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Found 5 results

  1. Bloodstalker does not slingshot After Genesis part 1 was released, the Bloodstalker would slingshot themselves using the double strings and would not disconnect using single string. I assume the single string not disconnecting was intended, and the mechanics were rather simple and fun to use. However, after the recent patch, as I'm trying to slingshot myself, the Bloodstalker will get attached to random obstacles nearby that I'm not aiming at. Also, when I try to slingshot myself the Bloodstalker gets hung up on the webbing, does some spinning around at the location of the attached web or in between two split webs, and then will either release or just throw me to the ground. This can be fixed by jumping near attach point of the web, but in the dark it's nearly impossible to see when to jump. It is also now very scary to use the Bloodstalker in the volcano biome since I risk throwing myself into the lava. Are the mechanics bugged now or was this intended?
  2. [BUG] unridden Megalosaurus only uses secondary attack. #### Issue description A tamed Megalosaurus without a rider uses the secondary attack (pick up) on every enemy, regardless if it can carry them or not. This results in extremely low damage and rendering the Megalosaurus unusable in any scenario when they are not ridden. #### Steps to reproduce the issue Turn on damage numbers Tame a Megalosaurus Ride it and attack to check the damage on both main and secondary attacks. Dismount and send the Megalosaurus to attack a target that can't be carried by it. Check the damage numbers it does #### What's the expected result? The Megalosaurus does not try to carry dinos that can not be carried. #### What's the actual result? The Megalosaurus tries to carry every dino regardless if the dinos can be carried or not, resulting in it using the secondary attack about 90% of the time, which in turn reduces its damage output by 90%. #### Possible solution 1. There could be a "cooldown" like on the Argentavis "grab". It would automatically force the Megalo to use his main attack while the secondary is on "cooldown". 2. Or add an option inside the "behavior" circle to turn on/off the secondary "grab" mechanic.
  3. Ark Mechanics and Map Ideas All this has been in my google drive for quite some time and all this stuff has been discussed with myself and a couple of my tribe mates. Let me know what you think. I haven't edited it since December 30th, 2018 so if there are typos I apologize. (Also I don't know why there are weird spacing at the end, I can't figure out how to fix that.) New map: Since Extinctions final cut scene has been seen, what it looks like is that all the arks are making their return to earth. So for some kind of final map destination here are a few ideas that myself and some friends came up with. Since you are able to make a HUGE map for Atlas, why wouldn't you be able to do that for ark as well? What we were thinking is make all maps available on one server and have a player allowance of 150 to 175. Think about it; Ragnarok, Island, The Center, Scorched Earth, and Aberration. What would make them all mesh together is having large blended locations in between the different maps. Like everyone starts on one very large centralized location, maybe the island or multiple centralized spawning locations??? (YOU MAY NOT SPAWN IN THE OTHER KNOWN MAPS). In order to get to other maps you will need to traverse unknown land. For Example: If you would like to make it from the base spawn location to the Center, you will need to climb some huge hills and mountains with more difficult creatures to overcome. Or in order to get to the island(if this is already not a starting location), you either need to fly or travel across a large body of water(this will be dangerous on the way as well). This makes it more rewarding when you do finally get to the different maps. Of course make certain pathways unbuildable but you may build on the unknown locations in between the maps. Stuff like this in between the known maps would make the map itself very large and new. Something to add onto this, if we can and want to make the map continuous you could make the ends of the map procedurally generated so that when it is finally discovered, those locations are different on every server but are saved to that specific server. For example: You spawn in the center of the map, maybe on the equator or either poles of the earth. You build in those locations temporarily in order to move out into the world. Once you do that, you start moving and you discover procedurally generated filled land that you travel across. Finally you make it to, just for example, Scorched Earth where you can build and find new dinos, new mats, etc. You continue on and find more generated land and finally come to the bottom of a massive mountain with various paths(more than a handful. Enough to make it explorable). You start climbing and find yourself about halfway up and you look over the side of the cliff and see a massive waterfall that oddly resembles the ones on the center. Then you come to the peak of these hills and you are on the center map. You get the idea. With all this in mind, we want the map as an entirety to feel like it will take some time to travel. We want to know that it is massive. We want to actually have too much space to build. We want to travel and have to stop and gather mats to build and protect ourselves during the night and then demolish those structures and move on to our continue our travel. We want to feel like there is not enough time in the day to actually travel to various locations. We want the map to slightly resemble a planet. Land claiming: Use the same idea as the dino leash that would outline a certain area but use a square or a rectangle instead of the circle. Once you place these land claimers, people are not allowed to build within 50 foundations of the outline on all sides. There are only 2, 3, 6 or 9 of these land claimers allowed in a certain area. I will leave it up to you to decide how big these are and how many (maybe 100x100 foundations and you can build as high as the build limit will let you). Once you place one of the claimers, you have from 12 to 24 hours to build a structure with the dimensions of 10x10x12 or the land claimer will demolish and you have to replace it. The claimers, once demolished by the timer, cannot be replaced for 48 - 72 hours. This is up for debate. Once you have placed the max amount of claimers in the area, you will not be able to place anymore, AT ALL, within 1000+ foundation length. Depending on the space, this could be changed as well. Also once the max amount has been placed, you cannot place anymore outside of the perimeter of those for 72+ hours. This should prevent claiming too much land for no reason. I think this will prevent the pillar spam issue everywhere and prevent blocking land from others for no reason. I think with all this in mind, this can make claiming certain land fair for everyone.
