he can escape his enemies. domesticated: You can wear the epidexipteryx on your shoulder It is a faithful and helpful companion, especially when you are looking for specific resources. Its tail serves as a radar function, which shows you certain surrounding resources. Not only that. It can increase the amount of resources when mining. Also you can use it to make yourself unnoticeable to sneak up on a dino, thanks to its spores that it sprays. A very useful companion general info: passive taming with honey shoulder dino you can breed it lives in the redwoods Skills: Can ping certain resources with it on your shoulder you can make yourself unnoticeable to other dinosaurs.
-
I'd love to see some more variations in the wyverns than what we already have, touch up the brutal flyers and give them a little more love, especially with all of the wyvern/dragon love from house of the dragon and such. It would be lovely to see more intimidating and brutish looking giant wyverns in ark and I feel they deserve some love for being the longest running strongest flyer before the gnatha came in!!
-
Something that would be nice for ark ascended is to enhance vaults and cryo fridges in a way to eliminate the need for allied vault rooms for large tribes. Make vaults assignable to specific users (+owner) Or add an audit log Or?
-
With ARK Survival Ascended coming out, I feel it is the perfect opportunity to TLC the Legacy Creatures from ARK Survival Evolved’s early access. It is imperative that this game comes out feeling fresh and new. This is a good start to that… I have put together what I feel would be the simplest to implement changes while being the most satisfying end result for 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. In order of importance to myself, we have: 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-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. Or even just a light boost to loot crates and give it a harder taming process for balance. 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 more 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. Or the ability to shred prey, and make chum in the water, attracting other aquatic predators. 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 except for small fish following it maybe. Would really fit the Dino and make it a lot more ominous to see coming from a distance underwater. A higher gather rate on special ingredients found underwater (like oil from whales, toxin from jellyfish, black pearls from squids) would be great also. Giga: -Updated Look - The Giga just needs a cleaned up model and animations really and it could be all good after that. Maybe not such a crazy nerf when tamed if it doesn't effect the Carcha balancing. Bronto: (If No New Sauropods) -Stomp / Stairs / Lower - Bronto needs a more majestic look. Or just turn it into the Brachiosaurus model from ARK II. 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” 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… A more majestic, paleo-Art looking model. 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 able to 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. A 2-3 seater lol. One that also works as a fabricator, like the Argy is a smithy, 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 wild creatures slightly more, or daze it. 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 from what I’ve seen. 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 “Living-Safe”. First, it needs to be able to retract into it’s shell like you guys have been promising it will be able to do since release… giving it a huge defense buff afterwards. 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 that 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 creature 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 jellyfish and giving it a buff on the toxin gather rate. They are both very slow 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 - Myself and others have 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 them 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 with the ability to grab them and pull them back up. Lastly they should give Silk as drops like the Lymantria (Moths) do… and honestly should be the only tamed creature that generates Silk in its 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. It could look really cool if modeled more after paleo-art. +Anky’s club tail attack should also do torpor damage. Later Additions: the Sabertooth! needs a jump attack. How cats can bounce straight up and do their little flippy move to catch things, It really needs that plus a secondary slash attack that can hit flyers better. A latch on ability like the Deinonychus. Could also be used to latch onto wood structures and only climb wood to sneak into bases maybe. A Sneak or Stealth ability. Maybe a crouched stalking animation we can switch between when walking through foliage. Could have the Shadowmane stealth ability but would be better to set it apart with a crouched stalking mechanic that wild creatures don’t sense as easily but players can see when paying attention. Lastly a weight buff to meat, hide, and fur. - Pachycephalosaurus I know it has an ability, kind of, but it could benefit from a reskin and also having it’s ability made a little more useful into the mid game passed just being useful in the early game. Could have a short range power-headbutt with major torpor damage if you hold down its regular attack button to charge it up (like a 1 second rear back before headbutting), but keeping its quick attack when you just tap the button. Also making the charging sprint headbutt’s torpor damage scale a little more with its level. Allowing higher lever Pachycephalosaurus to do more multiplied damage to a reasonable extent. Last would be to slow larger dinos, like the Rex, when you headbutt their legs by giving them a temporary broken bone status. - Electrophus Eel Just making it more than an annoyance really… Being able to siphon electricity from them would be amazing. To charge batteries, etc. Maybe even making them able to give generators a temporary charge somehow? Maybe allowing batteries to give generators a short charge which could be farmed via Eels? I just know there’s something with the Eels charging batteries lol. And if batteries were made more useful then the Eels become more useful, etc. Plus a radius setting like a mine. Where instead of them moving to attack, on this setting they would just blast anything that comes into their needed radius with electricity. Would be great for traps and base defense. - Compies Cleaning up their model and giving them agile Dodge abilities. Maybe a bleed attack when at full pack buff that is not as severe as other creatures, but stacks with each Compy in the pack. More agile movement animations would serve them well. A sideways or backwards hop from danger, etc. Maybe even a high enough jump to grab Meganuera Dragonflies. Allowing tamed ones to wander around collecting chitin from hunting them? occasionally having rare flowers/mushrooms & silica pearls, or other resources also that we can collect from their inventory maybe? It fits with their curious character to collect shiny things like some birds do today. Also I suggest having them passive tamed with prime meat instead of knocked out as long as they are alone with no pack. Kind of like Baboons. They already come right up to us, it just makes sense. - the Giant Ant giving it Anthills that they spawn from, and a Queen Ant inside that could just be a bigger, meaner version of the Ant, or it could be a new tame that is placed as an Anthill like the Giant Bee Hive, but the Giant Worker Ants could collect random resources you can harvest from the Anthill. They could store Spoiled Meat, Seeds, Rare Mushrooms/Flowers, Resources like Stone and Fiber, as well as a New Unique Fungus Resource growing inside that can Heal Herbivores. - Boa/Basilisk If possible, both just need less stiff models when moving. Mainly just their movement animations and stiffness in the model need to be updated for a smoother more serpentine motion. It would be nice to be able to milk Boas for their venom though. Even if it was just a simple narcotic to save time on creating so many it would help. They should be optimized for narcotic and snake pits as their main purpose. Being able to harvest a narcotic as well as being able to efficiently use them to knock out tames dropped in a pit, or trap of some kind. Would give them a lot more purpose if set up to help with taming and programmed to not ever kill tames after they’ve been knocked unconscious. Even a damage cancel in the code to where if it accidentally attacks after the tame has been knocked unconscious, it would not cause damage or affect the taming effectiveness in any way. Making them actually designed with that purpose in mind. The Basilisk does what it needs to do as a weight moving-war mount, it just needs a less wonky slither like the Boa does. I really hope you guys think about this… New Maps are always great but when you TLC creatures it’s just a different kind of hype. With the updated version coming, this is the perfect opportunity to update the Legacy Dinos and this game has a lot riding on a good release. This would definitely be a high point for that. Please consider it. Thank you all for your time.
