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Found 18 results

  1. Multiple Issues in Primitive + Some issues I came across while playing primitive+ on a crossplay unofficial pc session through Xbox: The deinonychus saddle does not show up as an engram and therefore cannot be crafted (this is after Wildcard supposedly fixed the deinonychus engram) Cannot interact with a mailbox while using a controller as it is only made for keyboards Kibble is broken as it does not give the taming progress and efficiency it’s supposed to
  2. Prim+ Kibble Bug still not noticed by devs? The kibble is broken for Primitive+ and cannot used to tame any creature. At least XBox and PS4 players have to deal with this issue for MONTHS. While the developers continue to publish new content and to fix their new DLC and other bugs, it seems like the broken kibble has still not been noticed by the them. So please anyone, tell me how can I get the devs to notice this major P+ bug and to finally fix it?
  3. New plants in the garden One of the things i like about ark is the gardening stuff. Being able to grow veggies to make those special rockwell recipes. But why does it have to be narrowed down to 4 veggies, berries and 3 big plants? There are bush berry seeds but you cant grow them. What about other veggies or big fruits to make even more recipes with the addition of new dlcs. And i know there are other items in primitive+ but thats been shut down and before that it didnt work. There should be some new things in the garden My list of recipes and ingredients: Fruit salad Filete minone (didnt know how to spell) Fish jerky Ice cream Cocao beans Regular beans Pineapples Watermelons Apples Banannas Fruit Punch Hot cocao Sugar cane Vanilla Red Wine Caeser Salad Lettuce or Cabbage Three bean salad Sugar Cubes Pizza Beats Wheat Garlic Peanuts Some of these recipe will have practical use. Like the wine could be a more expensive way but faster way of taming the chalacos or the equus with sugarcubes. The ice cream would be used in areas of extreme warmth but also decay faster in those areas. Same for the hot cocao. Also some of these ingredients are realisitic items to have in a survival situation. And i know some of these are a bit weird but hey arks a weird game just drink beer while looking at your bloodstalker and youll see. Let me know what you think and if theres some youd like to add write it down. Orher wise have a great day survivors.
  4. Primitive Plus Crossark3 issues On the cluster of PrimPlus Crossark3 there aren’t any drops spawning on all the maps and kibble isn’t working on most tames apart from the Griffin or Rock Elemental.
  5. I cant make kibble. I've tried destroying my cooking pot and making it again. I've tried the wiki and dododex recipes. I've restarted my game. Nothing works. I'm playing single player on ragnarok.
  6. Kibble Hey all, so I know that the new kibble system is tier-based, and that a dino who requires a certain tier of kibble will accept the higher tier as a direct substitute. Can eggs also be substituted when making the kibble? For instance, let’s just say I want to make regular kibble. Instead of using the regular eggs required to make it, could I substitute in a higher tier of eggs instead? Like, instead of anky eggs I use wyvern eggs (hypothetical of course). Has anyone tried this or will it strictly only work with eggs of that particular tier type?
  7. Ark Should Seriously Add the New Kibble System to Mobile I strongly believe this for many reasons, but Ark should seriously add the new (well, the newest. Cause it ain't so new anymore) kibble system to Ark mobile. A big reason is the taming slots. Just in case you didn't know on a PvP server if your playing without tribemates (my case) you can only have 12 tames.....ARE YOU FRICKIN KIDDING ME?!???!? So basically you cannot afford to be taming a bunch of different animals that you don't even want just in order to get the one your aiming (lets say a quetzal) for because by the time you finally get there you already covered at least half of your taming slots. It's true that you can just kill them after you're done with them, but what if the quetzal gets killed while you're out there with it or another tribe decides to raid you while your offline (which is extravagantly annoying and infuriating) and kills it? Then you'll have to tame all those other animals all over again just so you can get their eggs and turn them into kibble. Plus, by the time you have a quetzal, you'll probably already have other stuff too like an anky, an argy, a doedec, possibly a griffin, a ptera, a rex, a tapejara (my fav animal in the game), a beaver/mammoth, and some more. Just right there you already have more than half of your taming slots occupied. So whenever you're late game you'll most likely have to sacrifice some of you're animals in order to tame that really cool giga that you found, or you'll just have to suck it up, take the 7 to 10 hours it takes to tame a high level creature out there with prime meat only to have it tamed at around 70% taming effectiveness. With the new kibble system, you can just have the ptera that is providing you eggs for simple kibble, or if you for some reason need basic kibble just tame a super expandable low level dodo so it gives you its eggs, if you need regular kibble then your anky will be supplying you the eggs. This will for sure help preserve taming slots for mobile players and help a little bit of less pressure when you see that you almost hit your max on animals. Now a lot of you might tell me, well then just join a tribe so your taming slots increase.......personally, I love playing solo on PvP servers for the reason that it's more challenging and you won't have anyone messing up with your stuff while your offline. Plus, solo raiding is extremely fun =D But yeah, what do you guys think? Should Ark add the new system or not? Also, if there is a reason why Ark hasn't added it will you guys please let me know? Anyways, have a great day and have fun playing Ark!
