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  1. Jerboas on ASE were pretty mid tbh, so let’s fix that First, being the main shoulder pet on scorched, they should have an insulation bonus when being carried, similar to an otter. But instead of mainly cold resistance with a little heat res like the otter, swap that around so they specialise at keeping you cool. This should be affected by the melee stat, just like otters as well. second, they should be able to spawn at the normal level ranges, rather than all of them being level 1 regardless of server settings.
  2. ASA has the potential to become really good, but ASA content is currently lacking. existing content from ASE and, above all, new content. FREE new content. MORE content than just 1 new dino per map! So Wildcard... PLS do the right thing and add more new stuff the map, so there is more reason to play ASA in this early stage The Map The first DLC map. The First Map we got with a very special new challenge, survival in a desert. Scorched Earth was new, was harder and quickly felt the same every time because its a sandy place which looks quite the same over the whole map. Now you have the chance to create a stunning new enviroment. ASE Scorched have different biomes, but I didnt felt this way because everything looks the same. We have the dunes. the late game sandy graveyard. The biome which Fasolasuchus will live. The dunes was nearly perfect in ASE and very outstanding from the rest of the map. Only the citie there could need a touch. We have the Canyons... which need to get way more love! in ASE they were not really noticeable and were merely a difference in height Pls make them as outstanding as they are in RL... different rock patterns, echos, falling rocks, an oppressive feeling and the feeling of being tiny... THATS Canyons. We have the Mountains.. in ASE they always felt a bit out of place. they had a completely different texture that didn't match the rest of the map at all. If we look at the rocks and mountains on Island, I think we can expect a lot more. Mountains which will fit in the world! We have Oasis... The elixir of life for all players on the map. The special ability helper for Morellatops. One if the most dangerous places on the Map But outstanding? not really. They dont have any outstanding flora there and dont feel that special as they should. they should be the place where life flourishes. where you feel relief, where you can see from afar "this is not the desert, this is LIFE" But the Flora is spreading on the whole map... plenty of trees and stuff are everywhere.. so Oasis arent anything special, beside the water... We have the low and high desert.. which both arent really deserts.. there are plenty of green trees, bushes and even flowers. More bushland than desert. Thats kind of okay, cause I know there are deserts which looks like this... But survival is pretty easy than and it feels to much green flora for a desert map. There are some unique places.. a masive skelleton, sharp rock formations and the high desert even has two forests! An arid place with dead trees, dry bushes and plenty of sand, rocks and death would feel much nicer. and its something new! Instead of 80% green places there culd be more smaller oasis with green trees and stuff. A place where its hard to survive even without the different storms! We have the Badlands.. the place where the big bois live. where danger is right behind you.. The rock formations are a amazing idea and they are some of the few outstanding things on the map... A more special look of those formations would be awesome.. like the picture below And the last biome.. the Caves... this caves are AMAZING. For me the most beautiful caves on all maps!.. the fallen cities, the egyptian-inspired things.. lovely! Add more of this pls!!! More buildable caves with things like this. Buildable like Fjodur buildable, so we can place stuff inside this buildings without having our own foundations ❤️ these things would mean that the map would differ significantly from the ASE varante, the different biomes would stand out much more and the map would not become monotonous so quickly. The Weather I love the SE weather.. heatwaves, sandstorms... i wish they were more deadly and that there were more ways to avoid them in the lategame The Items we got some amazing new items to survive there... The Tent, to wait until sandstorms or heatwaves are over. A water well, the boomerang or the wind turbine.. But we have plenty of items, which we dont really need and should be in the basegame, instead of being map specific engrams.. a mirror, a chainsaw (should be a lategame method to harvest wood) .. Instead of this more map specific stuff would be great.. amored desert cloths for late game for example. The Dinos something i already found sad in ASE was that 90% of the time we only have the normal ark dinos on the maps... and of course the dlc creatures themselves. one idea for the paid DLC would have been to give these normal ark dinos a replacement. Similar to the ARCaeology skins for pachy, bronto and trike... just not skins, but creature replacements. Instead of an Anky, for example, a Tarchia. Instead of a Sabertooth a Smilodon. The abilities remain the same, but you just have something different on the maps and not always the same creatures. This as free content would be also great.. and its a fast way to give players something new and a different look Ankylosaurus - Tarchia Argentavis - Haast Eagle Hyaenodon - Dinocrocuta (could be a larger ridable verson) Megatherium -Nothrotheriops Direwolf - a desert version Rex - Tarborex Sabertooth - Cave Lion Doedi - Panochthus And so on And you could give the unique SE creatures a little touch up and TLC to their abilities. Jerboa - Could dig for meat, seeds, other consumeables like insects or even ressources. Would help beginners to dont starve so quickly. - Could sniff for water and mark water springs or oasis on the map.. or yould dig water out if the sand (like you do in Atlas) so you can get a little bit of water.. around 10 perhaps. - Could have burrows there player could find their younsters to tame, berries and other ressources like thatch, fiber or wood. together with a more arid enviroment this would help a lot without being useless or OP Vulture Pls make the inventory accessable like every other creatures and whistable to attack targets! - Could spoil meet faster, which would be a great addition for early and mid game. - could have a dead tree as a spawn (like the confuciosornis mod in ASE) where the whole gang chill and looking for food... and having their nests there - could have a corpes as a spawn with a cicle fly animation... could work as a way to get spoiled meat faster.. like the dead creatures at ragnarok beaches. making the vulture more useful against players and creatures and a faster(easier way to get spoiled meat and even to gather eggs faster. Jug Bugs they alrady useful for water, but you could make them way more interessting - make them tameable, give them different colour regions. - could passivly produke water or oil and could be "mliked" every now and then. - could come in diffeente sizes. bigger ones holds more water/oil.. smaller ones could be shoulder mounts Lymanria I never got why I should tame one in PvE.. they cant grab anything, they arent that fast and they cant fight... - could passivly generate "moth dust" in its inventory or players could geather it from tamed ones.. works as silk. - needs to have the ability to gather its foodsource! - could have thermo vision like snow owl - could be a passive air fresher... tell it to flap wings (cant move and attack than) and making the air around it a little bit colder.. could be helpful to incubate eggs. Morellatops its a quite nice mount for beginners until lategame. - could irrigate crops - should be immune to sandstorms as a desert creature Mantis - breedable - should be able to jump normaly - should have weight reduction on certain ressources cause its a havrester mount Thorny Dragons - spines from the spine attack should scale with meele and should have a crosshair to aim - should get less dmg at from everything attacking its armored back. Bleeding attack should cause no bleed than. - some ability to curl up like a doedi to get more ressistance against attacks or become invisible (dont draw any aggro) from wild aggressive dinos Deathworms Should be DEATH. But was weak "have to kill it for trophys" creatures in ASE. - WAY stronger - could have babies or different sizes.. babies are aggressiv too, could grab unmounted player under the sand and "drown" them. - Bigger sizes could to this with matching dinos too. - could be attracted with explosives and other loud sounds like war drums... or steps from larger dinos like gigas and carchas. - could drop bio toxin as there are no jellyfishs on the map Rock Elemental - should have weight reduction on certain ressources as they harvest from rocks and stuff - should get FULL dmg from doedis.. of course - could have a special C attack to harvest stones, crystals and stuff like this - should be immun to all elemental effects BESIDE fire and water.. could change between varaints in the future - But should take NORMAL Dmg from wyver breaths as the lore says. - should have no Oxygen stat. Phoenix - should be much stronger, as its very hard to tame and whould worth it. - give it the ability to land!! - weight reduction for certain ressources as it can harvest much of those things. - more accurate aiming for attacks - heater for eggs to incubate Just ideas of course Would make some of this creature more worth it to tame at least in PvE or in general. and provides some new things for players. I really hope this map which all its items and creatures will get the love it deserves and which ASA needs to show people, that its worth to buy it
