ARK: Survival Evolved

ARK: Survival Evolved

Immersive Flight Reborn
Stilgar  [developer] 3 Aug, 2019 @ 10:39am
Balance Suggestions
Feel free to leave any suggestions of rebalances for the flyers in here. The intention is that each has a certain use which it is nearly indispensable in (assuming you actually need that use). Therefore, getting another flyer will not make previous ones outdated!

Pteranodon:
Fast, low weight/durability scout

Argentavis:
Long-distance hauler/ defender

Lymantria:
Homefront farm hand

Pelagornis:
Long-distance aquatic scout

Quetzal:
High-altitude carrier

Tapejara:
Treeline ambush/ scout

Wyvern:
Short/Medium range attacker
Last edited by Stilgar; 19 Aug, 2019 @ 2:26pm
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Showing 1-15 of 28 comments
Chanou 18 Aug, 2019 @ 8:15am 
tapejara and wyvens in here pls ?
Lethal_Giggles 21 Sep, 2019 @ 11:07pm 
My suggested Balance patch as well as future potential fliers
*I believe the speed boost from dives and flapping your wings should last just a bit longer*


Pteranodon: Currently, the pteranodon in your mod is great! No complaints, and serves its purpose.


Argentavis: I believe this creature can use a slight speed boost. Not as fast as the pteranodon, but fast enough act almost like a bird of prey.

Phoenix: When the Phoenix is implemented, it should have the ability to land. This flier should act more like a flying anky and should have weight reduction on mineral resources. Remove the flame charge ability and replace it with a flame dive.

Owl: The vanilla owl is almost perfect the way it is in the base game. Simply adding the soaring ability will make it even better. It’s a healer, and should be fast.

Lymantria: Perfect the way it is.


Pelagornis: Landing in the water is a bit buggy, and it’s dive ability looks strange because of its feet. I feel it should get a speed boost when it takes off from water, like the spino


Quetzal: Should have a better speed boost when its soaring at higher altitudes.


Tapejara: perfect the way it is, no complaints.


Wyvern: The speed boost it gains from diving should last much longer due to the momentum and weight.

Griffin: Once implemented, it should essentially be the aerial equivalent to a falcon. It should have the greatest speed boost when it dives. It should still have low weight/stam
buufball 6 Oct, 2019 @ 2:53pm 
.INI file to adjust flight speed settings ourselves is my only complaint :)
Not a balance suggestion, but a minor QoL one. Let the user decide which flight mode is default and/or remember which one they were using previously when they get back onto a flyer.
FeBreezy 28 Oct, 2019 @ 6:49pm 
I'd like to suggest adding a roar to Wyverns. It's not really a balance thing but instead it's an immersive element that I think wildcard should have implemented. I know there are many mods out there that give them roars already but none of them have the immersive flight aspect like you do!
bulopataTV 16 Nov, 2019 @ 8:03pm 
At first thanks for ur work dude, and sorry for my english :D is not not my native language:

Hey. We have a small problem in our server (valguero). We play a roleplay server. The people live in clans with cities. One of them live in Aberration zone. In this area, flight is not permmited in Valguero, if u try to fly, the dino just stops. But with inmersive flight u can enter, so the "potion" is so usefull for the players, they buy it a lot. Most for those who live inside. But the owl and the griffin instead use the potion, they duplicate it, and nothing happend. I suppose it happend bc they flight so similiar so it´s no neccesary. So, with the "bug" people can have it for free in thousands and the city inside Aberration can´t buy some griffin or owl (maybe others too that i dont known) and carry it to their home.
I hope knowing it helps!!! Anyway, again, thanks for ur work bro!!!
Last edited by bulopataTV; 16 Nov, 2019 @ 8:05pm
AmmyFatxolotl 8 Mar, 2020 @ 6:51pm 
So, I know you do not want some creatures to be too fast when it isn't their niche, but quite a few animals the speeds they have simply don't fit for the mass and wingspan. One of my current biggest issues is the wyvern, it's nearly impossible to use considering how much it slows flying up. To me, it looks as if the wyvern should be dropping out of the sky and falling backwards. This goes for most flyers. I adore this mod, but some things make gameplay very difficult. I can't currently steal wyvern eggs vanilla (Valguero) with any flyer because of the barely moving speed flying upwards. I agree that the speeds should be lower flying up, but it's a little too much, if you catch my drift. In short so my autistic brain doesn't go offtopic, speeds should be increased for bigger animals to make it feel more natural. Hopefully this isn't too nit-picky, but I felt it was something to be said coming from someone who used this mod since it was the old version. :>
CaptainHepp 9 Aug, 2020 @ 7:18pm 
I second a couple of these comments.