-
[SUGGESTION] ASA Scorched Earth Map TLC Suggestion NEW BIOMES ☺️
ruemao posted a suggestion in Game Suggestions
With the upcoming ASA update of Scorched Earth I'm proposing to include some additional Biomes as a GIFT to the player base. Here are some ideas and hope Wild Card can include this, fingers crossed. ☺️ Death Valley / Bone Yard / Graveyard Biome Tar Pits Biome (has Toxic gasses and Tarpit traps) Geyser Fields Biome Underground Ruined City Biome Baobab Tree Biome with Dragon Blood Trees (similar to Redwood Biome but a desert version) Sand Pits and Sand Falls Quicksand Biome (Imagine Sand Hour Glass) -
With ASA the UE5 upgrade coming out, I wanted to voice some concerns I had for missed opportunities for it and some of its DLCs releases from the ASE versions. First, is anything to make the world feel more alive would be an amazing start. These are all ideas to cherry pick from but all together would make an amazing experience exploring the map. Herding. Things we think of as Herding Species moving together in unison. Unless panicked for example. Seeking water with drinking animations when thirsty (even though creatures don’t have thirst meters a pseudo one just for effect could add a lot of realism when wandering around the map) Adding resting animations would do a lot also but would probably be difficult to add for each creature. Having preferred Prey, and/or Prey Sizes, that predators choose to hunt. Also if it can be done without making things to complicated, making smaller creatures of different species react and flee from something large, like a Rex, coming in and attacking something. Instead of everything of a different species just wandering around the attack obliviously and just waiting to be the next victim. Breath spout animations for marine mammals and reptiles, a tail slap on the water for whales diving would be an amazing touch. Things like ichthyosaurs and megalodon being able to breach the water surface like the manta ray. Adding splash effects when things interact with the water would really add a lot also. These are first because they are very surface level and not as important, but would add a lot to the over all visual experience of playing ARK. They are probably less likely to get added but would be a major benefit to the game as a whole. The next thing I would also like to suggest is focusing on Extinction in particular, and giving it another layer of gameplay rather than just "Get Mek Beat Titans". Also I would double check if Orbital Drop and Element Vein waves could use some rebalancing between solo players and tribes respectively. And a BIG one. I highly suggest exploring your options with the buildings in Sanctuary City: They could be PVP levels with just empty halls and rooms you can’t build in (but can build in on PVE/Single Player), they could hold mysteries and answers for the over all world story, or links to the animated series, they could have unique machines to use, or resources to gather, they could be a unique ecosystem for a new strange creature added to Extinction, (Huge Ugly Roaches/Bugs maybe) they could even lead to a new underground ecosystem that connects to the underground forest. Or a little bit of each. I just feel all those, or at least a few of those buildings not being explorable was a missed opportunity for that particular map. They could really add another dimension, and another unique reason to enjoy and replay Extinction. I always thought that you should have to accomplish something like flipping a switch in each bio-dome or something to unlock the first building in the city that you could go in. Then in the first building you could find a switch to unlock the next somehow, and so on and so forth to open all of them by clearing the building before it and stumbling across "the switch" to open the next. Making the map bigger as you explore them and find new things to help your journey. That would of been epic. More of a linear progression aspect than most maps have in ARK but I think with the right mysteries sprinkled throughout the journey, with 1 or 2 neat creatures only found inside, and maybe a mini-boss or two, could really breath a new life into Extinction and really set it apart. I just wanted to mention that if possible, please give the community maps that never got one, like The Center Map & Ragnarok, etc. the new official mod-map treatment of at least one-to-three unique creatures and a unique boss. An aquatic boss has been begged for and would fit a water-themed Center Map extremely well. A Kraken on Ragnarok does make sense though also. I just feel when you started doing that to the community maps it was a great idea that kind of spoiled us and now the other older community maps just feel lacking comparatively. Next, I would really like you guys to thoroughly test and rebalance a lot of the major events, like boss battles for each map, caves, etc. to be challenging but actually passable without having to cheat for the average player. Unless on hardest difficulty, but even hardest difficulty should still be passable by survivors without having to cheat in anyway. Grinding to get the gear and creatures you need is fine but at least double check all difficulties are passable for a solo player and still challenging for a tribe. That goes double for the missions of Genesis Expansions... This is the main reason I made this forum post: Genesis Missions Genesis Missions had some good concepts but some of them were insanely difficult, and others just repetitive... I would rebalance them and try to find ways to make them more of an enjoyable experience. I don’t know what is actually possible with that honestly… but I just feel with you rebuilding them it is a good opportunity to make them as fun as I think you intended originally for them to be, but maybe didn’t have the time to implement, or now with hindsight you might of thought you could of improved on. Maybe even a community submission of Fun Genesis Mission Ideas with community votes on them beforehand. I think Genesis had a lot more going on than it got credit for initially because some of it just didn’t mesh together as well as other parts of ARK. I just feel it’s a good chance to give it a little higher standing with survivors. New kinds of missions: like tranq taming a specific creature that rewards more hexagons the higher the level it tames out at. Mini-boss battles in specific locations that feel unique, like a specific fun defeat-mechanic for instance. (Zelda) Stealing eggs and getting away somehow without hurting the parents when they chase you. A for the most part, straight-away-Air-Race from one end of the Eden Ring, through space in the middle, and then continuing to the other end of the Rockwell Ring. All kinds of fun mini games could be added to replace the repetitive missions. I just think that all of them should feel more like a fun game rather than a difficult task even if it is presented as one. Last is making some of the insanely difficult tames and challenges a little easier that don’t really need to be so dang hard lol. Challenging is good but making us pull our hair out is not lol. Just making sure when you guys test play beforehand that you tame everything a few times in a row to really think how players will feel