#general-feedback

1 messages · Page 69 of 1

abstract pelican
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suggestions arent immune to criticism

quiet sand
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Diplo is an uneccessary investment right now. It's cost to benefit ratio is bad

rare hedge
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"natural" isn't a high priority when we have a Herrerasaurus and a Triceratops occupying the same space

willow meteor
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And humans

delicate dagger
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Camarasaurus was intended to be that sauropod that Gigas/Acros and possibly big Allo packs could feed on.

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even tho of course camara attacks are crazy right now, but would they stay forever like that?

sacred haven
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Perhaps if camara stomp took more stamina then theyd have to be careful about how often they stomped. If they ran out of stam, then their front is wide open.

digital meteor
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cam's stomp takes long as hell anyways

stiff veldt
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there's also the fact that Adult Diplos are fucking massive

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so that means you would only be hunting Subadults and babies. Which is what Allos could be doing with Stegos, Camaras, and Pues.

hasty dawn
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Allosaurus could def handle adult diplo camara and stego, just in packs

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Ours isn’t that small

dull tiger
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Allos are like big raptors in that sence

stiff veldt
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Mostly refering to Singles since "Natural prey" implies a constant and limited danger source of food. @hasty dawn Not everyone will make friends with their Neighbor Allos

urban robin
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sorry for all the monster hunters/swamp stuff but I think it would be cool if the neuro strain had a theme somewhat similar to this: https://www.youtube.com/watch?v=p9Y-n8yQ6m4, might not be fitting though if neuros arent meant to fight that much rather than be stealthy

This is an extended version of the Poison Mist/ Old Swamp / Gypceros theme, surprised nobody made one yet, this theme is awesome & memorable. Made with the p...

▶ Play video
ancient plover
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that would be pretty interesting. youre just sitting there hiding in a bush and you start hearing music coming closer and closer to you.
i dont know how feasible that would be but it would be interesting and super scary

dawn compass
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ADD MORE SKINS :3

deep lotus
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Play with a skin mod.

median thorn
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Lmaoo why tho

willow meteor
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tfw you don’t read up on planned mechanics and don’t know there’s a skin system coming that will let you essentially make your own skins

digital meteor
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But doesnt the new skin mechanic only allow you to change the colours? the base patterning is still the same

willow horizon
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Pretty sure they mentioned being able to pick different patterns

digital meteor
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i c

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but yeah, I think what "anime" meant was to have different patterns to choose from

willow meteor
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no they meant make more skins

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because they probably don’t watch streams/post on the discord

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they have like 10 posts in total, prolly new

digital meteor
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o

open knoll
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Size differences between the male and female models? Obviously not necessary. Just a tiny aesthetic that adds another little detail into the game. Don4Champ

digital meteor
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gender dimorphism is planned, whether to what extent is up to the devs

devout wraith
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I'd love to see a mod or something for the Diplo, its a far better sauropod then Camara in my humble opinion.

digital meteor
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Camara was made to be apex fodder anyways

devout wraith
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Diplo would fill that fodder role too lol.

digital meteor
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not so much

willow meteor
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Diplo is massive, at least Camara is around Shant sized

runic hollow
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Diplodocus?

marble swift
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I don’t really see the appeal to wanting more sauropods honestly

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They don’t really add anything significant to the game in my opinion

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Other than a ridiculously large lizard cow

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That’s about it

devout wraith
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Some people enjoy being a large creature. At least I do, migrating as them is quiet entertaining they just need large open fields to do so.

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Reason they are so boring now is because the maps are so small and theres mountians and large forest areas keeping them from moving.

digital meteor
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we already have Pue, basically Diplo but thicc with a shorter tail

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so there's that

devout wraith
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I dont see why people are so agiasnt sauropods, they are no different then any other dino just bigger. your doing nothing no different then what you'll be doing as a smaller herbivore.

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Your just massive and slower. no big deal.

quick wyvern
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Some of ya seem to be overestimating Diplo's size.

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At least one of the species would be around the current Shant's size, just longer and skinnier.

devout wraith
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I'd say thats a prefect size, could easily take camaras place.

cursive stag
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Personally if we're going to go adding more sauropods I'd like to see Apatosaurus.

willow meteor
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I wouldn’t mind more sauropods as a mod but from a gameplay point of view the ones we have now are more than enough

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Like you’re too slow to get away from the Hypers that are going to specifically seek you out

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Or humans that are gonna aim for your big, slow moving head just because they can

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inb4 “then dinos will know where you are cause you fired your gun”

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if I’m a dinosaur I’m not going to go looking for the human that still has a gun and can one shot me too, im gonna go after the giant meat mountain he just killed

rare hedge
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Depends. I might bet my Utah giblets that humans taste better than a land whale

willow meteor
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That’s on you

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If you wanna risk going after something that can still fight back

abstract pelican
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hell yeah im gonna shoot sauropods

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i win either way

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if they come to me i can shoot them and if they come to the corpse i can shoot them just like the sauropod

ancient plover
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I think the bone breaking height should be changed. it's honestly annoying when you are going over a 2 foot drop and then you break your leg, is stupid and makes no sense.

willow meteor
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It’s bigger than 2 feet

rare hedge
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I just hope/suggest we have small herds of 2-4 sauropods roaming the map

willow meteor
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You’re huge

rare hedge
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Maybe different species in different areas

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They just make such an impact on the scenery

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Bone break distance is usually pretty fair tbh

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What looks like 2 feet is actually quite a bit longer, it's just not always easy to tell because of how everything is scaled right now

devout wraith
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I'm sure there will be servers that dont allow humans so they wont grieve poor sauropods.

ancient plover
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Yes but if you look at the fossils of dino's. They were about twice the size of humans. It takes quite a big fall for a human to break legs. But with this game. I think it should be at least a little more of a fall to break a leg.

willow horizon
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The thing is the bigger you are the harder you fall.

ancient plover
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Physically everything falls the same.

reef shore
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@ancient plover false.

rare hedge
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^

devout wraith
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I'd like to see at least a few different sauropod species being added, (Small ones that is) Mod or not I'm a fan of them.

median thorn
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More sauropods?

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One word

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Shunosaurus

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Shunosaurus is arround the size of acrocanthosaurus and has a deadly tail

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It could be a lower tier sauropod

devout wraith
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Oh I love Shunosaurus.

willow meteor
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Tiers aren’t a thing anymore

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If you’re going to add a dinosaur you have to give a good reason why other than “I love it”

median thorn
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Because its not an OP ass colossus like Puertasaurus, or apex fodder like camarasaurus

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Also

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If tiers aren’t a thing anymore

willow meteor
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Why play Shunosaurus over say Stego

median thorn
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Stego is easy to kill

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Really easy

devout wraith
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I would, longer tail and bigger.

willow meteor
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that can be changed

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Without spending thousands of dollars to add a new dino

median thorn
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Thousands of dollars?

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Wat

willow meteor
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To make a model, rig it, animate it, make sounds

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Then make models sounds and stuff for its life stages

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Plus that takes time away from other things the devs are working on

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Instead of say buffing stego

devout wraith
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This is why I said I wouldnt mind seeing mods of more sauropods.

median thorn
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Hmm

willow meteor
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Ye mods are fine

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I’d be down for Sauropod mods

delicate dagger
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Dinosaurs cost like

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at least $6k

devout wraith
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I have Dinosaur revolution to thank for my like of Shunosaurus lol.

digital meteor
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Do people not realise that adding new things require money? lol

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And a lot of it

delicate dagger
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example that Tarbosaurus would be pointless. $6K for something that would be even less special than alberto

high bridge
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What if the roar keys had to be held down to reach maximum volume? So say I want to 3 call something off my food but I'd rather not alert the whole area, I can just tap 3 and make a quieter threaten call that doesn't travel as far. However, if I held 3 down for a few seconds, it'd be louder and heard from further away.

median thorn
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Uhh

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Why tho

high bridge
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So people don't have to tell everyone and everything where they are whenever they have to use a roar

warped jacinth
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Something similar was suggested before

high bridge
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Hm, wasn't aware

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I don't check here often

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But I just thought it'd be a nice QoL thing

willow meteor
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I do think we need some kind of quieter roar system, animals don’t make their loudest sound every time they vocalize

warped jacinth
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the other suggestion that was similar was different roars depending on if you tapped or held the button

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not even roars neccessarily

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Id have to scroll up a lot to find it XD

rare hedge
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Roars are not QoL. I don't know why people keep thinking that

warped jacinth
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perhaps because roars are a huge part of this game

marble swift
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I think it’s more people confusing QoL stuff with uhhh... what’s the word... detailing? I think that’s what I’m thinking of?

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Not that I don’t think roars aren’t important for a game like this (it’s a pretty neat idea to have some form of communication that isn’t just a chat function)

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It’s just a thing that’s not the end of the world if it’s gone, y’know?

floral plover
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With that amount of screaming one would probably accidentally go super saiyan

agile pelican
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^ internet comment of the day

little cliff
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I'd agree with the roar suggestion. Example, a soldier in a war zone isn't going to yell at the top of their lungs when all they want to do is whisper to their squad or put a single target down without notifying every baddy in the area...

dawn compass
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I agree with Kilwrathy

sacred haven
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I could see Utah's using that to coordinate a little further away before a hunt or a mother para warning her calf to stay down if she sees a pred that's lurking around

rare hedge
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What it sounds like you want is a volume reduction for the standard F call, because you would be using local chat for that anyway

faint cipher
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Or even not roar when chatting

rare hedge
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Nope, that is a very intentional design choice. If you're communicating then you need to risk being heard by others as well

delicate dagger
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I doubt we could just communicate magically without any sound.

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Everything comes with risks

stiff veldt
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Threaten should always be a loud call. if you're trying to deter something then you aren't going to half ass it.

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but a Like two level Broadcast could be interesting.

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Allowing like Utahs to call out to each other without yelling out to everything

willow meteor
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You can be loud without being heard half the map away

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There’s no reason threaten should be excluded if they do the quieter sound thing

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Remember the last time a cat hissed at you and you heard it from 300 feet away?

brave girder
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Threaten is honestly the best one to have an alternate for

willow meteor
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I think they all need a quieter sound honestly. 90% of the time I track a dinosaur it’s because I heard it from very far away

brave girder
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Growling is a great way to communicate

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More useful than a quieter friendly

willow meteor
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I mean I know that’s the point but the alternative is not using any roars at all

cursive stag
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Animals have better hearing then people though. Like in general. Makes sense that would over come any of these arguements.

willow meteor
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This is also a game

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Not real life

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so

cursive stag
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This is also a game, where that mechanic is intended to make people have to be careful and not just sit in a bush and chat all day doing nothing

willow meteor
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If I want to tell something my size to fuck off from something I just killed without telling everything bigger than me where I am a quieter roar would be useful

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The people who sit in a bush and chat are going to do that regardless

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Likewise if I want to tell another Utah I’m not going to maul them immediately without spending time chatting I could use a quieter friendly roar

cursive stag
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Ok. so you want quieter sounds for specific situations when chatting to people. How do you program that

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How does the game know for a fact that in this instance what you are saying is friendly, or hostile

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How does the game know that you are talking to one person, not many

willow meteor
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Change it so that briefly pressing the button makes the quieter sound, where holding down the button makes the standard louder one

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You’re looking into this way too much guy

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It could still be the basic 1,2,3,4 buttons

brave girder
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Threaten roar is dangerous to use because half the time people will assume you want to fight

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And go aggro

willow meteor
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Just changed to how long you hold down the button

cursive stag
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Threaten roar is supposed to make people assume that you are willing to fight them over it.

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If you're not willing to fight them you shouldn't use it

willow meteor
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threaten is supposed to mean “go away, I don’t want to fight”

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people are stupid and assume it means “fight me right now cunt”

brave girder
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If there was a growl as well then it could a more subtle "back off"

cursive stag
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It means that you are willing to fight to protect it. And then THEY have to decide if they think it's worth fighting for or to go away

brave girder
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Instead of "ROAR IN GOING TO KILL YOU"

willow meteor
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Shy you’re basically saying what we are

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Threaten means “go away or I’m going to fight you if you ignore this”

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We’re getting off topic tho

cursive stag
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Yes. and that is something that an animal tends to be rather vocal about.

hidden storm
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👀

willow meteor
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Ok? And you can be vocal without letting every single predator around know where you are

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Hence quieter sounds

cursive stag
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Or you are that vocal to let all the other predators ALSO know that you mean business. Instead of constantly having to stand there growling over and over each time someone new comes by who didn't hear you.

rich jacinth
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could just bite the air a few times

cursive stag
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^ I've done that before

hidden storm
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Suggestion: a suggestion discussion channel so suggestions don't get lost in the ether

willow meteor
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^^^

hidden storm
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lmao

willow meteor
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Like feedback

cursive stag
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I didn't think it got lost when the topic stayed on the suggestion but alright. I'm out.

candid salmon
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Suggestion feedback channel, perhaps.

willow meteor
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tl;dr animals should have a quieter roar for close range encounters in addition to the louder, current roars we have, maybe have it so shorter, quieter ones are used by pressing the key briefly and louder ones used by holding down the key

marble swift
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^ im for this honestly

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It’d add more depth to the roar system

stiff veldt
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Its like dat one dead meme

I can't be the only one who kinda thought about Fos Roh Dah am i.

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but yeah. Sound variation would definitely be more helpful in theory at least

runic hollow
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Maybe 4 number key could be like a mating call? Like the broadcast and the friendly call combined in some way? Just to add a bit of more realisim.

digital meteor
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bEg0ne

brave girder
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Insert mating DLC joke

candid salmon
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4 is already a "Help" or whatever call.

digital meteor
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4 is "I'm pathetic please end my eternal suffering" call

runic hollow
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Then 5

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My bad

willow meteor
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Just use friendly

reef shore
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@willow meteor but that's not friendly enough

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😏

hidden storm
tribal merlin
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In the futur, it'll be possible to have, in Setting, sound from the game in background ?

urban robin
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What if dinos drank more water per gulp the deeper they went? Say for instance, at the very edge of the water, you drink slowly, but as you walk further into it, you drink more water per gulp and thus fill up faster? would be a cool risk vs reward mechanic for when things like aqua spino and deino are in IMO

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cuz ive been drinking in a hurry so many times as food items like dryo, ava, pachy, etc. I have to expose myself to drink, and if theres a way to speed it up, i'd totally take it if i was certain there wasnt anything in the water waiting for me, but i could always be wrong so 😨

rare hedge
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This channel is now for suggestions only. Any discussion about them belongs in the new #general-feedback-discussion channel. Deleting clutter.

mighty echo
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Something needs to be done for the acro friendly call

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It sounds extremely aggressive xD and it's long

slim topaz
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i would like to see new predator line

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new trike type

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@dev contact me if need more dino lizards for a new line, nothing to rush btw

rare hedge
ancient plover
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Could we possibly have a Screenshot-Discussion or compliment channel for the screenshots?

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I only ask because there's so many I'd like to compliment on (I'm sure others may want to as well), and I don't want to bother the person(s) by DMing them with compliments and I know we can't post in the channels because its against the discord rules. 😄

median thorn
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Suggestion for Monolophosaurus:
If it isn’t scrapped by now, monolophosaurus could be another venom type dinosaur, having a stamina draining venom that would allow it to catch prey easily or escape from predators fairly easily

floral plover
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Would have been cool with a "scattering bird" effect for example broadcasting will cause birds in the trees to flock away

random ginkgo
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Could we get a Gorgosaur its one of my favorites

sterile vortex
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For the rex family tree? @vestal dust#2467

digital meteor
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would love to see some of the old skins make a return, "old" as in skins b4 the Male Female update.

rare hedge
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A while back I had put some thought into this but realized I never put it here. It might be nice to further differentiate our different movement types so that each has a function over the other. As it stands now, there is no actual point in walking, because crawling is the same speed and quieter, and trotting is faster with no additional stamina cost. I was thinking it might be nice if walking was the default "stealth" movement. So we would have:

Sprint - Fastest, loudest, consumes the most stamina
Trot - Faster, louder, stamina-efficient travel
Walk - Slow, makes little or no noise (except maybe when walking through bushes, stepping on branches ,etc), no stamina cost
Crawl - Same speed as walking with tiny stamina cost OR slightly slower speed with no stamina regeneration, with the benefit to crawling over walking being that you're harder to detect visually rather than just sound.

The goal here is to make each movement fundamentally different enough to where they can all be useful.

candid salmon
fleet locust
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Suggestion, campaign offline mode for bad internet connection lol

rare hedge
novel stratus
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Limit communications and hide identification would really limit herd and pack sizes. Limitations like, greetings and basic questions / statements that gets your point across. "Lets group up" or "stay away" and things like "I'm hungry/thirsty". I think this option would remove the element of humanity within the game and be more immersive. Coming across a dino in game with communications like this, everyone would really have to use some discretion when choosing their herd/pack mates. Would have an immediate effect of removing mega packs and forcefully implementing more realism. With little impact on the game experience for those who play with friends who already play with each other.

rare hedge
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I'd like to suggest combining Global, Local and Group chats to a single window instead of 3 separate ones. Different chats can be displayed in different colors to reduce confusion. This makes it harder to miss messages because you were looking in the wrong tab.

copper scroll
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I would suggest perhaps having a way to copy and paste text from chat. Right now, you cannot highlight the text. If I play with Chinese players, or any other non-english speakers, I cannot copy their symbols/text and post it to google translator. It would be neat if that was an option.

ancient plover
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I suggest making the server player list in alphabetical order :P

somber quartz
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Possible omnivores or the 'egg snatchers' like the oviraptor maybe?

snow plover
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anyone else think the Utah trot animation is off? it looks like he is sliding as he is walking

swift nova
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Following from Peatree's suggestion. Hopefully this hasn't been suggested before-- But having limitations when it comes to species pack/group sizes, blocking interspecies grouping/communication with both predators and herbivores. And also putting group group-caps depending on the species(Maybe even gender.). So perhaps a group of Utahs has a max adult party of 4, then a extra 2 slots for Juvis (Juvi's get auto-booted from group when they mature.) Meanwhile a animal such as a rex has a group limit of two adults and one Juvi, (once again Juvi auto booted when reaching maturity). Just looking for solutions for Mega Herds/Packs.

green fern
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Here’s an idea for Pachy to be in survival, since there is lots of mountains and steep stuff, maybe Pachy could take the niche of Mountain Goats and such?

arctic cypress
mortal crow
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Maybe a baby shant could be added seeming as we are getting trike and para would look really cool

ancient plover
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Day one hatchlings would have to stay right around/in there nests/nesting grounds, and they get a little health and speed boost till they get a lil older. Dinosaurs that are egg thieves/prey on baby dinosaurs specifically can sense and nesting grounds but as any other predator, are vulnerable to the parents .

left lake
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If herb strains are ever a thing, neuro Para should have a really loud roar/bellow/honk/thing that can deter predators

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Or Hypo Para

frank lion
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People just wanna see dinosaurs have sex

hasty dawn
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^Kicked. Please provide legitimate suggestions.

ancient plover
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Should add an excratory system or something later on, so when carnis go to sense you out (when it's added) they are counter-acted or discouraged to some extent lol or they straight up can't see your position or however little work (cargo senses)

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*over the smell of the manure that is (legit suggestion)

loud condor
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EDIT: I'd like to suggest a placeholder for requiring both genders to produce offspring. Also, only male dinos should be able to put in food for the nest while the female builds the nest and can invite people to it, that way the parents basically have to "work together to raise offspring".
Instead of chosing your dino's gender when you hatch, there should be a very high chance (~ 95 %) to get one specific gender (for example male) and only a slim chance that you'll get female. Therefore mass nesting would also be eliminated for the most part and more people have to prog to get a certain gender to be able to nest with someone.

median thorn
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Suggestion for Velociraptor: Velo could be added to survival with the special ability to climb trees to escape predators or even ambush, since little velo needs some love

karmic ledge
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May have been already suggested a while ago, but in regards to perks it might be a more realistic and original approach to make it so you could gain perks by reacting with the environment. Like surviving with low water for a long time made you able to retain water longer, or not need as much. Not eating much food made you smaller, faster better for hiding, instead of bigger and bulkier. Overeating made you slower, but bigger and stronger, while eating too much made you sick and lose health. For herbivores eating certain plants would give you certain temporary abilities, or a strict diet of one plant made you faster, stronger, bigger, etc. "perk plants" would be hard to find of course. I think this would be more immersive than just gaining points and leveling up a creature.

stuck locust
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I would like to suggest having the water volume slow player movement by a percent for every second when they are walking/running in water.

crude topaz
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I'd love if the foliage had more depth to it, such as the plants shaking when you ran through them, as well as i'd really like for a system when you're playing something like Aquatic Spinosaurus, or Deinosuchus, where if you come out of the water or poke your head up there's some duckweed left on your body and it comes off after 10-15 minutes of being out of the water.

fleet escarp
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i just wanna see dinosaurs pick up and run off with some eggs

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like a velo or herrera

cursive stag
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For dinos that don't lay the nest but are part of the group and feed a nest. It would be nice of the nest icon showed up for them as a reference. Of course only one nest reference working at a time. so if someone went to feed a different nest, then that nest becomes the new marker for them. But this would help make it easier to locate nests for team mates I think.

final frost
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This is a new and not fully developed idea that popped into my head but based on what I understand from studying physiology for a fairly long time I think that adding a stress parameter to dinosaurs would be a good idea. I know if may seem similar to some other game I've seen out there but tbh, fuck that that's beside the point here. It's an idea that can add a very interesting dynamic to the game. How? Well stress is a very important factor in the functioning of any organism. I determines health, strength, reproductive capability and the ability of the animal to relate to both it's environment and other members of it's species. It is key in determining group dynamics as well as the capacity of the organism to function toward maintaining self.

I think that causing the player to contemplate in each situation not only the factors that affect ability of their animal to eat, drink and not become food but the stress levels associated with each situation they encounter and how these will relate to the creature's capacity to function will increase depth of gameplay incredibly and necessitate a decision making process that can be very challenging and thus very rewarding. I know it's not very specific but at the same time I know I don't have the experience to really give specifics, all I can say is it hope you consider it, and I hope that it's viable.

Ps. I also think it can help nullify alot of the artificial rules that others like to impose on the players. A stress system with well thought out, logical parameters with equally logical effects cannot be negated without venturing into very obvious folly. It's at least worth some thought I think

ancient plover
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A healing system of some sort anything besides just sitting and waiting for either your health to come back and bleed to go away cause rn all i see is rexs die to each other and survival just something so like after combat you have more of a chance to actually survive the fight then just die cause a rex got bored of rex and decides to take you with them. This might already be a thing like it might be in this upcoming perk tree thing in the future idk havent been kept up to date with the isle either then again trike is coming to survival!

slim vector
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What do you guys think of some kind of "advertising" or "introduction" chat on this discord? People could write some words about their server or discord community. This could help bringing people together or Newbies like me could get a better impression of what servers and discords there are.

ancient plover
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Suggestion:
A new creature combat mechanic:

  • basic attack key | does your regular old attack with standard damage
  • heavy attack key | does a heavy attack with critical damage at the cost of 75% your creature's stamina
    Critical damage: the theoretical potential of your creature's ability ruin another's day.
    Example, a pachy stands no chance against a rex, however, if it put enough effort in I could potentially shatter its ankle. This could be done through the critical heavy attack.
    With the pachy's heavy attack being my example already, let's say a charged attack that you have to time precisely and commit to: having a period of time the animation for said attack to play out.
    Also have the heavy attack scale with opponent, so if in this case it shatters a rex ankle, it would maybe snap the femur of an allo? You can use you imagination for the effects heavy attack would have in comparison to the standard attack.
    The reason I think this would be a good suggestion is because it would help bring a level of strategy and diversity to each creature battle and would also mean learning the risks of taking on said animal even if you know you can kill it.
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May only be a short term resolution however due to survival only having certain animals playable and each coming with unique mechanics

frank cobalt
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It would be neat if scent worked like directional damage indication does in first person shooters. A marker shows up briefly on the edge of your screen when you sniff and gives you a basic idea of where the thing is. The marker could be more precise and last longer for dinosaurs with better scent abilities (Example; A dilophosaurus may sniff the air and 1/3 of the screen may 'light up', but a T. Rex may have something more like an arrow pointing to the prey's location). It would make the scent mechanic a lot less of a cheat, because it wouldn't just highlight your prey. The distance of the prey item could be determined by the intensity of the marker. I'm not quite sure how this would work with the 3rd Person view of The Isle, but I don't think that would be a problem.

woven sundial
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I enjoy the new updates, but when you add something please complete it instead of adding new things and leaving old things to be buggy.

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Keep progression for devkit realism servers.

dapper lagoon
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How about... GIVING TACOS SMALL TUNNELS!

echo abyss
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One thing I thought of last night while getting my butt handed to me by a pack of carnos is it'd be nice if the apex preds could bite while sitting down .They couldn't turn or anything but I feel like animals that are downed to lick their wounds still can and would bite to try and defend themselves.

echo abyss
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Oh one more thing. A /stuck command would help a lot. I got stuck inside of a mountain yesterday and had to wait quite awhile to die lol.

fleet escarp
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give the velo the ability to pounce on dryos. that way they wont starve to death

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or add in small ai creatures, like lizards and birds. then smaller creatures like velo/herrera/austro can snack on a lizard if its not too hungry

karmic ledge
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This is more of a aesthetic thing, but having the calls with full body animations would be cool, as well as looking around with the full body. Imagine a tribal climbs up a tree and 3 utahs corner him, but instead of just looking up with their heads, their whole body moves up like would really happen. In addition, if say the utahs 3 called, their mouths would open wide, hissing would sound, and their bodies would inflate to appear bigger. Same with other smaller dinos they could puff up when threatening. In addition to this "looking cooler" it may have an effect one ai like the ai that would normally kill you would back off if you seemed scarier, allowing time to escape. This wouldnt work on normal players, but ai will be just as much of a threat as players when finished. When a dino 2 calls, it may be cool if their body lowered in a submissive manner, showing trust. One last thought, looking to the side might be more realistic if the front half of the body turned slightly instead of being rigid while the head moved.

flat narwhal
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How ' bout theri doing bleed? It has giant claws and doesn't do bleed... Also (joke time) can pachy be able to hold stuff with its five fingers? :)

rare hedge
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Suggestions only in this channel. Take everything else to #general-feedback-discussion please. @gleaming wren This is your warning, will result in a kick next time.

tacit vortex
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This is more of a suggestion for the discord but I think it would be useful to have a discord questions channel, for example when I read the rules on the modded screenshots it says no text but does that mean you can’t name the mod with the screen shot? So yeah jus like a rule clarification channel might be helpful idk

soft knoll
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Make it so that you can't safe log if you've taken damage in the past five minutes to avoid combat logging

rich jacinth
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Im not entirely sure if this is planned for the new skin color selection system already but a possible way to save color combinations for certain dinosaurs that you make could be useful since it'll prevent having to go through the process of reselecting the colors each time you die or switch between servers.

willow meteor
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Posted this in the old discord but I’ll post it again in this one now that there’s less shitposting in this channel: When corpse carrying comes in, to pick up a corpse you could bite it, rather than pressing e to start eating it right there, then to swallow it whole you’d press the e button once it’s in your mouth, or to drop it (for your babies at your nest for example) you’d press the bite button again. Additionally, if you’re hunting something and you’re big enough to carry it when it’s dead, if you kill it with a bite (rather than killing it with bleed) the corpse could be automatically in your mouth rather than having to chase down the corpse if it goes tumbling

urban robin
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If trike charging becomes a thing, and herb competition also becomes a thing, maybe make it so that if a trike charges at another trike, they lock horns or something? or maybe they would only lock horns if they both charged 🤔

agile radish
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"Anchoring down mode" for certain herbivores:
a different stance since alt turning has been mentioned as being removed in future a semi replacement could be this alt 'stance'. For example stegosaurs and ankylosaurus controls as any normal animal out of this combat mode, but its defence is in the back., so a major problem these animals have is that turning in place isnt fast enough for a charging predator- perhaps momentum will help fix this problem but i digress, another major problem is that ,especially with anky, its a short boi, and its tail swings often dont feel good to attempt and often frustrating as the swing angle and length feels poor and not as easy to connect as a simple bite or gore of the more popular animals.

Changing into a combat stance could be activated which changes stegos and ankys controls and camera to one on the animals side, perhaps pressing a key would allow the player to switch the camera from one side to the other (a slight head turn delay could be implmented to allow a slight window of opportunity for the attacker as well as to make the transtition not jarring for the controller player), the stego/anky loses speed and movement capacities for escape as it is locking down and read to fight, for the advantages of a tighter/faster turning circles . This mode may make it so that stam regen is slower as the animal is committed to the fight, also allowing predators to tire and work down the herbs stam with feints. When a herbs stam is lowered its capacity to turn itself effectively will be slowed making swing spam not an effective long term tactic.

Perhaps (for anky especially) this combat mode would make the herbs angle its body lower to the ground and allow its tail to raise up and thus increase its effective tail swing arc, perhaps allowing a heavier swing as it is more stationary allowing it to throw its weight into a swing (i hate to use it but think arks stego or bronto and how when they swing their tails with raising of leg etc.)

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Edit: clarification on movement suggestion: during this mode: since you're in a side cam view forward would be the creature side stepping while a and d coule be used to turn in pivot the creature to keep the angle of attack towards threats

The camera change allows the herb player to better judge incoming attackers but also makes it a challenge to keep an eye on its weak spot- the face. Perhaps the herb would need to juggle in and out of the mode to effectively keep a 360 degree view of their animal again allowing for pack hunters potential outplay with confusion, feint charges and coordinated simultaneous attacks.

Edit: a suggestion on information feedback to players in regards to this anchor mode: to help attackers identify if a stego is in this stance or not, making the plates flush with blood rapidly & slowly bleed away once exiting the stance will allow them to know what mode the stego player is in- this was mentioned by don a while ago but this gives it an extra body language purpose. Anky will have to relay this info by how high its holding its tail and body posture alone or by some other means i haven't thought of. Ankys normally low profile when interupted by holding the tail higher may be a strong enoguh visual indicator to show its in anchor mode.

The intentions of this suggestion is to make animals such as stego and anky's defensive capabilities more "anchor tanks" as well as making playing as one on the defence more enjoyable as well as fighting them more challenging and fun

glad lichen
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I feel like that water dinos should be able to swim underwater and be able to crouch and lay down, so then in realism servers, people can ambush and stay safe in the water without worring about being seen. Example: A spino could go underwater for an effective ambush, or a bary could hide from preds

tulip coral
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within survival i think we're ready to see the growth time of rex be increased considerably as evidenced by the massive overpopulating

copper willow
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please add para to prog

candid salmon
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Reminder to keep suggestions viable. Just asking for something isn't a suggestion, for example.

soft kettle
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I think the Giga needs a buff to it's sprint. If it has no chance of killing a Rex or Spino (or anything in it's teir to be honest) then it should at least be able to run away instead of being a freebie meal. Maybe not back to it's original speed but say as fast as Sub Rex?

echo abyss
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I'd really like to see health bars, especially once AI comes back to survival.

merry stump
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Give adult para a roar that turns off all other non para players sound in a certain radius for 10 to 20 min, but it should have a cool down

echo bone
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maybe a loud ringing noise for 2-5 seconds, but completely deaf for 10-20 minutes? Whoa Bullseye, whoa.

soft kayak
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I think the spino should have should have the stam of a Rex and the Rex and giga should have the amount the used to and the Rex should have it’s old movement speed and animations back the new run is weird

karmic lark
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please add more slots to the dev branch server : )

spare panther
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what if the cerato was remodeled with the large amount of scutes that they (paleontologists) think that ceratosaurus actually had, along with this maybe give it a buff that lowers the chance of it being afflicted with bleed damage, and maybe give it a health buff? this would all turn the cerato into the slow yet tanky medium carnivore.

sacred haven
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If tribals have anything along the lines of 'warhorns' in the future, this whistle would be spooky as shit if mimicked and add to the horror aspect of the game. Skip to the end of the video to hear it. ^^

https://www.youtube.com/watch?v=RGQ1x5r-LCQ

This Aztec whistle is one of the scariest sounds you'll ever hear. We take a look at the Aztec whistle and the chilling sound it makes. When odd, skull-shape...

