ARK: Survival Evolved

ARK: Survival Evolved

Elemental Ark
Korvi 29 Jun, 2020 @ 12:03pm
Suggestions and Feedback
With the intention of providing player feedback from all the subscribers who use Elemental ARK so that at the leisure of the Author(s) to read and potentially discuss (and not flood the comments too much) with their users, any of the updates/change notes or current content as well provide potential suggestions that may or may not even be heeded or ever implied.

What makes a great mod is it's community with it's dev team leading it so I hope this created discussion can get more involvement from just me. I myself would LOVE to hear from other users running and playing with Elemental ARK so as server owners' too we could read each others' feedback about their experiences with this!

Examples of feedback that would be useful to provide initially for both authors and fellow server owners would be what map you use, what mod(s) or mod-list and your feedback wither good or constructive criticized along with if any, a possible solution.

If giving outright feedback isn't the desire but a suggestion you want to provide then i'm sure everyone would love to hear ideas for improvement though with anything there is never any promises it would even be done or considered. Though if the Authors like an idea comments from them would be a bonus :)

So i'll start off with my own feedback and suggestions that cross my mind while playing.

I run Crystal Isles with Elemental Ark + Pyria + Pyria DLC (Second Chapter).

I have dino multiplier in my .ini set to 1.25 due to 1.0 seemed to be lacking/barren in places but might up it might not as there seems to be an unusually high number of CERTAIN Elementals like fire Argy's (40+ spawned) verses say only 15-20 other elemental Argys. The spawns seem to vary on the regions and I don't know if the Authors' have fully "Supported" Crystal Isles yet (as judged by the Google Doc)

So some suggestions as of current I have which is free to completely disregard;

*New Ammo* "Superior" (Element) Arrow -
Requires Level 79 (metal arrow tier)
Requires - 1 *Metal* Arrow; 1 Luminescent Essence
Requires Elemental Smithy to craft (Weapons, Ammo folder)
Damage / DOT = Up to Author - perhaps** 10% stronger than stone variant?

*New Consumable* (Flexible concept)
Potion//Flask//Drink of Elemental Resist / Nullify
Requires Level (50 or 80 on par with resist grenade?)
Requires - Luminescent Essence + Elemental specific regents
Requires Elemental Alchemy Table
Effect - Nullifies / Resists (Element) for (10 - 30 seconds)

Info: Unlike the Grenade resist at level 80 that creates a nullified elemental zone radius around the grenade, imagine having a potion/drink consumable that for a short time gives the player the freedom of movement to resist elemental AND if suffering a DOT last moment could apply/consume to their Dino OR player. Dino is optional but could give a last act to save / protect a dino from an aggressive elemental.

Balance Recommendation: have a 60 second cooldown to prevent spam usage or however long felt justified to prevent boss abuse. 1-5 minute cooldown recommended on both player / Dino as a consumable PER Elemental item. So eg, player can consume a fire drink, be immune for 10-30 seconds*, have a 5 min cooldown but can still use say, a water or ice or Stone. IF Engram/Item space is a concern, consider a condensed crazy level 80+ single potion to grant FULL Elemental immunity with intense resources (All Luminscent Essences + regents) to make it expensive worthy to use as needed.

**OPINION** Remove/Replace the Elemental Shields. -- I speak this from so far test-playing with 4-5 players on PVP and also experiencing more early stages of play, this is pure opinion but I look at it like this; Weight aside of it being that of a standard metal shield, Yeah true it has elemental resistance to the specific element for the player HOWEVER on a logical standpoint both PvP and PvE... I and my friends so far don't see *Any* (yet) value of actually making the shields.

Why also is simply that with the variety of elemental dinos and ammo, a player can't predict what an enemy player will use for ammo; as well the shields ARE color-coded that can be assumed what resistance the player is using. Its' only coincidence if a player is on foot and just HAPPENS to have a water shield and get attacked by a player/wild "Water" Dino. And to carry around 5+ shields with 45 weight each and to swap/guess would be a burden.

The HYBRID "riot" shields (Such as Storm) appear to be a little more potentially useful for any shield, it at least combines two elements + the hybrid resist so I mean it may be more useful but the 7 individual "metal" elemental shields... I would **Suggest** an overhaul/rework possibly.

Possible solutions: 1) fuse/combine all elemental shields into a singular 'metal' shield to give 50 (or lower it) resist to ALL elements for the player. I mean, this is for the player on foot right?... Requirements could be 2x elemental plates (all of them!) plus a metal shield. Adjust the resist for one to be all; remove the extra, to form one new item;

**New Armor**
"Elemental Shield" ((Metal type))
Requires Level 40
Requires: 1x metal shield, 105 Hide, 140 Cementing Paste, 2x Elemental* plate (EACH plate eg stone, lighting, fire, water, etc.)
Requires Elemental Smithy

Info: The material is just the required individual multiplied by each 7 element. Making 1 shield would take just 15 hide and 20 CP.. so 15*7 and 20*7 = 105 and 140. This shield would give the resistance of each shield + weigh the same.
Mod affected by Upgrade station*** -- Currently, to upgrade just a single elemental shield it requires the elemental plate. To have a compiled shield would make the Upgrade Station (mod) require ALL elemental plates and a challenge to upgrade it from primitive through ascension. That speaking, I would

Additional Suggestion** Create for each tier of quality an improved resistance to only increase little.. as simple as 1-5 resistance per quality;

So in Example:
Resistance gain: quality value - 0 = 50 (default) 1 = 55, 2 = 60, 3 = 65, 4 = 70, 5 = 75.
That way IF someone made an ascended (or obtained) an elemental shield, it would only give 75 resistance instead of 50.

IF that is too complicated to do (Respect to dev stuff) leaving at 50 is fine just I test that currently; a primitive fire shield and Ascended Fire shield make NO difference except durability and if thats the intent thats fine.

I'll leave it at this for now of a single post, I get a lot of little ideas as i'm inspired to play this mod long term as a core experience and only hope to see it grow. My current suggestions are based on existing current things in the game that could only perhaps enhance the player experience wither they play PvP or PvE.

Ending note on the shield suggestion; due to the thought it relies on player using it on foot, from my experience most players would be on their elemental dino fighting/flying/etc. Relying on the shield for raiding/PvP thus isn't as useful if with ease players could swap ammo just by spotting a shield of specific type. Thus it makes having 7 craftable metal shields... not as useful UNLESS there is some boss or creature you intend to have the player on foot fight/survive but thats also why having a compiled shield may help be an "Enhancement" rather than bulky choose.

Anyone else got feedback? Suggestions? Comments?