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Hello Brave Survivors. As there are alot of creatures in the world of ark I would love to suggest a Mythical Creature that comes from my country of New Zealand. Known as the "Taniwha" pronounced (Tah-Nee-Far). This creature is a myth to the Maori People from my country and I would love wildcard studios to add this creature to the game. Just trying my luck on here. It is a giant sea serpent which lurks in the depths of the ocean similar to abberations "Basilisk" but much more larger. It also has Maori patterns on the serpents face aswell. It can also rise to the surfaces of the ocean if it desires to choose so when untamed but prefers its home in the depths of dark waters. Can also be a stealthy behemoth when the player is unwary in the ocean, so bringing alot of tribe members with you is highly recommended. Will provide more information on this creature in the future and pictures of the creature. I know it won't make it to the game but hey worth a try 😊 Thank you survivors for taking the time to read this article and wildcard studios thank you for making such a great game despite the delays and all 😂😊 Wildcard make it happen! To all survivors out there, Tame Hard, Be The Best Tribe, Be Happy, Share Positivity, Be Kind, You are worth something, Never let anyone tell you otherwise 😊 Survivor: ILL53T K4ZZ
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Dossier: Glypheoidea better known by survivors as a Crawdad though In terms of size this thing seems to be around 14ft long sporting two large claws on the front that add a few extra feet in length, and even compares to the Karkinos that roam near it and the Cindarias it eats as snacks. Being the ancestor of our modern Crayfish I can see how this thing has adapted to living in it's many environments both here and across other arks, This cave has water everywhere it's the perfect place for these things to thrive, and seeing it live in the swamp waters, and even the artic has quite a few though they prefer to stay submerged in mud underwater. I have even seen this thing swim in element and thrive it's a very adaptable creature. Wild: When dealing with them in the wild, they seem harmless in comparison to the Karkinos, in the caves. until a survivor decides to see how hard the shell is. The massive claws can pack a decent punch, and the many legs underneath can carry it at a decent speed. One survivor tried to kill one while hanging from a climbing pick, until the thing dug its claws into the rock and one by one pull itself closer. In order to kill it Mei Yin ended up knocking it upside down with her Drake and making quick work of its underside. Domestication: Some Survivors have managed to tame these however, using biotoxin to leave it a trail of bread crumbs right into a cannon. After using the cannon on its side to knock it over, it was very quickly knocked unconscious using basic narcotics and fed like any other tame. It still preferred the biotoxin over anything, and even ignored the shocking tranqs we tried previously as it just digested it. After tamed It was quite the useful steed. Not quite as fast as the Rock Drake we use, but quick enough and durable enough to go on extended hunting trips for resources and such. Using a vast amount of wood, and platfibers we managed to make a malleable mobile home on its back that we could fold up if we needed to move anywhere or climb. The driver had to lie down of course to have enough room, but we did manage to fit a fabricator, smithy and even a vault on the back. Once we got to a good stopping place we just unhooked the latches and let to fold back out into an open crafting station. Variants: The Glypheoidea being the ancestor of the modern Crayfish It has the potential and capabilities to live in nearly any environment. Crayfish having Gender Dimorphism With females being smaller with lower damage, faster speed, wider tail, and males having larger claws for damage, slower speed, and narrower tails. Variations would be strictly male as the females need a strict environment to actually lay their eggs. Deep Ocean variant found at the bottom of the ocean, Capable of giving off a faint glow around the sides of its legs similar to aberrant creatures. Artic Variant, The spit attack instead of being normal water it is a slowing ice effect like the snow owl except a breath attack like the Managarmr Riding: It would be similar to the Megachelon in the sense that it has 2 basic attacks, 1 Attack using it's claws and another spitting water in front of it, though this uses some of its water stat. This attack can be changed to be a stun like attack similar to the Voidwyrm by feeding it Biotoxin, both slowing creatures hit by it and creatures relatively close to it. When the Saddle is closed the rider will lay down on its back while riding and the creature is capable of climbing cliffs similar to the Megalania, by digging it's larger claws in to the rock. Stationary: When not actively moving you can fold the saddle out forming a decently wide platform saddle fitting whatever crafting stations you would like in the slots in the creatures inventory. While in this mode, the creature has half movement speed, and cannot climb. This mode would be useful to accompany survivors near the rock drake nest as a temporary outpost to repair hazmat and or log off, as with a hazard saddle nothing inside is affected by radiation. Similar in design to a Mobile Home that can fold out when you decide not to go anywhere. The Glypheoidea is mostly a