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Found 25 results

  1. I have a 300% speed manta(not even close to fully leveled), that just swim insanely fast for deep sea loots (Cant Find Any but worth the fun outrunning alpha squid BIG TIME) And ive got a full speed bronto, its footsteps are too fast to distinguish each step. ( Have a few ppl complain why I would keep this useless dino Im on PvE) Not ready for a max speed thyla for cave running but I will expect great results on the Center map. And I lost the manta when I park it outside of underwater bubble for taming a mosa. 2 Plesi spawn once every half minute making me hard to take care of everything.
  2. alright, so the idea is simple, give other fliers the ability to swoop like the griffin, but instead of being a carbon copy, give them there own special effects Pteradon: Swooping with the pteradon will MASSIVLY increase your speed, and will also increase the power of your spin, making it go farther, do more damage, and reduce the stamina penalty by around 75%, but spinning will cancel out most of your momentum Argent: swooping with the argent will increase your speed, and pressing RMB will replace the grab with a kick, this will doo a large amount of damage to small dinos (Direwolf size and down) will deal knowckback to anything smaller than a trike, and anything the size of a trike or larger will be grappled onto similarly to the thyla. the main difference being that A. it effects large predators, and B. grappled enemies aren't incapacitated (though it you land in the right spot that won't be able to hit you). Quetz: swooping won't do much special for you, and will only increase your speed by about 2-3x, but you will conserve your momentum for considerably longer compared to other fliers. Peligornis: being water foul, the swoop isn't good for much on land, but in the water swooping can perform a dive similar to the icthyornis Tapehara: swooping with the Tape jar will make you go EXTREAMLY fast for a short period of time, controls while swooping are also extremely tight compared to other fliers Lymantria: swooping with the lymantria will leave behind a trail of spores and running into something will cause a much larger spore cloud than just dropping them. Wyvern: a relatively weak swoop, they already have there breath. Thoughts?
  3. Taming Speed Additions

    Taming dinos is hard work, but when the taming process becomes that of "wait and hope the taming bar progresses" for over an hour, it gets utterly boring. Or tedious, if you're in an area that has a lot of things trying to eat you/the thing you're taming. Now this isn't as much of a problem on unnofficials or single player, since you can tweak the settings. But at that point you run into another problem: when you finally dina a setting that works for those incredibly long taming processes, smaller and faster tames become instantaneous. That takes all the work out of it, too. So how about this: along with the global taming speed setting, we could also set individual taming speeds. For example: A global taming speed of 5 for everything, except specified dinos. The indivual ones would be specified by their species, so if you wanted to change, say, a paracer and a kentrosaurus taming speeds, you'd have to specify those two by code.
  4. Water Bug

    In my non dedicated session whenever i go into the water with my raptor (while im on him) it launches me really fast when i move in it. it doesnt do the swimming animation it just acts like im walking but really fast. Any Fixes?
  5. Bird breeding

    I haven't played ark since February ready for the launch, gotta say i mostly like the flyer adjusting BUT my only suggestion is why can't imprinting improve speed along with random mutations? Itd give a greater depth to breeding and more insentive to do it. I realise people will moan and say what about the people who cant get 100% bla bla bla but i cant myself and accept it its reality someone is always better at it than you and have more time do it. if i could get 5% more speed id be happy with it. Anyone els had this idea put out there? What are your thoughts?
  6. Speed

    Is there a way (code/mod) to cap NPC/Player speed on a unofficial server, for everything? We're getting some speeds so fast that vid cards can not keep up, dinos hardly ever touch ground, and they are more than uncontrollable. Have had dinos at 3000 speed.
  7. More Host Options

