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Found 11 results

  1. QoL - Shoulder Pet QoL suggestions I have 4 suggestions regarding shoulder pets, and I believe both of these would be greatly beneficial to be added to the game. Here is what I propose: First off, the inputs for reloading and throwing shoulder pets while mounted should to be separated. I am pretty sure many people out there have been in this exact scenario. I know I have been too many times to count: * Trying to farm Nameless venom using a mount * Turns off charge pet * Reaches for T to whistle it back on once Nameless start showing up * Accidentally hits R * Charge pet gets thrown off * From here, 1 and 2 things are going to happen: * The charge pet is on passive and the Nameless kill it pretty much instantly * The charge pet is on neutral and the Nameless kill it instantly Getting off your mount to try and go grab it has a very low rate of success because the Nameless will then attack you as well and push you around and reaching the charge pet before one of you dies is nearly impossible. Out of all the times this has happened to me, I was only ever able to rescue a single charge pet and that was purely out of luck. In most scenarios, the Nameless are going to be difficult to kill because the charge pet is off and more will just keep spawning before the first wave dies. It is convenient to have reload bound to R where it's easy to reach, but it's super easy to accidentally hit R while mounted and throw your shoulder pet off. My suggestion is have them not be bound to the same key. Let us keep reload on R and have throwing a shoulder pet while mounted have its own separate key binding. If this were to be implemented, it would greatly reduce the amount of shoulder pet casualties. Even if this were to get implemented, however, misclicks still happen on occasion, which is why my second suggestion is for the addition of a whistle option to turn on/off charge pets. If the above scenario happened with this feature implemented, you could just stay seated on your mount and just whistle the charge pet to turn on, kill all the Nameless, then rescue your charge pet. I also think there should be a Turret mode for charge pets. This would essentially allow for charge pets to toggle on and off on their own. There could even be adjustable settings, such as only activating when they detect wild dinos, enemy players and tames, or even tribemates. You could even leave a charge pet in your base on turret mode and have it effectively act like a light that turns on when you come inside. Lastly, I suggest that charge pets should be given radius options with proportionally scaled charge consumption. Essentially, what I am proposing is that charge pets have an option on their radial menu that would allow players to manually increase and decrease their emission range, with the maximum range requiring the most charge and lower radii requiring less. There could also be a toggleable option to make the charge pet conserve charge be decreasing its radius as its charge gets lower. I'm no game developer, but I have a feeling these additions would be pretty easy to add since all of these suggestions are derived from mechanics already in the game. Implementing these QoL suggestions would be greatly beneficial and would make charge pets not only even more useful, but also save a lot of them from dying due to a mistake that is incredibly easy to make. Thanks for taking the time to read my suggestions!
  2. 1. Please allow us to build the new 4-high S+ walls downwards. It is very frustrating that this is so limited in it's building implementation when it is such a great addition to the game! 2. Please fix the sloped triangle ceilings to follow the same grid as triangle ceilings. Currently if you're building a long ramp with sloped triangle ceilings and you want to put walls or sloped left or right structures next to it, the sloped triangle ceiling will deviate outward from the grid after 5 levels, causing structure obstruction with walls or overlapping sloped left or right structures. 3. Please fix triangle ceilings to have a stronger support radius from surrounding, connected structures. Currently they only receive support from the structure it's initially built from. Allow the triangle ceiling to gain adaptive support to other structures it is connected with. Just like all other ceiling structures. 4. Please add an export feature for pre-tame creatures when they are knocked out so players don't need to waste countless hours taming just to extract data and find out it isn't the droid they are looking for. 5. Please provide stronger visibility of the structure cap rating. This could be implemented through the HUD menu (hold/toggle H) where it shows the server time, temperature etc. Whereby the structure cap reading radius is based on the player's location. Alternatively it could simply be added to the screen whenever you're about to place an object and it is highlighted green, then the structure cap would be based on the amount of structures within the structure range of the item being placed, similarly to how the game currently reads the rating when you are over the limit. 6. Please add Tek Crop plots!! Currently players are stacking crop plots on top of each other due to the tiny inventories. This need can be eliminated by implementing tek crop plots with bigger inventories. Restrict them to need tek genies to be powered or restrict it to actual crops (no weapon plants) to prevent abuse in PvP. I understand adjusting building structures might be very difficult to implement, but I believe we would all love your amazing game that much more if you succeeded in these ideas. Thanks for your time.
  3. I think ark should have the atlas building system! i love Ark and i kinda like atlas but in IMO one thing atlas did that i really love that Ark should add is the building! here's the things it does that make me want it! Able to turn pipes into whatever shape you want like Slope , vertical etc Able to make walls into doorways , windows frames , half walls , half door frame , left and right sloped walls and Railings able to turn foundations into Triangle foundations able to stack foundations better fence support able to turn cellings into triangle ceilings and trap doors roofs able to turn Sloped roofs into. Stares , rampes , sloped roofs, curved roofs and Sloped Door ways. and much more but i still like arks like the ability to make foundations into Solid ones. but these are IMO
  4. Cloning Chamber Rework As it stands, the only dinos really worth cloning are the unbreedable, unimprintable ones and those with sentimental value. I believe the cloning chamber should work as real cloning does and it should grow a baby version which you are able to imprint periodically as it grows in the chamber. For the huge amount of element spent on it, I think this is more than reasonable. Changes also need to be made to ensure any dino is clonable, either by capping the cost or greatly increasing the slots for shards. Another option that could be added to the cloning chamber is "combine". It could allow you to sacrifice 2 unbreedable dinos to form one offspring with a slightly increased chance of inheriting the higher stats, perhaps 65% as opposed to the normal 55% from breeding. You should be able to combine clones as the cost in element, I believe, makes it balanced. This could also appease those who would like wyvs, drakes, griffins etc to be breedable. There could also be a chance of mutation in any cloning or combining, though this could upset those who are cloning to keep them the same and those who believe it unbalanced, though I believe any form of playing with genes should have a chance of failure or mess ups, perhaps they could have a chance of being negative as well.
  5. 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)
  6. Simple "tek" pulling system An item, crafted in the fabricator or maybe drops like cryos which can be charged using element shards or dust or somewhat slowly for free in the inventories of powered tek structures (replicator, generator, trough etc). You would move it to an inventory, use it with e to bring up a menu. It should have a list of all owned items in range which can be put in that inventory as well as an option to pull for an engram or item craftable in that inventory (including, say, a pull for menu in inventories which produce non-engram items such as gasoline, dyes, recipes (must unlock personally first by using a dropped rockwell recipe?) etc). The drain on the charge should be based on the amount of resources pulled and/or the total weight of those resources. It may also be used as a weapon to bring up a menu allowing transfer from remote inventories to other remote inventories. Blueprints with quality could drop in OSDs or similar, the damage instead being the fuel efficiency, meaning you would be able to pull for much more expensive items in one go without having to recharge as much.
  7. Dynamic Gates You all know of the basic dinosaur gateways and behemoth dinosaur gateways. I've noticed throughout my amateur building that sometimes, a size in between the two would be ideal. They've added dynamic pipes to easily snap pipes together. I seem to have lost the dynamic electrical cable engram, but no matter. My idea is that a new gate/gateway engram is added for wood, stone, metal, and tek. These gates would function like crossbow zip-lines, in the way you set one corner of the gate, then look around to select where the second corner goes. For cost, there could either be a set cost between that of the regular and behemoth gate, or a base cost for the minimum gate size and increased cost for each additional wall used, taken from the player's inventory upon placement. I think this could really help with some base builds where you don't want the looming monstrosity of the behemoth gate, but also want to avoid the limited function of the smaller gates.
  8. Force Gamma on for unofficial servers once again. As the title reads. Let us (server owners) toggle Gamma for our servers once again. outside gamma toggling ruins the balance and immersion of night raids and use of certain items. Bring back the immersion once again.
  9. Orgalorgion