traveling mount capable of carrying a large amount of items and being a mobile home for an extended period of time, and if Male it could even be a combat mount. A Female could make this a very useful Siege Dino as well As The Enlarge Tail Allows for a Siege Platform to be made providing additional armor and converting the saddle into a pillbox cannon. Breeding: To breed they must be in water and touching the bottom of whatever source to be able to dig in the mud and make a hole to lay eggs in. If not in a suitable environment, the Female is capable to taking an extended period to hatch the eggs inside her body and give a live birth. Additionally Female Variants are capable of being tamed with babies already inside shown by a few eggs being visible by the abdomen, and by the female curling the back of the tail under itself. It would have half weight on structures, wood, stone, and metal. It would be the first creature that has a water stat that needs instead of a food stat, however It gets water from biotoxin, swimming, and being in range of water, and a slight amount of water gained from fish meat. It's platform saddle would be able to fit everything smaller than an industrial grinder, and a maximum of 5 slots for placeable stations (generator, storage, and crafting) and 1 slot for beds, or seating.) Basic Primitive Saddle: 5 slots, and 1 slot Both Genders Hazard Sealed Saddle: 3 Slots and 1 Slot, The Hazard Saddle sports a generator at the back side, (Can be powered by congealed gas balls instead of gasoline to protect from Radiation for all inside the saddle.) Protect from water. Both Genders Combat Saddle: 2 Slots and 2 slots, Provides additional Armor, and Has a Slot at the back for (Minigun Turret, Catapult Turret, Cannon, and Rocket Turret.) Male Exclusive. Traveling Outpost: 7 slots and 1 slots. Wider Platform saddle decreases movement speed and climbing speed greatly, when unfolded, creature is completely incapable of movement and will dig into the mud to save energy. Sports a generator at the back side, (Can be powered by congealed gas balls instead of gasoline to protect from Radiation for all inside the saddle.) Protect from water Female Exclusive. Image Credits: Wikipedia, Elden Ring Wiki, and Youtube TenFold Engineering in that order.
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Dossier: Glypheoidea better known by survivors as a Crawdad though In terms of size this thing seems to be around 14ft long sporting two large claws on the front that add a few extra feet in length, and even compares to the Karkinos that roam near it and the Cindarias it eats as snacks. Being the ancestor of our modern Crayfish I can see how this thing has adapted to living here, This cave has water everywhere it's the perfect place for these things to thrive, although it's adaptation to living in the element lakes below is rather peculiar. Though those seem to be a bit different in look. Wild: When dealing with them in the wild, they seem harmless in comparison to the Karkinos, until a survivor decides to see how hard the shell is. The massive claws can pack a decent punch, and the many legs underneath can carry it at a decent speed. One survivor tried to kill one while hanging from a climbing pick, until the thing dug its claws into the rock and one by one pull itself closer. In order to kill it Mei Yin ended up knocking it upside down with her Drake and making quick work of its underside. Domestication: Some Survivors have managed to tame these however, using biotoxin to leave it a trail of bread crumbs right into a cannon. After using the cannon on its side to knock it over, it was very quickly knocked unconscious using basic narcotics and fed like any other tame. It still preferred the biotoxin over anything, and even ignored the shocking tranqs we tried previously as it just digested it. After tamed It was quite the useful steed. Not quite as fast as the Rock Drake we use, but quick enough and durable enough to go on extended hunting trips for resources and such. Using the Glow sticks and More Malleable Wood from these trees we managed to construct a mobile home on its back that we could fold up if we needed to move anywhere or climb. The driver had to lie down of course to have enough room, but we did manage to fit a fabricator, smithy and even a vault on the back. Once we got to a good stopping place we just unhooked the latches and let to fold back out into an open crafting station. Note: The peculiar ones we found swimming in element, we finally managed to lure one out, Though it didn’t follow the biotoxin like before it instead was more attracted to our reaper pheromones, once our it would have been the same process as before, until it decided not to get knocked over with one cannon shot, We just couldn't quite hit it hard enough to knock it on its back. We did finally domesticate it after constructing a radiation proof saddle on our other Glypheoidea, we just decided to feed it one of our tames after feeding it a reaper pheromone gland. Upon closer inspection the Elemental Glypheoidea has some larger claws on front, and seems to glow somewhat, being a strong as this thing is we eventually constructed a pill box on its back and mounted a cannon, not a lot of space for crafting but more durable and enclosed. Riding: It would be similar to the Megachelon in the sense that it has 2 basic attacks, 1 Attack using it's claws and another spitting water in front of it, though this uses some of it's water stat. This attack can be changed to be a stun like attack