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Found 4 results

  1. My suggestion comes from the first known reptile to glide about 260 million years ago, the Coelurosauravus. I think Aberration could use another dino that significantly helps with early-game traversal. The Rock Drake is amazing, but it takes a while for the survivor to attain. The Draco Venenum will help traverse the map early on as it is proficient at gliding and climbing. I also think the taming of the creature is different than usual, as it is very similar to the Troodon. I also foresee the wild Draco employing hunting tactics like the Thylacoleo. Introducing a new tranquilizer from its venom could be interesting as well. Wild Card hasn't introduced a new tranquilizer with an even greater potency than the narcotic. Finally, I am fully aware that my version of the Coelurosauravus is significantly larger than what fossils have pieced together but consider the recently added Rhyniognatha. Wild Named for its potent venomous bite, this gliding reptile must be related to the much smaller Coelurosauravus. It's much smaller than the Rock Drake being about the size of a Parasaur. I will call it the Draco Venenum. Draco is capable of gliding flight via membranes formed by an enlarged set of ribs. It is one of the most agile creatures in this aberrant world. Taming The Draco cannot be tamed by conventional means. It is virtually immune to narcotics of any kind. To tame the Draco you must present it with a weakened tame of your own allowing it to paralyze it and then feast upon its corpse. The more powerful the tame, the more effective taming will be. Domesticated Once tamed, Draco's venom could become very handy in knocking out other creatures. Its venom is even more potent than the Basilisk's. Draco's bite will do the trick, but I've also been able to utilize the venom to make an even more potent narcotic. Draco proves to be a very useful companion early on in my adventure. Art Credit: https://www.dailymail.co.uk/sciencetech/article-11193661/Ancient-reptile-evolved-ability-glide-changes-tree-canopy.html
  2. The overall idea is to provide players with a jack of all trades water mount that opens up many doors for early game. It will have features of the Basi, Diplocaulus, Otter, and Anglerfish, but each of those creatures will far outclass it in their respective uses. This creature is meant to be an early-midgame tame, one that is for opening up new routes in your playthrough that are normally locked behind either later game gear or having to combine multiple other tames together to get the same easy access to the ocean. Early oxygen tank- The Dire Otter will give an oxygen boost underwater. It will NOT be a free oxygen tank like the Diplocaulus, but instead provide the same extended dive period that the Genesis 1 ocean has. This is based on the air-trapping properties of beaver fur, which normally insulates its skin underwater. The bubbles trapped in the Dire Otter's mane are easy access for its rider. Cold water insulation- The Dire otter makes it easier to dip your toes into the frigid oceans of the Arks. Perhaps not as well as having its miniature relative tucked around your neck, but enough to get you by! Pearl gatherer- The Dire Otter can harvest more pearls than the player can by hand, but less than an anglerfish. Stun immune- The Dire Otter can't be stunned by Jellyfish or slowed by Eels, but it isn't as tanky or hard-hitting as a Basi. This stun immunity is again thanks to the insulating properties of the otter's fur. On top of this, the Dire Otter will be decent on land, probably equatable to a sabertooth, if not a bit slower. The real Enhydriodon omoensis, on which this creature was based, was theorized to be a formidable hunter on both land and in water, so Ark's version should at least be able to manage an ambush sprint on land. As far as the design goes, it's actually a little nod to how a few other Ark creatures are based on cryptids! The Dire Otter is based on a cryptid called the Dobhar-chú, hence the scaly appearance. This is also what sparked the idea for the name Syreni, for both its mermaid appearance and being both a land and water creature. The fins are optional lmao If Wildcard decides to disclude them in the final design, so be it. In my personal opinion, an otter with fish traits is just as in-line with Ark's genetically modified creature designs as an elephant-sized insect, but I also trust the devs to adapt the design to something that looks like it belongs in the game, as they have done with all the previous creature vote winners. The Dire Otter will spawn rarely in areas with access to both land and deep water (On Ragnarok specifically, Casun Islets comes to mind first). It will be aggressive and have the ability to grab players who are on foot and drag them to the water, attempting to drown them. They cannot grab a player off of a mount. I don't intend to make another Kapro. Taming them is the fun part! You tame them by playing Simon Says with your emote wheel! So for example the otter will wave at you, and you'll have a few seconds to wave back. If you mess up by missing the time window or using the wrong emote, the otter will try to drown you (they have to be near water to be tame-able) I'm thinking to initiate the tame, you must first offer them a fish corpse above a certain size, that way you don't just have a bunch of otters waving at you all the time, cute as that would be. It also puts a small barrier on an otherwise ridiculously easy tame. They're meant to be early game, but they shouldn't be free. The Dire otter is an