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  1. I was just wondering if maybe there would be some creatures in the remaster that will become tameable or become breedable. There is at least one creature that could use this treatment in almost every map that I can think of. These are just to name a few. I don't know exactly how many creatures are not breedable / tameable. (Also, I know some of these might be a bit odd, like the Parakeet fish swarm, but I could see it having a use in some way.) The Island: Coelocanths, Liopleurodon, Leedsichthys, Ammonites, Eurypterids, Cnidaria...then again a tameable bio-toxin farm would be a bit too good I think. Scorched Earth: Jug Bugs, Rock Golems, and "maybe" Deathworms, even though I know the dossier explicitly states they are "Untamable", and possibly even rubble golems. Could be interesting to have a much weaker, but smaller tamed Rock Golem. Aberration: Glowbugs, Lamprey, Basilisks, and Karkinos. I'm not saying Reapers. Breedable Reapers would be way too OP. Extinction: Making Breedable or "Upgradable" Enforcers and Defense Units / Attack Drones. Gen 1: Astrocetus and the Parakeet fish school: They can be used as a small little way to get fish meat. Gen 2: Carnivorous plants: While not an actual creature, these could become another plant species. Plant species C, if you will. They will act just like the wild ones, ensnaring and eating anything small enough. Free maps: Fenrir and Griffins. (Seriously, it's a crime Fenrir isn't breedable to me with how hard he is to get. Plus, Fenrir is probably my second favorite mythological creature, with Jormungandr being my all time favorite.) I just think that some of these could make good additions to the tameable roster. As some of these could be combat mounts, like Leedsichthys or Liopleurodon. And others could be used as more QOL tames, like the Parakeet fish school. I'd like to hear what others think. Sincerely: Jade - a solo survivor.
  2. Hi how are you 🦖🦕, team of wildcard , I am making this suggestion because I think it’s really unbalance , a person has to farm 2,3 days for bullets and someone also comes with an stego and runs directly to you base a trows a rocket 🚀 and the whole thing goes down with hundreds of bullets this makes bases defenseless .. I think the turrets should provide alittle more of a “protection” to your base while you are off line , my suggestion is to make dinos who are tanking way slower like an 80% to 90% movement speed decreased so the person who is raiding can’t rush bases like that and actually has to take the time to raid a well build base , and a bigger chance for the person getting raid to get online and defence the base they took a week to build … this will keep more players active playing the game because more bases are going to be standing 😊 and only not well build bases or unprotected bases will go down fast , thanks for listening 🙏
  3. ASA Hardcore Cluster Recruiting Looking to tribe up and ascend off of the Ark. If you haven't heard, hardcore is the best game mode for a survival game. Hardcore is all about The Tribe. There is way more to gain then there is to lose on hardcore. Come play Ark as it was meant to be. Bragging rights await
  4. I'm wondering if Ark: Survival Ascended will have host barriers on Non-dedicated, as it was on Playstation, X-box, and I believe Computers / Steam. I'm not familiar with the Steam version of Ark. But anyhow, I'm hoping to god there is no host barrier, and if there is, at least a toggle to turn it off. As I believe UE5 and the updated hardware and processing units of the newer generation consoles can uphold a stable server, even if there is no host barrier. As before, once upon a time, there was a brief period of time where Playstation didn't have the host barrier, and it was the most fun I had on Ark with my friends. Personally, I've never had any issues with it back then. But, after they removed it, my friends just stopped playing Ark all-together. Being tethered to me wasn't the most exhilarating experience. ( I tend to build a lot. ) So, for that reason, I ask, will there be a host barrier in the remaster? As that will play a large part in me getting it for my friends. I myself am definitely getting it however, for I love Ark even if I have been playing solo for almost 4-5 years now. Sincerely: Jade - A solo survivor.
  5. What is one of the most important factors for an online game? The popularity! Nobody wants to play in an empty online game, right? Well, let's start by saying that even before ASCENDED was announced, EVOLVED was already dead. ARK is a game that has population loss as a natural consequence, because half of the players that lose everything don't want to start from zero or don't have chances because it's hwrd for a new tribe to compete with the old ones. Another reason that made the game dead was the ever-increasing opening of new types of servers like SmallTribes and many others, that divided the population, making the official servers more and more dead. The novelty of the ASA announcement that excited many was the possibility of playing in complete crossplay, because the servers would be SUPER populated. But now, for fear of unbalanced games and PC cheats, Wildcard wants to create servers only for consoles and this way will divide the console community into 4 parts! (also considering SmallTribes Fullycrossplay and SmallTribes console-only crossplay) Console tribes are now confused. They don't know where to go to play. Full crossplay more populated but perhaps unbalanced and with cheats or just console less populated but more "safer"? This split is the worst thing Wildcard could do. With new servers we have a great opportunity to populate the pvp community and we are wasting it. 🔸 MY ADVICE IS THIS: set the console-only servers as if they are like servers of new maps you opened on EVOLVED. That is, with partially limited transfers. - Can transfer characters from full crossplay to console crossplay; - Can transfer characters from console crossplay to full crossplay; - Can transfer items from console crossplay to full crossplay; - CAN'T transfer items from full crossplay to console crossplay. In this way, anyone that decides to build a base on consolle-only crossplay (because they are afraid of unbalanced play and PC cheats) will still be able to have bases on fully crossplay servers too and in the future will be able to transfer everything from the console-only crossplay. To do full crossplay if the cheats are indeed fixed. Console-only servers cannot be attacked by the PC but as also PC players will not be disadvantaged by this situation: why would console-only players attack PC servers if they can't bring back their loot and items? And, PC players would still have significantly better dinosaur stats than console-only players. 🔸 Another idea is to eliminate SmallTribes to encourage players to find/create large tribes in the official. Or connect also SmallTribes servers with official servers (removing the 3x and leaving only the tribe member limit). In this way, whoever attacks those servers will only be able to do so by creating tribes of 6 players. In short, it's important to build a HUGE PvP community.