▶ Play video
mortal crow
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Add dev branch Screenshots chat!

soft kettle
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Tribals and mercs should start out with melee weapons so they aren't completely screwed until they find a crate but have it to where it can only be effective against a Utah's max weight and below.

cosmic tulip
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Anyway to give Para slightly more stam? it drains pretty fast. I wouldnt know of how much but I think just a tad more. What does everyone else think?

thin scarab
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Maybe if you are sitting for a prolonged period of time in the same place you get skin parasites like ticks or fleas that you have to rub off on trees, rocks, and structures. This would punish players who do nothing but sit in bushes with full hunger and water waiting to grow or progress and make it so when you rub off the skin parasites you leave your scent which other players can use to hunt.

normal portal
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Don't roar in battles then you should be fine lol

proper token
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While the primary issue with the para is obvious - it cannot attack, but hey dev branch bugs - my experiences playing and testing the parasaur leads me to offer this suggestion: either buff the parasuar's health OR buff the parasaur's speed and stam - or at least the stamina regen. However, I am leaning more towards suggesting that para has its speed and stam - or stam regen - buffed.

While a health buff to 5k or so would be great as it would make up for its lack of speed and might just give it enough damage output to ward off a lone apex, it shuts out the perfect hunter for it: the carno. Buffing parasaur speed and stam - or stam regen - will allow parasaurs to evade apexes, yet keep their health pools low enough that a carno has the perfect high risk, high reward target.

Do keep in mind I am not suggesting giving parasaur the same speed and stam as a maia, it just needs to be able to out pace apexes unless said apexes set up the right ambush. Something similar to the theri if not a bit faster in speed will be just fine.

ancient plover
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Galli generate stam without having to rest not alot just maybe one

signal forum
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Make the Dev Branch its own "Game" kinda like what Rainbow Six Siege did, so that we don't have to keep switching game versions and stuff but instead have it already downloaded.

ancient plover
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for a minor effect at night, can we have eye shine when we turn on night vision?

ancient plover
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On dondi's most recent stream, there was mention of not allowing lightning to strike dinosaurs because of the pain of finally reaching adult, then dying instantly.

I, for one, honestly would like dinosaurs and humans to be struck by lightning, but I do agree it shouldn't be an insta-kill.

I propose the idea of, if lightning were to hit your character, you would lose aprox. 40% of your health at the time (not total health, to prevent insta-kills) and have there be a ringing sound coming through the headset of the player for 6-25 seconds and slowly, but gradually, fade out. You could also have the noises you make as an individual be distorted for twice your ear-ringing duration so others who didn't see you getting fried could tell that you were struck. As well as have the controls be jacked up for half of your ear-ringing duration. Could also have smoke coming off of your character for around five minutes for an extended signal of being struck.

If an A.I. were to be struck, they could fall to the side, and remain stiff legged/tensed-up on the ground for around 3-12 seconds depending on size, before getting up.

Caves would be safe from such threats, and can open opportunities for cannibals and other things we don't know of that also reside in the caves to snatch sheltering mercs.

hasty dawn
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I feel as though bleed should be nerfed as a whole when a new combat system is put in place. If you bite an animal and aren't clamped onto the animal (assuming this is what the new combat system would be), you shouldn't be given the kill so easily. Right now things bleed out way too quickly, rewarding the bigger or person who gets the first bite and stays away with an easy kill. You should have to work for your food.

merry stump
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Para should be able to hear things from farther away compared to other Dino's cause of its advanced auditory cortex also, a special roar that plays a ringing sound in the non para players in the areas headsets ( louder than all other sounds ) for a few minutes ( up to five depending on distance ) and has a cool down of maybe 30 min

sacred haven
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Maybe rather than using an attack to directly harm enemies/potential allies, para's special ability might be a sonar-type thing to help it avoid predators? Not terribly realistic but I think it would be really cool to have a counter-scent type of thing where if you stand still and hum for an extended period of time other animals that are moving within a medium sized, slowly expanding radius could be highlighted up until the para stops humming. If something is not moving while the para is doing this/is crouched it would go undetected.

vague trench
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What if stamina regen cost hunger? But hunger lasted longer and decayed at a slower rate and thirst could also be worked into the equation somehow as well. Just a quick brainstorm

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Main reason being so that hunger and thirst only really need to be maintained after using stamina and after long periods of time without eating or drinking

gilded totem
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Fight or flight. Sort of like an herbivore's equivalent to an ambush.

If you're evading a predator, and run out of stamina, you can enable this to force yourself to run faster, without stamina, for a short period of time, at the cost of food and water. This results in a far longer stamina regain when it eventually wears off.

hasty dawn
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I believe an overhaul of the camera that refocuses it on the head (like before, making it so that actions such as biting feel impactful, drinking, eating, and simply just moving all feel realistic) and a global camera FOV change to at least 90 would make the game feel more immersive and enjoyable.

gilded totem
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Oh shoot, here's a good one. Can we get a channel for screenshots on the new map?

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Just went to post my screens and realized a channel for it doesn't exist.

distant lynx
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I had some thoughts on some specific issues with the models and their 'interactivity' with the surrounding environment. In a lot of the walking/trotting animations the feet don't actually plant on the surface they're on and tend to slide around (especially noticeable on inclines and turning animations). Not sure how difficult it would be to pull off, but if they could implement a system to track where feet are planted and meld that system with the current animations it would definitely make things feel less floaty and more grounded. Currently I'm just speaking in theory but I feel like I'd like to revisit this with some better insights and more research on how it might be able to be implemented.

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...also transitions within animation sets are kind of choppy, I think they need momentum factored in, in order to look less robotic. Idk, just my analysis on little aesthetic things that I think would bring the game more life visually. Idk if they're already aware of this stuff but the critcisms are here nonetheless.

ancient plover
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Can the survival adult rex broken leg turn radius be nerfed like alot i think having a broken leg should be a disadvantage not a advantage now i know what your thinking no dont touch the rexs turn. I dont think something that outputs that much damage should not have the right to have the ablitity to fidget spin around and kill everything with its overpowered bite iam fine with the bite force just not with the turn radius. I personally think it would improve gameplay for all dinosaurs. Maybe this is a bug idk but its turn on a dime jaws of death is dumb.

merry stump
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I know many people have already said this but I'll back em up, para needs more health and speed

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Also, carno nerf, cause in reality carnos wouldn't hunt anything bigger than a galli, and now they should be hunting paras? If carnos Dmg is nerfed then they will become more of a danger to small animals and humans, and not to things they would never hunt in real life

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Paras should be food for Rex's, Alberto's, acros, maybe gigas, Utahs in packs and maybe allos

fair lava
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Some growth related things:
(A) Instead of growing for a fixed percentage every minute you grow every time your hunger drops. The amount must be at most the amount of hunger lost but can be lower (especially for adult stages). All other stats are adjusted the way they are now just with weight instead of growth percent as the base value. Juveniles and subadults might also drain extra hunger when above a certain threshold to speed up growth. This way growth won't create as much free food for carnivores.

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(B) Add a modifier to growth stages that increases movement and animation speed by a certain percentage (similar to ambush but always "on"). This allows for decoupling of growth percentage and speed, potentially making non-maximum growth animals much more viable and allowing for a smoother transition between growth stages.

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(C) The bigger species in survival should start out smaller, as the ability to respawn at a considerable size really floods the ecosystem with free carnivore food. This might also result in a better balance in interactions between newly spawned players. I don't think giving significantly more free power to the species that also have significantly more potential power is a good idea.

soft kettle
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For the Dilo's special ability, you can add blindness in addition to the current bleed weakness. Every time it bites, your vision gets worse to the point where you see all white for a few minutes. The Dilo's would still be easy to kill but at the same time make even the large dinos want to avoid it.

reef shore
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I don't remember who suggested it, so I'm not taking any credit here, but I remember a possible mechanic for titanoboa being brought up a long time ago. Much like far cry's crocodiles, its a stationary threat at the waters edge, only has an idol animation until something gets close and triggers a response.

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Unlike far cry, there wouldn't be a quicktime, but theres still a slim chance to escape if you've got the strength to do so.

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The only problem with this is that far cry's crocodiles don't react to anything outside of thier attack animation range, so it was always really easy to kill them from a distance.

calm bane
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boost the player cap for the dev servers

slow peak
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An idea I had for the deathmatch mode that has been discussed is similar to what was originally planned for progression:

So there's 5 teams on a map that is Region2 sized. (carnivores only)

  1. Crusher team
  2. Bleeder team
  3. Fisher team
  4. Sprinter team
  5. Pouncer team

Each team has 5 dinosaur species: a tier 1, 2, 3, 4, and 5.
Up to 100 players on a server, and up to 20 for each team. Players start out as a tier one dinosaur of their tree, and have to kill other players on different teams to get points (ex: spinos cannot kill barys, bc they're on the same team). Depending on how big/strong the Dino you killed is, you gain more or less points that you use to grow to the next tier.

Final tier dinosaurs are:
Rex (crusher)
Giga (bleeder)
Spino (fisher)
Carno(sprinter)
Utah (pouncer)

The tier 1-4's could be chosen from there.

Each tier is good in a different way, but each have weaknesses.

Crusher- very strong, but cannot last in drawn out fights

Bleeder- strong hit and run tactics, but cannot fight well

Fisher- can use water to its advantage and take a lot of hits, but have relatively low dmg and are slow

Sprinter- the fastest Dinos. Are excellent in close combat and can dodge attacks well, as well as run when needed. However, they cannot take a heavy hit from something bigger.

Pouncer- can pounce on victims and take them out with teamwork, but cannot take heavy hits.

I hope you take this idea into consideration!

covert mulch
errant thistle
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Increase the player amount on the dev branch #1 server to 64 players?

gusty egret
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Whenever I try to set up and ambush, I usually end up blowing my cover because I stick my body out of the bush, the reason for this is mainly because I usually can't see past the bush I am hiding in and have to slip out of the bush just to see what is ahead. I'd like to suggest a stationary first person view or "sentry mode". Allow dinosaurs to view the world through a first person perspective but only while standing still.

Carnivores would be able to peak through bushes without the risk of blowing their cover and herbivores could perhaps use it when on the lookout for danger.

rare hedge
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Was thinking about aquatic Spino, and a thought occurred to me. What if there was only one Spino juvenile/subadult, but you grow into either terrestrial or aquatic adults based on your diet choices? Say, if you ate predominantly fish you grow into aquatic Spino, but if you fed on more meat from hunting or scavenging, you would become the terrestrial version? With different stats to accommodate each lifestyle

mortal crow
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New model baby spino 😮 ❤

shell rampart
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Wouldn't it be neat if the Way to initiate the path to the Neuro Strain you spend most of your Entire Life cycle below 50% food and water only filling up at night~

dire bone
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"pick a mate" type of thing. one male, one female required. one person sends someone an invite to be their mate and if the other one accepts, they're mated with mate icons. this way you don't have a random female with no male present nesting.

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females cannot nest without having a mate. less nesting = less babies = less issues?

cursive stag
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Would be nice if the nest invites included in them the dino that they were for. So that should we invite randoms they know what dino they'd be accepting for. An 'invite all button' would be nice as well.

brazen bluff
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Human tool:
Nets and traps, now I have no actual idea on what it means to play a human at the moment, but I will find out eventually.
By nature however and in such a big world, I find it would be crucial for a human to have access to making a trap or a net, or I guess find one in a supply box?

A human having a chance to throw a net at a raptor in self-defense would be very useful, not sure how it would affect other dinos of bigger size however, so I reckon it will stay useful towards the smaller sized ones.

hard fog
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okay 1/2 so...Human/TRibal Dinosaur sound ideas: The Tribals should be able to make some sort of whistle, or horn (and maybe sell/trade them to mercs, etc) that would simulate a Mating season call, or help call of a certain dinosaur they would need, then attracting the nearest dinosaur of that species (or maybe a different species) then using some sort of cages or nets to capture the beasts for there own devices?

gritty epoch
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Add an option for servers to enable a queue to login. Something simple would do fine, like letting us know what position in the queue we are, maybe an ETA depending on how quickly other players are logging out?

shut hornet
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A way to, at least turn off the pue/cama shaking would be fantastic. I always feel like im about to throw up, I cant even move my camera near them

brazen bluff
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Nesting
I have a potential idea for nesting that can enhance the gameplay a bit.
I think it would be nice to have a progression on making a nest, a bit like dino growth, that it can grow bigger and have better resource. There can be a quest which is for dinos having to collect like, branches from trees, or reeds or grass or other to bring back and properly "build" one, delivering the material to the nest would force the maker into a progression sequence (which can make them vulnerable much like resting). Where they also, with animation, brush their feet, or heads or so as the material fall into place.
I think it would be nice if the nests had health and quality which can impact the ratio of how fast there can be eggs too.
The nest also has to be maintained or it deteriorates, having to collect new material for it.

Edit
Maybe even invite who you want to be your mate / packmember.
I also think that you should be able to make more nests but only have one active. Which is the one that was most recently put food into and the previous nest that was left will have its progress on pause. This can mean that a nest that was left and almost fully deteriorated can be brought back to life if the other main one was destroyed,

hard fog
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Next, small portions of this idea came from @dire bone so credit to them, going back to the mating, we should not show actual mating, due to younger viewers HOWEVER, most dinosaurs do use some sort of dance or presentation to show off or attract a mate, when mating season does come in game (will be decided when sometime) players will have to go to the designated mating season location for there chosen dinosaur, and would then step onto a certain area to trigger kind of like a "mini game" but in game, that would require players to hit certain buttons in certain order to do the right "dance" or show off, how many buttons they press correctly will determain how attracted a "mate" will be. (feel free to expand on this idea)

frank saddle
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I had the thought of adding some new animations onto the idle animation, like a yawn or sniffing the air, maybe a herbivore could paw at the ground. Just something small to make the dinos feel more alive.

river osprey
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Creating a bit of variation in strength/speed your dino/human etc. When all dinos grow full size, we are essentially all identical sans a color variation or a pattern on some servers. We are the same speed, strength and all. What if there was an option when selecting your dino, a slider maybe of some sort that you could tweak in order to vary these traits and potentially the size the dino/human. For example, a slider for speed versus strength. You slide this all the way to the speed side, you end up with a noticeably smaller adult sized dino/ smaller frame human that is faster and maybe has more stamina, but is not as strong to attack & less health. These guys would be the runners of a group. Keep the slider in the middle and you have the standard stats, normal size & normal strength. Slide it all the way to the strength side and you get a noticeably larger dinosaur/ beefier human, more health, more strength, but overall sprint is significantly slower. The tanks of a group/warriors . and of course being able to slide to it partially one way or another would give more variation. We would end up with a bit more diversity within groups and maybe mix up some strategies for the hunts.

past wing
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Make it so you can bite on to specific parts of another dinosaur's body (i.e. neck) and thrash around for damage using your mouse (kinda like depth)?

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There could be certain limits, like you obviously couldn't thrash while sprinting, especially not on a larger herbivore.

brazen bluff
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The lazy dino vs active dino (carnivores specifikly)
So essentially from what I notice is that there happens to be alot of sitting and letting the game play itself, which we all know, but if there was a way to change that, I am willing to offer my perspective. In this case, how much do you move?
Think about it, the more you use your muscles the stronger you get, and I think that is something to be considered. To make an impactful difference on who can actually be stronger or faster or more enduring can be the difference to survive.
The mechanics I think could be following:
Stay active and your dino gains an increased percentage of strength/stamina/speed (unique to what you do) which stacks to a certain maximum, naturally you won't move around all the time, meaning you are actually weaker if you broke a leg cus you had to rest for a very long period of time, losing the extra percentage.
This can counter lazy camping against someone that is actually maintaining their boost. Of course however will the boost impact hunger and thirst, and naturally the player will have to have some down time in order to feed and drink. Essentially, the food/thirst is actually the currency that calculates how active you have been and rewards during the resting period.
I also think that the more active you are as a growing dinosaur, you can also have an increased growth percentage. It is risky however to be moving around and expose yourself but it can make you stronger or faster or more enduring too.

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Now I don't have any numbers.. but let's say a raptor has 10 in speed (whatever their current speed is in whatever measure) and have been active, jumping or dashing for quite a while and might actually get their speed up to 11-12.. maybe not much but it makes a difference.

brazen bluff
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This is also primarily for adult dinosaurs (and humans matter of fact)

echo bone
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Galli's ability could be to be able to point out things to other Gallis, maybe highlighting them after roaring at them in a similar way to the Utah's "look there" roar. It'd be kinda fitting as Gallis and their closest analogues today- Ostriches and Emus- dedicate most of their brains to sight, and as Galli is supposed to be encouraged to herd with other Gallis, helps the whole flock survive, as 20 eyes are better than 2.

rare hedge
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Just a random thought I had, may already be planned though. Was just thinking, every max-size dinosaur should probably be able to damage any other dinosaur, even if miniscule. Dinosaur stats currently scale upwards with size and again with weight, this may cause problems when it comes to dealing damage and calculating battle strength for game balance later. Perhaps it's better to only do one or the other?

To put it another way, what if instead of factoring in weight at all, dinosaurs just had appropriately large health pools and damage? So if Utah had 1000 HP and did 100 damage, it still did that 100 damage to everything regardless of size (except maybe Anky due to armor). But now rex has 10k or 12k HP, so it still hardly tickles. Conversely rex could do 1000 damage per bite, to everything. But the HP scales in such a way where nothing unrealistically small would survive.

Alternatively, maybe make the dinosaur stats more universal -- everything has 1000 HP for instance and a variable but similar base damage. Damage taken/dealt is modified by weight however, like it is now, so that becomes the predominant balancing factor. I just feel like right now, we're trying to do both, and that greatly magnifies the effect of size difference.

ancient plover
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Please ad back mac support

stiff veldt
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Incase Buildings are still planned I was thinking about special mechanics for doors. Here's a screen shot of part of it (any clarifications or what not I can clear up in the discussion) this is kusy the major points I wanted to bring up

errant mauve
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pls give para more stam and speed

red charm
sacred haven
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Make using your stamina up completely have more consequences. For example, if a predator chases prey and uses up all of it's stamina, the cost is it is forced to walk and pants heavily until it regains either a quarter or half of it's stamina, then it can trot or run again. (Removed strained bit because duh you would just walk lol) Same can be said of herbivores, which gives a big visual qeue to predators that the animal is vulnerable.

dire bone
#

Going by the above, I feel if you use all your stamina and you're still moving, you begin to grow tired and therefore will begin draining water more due to being thirsty and maybe hunger due to energy replenishment. This means you'll be needing more water and more food more frequently depending on how much you run around.

I also think, that depending on time of the year (in game), temperature wise, creatures will overheat, and require more water for cooling down. During the cold, they'll require more food for keeping warm. If they're overheating and trying to cool down, their stamina can begin to drain which can signify "You need to find shade and cool down", or in the cold, their stamina will begin to drain to create body heat to try and get warm, and let them know they need to find a source of warmth, whether it be with another dinosaur or out of the wind.

If they run out of stamina (for temperatures), they can begin taking damage, their vision becomes blurry, they become very thirsty and hungry, and eventually, they'll die from hypothermia or heat stroke.

cosmic tulip
#

Maybe give para adults better stam regen, right now they are free food to rexs who can trot them down. unless thats how its supposed to be

viral gale
#

We were talking about the possibility of adding in the oviraptor, instead of the nest getting points to add eggs it can start with 3 eggs, and you get points for feeding it, oviraptors would go around and steal eggs for food, each egg would require more points, if they got all 3 you would have to start over.

umbral prism
#

Give galli stam regen whilst trotting again? or even limit it to walking? A pair of raptors are almost guaranteed to kill a galli if one does that chase, then when the first is out of stam, the second goes for the chase until the gallis stam is no more. It's also a pain in the back-side to have to grow as a galli past the point of 0.6 because you're constantly getting a higher max stamina capacity and so you have to keep resting to get stam to full. It doesn't have to be good stam regen, preferably have the worst stam regen in-game aslong as it has some regen despite not sitting.

twin ledge
#

My suggestion is in regard to full servers. Would there be a way to have a “live” server list, or some type of waitlist that automatically loads you into the game once a spot opens up? This would at least save people from having to spam the refresh button to get in a full server.

dull tiger
#

A nice one would be when a nest had an egg in it any carni could come up and straight up eat it without attacking and would gain quite a bit of food, The reason for this is explained by other people in #general-feedback-discussion

merry lodge
#

I think it would be cool for the T-Rex to have its broadcast be the famous roar from Jurassic Park. If it were possible but thats just me

pseudo urchin
#

Not sure if it's possible but a que for a full server so you don't have to keep clicking confirm or refresh

crude topaz
#

Just more of a cutesy suggestion, Hatchling Spino using baby crocodile squeaks? 🤔

brazen bluff
#

Toggle option for sprint would be nice, so I can bind it to a button on my mouse. 😃

sacred haven
#

Make dryo not 3-call when pecking something please?

spiral rose
#

Make Medium or High shadows the new defaults, because it's gotten more than frustrating being killed as a carnivore by a vengeful herbivore (an adult Trike in this instance) who has his shadows turned low because I killed his little friend he was carebearing. There was no way I could see him with my shadows on Epic.

ancient plover
#

My suggestion is a little difficult to explain because it has to to do with the new island. I’m not sure how many people have ventured to the southern end of it past the swamp or what people are calling “littlefoot lake”, but when you reach the end, the surface tapers into cliff like rocks that look awesome, except it falls down into an endless void. I was thinking maybe there could be an ocean that you fall into and you die by mosa or some other big sea monster. Just a thought of course, i know it might be too much work 😅

karmic ledge
#

Make dev 2 hold 96 players

stuck locust
#

Can you guys give every dinosaur a falling animation? It looks silly seeing a T-Rex as stiff as a board falling off a cliff.

dull tiger
#

Under closer inspection, the ability to gain water from eating is a bit too op as it is, I suggest decreasing the water gain from food

#

becuse things like deino would be obselite

regal rune
#

that is a thing so when weather is in, you can get water when there is a drought (or at least that is my reasoning)

rare hedge
#

Craftable calls for tribals that can imitate certain dinosaur noises? Just an idea that suddenly came to mind. Could be useful for luring dinosaurs or masking your presence in general

sacred haven
#

Remove bonebreak chance from bleeders such as allo, acro and giga. When you pick a dinosaur in the game, you make a choice of what kind of dinosaur your playing, as well as their ability set. Having bonebreak on bleeders might be a handy random utility thing, but cuts in on the crusher tree's uniqueness. A bleeder is, in my mind, expected to do just that and run prey around to bleed them out. Bonebreak slows down the prey item and makes fights more drawn out and risky as they lose the option of trying to run away (utahs are a prime example of this). With bleeders having a relatively low health pool, they need the advantage of working in packs and making prey run around, because when prey runs it has a worse turn than when it walks/limps.

umbral prism
#

Make the babies more balanced with each other, because juvi rex is just so much better than the others along with the speed demon that is juvi utah. Juvi para and Juvi giga are just so much slower and don't stand a chance unless they literally bush sit until they're bigger. This is probably caused by the animations being / being similar to the adults, if these are to change in the future then i can't wait for them...

rare hedge
#

To expand on the above, I would like to propose that all freshly-spawned dinosaurs start at the same approximate size, possibly with similar stats to one another, and let things diverge from there. The goal of this suggestion is to prevent one player from having an immediate advantage over the other despite both spawning in that same second.

EDIT: Alternatively, maybe have one or two stat templates designed for fresh spawns that are balanced versus eachother and assign players one or the other based on their species. So that something can be slightly larger but still not at an immediate, overbearing advantage against something else.

dull tiger
#

Make juvi giga's sprint faster please

ancient plover
#

Also baby velociraptor pls

sacred haven
#

Why cant para attack in water but all other animals can? Please fix this >.>'

hexed ember
#

make the small bodies/gore last longer on Dev 1/2

soft kettle
#

If there are any high caliber weapons added then it would be cool to see body parts explode from dinos and humans like Fallout. The game already has a gore system so it's not like it would jump from rated E to M.

glad lichen
#

I feel like there should be a growth button in sandbox so if people nest in sandbox they wont have to respawn through the stages

surreal loom
#

It would be realistic for trike,diablo,ava and pachy bull fights like when banging heads with your horns and hard heads

dull tiger
#

If herbis get water from eating at least give carnis the same ability

urban robin
#

maybe make broadcast have a cooldown timer or something? theres not rly a reason to do it multiple times within a short span of time other than to roarspam so 🤷

#

or give it some sort of limit pls, like how it used to take water

muted salmon
#

Remove alt turning so fights are more skilled base until combat is improved. I just think it will be way better that way if dinos didn't spin like ballerinas.

dire bone
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Hail storms. Considering all the weather, I believe it hail storms were a thing, characters could take 5-20% depending on dinosaur and size of hail. The only way they can be safe from hail is hiding in a forest, or underneath a rock, or some sort of structure to protect them. If they don't get out of the hail, they could eventually die. Maybe even have some holes or areas of the body that were struct by hail

dull tiger
#

So here's my idea for lightning. Now I know this was covered but hear me out. So a thunderstorm is happening and lightning either strikes somewhere not on the map (just in the sky, the majority of times), an extremely tall tree, OR if humans built lightning rods they could harvest energy like 2 or smth lighning bolts per storm for future use.

sacred haven
#

This is for when scent eventually gets implemented, but what if storms wiped away/reduced all dino's scent trails due to rain/churning winds?

fleet escarp
#

prehaps give velos the ability to pounce avas, dryos and pachys so that they can bring them down if theres like 5 of them starving.

brazen bluff
#

Lock action/auto action would be nice to have for W and E, I dont like having my left hand either glued to W or E the majority of the time.
I wanna be able to walk while eating or writing irl (I am left handed), or look over the player list for the next person to invite, to me, this would give me the chance to be more flexible in gameplay as well as in my personal life, even if it is small things, like prepare coffee!
Ofc to avoid exploit, the auto 'action' can have only a limited duration of like.. 30 seconds? and then goes on cooldown for same amount of time.

slow peak
#

I know that a soundtrack is planned for the game, and from my understanding certain tracks will play at certain parts of the game. If that's the case, you guys should make it so that when fighting as or against an anky, the instrumental version of "Anky Don't Care" begins to play.

jovial kite
#

Can we have it to where when you zoom all the way in the camera locks above the head instead of the back?

frank cobalt
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Dondi Mentioned at the end of his latest stream something about a bleed 'rework' that focuses bleed effects towards giga (And presumably other bleeders). Bleed atm is kinda broken. I'm suggesting that Bleeders, such as Allo, Giga, Acro and whatever else is deemed to be a bleeder, are the only dinos able to apply bleed effects to creatures that are equal in size/larger than themselves. It would encourage bleeders to hunt larger herbivores and make bleed more of a specialized thing.

dull tiger
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In my oppinon Para should either have less bleed heal or be 1/4 or 1/3 slower, because of power imbalance: it easily stomps carnos witth almost no effort (combat wise) and outspeeds gigas and rexes like the're nothing to it.

fleet escarp
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whenever it rains and theres gonna be a storm, it would be nice if the birds stayed quiet because of said storm approaching. would make the game feel quite scary if at dusk theres a storm brewing and the birds have gone quiet.

sacred haven
#

Looove how quickly the para run anim is (it actually feels like its rushing to get away rather than doing a long-runner sprint and pacing itself) and the kick is awesome!

If people are worried about it being op, what if its bonebreak chance was nerfed? I feel it might be in the 40s range, so perhaps cut it to 20 so they prefer to run more than fight. For those who do decide to be stupid and go up against an apex; rex spins on a top with a broken leg, so.....shouldn't be too many issues there I think. The rex would very quickly get a bite off on the para.

(Side note: para may take a bit to hit top speed when momentum is in)

sacred haven
#

Maybe also make your footsteps splash when running in the rain? :D

warped jacinth
#

If there is a QTE added to nesting in as a baby, perhaps make it take less time to form an egg in the nest? This is assuming that if someone fails to break/"bust out of their egg" the egg will be unusable and therefore need to be remade, if that isnt the case this suggestion can pretty much be forgotten.

steep urchin
#

Fix night vision so that we can hunt at night instead of sit in pitch dark until morning

umbral prism
#

Now para has finally got it's much needed speed buff, it can do with a damage nerf to compensate. The fact that it can run down and one shot carnos is a bit too far, if a para is to go in and KOS carnos, it too should be killed. So by nerfing it's damage, making it take longer to kill a carno, the carno can trade more bites and make sure it dies from bleed also. As a result, paras would be less likely to go so far to kill the carnos as they are currently doing on dev branch official servers

#

Also, it's kicky-thingy attack (don't know what it's called but horses and deer do it) it should take up way more stamina, so it uses that attack as a last resort.

merry pulsar
#

Maybe remove the cama's right mouse tail whip since it uses no stam while the shift+left click does the same damage with no stam loss.

errant thistle
#

Increase the amount of water plants give in the rain, decrease it in the sun.

hexed ember
#

add a seperate Volume slider for Weather

waxen forum
#

A volume slider for the roars of dinosaurs would be great. I don't know about everyone else, but hearing the spino's broadcast destroys my ears. Same with the trike. It would be nice to have this in instead of just lowering my volume and having the risk of predators or missing prey.

strong trench
#

I adore the current nighttime ambience that has been worked on and put into the game so far, but I'd like to make a suggestion for another piece of ambient nighttime, or possibly daytime noise. Peeper Frogs. They practically sing where I live during spring time, and I think it would add a very cool touch to possibly hear them at some point just echoing through the forest near water sources, especially at the swamp. Just a thought!

mighty wadi
#

they'll be in the swamp.

copper scroll
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The Text for both the chat and for group names may need to be a different color for nightvision. VERY hard to see with certain dino's night vision. Perhaps a bordered text is needed?

#

Plants perhaps need to take longer to respawn, to encourage herd movement. Currently you can camp in one spot and eat off of the same bush over and over (edit: timed respawn on Dev branch. It was 10 minutes. Maybe 45 min would be better)

#

Also, while I think it is good that you can get some water off of the plants, I feel like the amount of water you get is a bit too much. I think herbivores still need a reason to visit water sources

#

Or alternatively, herbivores need to consume water faster

ancient plover
#

So para in survival is good now don’t touch it please I agree with the nerf damage and bone break but but it’s all good after that. Now Trex let’s talk rex now this is just my opinion and hate me if you want but I just feel there is no skill in playing rex it’s kills everything it’s just a brain dead play style giga is a challenge and it’s awesome feels like actual survival but rex can just facetank anything and live this includes trikes. Idk about this whole rumored trike nerf but if it’s speed is nerfed can you make it so it can survive a trex cause rn they get 3 shot by rexs and have 8k health? Maybe it’s a nerf the rex damage problem idk but something about rex just requires no skill.Also Gali can you make it so it regains stam while trotting cause right now it gets killed by Utah’s and carnos for free.

#

And it’s turn radius for rex is also apart of the brain dead play style once you get Adult rex it’s like welp nothing can kill me now.

loud topaz
#

Galli's should have a peck attack when sprinting and not a kick attack, a sprinting galli looks goofy when kicking.

