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Found 25 results

  1. 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!
  2. Please update electrophorus to allow shocking attack to work when tamed against other dinos and players. Would be a great tame to be able to use. Saddled would be nice but just just the ability to use the attack would be sufficient.
  3. In the last one, I feel like I left out some things. Anyway 3: Onyc. What do we even use them for really. Some people have said to make it like a glider but I think that doesn't fit with the island. Maybe like when holding them on your back they could prevent fall damage. That really is all I could say. 2: Liopluerodon. One of the most useless mounts. Tameable for 30 minutes and you get basically nothing for that. My idea? Make them owned for 1 hour and if its "magical" Then give it a teleporting ability like enforcers. 1: Araneo. Without a doubt needs a TLC. It looks... well they can be better. But its abilitys is what it lacks. They can shoot webs and do torpor when bite. ITS A GIANT SPIDER! Just like the Titanaboa you would expect so much more from a giant thing like this. I think give it the ability to climb walls. And for extra measures, make it be able to build a web between things where things flying by can get trapped in it and harvested. Wouldn't it be cool to just sit in the web in between redwood trees just chilling? Now if none of that suits you you can go with the lazy option. Bug damage boost. Wow. So many cave creatures need a tlc. Shoulda just made this whole thing about cave creatures. Anyway thanks. Add a response for creatures you feel like need a tlc. And if you want to see more things I feel like we need, follow me. Lol I acted as if I was a youtuber. Thanks, William, a 12 year old boy.
  4. Like what we have for feeding trough the option show range of effect. Could we get that for the Gacha to show us how far to place them apart? Like if I have two boy gachas and no girl gachas I want to know how far apart I am suppose to put them. As is I can't see this distance allowed. Thx.
  5. For me Ark is a great game with uniques creatures and a great source of knowledge on extinct creatures . I been on this game since 2017 and after the TLC 1,2 and 3 i got to wonder how some of the oldest and more Iconic creatures in this game could get a new face. In this suggestion i would like to know what creatures most peoples want to be reworked on ,eaven if i am making my own list of dinos i would like a rework of(maybe in a way that would make them more popular), anybody can add his own suggestions. My candidate for a TLC is the Apatosaurus/Brontosaurus: Example of what an Bronto/apato TLC could look like( Image not mine) One of the oldest and most iconic dinosaur in the game need a new Face, a Tlc that would add more appeal and more mechanics to this Behemoth of a dinosaur.x -First the addition of neck spikes that would not only give a cool look , but a defence against large and medium size carnivores, getting damage back for each hits. This would give a more defence to the Bronto. Example of neck spikes in use( Image not mine) -Second, the addition of a stun tail attack that would replace the old normal tail attack .This attack would stun(or have a huge knockback effect) any creatures smaller that an apatosaurus that would be in the victinity of that tail attack (no giga stun), it would also dismount the rider of the targeted dinos Overall it would not be good if apato was to much of an overpowered creature ( there already enougth of those) but if it could find it place in the actual meta and do something else then being a easy mountain of exp and Meat, i am sure no people would like and use this dino more often. Examples of what a tail whip could do with a diplodocus(image not mine) Now that i have presented you my candidate, i would like to know yours and what abilities or reworks you would like to see on them. Im doing this suggestion in hope that wildcard will hear our prayers for more TLCs
  6. Legacy TLC Ideas: I feel that with the game coming to a close… and with ARK II starting to look like a completely different game than what we have grown accustomed to in ARK… I would like to ask that you please update the Legacy Dinos with one giant TLC before the end instead of thinking of doing another community map in the extra time before ARK II’s release… I have put together what I feel would be the simplest to implement changes while being the most satisfying end result for them 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. One that is not for one particular Dino is: Carnivores repel smaller Carnivores - I think it would add a new depth to the game to allow Allosaurs to repel carnivores smaller than them, along with Rex’s repelling carnivores smaller than they are and the Giga being the largest and repelling all carnivores, to a certain radius. It would make having them during taming immensely important. And having them repel carnivores will make you have to approach carnivores you want to tame on foot to get close enough to start taming. Keeping that early game thrill alive even into late game. It just does not make sense that I have my Rex pretty much standing on something I’m taming and a Dilo feels brave enough to come try and take a bite right between the Rex’s feet lol… It would add a whole new level to carnivore tiers, to immersion, to taming mechanics, etc. I think that would be a big win for the game as a whole. Besides that these are my ideas for individual creatures in order of importance, to me at least… 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-Mobility-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. 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 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. Ichthy: -Breach / Echo Location Ichthy should be able to breach the surface also, but more like the Manta. It should also have an Echo Locate ability that briefly shows you silica pearls, oil nodes and threats in a radius of it. 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. Would really fit the Dino and make it a lot more ominous to see coming from a distance underwater. Giga: -Updated Look / Balanced with Carc - The Giga is a weird one to me… yes it needs a cleaned up model and really it could be all good after that. But with the Carcharodontosaurus coming I would wonder if it will really hold up to it afterwards? My suggestion is to give the Giga a new look as to not let it get completely outshined, at least make sure it is balanced with the Carc stats wise, and if they are going to be equals I would have them in different areas… Gigas with jungles, Carcs with deserts or something along those lines… just so they don’t overlap if they fill the same niche. And if the Carc gets any cool mechanics please don’t leave the Giga in the dust. Add a mechanic to the Giga if you have to, to keep them at least in competition for “biggest-theropod worth taming”. Bronto: -Stomp / Stairs / Lower - Bronto needs a more majestic look. Think /Brachiosaurus model from the base Jurassic World Evolution 2 game and the Dreadnoughtus model in the new Jurassic World Evolution 2 Biosyn DLC and branch out from there… that franchise just knows how to do majestic sauropods… 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” or “sit” 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… Again the model in the new Jurassic World Evolution 2 DLC is a good concept to start from. 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 the only true flyer that can 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. One that also works as a fabricator 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 the target slightly more. 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. 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 “Bio-Safe”. First it needs to be able to retract into it’s shell like you guys have been promising it will be able to since release… giving it a huge defense buff. 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 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 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 jelly fish and giving it a buff on the toxin gather rate. They are both slow AF 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 - We’ve 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 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. Lastly they should give Silk as drops like the Lymantria (Moths) do… and honestly should be the only tamed creature that generates Silk in it’s 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. +Anky’s club tail attack should also do torpor damage. This last one is not really needed but I’d love it if the Bigfoot and the Baboon could sit down all relaxed like the Sloth. I really hope you guys think about this… New Maps are always great but when you do something like this Legacy TLC it reinvigorates the whole game. Thank you for your time.
  7. TLC Update for Onychonycteris When we look at the various species of mammals in Ark, one of the very first that becomes underlooked and is kind of shamed half the time by the community, is the Onyc or Onychonycteris. This species of Eocene bat is most of the time considered in quotes “useless” as there really isn’t many needs for it after the addition of the Desmodus. Alongside this, the species in Ark is not similar at all to the species it is based off of, in appearance, attributes and abilities. Rather than some depicted swarming and aggressive cave dweller, the Onyc should be a forest and swamp dweller, gliding and fluttering through the foliage, a solitary and/or cooperative species very similar in behaviour to Old World Bats and/or Fruit Bats, not Vampire Bats and modern or present day New World Bats. This is why my team and I have suggested a TLC update for this creature and what it should have for abilities and a complete overhaul of every characteristic. For my next creature suggestion, my team and I have found a small extinct and prehistoric species of Bat that can follow the swarming, non-rideable, viral caring and completely aggressive mentality that Wildcard tried to go with for the Onyc, but to make it very different from the Desmodus and my next species. The Onyc will no longer be the species we see in the caves of the Arks, but rather a completely changed flying mammal. (Updated Version of Dossier for TLC) Common Name: Onyc New Suggested Name for Species: Onychonycteris tapraomou (“Clawed Bat of the Lush Lands”) Old Name for Species: Onychonycteris specuncola (“Cave Crawler”) Time: Eocene Period Diet: Insectivorous (Old Dossier - Omnivorous) Temperament: Neutral (Aggressive if Attacked) Tameable: Yes Rideable: Yes (Old Dossier - No) Breedable: Yes Torpidity Immune: No Taming Method: Passive Preferred Kibble: Simple Kibble Preferred Food: Chitin Equipment: “Onyc" Saddle (Level 38) Rider Weaponry: Yes Humans Can Carry: No Anatomy When looking at the Onyc’s anatomy and characteristics. The first detail that should be acknowledged when making a TLC for the Onyc, is the controversial topic that is echolocation. Unlike other bats. The monospecific genera that is Onychonycteris is considered and speculated with the concept that the genus didn’t evolve the adaptation to use echolocation. Studies have found that bats or the Order Chiroptera learned flight before echolocation. This means that rather than making the species found on the Ark to have this ability, my team and I’s concept for this creature would be to separate it away from Desmodus draculae. The Onyc should follow the principle of not having echolocation. This means that it could act more similar to Old World Bats such as Flying Foxes and/or Fruit Bats, rather than New World Bats such as the traditional Vampire Bats found in South America. With the evidence, though. Both studies counteract each other, and some say that both forms of evidence are from a “pancake fossil” that makes it uncertain what the animal’s actual bone structure and configuration was actually like. The only information that we can use towards speculation is the simple cochlea of Onychonycteris finneyi that specifies or slightly confirms that the Onyc was incapable of echolocation. This is due to the cochlea or the “part of the inner ear involved in hearing” wouldn’t be capable of allowing the high frequency sound pulses or waves in the form of ultrasounds that pass through the nose or mouth. The bat then uses its ears to listen for an echo or for the waves to bounce off of an object or another organism. An ability that has been found incapable in the Onyc with the design of its cochlea. The next detail would be in its paleobiology and the environment it once called home. Onychonycteris finneyi is from the Green River Formation in modern day Wyoming, Utah and Colorado, USA where it lived alongside other bats such as Icaronycteris index, the boa Boavus (Boavus idelmani), Meniscotherium, the primate Notharctus, the crocodilian Borealosuchus and stingrays such as Asterotrygon. This indicates that while these bats lived in a temperate and semi-tropical climate that was warm enough to support crocodile lizards, stingrays, catfish, crocodilians and palm trees, the formation housed various unique species that lived in this environment. Indicating that while the Onyc’s on the Ark live in the caves of various maps such as the Island for example. The Onyc’s should live in and around swamps, semi-tropical, temperate and warmer biomes in and around mountain ranges (due to the intermountain lakes and basins that make up the formation along the Uinta Mountains). While this goes against its scientific name in Ark, this is a secondary detail that could be used towards making the Onyc more distinct and unique when compared to other flying mammals and to other species that belong to the Order Chiroptera in Ark Survival Evolved and possibly in Ark 2. When it comes to flight, the Onyc should have a different flight behaviour due to the species long hind limbs and its much shorter wings that resulted in the Onyc lacking the aerodynamic equivalents among known bats, resulting in the aerofoil contributing to an alternating fluttering and gliding flight style, unlike the flying style present in the Ark species. This is considered the “evolutionary intermediate” between powered flight and gliding. Also the Onyc should bring a new form of climbing and/or gripping to surfaces, walls and trees in its surroundings due to its peculiar five claws on its fingers rather than the standard two or three in known species. The next detail after that, should be in appearance. While the species found on the Ark is modified and different from the reference material, O. specuncola or O tapraomou (my teams suggested name for the species) should have an appearance similar, but not exactly like that of its relative and possible ancestor. First of all, the Onyc currently in Ark is lacking more wing membranes around its tail and back hind legs, and has a face and body that are very similar to that of the sub family Desmodontinae or Vampire Bats. Instead, flying foxes or fruit bats and even flying squirrels can be used as the model for this species of flying mammal as the Onyc isn't exactly a “true” bat, but rather the between of known bats and other flying mammals. Resulting in many speculative representations presenting a depiction similar to a cross between these examples, for example: Onychonycteris | Dinopedia | Fandom dinopedia.fandom.com and/or Ancient 'Clawed Bat' Reveals Clues to …| westerndigs.org Rather the current model and design has a nasal cavity and ears similar to leaf nosed bats, large fangs that could be used for impaling and slicing into prey, only four fingers (one of the fingers is possibly connected between both fingers) on each pair of wings (which goes against the actual name behind Onychonycteris which means “clawed bat” referring to its five clawed fingers) and a non-Eocene bat design, the Onyc could use an update to its design. Now my team and I are trying not to criticise Wildcard and their designs for Ark Survival Evolved, as many animals such as the Triceratops, Purlovia and Ankylosaurus all have similar characteristics and details similar to the species they are based off of. The Onyc in Ark doesn’t have any major characteristics similar to Onychonycteris finneyi, which is why my team and I are suggesting these ideas towards a TLC. Onyc Encountering Tips | ARK: Survival … dododex.com Also the Onyc is speculated based on teeth remains and fossils that it was actually an insectivore, as the speculated and larger species in Ark. Is specified to feed on mosses and fungi in their surroundings alongside live prey which they swarm. However, the new species for this TLC would be insectivorous and be able to feed on different arthropods and invertebrates as an adaptation towards its environment and also towards adapting to different climates and biomes. Alongside this, the Onyc shouldn’t be able to carry Mega Rabies, as these bats aren’t hematophagous and/or don’t feed on blood like the vampire bats that the current Onyc in Ark is based on. New Abilities - Just like the Desmodus draculae, the Onyc can hang upside down as evidence shows that the feet of early Eocene bats allowed them to perform this hanging behaviour. - The Onyc has an applied buff when attacking insects known as “Insectivorous Instinct” where the Onyc has a 25% increase in melee damage, a 25% decrease on incoming melee damage and the preventing of certain stuns such as the Lymantria’s spore defence mechanism and the Mantis leap attack and a 50% collection rate towards chitin, leech blood, organic polymer (from arthropods (insects) such as the Mantis) and black pearls. - The Onyc is a natural bug repellent and any arthropods (arachnids, insects, trilobites and crustaceans) become deterred from these bats. - The Onyc has a buff known as “Constricting Rage “ which is an increased buff of 75% attack damage towards snakes and serpents (primarily Titanoboa) in its natural environment (swamps, temperate forests and semi-tropical riverways). This is due to the possibility that the Boavus boa’s found in the Green River Formation that the Onyc is from, probably preyed and fed upon early Eocene bats such as the Onyc. - The Onyc can be ridden and with it having a saddle with a built in chemistry table and has a slot that allows players to descend from the saddle via a grappling hook. The Onyc has a new landing position, can hold onto various types of textures in different environments, can have three players on its saddle and crawling features unlike other tames that allows the player these capabilities. - The Onyc can and will manually switch from fluttering to gliding as a way of saving stamina, allowing for further travel and manoeuvrability. - While the Onyc can’t echolocate, it has a diurnal (these bats are speculated to have hunted during the day) boost that gives off smell indicators of nearby prey and food sources. - The Onyc is extremely intelligent and when imprinted has a 10% increase towards all stats. - The Onyc has strong jaws and teeth towards breaking down the hard shells of the arthropods it feeds on, which allows for a blunt bite that can deal a moderate amount of damage if harmed or attacked. Any suggestions and comments please reply below. These are my team's suggestions, so all credit and all reference goes to them for the idea (s). Thanks. - MonstersHunters References: https://en.wikipedia.org/wiki/Onychonycteridae https://dnr.maryland.gov/wildlife/Pages/plants_wildlife/bats/batelocu https://www.nps.gov/subjects/bats/echolocation.htm https://ucmp.berkeley.edu/tertiary/eoc/greenriver.html https://en.wikipedia.org/wiki/Green_River_Formation