  6. On Community Crunch 381 we got first Q&A session for ASA. But we have lot more questions about ASA so here will be good place to collect them all. Only questions, no discussion. Hope devs will see our questions and answer some of them in next Q&A. I will start: Will we be able to rent a private server on Nitrado for ASA at game launch? Will we have wild baby dinos at launch? What about wild and not ridden tamed dinos fall damage - no fall damage like in ARK? Will be wild dinos smarter in ASA to not jump from clifs? Will we be able for fast pulling resources to craft items from our nearbly storage (we know this QOL improvement from S+ mod and it's very usefull)? Will we have new cutting trees and destroying rocks animations in ASA? Will we still be able to drink see water in ASA. Will we have some bigger waves and storms in the see? Will all creatures be visually improved in ASA (it would look bad if we have visually improved maps + old dino models )? Will the ASA launch trailer be a remake of original ARK launch trailer (I think it would be cool)?
  7. I'm not saying that all flyers should have dives with the speed of a Snow Owl or Griffon, but I feel like all flyers should have some form of the mechanic. I think with the removal of movement speed leveling on official servers it would be a good time to implement something like this! I believe it would my aerial battles much more dynamic as well. I think it could also be a good way to implement features that make each flyer more unique as well. A really big creature such as the quetzal diving would create a lot of wind pressure, maybe enough to trigger a wind gust like the wyvern wing flap? I just feel that diving makes sense as a base mechanic for flyers, and would also create a new opportunity to make some flyers more unique or useful in new ways!
  8. I would love to see a sort of breaching mechanic for water tames in ASA. With the new water physics I think it's a perfect time to implement something like this. My idea is when the creature leaps out of the water you can dive back in for a small speed boost. There are of course tames that this wouldn't make total sense for (sorry Plessy) but seeing Ichthys, Mantas, or even Megs breaching out of the water would be an amazing sight to see!
  9. Please change it to match that of maps like Ragnarok and The Center where high level dinos are much more commonly spawned.
  10. Hello, Since Scorched Earth is next on the block for the UE5 migration now would be the perfect time for a wee quality of life change. I have a friend that loves ARK but when we play SE he always gets motion sickness from the heat wave effects. Can we get some setting please to lessen or disable this for our friends that suffer with motion sickness. It would be am amazing qol change for them!! Thank you for considering this change. We are really hyped for ASA and looking forward to a grand adventure through the story again! ❤️
  11. Engrams should be able to be better sorted and ordered according to what your looking for besides just the maps and dlcs. Now instead of just DLC you can also sort by Category and Technology Level. Using these 3 together as well as the search bar can help you find things especially when their names may be just a bit off from what you think and don't want to scroll through the huge wall of engrams to find it. - Category - These sort items based on what they are and the various uses and type of item they are. Like the craft able Resources in a Fabricator, or all the ammo types, or the tools for painting, or every saddle. You can even add Subsections to be more specific. Structures - All peaceable structures, this includes all normal building pieces, Platforms, stations, systems like pipes or electricity, containers, decoration and deployable harvesters like Oil Rigs, Sap Taps and Gas Collectors. Construction - Alternative version of Structures that only has building pieces that are not stations or containers, wires, pipes or the sort except for Ladders and Elevators. Only has building pieces of the Thatch, Wood, Stone, Metal, Greenhouse and Tek tiers. Equipment - Every player wielded, used or equipped item that is not just a consumeable, including Blood Syringe, all handheld tools and weapons including their ammo, all armor, GPS, dino tracker, waterskins, explosives. - Subsections - Ammo, Weapons, Armor, Tools, Gadgets, Explosives, Misc Saddles - Saddles - Subsections - Aquatic, Terrestrial, Aerial, Platform, Industrial, Tek. Resources - Everything that can be crafted as a resource that is used by other things or in crafting stations by the player like Mortar and Pestle, Fabricator and Element conversions. Decor - Every item that doesnt have an immediate or very important obvious use in the game besides rpg value or decoration or just gas good decorative application, including chairs, tables, torches and lighting, mirrors, paintings, maps, rugs, trophy stands. - Subsections - Furniture, Lighting, Wall Mounted, Floor. Pilotables - Rafts, canoes, and manned seige weapons like ballistas and Catapults that players have to use manually. Tools - Smaller section directly for all the useable non weapon items like paintbrushes, whips, scissors, pickaxe and axes, magnifying glass, spyglass, binoculars etc. Smaller and more specific than just Equipment. Agriculture - All subsection items related to crops and plots, compost Bins, re-fertilizer, pipes, greenhouse, Beer Barrels. Industrial - Has every Fabricator or Industrial tier item including all electrical components and electricity powered objects. Taming - All weapons use able for taming like the Club, Slingshot, all Bow types, all tranqing ammo, includes Catapults and such for Golems and Karkinos, Harpoon and its tranq Bolts, darts and long neck rifle, anything that aids in taming or is a taming food like Bug Repellant, Bola and Prod, traps like Bear Traps. - Technology - This sorts things by the tag or definition of what tier of technological advancement they are. For example - Spears, Campfires, Cloth Armor, and Stone Tools are all in the Primitive or Thatch tier. Each tier is represented by a material, or an item quality, depending on what fits the best. Primitive/Thatch - Thatch building tier, Stone Tools, Cloth Armor, Campfire, Cooking Pot, Slingshot, Bow, Mortar and Pestle, Small Storage Box, Hide Sleeping Bag, Raft, Wooden Shield, Saddles below level 20. Ramshackle/Wood - Wood building tier, Hide Armor, Large Storage Box, Bed, Refining Forge, Smithy, All metal Tools, Ammo and Weapons below level 40, Ghillie Armor, Flak Armor, Saddles below level 40. Apprentice/Stone - Stone building tier, Stone Fireplace, higher tier metal tools and weapons above level 40, guns and ammo, fabricator, Bunk Beds, saddles below level 60 Journeyman/Metal - Metal building tier, more guns and their ammo, industrial stations, turrets, seige turrets, Saddles below level 80, Mastercraft/Polymer - Tek-like industrial items that are not Tek and dont require boss kills or Element to unlock/power like the Incubator. Very advanced items that are near basic level cap. Highest level Non-Tek saddles. Ascendant/Tek - All Tek items and engrams.
