ARK: Survival Evolved

ARK: Survival Evolved

The Hunted
 This topic has been pinned, so it's probably important
Olympia  [developer] Jun 3, 2020 @ 5:19pm
Suggestions
Got an idea? Let me know! No guarantees I can deliver, but I am interested in hearing what other players think.
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Showing 1-15 of 87 comments
Bachockly Jun 3, 2020 @ 5:36pm 
I think fire should be able to do more damage and potentially scare away small or medium sized creatures. That would make it more realistic.
Auner Jun 3, 2020 @ 6:33pm 
Triceratops are so slow that they're functionally useless. I got attacked by a Troodon and my "guards" couldn't even keep up with the knockback caused from the Troodon. Literally, a Troodon in melee combat was faster than sprinting Trikes. For a dinosaur that can't collect food anymore, I figured it could be a guard or battle mount... but it can't even do that well. I can't take them away from the base or they cripple my progress speed, so what you end up with is: can't collect berries, can't be used as caravan guards, can't be used as mounts. That leaves "base guard" as their only viable use. Now if that's intended in the grand scheme, fair enough. Problem is, I have no good mount... even at level 81. (Para, Carbo, and Raptor all have crippling faults)

Recommendation: Boost the base speed by about double (whatever base human sprint is should be base -tamed- Triceratops sprint IMO) and leave the increases at 1.5%. This makes them functional early game, while the low increases per level will diminish endgame competitiveness. As nice as it is to have a "do everything" dino, I don't want or expect that. Just want a decent mid game battle mount and can't seem to find any.

As an aside, 5% player speed per point feels broken. Base speed is fine, but I dropped only 15 levels into speed (175%) and can now seemingly outrun everything in the game. Boosting some dino speeds, and dropping the per level speed a bit, might reach a better early/late game balance. :steamhappy:
Swarth Jun 4, 2020 @ 7:07am 
Please add a server tab in the Discussions, would love to play with other like-minded people who use this mod :)
Bachockly Jun 4, 2020 @ 8:56pm 
This is probably hard to do, but it would be cool if creatures had to actualy see you to react. You could hide in bushes or behind a row of trees and right when they turn there back you lunge in. This would make hunting a lot more dynamic. You could maybe make creatures aggro range a specific field of view differing between creature so carnivores have more frontal facing eyes while herbivores have some that extend out to the side. It would also be cool if sound triggered aggro in a larger radius around creatures, where louder sounds can garuntee that they will notice you. Again this might be impossible to do, but is worth a shot.
MisaValkyrie Jun 4, 2020 @ 9:10pm 
Originally posted by Swarth:
Please add a server tab in the Discussions, would love to play with other like-minded people who use this mod :)
I'm about to work on putting up a server now, if you want to play with me that would be cool :D discord.gg/e3EPcug
Garson Jun 5, 2020 @ 2:38pm 
I have few ideas:
1 All toxic creatures could be"REAL" toxic - alternative for darts and tranq arrows.
2 More pasive dinos skills for example Araneo generate silk inside inventory ect
or more complex like Tapejara with this sail could be a flying "dimetrodon" (he is a natural egg incubator,termo regulations)
3 Dinos with armor spikes could returns small % of melee damage inflicted to damage causer.
4 Creatures with claws,horns or sharp teeth could apply bleeding effect.
Greetings!

Ps resize/rework giganotosaurus ;)
Last edited by Garson; Jun 6, 2020 @ 3:59am
AngryJawa Jun 6, 2020 @ 8:19pm 
I've spent the day playing with the mod and I have to say there are things I like and things I am not a fan of.

Likes
1. Raising Dinos from eggs or passive taming babbies. Way more immersive and fun
2. Dino behaviors. From my immediate experience with a day of playing I do like the behaviors
3. Altering Engrams and Resources. These add variety to the game.
4. Nests - These are stylish and it seems you overcame the egg decay problem

Not a fan:
1. Weak Starting Character. This slows the game too much. I don't have enough time in my day to dedicate to raising a weak character. Easy to compensate with setting adjustments in character growth but not as fun as it sounded.

