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Found 53 results

  1. Please FIX WATER VISIBILITY Please Do NOT use the same water crap like on island in Genisis, the visibility of it is POOP. Destroys the water gameplay IMO
  2. Creating a vendor using Tek alarms and/or pressure plates So I know they were talking about the mechanics of the tek alarm in particular and interacting with pin coded objects. I was curious if there is a way currently to use the tek alarm and dedicated storages to create an exchange system. If not, is this something that could be incorporated later using a seperate object? There have been many times I'm away from the base or on another map and unable to make a trade either for dino eggs/cryoed babies or for processed materials like ingots or polymer.
  3. allow us to set consumable per tek trough we were given tek dedicated storage with teh ability to press interact to deposit only 1 resource into a box at the press of a button. what i suggest is that we can set tek troughs in a similar way, set a tek trough to berries and then press interact and only berries get deposited, set it more precise then that, set a tek trough to "raw meat" only and when you do a meat run to feed your 60 baby giga's you press interact and only the raw meat gets added, leaving all the spoiled, fish, prime, berries, stone, chitin and keratin in your inventory, it will save a lot of time as you are not accessing inventory> transfer all> close inventory> access next inventory, you just walk upto the tek troughs and press interact to deposit all of that resource for all the people who like how it works now, i suggest an UNSORTED option for the tek trough so they work as they currently do and just take everything but with the added speed of a single button pres of the interact button to deposit all disclosure: i play Xbox and on xbox we have the Y button to interact and the X button to open inventory so for troughs as it stands right now, BOTH X AND Y do the same function on tek troughs for opening their inventory, i'm aware that PS4 and Switch have the same functionaility with different button names but i am unaware if PC has a button specifically for opening remote inventories, so what i'm suggesting would still allow for one button press of opening inventory without going into a radial menu any critique, suggestions, revisions or improvements are greatfully received
  4. Allow an option when placing or once placed to toggle show range on troughs this way we can place Dino's around them or litter our base with them and not have any Dino's out of range. The mechanic exists with Dino leash or Tek generators, just needs implementing into the radial menu for troughs
  5. Imprinting Dinos every 12 hours to help people who has to go to work My suggestion is to give another option of imprinting dinos, where you could imprint every 12 hours, instead of 8 hours. As i played, i noticed that with a normal life schedule, and playing on mon-fri days, i can only imprint once in the morning before work, and once after work. If we had a 12 hour option, this would help to getting dinos to 100% easier (or closer). Maybe 12 hour imprint could be more expensive (i.e. ask for 2 things instead of one or some new different expensive imprinting items) Also it could only be to some dinos. I know its cool to play nonstop 24/7, but some of us has to go to jobs and stuff. (i bet a big part of all players do)
  6. Destroy Wild Dinos By Type I would like an option to be added to destroy all instances of a certain dino in the wild. As it is, we can destroy all wild dinos regardless of type, or all of one type of dino regardless of tamed status. Can we get a command added to destroy only wild spawns of one particular dino? IE Destroy all wild <Argentavis>
  7. Just a short list of things that I'd like to see as a PVE player and admin on an unofficial server cluster. This will be edited to include more as I think of them. Fix building snap points so they don't cycle through and change on their own when placing something. Adjust creature and player hit boxes so things don't get stuck on each other or get knocked around so easily. Make all structure pieces (campfires, sleeping bags, spiked walls, pipes, cables, dino leashes, etc) that currently don't automatically demolish once their timer runs out eventually auto decay. Patch the bug where after you log out while laying down in a bed or tek pod, you either are stuck in the bed and can't move, or can move around, but can't interact with anything without relogging. Make dino leashes able to be demolished by people outside of the tribe that owns them when the decay timer runs out. Make pipes and cables able to be broken with kill commands and the creative mode gun. Fix bolas on Extinction, they don't work a lot of the time. Link to video: https://clips.twitch.tv/PleasantEnticingDelicataTTours Make all containers and structure pieces with inventory slots able to be locked. Add a server option that makes it so that only tribe members or allies can turn things like