  12. So, with the Creature Vote for Aberration ending, it got me thinking about all the creatures on that map again and why the Seeker was never made tameable & I guess breedable too for that matter. How would everyone feel if Wildcard were to make the Seeker tameable for ASA & would you want it too also be breedable? Personally, I think they should be both tameable & breedable. If tameable I could maybe see them like being able to help out your tamed Reapers or something or maybe even being like the Sinomacrops giving you a glide or little bit of flight or something. You could even go another crazier route & maybe make there be a way to get even bigger Seekers that are rideable too for like other maps where flyers are a thing. So, what does everyone think should Wildcard maybe show some love to this kind of forgotten creature? While on the topic of Aberration & ASA should the Basilisk and Karkinos also be made breedable as well?
  13. Different tribe limit servers. Even if it’s just a couple servers per map. (duo solo quad) there’s many other non dedicated servers that have this and they’re popular. 6 man is not small for the average player. micro-transactions for skins. Parachutes, beds, pickaxes, hatchets, vaults?. would help the company be more profitable
  14. Is there any news or guidance on the official release date for Ark Survival Ascended? I want to book my last week of holiday off work as advanced as possible 😅
  15. When I played a few years ago, I used to hunt for mesh bases to raid, eventually and rightly so, I got banned while doing this. Will the account bans in ASE carry over to ASA? Would love to play official servers on ASA with my main account
  16. Hallucigenia Sparsa: You can watch an in-depth video from me, covering this concept in greater detail here: (And yes, this is my Youtube Channel) Contents: 1: Real World Info 2: Dossier 3: Sexual Dimorphism 4: Abilities 5: Taming 6: Post Taming 7: Other Important Things Real World Info The Hallucigenia is an extinct creature that is very unique. Although it is hard to tell the closest relative of it is actually the Velvet Worm. (I won't include a picture incase of people who don’t like gross stuff, but I’d recommend to search it up as it is a very unique creature) It was originally believed to walk on the spikes on its back (first picture) but was later discovered that it actually walked on the things they thought were tentacles, legs now. (second picture) But I will be using both of these renditions for the full concept of my Hallucigenia. The difference between Female and Male Hallucigenia allow for both PvE Players as well as PvP players giving all sides of the game a new creature to use. This should hopefully help everyone get something they like. If there are any suggestions or question you have of my creature concept make sure to leave them down below, and I will try to add as many suggestions as I can to the concept. What Scientists originally thought the Hallucigenia looked like: What Scientists later discovered it actually looked like: Although the Hallucigenia Sparsa did only grow to about 1 inch long it would be much bigger for the sake of fitting into the fauna of the Arks. Females would be slightly larger than a Diplo, and Males would be slightly smaller than a Diplo. Dossier: I unfortunately do not have any Dossier Art or Art in General, but I do have a description of a potential Dossier (If anyone would like to make art showcasing this creature it would be awesome!): Common Name: Hallucigenia Species: Hallucigenia sparsa Time Period: Mid Cambrian Diet: Carnivore Temperament: Docile - Until Provoked Wild: The Hallucigenia sparsa, alongside another recently discovered specimen the Rhyniognatha, reassures my suspicion that the Ark’s have tampered with the genes of their habiting creatures, some more than others. It was incredibly small in reality, smaller than my thumb, but here it is a towering beast capable of handling even the toughest of marine life here. They adore deadly spikes layering across its back, proving to be useful for both display and defence. With some even evolving to walk using these spikes, it is fascinating the rate at which creatures on the Arks can evolve. Domesticated: Although tamed through a blood transfusion with a weak juvenile, once grown up there have been several sexual differences between males and females. The vibrant Males I’ve studied had solely walked with their spikes, but instead using their “legs” as a way to release spores that have harsh effects. While the Females have been quite the opposite, being dull in coloration, walking with their actual legs and using their spikes as defence. I’ve also witnessed the Females have a very abnormal weight tolerance, and is mainly used for transporting large hoards of items. These gentle giants, while not preferring combat, come equipped with a variety of tools. Males utilize their deadly spores and agility while Females can withstand a large amount of damage and use their piercing spikes in combat. With both offence and utility at its disposal, the Hallucigenia is definitely a creature worth having. Sexual Dimorphism: Males: Male Hallucigenia look very different from Females, being the older rendition of the creature. Males also come in a more vibrant colour than females as is mainly the case in the wild, as well as are smaller than Female Hallucigenia. Image of what it could look like: Females: Female Hallucigenia look