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  1. Please update electrophorus to allow shocking attack to work when tamed against other dinos and players. Would be a great tame to be able to use. Saddled would be nice but just just the ability to use the attack would be sufficient.
  2. The mod version of Acrocanthosaurus was very accurate, but we need the ACTUAL GAME version of the Acrocanthosaurus ingame. here is the size of him: 11.5 not bigger than a Carcharadontosaurus, but not also bigger than a Giganotosaurus. but he will be bigger than the T-Rex, which will be also perfect to add even more large carnivores on land. Acrocanthosaurus will be able to grab players or other creatures by its mouth and MUNCH with its superior jaws. Dealing a MASSIVE damage. THE GRABBING WON'T WORK WITH BIG DINOSAURS, BUT IT WILL STILL DEAL DAMAGE. I am a PS4 player, so I will tell the controls on how to use the Acrocanthosaurus ON PS4: Mouth Munch: L2 Bite: R2 Roar: R3 Run: L3 (If you can try to set the controls on PC, or XBOX, then try. I never tried the game on PC.) The dinosaur will also have a TEK SADDLE, the saddle will contain lasers, just like the Rex one. but the lasers will be RED. not blue, yes you heard me. RED. and so will the dinosaur get a Tek version of it. The Tek saddle will contain 3 modes. GREEN - Force Field mode (protects the dinosaur from taking damage for 15 seconds, useful in PVP sometimes.) RED - Attack mode (buffs the laser attack and makes the laser dark red.) BLUE - Normal mode (Passive mode, takes away the laser buff, but also makes the bite attacks stronger.) NOTE: to change between the modes, you have to roar when the tek saddle is equipped, roaring will change the tek saddle mode. 2ND NOTE: This also may be familiar to another creature in the game, yes. TLC Stegosaurus. both will have the same mode ability, but with different animations. (Stego's animation is shaking, Acro's animation is roaring.) The dinosaur will also have a rage mode that is a bit less stronger than the Giga one, but it is EXTREMELY DANGEROUS to encounter. especially when its tamed and it has alot of damage on its stats. the rage mode can be countered by tranquilizing the dinosaur or trying to cryopod it as fast as possible. the stats of the Acrocanthosaurus will be chosen by Wildcard. REAL LIFE SIZE: ingame size will be chosen by Wildcard.
  3. For me Ark is a great game with uniques creatures and a great source of knowledge on extinct creatures . I been on this game since 2017 and after the TLC 1,2 and 3 i got to wonder how some of the oldest and more Iconic creatures in this game could get a new face. In this suggestion i would like to know what creatures most peoples want to be reworked on ,eaven if i am making my own list of dinos i would like a rework of(maybe in a way that would make them more popular), anybody can add his own suggestions. My candidate for a TLC is the Apatosaurus/Brontosaurus: Example of what an Bronto/apato TLC could look like( Image not mine) One of the oldest and most iconic dinosaur in the game need a new Face, a Tlc that would add more appeal and more mechanics to this Behemoth of a dinosaur.x -First the addition of neck spikes that would not only give a cool look , but a defence against large and medium size carnivores, getting damage back for each hits. This would give a more defence to the Bronto. Example of neck spikes in use( Image not mine) -Second, the addition of a stun tail attack that would replace the old normal tail attack .This attack would stun(or have a huge knockback effect) any creatures smaller that an apatosaurus that would be in the victinity of that tail attack (no giga stun), it would also dismount the rider of the targeted dinos Overall it would not be good if apato was to much of an overpowered creature ( there already enougth of those) but if it could find it place in the actual meta and do something else then being a easy mountain of exp and Meat, i am sure no people would like and use this dino more often. Examples of what a tail whip could do with a diplodocus(image not mine) Now that i have presented you my candidate, i would like to know yours and what abilities or reworks you would like to see on them. Im doing this suggestion in hope that wildcard will hear our prayers for more TLCs
  4. I have a suggestion for an item that would alter the way your character looked. I have been playing with the same character on ARK official PVE for over a year now and by now my character is pretty stacked. I am level 132 with a max of 143, i have all tekgrams, all missions on Genesis 2 and a lot of dinos imprinted onto me. I also have an ugly character which i would like to change but cant without losing all of my progression. When i started playing I had no clue i was going to play so long so i didnt put any time into my character so i randomized it and got straight into playing, a decission i very much regret. This is why i want to suggest some sort of potion similar to the mindwipe tonic that lets you reenter the charcter creation screen to modify your character.