  8. Legacy TLC Ideas: I feel that with the game coming to a close… and with ARK II starting to look like a completely different game than what we have grown accustomed to in ARK… I would like to ask that you please update the Legacy Dinos with one giant TLC before the end instead of thinking of doing another community map in the extra time before ARK II’s release… I have put together what I feel would be the simplest to implement changes while being the most satisfying end result for them 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. One that is not for one particular Dino is: Carnivores repel smaller Carnivores - I think it would add a new depth to the game to allow Allosaurs to repel carnivores smaller than them, along with Rex’s repelling carnivores smaller than they are and the Giga being the largest and repelling all carnivores, to a certain radius. It would make having them during taming immensely important. And having them repel carnivores will make you have to approach carnivores you want to tame on foot to get close enough to start taming. Keeping that early game thrill alive even into late game. It just does not make sense that I have my Rex pretty much standing on something I’m taming and a Dilo feels brave enough to come try and take a bite right between the Rex’s feet lol… It would add a whole new level to carnivore tiers, to immersion, to taming mechanics, etc. I think that would be a big win for the game as a whole. Besides that these are my ideas for individual creatures in order of importance, to me at least… 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-Mobility-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. 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 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. Ichthy: -Breach / Echo Location Ichthy should be able to breach the surface also, but more like the Manta. It should also have an Echo Locate ability that briefly shows you silica pearls, oil nodes and threats in a radius of it. 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. Would really fit the Dino and make it a lot more ominous to see coming from a distance underwater. Giga: -Updated Look / Balanced with Carc - The Giga is a weird one to me… yes it needs a cleaned up model and really it could be all good after that. But with the Carcharodontosaurus coming I would wonder if it will really hold up to it afterwards? My suggestion is to give the Giga a new look as to not let it get completely outshined, at least make sure it is balanced with the Carc stats wise, and if they are going to be equals I would have them in different areas… Gigas with jungles, Carcs with deserts or something along those lines… just so they don’t overlap if they fill the same niche. And if the Carc gets any cool mechanics please don’t leave the Giga in the dust. Add a mechanic to the Giga if you have to, to keep them at least in competition for “biggest-theropod worth taming”. Bronto: -Stomp / Stairs / Lower - Bronto needs a more majestic look. Think /Brachiosaurus model from the base Jurassic World Evolution 2 game and the Dreadnoughtus model in the new Jurassic World Evolution 2 Biosyn DLC and branch out from there… that franchise just knows how to do majestic sauropods… 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” or “sit” 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… Again the model in the new Jurassic World Evolution 2 DLC is a good concept to start from. 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 the only true flyer that can 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. One that also works as a fabricator 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 the target slightly more. 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. 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 “Bio-Safe”. First it needs to be able to retract into it’s shell like you guys have been promising it will be able to since release… giving it a huge defense buff. 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 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 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 jelly fish and giving it a buff on the toxin gather rate. They are both slow AF 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 - We’ve 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 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. Lastly they should give Silk as drops like the Lymantria (Moths) do… and honestly should be the only tamed creature that generates Silk in it’s 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. +Anky’s club tail attack should also do torpor damage. This last one is not really needed but I’d love it if the Bigfoot and the Baboon could sit down all relaxed like the Sloth. I really hope you guys think about this… New Maps are always great but when you do something like this Legacy TLC it reinvigorates the whole game. Thank you for your time.
  9. Personally, one of the most exciting things wildcard has done as of late, has been the TLCs. Each one of them has done fantastic things to creatures that needed it desperately, and each one has made the game overall better. With the latest TLC 3 giving fantastic changes to the Mammoth and Stego that were desperately needed. However, I feel more are definitely needed. As long as we have to ask the question of "what do I do with this creature" or "wow that is ugly" then things should be different. So, I've made a list of creatures that I think deserve it the most, as well as some of my ideas. Keep in mind, this my personal opinion and there are likely more creatures that deserve a TLC of their own. 10. Giga OKAY OKAY OKAY! DON'T LEAVE! Hear me out. In its current state, the Giga is 3 things. Really strong, ugly, and somewhat underwhelming. For example, why are the claws the same greens and browns as the skin? That's really weird. On top of overall semi-outdated texturing, the Giga needs at the very least a visual update. On top of that, perhaps a new ability? the Giga already has rage, but rage seems somewhat unnecessary in my eyes. Perhaps it could be reworked into something that benefits the player instead of hinder them. This would also make the wild Giga's higher stats more understandable. 9. Anglerfish Why would you tame an Angler? Seriously, the only benefit is its light and pearl gathering. It's more useful to just kill for the gel and be on your way. Although, I feel we can improve it by adjusting that whole "pearl" thing. Lets make it the PERFECT deep sea gathering creature. Up the pearls more, and decreases the pearl's weight while on the angler more so. On top of that, we could also make the angler passively generate angler gel, making taming them a more consistent method of gathering then just killing them. They could also use a visual update, as their bodies make them like almost like weird piranhas. 8. Dilophosaurus The Dilo is one of Ark's oldest creatures, and personally, I think it needs some love. Maybe we could up it in size a little, with some minor adjustments to stats to go with it. With its larger size, they should be ride-able. Then give it an increase in hide, chitin, and keratin gathering and bingo! Early game gathering creature! With this, it would also make sense to tone down the spawn rates to accommodate the better states and utility. 7. Pachycephalosaurus Pachys are fun to use with their charge, and the good things stop their. The fact that the HORSE does more torpor is very odd to me. Really, the only changes can I personally can see them getting is an increased damage reduction on the head, MASSIVELY increased torpor damage, and maybe a stun effect if the charge hits? I think with these changes Pachys still may not be the most useful creature out there, but they would be WAY more fun and enjoyable to use. 6. Scorpion The Scorpion is in a very similar spot to the Pachy. A torpor creature that just doesn't do that much torpor. Although I think we all can agree that the Scorpion is in abit worse of a spot. However, what is they became a spoiled meat gatherer? Think of it, perhaps the venom from its claws and tail could make it gather a "tainted meat" instead of raw meat, that could be used in place of spoiled meat. Generally, spoiled meat is pretty easy to come by, just kill something and wait. I think the some would prefer to cut out the "wait" aspect. 5. Pachyrhinosaurus (P.S. Things are about to HEAVILY detailed Moving on from one "Pachy" to another, the Pachyrhino is just a worse trike. Pachyrhinos are less common, have worse stats, and dont have a charge. The only reason why someone would want the Pachyrhino would maybe be because of the 2 person saddle. While it's unique gas ability, is borderline useless. Sure, the deagro gas is fairly good, until you get into PvP or accidentally run into a Rex. The other gas, is just awful. The rare flower's agro effect is good because YOU are the target. In the Pachyrhino's gas, its the Pachyrhino that becomes the target. And with its only decent health pool, slow speed, and low melee, you turn yourself into a walking punching bag with no real defense outside of the second rider's weapons. So, how do we fix it. Well first off, change the gases. Replace them with two things. First, make one gas have the ability to give you and nearby allied players insulation against temperature, and other creatures a damage resistance. This will come into play later. Next, instead of a gas, give it a slow, short ranged projectile that is similar to the mud or snow thrown by Chalicos. The projectile will do moderate damage BUT will give its target a "flammability" effect, making the target take double or even triple the fire damage then before. This is also where the second rider becomes most useful, as they can come equipped with any flame related weapon. This effect should also act almost like an oil jar when applied to structures. They should also give the Pachyrhino the ability to damage stone and a heavy increase in damage, as in life that's essentially what its nose plate was. This also leads into visuals. Like I said, Pachyrhinos need a much larger nose plate. After all "Pachyrhinosaurus" literally means "thick nosed lizard". Although, the "lizard" aspect doesn't mean much as it needs feathers. This may come as a chock, but Pachyrhinos may have had more feathers then thing like triceratops as they lived as far north as alaska which still would have snowed even in the cretaceous period. This means that Pachyrhinos should also spawn in some colder areas on top of where they currently do. Places like the snow biomes or even redwoods. This is why the insulation gas would be useful. To not completely over shadow the trike, reduce or remove it ability to gather berries, thus making trikes the superior gatherer. 4. Pelagornis The Pelagornis is two things. A fairly unique but overshadowed flyer, and maybe the only creature that I will refer to using its full name. In saying that, the Pelagornis has the potential to be a truly unique flyer. It already can do something that no other flyer can, swim. You can also go fishing while they're on the surface of the water, which is a nice touch. Despite this, there is absolutely no actual reason to tame a Pelagornis over other flyers. To fix this, a number of things should be done. I think the simplest should be the addition of a dive ability. While the Pelagornis is on the water, you should be able to preform a short dive under water that will allow you to freely swim for a short time similar to modern sea birds. During this time, the Pelagornis should have an even bigger damage increase against sea life. On top of this, it wouldn't hurt to give it the ability to gather prime fish meat more effectively. This would make taming things like Spinos much easier. The dive's overall duration could also be increased with upgrades to oxygen or maybe stamina. I think that with the addition of an overall increase in stamina and weight, the Pelagornis will get the recognition it deserves. As it might just be the least used flyer in the game. 3. Paraceratherium The Paracer is just a worse Bronto. Plain and simple. The Paracer is quite literally just a Bronto on a budget. There are 2 reasons someone would tame this creature. First, they are lazy and don't what to put in work for a Bronto. If these people even exist, I do not respect them. The Second, is that you simply enjoy the creature itself and find the real version interesting. I am the second. In life, Paracers were the second largest mammal to ever live, and they are the largest mammal that is found in game. So, you'd think they'd be a little more distinct from Ark's other long necked platform creatures. I don't think it should be a diet Bronto, I think should be a siege Bronto. With the addition of some new attacks to cover a larger area, and increased health and weight, the Paracer could be quite useful. Health in specific should be HEAVILY increased, and the structure limit should also be increased. Combine this with a weight reduction on things like ammo and structures, and its utility would be quite good. You could also combine this with the ability to maybe transfer things straight from the Paracer's inventory to a storage box for easy access while inside your new mobile base. As exiting may put you at disadvantage in a fight. Now give it the ability to damage stone and heck, maybe even metal, and suddenly Paracers are a force to be reckoned with. Also give it improved textures and especially animations. 2. Araneo The Spider sucks. It can't attack that much, it doesn't have much damage, its not fast, and it can't carry anything. All of these stats should be buffed to be more on par or even surpassing other creatures. As spiders are much harder to acquire then other creatures, this makes sense. On top of this, I think some sort of venom of the spiders bite should be implemented. Maybe as just torpor, or even an acid that makes you take lingering damage to a small extent. And most importantly of all, MAKE IT CLIMB! The fact that a giant lizard and a koala dressed up as a cat can climb more then a literal spider makes me visibly angry. Giving it the Megalania's or even Thylac's ability to climb would make this creature miles more versatile then it currently is. In it's current state, the spider is one of Ark's most USELESS creatures, only saved by the fact that it can be riden at all. An updated model would also be very welcome, and the head barely even looks like a spider. 1. Carnotaurus The Carno might just be Ark's most overshadowed creature. You want a fast carnivore? Tame a terror bird, raptor, dire wolf, sabertooth, or even a baryonyx. You want a strong creature? Tame a Rex, Spino, Megalo, dire bear, thylac, or even a sarco. The point I'm trying to make is that the Carno is just boring. Everysingle aspect of the Carno is done better in nearly every other creature out there. Because of this, they are (in my opinion) the single most deserving creature of a TLC. And as it turns out, Wildcard did give it some attention last TLC update. However, I strongly believe that it shouldn't be just a minor addition in the patch notes, but instead a main inclusion in TLC 4. And to see what we'd change, just look at reality for inspiration. Because the Carnotaurus is known by some as the "cheetah of the cretaceous" for a reason. This is because the Carno was FAST. almost every adaption in this animal's body looked like it had something to do with going faster. So I think it should first off get a HUGE increase to speed and have a similar effect as bears and rhinos in game. That being, the longer the creature runs, that faster it goes. With this, it could also have a charge like the Wooly Rhino but to a MUCH lesser extent. The more charge the Carno gains, the more damage its headbutt attack should do, and the longer the bleed should last. I also think the Carno should have some way of hitting things behind it. Perhaps a slight kick with the side appropriate foot that does decent knockback but low damage so the Carno can get to running again. I strongly believe that even if these abilities don't end up making it that good, it'll still be a fun and unique creature. It's model should also be made much more slender and streamlined to accommodate this. All in all, I believe each one of these creatures deserves a little wildcard love. This game is great, and I can only hope that my ideas might make it just a little bit better. Sincerely PyroThePithecus
  10. Okay, so right now, the argies have not unlocked their full potential. I'm putting some suggestions for a TLC here, and I really hope these get implemented into the game. Enjoy! 1. Changed spawn areas: - Argies will spawn all over the map except the easy areas. They spawn very high up in the air, just barely inside the range of longnecks with tranq darts. 2. changed behaviour - Argies will aggro vertically in a narrow cone as far away as things on the ground. However, when approached horizontally, they will have a very small aggro range. 3. New attack - Argies will have two new abilities. One will be a sort of passive swoop, like the snow owl. However, when right click or LT is pressed in the air, the argy will angle down and a crosshair will appear on the screen. When you point it at a flying creature and click left click or RT, the argy will swoop with slowly increasing speed, and it will do more damage depending on how long it is swooping. When it hits the creature, it will damage the rider (if there is one) and the creature, doing considerably more damage to the creature. If the creature is the same size or smaller than the argy, the argy will latch on and grapple it to the ground, slamming it into the ground and doing more damage. However, after the initial damage, the target will have a 25% chance to escape, and the argy will continue past the target (to balance this attack). If the argy hits a land creature, it will smash it into the ground if it is rex-sized or smaller, dealing damage based on the size (less damage the larger the creature) and a bleed equivalent to the megalodon's. If the creature is smaller than the argy, it will smash it into the ground dealing damage, and then continue to hold it in it's talons and carry it off. Wild Argies will also do this, so the skies will be made very dangerous for creatures smaller than the argy. If the argy hits a creature larger than it in the air, to will do damage, a bleed, and then continue down. The crouch button/key will be used for picking up creatures now. BTW: the argy can only do this attack if it reaches a certain height. 4. Passive buff - When above a certain height, the argy will receive a buff called "Skylord" (yes, it is taken from the artifact). When this buff is active, it will receive an orange glow around it, similar to an alpha boost. It will also get a 25% damage reduction, and also a 20% damage increase, as well as a 20% movement speed boost. This could theoretically make the argy much more viable for travel, as right now, it's somewhat slow. 5. Flock boost - When in a flock of 10 or more, Argies will receive what is essentially a pack boost. It's name and symbol are the only things that are different. The name is Flock boost, and it's symbol will depict an abstract argy. Extra stuff: The argy's base health will increase from 365 to 410. It's Base melee will increase from 25 damage to 40 damage. All of this would make the argy more viable as a warbird. Also, they would not naturally spawn in large flocks. There will be no more than 3 Argies together at a time. Thanks for reading!
