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Showing results for tags 'qol'.
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qol changes QOL idea for searching mods in mod list much faster
AnantaBoga posted a suggestion in Game Suggestions
Modlist searching hasn’t been updated since launch I think theirs plenty of mods to do it now. I think it would be very helpful if Filter option had a purchased filter maybe even a favorite filter too. Favoriting mods would be really great we could filter by favorites and have a filter for purchased premium mods too. eventually it might be necessary as mods grow. Theirs currently 563 pages of mods even adding the purchased filter would help a little. Even if yah can’t add a favorite filter right away. Pls support and vote up if yah like the idea of finding your mods faster upon full game reinstalls. -
Asking for the ability to capture more small sea creatures in Fishing Baskets
Zilzo posted a suggestion in Game Suggestions
With the addition of the aquarium, it would be really cool to also be able to “tame” Cnidaria, Ammonites, and Eurypterids to place them inside. Especially when we can already capture the majority of small ocean creatures. Possibly the Parakeet Fish School (Microbe Swarm) as well, but I understand this would trivialize a portion of the Megachelon method (perhaps that can’t be used if trapped this way or something if necessary). -
The HLNA Shop should be available on all servers through the market browser
Zilzo posted a suggestion in Game Suggestions
It’s strange that it isn’t and would be good for the longevity of the economy and usage of the item. -
The title screen should change based on the last map that you played.
Zilzo posted a suggestion in Game Suggestions
Minor request in the grand scheme of things, but I wish it was like it was back in ASE where it would change to your last played map or the current major event. There’s some great themes and title screens that just get glossed over in favor of having the default theme or Lost Colony all of the time. -
Treasure Maps and Bottles should have a chance to drop higher quality shovels.
Zilzo posted a suggestion in Game Suggestions
It would be really handy over just having access to primitive. -
I'm sure that I'm not the only one who hates how long it takes to spay/neuter tames, especially when you have to do a lot at once. My suggestion would be to make it so that scissors when used on a tame gives you an option to spay/neuter faster, similar to how the gene scanner pops up a radial menu. It already has the icon, might as well make it a QoL feature and not only would it be more convenient for those that breed a lot but, it would also reuse an existing item in game that would make it a lot more useful.
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Make it much clearer when the volcano on Genesis 1 is erupting and where. Right now, you: - can't tell it's erupting when inside and mounted on a magmasaur saddle (debuff doesn't show) - can't tell when it starts or ends and WHERE it starts at the various entrances There's a few clear tells right now: - inside, not mounted on a magmasaur, you get the notification and debuff - inside and outside, you can see the lava starting to bubble - outside, you can see the volcano erupt at the top and shoot out rocks/lava It is however very hard to tell when it ended or if it's still going on, both at the entrances and while you're inside. Quite often, you're not necessarily in sight of any of these signs either (bubbling lava, flying rocks). This leads to players entering back in too early or dismounting from a magmasaur thinking it's safe. On top of that, with the constant shaking in the volcano biome, it's hard to tell what's a sign and what isn't (afaik the shaking is not related to the eruptions?). Suggestions: - add VFX that clearly differentiates the entire inside during eruption so players inside can tell (and also at entrances before they get into the damaging area) - make the notification and debuff that warns you of the eruption consitent, i.e. add it also when mounted on magmasaur saddles so that the lack of a debuff can be understood to mean safety
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Silk needs to have more widespread uses for every map.
Zilzo posted a suggestion in Game Suggestions
Now that the Araneo has been given a TLC that makes Silk harvesting possible on any map where they spawn, there should be less niche uses for Silk as a resource. Like early game bandages that heal over time (slower and less total healing per use than Healing Brews). Or other ideas since Silk isn't that useful outside of Scorched Earth (other than wanting to repair or craft a whip). -
(Super Niche) Please make the Homo Deus skin individual pieces like in ASE.
