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Showing results for tags 'taming'.
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DO NOT CARRY YOUR NEW CLAIMED BABIES VIA THE RHYNIOGNATHA!!! the baby wild tame that is claimed on various attempts will NOT allow to be cryod once the Rhyniognatha picks it up and carry’s it in its grasp. please confirm if others are experiencing this take care and look forward to the fix
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why not make them tameable some fish look nice with colour of their is a event or just random and its a bit sad that you cant get them and having them would be fun and fish are usefull for their meat or eggs and maybe some people can catch theme for there lenght because some i found were massief
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I found a level 64 Spino in the lake and decided to try and tame it with a help of my Scorp (I chose to try and play without unlocking or building bows/guns or it seemed to easy) While we danced in the water, it would sometimes lose interest and seem to attack something else below than proceed to eat it. First I liked that - because it would replenish its health, so it would less likely die before torpor builds up (and also gave me Scorp a moment to regain some stamina), but then I though what if Spino's torpor is being replenished there as well when it kills and ets stuff? There were no answer found yet, but maybe someone knowledgeable here can and will answer this noob?
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Something’s got to give. Either let people pick up wild Dino’s and grief or change pve only taming mechanics for Dino’s. No pve Dino should be able to get killed while you are trying to tame. Example: I was trying to acquire a rhyniognatha but every time the silent alarm goes out and people start flocking around. For some reason every time I’ve got it down to 10% health and pop pheromone some random troll kills it. How is this any different than picking up a raptor for example and dropping in someone’s taming area/base? We got altered enemies near cryo mechanics for pve so why not fair no grief mechanics for taming?
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I'm going to be taking a Doedicurus by carrying it with an Argy from Far's Peak (the mountain in the top right, right) to my trap in Herbivore Island. I just want tips about anything that could and probably will go wrong and the stats I need at minimum on my Argy.
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ASA Hardcore Cluster Recruiting Looking to tribe up and ascend off of the Ark. If you haven't heard, hardcore is the best game mode for a survival game. Hardcore is all about The Tribe. There is way more to gain then there is to lose on hardcore. Come play Ark as it was meant to be. Bragging rights await
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TAMING SUGGESTION FOR ARK SURVIVAL ASCENDED
HeroicDino posted a suggestion in Game Suggestions Archive
In my opinion, we need a TLC on taming. A LOT of taming involves knocking a creature out with darts/narcotics and shoving its preferred food into its inventory. Inspiration from ARK ADDITIONS would be cool! -
Gorgonopsid, the blood hound Species: Inostrancevia Gorgonopsid Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild: Native to the volcanic island and burnt island, Inostrancevia Gorgonopsid is a powerful predator similar in size to the thylacoleo. However unlike the marsupial lion, this grogon isn't addapted to climbing, being instead more adapted to tracking injured prey with their amazing sense of smell. This sense of smell seems to let Gorgonopsids not only track potential prey but give them information on how injured the prey is while letting them keep track of its location no mater how far they may have gone. With this powerful tool, Gorgonopsids are unique in the fact they will target larger carnivores then they usually would if they are injured enough, weather wild or tamed. This makes Gorgonopsids a nightmare for survivors on injured mounts on the burned habitats they inhabit as your best option is to run and hope the Gorgonopsid finds a more tasty meal or to swim as these predators do not seem to be well adapted to swimming. Domesticated: With such a powerful sense of smell many tribes tame Gorgonopsids and being decently strong and agile mounts for their size they make for a good mount to run around the islands of the center so long as you can avoid swimming which is possible thanks to their surprisingly good jumping abilities allowing it to jump over the rivers that separate the main islands of the center. However their main appeal is their powerful sense of smell, allowing those who tame Gorgonopsid to not only track and identify the strength of wild creatures but also tamed animals, making it an amazing animal for tamers and for scouts. To domesticate one of these beasts however may be counter intuitive for those who are not familiar with them. With their powerful sense of smell the best way to tame one is too use a rare flowers scent, which normally aggravates nearby creatures, to mellow down a nearby Gorgonopsid as they seem to enjoy the smell. This makes taming these very dangerous due to the neighbouring wildlife as you will have to feed them while the scent of the flower covers you to avoid being attacked by the Gorgonopsid. creatures in game name: Gorgonopsid base stats: 800 hp 500 stam 100 oxygen 1300 food 500 weight 50 base damage on bite. abilities: primary fire:50 damage bite secondary fire: mark scent, aim and release right click to mark a creatures scent allowing you to track them and to see their stats like hlna would show jump button of choice: jump that can be charged up by holding. tertiary ability: cosmetic roar Tldr: thyla sized carnivore with hlna stat reading ability and the ability to track down creatures by marking their scent, wild or tamed. Good jump for mobility. Tame by eating rare flowers and then passive tame it while trying not to die. Fits well with the centre as this creature is one of the few confirmed who did not make it into the game and it'd be nice to add it with an og map like the center.
