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My idea for the upcoming fear evolved would be adding aberration content Im thinking about before the clog turns 0 instead of a dodo themed moon there would be orange fog on the floor across the entire map and when it hits 0 there would be red stones falling from the ceiling (would visually look like the stones falling during earthquake but in the color and style of the meteors on the island and scorched earth)ss the boss i would add something like a dodo reaper king or queen. The dodo reaper could be spawning across the entire map except in the radiation biome and would be coming with zombie nameless or zombie drakes wich would be claimable after its defeat also there would be zombie rock drakes spawning in the nesting area like on scorched earth To its abilitys and look It would have the head of a dodo and would be able shoot fireballs from its tail and might be able to breathe fire too??? (Doesnt need to have that ability)
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- fearevolved
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Hi! Been playing a good bit of club ark lately, and really like the changes they brought to the game! There are a few exceptions of course, and I'll try to go over them best I can 1. Give players a way to bypass missions they can't do I have seen too many people get stuck on the 3x bonus because they can't do whack a dodo, or sometimes train robbery. That's not fair to them, and I've seen them stop playing altogether because of it Potential Solutions: - Maybe we can give players a 1-2 skips per cycle. Of course they'd miss out on the massive credits of train or dodo, but would make it playable at least. Or heck, make a "skip token" item or something that can drop from the wheel/be purchased for credits to be able to skip a mission on your 3x cycle. - A bingo-style cycle, that rewards you for completing certain groups of missions, so you can pick and choose which one you'd want to do. Say one row has parkour, doed dodge, ray race, and Train. Another has Lasso, Whack a dodo, Shark and duck duck jump. You can choose to do whichever row you feel you can actually get done, and then re-shuffle them once you're finished. Maybe even get one free re-shuffle per day, or again, implement a token that can do that for you. I feel this one has potential now, but could REALLY shine once there's a wide plethora of games to choose from. 2. Implement group focused activities Right now I find myself having to group up with other players especially for alpha train robbery. It's usually fun, however we don't usually have all 4 people making it. This can lead to people having to re-run it to help those who failed for less of a bonus (no more 3x), or just leave altogether, leaving the person who didn't finish still unable to finish. Another common problem I run into, is we all complete the train robbery. Now what? Most of the other missions are either easier to do solo, or if one person finishes, the other people in the group might not again, leading to re-running the same missions over and over. Makes people want to leave and play solo. Potential Solutions - Implement a bonus for helping players beat it for their first time in their cycle. This could be dangerous, and might need some balancing since I could see groups of friends trying to abuse a system like this, however if done correctly I think this would be a GREAT incentive for more experienced players to help players that might be struggling a little bit. - Add more games that don't need everyone to be alive at the end in order to get the rewards. This ones self explanatory, but I do think most games are designed for the solo player as of now - Always give rewards to everyone in the group if the mission finishes, but cut the rewards for anyone who died as a "death penalty." Imagine how frustrating it is to be part of a group where everyone beats it but you died 5 seconds before the end. Everyone else gets the rewards while you get nothing, even though you helped out significantly. I think getting SOMETHING would be better than nothing, and would soften the blow for people who keep trying and consistently help out. 3. Implement "daily challenges" This one almost goes hand-in-hand with #1, because it would be a nice solution for people stuck on certain missions. This would make it worthwhile to come back and try to complete the challenges for bonus rewards on a daily basis, even if they are stuck on the cycle. The challenges could be as simple as "complete lasso game on beta" or maybe a little harder, like "complete lasso game with more than 1 minute remaining" or a time trial run of parkour, or complete duck duck jump/doed dodge without being hit once. Maybe even harder, weekly challenges as well! 4. Better Bank Management This is one I doubt people really see a problem with, but one I recently ran into. If you get mostly resources as rewards, they clutter up your bank. You can't scrap resources, and you can't download them or throw them away. This means when you get your bank filled with useless items like hide, chitin, battle tartares, etc., the only way to fix this problem is to go to an actual ark server and download them all just so you can keep getting rewards. This is frustrating to me, considering most of these rewards I'll probably just throw on the ground next to the drop I download them at in the first place. Considering the bank doesn't really serve a purpose right now other than seeing the rewards you got (that I know of, maybe I'm just ignorant), revamping it would be a nice options Potential Solutions - Implement a way to trash these items - Implement a way to trade/sell these items for credits (Auction House?) - Make them available to be downloaded while in club ark, maybe with a timer if needed - Give us "lockers" where we can store things that we don't want uploaded and don't want to carry around 5. Reward Ideas - Blueprints - Tame specific resources, like wyvern milk for those who won a wyvern as a reward, but play on a map where they can't get milk (nameless venom when it comes out, etc., though this could already be in and I haven't noticed) - Treasure maps (could give players a reason to visit maps they don't play on as often) - Structures (Don't think this ones a reward, but would be cool to win a premade forge, cooker, grinder, chem bench, replicator, etc., whereas getting multiples of regular stone/metal buildings/gates would be a nice thing to stockpile as well) What do you guys think? I'm sure some of these suggestions need some tweaking and some are better than others, but these are just some of the things I think Club Ark can benefit from. I've had a lot of fun with it lately, and would love to see it keep on improving! What are some of your own suggestions?