  8. I put together a list of dinos and the their preferred and produced kibbles under the new system. One thing I noticed is that there is absolutely zero upward progression with the new kibble rework. Under the old system, when you wanted a higher tier of dino you could work your way up to it from lower tier tames. Under the new system, when you want a higher tier of dino you have to tame the easiest same tier or higher dino without kibble to make the kibble for the one you want. It feels less of a progressive system, and only made weirder by the few Dino's that produce a lower tier than what they request. As it stands, with dino's also taking higher tier kibble the incentive for any low level kibble farm is gone. I can't really see any reason for a kibble farm to have anything but Argies and Rex's/Theri's. For dino imprints, you just need a handful of the easiest dinos from the lower tiers and that's it. Also, the solution for the issue with Extraordinary kibble seems pretty simple. Get rid of the downward progression on Dino kibble. Simply change the Megalania and Yutyrannus so that they are like the rest and produce the same kibble they prefer, problem solved! Dino Preferred Produced Kibble Mobility Allosaurus Superior Superior Same Angler Fish Regular *None* NA Ankylosaurus Regular Regular Same Araneo Simple *None* NA Archaeopteryx Simple Simple Same Argentavis Superior Superior Same Baryonyx Regular Regular Same Basilosaurus Exceptional Exceptional Same Beelzebufo Regular *None* NA Brontosaurus Exceptional Exceptional Same Carbonemys Regular Regular Same Carnotaur Regular Regular Same Castoroides Superior *None* NA Compy *None* Simple Simple Daeodon Superior *None* NA Dilophosaur Basic Basic Same Dimetrodon Regular Regular Same Dimorphodon Simple Simple Same Diplocaulus Simple *None* NA Diplodocus Regular Regular Same Direbear Superior *None* NA Direwolf Superior *None* NA Dodo Basic Basic Same Doedicurus Regular *None* NA Dunkleosteus Superior *None* NA Featherlight *None* Basic Basic Gallimimus Simple *None* NA Gasbags Superior *None* NA Giant Bee Simple *None* NA Gigantopithecus Regular *None* NA Giganotosaurus Exceptional Exceptional Same Glowtail *None* Basic Basic Griffin Extraordinary *None* NA Hesperornis *None* Extraordinary Extraordinary* Only with Golden Eggs Ichthyornis Simple Simple Same Ichthyosaurus Simple *None* NA Iguanodon Simple Simple Same Kairuku Basic Basic Same Kaprosuchus Regular Regular Same Karkinos Exceptional *None* NA Kentrosaurus Regular Regular Same Lymantria Regular *None* NA Lystrosaurus *None* Basic Basic Mammoth Superior *None* NA Managarmr Exceptional *None* NA Mantis *None* Superior Superior Megalania Extraordinary Superior Down 2 Megaloceros Simple *None* NA Megalodon Superior *None* NA Megalosaurus Superior Superior Same Megatherium Superior *None* NA Mesopithicus Basic *None* NA Micro Raptor *None* Simple Simple Morellatops Simple Simple NA Moschops *None* Superior Superior Mosasaurus Exceptional *None* NA Onyc Simple *None* NA Oviraptor *None* Simple Simple Snow Owl Superior Superior Same Pachycephalosaurus Simple Simple Same Pachyrhinosaurus *None* Regular Regular Paraceratherium Superior *None* NA Parasaur Basic Basic Same Pegomastax Simple Simple Same Pelagornis Regular Regular Same Phiomia Basic *None* NA Plesiosaurus Superior *None* NA Pteranodon Regular Simple Down 1 Pulmonoscorpius Regular Regular Same Purlovia Regular *None* NA Quetzalcoatlus Exceptional Exceptional Same Raptor Simple Simple Same