  3. For aberration i whish that basilisks get the love and attention they deserve in form of a tlc to make them breedable. They are so unique and cool creatures and i really dont see why they shouldnt be breedable
  4. With the upcoming ASA update of Scorched Earth I'm proposing to include some additional Biomes as a GIFT to the player base. Here are some ideas and hope Wild Card can include this, fingers crossed. ☺️ Death Valley / Bone Yard / Graveyard Biome Tar Pits Biome (has Toxic gasses and Tarpit traps) Geyser Fields Biome Underground Ruined City Biome Baobab Tree Biome with Dragon Blood Trees (similar to Redwood Biome but a desert version) Sand Pits and Sand Falls Quicksand Biome (Imagine Sand Hour Glass)
  5. Obalic

    NEW TLC ASA

    It would be very exciting if there was a new TLC for some dinosaurs that are forgotten or have no function. Now with the arrival of ASA would be the perfect time for this. Dinos that need some TLC would be: - Araneo; - Pulmonoscorpius; - Purlovia; - Carbonemis; - Chalicotherium; - Diplodocus; - Dunkleosteus; These are interesting dinosaurs with potential for a role in the game. Here are some ideas (most ideas are from the Krakens Better Dinos mod) for each of them: -Araneo: All spiders climb walls, why not the ASA ones? The new ability would be the same as megalania, climbing any surface. A really useful ability would be for spiders to be able to trap creatures in their webs. Tapping with the right mouse button would be the same thing as now, it shoots the web and slows down. The new ability would be that when holding the right button, he would carry a ball of web that, if hit, would trap small and medium-sized creatures, including survivors. - Pulmonoscorpius Imagine a mini Karkinos with knockout venom. For scorpions there are countless ideas I've seen in the community, but this one would be really good. Pulmonoscorpius's claws would function similarly to Karkinos's, each being capable of carrying a small creature or human. As for the knockout idea, the claw and tail attacks would have to be separate and only the tail attack would generate torpor. - Carbonemis To make Carbonemys more useful in the game, the first thing to do is make it immune to Electrophorus and Cnidaria shock. Make its a Bio Toxin farmer. And adding an HP regeneration buff in area, it wouldn't be a healing, but an HP regeneration. - Chalicotherium Forgotten and abandoned, the chalico has a lot of potential, it just needs a few adjustments. The first change is to add a variation to his ammunition, in addition to stones, he could shoot feces like savages do. The feces would apply damage, slow and stamina debuff. The thrown rocks would ignore armor and damage stone and metal structures. And to top it off, add a tower mode like Velona and Parasaur. - Diplodocus The most useless of all, not even prime meat he drops. As the initial premise of this dinosaur was to be a bus, but it failed miserably, the idea is to change its function. Being a sauropod that does no damage and is fast is interesting, but to make it useful in the game today, we need to modify and add a few things. He needs some sort of defense besides his speed. A stun applied with the tail whip would be excellent; A weight loader function. To achieve this, it would have reduced the weight of several resources and reduced the weight of all structures, saddles, weapons and armor in the game; And obviously he can collect some things like berries, fibers, wood and thatch; - Dunkleosteus For Dunk, an interesting ability would be like Rhino's. When swimming it gains speed, reaching a certain limit and when colliding with a creature it would cause damage, stun and apply torpor. This skill's daze and damage would increase with Dunk's health. This ability would also cause damage to stone and metal structures and greatly reduced damage to Tek structures. There are several other creatures that need a function or improvements, such as: Megaloceros, Oviraptor, Plesiosaur, Purlovia, Lymantria, Phiomia, Pachyrinhosaurus, Pachycephalosaurus, Onyc, Mosasaurus, Bronto. With the arrival of ASA I am hopeful about news and changes.
  6. Here’s my idea for a Beelzebufo(frog) tlc. To start off buffs. The beelzebufo should have the hydration buff like the sarcosucus( idk how to spell it ). Another thing that should change is it should have a chargeable jump(hold jump button)the more you hold it the higher you go. The second thing I would like to talk about is the beelzebufo’s looks. The beelzebufo had bony/hard scales on its back and head and everywhere else had smooth skin also the frog just looks ugly. Another thing the frog should be able to do is carry its young because idk we see some frogs doing that in real life so it would be cool but only for short distances. Another feature it could have is swallowing small creatures whole such as micro raptors. Those pesky little annoying things. I know some of these Seem dumb but just some ideas if the devs do a fox tell me what you think and what you think should be added.
  7. aikkam

    t-rex update

    I think it is completely unfair that one of the largest terrestrial carnivores in the history of our planet can only give a few bites and roar (it doesn't even make sense for it to roar, it's not a lion or a tiger), the tyrannosaurus, in addition to its powerful bite, could use its great physical mass to hit the side of the body pushing and making the opponent fall, even its legs and tail were dangerous weapons, its tail even if it was not very flexible was heavy and composed of powerful muscles and very heavy bones, Maybe many don't know it but the tyrannosaurus had precise and acute vision and its sense of smell and hearing were also very developed. I propose these changes for this incredible and iconic animal. 1 while riding the trex the silhouettes of the other creatures are highlighted in honor of its excellent senses, 2 the tyrannosaurus can hit with its tail as if it were a hammer, crushing its opponents to the ground, stunning them for a few moments (press the attack button while looking behind while riding the animal), the roar makes small creatures flee in terror, inflicting a penalty on the survivors which increases their stamina consumption and decreases the attack strength of the survivors, 4 its presence instills confidence in allied creatures and you have survivors by slightly increasing the damage dealt by 5% and slightly reducing the consumption of stamina, WC honor this incredible creature and icon of your own game, with these abilities and the statistics that you have rightly given him he can be an alpha predator like it was in nature
  8. Here’s my sales pitch for a quetzal tlc (some ideas taken from a guy on YouTube on a comment from a video I can’t remember) to begin I think that the quetzal is not used enough because it’s practically useless. The quetzal has tons of potential and I believe with some tender love and care this creature would be used lots more. Starting off with the speed. The Dino is just way to slow to fix this we could make it so the higher it goes the faster the creature goes. Or just make it faster in some type of way like the diving mechanic used in griffins, snow owls etc. The other thing bad about the quetzal is its face it’s ugly fix it. Also it’s a bit unrealistic the neck is too short. I know this suggestion is short but it’s needed and I think if this creature had a tlc it would be cool I geuss
  9. Ever since the TLC of the argy, the quetzal has been less and less used. They are basly a flying raft right now used mostly for moving dinos and taming with cannons. When cryo pods come out again they will be used even less. I really believe this big bird needs a TLC. My suggestion for a start would be to lower weight on ammo (due to his main use is to tame/ combat in pvp) Another idea that would make many love this dino again is a tek saddle with a medium transporter on its back. This would bring a major use for both pve and pvp. Make the saddle unlock with any boss that unlocks transporters. And for the down side, make it have to have element on him and cant be cryoed wirh saddle on him. the tek saddle would make havesting and taming alot more effect without need for random structures everywhere just for transporters. And it being medium size, the really big dinos like stryders and gigas cant really use it.
