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Found 23 results

  1. Gigantopithecus (and a few other creatures) use Helmets as saddle replacements to get armor. Sadly, giving them a helmet is rarely feasible because they brake very fast and higher quality ones are expensive to repair. I think helmets should not lose durability when worn by a creature, or at least lose it much much slower.
  2. Since Dire Bears are omnivores, they can't eat Veggie Cakes. I (and many others from what I've seen) think they should be able to use Bee Honey as Veggie Cakes (and/or get some other buffs ). As honey collectors, they should also extend the spoil timer more than normal creature inventories, increase Honeys stack size in their inventory or something similar. That way they should become decent boss fighters
  3. It is actually hard to build a cryofridge for solo players on PvP servers and sometimes problematic to do so on crowded PvE servers, so let people drop stuff on supply drops and obelisks! It would add more exploration when transfers open and also allow people to create more ingame activities and situations using that. Also it would make bosses a bit easier as moving dinos to them, it may also stop players from placing turrets and blocking off obelisks just to drop cryos on them or something like that.
  4. I'm loving the new POI system, and I had an idea to improve it further. There should be a straggler-detection system where, if enabled, creates a POI on a dino that's more than a set distance away from whatever it's trying to follow. If you're doing something like running a convoy, it would be a good way to know early that your dino at the back didn't get stuck on a rock or get into a fight with some piranhas. Downside I can think of is that I'm sure this will add even more server overhead. That's why I suggest keeping it off by default.
  5. It would be great if chat worked and didn't replace th ha etc with """ but what would be really great would be the ability to mute other players. Someone being an asshat? Mute! Boxes for text? Mute! Someone reciting Vogon Poetry?... Anyone else think this would be a quality life improvement?
  6. Hi, I would suggest disabling dino / creature transfers from DLC maps to non-DLC maps and in between them. Reason for suggestion is to make maps unique in fightining style, immersion and make game less "newest map = new meta" The Island is balanced around dinos found on that map, so allowing transfers of wyverns, manas, mewings map seems so small to travel from one side to another. Abberation was so unique cause map is no flyer relient, and imagine adding flyers there map would lost its meaning, immersion and unbalanced. Lack of content or QoL that new dinos offer could be replaced with another existing dinos on another maps, like Procoptodon can have Meawing abilitys ect or dino that already serve no bigger purpose then being unit for meat runs.
  7. Could we please have the ability to turn off mouse acceleration while simultaneously disabling third person camera interpolation. Currently when using the third person camera you can only choose to turn one off making third person movement feeling clunky and unresponsive. This is mainly an issue when playing on pvp servers where having reactive controls is essential to satisfying and skillful gameplay. This issue has been a prominent missing QOL function as seen by the countless reddit threads, steam discussions and articles all voicing problems with ASA's handling of camera controls. I hope this reaches everyone well and happy surviving!
  8. A lot of games that are in 3rd person have an easily accessible free look mechanism. Ark has orbital camer but it is clunky on consoles. Currently the RB button and RT both perform as an attack. I'm proposing to switch RB to a third person free look when held. The functionality I'm speaking up is identical to how pubgs free look works on consoles. I hold RB and move right stick to look around you while your body keeps the same orientation. Whenever RB is released the camera snaps back to the way your character was looking. This would be a huge QOL improvement for console players. Thanks
  9. I'm not saying that all flyers should have dives with the speed of a Snow Owl or Griffon, but I feel like all flyers should have some form of the mechanic. I think with the removal of movement speed leveling on official servers it would be a good time to implement something like this! I believe it would my aerial battles much more dynamic as well. I think it could also be a good way to implement features that make each flyer more unique as well. A really big creature such as the quetzal diving would create a lot of wind pressure, maybe enough to trigger a wind gust like the wyvern wing flap? I just feel that diving makes sense as a base mechanic for flyers, and would also create a new opportunity to make some flyers more unique or useful in new ways!
  10. I would love to see a sort of breaching mechanic for water tames in ASA. With the new water physics I think it's a perfect time to implement something like this. My idea is when the creature leaps out of the water you can dive back in for a small speed boost. There are of course tames that this wouldn't make total sense for (sorry Plessy) but seeing Ichthys, Mantas, or even Megs breaching out of the water would be an amazing sight to see!
  11. Co-Contributors: StarJackalope & Tricky Ricky It turns you into spiderman and feeds you drugs! Why Choose Calva? (TL;DR) The goal of Calva is to foster a more enjoyable experience throughout the game. It does this by striking a satisfying balance between fun, fresh, and practical. Calva is meant to not only be useful on The Center but all maps in ARK. Calva is a skill based movement tame, QOL taming aid, and living IV drip. Calva essentially turns you into spiderman, acting like a bloodstalker in backpack form (Calva is a shoulder pet), shooting mucus to propel your character through the ARK. It is also a sanity saver by being an automatic narcotic feeder to keep tames asleep. Not only can it feed items to your creatures but also to your survivor! The idea is Calva will help your character survive by feeding it stims, med brews, soups, food, water, etc. Continued… The thought process for Calva is similar to what the Sinomacrops was to Dinopithecus. Sure it’s not as flashy as the Dinopithecus but boy is it useful and fun. The design for this creature takes heavy inspiration from modern day Nudibranchs. Nudibranchs are toxic sea slugs with impressive displays of color (Calva will be land based however). Similarly, Calva will be able to excrete toxins and tonics to help your survivor throughout the game. The bloodstalker is one of my favorite creatures in ARK. It has awesome movement abilities. However, they can feel quite clunky or even unusable in small spaces. Calva is meant to fit in that niche. Calva has the silk movement abilities of the bloodstalker but in a more compact package. Furthermore, Calva will save you grappling hooks! The exact look of Calva is not so important to me as is the general idea, that is bright and colorful. Hence why I have multiple options above. It would also be awesome if it could glow, nothing crazy like a glow pet but similar to the way that Aberrant creature variants can glow. This would also tie in well with the underworld vibe