Rex Exceptional Exceptional Same Rock Elemental Extraordinary *None* NA Rock Drake *None* Extraordinary Extraordinary* Collected from wild Sabertooth Regular *None* NA Sarcosuchus Regular Regular Same Spinosaur Exceptional Superior Down 1 Stegosaurus Regular Regular Same Tapejera Superior Superior Same Terror Bird Regular Regular Same Therizinosaurus Exceptional Exceptional Same Thorny Dragon Regular Regular Same Thylacoleo Extraordinary *None* NA Titanboa *None* Superior Superior Triceratops Simple Simple Same Troodon *None* Regular Regular Velonasaur Regular Regular Same Vulture *None* Basic Basic Woolly Rhino Superior *None* NA Wyvern *None* Extraordinary Extraordinary* Collected from wild Yutyrannus Extraordinary Exceptional Down 1
  9. As the Griffin is currently, there is no reason for it to need Extraordinary Kibble. I know that it was probably because Griffin is a magical creature, but it doesn't make any sense balance-wise. (The same probably goes for Megalania although I'm not focusing about it in this suggestion) And the Snow Owl has Griffin's travelling, and a variety of very useful abilities. Even though it doesn't manage to surpass Griffin's battling at base level some breeding and a high quality saddle easily compensates this (both Griffin doesn't have) Also, Snow Owl is super easy to tame compared to the Griffin. And sadly Snow Owl has taken away a lot of need for the Griffin. Suggestions for Griffin if keeping it require Extraordinary Kibble: First of all make it harder to tame without Kibble. These suggestions would make Griffin powerful than now, not to mention that it would justify the effort needed to get the kibble Add Fire abilities. That would make it more powerful and "magical" and thus justify the required kibble. There are a lot of room for thinking. Setting a target on Fire with a dive swipe, leaving a trail of Fire on diving, immunity to Fire Wyvern breath, immunity (permanent or for a few seconds) to Lava, keeping the rider heated in cold environments to name a few. Bring back the pre-nerf Griffin. It would require some tweaking as that Griffin was OP, but I think it would be viable after making it harder to tame without Kibble. I didn't add the saddle and breeding because I'm not sure how it would impact the balance. Ideas of someone more experienced would be appreciated. Note that adding all of this could make Griffin ridiculously powerful, so developers, please pick what you need to make it balanced. Or, just reduce the Griffin's kibble requirement, I think Superior would be optimal. Still people would probably go for the Snow Owl, so add some extra abilities without making it OP if you could. Additions to the list or any thoughts, ideas are welcome, and thank you for reading.
  10. Small change to kibble Can you please change the names of the kibble to prim, ram, app, master and asc?
  11. What regular kibble can do Can regular kibble work to tame anything. Please help.
  12. So I have everything for the dodo kibble and I've tried using various different things for the fire, let it sit for a long time, tried different cooking pots and it won't let me cook the kibble, anything going on? I'm on official server.
  13. adoge

    Kibble Values

    Higher quality kibble should tame lower qualified dinos. ie. if a dino requires basic to tame and you have superior, the superior kibble should tame the dino faster. Imprinting should reflect this change. ie. if a dino wants basic kibble to imprint a superior should imprint them.