    Me and some friends are hyped for ragnarok(Console) and the upcoming release on august 8th(going to rent a server) but there were some things that I wanted to change but couldn't because of the lack of an easy game.ini that the PC has, here are my suggestions: Boss Health Modifier: Directly multiplies how much health a boss has(.5=half health), would make bosses more balanced for more boosted servers(or solo tribe servers) Element Yield: How much element a boss drops when it dies(3.0 means 21 element for Easy BM) Arena Time Limit: How much time a player can spend in the boss arena(4.0=1 hour in easy BM) Flier Stamina Usage: How much stamina fliers consume(Undo nerf for unofficial if wanted) Allow Flier Speed Points: Whether or not to allow leveling speed onto fliers Imprint Gain: The % that is imprinted(not the effectiveness) so we can get 100% without waking up or leaving work every 3-4 hours Any others that you think should be in the game, are these absurd or useless, what do you all think?
  8. They fixed the buff and are making us pay back? New rates are 8x faster than before they buffed it, 33 minutes for 1k food... Gonna loose my 5 raise xb1 SE PvE Edit: Lost the 4 baby wyverns.
  9. I have a rex I use often to get meat quickly to feed my babies, I noticed this morning it's speed went from 290% to 121%!!!! That is a HUGE nerf!! so what happens to all those points wasted in the speed? what happens to the parents that were bred for speed? this dino has good hp/melee stats with 290% speed, or should I say IT HAD 290% SPEED!! I guess I better take my rex out back seeing as how useless it is to me now with its bigest attribute almost to a 0% why this silent nerf?!?!?
  10. There's just no need for a Quetzal to be as slow as it is. The flyer nerf (balances) was great, but seriously - WHY are Quetzal's still as slow as ever. It's painful. It makes me not want to even fly one at all but I have to transport my giga/rex, etc.
  11. I have a boosted stat PvE server. Xp multiplier x4, gather rate x3, and taming x5 with breeding x25. I found a way to boost flyer speed by boosting tame dino speed stat. The server is maintained by adults not kids. There is no admin abusing and only a few admins for maintenance. If interested friend request Titus0508 and you will be able to join game via gamertag.
  12. Alright all us console players, you've had a chance to fly around on the newly nerfed flyers. This is your chance to put forward what you think a reasonable outcome should be for V3. We are never going back to where it was but we should be putting a strong case of how v3 could look and our justification. Time for some constructive feedback. Lets start with the fat slow elephant in the room. Quetzal - I get this is the bronto of the sky but those speeds are just too much to bare. I think if it was buffed to the current Argy speed it would be a good compromise. I like that now you have to compromise between weight and stamina. As a general rule this one is not far off just needs more speed. Argy - Seems pretty good, if you buff up stamina you can travel quite far. I think a 25-50% speed buff would be helpful to take the monotony out of flying. Pteradon - These seem a long way off for me, addressing its OP nature through nerfing it so it can't travel anywhere was the wrong move. It should be a scout, so fast, agile with decent stamina. I think the nerf could of been to the barrell roll and melee output but kept it quite fast. I think nerfing melee by 50% and replacing it with a speed buff of 25% would be a good compromise and 25% to stamina. The key is to make sure that they cannot be abused on PVP but they should offer a quick way to get around the map. Wyverns - This is my go to flyer at the moment. I've put a lot of points into stamina and I can travel at decent speed across a reasonable amount of territory. I like this aspect, its the one dino that feels the closest to be being balanced. The problem is the use of the special attack and the stamina drain. As some people has suggested a separate charge rate for the special attack would be a better mechanic. You have 5 or 6 charges and it takes a reasonable amount of time to recharge each charge once used (say 20 to 30 seconds). However this needs to be balanced against possible overuse in PVP if you can fly into a base with a bunch of special attacks ready to go. Tapajera - Sorry no feedback I haven't flown it yet. Please add a bird by bird suggestion of how it could be improved for v3. No flaming, no demanding we revert back to the old stats. Let's go forward with some helpful suggestions for WC to consider.
  13. Please unlock the Skill "Movement-Speed" for flying Dinos on PVE and give Server-Admins the ability to unlock these Skill on inofficial servers! I've red, that the Movement-Speed was decreased and blocked, because of balancing PVP: Okay soundy reasonable to me. But: I often Play on my own Servers with friends and all our spent Skills in speed are now useless and our Dinos are now toooo slow: Thats very very annoying. So please give us the possibility to play the game as we want (at least on inofficial servers and Single Player).