Footstep sounds should be based on mass, after passing a certain threshold it transitions from small to medium to large sfx. Ex: Sub-adult Carnotaurus (on the smaller end) makes louder footsteps than a utah, but weighs less.

sacred haven
#

More spawn points and denser forest foliage. I rarely see any of the bushes made for small animals to hide in, and spawn killing is incredibly prevalent.

fleet escarp
#

may i suggest that velo have the ability to pounce smaller critters like dryo pachy ava?

copper scroll
#

Completely ornamental, but I think the galli trot doesn't look as nice as the galli walk and sprint.

#

All the other animations look hella nice though

ancient plover
#

oh def

#

it looks like an older walk it used to have sped up

karmic ledge
#

Looking back on the token idea for unlocking dinos that was mentioned, (and idk if this was scrapped or not) but i feel like that encourages "tiers" again. Like say utah is 1 token, carno is 2, and rex is 3, then rex is objectively worth more than like a utah. Which makes rex "Better". or, even worse, if everything has a shot at killing anything else, then dinos worth less tokens swarm and kill everyone who worked for a higher priced dino. I think a better system would be to have each dino unlocked by a certain quest or task, for example killing fresh spawned juvies a certain amount of times would unlock a carnivore who primarily hunted small, swift prey like utah. Idk that would be determined by the devs but i just think that would be a better mechanic then a token sustem.

nimble meadow
#

Been playing para on the dev branch a bit and after multiple run in's with many different carnivores I can safely say para needs more stam. It's speed can stay where it is, it doesn't need to be that fast... however at the moment apex's especially gigas simply just run you down until you have no stam. There's nothing you can do if a giga shows up. It doesn't need a speed boost but it desperately needs more stam. Para should be a long distance runner, it doesn't use speed to get away, it uses stamina to outlast predators. Currently it lacks the stamina to even get a hope of escape, and it's certainly not quick enough to run. So yeah, I think a stamina buff could be nice for the para. If it get's ambushed it will get caught, but if it sees an apex coming and runs it can outstam them.

forest crypt
#

Let tacos and other smaller dinosaurs ride in the passenger seat or back of vehicles. Do what far cry was too afraid to do

hard fog
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Rainy/Wet seasons (Weather stuff): So every since the developers have added the rain, it has been very amazing, and a fantastic experience. Usually the rain woulnt stop for days at a time (in game) possibley in game weeks as well, this much rain, and there would have to be some kind of puddle forming, or runoff from overflowed lakes. To continue with this idea or suggestion, since there is so much rain I would really like to see some sort of rainy seasons, and dry seasons added. Such as, after __ amount of days the map will get dryer, and slowly lakes will dry out, there will not be much rain, and any water would be a blessing, making dinosaurs move, and fight over the right to drink from the remaining water. As for the rain season, it would be generally the same process after so amount of days (would probobley come either after or before dry season) there would be more rain, water would be plentiful, and many bad storms would start to roll in, this would cause some lakes to start overflowing, puddles would start to form, and some dinosaurs might be torso deep in water as they traveled.

#

To slightly expand: (and yes I know that weather has already been partially added and is still being worked on) I believe there should also be some sort of winter (Dry season would be the equivalent of "summer" and rainy/wet season would be the spring equivalent, and droughts/floods would be different from these two things) winter (I'm not sure if this WOULD be realistic) would be where of coarse, the area gets colder, lakes might start to freeze over, making the dinosaurs use their natural weapons (horns,teeth,claws,etc) to break open the ice and get the cold water to stay alive, but as reptiles there must be some way to warm themselves? CORRECT! using the gysers in the swamp, these might be used as natural sources of heat, and dinosaurs would shelter enar, or in the swamp waters to warm themselves from the gysers hot water. Dinosaurs may also use rocks, heavily forested areas, or caves to shelter ,though these might be less effective in warming.

digital meteor
#

Server queues

fallow wedge
#

[tl;dr]
Make female saurs unable to add food to nests, and keep it possible for males to do so. This way, both genders are needed to make eggs.
[/tl;dr]

Further thoughts:
-Meant as prototype for the eventual(?) requirement of 2 genders to have offspring.
-To prevent a male shant from filling a rex nest or likewise, further requirements for adding food could be the appropriate species(skin) combined with that of the nest owner(more work), or having to be grouped, which at least still raises the bar for mass nesting abuse(less work and not exploit-proof).
-reduce max food nests can hold(enough for 10 minutes or so), so it simulates players actually taking care of the nest to make eggs because they would check up on it regularly. Makes it more rewarding, too.

Progression mode while it lasts:
-only make one gender able to spawn from nests for now.
-This way, nesting still retains a huge function since it remains worth it, but does not largely negate any progression point costs. The core idea is useful for non-progression as well.
-Heavy abuse of mass sniper-nesting to create waves of high tier saurs to wipe out server populations will be severely hindered. Victim player groups could target the gender that has the lowest count and have an extra way to defend themselves against groups of players who simply want to ruin the game for as many players as they can.
-This is way too late, but I feel it could have been the salvation of Progression mode.

As adding food can be replaced or combined with any other effort to ready a nest/eggs for progeny, I hope this triggers an experiment. It may give useful data for further development of any planned nesting mechanics(?).

copper scroll
#

I thought of this while sleep deprived so forgive me but the idea still tickles me:

#

I think there should be a group interaction key
So basically how it works is
You are in a group with your set pack. The pack on the IU. Not the current group system
When you are in an actual group with slots taken and all, you will have access to a group interaction key you push that will create a loop animation
It's going to be multifunctional, both for baby raising and for creating buffs with your packmates
If you are raising a hatchling, you use the button to feed the hatchling mouth to mouth
This will give the hatchling both food and water, depleted by the adult
The hatchling could eat straight from the source, but it would take FOREVER to get full and hydrated, while being fed by an adult group member will quickly meet the babies needs
That way if a baby did get separated, it could survive but it would be a bitch and hella frustrating(edited)
If the baby is full, perhaps the animation will just auto switch to a nuzzle, to give the baby a little boost in stats ie health, or just because it's fucking cute, or the auto nuzzle could be skipped
Then
For the adults
The group interaction key would be what would give that herd, pack, flock what have you it's buff or special ability
So not grouping itself gives you better specs, but grouping THEN interacting with the packmates is what gives you the specs
So you go up to your group mates and hit the button and a loop animation starts
It could be anything... Preening for galli, utahs rubbing against each other like cats, grooming, what have you

#

It would only be accessible to group members. That way you don't go around buffing and feeding randoms. Would encourage same species grouping and help foster us vs them mentality

timid solstice
#

Instead of the current alt-turn mechanic where you spin in a complete circle, I think that a backwards movement option could make it easier for people to get out of stuck positions as well as make fighting more realistic. Backwards movement would just make whatever dinosaur youre playing as step slowly backward. This could easily replace alt turn as a means to free yourself from between tight trees as well as a solution to 360 spin fighting. A mechanic like this would be alot more realistic and would easily fit in with other animations.

copper scroll
#

Perhaps another possible solution to herbivores obtaining too much water from plants is to disable interaction with bushes once hunger is 100%

stable parcel
#

I like the idea of herbs gaining water from the vegetation they eat. It makes them a little less reliant on the water holes and pushes the carnivores to actually go out and hunt rather than camp/cuddling at lakes and just lazily waiting for food to come to them. I like to see the predators actually acting like predators. I see some people complaining that herbs get too much water from the plants and thus have less reason to drink from water sources though so perhaps plants can be specialized a bit. Basically there would be the more common plants that provide both food and water but these would give much less water than currently. Then there could be certain “rare” or harder to find or randomly spawned plants that provide less food but much more water like some sort of succulent type. This way herbs couldn’t just fully rely on their vegetation for hydration.

cursive stag
#

This suggestion is strictly to help immersion more then anything else. While it is raining, water depletion slows down if not pauses all together. If water is already at 0 when it starts to rain then it goes to 1 (it does not fill past that) to stop taking damage. This is not to replace water sources. The moment it's not raining depletion goes back to normal. The point of this is mostly due to how silly it feels to die to dehydration while it is raining. Again I don't feel that water should be filled with the rain, Just slowed down, paused, or not able to go below 1 for the duration of the rain as a reflection of the small amount of water one would get when it rains and how that would naturally prolong the effects of dying to dehydration.

grand void
#

I suggest there be a rockslide mechanic to keep players from AFK progging hiding in the mountains, maybe the bigger the animal the greater chance it is to happen.

karmic ledge
#

Make juvi giga not grow so fast and slow down food drain ALOT

dull hare
#

Maybe

#

But that would take a hell ton of development time

#

I was thinking a small predator, like a compy or epidendrosaurus/epidexipteryx. They could be like a taco or Oreo where they cannot attack.

#

Add diplodocus, that thing would be a great prey item for allosaurus

stable parcel
#

Assuming the Thenyaw map is still a WIP I had a suggestion (perhaps a more aesthetic one). It would be cool to see some more variation in the watering spots, not saying that there’s anything wrong with the current ones by the way 🙂. As of right now most of the watering spots are a round/roundish pool of water in a clearing, not counting the river under that rock mass area or the swamp. Personally I really miss the types of water bodies we have on the current survival maps like “Rapids” with the varying levels of rivers and falls, “Spawn lake” (maybe not as large but the shape design), “Canonball” because of the two levels and the waterfall, and that cave with the water down below. Basically just some more distinct shapes of the water bodies would be interesting to see, perhaps not as large as the current public survival map so people still have a higher chance of clustering and hunting/getting hunted. The more distinct the design of the water source the easier it is for people to recognize and come up with their unique nicknames for these landmarks so they can relay their location to group mates etc. I also was thinking since (I think that is) the deinosuchus might be added along with other water dinos that they might love that too. Some ideas like even a creek hidden in a thick forest rather than an opening etc idk I’m sure the devs can come up with some lovely ideas. Again I hope you guys, especially those who worked on the map don’t take any offense by this suggestion ❤️ The Thenyaw map is absolutely beautiful and a much welcomed departure from the style of the current public survival map.

tight kestrel
#

The ability to put your chat in one of 3 modes: Loud, Normal, Silent

Each of these settings would determine the range of your in-game chat and by extension the loudness of the sound produced after typing.
So a triceratops on a Loud chat setting could probably talk to another triceratops at a good distance, but the sound it would make could attract predators from further away as well.

dull tiger
#

This is a QOL thing, but is it possible to make smaller dinos get wet in rain faster than the big ones? for example a utah baby would get wet in rain much quicker than a grown rex

copper scroll
#

With progression points being gone, I do hope that there is some sort of timer on the character sheet UI so you can see how long your dino has survived. I think it's just a neat thing to know, and I think it helps people feel more attached to their dino if they see that their dino has been alive for 1000 minutes or whatever.

#

And perhaps when the dino does get killed, "Time Survived" can be something that appears on the death screen

agile pelican
#

Maybe a sleep mechanic as a means to restore health a lot quicker and slow down food/water consumption. Downside would be your dino is slow to wake up and start moving again so it wouldnt be abused and people who afk in sleep mode are still a viable target?

dire vortex
#

make para kick hitbox larger?

dull tiger
#

I think it'd be a bit more realistic if courpses (npt carcases) also got wet

river osprey
#

A thought, a more specific hit box for bone break would be useful, dinos shouldn't be getting broken legs while getting chased just because something clipped/bit the tail. Bone break should occur if there is a body hit. A second suggestion in line with the hitbox should be a "tail shot" mechanic which should do less damage than a body shot, like a reversal of the headshot which does more damage. In a chase, if you are nipping at the tail of something it should in no way take down the prey at the same rate as biting the body.

sacred haven
#

A lot of combat I'm noticing lately depends moreso on speed than actual fighting capability (which is a good thing, since it means the actual fighting bit is more or less balanced...somewhat). So...I compiled a list of what I think would work best speed wise for the dinos. No actual values since I don't know how all that works, but here's the list -inspired by the fun times i had as a galli juking utahs. Hope it makes sense:

NOTE: This is to make stalking and ambushing more important

Speed when Running (Not ambushing)

  1. Carno has the highest speed, but has the cost of a worse turn radius. (will couple well with its ramming skill later)
  2. Utah and Galli have the same speed, but utah has slightly worse turn radius (as is). This means solo utahs would/SHOULD depend on ambushing to catch a meal.
  3. Para would have a worse turn than utah and galli, and be about the same speed as Giga in a straight run. However Para would have more stamina and a better turn than Giga; similar to Galli and Utah. This would make it so Gigas would need to ambush to catch their prey.
  4. Rex. Slower than Giga in a straight run but more maneuverable.
  5. Trike. Slowest dino atm but highly maneuverable in place.
#

Speed when Ambushing

  1. Carno for sheer speed and duration, but sacrifices turn radius for it
  2. Utah for quickest buildup of momentum
  3. Rex, as it is an ambush hunter and would need quick bursts to catch its prey before it can flee
  4. Giga, which takes a little time to build up but lasts a decent amount

Speed when Trotting

  1. Galli and Utah would be around the same trot speed, but with galli's high stamina pool it would gain the distance needed to hide/regenerate its stamina
  2. Carno, since trotting prey down after not being able to catch it is just bad manners/rewards a bad hunter
  3. Para, since it is a highly nomadic animal and would likely be chased away from water sources by trikes during droughts
  4. Giga, same reason as Carno
  5. Rex, for the reason it shouldn't trot down Gigas
  6. Trike, so it cant trot down other apexes when being over aggro
loud topaz
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This is a feedback, along with a suggestion.

The recent buff to Giga's speed was well needed. It really helps it weave in and out of attack range when applying bleed, but it seems too mobile. It trots things down easily and it seems like Giga-megapacks are mowing everything else down as of late.

Giga has one of the fastest trots in the game, and for it's size possesses amazing stamina regeneration capabilities. It almost (not entirely) renders Carnotaurus obsolete because it's tapping into the Carnotaurus' strengths, it can out trot everything but still be able to take 3x more than the Carno can.

I suggest that the Giga has it's stamina only regenerate while resting like the rex. It will still have more mobility than the Rex due to trotting, but not retain the free-movement of dinosaurs on the medium/small end.

spiral rose
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Something a friend of mine thought about to prevent carebearing, is that herbivores get a debuff if a carnivore is within a certain range that prevents them from eating and drinking. It may not be an amazing idea, but it's a start.

loud topaz
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^
I've thought of something along the lines of a "Stress system". The longer you're exposed to predators/dangerous prey, you'll slowly start to get debuffs. Such as faster hunger/thirst depletion, and stam/health/bleed regen debuffs. (There will be no indications of your dino being "stressed" until it reaches the medium/high stress levels so stalking predators will not have their cover exposed.

inner shell
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CREEKS if you're going to force Herbs to drink from lakes. and not have realistic carnivore/herbivore ratios.

grim imp
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the biggest problem on combat is the alt turn..alt turn is in to avoid falling off cliffs and so on so why not make it so u can only use it once every 10 secs

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or make it very slow turning

soft kettle
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For humans, you could add reload stations at different parts of the map but have a cooldown system so they can only use it about every 30min or so after they stock up and have it be accessible to dinos so they can at least attempt to prevent humans from using them.

tacit vortex
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So I can’t remember if Maia is planned for survival or not but if it is I thought it would be a cool idea if for like 5 min of the hatchling stage ( only if your nested in ) you would have to stay in the nest, fossils show Maia hatchlings back legs were not developed enough to walk around so they would rely on their parents for food/ water and protection. This would also encourage Maia’s to heard with their own species because you wouldn’t want to leave the nest vulnerable while getting food and such, this would also give predators a chance at an easy meal especially if they could snatch a hatchling from the nest, or just kill all the hatchlings if the nest is unattended, I realize this would be a lot of time and effort to make but I just thought I’d throw the idea out there 😁

spare panther
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Ok this is just a suggestion for a new "line" of creatures (similar to the bary, sucho, spino line) this line would be a arboreal line of creatures probably starting out as a second tier creature with Balaur Bondoc, the ability of this group is that they can climb up trees (think assassin's creed, or more relevantly: the cannibal) with Balaur having the slowest climbing ability but stats similar to the velociraptor, (this would allow Balaur to be generally a scavenger with an easy escape route) the next tier would have a split off, where you could either choose one creature or the other, the first option is Deinonychus which would be able to climb, this combined with more balanced attack and stamina would allow Deinonychus to be a stealthy hunter that can attack from above (but for balance it still has lower health and has a low sprint speed which dooms it if it were to be caught out in the open). the second choice would be Sinornithosaurus, which has the ability to climb very quickly and the unique ability to glide, it has low health but fast gliding speed and high stamina, it also has a venom which causes abnormal blood pressure and clotting, (this is represented by a 100% chance of bleed) though this creature is not strong enough to attack large animals it is extremely dangerous to any small creatures in the woods.

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finally the forth tier of both lines which for the Deinonychus line would be (the currently un-implemented) Dakotaraptor, which would be able to climb and pounce from trees, dakotaraptor would have far less health and defense than the Utah, but it would be faster and have better stamina, this would allow for the use of the currently scraped dakota model. The final tier for the Sinornithosaurus line would be Archaeopteryx, which would have the ability of powered flight, this is it's main ability which the archaeopteryx gains at the massive loss of health and defense, along with walking speed, though it does have the ability to perch in trees , even though Archaeopteryx has a very good amount of stamina regen it does not have enough stamina to fly forever, meaning that every so often it must perch to regen stamina.
Yes this is a huge amount of text and I'm sorry about that but I feel like I need to explain the idea fully for it to make any sense.

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sorry for the huge text block 😬

dull tiger
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I think at first quetz juvies will me like that at the stage when they can fly but not for too long and it'd use stam but they could glide around without stam and on sub they could already fully fly

fleet escarp
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if bleed is getting reworked then i think that bonebreak should too. atm anything with bonebreak is untouchable (unless youre like a tier above). look at maia, it breaks the leg of anything thats smaller or even slightly bigger than it. the maia hits an allo and boom boken leg. so instead of the leg break happening instantly it could happen after an "x" ammount of damage has been done. lets have this same scenario again, allo hunts a maia. the maia hits him back but instead of getting an insta bonebreak, the maia needs to hit the allo multiple times for the leg to break. this would solve people being an utter ass as a shant/maia and insta breaking everyones leg on the server and it would add some realism to survival

edgy fiber
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check dev

junior anvil
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How about adding "puddles" (for the lack of a better word) here and there when it rains? Depending on the dino size (if you're juvie/sub/adult), you get more/less sips of the puddles. Spawns randomly, despawns when someone drinks enough from it etc. Or would that make it too easy to survive?

spare panther
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how about adding small ambient AI birds? (finches probably, since the isle seems to be temperate) maybe these birds could provide a small amount of food to small carni's like velos and austros, maybe when you get to close to the birds when they're on the ground they all fly away. It would be quite a cool ambient feature to add, and it would add some reasoning to those ambient bird calls.

cursive stag
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Could we get something where if we hit B after a nest is already laid down, it gives us a prompt to 'abandon nest' for the current nest we have where ever it is in the world? Instead of having to go and physically destroy it to move on. Just have that option to destroy it from a distance via abandonment and start the cooldown towards making a new nest.

merry stump
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Give para a roar with a 25 min cool down that would give carnos, Utahs, herras, Austros, velos, Barys, diablos, tacos, Ava's, oros, and maybe Galis and allos, a ringing sound louder than all other noises in the game for 5 min as it slowly faded. Or give them a buff to health and stamina

pseudo urchin
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We need a 100 person battle royal style game where you spawn in animal crates and get bigger by doing or eating certain things and an ash cloud closes around you. So you have to stay within the circle. Also microtransactions for skins like .99 cents for a carchardonasaur skin for the giga

pseudo urchin
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Also as an edit don't forget the possible option of cosmetic loot boxes or DLC

fleet escarp
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can the velo get a buff please? a hatchling utah 1 shots the poor thing. a dryo 1 shots it. its pathetically weak atm

median thorn
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Adding to Velo

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Velociraptor is indeed fast for an animal of its size and i believe it should get a speed buff from 27 kmh to 36 based on evidence

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As i said a while ago

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It could have the ability to climb into trees to make up for its tiny size

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Also hatchling Utah needs a nerf as it actually oneshots itself

digital meteor
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Galli peck attack

fleet escarp
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i thought about what would happen if there were prehistoric mammals in the isle too. like the entelodont, andrewsarchus, and the titanis (i know this is a bird but it would be cool none the less) and for the herbs we could have indricotherium, wooly mammoth, wolly rhino etc. all im saying is it could be fun to see a titanis chase down dryos and gallis. cave bears fighting ceratos and barys. etc

brazen bluff
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Not necessarily a suggestion, more like curiosity, and IF it could be done. Supposedly animals of prey have a certain placement of their eyes to give them a specific field of vision, essentially a majority of dinosaurs are, in fact prey as they grow from small to adult, and apexes are often prey to other apexes.

What if... we would get to experience the same field of vision, as that would mean we would understand the impact of being an ambusher and in contrast keeping watch.
Would you want to see through the eyes of a dinosaur for a whole different experience? Y/N?

next elbow
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When scent comes in game it is going to be really hard to hide from large predators as smaller herbs or carnis. Maybe there could be certain plants that give off smells that can confuse preds or if a scavenger hangs out with a larger carni for long enough if can pick up its smells. Just a thought for hiding and surviving purposes.

past wing
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Let us see chat in console. Its a pain to have to go to a server owner to get chat log evidence for a hacker.

near edge
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For purely aesthetic reasons I think the gloss effect on dinosaurs during rain should fade in /out when rain starts / stops. Slower fading out than in.

slender tapir
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Human with torch is super op right now. Like, a torch shouldn't do that much damage

spare panther
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all dinosaurs (especially large ones) should have a "hit box" by which I mean you should not be able to pass through other creatures! and while I do enjoy sitting under other dinos what would really be cool is being a small creature and being able to climb up and ride larger animals, similar to modern day ox peckers riding wildebeast.

ocean umbra
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I’m not sure if this has already been suggested, but the Stegosaurus model doesn’t have the necessary cheeks that paleontologists speculated they had. I don’t if there’s a lore reason for it, because I don’t quite understand the story yet, or it was just a design oversight.

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(The cheeks would look something like the Shants, when the Shant 1 calls the cheeks stretch. I was thinking that kind of effect.)

vast moon
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giga shouldn't be able to catch a carno while running. either carno needs a speed buff or, better yet, giga needs nerfed. hard.

stuck locust
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New Fighting System

All the dinosaurs should have a bunch of unique hitboxes on various points of their body (depending on the size and anatomy of the dinosaur) that other dinosaurs could specifically attack, just like how it’s planned that Utahraptor will be able to pounce smaller prey and latch onto bigger dinosaurs, or how Human weapons will do more damage if shot at the lungs or heart.

Specific dinosaurs get special bonuses for attacking key points of another dinosaur, and attacking these points can have a varying effect to the outcome to their fight.

For example, tyrannosaurus rex could bite and hold down the tail of an ankylosaurus possibly breaking it and disabling its ability to fight with its thagomizer. However, if the ankylosaurus saw the t-rex coming to attack, it could smack it in jaw and possibly breaking it and disabling it from attacking, eating, or drinking for a while. Furthermore, if the t-rex attacked the back or sides of an ankylosaurus, it would inflict minimal damage, no bonuses, and gives the ankylosaurus an opening to break the legs of said t-rex.

Another thing that needs mentioning, is that there should be a bite and hold, hold and thrash/tear, strafing, gore, punt, stagger, collision, and shake off mechanic unique to some dinosaurs. This is what I was having in mind when thinking of this.

I wouldn’t be surprised if some of this is in the works, but I think it’s worth stating as a suggestion just incase.

stuck locust
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Also depending on the sizes, the bigger dinosaur in the fight should be able to drag the small dinosaur if gored or held on with a bite (fits in with the corps dragging system).

ocean umbra
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I’ve been thinking about this, some animals in the desert get their hydration from the blood of the animal it killed. Could the same idea be applied to the Isle? If a carnivore is in a dire situation it can hunt to gain small amounts of thirst until it finds a water source.

stuck locust
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Also, I would like to suggest that fighting or defending should take up stamina. Currently (if you are a smart player) you manage your stamina in regards to when and if you should run, this punishes player that don’t take this into consideration and rewards players that do. But there is nothing to stop a player from attacking besides another player attacking or defending against them. If this new fighting system is implemented, I would like to see players deciding to attack or not, depending on if they have the stamina or not.

sterile vortex
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There should be a search bar on the player list.

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It would be way easier to invite persons

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Instead of scrolling down and search.

rare hedge
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Something I had been thinking of for a while but kept forgetting to suggest: Using Velociraptor anims for the juvenile Utah?

ancient plover
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Nerf giga ambush time its ambush last for a really long ass time i dont have the exact number but holy shit i ambushed around the entire of big lake or vally lake on dev branch. Or increase the amount of stam it uses. Or reduce its stam regen while resting all around giga just seems to damn powerful.

dull tiger
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I am only suggesting this because I love snakes, so bear in mind I am a bit biased. What if you could become a titanoboa if you killed 1 or several (the creature would just be unlocked for you) and the only way to make more snakes would be to nest more in. And when all the titano's died out the AI would spawn again

dull tiger
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And the person who kills the snake and decides to spawn as it would already be an adult titanoboa

potent echo
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the sizes of dinosaurs should be reverted, or be based on fossil records so the game has more realistic sizes. i dont agree with any of them, the sizes were fine how they were.

gusty flicker
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Small simple suggestion is a timer that shows how long you have been alive.

past wing
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More blood and gore on your dinosaur after a fight? Maybe have it look like blood is running down the sides of your dinosaurs?

hard fog
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CARNIVORES 'Give them the ability to scent mark on Trees, to mark territory, "call" for mates (in a way) or just kind of let other carnivores know "hey, I'm here" I believe there should be a 5-8 minute cool down depending, so people don't go all over the map scent marking trees ' Another thing, is have the scent markings depleate over time, so the scent will be "stale" and when using scent vision would come out as possibley a lighter kind of spot on the tree.

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H E R B S: 'This could be for all dinosaurs, but since there will be scent marking for carnivores (which can also apply to all dinosaurs) herbivores should have the ability to somehow camoflause their scent, (I know this will sounds super..weird, but) herbivores might want to roll themselves in some type of strong plant, grass, or herb (such as wild garlic for us now) to camoflause their scent for a period of time. E X T R A : considering all animals have certain spells depending on the wind, (besides just the adding of wind, and wind changing direction) each dinosaur should have sences, and ammounts of smell differing from which way the wind is facing, this will also make predators want to hunt or ambush from a certain direction absed on which way the wind is (similar to wolfquest)

balmy scroll
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Maybe a cool down on the roars to prevent spam?

slender tapir
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When humans get fleshed out properly they should all play in first person. It would up the survival/horror aspect for them immensely. I don't know if this is already planned or not, but I have been thinking about this a lot lately

elfin wave
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You should make it to where bary, sucho, spino ,and more semi-aquatic dinosaurs are able to swim using Q to swim up and E to swim down or something along those lines.

dull tiger
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There should be a "sleep" mechanic, which makes it so that you lie down and don't see anything (maybe a silly mini-game like flappy ptera or smth), anything can find you and attack you, but some damage would wake you up. You'd use this to heal faster and conserve hunger and thirst when you know nothing is arround

ancient plover
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Personally I think giga should not do a lot of dmg per bite with 35 bleed per bite cause 2-3 bites and your already at 100 bleed which is instant death no matter if your resting I would be fine with the 35 bleed if it’s dmg was like nerfed to 100 perbite or like 200 or like maybe buff trike bleed heal so it’s not 6 resting cause trike is just shit maybe like 15 resting

grand void
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Not sure how players would acquire these but maybe give players a chance to unlock physical cosmetics for their dino appearances, like a Rex with a bitten off arm or a Spino with a torn up sail, battle scars ect. Should be something earned and not easy to get.

surreal loom
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Dino abilities
Trike: can use its horns to stabb it it the Rex's body when trikes runs more speeds gets higher and it will do a ram damage

Utha: can lacht smaller prey to the ground but bigger dinos on the side of there body

Ankylosaurs: can use its tail to hit a skull of big carnis and anky should get high damage resistance cause it has a shell ontop of it

Spinosaurs: spino should have a claw attack ability and cam drag prey from land to water
And can bite big herbis or carnis in the neck expect the sauropods

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Trex: can bite creatures neck and tails (all of apex carnis)

Gigatosaurs: can bite prey from the leg neck and can bleed stronger

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Therizino: can use claws to swipe any treats to the head giving the theri a critical damage

Diloposaurs rs: can spit the acid and give the dino a poison affect for 2 minutes

Pachy ava dibble: they bot can ram into preds and can have bull fights trike also ava dibble can make preds bleed by ramming into them

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Carnotosuars: can ram into bigger prey dealing more damage the more running the more ram damage

Allo sucho cerato: can bite prey like mais even cannibalism in the necks

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Weather system: can rain once in a while it can snow rearly snow can possibly freeze the dino dinos need to find shelters to get warm from the weather dinos also need a stomp ability to break the ice on top the water to drink

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Biomes: swamp biome swampy many trees lepads swamp flowers

Mountain biome: rocky hard to trvel

Desert: very very hot can make dinos sweat dinos can die of heatstroke if it's there for to long

Redwood biome: the trees are tall and some small lakes

Volcano biome: dusty lava on the ground could erupt

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Extras: corpses can spoil after 6 hours
Protoceratops will progress to ava and diablo and then trike mai can choose shant or parasololophus

waxen vessel
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Suggestion:
Give all the dinos the ability to zoom in/ focus, like the Tribals in surival mode rn.

ancient plover
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Whenever quetz is comming back, make its 3 roar animation to spread its wings to show it's true size to predators? I think the dinos could have bigger animations (I know some of them have already) to make them more alive?

restive gazelle
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To balance Apex carnivores and maybe Apex herbs, start with giving them all same stats. Then from those starting stats work on where one excels and flaws. The next Apex carni you can do perhaps the opposite effect, just a suggestion thought I had

fleet escarp
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im interested as to why the acro is so weak in game, having his ass handed to him by albertos and even allos that know their stuff. so may i suggest a slight buff to the acro? his bonebreak is fine, it rarely happens so its no biggie but maybe an increase to raw dmg or a slight bleed increase. a spino (atm) can facetank 2 acros if it wanted to, when irl even a single acro would give spino a beating

dull tiger
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This has been mentioned once in the past, but I'll repeat it so people would remember- when apex carnis get their RMB (hold on and such) they could swallow something that is small enough. Example- a grown rex sees a sub utah coming, ambushes it, presses RMB and swallows it whole, not having to waste time eating it

fleet escarp
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prehaps larger things picking up a small thing and shaking them to kill them (kinda how dogs do it except not as fast) eg: a utah picking up an oro or velo and killing it while its in its mouth, thus also being able to move said kill too

dull tiger
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To add to that I think the second pounce anim that was showed would be for things the size of the creature in question

ocean umbra
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Just a thought, if AI fish were ever added into the game, could the spinosaurids and possibly other piscivorous dinosaurs be able to “fish” for food.