2. Limited Tamable Dinos. One of the main reason I play Ark is to ride dinos like Spinos, Rexes, Stegos, etc. Limiting what I can tame kind of ruins the core of the game for me.

So far from one day of playing those are some of the key ponts. The "not a fan" points are a bit too much for me to continue. If you could make this Mod Peicemeal so I can choose the changes that would be cool. But for now I will leave it be and continue my ark exploring a different way.
Meins Jun 7, 2020 @ 11:21am 
One big thing a large mod like this usually always needs: configurability.

Options to disable/enable parts of the mod, e.g. one each for behaviour, taming, crafting and character. This will greatly increase mod compatibility. Player (like me) would rather play with Immersive Taming? Great, just disable your take on taming and done.

Options to configure part of the mod, e.g. the starting level of tamed animals, craft speed, character attribute factors, ... (And just set your current values as default of course)

This is not only for us players it will also greatly reduce your burden, as players can just configure the mod to their liking rather than having to ask you to change stuff - which you probably don't want to in the first place.
Tony Kaku Jun 8, 2020 @ 7:43pm 
Originally posted by Meins:
One big thing a large mod like this usually always needs: configurability. ... This is not only for us players it will also greatly reduce your burden, as players can just configure the mod to their liking rather than having to ask you to change stuff - which you probably don't want to in the first place.
This. Played a little tonight, and I really love the concept because I always find myself getting bored after the early to mid game and asking, "now what?". Once you get an argent or a rex the game is just trivialized and that sense of danger around every corner is pretty much non-existent. So I love the idea of things like the AI changes to make herbivores more territorial, or corpses attracting carnivores, and making dinos untameable so you have to actually raise babies to be your companions. That's absolutely up my alley, especially down the line when you've made more species of babies/eggs available.

But I think the player nerf is a little too intense, for me personally. I don't play in large tribes, I either play solo or with 1-2 other friends. Even working together with my friend tonight, farming basic materials was just taking forever as we constantly had to stop and rest for our stamina to replenish. We were playing on Valguero, and spawned at the beach where berry bushes are in very short supply, so we couldn't even counteract the torpor with stimberries but just had to stop and wait each time. And with the incredible nerf to crafting/repair speed, we'd spend even more time repairing our fragile stone tools and basically made no progress in the 3 hours we played, even to make a basic thatch shelter. As it is, it's hard to align schedules with my ARK friends so we can play together, so it feels lousy to not make any progress in what time we DO have. If we wanted progression to be that slow, we'd be playing on official.

Obviously that's just my experience and won't be everyone's, and obviously isn't yours as the creator since you implemented things this way to begin with. But being able to configure things would let us adjust the elements of the mod that aren't right for us (stamina drain/regen, crafting speed) while keeping the ones we DO like (dino AI changes, baby taming). I do really like the idea of this mod and will be keeping my eye on its development because I'd love to be able to use it someday, but I think unless things are adjusted to be more configurable on a personal basis it's going to be difficult to find the sweet spot that makes everybody happy with everything the mod tries to do.
ShadeShifter Jun 9, 2020 @ 12:19am 
While i love the mod already as it is as i play only in SP I also understand what the others are saying and i would like things to be cionfigurable as well. Mostly for the fear that changes to favor somone will reduce the fun of the others.
Another thing i hope is that this mod will take in consideration all the items and their functions so that everything is important in doing something (kibble, narcotic arrows ecc.)
Rebelstiltskin Jun 10, 2020 @ 10:39pm 
have a list of mods that work well with this mod.
Garson Jun 13, 2020 @ 11:56am 
GameUserSetting command for egg and curious baby and unique tames level controll (The ability to spawn at the same level as the parents in the area)
Default= lvl 1
Edited= 1 -150 lvl (or more depend of OverrideOfficialDifficulty)

Herbivores like Trike Stego ect insted of instantly attacking could first somehow try to scare us away,and if that doesn't help, then charge
Last edited by Garson; Jun 14, 2020 @ 7:41am
Atreyu Wolfson Jun 15, 2020 @ 10:27am 
Please -if there is any way- make the starting level of a dino scaling with e.g. the diffuculty override modifier.