  5. Just Please! get admins to official servers, there is so extremely much cheaters there. we just got wiped on lost island official from a cheater tribe... this makes the game unplayable, if we just could get some active admins to ban these cheaters it would be so many more people playing on officials and have a good time. Please now can we get admins.. everyone will benefit from this except the cheaters :)
  6. In this post I'm only dropping a few ideas that came to my mind recently although my wild creatures behavior are not the focus of this post so they might be lacking. The real focus of this post is the tamed creatures' behavior idea I've had quite recently. I'm curious what all of you think about it. Also could anyone tell me whether people from Wildcard even read these? Anyway, here it goes. Wild creatures' behavior: Of course we could always use more refined behavior of wild creatures but first detection. Detection could work more on the basis of sight range (an orb one with cone cutout at the back of the creature for most creatures with predators having smaller range/larger cutout) as well as sound detection rather than simple proximity. Predators could pick and choose prey based on size tier and health and wouldn't attack when not hungry. Passive and passive flee carnivores like quetz, kairuku and tapejara could also hunt for food just picking smaller targets. Herbivores could graze as well as detect predators before taking damage and would react to predators' presence and other species getting attacked around them either by attacking the predator or running away based on their temperament and difference between each other's size tiers. Some species could be aggressive towards members of their own species and predators would be towards other predators, especially apex ones and predator packs towards other predator packs. All herbivores and some predators could move in packs or herds of which some could have only one male in them and if another male of the species spawns or approaches then the male from that herd will attack with or without warning. Some herbivores could be territorial but only towards creatures of certain size tiers and some could be extremely aggressive like hippos can be. There could also be randomly spawning wild nests with eggs as well as wild babies, juveniles and adolescents with adolescents having adults' temperaments and behavior. Maybe they could be easier to tame the younger they are with a drawback that they aren't of use immediately after being tamed but you can gain some trust from them before they grow up in case of my proposed tamed creatures' behavior system. However if current imprinting stat bonuses are kept then them being easier to tame wouldn't make much sense. Taming creatures: Maybe ARK 2 could go away with adding levels when creatures tame to even out the playing field with wild creatures and make strength growth slower and the game maybe a bit harder by that? Downed creatures taking damage, instead of taking away these additional levels, would cause taming progress to decrease based on taken damage, even being able to go into negatives so protecting future tame from taking damage still matters even before you give it food. A passive way of taming most creatures by trapping and feeding them without tranquing out could also be added. Maybe not necessarily by hand or last load out slot but maybe also by a special low range taming trough. It would be more dangerous in case of aggressive dinos as they will attack you at first and still may later on, risky in case of passive ones as they could get frightened (for example of a weapon) and try to run away losing some taming progress and both dangerous and risky in case of neutral ones as both might happen but also rewarding as it would be more time efficient and in case of my proposed tamed creatures' behavior give trust bonuses. For that method of taming you could also add ropes and lassos to aid players in dragging creatures where they want them but these are not strictly necessary, unless you're trying to tame a creature randomly changing direction they run in, please make them not do that, make them run in straight line directly away from wherever attacker is. It would also be nice if the game didn't apply points to stats on wild creatures that don't increase with them and maybe also to stats that can't be used like oxygen on flyers unless Wildcard intend to make flyers be able to get into water with maybe not all being able to get out by flying out but only by reaching land. Tamed creatures' behavior: How about adding a training and bonding element to leveling a creature? Freshly tamed creature doesn't trust you yet. Passive creatures will obey you until they take damage and neutral and aggressive ones until they take a certain amount of damage (less in neutral's case) that depends on the amount of their health points taken in a certain time frame. Then they will attempt to flee, away from the opponent not in circles like creatures can from yuti fear roar can. You can fight them for control and defeat your opponent in the end but if you fight them too long they will throw you off. The bigger and stronger the creature the faster that will happen. You also wouldn't be able to put passive creatures on neutral and neutral on aggressive unless you reach a certain level of trust and passive creatures on aggressive without even higher level of trust. Of course you can gain their trust by picking your opponents wisely so you can defeat them within the safe frame of damage received and gain their faith in you and their trust towards you. With trust rises the amount of damage they have to take to disobey you and attempt to flee in a fight. Every time the trust rises it rises for the whole tribe but also separately and in greater amounts for the rider or commander in case of non-rideable creatures but I would understand if Wildcard would choose to limit separate trust only for tamer or imprinter not every single tribe member that trained or used the creature. It might also be okay for tamed creatures to passively gain trust over time, just not in great amounts. Imprinted creatures would rise trust way easier with the character who imprinted them and would start out with some trust already towards the tribe and some more towards the imprinter right from being claimed. Also a better following and pathing system in ARK 2 would be good so following creatures don't run into things or off ledges constantly and stay at the following distance set and not run right into you when they get outside it if they are flyers or fast or for no apparent reason. Breeding: (I explain it with trust as a gain but with the standard imprinting stat gain it could also work.) Females (most of the time) will incubate their own eggs and attempt to claim/imprint (not giving additional stats) on their young shortly after they are hatched/born so you have to be quick to be able to get trust bonuses. After imprinting on their young, mothers will provide food from nearby troughs till their offspring can access them on their own and possibly will keep them nearby till they are grown. If they have no food available females will not claim/ imprint or take care of their young. If a player imprints on a newborn creature they will get a typical care/indulgence timer that after reaching zero changes into an care/indulgence timeframe timer which in turn after reaching zero causes the trust to start decaying. The decay can be stopped by indulging the creature. At full trust to the imprinter, trust doesn't start decaying when the imprint timeframe timer reaches zero or the timers just don't show up anymore. To gain full trust for themselves and a partial one for the tribe, the imprinter needs to keep indulging the creature with cuddles, walks and favoured foods (from cooked and regular meat through prime and mutton to favoured kibble for carnivores, from cooked and regular fish meat through prime fish to favoured kibble for piscivores, from berries through veggies and tasty cakes to favoured kibble for herbivores and all previous for omnivores if all these foods exists in ARK 2 of course, the kibbles could also be reworked a little to make four types for the four diets). If a tribe's member other than the imprinter indulges the young creature, trust for the tribe rises a bit more than it would if the imprinter did it and trust for imprinter rises a bit less. If the imprinter does that, trust for them rises more than the one for the tribe. You can't get full trust for the tribe through indulging the young but you can get full trust for the imprinter. Also stats wouldn't rise from imprinting. A creature with strong maternal instincts could also be added that would feed all nearby young no matter whose from nearby troughs till that's not necessary. Maewing would do well here. It would have to not have been evacuated from the Eden ring to not survive on the planet with it's escape abilities. So overall the breeding could be made less of a drag but also less of a gain.