  11. Can we please add copy door settings like we have copy dino settings? Building dino pins and nurseries or even base boarders would be smoother if we can edit the stay open and auto open settings on 1 door and copy to all other. Just finished in closing around some ocean plats and 50 dino settings and 20 minutes later I was done with just the perimeter gates under the plates, then started the next 50 on top of the oceans plates lol. Just a nice TLC update love ark, first trophy was new years eve 2016 my first night in ark, love everything the game has become.
  12. Something that has bothered me lately is how many people seem to scoff at the idea of adding another large carnivore because it "just won't be unique". So I've been brainstorming on large, Rex-Sized carnivores that I could create ideas for to make them unique, or at least make them stand out a bit from what we have now. HUGE WARNING, some of these are very long and very wordy. Suggestions and Feedback are greatly appreciated, as this is just a little experiment to see if people would accept more large carnivores if they were unique enough. (I initially wrote this in a Google Doc and now everything is bolded, sorry about that) Already Added- Tyrannosaurus Rex Hp: 1100 Stam: 420 Oxygen: 150 Food: 3000 Weight: 500 MD: 62 Tyrannosaurus is what my idea’s stats are based around, they do not take into account many other creature’s base stats, as the Rex is what I see as the “middle of the road” among the large carnivores we have now. Giganotosaurus Carolinii Spinosaurus Aegyptiacus Megalosaurus Bucklandii Allosaurus Fragilis Yutyrannus Huali Completed Ideas- Tarbosaurus Bataar: The Grappling Giant Rex-sized Carnivore HP: 1200 Stam: 400 Oxygen: 150 Food: 3050 Weight: 500 Md: 60 The Tarbosaurus has two different attacks, a basic 60 damage bite attack, and a grabbing/grappling bite. This bite allows the Tarbosaurus to pick up creatures smaller than itself, and latch onto larger creatures like Rexes, Brontos, or Gigas. The initial grabbing/latching does no damage, but subsequent attacks will deal a base of 120 damage to creatures that are grabbed and base 90 damage plus 1% creature health to creatures that are latched. Creatures can have a differing amount of Tarbosaurs latched to them, like 2 for a Rex, or 4 for a Bronto. To tame a Tarbosaurus, you must first be level 70. Then, find a wild Tarbosaurus and approach it from the direct front. Tarbosaurus don’t have binocular vision, and have a blindspot in front of them. You must sneak into this blindspot until you can get close enough to the mouth of the Tarbo to feed it meat. The Tarbosaurus will then notice you and give chase for a short time before losing interest again. Rinse and repeat until the Tarbosaurus is tamed. Tamed Tarbosaurus have a loud roar that draws nearby creature agro like eating a rare flower, but it also boosts the Tarbos attack and damage resistance by 15% for ten seconds(As long as the agro effect lasts). Tamed Tarbos can also pick up or latch other friendly creatures(Picked up creatures can’t be agroed by wild predators like they can when being carried by a flier, as they’re kinda like the “Tarbos prey”, which other predators would be wise to not mess with). Latching onto a tamed creature makes the Tarbo work together with that creature when it tries to run, boosting the latched creature’s movement speed by 15% for each Tarbosaurus attached to it. Variants: X(Bog) Zhuchengtyrannus Magnus: The Thundering Maw Rex-Sized Carnivore HP: 1000 Stam: 500 Oxygen: 175 Food: 5500 Weight: 450 MD: 55 Zhuchengtyrannus is a large predator that can often be spotted chasing down prey and harassing larger herbivores. They are rather fast predators, and can sprint for an extended amount of time, but this comes at a cost. Zhuchengs burn through food fast when running, meaning they can potentially run out of fuel if pushed too long without a snack. This can be circumvented however, by either eating food like any other creature, or by biting creatures as it runs. The serrated teeth of Zhuchentyrannus allows it to take flesh off a still living target and consume it right away(Amount of food restored is based on drag weight of bitten creature). Everytime a Zhucheng does this, it inflicts a slow effect on the bitten target for 10 seconds and gains a stack of “Energized”. Energized is a buff gained after getting 10 stacks(A stack cannot be gained while a creature is under the effect of the Zhucheng slow, meaning 10 individual creatures must be bitten to get the buff). When a Zhucheng is Energized, it gains infinite stamina, 25% movement speed, and curiously it seems that this activates hidden electric organs in the Zhuchengs body. The activation of these organs gives the Zhucheng a thunderous roar that stuns all nearby prey(And dismounts survivors) for 5 seconds, and also augments the Zgucheng’s bite with a powerful burst of three pronged electric shock(Like a momentary burst of Voidwyrm breath with the power of a Lightning Wyvern blast). Wild Zhuchengs will go into an exhaustion period of fifteen seconds once Energized ends. To tame a Zhuchengtyrannus, you need to bait it into going into Energized by allowing it to either attack your own creatures or wild ones, and tough out Energized until the Zhucheng becomes exhausted. Then start tranquing the Zhucheng. Wild Zhuchengs won’t lose torpor when not KO’d, so don’t worry too much about the taming taking a long time. A tamed Zhuchengtyrannus functions much like a wild one, with the added bonus of having no exhaustion period after exiting Energized. Tamed Zhuchengs also have another function, their Energized Roar grants a ten second Energized buff to allies in its radius, refilling their stamina and giving them the same bonuses(Outside of the electric powers). Variants: Aberrant Variant, R-Variant(Rockwell’s Garden) Mapusaurus Roseae: The Longneck Hunters Rex-Sized Carnivore HP: 1300 Stam: 400 Oxygen: 150 Food: 2000 Weight: 450 MD: 58 Mapusaurus is a large carnivore often found in unorganized packs of three to four individuals. There are no alphas to these packs, and pack members instead gain the same 5% damage and damage reduction bonuses that Compies get, with a maximum stack size of 6(So a pack of seven members total). Mapusaurus don’t waste their time with smaller prey, and will only attack large herbivores like Brontos and Diplos, with Titanosaurs being their ultimate prize. Like Deinonychus, Mapusaurus applies a stacking bleed with its bite attacks, with an unchanging 1% of a targets health over ten seconds, stacking up to five times. To tame a Mapusaurus, it’s best to join the pack’s hunt for large prey. Offering a Mapusaurus a Sauropod Vertebra will begin the taming process, during which it will start to rapidly lose food, and must be sated by being led to wild Sauropods. Once a sauropod is killed, the taming efficiency and food will go up. Keep in mind though that taming effectiveness will go down if the Mapusaurus starts to starve, which can happen quickly without a meal. Diplos are worst for taming, then Brontos, then Amargasaurus, and finally Titanosaurs. Helping a Mapusaurus kill a Titanosaur will instantly tame it, no matter the level. Tamed Mapusaurus keep the pack boost and stacking bleed, while also gaining access to a saddle that allows the Mapusaurus to collect Blood Bags from creatures as it attacks them(Maybe with some funky cups or such under the Mapu’s mouth). Variants: X(Bog) Acrocanthosaurus Atokensis: The Desert Wanderer Rex-Sized Carnivore HP: 1000 Stam: 700 Oxygen: 200 Food: 3000 Weight: 700 MD: 42 Acrocanthosaurus is a large desert dwelling carnivore suited to long distance travel and prey pursuit. While large in size, Acros are rather weak, and much better suited to hunting smaller prey than their close relatives. Acrocanthosaurus are strange though, as during weather events they gain increased damage(25%) and a speed boost(15%). Should you wish to tame an Acro, they are rather simple KO tames, but will curiously ask for different kinds of meat throughout the taming process(Kinda like taming a Moschops). Acros will not eat foods it’s not asking for, but these should be kept in its inventory in case it asks for some and to make sure its taming efficiency doesn’t go down. Should you tame an Acro, you’ll find they are more than capable travel mounts. Their good speed, amazing carry weight, and boost in weather events only scratch the surface of an Acros caravanning abilities. You see, Acros have a hump on their back used to store fats and water as they roam around the desert. Similar to the Morellatops, this fat and water can be used to restore your food and water, allowing for longer journeys. This is added to by the fact that Acros can be outfitted with a tent saddle that increases hypothermal and hyperthermal resistance, as well as reduces weight on metal and other precious resources while acting like a mobile smithy. This allows the Acrocanthosaurus to be the perfect resource gathering partner to creatures like Ankylos and Doedis, or serve as an all terrain threat capable of outrunning anything it can’t outmuscle. Variants: R(Rockwell’s Biome) Tyrannotitan Chubutensis: The King’s Rival Rex-Sized Carnivore HP: 1500 Stam: 400 Oxygen: 150 Food: 3000 Weight: 500 MD: 65 Tyrannotitan are large solitary carnivores that appear to have geared themselves towards brute force and violence almost as well as Gigas. While they hunt the same prey that other large carnivores do, they will also regularly engage in combat with other large carnivores, and often comes out victorious due to their immense strength. Tyrannotitans gain a Rivalry Buff when near other large predators, boosting their attack and damage resistance by 20%. On top of this, Tyrannotitan gain the Triumphant Boost upon killing another large carnivore, boosting their speed by 15% and healing them for 100 hp/s for 20 seconds. Tyrannotitans are also curiously immune to bleed effects due to a rapid coagulation factor in their blood, though this seems to slow down their natural healing process to 75% compared to other creatures. When hunting smaller prey, Tyrannotitan will use a powerful stomp attack to deal double damage to anything under its drag weight, with anything that isn’t killed receiving a considerable slow and knockback. To tame a Tyrannotitan, you’ll need to subdue it by force. Attacking one while it has the Rivalry Buff(Like with a Rex or when a Rex is nearby) and bringing it below 20% health will put the Tyrannotitan in a dazed state, during which you can chain bola it to then run up and feed it Biotoxin. Rinse and repeat this process by letting the Tyrannotitan heal, then attack it and bola it again until it is KO’d. You can then feed it meat or kibbles to tame it. Be warned that Tyrannotitans wake up rather quickly, so it’s best to be prepared with more biotoxin or narcotics. When tamed, Tyrannotitans can only be held in groups of two per certain area(Probably 10 foundations between each group) or they will be semi-aggressive to each other(Attacking each other in short bursts). Babies don’t count towards this, so don’t fear too much for their safety until they grow up. Tyrannotitans can be outfitted with large metal plated saddles with a base 50 armor to be ridden(Learned at level 80). This saddle also protects the rider from damage, making the Tyrannotitan an excellent personal combat mount. Variants: Tek Variant, X(Volcano) Carcharodontosaurus Saharicus: The Daywalker Rex-Sized Carnivore HP: 1075 Stam: 300 Oxygen: 150 Food: 3000 Weight: 400 MD: 70 Carcharodontosaurus is a large carnivore that inhabits deserts and volcanic regions. They are primarily diurnal hunters who will enter a state of sluggishness during the night. Unlike Megalosaurus, Carcharodontosaurus don’t opt to sleep at night, but don’t quite reach the same heights they do during the day. During the day, Carchars gain a 35% speed boost, as well as dealing 70 base damage with attacks and taking 25% reduced damage. At night, the boosts disappear, and the Carchar’s base damage is reduced to 47. Carchars are strangely empowered by daylight, and seem to collect solar energy in their bodies. Then, through use of a highly specialized bioorganic crystal in their throats, Carchars can focus their solar energy into a powerful blast of light that blinds, burns, and deals heavy damage to targets hit by it. This attack hits extremely hard, but costs a lot of energy to use, and tires the Carchar quickly. Another curious bit of Carchar biology is its teeth. Some of these teeth are actually light storing crystals, just like the one in its throat. These teeth often fall out of the Carchar’s mouth when it attacks creatures, and become embedded in the target. After a few seconds, they will explode with a bright burst of light, causing considerable damage and blinding the target for a few seconds. The Carchar only has 20 such crystalline teeth in its mouth at a time, but these regenerate fairly quickly, meaning only constant biting will wear down their supply. Lastly is the Carchar’s most deadly attack. The Carchar will clamp its mouth shut tight and begin to fire its beam directly into its teeth. The buildup of energy in its mouth due to the energy bouncing off the Carchar’s teeth eventually causes a large explosion that heavily damages any creature caught near the blast. This attack costs 300 solar energy, and breaks all of its teeth. The power of this blast is a base of 85(1 tooth), and every other tooth adds another base 5 attack, totalling to 180 base attack at a full 20 teeth. To tame a Carchar, you should approach it at night and bait out its solar energy(Carchars produce a glow much like Light Pets when they have any solar energy, and will lose this aura once their energy reaches 0). Once this occurs, you can KO the Carchar the same as any other creature, but you aren’t quite done yet. While you feed the Carchar meat, you must be near the Carchar’s mouth with some kind of tool to take out the Carchar’s explosive teeth as