Reason:
-----------
I have the difficultyOVerride at 6, which pretty much gives me wild dinos up to level something around 200.
If I raise a dino from one of the TH nests, curious or the like, it can get a max level of 121 (birth at level 1 + 120 additional levels, if I am right).

In such a setting it renders the search, risky gather and rise up of dinos / eggs nearly useless, because most wild dinos are much superior to the tamed ones.
AlwaysJungle Jun 16, 2020 @ 4:14pm 
yes! can you have it to were rockdrakes have those little nests
Tony Kaku Jun 16, 2020 @ 4:27pm 
I'm playing on a server with this mod and it has a very low harvest yield, which on the surface feels like it goes hand in hand with this mod's difficulty. However, when it comes to the default baby food consumption being INSANE, this is just unreasonable to death with as a single person, because you will literally spend every 10 minutes gathering berries by hand, for hours, just to keep the trough full and the baby from starving. When you pair that with gathering maybe 4 berries per bush, and half of those berries being the inedible narco or stimberries, it crosses over from being CHALLENGING to MASOCHISTIC. Plus I am literally overflowing with more fiber than I possibly know what to do with...

(and yes, I know baby consumption can be modified in the server settings, but server admins may not want to change that for whatever reason)

To offset these challenges I had an idea of a tool that's sort of the inverse of the metal sickle - something that specializes in gathering berries from bushes. Preferably not something that requires metal ingots, but you'd also understandably not want it to be super easy to acquire, either. Maybe a sort of bone scythe that requires chitin/keratin, hide, and a decent amount of stone? Like how the metal sickle gathers more fiber than you can by hand, and ONLY fiber, it could yield more berries than you can gather by hand, and only berries so you're not always having to throw out the fiber you have no more storage space for. It could potentially gather more depending on your melee skill as well (I actually don't know if the metal scythe does this or not). The berries would still be random, sure, but it'd be a hell of a lot less frustrating than having to mash the gather button on 800 bushes and coming home with 10 edible berries for every 20 stim/narco. Especially since trikes (and maybe some others) have been nerfed by the mod and can't gather berries anymore.

And before anyone says "just start a farm" that's also quite an undertaking for a fairly low yield in the early game, especially on harder server with slow EXP rates. Low EXP also goes hand in hand with a mod like this, but it means your engram points are extremely precious and it'll take a couple levels to learn to make the crop plot AND the necessary pipes to irrigate them, AND a compost bin, AND you have to wait for the crops to grow, AND it's not like you're going to get the greenhouse effect at that early stage of the game, especially if server settings make leveling and gathering materials extra hard...basically the player is relying on berries at that stage to feed their tames, who have to be hatched as level 1 babies who are going to be consuming insane amounts of food, possibly for HOURS AND HOURS AND HOURS if you're on a server with vanilla-ish maturation rates...it's unsustainable.

We're all here using this mod because we like the idea of making the game challenging and focusing more on survival instead of a race to get a bird and break the game within a matter of hours like regular ARK, but I think also a lot of us have lives and interests outside this game and can't devote that much time to being online and doing constant, and I mean CONSTANT berry gathering just to keep a hatched baby fed. At least having some method of gathering food for the babies more efficiently can help somewhat, in a more immersive way than just asking a server admin to slow the baby consumption rate. Let me go mass-gather some berries while I have time to be online, then once it hits juvenile I can feel secure knowing I have enough in my trough to keep it fed while I'm away.

Sorry for the long post, this is just what I've been thinking about all day while trying to keep my baby carbo alive :P
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