1. An ini section to allow server admins to configure speed for each animal would be amazing.

2. The speed while climbing is a bit too slow IMO for most creatures. Snatching wyvern eggs right now is really, really difficult.
buufball 16 Aug, 2020 @ 7:11am 
@CaptainHepp

Use a "speed boost" mod for dinos. ;)
Hotbread100 23 Oct, 2020 @ 5:11pm 
I suggest that each have a different duration of speed coming off a dive, like the ptera and argent seem to have the same length of post-dive speed, a ptera is faster, but argents are slower, but they have feathers which minimize drag(the opposing force to an aircraft or animal) when flying so I think their post-dive speed should last longer(or else who really wants an argent other than for carrying stuff)
Last edited by Hotbread100; 23 Oct, 2020 @ 5:12pm
Trev (AKA Hax) 25 Apr, 2022 @ 12:00am 
I think the Immersive Flight version of the griffin could use some work. The removal of the dive bomb attack and the ability to gain speed on the ground by getting some momentum in the air and then hitting the ground running really takes away a lot. I understand that it's part of how the immersive flight mechanics work, with crash landing and it all, but it really seems like it hurts this particular creature and just punishes you unnecessarily for using it the way Wildcard intended. Is there anyway to incorporate Immersive Flight controls whilst keeping the dive bomb and sprinting abilities?
Stilgar  [developer] 25 Apr, 2022 @ 7:28am 
Yeah I have a patch coming soon cause it’s supposed to be able to use its dive bomb, it just seems to be broken atm. I also am increasing its max sprint speed on the ground a bit for runway takeoff/just getting around, and if I can figure out how I’m implementing runway landings too
stargateMimhi 25 Apr, 2022 @ 1:50pm 
So happy to see this mod updating again!

I must say though, I think the changes to diving are a bit counter intuitive. Diving was such a fun mechanic with this mod that made soaring feel fun and responsive, and now diving feels like your being grabbed from above and shoved into the ground.

It rips too much control away and feels like a punishment for not staying level rather than a bonus to speed at the cost of altitude that you'll need to make back later.
Stilgar  [developer] 25 Apr, 2022 @ 7:23pm 
@stargate Oh, I was confused about what you were referring to but I think you’re referring to the slow turning? Flyers turn slower at high speeds in general now, not just diving. I may set up some ini for that and it’s a new feature so I’ll have to tweak the exact amount, but it’s intended to act as a balance for the melee damage increase at speed. It’s harder to aim a dive attack, but much more rewarding if you land it, kind of thing.
stargateMimhi 26 Apr, 2022 @ 4:16pm 
Originally posted by Stilgar:
@stargate Oh, I was confused about what you were referring to but I think you’re referring to the slow turning? Flyers turn slower at high speeds in general now, not just diving. I may set up some ini for that and it’s a new feature so I’ll have to tweak the exact amount, but it’s intended to act as a balance for the melee damage increase at speed. It’s harder to aim a dive attack, but much more rewarding if you land it, kind of thing.
Not turning per-se, but ascending. Pulling out of a dive is extremely difficult and starting one is extremely easy, so you can't really use them for general movement anymore.

Perhaps that sort of increased difficulty for landing stronger diving attacks could be achieved by making it require a good few seconds of full tilt diving to get the damage boost (or make turning to pull you out of a dive), meaning you have to commit to really maintaining your dive and if you change course too much you loose your momentum?

I get what you're aiming for, I just worry that focus on dives as a combat mechanic makes general movement less pleasant, which is where this mod excels. I don't know if it would be too much extra to implement, but a dedicated combat/diving mode added alongside mouse flight and auto align might also make these sorts of refinements able to go even more in-depth. That could come alongside something like capping the dive speed of the regular flight modes so it would still give you a bit of a boost and you could arc and swoop, but not give you the really fast diving or damage boosts.
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