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If you also included something that made dinos hungry faster it would be a god send.
I have already switch completely to this mod for my tranc needs as it doesn't seem over powered.
Extra engrams is not a problem for us.
P.S. the blue dart take yellow berries, is this a mistake?
I really like your breaking idea, I wonder though, could you make it so that when an arrow hits an enemy and the enemy dies, you can retrieve the arrows shot instead of stone arrows? I am suggesting this because I find it silly that ARK gives us back stone arrows when you shot a tranq arrow, although I understand the "poison" penetrated through the enemy's skin and you lost that... but then again it is just a stupid thing in my opinion.
For your #4, maybe you should create a workbench that would cost similar to a Smithy, that would contain all the engrams, instead of having them in our inventory. I always hated the way ARK forces us to have 10 billions engrams in our craftables instead of having portable workbenches (for building especially)... so I think this would be a really nice thing to have!
MickeyTJR's suggestion of Metal arrows is awesome, although I believe they should inflict much more torpor than the stone versions, because they deal much more damage as well... for example, an x15 Metal tranq arrow would deal maybe 2.5 times more damage than a x15 Tranq arrow... just my opinion.
With these additions and the hunger reducing thing, especially, I think this is gonna be an awesome mod to play with !
Can't wait to see this mod evolving, I really like where it is going.
I like the Crystal-infusion, and the ability to retrieve arrows sounds nice.
As for the met-reinforcement, why not expand on the oft-ignored Compound Bow and Metal Arrows already within ARK? Giving them the ability to be crystal-infused and provide the enhanced Tranq delivery would finally make them worth the trouble of spending EP on them.
For the Bio-Toxin Tranqs, I'd love to see some form of stun from them, just as they do when used on a player. Maybe not a full stun, but perhaps a 5-10sec 50% Slow, in addition to the Tranq effect.
in reference to the food to make hungy, I'm open to ideas on that. I would love to get that in as well, but want to be something realistic, not OP, and with the benifit of the hunger, also being some kind of drawback, nothing to major but still something. Maybe a decrease in taming affinity, or making it's torpor bar decrease faster or something. don't want it to be a OP item, but also don't want to do what most mods like that do..which is see it's so OP, that they make the cost extreme
so how do we all feel about this as progression...
-- Standard >> x15 tranq >> x25 tranq
-- x15 and x25 can be upgraded to crystal infused (see example vid on that)
-- same progression for darts, and for metal arrows as well.
new overall idea, based on feedback.
STONE TRANQ ARROWS
-- Benefit == less costly then metal. Lasts for 15mins.
-- drawback == 30% change to break on hit.
-- changed to only 2 engrams to craft, being x15 or x25 arrows and berries. (to keep the engrams clean)
-- can be upgraded to crystal infused
METAL TRANQ ARROWS
-- Benefit == less likly to break when they hit there target (5% change). More torpor affect as they hit harder, not a ton but still some.
-- drawback == more costly then stone version. hit harder, so they also do more dmg, sence they do more torpor as well.
-- can be upgraded to crystal infused
DART TRANQS
-- Benefit == higher torpor then metal arrows, doesn't break, but only canister is returned "IF" the target hit was a dino. If it didn't hit a dino, then full dart is picked up to be used. Darts are refillable. So yes, you have to constantly refill these, but the cost up front is more then arrows, but over time could be same or even less after multiple uses.
-- drawback == costly.
-- can be upgraded to crystal infused.
All of these would have have a "BioTonic" version as well , which would do more torpor, and some other side effects ... not sure exactly what yet, but want to make it something interesting or really usefull, but not OP. not sure what yet.
thoughts on these as the move forward plan (assuming all items above can be done on my part. .lol)
Higher level arrows just do more food reduction for the same amount of affinity reduction on animals.
No extra code for the affinity reduction, just use the default mechanics to your avantage.
As far as the auto feed hunger item, make it do a bit a damage as they use it.
As far as the rest looks good. I do suugest you add INI options that allow people to adjust settings to their liking. That way you make it not so OP, but someone who wants OP can adjust it and still use your mod.
Besides people like options and to feel like they're in control. ;)