  10. The giga is in dire, dire need of a tlc. The model's outdated, it's mechanics are outdated, etc. One of my ideas is that the giga could grab creatures smaller than a carno and toss them up in the air, catch them, and eat them whole, killing them instantly and healing. A model refresh could definitely add some new life into the giga. Maybe some other new abilities. This is just a template for an idea, so very rough. Add your suggestions in the comments below! Good luck, and happy ARKing!
  11. So, with the Creature Vote for Aberration ending, it got me thinking about all the creatures on that map again and why the Seeker was never made tameable & I guess breedable too for that matter. How would everyone feel if Wildcard were to make the Seeker tameable for ASA & would you want it too also be breedable? Personally, I think they should be both tameable & breedable. If tameable I could maybe see them like being able to help out your tamed Reapers or something or maybe even being like the Sinomacrops giving you a glide or little bit of flight or something. You could even go another crazier route & maybe make there be a way to get even bigger Seekers that are rideable too for like other maps where flyers are a thing. So, what does everyone think should Wildcard maybe show some love to this kind of forgotten creature? While on the topic of Aberration & ASA should the Basilisk and Karkinos also be made breedable as well?
  12. The Titanoboa is an extinct snake of the boida family that inhabited South America 60 to 58 million years ago, during the Paleocene1234. It is the largest known snake in history, with a body that reached up to 15 meters in length and 1.2 tons in weight35. The Titanoboa cerrejonensis, as it is scientifically known, lived in lakes and behaved like an anaconda, moving easily both in the flow of rivers and in swamps3. He ate everything, including crocodiles and anacondas2. Titanoboa fossils were first discovered in the coal mines of La Guajira, Colombia, in 2009. La titanoboa cacique tiene un tamaño comparado con el T-rex, siendo la serpiente más grande encontrada, a diferencia de sus parientes no tiene veneno, ya que mata a sus víctimas lentamente, rodeándolas con su cuerpo musculoso y apretándolas hasta la muerte, suelen ser muy poco vistas debido a su camuflaje que se adapta al medio. Los pocos que se han visto suelen estar en el fondo de los pantanos. También se puede proponer para un tlc del que se encuentra actualmente en el juego. Presentación Actualmente, el juego ya cuenta con un titanoboa, pero considero que este no tiene el potencial ni representa correctamente lo que era esta criatura en la antigüedad, es por eso que os presento esta nueva criatura El Cacique Titanoboa sería más largo que un basilisco, pero no igual de ancho, su función sería ayudarte como un tameo, ya que tendría la capacidad de atrapar dinosaurios con su cuerpo (constricción) no más grande que un rex o una espina. No sería una criatura de alto nivel porque su utilidad sería al principio del juego ayudada con domas que requieren KO para domesticar, siendo una montura anfibia, pero teniendo mejor movilidad en el agua. Me destacaría en las estadísticas de daño y vida, ya que sé que también se puede usar en combate Habilidades La Titanoboa nos ayudaría como asistente Tameo o como trampa, pues su función principal sería la capacidad de atrapar dinosaurios con su cuerpo (constricción) de un tamaño no mayor que un rex, el tiempo dependerá de la resistencia, además de influir en el letargo al menos en un 50% a criaturas grandes y 100% a criaturas medianas y pequeñas, También tendría la opción de hacer daño directamente a la presión, estas estadísticas pueden aumentar con el daño, si es atacado mientras tiene un dinosaurio atrapado, el titanoboa tendrá una reducción de daño, además de aumentar el suyo, al atrapar un dinosaurio con un jinete, lo bajaría de su montura, además de poder usar el ataque primario. Otras habilidades que tendría serían el camuflaje como rockdrake o sombras, la capacidad de trepar grandes árboles, tendría un ataque que, al estar bajo el agua con una carrera rápida, arrastraría a las criaturas que están en la orilla o en el agua. En conclusión ataque primario una mordida Ataque secundario atrapa dinosaurios que están dentro del alcance (con dinosaurios agresivos tienes que acercarte con camuflaje) y ataque de tablero bajo el agua Habilidad de camuflaje Tameo Sería pasivo dándole dinosaurios domesticados para que se los coma porque odiaría a los dinosaurios muertos, (preferiblemente cocodrilos o dinosaurios grandes) después de que se coma el dinosaurio entrará en un estado de reposo donde nos ataca cara a cara, pero en el que es más vulnerable donde si es atacado por otro dinosaurio perderá efectividad o será cancelado. Al final de su estado de reposo será domesticado o pedirá más comida dependiendo del nivel. desovar En lagos, pantanos y cuevas también sería un poco extraño y difícil. Preguntas ¿Por qué este Dino si ya está en el juego? R: la titanoboa actual no tiene ningún uso en el juego, aparte de no representar correctamente a este animal prehistórico, se presentaría como una nueva especie con usos muy diferentes a la del juego y a la otra, que sería el basilisco. También se puede proponer para un TLC que está actualmente en el juego.
  13. 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!
  14. TLC pass 3 would be an amazing thing for the game right now. Many of water creatures have been neglected and they don’t have special abilities. Also many land dinosaurs like the carno have almost no purpose to tame. It would be better if TLC 3 could help some of these creatures get their usefulness back!