they grow in. If you don’t the teeth can quickly become unstable and explode right in the Carchar’s mouth, damaging it and you, ruining the taming effectiveness and causing the Carchar to instantly lose 10% of its torpor. Some tools like Swords and pliers work better than those like Pikes or Pickaxes, but a Chainsaw or Tek Claws works fastest(This is done through a mini-game like the Mammoth Drums, but better weapons provide larger success areas than worse ones do). Once you have tamed a Carchar, you have access to all of its light based abilities and such, but can also put them near your crop plots to grant 200% Greenhouse Boost to nearby plants. You can boost your Carchar’s Solar Energy total by leveling up stamina or increase the size of the Carchar’s light aura(And thus the area it can influence crops in) by leveling up melee damage. It’s also possible to take teeth from your Carchar’s mouth and combine them with arrows/metal arrows to create exploding arrows that deal damage to stone structures and inflict blindness on targets for a couple seconds. Variants: X(Volcano) Bahariasaurus Ingens: The Speed Demon Rex-Sized Carnivore HP: 575 Stam: 500 Oxygen: 300 Food: 3000 Weight: 300 MD: 50 Bahariasaurus is an extremely fast and aggressive carnivore often seen roaming plains or other large open spaces. These aggressive carnivores use their incredible eyesight to rush down prey from great distances, and can adjust their eyes to see in many different ways. Baharias can see in normal color, Heat Vision(Like a Snow Owl), Night Vision(Like the Night Vision Goggles or Tek Helmet), Zoomed Vision(Acts like a Spyglass, but can be zoomed to various degrees), and finally Undistracted Vision, which blocks out the visual effects of events like Sandstorms or Fog. The Baharia’s other senses are nothing to scoff at either. Much like Direwolves, Baharias can sniff around to smell nearby injured/dead creatures and Explorer Notes, and like Parasaurs, they can use their hearing to detect any nearby prey and threats(This only works on wild creatures though, as having a larger, more powerful Parasaur for PvP isn’t the goal here). Strangely, Baharias also use their enhanced sense of taste to help them obtain more Prime Meat, Prime Fish, and other such resources from creatures they harvest. Most bizarrely is how the Baharia’s sense of touch interacts with its environment. Baharias are extremely sensitive to temperature changes thanks to a special oil secreted through their skin, which gives them special abilities based on ambient temperature and certain effects. Higher temperatures increase the Baharia’s speed to a certain degree(Max of 20-25%), and when lit on fire the Baharia gains both the speed boost and the ability to inflict the On Fire effect with its bites. At colder temperatures, the Baharia gains a damage reduction bonus(Max of 10-15%), and when the Baharia would be Frozen(By a Mana, Snow Owl, Amarga, Frost Wyvern, or Ice Titan) it will gain the defense bonus and an immunity to knockback(As well as still being able to move despite being “Frozen”). Mild Temperatures, such as those a human is comfortable at, give the Baharia an increase to healing speed(15%), and these are the only temperatures they can mate at. To tame a Bahariasaurus, you’ll need to confuse it. Bright lights like Plant Species Z fruit, loud sounds like Rex and Yuty roars, strange smells like honey and massive poop, foods like rotten meat or soups, and different physical effects like poison clouds or net guns will put the Baharia into a state of Confused, where it will begin panicking and fleeing. During this window is when you can begin to KO the Baharia, but it will regain its composure after 10-20 seconds, so you’ll need to confuse it with a different method again. No method will work more than once in three confusions, so you’ll always need at least three ways to confuse the Baharia. Once it’s KO’d, you can feed it meat and eventually you’ll have arguably the fastest land carnivore at your disposal. A Baharia’s sprint is only slightly slower than that of a Water Boosted Spino, making them incredibly fast when compared to every other large carnivore. Baharia’s have a regular saddle that can be made in a Smithy, or an AC saddle crafted in a Fabricator. The AC Saddle allows you to toggle your Baharia’s effective temperature, meaning you can still use the effects a warm environment has on a Baharia in a colder environment, or vice versa. This doesn’t cost any resources to use, but you can use Propellant or Water in a Canteen that is inside the saddle to inflict your Baharia with On Fire or Frozen for 10 seconds on command. You also have full command of all the Baharia’s senses, and can use them as you see fit. Variants: R(Eden) Chilantaisaurus Tashuikouensis: The Cavern Killer Rex-Sized Carnivore HP: 1750 Stam: 300 Oxygen: 200 Food: 2500 Weight: 400 MD: 65/85 Chilantaisaurus is a large cave dwelling creature found in only the deepest and darkest caves. They are quite large, but are rather skinny for their size. Don’t let this trait fool you though, as Chilantaisaurus muscle fibers are intensely compact, making it an extremely powerful predator. Curiously, Chilantaisaurus are functionally blind. Their time in the caves has caused their eyes to glass over, though their eyes still glow in the dark, a tell-tale sign that they are nearby. Chilantaisaurus also have strange bat-like ear structures, which seems impossible for a theropod, but nevertheless is their best tool for hunting. These powerful ears, combined with a quiet echolocation sound the Chilantai is always emitting, allow the Chilantai to get a unique look at its environment. The quiet sound works well for material like rock, which bounce sound well, but not things like living creatures. To see those, the Chilantai must release a louder sound, akin to a high pitched roar. This will reveal nearby creatures, and then the hunt can begin. Chilantaisaurus attack prey with their twisted and wicked teeth in addition to their powerful arms tipped with sharp claws. Chilantai are vicious hunters, and it should be considered a blessing these brutal beasts seemingly confine themselves to dark environments. The jagged and unorganized teeth of Chilantaisaurus cause profuse blood loss in targets(1% health over 5 sec), and this blood is then consumed by the Chilantai as it attacks, healing it for 25% of the total health the target has lost. Being bit by a Chilantai inflicts fear(A percentage based on the creature’s size) onto its target, as the intense pain and nasty cuts caused by this bite makes terror to build in the target as it is attacked. The claws of Chilantaisaurus cause more direct damage than the bite, and ignore armors/damage reductions. The swipes of these claws are also strong enough to damage stone structures, making them harder to contain than some other large carnivores. To tame a Chilantai, you’ll need to sneak up on it(Will NEED Ghillie armor or Cactus Broth, approaching without these will agro the Chilantai automatically) and feed it Narcotics(Biotoxin and Narcoberries work too). This will alert the Chilantai, and it will begin using its larger echolocation pulse to try and find you. Stay behind the Chilantai to avoid being spotted, and it will calm down shortly. Once the Chilantai is KO’d, you can feed it meat and tame it. Periodically, the Chilantai will let out a loud supersonic pulse that damages you and any nearby tamed or wild dinos, which will trigger an attack(Passive tames won’t fight back). You must protect the Chilantai if you want to preserve your taming effectiveness. Once tamed, it quickly becomes apparent the Chilantai is much stronger than a Rex. Their tough muscles and scales make them take less damage from attacks(15%) and grant them immense biting and swiping power. Tamed Chilantais are also a good deal faster, and their vampiric healing can make them serious threats to any creature they attack. They can even pick up smaller creatures(Both wild and tamed) with their large arms to transport them elsewhere. The only downside to a Chilantai is that their blindness transfers to you while riding. The entire world appears as black with white outlines on the ground, trees, rocks, and other such things. To see creatures, you’ll have to use the Chilantai’s roar(Which will make an effect like the Tek Helmet scanner), which will reveal creatures in front of you for 45 seconds before they disappear from your “view” again. This blindness makes the Chilantai a challenging yet simultaneously rewarding creature to ride, as you are now atop one of the fiercest creatures in the game. Variants: Aberrant, X(Bog) Saurophaganax maximus: The Crowned King Rex-Sized Carnivore HP: 1000 Stam: 450 Oxygen: 150 Food: 3000 Weight: 475 MD: 50 Saurophaganax is a larger relative of the Allosaurus, sharing the same general build, if a good deal bulkier. Saurophaganax shares the same environments as their relatives, and can be seen using its considerable size and strength to convince Allosaur Packs to follow it. These Allos now obey the Sauros command, much like Carnos and Yutys, but to a much deadlier end. When Alpha Boosted, Sauros gain a Nullifying Roar that clears status effects on its pack(Like Bleeding or Fear) and boosts their healing by 20%. It should be noted that Sauros will not spawn with an Allo pack, and must find one. To tame a Saurophaganax, you need to find it a pack, and then allow them to hunt together for a while. After hunting for a bit, the Saurophaganax will become “Crowned” during which time it and the Allos that follow it gain a 35% attack and damage reduction boost. You must wait for the Sauro to become Crowned(Evidenced by a crown icon above it), and then kill all the Allos currently following it. The Sauro will then become “Dethroned”, also evidenced by an icon above its head, and will begin to flee. When Dethroned, the Saurophaganax can be KO’d with tranquilizers and tamed, keep in mind however that the introduction of any new Allo packs will instantly Crown the Sauro, resetting its torpor and waking it up if it’s KO’d. When tamed, Sauros can have certain Allosaurus assigned to it through an option in its action wheel, which it will then bond to. Going out with these Allos and hunting things will eventually Crown the Sauro, giving it and those Allos the same 35% damage and damage reduction. If you change any of the Allos in this pack, like changing out for a stronger Allo, you’ll need to go out and Crown the Sauro again with this “new” pack. The Nullifying Roar of your Sauro receives a slight boost as well once Crowned. The roar will cleanse and boost all packmate Allos in a large radius, but also cleanse and heal any dinos in a small cone in front of the Sauro, making it a worthy support mount. In addition to a standard melee and the Nullifying Roar, the Sauro gets Frenzy Roar, a whistle ability almost exactly like the Battle Cry of Dinopithecus. Frenzy Roar makes the Allos in your pack charge a target, and enables them all to use their bleed attack, which will stack up to three times on a target while targeted by Frenzy Roar. This effect lasts for 7 seconds, and is spectacular for helping to take down tanky creatures quickly. Note that this is on a four minute cooldown, and should be used sparingly. Variants: X(Volcano) Ekrixinatosaurus Novasi- The Ravaging Raider Slightly smaller than a Rex HP: 1050 Stam: 550 Oxygen: 175 Food: 2900 Weight: 600 MD: 40 Ekrixinatosaurus is a large relative of Carnotaurus found in the Redwoods Biomes. They are fast carnivores who can often be seen running down any prey they happen to come across. Much like Rhinos, Ekrix will charge foes, gradually gaining speed and power as they run. An Ekrix only gets a 6x boost to their damage compared to the Rhino’s 8x, but their charge can do damage to stone structures, while also doing a small amount to Metal and Tek. When charging, an Ekrix can change direction quickly, though this will cause some skidding and reduce its speed by a small amount. To tame an Ekrixinatosaurus, you’ll need to trip it up. A wild Ekrix will charge you, so you’ll have to jump out of its path and make it turn towards you. While doing its skid/turn animation, you can shoot it to make it trip, which will cause the Ekrix to fall over. In the few seconds it takes for the Ekrix to get back up, you should run over and feed it, which will begin to tame it. It should be noted that the more damage you do with a shot, the longer the Ekrix will stay down, but you should be careful not to let its health drop below 50% or it will start losing taming effectiveness. When tamed, you can use a regular primitive saddle with your Ekrix, but many survivors opt to equip the Ekrix with the Bulldozer Saddle, a high tech piece of equipment crafted in a Fabricator. This heavy metal saddle grants 40 armor, increases the Ekrix’s damage multiplier to 7x when going full speed(Also increases damage against structures), equips the Ekrix with two cannons(On either side of the saddle, loaded with Cannonballs, which the saddle grants a weight reduction on) guided up and down with a crosshair(But always point straight in front of the Ekrix, the cannons only move up and down), and adds twin Gasoline fueled rocket boosters slightly behind the Ekrix’s legs. These rockets have four different settings, being Forward, Angled, Up, and Backwards. Forward setting boosts the Ekrix’s running speed considerably and makes the charge meter fill extremely fast, but stops the Ekrix from turning quickly, instead forcing it to take large wide turns. Forward also keeps running when the Ekrix flies off a cliff, making it very easy for the Ekrix to quickly cross large gaps in terrain. Angled puts the rockets at a forty-five degree angle, and while this doesn’t boost the Ekrix’s speed quite as much as Forward, it does let the Ekrix gain some height, which can be useful when coming up on small cliffs or trying to jump over rivers. Up doesn’t boost your Ekrix’s speed at all, and instead starts to lift