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Imagine a Suchomimus sitting on a river bank, snout dipped in the water, eyes darting as it’s next meal approached. When suddenly, it lunges into the water with a fish in its gripping jaws.

merry stump
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Give parasaurolophus some special ability, maybe it's broadcast shows it's exact location to other parasaurolophus in the area and give it a call that makes creatures stumble, so if an apex charges ( and the para has time) it could roar and make the giga stumble ( limp ) for a second or half second. With a 30 min cool down

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Or give para a health and speed buff

merry stump
ancient plover
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Any chance the ankylosaurus can get a health buff, seems a little weird he's got an armoured shell but low hp. Just a thought ^^

merry stump
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If possible give different creatures different possible egg amounts, so a para or a shant could hold 6 eggs whereas a Rex maybe could only hold 2 in there nest, also I believe this is planned but if not then extend apex growing times.

merry stump
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Also add anky or stego to survival

sacred haven
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Since it seems combat is going to be the main focus soon, what if what's currently on dev Branch gets pushed to public (if there's no game breaking bugs and a couple things get smoothed out, which there don't seem to be from my experience) and then combat can be worked on for its own patch? I'm referring to weather, giga, galli, trike and para for this. (This is a suggestion for the benefit of some friends with slow internet who can't switch over so I thought I'd give it a shot.)

marble swift
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Bit of an odd suggestion for para, but perhaps for its special ability, it can sense vibrations of footsteps a bit like an elephant can? I imagine it would work similarly to scent tracking, only you could only see different color pulses of a dinosaur’s footstep wherever the foot lands. So, a smol boi could have lil green pulses, a medium feller could have yellow pulse, and equal size could be red pulses? Could make it so it’s all relative to the para’s size as well, so it doesn’t know exactly what it is, only that it’s making a lot of vibrations walking around.

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I don’t know if a special ability has been announced already for it, so apologies if that is the case. Just thought I’d whip this out there.

ancient plover
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So ambush it’s a great mechanic to use for hunting. Here’s the thing some people or mega rex/giga packs “ambush” in the open like were everyone can see them. Is it possible to kinda make ambush like LoS “Line of Sight for anyone who doesn’t know” so like you can generate it if no one sees you but if ur like being seen it won’t generate you can still crouch but it just won’t build up. I understand that this would be really hard to actually rig cause people would ambush in the tree line but if someone just looks in that direction but doesn’t actually seem them they wouldn’t generate it. Iam just saying if it could be done it would make more sense then having 4 rexs kinda just crouch in a open field and calling it a “ambush”

merry stump
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Make it so that mercs have to be unlocked, from what I know mercs seem insanely op, all you have to do is get a gun and then you can kill anything you want from up on a cliff, so maybe make it so you have to start as a tribal and complete some objective like riding an ai carnivore for 8 seconds or some other objective, and then you can play merc, of course i don't know what dondi and the devs plan to do with mercs and how hard it will be to get a gun but it does seem very op right now.

slender tapir
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I think guns should use the weight class system. Humans shouldn't do a heck of a lot of damage to dinosaurs ten times their size with a machine gun. Rocket launchers are one thing, but it really takes anti-tank missiles to deal real damage to something like an adult rex or giga.

merry stump
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Reduce the damage of bows, the amount of damage that bows do is ridiculous, 5 shots to kill an allo? Unless he has a 200 pound compound bow then hell no, it should take at least 30. There bows not guns.

sacred haven
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So, since herbivores might be likely to recieve a debuff from being near corpses (to prevent corpse guarding), what if apex predator group numbers are limited to 2-3 tops (since i see its gonna be 6 atm), and any more in the area would cause a debuff that makes the apexes lose hunger quicker? This, exasperated by the fact that multiple apexes are in the same area and eating everything in said area, would discourage huge megapacks from forming simply because they cant sustain themselves. They essentially have the same power at the moment as a hypo if given enough numbers, they should have the same cost of existing if they decide to group up to that huge of a number.

slender tapir
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One of the merc weapon options (rarity can be whatever, but probably more rare than standard guns) should be a compound bow. Not as much ammo as say, a machine gun, but has the added bonus of being silent. Can do low base/high bleed with hunting tips

merry stump
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Have creature spawn in regions, this is more of a realism thing, but have different Regions that a far apart from each other, so for example, have one region that is redwoods and pine forest, where Rex's, paras Alberto's, anky and trikes would spawn, have another region that is plains, jungle, and swamp where pues cameras giga allos Maia's and a dessert region for carnos and Galis, also have a water region and a snow region. of course i didn't name all the Dino's and the rest could be sorted with votes. But this could provide realism while still allowing all the creatures to exist on the island

slender tapir
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there should be fern prairies as well as/instead of grass prairies. Maybe in warmer, wetter areas?

rare hedge
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Serious suggestions only please. Please also direct discussion of suggestions to the appropriate channels

ripe belfry
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Perhaps you could add painting on walls when you are a Tribal? It would be premade, or course, so not dicks or anything bad, but it would be interesting to see their language or pictures of Dinosaurs and creatures on the island.

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Putting things such as stories or warnings on walls. Maybe even just raid a base and paint a picture of your mount or something on the wall.

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You would probably have to see a creature or tame it to paint it. You couldn't just paint a Hypo Giga on day one, gotta see it first.

viral cipher
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maybe add small ai mammals for juvenile carnivores can hunt.
Environment features:
tar pits
HUD features:
a timer showing how long you have been alive for
gameplay feature:
Carnivores to have two types of attacks ( grab bite) which holds the prey item in one place and increase the chance of breaking bones however if the carnivores weigh less than their prey item and the prey will escape, the second bite attack would be the standard attack bite which has more chance to bleed than grab bite.

Ankylosaurus tail swing: in which the ankylosaurus goes into a attack pose and starts to swing it the longer the tail swings it gains momentum resulting in a more powerful hit however the ankylosaurus is unable to move and if moves out of the pose it would lose the momentum swing.

past wing
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Add flash floods if there is really heavy rain.

slender tapir
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There should be puddles during rain, make it easier to find water. Or maybe a tree-licking mechanic so you can get some water during rain without finding a lake

mystic canopy
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Add back up(dino reverse) animations and remove alt turn.

slender tapir
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It would be interesting to see what the bone break recovery is for the current animal on the right-alt menu

idle ermine
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Do you know how therizinosaurus attacks with claws? So I think carnivorous dinosaurs with bigger hands could attack with claws too. Example: Spinosaurus, Barionix, allosaurus ...

hard fog
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going back to @viral cipher idea, there should be smaller animals added, smaller lizards, birds, etc that we can catch. For the birds aspect, maybe utahs can "pounce" or jump up and snag it from the air? just expanding on the idea a bit ^^

ancient plover
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So i know we are not accepting ideas of people wanting dinosaurs like shit thats just like allosaurs. But iam going be that one to suggest a dino. A sauropodmorph added to survival so its not like actually a sauropod think hadrosaur with a long neck or like shant with long neck basically and it would give people who loved playing sauropod to play something similar in survival. But again i would understand not adding it cause money and purpose iam just saying for uniqueness.

rare hedge
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I was talking about this in another channel, but I never mentioned it here so I thought I would drop it off. It might be nice if the actual volume of the louder footstep sounds was dampened a bit. It should still travel the same distance, but it's almost grating to be a Trike and trot for any length of time. I can't imagine its own footsteps would be that deafening to itself, that it couldn't hear anything around it. Of course I'm not just talking about Trike but anything making heavy footstep noises would probably appreciate a decrease in volume, however slightly.

loud topaz
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A change of mechanics for Bone Breaking

I've noticed that the BB system can exploit the flow of the game. Such as Maias or Paras chasing Apexs to break their bones for heavy hitters like Trikes to kill them. Some things feel inconsistant and more of a luck based mechanic. Theres no midground to having a broken leg or an unbroken one.

The Fracture System:

I'm suggesting this as a way for there to be a midground for bonebreak, where you can have debuffs for being injured, but not completely disabled from movement.

Fractures can reach up to 100 Stacks, just like bleed can, and the higher the fractures, the more debuffs you will have.

Depending how high you fall from, you'll recieve more fractures and it'll take longer to heal them.
Every tick, you will heal 1 fracture by default, but resting can make you heal faster.
Every fracture you have will increase the direct damage you take by 1%.
Example of effects:

Lets say you reach 10 fractures, you will have your walk/trot/sprint speed slowed by 15%.

Upon 25 fractures, you cannot sprint, but you can still trot.

40+ fractures, your leg is broken, and you must rest.

90+ fractures, cannot move.

Instead of "X" dinosaur having "X" % BB chance. It will instead be converted to a critical hit, doubling the fractures.

This prevents the luck base system of dinos running around and hitting things to break bone in an unreasonable matter.

Example of Dinosaurs with this.

Rex: 30 fractures (70% chance to double)
Maia: 3-5 fractures (4% chance to double)

(keep in mind that this is just a rough draft idea and effects from stacks would be up to the devs)

surreal loom
#

Maybe add a hypo acro

dull tiger
#

When aquatic dinos get added it'd be better to make all water sources much larger, bc right now a grown utah can stand in the deepest part of a certain water source

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and others are jsut fine the way they are

viral cipher
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not sure if it's being changed upon by the developers but swimming should use up stam or more than running, for semi aquatic creatures to lose less than sta than terrestrial creatures and fully aquatic creatures lose little to no stam only when swimming faster.

ripe belfry
#

I dunno if this is accurate anymore, but, if so, ignore it. But if Mercs can tame small animals and Tribals can tame most of them (excluding things like Titanoboa and Deinosuchus), perhaps Mercs could have things to tame animals in a more...Humane way. Tribals will just jam hooks in your mouth and beat you until you "listen" to them. Perhaps Mercs could have tranq guns and specialized things to help tame smaller animals. Like nets or something, feeding for them and caring for them like modern pets. Tribals would enslave animals, Mercs could slowly build trust with the small guys. Would make you more eager to see a Tamer that won't kill you for going the wrong direction, and would give an excuse for smaller animals to stay as such for purposes of scouting and warnings.

karmic lark
#

please reduce the moon. looks bad and is not natural. we will get much more atmosphere and immersion in the game if the moon is of a natural size.

tight kestrel
#

Idk if this was a bug or intended, but I think the turn radius should scale with growth. Some animals have an absurdly big turn radius when they are smaller due to the size disparity, and as such, by having it scale with turn radius I think it would fix those problems.

past bay
#

bring back old allo please

ancient plover
#

Petition to remove all chats from the game and force everyone to communicate with only calls

coarse canyon
#

When Adult stage is met for Utah, the only real "Coordinated pack hunters" But I guess can be applied to rexes and carnos etc.

In a pack of each species if you group up, the oldest Dino in that group becomes "Alpha" and is slightly larger and has some scars and age to it :)

little cliff
#

Food for thought; instead of losing no thirst when raining maybe alter it to a reduced rate. Example, the heavier it rains water loss is reduced by 50% the lighter the rain water loss is reduced by 25%.

runic junco
#

There should be a warning system implemented into the game for if a server is shutting down in X amount of time, kind of like a group invite notice but for important server info.

proper vault
#

Something that would help improve the in-game community: the ability to block/mute players in the chat box. It can be grating reading constant slurs and trash-talk from toxic players in global & local chat.

slender tapir
#

There should be a fifth call, call it a "challenge" call. It's not quite threaten and it's not quite broadcast, but it's designed to be really REALLY loud and long and terrifying. Designed to end confrontations with sound rather than just the "warning" call that the three call is. This call is designed to call someone out for a challenge/drive them away by being extremely threatening and noisy. Would be interesting because that call is gonna carry for a long way and probably draw bigger things in, or it might not if you're big and scary enough.

dull tiger
#

So imo carno is in a weird place right now (dev branch) so I think it'd be cool for it to have it's own niche- it's the fastest thing there is when running, but has shit turn when doing so, and ambush gives it like a 10% speed boost and has better turn but not for long. It'd make it a more interesting dino to play as.

cursive stag
#

This is in regards to the nest invite menu. It would be nice if we had some search filter parameters. Such as 'Group' or even 'Species". So you can have it narrow down the list for just those in your group for easy addition if you want, as well as a 'species' so you are only inviting those who are already playing the species you are in case they want a nest invite when they die. Another thing that could be nice is an 'invite all' for an option over all. This I feel would be VERY useful, especially with servers that have a server population in the hundreds. Another thing that would be useful would be if we had a 'search' in the tab menu for when we add people to our group. Mostly because it can take quite some time to find people.

copper scroll
#

Bring back herbivores being able to only group up and talk to their own kind 😛

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Herbivores being able to interspecies communicate also negates the need to use most of the dino calls

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Also, a neat idea I discussed with another player: Instead of rain completely pausing your thirst depletion, let your thirst deplete but never let it go below 1 in a storm. If you are at 0 thirst and it starts to rain, your thirst will bump to 1. that way a storm can give you some relief and protection from dehydration, but you will still need to seek out water sources

soft kettle
#

For mercs, you could add drops that give them ghillie suits which would of course make them blend in but would in turn lower their damage resistance.

fallow wedge
#

In elaboration of my previous suggestion. If nesting is actually going to stay useful at all at some point to save time / spawn near your friends, next to Roleplaying;

Make nesting for stronger saurs take longer.

-A: carni eggs could take longer to produce than herbi eggs.
-B: carni nests could hold a lower maximum amount of eggs.
-C: Eggs could have to be produced in clutches to further demand more commitment for saving some players some time. (currently that could be 40 min for 2 eggs instead of 25 for 1, for example)
-C2: Players could accept the clutch invitation, but still have to wait untill as many invitations as eggs in the clutch have been accepted.

-D: A,B,C could additionally also scale for heavier:lighter saurs.(heavier = more killing ability and meat)

All of these would severely demand more for nesting, while still keeping it useful. C2 particularly, combined with my previous suggestion, think of what it stimulates:

-1: Strangers of the same species are less likely to be hostile because they could sooner potentially be of help to each other. Especially if it concerns species that statisticly -and realisticly should- gain more by working together than eating each other. utahs, carnos, etc; Which also stimulates players to group up with their own species.
-2: Both slower nesting and requiring 2 genders makes KoS and server-wipeout campaigns way more time-costly.(If they want to try, they are going to, post-dev survival mode or not.)

grand void
#

Dinosaur rabies debuff, affected dinosaurs do more damage but take more too. Maybe smaller dinos have a chance to inflict it on the bigger ones. Oh and it gives the dino player a bloody screen all the time so they can be extra paranoid and encourage aggression.

gusty egret
#

A hotkey for toggling group nametags, similar to the toggle key for the HUD. It'd be nice to be able to turn off the name tags for whenver I wish to take a nice screenshot or immerse myself in the enviroment.

dull tiger
#

As much of a cool map as Thenyaw is, I think it need more "different" kinds of water sources. Because as of now a lot of hem look the same with exceptions like great lake, swamp and canyon. I'd like very much to see things like waterfalls and maybe 1 more river. Another thing, imo there should be et least a couple of caves and more use of vertical space (mountains and such)

ancient plover
#

I know it would probably be really difficult to animate, but instead of alt turn could we maybe have a backstep and sidestep kinda mechanic would make more sense 😃

ancient plover
#

connecting an island like v4 to thenya island through a land bridge ,, then connecting them both through a land bridge to AE-001 , making the entire map consist of three islands with a lot of water in between , would leave much space and room for tribals , humans , ai , strains , cannibals , and all the dinosaurs , so the isle official map would consist of three islands

soft kettle
#

I don't know if the devs have said this already but I think AI should only be the dinos that are unplayable on survival. This way, it would be easy to distinguish between player and AI.

tulip coral
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I was thinking about how something like the placement, frequency, and size of watering holes can be a way to stop the mixing problem. The mixed groups flourish partly because they have an infinite source of water to rally on and with a map like Thenyaw there's still room for more water sources to be added. If you can avoid the bigger group's watering hole or their watering hole eventually goes away then it puts a significant strain on their ability to maintain the group's size. It makes it easier to avoid being noticed by the group if you have large lakes with a good amount of secluded lagoons for dinosaurs to come down and drink >> therefore not killed by the mixed group to be eaten and sustaining their carnivores. When you have a circular lake you're always at risk of being spotted from something that is also at that lake from any of the other parts of the shore. Being spotted by a mixed group is so dangerous because they can deploy faster dinos to keep you busy while the heavy-hitters make their way to you from wherever. If you remove the possibility of them discovering you to be eaten and making water more finite then the big groups aren't viable anymore. That's how the map design effects that gameplay.
(I realize now that @dull tiger made a similar suggestion but I think with water being one of the two essential resources for survival that the mode in which we are able to attain it needs critical consideration)

copper scroll
#

Whenever the Group/Character UI is worked on more: One thing that got overwhelming in a big galli flock is it was hard to follow the leader without name tags on... but if you have tags on, you see a bunch of white text and it was super distracting. Perhaps when the Group UI is more complete, and there is an "alpha" in the pack, make it so you have the option to hide all names besides the leader's name. Or perhaps be able to hide all names and selectively choose group members' names you want displayed. And I feel like anything displaying names or markers should have a quick hotkey you can set to toggle off and on, because having to go to settings to switch off and on as needed is a pain especially if you are a constantly moving animal.

lilac dawn
#

Gonna put my suggestion to add lurdusaurus into the game as an aquatic herbivore here. Lurdusaurus is a decent size to be prey for larger creatures while also being able to defend itself from medium-sized carnivores, similar to diabloceratops. Lurdusaurus in real life was theorized to be something similar to a hippo, and could be made a good swimmer like the many carnivorous fishers. This could help it avoid predators that it can't defend against, like Tyrannosaurus, while creating a decent prey item for things like deinosuchus that can take advantage of this affinity for water.

fallow wedge
#

Allow servers to set a timer for respawning if a player died through falling damage.
Some effects:
-Players can't spam suicides.
-Players are stimulated to better keep an eye on where they're walking like they should.
-Players are discouraged to hide in areas that aren't really meant as parts of the map to play at or even access.
-Salty, unsportsmanshiply players that suicide their saur at the last moment to deny carnivores food for their effort are discouraged from doing so.

rare hedge
#

This may have been suggested before, but I feel things get wet/dry too quickly when the rain starts/ends. Maybe make the appearance of that "wet" texture more gradual, maybe over the span of 30 seconds or so. Would be nice if such an effect could be applied to the ground or some plants, if it doesn't create a lot of overhead. And of course it should take a bit of time for everything to dry off again too. Was thinking it would be a nice touch if objects could drip water here and there when drying off. I would say during the rain too, but I don't know if it would even be that noticeable then.

stable parcel
#

Perhaps make it so that herbivore food isn’t in close proximity to water sources that way these ridiculous herbivore/carnivore mega groups can’t camp around the water sources since the carnivore’s herbivore friends need to constantly travel further out to find food. It’s bad enough when you have to struggle to get a drink because there’s carnivore mega groups just camping out at the water holes but even worse when they join with the herbivores to form these massive kill parties. I get that it’s a survival game but it’s not really fun for anyone when nearly every body of water is full of murderous camping mega groups. Sure you can try finding another water source but you either dehydrate traveling out to find it or you stumble upon yet another ridiculous mega group camping at another water hole.

ancient plover
#

At the moment, spawning in the game is just appearing at set spawn points. What if your dinosaurs starts off resting, and the screen is all blurry and sorta dark and you kinda of wake up when you get up, and the light increases and your screen goes to normal.

viral cipher
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  1. what about if same of the foliage shakes when a dinosaurs runs close to it this could help predators follow their prey but the animation would be short , 2) maybe could have some tress be destroyable which only the sauropod can destroy but at the cost of stam and lots of sound would be produced.
  2. lastly there could be thick mud if large dinosaurs stand in one spot for long get trap and the heavier the dinosaur is the longer it take to be released this would give smaller dinosaurs an advantage.
cursive stag
#

Perhaps when the parent of a nest is resting on top of it, eggs incubate a little faster? So the adult puts itself at a small disadvantage by resting and being easier to target, but gives the chance of eggs appearing quicker.

viral cipher
#

for herbivores could have two types of plants they could eat:

  1. blue plant (already in-game version) gives more food but is more rare and is located near forest meaning the herbivores could be ambushed by predators.
  2. long grass (theoretically)
    which there are a lot of them and are located away from forest (open Plains)
    however they give less food than the blue plants meaning that herbivores would have to spend a lot of time eating.
slender tapir
#

We need more streams/rivers in the map, especially springs flowing down from the hills. I don't know if it was planned, but there are already all those little gullies that run down steep hills. They'd be perfect streambeds.

fleet escarp
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if weather is added then it could affect the plants as well. droughts cause plantlife to die, causing food shortage, and less cover to hide in

fair lava
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There could be specific "pastures" for a certain herbivore species (like Para) that are "active" at different times. That species could even have a special "sense" to know which one has food currently as long as it was there before. That species might also not find that much food elsewhere (enough for some juveniles but not for adults or even herds) so that knowledge/following others might become important later.

narrow needle
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I'd like to see the removal of the chat system. At the moment, all it does is encourage mega grouping and promotes a "chat room" feeling to a "hard-core survival game." If you wish to communicate with others, then there is software like Discord, Skype, and Team Speak. If you want to argue the fact that these people then have an advantage, there is nothing stopping you from making use of available resources as well.

slender tapir
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I know the herbivore players will be upset with this, but herbivores shouldn't do so much damage. Especially para, because herbivores are only meant to kill plants. If herbivores could get less damage and more hp, it would be better and herbivores wouldn't do as much hunting down and killing carnivores. This would ideally encourage more realistic behaviors in the players and not so much herbivores-killing-all-the-local-carnivores-for-sport

sacred haven
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When utahs have their pounce re-implemented it needs to be directed at where the player's camera is aiming (at the point in the middle of the screen) rather than just jumping up and in an arc. That often results in utahs overshooting things I've noticed, and would help in the event of them pouncing smaller prey.

frank cobalt
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Something I suggested ages ago that went largely unnoticed was a complete rework of jumping. Rather than just pressing spacebar and being launched upward with no animation, it should be changed to holding spacebar to charge a jump.
Tapping spacebar should give you 10% maximum jump height with a minor amount of stamina consumed. This could be used to clear small obstacles. The jump height should then be scaled up in 15% increments every 0.5 seconds to 100% maximum jump height after holding the spacebar for 3 seconds. The jump is triggered when the spacebar is released. After holding the spacebar for 5 seconds the jump is cancelled.
This would allow for much smoother jump animations, and would help pouncers like utahraptors to aim their jumps much more easily.

merry stump
#

Add AI to survival, or extend giga and Rex growth times

zenith maple
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A “Metabolism” mechanic, where a new stat called metabolism is listed on your dinosaurs character page. Ranging from 10% to 100% this stat is affected by a variety of factors and has two main effects. The higher your metabolism is, the faster you grow, while your food drains faster too. Vice versa applies too.

Metabolism doesn’t apply to fully grown dinosaurs, since growth doesn’t apply to them. (Could change when strains or elders are implemented)

proper oasis
#

Either make it so you can search names or put it so names are alphabetical order in the Tab list pls ❤ so hard finding people to add to group when on Dev 4

digital meteor
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Expanding on @Herp-A-Derp#8686 's suggestion: Lurdusaurus Dossier

fleet escarp
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adding to @Sinovenator#2266. have it like its in irl. if theres a lot of food then metabolism increases, to use up the energy. if theres a shortage then the metabolism decreases too, to conserve food. if you just had a shortage and you fill up the food will stockpile just incase theres another shortage of food.

queen willow
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fish

dull tiger
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Ok some are talking about "elder" dinos. So I think this is something that could add to the idea- an age system.
It may sound like a bad idea at first, but hear me out. So when a dino reaches it's full growth it's a "peak" dino. ex: peak carno, peak trike. What this does is it boosts stats for somewhat 30-45 mins. Then the dinosaur goes to just being an adult with the stats we have now. Then after some time (I'd say 2 hrs) the dino transitions to an "elder" dino, that isn't as strong as a peak dino, but is stronger than just the adult.

wraith mortar
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Remove the Global chats : )

ancient plover
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For nesting, maybe holding down B will trigger the build a nest mechanic which will be the new animation don just showed us. Their will be a lil progress bar and you have to hold down B to fill it, if you let go at any time the nest will disappear - This makes it so you wouldnt accidently press B and lay a nest

strong trench
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I have a suggestion for nests. There should be a purpose for sitting down and laying on the nest. Perhaps a "warming" feature, so that one parent sits on the nest to keep the eggs warm and perhaps this speeds up the incubation time of the eggs. It would give a reason for the parent to actually have stay put and sit on their nests, while another perhaps goes out and hunts?

stuck locust
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Ambush/Sprinting Rework

I’ll be honest. I really hate the current ambush mechanic in the game. I hate seeing characters constantly crouching in game. It looks stupid in my opinion. I like the idea of players staking out a lake and ambushing prey that gets too close, but players ambush if there’s any level of threat nearby. Currently, ambushing is just a straight up better version of sprinting and that’s why you see more skilled players use this mechanic even when they aren’t ambushing. Sure, ambushing takes up more stamina but most fights/chases don’t last long enough to have this become a meaningful factor.

What if instead of having ambushing acting like a sprinting buff, it instead takes you from zero to max speed instantly, while sprinting slowly accelerates you from a minimum sprinting speed to a maximum speed over a short time period.

If it takes twenty seconds to charge the ambush mechanic to reach max speed on most creature but it takes ten seconds of running to reach max speed from just running, this should help to stop players from ambushing most of the time unless if they’re actually trying to ambush something. This would look more realistic and be feel more natural.

waxen forum
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Perhaps when using the ambush, people who are doing so will lose stamina at a faster rate. Making it a sort of risk reward scenario. This will cause hunters to carefully consider if the risk of ambushing is worth the reward of the kill.

proper vault
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A suggestion for chats: the color of the chat font should change to something else once night falls. As it stands right now, the combination of the bright-green font + night vision makes it difficult to read at times. Maybe a dark-red, blue or orange font would work better for night vision & night cycles?

grand void
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A sort of "test your might" mechanic where two dinosaurs of the same species can lock horns/shove/ect at each other to have somewhat of less lethal duels with one another as a test of dominance. Could maybe inflict light damage to the loser and/or break their leg.

fleet escarp
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ive been thinking of this for a while and i thought that what if you could control how fast you were moving instead of the normal walk/trot/run/ambush its more of a +/- thing. for instance you are walking normally and you press + to slightly increase this speed. you keep pressing this until it becomes a slow trot, then a fast trot (this would consume a small ammount of stamina) and then you have the sprint as usual with shift. then you can go even further and press + a few more times and you sprint faster than normal but it consumes a lot more stamina, dinosaurs would still have a top speed but instead of the dino running at top speed for a while like it is now and its a more of a tactic whether if you want to slowly jog after your running prey or full out sprint and have the chance of running into something bigger with no stam. this could fix some of the speed exploits and it would make the game rely more on stamina rather than speed.

grim imp
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maybe like u have walk trot sprint have a stance selection like combat resting and defensive..by selecting any of the stances it will affect the stats of the dino..combat stance will lower stam but increase dmg..resting will allow u to heal faster and defence u gain high stam so u can escape a predator..just a though

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that way it will make herbs think of the best thing to do..fight or run

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its just an idea and im sure someone could add and or perfect this idea

slow peak
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Remove nametags on non sandbox servers (with the exception of when in a group). It's always a disappointment when your cover is blown bc someone sees your nametag.

tawdry burrow
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I'm certain I can't be the first to suggest something like this but here it goes

To counter the creation of large packs of apex predators, what if there was a debuff mechanic? For example, an apex in the vicinity of (x) number of other apexes could receive a stat debuff. Also, apexes who linger too long around herbavoirs could receive a debuff rapidly increasing hunger drain. Limiting apexes who protect herbavoir herds. Those wanting to create large packs/herds would have to choose their dino accordingly. Just an idea 🤔

rare hedge
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I would personally love it if objects (trees, rocks, etc) that came between the camera and the player character turned transparent or semi-transparent for that player. This would aid in spacial awareness and also make it easier to navigate forests. It's frustrating when you can't see anything due to an object that is behind your dinosaur.

hasty dawn
crystal ferry
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Bioluminescent jellyfish

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Do it

past wing
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Optional first person view for ambush? Better for looking through bushes.

delicate dagger
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If Dilophosaurus is still coming to survival, while it was said to have a bite that messes with bleed resistance and healing, maybe could add a little more effects to its venom to be more unique? Maybe like.. causing dizziness, eating away a victim's stamina, or making a victim's hunger/thirst decay at a faster rate.

zinc tangle
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i suggest to lower trikes bb to 20% cause realistically a trike couldnt not stomp a rex and break its bone unless the rex was fallen over right beside the trike, then the trike could lift a few feet of the ground and stomp but the simple fact you can horn and stomp damage totalling 2100 damage combined plus bleed and bb, is just way to unbalanced if playing a giga u cant tango theres no competion you will lose your giga instantly since a trike can graze your tail with its horns and break your leg or stomp the ground next to u and break your leg. I believe if you either lowered bb to 20% or just removed it from trike completely a person playing the trike would have no issues still being able to over power a giga or rex seeing as the horns to 800dmg with bleed and stomping does 1200.

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and you are able to stomp 18 times in a row and still have stamina to run for a short time. plus the trike has 8000 health it can tank its way through a battle.. im asking you to consider this because with out bb on a trike its still a huge threat to go up agianst if you are a giga or rex since either of them do 400dmg as a giga and 500 dmg as rex you while still more then likely lose your giga or rex but its more of a fair chance in a combat fight but since you both have 2k less health you will likely die faster, if u face tank the trike, plus if trike dies it still can give u hella bleed so you will probably be very low on health and bleed out. If you decided to keep bb on trike but lower to 20% you still have 20% chance to break a leg and since you out weigh any apex thats 20% is in your favour and if you an apex and your leg gets broken well you just have poor luck. please consider this i know im only a player but i feel if this is fair and reasonable to all players and the game and will likely decrease players saltiness and complaining that trike is op as heck. but you can just read this and not do anything and say fuck you demonkinglucifer. XD lol. please just think about this if its a vailable option and opinion, suggestion. thank you for the time and if you have anything to say please pm me

brazen bluff
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Vote alpha(s)
In any pack I think it could be useful when a group has grown reliant of one another, they can vote for who will become Alpha(s). How many can be alphas should depend on species.

Features rewarded to the chosen Alpha(s)
The alpha will be given a unique extra cry that can help direct the pack and guide it. It can however be used and interpreted by the players as they see fit.
The extra cry could symbolise as a "rally to me, we are going hunting" or "we are moving".

The alpha could potentially a cosmetic change as well, to stand out more to others and also can be seen as a bigger threat. If there is an alpha.. there is surely a pack.

Adult creatures can only be alphas.

Alphas need a certain amount of votes to become one (species based). This can keep smaller rogue packs at bay as they might not be able to earn alpha role.

heavy ferry
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I know this will probably be improved later to begin with, but I want to put out some of my ideas on how the scent system should function.

Most carnivores can smell incredibly far distances and not just through footprints. Something like viewing particles in the wind, and wafts of scent coming from other dinosaurs and especially carcasses should be available. Based on how recent a smell is could effect the visual's opacity, and another idea is to implement a server option that can activate or deactivate things like territory marking for certain species (Not all use scent to mark obviously so this would differ from species to species)

To avoid the power being unfair, the distance should be reasonable but not annoying, and herbivores could get a similar mechanic, but with sound instead of smell.

Also just a tip to make it easier to see, and more visually interesting, every color except the scents (or even sounds) should be lowered in saturation, made black and white, or even sepia. A vignette around the edge would also look cool.

digital meteor
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Shrink Cerato, why add cerato just to make him giant in the first place when there are plenty other mid sized bulky stocky theropods?

ancient plover
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Out of alt-turn. I've played many times on servers wich is nerfed alt turn so much or even nerfed to nothing, wich means you actually cant alt turn. It was so balanced. One of the reason why is so hard to balance apexes and high tier dinosaurs its cause of alt turn.

steel sierra
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Juvi Giga could use a darker skin, I understand that they are supposed to hide but with their bright orange-gold skin it can be quite difficult. Maybe something like the brownish orange of the adults and sub-adults

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To add on, even hiding in shadows or a group of trees doesnt help as the juvi Giga still sticks out

grim imp
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juvi giga is a bananna

steep gale
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Would be cool if pack animals like utah, allo, carno, etc got a pack buff effect like Maybe a lil more damage per bite or stamina drain reduction.

ripe belfry
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I noticed Dilophosaurus is getting something to keep an animal bleeding. Perhaps baby Dilophosaurus could have a defensive bite, packing more "venom", like a scorpion. It wouldn't work all the time, mind you, but it could be a 10% chance of them bleeding more often after being bitten by one. That way, they can't just spam and hope one gets bleed debuff, but would still give smaller carnivores a second thought before charging in to snatch a hatchling.

crystal ferry
#

Bioluminescent jelly fish

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If u added the northern lights then why not add bioluminescent jellyfish

viral cipher
#

Ceratosaurs to gain a speed increase?

ripe belfry
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One thing I would like to see is venom collection. Since Tribals are going to be a thing, I would like to see them collecting venom, like tribes with snake venom or poison dart frogs. They could (forcibly if needed), use Dilophosaurus "venom" and use it on larger prey items. It could work with Megalania young, if that giant komodo dragon is still a thing.