  15. With the upcoming ASA update of Scorched Earth I'm proposing to include some additional Biomes as a GIFT to the player base. Here are some ideas and hope Wild Card can include this, fingers crossed. ☺️ Death Valley / Bone Yard / Graveyard Biome Tar Pits Biome (has Toxic gasses and Tarpit traps) Geyser Fields Biome Underground Ruined City Biome Baobab Tree Biome with Dragon Blood Trees (similar to Redwood Biome but a desert version) Sand Pits and Sand Falls Quicksand Biome (Imagine Sand Hour Glass)
  16. With the upcoming closure of ARK: Survival Evolved Official Servers at the END of September and the release of the UE5 ARK1 Remaster, or ARK: Survival Ascended, I want to put forward a large collection of ideas for the Devs. This will be an IN-DEPTH List of changes and balances to the overall game. This is of course, a list of suggestions that I hope to give to the developers to look at and take ideas from if they wish to. Hell, they may have already had some of these ideas, but I want to put this out here for them anyways. Map Suggestions: Removal of 6x structure damage that exists OUTSIDE the boundaries of a cave. Many caves hold this issue, especially regarding Center Ice caves, Center Pearl cave, Fjordur Dragon Terminal Cave (Front Gate Entrance) and Center Lava Dropdown cave. Rather than the 6x stretch to be 40+ foundations away from the entrance of a cave, I suggest these 6x boundaries stop at a maximum limit of 5 foundations away from a cave entrance. Additional 6x structure damage to caves that don't have it but are counted as caves by the game's own code. Referring to the INI line "AllowCaveBuildingPvP=false" that was added for conquest servers during the no cave building season. Removal of 6x Structure Damage from Ocean "Boxes" on Gen1 and Fjordur. Massive entrance Under Water spaces that fundamentally serve more closely as Underwater Bubbles (Like on Center) than caves. I reason, if Center is allowed 1x Underwater Bubbles, then the same should be argued for these "Boxes" that aren't just "Caves". Removal of 6x Structure Damage from the Fjordur "Realms". The separate biomes like Gen1, that suffer as largely unflyable spaces due to the way it is counted as a cave. They are 3 additional large spaces to play in, PVP in and more, and are rendered half useless because any building spot that looks decent, is all 6x no matter what. The same going for travel being severely limited to only Desmodus and practically banning all other forms of flight because it treats the realms as caves. A Fix for Center Underwater Bubbles to properly allow the uncryo-ing and teleporting of tamed creatures into them. They are largely untapped base locations simply because they are largely unusable because of this bug. A Fix for limited building spaces, such as a large cave on Extinction that you cannot build half of, due to the way the terrain around the edges of its interior prevent placing anything past a certain point. Addition of wild creatures where they used to be in their modded map versions or are placed during gamemodes like conquest/classic. Biggest example of this is the addition of Reaper Queens present on Valguero Classic/Conquest Servers. Or the removal of Rock Drakes off of the Valguero and Crystal Isles maps on release. More or less, looking at Non-Story maps and re-adding or newly adding creatures to balance them out individually, still keeping in line with their release periods and corresponding story DLC that came before. Aberration should have some larger subdivision of its spawn biomes, like Genesis 2's Eden ring being subdivided more than it appears to be on the surface. Examples of this being: - Separating the fertile lake water spawns from the rivers and adding unique lake spawns in the deep water - High up locations having unique spawns and creatures as opposed to sharing the same spawns as lower locations - Redwood tree locations being a more redwood-based spawn type area while still retaining aberration feels - To go on top of that, there should be additional aberration variants to go along with any potential spawn variance that could get added via this subdivision (Ab terror birds, compys, actual spawning dimorphs, araneos and megalania, etc. etc.) - Radiation area being split up to include newer spawns, or more uniquely separated spawns, - as well as make reaper queens rarer by the same nature. Maybe mix their spawns with reaper kings to increase their rarities or something? I also think the aberration surface could benefit by a closer resemblance to the lunar biome on gen 1. That being non flyer non giga tek spawns, maybe some lower gravity, etc. Additional Rockwell Innards entrances and a change in how building around it works. Allow turrets but retain the damage multiplier on structures. If anything, block building within a decently sized radius around the heart/Rockwell prime terminal if that's the concern. Dino Suggestions: I suggest every variant should have different advantages across the board (better than the typical "aberrant dinos have 3% less hp and 5% more damage" that makes up the current standard. If they don't get those advantages, Most variants, if not all of them, should be breedable with other variants instead. (IE, Aberrant Spinosaurus breeds with X-Spinosaurus type stuff) Or at least living variants breeding with other living variants and not TEK ones. To list off examples of the first idea however: - I think Aberrants should be more resistant, maybe like 10-20% more resistant against damage from turrets/bullets but maybe not dinos, and should ALL be radiation-proof to give them value compared to their vanilla counter parts, or some other effect that gives them an edge just like it. - Another example being X-Dinos being more resistant to Dino damage but not turrets/bullets or perhaps instead, dealing more damage to creatures and taking more damage in return as opposed to taking less. - Or even another idea being the one often seen in mods where TEK Dinos do bonus damage against element-related creatures such as Extinction's Corrupted variants, Gen2's Rockwell biome(s)-specific R-variants, and Rockwell created/influenced creatures like Shadowmanes, Reapers, Nameless, Noglins, Summoners and other creatures like that. But in return perhaps they take bonus damage from explosive type damage such as TEK Turrets/Rifles, Grenades, Rockets, C4 and the like. - These types of advantages would be pretty cool to play with among the variants to provide more of a reason to raise those particular creatures over another variant of the same creature. This would however, then require an advantage that Vanilla creatures get over other variants to balance the gap between them all. I don't know, I feel like there's SO much you could do with the variant related content in this game to vary it up more and it tends to stagnate pretty heavily these last few years in my opinion. On top of changing the variants we do have, I think we should get some more map specific variants on other maps, like Center, Ragnarok, Scorched Eartth, Valgeuro and more and more. Now that idea may be pushing it, and might increase the game's size far too much, in which I'd get that. But at least our old friend and story map Scorched Earth could do with having variants of its own. Every story map since Aberration has had variants of some sort, I'd like to think Scorched should get a set of its own too. Tusoteuthis should have a VISIBLE "struggle to get free" minigame like the Bloodstalker and Tropeognathus do. They also should get dismounted by Shadowmanes rather than their current complete immunity. Should also nerf their damage output by half given that their base 85 damage becomes triple that for every mouse click, because of the way Tuso attacks are coded. Dunkleosteus should be immune to nets and shadowmanes, and be the true soaker of the ocean given its bulky look and natural armor, offering rider protection similar to a Trike's. With that in mind their HP pools should be at least double what they are to compare to the sheer volume of HP that Basilos present to the table. Basilos should NOT be immune to nets and shadowmanes. While they serve wonderfully as an immunity to Cnidaria, they posses far too great an HP pool to be immune to these things. Given that their maximum HP when capped out is nearly 700k currently, I feel they should be nerfed to be closer to 400-500k OR take a slight bit of extra damage from turrets. TEK Mosa Saddle Revamp. Instead of it being another Megalodon Saddle, why not make it similar to the Space Whale turrets? You could add 2 mountable TEK emplacements and maybe the rider gets access to a large TEK cannon similar to the Stryder Chest Cannon. It