  4. Just a list of things i'd like to see in Ark If you dont mind reading, here's some things that i'd like to see in ark. Some of these I'm sure might be almost impossible with the current game's coding and how janky the mechanics would be, but I just think these are some things i'd like to see and my opinions on certain changes and whatnot. To start off, i personally like the old rex model before the TLC better. I don't know why but I guess the face looks more appealing to me. I don't know if anyone else has the same opinion. There are also some things i' d like to see that might add some more realism into the game. For example, -Being very close to some types of ally dinos would provide warmth, even in hot places. -taking off with a flyer may need a small run up animation, to catch air instead of just taking off (though this may not be all that helpful for situations like trapping or pvp) -wild dinos make more ambient noises as you come closer, especially herbivores as they would become more anxious/on guard -STARVING OR DYING OF DEHYDRATION DOES NOT CAUSE YOUR LEG TO BREAK -more dino calls, like threatening or forecalling and dino crouching, or laying down to regain stamina faster (though this may be hard to implement on console, but it could have some button shortcuts, or use d-pad) one i'd especially like to see is a sarco hiss -like I've stated before, the egg gender ratios with certain frogs and crocodilian dinos -more realistic behavior in the AI, which would include the different calls and pack hunting -higher horse jumping! Because horses jump higher than they do in ark. Do be honest the height of an equus jump is just depressing. Atleast have like deinonychus jump height -wyvern gliding and please give some flyers at least a nerfed Griffin ability -a scent ability on some carnivores that could track wild creatures (shown by a line on the ground or footprints), and footprints in general -some dino resistance if you're about to jump or walk off a cliff, such as a split second slow in walking. This could save alot of lives -feathered dinos that use feathers for flying or gliding would have to wait for their feathers to dry after being in rain or water (this could be just a few seconds or could be changed in settings) or a shaking animation could come in to dry off faster. I really like this idea, and since birds can't go into the water (like argies) in rain they would get wet and couldn't fly as well. You might see alot of players not flying in the rain or just standing around waiting for their birds to dry after a rainstorm -wet feathers and fur - your dino automatically swims to the surface if it is in deep water, because real animals aren't just going to sit there until they drown because you didn't tell them to swim -small blood trails if a dino is injured badly -.....why can you ride a phoenix..... -in constant extreme conditions your fortitude slowly raises due to becoming used to those temperatures, and when exposed to the opposite it immediately starts to go down -all dino eyes reflect light in the dark, while troodons and other dinos who's eyes glow in the dark just glow, somehow there could be a difference you could see -being able to pet all of your dinos! I'm sure there's more that I just haven't thought about at the moment. Now don't get me started on S+. I honestly just really want S+ features to be in vanilla ark, especially for us console players who don't have access to it. Ark building can be really frustrating and really hard. There are also some building materials that aren't available on regular ark that would work so much better. I hope you agree with me on some of these and feel free to add on or argue with them.
  5. I was thinking about the recent @complexminded "Weigh in" poll about Legacy & new modes. Somehow it's always been assumed that new modes are for PvP, about competitiveness, about fighting. It's just the parameters that change, but never the basis for those new servers. Yet during the latest Twitch livestream, I'm pretty sure I heard the devs say that there are more PvE than PvP players (I'm not picking up a fight, bear with me). So why not come up with a new system that adds to PvE and (potentially but not necessarily) opens up possibilities of a new game mode if the devs deem it worthwhile ? In PvE, cooperation is more common than (duh) in PvP, because we lose nothing from others succeeding at taming or breeding or building or doing bosses. But what if there was an incentive for it, that also added challenge to players ? What if game mechanics could prove useful for players who want to semi-RP or RP ? So here's the idea : introducing professions. It could be something you pick at lvl 1 and that only a mindwipe would get rid of, but it could also very well be something that is determined by the engrams you unlock. Both systems could work imho. Basically you could decide to specialize in some activities, that would give you an individual boost. Better farming rates for the Farmer. Better mutations chances for the Breeder. More melee per level for Mercenaries. That improvement would not be server-wide, but also not tribe-wide, really depending on your own choices, making your character progression unique. Nothing would be impossible to you (the game is still a sandbox where you can do whatever you like), you just benefit from specializing in some things. That would also come with weaknesses, so different people or tribes would work together ; for instance a Crafter makes amazing saddles & tools out of BPs, but benefits from the help of a Soldier as an escort to do bosses. You get the idea. Simply told, it could just make people see their game differently, try different combinations, cooperate more. It's very compatible with server-wide economy. It could also prove a nicely flexible depending on the kind of player you are (not able to invest dozens of hours per week ? become a Merchant, move into a shop designed by a Mayor, and just trade stuff when you're ingame, don't worry about keeping a base from despawning). Plus, some people just don't like some aspects of the game but enjoy others, and specializing can turn that into a plus. There's also the replayability factor, of course. I don't necessarily have all the details ironed out, though obviously I have more examples in mind There's a lot of wiggle room for the devs to implement something fun, flexible, but compatible with what's already in the game. I just feel like it could be cool and would expand the possibilities of Ark, even after all these years.
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