#general-feedback

1 messages · Page 71 of 1

weary bolt
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The new night vision is amazing, but currently on thenyaw an V3 it doesnt get nearly dark enough to use it unless your in a thick forest. On region 2 we often got pitch blackness throughout the night. It sucked then because nightvision didnt work with it, but with the new night vision, i think it should come back, because currently theres very little reason to actually use it when its already bright enough to see at night.

floral plover
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Why I think Torvosaurus could fit into the isle

While some of you think that Alberto is too similar to Torvo. They are actually more different than you think. Albertosaurus is an efficient hunter with its long and slimmer limbs and it's also a more social dinosaur that potentially hunted in packs. Torvosaurus is a lumbering, bulkier and tougher theropod that nearly weights twice as much as Alberto and has a stronger bite.

Torvosaurus would be the first megalosaur in The Isle which would be a refreshing addition and not to mention unique. And as Aliens have said, Make Ceratosaurus rex smaller and faster so that Torvo could execute that niche better.

An idea I had for an ability for Torvosaurus would be bonebreak. In the case of bonebreak getting removed, why not give it to Torvosaurus? Torvosaurus could be a specialist in pinning down prey and locking its strong jaws on its victim's throat and effectively crushing it.

ancient plover
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I'd hate to see replays go away because of recent exploitation, they're a really cool concept for the game. Maybe set it up so that replays can be recorded in game at any time, but there's a 20-30 minute tumer before you can view them in the main menu? (like the intentional delay when viewing someones competitive game in csgo, through steam)

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But would it be too easy for someone to then just bypass this by hacking though the timer?

ripe belfry
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I remember someone saying that Dilo could do a normal bite, then deliver venom as an alt form. I would like to build on that. See, there is a lizard in Mexico in the Gila Monster family, that has a venomous bite. However, the venom doesn't deliver unless the jaws or animal is stressed in any way. Perhaps, the more an animal struggles in a Dilophosaurus' jaws, the more venom is delivered.

wet jolt
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I'm aware it's only the first pass, but make it so dinosaurs can only highlight foot prints if they happen to sniff right on top of the trail. It's good for a first pass but i really dislike the fact that you press a keybind and boom, footprints all around you. This should be more of a tracking feature. Maybe there could be exceptions and highlight the footprints the way they are now, like when you are close to your nest to better help you to spot possible nest raiders and such. Footprint colors would depend on the dinosaur you are sniffing, but for a basic start could be red for carnivore, yellow for the same species and green for herbivore.

covert mulch
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Two things i'd like to see with the scent system, first when tracks are left in water they both fade faster, but also the scent trail is harder to see. makes it a little easy to attempt an escape. Also perhaps making them get fainter the farther away they are

errant mauve
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make juvie utah a little bit faster please, as it stands now a juvie rex can catch it in speed. I don't know why its speed was nerfed in the first place since it was the only thing it had going for it

somber quartz
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More dev servers please

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😆

blissful yarrow
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I think "tank" controls would work quite well for the dinosaurs movement, A and D switching to a slow strafing movement if a lock on system was also introduced

main tundra
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i think there should be a queue to join a server so you dont have to keep hitting refresh + someone could be waiting to join a server for lets say 10 mins and someone that has been waiting for 1 min got in.

tough oriole
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Should make night time darker now that night vision is the way it is, no incentive to use it though when it's easy to see at night without it

errant mauve
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When we nest, can we in the future not have to kill our dinos to accept the egg?

little cliff
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Make the scent radius smaller to pick up scents if it is raining, similar to scents being harder to find and track if underwater.

deep plover
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Sprinkles of salt make it so if you die as an apex you have to wait a day to play it again.

frank saddle
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When you sniff, the scent glow of bushes and corpses could be faintly visible through obstacles, depending on how many things/what is in front of it. Eg you could smell a bush or corpse in the forest and see it glowing faintly from behind the trees but you couldn't see one behind a rock.

karmic ledge
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Literally waiting for 20+ minutes to get into the only V3 server is frustrating and no fun, please make another V3 survival server

copper scroll
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When in a group, you should have to use 1-broadcast to show your name (location) and find each other.

woven minnow
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Please make another Official Survival Server that plays on V3
Dev 4 is always packed full! So that map is obviously in very high demand

patent adder
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To hop on the boat of the 50 others, would suggest more thenyaw and isle v3 servers. Constantly full, constantly hitting refresh just for someone else to get in. Either a queue, a afk timer, or just more servers. Or all of the above would be ideal. Maybe like, no movement (actual walking, not just head moving) for 15 minutes means a idle kick.

gleaming hawk
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How about making it so biting a spot that was recently bitten will make it so your bite deals more dmg/bleed. The already existing bite-mark would have to be of a similar or bigger size than your own jaw (this prevents things like utahs giving their giga/rex friends a free dmg buff). This would make you want to avoid fighting useless/drawn out fights (since the attacks will become more damaging each time they hit your damaged spot).

blissful yarrow
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To combat mega packs/herds, once fully grown as an adult your hunger should increase exponentially when around other players, this will cause players to be more competitive with food sources, especially making carnos more likely to kill their own kind to stay alive

gloomy ember
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Pls just delete progression its horrible i know it will be in the future but just do it now nobody needs it

brave girder
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To make the game more immersive and open up more interesting opportunities for carnivores when hunting, dinosaurs should only be able to gain food or water if looking directly at the object they are eating / drinking from, otherwise they would not get any food and would be wasting the food.