would add some unique usability to the Mosa in PVP saddle wise. Mosasaur itself, If you then also increase Mosasaur bite damage to be equal or slightly more than a Tuso's total output, they would serve as a Tuso rival while still being able to be messed with by a Tuso's ability to pick it/rival it. Remove the ability to bleed Brontos, AND Titanosaurs. Rebuff Bronto Saddles to the past 100 armors they once held, same as racers. And Rebuff Bronto HP to sit MORE firmly in-between a Racer and a Megachelon. They are huge creatures that take full damage from most things, so having a bit more available health would make them more useful. Buff Titanosaur HP to sit around the same value as an Ext Titan (roughly 500k-700k) - Suffers from a similar issue Brontos have against Diplos, but in this case its Titanosaurs against 'Chelons, where a smaller creature scales BETTER than it does late game. Increase Turret Damage dealt against Brontos and Titanosaurs, ideally by a multiplier of 2x damage. Following that, give Titanosaurs the Mek damage multiplier and Download Damage Multiplier That Extinction Titans receive. Also make them transferable with the same restrictions that Extinction Titans receive. Increase Bronto and Titanosaur Resistance to Damage from NON BULLET Sources to turn them into Dino Tanks rather than bullet tanks. Soaking up the bites of a capped damage Giga or Rex and soaking up the spines of a Velonasaur would add new utility to these very old tames without making them exceptional choices for turret fire. Allow Brontosaurus and Titanosaurs onto Aberration. I argue this merely because creatures like Megachelon, Ice Titan, Desert Titan, and Forest Titan are all allowed yet these Sauropods are banished to the shadow realm! Haha. Increase Bronto base damage to 80-100 dmg instead of 60. Also adding a Debuff that applies to CARNIVOROUS tames or, tames in general, struck by the Tail swipe of the Bronto. It could be called something like "Shattered Bone" or "Jaw Broken" and applies a 20% damage debuff for 5-10 seconds, and stack up to 3 times for a maximum of ~49% damage reduced from a tame with this debuff. Add Titanosaur to Extinction, Gen2, and Valguero and add the ability to Transfer them like Ext Titans (including download timers and multipliers, they're a raid dino that you can't feed just like the Ext titans, they deserve some love too!) Titans, Ext and Titanos, should be allowed onto Genesis 1 and 2. If its a matter of terrain issues on Gen1, then just add them to Gen2 / fix the crash that occurs when someone attempts to download one. If not, I frankly see no reason to disallow them OTHER then the mission-cheese concern, which already happens with capped damage Gigas anyways LOL Complete Flyer Rebalance. And I do mean complete. They should all be significantly harder to obtain, as getting off the ground early is a very significant game changer in both playstyles. - Pteranodon's could be like 40-60% faster overall. Their stats however, are fairly well placed. - Argentavis could be somewhere from 70-100% faster overall, and picking could be rebalanced to have larger range and slower animation for a wider range of utility in combat. Currently they are too slow and too easily targeted to have any sort of utility in the PVP world. And for PVE they get overshadowed by a plethora of other tames for both flight and end game farming. - Desmodus could be about 30-40% slower, given that they get a saddle and a full dive like owls or griffins AND are breedable with the ability to take out weapons with a wide ranging pick. I think many could agree having them be slower is a very fair deal, especially since in an early game environment they are largely tamed as easily and numerically as Pteranodons. With that said, I also think they should be harder to tame. How exactly to achieve that, I am unsure of as of this update. - Snow Owl dive bomb-ing into the ground currently applies a slowing effect. Instead, I think it should apply a freezing stack like the Rhynio's resin stack, and that mechanic should be universal across all freezing mechanics. (IE: Amargasaurus Ice Spike should have a visual indicator for it's freezing mechanic, and coordinate with the owl, Managarmr, Ice Wyvern, Fenrir, and Ice Titan freezes, obviously applying various amounts of said freezing stacks. By utilizing the same mechanic, you could then set up the mechanic to either last longer via specific means or be cuttable with a sharp object like how nets or resin sapping work, or even blunt objects for freezes to directly oppose resin/net requirements) - Rhyniognathas could do with less health scaling, and/or some way around the resin armor. Perhaps bonus explosive damage? Or additional resin cost as damage is applied, inducing the idea that the damage is "chipping" away at the armor. Maybe after a fast enough amount of damage is applied, it forces the resin armor to turn off because it all got "chipped off" too quickly. - Crystal Wyverns need to be harder to tame outright. They prove to be so easy to tame on fresh start, largely due to note runs outpacing their level requirement. Perhaps instead of a basic passive tame, they could be reworked to be more like other, newer creatures that have unique taming methods. - Ice Wyverns need a change to their breath mechanic to be better utilized. Perhaps an increased range. And/or something like a proper full freeze if you stack enough times similar to the Rhynio's resin. (See Snow Owl Example) - Fire Wyverns could get a better range to their fire breath, as the way it tends to function while moving is often outdone by the ranges of crystal wyverns with similar, if not identical breaths. Seeing as It's reused by Ice and Crystal Wyverns, I'd much rather see both Ice and Fire be unique compared to Crystals and the other Wyvern Variants. - Voidwyrms should be only raiseable by eating element or some other robotic part. Whether its ore, dust, shards or hard element, or even just metal, poly, electronics, or crystal/oil, it should be element or machine ingredients for a TEK machine. And honestly, that should be true for all the TEK dinos. Meat and berries unfortunately don't make that much sense in the context of TEK machinery. This would also make them significantly harder to raise, as late game creatures should be in most cases. - Tropeognathus could to have armor to their saddle the same way Andrews do. This would bring them into better competition against a creature like the Astrodelphis, which currently far exceeds the Tropeo's capabilities. The fact that Tropeo's, when force-landed by something like a Voidwyrm or Shadowmane, physically cannot take back off until it touches the ground is another major flaw, that could be a cool mechanic when applied to ALL flyers, but when applied to only one, just seems like a major bug that could be remedied. - Astrodelphis could increase the cost of its saddle to function. I'm talking like an element consumption like a Tapejara saddle per laser fire, and double, triple or even quadruple that rate for the tracker balls. And if they aren't already, take full flyer damage in ASA. - Astrocetus should be breedable, or at the very least, achieve a better scaling to their health pool to match up to end-game capped damage creatures and weaponry. - Quetz... actually quetzals don't really need any suggestions. Most I might say is bring back Plant X only for platform dinos (not just quetzals but all platforms), and add a limit like gates have. Like maybe 4 or 6 plants total. Would make the plants way more utilized then they currently get to be on a normal basis. Shadowmanes, so you cant double click insta-target, should force the charge-up stun on land, and with a faster charge, still require a charge up in the air. The point and click is incredibly overbearing in many situations and I think Shadowmanes would be more wildly enjoyed if they weren't as such. Allow Andrewsarchus, Amargasaurus, Fenrir, and Fjordhawk onto Aberration. Given the current Aberration balance I feel these creatures fit the overall Aberration vibe and should be allowed to be present. Allow Fenrir's to be breedable. As they stand they lack the strength to be a player in the long run of ARK. The advantages they bring are far overshadowed by their inability to perform as such. Tropeognathus, as mentioned in the flyer section, has a glaring issue in which, when it is stunned/dismounted, it is unable to take off mid air like other flyers do. They are forced to fall all the way to the ground before they can take off again. I suggest either changing it to match other flyers, or changing other flyers to match the Tropeo. The latter of course would bring Aerial combat far