  14. Dear Wildcard, I am personally glad to see that unlike most AAA game companies, you decided to keep improving on your game even after creating all the content for your game. The S+ integration is a great start and I can’t wait for the kibble rework (because it’s definitely needed for breeding); however, there are a few things with the game that I wanted to address because they are severely punishing (even more than the game intends to be) and cause serious technical issues when it comes to gameplay. Some of these are issues in game, and others for other server administrators like myself. Server-wise, there are several issues that I feel need to be addresses if the idea of tuning is involved: Server Start Time: The server starting time is dismal to say the least. I start up a server on another computer than the one that I am currently playing, and it can take at best 15 minutes to even start up. (and that’s on a good day) Now I understand that the software was meant to run 24/7, but that shouldn’t be the only way that it can be used. There are many people who have lower tier computers and either can’t run ark on its own or they can’t run it with multiple people playing at the same time. It shouldn’t be a requirement for every server to run windows and a solid-state drive on them. I have few ideas for solutions for this problem, but one might be to make a command line option for a non-dedicated server vs a dedicated server. That way it can set itself up to start up and shutdown on a whim. This way the original way could stay The Server settings: some settings are easy to understand, but several settings have issues when it comes to measurements. For example: “StructurePreventResourseRadiusMultiplier=1.000”, ok so what’s the distance at 1? How can I know the exact radius that resources won’t respawn? How many foundations? The wiki doesn’t say, and I have no idea where to go to find out. One of my biggest nightmares when tweaking my server was bUseSinglePlayerSettings because I wanted to take the settings on my singleplayer and take it to my server because the balance in my singleplayer worked. The only problem is that 2.00 xpmultiplier on singleplayer is nothing close to 2.00 xpmultiplier on a server. I’ve done lots of testing to see how close I can get, but I still have no idea the effect of singleplayersettings since it doesn’t affect every stat equally (I don’t even know all the stats it DOES effect). My suggestion for solving this is at a minimum, to do better documentation on all the server settings on ark, especially on its units of measurement. One of the best examples that I can think of on the wiki is the documentation on getting the max level of dinos using DifficultyOffset and OverrideOfficialDifficulty (which in of itself is over complicated). At a maximum to remove the issue entirely may be to redo all the server settings and give them proper and simplistic measurements. Instead of having the difficultyOffset, just have a maxWildDino variable that can be set to the exact max level that wild animals can spawn at (though that is more theoretical since the offset is used for settings other than max wild levels). Lack of Server Input: Though I may get some of this thought from Minecraft’s server design, I still believe that this is a beneficial and important model in a server. To be more precise, there is no logging from the server at all. You would think that it would be important to be able to see if any major changes were to happen in the game, you would think that the server admin should be able to see it as soon as possible. Especially for the events that shouldn’t happen. I dabble with cybersecurity, and I can see this being a significant issue tackling a player who tries to break into my network. When penetrating a network or a computer, the best place to look is the applications running. Worst case scenario, I could look at someone hacking my entire network through an exploit in your server software, and I would have no warning to that what so ever. If I had a whitelist and someone managed to find a bug to get past that and enter the game, the server would never tell me this, and I would have no idea that they had existed. (besides looking in player save folder if I was somehow expecting it.) The solution that I would request is for the server to log everything, from who enters/leaves the server, to what console commands are run. I would probably even ask for the global broadcasts too, like when a player/tame dies. This would significantly help me in monitoring my system and my server. While on this topic as well, I would also ask for a way to input into an ark server (again, a lot of similarities to a Minecraft servers design), specifically for commands and broadcasts. This would allow for broadcasting to players if the server will shutdown soon, or admins can put in a command like changing day, etc. without ever entering the game. I do not believe either of these would be hard, since after all you already have a functioning global broadcasting system that you can output to terminal, and you already have webhooks which function almost the exact same way. Now that I’ve gone over all the issues serverside, I thought that I’d address some issues in game. Dinos starving while offline: this feels like a problem that should have been solved ages ago. The problem where dinosaurs continue to starve, even when no one in their tribe is online at the current moment. You have a plausible solution due to the fact that you have offline protection, so that people can’t raid while its tribe members are offline, so I see no reason why that same protection system can’t also make it impossible for creatures to starve while no one in the tribe is online. I and many