similar to the Voidwyrm by feeding it Biotoxin, both slowing creatures hit by it and creatures relatively close to it. When the Saddle is closed the rider will lay down on it's back while riding and the creature is capable of climbing cliffs similar to the Megalania, by digging it's larger claws in to the rock. Stationary: When not actively moving you can fold the saddle out forming a decently wide platform saddle fitting whatever crafting stations you would like in the slots in the creatures inventory. While in this mode, the creature has half movement speed, and cannot climb. This mode would be useful to accompany survivors near the rock drake nest as a temporary outpost to repair hazmat and or log off, as with a hazard saddle nothing inside is affected by radiation. Similar in design to a Mobile Home that can fold out when you decide not to go anywhere. The Glypheoidea is capable of being a decent combat mount, and the structures attached to the saddle being part of the saddle make them immune to damage, however It's damage would still lack in comparison to the Reaper and Rock Drake on Aberration. Breeding: To breed they must be in water and touching the bottom of whatever source to be able to dig in the mud and make a hole to lay eggs in. If not in a suitable environment, the Female is capable to taking an extended period to hatch the eggs inside her body and give a live birth. It would have half weight on structures, wood, stone, and metal. It would be the first creature that has a water stat that needs instead of a food stat, however It gets water from biotoxin, swimming, and being in range of water, and a slight amount of water gained from fish meat. It's platform saddle would be able to fit everything smaller than an industrial grinder, and a maximum of 5 slots for placeable stations (generator, storage, and crafting) and 1 slot for beds, or seating.) Basic Primitive Saddle: 5 slots, and 1 slot Hazard Sealed Saddle: 3 Slots and 1 Slot, The Hazard Saddle sports a generator at the back side powered by congealed gas balls and protecting any in the base from radiation and water. Cannon Module can be placed using all 3 slots. Image Sources: Wikipedia first image, Elden Ring Wiki Second Image, Youtube Ten Fold Engineering Third Image
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Introducing Hallucigenia: The spiked worm. Hallucigenia is an extinct species of worm that lived in the ocean, likely a scavenger and around the size of a human finger. They had several leg like tentacles they used to walk around on similarly to how a Star Fish does and several sets of long spikes protruding from their backs, as well as a head, eyes and a mouth. Idea and basic concept for Hallucigenia in ARK. In ARK I propose like many other creatures that Hallucigenia is given a pretty significant size increase, equivalent to most other shoulder pets. Although unlike most shoulder pets Hallucigenia will be worn like a spikey bandolier, wrapping itself around the players naked torso to protect them. The idea is that once tamed, Hallucigenia and the player will form a symbiotic relationship, with Hallucigenia becoming a shoulder pet that acts like living armour for the player, protecting them in exchange for the player serving as Hallucigenia's never ending food source. I also intend for the existence of Hallucigenia in ARK to help promote the use of a couple of (in my opinion) underused tames while making a few others feel a bit more threatening/dangerous. Where to find Hallucigenia in ARK. Hallucigenia would only be found roaming the deep ocean floors, often nearby Eurypterid or Ammonite spawns and are non hostile to tamed and wild creatures. They would not be able to picked up by any tamed or wild creatures either. Wild Hallucigenia are only hostile to players and will rear up when swimming players get close and latch on to them if they get too close, breaking their chest armour in the process. No worries though.. well some maybe, but this is part of how you will tame Hallucigenia. The taming process. After a wild Hallucigenia has attached itself to you it will start slowly draining your health and possibly stamina and food stats until your inevitable death. And the only way to remove a wild Hallucigenia, is much the same as a leech, by setting yourself on fire.. not easy to do underwater. The player now needs to swim back to the surface before they die and leave the water entirely to start taming Hallucigenia. Players should be unable to mount their tames while a wild Hallucigenia is attached to them (with exception to Diplocaulus) to add an extra level of challenge to the taming process. Once you are back on land Hallucigenia is smart enough to understand that it will suffocate and die if it looses it's new human host, so it stops feeding on the player (draining your health and stamina) and starts using you as an oxygen tank, only draining your food stat from this point on. During this time the player must go around killing other creatures on foot with melee weapons to raise Hallucigenia's taming bar, which will be displayed above the player in 3rd person camera. Hallucigenia's taming affinity however will be based on how much recoil damage the player is able to do by taking damage without dying, this affinity will slowly drop if you remain out of combat for too long, so bring plenty of healing items, food, water and good armour for your remaining slots + repair resources or backups to help you survive this process. This bar will also be displayed above the player while in 3rd