it straight into the air(Can be omnidirectionally controlled, however descending with the rockets turned on is slower than ascending). This can be useful when scaling large cliffs, getting out of water, avoiding ground based foes, obtaining the high ground for your cannons, or even building(The Ekrix won’t move when in Up and not receiving directional inputs, making it entirely stationary in the air). Backwards is like Forward, but it makes the Ekrix walk backwards at an increased speed while damaging and knocking back any targets in front of the Ekrix. This is useful for repositioning in a fight or making it out of tight spaces. Variants: X(Arctic), R(Eden) Siats Meekerorum: The Mechanized Monster Rex-Sized Carnivore HP: 950 Stam: 500 Oxygen: 150 Food: 3500 Weight: 900 MD: 50 Siats is a creature with a seemingly cursed existence. Siats are cyborgs, not Element infused creatures like the Managarmr and Gasbags, or mechanical creatures like the Tek Stryders and Tek Rexes, but true amalgamations of flesh and steel. It seems the creators of the Ark either couldn’t, or for some reason didn’t want to make Siats fully organic, so these beasts are split almost in two in both mind and body, one side a cold and calculating machine, the other a wrathful and violent predator. This split essentially gives the Siats two different minds, and at least one of these is active at all times. When the mechanical side is active, the mechanical parts of the Siats can be put to use, and the Siats will gain a 15% Damage Reduction and 20% healing bonus. The biological side grants access to the biological parts of Siats and grants the creature a 15% damage boost and 20% stamina regeneration bonus. One eye of every Siats is mechanical, and gives them the same vision a Tek Helmet pulse gives, illuminating prey, foes, and friendlies. The other eye is biological, and looking at prey will show their stat sheet to appear(Like the one HLNA can pull up). The jaws of Siats are interesting, as their bottom jaws are outfitted with special mechanical teeth that will cover up the biological ones when the mechanical brain is activated. When this occurs, these mechanical teeth cause a target’s torpor to rise thanks to toxin injectors built into the teeth. When the biological mind takes over, these teeth retract to reveal the Siats’ actual teeth, which are serrated and cause bleeding in a target. The right arm of Siats is large and mechanical, resembling a metal human hand. When the mechanical mind is in control, this arm can be used to harvest any resources like berries, fiber, stone, metal, crystal, and whatever else you can find. The other arm, controlled by the biological mind, is much smaller, but has sharp claws which can be used to harvest meats, hides/furs, and other animal material with extreme efficiency. The lower part of both the Siats’ legs are mechanical, with large spring structures inside. When controlled by the mechanical mind, the Siats can use these springs to make impressive jumps for a creature its size, which will only compound further the more you use them in a row. These structures also passively remove fall damage, regardless of the mind controlling the Siats. When controlled by the biological mind, the Siats will run faster, and it becomes immune to knockback and stuns, allowing it to single-mindedly rush down and devour its prey. To tame a Siats, you’ll need to be able to tell when it's being controlled by which mind. This can be seen through its attacks and behaviors, or by observing the color of its mechanical eye(Cyan when mechanical, red when biological). When the beast is mechanical, do your best to stun it with things like Net Guns, Chain Bolas, or Large Dino Beartraps, then run up to it and feed it Narcotics/Biotoxin. When its biological, simply shoot it with torpor weapons like any other creature. Swapping between the two strategies accordingly will eventually KO it, after which it should be fed meat to tame. Once tamed, you can outfit your Siats with a saddle and ride it around. The minds can be swapped on your command, granting you full access to all of the Siats’ abilities. The saddle for Siats acts like a Refining Forge(Which needs to be fueled with Wood in the Siats’ inventory), and reduces the carry weight to resources in its inventory. If a creature attacks the Siats while the Forge on the saddle is burning, they in turn will be set ablaze for a short period of time. Variants: “Corrupted”(Not actually a corrupted creature, just has the same aesthetic as them), X(Space). Oxalaia Quilombensis: The Aquatic Menace Spinosaurus-Size Piscivore HP: 890 Stam: 400 Oxygen: NA Food: 2600 Weight: 450 MD: 65/35 Oxalaia is an incredibly large Piscivore found in lakes, rivers, swamps, and along the shores of oceans. It’s only slightly smaller than its close cousin Spinosaurus, and shares the same general body plan, but cannot stand on its hind legs. Instead, Oxalaia stays entirely quadruped, and prefers to spend its time swimming in water catching fish to eat. While the Oxalaia is just as fast as its cousin when sprinting, it doesn’t get the same Hydration bonus out of water, and thus may not always be comparable when traveling across maps. The Oxalaia’s prowess in the water however, is entirely unmatched by its cousin. Oxalaia are very fast swimmers, easily capable of outswimming a Spinosaurus, not only in terms of speed, but also in terms of precision. Oxalaia are capable of three hundred sixty degree movement both laterally and horizontally when underwater, making them able to swim upside down and sideways. Their maneuverability exceeds that of many ocean creatures, and lets it be an incredibly effective hunter, with a powerful bite easily capable of dispatching aquatic creatures(Base 65 damage). On land this bite is much less effective, but the Oxalaia can do kicks and stomps with its legs to protect its hind quarters(Land bite and leg attacks all do base 35 damage). When swimming, it has a surfaced mechanic just like the Megachelon, allowing for easy crosswater travel if all you have to do is be at the surface. Oxalaia have no oxygen stat, so they can be underwater as long as you need them to, which combined with their ability to regenerate stamina while regular swimming makes them perhaps the most capable amphibious mount in the game. Oxalaia are rather simple tames. When touching water, Oxalaia torpor drops incredibly quickly, even faster than that of a Giga. To tame an Oxalaia, you need to lure it out onto dry land and keep it there for some time(This depends on the level of the Oxalaia). Eventually, the Oxalaia will show signs of exhaustion, becoming passive and panting occasionally. To tame the Oxalaia, you need to place either a tap with flowing water, have an active well close to the Oxalaia, or have your own tame Morellatops nearby. While these sources of water are closeby, you can passive tame the Oxalaia with fish meat or kibble, and eventually it will become tamed. Tamed Oxalaia are the same aquatic threats they are in the wild, however a survivor can use a little ingenuity to take them to the next level. You can craft either a regular primitive saddle, or go into the fabricator and create the Hydroboost saddle, a saddle with twin propellers used for increasing movement speed by 75% percent while in the water, though this does slightly diminish the Oxalaia’s tight turning radius. In addition to this, the saddle adds two large water tanks to either side of the Oxalaia’s body, which collect water whenever the Oxalaia is submerged in water. Total Water Amount is tied to your saddle’s Armor value, meaning higher level saddles grant a higher Water Total. This water can be used via hoses attached to either side of the Oxalaia’s mouth when out of the water, which has many different settings with different effects. There’s the Hose setting, which sprays a large amount of water onto targets like a garden hose with no head, dealing lots of knockback to foes(And a little damage) while putting out any friendlies that are on fire while using a moderate amount of water. Next is the Mist setting, which mists a large area(Probably around 7x7 foundations or larger). This area grants a passive health and stamina regeneration bonus to friendlies inside of it while also irrigating any crop plots in the cloud. This setting takes very little water, and can be used for an extended period of time, or indefinitely if the Oxalaia stands in water. Pressure setting sends out two small but highly pressurized streams of water that deal a good deal of damage quickly, but this uses quite a bit of water quickly. These streams are powerful enough to easily ignore armor, but also cut through stone and trees with ease, though they do not collect any resources from this. For a more flashy setting, there’s Glob setting. Glob setting lets the Oxalaia fire a large water glob which will stick to the ground on impact. This water blob will slow down any creatures that step inside, and will explode after seven seconds. You can fire as many of these globs as you want, but firing them close to one another will cause them to combine, resetting the explosion timer but making the glob larger and more powerful upon explosion. The max glob stack size is up to ten, making an explosion that deals massive damage in a large radius. Lastly is the Flood setting. This setting deals massive damage in a large cone in front of the Oxalaia, while also sweeping away creatures, resource nodes, and dealing damage to all structure types. This attack requires all of the water your Oxalaia has, and the more you have, the farther it will go while dealing more damage. Flood can be used to easily turn the tide of a fight, or demolish whole packs of wild creatures. Variants: X(Ocean), R(Eden) Guanlong Wucaii: The Watergrow Rex Raptor-Sized? Carnivore HP: 235 Stam: 135 Oxygen: 150 Food: 1500 Weight: 170 MD: 20 HP: 1100 Stam: 420 Oxygen: 150 Food: 3000 Weight: 500 MD: 62 Guanlong is an uncommon predator commonly found near beaches and mountains. They are a little larger than your typical Raptor, but are slower and stronger, and don’t appear in packs. Guanlong actually have a much more fearsome tool at their disposal. When a wild Guanlong reaches 50% health, massive amounts of heat and pressure will begin to radiate from its body, pushing back and damaging any creature caught near to it, and the Guanlong will begin to enlarge and morph. At the end of the transformation the Guanlong will have become a Rex, ready to chomp down on its foes with its newfound strength. In this form, Guanlong are indistinguishable from actual Rexes, and are just as strong as any wild Rex you can find roaming the Arks. To tame a Guanlong, you’ll have to coax it into its Rex form and knock it out. Once KO’d, the Guanlong will revert to its small form, but has very fast torpor drain and a relatively low amount of torpor to start with, so you’ll want lots of Narcotics to keep it down. Once tamed, the Guanlong’s ability can be used as you see fit, but the Rex transformation is on a resource meter which can only be recharged in small form. This resource meter starts at four minutes total for a level 1 Guanlong, but can be made longer than this by leveling Health(About 5 to 10 seconds per level). Any Guanlong saddle you put on will be used when it transforms, so you’ll still get the 45 armor from a Ramshackle saddle and such. You can also use the Rex form to Mateboost and Breed with other Rexes, and this will always yield Rex babies. Variants: X(Volcano) Suchomimus Tenerensis: The Fishing King Rex-Sized Piscivore HP: 790 Stam: 400 Oxygen: 900 Food: 3500 Weight: 560 MD: 58 Suchomimus is a large bipedal Piscivore found in rivers and swamps, and can often be found standing in water hunting fish. A Sucho pays little mind to other creatures, but will viciously attack any other creature it sees hunting fish nearby. When hunting, a Sucho may choose to either just eat the fish it catches, or it will impale the fish on its large hook shaped claws and take it to a Fish Cache, a large pile of fish that will grow as the Sucho adds more. The Sucho is fiercely protective of this stockpile, and will attack any creature that tries to eat from it. Just like their cousin, the Baryonyx, Suchomimus heal faster when eating fish meat, but heal exponentially faster than even that when eating from their stockpile. Suchos aren’t quite as fast in the water as a Spino or Oxalaia, but still outperform a lot of other creatures when swimming, and have much better sprinting movement speed than a bipedal Spinosaurus. To tame a Suchomimus, you’ll want to sneak up to its Fish Cache and dose it with Narcotics. Then, prevent any creatures from eating from the Cache until the Sucho decides to take a bite. If another creature eats from the pile, the narcotics will be wasted and the pile destroyed, which will cause the Sucho to kill the creature and force it to create another pile from scratch. Only a pile with 10 or more fish can be dosed, so it will take time for the Sucho to be doseable again. Once you’ve successfully KO’d the Sucho by dosing its piles, it will pass out and be tameable with fish meat or kibble. When tamed, Suchos can be saddled with the King Fisher Saddle, a saddle outfitted with six fishing poles that can all be cast at once. These poles require no bait, and can be used to catch any fish type. The fishing minigame is completed automatically for you if left idle for a little while(This does take a little bit of time, represented by a bit of UI), and the is loot transferred to the Sucho’s inventory, but loot from automatic fishing isn’t quite as good as that obtained from hands on fishing. You can choose to complete each minigame individually if you’d like to get regular loot, but that is obviously much slower. Fishing from the saddle can be completed while moving, but all lines will be detached if the Sucho gets too far away from where fish can go(Fish will be dragged along when swimming/walking in water they can swim through, but