much more like the modern rendition of the creature. Females are less vibrant in color than Males and are also a bit bigger than the Males as well. They are also much more tanky than Male Hallucigenia’s. Image of what it could look like: Abilities: For Both Genders: Lightweight - Both Male and Female Hallucigenia can press 2 keys to go up or down in the water. This allows for changeable water depth very quickly. This also allows them to be at any water depth in the Center’s ocean. Adaptability - Both Male and Female Hallucigenia have the ability to be on both land and water. For Males Only: Climbing - Male Hallucigenia have the ability to scale up walls and any other surface similar to a Megalania due to their sharp spikes moving them around. This would act just like Megalania but would also be able to move left and right as well. Spore Burst - Male Hallucigenia have the ability to spray a large cloud of all Hallucigenia Spore’s (Hallucigenia Spores disorient, suffocate, slow and tranquillize targets (similar to all the mushrooms on Ab) that affect anyone or creature that goes through it. This ability then goes on cooldown. Spore Beam - Male Hallucigenia have the ability to concentrate a beam of a selected spore type towards an enemy which will both deal the intended effect as well as some damage towards them as well. Spore Types: Tranquillize - Will increase the Torpor of the target rapidly. Damage - Will damage the target rapidly. Suffocation - Will decrease the Oxygen of the target rapidly. Slow - Will decrease the movement speed of the target rapidly. Disorientation - Will disorient the target rapidly. (similar to the death mushrooms on Ab) For Females Only: Carrier - Female Hallucigenia have the ability to carry a large amount of weight and even have a weight decrease for a majority of items. Making the Hallucigenia a great creature for storing and moving items. The Hallucigenia will also still be able to move when it is overburdened but instead can’t have anything else on it. Spiky Back - Whenever a Female Hallucigenia is attacked by another creature it will take a large portion of the damage it dealt back to it. This makes the Hallucigenia a good creature for defending bases. Nudge - Press C to slowly charge on the side you are facing. This will deal significant damage to a creature and give them the impaled status affect for a short duration. This is good for getting creatures off of you that are attacking you from the sides. This attack will also do a good amount of knockback. Last Escape - Hold down a button (X) for 4 seconds to initiate this ability. You will shake rapidly knocking all creatures near you back. The Hallucigenia will then launch all of its spikes out in every direction dealing large chunks of damage to any creature hit by it and gives any hit creature the impaled status affect. If underwater the Hallucigenia will float rapidly towards the surface. Once all this has been completed the Hallucigenia will lose 80% of its health and will gain a temporary speed boost to make a grand escape. It will take a long duration for the spikes to grow back and be used again in abilities that use it. I feel that this ability helps to get your creatures to escape instead of them dying. As I know many people would rather not use a creature for a bit and let them heal rather than losing them forever. Toggleable Ability: Lay Down - Hold for the Toggle Wheel and select Lay. The Female Hallucigenia will then lay down on the ground or on the bed of the sea and act basically as a primitive spiked wall but it is much bigger. This will also heal the creature much more quickly and regain a large amount of Stamina. Taming: In order to tame a Hallucigenia you must first find a wandering baby in the wild. You would then give it a certain amount of Bio-Toxin (20 per level, so if I was trying to tame a lvl 150 Hallucigenia I would have to give it 3000 Bio-Toxin). Once it has calmed down after you have given it the Bio-Toxin it will latch onto your back beginning to drain your health. In order for it to tame it will drain health (or if you have blood packs in your inventory, it will drain those instead) in order to be tamed. Throughout this process the baby Hallucigenia can go out of water, but if it takes any damage it will hop off and ruin the taming. After Taming: Once you have successfully tamed yourself a Juvenile Hallucigenia it is not over yet… Once they are tamed they still need to be nurtured and fed, so once tamed they will have to stay mounted to your back until they reach 25% growth. Once they reach 25% growth they will hop off your back and demand blood to eat, just like wyverns require meat and wyvern milk. (This stage of getting a Hallucigenia also applies when you have bred one, it must mount you and drain your blood until 25% growth) Other Important Things: Basic Hallucigenia saddle unlock at Lvl 72 (will be used for both Male and Female Hallucigenia). Platform Saddle (For Males Only) will unlock at Lvl 83. Baby Hallucigenia take a large portion of time to grow, (roughly the same amount of time to grow as a Rex) After mating Hallucigenia will lay eggs just like many other species in Ark. Hallucigenia must be underwater to begin Mating. And that it is for this concept! I hope you enjoyed and it would be much appreciated if you could upvote this creature as I feel it would make a great addition to Ark’s Oceans!
  17. 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.