where it spawns. The lines Calva uses to move will also glow. Abilities Living IV It can feed your character consumables to keep you alive! Place consumables in Calva’s inventory and it will automate the rest. Low on HP? Calva’s got med brews. Low on stam? Calva’s got energy brews. Feeling sleepy? Calva’s got stimulants. Hungry? Calva’s got food. Thirsty? Calva’s got water. You get the idea. This has a lot of potential for chaotic situations when you want to focus more on movement or fighting rather than watching your meters. This ability can be accessed via the radial menu for Calva (including while it’s attached to you). Similar to the Daeodon’s auto heal option, Calva will have an auto feed option. This concept also applies to taming wild creatures which is explained below. Travel In Style 😎 Calva is amazing at movement! Calva is a pocket sized version of the bloodstalker and can shoot 2 mucus lines at once. With this ability, you are able to traverse many types of landscapes and small spaces with ease. This tame is perfect for navigating the overworld, underworld and redwoods. The Center has lots of stone pillars covering it, these are perfect anchor points for Calva! With the slug equipped you also take reduced fall damage - due to the slime of the slug cushioning your fall. This all culminates for a fun and satisfying travel experience. Like any shoulder pet, you will be able to use weapons and tools while it is attached. It has skill based movement where you can do flips and tricks to gain movement speed and stam similar to the hoversail. The idea here is that Calva is slower than the bloodstalker at base but it can get faster than the Bloodstalker as you land more tricks. Think of this similar to the damage difference between Gigas and Charcas. Automatic Narcotic Feeder Calva can be attached to unconscious creatures while taming. From there, it can inject narcotics placed within its inventory. As the taming dino’s torpor drops, Calva will keep it asleep by feeding it narcotics for you. I’m imagining this will work similar to the Noglin. Calva is on your shoulder. You look at a valid target. The crosshair turns green. You throw Calva and it attaches to your target. Simple. Taming Efficiency Saver Calva can act as a taming efficiency buffer by absorbing damage taken to knocked creatures it is attached to. Calva will absorb as much damage as it has health until it is killed. This gives Calva a use for creatures that have low torpor drain and might not need any sedatives. Calva will still be useful for peace of mind. Taming Consume Broth of Enlightenment Calva will only attack when you have this buff active, the idea here is to stop wild Calva from getting annoying when you don’t want to tame one. This is also somewhat difficult to make which adds to the taming experience. Approach Calva Calva can be found in caves and the underworld parts of the Center. It takes you for a Joyride Calva will latch onto your character and begin swinging you around. During this time, Calva will begin applying torpor to you in an effort to put you to sleep… and eat you. Calva will apply torpor in the form of feeding your survivor biotoxin, which it naturally produces. Stay Awake Calva will be swinging around while it's attached to you. It will periodically land for a brief time at which point you have a window to consume stimulants. This timing aspect should feel similar to taming an Equus. This taming process will be more forgiving to those with higher fortitude as it will take less stimulants to tame. For each missed stimulant consumption you will lose taming effectiveness as well as be more likely to pass out and be killed. Taming Complete! If you stay awake long enough, Calva will be tamed! Higher level Calva will apply more torpor to your survivor, to build trust and thus be tamed. Notes My idea for this taming method is that it's more or less the opposite to the traditional taming method. The creature tries to put you to sleep rather than the other way around. Stimulant, as far as I know, is not directly involved in taming any creature either. This taming method also ties in well to how the creature functions when tamed. Location Calva is a slug and thus prefers damp places. Calva will spawn in the underworld and cave regions of the Center. Calva can be found clinging to the walls and ceilings of these environments. Abilities Continued These are some other ideas I had but they are not as important as the previous ones. Water Boost Calva is based on a sea slug after all. Your character gains a small swim speed increase with it attached, somewhere between regular swim speed and flippers. Taming Grapple Able to grapple creatures and stay attached even after aggro. This can be helpful for taming creatures that flee. The idea here is you can use bolas/net guns to trap things temporarily and when those timers are up you can still keep up. Zipline Calva can make temporary mucus ziplines. As well as allowing the player to slowly inch up ziplines. Sticky Lines The worm can also make sticky lines that can be used to slow enemies. Backpack Buff Adds +50% inventory weight directly to your character's weight stat while equipped. Parachute A mucus parachute can be activated every so often with a cool down. Biotoxin Farm Calva will passively produce biotoxin. The Achatina can make paste and the Tuso can make oil, so why not give the other mollusc some passive production. Balancing First off, and what you are probably thinking, Calva is NOT meant to replace the Bloodstalker. slugs cannot shoot mucus as far as the Bloodstalker slugs have much less HP than a Bloodstalker slugs are at base slower than that Bloodstalker but do have much better handling for small spaces slug lines glow and are easier to spot but… it's also really cool Calva can’t directly climb walls Calva can’t double jump Calva can’t walk on water Calva doesn’t eat you when it’s low HP IV ability - This has the potential to be OP Med brews and blood packs could have a cooldown between feedings There could be a cooldown after taking damage before Calva will start healing you Notes It’s also worth mentioning that when the Center map releases, Bloodstalkers will not be released yet. It will likely be several months before Genesis releases. I don’t see the soups or food/water being much of an issue balancing wise but I could see the healing aspect getting annoying in PVP situations. It’s hard to say. Calva isn’t doing anything new here, it's just automating something players would normally have to do manually. References (Calvapilosa kroegeri) https://www.livescience.com/57768-ancient-spiky-slug-explains-mollusk-evolution.html https://hoopermuseum.earthsci.carleton.ca/gastropoda/fossilrecord5.html https://slugterra.fandom.com/wiki/SlugTerra_Wiki Used some images and gained some concept inspiration from this show. https://openart.ai/ Used to create some images. Glaucus atlanticus - from GETTY IMAGES used as base image for AI.
  12. How frustrating is it to look at your egg incubator and see that your baby dino has a stat mutation but then have to proceed to manually compare the stats to see which stat has received said mutation? I think it would be a fantastic QOL function to remedy this inconvenience by having the incubator itself identify the new mutation for you.
  13. 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!