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Add a modern animal or two as AI to give another reference for good sense of scale compared to dinosaurs besides humans. Could be something rather small and insignificant like a rabbit or something along those lines.

warm remnant
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How about adding in a mechanic where hunger will actually impact some of your other stats? Like having lower hunger would affect your max stamina and regen to encourage keeping your hunger higher, effectively making competition and activeness higher? And perhaps low hunger could impact your bleed resistance/regen, since you wouldn't really be in the best of shape to be recovering from wounds. So players wouldn't just lay around and do nothing until they're at low hunger and then go for food. It would make players who drift off of low food just a bit weaker than those who actively hunt.

idle ermine
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A new dinosaur: mapusaurus

shadow slate
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We already have giga tho

rose current
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A quick add-on to some other scent suggestions: running through water temporarily dampening scent. So, if I sprint through a pond, my trail will fade back to full intensity over a few seconds, and become most noticeable as time passes. that way prey could better avoid the senses of carnivores...maybe rain could also give a similar effect?

strange flame
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Perhaps an idea to reduce spawn camping - which is low risk, high reward for food. Seeing as hat convo is dominating the chats of dev 4 of late.

  • AI migration cycles of different species that move around the map, enticing players to move with them, fight, etc, giving them higher reward for risk of leaving spawn areas/KOSing
  • Boons designed for stages of growth, such as if a rex has a baby rex, it gets a strength boon like an instinct to protect - maybe a curse can ben in place if too many are in close proximity like gigas and rexes would suffer something if they hang together or something (nothing too drastic cause friedns will want to play,but something to be mindful of and avoid super mega packs etc).
  • although not a natural thing, maybe have a health impact if someone kills fresh spawn to deter campers outright. say you get 10 min to get your feet as a fresh spawn with this protection, then youre on your own.
    Just some suggestions.
karmic ledge
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As ive been playing juvi carno alot recently, i have noticed it is in the worst spot for juvis. It is too slow to outrun juvi utah, rex, and maia, all of which destroy it. It is also too slow to hunt juvi gallis and dryos to eat. It has no viability whatsoever, and its damage is nonexistent. Definitely could use a speed + bleed buff. Also, even dryos kill juvi carnos. dryos.

hallow vault
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Lowering the particle count for the scent system footprint effects would go a long way toward optimizing without killing the whole effect you guys were going for. As it is, it lowers framerate dramatically in active areas. It's a great system, just a little too much in the way of particle rendering for the smoke.

woven minnow
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That being said...
There needs to be something done about this..
Maybe a region lock as harsh as that sounds?
I dunno. Maybe somebody else can help think of an idea

spring sundial
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Suggestion. Spawn as random creature button please ^.^ Probably super obvious but I feel its lack right now. After getting murdered a few ticks off adult a couple times my heart is to broken to think about what I want to play next .

deep plover
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Spawn areas could be a circular radius of a specific area, making it so that spawn camping would be alot harder to do

quasi nimbus
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Make it so that disabling the HUD also disables all name tags and nest icons.

stark lily
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All Hadrosaur should be able to group with each other and talk in group chat. All Ceratops should be able to group with each other and talking in local chat

ancient plover
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An addition for the implemented scent system: It would be helpful, when your own tracks would be highlighted in a different colour, than the tracks of other dinos. So that, if there are like a lot of tracks on top of each other, you could make out who is who and then track more efficiently, without getting confused and double checking.

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Or make it so, that your own tracks are way less visible or not visible at all, for additional suspense? With your own tracks not visible for yourself, it would be way harder to cover your tracks or to fool the pursuer. (That might be too restrictive, though, for intelligent gameplay.)

viral cipher
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you when a dino is bleeding and it has to sit down to heal how about make the blood pool you create be highlighted by scent

spring sundial
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Stopping my game for the night. I love the scent system a -lot- so far, but one thing it is doing it making it a lot easier for spawn ins to get flat out murderd. Perhaps you could dim the tracks of juveniles to subs and adults a little in the future? make them faint instead of bright obvious glowing dots. Babies have a hard enough time avoiding one another without being tracked and killed by the adults.