torches, generators, replicators, fabricators, turrets, etc, on or off. Fix the bug allowing anybody to access dedicated storage, even if they're locked. Make tek lights and lamps not change brightness settings after server restarts. Add an option to toggle snap points on and off. Make more things snapable, I.E. storage boxes, paint canvases, bookshelves, feeding troughs, compost bins, beer barrels, etc. Fix the glitch that causes wild beehives to spawn on top of each other, often resulting in dozens in one spot. Make it so you don't get turned a different direction when using the teleportation mode with the creative mode gun. Make it so that if an Icthyornis steals and eats narco berries or narcotics, its torpor increases. Add functionality to the Tek Cloner that allows players to change their character's appearance by making an "imperfect clone" of themselves. Add functionality to the Tek Shield that "reverses" it's use, and prevents enemies caught within from leaving. Could be used as a high tech taming pen, a trap to capture and ensnare creatures and players, or even as a Tek prison. Give admins commands to toggle weather effects like fog and rain on and off on all maps. Give admins a "Fix" command which repairs all damaged or broken gear in their inventory. Add a command that destroys all connected pieces of a single structure, similar to the GiveAllStructure command. Add a defibrillator to the game, that is a single use item that can resurrect any creature from the dead, as long as it's body is still intact and hasn't decayed or been eaten/harvested. Did your Rex die falling off a cliff? Didn't get that newborn baby fed in time? Yell "CLEAR", zap 'em, bring them back, and try again. Could also be used on dead players, as long as their body is still intact, which could be useful for PVP. Of course, any creature or player brought back in such a way should respawn with low health, and not be fully healed. Make the key/button that gathers materials, opens doors, mounts or dismounts creatures, etc, into a different key/button than the one that controls the Tek helmet. New achievements for Aberration, Extinction, and the upcoming Genesis dlc.
  8. Remove collision on Deinonychus tails Deinonychus are 90% tail that pushes you around when trying to pick up eggs after breeding and 10% body. I know you can put them on catwalks but when combining stats I often have reorder the breeding pairs and so i keep them on the ground. It would be nice if I was able to pick the eggs without getting stuck or pushed through half the base
  9. TL:DR, allow players/tribes to summon the king titan without needing the trophies of any titans they currently have tamed and increase the reward drop for killing the titans to compensate for the loss of needing to kill them to be able summon the king titan in the first place so people still have a reason to kill them besides simply pure necessity for the trophy. in the lore and in live streams, it was said that you could kill OR tame the titans to fight the king titan but when extinction released, you HAD to first kill then tame the titans for each fight against him and you couldn't kill them for the trophy unless there was currently no tamed titan at the time thus not allowing you to just have them tamed and not need to first kill them and then tame them and then kill them again over and over for each fight. making it to where if you or your tribe has a specific titan tamed then you or your tribe wont need to have that titans trophy to fight the king titan, this way you could tame the ice and forest titans but kill the desert titan and you would be able to fight the king titan or you tame all 3 and you can fight the king titan, or just simply kill all the titans and fight the king titan as usual. taming the titans is a bit harder then killing them anyway (ice is easy to tame/moderate to kill, forest is moderate to tame/moderate to kill, and the desert titan is very hard to tame, easy to kill), thus this wouldn't be overpowered and would be rather balanced. currently if you want to both fight the alpha king titan and have tamed titans, you must first kill any tamed titans you own, kill the 3 titans for trophies then tame the 3 titans, fight the gamma king, somehow kill your own 3 titans, kill some more titans for trophies, tame the 3 titans, kill the beta king, kill your own 3 titans, kill some more titans for their trophies, tame the 3 titans, kill the alpha titan. and you have to repeat all of this each and every time you want to fight the alpha king titan, each step and every requiring dozens of different apex drops and hundreds of corrupted hearts for each and every titan summoned along with tons of element and ammo spent for taming all the titans. it would greatly improved the game and make fighting the king titan a lot more palpable if you could just go through all the work and tame the titans then fight the gamma, then the beta, then the alpha, you would still need everything else required for to summon kings, just not the titans trophies if you or your tribe have them tamed. also since currently the only