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Giant Leech - The torpor draining taming assistant
R1ngwyrm posted a suggestion in Creature submission archive
The giant leech lives in shallow water. it is a passive tame using blood packs while under the insect repellant buff. Giant leech is thrown like a bola while on foot or can be dropped from an aerial mount. The giant leech then sticks to a creature and passively raises its torpor while attached and lowers its food stat. once the giant leech’s food bar is full it falls off and stops raising the torpor of its host. This means that before a leech is employed it must be hungry.- 4 replies
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🧛♂️ Heterodontosaurus lugosi... the resource vampire !
ladyteruki posted a suggestion in Creature submission archive
What do your unused tames do while you're out there exploring, taming, farming, bossfighting, raiding ? NOTHING : they sit at base, waiting for you. Especially in the absence of cryopods ! ...what if there is a creature that gives meaning to the boring lives of all those tames ? That's where the Heterodont comes in. Main paleoart : Viergacht on DeviantArt Additional dossier sketches & ability sheet : huge thanks to linnyloaf of the Flat Ark Society HETERODONT DOSSIER ADDITIONAL INFORMATION Biome of choice : Fertile lake Harvests/gathers : Nothing on its own Generates : Nothing on its own. But latched onto other creatures... potentially everything ! Drops : Hide, Keratin (small quantities), Raw Meat Rideable : No, it's a shoulder pet Taming method : KO (Gems) Diet : Gems and Crystal Reproduction : Egg layer Key stats : Weight (its small inventory can get full fast, and it'll need to carry Gems to feed on), Oxygen (if you want it to suck on underwater creatures ; see below). Health can be useful in PvP settings, to resist damage while sucking (see below) ~ Taming method The Heterodont knows very well that you're too smart to be attacked. It will most likely flee when approached, especially with a tool or weapon in your hand (similar to the Sinomacrops). That said, it is very aggressive with wild creatures, and will often latch onto them, sucking on them while they can't do anything about it. And when it's latched onto something, it's impossible to tame ! Its weakness ? Gems. They're a delicacy this little vampire can't resist ! Drop stacks of Gems to the ground (or wait for an earthquake), and you'll see the Heterodont unlatching and trying to steal them : now is your time to bola it before it notices you. Once tranqed (which can take a while, they're quite resistant to narcotics), its taming efficiency depends on what Gems you feed it (50% for green Gems, 75% for blue Gems, and 100% for red Gems). It tends to require large quantities of Gems, even with good rates. ~ Reproduction The Heterodont is an egg layer. Two Heterodonts cannot breed if either of them is currently in a Gem condition (see below). Babies feed on Gems, or Crystal (of which they need larger quantities), and get hungry rather fast. Given their small size, Heterodont babies tend to die very young if left unmonitored... BASIC ABILITIES, not dependent on a Gem condition All the following abilities require no special action or food on your part. ~ Simple combat Use "Attack my target" to get it to bite a creature, or set it to aggressive. A tamed Heterodont (upon the condition that it's not on your shoulder) can cause a tiny bit of damage with its bite, worsened by a brief and weak bleeding buff. It's not much, but every bit helps ! Otherwise it's pretty useless in combat. ~ Shoulder pet Like the Bulbdog, Glowtail, Shinehorn and Featherlight, the Heterodont is also a light pet that will weaken Reapers and Nameless alike ! ~ Torpidity vampire While traveling on your shoulder, the Heterodont latches onto YOU ! Don't get mad, it's a compulsive behavior for the little vampire to suck on your neck... In this position, it is unable to use its teeth for anything else (like biting), but it will provide you with a Torpidity buff that will slow down the effects of poisons, darts and various narcotics. If you unlatch it by releasing it from your shoulder, you'll get a short dizzying debuff of a few seconds, so it's best to keep it on you without too many interruptions ! The Heterodont's ability to provide a Torpidity buff without harming anyone is actually also useful to quickly wake up players and creatures alike. If you need to wake up a tranqed creature for any reason, including a wild one, release the Heterodont from your shoulder while aiming for the player or creature in question. It will latch onto it and speed up the waking up process, faster than Stimulants, and without causing any damage. And just in case you might change your mind, this won't ruin your taming effectiveness, should you decide to unlatch the Heterodont before the creature wakes up ! ...Ah, speaking of, that's an important point : if you're doing this on an aggressive wild creature, remember to unlatch the Heterodont before the creature wakes up, to avoid... you know, incidents. The Heterodont's average life expectancy is short enough as it is. ADVANCED ABILITIES : everything about Gem conditions The advanced behavior