  18. 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)
  19. With the upcoming closure of ARK: Survival Evolved Official Servers at the END of September 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. Aberration should have some larger subdivision of its spawn biomes, like Genesis 2's Eden ring being subdivided more than it appears to be on the surface. Examples of this being: - Separating the fertile lake water spawns from the rivers and adding unique lake spawns in the deep water - High up locations having unique spawns and creatures as opposed to sharing the same spawns as lower locations - Redwood tree locations being a more redwood-based spawn type area while still retaining aberration feels - To go on top of that, there should be additional aberration variants to go along with any potential spawn variance that could get added via this subdivision (Ab terror birds, compys, actual spawning dimorphs, araneos and megalania, etc. etc.) - Radiation area being split up to include newer spawns, or more uniquely separated spawns, - as well as make reaper queens rarer by the same nature. Maybe mix their spawns with reaper kings to increase their rarities or something? I also think the aberration surface could benefit by a closer resemblance to the lunar biome on gen 1. That being non flyer non giga tek spawns, maybe some lower gravity, etc. Additional Rockwell Innards entrances and a change in how building around it works. Allow turrets but retain the damage multiplier on structures. If anything, block building within a decently sized radius around the heart/Rockwell prime terminal if that's the concern. Dino Suggestions: I suggest every variant should have different advantages across the board (better than the typical "aberrant dinos have 3% less hp and 5% more damage" that makes up the current standard. If they don't get those advantages, Most variants, if not all of them, should be breedable with other variants instead. (IE, Aberrant Spinosaurus breeds with X-Spinosaurus type stuff) Or at least living variants breeding with other living variants and not TEK ones. To list off examples of the first idea however: - I think Aberrants should be more resistant, maybe like 10-20% more resistant against damage from turrets/bullets but maybe not dinos, and should ALL be radiation-proof to give them value compared to their vanilla counter parts, or some other effect that gives them an edge just like it. - Another example being X-Dinos being more resistant to Dino damage but not turrets/bullets or perhaps instead, dealing more damage to creatures and taking more damage in return as opposed to taking less. - Or even another idea being the one often seen in mods where TEK Dinos do bonus damage against element-related creatures such as Extinction's Corrupted variants, Gen2's Rockwell biome(s)-specific R-variants, and Rockwell created/influenced creatures like Shadowmanes, Reapers, Nameless, Noglins, Summoners and other creatures like that. But in return perhaps they take bonus damage from explosive type damage such as TEK Turrets/Rifles, Grenades, Rockets, C4 and the like. - These types of advantages would be pretty cool to play with among the variants to provide more of a reason to raise those particular creatures over another variant of the same creature. This would however, then require an advantage that Vanilla creatures get over other variants to balance the gap between them all. I don't know, I feel like there's SO much you could do with the variant related content in this game to vary it up more and it tends to stagnate pretty heavily these last few years in my opinion. On top of changing the variants we do have, I think we should get some more map specific variants on other maps, like Center, Ragnarok, Scorched Eartth, Valgeuro and more and more. Now that idea may be pushing it, and might increase the game's size far too much, in which I'd get that. But at least our old friend and story map Scorched Earth could do with having variants of its own. Every story map since Aberration has had variants of some sort, I'd like to think Scorched should get a set of its own too. 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. Mosasaur itself, If you then also increase Mosasaur bite damage to be equal or slightly more than a Tuso's total output, they would serve as a Tuso rival while still being able to be messed with by a Tuso's ability to pick it/rival it. 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 Titanosaur to Extinction, Gen2, and Valguero and add the ability to Transfer them like Ext Titans (including download timers and multipliers, they're a raid dino that you can't feed just like the Ext titans, they deserve some love too!) Titans, Ext and Titanos, should be allowed onto Genesis 1 and 2. If its a matter of terrain issues on Gen1, then just add them to Gen2 / fix the crash that occurs when someone attempts to download one. If not, I frankly see no reason to disallow them OTHER then the mission-cheese concern, which already happens with capped damage Gigas anyways LOL Complete Flyer Rebalance. And I do mean complete. They should all be significantly harder to obtain, as getting off the ground early is a very significant game changer in both playstyles. - Pteranodon's could be like 40-60% faster overall. Their stats however, are fairly well placed. - Argentavis could be somewhere from 70-100% faster overall, and picking could be rebalanced to have larger range and slower animation for a wider range of utility in combat. Currently they are too slow and too easily targeted to have any sort of utility in the PVP world. And for PVE they get overshadowed by a plethora of other tames for both flight and end game farming. - Desmodus could be about 30-40% slower, given that they get a saddle and a full dive like owls or griffins AND are breedable with the ability to take out weapons with a wide ranging pick. I think many could agree having them be slower is a very fair deal, especially since in an early game environment they are largely tamed as easily and numerically as Pteranodons. With that said, I also think they should be harder to tame. How exactly to achieve that, I am unsure of as of this update. - Snow Owl dive bomb-ing into the ground currently applies a slowing effect. Instead, I think it should apply a freezing stack like the Rhynio's resin stack, and that mechanic should be universal across all freezing mechanics. (IE: Amargasaurus Ice Spike should have a visual indicator for it's freezing mechanic, and coordinate with the owl, Managarmr, Ice Wyvern, Fenrir, and Ice Titan freezes, obviously applying various amounts of said freezing stacks. By utilizing the same mechanic, you could then set up the mechanic to either last longer via specific means or be cuttable with a sharp object like how nets or resin sapping work, or even blunt objects for freezes to directly oppose resin/net requirements) - Rhyniognathas could do with less health scaling, and/or some way around the resin armor. Perhaps bonus explosive damage? Or additional resin cost as damage is applied, inducing the idea that the damage is "chipping" away at the armor. Maybe after a fast enough amount of damage is applied, it forces the resin armor to turn off because it all got "chipped off" too quickly. - Crystal Wyverns need to be harder to tame outright. They prove to be so easy to tame on fresh start, largely due to note runs outpacing