attempting to themselves. And run all the missions, caves and bosses a few times for the same reason also. Changing chain bola to the net gun for Tropeognathus for instance, making Amarga not so insanely difficult to tame along with others in its tier of just insane difficulty. Anything that you can not tame 2-3 of them in a row, without it being an all day event or a miserable experience, needs to be tweaked at least a little bit. They don’t need to be easy, just not irritatingly difficult. Just remember to make sure every major aspect of the game that you want all the players to routinely go through to clear a map/level are fun over just hard to beat. Everything should get you excited to attempt it, never discouraged or irritated. If you can accomplish that while adding new fun content to keep it fresh, and give every bit of the game from start to finish as much love and attention as it deserves, I think you will be alright with the ASA release at least. Really hope you consider these ideas and implement as many as makes sense, and is possible. I guarantee they will go over well. Especially for the price point argument. Thank you for your time.
-
Some of these may be able to use from mods, but most should be in the base game anyway. 1. Add the prim+assets (items, engrams) to the new game. You already have the code, just dust it off and upgrade it. 2. Refresh all the dinos. (Why can't a parasaur jump?) 3. Wagons. Give us a 2 wheel cart that can be pulled by 1 creature (raptor, pachy, or larger, up to maybe shadowmane size) and a 4 wheel wagon pulled by 1 large, or 2 smaller. Weight limits could be 2000 for the 2 wheel and 4000 for the 4 wheel, with the dino limit being based off drag weight (5× carty weight). 4. Cross breeds. Make variant versions of dinos breedable with each other. At the very least, combine any version when it comes to pack and mate boosting. 5. More breedable creatures, and better control of breeding. (Why did we get snail breeding and not Griffins?) Please keep this thread going, and add your own ideas. If we are getting a replacement ARK, make it better, not just new.
-
With ASA you have put yourself into a position where you really have to deliver. Give us a full list of changes you make for ASA and keep it updated. Get in touch with your players and collect feedback to that list. If you want ASA to become an „evergreen“, the „best Ark can be“, then you need the help of your community. Make use of that resource. There are a lot of changes needed - some bigger ones and lots of smaller ones. Many of which probably wouldnt even come to your mind because of how specific they are (or how bad your idea of balance is, sorry, had to add that part). Also add a new place for ASA related suggestions. The old suggestions page is full of old stuff. Classify the suggestions in categories like ‘under consideration‘, ‘accepted‘, ‘rejected‘, so people know you have seen their idea and what you think of it. Comment on the suggestions. Get in touch, show passion, involve us in the process and earn back some of the trust you have lost. Stop being so distanced and ignorant to your community. It seems like you just want to carry on with your business as usual, following the ‘stay quiet and wait out the storm‘ strategy. That is not only very frustrating for players, it also doesnt exactly help to believe any of your promises, seeing where your business as usual has taken this game (rampant cheating, extremely unbalanced, massive performance issues…). Who would buy the remake for 60$ if it is plagued by the same issues ASE has had for so long now. Some new graphics and shiny toys dont cut it.
-
Topic: Breeding rework Background: There are three big topics that have to be improved for ASA in my opinion: performance, balance, anti cheat. A breeding rework could help a lot with the first two of those. Breeding without a mutation limit, as it is in ASE, ruins the game in several ways. As soon as you have found a decent dino pair to start the breeding line, you basically never tame that dino again. So it invalidates taming. The power gap between highly mutated dinos and tamed ones is just too big. This also means that pve becomes extremely easy. Nothing provides a threat anymore. Furthermore, it is almost pointless to join older pvp servers. You can not compete with tribes that have those advanced lines, no matter how skilled you are. The (nearly) unlimited mutating allows for ridiculously powerful dinos, it is neither fun to use them nor to fight against them. They are so strong that they invalidate the majority of open world base locations. It is just too hard to defend against them, especially with the turret limit of 100. Due to how strong breeding with unlimited mutations is, tribes have no choice but to breed themselves if they want to stay competitive. That results in having hundreds of breeders, which in return has a massive negative effect on server performance. That amount of necessary breeders also further invalidates land bases and is a big factor supporting the cave meta. Caves are the only places where you have enough space for so many dinos and are able to defend it all with the 100 turret limit. Lastly, breeding in itself is an extremely boring and time consuming process, feeling like a second job and possibly causing unhealthy gaming behaviors. Suggestion: Disable all stat mutations. Keep color mutations for those who like it. Allow us to only combine stats of wild tames into one dino. Alternative suggestion: If it is asked too much to fully remove stat mutations, put in a working limitation (as it seems to have been intended originally). Now this could be done in multiple ways. [First thing coming to my mind there is simply a check if one parent, or both combined, are below max mutations. Only then a new mutation is possible. But that would mean people make several lines of the same dino, one for every stat they want to improve. Then combine those clean lines into one so they have max mutations on each desired stat, ending up with an overcapped mutation count and still a big amount of breeders needed.] A much better and cleaner way of introducing a working mutation cap could be this: instead of a global mutation count, make it stat bound. A dino can get for example 20 mutations in each stat it has. 20 in hp, 20 in stamina and so on. If the baby inherits the fathers hp stat, the game checks if the father is below mutation limit on his hp stat. If yes, the baby has a chance of an hp mutation. If it gets a mutation, it has the fathers mut count plus one, if not it has the same mut count as the father. The mutation count of the mothers hp stat does not matter here, because the baby got the fathers hp. Every stat gets treated like that. If you breed for hp mutations, but get an oxygen mutation on the way, it doesnt matter, you can keep the dino, because that useless mutation doesnt ruin anything, it doesnt make the line „dirty“. Overall less breeders are needed, and its a less confusing and frustrating process. Mutations could be shown when you hover over the respective stat, like this for example: In consequence of such changes, other aspects of the game (like bosses) might have to be adjusted for balance. The 450 level cap would not be necessary anymore.