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There could be animations or not of them dipping spears or arrows in the venom or collecting it, but it would be a risk and reward system. Collect more dangerous venom (ranging from bleed debuff to paralysis and such), the more prey items you can take out with your weapons.

ancient plover
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Territory system. when a group of carnivores or herbivores stay in an area on the map for an x amount of time, this becomes a species territory. if you are of another species and entire this area, then your scent system will go off in the corner of the screen,, and you will sense whether it is an apex carnivore ,, smaller carnivore ,, big herbivore , or small herbivore territory. Nesting in your territory will grant you increase scent around your nests,, letting you detect threats more quickly.

delicate dagger
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I question whether or not Austroraptor would need bleed anymore once it gets its aquatic needs for its implementation for survival. It'd have all the fish to hunt, and I'm sure it could easily kill humans as well.

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At that point, will it need the bleed to hunt Galli and the likes?

copper scroll
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When body dragging is a thing, perhaps a mechanism to drag alive animals too? I wanna see predators play with their prey like cats. Shake them around in their jaws, toss them around, drag them by their leg while the alive prey cries out for help. As the prey gets weaker it's calls get quieter.

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Grabbing alive animals would also let animals fight. Like two rexes duking it out and one grabbing the other on the face and slamming them on the ground, or throwing a smaller dino off a cliff

formal kiln
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Would be nice if you were able to add servers to a "Favorite tab" So you can quickly navigate around your favorite servers

pastel dune
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Dont drop prog

agile radish
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Fresh(er) corpses providing blood for carnivores, providing some water to the carnivore player as it eats. Old corpses wouldn’t supply as much blood or no blood what so ever. This idea bleeds into my next suggestion in a way

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Additional needs for dinosaurs: a risk vs reward gameplay suggestion.
The general idea is auxiliary needs-- to add things people can optionally partake in/gather to get rewards as they grow- mainly increased growth rates as this will be more valuable and desired once the real timers come in.

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Herbivores and general premise:
Herbivore resource: salt or digestion stones. Some animals today like elephants need salt in their diet and will go to great lengths to get it: even venturing into caves. Some dinosaurs are known to need stones for better digestion of plant matter.

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From a gameplay standpoint; gathering salt or digestion stones to reduce your “salt/stone meter” would not be necessary to survive, in fact people can ignore it entirely BUT if the person does venture out into the salt deposits or stone deposits which may be in a more risky area say a cave or near volcanic areas or other points of interest, they are able to eat food plants more effectively. Plants would be more effective for them; filling them up faster or more per plant and giving a minor growth bonus or boosted rate above baseline until the need rises again. The player invests time going out on the map to these locations to reduce time merely waiting on growth to tick along and time eating and searching for food

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Carnivores suggestion
Somewhat similarly is my proposed resource(s) for carnivores: ‘bloodlust’ and/or “need to hunt.” Again an optional resource, you can partake in pursuing, the idea is to encourage carnivores to roam around and make kills/get newer food supplies to manage bloodlust gathering fresher meat.

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A juvi who is eating fresh meat will get growth bonuses as oppose to purely scavenging; the player is either 1) risking it by hunting or scavenging newly killed dinosaurs by himself, or 2) being fed by a parent/group who’s taking good care of their child. Both of these scenarios is encouraging someone to do something challenging gameplay wise, which is killing things or bullying others off of kills. Perhaps some species variation can come into play here with this mechanic, perhaps some species simply do not have to worry about fresh meat to satisfy this need or perhaps getting a bonus growth from eating older/fish/bone meat.

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Carnivore 2: The need to hunt alternative aka the adult form need

Now I mentioned “the need to hunt” as an alternative due to the proposed mechanic being translated over to higher growth animals; If it was purely growth bonus why would adults or even strains care for this optional resource? Good question, for now adult animals: perhaps not hunting for fresh food just doesn’t fill you up as effectively, you’re eating garbage from old corpses, and it’s not as good at filling you up (ON CERTAIN SPECIES that is, meaning different species may have scavenging advantages, an idea that has been kicked up before). Truthfully this needs to be expanded upon further to make it more worthwhile for adults at least.

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Need to hunt- differences on what you hunt and encouragement on who to hunt:*
The need to hunt/kill is a necessity for hypos atm due to hunger and the need to fill it BUT say there is a hypo rex and it stumbles upon a human, the hypo rex may attempt to kill the human but there is no real advantage for the hypos time investment unless the humans is opening mad fire into it. What IF: the hypo rex has to maintain its bloodlust and humans satisfy this need more so than others as it helps maintain a slower hunger drop rate, meaning you can’t just loiter around a pre-killed death zone for a few hours eating away with no worries.

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Perhaps preying on certain animals could satisfy this need better than others for certain predators: going along the lines of the specific diet idea waaay back e.g rexes get a bonus vs trike of 10% but instead rexes bloodlust/need to hunt is satisfied more from trikes than other animals perhaps
It’s a way to get animals to hunt certain things more than others: perhaps some animals get satisfied by attacking like bases or cars such as the hypos? This is based upon the need to encourage conflict between armed humans and dinosaurs since the risk vs reward does not favor or encourage the dinosaur since humans provide very slim pure food values- especially when we’re talking larger dinosaurs vs humans, there is currently no incentive to attack an armed human as a rex.

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Conclusion/ take away points

The bottom line of this suggestion is to encourage some sense of progress while playing, the player can do things that can help cut down the grind of growth and feel like they are accomplishing something. Since growth should be a long and hard process which I agree with, making it entirely time based is dull, adding extra optional gameplay needs to manage can help make the grind easier and more enjoyable since player input is required and doing well in this ‘resource management’ will reward the player by cutting out time and grind in other gameplay areas. It also is to try and tackle the lack of gameplay elements the isle has always suffered from by giving something for the dinosaurs to do- even if not the most exciting.
I do not think management of these resources should make x animal have more hp or whatever than a baseline x animal who isn’t caring to manage these resources, management of the fundamental resources of food and water already do these things, these resources are merely secondary, optional choices the player can partake in to help fight the grind

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sorry for the long post

agile elk
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humans should get a way to play back/create calls, like they have the option of making a hypo 1 call to terrify dinosaurs away or a baby rex 1 call to attract hungry dinosaurs.
not all that much meat to my suggestion, just something that would be cool, and a good way to have humans make sounds.

stiff veldt
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Instead of a Sound deterent could you possibly use some sort of Hunger drain mixed with limiting max hunger?

I've dealt with multiple stressed animals and the thing they do most often is just not eating and if you make them eat then they are prone to regurgitating it back up if you give them a little bit to much.

grim imp
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i was thinking like when u hurt the edge of the screen turns red have it that the screen turns black or grey and the longer u stay in proximity the edge starts closing so the vision is less..i mean way less
also the collors fade so the only thing u could see is black and white

surreal loom
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weather system and summer and winter and fall systems

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rain:basic rain slows the loose of water

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hard rain: flash floods and decrease 3x loose of water

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hurricane: flood a very big one

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thunderstorm: lighting can hit u and can cause paralyze effect

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fall:tress start to brake down and herbis must migrate to a new forest

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summer: very very hot can die of heatstroke

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winter: very cold must find shelter to keep warm or ur gonna freeze to death

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natural disasters: tornado can cause dinos to be dragged around the map

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earth quack: can cause massive cracks in the map

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tsunami:water levels rises up so fast

fallow wedge
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Replace the JP utah call with the ambient Owl call.
(not sarcastic or passive-agressive, it suits their snout. Broadcast roars sound like territory-establishing roars, anyways.)

loud condor
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New dinosaur suggestion: Troodon Their teeth had apically oriented serrations which might increase their bite force or bleed compared to other dinos their size. Although these serrations also let it suggest they had an omnivorous diet. They actually had opposing thumbs, so perhaps they could climb trees, pick up objects (eggs) or move undergrowth branches and dig for prey. Please add these little buggers. :3

fleet escarp
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prehaps a feathered velociraptor model? and for the velo to be in survival as a playable character

slim torrent
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Er, this isn't too much of a game-changer, and not really the most high-priority thing, but.... perhaps there could be smaller creatures around for atmosphere? You know, stuff like lizards, birds, frogs. Their ambient noises would give quite a bit more atmosphere to the game and their movements would make the game feel more alive, could provide food for smaller creatures (An optional feature) and they could even play a part in detecting enemies. When the frogs in the swamp all go quiet, or the birds in the trees suddenly take flight, you'll know that it's time to run.

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All of the atmospheric creatures could use the same three basic templates for AI; let's call them Terrestrial, Amphibious, and Aerial for simplicity's sake. Each AI could be slightly modified from there to correspond with each individual entity.
Terrestrial creatures spend their time sunning themselves, wandering about, and occasionally hiding underneath a rock or a bush or something to 'sleep' (Perhaps it's how they despawn?) When a predator that would find them a decent meal approaches (i.e. Velociraptor, Herrerasaurus, Austroraptor), they immediately flee into thick vegetation, rocky areas, etc. Perhaps a subset of their AI could be used for arboreal animals?
Amphibious creatures never stray far from the water's edge, and spend their time either sunning themselves upon the riverbanks or on logs, rocks, and debris or simply swimming. When predators approach, they will flee into the water and swim off, going at a much greater speed than they would on land.
Aerial creatures' movements are almost entirely, well, in the air, only landing upon the ground every once in a while to mill about. (Birds and bats would need separate animations for this, as would small pterosaurs if the latter would be roped in) When threatened, they quickly take to the sky, often letting out a warning call to any members of their own species that happen to be nearby.
I'll post a short tentative list of potential candidates for atmospheric animals in #general-feedback-discussion

agile radish
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Expanding upon glarns idea kinda: Birds being disturbed by dinosaurs touching/ moving through the trees they are nesting in and taking off.
This visual and audio event could help tracking similarly like it does in "evolve" and/or it could add to things animals have to consider not activating as they move through dense foliage.
It is also a neat visual detail from afar - like the scene in the lost world when they are in the high hide and the rexes are going through the jungle moving the trees and sending birds flying into the sky.

The birds being set off could be only when the larger animals are running though the trees instead of just moving normally, encouraging slower/stalking behaviour further in denser foliage.

Perhaps smaller dinosaurs in dense forest do not have to worry about setting off these bird triggers due to being too small to move the tree/ scare the birds and thus set the birds off. This gives them a slight edge over bigger dinosaurs running through the woods.

rose zealot
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more cliffs, high rocks, etc as perches for dinos like utahs as a bit of a safe spot from larger dinos on the new dev map

bc like I've noticed a looot of the map is kind of... barren in terms of that, its all just forest and valleys and theres not many cliffs or rocks high enough to offer any protection- smaller dinos should have access to safer spots where its more difficult for predators to reach them, while the larger dinos that cant hide in places like that can generally defend themselves against any attackers

bushes dont work lol i can sit there and hide in the densest bush and a carno still manages to find and kill me as a utah, and a utah cant run from them or have ANY method of escape without something to jump up onto bc carnos are faster

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also, pls make utahs more viable against carnos. Like... literally if you're chased by a carno as a utah, you're dead. You cannot get away, you cannot fight it off bc it's both stronger and faster than you. You can't even hide from it in dense ass bushes bc they bush bite or turn their graphics on low or w/e to cheat their way to finding and killing you.

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even if you get the head start, with ambush speed, as a utah, a carno can STILL run you down and kill you

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like if a utah gets the head start, it should be able to escape, or there should be something that makes it easier for utahs to evade carnos, bc carnos absolutely love harrassing utahs

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and its annoying that there is literally nothing you can do to get away from them unless somehow another pack member gets its attention and it leaves you alone.... but then your packmate dies

prime schooner
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I think this is sort of a problem with a couple of species. No predator should be able to spot it's quarry from ages away and brainlessly run them down. Not to nerf carno's speciality, though, if we had good dense forests or small caves and other nooks that smaller dinos could escape into, we could encourage survival by a good knowledge of your surroundings. Human buildings could be great for this, too. Maybe some tunnels under the ground surrounded by forest undergrowth, a great place to ambush from or escape into? So long as nothing is in there, waiting for you, of course.

ripe belfry
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I have two ideas with the Cannibal, one of which is inspired by Alien. Now, we know the Cannibal has no eyes, so it can't see. Because of this, it relies on other forms of finding prey, such as echolocation. Now, if Aliens and Primeval has taught me anything, it's that you can use technology or animals to track said creatures. Now, I think that the Humans can use some new form of tech to track the Cannibal. Nothing like Aliens, mind you. I am thinking more like a loose sonar, able to tell where the echolocation is coming from. It won't pinpoint the creature, but it could give players a chance to avoid...or hunt them. Tribals can use animals to track Cannibals, and Dinosaurs can hear the Cannibals easily.

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Of course, they'd need to find the tech first. I suggest high risk locations, like a skeleton in a cave system or a base with automated defenses.

high pond
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utahraptor were finally in a good spot, fast enough to be predator populity controler, capable to take down sub adults and juvies by itself, in a pack utahs were finally able to defend themselves againts big predators
thats why i think utah should be at least fast as a carno

ripe belfry
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Building on the "Cannibal Tracker", I think, eventaully, Mercs can get equipment that can track if a strain was there or nearby. Of course, it won't be hard to find a Hypo of anything, just look for broken forests and entire mountains of carcasses. But what I am thinking is a little device, sort of like a Geiger Counter. You can use it to find sources of strains (whatever causes them, of course. Could be a goo or some science shit), or to try and detect if a strain is nearby. You wouldn't get it at first, it would have to be in places important to the lore for The Isle. It could attach to the helmet or hand held, maybe even attached to the wrist.

plucky oracle
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can we get rid of this notion blur?! so many people complained in the server im in. only ben in it for 6 min so...

sacred haven
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(Yeah. Right after the most recent dev patch. sorry but not sorry ^^)

After taking a look at some of the stats on para and giga this dev patch I noticed that para has piss-poor stam regen compared to giga, which regens 16 per 6 seconds when resting compared to para's 5 per 5 seconds when resting (thats 80 in 30 seconds for giga and 30 in the same amount of time for Para; which means para has almost 1/3 the same regen).

Para also has really poor bleed heal, and combined with its low hp (which means crushers and raw dmg knock it out pretty fast) needlessly punishes the dino to the point I feel your just a louder, more visible galli with more hp.

I would like to see para get a little bit more pushed to it in the bleed heal department and stamina regen department so that it can compete with/defend against bleed-heavy predators. Whereas trike ideally would have damage and raw tankiness on its side and galli its speed and maneuverability, I feel para should have more endurance both in regenerating stamina and fighting off bleed, especially for when utah becomes able to mob paras with its pounce.

Hope this gets considered!

ripe belfry
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One thing that is...completely unnecessary but would be neat would be animations for the gas mask/helmets. I do like them, but I feel like you should hear yourself breathing with the gas mask or exchange filters, maybe have an animation of you putting it on. It wouldn't have to be a stationary thing, so you can run or crawl or something to pull it on.

somber quartz
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Maybe make an area like quicksand but made of tar. Dinos that enter it get stuck and sucked in slowly and die. That or the become immobilised for short period of time from attempting to break free from these tar pits.

nova ledge
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and it should drian stamnia almost completely depending on how long the animal is struggling

merry stump
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Once building is added for humans, make it more like the forest, where you have to gather and carry individual logs and branches to put into your building, and less like ark

slender tapir
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I think that the increased hunger drain mixed with herbivores giving half the food is a little too much. As a baby carnivore, if you don't have an adult hanging around to help you, it's impossible to get food enough to survive. It's certainly making me as an adult carno eat everything I come across, that's for sure, but it's really hard to maintain that level of slaughter when you have to eat every five minutes.

unkempt gyro
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Why not try removing herbivores dependency on water? See how it affects things when those 7 lakes are no longer sure things...will the mega packs still sit there devoting other carnivores?

viral cipher
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what if there would be vultures/ Pterosaurs which will circle around dead corpses so carnivores can find corpse ls more easily.

covert mulch
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Had a nice thought over stream, but what about different feather types/morphs for feathered dino variants. Like an eagle morph, a vulture morph, etc. (also galli with cockatoo feathers i need)

past wing
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Make it so some dinosaur hatchlings have to be fed by their parents directly until a certain size.

vast cipher
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It may be useful for servers to keep track of the ongoing the number of spawns and deaths of all species as a way for administrators/developers to track how the food chain is behaving. It might be used as a tool to help determine how well species are balanced.

dull tiger
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It would be cool if when utah gets it's pounce it will be able to "rock" the dino it pounced on, FE 2 utahs jump onto a carno, they both rock it to one side, the carno falls down and needs to stand up This would also work with throwing things off cliffs if the dinoo gets too close to them

cedar cradle
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i got a thought for the cross species thing. maybe if you spend too much time near another species rather than an annoying noise you lose control of your dino and it attacks in like a primal instinct kind of thing

sturdy bear
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I thought of a system to try and stop large carnivores from sharing corpses and maybe to make eating that bit harder for the game. But basically lets take 2 apex carnivores like a rex and a giga if the rex ate the corpse for a while first then if the giga tried to eat it at the same time it would get sick, its vision would get hazier the longer it ate and then its thirst and hunger would go down so it'd know sharing was redundant, this would lead to apexes actually fighting over corpses like they would've done instead of sharing them like a pair of diplomats. Additionally if the rex leaves the corpse there'd be a cooldown time before it's safe to eat again and this cooldown time would be longer for larger carnivores that can clearly hunt for themselves and shorter for smaller dinosaurs along the midtier, however dinosaurs like herre and velos shouldn't be effected because they're natural scavengers anyways. I think this could also apply to some of the bigger territorial herbivores too, not all of them but maybe something like a trike or a theri who'd be more protective over their food and would want personal space.

sick arch
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please Increase gallis weight mass or health i understand it has speed on its side which is fine but once bitten by even a utah its a goner, if not the speed to make it the same or a tiny bit faster than carno and a utah in a straight sprint but slower than an ambush

ripe belfry
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Building off of the Geiger Counter like thing, I noticed the AE Mercs gave gas masks and heavy armor. Perhaps there should be a readout on their visors to show how toxic an area is? Or if they'd been infected by something? It could hold vitals, such has health, hunger, and thirst in percentages? Maybe even have a heartbeat monitor attached to the helmet?

past wing
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Make some corpses form a pool of blood around it directly after the animal is killed, depending on how it was killed?
Like if an Allosaurus got gored to death by a Trike there would be hella nasty blood around it?

rose zealot
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Maybe balance baby carnivores' hunger a bit so babies don't starve as quickly? Bc as a baby, you literally cannot hunt anything so it's not even about skill, you basically depend on whether or not there are adults around that will adopt you(which is a dependency on other adult players that may or may not decide to eat you instead), or if you can manage to find scraps from another dino's kill and hope the other dino isn't still around. You 100% depend on other dinos even being nearby and hunting for you, basically, so if there's no unguarded corpses around, even if there are herbis you could hunt as an adult or w/e, you're out of luck bc you can't hunt anything yourself. There's nothing you can do but try to find an abandoned corpse or be taken in by an adult of your species, neither of which are a given and you'll probably die of starvation.

like naturally if you didn't normally have to start off as a baby to even play on survival to begin with, I'd understand babies having a dependency on adults bc they'd need to be nested in and hatchlings generally need a dependence on parents to survive, but since you spawn in as one to begin with it's not really great for gameplay if you don't have an adult you can leech off of lol

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like legit if you're a baby dino and you don't either:
a. find an adult that doesn't want to eat you and will feed you
or
b. manage to find someone else's abandoned corpse and eat from it without whatever killed it coming for you next

you die of starvation lol

hard fog
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Going back to DOndis stream comment about the debuffing w/ a nest and territory. possibley once the dinosaur has marked and has established a territory, you get a small notification to notify you if somthing is in your territory ("small" would basically be a little ding, or maybe your dinosaurs head moves in a direction rather quickly, triggering the motherly/fatherly insticts?)

rose zealot
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What about a sort of 'pack buff' for pack creatures like utahs? Bc I've noticed, as an adult utah at least, I have a higher survival rate alone than I do with a pack, bc a single utah can be fairly unnoticed if you're quiet enough, but if you're in a pack you're bound to be more easily spotted and followed by carnos etc

so maybe as a counter to that and make it a bit more worth it to pack up(besides the fact it's just more fun to play with more people), we could have a sort of "pack buff" when you have five or more adult/subadult utahs in a group/in a certain proximity of eachother. The pack buff could give like, higher stam, faster speed, better stam regen, more HP, etc, could be either/or or all or some of those options or some other thing- but a pack buff would def be pretty cool.

And then for apexes, since THEM packing is a bit more of an issue rather than a thing that they're supposed to do, when in large groups apexes etc could get a debuff. And by large group I mean five or more. That would help curb fuckin 30 rex megapacks bc that shit is cancer.

sacred haven
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Predators and vital organs
Perhaps when the gore system is in (like body parts and such) core internal organs such as the liver and heart would give a young predator a boost to their growth for a short time, while an adult would have their hunger consumed per tick buffed to give them more time in between meals.

This can be useful to reward young predators that manage to make a kill on their own, and gives adult animals such as a utah the ability to snatch the important bits of food they need before running away from a bigger predator that wants the body. The rest of the body and carcass would still provide base hunger as is right now, but would not grant any of the buffs you would get from eating vital organs.

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Herbivores and plant quality
Some animals eat specific plants because they are either adapted to it or get more nutrition from it. I suggest adding in a system that randomizes the 'quality' of the foliage a herbivore is eating. Taking the current bushes for example: you eat from it the first time, until it is gone, and it is initially a very high quality bush, so you fill up quickly. However, the next time that bush respawns it becomes a low quality or medium quality foliage. Medium quality would give the normal amount of food, and low quality requires twice as much to fill up on.

Example numbers:
High quality gives 2x food amount and might buff the growth rate for young herbivores, similar to predators with their vital organ system
Medium quality gives 1x food amount (normal)
Low quality gives 0.5x amount

This means herbivores will have more reason to bicker over choice food sources, and or will pick higher quality food to sustain themselves more effectively. High quality food might even only spawn while it is raining, and would vanish during droughts. Low quality food would be the most common during droughts, and become less common in rainy seasons, with medium becoming a bit more rare during droughts as well.

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Prized fish and fishers
Same thing for fisher dinosaurs as herbivores with the quality of randomly spawning fish they may catch and eat, and if large enough maybe the fish would even have the same organ system as the land-based animals would.

fair lava
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You should pay for growth (more exactly body food value) in at least the equal amount of hunger. You also should stop growing below a certain percentage of hunger left.

viral cipher
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when pterosaurs are added into the game game there should have cliffside near coastal areas and only pterosaurs and small dinosaurs can access them.

crude topaz
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With the very small chance Spinos model would ever be tweaked a bit, It'd be really cool if it got a crown on the back of it's head, similar to the one in Primal Carnage. Currently to me it looks like it's a bald old man and it feels like it's missing that little touch just to make it look cooler

ripe belfry
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Perhaps Mercs could start recording and taking notes of animals? It might help to find new animals and strains...and how to kill them in easier ways.

fleet escarp
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adding to previous suggestions and artagnans. if they could gather info then it could be like the prefered prey list and using that as an advantage. for instance lets say the carnos favourite prey item is dryosaurus. the mercs can find out and then they could set traps for carno players by getting a dryo and using it as bait. and if im correct then it was suggested before the whole "prefered prey" list, so adding to that idea would be that dinos that eat their favourite food get a buff of somekind like a tiny bit more stam regen or health regen (nothing absurd) therefore having that risk and reward element to it too. "theres my favourite food!. but it could be a trap laid out by mercs... do i risk it and maybe get caught? or do i just leave it out this time?" EDIT: the prefered prey item could swap depending on what dino you kill the most. therefore eliminating the whole once you know its done thing

fleet escarp
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however. the observing thing could also happen to tribals too but they would have to do it manually

fleet escarp
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what if the scent worked like this. the animal sniffs the air when he breathes. so it could work like a sonar sort of thing , like every few seconds a gas cloud of the creatures general location on where it been and where it is lights up and it slowly fades away until the next "sniff"

grim imp
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imho i think gali could use a growth speed buff..i think it grows too slow for what it is..

glacial swallow
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Tarpits for things to get stuck in or at least slow you down.

agile radish
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**Of Megapacks and Men: Mixed groups idea expanded upon **
A potential expansion on the anti-mixed dinosaur grouping idea of debuffs that was mentioned as a solution to that problem. A big potential and inevitable problem once they are included into the game will be mercenary and dinosaur groups being and working together, tribals and enslavement will not be in the same caliber of a problem as dinos with guns will be, so negative penalties to them will likely not be necessary.
So potential ideas for debuffs/negative attributes from being close and with a human group for extended periods of time:

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The scent of humans makes it so your ability to be tracked is increased and perhaps ability to track since the animal senses are being loaded with the scent of the prey animals they have decided to hang out with- if you wanted to go fully burtal with this you could make it so that the animals have reduced its natural avoidance of humans so much that it doesn’t pick up the scent of other humans as a threat – maybe not entirely cloaking the scent of human players, but changing the human scent to other “sources” making clear identification difficult. I think Affecting dinosaur tracking is ideal since a merc and dino group will be relying on that for targeting and avoiding wild, non-mixed group dinosaurs, mercs, etc.

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loss of feral instincts Now I hate the idea of a boring and flat negative to dinosaur damage, but it could do the job. However, what I suggest is to not target the flat stats of a dinosaur being affected but instead their unique mechanics: for example a Utah which has been with the merc group pouncing on something but they cannot do it for nearly as long a time period as a wild and feral Utah. Affecting what makes a dinosaur unique means it won’t be as powerful a tool as it would be if it was playing as a wild dino.

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These areas mean people can still choose to mix group but won’t have key areas of their dinos kit to utilise as effectively compared to their wild kin for the benefit of their human buddies. The debuff of hanging out with humans for a long time could be lost via not hanging out with them for extended periods of time- with the severity of time period being up for debate.

ancient plover
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If tree climbing is added make it were you would have to press a button at the right timing to get fall dmg resistance like if you land legs strait your legs will break. But if your legs are in the right position you will ether take less fall dmg or none depending on the height. This would make it were you should still be aware walking around and it helps with tree climbing. Obi-Wan Kenobi: Another happy landing

devout stratus
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Dilo Venom Mechanics:
I like the idea of Dilo being able to lower the bleed resistance of it's target, and being able to slowly start to make the target bleed more. However, I feel Dilo venom needs to do a little bit more. Here's some possible ideas I have in mind.

Venom Stages:
With Dilo being the type of dinosaur that needs to stack it's venom to get maximum effect, I think it would be a cool idea if the venom worked in stages.

Stage 1:
The venom lowers bleed resistance, and starts making the target bleed more. Makes for easier tracking of prey, and causes the victim to start slowly dying.

Stage 2:
With the additional effect of stage 1, the venom of the Dilo also causes the victim to have increased stamina consumption and makes it take longer to regain that stamina back. Makes it a bit easier for the Dilo to keep the prey item in one place, and makes the victim think about how they're using their stamina.

Stage 3:
With the additional effects of stage 2, the venom starts to mess with the victim's senses. The target's sense of smell isn't as good, and makes it harder for the target to sniff out potential threats/the Dilo itself. The target's hearing could also be effected, and the venom could make it harder for the victim to hear it's surroundings. The hearing of the victim would start to become muffled. The Dilo's ability to mess with it's targets senses allows it to possibly make it's target start panicking, and making mistakes that allow the Dilo opportunities to continue stacking the venom.

Stage 4:
This stage gets all the effects of stage 3, and an additional effect. Stage 4 messes with the target's vision, and causes the edges of the screen to slowly grow more dark. This causes the target to start getting a sort of tunnel vision that makes it harder to see it's surroundings. This isn't a completely blinding effect, and would only go so far. However, the target wouldn't have as good of a visual awareness of it's environment.

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Venom Effectiveness:
The Dilo's venom wouldn't have a hard time effecting smaller animals/animals around it's size. The Dilo would have an easier time reaching higher level venom stages on these type of animals. Larger animals on the other hand, is a different story. Larger animals like Parasaurolophus, and Tyrannosaurus would have more of a resistance to the venom. It'd be much harder for the Dilo to reach it's later venom stages against these type of animals, and it would take a lot of effort to actually kill these larger animals with the venom.

Wounded Targets:
The Dilo's venom could be made more effective against already wounded targets. This would benefit the Dilo against larger animals, and could make them a bit easier for the Dilo to kill. They wouldn't have as high of resistance to the venom as they had already been previously wounded, and would be prone to easier infection. This could make it possible for a Dilo/a pack of Dilos to kill an animal like the Tyrannosaurus or Parasaurolophus. It'd still take a lot of effort from the Dilo, but it'd become a bit easier to start wearing down the prey. This would also make it to where these larger animals would still have to be very worried because they would be prone to easier venom stacking from the Dilo.

Summary:
All in all, I see the Dilo as being a hunter that relies on disorienting it's prey, and causing it to panic. The Dilo relies on being able to stack it's venom to effectively kill it's prey. The Dilophosaurus is a tactical hunter that needs to think about the moves it's taking, and take into account how wounded it's target is/how big it is. It's mostly suited for taking on small game like Galli's, Dryos, Herreras, Humans, etc. However, it also has the capablitiy of taking down larger prey items if enough effort is put into it.

copper scroll
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Group chat: Needs to only be accessible locally. If you are not in range to speak locally, you shouldn't be able to hear your group members in group chat. No more of this Group member in swamp, group member at tower, etc etc metagaming and giving locations. Name tags should only be able to be seen if you are in broadcast range. If you can't find each other you need to nest IMHO

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Or if there is a high distance range for tags, you need to be broadcasting to see tags from very far away

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No f-calling from across the map to give locations

sterile vortex
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Bringing back this idea. Adding a search box to search people fast in the tab list.

brazen bluff
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Invitations
The opportunity to invite players you recently teamed with. Invite all as individually being available options.

frank cobalt
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I've heard that velociraptor will probably not be added to survival. Sure, it wouldn't work like a normal dino does in survival, but I think it should totally be put in, here's why.

Why?
I think Velo would offer a unique survival gameplay experience while also being an easy food source for Utahs and juvenile carnivores, while also reducing the number of large carnivores, the biggest problem most servers have right now.

Why would anyone want to play Velociraptor?
Velo could be basically the quick play option. Only got 30mins to spare today? Play some velo, meet up with a few other velos and form a pack.