their level requirement. Perhaps instead of a basic passive tame, they could be reworked to be more like other, newer creatures that have unique taming methods. - Ice Wyverns need a change to their breath mechanic to be better utilized. Perhaps an increased range. And/or something like a proper full freeze if you stack enough times similar to the Rhynio's resin. (See Snow Owl Example) - Fire Wyverns could get a better range to their fire breath, as the way it tends to function while moving is often outdone by the ranges of crystal wyverns with similar, if not identical breaths. Seeing as It's reused by Ice and Crystal Wyverns, I'd much rather see both Ice and Fire be unique compared to Crystals and the other Wyvern Variants. - Voidwyrms should be only raiseable by eating element or some other robotic part. Whether its ore, dust, shards or hard element, or even just metal, poly, electronics, or crystal/oil, it should be element or machine ingredients for a TEK machine. And honestly, that should be true for all the TEK dinos. Meat and berries unfortunately don't make that much sense in the context of TEK machinery. This would also make them significantly harder to raise, as late game creatures should be in most cases. - Tropeognathus could to have armor to their saddle the same way Andrews do. This would bring them into better competition against a creature like the Astrodelphis, which currently far exceeds the Tropeo's capabilities. The fact that Tropeo's, when force-landed by something like a Voidwyrm or Shadowmane, physically cannot take back off until it touches the ground is another major flaw, that could be a cool mechanic when applied to ALL flyers, but when applied to only one, just seems like a major bug that could be remedied. - Astrodelphis could increase the cost of its saddle to function. I'm talking like an element consumption like a Tapejara saddle per laser fire, and double, triple or even quadruple that rate for the tracker balls. And if they aren't already, take full flyer damage in ASA. - Astrocetus should be breedable, or at the very least, achieve a better scaling to their health pool to match up to end-game capped damage creatures and weaponry. - Quetz... actually quetzals don't really need any suggestions. Most I might say is bring back Plant X only for platform dinos (not just quetzals but all platforms), and add a limit like gates have. Like maybe 4 or 6 plants total. Would make the plants way more utilized then they currently get to be on a normal basis. Shadowmanes, so you cant double click insta-target, should force the charge-up stun on land, and with a faster charge, still require a charge up in the air. The point and click is incredibly overbearing in many situations and I think Shadowmanes would be more wildly enjoyed if they weren't as such. 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, as mentioned in the flyer section, 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. The latter of course would bring Aerial combat far closer to the ground, if they had to touch the ground to even take back off again I mean. More Alpha dinos! I think a lot of people would be happier to see more variety of alpha creatures. Mods like Shiny! Dinos do this really well utilizing buffs, and I think the game could benefit from something similar. More world-bosses like the Valguero-Broodmother, the Fjordur-Beyla/Hati/Skoll/Steinbjorn, and the Titanosaur/Extinction Titans as well! 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. 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. 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" looks like on release day! Excited ngl
  20. SPECIES: Thylacinus cynocephalus SIZE: Length 5-6.2 ft.; 2 ft. tall at shoulder; Weight up to 77 lbs. BODY PARTS: Wide jaws with strong teeth, striped back HABITAT: Tasmania, an island off southern Australia PREY: Kangaroos, wallabies, sheep WHEN? Species dates back to 23 million years ago; became extinct in mid-1930s Killing at night with a bone- crushing bite, the Tasmanian wolf decimated sheep herds and struck fear and outrage into sheep farmers. Superstitions even arose that this wolf craved blood like a vampire. The animal was eventually hunted to an early extinction. BIG MOUTH: The wolf could open its jaws enormously wide, at an angle of over 160°, much wider than a normal wolf. The animal's powerful jaw muscles helped it smash through the bones of its victims. INVISIBLE STALKER: Dark stripes, numbering nine to thirteen, started at the middle of the back and ran down its body along the tail. They provided camouflage as the wolf watched for prey from the shadows. When the Tasmanian wolf was first spotted, no one knew exactly what it was. Some called it a tiger, some a wolf and others a zebra wolf. Most agreed it was a bloodthirsty killer, and people shot, poisoned and trapped the animal until there were no more left. The last known Tasmanian wolf died at Hobart Zoo in Australia on Sept. 7, 1936. MOOD SWING: The wolf's 2-foot-long tail was stiff and thick at the base. The animal could sit back on it like a kangaroo. Unlike dogs, this animal didn't wag its tail to show its mood. CLOSE KIN: Despite its name, the Tasmanian wolf is much more closely related to a kangaroo than a wolf. Like many animals from the Australian area, it was a member of the marsupial group of mammals. RACK OF LAMB: With jaws open wide, the Tasmanian wolf could grab onto prey, such as sheep or a kangaroo, with a death-grip in one bite. Sometimes it simply bit into its victim's throat. Other times it would take an animal's entire head in its jaws, exerting tremendous pressure to crush the skull for an instant kill. The Tasmanian wolf devoured its prey straight away while the carcass was still fresh. It tore off meat until its belly was full. DID YOU KNOW? Early settlers thought that the Tasmanian wolf could hop on its hind legs like a kangaroo. Mechanics: Harvesting: With its powerful jaws it can harvest a lot of mutton and keratin from herbivores but not chitin from bugs. Note Finding: When having one following you it will tell you if an explorer note is nearby. Taming: To tame one you need to separate one from its pack and once its calm and collected you can lure one in with mutton chops and once fed it will retreat and you must follow it until is stops and lays down. once calm you must appear not threatening by removing and heavy armor not having any weapons in your inventory or creatures with you then feed it once again and comfort it. if it deems you a threat it will attack and kill you. Steps: It will ask for comfort food Request a pet or Ask to play fetch (Boomerang required) Pack Abilities: When in a pack it can generate an effect that staves off small predators like spiders, bats and Titanoboas. like a deinonychus a single wolf can latch onto a creature and drain its blood and if in a pack it can cause serious damage, but it wont work on bigger creatures but it will slow them down. Tek Harness: Being an aberrant creature on the station it possesses a connection to charge and with the construction of a Tek harness it can focus the charge like a charge lantern so you don't have to use one or put on down to stave off the nameless and you can have them walk around while you gather resources. it even has a turret mode. Over all i think this creature might be fun. we can always use more adorable little killers in survival games lol.