  7. Neta are'nt a ideal pvp they break all tge pvp mechanics being stupid hard to cut due bugs were the cutter hits doesnt count and when you try to do this while beong shoot by turrets or getting flamed by people in pvp, and if the enemy has a whip he just net your dino or you and then whip your cutter , thats it, you or you animal is imobilized and unabke to break free or defend yourself for almost 1 minute, it always results in your death dont needing any skill of the attacker to kill you. And in some cases like of the bloodstalker, if someone nets you while the bloodstalker is stick to a wall it will fall to groud and get 90% of his body underground, beig almost impossible to cut the net, reminding that while you panic trying to cut with this stupid bug youl habe ppl on you blasting you with flametrower and the tek shoukder cannon that will one hit you, so the net is a stupid game breaker fature thats almost all time will make you dead on a stupid way, making your dino go underground, ignoring the majority of the cut tries, or hitting you even with it wasnt neant to due stupid big net hitbox. Please devs take a look at the nets, thats not right the pvp on ark is extremely not fun right now
  8. I see these glass walls from S+ mod that made my day as its see through and can be tinted to different colors. Not only that, it is a metal structure so unlike greenhouses get destroyed by an accidental punch, these glass structures don't get damage easily. I seen the Dedicated Storage and Large Walls that came from this mod added to the Official Game, it would add a new look to base building and base design!
  9. Let me start with the the elephant in the room. And that is the factor that some people think ARK wasn't a "sci-fi" game. Which is the biggest/likeliest argument of 'why' tek is being removed from ARK-2. Firstly, ARK was 'always' considered/planned/was/is a sci-fi game 'with' dinosaurs. This is proven further with old concept-art with obelisks "always" being a factor in the game. Even before they had a gameplay mechanic to them. (which that alone, came out later on after the game was launched in 2015.) Yes, the biggest marketing factor with ARK was the dinosaurs, and the wide range of tamable dinosaurs. And how no other game let you do that in a almost AAA-game like format. But while that, they also added other prehistoric creatures like sabortooths, and mammoths. More became a 50/50 of actual dinosaurs and just prehistoric animals. But with the edition of Scorched-Earth. They added mythical creatures, or never before heard creatures directly made by Wildcard Studios. And these creatures had 'great' design. Don't get me wrong. The core-game creatures at the time where great also, but something about originally creature tamable animals was interesting. Then Aberration came out, with more original created creatures. And they too, where tamable. The game became more and more like a 3D survival tamagotchi game, instead of a generic dinosaur zoo-game. Then, the addition of tek back in 2017 was......iffy. I can defiantly see peoples point in the "balance" issue of tek. It was chaos. Though, with each expansion, it expanded tek, and each new tek-based items where QoL stuff. Tek currently is a great example of what can be 'progression' is ARK. You start out with nothing, but then level-up and have more experience with old mechanics become easier, and so tek would give a item that's basically just "here, have a f*%$ing mek, cause you've earned it." While giving you new challenges to face in late-game, that would've been impossible to do at early-game. Another slight point, is that ARK has always been a "progressive" game. What i mean by that, is that you've always gone from "stone-age" to "primitive-industrial" age. Even back in 2015, flak armor was the best armor to get. And it was made out of metal, which requires a forge. Fabricators, and tek, just add onto this progression more. And again, i do feel like it could've been balanced better. And first impressions are always the most important. But from everything we've seen from ARK-2 so far (which isn't a lot) If it's just a generic dinosaur taming simulator that features Vin-Diesel and he legit talks about "family" while sharpening his spear, and that's basically the 'whole' game. I have little, to no interest to it anymore. But these are just my thoughts. If you have a counter-point, i'd love to hear it. And please, keep it civil.