  14. (Now I'm unsure if anyone else has offered this before or not, but just to offer this simple suggestion.) Player movement speed and fortitude only being increased by 2 per level up point, in my opinion, is rather rough. It makes players who want to invest in these areas have to focus a lot of points into them in order to receive an worth while buff from them, leaving many other fields at base stats which does make things hard. Although perhaps there isn't a problem with this, I feel the minor fix of changing this 2 to 3 would greatly benefit players and make an better over all experience as a few extra points can be sparred to be put into other areas, not making a huge difference, but a small one that can go a long way. Simply put ,increase player fortitude and speed upgrade points up to 3 from only 2 per level. EDIT: after talking thru the bellow I've changed my stance on movement speed, it should be decreased to 1 per point and not 2 or increased to three, other ideas being to add on a max cap and or a diminishing returns type of policy for the higher you make the skill.
  15. @JatHow about having flyers speed tied to level ? This way the higher level your bird is the faster it flies. Makes much more sense than having a level 5 bird as fast as a lvl 150. So my suggestion is start the cap at 100% for a level 5 then you get an extra 2% for each 5 levels. So, if you have a level 300 ptera it's speed would be standard 180, and so on. Same for all other fliers. People get rewarded for breeding and taming higher level animals without the speed being as OP as it was pre nerf.
  16. Xbox ark is always put out of the way they forget that lots of people play. Ive been on my single player server and tamed a few perfect tames. No one wants to wait six hours to breed on single player so I raised the baby mature speed usually this shortens the imprint too but it didn't. Please please please fix this.
  17. Since the new flyer Nerf its clear Wildcard, that you dont intend on quetzels being used so prominently for war so you nerfed the speed dramatically. All other flyers i can somewhat agree on however quetzels are now purely farming mounts yet they are ridiculously slow.. this much should be clear to anyone by now, please consider dramatically nerfing the Health of quetzels since they do not need it as no tribe will ever use them in war situations, and increase their speed back to something sensible. It may be fine for some but everyone that i know from different tribes on many different servers all agree that the quetzel is borderline useless at the moment. Please make farming somewhat bearable. 200% speed is a sensible base speed for the quetzel which will not give reason back to the quetzel to be used for war purposes as with (2k health max as an example) no one will use them for scouting let alone raiding.
  18. https://docs.google.com/spreadsheets/d/12Tpx-K6Uce_kTamx-V6eb78IxWVVxyxcYnO0ZpP0kz4/pubhtml It's obvious a significant amount of players liked their speed, however with the original stat values it was over powered. We all know speed needed a nerf, but I think WC, you guys might be trying to control too much of it. So why not create a better system that uniquely customizes every flyer while preventing them from being over powered in "all stats." You have to put a cap on speed though at some extent. When turrets can't shoot pteras or you can lag through a metal structure bc you are moving at 300% spd, that's a problem. Personally I think 175%-200% of the original values is ideal, but we probably all agree, a 300% ptera isn't realistic. However... I think with my attached sheet you could make a case for maybe a 250% ptera... Hopefully the math does the talking. You could even increase the reduction points to reduce base stats not just the levels, if you wanted to take it that far. Let me know your thoughts!
  19. How long to it takes to walk or fly the the ARK from end to end? Not traveling exactly like Oregon trail style - but just simple walking or flying May I get an answer by someone who had done that journey himself/herself? I was not able to find anything on Google which says how long it takes to walk or to fly from one corner of the map to the other corner assuming non-stop walking or flying with only stops to recharge stamina,e.t.c assuming walking or flying as much as in straight line as much as possible? I am talking about the "The Island" and the "The Center" maps. All I have found on Google was... People just giving opinions , and calculations based on the speed of real person in real live based on the map sizes. But i am not interested in that kind of answers because I know myself that I can walk 1 kilometer for 12 min. or one mile for 15 min. The island map is 48 km (19 sq mi) and the "The Center" is 64 sq kilometers The only thing that I was able to find was in post by member Zend in a forum who stated that it takes 30 minutes from Dead island to West 2 zone on the island map - here is the original quotation : "At least give us autopilot my finger hurts from pressing down W for 30 minutes flied from Carno island back to West 2 on the island map." Even on youtube I could not find "Timelapse" video showing non stop traveling from end to end. There is such video for Minecraft thought.. Basically I am interested in answer by someone who had done that himself that journey not assumptions Thank you veru much!
  20. Movement Speed