Alternately just make players leave no tracks for the first few minutes of play? until they have time to bolt to the nearest bush and hide. I was beginning to feel kind of guilty about how easy they were to track down and eat.

spring sundial
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alternate idea after some thought to help prevent spawncamping you could institute a (10?) second 'ghost' mode for players entering the game. Ghosted players can not take or give damage, be seen by other players, and cannot themselves see juveniles (to prevent ambushing). plenty of time to get your bearings and run for cover. Might help midigate spawn camping, without punishing freshly spawned in players for taking advantage of other juveniles in the area and eating them.

ancient plover
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Para is on all fours when turning and running.

frozen onyx
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Is it possible to develop a queue for joining? For example like in battlefield where u wanna join but its full so u go into a queue where u can wait until u automatically join

ancient plover
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make voliage an option you can't change, if you turn it to low there litterally is olmost no cover

blissful yarrow
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Remove scent footsteps, stealth was a great aspect of gameplay before scent made it impossible to hide from carnos

ancient plover
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Sleep System : i think it would be cool if sleeping would be a thing. Basically it gives you one more stat, wich could be really important.

  • Every dinosaur should have specific amount of time they can play without sleep.  Example : Maiasaura can stay awake for 1.5 days without sleeping and without any affect for itself.  But for an allosaurus wich need to hunt, and getting food is not that easy, should be like 3-4 days without affection.

What if my dinosaur did not sleeping enough?

  • basically it would slowly affect your stamina. (Regenerate stamina slower,consuming stamina faster, every tick of sleepness debuff will put a limit to your stamina so you can't fully utilize it)

  • Example : you got a dinosaur wich can live without sleep for 3 days. You reach the third day and you still didnt sleep. Lets say you have 300 stamina. So after you reach the given time you lose 30 stam per every 10 minutes, until you reach 0. As soon your dino reach 0 max stamina it collapses and forcesleeping for a short amount of time. And yeah you can say that "even if its reach his limit he can play for 100 minutes still" you need to think of every situation you can had in the Isle. You can starve or get chased. So its sake of the sleep mechanic. It wont be so annoying.

Forcesleeping (Collapse): Can't manually quit from sleeping mode. You have to wait for the forcesleep timer (2-4min)Only thing wich can wake you up is minimum 5% health loss. Example : You are in forcesleep mode, and you have 5000 health. You only starting to wake up if you already at 4750. So you cant just ask a friend to simply bite out of the Forcesleep mode. Basically you still can but after that you have to deal with bleed damage or bonebreak healing wich is probably more time than the forcesleep mode.

When you sleep you will only see a black screen?

  • Of course not. Here is how sleep mode should look :

** Normal Sleeping mode**

  • You can barely see things
  • You can barely hear things
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Other positivities to the gameplay/map

  • When you wanna sleep you need to search a safe spot right? In that way the map becomes more utilized. Cause you will go places where basically no one goes, or atleast not much ppl.

  • Gives more immersion when you can see sleeping dinos.

  • Give your partner ( if you have )
    bigger role, cause you know if you are tired your mate can defend you or warn you if danger is coming.

  • Gives you one more real life behavior. You hunt down a trike, you going to eat up and leave the body cause you wanna sleep. Later you can go back to eat if you want or if its still there. - this is what the nowadays living carnivores doing almost every time-

  • We would see cool sleeping/collapse animation.
    +1

Hatchling need a ton of sleep ( if you get nested you can't do much anyway in your hatchling period) Imagine a rex mother sleeping with his little baby and dad is patrolling around or just making sure they are safe.

/ Ofcourse when i say days, i meant for IG days not real-time days/

!Numbers are just examples!

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  • Advantage to make dryo way more usefull. So herbs in sleeping mode barely can hear anything right? Just like carnivores. But what if you can only hear the dryo calls perfectly? So they can be the alert bell, wich dryo is in some way.
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Positivites of sleeping : + During the sleep you recover your stamina faster

  • Heal bonebreak faster
    +Consume less food and water
copper scroll
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If a galli has a broken bone, please let it switch to a peck attack. Even if the peck causes just 1/4 the damage of a kick, it is better than being 💯 defenseless. The worst is when a tiny baby (like something 1/5 your size) manages to break your leg and you literally cannot do anything but wait for this dumb tiny baby to kill you

viral cipher
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what about adding underwater caves for Deinosuchus once it is added but only one fully grown deinosuchus could fit in there

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how about adding AI sharks onto to maps with oceans

blissful yarrow
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Currently food is needed to keep our characters from starving. I propose the idea of each bush/ courpse to give a small groth point bonus. That way it wont just feel like wait x amount of time, but much rather how fast can I make my character grow

ancient plover
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[IF this is possible] Because when Post-Effects is below high, night vision does not work; maybe make a way to still have useful night vision with low post-effects. With lower than "high" Post-Effects night vision is ineffective, I see people struggle with this all the time due to a struggling computer that can hardly handle the game anyhow.

blissful yarrow
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Suicide/Respawn to change class in Survival, limited every 30 min

viral cipher
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allow hadrosaurus to gaze on grass make some use for the wide empty plains

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have low browse and high browse food for the herbs

abstract heath
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I know you wanna make carnivores have all these cool features, but please work on the herbivores first because it will encourage more of them to be played 😃

patent adder
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Maybe in the future once the games more set, since idle animations are looking really nice, each roar could trigger a different idle? Broadcast could be like sniffing/looking around, friendly could be more just slow calm breathing and a bit of looking, threaten can be really pacey and growling, and 4 could be looking frantically with a sense of urgency.