  14. With the upcoming closure of ARK: Survival Evolved Official Servers at the END of September and the release of the UE5 ARK1 Remaster, or ARK: Survival Ascended, I want to put forward a large collection of ideas for the Devs. This will be an IN-DEPTH List of changes and balances to the overall game. This is of course, a list of suggestions that I hope to give to the developers to look at and take ideas from if they wish to. Hell, they may have already had some of these ideas, but I want to put this out here for them anyways. Map Suggestions: Removal of 6x structure damage that exists OUTSIDE the boundaries of a cave. Many caves hold this issue, especially regarding Center Ice caves, Center Pearl cave, Fjordur Dragon Terminal Cave (Front Gate Entrance) and Center Lava Dropdown cave. Rather than the 6x stretch to be 40+ foundations away from the entrance of a cave, I suggest these 6x boundaries stop at a maximum limit of 5 foundations away from a cave entrance. Additional 6x structure damage to caves that don't have it but are counted as caves by the game's own code. Referring to the INI line "AllowCaveBuildingPvP=false" that was added for conquest servers during the no cave building season. Removal of 6x Structure Damage from Ocean "Boxes" on Gen1 and Fjordur. Massive entrance Under Water spaces that fundamentally serve more closely as Underwater Bubbles (Like on Center) than caves. I reason, if Center is allowed 1x Underwater Bubbles, then the same should be argued for these "Boxes" that aren't just "Caves". Removal of 6x Structure Damage from the Fjordur "Realms". The separate biomes like Gen1, that suffer as largely unflyable spaces due to the way it is counted as a cave. They are 3 additional large spaces to play in, PVP in and more, and are rendered half useless because any building spot that looks decent, is all 6x no matter what. The same going for travel being severely limited to only Desmodus and practically banning all other forms of flight because it treats the realms as caves. A Fix for Center Underwater Bubbles to properly allow the uncryo-ing and teleporting of tamed creatures into them. They are largely untapped base locations simply because they are largely unusable because of this bug. A Fix for limited building spaces, such as a large cave on Extinction that you cannot build half of, due to the way the terrain around the edges of its interior prevent placing anything past a certain point. Addition of wild creatures where they used to be in their modded map versions or are placed during gamemodes like conquest/classic. Biggest example of this is the addition of Reaper Queens present on Valguero Classic/Conquest Servers. Or the removal of Rock Drakes off of the Valguero and Crystal Isles maps on release. More or less, looking at Non-Story maps and re-adding or newly adding creatures to balance them out individually, still keeping in line with their release periods and corresponding story DLC that came before. Aberration should have some larger subdivision of its spawn biomes, like Genesis 2's Eden ring being subdivided more than it appears to be on the surface. Examples of this being: - Separating the fertile lake water spawns from the rivers and adding unique lake spawns in the deep water - High up locations having unique spawns and creatures as opposed to sharing the same spawns as lower locations - Redwood tree locations being a more redwood-based spawn type area while still retaining aberration feels - To go on top of that, there should be additional aberration variants to go along with any potential spawn variance that could get added via this subdivision (Ab terror birds, compys, actual spawning dimorphs, araneos and megalania, etc. etc.) - Radiation area being split up to include newer spawns, or more uniquely separated spawns, - as well as make reaper queens rarer by the same nature. Maybe mix their spawns with reaper kings to increase their rarities or something? I also think the aberration surface could benefit by a closer resemblance to the lunar biome on gen 1. That being non flyer non giga tek spawns, maybe some lower gravity, etc. Additional Rockwell Innards entrances and a change in how building around it works. Allow turrets but retain the damage multiplier on structures. If anything, block building within a decently sized radius around the heart/Rockwell prime terminal if that's the concern. Dino Suggestions: I suggest every variant should have different advantages across the board (better than the typical "aberrant dinos have 3% less hp and 5% more damage" that makes up the current standard. If they don't get those advantages, Most variants, if not all of them, should be breedable with other variants instead. (IE, Aberrant Spinosaurus breeds with X-Spinosaurus type stuff) Or at least living variants breeding with other living variants and not TEK ones. To list off examples of the first idea however: - I think Aberrants should be more resistant, maybe like 10-20% more resistant against damage from turrets/bullets but maybe not dinos, and should ALL be radiation-proof to give them value compared to their vanilla counter parts, or some other effect that gives them an edge just like it. - Another example being X-Dinos being more resistant to Dino damage but not turrets/bullets or perhaps instead, dealing more damage to creatures and taking more damage in return as opposed to taking less. - Or even another idea being the one often seen in mods where TEK Dinos do bonus damage against element-related creatures such as Extinction's Corrupted variants, Gen2's Rockwell biome(s)-specific R-variants, and Rockwell created/influenced creatures like Shadowmanes, Reapers, Nameless, Noglins, Summoners and other creatures like that. But in return perhaps they take bonus damage from explosive type damage such as TEK Turrets/Rifles, Grenades, Rockets, C4 and the like. - These types of advantages would be pretty cool to play with among the variants to provide more of a reason to raise those particular creatures over another variant of the same creature. This would however, then require an advantage that Vanilla creatures get over other variants to balance the gap between them all. I don't know, I feel like there's SO much you could do with the variant related content in this game to vary it up more and it tends to stagnate pretty heavily these last few years in my opinion. On top of changing the variants we do have, I think we should get some more map specific variants on other maps, like Center, Ragnarok, Scorched Eartth, Valgeuro and more and more. Now that idea may be pushing it, and might increase the game's size far too much, in which I'd get that. But at least our old friend and story map Scorched Earth could do with having variants of its own. Every story map since Aberration has had variants of some sort, I'd like to think Scorched should get a set of its own too. Tusoteuthis should have a VISIBLE "struggle to get free" minigame like the Bloodstalker and Tropeognathus do. They also should get dismounted by Shadowmanes rather than their current complete immunity. Should also nerf their damage output by half given that their base 85 damage becomes triple that for every mouse click, because of the way Tuso attacks are coded. Dunkleosteus should be immune to nets and shadowmanes, and be the true soaker of the ocean given its bulky look and natural armor, offering rider protection similar to a Trike's. With that in mind their HP pools should be at least double what they are to compare to the sheer volume of HP that Basilos present to the table. Basilos should NOT be immune to nets and shadowmanes. While they serve wonderfully as an immunity to Cnidaria, they posses far too great an HP pool to be immune to these things. Given that their maximum HP when capped out is nearly 700k currently, I feel they should be nerfed to be closer to 400-500k OR take a slight bit of extra damage from turrets. TEK Mosa Saddle Revamp. Instead of it being another Megalodon Saddle, why not make it similar to the Space Whale turrets? You could add 2 mountable TEK emplacements and maybe the rider gets access to a large TEK cannon similar to the Stryder Chest Cannon. It would add some unique usability to the Mosa in PVP saddle wise. Mosasaur itself, If you then also increase Mosasaur bite damage to be equal or slightly more than a Tuso's total output, they would serve as a Tuso rival while still being able to be messed with by a Tuso's ability to pick it/rival it. Remove the ability to bleed Brontos, AND Titanosaurs. Rebuff Bronto Saddles to the past 100 armors they once held, same as racers. And Rebuff Bronto HP to sit MORE firmly in-between a Racer and a Megachelon. They are huge creatures that take full damage from most