reason people really kill the titans in the first place is for the trophy, it would be a good idea to make the rewards that the titans drop alot better to compensate for no longer being forced to kill each titan for the trophy if you had the trophy-requirements respective titan tamed so that people will not just solely tame the titans over and over instead of killing them and thus hog them and keep them away from other people who may want to use them the way wildcard has made it currently is that there would usually be no reason to kill the titans considering their lackluster rewards but you are made to do it so that you can get their trophies to summon each version of the king titan but you still also need to then tame them anyway to be able to beat each version of him too. Instead of making killing the titan on their own worth it and then allowing you to not have to use the trophy if you tamed them, they decided to do it the current way instead which not only forces you to summon and kill the titans for lackluster rewards besides the trophy and forces you to have to constantly kill then tame then kill then tame each titan over and over, it also dosent allow you to fight the king titan if you decided to just tame them instead of killing and retaming them in an endless loop which not only goes against the lore and live streams but also makes people who can have them for alot longer than normal like singleplayer or non dedicated servers unable to summon the king titan if they decide to do so. In conclusion, increasing the rewards for killing the titans and making you not have to have a titans trophy if you had it tamed would allow people that dont need to kill them for tek grams or have already killed them once already to then be able to either- A. tame them and raid, B. tame them and fight the king titan, C. kill them for loot, or D. kill them and fight the king titan, thus giving people more and better options on how to use the titans along with allowing people on singleplayer and non-dedicated to be able to decide to keep them without being permanently locked out of doing the king titan unless the kill their current tamed one
  10. Alpha orange glow setting I feel that there should be a setting or command to disable the orange glow/smoke from alpha creatures. It would make the game more immersive and slightly more difficult since the glow is a dead give away for a harder challenging creature, and will steer certain players away. Allowing a setting or command like this would allow a feel of uncertainty when hunting creatures, since then the only distictive feature of alpha's would being their larger size.
  11. Add RECIPE (kibble, etc.) engrams in COOKERS! why do we have to look up ingame mechanics, systems, features, etc. on a third party website, not 100% accurate, while it can be ingame. "Wildcard: you want to know our changes, and how things work....go look somewhere on the internet, and hope the information is correct...WUT? This game has so much (useless) information on items, that is only useless filler. However there are notes you can find that have a description onw how to cook limited food. (ITS OUTDATED). What about enabling ALL recipiesin the COOKERS, so you can EXACTLY see what you need, AND what is being cooked. I made a mod that does this, it works like a charm, and doesnt remove immersion, cheating or anything....its just how it should be. You should NOT guess how to make a recipie, or look into the WIKI....it SHOULD and CAN be ingame easily. > Add default inventory items "add all recipies" BAM done. 5 minutes work. (see screenshot of my mod i made). An egg has a USELESS DESCRIPTION, "its good for large animals, nom nom"...what the raptor does that mean, its cute and all but why not replace that USELESS TEXT with ingredients how to make the kibble.
  12. ** New Monthly Challenges ** Challenge rooms added to the obelisks, a fresh one every "month" or so. collect tributes or pay a in game fee , such like ingots or element to activate. be transported to a puzzle/wave/jump challenge changing monthly as a player only no tames or equipment. there is flexibility to have solo or team runs. all equipment needed to complete the challenge supplied in the challenge room " armour/weapons/climbing equipment/dinos " all dependant on the challenge and stays with in the challenge once completed. rewards for completing the challenge varying in amount and quality but this could be tied to the level of challenge choose Gamma/Beta/Alpha or level of challenge completed , ie.. number of waves or time for speed trials. Rewards can be both in game materials (mats/blueprints/element) or unique items such as skins. this will appeal to all levels of player , new to the game you will be able to hone your skills and use the in game equipment for its intended use and also long standing players who want fresh challenges after completing all bosses and ascensions. this can be used to show off certain map related items and give a taster to show what they may be missing out on in other maps. ie the scout for puzzle challenges.