  10. Hello anyone who can be considered a part of the Wildcard crew, I have a suggestion and you have probably heard this one before but I just want to shed some light on it. Once you have finished with Ark 1, I recommend merchandising as it can bring a little extra income to Wildcard and also give the fans a little piece of joy. I'm sure Ark fans want official Ark merch and not some hot garbage from Redbubble. With Ark 1 development coming to a halt (not including the bug fixes and optimisation) I see room for an array of cool little pieces of Ark ranging from things like statues and figures, to props and clothing. Maybe you could sell model rights to companies such as Funko who could create pop vinyl figures of characters such as Helena or Rockwell, maybe big figs of certain dinosaurs. So I've hopefully grabbed your attention, here are a couple of things that you could turn into tangible products: - Figures/statues of classic people or dinosaurs from the Ark lore (T-rex, Helena, Raptor, Rockwell) - A little egg set that has eggs from creatures such as; Magmasaur, Wyvern, Rockdrake. These can be put in nests and can open to have a baby animal inside - Clothes that look like in game clothing (e.g. Cloth gear, hide gear, flak gear). Head pieces could also be included, one for each tier (these could be made out of various materials that don't take away from the feeling of ark by just making them all out of cloth, maybe some plastics could be used for more durable headgear). Ghillie armour could have strands of cloth coming off of it and having the balaclava type mouth and nose cover, while the cloth had could have a draw string to make it fit the right way. - Book/s that could have detailed descriptions on all the dinosaurs including what foods/kibbles they like or the taming process they go through. Another book could be the official dossier book from a while back - Like the clothing one, props could also have a home in the ark store. Foam Tools like a pickaxe or hatchet to foam or stuffed shoulder pets. this one's really for those who would go LARP'ing with their other nerd friends, maybe those who would like to pretend to hatchet away a sibling. I am a very big fan of Ark, I've been keeping up with the lore, its development, and its events. Fans (like myself) would love things that symbolise a game that many have had since the start and the many that got dragged in along the way. Kind regards, Gordo
  11. Not sure if Ark 2 has its own suggestions channel, but my one and only suggestion, the only thing that made me stop playing ark, is the speed stat, it became the meta in almost every server to be able to go lightspeed and make guns impossible to use due to pure speed. It also got rid of a use for certain dinosaurs, for example the gallimimus, completely useless because we can simply just put all our stats into speed. The only thing I want in ark 2, is no speed stat, that's all I ask, I am not sure if anyone else made a post like this, but its genuinely the only thing that made me just stop playing ark, I loved pvp, loved the idea of big dinosaur battles, actual gunfights, all that, but then the speed meta came, and I couldn't get into a single fight without sonic or the flash coming after me. Idk, just my two cents, I hope someone out there agrees with me.
  12. Name: Tarchia(brainy one) Since there is only 1 ankylosaurus in Ark, I believe another should be added. Features Tarchia is a large ankylosaur, possibly even larger then the Ankylosaurus. If it were to be added in Ark, it would be many different things. For one, it would be a more powerful Ankylosaurus. It would tougher and more suited to PVP. It's tail club attack would be devastating, dealing tons of damage while also slowing you down for a couple seconds. While it wouldn't collect as well as a Ankylosaurus, it would do more damage and be better protected as well. Ability For a special ability, Tarchia has the ability to produce(but not eat) Sweet Veggie Cake. By setting your Tarchia to wander, it will pick some berries/leaves off of bushes,and then burrow itself in the ground. After a little while it will have produced a sizable amount of Veggie Cake. This ability would be very useful, as the production of Veggie Cake is slow until you get the expensive industrial cooker.