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I was looking at the Dossier for Cosmo and was wondering how the grappling mechanic would work, like how do you activate it, or how would you swing through the caves. In my opinion, the swinging should be simmilar to that of the bloodstalker, to really give it that spiderman feeling. It would also be interresting if it would spawn esclusively on the surface, because that is the only place on Abberation that doesn't have an exclusive light pet to be found there that can't be found anywhere else.
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Small Quality of Life Improvements & New Simple Yet Immersive Features
Sekreign posted a suggestion in Game Suggestions
Dear Studio Wildcard Employees & Developers, First of all, I would like to thank you for taking the time to read the suggestions in this post. I firmly believe that if these suggestions are added to Ark Survival Ascended/and or Ark 2 it could make gameplay interesting. To give you a bit of information about myself, I am an individual who in their free time loves to make mods for games, and I have been investing some time lately into making mods for Ark Ascended, I just need to learn the basic ins and outs of Ark Modding Software. I also have about 5000 hours in gameplay in Ark Survival Evolved and Ark Ascended, so I am confident I understand the game enough to know how to make appropriate enhancements myself which fit the style and mechanics of the Ark Survival Series. Here is the list of features I would like to send to the Ark Dev team, and I do plan on updating this post with links to my work in progress mods once published, which will showcase the mechanics behind these suggested additions: ITEM ENHANCEMENT SUGGESTIONS: For each tier of item quality, Ramshackle, Apprentice, Journeyman, Master Craft, Ascended, have new and different textures and models. Ex: Pickaxe, Crossbow, Hatchet, etc. would go from a more primitive DIY look to a more sophisticated and powerful look. (i.e. an ascended tier crossbow would have not two but four limbs and would have a scope amongst other features like replacing the wooden parts with polymer and metallic based materials in the item model, making it look like an expensive compound crossbow). MORE RAW MEAT VARIATIONS: It would be more immersive and holistic to see different types of entities in the game drop different types of raw meat. The types of raw meat wouldn't be specified towards the dino they come from (ie it wouldn't be like scorpions would drop "scorpion meat" but rather would drop "insect meat"). The way this would work is the type of mob (fish, mammal, insect, etc) would have something much like an NBT tag specifying their lootable for their meat drops. The variations could look something like this: Insect meat, Poultry, Red Meat, Fatty Red Meat, Lean Meat, etc, of course it wouldn't look exactly like this but, thats just to give you guys an idea. SURVIVOR DEBUFF ENHANCEMENTS: Instead of only giving a health drain to survivors eating items which cause the sickness de-buff, survivors would run into other temporary impairments which represent more accurate symptoms of ailments. One of these would be survivors would lose water so quickly it causes them to lose health, and but if they keep drinking more water the timer for the "sick" de-buff is decreased. Movement speed, melee damage would also be decreased, the severity of which depends on the intensity of the sickness de-buff (the de-buff would be reworked to resemble more of that of the heat stroke de-buff where the negative effects are enhanced in intensity as the percentile goes up.) VOMITTING, URINATION AND DIERRHEA FOR SURVIVORS: Survivors now will experience their stats being altered by newly implemented events resembling that of realistic bodily functions in regard to excrement such as urination, vomiting and diarrhea. The way players would see and experience these effects take place is actually quite simple to implement. All that needs to be done is to add particle effects, sounds, models and or textures of these events happening. Adding models and textures could be optional, instead sound could be implemented with messages on screen to signify that such an event has taken place. Once the character vomits for example, they would also loose hunger or water. Think of this feature like in the game called Rust, where you hear your character vomit, and they lose food and water when eating too many pickles. In Rust, there are no vomiting animations or textures, but the first-person view, changes and sound effects are enough to signify the event has occurred. These additional events can further enhance immersion of gameplay by co-existing with other de-buffs, such as when the survivor eats something not fit for consumption. QUALITY OF LIFE IMPROVEMENTS & TLC UPDATE FOR INDUSTRIAL GRINDER: A really cool idea I thought of, is that instead of just using trophy items for boss tributes, they can be turned into resources in an industrial grinder. This feature would be ridiculously simply to implement and would only require a few lines of code. No longer would survivors be throwing away or forgetting about argentavis talons, saurapod vertabres, etc, but rather could be turning them into hide, keratin, chitin, etc. Or the items such as Titanaboa venom could be used in place of of biotoxin. MAP ENHANCMENTS (I.E. MORE BUILD RESTRICTIONS) One feature I think has huge potential, is the mechanics in build zone restrictions on the Genesis 1 release for Ark Survival Evolved, where players could not build in mission areas. This feature could be recycled to prevent players from building in caves with tribute items, or near obelisks. ALTERNATIVES TO TAMEABLE TITAN BOSS VARIANTS: Instead of adding in new tamable "boss dinos", when the Ark Survival Extinction DLC drops for Ark Ascended, you could consider a simpler and more conservative solution which the community would appreciate - a unique taming system to alpha dino variants. Just think for a minute if there was a rigorous and unorthodox method to taming an Alpha T-Rex. Not only would it feel more closer to the traditional ark experience but would stay truer to the founding ideas behind the Ark Survival Franchise! Dinosaurs! It would be just like Jurassic park! With the Indo-Raptor!- 1 reply
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I would like HLN-A added to a reward for ascension as a engram. You would craft her and then equip to a slot the same as a chibi which would then grant the player access to HLN-A if they have it unlocked
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- updates
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