person camera. It goes without saying that if you die while taming Hallucigenia, there are no second chances, Hallucigenia will suffocate quickly on land without it's human host and you will most likely have to track down another one. Tamed Hallucigenia behaviour. The same also goes for Hallucigenia that are tamed by players. If the player is killed, knocked out or logged off in water Hallucigenia will sink down as far as it can and will wait for it's player to retrieve it. If the player is killed, knocked out or logged off on land Hallucigenia will drop like any other shoulder pet and will curl up into a spiked ball to protect itself in the location it lands in and will then start suffocating, loosing oxygen over time like any drowning creature or player would. The player must return to their place of death etc and pick up their Hallucigenia before it's low oxygen and health stats drain completely and it dies. Reclaiming Hallucigenia will also mean that the player must now heal it of any damage it sustained from suffocating, so until the creature is fully healed it will feed off the players food stat until it is back to full health similarly to how players regenerate health as well, if the player's food stat is low this could be dangerous and could result in the player starving to death. Breeding and maturation. Underwater breeding. Hallucigenia must be underwater to breed and will produce water only eggs like Squids and Frogs. Symbiotic nature. Because Hallucigenia forms a symbiotic relationship with the player wearing it, it's only possible for one player to raise one Hallucigenia infant at any given time. When picked up, a baby Hallucigenia will attach itself to the player similarly to a leech, minus the horrifying screen blocking effect. During this time the player will be able to wear chest armour, but the Hallucigenia infant will not provide any additional armour nor any recoil damage or other additional benefits like the adult would. Instead the Hallucigenia infant will drain the player's food and water stats at a much increased rate as it grows but will thankfully have a fairly short maturation time, requiring only a few hours of the players time at most (on official rates) to fully mature, so the player will need to keep themselves hydrated and fed during this process. Once fully matured the players armour (if wearing any) will be unequipped automatically and the now adult Hallucigenia will auto equip itself as a shoulder pet. Imprinting. Due to the symbiotic nature, imprinting Hallucigenia will be pretty unique. Prompts and info about what Hallucigenia wants during feeding intervals, as well as the feeding interval timer will be displayed above the player when in 3rd person camera. Running around with Hallucigenia when it want's to go for a walk will trigger the walk requirement successful. When Hallucigenia desires a specific food item, the player themselves must consume that specific item to trigger the feeding requirement successful. (Occasionally Hallucigenia may want you to eat something pretty gross though like raw or spoiled meat so keep that in mind) As for the cuddle requirement, Hallucigenia will just simply want some attention from you and you can provide this by having your player use any Emote while the prompt is active, doing this will trigger the requirement successful. (Important) Food stat misuse. Since Hallucigenia doesn't use it's food stat nor does it's food stat drain like normal creatures it's important that baby Hallucigenia unlike the adults, have a natural health drain while unattached to a player, even when they are in water. This will ensure that negligent players do not end up causing issues with server performance by having tons of Hallucigenia babies piling up at their bases. Baby Hallucigenia must have human player interaction to survive, or they will die fairly quickly after birth due to their low health stats. Living Armour, the pro's. 1. Equipping a tamed Hallucigenia provides the player with living armour, granting the player some additional armour to their total and giving the player the ability to inflict recoil damage on hostile creatures and players that attack you with a melee attack, similarly to a Kentrosaurus. I think the additional armour Hallucigenia provides should probably be based on it's health stat but with a hard cap of somewhere around 200-300 maybe. 2. Due to the protection it's spiked body provides, a player equipped with Hallucigenia also cannot be picked up or grabbed by almost any tamed or wild creatures. This means that players using Hallucigenia, cannot be dismounted either by almost any attack that is considered a "grab" giving them significant protection from enemy fliers and squids, though their mount may still be able to be grabbed. I want to give an exception for armour protected creatures like the Karkinos as well, so Karkinos should still able to "grab" a player wearing a Hallucigenia. Players with Hallucigenia can also still be dismounted by Microraptors as they do not technically "grab" you either, making them a more viable counter to mounted Hallucigenia players in pvp settings. 