things, so having a bit more available health would make them more useful. Buff Titanosaur HP to sit around the same value as an Ext Titan (roughly 500k-700k) - Suffers from a similar issue Brontos have against Diplos, but in this case its Titanosaurs against 'Chelons, where a smaller creature scales BETTER than it does late game. Increase Turret Damage dealt against Brontos and Titanosaurs, ideally by a multiplier of 2x damage. Following that, give Titanosaurs the Mek damage multiplier and Download Damage Multiplier That Extinction Titans receive. Also make them transferable with the same restrictions that Extinction Titans receive. Increase Bronto and Titanosaur Resistance to Damage from NON BULLET Sources 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 without making them exceptional choices for turret fire. Allow Brontosaurus and Titanosaurs onto Aberration. I argue this merely because creatures like Megachelon, Ice Titan, Desert Titan, and Forest Titan are all allowed yet these Sauropods are banished to the shadow realm! Haha. Increase Bronto base damage to 80-100 dmg instead of 60. Also adding a Debuff that applies to CARNIVOROUS tames or, tames in general, struck by the Tail swipe of the Bronto. It could be called something like "Shattered Bone" 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. 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!) Titans, Ext and Titanos, should be allowed onto Genesis 1 and 2. If its a matter of terrain issues on Gen1, then just add them to Gen2 / fix the crash that occurs when someone attempts to download one. If not, I frankly see no reason to disallow them OTHER then the mission-cheese concern, which already happens with capped damage Gigas anyways LOL Complete Flyer Rebalance. And I do mean complete. They should all be significantly harder to obtain, as getting off the ground early is a very significant game changer in both playstyles. - Pteranodon's could be like 40-60% faster overall. Their stats however, are fairly well placed. - Argentavis could be somewhere from 70-100% faster overall, and picking could be rebalanced to have larger range and slower animation for a wider range of utility in combat. Currently they are too slow and too easily targeted to have any sort of utility in the PVP world. And for PVE they get overshadowed by a plethora of other tames for both flight and end game farming. - Desmodus could be about 30-40% slower, given that they get a saddle and a full dive like owls or griffins AND are breedable with the ability to take out weapons with a wide ranging pick. I think many could agree having them be slower is a very fair deal, especially since in an early game environment they are largely tamed as easily and numerically as Pteranodons. With that said, I also think they should be harder to tame. How exactly to achieve that, I am unsure of as of this update. - Snow Owl dive bomb-ing into the ground currently applies a slowing effect. Instead, I think it should apply a freezing stack like the Rhynio's resin stack, and that mechanic should be universal across all freezing mechanics. (IE: Amargasaurus Ice Spike should have a visual indicator for it's freezing mechanic, and coordinate with the owl, Managarmr, Ice Wyvern, Fenrir, and Ice Titan freezes, obviously applying various amounts of said freezing stacks. By utilizing the same mechanic, you could then set up the mechanic to either last longer via specific means or be cuttable with a sharp object like how nets or resin sapping work, or even blunt objects for freezes to directly oppose resin/net requirements) - Rhyniognathas could do with less health scaling, and/or some way around the resin armor. Perhaps bonus explosive damage? Or additional resin cost as damage is applied, inducing the idea that the damage is "chipping" away at the armor. Maybe after a fast enough amount of damage is applied, it forces the resin armor to turn off because it all got "chipped off" too quickly. - Crystal Wyverns need to be harder to tame outright. They prove to be so easy to tame on fresh start, largely due to note runs outpacing their level requirement. Perhaps instead of a basic passive tame, they could be reworked to be more like other, newer creatures that have unique taming methods. - Ice Wyverns need a change to their breath mechanic to be better utilized. Perhaps an increased range. And/or something like a proper full freeze if you stack enough times similar to the Rhynio's resin. (See Snow Owl Example) - Fire Wyverns could get a better range to their fire breath, as the way it tends to function while moving is often outdone by the ranges of crystal wyverns with similar, if not identical breaths. Seeing as It's reused by Ice and Crystal Wyverns, I'd much rather see both Ice and Fire be unique compared to Crystals and the other Wyvern Variants. - Voidwyrms should be only raiseable by eating element or some other robotic part. Whether its ore, dust, shards or hard element, or even just metal, poly, electronics, or crystal/oil, it should be element or machine ingredients for a TEK machine. And honestly, that should be true for all the TEK dinos. Meat and berries unfortunately don't make that much sense in the context of TEK machinery. This would also make them significantly harder to raise, as late game creatures should be in most cases. - Tropeognathus could to have armor to their saddle the same way Andrews do. This would bring them into better competition against a creature like the Astrodelphis, which currently far exceeds the Tropeo's capabilities. The fact that Tropeo's, when force-landed by something like a Voidwyrm or Shadowmane, physically cannot take back off until it touches the ground is another major flaw, that could be a cool mechanic when applied to ALL flyers, but when applied to only one, just seems like a major bug that could be remedied. - Astrodelphis could increase the cost of its saddle to function. I'm talking like an element consumption like a Tapejara saddle per laser fire, and double, triple or even quadruple that rate for the tracker balls. And if they aren't already, take full flyer damage in ASA. - Astrocetus should be breedable, or at the very least, achieve a better scaling to their health pool to match up to end-game capped damage creatures and weaponry. - Quetz... actually quetzals don't really need any suggestions. Most I might say is bring back Plant X only for platform dinos (not just quetzals but all platforms), and add a limit like gates have. Like maybe 4 or 6 plants total. Would make the plants way more utilized then they currently get to be on a normal basis. Shadowmanes, so you cant double click insta-target, should force the charge-up stun on land, and with a faster charge, still require a charge up in the air. The point and click is incredibly overbearing in many situations and I think Shadowmanes would be more wildly enjoyed if they weren't as such. Allow Andrewsarchus, Amargasaurus, Fenrir, and Fjordhawk onto Aberration. Given the current Aberration balance I feel these creatures fit the overall Aberration vibe and should be allowed to be present. Allow Fenrir's to be breedable. As they stand they lack the strength to be a player in the long run of ARK. The advantages they bring are far overshadowed by their inability to perform as such. Tropeognathus, as mentioned in the flyer section, has a glaring issue in which, when it is stunned/dismounted, it is unable to take off mid air like other flyers do. They are forced to fall all the way to the ground before they can take off again. I suggest either changing it to match other flyers, or changing other flyers to match the Tropeo. The latter of course would bring Aerial combat far closer to the ground, if they had to touch the ground to even take back off again I mean. More Alpha dinos! I think a lot of people would be happier to see more variety of alpha creatures. Mods like Shiny! Dinos do this really well utilizing buffs, and I think the game could benefit from something similar. More world-bosses like the Valguero-Broodmother, the Fjordur-Beyla/Hati/Skoll/Steinbjorn, and the Titanosaur/Extinction Titans as well! Structure/Item Suggestions: Miniguns across the board are wildly all over the place. I believe these should be rebalanced between the Emplacement, the Handheld, and the Andrewsarchus miniguns and given a set shooting range across the board, and varying damage values depending on which is being used, with separate advantages for each choice that simply isn't present in the game currently. TEK Tier lacks its own emplacement like the rest have. I suggest adding a place-able version of the Space Whale TEK Emplacement, balanced out with separate advantages to each to keep the Space Whale still viable to use between the options. Add a TEK or alternative defensive Saddle for Rock Golems, the only ability it provides however is the ability to soak up explosive Tek damage the same way it soaks up Heavy Turret Ammo. As is stands, it becomes entirely obsolete the minute TEK turrets are introduced to the field. Riot Armor has always lacked a true reason to be crafted by players, simply due to the lack of advantages it holds over flak. I suggest increasing Riot Durability to make it more pleasing to craft over flak, while still making it a cost vs effectiveness game with its particular resource costs. I suggest an additional tier of underwater armor between Scuba and TEK suits. A form of Armored Scuba that is weaker than Flak but has quality level unlike TEK suits on maps that don't have TEK suit blueprints as part of their loot tables. These are my current suggestions for this thread. I hope some of these ideas prove helpful to the Devs during their project to port ARK1 to UE5. Any further ideas I will edit in as I come up with em, including any ideas we as a collective come up with below on this thread. Hope to see what the "ARK: Definitive Edition" looks like on release day! Excited ngl