  21. -SUMMARY: Common Name (In-Game): Cave Frog Inspiration: Electrorana "Amber Frog" found in Amber from Myanmar. Aberrant Species Name: Electrorana ton asterión (Amber Frog of the stars) Time: Mid-Cretaceous Diet: Carnivorous Temperament: Languorous Map Relation: Native to Bioluminescent Biome Main Diet: Glowbugs, Shine Pets, Lamprey & Nameless Natural Predators and Only Counters Completely Immune to their Torpor Damage: Reapers, Rock Drakes, Basilisks, Karkinos Colors: Black, Grays, Purples. Blues, Browns, Oranges, Golds -WILD: Passive unless attacked. They rarely can be seen clinging to the branches and ceilings of the bioluminescent biome. Cave Frogs are usually spotted occasionally when they hop and glide across caverns to snatch a Glowbug that flies up too high. They also descend onto the Nameless when they rise out of the ground. Even more rare are seeing groups glide down to the water pools under the glowing trees. Where after they give a brief light show, the female will drop eggs into the water before they all retreat back up together. The eggs then hatching into wild Tadpoles, that when mature, will make their way up to join the rest of the other adults. The only things that attack fully grown Cave Frogs, are Reapers, Rock Drakes & Basilisks. While Karkinos will eat Tadpoles they come across, as well as try to grab a Cave Frog when they get the rare opportunity to. These four creatures are the only things immune to the Cave Frog’s defensive and offensive Torpor Damage, and are their true counters. When attacked by one of their 4 natural predators, the Cave Frog will use their Shine Burst to stun them and try to retreat back to a safe elevation. However anything smaller that is foolish enough to attack one will quickly turn the Cave Frog aggressive. Making it lash out while most certainly trying to eat the smaller threat. -DOMESTICATED: The true champions of this 3D Environment. Cave Frogs can cling to any surface, jump great distances, as well as move at deceptively fast speeds on land and in water. Being able to also glide slightly with their large toe pads. This allows them to direct their decent when falling. This mobility makes them unquestionably the best way to get around the Aberrant Caverns of this ARK. As well as being able to fire weapons from their saddles, and a constant supply of Bio-Toxin produced in their inventory, They are invaluable partners when Taming. Being able to turn aspects of their diets into defensive, or offensive capabilities doesn’t hurt their utility much either. From gaining effects from Rockwell recipes to being able to fire a cannonball from their mouths. Cave Frogs can be the Swiss Army Knife of Amphibious, or in some cases, Aerial Assault. Tamed Passively with: Set-up Charge Lamp (or Glow Pet) Preferred Food: Leech Blood Cave Frogs are tamed passively through a little trickery. You set up a charge lamp within range of the where the Cave Frog is hanging around and back away. The Cave Frog will become curious and dive down to it to investigate if it is food. At this point you can sneak up beside it and offer it Leech Blood Passively. A New Model for a Charge Lamp laying on its side on the ground would be needed, but an animation of the Cave Frog trying to swallow, and then spitting out the Charge Lamp would be great if it is not fed quickly enough. Then it would make a confused look before climbing back up to where it came from. If fed quickly enough it will just hang around and let you continue feeding it. But if it is left hungry for more than 5-10 seconds, it will become uninterested and climb back up to where it came from. A Charge-Light Pet on wander can also be used instead of the Charge Lamp to lure the Cave Frog down. However if the Cave Frog is not fed Leech Blood quickly enough. It will eat the Charge-Light Pet. Although cruel, this can benefit you. Giving a huge boost to the initial taming process similar to a Sanguine Elixir. As long as Leech Blood is offered within 5-10 seconds of the Cave Frog becoming hungry afterwards it should stick around and continue the taming process as usual. Weakness: Entering Deserts & Very Hot Volcanic Temperatures dries out the Cave Frog’s skin and begins to drain its health. This is cancelled out while submerging in water or going into an underground area. Entering Freezing Temperatures makes Cave Frogs move progressively slower until Lethargic and unmoving. Needing to be left or put into a cryopod to continue. Although harsh penalties, these obstacles can be worked around with certain consumables. -BASIC ABILITIES: (Super-Mobile Taming-Unit/Cave Explorer) -Tamable, Breedable, Mountable -Can Fire Weapons While Mounted on their Saddle -Matures from a Tadpole -Much Larger than Beelzebufo -Good Carry Weight -No Fall Damage -Very Quick Hop/Movement Speed -Can Jump Ridiculously Far, along with Aimed-Jump Option -Seamlessly Sticks to any Surface it Lands On -Can Stick and Climb on Any Surface -Slight Descending-Glide using Toe-Pads -Same Turning Mobility as the Beelzebufo, even when Climbing -Creates Cementing Paste from Insects