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Would provide a nice sense of in-the-moment gameplay.

buoyant canopy
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Scent Stuff
[Making each idea different posts]
Someone or something said that not every footstep will be highlighted in scent - Maybe the number of footsteps depends on how good a dinosaur's scent is? Ceratosaurus I'm pretty sure has a good sense of smell, so they would pick up more footprints - and maybe more specific footprints - than a dinosaur with a weaker sense of smell, like, I dunno, a Giganotosaurus.

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Relating to my earlier suggestion, a Ceratosaurus would also be able to pick out the freshness of a scent better than other dinosaurs.

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Every footstep can be the same color when you first start out, except for the scent of your own species. If you follow a trail and meet up with the dinosaur, you will "learn" that scent and will be able to pick out that scent among others. The color could change depending on if it's an herbivore or carnivore, etc.

weary bolt
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Would love to see certain herbivores with a threaten/mating display. Ever see movies like walking with dinosaurs? They often showed Dinosaurs such as the trike or stego (something with a crest, plates etc) take a defensive stance and start to pump blood to their crests/plates. This was used as either a threat to other dinos to fuck off or for show to attract females. I think it would be pretty awesome to see on the trike an stego an other herbivorer. Maybe it could provide some sort of armour or defensive buff when used to intimidate a carnivore or mating rival?

mortal frost
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suggestion for pachy: make it really resistant to fall damage and leg broke, so it would be the perfect mountains dweller

shy whale
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Suggestion for Giga. Nerf the speed. Right now, it goes the same speed as a Utah, during ambush and normal sprint. So basically, an ambushed giga is faster than a galli

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I suggest make it slightly slower than Acro, but faster than rex

tight kestrel
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Show the species of the player who invited you in the nest invite box.

ripe belfry
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I remember that Tyrannosaurs, Tyrannosaurus specirically, have amazing sight and smell. Half of its brain is devoted to smelling. Perhaps, when scent is refined, it can smell for longer periods of time. Where a scent would disappear for an animal like a Utahraptor, a T.rex can find it for a much later period of time, or even smell carcasses from a further distance compared to animals such as Ceratosaurus or Allosaurus.

ancient plover
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Please, remove the lens flare on highlighted items when you sniff, it hurts like you're looking into the sun. I also recommend to tone down the tracking, make prints not last as long- as some dinos, running is their only escape and was the only way they could survive, now its easy to follow their tracks without even trying.

hardy cosmos
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Game LOCKS UP if you tab out of it, even in windowed. Just got me killed in dev 3.

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Because I love wasting hours of my day growing up, then tab out to talk on discord, only to have the game lock up and some asshole kill me.

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and if there's a fix for it, someone PLEASE tell me.

gray basalt
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CeratosaurusRex shouldn't be a thing. A Cerato that is big and large wont survive. He's too big to hide, too slow to run and too weak to defend himself from the actual big-game dinosaurs.

Cerato should be smaller and faster (as well as getting different stats), enabling him too be able to hide and run when necessary.

errant thistle
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Gameplay as galli with the water bug is quite fun, and it is for this reason that I suggest the return of water from food, with different dinosaurs being able to gain different amounts of water, dinosaurs like galli or dryo would be able to get most of their water form food, while larger herbivores like para or diablo must drink regularly. In addition, changing the amount of water gained throughout life would be intresting, with juvis need more/less water depending on the creature

blissful yarrow
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Instead of seeing glowing objects when you activate scent, I think it would be a little more subtle if it activated a very brief compass like ring under your dinosaur, acting as a radar ping that would last 5 seconds and have a 2 minute cool down. (Times are place holder)
-Green for bushes
-Red for Carno ( or yellow to show any other dinosaur )
-Blue for Water sources
Edit: Red for bloody corpses, yellow for other dinos like how scent currently works
Edit2: Perhaps laying down/resting could act as a stealth mode?

blissful marsh
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just a neat special effect

hardy cosmos
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Maybe make foliage between dinosaur and camera go transparent? I've seen it done in other games, and it really helps.

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Also: have the 'light source' for night vision come from the dinosaur and not the camera. I noticed this with the adult trike, that as I zoomed in, the lighted area moved out.

vale crypt
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If this has already been suggested then let me know but here goes, everyone who plays the isle must enjoy jurassic park and as we all know the dinosaurs are made with the Lysine contingency. Now we could have our own version of this (you could call it the Ragonork protocol have a screen pop up saying Ragonork protocol activated, I dunno) and have it work along side the Apex injection idea. Seeing as with injection apex species will be already severely limited, you can easily track all animals with the default gene and would be a useful feature for both devs and server owners to manage those community even further, who choose to abuse apexs. Instead of logging on as a hypo and giving people time to log Ragonork would end them for you. The protocol would even pass on to their off spring. So yeah let me know what you guys think