What would make Velociraptor special?
Give velo only 0.8-1.0 growth, and make it either unable to nest because baby velos would be pointlessly small. Make velos 'ability' a pounce that increases exponentially in damage depending on how many velos are latched on the target, essentially making it a swarm creature.

stark lily
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Why not give Galli a claw attack while it's running, and it does 1 bleed.

crystal ferry
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Apexes should be able to make a territory which basically gives them a minimap of the area around them and lets them know the general area of some creatures in its territory. While in its territory it gets a buff to help it KILL other apexes, when it successfully kills another apex it gets a permanent random BUFF for KILLING other apexes. These buffs could lead to unlocking special character feats or even getting a strain. Getting enough buffs could maybe even increase the size of its territory which lets it see more of the map with its minimap and increase the area of where they get a territory buff

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This makes people wanna kill other apexes to get permanent buffs and increase the size of their territory so it’s easier to hunt

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If they keep doing this they unlock special character feats or strains and become the king of the map. Other players will want to kill the king of course cuz who doesn’t so that’ll spur competition to become powerful enough to become the king while running away from the current king

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The buffing won’t make the apex unkillable because another apex might kill it while it’s recovering from another fight it just won. So while it might get strong enough to win a fight with 100% likelihood that it’s gonna win afterwards it will be vulnerable to another opportunistic apex.

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To further persuade people to not make apex packs make it impossible to get a buff while grouped with another apex of the same gender

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And make it harder to get a buff while grouped with an apex of the opposite gender, but not impossible.

grim rapids
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What happens when the apex logs off ?

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Territory resets and is left vacant for someone else to claim ?

tame patio
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I believe foliage needs to be more relevant from a tactical standpoint gameplay-wise, here are some ideas:

When a large herbivore/carnivore is travelling through a forested area any bushes, shrubs, or plants it sprints or trots through should slow it down by a small margin providing smaller creatures a better chance of escaping in a forest.

Foliage should also react depending on the size of the creature walking through it, meaning a tyrannosaurus strolling through the forest would be pretty easy to spot when it's pushing every bush aside to get through a dense area; this should also make a bit of noise, such as rustling or the snapping of twigs.

Medium and small sized creatures would of course be less affected by foliage slowing them down or making noise. To smaller creatures, this allows wooded areas to feel safer & encourages them to survive more in the forest rather than out in the open, as well as improving the possibility to find game their size.

In conclusion, I feel as if foliage should act as somewhat of an obstacle to large creatures, while also making smaller creatures feel a bit more secure.

distant blade
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I think it would be nice be able to have a key to enable a camera sort of mode while in game that disables bite while enabled bc i hate trying to take pics and wherever i look my dino looks too

rose zealot
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^ for the above suggestion regarding foliage, carnos should be included as "large dinos" and be affected by the foliage slowing them down, so a utah running into the forest would have a higher chance of escaping a carno that's after them

ancient plover
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How about an immunity timer for 15 seconds when you first spawn as a juvie? May help with spawn camping/killing.

tribal flax
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Can we pls get a region block for china. We cant play the game normally without a chinese/asian megapack. Its not how the game is supposed to be. Trike's giga's rexe's all together in a army killing everything on sight. This has probably been asked mannytimes before though. But these mega chinese/asian packs they see this game as a deathmatch. A cod game prettymuch. I dont know why they like it annyway, It has nothing to do with dino's packing up like that. Not how Dondi imagined
the game to be. (I HOPE) XD. Thank you for your time^^

dull tiger
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Adding on to Jewbacca's suggestion, I think velo could grow differently from other dinos:
It could be a swarm creature- meaning a velo would grow comparatively quickly, but then another velo would start to grow in the swarm, then some more, till the swarm reaches like 5 or so creatures, and the more creatures there are, the more their individual pounce does. And their calls could be "formation changes" where FE 1 call would make it so that the swarm moves faster, 2 would mean if a velo spots something within a certain radius it would do an f call, 3 call would buff attack slightly

copper scroll
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I think this is planned but I almost never hear it brought up, so I am just gonna give a shoutout to my hopes and dreams of Collision. It seems like such a small thing but it's going to greatly influence how players fight, how they hunt, how they place/arrange members in their herd/pack while travelling. Collision is a bigger deal than it gets credit for and I am anxiously awaiting the day if/when I see it again.

wraith mortar
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Buff Trike, its pretty fragile now.

past wing
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Add some sort of combination of keys (like double tapping or shift + some other key etc. ) that allows you to suddenly spin to one of your sides quickly, using stamina. This could replace alt-turning's combat use and be a start for better combat in the game.

ripe belfry
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I think this might come in anyway, but I'd like to see black boxes in the game. Find out the last recordings during a crash or when a base had been broken into.

rose zealot
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fix the way the server saves. I'm dying now bc of a server crash that took my hunger back down to empty after I'd JUST eaten. I'm gonna lose an adult rex that I took 5 hours to grow up on to starvation thanks to a crash. >.>

brazen bluff
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SILLY IDEA! (This is not a serious idea, so laugh at it if you are smart, morons)
Back when Dondi spoke through the livestream about what kind of food he was gonna get, and asked audience for suggestions. Out of nowhere I came to think that it would be funny to have an abandoned fast-food restaurant in The Isle.
Simply 'Taco-bell' xD and the place is infested with Psittacosaurus! (Cus why the fuck not?)

fallow wedge
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-No food AND open plains around water sources. These result in camping zones and inevitably lead to carebearing, grinding the survival element to a halt. A water source is a place for wildlife you don't want to stay for long if you're not laying in ambush. Make each edible vegatation area that is close to water(that's "high reward") high-risk(dense growth, poor long-range visibility).

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-Clustered edible vegation. A map has a large number of clusters, severely spread out over the map. Not all clusters on a server can be grown back to an edible extent at the same time. This would result in herbivores actually having to search place to place to forage, simulating migration.

P.S. Also helps against herbivores that really just go herbivore to bully as many carnivores as they can with impunity.

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-If you truly want to set The Isle apart from them other games out there:
Develop or adapt a random terrain generation algorythm. Especially if combined with a system that slowly removes terrain on one side each X days/weeks, and generates new strokes of terrain on another side, players are forced to rely on their survival instincts/skills and actually have to play the game, rather than blindly following maps and freeloading off map-research found on google.
The sides of the map could be bordered by too-steeply-sloped mountains or ocean, changing if adjusted by the generation algorythm.
The parts of a map that are due for change could give some sort of warning effect akin to stress, starting X time before the change, indicating they should migrate to other parts.
The dinosaurs of players that logged out long ago in a part of the map that's changed by the time they log in again, could be teleported to a random spawnpoint.
Perhaps too ambitious?

ripe belfry
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One of my ideas actually involves some species working together. Only herbivores though, not something like Carnotaurus and Allosaurus. I'd hope something like, an Ankylosaurus travelling along side a herd of Hadrosaurs or a Dryosaurus walking walking with Sauropods and getting a buff or a hunger resistance maybe. Or, if they get a debuff, maybe lessen it a bit more depending on the species. That way they can graze or something and have more eyes and protection.

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I know I wouldn't attack a herd with a bulky tank patrolling around with them.

frank saddle
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Prefacing this by saying I have no idea how the customization system is set to work, but this is how I picture it could be.
There are 3 regions of colour available, being the main body, the underbelly or any underlaying pattern, and the overlaying pattern. Each region can be coloured by a preset colour palette of earthy tones, possibly with a light-dark slider to adjust the brightness of each colour. Additionally there could be a "highlight" region; a small area of brighter colour akin to what some male dinos have now. Female dinos could also have a highlight region but it would be reduced compared to male dinos to continue the sexual dimorphism currently in-game. The highlight region could utilize a colour picker but I would be wary about people choosing obnoxious colours for this area so I think a preset palette would work well for this too.
Depending on the dino you choose, the palettes vary depending on their niche, for example a t-rex has more brown or green available in it's palette and a suchomimus has more grey tones.

EDIT to add: the highlight region could be optional or could also have more muted tone options to aid in camouflage. There could be red, blue, yellow options but also grey, black, and brown options so the pattern is still visible to discern from male and female but not so in your face that it gives you away when you're hiding.

blissful drift
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Create a #music channel for all of the official Isle soundtracks. They're nice to listen to, and this way you wouldn't have to go onto youtube to find them.

fallow wedge
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Make resting not regenerate the full amount of stamina per tick untill a few ticks have passed whithout standing up. Longer times between regen ticks could no longer be exploited by: resting - waiting for tick - standing up, moving a few seconds - rinse and repeat. An annoying "best" way to travel fast. In turn, it also gives back more freedom in the resting+stand-up animations;
Utahs, for example, take a full 6 seconds getting down and back up again. Dying because an enemy you only just see coming as you pressed your resting hotkey and all those free bites is just lame.(I assume the animations were changed to taking so long to nullify the above exploit)
Alternatively, have the regeneration tick start counting down when a player gets down, rather than at set moments which can be exploited.

peak harbor
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The Discord invite on the website has expired, needs to be updated (I finally managed to find the server via the subreddit's sidebar)

steep gale
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utah should be able to latch onto all survival dinos

ancient plover
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Petition to straight up ban players who form mixed cancer groups/mega packs, exploit, hack, cheat etc and force them to rebuy the game multiple times so the devs can make even more money and add cool shit to the game while laughing from the driver seat of their Bugatti

ancient plover
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Different idle animations for a dinosaur's different state of minds i.e. Looking round more frantically after a kill

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Also a system that rewards players that abide by their role i.e. If targeted by a predator, getting out of a certain radius of that predator unscathed would award that player some how

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Maybe a survival point which allows you to perform that role a little better each time i.e. Hey you're a para who was targeted by this apex and you did your job by running the fuck away; here's your 'use at any time' 20 second 5% speed buff for next time.

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What you did it again?! Here's your 8% speed buff, spend it wisely

ripe belfry
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I can see some kind of tracking gun. Shoot it with a dart and be able to track it with special equipment. Now, the problem is the animal will feel it. Probably do some moderate damage on smaller creatures, and larger creatures will lose a tick...maybe feel nothing. Now, if the subject gets too far or gets into areas with a lot of cover, it can drown out the signal.

ancient plover
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Remove alt turn and add walking backwards

ripe belfry
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I also suggest a tranq gun. Now, this one is a bit complicated and connects with the "Field Notes" you collect in the game. Now, in most games, one or a few tranq darts can down an animal, no matter species. Now, the problem is that a tranq can kill an animal if you don't pay attention to the metabolism. Dinosaurs had varying degrees of metabolism, from the slow Ankylosaurus to the speedy Albertosaurus. So, if you study said animals, such as the food they eat or find their corpses, you can study and find the right amount to tranq the animal without stopping its heart or setting it off.

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Of course, you'd need to find berries or something to create the tranqs.

crude topaz
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When the new system rolls around for skins, where we can make our own and such, Can we please be able to import our own skins or other created ones on a workshop type system, and edit them from there? For instance, say someone has made some sort of "Okapi" skin I really like for something like Parasaurolophus, and I can go to the workshop and download it from there and have it for myself as well

frail python
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suicide button

tawdry burrow
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What if alt turn had a animation like a slow pivot. That way it would be more natural and used as such. Alt turning in a chase wouldn't work well but it could still be used for maneuvering around a cliff or turning to something behind you

grand void
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Visual emotes for dinosaurs in case we're trying to be silent, like not invite the nearest mega pack/herd to our little secret kill as a lone Rex or Giga raking at the ground with their foot or something at some Utah who thinks they're invited to our food. Also maybe some herbs can have flashy color displays on their plates/crests/whatevers for courtship or intimidating. I feel like some visual displays could be fun especially if there are plans to limit chat.

rose zealot
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FIX THE SERVER CRASHES. I literally was NO WHERE NEAR THE SWAMP last night before the server crashed. When I logged back in, I was somehow at swamp, and was IMMEDIATELY spawn killed by a fucking giga.

sacred haven
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Add in more edible brush in obscure locations to encourage herbivore migration. I and the tiny herd I led ended up going really far down to the coast, and then back into the mountains into a valley to get away from a giga and rex pack. Both areas would have been perfect to have water sources and some bushes around, but it seems both are limited to a tight area in the middle of the map, resulting in conflict happening far more often than it should because a predator just has to go to an area close by to look for food. I'd like to see my herds be rewarded with at least some sort of food if I were to go through the trouble of leading them away from danger a long distance. I'm not asking for bushes on the actual mountains, but there are some valleys tucked in there that are quite barren and it makes little sense that there's no food there.

rose zealot
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rib spawns for dev 2 server. since there's a lot less people on dev 2, that means there's a lot less other babies for babies to hunt, so they starve to death if not quickly adopted by an adult to hunt larger things(usually other large carnivores) for them

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so spawning rib corpse things randomly would be a good idea since only babies can even eat those anyway

mystic canopy
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Change the hunger system. When you reach 0 hunger it should penalize your stam instead of taking off a set amount of hp. By the time you find food you have no hp to fight/claim said food. Leave thirst how it is. Or just add rib spawns. Or ai.

ripe belfry
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One thing I notice are that animals congrigate where the most water is, but rarely fight over it. Hippos have been known to fight over territory and such, so, perhaps give little rewards for an animal defending a watering hole for its own? Maybe make them an alpha of their herd or different in color?

rare hedge
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It's been discussed several times in other channels but I don't know if it's actually been mentioned here. For both realism as well as balancing, Carno's running turn rate could be nerfed hard to offset how fast it is. Utah's speed should be slower than Carno (and it is currently) but I feel it needs to be a lot more agile, so it should turn quite well when moving quickly. From the Utah perspective, I think could be slower than Carno and Galli, if it was stronger than Galli and more agile than Carno. Carno should have the worst turning of the three by a wide margin. Galli would likely be the fastest or at least the most enduring. Would strike a good balance between these three dinosaurs I feel.

ripe belfry
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This...sorta moves from the tranq thing, so, bear with me. So, if Megalania is still a thing, I feel as though it should have levels of venom as it grows older. Thr youngest of the species would, obviously, climb trees and hunt small animals. So, their venom would be more of a paralysis for Human sized animals, but smaller should be more lethal. Adults can bite, say, a Maiasaura a few times before the lethal venom takes effect, but, it could slowly drain the stam and add to bleed, weakening the creature over time. Of course, it would need to get solid bites in, not like, a soft nip at the ankle. Like a full on bite.

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As for Dilophosaurus, as they posses a "venom", adults could mix their venoms with the other venoms with creatures, creating creative ways to kill prey. Now, mind you, the Dilo venom makes it easier for animals to bleed out, which is handy for other creatures. But, say, it bites a creature a younger Megalania bit, then, instead of paralyzing them, it creates a more hallucinogenic thing, making them see things that aren't there as it slowly bleeds out.

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Of course, there would be different levels of venom for creatures. Younger creatures could have more or less lethal doses of venom compared to the adults, or have a different venom that evolves as it goes along. Not, Mercs can use and mix new venoms to create ways to safely kill and study creatures to find new ways to kill them, but collecting venom would be the hard part. You'd need to find a species of venomous animal to get it to bite something so you can extract it. Now, the more lethal the venom, the harder it is to capture the creature without further harm to yourself. Sorta of a...high risk, high reward sorta thing.

ripe belfry
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If climbing trees become a thing, I feel like smaller animals, like baby Megalania and Velociraptors will prosper in this area. It should definitely have limits on a species though, nothing like Dilophosaurus or Dryosaurus. Perhaps creatures could jump down and latch onto prey? Like, I am thinking more Cannibals would use this, not something like a baby Komodo Dragon, but it would definitely be a surprise if a team of Mercs went into the forest at night, only to be picked off by a few Cannibals, like one jumping onto a soldiers back, pouncing him and dragging him off.

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Also, a fun idea I thought would be that soldiers could have chips in their helmets, like a black box of some sort. Nothing like Halo, where you can review someones footage, but maybe some static filled talking or sounds of the forest that would turn into screams and crunches. Maybe even hold data on animals said person encountered, which could add to the whole "Documenting species for weaknesses" sorta idea yesterday.

warped ravine
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Suggestions to give an option to be set in servers that allows all herbs to be available in any life stage but carnivores to requier progression.

This to increase the amount of herbivores, and for people to play herbivores for a bit to unwind after trying to progress to apex for the 10th time.

ancient plover
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Dinosaurs in the same scientific family could still live and herd together, without a stress mechanic being triggered. Example, Stegos and Kentros having similar lifestyles could just be in a herd together and support and protect one another.

delicate dagger
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About Carnotaurus' gimmick of more speed = more damage. Would this apply for its bleed amount too? Its current base bleed being 25, if it was effected by the modifier.. the amount it may be doing at its highest speed.. sounds really excessive, I almost don't know if I think bleed should be affected by the speed-damage modifier unless its base bleed were to be lower. not sure if it'd need such an enormous amount of bleed just to put down smaller animals.

frail python
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instead of increasing hunger depletion, make it slow and give the damage a modifier depending on how filled it is
like, a rex with full food would get a damage reduction to anything currently in game but an adult giga (because territory fights or whatever), that could reduce the mindless killing
apex groups will never be affected by food depletion because they just camp spawnpoints

rare hedge
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There is currently a significant lack of balancing for the juveniles of every animal currently included in Survival (dev branch). I feel the main culprit to this is the weight mass stat, which feels particularly out of whack with smaller animals. As it is currently, the weight of a juvenile is based primarily on its size in relation to its adult form. However, this instead needs to be done in relation to the other juveniles.

The biggest, most obnoxious problem in my opinion is that if two players spawn in as different animals at the same location, one is almost assuredly at a huge disadvantage to the other. And quite often the disadvantage makes no sense. Juvi Carno is at least 50% taller and larger than a Juvi Giga, and yet weighs 1/3 of it. The Giga meanwhile is able to darn-near one-shot it while the Carno struggles to do more than 3 damage per bite. The Giga meanwhile is powerful but extremely slow, and no animal that small has any business being as slow as that. It simply means it's incapable of hunting on its own, since everything it could possibly kill is faster than it by a wide margin. So now we have the Giga, who starves because it can't catch anything, and the Carno, who starves because it can't kill anything. In my experience the only juveniles in a good spot, counting both carnivores and herbivores, is Utah and Rex. Utah is fast enough to not die to anything but struggles to kill anything besides other Utahs and, again, Carnos. Rex's stats however seem more or less appropriate.

Since this phase of the game is the player's first and foremost experience, I feel balance here is just as important as it is in the late game. I would recommend a complete rebalancing of baby stats based around the Juvi rex. Older life stages frankly don't matter in regards to balancing these things because they're going to kill them regardless in an actual fight.

errant mauve
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Can herbis get water from plants again so carnis actually have to leave the lakes to hunt

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Also randomize spawns

errant mauve
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okay, revision to the first idea, have herbis able to get water from bushes only when its raining

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instead of decreased water drain

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sorry if im crowding this section, but mabye have it like this-

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you can only spawn in forests, and even then its completely randomized

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this will give juvies a chance to hide from big things that want to eat them

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and if big animals were slowed down in forests, this would be even more viable

pallid lichen
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I have a few ideas that might be interesting:

1: Progressive sprinting speed decrease - I got this idea from the ambush mechanic, and how it should work is the longer you sprint the slower your creature becomes, and by the time you run out of stamina your sprinting speed would be the same as your trotting speed. This would encourage players to manage their stamina and not waste it when something big suddenly pops up out of the blue.

2: Carnivore pack sizes - this is a suggestion based off of the future 'fear' system that I've heard about, and for carnivores the larger the species is, the smaller the pack should be before the stress system kicks in... for example a Utah pack can consist of around 7 or 8, Carno packs would be 4 or 5, and Gigas and Rexes at 3 (all excluding offspring until reaching sub-adult). And when two packs enter the others' vicinity, they would become stressed 3 times faster than usual and - in addition to losing stamina - the result would be a slow health drain. With the stress system already being developed to deter mixed-species carnivore packs this suggestion would stand as an addition.

3: Combat logging - From what I've seen on some of Dondi's streams whenever he goes hypo to try and curb lake-camping megapacks, my suggestion here is to force players to wait out the full logging out time instead of letting players log off instantly while the timers are counting down (because in my opinion the log-off timer feels pretty irrevelant and this should be enforced).

4: Apex limits - My idea with this is for a percentage-based system where a strictly-limited number of apexes per species can be allowed depending on the number of server slots and this would provide the game's ecosystem to recover without being subject to constant slaughtering by mixed apex megapacks at every turn.

sacred haven
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So, Idea for the megapack problem, and the territory/nesting thing Dondi mentioned before:

In innitial design stages of the insert menu I saw a while back, I noticed information near the top of the menu about a female and whether she was gestating eggs, or had current young. With Dondi's musing on stream about nests and territory, it made me think of something that would enforce males are needed for nesting, makes males want to protect females, puts competition between rival males and females, and reduces the mixed megapack problem. (sadly only between apex preds but what can you do)

Male Territory Establishment
So, lets say a subadult dinosaur wants to establish his own territory to become a full adult. Let's take a male rex. He finds a location with a small water source, and dense forest nearby to ambush prey from. Given this is prime territory for a rex to hunt and survive in, and provides the means for him to survive droughts with its proximity to water, he sets down a 'territory marker'. For males, this establishes a territory, rather than a nest, and gives off a very pungent scent at its source (making it an obvious target point for competitors), and creates a scent circle along the ground however so many meters in diameter.

Step one is complete. Our young male rex has established his territory in a good spot, and perhaps even lets out a special mating roar that only procs upon setting down his territory marker.

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Female Nest and Young
A female rex hears the male's mating call, and understands that a new MALE rex has established territory (since he is the only one able to do this call) and thus also has buffs and potential protection for her and any potential young. She scents out his territory, patrols it a bit, and the two meet. She friendly calls, and he friendly calls back. Deciding he is worth staying with given his ideal placement of his territory by water and dense forest, not only to ambush and hunt within but a good place to hide her nest and young from other predators, she enters his territory and sets down her nest in a safe location, proccing a 'request to group/nest' on the male's screen.

If the male accepts, the two rexes are now grouped, mated, and the female can now produce eggs in her nest. A female cannot nest outside of a male's territory on her own.

The male will want to protect the female rex as her nest perhaps gives them both a hunger buff within their territory, so they can survive longer within their territory than a lone rex outside of it if food becomes scarce. This makes nesting have a higher chance of succeeding as the parents wont need to eat as often, and if a drought hits, they can eat their young and sustain themselves on the lower amount of meat until the drought goes away, upon which they can then nest again with more food around.

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Male Competition
So, whats going to stop two males from setting down nests the instant they want to fight? Not being able to have territories overlap. One will always set down his marker slightly quicker than the other, and thus the second one would be rejected until the second male destroys the first male's territory marker, leaving one male stronger than the other.

Establishing territory would also be a big, important choice in the game ideally. If you want to change your territory, you will have to destroy your marker, and then find a new territory. The marker will have a long cooldown of perhaps a half an hour to an hour, leaving the rex without territory vulnerable should he cross into another rex's territory unwittingly. (note: there is a scent circle at the edge of each rex's turf)

What happens if a new male wants to challenge an old male for his territory, and there's a female around? Simple. If the female likes her current male and his choices in combat and hunting, she can protect him from the new male. If she does not like her current male, she can either destroy her nest and leave the territory to find a new male, or even attack her current partner if she likes the territory, but not the male. Or she could even do nothing at all and see if the new male is up to par by letting them both fight it out –but that comes with the risk of both dying and leaving her without a mate, territory, and the buffs that come with it.

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Female Competition
What if a strange female comes into the territory of an established pair? Same deal as the male on male conflict, except in this case the male might choose to protect his current female in the event the old female might decide to just kill the current female and leave without setting her nest down, screwing over the current male.

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Packs
With males and nesting females comes young, and as such pack limits. Depending on the animal, I imagine they would have varying numbers of young they are able to raise and sustain within their territory. If they leave said territory, they lose the buffs. If the lead MALE leaves the territory, his territory marker vanishes. If the lead FEMALE leaves the territory, her nest vanishes. This removes all gained buffs. With this in mind, subadult animals can leave their parent's territories to establish their own and raise their own families! Cute right?

Differing predators and Their Territory
Apex predators such as spinos, rexes, and gigas cannot have overlapping territory and have very large territories. Medium sized predators can set their territory within the territories of apexes, and depending on the animal have large or smaller territories. Small predators can set a territory within any of these territories at their own risk, but in cases such as Utah, they start with small territories, and increase their territory size as they grow in pack numbers. This can result in rival packs fighting each other so that their territory can expand further.

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(I have not included herbivores in this because they are much more migratory. Trikes however may fit within this to make the males hyper aggressive to rival males, but while allowing multiple females to nest within his territory -not stacking the buffs so much as allowing another female to gain access to said buff.)

fast idol
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Make the isle board game

errant mauve
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when your hunger reaches a low level as carni your stats increase very slightly to simulate an animal being desperate.

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kinda like a like a last minute burst of energy to help secure prey when your health is low from starving

proper oasis
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So was thinking up ways to break apart mega mixed packs, going off the logic of what breaks groups off people apart normally, I came up with this idea. So we have communication removed (no global chat) so next best thing to breaking people apart is distrust. So was thinking along the lines of if a dino stays within a close proximity to other dino's off a diff species (applies to carni's only) they will start to see other dino's as something else. Take for instance you have a giga/rex mega pack, now the giga's have been near the rex's for xamount of time they start seeing one off the rexs as say a sub para instead, so say they attack it thinking it's a sub para and then well I think you get the idea off what happens next. Forcing a level off distrust among mix packs staying together for any periods of time at the risk off seeing the other dino's as something they can kill.

woven minnow
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Because of Carno's stiff tail that it used for balancing at high velocity, it's turning would have been awful.
But it has like the best turning for some reason.
It would be a nice balance change as well.
No more catching Utahs with supreme ease.

Edit: Just got killed by Carnos as Utah, by the looks of it I had like no chance to escape at all.
They caught up to me in seconds and juking was no good because of how fast they turn.

viral cipher
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  1. if a carno has low hunger maybe show the creature looking skinny and rips are visible
  2. sexual dimorphism show in the stats of a species for example female rexes are lighter than males but faster than the males as a result of being lighter, the males deal more damage than the females or swap them around?.
upbeat nebula
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Parasaurolophus F call could do with a little bit of a dampening. For a herd focussed herbivore it shouldn't be punished for talking in chat by being so loud and obvious for any predator

rose zealot
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  • A dynamic 'scent' system kind of thing, activated with a 'scent mode' button(separate from night vision, it lasts about 30 seconds to a minute at a time). Dinos could leave small colored puffs of smoke depending on whether they're a carnivore or herbivore, adult or juvi, potentially specific to each species too. The puffs of smoke would be a bit scattered and not a direct line trail or anything, so you'd still need to be decent at tracking and look around. The smoke puffs could be small enough to not be visible in dense brush, so hiding would still be effective.

Walking through water would hide your scent as long as you're in the water, so wading through water would be a tactic to evade predators and throw them off of your scent, or for a predator to avoid detection by its prey. Rain would make the scent smoke less visible and very faded, so you'd have to really pay attention to see it- OR it could make it disappear entirely, as rain makes it harder for predators to follow a scent trail.

ripe belfry
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If tree climbing is a thing, I would like to see actual Komodo Dragons in The Isle. Since baby Komodo Dragons are incredible climbers, I imagine baby Megalania would prosper in this area. Could rival the smaller creatures in The Isle that can climb trees. Means you'd have to pick trees out carefully or end up with a venom filled bite from a baby creature. With baby Megalania (this is assuming this is a thing, ofc) I feel the babies should have an incredibly lethal bite. It would make other smaller species second guess if they want to risk it, while Utahraptor sized animals could be more immune or not feel the affects as much as say, a Dryosaurus or Psittacosaurus.

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And, with the venom bites, I believe there should be an immunity. Say, you're bitten by a Dilophosaurus or young Megalania, then end up resting and healing. If you escape each encounter, and somehow survive the venom or bleed, then you take less damage over time from said species. Pretty soon, a Dilophosaurus could bite you, and the venom doesn't last as long, or it isn't as strong as last time.

ancient plover
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A basic idea that may already be planned and that I didn't hear about is more info on the info menu. You know that thing where it shows your size relative to a human and that's about it ? The main thing I'd like it to have added is a small summary of your dino, for example as a giga it tells you you do lots of bleed, as a Carno you're the speed-train dino etc... and then a part of your " right " click ability. Taking Utah as an example because I believe it's the only one carnis with it in game ? Tell how the pounce works and exactly on which dinos etc... Just quality of life stuff for people new to the game so they know which kind of dino they want to go for relative to their gameplay.

grand void
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Thought it would be cool if lightning randomly struck some random area of trees and set them on fire. Small dinosaurs would run out of their hiding from there and be fair game.

slim sandal
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----Food waste mechanic-----
An alternative to the "stress mechanic" which aims to deal with mega and mixed packs.

Before looking into the proposed mechanic, lets pinpoint the reason we have mega mixed packs.

Mixed packs:
Its a straight up advantage.
A group with scouting utahs, fast bleed applying carnos, with gigas/rexes as finishers will always
outperform a pack thats only consisting of one species type.
-The communication chat/group barrier is not working due to friends using discord to talk etc.

Megapacks:
Despite having more mouths to feed, their chance of "winning" against an opposing carnivore pack is higher due to superior numbers. Thus the number advantage outweighs the negative impact of having to share the meal afterwards.
-Increasing their hunger does not solve this problem, since it nerfes solo/duo players just the same.
-A strength debuff stress mechanic may feel unintiutive.

A look at nature:
The solution may be found by taking a look at pack animals we know.
The larger a wolf pack becomes, the more likely they are at succeeding to take down prey and the more likely they are to be receive food frenquently (just like in the Isle).
However, in nature the quality of the food received per member decreases as pack size increases. The food is not shared equally. The top of the hierarchy will eat the nutritious organs (heart, lung, liver, kidney) while the meat and bones are eaten by those further down the hierarchy. Lower ranking pack members frequently leave their group to found their own family. Hunting will be harder/rarer but success is rewarded by access to the higher quality parts. Many fail and die.

So their dilemma is: Stay in the pack, get by with bad food OR leave and hunt solo/duo with high risk high reward food.

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To replicate this in the isle we can introduce a ”food waste” meachanic:
Apply a counter on a dead body for every dinosaur that has eaten from it.
Counter applies a percentage based, species specific food waste per bite.

Scenario 1:
Lets say a T.Rex eats from a fresh body with 1000 food, taking 50 food per bite. Eating alone he will apply 1 counter on the body and receive 50 food per bite and all 1000 food.

Scenario 2:
Two T.rexes start eating from a fresh body with 1000 food, they apply 2 counter, resulting in 20% less food received. Still taking 50 food each per bite from the body, they only receive 40 food each. Effectively wasting 10 food per bite due to ”spills/sharing of organs”. They each receive 400 food, 800 in total. Overall 200 less than our solo player.

If three Rexes eat from the same body, they waste 40% food per bite each. Four rexes 60% wasted. Subaddults may only increase the waste by 10%, while juvies waste 0% per bite. Likewise, smaller species may have low to no effect.

Different species may have different food waste properties. Pack type species like Utahraptors could lose very little like 5% per new mouth. Or species that have low food waste as two eaters, but a spike in food waste with 3 or more. Promoting duo play.

Here is the formula example:

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Overall this will mimic natural packs and decrease the effectiveness of megapacks. Megapacks will be just as strong as currently ”fighting wise”, but they will be much harder to sustain food wise the larger they become. They will be strongly encouraged to split up once theyre subadult/adult to find their own prey and territory. If they dont, they will end up starving while solo/duo players will survive. Doesnt matter how strong you are if youre dead.

Another effect this mechanic will have, is that players will let 1 dinosaur eat first (getting 100%) while the rest waits for their turn, to minimize the overall food wasted. Enforcing hierarchy/corrdination. This may increase roleplay immersion and promote alpha-eats-first behavior, including fights over dominance.

Lastly this system may provide a basis for other food based mechanics, such as a mechanic providing a growth time speed boost for food eaten with a low counter. Mimicking that alphas take the prime nutritious parts first.

last osprey
rose zealot
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If the stress mechanic is added, make it only activate if:

  • Does not activate with utahs, gallis, or carnos. They are small enough that a few utahs travelling with a carno or a few utahs following a rex or w/e isn't going to really matter much. Plus, utahs, gallis, and carnos are fast as hell and both can catch up with almost anything ingame except for eachother. That gives them the ability to literally just follow around other creatures for the sake of pissing them off with the annoying stress noise, and a good utah/carno/galli player could probably do it without getting caught and killed with their sound off.

