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Found 6 results

  1. So when i joined my Official The Island EU Server yesterday, i was greeted by a Giga near my base, so i decided to Tame it (Lvl 100 Male). Dropping it was very easy but then a Problem arised, no matter how much Narcotics i would give him, his Torpor rose at normal speed, but then dropped by 500ish points in between the rising ticks, so after about half an hour and 3000 Narcotics (Dododex suggested 400) he woke up and proceded to drown himself in the ocean. Is this intentional? Because normally the torpor does not drain while a narcotic is in effect. The Server is a bit laggy since it's always at 70/70 but with other tames this didn't happen. So Wildcard, please Fix (or explain)
  2. I'm wondering if there will ever be a possibility to use things like Boa Venom and other toxins in stronger tranqs or narcotics? Wouldn't it make sense in a world where everything seems to have a poison or venom that knocks you out, that we as survivors would implement them into stronger poisons and tranquilizers for the larger, or harder to keep down dinos? I just think it would be fun to work up to the knowledge of making stronger narcotics we can use in the field out of the poisons found in the environments while traveling.
  3. Addiction disease

    so a few days ago we were celebrating birthday of our alliance member and we had a party on top of our tower where we were firing fireworks, jumping with parachutes, eating custom food, drinking beer and eating narcotics just for fun and screens. and the next day I came to this idea. eating narcotics by humans should be addictive. why? it is so in real life. also we have disease mechanics in game and devs said once they'd like to extend it. and this is also cool because it is not infectious disease. how to get? like after 30 min of eating narcos and being unconscious for 2/3 of that time. or something like that. consequences? on first stage of disease you'll have to eat 1 narco per min to have your stats same as before, other way you'll be starving really fast, loose stamina and strength. if no narco given for 10 (maybe 30? I think it better to keep short time) min you'll get next stage - rage. you'll get a boost to your stamina and speed, it will give you glowing eyes and stuff. you'll get ability to break handcuffs and cages (hi there pvp people). after 1-5 min of rage stage you'll die. this will make caged people happy, should be enough time to break and run away.. or in case of fail alternate way to "run away". yep. how to avoid/cure that? don't eat narcos! drugs are bad. mkay? also high fortitude will increase time needed to get addiction. and ofc there should be something like antidote (idk how it is called really) to cure that. what sane person would eat narcos? hm.. I know on pve people like me and my friends will eat them for fun at parties. also eating a narco by human can give you a small boost to some stats like stamina and strength. on pvp as I know people are force fed with narco when caged to keep them unable to move so they can't commit suicide. now to convince you what it is great idea and it should be implemented (and also to take my thought to a logical conclusion) I need to write something fun and enchanting, but I'm out of ideas.
  4. Narcoberries, Narcotics, and biotoxins effect on Taming Efficiency Me and my friend got into a heated argument over whether or not narcoberries, narcotics and biotoxins have an effect on taming efficiency. Can someone please answer this question for me and perhaps provide a spreadsheet?
  5. Narc'ed Bait