-
Will we get player injury TLCs for ASA? Like breaking limbs properly like in combat, losing limbs all together or get scares from combat rather than just hitting 30 hp and slowing down. Will we be able to see frostbite set in on the character if your in an extremely cold environment for too long without the right gear or third degree burns and burn scares from fire if your hit by a fire wyvern, magmasaur or flamethrower? Since you are giving supply crates TLCs why not the playable characters too. I would love to see even tames on your side could even hurt you just enough to give you an injury. Like if you're riding an Equus and it gets hurt and you dismount to check it, and it bites or kicks you because it blames you for the injury. It could knock the wind out of you or break your ribs giving you a debuff or decreases you O2 for a short period of time. Or the same with a Megalania biting you, but instead of MEGA-RABIES, you get a bacterial infection that decreases your max health by 50% for a period of time.
-
With the upcoming ASA update of Scorched Earth I'm proposing to include some additional Biomes as a GIFT to the player base. Here are some ideas and hope Wild Card can include this, fingers crossed. ☺️ Death Valley / Bone Yard / Graveyard Biome Tar Pits Biome (has Toxic gasses and Tarpit traps) Geyser Fields Biome Underground Ruined City Biome Baobab Tree Biome with Dragon Blood Trees (similar to Redwood Biome but a desert version) Sand Pits and Sand Falls Quicksand Biome (Imagine Sand Hour Glass)
-
These are some QoL Improvements I think could really set this new upgrade apart from the original since we are all paying for a brand new game. I believe you should have some focus on things like: -Mechanics First has to be Fixing Meshing, Hit Detection, Hit Boxes, Longneck Rifle Reload and fixing other Glitches the community has been begging to be fixed for years. I don’t want to list them all because I know you have enough YouTube videos and posts full of them. I’m pretty sure you guys have them all listed already. So I tried to think of some others I haven’t heard as many people mention but have heard demand for in the community or just thought they could help myself: Please make sure all Taming Mechanics, Boss Battles, Caves, Orbital Drops, Element Veins & Genesis Missions (1&2) are tested, balanced and actually understandable, playable, and passable. Please not just good ideas on paper but great ideas in-game and all running properly. This is massively important. There are not many creatures that need to be rebalanced taming wise, but a few. Like Amargasaurus for example. Boss battles/caves (especially Tek cave) could use some minor tweaks. Orbital Drops & Element Veins are more just a suggestion for a double check on balancing between tribes and solo runs. But Genesis (1&2) Missions could definitely use a rework, rebalance, retest, and some of the more repetitive missions replaced altogether with ones that are more fun to complete. Multiple Map Saves and 1 Back-Up Save on single player. 3 separate saves per map would be best but at least 2 separate saves per map. Allowing us to keep an original playthrough while being able to start over without losing past builds and progress. Plus One Back-Up Save of our current playthrough in case of a glitch that breaks our game or something so we have a save that we can roll back to. Keeping split screen couch-co-op is highly suggested also. As well as, if possible, to make the non-dedicated servers on our consoles run any better with its 4 player count. Anyway to use the Next Gen Hardware to make them a more viable option. Not increasing the player cap, just making the 4 player count run with no issues, no lag, and no no distance limitations between players. Re-Arranging Console Choice Wheels like the whistle command wheels and creature option wheels on consoles, to have the options be easier directions of up, down, with left, right, etc. instead of mostly sideways/diagonal directions, (having options be more on the compass directions of: N, S, E, W, for majorly used options and NE, SE, etc. for secondary used options) allowing to be chosen quicker and just set up to be used more efficiently for controller joysticks and game pads. An example would be having “All Follow” as left and “Stop All” as right while switch “Follow One” to up and “Stop One” to down, etc. Making the most chosen options easier to choose quickly, and preventing accidents like hitting up make every tame you have placed perfectly all run toward you and have to be put back in place. Left or right would be less likely to be accidentally pushed in a hurry. -Servers Adding a “Stack-Size” Server Setting that keeps the ratio of the original stack size (50 cooked meat, 100 raw meat, etc.) but allows us to multiply the stack size by: x2, x3, etc. allowing us to decrease them to x0.1 and raise them all the way up to x10 if we choose to play that way. I can understand the different sizes per item but we should be allowed to have a multiplier on at least unofficial and single player to give us more difficulty options to make the game harder or easier depending on the experience we want. More understandable, balanced, and equaled out Baby Server Settings. More in depth descriptions on Individual server settings over all as well is much needed. But I’d like to have, say baby growth rate and imprint rate settings being equal. Where if I have growth rate at x3(3.0), and also have imprint rate at x3 or 3.0 or whatever I have growth rate on, I should be able to get 100% imprint on all Dinos, and so forth… So they are easier to use and understand. Because I for one could never find a good guide on those settings or ever find a good balance I was happy with in-game. Maybe I just need better explanations on them as I said. Just something to make the server settings more user friendly. Basically making Altering Mutations in Dinos to not boost stats as drastically per mutation. So official servers can’t end up with an enormous power gap in stats between built up established tribes and newer tribe’s fresh tames. At least not as massive of one. This will help keep the one-shot-kill bullying down on official servers so newer players aren’t deterred from servers because of bigger already established tribes with unbeatable power gaps to their breeded tames. We still need to be allowed to make our Dinos stronger and add color