others love your game, but we have lives outside of this game that we have to attend to. We can’t be online all the time to maintain food for our dinos at all times of the day. Some people may go on vacation and return to find all their animals had starved to death, which is cruel to say the least. I know that this is more or less a system for those who do not return back after one large session (though you already have a system that deals with that), but at least give us a setting in the server configs to implement it or not. I host my own server and I do not let it go 24 hours because I know that due to our schedules, all our animals would have starved by the time that we got back online. This I would say is one of the highest yet simplest priorities to this game because this could easily make or break a game. A player could spend a long time taming animals and caring for them, but if they have to leave for a time and come back to all of their progress lost, no one in their right minds is going to do that again, or even start it in the first place if that is the end result. If you could do only one of these things (which would make me sad) I would say this is the most important thing to change. Kibbles for Aberration and other animals: I am personally in love with the breeding update you did for all of ark after how extinction worked amazingly with the new system, but you did not convert all the creatures over to the new kibble system. I do not know whether you have fixed that yet or if you even have plans to. Please, fix the kibble rework for all of the creatures. Not just island, scorched earth, and extinction. With the current state, it makes it impossible (and I mean impossible) to imprint on aberration creatures without the use of spawn commands as the old kibbles cannot be made anymore. Due to the fact that even the old kibbles have a tier glow, even the aberration kibbles have a tier glow, this should not be a hard task to implement at all. Nothing new has to be created or organized, it’s just a small menial task to do to finish them all up. Please fix them. Option to learn everything: I am not going to lie, I love the engram system that you guys got. It makes me have to pick and choose what I need for survival. Later on, I can lose everything that I’ve learned and learn new stuff that I need and lose the stuff that I no longer need. It also helps when you are in a tribe and people can coordinate what people can craft. But what if you are alone, and the choice is too hard? Would it be simple to add an option in the configs so that you unlock every engram that’s up to your level? Basically, throwing out the engram point system so that you get everything at a certain level. This sounds like a small change that doesn’t require too much code. Survival resource respawns: This is quite a serious problem for people in singleplayer. When you go to an area on the map that is teeming with resources to mine it up. You can go back to it later one to find out that nothing is back. After some research, it seems its because each resource node has an internal timer before respawning. The problem is that the timer stops when the area is unloaded. Normally on 24/7 servers, the respawn time is several hours, and 24/7 servers don’t deal with the tether radius of singleplayer, which means that this issue doesn’t easily pop up. The way that I would try to fix this is by having each resource use the computers clock to figure out its respawn time. Meaning once the resource is within loading range, if it’s the same time or later as the clock mark for the node, it’ll respawn. This means that resources can properly respawn in singleplayer without the need of cheats or living really close to the nodes to keep them loaded. Some paints are ineffective on creatures: painting is a part of this game that really helps to create individualism. There are many colors that looks good on both creatures and buildings. The problem is that some of those colors don’t really show on creatures. Some of these colors include both black and white. Any dark color struggles to be noticeable on any creature of any color. From what I can tell, your team uses either a screen or multiply (I am going for screen) on our paint layers. This can make many dyes pop out, as long as they’re bright, but make many darker dyes incredibly difficult to see on the skin. Part of the problem is because most skins are of a light color, making a dark color overlay very ineffective. The solution I would give is one of two things: 1. Give us a 2nd set of dyes that are more like paint than dye, remove the overlay on these paints and make it so that these colors override the colors on the island. If I dye an animal with red paint, they should be outright red with no mixing at all (multiply might be a good way of keeping animal details while outright painting an animal). Keep the dyes in the game so that people can play and mix using the two colorings to make really cool designs. 