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This is a real prehistoric animal that I thought would be cool to have in ark. Potential abilities include: stomp that does AOE, a bite, a roar that temporally makes nearby tames immune to debuffs such as bleed, and due to the scutosaurus being heavily armored it could be immune to all debuffs such as bleed permanently. Is able to harvest berries but not meat. Habitat: swamp and or grasslands Herbivore Neutral in the wild and travel alone or in small packs of 2 or 3. Mid-high speed but high stam drain and cant jump. Taming: simple knock out but it as high torp and low torp drain, then feed it berries, vegetables, and or regular kibble. When harvested gives hide, meat, and high chance to give prime meat.
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Scutosaurus- The Taming Tame!
Craptorr replied to Thnderchiken1's Suggestion in Creature Submissions
Scutosaurus - The Tame for Taming Scutosaurus means “shield lizard” but ark has so many tanky guys for combat. Scutosaurus should be a tame perfectly engineered to make taming easier. I imagine Scutosaurus as the first tame that is really viable to use to knock out other dinosaurs effectively. Scutosaurus may have had an expansive digestive system, Arks Scutosaurus could “ferment” narcoberries it gathers and be able to release a narcotic gas that causes a decent amount of torpor damage in a small radius around the dino. It would probably take a good amount of narcoberries to charge the attack because Scutosaurus was always eating. Scutosaurus is beefy, as his name implies, so he can withstand a wild dino wailing on him while he knocks them out. His back and neck are super armored with plate-like-bones under his skin so he should get a damage reduction when hit in these areas. When your tame gets high on torpor and starts to run away, Scutosaurus isn’t great over long distances due to his stocky body but he can get a good burst of speed out before his stamina drains. Scutosaurus’s saddle contains a mortar and pestle, so taming is even easier when you bring this guy along. He’s especially good at collecting narcoberries because they are his favorite thing to eat. Scutosaurus could even play a role in pvp if his digestion mechanic is expanded on! Stimulant gas to wake your allies up when an enemy Scutosaurus has put them to sleep. Feed him sweet vegetable cakes and he will release a healing gas. Be careful! This gas could also heal your enemies. Also good if your tame gets attacked mid knockout! Taming a Scutosaurus: You can’t just knock out the king of knock-outs! Scutosaurus requires a special taming method. When Scutosaurus has emptied the contents of its stomach, it will start an animation and the player will be prompted to feed it an item from a changing list of cooked foods. Players will have to agitate the creature, be close enough to trigger a gas cloud release, feed it, and then back off while Scutosaurus regains its toxic fumes. Bring Stimulants in case you or your tribe get hit!- 5 replies
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Dossier: Common Name: Xiaotingia Species: Xiaotingia Quaerere Time: Jurassic Diet: Carnivore/Insectivore Temperament: Neutral/Curious Wild: Even though the Archaeopterix is a descendant of Xiaotingia, the Xiaotingia has both more health and is quicker. And it is way more curious than Archaeopterix. I would have never found it, if it wouldn't come to me. They seem to be rare too, but the Xiaotingias abillity to climb trees and glide away from danger ensures it's survival. Domesticated: Once tamed, it is able to scout for Dinos you're looking for. I'm amazed by how good the Xiaotingia of the survivor who told me about it is trained. Apparently, he didn't even train it. It is even harder to believe, that you can tell the Xiaotingia, which exact dino he has to search for, and it'll look out for the strongest one. Definetly great if you are always looking for strong dinosaurs. Mei would love one of them. More: Taming: Xiaotingias are passive tames. First you need to get their attention. When he approaches you out of curiosity, feed it. You can feed it meat, but it preferes chitin. Simple Kibble ist barely better. After around 40 seconds, the Xiaotingia is hungry again and comes back to you. Abilities: Once it is tamed, you can send it out scouting for specific dinos. You can decide which species it should be and which level it has to be at least. The longer you let the Xiaotingia scout, the further it flies and the more likely it is going to find something. When on your shoulder, it will alert you, if there is a max level creature around you. Temperament: Sometimes, the Xiaotingia will approach you and look at you for a while, same with other non-hostile creatures. If it gets attacked, it will attack back, sometimes dodging the attackers hits. Once it gets down to half health, it will run away, searching for safety in the trees or jumping of a cliff and gliding away. But it is aggressive to insects and has a damage increase on them. Habitat: The Xiaotingia is most common in the jungles southeast on the islands, but hey are still quite rare. Side note: Quaerere is latin and means 'search'.