  13. Post Genesis 2 DLC, we have seen various changes in game mechanics due to the advent of crowd control mechanisms such as net launchers, voidwyrm, and shadowmanes. In response to the adverse impact that stunning and dismounting meta currently plaguing PVP, Wildcard has added various cool downs and immunity buffs from the mammoth. My suggestion is an addition to this mechanic. The benefits of pack boosts are known far and wide. Damage increases, resistance increases, speed buffs, and alpha benefits. It is my honest belief that pack dinosaurs are the most under utilized dinosaurs in the PvP community. In addition to this, I know that on PvE servers pack dinos are largely used for the previously mentioned benefits, which are rarely utilized on PvP. My suggestion then, is that in addition to standard pack boosts, all pack dinos should receive some form of stun immunity. I do not believe that a full immunity is fair, and it should not be regarded as such. I believe that pack buffed dinos should only be slowed temporarily for the duration of the typical stun effects, and riders should not be dismounted unless the dino is fully immobilized, IE plant Y, bear trap, net launchers, action by another player or player mounted dinosaur. This proves to be beneficial to both PvE and PvP players. Say for example you are out to hunt shadowmanes, but the dismounting action is lethal and you can't have a mammoth on hand. The obvious advantage is to use pack dinosaurs! Direwolves, hyaenadons, allosaurus, kentrosaurus, so and and so forth. I also believe that the only pack dinosaurs that should be excluded from this are shadowmanes, as in the current pvp meta, it is incredibly broken. Here's an applicable PvP example: Deinonychus are pack dinosaurs largely used to raid caves in which they fit. In an already difficult PvP meta, the advent of stun/dismount mechanics have brought this to a whole new level of difficulty. By slowing down the deinonychus with the stun rather than fully stopping and dismounting them, both sides get a chance to either defend or attack without one side getting an overwhelming advantage. Another PvP example: Allosaurus are by far the most disadvantaged pack dinos in the game. Only the alpha receives pack benefits, and the roar does nothing. The thylacoleo has largely replaced the allosaurus as the premier bleed dino. By incorporating this change, allosaurus will become a choice dinosaur yet again for bleeding, as the biggest issue when it comes to stopping a full push is bleeding the high health tanks and getting dismounted completely during these situations. In conclusion, I believe wildcard should expand pack benefits to include resistance to stun and dismount mechanics to give players a bigger reason to use pack dinosaurs
  14. So my Suggestion is about the orcs/humanoid that appeared in the trailer (i will just call it orcs so its easier) Maybe make it an NPC for an Mission or maybe a special rare drop if it would be an NPC maybe they would spawn in a orc village/pre-existing ruins Or maybe if you die, after a certain time your body will transform into that orc/humanoid creature And if you accidently like leave a piece of armour/tool/weapon on your corpse the orc will take the armour/weapon/tool and be able to use it Maybe it could also be tamed but maybe you could do that you need the special rare drop to tame it and it could kinda be used like a stronger mantis, where you can put weapons in his hands, you could reüse most part of the script for the mantis for it (i think) Varients There would be 2 varietients A Bow Varietion and a Melee, The Bow orc if tamed You can give him/her a bow(maybe a conpound bow) and arrows and you can set it on like a turret mode and it will attack anyone near. and the Melee one Would be able to use melee and there is an option to make a path bassicly you can make a path and he will follow the path and kill if any creature is close to him Thanks for reading my suggestion!
  15. I think i can speak for a decent amount of the player base in saying that lag on the original Xbox is terrible. some people dont have or want to spend 500-1000 on a new console. With the lag, Personally, I don't think I could even count the amount of times I've crashed, disconnected from the server, or completely freeze-lagged for a good few seconds, only to find that ive been killed from something I can't do anything about. sometimes console servers, doing even very simple tasks can make things take wayyy more time than they should. If like on pc, you could change the different values for your graphics settings on Console would make a lot of sense. adding customizable graphics to console would not only save the players time, but it would also be a much more enjoyable experience. many people would gladly sacrifice for the much needed fps boost. The next thing that console could greatly use would be to have the ability to change what different buttons do, this could make pvp much more competitive, and more fun. manual change Keybinds on pve could also make things more efficient, and faster. Have a feeling both these changes would no doubt make the game better, and much more fun to play
  16. Could we get the small animals from Atlas in Ark? My friends and I play PS4, but would love to see the animals from Atlas available to console users since we can’t download mods. (Not necessarily the mythical creatures, but the smaller animals) Specifically the rabbit, parrot, seagull and turtle. My wife and I think they would be perfect for a pirate ark server. I know this probably is me yelling in the wind, but really hoping my request is an easy one and would be considered. We love this game and want these cute little guys on our pirate base
  17. Not gonna lie. Genesis 2's missions are lackluster. For a gameplay standpoint, they're good. But for a story-rich experience like they promised in the Extra-Life stream is hella lacking. The old ones should obviously stay. But i feel like there should be a few 'actual' story-based missions. I'd love if they did what they originally said what they where going to do and make these missions the actual ship itself. Not in the simulation. (which was never mentioned to come back by the way in the extra-life stream.) It just feels lackluster for the finale of ARK: Survival Evolved.
  18. TLDR: Basilisk TLC needs to add a coil ability that makes moving the creature around easier. Coil: Using the "C" key, the basilisk coils itself in place, and is able to pivot around while being unable to move forward or backward. When a movement key is used, the snake moves in the direction it was facing. Poison spit can be used as normal or in this "coiled" state. I recently asked some newer players to ark about their experience with the basilisk, and the overwhelming thought was "this is cool but I'll never use it". The problem with this creature stems not from its stats or abilities, but instead from the simple reality that moving it is torture. It has an extremely slow swim speed, insanely wide turning radius, and to top it off it has a narrow front facing bite that can't cover attacks from the sides or rear. Any one of these things isn't the end of the world, but together they make this snake so cumbersome to control and move around the ark with that it doesn't warrant use outside of niche PvP settings. Therefore I suggest a TLC for this creature that focuses on player control rather than moves/abilities: coil. This new ability resolves a lot of the cheese issues it has with attackers that spin around the back of the creature, while also making sure it can't easily chase agile targets (it has to coil and uncoil each time it wants to pivot). For PvE, it's also valuable for getting unstuck from rocks/trees and adjusting basic movement for easier control. The basilisk already has excellent stats and has a strong bite and poison ability, but is held back so much by basic movement that it doesn't get the attention it deserves. Any thoughts on this ability would be greatly appreciated!