Zilzo posted a suggestion in Game Suggestions
I miss being able to equip individual pieces (and I like actually being able to see my head/face). Also could the boss skins like the ones from Rockwell or the Scorched Earth artifact skins and everywhere else be added to the Cosmetics tab? -
being able to uncryopod creatures at terminals/drops without cryofridge
bladepony posted a suggestion in Game Suggestions
this will keep the server performance better than uncryoing anywhere but still allow people to transfer with a kit and a dino in pod to quickly go server to server, the current you need to have a cryofridge to uncryo a creature but what if your base was just raided and you managed to grab some stuff/tames but you didn't grab a cryofridge and gen w/ fuel or charge battery by having the ability to uncryo next to terminals/drops it can be seen as downloading a uploaded creature -
Limit Carts Per Tribe Instead of Letting Them Share the Server Platform Cap
Disclaim posted a suggestion in Game Suggestions
Platform Carts are a really cool DLC item, but on busy Official PvE servers they can end up feeling locked behind whoever built first. Players have reported that carts and other platform builds become unusable on tame-capped or platform-capped servers, even for people who paid for the DLC and want to use the feature as intended. The Platform Cart itself already exists as a special cart-slot structure saddle, so this feels less like a new feature request and more like a cap-management fix. My suggestion is to give tribes a separate cart allowance instead of making carts compete with the same shared server platform limit. Even just allowing 1 cart per tribe would be a big improvement. That would still keep spam under control, but it would stop the current problem where some tribes cannot build one at all because the server limit was already eaten up by other platform builds. A similar “1 cart per tribe” idea has already shown up in official forum discussion, which tells me this is a real pain point and not just a niche complaint. Ways to Introduce It: Give each tribe 1 active cart that does not count against the normal shared server platform cap Create a separate server-side cart cap that is tracked independently from other platform saddles and zeppelins Allow 1 utility cart per tribe on Official servers, with normal extra carts still counting toward the shared cap Add a server setting so unofficials can choose whether carts use tribe limits, server limits, or both Implementation Idea: Give every tribe 1 cart slot that is checked separately from the normal server platform count When a tribe builds a cart, that tribe’s cart slot becomes occupied until the cart is destroyed, unclaimed, or manually demolished Keep normal structure limits on the cart itself so this does not become a free unlimited mobile base Add a short cooldown or ownership lock so tribes cannot rapidly spam-build and bypass the intent of the limit Why It Helps: This would let more players actually use one of the most interesting DLC utility items without opening the door to unlimited cart spam. On Official PvE, 1 cart per tribe would be a good middle ground between server performance and fairness. It keeps carts useful for farming, greenhouse setups, feeding support, or mobile utility, while reducing the frustration of hitting a cap before you even get to try the feature. Players on the official forums are already describing that exact problem on newer and busier servers. Balance Concerns: I would not make carts completely unlimited. Keeping it to 1 per tribe, or another very low number, is the safest version. That avoids clutter, keeps render load under control, and still solves the main problem, which is that a tribe can currently be locked out of building even a single cart because the shared cap was already filled by everyone else -
A lot of players do not know when a server is close to or at tame cap until they suddenly cannot tame, claim, breed, or throw out creatures. It would help a lot if every server had a visible tame cap tracker so players can see the current tame count, how close the server is to cap, and what actions would reduce it. This should be something players can check without guessing. On Official PvE, tame cap affects the whole server, so it would be useful to have a simple way to see whether the problem is temporary, how serious it is, and whether cryopodding, unclaiming, killing unwanted tames, or cleanup would actually help. Ways to Introduce It: Add a tame cap counter to the server info screen that shows current tames / max tames Add a terminal, transmitter, or obelisk menu option that shows live tame cap status and what counts toward it Add an admin-supported server status panel or HUD warning that appears when the server is near cap Implementation Idea: Show a live server tame count in the pause menu, server list, or extended HUD Include a short breakdown such as active tames, unclaimed tames, babies, and anything else that counts toward cap Add a warning threshold like 85 percent, 95 percent, and full cap so players know when cleanup is needed and when actions like cryopodding or removing unwanted tames may help Why It Helps: This would remove a lot of guesswork and frustration on Official PvE. Players would be able to make better decisions, understand whether the server is actually capped, and know whether cleanup actions would make a difference. It would improve quality of life, reduce confusion, and help servers manage creature count more responsibly.