    I was taming a raptor, had her full of narcotics, and a Rex came and ate her. I was pretty bummed, but it got me thinking. If a Rex ate a Raptor that had 25 narcotics on her, shouldn't the Rex pass out? I think it would make a very interesting game mechanic. It would be safer for the player than tranq arrows, but also harder to pull off. You have to first take down another dinosaur, load it with narcotics, then lure their real mark to the bait. If there's enough narcotics on the downed dino, the one that eats it passes out, but any extras just go to waste, they don't carry over and end up in the eater's inventory. What do you think?
  6. A little introduction: I play a lot of this game solo, or in small groups (less than 3 in a tribe). I understand that to get ahead you really do have to be in a big tribe, else you are simply out-produced, and I understand that this game is designed to be played by those bigger tribes, not so much solo / tribes players. That being said, playing a lot of solo myself, my biggest problem are these: a) It takes a long time to tame a half decent dino (level 100-120), if its a herbivore it takes super long (often 6+ hours at that level), if its a carnivore, your often looking at 3-4 hours of straight prime collecting by yourself on a ptera, with a calculator and timer in the background so you can rush back and narc it. b) It is too difficult to get kibble, first you have to tame enough creatures for a steady supply of eggs, which is task in itself depending on what eggs u want. Second, you have to keep those eggs safe, long enough, to acquire enough to tame that 120. Single players get raided every other week, so this is almost impossible. It should be noted that as a solo player, we don't need a perfect 120 rex etc, just what I would call, a 'usable' tame, something safe to take out in the wild and kill a rex or 2, but not something you could kill a high level alpha raptor with. My last tame that achieved this purpose was a prime tamed direbear at a wild level 108... it took 3-4 hours to tame, and came out at 140ish, it would get stomped by anything kibbled, but against wild stuff it kept my survivor safe if I wasn't being an idiot. That being said It is very hard to give solo/small tribes a helping hand, without that buff being used by bigger tribes anyway. I have recently had an idea surrounding the taming mechanic that I believe can achieve the above buff for solo players, without changing the end-game in any way. In addition, it would make 'getting back on your feet', whether in a large tribe or otherwise, somewhat less painful. Which I think is an important as it keeps the PVP fresh and challenging to have your opponents be able to build back against you faster. The idea: (the TL:DR paragraph) I propose the use of stimulants/stimberries (and/or) a cooked alternative item (could incorporate a meat or other berries or whatever) to be remote used in the inventory of tame. The effect of remote using these items does a few things: - The 'total time' of the tame decreases. - The rate at which the tame goes through narcotics, increases (proportional to the total time decrease ... note that the item itself doesn't lower the torpor, just speeds taming process) - The rate at which the tame goes through food, increases. (this could also be proportional, but I would suggest it should be increased two-fold for balancing, thus you require 2x food) - The taming effectiveness is reduced to 0 as soon as a single( stim berry / stimulant / this new cooked item) is used. The predicted positive fallout due to this change: This allows for people to quickly tame something if they have the prepared resources beforehand, this means: - This allows new players a choice when taming their first low level creatures. (Do they stockpile the extra food / stimulants / narcs, to have a shorter/safer tame time with 0 taming effectiveness)... or do they do it normally, with less food, longer time/less safe, and with the potential of added levels due to taming effectiveness) - this allows solo or casual players to reasonable tame high level/120 creatures, with no kibble (that hardest thing for solo players to get as they get raided too often to be able to reasonably keep their egg storage's for long enough to make enough kibble to tame) , but at the cost of no effectiveness (so it tames out at 120) - Large tribes who use kibble for perfect tames are not affected (positively or negatively), the 'end-game' dinos such as perfect kibbled rexes, quetzies etc can not be acquired through this system, and kibble is still a valuable resource for scoring those "perfect" tames. - This allows freshly wiped tribes (big and small) who have managed to safe their hidden cache of taming materials, to quickly grab a new low or moderate level anky/mammoth and quetz to get back into the game, and keep the pvp coming. Unintended consequences: - Making a kibble farm would be easier, as if you had the resources, you could quickly tame up a bunch of low levels in much less time than usual (obviously no one gives how much taming effectiveness is lost for a tame intended to sit and lay eggs, and nothing else). How much of a buff this would be to egg production for everyone involved, and whether it would be game breaking is up for debate. If needed, this could be offset by increasing egg timers, but I don't think the effect would be bad enough to warrant such a nerf as so-called 'alpha' tribes are going to tame large amount of creatures regardless of this, if anything, this would allow moderate sized tribes to establish egg farms quicker, and therefore keep the PVP fresher. This would also help smaller tribes / solo players establish egg farms - but like stated above, the unintended buff effects everyone equally. Conclusion: I know this has been a bit of of a wall of text, but I hope the headings made it easier for those skim readers to get the gist enough, and don't apologise to provide the depth of the idea for those who may of wanted it. In my opinion this is a elegant tweak of existing resources that only adds to the decision making of players, and helps round out taming mechanic of the game. If such a system were implemented, we would be left with the following (realistic ingame) taming choices! 1) tame a low level, for minimal resources, and lowish time taken, just to get something to ride or as an egg producer. (eg your first trike hand picking berries) 2) tame a higher level, for usual resources, and a longer time, because you haven't got the materials for stimulants, or you want those added levels from taming effectiveness. 3) tame any level, for high resources, and shortest time, because you have the resources, and you don't care about tame %. You're after a high level usable mount, and you've offset the tame time with aforementioned preparation of mats. 4) tame that 120(150 on the center) perfect kibble for high resources, short time, because your worth it, maybe its born with it, maybe its maybelline. Cheers all, if you would like to see something like this ingame, chuck a comment with your thoughts (Especially if you see other untended side effects!!!), and maybe a curious dev will skim read it too!