2. Make the creatures skin and paint on the same level. If you had an entirely white model canvas (with its creases and edges of course) and then make their natural color overlay on that, then when someone paints an animal, it overlays on the white base rather than the animals natural color. This isn’t a full solution since not all colors apply as well as their brighter variants, even on white. Better access to costumes: the costumes are nice in this game. I even like how you get them based off exploring or taking down a boss. My only problem is when I die. I like having an organized inventory with little spaces taken but adding in the costumes destroys that organization whenever I die. It also doesn’t help that if I wanted to get a skin at some point, I had to die to get it. And if I wanted multiples of the same costume, more deaths to get it. It would honestly make the use easier and more practical if they were just craft able. Either make them seriously cheap (1 thatch/fiber) or this could be an opportunity to be creative with skins. Make the bionic costumes take metal and circuits, the cowboy hats take hide and fiber, etc. Thatch version of S+ buildings: you have S+ buildings added through the beta, but I noticed that you added variants for everything except thatch level buildings. Not many people may use it, but someone (like me) will. Other options for oxygen underwater: I know that we have the option to either level up, have a Diplocaulus, or get an oxygen tank, but I would like multiple options. This may be asking for much, but maybe some small things, like a shoulder mount that can provide oxygen (I wish that I could give an animal that could fit that role, maybe later with more research). That way you can still mount a large animal like Megalodon while having your organic oxygen tank. Like how Otters are an alternative to warm clothes, and Bulbdogs are an alternative to torches, maybe we could have an alternative shoulder pet for oxygen tanks. Or maybe even, if we could have an item that holds oxygen. Similar to a canteen, but instead of water, it can hold oxygen. One dose and it gives 100 oxygen. This may be asking for much to already a lot of options, but its stuff to think of. (Especially if you ever want to consider a map that’s underwater featuring more aquatic animals) That is the majority of what I see this game has problems with. This list is not to say that the game sucks and is totally broken. The fact that I am writing about this says that it’s a great game that has great promise and is worth improving in as many ways as possible. And although some of these changes seem small in comparison to many other things in the game, sometimes it’s the small things that matter most, as they make the small but noticeable difference that make people feel the most enjoyment. Thank you for reading my list of suggestions, and if you do plan to implement them, I wait for the exciting day to play them. (In case for anyone else reading this, this was made in an email format)
  15. Extraordinaire Kibble on aberration seems slightly unfair compared to the other maps. Rock drake eggs are so heavy to make kibble in bulk. While the same can be said for wyvn eggs, other maps have the alternative option of using yuti eggs. My suggestion is to have the basilisk egg also produce the extraordinary kibble as well. They are just as rare, if not more than yuti eggs, and would offer aberration tribes an opportunity to passively farm for kibble
  16. Extraordinaire Kibble on aberration seems slightly unfair compared to the other maps. Rock drake eggs are so heavy to make kibble in bulk. While the same can be said for wyvn eggs, other maps have the alternative option of using yuti eggs. My suggestion is to have the basilisk egg also produce the extraordinary kibble as well. They are just as rare, if not more than yuti eggs, and would offer aberration tribes an opportunity to passively farm for kibble
  17. My first suggestion for the next pass of the Kibble Rework is to make it so larger eggs produce more kibble per cook to reduce the number of massive egg laying dinos needed to make enough kibble for most players need. My second suggestion would be to implement an oviraptor egg collection AI. Currently collecting eggs is a lot like collecting poop, after a short amount of time on the ground the unfertilized eggs disappear. Since most players can only collect eggs while online, right now they need their female egg laying dinos to produce enough eggs during the time they are playing to produce the kibble they want to make. This results in players having 10+ large dinos where their only purpose is to sit idle and produce eggs. This results in people building massive bases to hold them all which hurts PvE server perfomance with their large bases and too many dinos. Since the homestead update, the need to have 10+ of every single dino has been fixed so THANK YOU ARK DEVS!!! Then each egg is used to create a single unit of kibble, regardless of the size of the egg. If I were to put an egg the size of my computer into a cooking pot (with other ingredients), I'd expect to get more than one handful of kibble from it. In contrast, if I were to put a dodo egg into it, I'd expect to get at most a handful of kibble from it. I dont recommend that it be a high amount, maybe just x5 units of kibble from extra large eggs. Implementing an oviraptor AI would allow players to collect eggs while offline, to make egg collection mirror the production of jerky in a preserving bin rather than like collecting poop. Both suggestions would reduce the number of eggs needed and reduce the number of dinos needed which should reduce the sizes of bases, reduce the number of tames, improve server performance, and reduce grinding in a way that doesn't feel like cheating. I've seen this general idea floated with people saying the AI would reduce server performance, but I'd think that the reasons above would more than offset it. If needed, make it so oviraptors eat the eggs they collect, for high nutrition like an achatina, to encourage only dedicated egg farmers to have them. P.S. It'd be wonderful if dung beetles had a similar AI, but to target poop to reduce the grind a little for fertilizer. But if it were to cause server lag, there'd be no way to offset it.
  18. I have troubles to créate dodo kibble I put 1 dodo egg, 1 rocarrot, 3 fiber, water, 1 cooked meat, 5 mejo berries and I wait but kibble is not created
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