closer to the ground, if they had to touch the ground to even take back off again I mean. More Alpha dinos! I think a lot of people would be happier to see more variety of alpha creatures. Mods like Shiny! Dinos do this really well utilizing buffs, and I think the game could benefit from something similar. More world-bosses like the Valguero-Broodmother, the Fjordur-Beyla/Hati/Skoll/Steinbjorn, and the Titanosaur/Extinction Titans as well! Structure/Item Suggestions: Miniguns across the board are wildly all over the place. I believe these should be rebalanced between the Emplacement, the Handheld, and the Andrewsarchus miniguns and given a set shooting range across the board, and varying damage values depending on which is being used, with separate advantages for each choice that simply isn't present in the game currently. TEK Tier lacks its own emplacement like the rest have. I suggest adding a place-able version of the Space Whale TEK Emplacement, balanced out with separate advantages to each to keep the Space Whale still viable to use between the options. Add a TEK or alternative defensive Saddle for Rock Golems, the only ability it provides however is the ability to soak up explosive Tek damage the same way it soaks up Heavy Turret Ammo. As is stands, it becomes entirely obsolete the minute TEK turrets are introduced to the field. Riot Armor has always lacked a true reason to be crafted by players, simply due to the lack of advantages it holds over flak. I suggest increasing Riot Durability to make it more pleasing to craft over flak, while still making it a cost vs effectiveness game with its particular resource costs. I suggest an additional tier of underwater armor between Scuba and TEK suits. A form of Armored Scuba that is weaker than Flak but has quality level unlike TEK suits on maps that don't have TEK suit blueprints as part of their loot tables. These are my current suggestions for this thread. I hope some of these ideas prove helpful to the Devs during their project to port ARK1 to UE5. Any further ideas I will edit in as I come up with em, including any ideas we as a collective come up with below on this thread. Hope to see what the "ARK: Definitive Edition" looks like on release day! Excited ngl
  17. Hi everyone, today I present my concept of an hypotherical TLC of the Pelagornis, taking advantage of its concept as water transport and improving it, as well as making it more useful when hunting and fishing fish, I hope you like it. -Increased base oxygen from 150 to 300. -Increased base weight from 150 to 180. -Weapons and tools can now be used while riding Pelagornis. -Added a continuous secondary attack of 4 base damage per hit. -This attack works like a chainsaw, being especially good at harvesting prime fish and organic polymer. -Cannot be executed while moving, flying or underwater. -Added a tertiary movement with which the Pelagornis dives underwater: -Can only be executed while the Pelagornis is swimming on the surface of the water. -While it is submerged, the Pelagornis can swim freely and has its main attack to defend itself. -Has depth damage (Similar to Basilosaurus). -Pressing the jump button causes the Pelagornis to skyrocket to the surface. -With the secondary attack while submerged, the Pelagornis will make a grab with its beak. -If it connects with a small fish it will die instantly and the Pelagornis will rise to the surface with the fish's body in its beak. -The body of the fish will get an improvement in harvesting efficiency (Similar to Ichthyornis). -If you have the body of a fish grabbed when it reaches the surface you can use any attack to collect the meat of the fish without letting go. -Now the mount has a passenger seat designed to transport small creatures (Only shoulder creatures or that can be carried by the player's hands). -Added improvements when fishing mounted on a Pelagornis: -Increases the probability that larger fish will bite before smaller ones. -Organic polymer will always be obtained with each successful fishing and it will be up to 5 times more than usual. -In addition to the loot obtained with each fishing, the Pelagornis will eat the caught fish and get even more common and prime fish meat. -Drastically increased the efficiency of collecting the prime fish meat, now being the best animal to collect this resource.
  18. Hi again, I decided to publish all my TLC concepts one per day, today I bring you the Araneo, I made the concept as different as possible from the Bloodstalker to avoid unfair comparisons, I hope you enjoy. -Increased base tame health from 150 to 300 (100% additional to wild). -Increased base weight from 100 to 150. -Now the secondary attack can be maintained and is constant: -The rate of fire is 1.75 webs per second. -If a target is hit by 5 cobwebs they will lose the ability to fly for 15 seconds, after freeing themselves they will have the same immunity time. -If a target is hit by 10 cobwebs, it will remain immobile for 15 seconds, after freeing itself it will have the same immunity time (Only to immobilization, not to slowdown). -In the wild they will only be limited to throwing 3 webs as usual. -Added a tertiary action with which the Araneo throws a net (Similar to the harpoon with a net): -When hitting a target whose drag weight is less than 350 (Except Araneos) it will be immobilized for 30 seconds and after freeing itself it will have 10 seconds of immunity. -Now you can use zip lines: -You can still use your full arsenal of moves while on a zip line. -You can move freely on the zip line instead of following the linear path. -Added an alternative action (X) with which the Spider can place webs that work as zip lines. -They last 30 seconds, after that time they will disappear. -You can put up to 5 simultaneously by Araneo. -Only 20 webs can be placed close to each other. -When coming into contact with players or non-allied creatures they will lose 90% of their speed (The web can be broken by enemy attacks). -In the wild, cobwebs can be found in caves. -Added the option “Hold zip line” in the radial menu: -The Araneo will hold position without obeying whistles and synthetic zip lines in a radius of 20 foundations will not disappear. -After the option to deactivate the disappearance counter of the zip lines will be restarted. -This option is compatible with turret mode. -Added immunity to movement speed slowdown.
  19. My curiosity just hit me recently, since they’re giving an update to a lot of features in ASA, do you guys think there’ll be more TLCs for old creatures? I was thinking these Dinos could use a little extra love: Ankylosaurus- Perhaps give it more damage via tail club swipe? A temporary KO that lasts a couple seconds? And maybe extra armor? Araeno- wall climbing and web crafting, a spider’s gotta be a spider. Plus webs could be a cool trapping mechanic Diplodocus- tail whip, could maybe give a stun effect, plus the Diplo needs more utility than just travel Onyc- idle ceiling hanging, plus this feature was originally scrapped! Pachy- definitely needs love, maybe its head charge could slow larger creatures down by hitting their shins? Therizino- maybe a fresh redesign? Other than that, it’s perfect Titanoboa- real-life counterpart was a constrictor, so it could use that feature to give it some utility Titanomyrma- needs a Queen, ‘nuff said Woolly Rhino- fresh redesign, the face and body contrast too much from each other So those are my thoughts on the matter. I would really like to hear other’s input if they’d love to share!
  20. Going to new map always leaving shoulder pet behind. Obvious first fix suggest is our shoulder pets just come with us from here on out. 2nd fix suggest please when we put on a pet could get a buff image icon shows us on screen we have the pet on. I would look at my buffs before porting but I just cannot see the little thing even if scrolled out I need a reminder I can see. Extra request - If I am taming and it's unconscience my pet on follow attack my target knows not to bite. Good. But the shoulder pets, esp the otter, still bite. They ruin a tame. I want to keep shoulder pet on attack I want it to defend me if a microraptor etc pounces. But to remember every time I knock out a tame to whistle the otter passive that's so not neat.
  21. I'd love to see some more variations in the wyverns than what we already have, touch up the brutal flyers and give them a little more love, especially with all of the wyvern/dragon love from house of the dragon and such. It would be lovely to see more intimidating and brutish looking giant wyverns in ark and I feel they deserve some love for being the longest running strongest flyer before the gnatha came in!!