3. While a tamed Hallucigenia is equipped the player will loose oxygen while swimming at half it's usual rate, the Hallucigenia acting like a sort of Scuba chest piece substitute to some degree allowing players to stay underwater longer than normal but nowhere near as long as they would be able to with actual Scuba. Hallucigenia will also provide some camouflage properties similarly to what a Ghillie chest piece provides although not as much. (These abilities are to make up for the inability to wear chest armour with Hallucigenia, however Hallucigenia will not provide any protection against hot and cold) 4. Hallucigenia may be a tameable deep sea creature but it's utility is universal, Hallucigenia can be transferred to any map, even ones where water is extremely limited like Scorched Earth and still be usable as it's intended to be in those more hostile environments. 5. Uses the player as a food source while equipped thus has no need for typical food items like meat or berries and will not drain feeding trough supplies. While unequipped underwater Hallucigenia uses extremely little energy thus it can survive for extremely long periods of time without feeding. (It doesn't need nor actively use it's own food stat, much like some creatures do not need or use their oxygen stats) 6. Decently short maturation time and fairly easy to imprint by players. Additional benefits could be: Hallucigenia has a small chance of it's recoil damage inflicting a short bleeding effect on tamed and wild creatures, and a greater chance of inflicting a bleeding effect on tamed/wild creatures that attempt to grab it's host player. Likewise Hallucigenia has a small chance of inflicting a Dizzy Spore like effect on human players who try to attack a Hallucigenia equipped player with a melee weapon. The con's of Hallucigenia. Well every creature needs weaknesses and Hallucigenia is no different. 1. First of all I think Hallucigenia should have extremely weak health and oxygen stats, even when bred up in order to ensure there is always a big risk of loosing it should the player die on land while traveling with it.. a fitting punishment that helps promotes the symbiotic relationship you share with this tame. 2. I also think a good trade off for using a tamed Hallucigenia is that while it is equipped, players cannot also equip any chest armour.. you must choose one. This would mostly impact your max armour rating but I think that's a fair trade for the recoil damage Hallucigenia provides. This also means that you will not be able to use Scuba tanks while a Hallucigenia is equipped, thus providing a good reason for Hallucigenia giving it's player reduced oxygen drain while underwater. This inability to use Scuba will also make the Diplocaulus a more appealing and useful tame for those who wish to use Hallucigenia underwater, and will be essential to taming them in the early game while remaining a useful creature for taming them later on as well since they are the only creature a player can still ride while a wild Hallucigenia is attached to them. 3. While Hallucigenia provides some compromise bonuses for the inability to use Ghillie and Scuba chest pieces, as well as the natural armour. It will not provide any protection from the elements, so no hypothermal or hyperthermal protection. 4. Taming Hallucigenia won't be easy due to multiple factors: It can only be found in dangerous deep ocean territory. Wild Hallucigenia will instantly break a player's chest armour when it attaches to them. It must be carried to the surface by a dismounted player while it is draining them, leaving them open to other dangerous ocean threats like Meg's, Squids and Mosa's. Players will be unable to be grabbed by any tamed/wild creatures while a wild Hallucigenia is attached to them, with one exception being Karkinos. Players will be unable to mount any tames while a wild Hallucigenia is attached to them, with one exception being Diplocaulus. Taming efficiency must be raised by actively taking melee damage. Taming progress must be raised by killing wild creature with melee weapons. Wild Hallucigenia attached to players will not provide any armour benefits, leaving you effectively without any chest armour until Hallucigenia is tamed or you are killed. Taming Hallucigenia could potentially drain significant amounts of food and healing items, so be prepared. While taming Hallucigenia other annoying threats like Ichthyornis and Pegomastax stealing your weapons, food or healing items would be significantly higher and could be the deciding factor in your failure. 5. A single player can only raise one Hallucigenia baby at a time due to unique maturation mechanics. 6. Popular mod benefits like the S+/SS Nanny can only auto imprint Hallucigenia babies if the player stays within range of them. Additional cons could be: Hallucigenia dislikes hot environments like deserts and thus will also drain the players water stat to hydrate itself while in those biomes. Hallucigenia is terrified of fire and if the player is set on fire while below a certain HP threshold, Hallucigenia will be forcibly dismounted from the player. This will make Fire Wyverns, the Dragon boss and flame based weaponry more dangerous to players using Hallucigenia. Thank you for your consideration. Well, that's my more fleshed out idea for this creature submission anyway. I really want some kind of water based creature to win one of these competitions and this was probably the most unknown and unusual creature I could think of to submit. Thanks to anyone and everyone who votes for it and if you've never heard of Hallucigenia before, say Hello to this strange little guy in the picture attached. (Credit to the artist who made this image) We didn't make it last time but new submission contest means we get another shot to put this unique and funky little worm into ARK. Thanks to everyone who voted for this creature in the last contest, hopefully we'll get more votes this time