  15. Co-Contributors: StarJackalope & Tricky Ricky Why Choose Diptera? (aka TL;DR) (dip·teh·ruh) Diptera is a skill based movement tame and QOL taming aid. Diptera essentially turns you into spiderman, acting like a bloodstalker in backpack form, shooting silk to propel your character through the ARK. It is also a sanity saver by being an automatic narcotic feeder to keep tames asleep. Furthermore, Diptera toxins can be used to create hypnotic darts with the various mushroom effects. Diptera can also protect your character from radiation for a limited time, e.g. when your hazard suit breaks! The goal of Diptera is to strike a satisfying balance between fun, fresh, and practical. Aberration is a unique map beloved by many ARK players, including myself, and I think Diptera would be a great addition that all players, PVE and PVP alike, can appreciate. Diptera is a shoulder pet that attaches to your characters back. Note: I've had a bit of a design change for Diptera. It was originally going to be a regular looking glow worm larva but hey it's ARK were talking about here. I'm fascinated with the idea of Diptera mirroring visual elements from the Astrocetus. I added some images to better represent my idea. They are dramatized and are not meant to be exactly what this creature will look like. Taming Diptera can be tamed by getting high on shrooms with it! Upon approaching Diptera, it will immobilize your character with a silk net. Then it will attach itself to your character. At this point, it will begin demanding mushrooms or spores. For the mushrooms your character needs to eat the corresponding type of mushroom, including rare mushrooms. For the spores, your character needs to induce the corresponding spore effect. This can be completed by either walking on the correct mushrooms or entering a spore zone. Your character cannot be wearing a hazard suit for this as they need to experience the effect with Diptera. Your character can however consume things like stimulant to stay awake for cold spores. You can get out the silk net with a melee weapon. You can remove an attached wild Diptera by fire like the leech. Abilities Shoot Silk This is the primary purpose of the glow worm! Diptera acts as an organic grappling hook, with the silk ability you are able to traverse many types of landscapes and small spaces with ease. This tame is amazing at navigating caves and densely wooded areas. With the worm equipped you take reduced fall damage - due to the slime of the glow worm cushioning your fall. This all culminates for a fun and satisfying travel experience. It has skill based movement where you can do flips and tricks to gain movement speed and stam similar to the hoversail. Automatic Narcotic Feeder Can inject narcotics into taming dinos. These can be placed into its inventory and it will keep tames asleep. Can act as a taming efficiency buffer by absorbing damage taken to knocked creatures it is attached to. Diptera will absorb as much damage as it has health until it is killed. Spore Immunity Diptera will absorb the spores when your character is in them. Therefore your character will not experience the effects of the spores. Shroom Darts Can create mushroom toxins when supplied with enough of the corresponding spores e.g. running over red mushrooms to get the tripping effect. These toxins can be used to make darts that will induce the respective spore effect on your target. Radiation Buffer Can extract radiation from your character. Has a radiation immunity stat that depletes over time like charge. Zipline Silk Diptera can make temporary silk ziplines by using paste/polymer. As well as allowing the player to slowly inch up ziplines. Silk Taming Grapple Able to grapple creatures and stay attached even after aggro. This can be helpful for taming creatures that flee. The idea here is you can use bolas/net guns to trap things temporarily and when those timers are up you can still keep up. Sticky Silk The worm can also make sticky lines that can be used to slow enemies. Backpack Buff Adds +50% inventory weight directly to your character while equipped Silk Parachute This can be activated every so often with a cool down. Nameless Defense With glow stats similar to the shinehorn, the larva can keep the nameless away. Furthermore, Diptera is radiation immune so it can ward off the nameless wherever you go. Paste Source Wild glow worm nests can be looted for a load of paste similar to beaver dams on other maps. Balancing First off and what you are probably thinking, Diptera is not meant to replace the Bloodstalker Glow worms cannot shoot silk as far as the Bloodstalker Glow worms have much less HP than a Bloodstalker Glow worms are all around slower than that Bloodstalker but do have better handling for small spaces Glow worm silk glows and is easy to spot but its also really cool Not meant to replace Hazard suit, the radiation ability is only temporary Dossier(alternate idea of lifecycle) Wild: I can’t decide if this creature is ugly or cute. It appears to be the ancient relative of the glow worms I’ve encountered in my time visiting New Zealand, clinging to the cave ceilings of the bioluminescent zone, emitting a soft blue-green light. Diptera undergoes a fascinating life cycle, starting as a larval glow worm preying upon unsuspecting Shinehorns and the like. As it matures, it metamorphoses into an adult mosquito-like gnat with the ability to induce extended periods of sleep in creatures, as it drains them of blood. Domesticated: Diptera, in its larval form, exhibits a fascinating adaptation where it generates an organic grappling hook using an intricate silk-like substance secreted from specialized glands along its underside. This bioluminescent thread can be extended and utilized by survivors as a means of traversing these treacherous cave systems. The silk possesses impressive strength and adhesive properties, allowing survivors to swing across gaps, ascend vertical surfaces, and create temporary bridges to overcome obstacles. Upon reaching adulthood, Diptera possesses unique abilities beneficial for taming wild creatures. The Soporific Gnat has a specialized proboscis capable of injecting sedatives right into sleeping creatures! I have seen survivors load their Diptera with narcotics to keep even the most stubborn of creatures asleep. I have also heard rumors that Diptera adults can be pacified by allowing them to prey on you. It feels like karma for those survivors clubbing all those poor dodos on the beach…I’m looking at you Bob! References (Protoanisolarva juarezi) https://www.laboratoryequipment.com/595207-Oldest-Fossil-Gnat-Reveals-Postapocalyptic-Secrets/ This is a fossilized gnat larva, the oldest known diptera and it was recently discovered! Modern day glow worms are also in the Diptera taxon. https://onlinelibrary.wiley.com/doi/full/10.1002/spp2.1472 This larva was also likely found in a moist environment which is quite fitting for the blue zone of Aberration. https://www.intechopen.com/chapters/70376 Some phylogenetics about the diptera taxon. https://www.deviantart.com/heart0fink/art/Quin-514542605 This is one of the base images used for the ai generated images. https://stock.adobe.com/images/pirate-hook-and-boarding-or-grappling-hook-with-rope-hand-drawn-sketch-illustration-vector-black-ink-drawing-isolated-on-white-background/252071650 Image used for grapple (with permission) Open Art AI was used to help create the dossier images. ChatGPT was used to help create dossier entries. Special thanks to Metatrox for the amazing dossier template!