  22. Please make them breedable in ASE before ending support? 🤞 ______ *clipart - Gryphon run by BronzeHalo on DeviantArt
  23. With ARK Survival Ascended coming out, I feel it is the perfect opportunity to TLC the Legacy Creatures from ARK Survival Evolved’s early access. It is imperative that this game comes out feeling fresh and new. This is a good start to that… I have put together what I feel would be the simplest to implement changes while being the most satisfying end result for being on the simpler side. Any additions on top of these changes would be welcomed if they fit into the characteristics of the actual creature. Which I kept in mind through this whole process. In order of importance to myself, we have: Plesiosaur: -New Look / Speedster / Prime Fish - First, please redesign and retexture the model to a more majestic paleo-art depiction. I will probably use “majestic” to describe how a lot of these models should look, but bear with me lol. As far as mechanics go I think leaning into the Plesi’s speed is a good characteristic to stick with. It is already fast but maybe it could be more maneuverable? A turnaround-spin like the Sarco has, plus adding a spin like the Pteranodon has for a boost underwater. Things like that could really make the Plesi a more satisfying mount to get around the oceans. Finally I would add a prime fish mechanic. Allowing it to gather a little more and from more creatures. Like how we can scrape prime fish from the Leed. Maybe the Plesi could take bites of prime from it’s side the same way? Liopleurodon: -Normal Tame / Rarer-Better-Mini-Plesi - The Liopleurodon really just needs to be made a normal tame… it is honestly a waste as it is now… I would honestly be happy if you matched it with the speed characteristics the Plesi has and gave it some of the maneuvers I suggested for it also, like the spin-boost the pteranodon has, etc. It doesn’t even have to gather prime the same way I suggested for the Plesi but it being a rare, speedy mount would still be better than it is as of now. Maybe instead of better loot, it just makes loot crates glow a little brighter to see them better underwater. That would be balanced for a normal tame while still keeping the original idea behind the creature alive. Or even just a light boost to loot crates and give it a harder taming process for balance. Megalodon: -New Look / Breach / Blood Tracker - The Meg needs a cleaned up look. With the experienced artists you have now you could make an amazing new Megalodon model. As far as mechanics go I would really love to have a charged jump out the water to grab and damage flyers over the water. Which you would then drop back to the water which would release the flyer from your grab, but also make the flyer drop its rider if it has one into the water. That would be such a fun mechanic for the Meg and would be so fun to randomly see wild Megs jump out of the water at a Pelagornis once in awhile. Or at you if you fly to close to the surface. I always thought Xiphactinus should of been added to take the Meg’s coastal patrol niche and the Megs should be made a little more rare and more terrifying. So like the Raptors not pouncing on survivors anymore, I would make the Meg’s jump to flyers be a rare occurrence, but still possible. Finally I would just add the Dire Wolf’s blood/smell mechanic to track hurt creatures underwater in the same way to go with the Shark’s known ability to smell blood in the water. Or the ability to shred prey, and make chum in the water, attracting other aquatic predators. Mosa: -Updated Look / Repels water Carnivores - Technically the Mosa does not need that much. A cleaned up model and maybe the ability to repel smaller Carnivores, and the Mosa be the only creature for repelling smaller carnivores underwater. Everything giving the Mosa a wide-birth almost getting out of it’s way as it swims except for small fish following it maybe. Would really fit the Dino and make it a lot more ominous to see coming from a distance underwater. A higher gather rate on special ingredients found underwater (like oil from whales, toxin from jellyfish, black pearls from squids) would be great also. Giga: -Updated Look - The Giga just needs a cleaned up model and animations really and it could be all good after that. Maybe not such a crazy nerf when tamed if it doesn't effect the Carcha balancing. Bronto: (If No New Sauropods) -Stomp / Stairs / Lower - Bronto needs a more majestic look. Or just turn it into the Brachiosaurus model from ARK II. Also it could use a stomp that could be used on walls and structures… we’ve needed it for a long time… Another idea is to use the head and neck as stairs some how… being able to aim the head after you walk up the neck to the direction of the elevated spot you are trying to get to. Could really make for some interesting and hard to reach base locations. Lastly is a “crouch” mechanic for it to lower the base on its back. When you find your spot it lays down or something. Isn’t really needed honestly but it would be an awesome mechanic when you use one as your base. Using the head or tail to get up easier afterwards, or just building stairs the perfectly line up with the ground after it lays down. Obviously this is the one I’ve thought through the least but besides a new model the Bronto def needs something to make it a tad bit more relevant than just being prehistoric scenery. It def gathers berries the best but is that really it’s full potential? Quetz: -New Look / Glide / Fabricator Jet Saddle - The Quetz should be king of the skies but it has never felt like it… A more majestic, paleo-Art looking model. I just feel when it does not have a platform saddle on, repeat, when it does not have a platform saddle on, it should not be so squat to the ground. More elevated and regal like a giraffe. With a much more maneuverable walk. Maybe even being able to actually back up while on the ground. While flying the Quetz should naturally have a glide mechanic that “slightly”, I repeat “slightly” regains stamina. It is only fitting and the big guy deserves it. Last thing the big guy deserves is a jet pack saddle like the Tropeognathus. With all the jets flying around now it has to get one. A 2-3 seater lol. One that also works as a fabricator, like the Argy is a smithy, making it the ultimate end game flyer. While also having a weight buff like the Argy’s. Dilo: -New Look / Spit Commands / Slow - The Dilo’s model isn’t horrible but it could def be updated and made more vibrant. After the first half hour or so of playing it becomes a pretty useless tame but I still love them. I would love for them to spit on command though. My idea is that when you whistle attack target at something, it still chases it like normal, but it spits in that direction, instantly, and every time you whistle attack target, until it is in melee range of the target. Plus for the spit to now slow wild creatures slightly more, or daze it. That paired with a good turret mode would actually make them a great base defense and toggling between attack and stop attack could really slow down fleeing tames in the early game if done right. Would just give them A LOT more utility. Carbonemys: -Retracts into Shell / Mobile Safe - The Carbonemys is ugly but honestly does resemble it’s paleo-art from what I’ve seen. Could still be cleaned up with better walking mechanics. A lot of the legacy Dinos need less derpy walking mechanics like you fixed the Trike, Stego’s, and Sarco’s. What our beach turtle really needs is a useful mechanic. I say “Living-Safe”. First, it needs to be able to retract into it’s shell like you guys have been promising it will be able to do since release… giving it a huge defense buff afterwards. After that it just needs a weight buff and it is a mobile safe. One that could potentially be more useful for holding items than the actual safe which I wouldn’t mind myself. Plus it would make the turtles that no one really pays much attention to, into being a staple in every base. Probably whole floors dedicated to them afterwards. Would be the biggest creature turn around in ARK I think. Lastly this is unneeded but would fit since we never got a sea turtle like Archelon. Allowing it to not be affected my the water shockers or at least not affected by the jellyfish and giving it a buff on the toxin gather rate. They are both very slow so it would make sense they are predator and prey and would give a major resource buff to the turtle. Araneo: -Silk Producer / Wall Climb / Web Grapple - Myself and others have been asking for this and I think the response was the Bloodstalker. Which is loved and appreciated. but the Araneo still should be more