mutations through breeding, just not as much of a gap between the best perfect-tamed Dinos, and the fully-mutated ones on official. Where it is still worth the effort but not as unbalanced for fresh players. At least on official. Being able to change the setting on single player and unofficial should still be possible but to make official a more fun experience it would help to decrease that power gap so new players can still have, at the very least, the possibility of escaping griefers. An "Era" Server Setting to pick the Era for which creatures spawn in as an option. Some check boxes with “Carboniferous”, “Triassic”, “Jurassic”, etc. and only the creatures from the boxes we have checked would spawn in. Maybe an “All Eras” box to turn the setting off altogether, but unchecking it would highlight the other Era-Checkboxes, and which ever Eras are checked, only creatures from those Eras would spawn in. Could be used for everything from Educational to Role Playing purposes. -Builds Split item size-classifications between small Physically Movable Structures like: small storage box, mortar & pestle, and other items that you could easily pick up, and separate them from the Physically Immovable Structures like: buildings (walls, foundations), the larger structures like smithies, forges, etc. that can’t just be readily picked up. Please allow us to pick up and move small objects with no time restrictions while keeping the larger structures as they are where they can’t be moved after a short time unless by another means like a creature ability. It just makes sense and would be a real QoL improvement. Pretty much just making the smaller structures operate like the wooden chair/bench or fish trap. But you can exclude the little firepit from the objects/small-structures list because it makes sense that you could not pick that back up. New Building Options added along with Raising/Lowering Foundations like: Half Height Wall Sizes, Flipping Slopped Walls Upside-down, a Shorter Double-Door Gate-Entrance for Fences, and another Gate Size in-between the Double Door and the Dinosaur Gate. The ability to Save Whole Bases (not items and appliances inside, just the connected building structures like walls, foundations, ceilings, etc.) as Blueprints that we can place and then build up a highlighted skeleton where ever it is correctly supported to be placable. Like newer survival games do with some of their building systems. Anybody in the tribe adding built walls, foundations, etc. that are needed until it is completed. Being able to save and trade base builds and make building more of a community project if they want to work that way. Still giving us the ability to be creative while being able to more freely share that creativity with others. Although making it only possible for the tribe leader, or specified tribe mate by the tribe leader (a gifted “Architect” title), to create and copy said blueprints. Maybe with a new Architecture Desk-Structure that copies whatever building it is built in. Creating a Blueprint out of whatever is connected to the foundation/ceiling that it is built on. (Not including zip lines in blueprint because that could make them much bigger than intended sometimes) Adding in Placable Structures like Gather Pits (lumber pile, stone pit, thatch bin, oil tank, etc.) that we can access while on our gathering-mount and unload all of that particular resource with the click of a button to get back to gathering quicker and more efficiently. One thing I think this game makes you waste a lot of time with is gathering and storage management. If there were ways to streamline that process with options like this I think it would be widely appreciated. They would be like primitive versions of the Tek storage boxes that the Stryder can transfer resources to, but these would have to be traveled to, all be unique, and the resources transferred in manually, but keeping it as simple as a button click while on mount when you are in its range to unload all of that specific resource. With a very high storage limit for that one resource in the new structure. It would also give us more to build around our base for aesthetics and immersion. Especially if there were visual cues of resources being in them or not. Being able to see a Glowing Outline of where Water Pipes & Electrical Wiring are in foundations and through walls. Blue for Piping and Yellow for Wiring. Making placements easier. A toggle option to have them snap inside and then slide side-to-side on walls and foundations, while seeing the glowing outline inside, would be great also. After pipes or wiring are placed they should be highlighted when you go to place more. To easily keep track of where out-of-sight piping/wiring are. Better Ship Building Options made specifically for the raft. We all eventually try to turn them into giant ships anyway. The ability to improve on that would be awesome. Not Atlas level ships by any means. Just the ability to build better ships. Adding placable masts, sails, ropes, etc. would benefit also. Not necessary but the addition of floating-dock-foundations that connect and move with the water without needing a million pillars (foundation size version of the floating platforms that connect together and with floating platforms & regular foundations to anchor to land) that would be so useful as well. Buildable Fish Tanks like the Vacuum Compartments but clearer to see through and reversed to fill up with water when piping is connected & irrigated. Being able to build it out cube by cube and stack them to make it deeper. Releasing fish from fish traps in it or aquatic creatures from cryopods if they space allows it to release them inside. Can be used as terrariums or baby nurseries when not putting water in also. Could be extremely interesting to add to our builds and see what people do with them. Choosing to have the top open or covered, and only being able to access the inside from the open top, or a hatch on the top when covered. Should also be able to add Vacuum Compartments as doors to the sides where wanted. Builder’s choice. Paintable Wood/Stone/Metal Wall Patterns. Allowing us to put stock image visual patterns on our built walls with the necessary dyes available in inventory. You could do flowers and polka dots or whatever you would want to add with it, but my ideas on it would be things like Aztec & Egyptian style hieroglyphics. Pagoda