of your Heterodont depends on what type of Gems you feed it. It will keep consuming said Gems from its inventory both as food AND to remain in that Gem condition. As such, the Heterodont can be used for only one ability at a time ! There is also a cooldown once a Gem condition ends, before you can feed it a different Gem. You'll easily see what type of Gem condition the Heterodont is in : its eyes change color according to it. If you don't wish to use the Heterodont's advanced abilities for a moment, you can simply feed it Crystal. It will (slowly) fill its food also. Here's a short explanation of each Gem condition : ~ Resource vampire Gem condition : green Gems - Use the radial wheel to make your Heterodont latch onto a tamed creature of your choosing - The Heterodont will start sucking the other creature's health. Make sure to provide healing for your second tame so it can keep being sucked on as long as the Gem condition lasts (a Daeodon seems ideal, for instance) - In doing so, it generates what the creature would drop if harvested once dead. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - If the creature being latched on is ridden, its health will go down but no resource will be generated, risking death... in vain - Once it runs out of green Gems in its inventory, the Heterodont will naturally unlatch and the other creature won't need healing anymore Example : let's say you have an Angler Fish at base, that you're not using at the moment. The Heterodontosaurus latches onto your tamed Angler Fish, and sucks its health. Slowly, this generates the resources you'd normally harvest from a dead Angler Fish... Infinite Angler gel ! Note : this ability does not extend to Element-related resources (Element itself, Element dust, Element shards...) Gem condition : blue Gems - Use the radial wheel to make your Heterodont latch onto a tamed creature of your choosing - The Heterodont will start sucking the other creature's health. Make sure to provide healing for your second tame so it can keep being sucked on as long as the Gem condition lasts (a Daeodon seems ideal, for instance) - In doing so, it generates what the creature would be gathering if it were in use. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - If the creature being latched on is ridden, its health will go down but no resource will be generated, risking death... in vain - Once it runs out of green Gems in its inventory, the Heterodont will naturally unlatch and the other creature won't need healing anymore Example : let's keep the Angler Fish situation. The Heterodontosaurus latches onto it, the Angler Fish loses health slowly, and in exchange the Heterodont starts generating Silica pearls in its inventory, and Black pearls in smaller quantities. Infinite pearls ! Note : this ability does not extend to Element-related resources (Element itself, Element dust, Element shards...). ~ Storage vampire Gem condition : red Gems - Release it from your shoulder while aiming for any enemy structure with an inventory. The Heterodont will latch onto that structure, the same way C4 would stick to it. - The Heterodont will start sucking on that structure, without damaging it - In doing so, the Heterodont slowly adds to its own inventory a random item or stack of resources that's occupying one of the structure's slots. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - It will keep working on it until the structure's inventory is empty, OR until the structure is destroyed, OR until the Heterodont is out of inventory space itself, OR until the Heterodont is out of Red gems in its own inventory. Whichever comes first ! Example : this is useful in PvP settings, to empty enemy structures without destroying them. It can be a turret, a vault, a generator... It won't help you much against an entire defensive turret wall or chandelier, though ! You can try to use several Heterodonts on several turrets at once, but not everyone will come out of this alive ! In PvE, this ability will exclusively work on your own tribe's structures, and as such has a moderate appeal. PvE survivors will probably enjoy the two other Gem conditions more, but at least they'll save on red Gems ! Note : the Heterodont can still take damage while sucking on structures, so it's up to you to use a Heterodont with high health, and/or to protect it from attacks & bullets. Also, this ability doesn't extend to tek structures. Cryofridge to be determined. So, to recap : UNIQUE PERKS OF THE HETERODONT - New light shoulder pet ! It's been a while. - Taming helper and more broadly, torpidity helper. - In PvE settings, it can produce resources passively. - In PvP settings, it can replace or complement destroying structures during raids. - In the absence of Gacha farms, it can somewhat make up for it ! Once Gachas are reintroduced in Extinction, the Heterodont works differently anyway (it requires specific food, and doesn't provide Element at all), so they will complement each other. - It makes use of tames left behind at base, while you're not riding them, so it gives values to unused creatures. No cryopods ? No problem !- 27 replies
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Saccorythus the living multitool explosive.