than an annoying mob in my opinion… these are all real animals even though they are created by a murder computer trying to make us suffer… My idea has always been to allow them to climb walls, and use its web like a grapple hook that can ONLY go up and down (or back and forth with ARK physics lol) like the grapple hook does to drop down on unsuspecting survivors with the ability to grab them and pull them back up. Lastly they should give Silk as drops like the Lymantria (Moths) do… and honestly should be the only tamed creature that generates Silk in its inventory passively. Allowing us to make Silk farms with them. Onyc: -Perches like Des / Tamed spread Rabies? - Just let it land man… lol these bats have been flapping them wings for 7 years… Desmodus pops in and it can already hang from ceilings lol which is amazing but I know you can add to the Onyc easily now since it has been put into the game. Please do it would really add a lot to them dropping down from the ceiling when you enter a cave. If we could whistle to the ceiling and it would perch that would be a real plus also. And I cannot find a for sure source that can clarify if tamed Onyc pass rabies still? to base intruders or whatever? If not, they def should… and it would be great to use them like a zip line with no cord. Just a gliding decent from where ever you jump from. Would make them actually useful around the base as defense and utility without having them flapping around my head all day lol the Phoenix has that problem too but it makes up for it in Silica Pearls! lmao. Anky: -Updated Look & Animations - Honestly the Anky just needs a new clean model and some better walking mechanics… I just didn’t want to leave it out. Same with the Bronto too honestly but there is still a lot of room for improvement there, the Anky kind of already does what it needs to… it’s just ugly lol. Well compared to new more modern additions to the game. It has just been working it’s little tail club off for us since this game was in early access and I think it should be updated is all… clean up our old friend please. It could look really cool if modeled more after paleo-art. +Anky’s club tail attack should also do torpor damage. Later Additions: the Sabertooth! needs a jump attack. How cats can bounce straight up and do their little flippy move to catch things, It really needs that plus a secondary slash attack that can hit flyers better. A latch on ability like the Deinonychus. Could also be used to latch onto wood structures and only climb wood to sneak into bases maybe. A Sneak or Stealth ability. Maybe a crouched stalking animation we can switch between when walking through foliage. Could have the Shadowmane stealth ability but would be better to set it apart with a crouched stalking mechanic that wild creatures don’t sense as easily but players can see when paying attention. Lastly a weight buff to meat, hide, and fur. - Pachycephalosaurus I know it has an ability, kind of, but it could benefit from a reskin and also having it’s ability made a little more useful into the mid game passed just being useful in the early game. Could have a short range power-headbutt with major torpor damage if you hold down its regular attack button to charge it up (like a 1 second rear back before headbutting), but keeping its quick attack when you just tap the button. Also making the charging sprint headbutt’s torpor damage scale a little more with its level. Allowing higher lever Pachycephalosaurus to do more multiplied damage to a reasonable extent. Last would be to slow larger dinos, like the Rex, when you headbutt their legs by giving them a temporary broken bone status. - Electrophus Eel Just making it more than an annoyance really… Being able to siphon electricity from them would be amazing. To charge batteries, etc. Maybe even making them able to give generators a temporary charge somehow? Maybe allowing batteries to give generators a short charge which could be farmed via Eels? I just know there’s something with the Eels charging batteries lol. And if batteries were made more useful then the Eels become more useful, etc. Plus a radius setting like a mine. Where instead of them moving to attack, on this setting they would just blast anything that comes into their needed radius with electricity. Would be great for traps and base defense. - Compies Cleaning up their model and giving them agile Dodge abilities. Maybe a bleed attack when at full pack buff that is not as severe as other creatures, but stacks with each Compy in the pack. More agile movement animations would serve them well. A sideways or backwards hop from danger, etc. Maybe even a high enough jump to grab Meganuera Dragonflies. Allowing tamed ones to wander around collecting chitin from hunting them? occasionally having rare flowers/mushrooms & silica pearls, or other resources also that we can collect from their inventory maybe? It fits with their curious character to collect shiny things like some birds do today. Also I suggest having them passive tamed with prime meat instead of knocked out as long as they are alone with no pack. Kind of like Baboons. They already come right up to us, it just makes sense. - the Giant Ant giving it Anthills that they spawn from, and a Queen Ant inside that could just be a bigger, meaner version of the Ant, or it could be a new tame that is placed as an Anthill like the Giant Bee Hive, but the Giant Worker Ants could collect random resources you can harvest from the Anthill. They could store Spoiled Meat, Seeds, Rare Mushrooms/Flowers, Resources like Stone and Fiber, as well as a New Unique Fungus Resource growing inside that can Heal Herbivores. - Boa/Basilisk If possible, both just need less stiff models when moving. Mainly just their movement animations and stiffness in the model need to be updated for a smoother more serpentine motion. It would be nice to be able to milk Boas for their venom though. Even if it was just a simple narcotic to save time on creating so many it would help. They should be optimized for narcotic and snake pits as their main purpose. Being able to harvest a narcotic as well as being able to efficiently use them to knock out tames dropped in a pit, or trap of some kind. Would give them a lot more purpose if set up to help with taming and programmed to not ever kill tames after they’ve been knocked unconscious. Even a damage cancel in the code to where if it accidentally attacks after the tame has been knocked unconscious, it would not cause damage or affect the taming effectiveness in any way. Making them actually designed with that purpose in mind. The Basilisk does what it needs to do as a weight moving-war mount, it just needs a less wonky slither like the Boa does. I really hope you guys think about this… New Maps are always great but when you TLC creatures it’s just a different kind of hype. With the updated version coming, this is the perfect opportunity to update the Legacy Dinos and this game has a lot riding on a good release. This would definitely be a high point for that. Please consider it. Thank you all for your time.
  24. Will we get player injury TLCs for ASA? Like breaking limbs properly like in combat, losing limbs all together or get scares from combat rather than just hitting 30 hp and slowing down. Will we be able to see frostbite set in on the character if your in an extremely cold environment for too long without the right gear or third degree burns and burn scares from fire if your hit by a fire wyvern, magmasaur or flamethrower? Since you are giving supply crates TLCs why not the playable characters too. I would love to see even tames on your side could even hurt you just enough to give you an injury. Like if you're riding an Equus and it gets hurt and you dismount to check it, and it bites or kicks you because it blames you for the injury. It could knock the wind out of you or break your ribs giving you a debuff or decreases you O2 for a short period of time. Or the same with a Megalania biting you, but instead of MEGA-RABIES, you get a bacterial infection that decreases your max health by 50% for a period of time.
  25. Something I'd love to see added to ark would be the ability to get your tamed dinosaurs to go into different positions, like resting, seated etc. I think it would be really nice to be able to see others lie down like the shadow mane or sit like the megatherium, maybe we could get a feature that offers a radial menu for there different stances. I think it would be a really nice feature and it would make stored creatures look really neat. Maybe even some interactions too like being able to pet them.
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