  13. Performance/Lag FIX! (reduce number of specific creature) As you can see on the screenshot, people are practically limitless breeding dino's causing EXTREME framedrops. Having multiple of these bases close, its LITERALLY unplayable at 1-5 fps....its UNACCEPTABLE. Now...those people have bases JUST ONLY for LAG....oh i mean, "breeding"..nothing more. This game is fun and you should be able to do anything you can, however WITHIN LIMITS! Just like "turret limits" "tame limits" "plant x sway animation limit", etc. - Wildcard: Additionally add a limation to the amount of creatures you can have of ONE type. - Perhaps make breeding more efficient and faster, to compensate for MASS BREEDING FARMS.... Seriously, Ced or anyone from Wildcard go have a base near this one (example), and do your thing, its literally unplayable. It has nothing to do with my PC, its pure UNLIMITED use of animations and assets.... - Also, add shorter range of "low quality animations". - It seems that the tails of the managarmr are really really really fancy, that they cause additional performance impact. If its not my base, not my creatures, they are inside a base, and i should not see them or that player is NOT there, the ANIMATIONS SHOULD BE MINIMAL!!
  14. Megalosaurus - have them always awake in caves with no sleep debt This is more a "quality of dino life" change. Just as in Aberration, have megalosaurus fully awake with no sleep debt in caves on any map. They're amazingly useless for anything thanks to the daytime nerf and sleep debt, but this would give them a specialized role, especially for cave defending (that pickup attack is no joke).
  15. Remove "Enable wandering to mate" (TEXT, not the function) It doesnt really work does it? (if it still works, there is NO reason to use it at all, there's not a single soul that love wandering dinos to mate). Protip for wildcard: open widget: remove line > save file > cook. > done! Thanks in advance!
  16. Tame Tails - make player actors clip through them like dino actors do Player-ridden dinos, tames and wilds clip through tails unless the tail is being used for an attack. But player actors do not clip through them, so we're always hitting/being hit by dino tail animations. Please make our character actors clip through tails the same way our dino actors do? This has got to be one of the most frustrating things about Ark characters, right up there with getting stuck floating between objects.
  17. UI improvement : Engrams tab Everytime you level up, Ark's UI automatically opens the Engrams tab. You're now level 57 ! That's great... but now you gotta scroll all the way down there to see what you can unlock. Fantastic waste of time, isn't it ? Let's find a solution for one of those tiny annoyances. Introducing a moderately simple UI improvement : THE ENGRAMS TAB BAR ! (not to be confused with an "engram bar tab", which involves getting drunk with a chalicotherium at the local tavern, then leaving the poor beast passed out drunk with the tab left to pay, but that's another story for another day) At the top of the Engrams tab, a bar now lists all the levels and whenever you unlock a new level, you only need to click on "57" in the bar, and the game scrolls to level 57 for you. Magical ! Because levels can be setup differently than vanilla on unofficial servers, this could be done dynamically, so that EVERYONE enjoys this modern marvel of not having to scroll until level 712. Prototype provided below. Bonus : I also suggest an additional option "Unlock all" button, for the rich survivors among us. Completely new on a DLC map, but don't want to scroll through the whole engrams list to unlock everything ? Just "Unlock all" and go back to exploring ! (it would be greyed out if you can't afford all the engrams of the selection, to avoid issues)
  18. Max Level Reached Visual indicator (indicator is also bugged) BUG: There are cases when the MAX LEVEL is reached, the "LEVEL UP ARROW" can still visually be either white or blue, which is obviously very inconsistent, and can be confusing. Polish/Improvement: There is NO clear indicator YOU or any creature is at MAX LEVEL. Just as the indicator shows white when a LEVEL is AVAILABLE, a "AT MAX LEVEL" indicator is missing. Solution: Grey out: Xp Bar + Level Up Available Arrow
  19. Streamline the HUD information for tamed dinos 1. Replace the tame text ID line with the ID panel when close up. Tames currently have two HUD markers, the green identification text above the dino and the identification panel overlaying the dino's body. Having the panel there obscures the dino's body (esp small ones), meaning it's covering up one of the visual appeals of the game. The green ID text is either above or below the dino's body depending on the dino's size, so having the identification panel replace the green ID text when it pops up would keep it out of the way. We only need one at a time, the panel is the right choice for close up, and it shouldn't block your view of the dino. 2.Present the same info on the ID panel and the dino inventory screen. There's currently different information on each, for instance the gender is only on the ID panel, so you sometimes have to leave the inventory screen to check that. Having both give the same, full information would be much better.
