Talk:Quetzal

Appearance, Taming, and Behavior
Over many tries to tame a Quetzal, I have observed that no matter where you start, It will always try to fly towards Island center, In triangle above water, between Volcano, The Maw, and Grand Peak. So, be extra careful here, as it will most likely end up dropping in river, if you shoot it with tranquilizer darts or arrows. I suggest count the shots you make, and time them perfectly. It tends to make a panic move after being shot, and this may be effectively getting it into danger, as it will become unconscious after 2-3 seconds, of last shot. It may be enough to get it above river. If it lands in water, it will drain its oxygen levels and start drowning, eventually dieing for good. Since it cannot be carried by any bird, getting one out is literally impossible. Another option would be to try and drag it out of there with bronto, rex, or any other animal strong enough to pull its unconscious body out. (has to be tested and verified)

Although the dossier picture suggests that Quetzal is colorful, ingame, however, it is not. Usually they are gray, or dark green, with a slightly different colored wings. The variations I have observed, in most cases contain colors which are not colorful, but rather grim and droopy. .


 * I noticed that they do seem to prefer to fly towards the center of the island when attacked. I've been able to herd them in other directions, but as soon as I get out of their way they go back towards the center. As for colors, I think you've just been unlucky. I've seen plenty of different colors both gray and vibrant - even tamed one that looks pretty close to the one in the dossier. -- Mr Pie 5 (talk) 05:45, 20 October 2015 (UTC)

Argent & Scorpion Strategy
Another solo tactic would be to use an Argentavis and a very high damage Scorpion for high Torpor. Make sure your Scorpion is set to 'Attack my Target', then using the Argentavis, pick it up and go find a Quetzal. Using a Spyglass, whistle the attack command on the Quetzal and then fly near it, on it's right side, making sure your Scorpion gets near it's neck; it should attack the Quetzal, stop and wait 10 seconds for the poison to take effect then repeat. Quetzals are faster than Argents by default, so sometimes it's easier to wait for it to calm down, which can be around 10 seconds. This method can be very time consuming, especially with higher level Quetzals (a level 16 has ~3000 Torpor) and because of stamina limits, but it's the only thing I could think up after not doing so well with a Parachute and Longneck Rifle/Crossbow. I wasn't sure it was going to work, but I'm glad it did. I went ahead and added this to the actual page. --KazarSanaga (talk) 01:59, 7 October 2015 (UTC)
 * I got some feedback from Steam and it got me thinking; a Pachy with extremely high melee could be used as well, and possibly more effective, although more damaging. --KazarSanaga (talk) 02:39, 7 October 2015 (UTC)
 * I did a few calculations for the Pachy tactic, it could work, but you might also run the risk of killing the Quetzal.


 * The Pachys basic attack is weak at only 10 damage, but it's Torpor scales 1:1, so a Pachy with 2000% melee would deal ~200 Damage and ~200 Torpor. A Lv16 Quetzal has roughly 3400 Torpor, so you'd have to hit it 17-20 times and that's also 3400 to 4000 damage. Even though Quetzals have very high HP, it's a lot more dangerous method of taming since HP varies, although a lot faster if the Quetzal is tanky enough and your Argent can keep up with it. --KazarSanaga (talk) 14:23, 7 October 2015 (UTC)


 * Can confirm that the Quetzal/Scorpion strategy works, but not always - I tried to take down a lvl 116 Quetz with my lvl 155 Scorpion (I thought it was going to be the biggest triumph!). Kept going for possibly two hours or so, and eventually the Scorpion killed it. However, I tried on a lvl 8 (the Scorpion now being lvl 160) and was able to take it down only having had to land for stamina once. I guess the higher level Quetzs lose torpor too quickly to be knocked out using this method. Of course, the unconscious Quetz lasted less than 30 seconds on the ground, having landed with one wing in the water, which the Piranhas nibbled, and the rest on the beach, which the Carnos/Raptors/Scorpions nibbled. Guess it's time for an enormous thatch platform!--MillicentOak (talk) 18:40, 29 February 2016 (UTC)

Quetzal Cage Strategy
The info indicating that a quetzal cage taming strategy requires two people is inaccurate. I have done this solo multiple times on PVE. Once the creature is in the cage, you can simply dismount your Quetzal and place your walls or pillars to contain it. Any idea why the info indicates you need more than one person? --Itweeb (talk) 02:41, 17 December 2015 (UTC)


 * Maybe nobody tried it at first and then nobody corrected it. I changed that section.--Cadaeib (talk) 11:10, 17 December 2015 (UTC)

Video Vote
While the original poster of the video posted it twice in defiance of the rules, I still find it to be rather useful; I wish I'd known last night that that was where I should position my ptero. So I'm putting this video to a vote: https://www.youtube.com/watch?v=hvSepKtlOl4 -- Mr Pie 5 (talk) 18:32, 11 October 2015 (UTC)
 * looks good, +1 --Cadaeib (talk) 18:36, 11 October 2015 (UTC)
 * +1 -- Minemodoverlord (talk) 19:59, 11 October 2015 (UTC)

Stats
We tranq a level 80 quetz on our server (unofficial, no mods and only 1/2 taming time).

It had ~6000 health and just over 11000 torpor.