will detach if you try to drag them onto land or somewhere they can’t swim). The King Fisher saddle also has several fish baskets built into it, allowing the Sucho to be used as a fish capturing creature for pond decoration, water dino transport, or Shadowmane taming assistance. These fishing baskets do require to be recharged with water like regular ones, but all this takes is for the Sucho to touch water. These fishing baskets can be removed, but will need to be replaced onto the saddle before you can use it to capture fish again(This will be called Suchomimus Traps instead of Fish Traps in your inventory). Lastly, the King Fisher saddle makes a large AOE boost to the collection of fish for nearby friendly dinos, useful for ones like Baryonyx, Ichthyornis, or Otters. Tamed Suchos, when set to wander, will begin making Fish Caches, with a maximum size of 15 loaded fish. Each Sucho can only make two caches, which can be used by both it and other friendly dinos(Even herbivores) to grant them a flat 250 health per feed plus a 10 second heal like that of Baryonyx eating fish. Variants: X(Bog), R(Rockwell) Edmarka Rex- The Gluttonous Giant Rex-Sized Carnivore HP: 1750 Stam: 300 Oxygen: 135 Food: 10000 Weight: 590 MD: 48 Edmarka are large, rather portly theropods often spotted feasting on anything and everything, consuming any and all edible material like meats or berries, no matter how potentially harmful it may be to them. The bulk gained from eating all this food makes the Edmarka resistant to many status effects(Freezing, Burning, Bleeding, Knockback, Stuns, Slows, Acid, etc.) as well as making the Edmarka take slightly less damage(10-15%). With how much they eat though, Edmarkas often get sick to their stomachs. When attacked, Edmarkas may choose to empty their stomach contents in a high velocity projectile vomit stream. This not only deals a good deal of damage and ignores armors/natural defenses, but also drenches the Edmarka’s opponent in vomit, making them take some damage over time due to the strong acids as well as losing stamina slower. If an Edmarka instead chooses to bite its opponent, the target may be infected with a debilitating infection caused by the mixture of leftovers from the Edmarka’s food stuck in its teeth. This infection is non-communicable, but makes the creature regenerate health and stamina slower, as well as move slower and deal slightly less damage. It’s entirely permanent until cured with a Lesser Antidote, but the inability to be communicated to other nearby creatures makes this infection far less deadly. To tame an Edmarka, you’ll have to make it hungry. To do this, you’ll need to lure it away from any potential food sources, and make it drain its food through use of the vomit attack(Edmarka food drain when using this attack is actually quite low, but the Edmarka becomes visibly skinnier as its food goes down). Once the Edmarka reaches 0 food, it will begin starving. Once the Edmarka starts starving(This doesn’t lower taming effectiveness), it will lay down in a rather sad manner and begin asking for various types of food. If you can give it all the foods it wants, they will eventually be tamed, and you’ll have your very own trough cleaning theropod. A tamed Edmarka can be used to obtain any edible resource with extreme efficiency, but it should be noted that Edmarkas seem to have a special sweet tooth, and love Sweet Veggie Cakes, being the only theropod to gain its special healing effects. In fact, Edmarkas love sweets so much they’ll practically beg a survivor for it. So, some survivors put their heads together to help sate their hungry friends, and came up with the Extractor Saddle. The Extractor Saddle has a large turret that fires a Tree Sap Tap on a chain, complete with a bendy straw leading right into the Edmarka’s mouth. The tap can be fired at Redwood Trees and the Edmarka starts to suck the sap right out of it. The tree will be drained, and the tap can be retracted and fired again. This can help expedite the extraction of Sap and making of Veggie Cakes, something the Edmarka is more than happy to help with. It should be noted that Edmarkas are also the second creature capable of generating Massive Dino Poop thanks to their eating habits. Variants: Aberrant, R(Eden) Giganotosaurus(Rework/TLC): The War Machine Slightly Larger than Rex-Sized Carnivore HP: 2000 Stam: 350 Oxygen: 150 Food: 4000 Weight: 500 MD: 75 Giganotosaurus is a large carnivore often found on mountains and in the Redwoods. They are physically imposing theropods that sit above all others on the food chain, and thus even an adult Tyrannosaur won’t dare attack one. Gigas will hunt anything and everything they can get their jaws around, and their large knife-like teeth cause deep lacerations with every bite. If this wasn’t bad enough, Gigas are relentless fighters, and don’t go down easily. Due to their large size, Gigas don’t take knockback from other dinosaur attacks, but the real trouble comes as the Giga loses health. A Giga will become more and more infuriated as it loses health. At 75% health, it will gain a 15% boost to attack and damage resistance. At 50% health, it gains a further 10% damage boost and a 20% speed boost. Finally at 25% health, it will gain a 50% increase to both stamina and health regeneration for two minutes, as well as 10% more damage resistance. A Giga’s roar is ear splittingly loud, and can be used to deafen creatures for a short time, making them unable to receive positive effects from sound based abilities like Yutyrannus or Zhuchengtyrannus roars. This means launching an attack on a Giga is all about brute force, being able to outgun the Giga quickly and effectively. Taming a Giga is almost the same as it always has been, but it's relatively easier to KO this time around. Once you have it KO’d though, you should be careful, as every single creature in the area won’t hesitate at the chance to be rid of the Giga, and will attack it in a group effort to destroy it. You need to keep the Giga protected throughout the tame, but once you tame it you come into possession of the strongest carnivore around. Tamed (TLC)Gigas have MUCH better stat growth than the current Gigas we have now. In addition, Gigas gain access to the War Machine saddle, a metal plated saddle that replaces the current Giga saddle, granting it a base of 45 armor. This saddle has many long and sharp spikes like those of the Kentro or Amargasaurus, which cause damage to be reflected back at any creature that hits the Giga with a melee attack. Finally, the War Machine saddle lets the Giga do a head swinging attack that deals heavy damage to Stone structures, some to Metal, and a little to Tek. This boosts their usefulness in raids when combined with their overall strength, ability to remove/nullify sound based boosts, and bleed damage from their bites. Variants: X(Volcano), R(Rockwell and Eden) Yangchuanosaurus- The Furious Fists Rex-Sized Carnivore HP: 1050 Stam: 600 Oxygen: 175 Food: 3000 Weight: 500 MD: 52/48/52 Yangchuanosaurus is a large theropod often seen in forests and open fields. They are strangely shaped compared to other theropods, and oddly don’t resemble the earth Yangchuanosaurus very much, though their teeth and small head crests make it rather unmistakeable. Yangchuanos have large, robust arms adorned with hands that have keratinous coverings on them, making the Yangchuano a strong puncher(Base 48 damage). Because of how heavy these coverings are, Yangchuano is slow to start punching, but will quickly gain speed. Once it reaches maximum speed, the Yangchuano will get Pumped Up, and its fists will seem to ignite, increasing the Yangchuano’s attack speed and attack even further until it stops punching or runs out of stamina. In addition to these punches, the Yangchuano has a serviceable bite(Base 52 damage) that can be used to harvest bodies and pierce armors, and a tail sweep. To counterbalance the weight of the Yangchuano’s fists, it has a club on the end of its tail that can be used to protect the Yangchuano’s backside. To tame a Yangchuano, you’ll need to KO it by hitting it in the head. Yangchuanos have chins covered in keratin, giving them a strong “Boxers chin” that can be hit with things like catapults, rockets, and cannonballs to knock them out. Once you’ve KO’d the Yangchuano, you may notice that the Yangchuano’s taming effectiveness is 0%. You’ll have to repair parts of its keratinous armor(Head, back, tail, arms, and legs) as it’s being tamed with keratin harvested from other creatures with a minigame. This will always happen 5 times during a tame, but it will be random what parts need repairs. Each repair will raise taming effectiveness by a max of 20% based on your score in the minigame, so the better you do, the better your tame will come out. Keep in mind that while your taming progress only increases through eating, it won’t progress past 20% until you complete a repair on the Yangchuano, meaning that you’ll always have the chance to do all 5 games, no matter how fast your taming speed is. Once you’ve tamed a Yangchuano, you have the ultimate prize fighting creature on your side. A tamed Yangchuano has all the access to the accelerating punches, bite, and tail whip as a wild one does, but also gains access to a few new tricks. They can turn in place, even while attacking, and can quickly hop to the left or right to make them harder to pin down in a fight. In addition, pressing the jump button while punching allows the Yangchuano to perform some interesting maneuvers. Using it while standing still will cause the Yangchuano to end its punching and perform a single powerful uppercut that will send most creatures flying. Pressing jump while hopping to the left or right will cause a hook punch and moves the Yangchuano in more of an arch than just sideways(For example, if you’re in front of a creature and perform this move, you’ll be moved to the creature’s side). Inputting backwards will make the Yangchuano end its punching and perform a quick ground slam with both its fists, then jump backwards a bit. Lastly, if inputting forward, the Yangchuano will quickly push both its fists forward, pushing back whatever creature it hits. These are all fine and dandy abilities, but the abilities of Yangchuanos are most powerful when paired with the craftiness of human beings. This is most evident with the saddles a Yangchuano can be outfitted with. You can equip a regular saddle, the KO saddle, the Wallbuster saddle, or the Rockbreaker saddle. The KO saddle makes your punching attacks do torpor(6x the damage of your punches) and provides 15% damage resistance. It resembles sparring gear, including large gloves over the Yangchuano’s arms. The Wallbuster saddle equips your Yangchuano with large metal gauntlets that allow it to deal damage to stone with its punching attacks, and metal when Pumped Up, while also increasing your Yangchuano’s attack by 15%. Finally, the Rockbreaker saddle equips your creature with sharp drill-like gauntlets that allow the Yangchuano to harvest any hard material such as stone, oil, obsidian, metal, or crystal using its punches while also decreasing the weight of those resources in its inventory by 50%. Variants: X(Arctic) Kelmayisaurus- The Pirate’s Partner Rex-Sized Carnivore HP: 975 Stam: 500 Oxygen: 750 Food: 3000 Weight: 500 MD: 52 Kelmayisaurus is a large carnivore often seen along coastlines or swimming in shallow waters. They are highly aggressive towards oceanic creatures, and will often be seen attacking schools of Megalodon and Manta. They are proficient swimmers, using their paddle-ended tails to reach impressive speeds, make fast turns, and even propel themselves out of the water. Kelmayi have large storages of both water and air(Which isn’t tied to any resource meters) within their bodies that can be used in self defense. When on land, it will blast water at foes with great pressure, which will both damage and deal lots of knockback to anything it hits. When underwater, it will instead shoot a pressurized bubble beam like that of the Megachelon, which will deal some damage and inflict Suds on an opponent(Target is 20% slower and deals 10% less damage). To accommodate for these attacks, a Kelmayi has a wide opening mouth, which can be combined with its powerful neck muscles to allow it to pick up creatures. If attacking something, the Kelmayi may pick up an opponent and use its pressurized water to shoot it at a rock or tree, dealing heavy damage, or pick up another creature and shoot it at its opponent directly. When underwater this can also be done, though to lesser effect. To tame a Kelmayisaurus, you’ll need to be on a raft and have Prime Fish Meat in the last slot of your hotbar. This will make the Kelmayi approach you passively, and begin the taming process. Once you’ve started the tame, you need to find Leedsichthys for the Kelmayi to kill. Each Leeds will increase its taming progress, but letting the Kelmayi fall below 50% health will make it start to lose taming effectiveness. Alpha Leeds are more effective foods, and any other Ocean Alphas are also viable foods, though they may be more risky to take on. Once you’ve tamed a Kelmayi, you may notice they’re likely any pirate’s best friend. Tamed Kelmayi are not only effective water mounts, capable of jumping onto rafts and ocean platforms with ease, but they also add a few things to any crew. A tamed Kelmayi will help your ship travel as you go along by sticking its tail in the water and paddling, increasing speed by 20%(Max of 3 Kelmayi will do this on any one boat). They will scare off Leedsichthys, protecting your raft from being demolished, and provide a boost to any fishing loot caught while on the same raft or platform as it. In addition to that, any creature other than another Kelmayi will be granted a stamina loss buff(-50% stamina loss) for 2 minutes after touching the raft or platform, meaning it can transform any raft or platform into a relatively safe transport checkpoint, home base, or battle