  • Always activates with carnivore/herbivore pairs, but for larger carnivores(like rexes and gigas), it only activates at 3+ members. A single giga and a single rex could travel together, but once it turns into a larger group, stress would activate.

  • activates after 15 consistent minutes of travelling within a close radius of eachother. That way you're not gonna get stressed if you're just trailing a herd for a few minutes to hunt or whatever, or you're hiding from predators or just in a generally populated area.

  • personally id rather the "stress" thing wasn't even a thing at all bc the whole food waste idea would fix p much all issues related to megapacks etc on its own, but if it had to be added, thenn...

copper scroll
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Make it so that the colossus can pick up small dinos (gallis, raptors, carnos, juvies, subs) and humans, and then be able to bite their heads off Attack on Titan style

ancient plover
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I thought of whale shark but some ppl don't like so i suggest some other iconic aquatic reptile to swim in thenyaw ocean area and make baby spino (if it get released in survival) have stress meter when baby utah come near it cus it get very stressed that utah will jump on its delicate spine.

brazen bluff
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I would not mind seeing stamina drain (not like a huge drain) on apexes bite so they get to be more conservative with their stamina and calculative in moments of flight or fight.
It is very tiring to see how easily they can go ballerina-mode and just spam bite...

Either that or have a separate stamina bar meant for combat, supposedly it depletes fast but it also recharges fast, it is to simply get rid of spamming..
If you keep spamming bite or attack (cus hey herbis can also get in on this) when your combat stam is empty then it will drain from your regular stamina, at such a point it is most definately a "last struggle" moment.

Charged bite (aligned with combat stam depletion)
Let predators have to charge their bite by holding down primary attack button, and then release it. Animationwise, the bite only happens when you release the button, and the head reaches in whatever direction you were looking and completes the bite. Instead of mowing up turfs cus you think you saw a squirrel... (the current bite)
The better the bite is charged and delivered, the most damage you can inflict.. but if you just wanna keep practising dancing lessons and hallucinate squirrels to try and nip at.. those bites won't be so effective, but does not mean that they might not be less legit. Any dmg can be better than no dmg sometimes.. However all it would do is drain stamina..

karmic ledge
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Allow baby trike/para to gain water from blue bushes untill sub so that they can find a plamt and hunker down till they are able to protect themselves

rose zealot
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make trike babies less 'cute' bc some of my friends keep wanting to adopt them instead of eating them bc 'iTS TOO CUTE'

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lmao

charred wharf
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I think for a new herbivore idea is bringing the gigantoraptor in the game. Who else thinks it would be cool?

crude topaz
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Dinosaur Pitch for Survival: Kentrosaurus

Now you might be thinking, What would a small, slow, little stegosaur like Kentro do in such a brutal gamemode? Well, It could serve as a great food option for Ceratosaurus, which is another dinosaur coming to the mode. But there's a problem, there's no food for Cerato that is really readily available other than eating Juveniles or Bones (It's survival gimmick that we currently know of). Parasaur is too fast and large for it to catch, Trike can fight back too easily, and Gallimimus is far too fast for Cerato to catch. This is where Kentrosaurus comes in.

Kentrosaurus Survival Gimmick:

The Kentro isn't the most durable and far from the largest creature in the mode, but it's primary defense comes from it's large spikes that adorn the beast. The primary defense it has is it's spiked tail which deals not a large amount of impact damage but massive amounts of bleed, but it's still very susceptible to attacks from larger predators, this is where it's unique ability comes into play, Based on the animals bite force, it deals a percentage of the damage back to the dinosaur and gives it a massive amount of bleed that is not as dependant on bite force (Because you'd still be biting into a large spike), But the one area of the creature that's safe to attack is the head, rewarding smart hunting tactics and pack play for a hunt. And I feel like this would be a good prey item for Ceratosaurus since it could be swift enough to take down the creature in a pair or solo if they play wisely.

dim cove
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Spinosaurus: Type A

Quite a while ago Dondi had said that we might get a 'Type A' spinosaurus (2014) to accompany the current spinosaurus we have ingame. So my question is, can we get some sort of confirmation of if it while become part of the survival roster? But I didn't come here to just ask a question, I had been thinking of an idea of a possible playstyle for this quadrupedal piscivore.

Survival Special Abilities and Niche

Spinosaurus A would be more of a tanky apex with 9,350hp (More or less depending on what works best), a quick and fairly powerful bite, and a heavily damaging swipe that it can use while moving similar to theri just with a slight speed debuff, small turning radius and quick turn speed, and with a high stamina drain for bursts of speed since this is a fish eater after all. Being a piscivore it can swim quickly and also dive underwater, they'd also be able to walk on the river/lake bed with less stamina drain while being there. Spinosaurus A would be able to recover stamina on the surface of the water and idle while on the river/lake bed. Spinosaurus A would occupy rivers alongside Deinosuchus (It's main competitor). Spinosaurus: Type A avoid competition with other large carnivores with it's impressive bulk and hard hitting attacks, but also feeding primarily on fish as well as carrion occasionally.

grand void
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Can we please at least have big adult dinosaurs stuck in trees be able to wiggle around for 10 minutes or so to break the damn thing until there is a fix for that? Doesn't even have to have an animation or anything if it's not gonna be a permanent thing, just so frustrating dying to something like this when it's difficult as it is trying watch where you're going stalking through a forest or accidentally just getting caught in one.

rose zealot
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Make rex/giga babies slightly stronger based on their growth progress even as juvies. A juvie rex that's almost sub and already bigger than a utah should not be immediately doomed to death from one utah bite. Utah bites do way too much bleed and damage to juvie rexes way bigger than they are and it makes no sense realistically. If a rex is as big as or bigger than a utah, it should realistically have a fighting chance against it. Parent rexes can't do shit against utahs(or carnos either) bc they suicide run right through the parents and bite the babies and run just to do damage, and that single bite is enough bleed to kill even at 90% growth. That shouldn't be the case.

tawdry burrow
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Give trikes a really nasty bleed so trike herds are again viable

timid solstice
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Improve survival herbivores stats to be more viable for the gamemode. As it stands all three are severely underpowered compared to the multitude of buffs carnivores have gotten. Both utah and carno can now out sprint galli, rewarding simple chase down tactics instead of skilled ambushing tactics. Trike as well is pitifully weak compared to apexes carnivores and its current bonebreak is laughable. Im sure balancing is sure to come in the future but herbivores are in need of attention

merry stump
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Please seriously increase the decay time for corpses, 5 min is way to short, something more like 20 min would be better

merry pulsar
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rethink the ambush mechanic completely. I know this is already in the works, but when an entire pack can be walkinf around aimlessly and see a single herbi, all they have to do is crouch for 3-5 seconds until they get their ambush speed. This really defeats the purpose of Ambushing when any carnivore can do this any time they wish.

fleet escarp
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maybe think about a small buff to the velo? i mean, it gets 1 shot by every single hatchling that is in survival (utah carno giga rex para trike and even hatchling galli 1 shots the poor thing)

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one of said buffs or changes that could be cool to see would be nest raiding. say a velo or herra sees a nest and it picks up an egg inside the nest and runs off. this could also work with hatchlings, herra/velo sees a hatchling,picks it up and runs. this would increase the stamina drain by a tiny bit. then when they find a good spot they can then eat the hatchling/egg without any disruptions

dull tiger
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I heard utah will be able to pounce everything, so here's me 2 cents on how it'd pounce on smaller things or things it's size- to do it you would need to use pounce (rmb) on the ground to do either a headbutt (click rmb) or a slaming motion with your body (hold rmb for 2 secs and release). If the body slam connects the target falls and you auto pounce on it, but if you miss you yourself fall to the ground and are suceptible to pounce. Headbutt wouldn't do that but would only affect things 2/3 of your size or less.

forest crypt
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An idea for rivers if they are added. Make most of the banks along the rivers too steep for most animals to climb down or up, with a few point along the river where the banks are far more gradual allowing animals to cross. This will make crossings far more dangerous because your chances of running into something like a deinosuchus much higher if there are only a few places to cross. This also limits the spots animals can drink from so it is still viable to stake out a territory around an accessible water source as a large carnivore. Steep banked rivers will make interesting barriers that players will either want to take a long way around by going above the rivers source, or take a far riskier shortcut. I think this is one possible way to make rivers viable without making it too hard for deinosuchus to find a good ambush spot, and it will offer them highways to new ponds, lakes, or marshes.

rose zealot
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make the servers save your state every time you have a stat change, i.e. hunger or thirst. so instead of just saving based on damage, it'd also save whenever you eat or drink. that'd fix the issue of server crashes making people starve.

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also... make larger carnivores able to eat large ribs or w/e. Like, it literally makes no sense that you're physically unable to eat meat that is right in front of you just bc it's not a full corpse anymore. If a carnivorous animal sees meat, it's gonna eat it still regardless of how small it is. it may not be much, but like, small bits of meat are still edible, so??

merry pulsar
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An addition to the "Stress" system. Have dinos of the same breed get "stressed" when in near proximaty to babies that are not their own. This would reasonably only be achievable with Carnivores, who do not travel in large groups like herbivores should. For example, an adult Giga is roaming the fields with it's only young looking for a new source of food. A second baby giga shows up and 2 calls it, effectively leeching off of it. The "Stress" would kick in since the second giga is not of it's own lineage, so would somewhat force the adult to kill the newcomer since it would actually take food away from it's own baby. Killing the newcomer would provide food for it's young, which it was doing so to begin with, plus removes the threat of a future rival to it's young, thus effectively guaranteed it's own bloodline to last through the years.

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This is taken from the fact that birds and reptiles do not care for their own young, going to a point of abandoning they outside baby to die of it's own fate. This would increase the chance that adult carnivores would actually care for their young and train them to hunt on their own. At the sub-adult age, the "stress" would kick in, resulting in the sub-adult being kicked out to fend for itself, as it should be. The sub-adult can then roam around, hunting and claiming territory until it finds a mate to restart the cycle.

viral cipher
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  1. Gastonia but unlike ankylosaurus it deals higher bleed and lower percentage t breaking legs also it would faster but not as well protected than the ankylosaurus just an idea. maybe later down line.

  2. maybe we lots of food for herbivores at both ends of the map as this spread players out more.

viral cipher
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what about having small burrow for small dinosaurs and juveniles to escape danger but have different burrows that are deeper than others.

ripe belfry
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I notice military units usually have codewords and phrases for different actions. Perhaps there should be a way for them to put in signals and phrases from actual military units to signify friendlyness or danger. Example, in Saving Private Ryan, when they round a corner, seeing a gun, one man shouts "Lightning!" And another responds "Thunder!"

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Of course, this would need to be in groups and teams. And require you to know who is who. You could make up your own codenames, maybe making up names for animals instead of shouting "Utahraptor!" Because, before the first half of the word is uttered, someone is already having their throat torn out and blood spilling on the ground.

rose zealot
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a small sort of cave area/multiple different small cave areas that only babies/smaller dinos can get into. Anything could get out, so you wouldn't get stuck if you happened to stay inside for too long, but getting in is impossible for anything adult utah size or larger.

Would allow babies to have a bit more of a chance at survival without being spawn killed or hunted as much by adult dinos, and adults couldn't camp the area either if it were a spawn, bc they can't get inside.

crystal ferry
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Stress system should make a player lose a massive amount of hunger thirst or stamina whenever there’s too many apexes or whatever and the only way to stop it is too bite another player. This’ll force people to avoid each other cuz mega pack would make the entire pack die from stress due to massive draining effects

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There should be like a 7 second grace period before you either have to fight each other or go ur separate ways

high sigil
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Probably already suggested but maybe fix the spawn camping issue because its almost impossible to do anything unless you join an empty server. (I cant get past 1min in game) Also maybe add a basic tutorial for controls and mechanics so its more beginner friendly.

warped ravine
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Make corpses stay around a bit longer, small corpses despawn in a blink of an eye and it's rather devastating for dino's that can only hunt rather small pray. Like babies that have no caring parent, which are all apexes at this point.

rose zealot
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make sub rexes faster than gigas. they're smaller and are physically built like they should be faster than a large, bulky adult giga. there is no reason an adult giga should be able to run down and instantly kill a sub rex without it having either a chance to run or fight back.

lone fable
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Dinosaur Pitch for Survival: Oviraptor (Citipati or Gigantoraptor)
One might wonder, why would I want to play anything smaller than Utah in survival? The answer to this question is this: The oviraptor would add a dinosaur that could be a food source for the Dilophosaurus and Herrerasaurus. Due the beak of this small theropod, the oviraptor could perhaps have a small chance at breaking bones (nothing bigger than dilo, I’d imagine); something its small sized competitors lack. Yet, due to this dinosaur not being as combative, it would be for those who prefer to hide and scavenge. (To the Devs discretion be either herb or carni: not both due to rulings)

Special Gimmick: Nest Food Draining
The oviraptor’s gimmick could be that it can use nests as a food source, for instance, you are an Ovi and you see a nest, you are hungry. You go up to the nest and hold "e" draining the nest of food and replenishing your hunger. Don4Think Possibly steal eggs?

next parrot
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Maybe, to prevent spawn camping / killing, baby dinos somehow have like a 10 - 20 second immunity period ?? Idk but like, in some games, when you spawn in, you are immune for a short amount of time to prevent spam dying. This might allow a baby to run and hide before being killed idk, just thinking out loud here.

rose zealot
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  • The ability to 'save' your growth state on a dino up to sub-adult. Only lasts as long as you continue returning to play that dino, if you switch once, your progress is lost. Basically would mean that, if you die, you can return and respawn at 20% less growth than your saved growth state(unless you were less than 20% grown to begin with.), so youw ouldn't start at 0 again, but you'd still be impacted by being thrown back by 20% growth. Would only last up until subadult, after which you can only respawn at 80% growth as a juvie.

Especially for rexes, bc rexes take two hours to even get to sub, and it is extremely frustrating to take two hours, almost getting to sub, and each time before you can actually prog, when you are so fucking close, you've been playing for nearly two hours on that particular rex... you get killed by something you can't fight back or run from, or if you're with an adult, the adult accidentally bites and kills you, or utahs run in and suicide bite you, etc. And this repeats. Each time, 80-90% growth as a juvie rex, that's over an hour, and you get killed by something you can't do anything against.

It'd be a hell of a lot less annoying if, if you manage to survive to a certain point in the first place, you can at least respawn again at close to that growth. So if you die at 90% growth, you can save that and respawn at 70% growth. If you die again, 90% is your saved growth, so you'd respawn again at 70%... yknow, in case of spawn killing, your save isn't fucked bc someone spawn kills you.

That way you still have a death penalty, but you don't have to start completely over again from the absolute beginning. And if you make it to adult and die, up to the devs whether the save resets and you have to start over completely again or not or if you can still load your saved growth.

Just, seriously. I'm tired of spending over 5+ hours just getting to sub adult.

upper falcon
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Fear Mechanic Suggestion: So I been noticing alot of weird carebearing among say a giga baby and an adult rex or carnos and gigas packing up in scarily massive packs to essentially slaughter everything. So my suggestion is not have a fear mechanic the will hurt the player health wise but one that will actually after a time period cause your character to basically got into a AI mode where the player has no control and the AI mode basically runs around in random directions like a panicked creature should. I feel this would greatly help with the carebearing/multispecies mega packs on servers as I'm not sure about others but for me having no control of where or what my character does bugs me to all degrees.

zenith maple
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Majungasaurus as a playable survival creature.
I don't usually think its worthwhile to be asking for new dinosaurs, but I think Majungasaurus warrants a shot at it. Majungasaurus is a very unique dinosaur, which none other can really compare to. It's an abelisaurid like Carnotaurus, but Majunga is quite literally Carnos opposite.

Majungasaurus growth is also well studied, which can potentially allow for a realistic portrayal of its growth cycle in Survival mode.
https://www.app.pan.pl/archive/published/app61/app001322014.pdf
^Majungasaurus ontogeny is described in this study.^

Visual Distinction
While it is a baby armed predator like Carnotaurus, Majungasaurus would still be visually distinct. Where as Carnotaurus is long legged, Majunga is a short midget. If Carno were a greyhound Majunga would be a corgi, their difference is almost comical. Majunga also has a single horn on its head in contrast to Carnos devilish pair. More importantly these features would play a role in Majungas gameplay.

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Game Mechanic: Stranglehold
Now for what I really want to talk about, a special mechanic that would introduce a new method of killing into the game. Unlike other predators, the skull of Majunga is short and wide, with a very broad snout. His neck is robust and strong, with muscle attachments reinforcing the back of the head. In short this makes Majunga a hunter that could grab on and be a living hell to shake off.

So for Majungas special mechanic, what he does is bite, and doesn't let go until he physically can't anymore. Either because he's dead or out of stamina. What makes this lethal is when the Majunga bites the neck or head of it's target. If this happens the Majunga will strangle its victim, hanging onto their neck and making them passively expend stamina to struggle for breath. Calls are disabled during this for obvious reasons. If their stamina is completely drained they choke to death and die.

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For someone caught alone, the only counterplay to this deadly attack would be having enough stamina to outlast the Majunga. However you would need to proportionally have more stamina. So if your max stamina is 200, and the Majungas max is 80, even if you have 90 stamina when the Majunga catches you, he will win in the struggle due to having a higher percentage of stamina.

This forces the Majunga to attack as close as possible, in order to preserve stamina for the actual kill. The more a Majunga has to run before it gets to you, the higher your chances of survival are. But if you walk right into one and get grabbed at point blank range, your fate is sealed.
Anyways, asides from being an overelaborate way to kill someone, whats the pay off for making a kill this way? There's a huge benefit actually. Strangulation is a silent killing method that draws little blood. So even though it takes longer, a Majunga hunt won't draw in other predators, due to a lack of noise and blood. This means that Majunga can keep its kills hidden from other predators longer than other dinosaurs.

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As a final note: Cannibalization
Well yeah this is what everyone knows Majunga for a lot more. There's not much to say about it, other then you could have it so Majungas can cannibalize without consequence. A nice little bonus ability that fits into its role as a solo ambush hunter.
TLDR: Midget that chokes you.

fallow wedge
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This is with an eye on enforcing a max sustainability for apexes(consequently, megapacks).
If I understood, the actual world to will be a bigger threat to a player than other players in the final game, correct? Don't know if that's still the plan, I rarily follow streams.
If it's still a go-to; Herbivore AI's could be done in such a way that they would spawn spread out in a similar fashion to vegetation clusters mentioned in a previous suggestion. If done the way I have in mind, large carnivores will móstly have to sustain themselves on large AI herbies. They will have to spend their time searching to make sure they will find the next meal in time. This would also make guarding of LARGE corpses a thing, which is also something carnivores realisticly do - they compete over food.
Imagine, some small AI-herds here and there. The larger the species, the smaller the herds, perhaps. The herds migrate seperately, small-scale movements dictated by their pathfinding. The migration trajectory of one herd does not affect the trajectory of other AI herds.

"What if some of those 'spread-out' herds happen to wander into the same area?"
This can lead to several scenarios.

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-1: Luck permitting, apexes manage to track them down during that time. They will not only probably have some food after a careful fight, they found a future food source to stalk. If they're reckless, they kill more than they need, limiting the available food in the longer run due to decay. If they're smart, they will head after them once the first kill(s) are finally consumed. The carnivores will have seen them leave, givinga clue where to head next. Scent tracking could be involved.
2: Because there's some AI herds temporarily concentrated in a smaller area, that means that some herds will be missing -on average- in other swaths of the map, and apexes in those area's would be less lucky in their hunt. Their survival skills would be key to anticipating for the diverse occasions.

But that's not even half of this. If combined with clustered vegetation, this will not only affect carnivores. It adds more dynamic play for herbivores, as well;

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-1: If multiple AI herds coincide at vegetation clusters, that will leave severely less for player herbivores. They will have to migrate pronto. Herbivore survival is realisticly not only dependant on their ability to outlast predators, but also their individual ability to come by biological needs, efficiently. No more camping the same areas of the map all day, they'll have to migrate and rely on their survivalistic insight during their treks.

-2: On the flip side, the swaths of the map that temporarily lack AI herds consequently would have more edible regrowth on average, making it popular for player herbivores to locate such reliefs. "After the first rains, the wildebeest try outdo one another to be first in line to feast on those tasteful, fresh grass stalks."
All the while, having to come by their other needs(like water), having to watch out for predators and other challenges and hazards the Isle world will offer by then.
All the while, carnivores have to deal with everything else in the world and other players trying their best maintaining their survival chances.

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-Factors:
A: Maps need to be of considerable size for this to work, as there needs to be plenty of space on average between prey sources to maintain challenge.
B: Taking AI prey has to be a dangerous task not to be taken lightly, on average, to prevent obtaining food a fast/easy task.
C: AI herd (re)spawning per unit of time has to scale properly with a desired max amount of able predators.
~D: AI herd spawning could have to scale additionally with amount*species of herbivore players.

-Mutual AI herd migration trajectory immunity could be overriden if too many herds are about to get too close to one another relative to the entire map.

The desired max player count for a server directly affects the extent of success of this system. AI herd spawning could be subject to server (or server max players) to prevent overfeeding of carnivores as a whole.
Come to think of it, it would also make carebearing in megapacks utterly dull.

Unresolved scenario but I'm tired: Starving AI herbies.

ripe belfry
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This may seem kinda stupid, but I would like this for aesthetic stuff. I would like to see what happened to inhabitants on the island before they died. Basically, skeletons with spears in them or crushed and trampled, maybe even seeing them with weapons and armor still intact for you to scavenge things off of them, like filters and helmets and such.

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Again, this is more detail and such. It would be as cool to open bases and see Compsognathus or smaller creatures scamper out of the door.

ripe belfry
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I was thinking sorta like Gears of War 4 with the castle level. Dead soldiers with armor and weapons, maybe even videos or pictures. Hell, maybe even find a way to hurt creatures or learn more about them. The skeletons can be optional whether or not to break them, but perhaps you can have an animation of looting them, such as pulling armor off or taking their masks off to show decayed faces or skulls?

soft kettle
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Maybe the map could have the four seasons with unique game changing mechanics. Spring: more rain likely to occur, Summer: forest fires more likely to occur, water sources shrinked, Fall: creates leaf piles of various sizes to hide in, Winter: more likely for snowstorn, less food from bushes but less food decay.

delicate rover
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Can I suggest a sound attack for Paras, or a low-frequency sound that only other paras can hear? I'd love to see something specific to them that has to do with their biology... (i.e. crests)

unkempt gyro
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This is more of a pathetic request than a suggestion. Can Alberto please stay as a playable dino ...? I know the argument is that Sub-Adult Rex holds the same niche so Alberto has no purpose...but I liked it so much better... It was the perfect blend of Allo and Rex. Alright, got that out of my system!

ancient plover
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I'd suggest something on the ambush thing.

I feel like carnivores should have their ambush speed boost only once in under 5-10 minutes.

Cuz currently as it stands with like Para and Giga:

Para out runs a giga but not an ambushing giga.

all the giga needs to do is just ambush after the para over and over again.

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To say: An carnivore has ambushed sonething just now with its speed boost, it needs to wait 5-10 minutes til it can use it's boost again

merry stump
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Add either allo, stego, or anky into survival

high sigil
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The nights are too dark. You just have to wait them out which is not really much fun. Maybe make them less dark.

viral cipher
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what if in survival they have dinos exclusive to different maps so people will still have the chance to play as their preferred creature in survival this would create different ecosystems on different maps. of the course more maps would be needed to be create first.

ancient plover
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Scent system suggestion
(not very sure but I want to give a try at suggestions)
I have several ideas that could or not being linked to one another so here I go:

1) Performance depending on movement
If you stand still, there would be a "smell" animation and you'd smell more things and on a bigger radius, at the price of not moving which could leave you exposed or let some precious seconds for your prey to gain some meters on you. It would be the best tool to find a track.
If you are walking, only "strong" scents would be found, and the area covered would be reduced. Great to follow a track or to find only things that smell a lot like a carcass or a fresh kill.
Sprinting would be like walking, but with a very small radius around you for specific scents like footsteps, medium for blood stains and only a bit reduced for other general odours like carcasses

2) Focus during smelling
So far, when I was on a server with the scent system activated, it was kind of a straight up upgrade since it just added the tracks to the regular vision (the only downside was that my fps would be obliterated, but that's either my computer getting old or the scent system being very demanding/not optimized yet).
The idea is that if you activate your smell, it would highlight odours, but your vision would turn greyish and distorted on the edges of your vision, maybe even with most sounds like birds and ambiance sounds being muffed.
It would simulate that you are focussing on smelling rather than your other senses. Again that would leave you... a bit more exposed since it'd be harder to see things going on on the sides of your vision field.

If it was to be used alongside the "performance" suggestion, the more you move, the less distortions and color fade on the edges of the screen.

rare hedge
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Had ideas for slight tweaks to footprints. I feel the footprint duration should be affected by size and weight, so bigger and heavier dinosaur prints lasted longer than small ones. Was also thinking that footprints should have increased duration everywhere during and shortly after rain, because of the mud.

dull tiger
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I heard Don said deino would lose stam for being out of the water once it hits a certain growth stage. That is rather illogical, since grown crocs can stay out of the water for a longer time than babies. So I propose that deino have a specialised hydration meter, that depletes fast when it's a juvi and does so slower as the deino grows. Of course it'd still be so deino could only go from one water source to the next, so drying up and dying would be very possible. Also it'd be nice if the drain of the meter was slower in the rain and rather fast during a drought. It's my oppinion that this would p much be instead of the hydration meter that other dinos need to fill by drinking

ancient plover
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Respawn/Spawn - Water Source Make random respawn and give us a river. River should solve the problem of the randomized spawning. Like i can see the babu will run out of water before its even get close to drink, so probably a river would solve this problem.

rose zealot
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Give carnos less stamina. From both a gameplay and realism perspective, what runs the fastest should not also be able to run the longest. Most creatures that are built for pure speed are not also built for high endurance/stamina- animals that run the fastest usually also tire out quickly. They're ambush predators that rely on a quick kill, not persistence predators that can chase their prey at slower speeds for a longer period of time until the prey tires out.

With cheetahs as an example, they can only run for about a minute before they're tired out. They have to ambush and run down gazelles really quickly, and if the gazelle can outmaneuver them long enough, the cheetah will tire out very quickly and need to rest. Wolves, on the other hand(which is the niche the utah more or less fills, the pack hunter type that is meant to bring down larger prey once it gets pounce), are persistence predators who can trail a herd for days and not tire out.

Basically, bc carnos are the "speed demon" type, they should outrun other dinos, but should not outstam them as well.

rose zealot
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  • also, to add on to that, carnos should also have a wider turn radius, especially when running. Their tails are stiff and they are built in such a way that making sharp turns should be difficult for them- even when a cheetah, a much more flexible
    animal chases a gazelle, it can turn semi well, but still skids awkwardly and mainly uses its flexible tail to help it turn, and the gazelle can turn much better than it can- the gazelle is able to outmaneuver a cheetah and that is what sometimes leads to the gazelle getting away. Carnos are even less flexible than a cheetah is, they have a stiff tail that can't whip around for fast turns.

Thus, a carno should, realistically, have a much worse turn radius than it does, especially when running, because its anatomy would not allow for sharp turns, and its smaller prey built for agility should be able to outmaneuver it.

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  • Also there is the fact that the faster an animal runs, the harder it is to make a sharp turn.
errant mauve
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ambush should deplete your stam faster, and after an ambush your stamina refills slower, and you run slower after an ambush. this mechanic is defined as a one time desperate attempt to catch your prey, if you fail that ambush you should be punished for it. Think of the cheetahs, they can only run for around 1 minute before their prey outdistances them, they aren't sitting down momentarily before recontinuing the chase again. so in short, I think all carnis should have increased stamina drain while ambushing, a decreased stamina refill after an ambush, and have their movement speed lowered for a short period after an ambush

sacred haven
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Maybe since predators on average have faster trots than their prey, prey should have better stamina regeneration than predators?

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Also, ambushing should have its own, slightly worse turn than normal running. Similar to how walk, trot, and run all have their own turn radiuses.

lone fable
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Game Mechanic Suggestion: Climate Based Dinos
Basing off of what @soft kettle said, seeing that there is a snow biome developed, and having noticed that there are people who desire fluffy dinos. What if, during dino selection you could change the skin of your dino to have feathers or no feathers (only on dinos that have been found to have floof; no floofy Pues). But this not just a cosmetic change. The dinosaurs with the feathers will fare much better in the cold seasons and in the snow biomes, while the featherless dinos will perform better in the more tropical and hotter environment/seasons. As an example, a thick feathered dino will suffer slower stamina regen during hot weather or in hot environments. On the other hand, a non-feathered dino will suffer negative effects (not sure what exactly, being slower?) during the cold season or in cold environments.

buoyant canopy
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Being Able TO Switch POV's
By pressing a certain key on your keyboard [P for example], you can switch between first and third person on any creature - Humans, dinosaurs, and mutated freaks. I'm not sure what kind of coding goes into it, but I don't imagine it would be hard.
But, why?
I personally would love to really look through a creature's eyes. One reason is for the immersion of actually playing that creature, and not having the camera behind the creature's head. It would be nice to see the world from the different perspective. However, keep the third person view for the neat screenshots and for those who enjoy the third person view. Additionally, a comment or suggestion I read the other day mentioned that when walking through forests, it's hard to see where you're going because you don't know what is immediately in front of you. A first person view may fix that.
What about blind spots?
Some animals have their eyes positioned on the sides of their head, giving them a wide range of vision but they can't see what is directly in front of them. Many dinosaurs have their eyes similar to this - Think of the Triceratops. Including this would give the dinosaur some extra uniqueness and challenge.

crisp plinth
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Velo and Austro survival
I was worried that alot of the weaker Dino's would be only used for ai because no one is going to want to play a weak Dino on survival, I think some should be given special roles and abilities and one of my ideas is picking the food out of big Dino's teeth. There could be a stat for hygiene and if a Dino gets too much food stuck in it's teeth it makes it harder to eat and so it triggers the stress system soon resulting in losing stamina, so they need to let small Dino's go in their mouths and pick the food from their teeth, this is for the velos and austros, the benefits of picking their teeth for the small Dino's is that after picking a certain amount of Dino's teeth they evolve with stronger stats about the same as a Utah, also if they mess up while cleaning their teeth and hurt them then the Dino reflexes and closes their mouth resulting in their death

quasi nimbus
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Force a dinosaur to limp when it reaches certain death (1-5% health), so that it doesn't die flying off / sliding.

merry stump
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Once ai is worked in, make it so that creatures can nest in ai, that way they don't have to wait for another person to accept the nest to complete the life cycle

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Also make larger corpses last longer, so if a giga dies and nobody eats from it, it will last for maybe an hour, but if a utah dies then it's body will last for like 20 min

lone fable
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Game Mechanic Suggestion: Drinkable Rain Water
In game currently I have noticed that the water tends to pool up in areas and as a baby/small dino, I stand in it and it comes up over my ankles. Also with the talk of future weather disasters like flooding, perhaps this rain pooling could be made drinkable to the dinosaurs of respective proportional sizes.

ancient plover
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Going along of what Reuben said ,, maybe only juvies and under can drink puddles ??

unkempt gyro
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Spawn Point Selection! - that is all

ripe belfry
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I remember Dondi saying...and streaming that sometimes old things will pop up, like old World War 2 planes. Perhaps, when there are droughts or when conditions are favorable, perhapd you can find hints that they have been stripped of parts or how they got there. I would like to see Tribals using the metal to create boats or other structures. Maybe even rusty, metal spears or finding which part fits which, so one could have metal shields...scrap metal shields.

crystal ferry
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The time it takes to get to adult carno from sub adult carno is too short. It’s like only 10 minutes you spend being a sub adult carno

terse hazel
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I would really love to see little puddles or some such added after rain that only juvi's and babys can drink from to give people growing more places to hide and grow as opposed to being out in the open at water sources that everyone already grown will be frequenting x.x (or camping... as groups tend to do now...)