  19. On genesis the industrial grinder i feel has became very much useless.... because items when gotten from missions have a canceled logo that prevents being grinded...... now ik if things would be grindable then people can get a bunch of titano saddles from a mission or ingeneral missions and they'd literaly make a liveing off of it cause they wouldn't need to farm for metal ect: i think soap could be used to wash off and clean said ungrindable items........ but then like the thought about and ofcourse tek saddles items...... could get u good parts back i think the best thing to do for that to prevent that would be make other items re-grindable again except for tek stuff and titanosaddles i mean i kinda wonder why titano saddles are in the mission loot tables anyways given that titanos don't spawn on the map so its sorta a waste to get titano saddles inless u transfer them from one map to another for a titano u plan to knock but yeah these are some thoughts it would be nice to go back to grinding parts of weapons and saddles armor ect: that u dont need like on other maps i have a bunch of items in a bunch of chests cause of it thanks wildcard~! : ) also i am curious why the industrial grinder got that update for it?
  20. Carcharodontosaurus = Lizard / Dragon / Godzilla Dinopithecus = Monke / Beast / Kong LET THEM FIGHT!! But Both need to be added for it to happen. Additional Suggestions: NEW ABILITY: Leap Charharodontosaurus Can Leap and is the only Big Therapod that can jump; a game changer NEW ABILITY: Devour Carcharodontosaurus bites = 15% Health of enemy = 1 Hit NEW ABILITY: Guard / Patrol / Turret mode Dinopithecus with equipped weapon shoots enemy on sight Can be customized to attack players, tamed creatures, and/or wild creatures. Can also be set to a custom range. Can also shoot above and below — assuming they have a line of sight of the target)
  21. So today, I just knew that i gotta do 168 Genesis Part 1 missions just to fight corrupted master controller. and i gotta do each mission on each difficulty, this is just insane lmao i don't have all the time to do all this sadly. maybe make it like i when i do alpha it auto completes gamma and beta too? I won't be able to get tek skiff engram and astrocetus saddle engram. Thanks,
  22. Have a rideable and breedable manticore '-' that can pick up dinos and have special attacks. You just have to steal the egg from a unknown location. But have the manticore in different types. So there multiple different ones Or Have the dragon like the one in the boss fight out flying around, laying eggs in a unknown area (like the wyverns) and allow them to have special attacks like you see on a mod. But have different types of those XD I like the manticore idea more tbh
  23. Maybe we can have a new tranq gun that holds multiple of tranq darts in a clip and rideable light pets with super powers
  24. I think it would be neat if the wildlife in the Space biome also varied with the environment. I don't have enough ideas for there to be one per biome, but I have come up with a few that I think would provide distinctive gameplay and/or a cool aesthetic. For the main suggestion, I decided to stick with the theme of aquatic mammals but I have included some additional tidbits at the bottom. I am undecided on whether all astral creatures should have a tek saddle. Astrolutrine Contemporary inspiration: Otter Creature niche: Adorable Size comparison: Shoulder Mount Temperament: Mischievous Diet: Carnivore Locomotion: Perpetually airborne, as with the Delphis and Cetus. Taming method: Passive tame as with the Pegomastax (allow it to steal from you). Alternatively, they perform emotes and gain taming progress if you copy it correctly and lose efficiency if you do not. You must pet it to begin the performance. HLN-A will audibly comment on the emotes wild lutrines perform as an accessibility feature. Capable of melee attacks. Perhaps it has the passive ability to disarm enemies with its attacks, which may or may not steal the weapon. The success rate could utilize a unique stat (similar to shadowmane armour), or be based off an existing or renamed stat. [E] Pick-up; [Double-F] Throw. Astropotamus Contemporary inspiration: Hippopotamus Creature niche: Intimidating and/or a powerful/immobilizing bite Size comparison: Trike or Stego Temperament: Territorial Diet: Herbivore Locomotion: Functions as a terrestrial creature - i.e. cannot fly outside of space. Capable of "landing" in floating environments (i.e. space or the ocean; capable of toggling between swimming or walking on the ocean floor like a Rock Golem or Karkinos). Taming method: Kill or knockout the parent in order for the infant to be claimable. Wild females spawn with an infant at a random stage of maturity. Passive ability: Immune to stuns. Able to manipulate its gravity - cannot be picked up or carried by hostiles. (Wild babies cannot be maewinged.) [LMB] Bite; hold to charge the damage and add a slowing bleed. [RMB] Increases local gravity that grounds enemies and prevents allies from being picked up or carried (could also reduce allied jump height for flavour). This could use a cooldown and have a short duration, similar to the Magmasaur's taunt. This could be charged first and then drain a resource, similar to Gasbags. The resource could be Stamina, Food, inventory items or a renamed Oxygen stat. This could be a stackable buff/debuff, similar to the Yuti (e.g. it only reduces jump height until fully stacked, and then it grounds). [W] Walk toward the cursor; [S] Walk backward; [Shift] Increase movement speed; [Space] Elevate; [C] Descend; and [X] Attempt to land. Astroselkie Contemporary inspiration: Seal, sealion and walrus; perhaps take inspiration from the extinct swan-necked seal for more a more visually distinct creature. Creature niche: Melee combatant Size comparison: Carnotaurus Temperament: Inquisitive Diet: Carnivore Locomotion: Functions as a terrestrial creature - i.e. cannot fly outside of space. Only mountable while in floating environments, as with the diplocaulus. Taming method: Passive tame as with the Hyenadon (must be separated from its pack before being petted). Passive ability: pack bonus. Pack members gain stacking attack speed and health regeneration. [LMB] Bite. Will blink on targets at medium range. Comparable to Warframe's archwings. [Cursor] Real-time rotation; [W|A|S|D] Movement; [Shift] Increase movement speed; [Space] Elevate; [C] Descend. Astrosirenia Contemporary inspiration: Dugong/Manatee Creature niche: Captivating (mythological siren; manatees are thought to be the source of the mermaid myths) Size comparison: Direwolf Temperament: Dopey Diet: Herbivore Locomotion: Functions as a more traditional flyer - i.e. capable of landing/not perpetually flying. Unlike flyers it can still enter the ocean. Capable of "landing" in floating environments (i.e. space or the ocean; capable of toggling between swimming or walking on the ocean floor like a Rock Golem or Karkinos). Taming method: Steal babies using a Maewing from wild herds. Passive abilities: Immune to shocking effects [LMB] Hoover-like attack that deals minimal damage but is good for harvesting "collectable" resources (i.e. press [E]). Good for Element Dust, Bushes and Silica Pearls. [RMB] Taunt nearby enemies. Cooldown. [Cursor] Real-time rotation; [CTRL] Lock Rotation; [W|A|S|D] Movement; [Shift] Increase rotation and movement speed; [Space] Elevate; [C] Descend; and [X] Attempt to land. Possible candidates: Mammals with aquatic tendencies that could speculatively-evolve to fit the theme, or those with a speculated/cryptozoological aquatic history: Astroursus; space bear; a battering ram; good for damaging structures Astroelephas; space elephant; capable of grasping things with its trunk Astrotherium; space sloth; they function like space barnacles; spawn on the sides of the ship; cling to things Astropithecus; space ape; trebuchet (inspired by Kraken's Better Dino) Non-mammals with interesting niches: Hammerhead; exceptional sensory abilities (unit-detection) Helicoprion; saw-mouthed shark; a carnivore that's good at gathering resources; maybe capable of specialization (e.g. moschops/therizino) Sawfish; a jouster; capable of impaling enemies to immobilize or move them Manta; purely for the aesthetic. Octopus; face-hugging; shoulder mount sized; blood-draining. Seahorse; leaning more heavily into being horse-like to fit the mammalian theme. Seamonkey; alternate Astropithecus; lean into being a literal sea-monkey; could be a homage to Subnautica and have the proposed astrolutrine's thieving ability.