station. In addition to all this, Kelmayi can weaponize their pressurized water and air to even greater effect. You can pick up and shoot out tamed creatures without hurting them, or give the Kelmayi boulders, cannonballs, chain bolas, or jars of pitch to be fired out at your opponents. Boulders and Cannonballs shot from a Kelmayi can be used to tame creatures who need to be KO’d by those items. This can be done underwater as well, however the projectiles won’t travel quite as far or as fast, but they will all inflict Suds on an opponent, making it easier to get multiple shots off on one target. Interestingly, Kelmayi seem to have one enlarged claw on their right arms, which resembles a pirate’s hook. This has no seeming purpose, but it’s there nonetheless. Variants-X(Ocean), Aberrant(Only found in the Fertile Lake) Deinocheirus- The Clawed Omnivore Rex-Sized Omnivore HP: 1300 Stam: 400 Oxygen: 200 Food: 3000 Weight: 2000 MD: 50 Deinocheirus is a large omnivore often seen roaming in swamps and redwoods. They are peaceful creatures, whose only violent tendencies are against small fish and berry bushes. In fact, Deinocheirus is so agreeable that other wild creatures ignore them entirely. Should they ever encounter a Rex or Giga, both parties will be surprisingly cordial and continue life as usual. It should be noted however, that should something ever hurt a Deino, whether intentionally or not, it will soon regret this mistake. A Deino has large clawed hands that ignore armor, making it quite capable of defending itself, but other nearby creatures of all sorts will come to protect the Deino as well. Tyrannosaurus and Triceratops locked in deadly combat will quickly turn their attention towards the aggressor, peaceful Brontos will trample a whole forest chasing their new foe, and even generally skittish creatures like Gallimimus and Equus will gain a newfound bloodlust when witnessing a Deino be attacked. Such a response should make any unprepared survivor think twice before attacking or attempting to tame a Deino. It may be noted that Deinocheirus seem to enjoy having smaller creatures(Dimorphs, Microraptors, Mesopithecus, etc.) around and on them. Finding a Deinocheirus is a good way of finding smaller and often more elusive creatures. These creatures will of course protect the Deino if it’s attacked, but they will get a Bonded boost, gaining a 50% damage bonus and 50% damage reduction. To tame a Deino, you’ll have to KO it like other creatures. This is made difficult by nearby creatures and the Bonded critters, but it can be done. Once the Deino is KO’d, you’ll need to place berries, veggies, or kibble into its inventory, but you may notice that it isn’t eating yet. To get a Deino to feed on the food in its inventory, you’ll need to bring it a fish. Much like taming an Otter or Hesperornis, you’ll need to drag a fish body to the Deino and feed it. This will allow the Deino to feed for a short amount of time, with smaller fish(0.1-0.5) granting about three minutes of eating time, and larger fish granting more and more time. Fish caught by an Ichthyornis are twice as effective as regular fish, and Sabertooth Salmon are better than Coels and Piranhas. Once this timer runs out, you’ll need to feed the Deino another fish to continue the taming, too long without a fish will cause the taming progress to fall on your Deino. When tamed, Deinocheirus maintain almost all of their wild traits. They are excellent berry and fish meat collectors that are ignored by all creatures when being ridden, letting you walk right up to a Giga with no risk. Wild creatures will no longer come to your aid in a fight, but you can assign five small tamed creatures to your Deino. They will attach themselves to the Deino, and will attack whatever it attacks, gaining the Bonded boost. Their large arms can still be used to ignore the armor values of enemy saddles, but can also be put to other uses. For one, a Deino can use its claws to directly pick crops from crop plots or put fertilizer on them(This is done with the right and left click button, left click puts fertilizer into whatever crop plot the Deino is looking at while it has Fertilizer in its inventory, while right click collects the crops). For another, a Deino set to wander will pick up nearby eggs, both Fertilized and Unfertilized. This is good for kibble farms or when you go AFK while dinos are breeding. Deinos can also use their impressive carry weight in conjunction with their powerful arms to pick up structures like smithies, storage boxes, and vaults. They can also pick up some structures like foundations and walls and move them to a different location, though the structure can only be placed somewhere viable, and cannot be retrieved or “refunded” in any way. Once a structure is picked up, it must be placed somewhere. A Deino’s saddle comes equipped with two large storage boxes(One on either side) that have separate inventories from the Deino and each other. These storage boxes only transfer 50% of their total weight to the Deino, making the Deino an effective resource ferry. This saddle also acts like a Cooking Pot, but without the requirement for wood to burn. You just have the Deino enter “Cooking Mode”(Like you do with a Magmasaur and Smelting), and it will begin mashing some objects(Can be whatever) between its palms. When doing this, it will begin making recipes from the items it has in its inventory, and will continue to do so until told to stop. Such a skill can prove useful when traveling, provided you have access to the resources required for certain recipes. Gigantoraptor- The Traveling Caretaker Rex-Sized Carnivore HP: 750 Stam: 500 Oxygen: 300 Food: 3000 Weight: 1000 MD: 38 Gigantoraptor is a large and rather strange looking creature often found in plains biomes or desert dunes. Gigantoraptor are usually peaceful, but will attack should you get too close to them. Gigantoraptor are relatively social, being found in groups of up to eight individuals, though they seem to have no pack bonus or Alpha. Interestingly though, Gigantos do seem to have deep connections to their mate(A Giganto of opposite gender determined at spawn), and gain a 50% damage boost and damage resistance when mate boosted. Males will gain access to a stamina drain and slow effect on their attacks when mate boosted, while females will run 25% faster and deal bleed damage with their attacks. These boosts, combined with the already impressive run speed of Gigantos makes them incredibly dangerous if disturbed, and better left alone. Even when separate, males and females have differences that make them wildly different. Males have larger, more ornate feathers that can be used to scare off smaller creatures like Wolves and Raptors, or offer a challenge to larger opponents like Rexes and Gigas, making them switch their attention to the Male. Due to the lack of these large feathers, Females attack faster, and can use a shrill scream to locate and unearth buried enemies like Purlovia and Deathworms(This deals a good amount of damage to whatever is unearthed). To tame a Gigantoraptor, you’ll have to fight tooth and nail to get one of their eggs. Gigantos spawn with a nest that one of the parents will sit on at all times, leaving it guarded nearly 24/7. To take the egg, you’ll have to lure the Gigantos away by killing them(Not recommended) or trapping them somewhere, and then take the egg. You’ll hatch the egg and realize that the baby doesn’t seem to take food from you or any Maewings you may have. To get the baby to eat, you’ll either need an already tamed Gigantoraptor(Or Oviraptor) nearby, or you’ll need to craft the Mama Goose hat. This is a Gigantoraptor themed hat that can be put on by you or any two legged meat eater(Raptor, Rex, Giga, etc) in place of a saddle to trick the baby’s underdeveloped eyes into thinking it’s looking at an adult Gigantoraptor. The baby will now collect foods from the inventory of you or whatever creature is wearing the hat(Basically like a trough). The Mama Goose hat is crafted in a smithy with 450 Hide, 300 Fiber, 2 Silica Pearls, and 20 Gigantoraptors(Obtained by killing Gigantoraptors). Once tamed, Gigantoraptor keep the same buffs and abilities they had in the wild, but gain a few as well. A mounted Gigantoraptor can be commanded to flap its arms and slow any falling, much like Terror Birds do to gain distance and negate fall damage. They can also perform a large jump like that of Procoptodon or Reapers to gain height and traverse cliffs. In addition to this, two Gigantoraptor of opposite gender can be Bonded to gain the Mate Boosted Buffs(These will only apply when they are together, a range farther than regular mate boosts) and when Bonded, they can be commanded to create a Nest. They will ask for various resources like Wood, Thatch, Crystal, and some other odds and ends to make this nest, but once they do, it can become an indispensable tool for any survivor. You see, Gigantoraptor make for perfect parents, and you can put three eggs in their nest to be perfectly incubated, no matter the size or requirements. You can only put one of these nests within four foundations of each other, so it’ll take up a little space to use a lot of them, but they can be useful for any egg that usually requires unique temperatures(Rock Drake, Magmasaur, etc.) or special conditions(Megachelon, etc.). Utahraptor- The Scythes of Death Carnotaurus-Sized Dromaeosaur HP: 760 Stam: 450 Oxygen: 200 Food: 1500 Weight: 400 MD: 42 Utahraptor are large pack hunters found in packs of 4-7 in forests and redwoods. They are covered in feathers much like Deinonychus, but are notably larger and stronger. Utahraptor do have a pack alpha, who is 25% larger than its packmates and possesses a notable alpha glow(These Utahs are simply the highest level of the pack). If a Utah Pack spots prey, the Alpha may call to its pack mates and have them attack in certain formations. These are Direct(All Utahs charge the prey head on), Pinch(Utahs approach head on and to both sides of the prey, or Surround(Utahs attack from the front, sides, and behind of the prey). Utahs attacking in this manner will latch onto targets much like Deinonychus do, and will apply a slow and unique “Weakness” effect to the target. When under the effects of Weakness, creatures do 10% reduced melee damage and take 15% increased damage. This will last for five seconds, but the length can be extended as more Utahs attack the target(Basically, each Utah will add a stack of weakness. The first stack will tick down, then the next, and the next, so on and so forth until they are all exhausted. A Utah cannot reapply a stack of Weakness until the one it applied earlier is exhausted. So if two Utahs are attacking, Utah 1 cannot reapply weakness until its stack has gone away and Utah 2’s stack starts ticking down.) Utah Alphas can also command their pack into a formation to perform fear roars much like a Yutyrannus, which will scare prey in certain directions based on formation. These are Away(Utahs will form a semicircle around target and scare them in the opposite direction of the Alpha), Toward(Same as Away, but target is scared towards Alpha), Angled(both Right and Left)(The pack scares the target to a 45 degree right or left angle away from the Alpha), or Defensive(Utahs will form a circle around Alpha facing outwards, and fear roar anything near their circle). This Fear Roar can scare all but the largest of creatures, like Gigas and Titanosaurs, meaning even Rexes, Brontos, or Spinos can be driven off by a Utah Pack of sufficient size(Around 6 or 7 Utahs roaring at once to instantly scare). When not hunting in a formation, Utahs can be seen jumping over obstacles to reach their prey, making them hard to run from for long. To tame a Utahraptor, you’ll need to play a dangerous game with them. Wild Alphas will stand still when ordering any attack or fear formation, during which time it can be tranqed. Successfully hitting the Alpha will cause all of its pack members to rush into the Defensive formation for a few seconds. Wait this out until the Alpha tries to coordinate another formation, rinse and repeat until it is KO’d. Once KO’d, not only can the Alpha be tamed, but any other Utahs in its pack can be KO’d and tamed as well, though they will become partially skittish during this time(Attacking for a little bit then running away) and won’t attack in formations. Feed them meat or Extraordinary Kibble to tame them(It should be noted that Utahraptor take quite a while to tame, meaning their effectiveness will tank without kibble). Once tamed, you can strap some saddles onto your Utahs and dive right into it. You can select any Utah to be an Alpha through an option on their wheel, and then assign up to 10 other Utahs to be in its pack. A Utah cannot be in more than one pack at a time, and there can only be one Alpha per pack. This Utah can be used to execute Attack and Fear formations, and gains the same 25% size increase that wild Alphas have. It should be noted that only Alpha Female Utahs can breed, and need a pack larger of at least three following them to do so. Survivors may be disappointed by this limitation, but may be comforted by the fact that Weakness can be applied to Bosses, making Utahraptor potentially indispensable support mounts for Boss Fights. Tamed Utahs also gain access to a respectable jump and the ability to crouch, which lowers and narrows their hitboxes to allow for easy access to most caves while also making them harder to detect(Like Ghillie armor) at the cost of movement speed. If an Alpha jumps or crouches, any Utahs in its pack will as well. Utahs are treated as large creatures, and are thus ignored by common predators like Raptors and Sabers. Variants- R(Rockwell) Future Ideas- Sigilmassasaurus-???(Want to research this one more before I decide if I want to even make it a concept) Megalosaurus TLC- This is a TLC to help bring the Megalo more in line with other large carnivores, more specifically my Carcharodontosaurus concept.