extremely intelligent and social creature, and this carries over to the bond with the person who tames them! Using emotes to interact with a tamed otter strengthens this bond, giving special perks! (A wave emote could give a short harvesting bonus, a fist bump gives a damage bonus, etc.) Attacks: Torpedo attack. Basically a Pteranodon spin attack but underwater Tail Slap. Could possibly do a knockback or a short stun Drag. Can grab creatures smaller than itself and maintain the grab status when becoming submerged, quickly draining oxygen from the victim in the grab state and drowning them. As for the saddle, I did put some thought into that and I think it would be cool if the saddle had inflatable canisters on it, perhaps fueled with something like gas or sulphur, that could allow a player to very rapidly rise to the surface of the water in emergency situations. On land, the canisters could be punctured in a pinch to release a cloud of gas, either to let you make an unseen escape or send smaller creatures packing. Please let me know your thoughts and ideas for interesting mechanics to add or balance this cutie out. Ideas from the comments! Able to passively scare off Seagulls and Piranha Able to catch and transport live fish while underwater Saddle gives perks but isn't needed to be ridden. Possibly faster without it, at the sacrifice of armor Some kind of sea crate buff? Finite Oxygen underwater, but oxygen refills if it eats fish, making it viable to remain underwater for longer periods of time but still not quite as good as a scuba tank Tamed otters are able to rescue you and pull you to the surface if you're drowning
  3. It was hard to find a neat looking creature, but here it is. My idea for the Uintatherium is to use its main feature as the selling point: the head. The structure of the Uintatherium looks like it can grow large formations on its cranium. What could happen if this creature were to be added to the game is we would have a walking ballista, but not like placing a literal ballista on, say a Paracretherium. I mean you could craft a saddle that mounts a reasonably sized ballista, or even any other siege weapon, on its head while using the structure of the Uintatherium's cranium as support for the ballista. The reason why I say "ballista," is because of the look of the Uintatherium's "antlers," or whatever you would call them. You could mount any other weapon, but I feel that the ballista would fit the most. Uintatherium's were mountain-dwelling herbivores and were located in the Uinta mountains in the United States. These mountains are filled with pine trees, and was once covered in glacial mass during the Ice Age, so I say let these guys spawn on the Center in the map "The Center," on the mountains of the Eden zone in the map "Genesis Part Two," somewhere in the Artic zone in the map "Genesis Part One," and, of course, on the South-East side of the map in the map "Ragnarök." The method of taming would play like a little minigame. The Uintatherium would be a passive-tame, and you would need grown crops, like Savoroot. You begin the process of taming the Uintatherium be drops a few crops on the ground, the amount of crops would vary on the level of the Uintatherium. It would eat the crops in a rather dramatic manner, attracting other hostile creatures in the area. If no creatures are present in the vicinity of the Uintatherium, it would either refuse the crops and would wander around for some time, or automatically spawn other hostile creatures. You would need to defend the Uintatherium while it eats, while feeding it more crops when prompted. If the Uintatherium is hit while in the taming process of taming, it will either lose taming effectiveness, or its taming progress will drop, depending on the size or level of the attacking creature. Once the taming process has completed, you then proudly be able to command your very own Uintatherium. The Uintatherium would have a couple of abilities, such as the ballista saddle, a snort that has no gameplay use besides just being a minor taunt, and it would have the ability to climb inclined surfaces more efficiently than other creatures, making the Uintatherium a versatile mount, while being another creature possessing a offensive saddle. The idea of the Uintatherium fighting alongside other turret-based creatures, like the Velonsaur, or the newly introduced Rhyniognatha would be a welcomed addition to the roster.
  4. Hello again Ark community, heres my submission for the Ragnarok creature vote: Falcarius vagus! Table of contents: - Concept art - Dossier art & text - Base stats - Saddle - Attacks - Abilities - Other references Falcarius concept art: Dossier: Base stats: HP: 240 Stam: 650 Oxygen: 150 Food: 1500 Weight: 400 Melee: 100% Saddle: Unlocks at lvl 25 Cost: 80 Hide, 50 fiber, 15 Pelt/Hair/Wool, 15 Wood Rider Weaponry allowed 1 Seated saddle Attacks: Lclick: Bite, gathers berries (20 base dmg) Rclick: Claw swipes (15 base dmg, hits twice) Spacebar: Hop C key: Fluff up feathers, gradually depletes stamina, slows down Falc Abilities: Insulation: similar to dimetrodon, scales with melee Accelerating sprint: Starts off same speed as a Parasaur, can accelerate to Iguanodon speeds at max sprint Herbivore fire dmg reduction Other references: Reference images: The real animal: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwjAnIGto6n_AhV-xjgGHaDWC3sQFnoECBwQAQ&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FFalcarius&usg=AOvVaw1Ypo2q7Ybve_oBr3OZLXmI Hope you enjoy, and good luck with the creature vote everyone!
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