  16. Species: Titanomyrma parvagigan Time: Paleogene Diet: Carnivore Temperament: Territorial Wild After a long time wandering these aberrant caverns being attacked by her soldiers and drones, I finally found Queen Titanomyrma when I cautiously followed one of her soldiers taking a carcass to her ant hill, since the carcass is placed near the anthill. , there is a small chance that the queen will come out to feed while the workers take her to the anthill, , she was the length of a German shepherd and easily reached knee height. Once she sees a stranger approaching her territory, she won't hesitate to send her soldiers to attack, even if it kills many of her children. Domesticated many survivors destroy the anthills with the queen in the process to collect small resources such as meat, berries and fungi wood. Others tried their luck to camouflage themselves with Ghillie clothing and approach the anthill with a carcass, but the Queen appeared not to accept the kindness of a two-legged bush, she simply ignored it. When a survivor dressed in quintine armor approached with the carcass of a large animal, the queen saw this survivor as a king of her offspring and accepted him into her hive. Once the survivor gains the loyalty of the queen, she is able to quickly create an anthill and will start collecting resources that her king (surviving player) chooses from collecting the fruits and vegetables from the crop plot, to the feces of nearby creatures to base cleaning. Some survivors place these anthills to attack small animals and collect meat and leather or even berries and fibers from nearby bushes.
  17. a possibility to see the stats of the raw version of Ferox, as its stats are pretty much random as if it were another creature and it's not the stats of the smallest ferox being duplicated. it would be useful to be able to see the status of the raw version by the incubator buff or while he is still a puppy Another useful thing would be to increase Ferox's mating radius
  18. Similar to an ammo box but for crop plots. Installs on the irrigation line and allows you to store and distribute large amounts of fertiliser through a single maintenance point.
  19. Some of these may be able to use from mods, but most should be in the base game anyway. 1. Add the prim+assets (items, engrams) to the new game. You already have the code, just dust it off and upgrade it. 2. Refresh all the dinos. (Why can't a parasaur jump?) 3. Wagons. Give us a 2 wheel cart that can be pulled by 1 creature (raptor, pachy, or larger, up to maybe shadowmane size) and a 4 wheel wagon pulled by 1 large, or 2 smaller. Weight limits could be 2000 for the 2 wheel and 4000 for the 4 wheel, with the dino limit being based off drag weight (5× carty weight). 4. Cross breeds. Make variant versions of dinos breedable with each other. At the very least, combine any version when it comes to pack and mate boosting. 5. More breedable creatures, and better control of breeding. (Why did we get snail breeding and not Griffins?) Please keep this thread going, and add your own ideas. If we are getting a replacement ARK, make it better, not just new.
  20. Will we get player injury TLCs for ASA? Like breaking limbs properly like in combat, losing limbs all together or get scares from combat rather than just hitting 30 hp and slowing down. Will we be able to see frostbite set in on the character if your in an extremely cold environment for too long without the right gear or third degree burns and burn scares from fire if your hit by a fire wyvern, magmasaur or flamethrower? Since you are giving supply crates TLCs why not the playable characters too. I would love to see even tames on your side could even hurt you just enough to give you an injury. Like if you're riding an Equus and it gets hurt and you dismount to check it, and it bites or kicks you because it blames you for the injury. It could knock the wind out of you or break your ribs giving you a debuff or decreases you O2 for a short period of time. Or the same with a Megalania biting you, but instead of MEGA-RABIES, you get a bacterial infection that decreases your max health by 50% for a period of time.
  21. The dinosaur gateways we have are tall with a closed top and can completely ruin a look for people just trying to make their area look nice but also keep in dinos. A open top two wall high dino gate would be a nice addition. Not every pen needs to be super tall. Some dinos can use double doorways but some are just a touch too big, a gateway like this would be a really nice addition to the game and look nice too. Two wall wide and two tall with an open top! Please add this! This would also be perfect for builders who like to make stables, stalls, and what not for gates inside the structures instead of current dino gateways.
  22. These are some QoL Improvements I think could really set this new upgrade apart from the original since we are all paying for a brand new game. I believe you should have some focus on things like: -Mechanics First has to be Fixing Meshing, Hit Detection, Hit Boxes, Longneck Rifle Reload and fixing other Glitches the community has been begging to be fixed for years. I don’t want to list them all because I know you have enough YouTube videos and posts full of them. I’m pretty sure you guys have them all listed already. So I tried to think of some others I haven’t heard as many people mention but have heard demand for in the community or just thought they could help myself: Please make sure all Taming Mechanics, Boss Battles, Caves, Orbital Drops, Element Veins & Genesis Missions (1&2) are tested, balanced and actually understandable, playable, and passable. Please not just good ideas on paper but great ideas in-game and all running properly. This is massively important. There are not many creatures that need to be rebalanced taming wise, but a few. Like Amargasaurus for example. Boss battles/caves (especially Tek cave) could use some minor tweaks. Orbital Drops & Element Veins are more just a suggestion for a double check on balancing between tribes and solo runs. But Genesis (1&2) Missions could definitely use a rework, rebalance, retest, and some of the more repetitive missions replaced altogether with ones that are more fun to complete. Multiple Map Saves and 1 Back-Up Save on single player. 3 separate saves per map would be best but at least 2 separate saves per map. Allowing us to keep an original playthrough while being able to start over without losing past builds and progress. Plus One Back-Up Save of our current playthrough in case of a glitch that breaks our game or something so we have a save that we can roll back to. Keeping split screen couch-co-op is highly suggested also. As well as, if possible, to make the non-dedicated servers on our consoles run any better with its 4 player count. Anyway to use the Next Gen Hardware to make them a more viable option. Not increasing the player cap, just making the 4 player count run with no issues, no lag, and no no distance limitations between players. Re-Arranging Console Choice Wheels like the whistle command wheels and creature option wheels on consoles, to have the options be easier directions of up, down, with left, right, etc. instead of mostly sideways/diagonal directions, (having options be more on the compass directions of: N, S, E, W, for majorly used options and NE, SE, etc. for secondary used options) allowing to be chosen quicker and just set up to be used more efficiently for controller joysticks and game pads. An example would be having “All Follow” as left and “Stop All” as right while switch “Follow One” to up and “Stop One” to down, etc. Making the most chosen options easier to choose quickly, and preventing accidents like hitting up make every tame you have placed perfectly all run toward you and have to be put back in place. Left or right would be less likely to be accidentally pushed in a hurry. -Servers Adding a “Stack-Size” Server Setting that keeps the ratio of the original stack size (50 cooked meat, 100 raw meat, etc.) but allows us to multiply the stack size by: x2, x3, etc. allowing us to decrease them to x0.1 and raise them all the way up to x10 if we choose to play that way. I can understand the different sizes per item but we should be allowed to have a multiplier on at least unofficial and single player to give us more difficulty options to make the game harder or easier depending on the experience we want. More understandable, balanced, and equaled out Baby Server Settings. More in depth descriptions on Individual server settings over all as well is much needed. But I’d like to have, say baby growth rate and imprint rate settings being equal. Where if I have growth rate at x3(3.0), and also have imprint rate at x3 or 3.0 or whatever I have growth rate on, I should be able to get 100% imprint on all Dinos, and so forth… So they are easier to use and understand. Because I for one could never find a good