  13. Throughout Ark Survival Evolved's beginnings, there have been creatures and animals that have been considered "useless" or unneeded. See ever since the concept of a TLC update was released back in 2018 to the Ark community, many creators and survivors have been wondering and bagging for certain animals to be updated. Well this discussion post will be focused towards which animals need or should be included in the fourth TLC update for Ark Survival Evolved. And with new expansion packs being released such as the Lost Island and Fjordur, various creatures have become "unneeded" or less-used and the list expands with each new release. Currently many survivors that I have found in the community and on different (PVP and PVE) servers state that the following animals need to be updated: These are also not my opinions, as I enjoy all of these creatures. The only animals I personally want an update for are the Archaeopteryx, Araneo, Compsognathus and Onyc. Archaeopteryx Allosaurus Araneo Brontosaurus Carnotaurus Compsognathus Diplodocus Dilophosaurus Giganotosaurus Gallimimus Liopleurodon Megalodon Mosasaurus Onyc Plesiosaurus Pachycephalosaurus Paracertherium Pulmonscorpio Phiomia Sabertooth Terror Bird Quetz Wyvern And some survivors that I have found in the community and on different (PVP and PVE) servers even stated that the following animals need to be removed if they don't receive a TLC update at some point: Compsognathus Diplodocus Ichthyornis Plesiosaurus Pachycephalosaurus Pegomastax Phiomia Purlovia Lamprey (Ark Abberation) Liopleurodon So with new DLC's and expansion packs being released with new animals and taming strategies every year, maybe the next release after Fjordur should be a TLC update to narrow down the list, as with the list being this large. The community has been wondering if any of the following animals will ever be updated. My team and I will be posting our own suggestions towards the concept of a TLC update and on this topic, however. We would also like to hear the community's opinion and their suggestions towards our and their ideas. So if you have any suggestions, comment below. Thanks. - MonstersHunters
  14. ...you might won't even ever tame again and why? For me it's the following: • Electrophorus, Microraptors, Purlovias, Diplodocuses, Voidwyrms, Kaprosuchuses, Titanosaurs, Astrocetuses, Araneos, Onycs, Arthropleuras, Pegomastax': for me, as a PVE player, they are totally useless and even on PVP some of them seem to never be tamed • Plesiosaur & Mosasaur: they aren't worth the darts, kibble & narcotics in my opinion. They aren't immune to Cnidarias as well. • Megachelon: super annoying to tame and why risking your semi-aquatic base when every stupid little creature aggros on the Megachelon? • Liopleurodon: honestly, who the crap tames these nowadays? They are limited tames, very rare to find and not worth it just for a bit of a lootcrate-change. • Pelagornis: a raft, a chair, a club for penguin-polymer and a fishing rod are easier to get and cost no food! • Troodon: just not worth the annoying taming method. • Titanoboa: they were worth it when their eggs were super rare to find but nowadays it's just less effort to get the same quality eggs from an Argentavis or a Moschops • Pulmonoscorpius: most of the time they kill the creatures you wanna tame before they knock them out • Sarcosuchus: after my last 3 tamed ones died of a glitch where they instantly died while getting from water onto land they are a no-no. Did Wildcard fix this? • Sabertooth: I'd rather tame a pack of Direwolves for the pack bonus and their sniffing-ability • Phoenix: too rare and too tedious to tame this creature. Smelts metal as fast as a refining forge but can hold less and can starve... • Pachycephalosaurus: too squishy and they lost their goat sounds which at least made them something to laugh about • Megaloceros: why tame these for just thatch when you can have the 3-in-1 Stegosaurus which is also a very viable fighter? • Dimetrodon: the torpor drop is just too extreme and they need more space than air conditioners
  15. Give a TLC overhaul to 3 - 4 existing creatures and let us vote for it. The devs pick two underused creatures and revamp them for 2022 / 2023 standards, while the community gets to vote for the other two and give suggestions to make the creatures usable. The following creatures are in desperate need of TLC: Plesiosaurus Diplodocus Oviraptor Liopleurodon (for the love of all that is holy!!) Morellatops Quetzal Titanoboa Thorny Dragon Terror Bird Araneo Pulmonoscorpius Broodmother, Megapithecus, Dragon, Manticore (give us versions we can tame)
  16. This is a PVP suggestion, but I feel as though it could be something fun for PVE as well Making Brontos more viable, and maybe Titanosaurs and MAYBE Diplos while we are at it. I have a list of ideas that I think combined would make the Bronto moderately usable in PVP and honestly kinda fun in PVE. Would like thoughts on it, but more importantly would like the Devs to honest to goodness take these ideas into consideration for the game. Even with ARK 2 coming within the next couple years, this is still a game worth continuing to play imo. - Remove the ability to bleed Brontos, AND Titanosaurs, allowing them to survive on the field for a period of time that isn't overly long but also not overly short. (I've witnessed brontos go from 100+k to 0 in 5 seconds in a raid. Changing this would assist with this, but so would one of the later suggestions in this list.) - Rebuff Bronto Saddles to the past 100 armors they once held, same as racers. They were previously nerfed because Brontos soaked too much. Now they don't soak anything at all! - Rebuff Bronto HP to sit MORE in-between a Racer and a Megachelon. A Diplo scales better than Racers, Stegos and Brontos which is kind of funny but disappointing for the under loved Bronto who scales fairly bad (Max Mutation HP w/ 88 levels is 371k) by comparison despite being almost as big as a Megachelon (601k Max Muta HP w/ 88 Lvls). - Buff Titanosaur HP to sit around the same value as an Ext Titan (roughly 500k-700k) - Suffers from a similar issue Brontos have against 'Chelons, where a smaller creature scales BETTER than it does late game. - Buff Turret Damage against Brontos and Titanosaurs, ideally a multiplier of 1.5-2x damage and give the Titanosaurs the Mek damage multiplier they have against Ext Titans (I mean received from meks, although a multiplier given from Titano to the Ext Titans could be fun as well, although barely usable). This would hinder their ability to be abused to soak turrets pretty much completely, and balance the Titano specifically to be counterable the same way EXT Titans tend to be countered. This follows up in another suggestion in the list for why this should be included! - Buff Bronto and Titanosaur Resistance to Damage from Dinosaurs, severely 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! - Add some sort of built in turret mount like on the Astrocetus (Space Whale) onto the Titanosaur saddle (Yes you could build some like the minigun or rocket turret, but adding some additional coverages on the sides with MUCH further range like the range on the Whale saddle could be way more fun for players I feel) - 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!) - Enable Brontos (and maybe even Titanos) on Aberration. We already get Megachelon on Aberration, why remove a smaller tame with less usability when allowing such a Turret Tank into the map? (Or why prevent Titanos while allowing even larger creatures such as Ice and Forest Titan onto Aberration?) I believe these should be added to encourage less cancer fobbing and more real fobbing for fun battles in the field. - Buff Bronto base damage to 80-100 dmg instead of 60, a Megachelon is 125 and is underutilized and a tail slap from a monster like a Bronto should hit like a true truck. This would also balance it against the Rex and Giga with their own huge HP pool and damage outputs. - Add a Debuff to CARNIVOROUS tames struck by the Tail swipe of the Bronto. It could be called something like "Jaw Breaker" 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. Could stack with Shadowmane's similar damage debuff, thereby dragging out some DPS fights so they aren't a simple "3 bites from a max mutation giga and your 60k HP tame is dead." Giving further utility for ranged DPS to come in to play so fights aren't just Giga v. Giga and ONLY that because nothing else survives. This could fill the "Giga counter" niche I always seen on the New Map Creature Submissions recently while also giving use to an older tame. - Add some form of shielding for Diplo passenger seats so they can't get killed off the back immediately when the Diplo receives damage. Adding more usability for the party bus in PVP and even PVE, by having a temporary shielding that disappears after a certain threshold of damage is received by the Diplo. This is an extensive list, but I think for both gamemodes this would be a great set of changes to implement for our longnecked friends. And with the Amargasaurus coming with Lost Island, it's even more reason to give our other sauropods some loving too! Remember! This is merely a suggestion list! I'm not saying "I demand you do this!!!," I'm only saying "hey, would you spare a coin of your time to take some ideas from the community for the game?" I wish to get the ideas out there and see what people think! I'd love to hear comments, and to increase the number of people seeing this.
  17. Please could we have a shorter decay timer placed on pets that have not been rendered. Beach Bobs keep placing their pets on my base, around my base, in my base, near my base etc. Then they log out and never come back. If someone's account is newly created and they quit the game 2 days in not logging into Ark at all refunding it to Steam etc etc why do I have to endure their pets all over my yard? Could we not please discern those players that are newly made and give their pets a render decay of three days time? If they don't render their animals in three days let them decay. Constructions should not have these extreme decay timers with huge differences between them. It's stupidly high for a mulitplayer game. It should look more like: Decay Timers: Thatch 2 days, Wood 7, Stone 8, Metal 10, Tek 12, Adobe 14, & Tek Cloning, Generator, Dedicated Storage, Tek Trough 16 days. Also people should not be allowed to sit forever rotting a server's potential. Players take over the server and act nasty to newcomers. You know these servers because they are held by three to eight players and anyone who joins leaves post haste. Waste of Wildcard's money to run toxic servers. These land holders may not be in violation of TOS but they aren't welcoming new crowd either. Please consider merging servers that aren't getting any new accounts playing on them. Give the people you move off a server about three months to get out. Send them over to a new clean wiped server that has no lag issues. These maps are so laggy after a bit if people had somewhere to go that was not lagging they would move happily.
  18. As a person who studies (Not Professionally, yet) Marine Biology as a spare time. I would love there to be a Huge Water Dino Update. I can't stress this enough, the Waters of Ark are very Bleak, lifeless and depressing. I would love there to be more variety of Prehistoric Sharks, Whales, Cephalopod/Mollusca, Marine Reptiles and Other forms of Prehistoric Fish. Also update some of the existing Water Dinos of the Ark. The Ocean is one of the least captured parts in video games and it really saddens me. Even add just litle Ambient fish that you cant tame but you see swim in the ocean. It would just breathe new life into the game. Im pretty sure theres alot of people who agree to some degree with me.
  19. so pretty much make them 1 shot alpha king titan i think that would be fair and balanced and good yeah mhm
  20. I like a lot of people really REALLY want a TLC for the sea creatures of Ark and in my personal opinion I think that the new TLC creature should be Liopleurodon, in game it’s essentially a subpar loot booster which is a temporary and extremely rare tame. Most people including me never tame it because it’s kinda useless, it’s far too rare, it’s a very short temporary tame, it’s slow and weak, and it’s loot boosting abilities are meh at best. It’s best use is for hide and meat and even then it’s not worth batting an eye at, I have a comprehensive idea on how to fix this creature and make it a very good tame than many Ark players would regularly seek out to tame. I even have some sketch work on what it could look like with a TLC which I will post below along with a list of it’s abilities and changes, I hope you all enjoy. In the wild Liopleurodon will still be rare however much less rare than it’s current counterpart and even such creatures as Ovis, it is still a passive tame requiring raw meat and or kibble to tame. It is skittish when approached by tames but will be docile towards players. Once tamed it can be ridden either bare back or with a special saddle containing a mounted harpoon gun and a second seat, the harpoon gun can shoot both normal harpoons and tranq harpoons making it a good tamer for undersea dinos. It’s main abilities beyond the saddle are a depth buff that once descended deep enough will gain a higher damage resistance along with a faster healing rate, it’s like the opposite effect of the Basilosaurus minus the damage over time. High agility in the water being able to swim in any direction like a Tapejara making it easy to dodge some of the more powerful predators like Plesiosaurs and Mosasaurs, it is also relatively fast being only slightly slower than a Megalodon. It also has the ability to snatch riders off of mounts when tamed and without a saddle, with a saddle it’s alt attack is a harpoon shot similar in function to the Tropeognathus’s flak cannon. It can also snatch smaller creatures such as the Ichthyosaur, Manta, or Baryonyx. It has modest health and a fairly powerful bite attack which is good for dispatching targets like Megalodon but generally not strong enough to kill dinos like Mosas and Tusos. It doesn’t just have a normal variant and will include a magical variant that acts very similarly to the base game Liopleurodon but greatly enhanced, it appears with a magical aura surrounding it and will feature a prominent Unicorn like horn distinguishing it form the base Liopleurodon. While it will be rarer and a temporary tame it will be speedy in the water and will boost all loot to Ascendent level, It will also increase the rate of drops in a certain area allowing for the collection of more loot. After a certain amount of time it will disappear like the current Liopleurodon, the base TLC variant will be a permanent tame and will be breedable.
  21. I'm wondering if it is possible with wildcard and with the great people in the development in Ark like the creature submissions for the new maps, is it possible we could get a 4th tlc for some of our old creatures/dinos that deserve some love like the carno, plesieosaur, etc. It would be really cool idea again an idea as a lead up to the new vikings map with the three new creatures to be voted as Submissions to June on 2022, If it is possible of course.
  22. Since wyverns are now breedable, there's no reason not to make the Basilisk and the Karkinos breedable. both dinos don't get enough attention and become almost completely useless outside of aberration. It would be great to make these two dinos breedable. We need to see them again in the Genesis 2 map but also with X Species variants. I would also like to point out the karkinos would be a great dino for a platform saddle.
  23. I love this game with a passion and play on console, which I know might take a little outta the experience for me i the way of mods and such but I've also see how hard the staff and devs in the game have work to give us the best experience they can but i would LOVE to see the high increase of creature diversity and game-play these creatures would at to the game, I know that they would most likely have to go through some nerfs or buffs to a few of there stats but ALOT of the base work seems to already be completed by the mod dev. PLEASE consider commenting and showing your support on the idea of this because I know I and many others in the community would love to see the creatures from ark additions join the roster and bring an even greater amount of life to the game then the already massive hype its at in its current state!!! The workers and devs at wildcard have my full support and praise for making such a fun game and I only wish to see it have the best life it possibly can before ark two and give those who might have to wait on ark 2 a big chunk of content to keep us busy! Thank you so much for reading this far and considering this little petition and have a wonderful day!!!!
  24. Speaking of game suggestions just like certain dinos get TLCs but what about maps and their biomes such as ocean waves and environmental sounds starting with that repeating seagull gulling that makes me feel and look like I'm in every episode of game of thrones and the ocean looks like a tap water canal instead of waves rolling down and splashes on every island map I play on wouldn't it be nice to have an animated ocean waves and a variety of bird squawking like storks flamingos etc like those heard in Zelda breath of the wild's necluda regions and more realistic grass and palm trees the grass and bushes are more animated on PS4 and PC than on Xbox and pick axing rocks also look pretty glitchy on both of these consoles like if a tv show just went down in the middle of a commercial rather than the rock split debris
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