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there needs to be hidey holes all through out the map as people can be dicks and just wont let you escape no matter how many trees and such you bob and weave through they will chase you to the ends of the earth....

past wing
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For carnivores, add blood decals that appear on your lower jaw so it looks like blood was dripping out of your mouth from whatever you ate.

heady rivet
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QoL suggestions

Auto walk
A map

kind musk
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When you go up into a high mountain, at a certain point make it you move slower and lose stamina quicker due to the lack of oxygen?

gusty flicker
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What about a Patagotitan ai lol.

strong trench
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Speed up Juveniles for, well every species really. Most young animals are pretty quick, not as fast as an adult sure, but fast enough that they can potentially escape a threat. At the moment, if a Juvi is seen by anything, it can easily be run down. They should be a bit quicker on their feet, maybe even with better turns. They are after all, young, and thus should be as agile as their tiny age entails. This would also help juveniles catch up to their parents too.

I don't want Juveniles absurdly fast by any means, but giving them speed buffs would be so useful for them so that they can feasibly escape danger and quickly get to a hiding place to survive the threat.

quasi nimbus
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It would be nice if the combat debug menu displayed your current speed rather than what it is at 1.0

ancient plover
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Updated UI and sprint mechanics:

In place of your hunger on the left, would be a 4 dots. 4 would be full, 3 would be semi-full, 2 would be hungry, and 1 would be starving, 0 would mean you are taking damage because you are so starving.

In place of the sprint footprint could be a rectangular rounded bar, enlarging when you sprint. The more you move the more it would turn red, meaning you need to rest. If you don't then your stamina will deplete faster.

In the case of the water on the right, a small blue circle could replace the raindrop we currently have. When it rains this circle could turn really blue, meaning you don't need to worry about you're water intake as much. When it gets really dry, this circle could turn red, meaning you need to find water.

grand void
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Underground network like waterdrip where only Juvies could enter and stay safe from the big bad adults if they reach it and create a utopia for themselves if they wanna stay Juvie.

sacred haven
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Perhaps find a way to make it so growth isn't an option anymore? (like make it so you grow constantly, not need to click a button to continue) because it isn't exactly realistic for something to stay a juvie or a subadult for the rest of their lives.

cursive stag
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Here's an idea. Damage adjustments dependent on species that should group up vs solo. For example, Utah should be a pack hunter. Let it have a damage reduction against it's own kind. IT can still do damange, but at a less rate then it does damage to other species. Because it's meant to pack. Where as dinos like Rex, which are meant to be more solo should have an increase in damage against their own. So there is higher risk when grouping up. The people playing Utah or Rex in these examples still have an equal advantage/disadvantage towards eachother because it's a species specific deal. But it would help encourage more pack/solo play with those species. This concept could also perhaps only take place with being in actual groups. and perhaps only kick in once there's a specified number of people in a group. So for instance the lower damage for utahs only kicks in once there's 3 or more in a group. where as the rex it only kicks in once there's more then 2 in a group.

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mind you blending it in with grouping doesn't make it scale. It's not like the more utahs you ahve the less damage you do to one another or the more rexes you have the more damage you do to one another, it'd just be a flat rate across the board. and if it was tied into grouping it would only effect those in the group. So that way rexes can't group up and use it as an advantage over non group rexes, and ungrouped utahs can't use it as an advantage over grouped utahs. It would either be across the board world wise, or strictly reserved within the group depending on which way it was put into play.

merry pulsar
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Short suggestion: Make motion blur optional. It doesn't happen in real life so it shouldn't happen in a game trying to somewhat emulate creatures. Plus, It gets disorientating as hell when trying to catch or run away from fast small dinos

sour kraken
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Nesting Overhaul Mechanics:
--Nests have food stored in them, a scavenging predator or even young carnivores can eat a nest instead of viewing into it. The food is depleted very slowly and not that nutritious, however eggs can give a larger boost of food. Example, four eggs from a nest (regardless of who laid it) would fill up a utah.
--Childhood bonus. Dinosaurs born from eggs would get a better start at life and thus grow to full size at 1.10 rather than 1.00 . This simple but small bonus would make "elder" dinos. Their little bit of extra health, healing, bite force could make the difference later in life. But only if they make it to adult would the effect even help.
--Nest Colors, different species have slightly different variants on egg appearance. This would let all other dinos know what species laid what. This could be really nice touch in detail that's all.
--Nest breaking in parts. Break one egg at a time (with effort), then the empty nest would break. This could allow time for full nest of eggs to still bear one survivor if the parent can reach her nest in time. Likewise, if a nest begins getting attacked, the parent(s) will hear eggs crushing on their client side.
--Egg production in clumps for some species. I understand the need to limit one egg every 25 food points slowly consumed by the nest. However, if the species typically would have multiple offspring like say gallis or utahs, the nest would consume food VERY rapidly. Then 2 eggs would be ready at once then a single clutch. This way babies cost more to produce upfront, but two come out at once. Like consume 50 food in the same time as 25, but pops out 2 eggs.
---Lastly, nesting is not being done in survival because it's just not plausible with mega packs hunting down the young, the slow, and the solo. If nesting could provide parents with a buff and babies with a permanent stat boost.. it might encourage more people to try making it through the grit.

mighty ether
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can the devs please stop balancing the utah against a mechanic that doesn;t exist yet? once the pounce is in fine, nerf the hell out of it, but now it's just about impossible to survive!

dim cove
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Spinosaurus Type: A

Spinosaurus Type: A was talked about quite a while ago before the Spinosaurus Type: B was confirmed and it was never mentioned again, I personally hope that it can become a proper dinosaur so we can play it in survival.

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Spinosaurus Type: A when spinosaurus was first announced

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Survival

Growth

Spino A would have quite a slow growth (as with all of the apexes) as it would have quite high base stats in order to properly defend itself and it’s waters. Spino A who start at about .3 and grow from there, avoiding predators and using the water as a safety net as it grows and eating the fish that inhabit the waters. As Spino A would grow, it would start leaving the water more and more until it would become more semi-aquatic and able to dive.

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Stats

As mentioned before, Type A’s stats would be quite high in order to protect itself and its body of water from drying out. Spino A would have slightly higher health than Spino B (Around the 9,400 range) in order to tank more damage and high bone break and medium bleed resistance in order to be able to fend off apex predators. Similarly to its counterpart, it would have it’s high food drain since it always should have some reliable supply of food (Unless a drought happens). Spino A’s bite would not do a lot of damage nor bleed, but it would be extremely fast,Type A would also attack with it’s muscular front limbs dealing medium damage. As a trade off, Spinosaurus Type: A would get a slight speed debuff while swiping but still being able to move

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will performing it similarly to Therizinosaurus. Spino A’s base speed wouldn’t be anything amazing, being slightly slower than it’s completely bipedal counterpart. Type A’s stamina would be better than the other apexes however, along with it’s stamina regeneration, as it would be able to do it faster while trotting than other apexes. Spino A’s turn radius would also be very small, and it’s turn speed would be extremely fast for quickly repositioning at the water’s edge and to have an advantage on other carnivores. Although it’s long tail would be mostly wide open, making it a weak spot.

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Human Interaction

Due to humans being fairly close to being released (Maybe about 3 to 4 months) I decided to include this. Spino A would have to be one of the hardest carnivores to bring down and tame as it would be quite the power house, capable of dealing with other apexes quickly if in the right hands and being generally easy to feed. I could see it being a beast of burden, a Fisher, and a guard from attacks from apexes and Deinosuchus. Although it's slow speed might hinder caravans or dinosaurs. Spinosaurus A would also be an amazing siege dino, as it could easily tear through wood and thatch structures, possibly some stone ones too.

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Special Abilities

Spinosaurus Type: A would have a impale and grapple ability (Animation wise the creature of question could be in a ‘limited’ ragdoll, for example only the tail, arms, and neck are ragdolling) that it could use on things of an equal or smaller weight class, including apexes. This would be activated by holding down right mouse button (Swipe) and would do impact, (The stabbing of the claw) and some damage over time which would do a fair amount of damage.

As an example: A Type A Spinosaurus encounters a Deinosuchus invading it’s territory, the Spino approaches aggressively, it’s arms wide to warn the Deino to back off, the Deino doesn’t back down and comes closer, the spino charges at the Deino. After going past it and turning, the spino grabs hold of the Deino’s back, and sinks its claws into it. As the Deinosuchus struggles it only deals more damage to itself and eventually dies

ancient plover
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Maybe have a FOV farther away? If people want it closer they can just Zom in. I miss the old FOV that was like at 110. Don't really have a reason other than I like looking at my whole dinosaur model from further away.

lapis perch
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I read through the last suggestions and I didn't see this one, I really hope I'm not repeating something that's already been said:

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I've finally decided to give Cerato a shot, and it definitely seems very underpowered. I'll list what I found as first a set of problems, then my suggestion.
The problems:

  1. While it has high health for its tier, it has very low health for its size. The much smaller Carnotaurus has more health than it, and similarly bulked Allosaurus has almost twice the health of a Cerato.
  2. (coupled with 1) It's very slow. While this is in no way a problem in itself, it is a huge problem when you consider its size and health. You can see it coming, but you never really have to worry about it. I think this point doesn't really need addressing if the other points are, though.
  3. It's got very low stamina for its speed and size. Again, if seen by an Allosaurus it will both be outrun, out-stamina'd, and outhealthed. It's essentially a walking banquet as soon as it's seen by any other dinosaur.
  4. It does little damage. Again while the damage is really good for its tier, it is a problem when coupled with the others - hunting smaller prey is a problem as it is slow, has low stamina, and can be seen approaching from a great distance. At the same time, it cannot easily take down larger prey mainly due to its speed and stamina (prey can outrun it, and it'll get tired before they do). This is also problematic when it is spotted by predators - Again going back to the double-damage Allosaurus .

The suggestion:
I don't think it's speed should be addressed that much - for hunting, ambush speed is all you should really need (maybe its ambush speed should be buffed, I couldn't really chase things down from more than a few metres).
Instead, I recommend increasing it's health a little bit to fit the creature's bulk, and making it more of a stamina hunter. Furthermore, I think a creature of this bulk should do a bit more damage - not so much so it can take on other carnivores, but just so it isn't easy pickings. I also think its health should be raised, again to couple with the damage problem.

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I should point out, I actually really enjoyed my time with the Ceratosaurus! I just think it has an unfortunately combining set of disadvantages 😃

vast cipher
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A queueing system (first-in-first-out) for waiting to get into a server that's full. It would also be useful to see how many people are ahead of you in line.

coral pecan
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A good idea would be for crouching to use a little bit of stamina. Since giga players want to walk around they're pond crouched the whole time, if they do that they wont have any stamina to chase they're prey down. Animals like utahraptor shouldn't have it, just because they're small and agile, but I'm sure it takes some effort for a massive animal like a giga or a rex to bend its entire body down like that. Would fix some problems, maybe pose some new ones but i think it would be worth a shot to try

deep gale
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Maybe have a two way constructive sotry onece the game is released officially, its a pretty big if but, maybe have a story development on servers that are online, but also trace back to what happened or other story aspects while offline in a campaing like mode...just a suggetion....

tame patio
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Once drowning is implemented please make it so dinosaurs with broken legs that attempt to swim will drown. There have been too many instances where I'll break someone's leg and they go take a swim so I can't finish them. Also, it doesn't really make all that much sense a dinosaur can swim with a broken leg anyway.

digital wasp
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In terms of just simply the dinosaur ecosystem itself, the only manner I see in terms of rectifying many of the current issues is a philosophy of limitation to be honest. Either through difficulty, direct restriction or both.

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A possible avenue in terms of direct restriction: Only a certain % of a server(s) population cap (not how many are currently on, but is very debatable) can be an apex, for example. As well, attempting to be a apex has a cooldown associated with it. If the prerequisites are available to attempt to be one, and one attempts to survive to then only fail - they will have to wait X amount of time before they can try again, after the % prerequisite permits of course.

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A possible avenue in terms of difficulty: Normalizing across the board a set difficulty experience intended for Apex survival and growth gameplay, this be the bar, and all subsequent dinosaurs below it will scale in difficulty on a exponential downward slope. Either normalized across the board for each respective "tier" or balanced in specific terms for incentivized niches. The innate difficulty of growth/survival for an apex will in and of itself be the limiting factor whereas the ability to survive as "lesser" dinosaurs be the incentive.

tired hollow
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It would be nice to have a smooth transition between juvi, sub, and adult life stages instead of pressing growth and appearing as the next stage. Being able to see how the body and head shape slowly change as the dinosaurs slowly grow and mature would be a nice thing to have.

quasi nimbus
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Personally, I'd like to see smoother transitions between growth stages as in, having the next life stage "spawn in" at exactly the previous size rather than jumping up in size the moment you press the button.

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Also, it wouldn't hurt if we had the growth button in sandbox as well.

floral plover
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Remove grunts from pain when starving. It's not realistic and it gives away your location.

glacial depot
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please literally half the size of thenyaw island. Its ridiculously huge. If it has under 120 players. dont play cos u wont find anyone. Half the size and itll be good thanks. Cos when this server comes to Normal branch and servers only hold up to 80-100 people. No ones gonna play it

ancient plover
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i hope to one day see the fighting mechanics be nice looking instead of just spinning like and idiot and looking at each others faces and biting. not being rude just hope to see it one day.

mortal frost
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Dilo really needs more speed...I was on open field and an Acro ran me down. Neither of us were under the ambush speed boost. How a thing this big can outrun a small theropod like Dilo?

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I mean, it's just a balance thing...The only thing Dilo has that Utah hasn't is the 15 bleeds bite. And they both are on the same tier. If I had player a Utah today intead of a Dilo, I will be alive atm

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play*

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instead*

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sorry can't type

viral cipher
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what adding stinging nettle brushes that deal small amounts of damage to creatures but smaller creatures can hide under and avoid being hit by the nettles.

ancient plover
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i hope they add small crevices under rocks for babies/smaller creatures to hide so babies and small creatures have a chance to get away/survive

karmic pagoda
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How about turf wars between males of the same species with nice animations? Maybe similar to the turf wars in MH World, the loser will get a short debuff until leaving Don4Think

rare hedge
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Something like this may have been mentioned once, but I was thinking about ways to keep huge packs in check without limiting the player's options. First, I think we can exclude Utah and maybe down the road, Austro, from any sort of built-in pack limits because they A) function as our pack animal in the first place, and B) fishers won't need a pack and may frequently end up sharing a fishing spot. My idea so far is, let's call it, an Appetite mechanic. Separate from hunger, this could affect how quickly your food drains or how much food you are able to take from a corpse. For the duration of this post, let's just say the former. If more than 2 of the same species are in the same proximity, their hunger drain accelerates. The exact amount would have to be tweaked but we'll say 10% faster. The more of an animal is there, the larger this multiplier goes. So it could be 20% if there are 4 of them, 30% for 5, etc.

A mechanic like this would be hard to exploit because, well, the one exploiting it is losing hunger faster too. This could work for carnivores as well as herbivores, limiting herd sizes as well as packs. If this is used alongside Dondi's stress-like ideas for being around different species, there should be a a lot less encouraging this kind of behavior.

Not only that, but these ideas do not punish solo players, making that a much more viable playstyle as you have a lot less to worry about.

upbeat nebula
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Introduce a tree climbing mechanic similar to Saurian's for the youngest stage of the Utahraptor. It would allow it to escape Carnos and the other Juveniles that harass it now.

willow horizon
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Making turn radius scale with growth. Pretty much all of the freshly spawned juvi dinosaurs have horrible turns for their size.

narrow needle
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If the whole "Eating your kind makes you albino," thing is in affect by the time Deinosuchus is in, would it be possible for Deino to have an exception to this rule? A Deinosuchus player will likely stay at the 1st water source they find (Unless another one is in close proximity). Once planted, other Deino players are sure to come over to the same water source. Seeing as how Deinosuchus will likely be able to grow indefinantly until it's starves itself, it's incrediably likely that Deino v. Deino fights are going to break out often for a water hole, as big Deinos are not as prone to share with others when every single dinosaur that drinks at their water hole needs to be eaten so it can sustain itself.

Tldr; Deinos are going to be killing eachother on a regular basis, so they should not turn albino for defending their only source of food.

One last point. The arguement that "Crocs in real life group up together all the time," doesn't apply to The Isle. Unless it's a swampy area where there are several deep pools in close proximity, no water source is big enough to support anything over 2, given that the Deinos aren't incrediably large. Even then, they are bound to kill eachother due to food constraints.

past wing
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Seeing as this game takes place in the present day, maybe in the far future of this game's development we could see some modern day animals wash up on any maps that contain beaches (such as the remains of a dolphin, shark, or even a whale)? It could be very rare, but I think it would be a nice touch.

deep lotus
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Can there be a setting to make the pleasant background music continuously play? The music in dev branch. I love listening to it when it's on, but it's not always playing, as least from what I've seen.

lapis perch
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Suggestion - have a slider for how far you want to hear calls from. Or at least apex calls. The amount of rexes that won't stop broadcasting 😣

soft kettle
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An interesting idea would be to add scarring. Each time a player survives a battle, they earn scarring around their body and it would warn other players that this dude means business.

lapis perch
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That could be really cool. Like a wound sprite that appears when you're injured, but fades into a scarred sprite instead of completely disappearing

blissful stratus
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That used to be a feature

merry pulsar
slim sandal
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------Stamina and Bonebreak mechanic------
I present my suggestion to improve the functionality of bonebreak and stamina. I've had it in the drawer for a year and might aswell share it.

Bonebreak in itself is a punishing, yet amazing mechanic. In highspeed situations, where either the hunter or the hunted takes a risky path over a cliff, either may be rewarded with prey or escape, due to one of them breaking a leg. Cliff bonebreak, no matter how much people have whined, is entirely skill based and a fun mechanic.

The problem lies in attack based bonebreak in its current form.
In contrast to breaking your leg on a cliff, it is not skill based. It feels unsatisfying for a player to get their bones broken from a single hit from a dinosaur with a 10% bonebreak chance. Likewise, a perfectly executed ambush from a T.Rex with 70% bonebreak, where the prey just proceeds to run to their herd because it didn't proc feels similarly bad. If your bonebreak chance is high, players will feel frustrated when it doesn't prog, when its very low, the opposing player will feel frustated when it does proc. There are exceptions, but generally breaking your leg in engagements equals your death shortly after. Either by the bonebreaking player, their herd/pack, or a third random party.
Therefore, roughly speaking: ”bonebreak chance = instant kill chance”. This is a very punishing feature and entirely random mechanic. Since its not skill based, it is unfun. Increasing or decreasing the chances changes nothing.

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Here's the solution:
Remove bone break based on chance.
Every dinosaur deals 'stamina damage' on attacks.
Make the 'stamina damage' higher when the attacking dinosaur has higher stamina, and lower when low stamina.
When your stamina reaches 0 and you receive stam/fall damage, your bones break.
Give larger sized dinosaurs 'stamina damage armor'.

So every dinosaur has a species specific 'standard stamina damage'(SS) that stays the same, but the 'actual stamina damage'(AS) they deal will be higher based on their own stamina percentage(SP). The idea is that a fresh dinosaur is stronger and more agile/precise in its attacks than a tired one. Likewise, if youre well rested, you are less likely to break your legs on small cliffs and in fights. This rewards players who ambush prey unawares, while punish sprint-facetank tactics we see in megapacks.

Here is the formula:

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Scenario 1:T.Rex vs. Para
A T.Rex has 250 stamina damage when full stamina. He approaches a herd in stealth, ambushes a para that ran around a lot, at 200/500 stamina. The T.Rex sprints reaches its target at 90% stamina, and deals 230 stamina damage. Which burns all the paras stamina and instantly breaks its leg, he gets the kill.

Scenario 2: Giga vs. Trike, face tank.
Lets assume that giga has 400 and trike has 600 stamina. The Giga sprinted towards the trike and has 300/400 stamina left. He facetanks and deals 80 stam dmg. However, the trike deals 150 stam damage. Now the second giga bite only deals 50 stam dmg, the trikes second deals 130 and the third will break the gigas leg. The trike can then move away or kill it.

Scenario 3: Giga vs. Trike, good ambush.
A trike is eating and a giga stalks it through the bushes. While it is in its eating animation, the giga ambushes the trike from behind and bites it 3 times with 95% stamina, before the trike can turn around. The giga backs off. The trike is now bleeding and has lost 3x96=288 stamina. About half. The trike now deals 90 stam dmg on every attack instead of 150. To make the trike bleed out, the giga can risk to go bite it once or twice more, since he is nearly full stamina, he wont get a broken leg from a weakened trike.

The idea is that most herbivores have a higher stamina pool than carnivores. Facetanking will benefit such herbivores if about same tier. Or a herbivore has a low stamina pool, but burns very little when sprinting, so it will outrun the predator if it didnt get bit. However, the carnivore that manages to catch a strong herbivore unaware and bite it 2-4 times and backs off is highly rewarded for his play. A successfull ambush from behind on a player is perhaps the most skilled move in the game and this mechanic rewards this.

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The stamina pool can also differ from species to species. For example a spinosaurus could have 1500 stamina, but burn 15 per second when running. While giga could have 500 and burn 5 per second when running. They therefore have equal stamina sprinting wise. Since stamina damage is percentage based, the number only matters when being attacked. This would mean that spino has an advantage vs. a stamina damage type like the T.rex, while the giga is weak vs the T.rex. Same with herbivores, low stamina pool to para, while extremely high to anky. You would also give high 'standard stam dmg' to currently high bonebreak chance dinosaurs like anky and pachy.This gives us more uppertunity to make species specific prey. Perhaps sauropods have low bleed resist, but high stam pool(weak vs. giga, strong vs trex etc) Or stegosaurus with highbleed resist, but low stam pool etc.

The stamina armor '1-10', is for resisting bites from smaller dinosaurs. A very tired trike with 0 stamina, shouldn't break its leg because a herra bites it with 1 stam dmg.(for example 5 stam dmg vs 10 stam armor: 5 - 10= -5->0 stam dmg. While 15 stam dmg vs. 10 stam armor 15-10=5 stam dmg inflicted.)

This also applies to cliffs. Instead of immediately breaking your leg at a certant point. You receive an amount of stamina damage. The higher the cliff, the more stam dmg. If you've run alot and your dino is tired, it will break its leg on a small cliff.

To improve the mechanic further, i suggest an additional stamina mechanic:
Give all dinosaurs twice as much stamina.
When below 50% stamina, your trott and sprint is 10% slower.
Regaining stamina when below 50%, is 4 times slower than normal.

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This makes the range of stamina more gradual and gives players more decisions to make. With more stamina than before, you can travel a medium distance at a greater speed. However, if you go under 50% you wont regain your stamina as fast as before, putting you at risk due to slower speed and less bonebreak dmg/resists. An option would be to add a visible "tired" animation when below 50%, as a visible sign to other players that this one might be vulnerable and weakened target.(different walk/trot animation, heavy heaving for air when standing)
Smart players will know to conserve their stamina, while bad players will burn it all due to greed and reap the consequences.
This also improves ambushes against fast targets if you arent a bleeder type. Since even if you dont manage to break your targets legs and they run away with greater speed, you may have reduced their stam to below half, slowing them to a point where you might just catch up to them.

Overall the numbers are just suggestions and have to be tested, the point is to move from an entirely random system, to a choice and skill based one.

brazen bluff
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Fat layer meter
Eat until you are full, but you can eat more (a set of bites) to start filling a 'Fat meter' that has a certain max depending on animal.
The fat meter helps give you more dietary sustain when times get rough, and even if you are starving you won't take health penalty - just yet.

Herbis on a dangerous path with some carnis around can manage a liiiittle longer to be extra careful and let it tick from the fat storage rather than health.

You can only store a certain max percentage of fat, if lets say your hunger dropped under 50%, and then you go eat till full, and the little extra to store fat. Then for the next storage you have to let it drop under 50% (which takes a while).

To carnis, that means less food goes to spoils, as the body will most likely decompose very soon.

I have also noticed that when you do start to starve, you go into a kind of panic, and it makes you reckless.. and almost just wanna give up cus of the health penalty that prolly dropped you so far that you got no HP to dare combat..

With a fat storage system, it can help hungry but almost starving carnis to find something, calculate and measure a pack, hunt, eat, move on if it is worth the risk cus you got enough hp.
Someone with less fortune of a pack being too big maybe, but not quite yet starving, can calculate and mayhaps go for some easier game. Other than panic hunt into a pack cus you slowly dying.

Ofc this can be discussed for better system. Up to You!

copper scroll
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Remove the "fly buzzing" sound from the environment ambience. Whenever I hear it I think there is a corpse nearby. It would help out carnivore gameplay if that sound only occurred around corpses.

hard fog
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Human Taming/Capturing -In human bases have cages that can be opened/closed with the use of a key or object more than likely (it would be cool to have a little animation for that as well :>) -The cages would make taming dinosaurs "easier" (perhaps) and could/WILL be able to be broken out of, in order to tame, and put a dinosaur in the cagehouseing area you must tranquilise them first, ( and if cars/vehicles will be added you would use to vehicles to transport them to the main base area)

hard fog
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SICKNESS
Okay! I really want this to be a thing, it would add yet another object to the game: stay healthy. in order to not get most sicknesses, you must simpley, keep yourself alive, well fed, and not thirsty!

What will sickness do?
-Of coarse, there will be limited damage a sickness can do, and it will happen over time, with the effect being drain of stamina, health, water, etc. poor eyesight, slow, painful death, causing your dinosaur to do less damage( weakness), walk,trot,run, slower, and obviously just make your dinosaur have a bad time.

Sicknesses & Their side affects
-Common cold (you can get in anytime, mostly in winter, or windy days)
side affects: drowsiness of your dinosaur, will cause your dinosaur to drink more frequently, and weakness.

-Infection: (is caused by a bite, wound, sore getting infected)
Side Afeccts: drowsiness, weakness, will inflict pain, will cause dinosaurs to run, trot, and even walk slower, stamina drain.
Look: will cause the infected wound to swell, and will develop a rather red color

-Sun Poisoning (affected by exposing scale to the sunlight for an excessive period of time, will only be able to get in the very dry season)
Side Affects: Will cause scales to flake off (making your dinosaur look not very appealing), dehydration (water will go down quickly),blisters (if that's even possible with dinosaurs)will cause your dinosaurs to get a "headache" (will will create a small pulsing for 2-5 seconds every 1 and a 1/2 minutes)
Looks: to be determined

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Acute Mountain Sickness
(Yes this seems silly but is a real thing! and seems logical)
Side Affects: mild dehydration and hunger loss, stamina drain, mild "fever" (symptombs will increase depending on how long your near the mountains or sea level, BTW: this will not affect you when in swamp, only close to the ocean, as a dinosaur stays up or down more, it will get used to the altitudes

Hypothermia
THIS is obviously a big one!
-Being reptiles, in the winter our dinosaurs will have trouble dealing with this, (a way to not get hypothermia is yet to eb determined, will of coarse get this in the winter months, but can still get it on windy, chilly days on the island)
Side Affects: Lack of breath (stamina drain) will have to sit for a long time trying to keep yourself warm, UNLESS you want to risk walking slower, trotting slower, and running slower.

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diahria
silly? not really!
-will be caused by eating rotten food, having common cold, etc
-Side Affects: of coarse a lot of fecies, will make you easier to track
_Will require you to eat A LOT and drink a LOT, stamina will be draned, and overall mood will be crappy.

distant oyster
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Make the Utah faster than the Dilo?

ripe belfry
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This sorta works with the armor thing above with scrap metal as shields and such. Anyway, since Mercs will take over bases, perhaps they could use welding equipment to patch up walls and such. Mind you, the patch jobs would be noisy, bright as Hell, and look like ugly patches of metal put together, but, it could help strengthen the wall. It could also help to add metal spikes on the outsides from old, rusted ships and wrecks on the island. Mind you, they would only cover the bottom half of the wall and won't affect other creatures, such as aquatic or aerial creatures, but it would deter smaller animals from trying to sneak in.

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I would also like to see welding helmets in game. IRL, we need actual helmets to weld anything, otherwise you'll go blind or get eye damage. I would like to see something like an autodark helmet in game, or suffer temporary blindness, like a flashbang. (A minute or two at the most), and it would add to the brightness. Of course, the welding helmets would limit visibility, but, it would sacrifice it for not getting blinded and having more eye protection in game.

celest grotto
coral pecan
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To prevent corpse guarding, herbivores should get some sort of consequence for being near a corpse for too long. The corpse would have bad bacteria, a foul smell, and I'm sure herbivores would not want to be near a rotting carcass. When the stress system comes in the game maybe it should apply to corpses too. Makes sense if you ask me.

merry stump
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Give utah a pack buff when it is around other Utahs, so if one utah is close to one other utah, then it would get a 3% buff to its damage and stamina, if it is around two other Utah raptors then it would be 6%, and so on

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Also give a way to separate packs, so have let's say 5 people that form a pack, one person invites the others to the pack the same way you would add them to a group but with a different button, then all of the Utahs in the pack would gain a small stripe across there eye of any color ( decided by an rng ) so all packs would look different, and any babies nested by a pack member would automatically join the pack. Please tag me if you talk about this in #general-feedback-discussion

mortal frost
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@distant oyster what are you talking about? Utah is faster than the Dilo. Even Acro is faster than Dilo

glacial depot
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Pls nerf sub rexes. a sub giga and a fresh adult giga cant kill one. Its insane. And nothing can kill adult rexes either. (on survival)

fallow wedge
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When it rains, at the top of the screen, water droplets roll down. But when they stop, they briefly leave a white moving stripe, strongly resembling the reflection of dinosaurs in the distance. That part of the effect is unrealistic and pointless.

Remove the white stripes form the animation.

celest grotto
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until scent it would be nice if you could highlight corpses and especially small ribcages in a certain proximity like just in a few meter radius. it is often a hasstle to keep track of food since it blends nicely with the foilage and especially because bodies frequently disappear instantly or seem to be desynced with the ribcages they spawn once most of the meat is gone.

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issues mentioned also amplify chain-and spawnkilling

ancient plover
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An animation for nesting, and to wait a serten time inside of the egg

upper umbra
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If the strains are playable in survival/progression, I think having them have short lifespans would help with limiting the amount of strains on a server at once. In fact, life cycles sound like a good idea to keep people from being an end game creature for too long. Maybe having them be x amount of season (dry/wet). And maybe an aging process later down the road. Obviously this would have to be better fleshed out but still worth considering.

ancient plover
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For different maps you can have different types of the same dinosurs, like it was million years ago.

little cliff
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Exertion Mechanic

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This an idea I had for making ambush/stamina use more realistic. When any animal over exerts its self the body reacts to inform the creature that they cannot go on much longer.
A good example of this is a person running long distances. At first the body is fine but as time goes when performing this activity the build-up of acids sends a
burning sensation, shortness of breath and so on. If the person continues the body reacts further, to the point of causing the person to throw-up. We could apply something similar
to the stamina in game which makes the players more wary on how and when they use it either as ambush, stomps or simply running. Currently, stam is regenerated easily without
very little thought on its use which is why we see a dino constantly crouching or the "sprint, rest, sprint game".