brave girder
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Improved scent: Footprint opacity / brightness relative to mode of traversal (crouch, walk, trot, sprint) and size difference between creatures. For example: If you are trotting then your footsteps will be half as opaque / bright when detected by scent, therefore making them harder to spot. Another example: A T.rex uses scent to find a utahraptor; the utahraptor is sprinting, but due to the size difference it's footprints are very dull to the rex when it uses scent to find it compared to a trike's footprints nearby (due to their sizes being similar). Meanwhile, the utahraptor can still see the rexes trotting footprints at half opacity / brightness like normal because it is bigger than the utahraptor. This prevents larger animals from griefing much smaller ones, and allows for a way to lose someone's trail to some extent / prevent being detected in the first place if you use the right movement for the right situation accordingly to reduce your footstep visibility. Revolved around the current visual feedback / system of how scent works, is not RNG based, and would be effective for a better / more polished scent system if the levels of opacity / brightness and impactfulness of size difference is balanced well.

hasty dawn
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Rework Ceratosaurus entirely. Make it into more of a honey badger that will ruin your day. As it stands, we'll have Allosaurus, Albertosaurus, Carnotaurus, Ceratosaurus, and Suchomimus. All carnivores which are around the same relative size. What would be the point of Albertosaurus or Suchomimus if Ceratosaurus was the top dog? Suchomimus would fall prey to Ceratosaurus' bone-break (I'll expand upon this later in my comment), and the Albertosaurus would be around the same strength as a fictionalized monster Ceratosaurus. With fictionalized Ceratosaurus, mid tier dinosaurs will not be unique. They may have individualized abilities, but in terms of statistics they will function generally the same way. Uniqueness does not exist. We have no dinosaur that is bulkier than Dilophosaurus but smaller than Carnotaurus, and a tuned Ceratosaurus could be just that.

Suchomimus would be the most powerful mid-tier with this suggestion instead of Ceratosaurus.

My suggestion from a gameplay sense/balance sense? Make Ceratosaurus physically shorter than Carnotaurus, and put it more in line with Utahraptor/Dilophosaurus in size. Make its weight 800-900 kg. This allows it to hide, and better depicts the honey badger/wolverine/hyena niche. It will have an insanely high bite damage and bleed for its size. This is the "I may look small but you don't want to fuck with me" dinosaur.

Two Ceratosaurus would fuck over a singular Allosaurus, however one Ceratosaurus would lose in a facetank after a close fight.

Make it faster with new animations. This allows the Ceratosaurus to evade predators such as the Giganotosaurus. This Ceratosaurus could also be faster whilst swimming, influencing players to stay near swamps and marshes.

It can keep bone break for the sole purpose of limiting movement of larger things so that it can escape, or get around them and bite away.

brave girder
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Expanding on @hasty dawn 's post on mid-tier carnivore balance: Carno = specialized for smaller prey, speedy but lightly built. Allo = ?, pretty versatile hunter, middle of the spectrum. Alberto = Similar niche to allo but more rex-like, ambush oriented vs the allo's pursuit oriented hunting with bonebreak and a beefy build, not as agile and not as much stam. Sucho = Fisher niche, beefiest and able to deter other predators and defend itself but can not stomp other predators or steal corpses like cerato due to lower bleed resistance, doesn't compete directly with other mid-tiers. Cerato = scavenger niche, smaller but very resiliant and survivable scavenger, good scent and very high bleed resistance with high damage and possibly health relative to it's size but too slow to hunt most things reliably, high stamina relative to it's size for easier travelling to access corpses. This would allow for diverse niches and roles in the ecosystem while allowing balanced combat not only against eachother but also against other creatures. Would provide different playstyles for different people without making some more inferior to others. The fact that these are mid-tier carnivores and have access to many more prey items allows for more diverse roles to be achieved.

tacit vortex
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So this idea came to me because of the Juvie Maia currently not having footprints and therefore being basically untraceable. So in the wild baby deer (and many other baby animals for that matter) produce barely any scent to help them hide from predators, now for the isle I don’t think you should be untraceable like the Maia currently is, but maybe dim down the brightness of their sent, make it a bit harder for carnivores and aggro herbs to find you, and of course depending on what dino you are you take more or less time to grow so size should factor but for simplicity I’ll just suggest this for now, I think that hatchlings (nested in of course) should be hardest to track and once you hit Julie ur sent gets a bit stronger, and then when you hit sub you should output normal sent. Also maybe if your closer to the ground aka a juvie carni the sent is stronger for you, this idea is mostly to help baby’s hide from adults, I don’t want it impossible for Juvie carni’s to find food of course.😁 so yeah just an idea that struck me, take it or leave it this game is awesome and it’s only gonna get better!

gritty flame
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Have a value (or values) that determines the rate of locomotion animations, movement speed, turning radii, and jump height (for those applicable) according to the current growth percentage. In life, smaller creatures are able to move their bodies faster than larger ones, and as such this feature would help with realism if the value correlates inversely with growth percentage (the lower the growth percentage, the higher the value and vice versa) as well as possibly aiding with balance and gameplay for baby dinosaurs.