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Deploy Cryopods at Obelisks and "No-Build" Exploration Maps
Hansyboy77 posted a suggestion in Game Suggestions
Idea 1: Obelisk Terminals with Cryopod Functionality Title: Suggestion: Allow Obelisk Terminals to function as Cryofridges for deployment Proposal: I suggest that Obelisk terminals should function as Cryofridges, allowing players to throw out their dinos within the Obelisk radius. Reasoning: Currently, scouting a new map or server is very difficult because you cannot deploy your dinos without a powered Cryofridge. This change would allow players to deploy their mounts when transferring to new maps. It makes it less of a chore to travel to new maps, as you don't need to bring a Cryofridge with you. It is also better for starting boss fights and makes the map look cleaner and more professional, without so many Cryofridges all over the place. Sub-idea: As a sub-idea, these Obelisk areas should also be small no-build zones to ensure they remain open and accessible to everyone. Idea 2: Dedicated "No-Build" Maps for every Cluster Title: Proposal: One instance of every map per cluster with no building allowed Proposal: I propose that every cluster should have one instance of every map where building is completely disabled. These maps would be dedicated to exploring, taming, doing caves, and gathering artifacts for boss fights. On these maps, all tamed dinos should be wiped once a month. Reasoning: The core reason is that current servers are often too crowded with structures to enjoy the game properly: Lag: Massive bases and structure spam are the main reasons for server lag. These maps would provide a much smoother, lag-free experience. PvE Issues: On PvE servers, it is often difficult to experience the nature and scenery because there are so many player constructions everywhere. PvP Issues: On PvP servers, tribes often block caves, making it impossible for others to get the artifacts they need for boss fights. Accessibility: These maps would allow everyone to experience the boss fights and the natural beauty of the maps without being blocked by other players. Rules for these maps: Only sleeping bags and campfires should be allowed, so players can still survive and respawn without blocking the map. Monthly tame wipes to keep the maps clean and focused on active gameplay.-
- cryo deployment
- no lagg
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inventory Pls Consider a this change to the inventory
AnantaBoga posted a suggestion in Game Suggestions
Im getting worn out scrolling past the animated series 109 cosmetics. y’all don’t have a blacklist for specific mod ids. just a whitelist which means making a whole list whats allowed theirs to many mods for that. Blacklisting each mod Id you want to not have on your server individually would be easier, but there isn’t one. So in your inventory it would be a great deal less exhausting if you consider putting the animated series cosmetics always in a folder even when folder sorting is off. Pls theirs so many of them i scroll past just for base game engrams. I have to go past them for crafting things everytime they should always be in a folder even if folder view is off. I understand y’all just added them to custom cosmetics anyways so seems like a good time ask. This would cut down on risk when trying to get too something in your base game engrams quickly. No one wants slower navigation to get what they need for PvP. Y’all know inventory access is sluggish those who didn’t buy it are also paying technically when they’re rushing to quickly craft something in the inventory and dont own the cosmetic. I know it’s for crafting the item versions which is why I suggest keeping them always in a folder. -
The Template Hammer is too restrictive on the amount of structures that you can save to a template. On top of it excluding some random structures that must be added manually. This may be a me problem, but 2,000 (4,000-5,000 feels more reasonable) is far too low for detailed builds. My base isn't even big necessarily. Very tall, but not unreasonably tall (about 10-11 large walls high). It's also very slim. I also cannot for the life of me get a cylinder like this in the example attached (made of large walls) to snap on to of the rest. I really love to be able to save anything as one piece some day. Thank you.
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The decay timers feel a little shorter than they could/should be. They could/should be the same length as stone structures.
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- suggestions
- asa
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Quality of Life Enhancement Suggestion Current Feature: The recent QOL update allowing Ankylosaurus and Doedicurus to auto-harvest beyond 50% weight when carried by flyers, with material filtering (metal, stone, etc.) has been a fantastic improvement for solo farmers. Proposed Enhancements: 1. CRYSTAL FILTERING FOR ANKYLOSAURUS - Add "Crystal" as a filterable material option for Ankylosaurus - Rationale: Anky is already the premier crystal harvester, but crystal farming remains tedious for solo players - Impact: Would significantly streamline crystal farming operations for solo farmers - Consistency: Follows the same logic as existing metal/stone filtering 2. CASTOROIDES INCLUSION FOR WOOD HARVESTING - Extend the weight-limit bypass mechanic to Castoroides when carried by flyers - Add wood filtering capability for Castoroides - Rationale: Solo farmers currently struggle with efficient wood gathering compared to tribe players - Impact: Would balance resource gathering difficulty between solo and tribe gameplay Benefits for Solo Players: - Reduces repetitive trips for crystal farming - Makes wood gathering more viable for solo operations - Maintains game balance while improving quality of life - Follows established precedent set by recent Anky/Doedic changes Suggested Implementation: - Same weight bypass mechanics as current Anky/Doedic system - Material filtering UI consistent with existing interface - No changes to base harvesting rates or creature stats Community Impact: - Helps bridge the gap between solo and tribe farming efficiency - Reduces grind without affecting game balance - Encourages diverse creature usage for resource gathering
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Corrupted Hearts should be able to be used for the Tribe Tower.
Zilzo posted a suggestion in Game Suggestions
It's just kinda weird that they don't. -
I suggest upgrading the gigantoraptor imprint reset ability by having it also reset Rhynio craving would make the gigantoraptor even more useful
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- qol
- gigantoraptor
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