    Dino routes

    Ok hear me out, we already have whistle groups and a whistle to move dinos. Why not take it a step further so our tamed dinos can walk from point A to point B then to point C and back to point A. Almost as if they are patrolling a area. Some uses could be for dinos that auto harvest materials like the doed. or better yet have a pack of allos walking the perimeter of your base to further help with your turrets. It would make offlining people just a bit harder (not much) and it would make the dinos feel more like they actually listen to the player. As it stands now they just stand still unless you let them wander but that has issues with derendered bases and clipping in and out of walls. Having routes the player can set would make it feel like you actually made the dinos trust and listen to you. A way to balance would be limiting the number of routes per tribe. Lets say 10 routes max.
  10. The implementation of the Turret cap has been frustrating and confusing. As it stands there is an indicator on turrets when you hit 100 but from there on out you are left alone to the wolves to figure out where you can place your next set of turrets. I propose an indicator much like the tek generator “show range” ability. This would make placing turrets less stressful, time consuming and bothersome. or... removing the cap all together would also help.
  11. I know a lot of suggestions are about big, new exciting things, and that's awesome. But this one is presumably a simple QoL thing. ADD A BEACON TO FIND OUR TAME'S BODY/BAG. The survivors' beacon is green and can be found in range ; well the same as that but for dead tames. Make it orange or pink, or whatever. Add sparkles to it, for all I care. Make it a server setting or not, it's up to what you prefer. Allow it only on PvE, if PvP raids might look a big glare. Really I'm fine with whatever. Just save me the heart attack of thinking I've lost everything my dino carries, including its expensive/rare saddle, and make me actually have fun in the game instead of spending 15min hurrying taking down all the bushes in the area : give me a dino beacon.
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