  25. For my first post on here, I’d figure I’d test out my creature design skills; this isn’t necessarily a SERIOUS creature suggestion, and is not for the lost island as it is a fantasy critter. Just a fun little thought exercise. Modders and designers out there; I’m cool with you using the idea if you want btw! so… here goes Gargoyle (you’re free to give critique/comments about Gargy boy in the comments here! Just don’t treat it TOO seriously.) Species: Gargoyle Time: Holocene Diet: Carnivore Temperament: Aggressive Wild: Sitting atop high castle rises and crouching inside of dank caverns, the Gargoyle has very mysterious origins that may even lie outside creation by the overseers. While in its dormant state, a Gargoyle appears to be made out of stone, much like the mundane statues it is named for. Once an enemy draws too near to a dormant gargoyle, the gargoyle will awaken, although this process may take a few seconds, enough for smarter prey to escape what would otherwise be a quick and painful death by the jaws of this beast. Once awakened, however, they are harder to escape. Their wings unfurl as they prepare to swoop down upon their enemies in vast number. Domesticated: While the ways to acquire a gargoyle are by no means easy, it may prove itself to be a very versatile tame once acquired. The gargoyle is incredibly loyal to its master, and depending on its magical core, has great armor to boot! It’s plethora of skills are sure to amaze anyone. Abilities: The gargoyle can fly, swoop, dive, and claw its way to victory, sensing nearby enemies with its astonishing hearing and being able to work as an alarm much like a Parasaur can. That’s not all this creepy creature can do! It can also turn to stone, making it immune to most attacks, buffs/debuffs, and hunger. However, this is not always recommended, considering it cannot regenerate health, benefit from buffs, eat food, or move or attack in this state. Its stone form is also vulnerable to attacks that can damage stone, causing it to lose health by a mere pickaxe hitting it… it’s especially vulnerable to roll rats, by the way. It’s other special ability is known as ‘soul drain’! Once a Gargoyle fells an enemy in battle, it’s core will absorb the soul of the creature, healing it all the whole giving it a buff to speed, attack, and health regen for a little bit! This ability does not stack and can only become active again after it wears off, meaning that, no, you cannot just constantly have soul drain on your gargoyle. The gargoyle is also quite powerful, being able to hit very hard and fly fast! Oh, and it’s very good at reducing inventory weight, has great weight, and CAN carry dinos. Taming: The Gargoyle has a very… strange way to tame it. First, one must unlock an engram for a ‘Gargoyle Core’. This will put a permanent primitive gargoyle core into the players inventory, not disappearing upon death. This core will act like a blueprint. To build what the core is blueprinting, one must collect ‘Gargshard’ from dormant Gargoyles. This is done by donning full gillie armor, sneaking up behind a wild dormant gargoyle, and mining it. The gargoyle will wake up, but during that waking up process you can still mine it before deciding to RUN, because it will NOT be happy this is a VERY risky quest to undergo, because while as powerful any tamed gargoyles are, wild gargoyles are ALSO a whole hell to deal with. Once enough Gargshard is acquired, a Gargoyle can be crafted! Yes, CRAFTED! Once crafted, it will spawn in its dormant form, tamed, and ready for the player to wake it up… except, if you used your engram gargoyle core… it will always spawn at level 10 with the natural armor of a primitive saddle. … What? That’s right! Gargoyle cores, which can spawn in loot crates, have varying levels of quality! The natural armor and level of your gargoyle entirely depend on the quality of its core, and as with any other item quality, the better the core, the more Gargshards you will need. Non-engram cores will be used up upon creation of a Gargoyle. Here’s a list of Gargoyle core qualities and their respective levels! Primitive: 10 with the armor of a primitive saddle. Ramshackle: 30 with the armor of a ramshackle saddle. Apprentice: 60 with the armor of an apprentice saddle. Journeyman: 100 with the armor of a journeyman saddle. Mastercraft: 150 with the armor of a mastercraft saddle. Ascendant: 200 with the armor of an ascendant saddle. Now that the main thing is done, here’s a TLDR; Gargoyle Pros: -No saddle needed -Natural armor -When landed, one can toggle the option to make the Gargoyle dormant. This will make it immune to damage, debuffs, and hunger drain via turning it to stone. It can also be set to aggressive in this mode to make it into a sort of ‘Guard-goyle’, like a buried reaper on aggressive. -Senses MOVING enemies like a 24/7, short-ranged tek helmet. -Can dive like a gryphon -Can fly -Reduces the weight of stone, Crystal, and other rocky stuff in inventory. -High weight -High damage -High health -Decent speed -Gets a temporary buff upon killing something. This buffs regenerates health, increases damage dealt, and increases speed. -Does a scream with the c button (it’s not that special it just sounds cool, maybe strikes fear into smaller things like a smaller yuty roar idk) -Can carry dinos like an argy or Crystal wyvern can. -Not too big, between size of an argy and a Crystal wyvern. Can fit into smaller spaces better! -Can be set to turret mode to sense enemies like a Para can -SUPER good at gathering chitin/keratin. -Resistant to some debuffs. Debuffs that are either/or will instead have their duration reduced. For example, with a Yuty roar, you’re either afraid or not afraid. With the Gargoyle, you’re afraid, just afraid for half as long as you usually would be. Cons: -Incredibly hard to tame. While it IS a powerful tame, this thing requires you to sneak up, full ghilly armor, behind a wild version of SAID POWERFUL TAME, and sit right next to it to mine Gargshards and pray that you can run away fast enough. THEN, to ensure it’s a good tame, you have to search all over through a bunch of lootcrates to find a good quality Gargoyle core, get more Gargshards because said good quality core ain’t cheap, and THEN make the gargoyle, which cannot be bred. -While dormant, a gargoyle cannot regen health or benefit from buffs. It also is vulnerable to attacks that can break naturally formed stone (pickaxes, roll rats, ankys, etc). -Cannot sense still enemies. -Stamina is ehhhh -Takes a teeny bit to wake up from its dormant state, this delay can mean a big difference in battle. -The soul sucking buff from killing things can only be gained again after it wears off. -Charge light forces it out of dormancy. -Resistant to debuffs does not mean immune: it’s not put to a snails pace by a reaper cocoon like other creatures, BUT it is still slowed down. Tameable: Yes Rideable: Yes Breedable: No Stone cold killer: Yes
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