The calculations for torpor are close but HP is way off. Otherwise that would be 25,500 HP for a level 80 Quetz, making it a power-house.
 * The torpor is added every level, the other stats are chosen randomly, only one stat per level. So only a wild quetzal that happened to level every level up only health would have these stats at level 80. That's pretty unlikely (but theoretically possible).--Cadaeib (talk) 00:45, 14 October 2015 (UTC)


 * I added the wild level-ups and some of the base stats and tamed level-ups based on what I was able to gather from some testing on level 1 and 2 wild quetzals I spawned in. I doubt they're exact, but they should be pretty damn close, assuming that quetzal leveling works the same as every other creature; but we won't know either of these things for sure until the dev kit update releases. Also keep in mind that wild creatures don't level up every stat every level, they randomly(as far as I can tell) level up only one of their stats per level. So a wild level 80 quetzal could potentially have 25,500 hp, but it's very unlikely. -- Mr Pie 5 (talk) 00:56, 14 October 2015 (UTC)

Spawn rarity
I know that the spawning information is meant to convey relative spawn chances, however is is still quite misleading to label quetzal's as "common" in various regions. Even though they might be common(compared to other spawn locations) they are far from common in general.


 * It's more like relative to their own spawns rather than other creatures, at least that's how I interpret it - the best places to go look for one. Relative to other creatures, they're rare across the board, but that wouldn't be a very helpful map. -- Mr Pie 5  (talk) 14:35, 9 November 2015 (UTC)


 * Well yeah that's what i was trying to convey. However it isn't consistent with the rest of the wiki pages. For example alpha predators are listed as rare everywhere. --Alex42000 (talk) 18:29, 9 November 2015 (UTC)


 * Cadaeib had added a "global rarity" parameter to the creature infobox to cite their overall rarity and let the map show where they are most common relative to their own spawns. I think this is a good way to combine both views of the map. What do you think? -- Mr Pie 5  (talk) 21:33, 9 November 2015 (UTC)


 * Looks great! Was exactly what I was thinking might be a good solution! --Alex42000 (talk) 23:45, 9 November 2015 (UTC)

Base Damage Inconsistency
The base damage listed here is different than the base damage listed on the Base_Damage page. I don't know which one is correct so I can't fix it.


 * Sorry, sometimes we update one and forget the other. Thank you for pointing this out. 32 is the correct damage. -- Mr Pie 5  (talk) 07:49, 13 November 2015 (UTC)


 * Thank you for your tireless efforts with the wiki. =) 107.136.113.74 08:17, 13 November 2015 (UTC)

Melee Damage Taming Bonus didn't match in-game results
I've created a personal spreadsheet to calculate the levels gained by the dinos in each statistic after tamed (useful for breeding) and I used to get non-integer values for the levels gained in Melee Damage. I've been testing in a private server taming dinos in different ways (100% effectiveness with "dotame", low % effectiveness by hitting them while taming (not zero because its quite hard to reach), very high level dinos spawned by me at level 1000 or more...) and I've got the values you can see now in the table, they work quite well for me in all the dinos of my official server and all the dinos I spawn in my private server so I'm quite confident with them (with an error lower than 0.01 levels).

I've checked that in other dinos and the problem is the same, I've corrected Pteranodons and Argentavis also, but I think the problem affects almost all dinos.

I don't know if it is possible to get the exact value by looking at the code (probably it is), it could be way easier, by the time I'm going to keep correcting the values of the dinos I breed with more frequency (i.e. Rex, Spino...).


 * To be clear, you're saying that this edit and the similar ones done on Pteranodon and Argentavis were done by you and are correct based on your repeated observations? Secondly, it is possible to get the exact values from the code, and that is what we had been doing. The problem is that doing so involves a lot of back-and-forth modifiers on the values across different files, so it's easy to overlook one. The values we had were correct at least at one point in time (base on my observation), but it's entirely possible that that time has passed, and there are new modifiers to hunt down. I'll compare what you've found with the devkit files and see if I can get them to match. Update: I've found the relevant data to confirm your findings. I'll be correcting creature pages as time allows. -- Mr Pie 5  (talk) 18:16, 24 August 2016 (UTC)


 * Yes, i did those changes but I was not logged in (I created the account not long ago). Thank you for your help, it's quite complicated to get the exact values with my method. Arzorth (talk) 15:36, 30 August 2016 (UTC)

(Citation needed) Spacebar Causes Quetz to Fall
There's a CN reading "However, the Quetzal sometimes falls when pressing space while high above the ground, as if it had been walked off a ledge[citation needed]. It is therefore advisable to get close to the ground before trying to land.". I'd like to submit video evidence of this not only happening, but being specifically triggered. Please see https://www.youtube.com/watch?v=Gt4dfvyDUxQ&t=545 to jump right to the moment the 'saur falls. The video does explain what specific structure has to be made to make this happen on command.

Considering how the mechanic works, I'm fairly sure that if, due to freak chance the server has a moment of low framerateitus and someone happens to be moving down very quickly and presses their space bar all at just the right time, there is a possibility that the game will mistakenly think that the quetz is trying to land on solid ground (which is it's self -- Remember how platformable-entities work) and just drop it, even without a platform saddle. It'll keep dropping once it starts falling regardless. This happens with any flyer; just walk one off a cliff. '''Note that this paragraph is speculation on my part. Can we CN a CN?'''

The comment that the CN is referencing doesn't mention how high the quetz has to be. The thought has crossed my mind that they may mean "while touching the upper ceiling of the map", and maybe the quetz tries to land on that and just falls. I haven't tested this. Frankly, the world border scares me and I avoid it.

RhyisGreywing (talk) 10:10, 14 February 2019 (UTC)