Matteu posted a suggestion in Creature submission archive
Real world saccorythus Saccorythus lived during the late Ediacaran 540 million years ago. It is unknown what exactly it was. Saccorythus was a globular animal with a giant mouth and no anus. The cones on its body might have had a sensory function. In ark they will be roughly the size of a parasaur egg and live in clusters on the bottom of any body of water. Wild animals leave them alone as any type of damage will instantly result in an explosion(wild ones only). They live in water but will be able to survive on land. They have very limited movement and are the slowest creature in the game. Storage you can keep them in your inventory and putting them inside of a refrigerator will stop them from losing food so they don’t explode when one accidentally starves. It will have the following stats at lvl 1 HP 10 Stamina 50 stamina will increase the blast range. oxygen - food 1500 damage: bite 2 explosion 70 Taming to tame them you have to swim with them for a certain amount of time but if anything attacks you before the tame is done it will instantly explode. Breeding Unlike most creatures in ark, these animals can breed again instantly after breeding. When you breed them both parents will lose half of their total hp instead. And if they die they explode. And a new one will be fused from both parents. After this you can imprint them once for 100%. Abilities Gunpowder production from time to time saccorythus will puke up some excess gunpowder which you can collect and use. Saccorythus will have an extra options menu called bomb options Target options you can choose if they explode with tribe owned dinos and players only, or if wild dinos trigger them to Landmine you can put them into the ground at which point only their sensory hairs are visible. When any animal comes within range it explodes sea mine you can let them hover in place in water similar to the land mine Remote detonated you can put them anywhere and use your whistle command to remotely detonate them. Grenade & bazooka you can throw them like a grenade or put them into a rocket launcher to turn it into a grenade launcher.-
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The one thing that is not at all present in ark is a creature for taming, some creatures like the poison wyvern and lightning wyvern as well as the basilisk have torpor attacks, but they do too much damage to be useful for taming, I propose the nephilia jurassica, a large spider (would be Enlarged to a rideable scale in game, acting as a sort of larger more useful version of current spiders) this arachnid would have a multitude of abilities left click (normal) a medium damage bite and stab that applies a poison to whatever is hit Right click (normal) A very low damage but high torpor (melee damage dependent) venomous shot, acts similar to a tranq dart right click (alternative) or c a web shot that acts similar to a net gun, downing medium sized predators and taking flyers out of the sky or alternatively acting similarly to a bear trap if shot to the ground (easily destroyed by sharp objects such as axe, sword or even by torches and such) The nephilia Jurassica would only be able to be obtained near still bodies of water where it can catch its prey, bugs and such. The only way to bring one back for yourself is through the closely guarded eggs of the females, which, you would have to harvest off of a female using bug repellent and a ghilli suit, it may take multiple tries as the eggs are fragile and easily broken! Once domesticated the large orb weavers eggs become easier to harvest as they less resistant to your presence. They may also be useful for producing an alternative form of narcotics in the form of a toxin produced from their venom. pictured is a golden orb weaver, a common day arachnid from the same family as nephilia jurassica, very similar in appearance although significantly smaller
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Hopefully this helps, I tried to keep it short and to the point. Please let me know if you think it could be improved. :) https://youtu.be/FuA68ACyF-Y
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With ASA the UE5 upgrade coming out, I wanted to voice some concerns I had for missed opportunities for it and some of its DLCs releases from the ASE versions. First, is anything to make the world feel more alive would be an amazing start. These are all ideas to cherry pick from but all together would make an amazing experience exploring the map. Herding. Things we think of as Herding Species moving together in unison. Unless panicked for example. Seeking water with drinking animations when thirsty (even though creatures don’t have thirst meters a pseudo one just for effect could add a lot of realism when wandering around the map) Adding resting animations would do a lot also but would probably be difficult to add for each creature. Having preferred Prey, and/or Prey Sizes, that predators choose to hunt. Also if it can be done without making things to complicated, making smaller creatures of different species react and flee from something large, like a Rex, coming in and attacking something. Instead of everything of a different species just wandering around the attack obliviously and just waiting to be the next victim. Breath spout animations for marine mammals and reptiles, a tail slap on the water for whales diving would be an amazing touch. Things like ichthyosaurs and megalodon being able to breach the water surface like the manta ray. Adding splash effects when things interact with the water would really add a lot also. These are first because they are very surface level and not as important, but would add a lot to the over all visual experience of playing ARK. They are probably less likely to get added but would be a major benefit to the game as a whole. The next thing I would also like to suggest is focusing on Extinction in particular, and giving it another layer of gameplay rather than just "Get Mek Beat Titans". Also I would