guide on those settings or ever find a good balance I was happy with in-game. Maybe I just need better explanations on them as I said. Just something to make the server settings more user friendly. Basically making Altering Mutations in Dinos to not boost stats as drastically per mutation. So official servers can’t end up with an enormous power gap in stats between built up established tribes and newer tribe’s fresh tames. At least not as massive of one. This will help keep the one-shot-kill bullying down on official servers so newer players aren’t deterred from servers because of bigger already established tribes with unbeatable power gaps to their breeded tames. We still need to be allowed to make our Dinos stronger and add color mutations through breeding, just not as much of a gap between the best perfect-tamed Dinos, and the fully-mutated ones on official. Where it is still worth the effort but not as unbalanced for fresh players. At least on official. Being able to change the setting on single player and unofficial should still be possible but to make official a more fun experience it would help to decrease that power gap so new players can still have, at the very least, the possibility of escaping griefers. An "Era" Server Setting to pick the Era for which creatures spawn in as an option. Some check boxes with “Carboniferous”, “Triassic”, “Jurassic”, etc. and only the creatures from the boxes we have checked would spawn in. Maybe an “All Eras” box to turn the setting off altogether, but unchecking it would highlight the other Era-Checkboxes, and which ever Eras are checked, only creatures from those Eras would spawn in. Could be used for everything from Educational to Role Playing purposes. -Builds Split item size-classifications between small Physically Movable Structures like: small storage box, mortar & pestle, and other items that you could easily pick up, and separate them from the Physically Immovable Structures like: buildings (walls, foundations), the larger structures like smithies, forges, etc. that can’t just be readily picked up. Please allow us to pick up and move small objects with no time restrictions while keeping the larger structures as they are where they can’t be moved after a short time unless by another means like a creature ability. It just makes sense and would be a real QoL improvement. Pretty much just making the smaller structures operate like the wooden chair/bench or fish trap. But you can exclude the little firepit from the objects/small-structures list because it makes sense that you could not pick that back up. New Building Options added along with Raising/Lowering Foundations like: Half Height Wall Sizes, Flipping Slopped Walls Upside-down, a Shorter Double-Door Gate-Entrance for Fences, and another Gate Size in-between the Double Door and the Dinosaur Gate. The ability to Save Whole Bases (not items and appliances inside, just the connected building structures like walls, foundations, ceilings, etc.) as Blueprints that we can place and then build up a highlighted skeleton where ever it is correctly supported to be placable. Like newer survival games do with some of their building systems. Anybody in the tribe adding built walls, foundations, etc. that are needed until it is completed. Being able to save and trade base builds and make building more of a community project if they want to work that way. Still giving us the ability to be creative while being able to more freely share that creativity with others. Although making it only possible for the tribe leader, or specified tribe mate by the tribe leader (a gifted “Architect” title), to create and copy said blueprints. Maybe with a new Architecture Desk-Structure that copies whatever building it is built in. Creating a Blueprint out of whatever is connected to the foundation/ceiling that it is built on. (Not including zip lines in blueprint because that could make them much bigger than intended sometimes) Adding in Placable Structures like Gather Pits (lumber pile, stone pit, thatch bin, oil tank, etc.) that we can access while on our gathering-mount and unload all of that particular resource with the click of a button to get back to gathering quicker and more efficiently. One thing I think this game makes you waste a lot of time with is gathering and storage management. If there were ways to streamline that process with options like this I think it would be widely appreciated. They would be like primitive versions of the Tek storage boxes that the Stryder can transfer resources to, but these would have to be traveled to, all be unique, and the resources transferred in manually, but keeping it as simple as a button click while on mount when you are in its range to unload all of that specific resource. With a very high storage limit for that one resource in the new structure. It would also give us more to build around our base for aesthetics and immersion. Especially if there were visual cues of resources being in them or not. Being able to see a Glowing Outline of where Water Pipes & Electrical Wiring are in foundations and through walls. Blue for Piping and Yellow for Wiring. Making placements easier. A toggle option to have them snap inside and then slide side-to-side on walls and foundations, while seeing the glowing outline inside, would be great also. After pipes or wiring are placed they should be highlighted when you go to place more. To easily keep track of where out-of-sight piping/wiring are. Better Ship Building Options made specifically for the raft. We all eventually try to turn them into giant ships anyway. The ability to improve on that would be awesome. Not Atlas level ships by any means. Just the ability to build better ships. Adding placable masts, sails, ropes, etc. would benefit also. Not necessary but the addition of floating-dock-foundations that connect and move with the water without needing a million pillars (foundation size version of the floating platforms that connect together and with floating platforms & regular foundations to anchor to land) that would be so useful as well. Buildable Fish Tanks like the Vacuum Compartments but clearer to see through and reversed to fill up with water when piping is connected & irrigated. Being able to build it out cube by cube and stack them to make it deeper. Releasing fish from fish traps in it or aquatic creatures from cryopods if they space allows it to release them inside. Can be used as terrariums or baby nurseries when not putting water in also. Could be extremely interesting to add to our builds and see what people do with them. Choosing to have the top open or covered, and only being able to access the inside from the open top, or a hatch on the top when covered. Should also be able to add Vacuum Compartments as doors to the sides where wanted. Builder’s choice. Paintable Wood/Stone/Metal Wall Patterns. Allowing us to put stock image visual patterns on our built walls with the necessary dyes available in inventory. You could do flowers and polka dots or whatever you would want to add with it, but my ideas on it would be things like Aztec & Egyptian style hieroglyphics. Pagoda Wall Paint Patterns, Viking Runes, Neanderthal Cave Paintings, etc. Giving our bases more of the aesthetic that we are going for with the build. The ability to Grow More Crops like rare flower/mushroom, cactus, Aberration mushrooms, fungal wood, and maybe some new crops from other maps in our greenhouse if certain requirements are met to sustain them. New Decorations for bases like new furniture pieces and mounted fish/more trophies to hang up, etc. A Larger Fire-Pit like a Bonfire option as well that makes charcoal faster. A Large Surveillance Screen that can be placed on walls and connected to the surveillance system from Genesis if possible that allows us to see whichever camera we have it set to without having to go inside the terminal. Just a large live feed on the wall. -Item Mechanics We should be able to keep Milk and any Other Food or Ingredient in a Refrigerator… If we can’t for balancing reasons, please change the balance issue and not reality as we know it. Please lol. It just doesn’t make sense to have food products in a game with refrigerators that you can’t put them in. Piggybacking of the refrigerator would be Adding New Foods for our Characters like Bread, Scrambled & Hard Boiled Eggs, Sausage, Biscuits, just having more cookable foods that make use of food ingredients we already have in the game, that could also give us unique special buffs and abilities, would really add a lot more to the game. A similar suggestion is using the Trophies from Certain Creatures as Crafting Materials to incorporate them more into the game rather than just offerings to the bosses. Boa & Megalania Venom for example could be used as narcotic. Or an inferior alternative to narcotic, or even an intermediate between narcotic and bio-toxin. Either would make it more useful throughout