Wall Paint Patterns, Viking Runes, Neanderthal Cave Paintings, etc. Giving our bases more of the aesthetic that we are going for with the build. The ability to Grow More Crops like rare flower/mushroom, cactus, Aberration mushrooms, fungal wood, and maybe some new crops from other maps in our greenhouse if certain requirements are met to sustain them. New Decorations for bases like new furniture pieces and mounted fish/more trophies to hang up, etc. A Larger Fire-Pit like a Bonfire option as well that makes charcoal faster. A Large Surveillance Screen that can be placed on walls and connected to the surveillance system from Genesis if possible that allows us to see whichever camera we have it set to without having to go inside the terminal. Just a large live feed on the wall. -Item Mechanics We should be able to keep Milk and any Other Food or Ingredient in a Refrigerator… If we can’t for balancing reasons, please change the balance issue and not reality as we know it. Please lol. It just doesn’t make sense to have food products in a game with refrigerators that you can’t put them in. Piggybacking of the refrigerator would be Adding New Foods for our Characters like Bread, Scrambled & Hard Boiled Eggs, Sausage, Biscuits, just having more cookable foods that make use of food ingredients we already have in the game, that could also give us unique special buffs and abilities, would really add a lot more to the game. A similar suggestion is using the Trophies from Certain Creatures as Crafting Materials to incorporate them more into the game rather than just offerings to the bosses. Boa & Megalania Venom for example could be used as narcotic. Or an inferior alternative to narcotic, or even an intermediate between narcotic and bio-toxin. Either would make it more useful throughout the game. Raptor or Rex Claw necklaces that give our a character a buff of some kind and so on… I just feel there are a lot of trophies that could serve dual purposes in game beyond just merely being boss offerings. So many opportunities for those trophies to be a lot cooler and more useful. Piggybacking off of that is a side idea to just add jewelry like Necklaces that we can Create out of the Trophies. They could be used for trade, give us buffs, or just look cool. Making them customizable by what trophies you use would make them even better. Even if we could only make necklaces. Adding a sauropod bone would turn them into bone beads, adding T-Rex arms or raptor claws would have the claw tips hanging from the bottom of the necklace, etc. or just having different color beads depending on what trophies are used to represent the bone, ivory, scale, or claw used or something. It could be a way to give our characters small buffs, be used as a in-server currency, or something to challenge a survivor to a contest of skill for. it’s not necessary. I just thought it was a fun idea I wanted to throw in. We use small storage boxes at the moment, but having An Actual Mailbox we can put in front of our base that people can put notes in would be such a great feature. Having an animation of the little flag going up when something is deposited and only allowing the person who built and placed the mailbox to check the inventory and take everything out with the flag going down would be perfect. -Creatures If the Pathfinding is going to be so much better, then maybe having the ability to set a “Home” point for creatures and flyers to return to and land on command. Maybe with resources or just because you want them to head back while you continue on your way. The option to say “Go Home” and then them actually making it there would be a great option to have. Setting Guard Routes for tamed creatures that they will follow passively or defend depending on their setting without wandering off of the route. Would be useful for so many different reasons from just base defense, to aesthetics, to setting scenes for videos. Wild Creatures having Better Stalking AI. Reminiscent of the forest/sons of the forest. Investigating us for a second before they rush in, wolves circling survivors before they strike, sabercats creeping up slowly, dire bears doing mock charges. Any way mechanics like these can be implemented would be much welcomed where they would make sense in ARK’s gameplay. Wild Creatures having some More Idle & Resting Animations, even drinking animations and giving wild creatures a thirst meter would vastly improve immersion in a playthrough. Being able to have a “lay down” or “sit” command for all our Tamed Creatures would do a lot for that as well. Unclear how hard this would be to do, but it would be nice if there was a way you could Whistle Flyers to land and they land specifically where you are pointing your cursor when you whistle, instead of them choosing some random place. Even if it is a wall for the Tapejara or the ceiling for the Desmodus. Could be used to make Onyc land hanging from ceilings also. I know as of now it would be difficult to choose which creature lands where if there are multiple flyers in the air, etc. but if it was possible it would be a nice option. Bosses having 3 Segments Added to their Health Bars (33%-66%-100%, etc.) That change the dynamic of the battle slightly accompanied with an animation from the boss representing a new phase of the battle being hit. This would add a lot to the experience of the boss battles. Also TLCing at least the original 3 Island Bosses animations and models would help. All the bosses, even Moder, could benefit from cleaned up AI, animations, mechanics, visuals, etc. Finally, this is kind of QoL but more TLC. It is the ability to train the Oviraptor to only wander in a certain radius, while Collecting Eggs and maybe depositing them in a specific, egg-safe holding-bin or creature also. Would really fit in with the Oviraptor and would help tremendously, especially on single player, to have a breeding assistant with egg gathering that fits so well with the game itself. - I could keep going but I feel this has already gotten much too long. Including a Legacy Dino TLC and New Content, with a lot of these QoL Improvements, could really Set AS:A apart from AS:E and make it truly feel like a more over-all polished version of the original game. As the community always felt it was intended to be. P.S. Any Ideas the Community Has, feel free to leave them in the comments.
-
Titanotylopus- The Giant Prehistoric Camel!