blissful yarrow
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Since camera zoom has a very limited range I think the scroll wheel would better serve as an adjustable movement speed. You could achieve snail pace walking/crouch movement or match up next to another dinosaur of a different size. Sprint would not be effected and kept seperate.

gleaming hawk
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Adding onto @blissful yarrow 's Suggestion, having two different kinds of runs (a slower one for traveling and a faster one that burns way more stam for hunting/getting out of a sticky situation) could turn out to be a interesting mechanic as well.

ripe belfry
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Now, continuing with the Tyrannosaurus smell and sight thing. I believe, though Tyrannosaurus should have an incredibly amazing smell, it's sight should be incredible too. Now, with the T.rex, a downside to the amazing scent should be that it should take longer times for it to pick up scent. Which means more time for prey items to escape its amazing smell or for a rival to attack it while it is unaware. Now, sight, T.rex has been found to have amazing sight. I believe it should have incredible nightvision. Nothing like Humans with nightvision goggles, but enough to give others a run for their money. Now, a downside for this is it will take longer for its eyes to adjust in the dark, meaning something close could have enough time to either prepare or run for their lives. And, it also means it can be blinded easily once its eyes adjust. Maybe by a flare, flashlight, headlights. Could stun the animal for a moment, (even if you die, at least you can survive a moment or two longer and hurt it in some way.) Though, I think Spinosaurus could see better underwater to counteract this, and Giga can see objects clearly in the dark, such as resting animals or large rocks.

silver elk
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What if instead of having all footprints in an area highlighted you would have to walk up to a specific trail of footprints and use the scent there to pick up the scent of the animal that left those footprints? Ofc you'd have to follow them until the end and take another sniff there to pick up more of the trail, I just thought this could kinda prevent your super glowing footprints to give away your position both as a herbivore whos just trying to hide for once to not get eaten by literally everything without much chance to get away for example as a juvi or sub and as a carnivore because technically a herb could just spam his scent at night and watch for the carns glowing footprints during the night

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Maybe there could also be a second smaller radius where the dinos bodies are highlighted if they are rlly close so you wouldn't just run past a maia or so hiding in a bush next to you

brisk saddle
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Maybe when we walk in water and when it’s raining footsteps can no longer be seen with scent, the water would wash it away.

tame patio
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When you crash in-game, your body should still act as a placeholder for your spot on the server. So when you crash you can log back in to your dinosaur immediately, rather than knowing your body is trapped in-game while the servers are full.

gleaming hawk
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How about increasing the time it takes to grow from the start of adulthood to your max. size. I think it'd be a good idea to make dinosaurs grow through their juvenile stages faster, but taking longer to actually reach their max. size, for example: if it takes 3 hours to grow to a maiasaurus to full size, only one hour will be spend as a juvenile.

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PS: you grow way to fast as of right now.

simple vapor
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Make pachy's niche more of like a mountain goat style. Pachy isnt very fast so good luck on running from hungry allos, carnos, gigas and other faster carnivores. Pachy should be able to be very resistant to falling (Like in places where a giga would slip and break its leg, a pachy wouldnt slip). If pachy did fall from a higher altitude it would break its leg but heal it slowly(how far down it takes for pachy to break its leg is as far as it takes utah). Pachy should also have a charge attack that does a little bit of bounce back and a 20% chance of bone break for apexes and about 40% for carnos, allos, ceratos and lower. Also there could be ledges that are only accessible to pachies and utahs which could be a place where they could be safe from other large animals. Pachy's predator up in the mountains is utah because it would be able to pounce and grapple pachy, which then could make the pachy fall down the mountain (if the pachy does fall it has the same distance to die from falling as a giga).

shy whale
#

Even though it isn’t sandbox, make a respawn tab for survival, especially if you want to change dinosaurs and you don’t want to wait another 2 hours

rancid harness
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Make players cycle through spawn points (cant spawn at the same point twice in a row) so that nobody has to respawn 3 times at the same spot to die over and over to spawn campers. Would also benefit from having more spawn points in general.

tame patio
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Dinosaurs should be able to mask their scent for a few seconds after walking through water. ex; if you were getting a drink at a lake your footprints wouldn't be detectable by scent if you walked through some water before leaving said lake, so people could tell something was at the lake drinking, but didn't know what direction they had gone, unless of course they tracked the actual print itself without the help of scent.

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Mud should also be guranteed to leave a footprint.

boreal stream
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I would like it to have two different sniff types that are situational and usage will depend on the dinosaur, the scent right now would be Long Sniff, this has a very large hitbox with a shorter timer inbetween sniffs, but a very long activation time, and a quick sniff, which is fast and gives you a buff that lets you see every new footprint and stays with you for 20(? I dunno, time could be shorter) seconds but has a very very long timer and small radius.
Long sniffs would be useful for predators tracking something down as 1 predator serves as a dedicated tracker and Quick sniffs would be for a herd of herbivores defending at night, revealing where predators are and going and more herbivores could cover the weaknesses of each other's timers.

hoary cairn
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AI Suggestion: Minmi

With AI slowly but surely being on the way, they will soon populate the maps and provide hunting targets for predators. With the new set of small to medium predators on the way as well, there will be lots of juvies looking for food. Currently the AI targeted at juvies for hunting to get a small meal include stuff like Orodromeus. In the long run however, this doesn't really teach people how to hunt animals that stand a fight. By having a small yet moderately defensible AI herbivore like this, people will learn how to effectively ambush and target weakpoints on more deadly animals, the weak point in this case being the Minmi's head.