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Some years ago, I had an argument with a tribemate: While searching The Center for our next victim of force-fed mutton in hope of beginning a new breeding line in a freshly wiped server, he made a comment on breeding strategy. Specifically, he mentioned that 'most' official tribes do not begin breeding for mutations until they tame a Giga with 50 points in its melee stat. I disagreed, noting that breeding a Giga with 40 points in its melee stat for mutations was likely to produce 5 new mutations faster than finding one with such a high melee stat. Logically, he brushed me off, quoting some ancient wisdom bestowed on him by some former tribemate that might or might not have been in some official tribe at some time. I did not let this go. At the time, I had to produce a Mathematics investigation on a topic of my choosing. As a result of my petty disposition, I chose to shoot myself in the foot with a topic well beyond the syllabus I was following. Particularly, I explored the compared efficiency of taming or breeding dinosaurs at a given cut-off stage of points in a desired stat. My goal was to find what I dubbed the 'switching point', the number of points in a desired stat at which it becomes more time efficient to breed for mutations than to tame a new dinosaur in hopes of it having more points in that stat. This is that investigation. Maths Investigation..pdf I had to compress it a lot to upload on here because of the 400kb limit, so some parts aren't particularly legible. There are some assumptions made throughout the investigation to stay on subject. Many of these are barely relevant to its applications, some should be accounted for when using the formula produced: Particularly, t-tame is not the actual time to time a dinosaur, but rather the average time it takes you, specifically, to find, tranq, and tame a dinosaur (you should take into account offline time, since raising dinosaurs can be done when offline). E-breed does not account for breeding several dinosaurs at once (as is common practice), since, by doing this, you essentially get one useful mutation every time you hatch a set of eggs, you can replace t-breed by the raising time of your dinosaur in the final formula (you can also just track the average number of useful mutations (level increase, not actual mutations) you get in an hour over a couple of days and replace all of E-breed by this number). I will expand on these and other assumptions if there's any interest.
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I play on a single player server on the island, with a base at hidden lake. I have a decent base going, but my problem is with taming creatures. Right now I have a low level beaver and anky, and a mid level dire wolf and argy, but that’s about it. I know I need a lot more tames, but I hate spending hours only finding low-level creatures, and when I do find a high level, it is usually killed by other creatures or I lose it. Does anyone have any tips to help?
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I had a thought for a taming option for larger creatures. Like how in Ark I, you can have a Rex target a single player as the rest of the tribe tranqs it. But it still takes the regular time to tame. I was thinking that if more people in your tribe are a part of the taming process, the faster it would tame (like 3-3.5x). This would need a balance though, an equivalent exchange for the faster tame. My thought would be that: 1.) It would only work on carnivores bigger than a raptor. 2.) You need to deal more torpor so the K/O takes longer.
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Should I even put in the effort to tame a Tapejara? I’ve already got a few argys so I’m not sure if they’re still worth the annoyance. I was planning on taming one but now I’m not so sure. For reference my character’s level is 98 and I play almost entirely single player (with the exception of sometimes playing with a family member on split screen)
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Please give us a way to make the Liopleurodon permanent
Vlvd posted a suggestion in Game Suggestions
Please give us a way to make the Liopleurodon a permanent tame, without the buff, not breedable, just keep it permanent, may is be though a setting or a codeline to put in the game file. Especially for single-player lovers who like the idea of keeping a collection of all the creatures in Ark, it would be perfect. I play Ark almost since launch and never posted a suggestion cause I think the game is truly a masterpiece, being the only game which didn't get me bored after so many years, but I, along many other players as I saw over the years, would love if you made possible for the Liopleurodon to be kept permanent for our collection. Thank you for making this game and I am just asking you to at least consider this, please! I wish everyone a great day and all the best!-
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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.
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I play on Official PVE and my tribe is trying to find rexes for our stat pool in order to prepare for boss fights. We are trying to figure out if we can check the wild stats before taming and judge them good or not in that moment, not taking the creature if it is an average one. We know that using the kibble will provide a lot of points on the stats but, as per your experience, is there a good probability that a regular stat become a good stat after taming?
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dream catcher!! Going back to base after 140lvl rex tame
JensJuJu posted a gallery image in NAKAMA's NAKAMA TRIBE HISTORY AND UPDATE