HondaCivic posted a suggestion in Creature submission archive
The Titanotylopus was a giant prehistoric camel that went up to 11ft at the shoulders. I think this would be a good creature submission because Camels are desert creatures, even though this one lived in North America. The Titanotylopus would encourage survivors to create caravans with their tribes to venture throughout the Scorched Earth. I know we already have the Morellatops, but I think tons of people would like to see the Titanotylopus for a change. The Titanotylopus will be a passive tame which will need only cactus, it will take nothing else besides Cactus. The Titanotylopus saddle will house extended storage ontop of reduced weight once paired with 2 other tamed Titanotylopus. One of the main reasons why this tame would be more efficient is because it’s a passive tame. Nobody wants to waste resources trying to knock out a Morellatops and a Paracer. Personally, I think this takes the edge compared to the Morellatops. Another boost this could give is when you’re in a caravan you get less effect when you get stuck in a heatwave or sandstorm, this would be really helpful because you can carry tons of items in the caravan without getting slowed down due to sandstorms or heatwaves. The Caravan boost will increase from 10% (3 camels) to a 80% weight reduction. You won’t be able to get any higher than that even with a very large caravan. The Heatwave and Sandstorm effects will not change but they will still be decreased once in a Caravan. When you tame 3+ Titanotylopus it could enable a Caravan boost which decreases how much items weight, they could be really helpful while crossing the Scorched Earth. Now you know why you should vote for the Titanotylopus to be in ARK because of the Caravan boost it can potentially get if WC could add it to the game. They could also add a Caravan boost with other creatures as well. A big factor on why this competes with other creatures in the Scorched Earth is because it’s a passive tame, which really takes the edge over the Morellatops. And it would be as fast as an equal considering modern day camels run up to 40 miles per hour. The Titanotylopus would excel in fiber and cactus harvesting, this would be really helpful at the beginning of the game. please vote for this idea to add the Titanotylopus to Ark Survival Ascended: Scorched Earth.- 8 replies
-
- scorchedearth
- ark
-
(and 4 more)
Tagged with:
-
I haven't seen any information regarding the crossplay for ASA other then it'll exist but... Official crossplay for ASA needs to be between only consoles. Pc belongs on separate servers because of one, cheats, and according to their sotf patch notes, unfair mouse and keyboard vs controller advantage. For unnoficial servers let everybody play together. If anybody knows anything confirming how it'll be handled then please share.
-
Disable Mating on Official Maps in ASA and Ark 2
MisterMertz posted a suggestion in Game Suggestions
All ASE official maps are crowded and overloaded with dinos and super structures for massive dino breeding. Don't let ASA or ARK 2 get to the same state. Disabling mating is a legitimate way to control the dino population, maintain the game challenge vs breeding creating super dinos, force new players to play the game and tame vs receiving/buying super dinos on day 1, make the wider range of native dinos more valuable since dinos will all stay closer to their original stat range. If someone wants 40 dinos they only need to tame 2 then mate them, but this way they will have to find, tame, and actually play the game to have that many dinos. Unofficial maps have great controls to prevent overpopulation and server lag, this is missing on official maps. -
With all the up and down, free vs paid vs needed revenue let's meet in the middle. ASA is nothing more than pretty graphics/UE5 update with S+ and Krakens better dinos added in along with Atlas character editor. Come on better snap points and baby dinos is not worth $60 when we are playing the same on private servers for a while now. How about 50% off for anyone who already has all Ark DLC's including the failure called Atlas. $20 is a fair pricce for the upgrade to the new model and enough to cover the labor to do so, then AFTER Ark comes out we can decide on the next step. Most of us understand that it not just copy paste to do and upgrade (but is more easy if tthe source has been maintained and upgraded all along) https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/ BUT at the same time all the MODS that make Ark what it is needs to done along with just the core game and these MOD devs put in huge amounts of time to keep the general public playing Ark and need to be acknowledged also, so yes this is a community decission and we all need to meet in the middle.
-
So, to be clear, I probably wont get ASA. Ill most likely buy Ark 2. I already own ASE and was looking forward to ASA, even if it was bundled with Ark 2 as a preorder. I want everyones opinions on the recent community crunch.
- 2 replies
-
- community crunch 356
- asa
-
(and 1 more)
Tagged with:
-
With the upcoming closure of ARK: Survival Evolved Official Servers at the END of August and the release of the UE5 ARK1 Remaster, or ARK: Survival Ascended, I want to put forward a large collection of ideas for the Devs. This will be an IN-DEPTH List of changes and balances to the overall game. This is of course, a list of suggestions that I hope to give to the developers to look at and take ideas from if they wish to. Hell, they may have already had some of these ideas, but I want to put this out here for them anyways. Map Suggestions: Removal of 6x structure damage that exists OUTSIDE the boundaries of a cave. Many caves hold this issue, especially regarding Center Ice caves, Center Pearl cave, Fjordur Dragon Terminal Cave (Front Gate Entrance) and Center Lava Dropdown cave. Rather than the 6x stretch to be 40+ foundations away from the entrance of a cave, I suggest these 6x boundaries stop at a maximum limit of 5 foundations away from a cave entrance. Additional 6x structure damage to caves that don't have it but are counted as caves by the game's own code. Referring to the INI line "AllowCaveBuildingPvP=false" that was added for conquest servers during the no cave building season. Removal of 6x Structure Damage from Ocean "Boxes" on Gen1 and Fjordur. Massive entrance Under Water spaces that fundamentally serve more closely as Underwater Bubbles (Like on Center) than caves. I reason, if Center is allowed 1x Underwater Bubbles, then the same should be argued for these "Boxes" that aren't just "Caves". Removal of 6x Structure Damage from the Fjordur "Realms". The separate biomes like Gen1, that suffer as largely unflyable spaces due to the way it is counted as a cave. They are 3 additional large spaces to play in, PVP in and more, and are rendered half useless because any building spot that looks decent, is all 6x no matter what. The same going for travel being severely limited to only Desmodus and practically banning all other forms of flight because it treats the realms as caves. A Fix for Center Underwater Bubbles to properly allow the uncryo-ing and teleporting of tamed creatures into them. They are largely untapped base locations simply because they are largely unusable because