  20. Pillar Overhaul/Removing Nubs Issues with pillars have been common since the beginning; either by their odd snap points or the like but they are necessary in most cases to build a functional base on the many uneven terrains of the arks. The structure of the pillar as a whole in my opinion needs a overhaul but for the sake of this suggestion I will be talking about a part of the aesthetics of the pillar. We all know when you place a pillar down first then a ceiling the ceiling will snap to the top of the pillar with a flush, smooth top but when you try to place a ceiling down first (attached to another structure) then a pillar down from that ceiling it leaves a unnecessarily large nub sticking out from the top of the ceiling. These nubs are not pleasing to the eye to any builder and when you try to go around the problem by placing all your pillars first then when its time to upgrade the pillars underneath they default back to the nub sticking out from the ceiling. Its especially annoying when people place bear traps within the nubs so you cant see where they are just to mess with you while you are stuck there for who knows how long trying to get out of the traps in your own base. In short, if there is a way to revamp the pillar structure all together or just remove the nubs from the top of the ceilings so our floors/ceilings can be smooth and flush it would be much appreciated. Summary: Overhaul the pillar structure to make them more simplified and/or remove the nubs from the pillars that protrude through ceilings.
  21. Krisnda

    New Structures

    New Structures i would love to have: - archway gates and arch windows. - rope bridge
  22. Pipe/Cable Highlights Imagine you are installing plumbing and a electrical grid into your base when your pipes/cables merge into the mesh of your ceilings/foundations/walls. Working blind, you get frustrated and your enjoyment building your base turns into more of a chore than what it has to be in the first place. With this quality of life change I suggest when you have a cable/pipe selected ready to place down you can see a highlight, a white highlight perhaps, over preexisting cables/pipes that can be seen through structures indicating where other pipes/cables placed by your tribe are in that area so there are no missed areas of cabling/piping in your base. I know with this quality of life change it will assist many builders like myself in building our OCD base designs without fear of missing a spot of cabling/piping. Summary: Highlight over preexisting piping/cabling when a similar one is selected that can be seen through structures
  23. Suggested Dunkleosteous TLC The Dunkleosteous should get the argy treatment. It is the only underwater harvester and deserves an upgrade. It should get quartered weight because stuff weighs less underwater.
  24. Porting of P+ features, plus huge QOL and new resource additions Hi Everyone! Please, I know this is a really long group of suggestions, but please take the time to read it. I feel these features will work very well in the game and make all progression tiers easier, and more fun! Now then, since not that many people play Primitive Plus anymore although it has a lot of cool features, I always thought it would be great for the game if some of its features were put into vanilla to make the early part of the game (and some later parts) more interesting. My goal is to add many more resources and stations that act as "Midgame items" so that there's a middle between Wood and Gasoline for smelting, between Mortar and Pestles and Chemistry Benches, and so on, to make the middle of the game a bit easier and more interesting. I'm also suggesting many new Tek tier items to make the endgame more rewarding, and many structures to make breeding much easier. Obviously these are just my ideas, and not everyone will agree with them. If you have a suggestion, PLEASE share it! I want this to be the best it can be. With that said, here are the ideas that I had: P.S. Please let me know if you can't access the document! Thanks! Rainshadow Porting of P+ features, plus huge QOL and new resource additions.rtf
  25. Quality Of Life Suggestions Hello I have been playing the game for a while and these are a few things that I currently struggle with on the game. 1. Tek Forcefield, Generator and Turret placeable on a platform saddle, or option to enable to do so on private servers. 2. Snap points for the Behemoth Gate across all different structure types, placeable within a even number of foundations. 3. Easier way of toggling between different snap points on structures. I hope this helps and I have seen the current list of quality of life issues and believe these would help.
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