    So lets get things off the bat by saying what I will post below will NOT be liked by most players but I feel its a big problem in the game as a whole for using any dinosaur tames. The main problem is not the dinosaurs themselves. As long as players can raise their movement speed exceedingly high they can run around and forget the use of dinosaurs all together. This is why off server pvp is really popular is they can get 2-5 people together and raid another server on foot with 150, 180, 200% movement speed and not face much of any threat except from the flyers (pre-nerf). They can outrun most land tames and now post nerf they can outrun flying tames and if you do manage to pickup one of these players they have a better chance at killing your tame before you get high enough to drop them or take them into turrets to kill them. I get the reason behind the flyer nerf and understand that. The problem with land combat is just that with players maxed on speed and with the increased use of 'aimbot' they can one-two shot a player off a tame and kill it with no fear of ever being caught by that tames AI system. So yes my suggestion is lock players down to 100% movement, realistically no one should be able to outrun raptors, wolves, sabers, and other types of tames. Yes I have been having to raise movement on those types of tames to combat player movement speed but still with the AI system the tames themselves are too easy to be kited and killed with no fear. Players riding them too easy to be sniped/killed trying to hit a player darting around like The Flash on crack. Once they are locked down you can look at re-balancing Dino's again that players should be able to outrun if needed.
  21. Hi! I'm looking for good alternatives for travelling fast between my bases on The Island. I'm a comfort-loving low-risk not-too-skilled Sunday player who likes to peacefully build her own prehistoric zoo on a private server with low dino levels, and I even use to make safe-points for the game if I do anything risky (you get the picture, feel free to think I'm completely missing the point of ARK, sometimes I believe it myself. Nevertheless, I have great, great fun ;)) I have bases here and there around the island, and used to get around with my faithful super-speed pteranodon in a few minutes from any point of the map to another (for base upkeep, resource gathering etc.). So, what would you propose as alternative, safe on-ground travellig dinos for me? To get from base to base I need to cross shallow waters, swamp, redwood and beach/jungle areas. Speed, safety, reliability and comfort are appreciated. Keep it civil, constructive & creative, please
  22. Mating Intervals