of this bug. A Fix for limited building spaces, such as a large cave on Extinction that you cannot build half of, due to the way the terrain around the edges of its interior prevent placing anything past a certain point. Addition of wild creatures where they used to be in their modded map versions or are placed during gamemodes like conquest/classic. Biggest example of this is the addition of Reaper Queens present on Valguero Classic/Conquest Servers. Or the removal of Rock Drakes off of the Valguero and Crystal Isles maps on release. More or less, looking at Non-Story maps and re-adding or newly adding creatures to balance them out individually, still keeping in line with their release periods and corresponding story DLC that came before. Dino Suggestions: Tusoteuthis should have a VISIBLE "struggle to get free" minigame like the Bloodstalker and Tropeognathus do. They also should get dismounted by Shadowmanes rather than their current complete immunity. Should also nerf their damage output by half given that their base 85 damage becomes triple that for every mouse click, because of the way Tuso attacks are coded. Dunkleosteus should be immune to nets and shadowmanes, and be the true soaker of the ocean given its bulky look and natural armor, offering rider protection similar to a Trike's. With that in mind their HP pools should be at least double what they are to compare to the sheer volume of HP that Basilos present to the table. Basilos should NOT be immune to nets and shadowmanes. While they serve wonderfully as an immunity to Cnidaria, they posses far too great an HP pool to be immune to these things. Given that their maximum HP when capped out is nearly 700k currently, I feel they should be nerfed to be closer to 400-500k OR take a slight bit of extra damage from turrets. TEK Mosa Saddle Revamp. Instead of it being another Megalodon Saddle, why not make it similar to the Space Whale turrets? You could add 2 mountable TEK emplacements and maybe the rider gets access to a large TEK cannon similar to the Stryder Chest Cannon. It would add some unique usability to the Mosa in PVP saddle wise. If you then also increase Mosasaur bite damage to be equal or slightly less than a Tuso's total output, they would serve as a Tuso rival while still being able to be messed with by a Tuso. Remove the ability to bleed Brontos, AND Titanosaurs. Rebuff Bronto Saddles to the past 100 armors they once held, same as racers. And Rebuff Bronto HP to sit MORE firmly in-between a Racer and a Megachelon. They are huge creatures that take full damage from most things, so having a bit more available health would make them more useful. Buff Titanosaur HP to sit around the same value as an Ext Titan (roughly 500k-700k) - Suffers from a similar issue Brontos have against Diplos, but in this case its Titanosaurs against 'Chelons, where a smaller creature scales BETTER than it does late game. Increase Turret Damage dealt against Brontos and Titanosaurs, ideally by a multiplier of 2x damage. Following that, give Titanosaurs the Mek damage multiplier and Download Damage Multiplier That Extinction Titans receive. Also make them transferable with the same restrictions that Extinction Titans receive. Increase Bronto and Titanosaur Resistance to Damage from NON BULLET Sources to turn them into Dino Tanks rather than bullet tanks. Soaking up the bites of a capped damage Giga or Rex and soaking up the spines of a Velonasaur would add new utility to these very old tames without making them exceptional choices for turret fire. Allow Brontosaurus and Titanosaurs onto Aberration. I argue this merely because creatures like Megachelon, Ice Titan, Desert Titan, and Forest Titan are all allowed yet these Sauropods are banished to the shadow realm! Haha. Increase Bronto base damage to 80-100 dmg instead of 60. Also adding a Debuff that applies to CARNIVOROUS tames or, tames in general, struck by the Tail swipe of the Bronto. It could be called something like "Shattered Bone" or "Jaw Broken" and applies a 20% damage debuff for 5-10 seconds, and stack up to 3 times for a maximum of ~49% damage reduced from a tame with this debuff. Add a TEK or alternative defensive Saddle for Rock Golems, the only ability it provides however is the ability to soak up explosive Tek damage the same way it soaks up Heavy Turret Ammo. As is stands, it becomes entirely obsolete the minute TEK turrets are introduced to the field. Allow Andrewsarchus, Amargasaurus, Fenrir, and Fjordhawk onto Aberration. Given the current Aberration balance I feel these creatures fit the overall Aberration vibe and should be allowed to be present. Allow Fenrir's to be breedable. As they stand they lack the strength to be a player in the long run of ARK. The advantages they bring are far overshadowed by their inability to perform as such. Tropeognathus has a glaring issue in which, when it is stunned/dismounted, it is unable to take off mid air like other flyers do. They are forced to fall all the way to the ground before they can take off again. I suggest either changing it to match other flyers, or changing other flyers to match the Tropeo. This would bring Aerial combat far closer to the ground, if they had to touch the ground to even take back off again I mean. Structure/Item Suggestions: Miniguns across the board are wildly all over the place. I believe these should be rebalanced between the Emplacement, the Handheld, and the Andrewsarchus miniguns and given a set shooting range across the board, and varying damage values depending on which is being used, with separate advantages for each choice that simply isn't present in the game currently. TEK Tier lacks its own emplacement like the rest have. I suggest adding a place-able version of the Space Whale TEK Emplacement, balanced out with separate advantages to each to keep the Space Whale still viable to use between the options. Riot Armor has always lacked a true reason to be crafted by players, simply due to the lack of advantages it holds over flak. I suggest increasing Riot Durability to make it more pleasing to craft over flak, while still making it a cost vs effectiveness game with its particular resource costs. I suggest an additional tier of underwater armor between Scuba and TEK suits. A form of Armored Scuba that is weaker than Flak but has quality level unlike TEK suits on maps that don't have TEK suit blueprints as part of their loot tables. These are my current suggestions for this thread. I hope some of these ideas prove helpful to the Devs during their project to port ARK1 to UE5. Any further ideas I will edit in as I come up with em, including any ideas we as a collective come up with below on this thread. Hope to see what the "ARK: Definitive Edition" (if you know, you know), looks like on release day! Excited ngl
- 5 replies
-
- dino changes
- tlc
- (and 23 more)
-
The Closing of Ark: Survival Evolved Official Servers
stephmb89 replied to ladymarina's topic in General Discussion
I’m still super confused on Ark 1 official servers shutting down. When everything goes to single player, will I still be able to keep my Dino’s and bases? If so, how does it work if you were in a tribe? Does all that stuff stay there or what? I’ve never been through this so if someone could really explain it to me I would appreciate it so much! 😅