like the Beelzebufo -Acquires Charge-Light Reserves from Eating Glowbugs, Lampreys & Shine Pets -Can Emit Charge Light like a Shine Pet while Reserves Last -Can Emit a Shine Burst that Temporarily Stuns Attackers but depletes All Reserves -Colorful Pulsing that indicates when invisible Rock Drakes or a Buried Reapers are Nearby -Produces Bio-Toxin (like Jellyfish’s) but Passively in their Inventory -Can Inflict Major Torpor Damage from Tongue Attack -Can Inflict Minor Torpor Damage every time it is Attacked due to its Poisonous Skin -Will Repel Non-Immune, Aberrant Creatures a Small Distance, Protecting Tames-in-Progress -Will Emit a Warning Charge Burst when attacked that will Stun the Predator Shortly -Can be set to Warn of an Earthquake with a Croaking Noise beforehand -ATTACKS: -Tongue attacks: Regular-Tongue attack & Snatch/Swallow-Tongue attack - Can snatch and swallow survivors with tongue right off of mounts and flyers +Can spit-ball swallowed survivors like Cannonballs or just be dropped on the ground +Survivors die inside Cave Frog’s mouth when oxygen runs out - -Regular Spitwad Projectile Attack +adding Rocks & Grenades to spitwads Regular spitwads do minor damage but stagger medium to smaller targets +adding Rocks do increased damage and stagger while Grenades explode on impact - -Intimidation Croak Large booming croak (with light display when charged) that repels medium to smaller threats - Slippery skin makes it immune to Rhyniognatha resin effects -CONSUMABLE ABILITIES: Kirby-like Powers: (+swallow animation) Light Pets: can use Charge Light until reserves run dry - Nameless: Temporarily Produces Toxins on skin that cause Torpor Damage when hit Rock Drake Egg = Temporarily can use the Rock-Drake Cloaking Ability Wyvern Egg = Temporarily has Elemental Breath invulnerability matching the Egg eaten - Ferox = Temporary Frenzy with Attack & Speed buff - Spiders & Scorpions = Temporary Torpor Damage inflicting Tongue attacks & spitwads Lystrosaurus = Temporary EXP Buff for surrounding tames Oviraptor = Temporary Egg Laying Buff for surrounding tames Jellyfish = non-stackable Temporary x3 increase in passive Bio-Toxin Generation - Fish = Replenishes some of the Cave Frog’s Oxygen while Underwater - Swallowed from Inventory: Nameless Venom: Temporarily Produces Toxins on skin that causes Torpor Damage when hit Narcotic = Can stack for multiple Torpor Damage inflicting Tongue attacks or spitwads Stimulant = Temporary minor Speed Boost Rare Flower = non-stackable Croak that Attracts Herbivores Rare Mushroom = non-stackable Croak that Attracts Carnivores Bug Repellent = non-stackable Croak that Attracts Insects (For Cementing Paste) Sap = Consuming adds up to stack of 5 Sticky-immobilizing spitwad Oil = Consuming adds up to stack of 5 Sticky-flammable spitwad Propellant = Consuming adds up to stack of 5 Flaming-spitball Attack Wyvern milk = Temporary x2 Imprint buff to all surrounding babies Element = non-stackable Croak that emits a TEK EMP-Blast Cannonball = Consuming adds non-stackable Cannon Shot, or Anti-Aircraft Shot to drop flyers Chainbola = Consuming adds non-stackable Chain-Bola-Capture-Shot Medical Brew = Temporarily Heals Cave Frog over time Mindwipe = Can Respec Cave Frog’s Stats Shadowsteak = Cloaking Ability with Hot/Cold Temperature Protection and Weight Buff Tartar = Attack, Defense & Speed Buff Broth = EXP Buff for surrounding tames, survivors, and the Cave Frog Calien Soup = Temporarily Protects Cave Frog from health drain in Deserts & Volcanos Enduro Stew = Stamina & Weight Buff Focal Chili = Temporary Homing spitwads (even +Rocks & Grenades) Fria Curry = Temporarily Prevents from Slowing down and freezing in the Cold Lazarus Chowder = Temporarily provide Infinite Oxygen for Frog/Rider +Frog Swim Speed Buff Cactus Broth = Temporarily Cancels out health drain in Deserts Mushroom Brew = Temporary Radiation Immunity (for much longer than survivors) Soap = Croak that makes Bubbles that float around. Just for fun Dye = Marking/Tracking Paintball spitwad that covers target in bright paint the color of the dye *Any other ideas for unique abilities or attributes gained from possible foods/resources, feel free to leave in the comments. I just felt like you couldn’t beat a Giant Tree Frog for Aberration. I don’t think this creature will fit with any other map so anyone who votes and helps get this Frog to the top 10, I truly appreciate you. This is my dream creature for Aberration and I hope the community likes it too. Thank you for your time.
  22. Can we please have these as 6 man honestly is just toxic and ruins friendships. Kicking people just to replace for someone more active. I have over 15k hours in game and lost lots of friends from this game. Even if it’s just 1 map per cluster I think these would be successful as it’s been suggested many times in the past
  23. 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!!
  24. 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.
  25. 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! 😅
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