ARK: Survival Evolved

ARK: Survival Evolved

(Now on ASA!) Dragonpunk: Magic Remastered
 This topic has been pinned, so it's probably important
Broku  [developer] 20 Aug, 2019 @ 5:03pm
Suggestions
Keep in mind this is just for suggestions. Not every idea fits the mod scheme or is possible. I am open to all ideas tho!
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Showing 1-15 of 29 comments
Anxiety 20 Aug, 2019 @ 11:09pm 
Please add one or more light spells. Maybe add one that follows the caster, a signal flare alternative, and a ranged light that sticks to targets (either to light a dark area or tag a creature/vehicle).
Broku  [developer] 20 Aug, 2019 @ 11:13pm 
Originally posted by Anxiety:
Please add one or more light spells. Maybe add one that follows the caster, a signal flare alternative, and a ranged light that sticks to targets (either to light a dark area or tag a creature/vehicle).

You know they made that already, glow sticks can be learned and made on here.
Could you elaborate more on the idea if it doesn’t pertain to the way the glow sticks are used?
Anxiety 21 Aug, 2019 @ 12:19am 
Oh. I didn't see those while looking through the engrams in-game. What level are they?
Anxiety 21 Aug, 2019 @ 5:43pm 
A few more possibilities:
1. Structure/vehicle repair, up to a certain tier (e.g. stone), with a small AOE.
2. De-aggro and/or invisibility, or some other form of escape spell.
3. Detect creatures within a large area, maybe with small HUD icons to reveal them through obstacles and/or different colors to differentiate between very aggressive and very passive creatures.
Broku  [developer] 21 Aug, 2019 @ 5:50pm 
in response to
1. To clarify are you asking for a spell or item that simply repairs/upgrades your structures to 100%/stone
2. There is an invisibility spell that is called Magic Mist, you can learn that at level 35 for 23 engram points, it has customizable ini settings to adjust mana cost and mana per second consumption
3. an active scanner mod does in fact already exist and deviates from the core idea of the mod. Now i can work on a potion or spell that will point you in the right direction of a specific dino but that is something id have to test well before i could confirm it become apart of the mod.

Originally posted by Anxiety:
A few more possibilities:
1. Structure/vehicle repair, up to a certain tier (e.g. stone), with a small AOE.
2. De-aggro and/or invisibility, or some other form of escape spell.
3. Detect creatures within a large area, maybe with small HUD icons to reveal them through obstacles and/or different colors to differentiate between very aggressive and very passive creatures.
Anxiety 21 Aug, 2019 @ 6:33pm 
1: I meant repairing damaged structures, but the spell would only repair structures up to a certain tier. So if the spell had multiple tiers, maybe the first would repair only thatch and wooden structures.

2: Again, I didn't notice that one while poking around the engram menu. That's my mistake.

3. Fair enough. I just thought a magical alternative to other mods might fit, but I understand how that might feel like reinventing the wheel.
Last edited by Anxiety; 21 Aug, 2019 @ 6:33pm
Broku  [developer] 21 Aug, 2019 @ 6:48pm 
Originally posted by Anxiety:
1: I meant repairing damaged structures, but the spell would only repair structures up to a certain tier. So if the spell had multiple tiers, maybe the first would repair only thatch and wooden structures.

2: Again, I didn't notice that one while poking around the engram menu. That's my mistake.

3. Fair enough. I just thought a magical alternative to other mods might fit, but I understand how that might feel like reinventing the wheel.


no worries, i understand completely and definitely dont mind the suggestions.
Havoksan 28 Aug, 2019 @ 10:25am 
Hello! First off, thank you for setting aside the time to further the development of this mod! The one thing that I have always felt Ark lacked was a fun and interesting magic system.

That being said, have you considered adding a class system to Dragonpunk? One thing that I enjoy about Party of Six, is that I get to have abilities that are unique to my class, which allows me to feel individually valuable to an encounter, instead of just a copy. And since those abilities are not replicable by fellow players (assuming they aren't the same class), each ability retains a certain level of economy, which provides new value to every situation. For example, if invading a base at night and trying to be stealthy, it's probably best to bring the "enchanter" who can sleep dinos, rather than the "mage" who will quickly give us away, because you can't have lightning bolt without light. Or maybe you bring along a "ranger" when exploring the colds of the north, because they provide an AoE insulation buff, essentially using their skills to help you survive harsh environs.

My wife and I spent a considerable amount of time putting together a class sheet with abilities broken down into four categories, spread out over 6 roles. The categories are Offense, Defense, Utility and Movement and the roles are Tank, Melee DPS, Range DPS, Magic DPS, Magic Control and Healer. Depending on the role, a category may have more or fewer abilities underneath it, with each ability meant to give each role a specific advantage over the other within a specific setting. This ensured that each role felt unique and thematically different from the last, while also helping to define a group dynamic that each player could take on, further influencing their tribe's encounters/reputation/etc.

I'd love to share these ideas with you in more depth if you would be interested. Alas, I would have undertaken the responsibility of creating this mod myself, but unfortunately I have no experience with Unreal, and I quickly lost my way. My wife has a degree in game design, so I like to think that the ideas are solid, but in unskilled hands they are practically dead-in-the-water. We also had other ideas as well for buildables, consumables and so on, but never flushed anything out beyond the class ideas.
Broku  [developer] 28 Aug, 2019 @ 5:49pm 
I love this idea, it’s a great concept for an Overhaul Mod
Havoksan 29 Aug, 2019 @ 6:52pm 
Originally posted by Broku:
I love this idea, it’s a great concept for an Overhaul Mod
Fantastic! I'm happy to hear you say that. We've saved the information we put together in a Google doc, with notes written on each subject to layout the idea behind the ability.

Do you have a means for me to share the link with you without posting it out here on the discussion? Other than while playing a mutual game, I've never tried communicating with someone on Steam privately, so I'm not sure how to do it lol.
Broku  [developer] 29 Aug, 2019 @ 9:19pm 
Yea my personal discord is https://discord.gg/sHbEJXw

Feel to to join and send me some direct messages and we can talk about it. I’m currently out of state with the wife but will be home Saturday evening.
Hiran 30 Aug, 2019 @ 12:32am 
Unbreaking MCCCXXXVII -(yeah, reference to modded MC) spell that gives player buff that prevents any durability decrease for stuff player is using.
D&D style magic with ingredients - set of really powerful spells (for example instant 100% torpor) that requires certain ingredients to be cast
Anxiety 31 Aug, 2019 @ 3:38pm 
I don't like the class system idea since I prefer singleplayer. If you add class restrictions, please add an INI option to disable them.
Broku  [developer] 31 Aug, 2019 @ 7:11pm 
Originally posted by Anxiety:
I don't like the class system idea since I prefer singleplayer. If you add class restrictions, please add an INI option to disable them.

this would be a new mod all in its own if i were to further explore the idea
TheGamingKnight 2 Oct, 2019 @ 5:49pm 
Not sure if this idea is even possible but could you add a water walking spell, would be handy in large rivers and all.
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