By doing this it assists newer players in learning how to effectively hunt while they are playing juveniles rather than growing up and getting killed by a diablo or something then going to complain on the steam forums or discord because they are used to just being able to face tank damage or their prey will run away. As an incentive to target Minmi as a juvie, it could provide extra food in comparison to something like oro or psittaco. By being an a slower ankylosaur, there is also a margin for error yet again allowing someone to learn the basics of hunting.

The Minmi shouldn't be defenseless however, having a good set of armour for its size and having a powerful tail swing, people will still need to be careful when going after one and target its weak point.

This is a kind of AI that could be brought in once location damage is a thing, and would work sort of an in the field tutorial on how to deal with defensive prey.

green fern
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My idea is if dilo does get venom, if someone were to extract some of its venom and cook it, they could get high off it, just get high off dilo venom, it’s like licking a frog, except it’s cooking dilo venom

It would mellow out the player, getting rid of any fear he/she had, or hell even some type of insanity. Of course the down fall to this is that your pretty much defenseless, being that you would be so mellowed out that you wouldn’t realize if a velo was biting at you, or something like that

autumn matrix
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i think herbs should spawn near other herbs because they are gregarious animals, and it's hard to them to survive alone
(of course if u want to play alone u can just leave the group)
it will increase the amount of herds and make the game more natural because in the nature lonely little herbs always die and it's ok
herbivores juvies are born in herds and only in herds they have ability to survive

mortal frost
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Add a "killed by ..." at the game over screen, so people will know who killed them.

blissful yarrow
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Would a population number of how many players are currently playing X species of dinosaur be something useful for players? Or would people just pick the overpopulated dino. :+1: / 👎 ?

barren bay
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Not sure if this has been suggested before but for when scent is more finalised how about giving carnivores a way of hiding/masking the scent of their kills e.g a carno pair take down a maia and drag it of into the undergrowth for their chicks to decrease the chances of like a allo pack or apex locating them and stealing their food they could kick up dirt and moss onto the body so that less of the scent travels into the air making it harder to see from further away and maybe making it seem as if the corpse isnt as large as it really is

gloomy ember
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The only thing survivial needs are more dinosaurs as soon as they are in the mode it will be awesome

indigo crown
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i noticed that poeple log out if they're bleeding to not die. What do you guys think about putting in that if you're bleeding you cant log out cause you are still in combat?

umbral prism
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I feel like Maiasaura only has a slight speed increase that makes it better than para, and so a stamina increase would be nice (as currently it has poor stam). Not necessarily as much as para, but enough to make it not be out-stammed by all carnivores.

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Along with this, decrease the maiasaura's footstep sounds!? It's abnormally loud, not only making it easy to track and hunt, but scares the shit out of herd mates!

deep plover
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Make it so things vary in height. only slightly, but when you spawn you can be a little smaller or a little larger than the average. or just average.

glacial notch
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battle scars so u can tell what ur dino has been through

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no one wants to mess with the war-torn Rex)

crystal root
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I was wondering if yall would implement animation blending to ease the transition between animations. So for instance, if you were crouching and decided to sprint, your dino wouldn't jump straight from walk to the sprinting animation, there'd be a smoother transition in-between. Minor thing, I know, but it goes a long way

open dirge
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Wouldnt more spawnpoints reduce spawnkilling by alot?

ancient plover
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Suggestion of the Tyrannosaurus Rex. Running animation? Is that going to be redone? It looks very funny and not freightening 😃

floral plover
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While growing up your dinosaur should get lower pitched roars For example. A juvie the size of a small sub should have deeper pitched roars. Not something exponetally but atleast a little different from when you were half the size smaller.

patent adder
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Really feel like there should be apex slots. There's just unrealistically too many apexes running around, not sure if the gossip about rexs/gigas being removed is true, but if not make it so like. 25 out of 100 players can grow up apex, 25 can be sub, and anyone can be baby. When a apex dies, someone whos sub whoever gets it first can grow into adult. Then a baby can take that sub slot. Would push people to play smaller carnis or herbis. While 50 (25 adult 25 sub) does seem like a lot, it's really not when 75-80% of a server is either adult apexes, or babies.

snow plover
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Each species should have its own individual maximum walking angle, for instance, a Utahraptor will be able to walk up a steeper hill than say a Triceratops.

blissful yarrow
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Reading @patent adder suggestion gives me a much better idea.

