This is a rant about Migrations.
At this point I believe the migration system is not living up to its potential, and hasn't lived up to its potential in a very long time. Ideally, the migration system should be driving engagement and competition between herbivores, creating a unique cycle of gameplay and player behavior through the enforcement of a limited resource. However, as it stands, due to the amount of food that spawns, and the 2 hour timer on the zone itself, it fails to properly curate an experience.
Due to the amount of food that spawns, there is never a feeling of scarcity within the migration zones for the food, so there is no reason to ever compete with other herbivores, there is never a good time, and there is never a bad time. There is never any proper resource scarcity, never a sense of food uncertainty, and whenever a specific diet or other resource within the zone does become scarce, it never feels natural.
For instance, let's say that the zone switched, and like usual, lipids are a scarce spawn, while protein is incredibly common, herbivores will arrive at the zone and get a perfect diet, however, after 30 minutes or so after all the lipids are gone, the rest of the herbivores are left in a simply unfun situation where the diet is nearly impossible to fill completely without their input. They are forced to wait for the timer to run down and the migration zone to switch instead of actively seeking more food. Or being able to switch the zone sooner, again, due to the quantity of food overall.
There is also the issue of nesting, players are never motivated to nest with the current system, and I pin this also on the notion that there is never a sense of an "ideal moment" to nest. If the resources were scarce, and food spawning was balanced to properly create a cycle of abundance and scarcity, then players would be subconsciously incentivized to nest when the migration zone is full of food. The thought process being "Oh, we should nest now, food is abundant, but food will not be abundant in the near future." Creating a sense of urgency to naturally promote players to nest. And we saw this occur, and can see this occur on high herbivore population unofficial servers.
Another issue is with the lack of zone variety, and the sense that you aren't really taking on a large migration or trek across the map, but that is less of an issue with the migration system, and moreso with how the zones are laid out.
Now, let's talk solutions to the problem.
Obviously, the key solution here would be to reduce the total amount of food that spawns in the zones, and even out the diet spawning within the zone. Additionally, making the plants decay at the 1 hour and 30 minute mark, having the food slowly dissapear over the course of 30 minutes until the zone switches naturally at 80% consumption. Leading to a very natural migration, moving for food, rather than because the arbitrary server timer in the sky told you to.
For the diets issues as a whole and how they feel with most playables that is something I will be posting a document for later, and this brief bit of text will also be included with that.
Some additional notes:
Food spawning out of migration zones in smaller quantities is something that has been promised, and still feels necessary, but again that's also tied to my diets feedback.
Also, with the food spawning itself, I believe it would be better if food was more inclined to spawn in clusters rather than a random splatter across the zone. I believe that would add additional incentive to hang around a specific source for longer, leading to more competition and engagement between herbivores and carnivores alike.
With this, there is a more extreme notion I had a bit ago, where instead of having a single migration zone per species, the total amount of migration zones would be limited to 4, this is to promote more group and herd migrations, and creating more focused spots for player interaction.