    So I have checked youtube video after youtube video just to see how I can make my Female Argentavis mate again I made the Mating interval 0.0 Like it says and it still leaves me with Time till able to mate: 11:48:29 And it just stays that way... PLEASE HELP!
  23. After reading a lot of comments (constructive and not) about flyers i have been contemplating about state of things. If Devs are adamant on keeping movement speed bonus from imprinting at 0 (zero) then i have a proposal that will change overall experience in both PvP and PvE: 1. Some flyers might need (as of v2 flyer state) a slight nerf to keep them balanced if you implement everything/most of the stuff described below (speed on all flyers, slight stamina nerf on quetz). 2. Reduce imprinting speed bonus on land and sea dinos to 10%. Move removed speed imprinting bonus to stamina for flyers (land and sea dinos get 10% speed, flyers 10% stamina) 3. Make wild dinos' levels put into speed not be wasted. I think a flat 0.2% increase to speed per wild level is a fair amount (a +10% to base if you happen to find a wild dino with 50 levels in speed). This should affect ALL land/sea/flying dinos. This will be a HUGE change for breeders, and PvE would be more "fun" - some wild dinos will be faster than others. 4. Make Oxygen on flyers matter - give it a slight bonus to stamina regen very much like it gives swimming speed to landlubbers (taking a deep breath after a long run helps combating the exhaustion). Like: BonusStamRegen = ((Max_Oxygen / Base_Oxygen_At_Lvl1) -1) * Multiplier, where multipler is a number that is easily adjustable by devs. Lets say it is 0.02 (+2% per 10 wild levels), and then it'll be +100% of whole BonusStamRegen per every 10 domesticated levels in Oxygen (thanks to +10% of aftertame bonus per tamed level). Then StamRegen = BaseStamRegen * (1 + BonusStamRegen * server_specific_multiplier_from_ini) 5. If you return domesticated level up for movement speed - i think making it an exponential diminishing growth is the way to go. An example of formula that could work: SpeedMultipler = AfterTameSpeed * (1+(softCap - softCap * e^(-diminishingStep*tamedLevels)), where Soft Cap is max limit to bonus you want to set (achievable at infinity levels into speed). Make SoftCap and diminishingStep configurable by private server owners via .ini. Lets say you set a soft cap to +50% of after tame speed and diminishing step of 1.5% then SpeedMultipler = AfterTameSpeed * (1+(0.5 - 0.5 * e^(-0.015*TamedLevels)) will give a nice curves: http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxMDAqKDEuNS0wLjUqZV4oLTAuMDE1KngpKSIsImNvbG9yIjoiI0Y1MDg0MyJ9LHsidHlwZSI6MCwiZXEiOiIxMzYuNSooMS41LTAuNSplXigtMC4wMTUqeCkpIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjowLCJlcSI6IjExMCooMS41LTAuNSplXigtMC4wMTUqeCkpIiwiY29sb3IiOiIjMDlGMjI1In0seyJ0eXBlIjowLCJlcSI6IjE0Ni41KigxLjUtMC41KmVeKC0wLjAxNSp4KSkiLCJjb2xvciI6IiMwOTI4RUQifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyIwIiwiMTAwIiwiMTAwIiwiMjEwIl0sImdyaWQiOlsiNSIsIjUiXX1d (link leads to an online graph site, select a "Trace" tool to see exact speed% mounts they will have at each level) Red for 100% after tame speed flyers (Wyvern, moth and argent with 0 wild levels in speed), green for 100% base + 10% from (50) wild levels (110% aftertame speed), black - for 136.5% (Ptera, Pela, Tapejara, Quetz), blue for 146.5% aftertame speed flyers. 6. All flyers need a way to protect themselves on the ground. Why Pela and Tape can attack on ground but ptera and quetz cant? Why Argent cant use beak to get rid of those pesky insects even if at reduced damage? 7. Make stamina consumption be affected by speed multiplier for all dinos: the faster the dino is - the faster stamina depletes. So the difference between 100% and 200% speed dinos will be in time it takes to travel same distance - 200% one makes it twice as fast. In other words - speed will not affect distance traveled for same amount of stamina. This will require players to do some min-maxing between speed and distance (stamina) for optimal results. #balance #happiness #breeding Thoughts, constructive criticism, suggestions? Edit/an after thought: compounding speed bonus on land dinos will be a little too big. Changed (2) to reflect a fix. Edit2: added (4) and (5). Edit3: added (6). Edit4: striked out (6) because implemented. Edit5: re-thought flyer speed bonus per tamed level in favor of exponential diminishing (ideally every stat should follow a similar formula), added some formula examples (with graph!). Edit6: added (7), reduced the speed curve a little bit more.
  24. Speedometer on Saddles =P

    Add a saddle attatchment which will indicate it's speed in the GUI in either Mph or Kph. Would be really cool anyways. heh.
  25. From what I have seen crafting speed is kind of useless making items faster doesn't really benefit us to much to waste points into it. The improvement to recipe making is just kind of meh as well, I was thinking why not change it to crafting skill instead. You still craft faster and get the recipe bonus but you also make equipment and gear better. For example, have it so at 160% crafting skill items you make are ramshackle quality and have each point in crafting skill give a 5% increase. This way the trait is kind of like being a blacksmith, I feel like this would give even more dynamic to choosing your talent and a specialization.