the game. Raptor or Rex Claw necklaces that give our a character a buff of some kind and so on… I just feel there are a lot of trophies that could serve dual purposes in game beyond just merely being boss offerings. So many opportunities for those trophies to be a lot cooler and more useful. Piggybacking off of that is a side idea to just add jewelry like Necklaces that we can Create out of the Trophies. They could be used for trade, give us buffs, or just look cool. Making them customizable by what trophies you use would make them even better. Even if we could only make necklaces. Adding a sauropod bone would turn them into bone beads, adding T-Rex arms or raptor claws would have the claw tips hanging from the bottom of the necklace, etc. or just having different color beads depending on what trophies are used to represent the bone, ivory, scale, or claw used or something. It could be a way to give our characters small buffs, be used as a in-server currency, or something to challenge a survivor to a contest of skill for. it’s not necessary. I just thought it was a fun idea I wanted to throw in. We use small storage boxes at the moment, but having An Actual Mailbox we can put in front of our base that people can put notes in would be such a great feature. Having an animation of the little flag going up when something is deposited and only allowing the person who built and placed the mailbox to check the inventory and take everything out with the flag going down would be perfect. -Creatures If the Pathfinding is going to be so much better, then maybe having the ability to set a “Home” point for creatures and flyers to return to and land on command. Maybe with resources or just because you want them to head back while you continue on your way. The option to say “Go Home” and then them actually making it there would be a great option to have. Setting Guard Routes for tamed creatures that they will follow passively or defend depending on their setting without wandering off of the route. Would be useful for so many different reasons from just base defense, to aesthetics, to setting scenes for videos. Wild Creatures having Better Stalking AI. Reminiscent of the forest/sons of the forest. Investigating us for a second before they rush in, wolves circling survivors before they strike, sabercats creeping up slowly, dire bears doing mock charges. Any way mechanics like these can be implemented would be much welcomed where they would make sense in ARK’s gameplay. Wild Creatures having some More Idle & Resting Animations, even drinking animations and giving wild creatures a thirst meter would vastly improve immersion in a playthrough. Being able to have a “lay down” or “sit” command for all our Tamed Creatures would do a lot for that as well. Unclear how hard this would be to do, but it would be nice if there was a way you could Whistle Flyers to land and they land specifically where you are pointing your cursor when you whistle, instead of them choosing some random place. Even if it is a wall for the Tapejara or the ceiling for the Desmodus. Could be used to make Onyc land hanging from ceilings also. I know as of now it would be difficult to choose which creature lands where if there are multiple flyers in the air, etc. but if it was possible it would be a nice option. Bosses having 3 Segments Added to their Health Bars (33%-66%-100%, etc.) That change the dynamic of the battle slightly accompanied with an animation from the boss representing a new phase of the battle being hit. This would add a lot to the experience of the boss battles. Also TLCing at least the original 3 Island Bosses animations and models would help. All the bosses, even Moder, could benefit from cleaned up AI, animations, mechanics, visuals, etc. Finally, this is kind of QoL but more TLC. It is the ability to train the Oviraptor to only wander in a certain radius, while Collecting Eggs and maybe depositing them in a specific, egg-safe holding-bin or creature also. Would really fit in with the Oviraptor and would help tremendously, especially on single player, to have a breeding assistant with egg gathering that fits so well with the game itself. - I could keep going but I feel this has already gotten much too long. Including a Legacy Dino TLC and New Content, with a lot of these QoL Improvements, could really Set AS:A apart from AS:E and make it truly feel like a more over-all polished version of the original game. As the community always felt it was intended to be. P.S. Any Ideas the Community Has, feel free to leave them in the comments.
  23. The one thing about Scorched Earth that I find really frustrating is the inability to quickly obtain large amounts of clay and wood, and for those that play solo, the nightmare it is to tame a Rock Elemental. Thus the Platybelodon Ark's first Mastodon, which lived around Savannahs, Deserts, and Watering Holes and was equipped with its weird shovel-like mouth that it used to scoop up aquatic vegetation and other kinds of grasses, this could be the answer to all your clay, wood, damage sponging, and elephant/mastodon wanting needs on Scorched. WILD The Platybelodon would move around in a little herd of about 3-4; it could occupy the areas in and around the dried river bed and other water-rich areas on the Ark. The Platybelodon numbers, while small on this Ark, seem to make up for that by being larger than their past counterparts. They are not so much like their fluffy cousins who only attack when provoked; they like their water to be free of any pests, like kapros and sarcos, and will attack any notable threat near their water with their blunt shovel-like mouth/trunk. Still, you don't have to worry since they find the survivors cute as long as they do not see any weapons in their hands, like how certain survivors find Dire Wolves to be the cutest on all the Ark. They use their giant shovel mouth to dredge up the delicious clay vegetation that surrounds their watering holes as well, with a particular liking for certain tree barks, and some other interesting Scorched plants. But survivors do need to be aware because the Platybelodon have a particular fascination with survivors' farm crops. Still, if you have a queen bee around, they should stay far away. TAMING PROCESS Now when you want to go out and get yourself a Platybelodon, all you gotta do is approach it with nothing in your hands, some clay in your inventory, and your pick of crop in your last slot. Because you see, they are so used to consuming clay vegetation that while they might like going after crops, they will never consume them without some sort of clay with it; it helps them obtain the necessary minerals that they need to stay healthy from all their aggressive tendencies. TAMED When the Platybelodon is tamed, survivors will notice that they have a multitude of uses. Like their wooly cousins, they have an excellent affinity for collecting wood for their survivors. With the help of their shovel mouths, survivors will be able to directly collect clay from the rocks near the river on Scorched. Some survivors have even found that in the short times it rains, their trusty Platybelodon can collect sand and turn it into clay directly in their mouths without any cactus sap needed; how handy! Though their fascination with clay does not end there, Platybelodons, if in a battle and if they have clay on them, might start to consume some of it to give themselves a boosted health regen rate for a short period. Making them excellent damage sponges for those unlucky survivors that cannot figure out how to tame a Rock Elemental. They also have a decent knockback and can deal a good amount of damage back to whoever wants to confront it and its survivor. Platybelodon also is still very social with others of its kind, while tamed, mate pairs tend to trumpet to each other to give themselves a confidence boost. Left Click Bite: Platybelodon will take a swinging bite at whatever might be before it, being able to crunch through certain rocks and stupid extinct crocodyliforms. Right Click Pushback: Platybelodon shoves anything it is fighting with its bulky shoulders to give itself some time to breathe and, hopefully, a moment to fight back. C Key: Platybelodon trumpets loudly all around, and if you have a mating pair nearby, they might respond to each other more invigorated for what's to come. Other Abilities: Collects clay from rocks near the river and also from sandy rocks while it is storming. Can collect a good amount of wood from the various tree types on Scorched. Eats clay for temporary increased health regen and slight damage reduction because who doesn't like devouring mineral-rich clay. Saddle is obtainable at level 35 and decreases the weight of clay and wood for the Platybelodon. I do not own these photos, but thought they were the best at representing the PLATYBELODON. ALL HAIL THE CLAY MONSTROSITY PLATYBELODON!
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