double check if Orbital Drop and Element Vein waves could use some rebalancing between solo players and tribes respectively. And a BIG one. I highly suggest exploring your options with the buildings in Sanctuary City: They could be PVP levels with just empty halls and rooms you can’t build in (but can build in on PVE/Single Player), they could hold mysteries and answers for the over all world story, or links to the animated series, they could have unique machines to use, or resources to gather, they could be a unique ecosystem for a new strange creature added to Extinction, (Huge Ugly Roaches/Bugs maybe) they could even lead to a new underground ecosystem that connects to the underground forest. Or a little bit of each. I just feel all those, or at least a few of those buildings not being explorable was a missed opportunity for that particular map. They could really add another dimension, and another unique reason to enjoy and replay Extinction. I always thought that you should have to accomplish something like flipping a switch in each bio-dome or something to unlock the first building in the city that you could go in. Then in the first building you could find a switch to unlock the next somehow, and so on and so forth to open all of them by clearing the building before it and stumbling across "the switch" to open the next. Making the map bigger as you explore them and find new things to help your journey. That would of been epic. More of a linear progression aspect than most maps have in ARK but I think with the right mysteries sprinkled throughout the journey, with 1 or 2 neat creatures only found inside, and maybe a mini-boss or two, could really breath a new life into Extinction and really set it apart. I just wanted to mention that if possible, please give the community maps that never got one, like The Center Map & Ragnarok, etc. the new official mod-map treatment of at least one-to-three unique creatures and a unique boss. An aquatic boss has been begged for and would fit a water-themed Center Map extremely well. A Kraken on Ragnarok does make sense though also. I just feel when you started doing that to the community maps it was a great idea that kind of spoiled us and now the other older community maps just feel lacking comparatively. Next, I would really like you guys to thoroughly test and rebalance a lot of the major events, like boss battles for each map, caves, etc. to be challenging but actually passable without having to cheat for the average player. Unless on hardest difficulty, but even hardest difficulty should still be passable by survivors without having to cheat in anyway. Grinding to get the gear and creatures you need is fine but at least double check all difficulties are passable for a solo player and still challenging for a tribe. That goes double for the missions of Genesis Expansions... This is the main reason I made this forum post: Genesis Missions Genesis Missions had some good concepts but some of them were insanely difficult, and others just repetitive... I would rebalance them and try to find ways to make them more of an enjoyable experience. I don’t know what is actually possible with that honestly… but I just feel with you rebuilding them it is a good opportunity to make them as fun as I think you intended originally for them to be, but maybe didn’t have the time to implement, or now with hindsight you might of thought you could of improved on. Maybe even a community submission of Fun Genesis Mission Ideas with community votes on them beforehand. I think Genesis had a lot more going on than it got credit for initially because some of it just didn’t mesh together as well as other parts of ARK. I just feel it’s a good chance to give it a little higher standing with survivors. New kinds of missions: like tranq taming a specific creature that rewards more hexagons the higher the level it tames out at. Mini-boss battles in specific locations that feel unique, like a specific fun defeat-mechanic for instance. (Zelda) Stealing eggs and getting away somehow without hurting the parents when they chase you. A for the most part, straight-away-Air-Race from one end of the Eden Ring, through space in the middle, and then continuing to the other end of the Rockwell Ring. All kinds of fun mini games could be added to replace the repetitive missions. I just think that all of them should feel more like a fun game rather than a difficult task even if it is presented as one. Last is making some of the insanely difficult tames and challenges a little easier that don’t really need to be so dang hard lol. Challenging is good but making us pull our hair out is not lol. Just making sure when you guys test play beforehand that you tame everything a few times in a row to really think how players will feel attempting to themselves. And run all the missions, caves and bosses a few times for the same reason also. Changing chain bola to the net gun for Tropeognathus for instance, making Amarga not so insanely difficult to tame along with others in its tier of just insane difficulty. Anything that you can not tame 2-3 of them in a row, without it being an all day event or a miserable experience, needs to be tweaked at least a little bit. They don’t need to be easy, just not irritatingly difficult. Just remember to make sure every major aspect of the game that you want all the players to routinely go through to clear a map/level are fun over just hard to beat. Everything should get you excited to attempt it, never discouraged or irritated. If you can accomplish that while adding new fun content to keep it fresh, and give every bit of the game from start to finish as much love and attention as it deserves, I think you will be alright with the ASA release at least. Really hope you consider these ideas and implement as many as makes sense, and is possible. I guarantee they will go over well. Especially for the price point argument. Thank you for your time.
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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