Each species should have a max server limit. Still customizable through hosting, but setting a number for each species based on their balance by default.
Con: Not being able to play as your favorite all the time.
Pro: There wouldn't be 50 Trexes on the server at once

ancient apex
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Perhaps add a depth of field effect to camera settings in relation to the strength of each respective dinosaur species inherent eye sight. For example: Trikes have a similar depth of field view as a rhinoceros (poor long distance eye sight) where as a utahraptor has incredibly sharp focus over long distances. If a dinosaur is naturally near-sighted, the distant surrounding will be some what blurred to varying degrees given the species. This could tie in very well with the newly added scent mechanic, as near sighted animals will need to rely more so on scent, instead of visual acuity, to find food or spot predators/prey.

ionic acorn
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My suggestion would probably be a great deal of pain, but adding feathers to those that need it, like the raptors, and updating dinosaurs like the spinosaurus would be nice, though it may be controversial.

steep gale
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would love to see Gorgonopsid added to the game it would be an awesome mid tier creature

median thorn
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Look, With the current update, indeed we did need a buff to our boy Ceratosaurus, however i think it might be overkill so basing Cerato off Aliens's sugesstion i got this:

Make Ceratosaurus a bully that can fight off any small carnivore off
Cerato would absolutely destroy any other smaller carnivore, including juveniles of larger dinosaurs, it would be a medium sized yet strong dinosaur that would bully smaller carnivores of their kills, kind of what Cerato already is, but

A Lone Cerato would not be able to take on things bigger than Allo
Carnotaurus and Ceratosaurus would be even in a 1v1 with Cerato dealing more damage and Carno having more health since it would be a bit bigger

Allo for example would be a different story, it would be quite the challenge for a lone Cerato and would end up with Allo winning most of the time, Cerato could kill an Allo by itself if it got the first bites but Allo would win in a facetank.

For things much bigger, Cerato would be in a disadvantage and probably would die if it was by itself, which is where it's speed comes in, Cerato would be faster than the apexes and sucho if it comes in, but not as fast as Allo and here's why.

Two Ceratos would be able to fight a lone Allo and easily kill it because one is already a challenge as Cerato isn't as long or tall as Allo, but it's heavy and does a lot of bleed.

As Stats would go it would be like this.
Health: 2080
Dmg: 350
Weight class: same as of now (current devbranch update)
Speed: 37-38 Km/h or 23 mph
Growth time: 2 and a half hours

Juvie Ceratos would be faster to outrun their predators, and because Cerato is 2 times bigger than Utah, a juvie would be able to hold it's own against an adult Utahraptor and maybe Dilophos.

If you have any critism pm me

mortal frost
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Make Dilo's skin darker so it can be a shadow when the night comes. For the night is dark, and full of Dilos.

fading shard
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My suggestions for all dinos overtime-
-Scent Enhancement from age/ Juvie dinos scent would be very mediocre compared to their adult counter parts, for example a Juvie rex would of course not be able to smell as far as a adult rex would be able to.

-Bush movement from going through certain areas of forest or the part you are currently walking indicating something big or small came through helping with scent but also if it rains tearing the smell away can also still help you find tracks or clues to where someone went or what direction if rain is gonna wash away blood and scent.

-Cerato I don't think should be an OP mid tier carnivore but it defiantly does need a "Buff", I don't think it should be stronger than an allo overall since Ceratos were infact smaller than most allos found, and to have something that can face tank an allo point blank nah. I think this balance for the jurassic hunters would be like the giga and the rex where the Cerato has more Dmg output than the Allo but the Allo has more bleed overall (I know dondi said he wanted Cerato to have the biggest bleed resistance) but we don't want another occasion where one dino is better than another in terms of raw power overall if you get what I mean. I would say a good amount would be around 2,800-2,900 hp (3k if you just want to round it) and around 440ish dmg to counter at least 1 allo.

-Dilo to be the greatest nocturnal hunter is great but also doesn't make a whole lot of sense because dilos were quite large and if their nightvision was great, raptors are more a keen to be hunting at night compared to a Dilo. I know this is for "Buff" sake for these underplayed dinos but to have Dilo as its own thing for "nighttime events" would make alot more sense. Like the ability to hear dinosaurs more effectively at night compared to Utahraptors keen eyesight in the night. The Dilo would also be able to visually see where the sound came from in the night giving it a warning or opportunity to hunt or not.

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(Just the ones I wanted to really bring up but Ill edit for some more ideas)

lament verge
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A que for getting in full servers

hardy cosmos
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Suggestion for rain and scent: plants and meat still glow, but much fainter. No smoke effect. That way juvis can still find food even in the rain.

fallow wedge
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An extra Discord channel along the lines of "#patch-notes" or "#401466246622740490-FAQ", summarizing work-arounds, major pitfalls. Examples; deleting the Saved folder to make the scent keybinding work.

Biggest differences: Only Devs and Mods could post in it, leaving other channels for other chat related to the channel and the detection, rather than troubleshooting, of such issues.
Basicly a #🔧-legacy-troubleshooting-🔧 for new, temporary, but important issues without having to scroll-and-scour through 10 times as many screens of chat without gaurantee of solutions. Dev-branch often has some @ here tags, but not always.

Why? This will greatly reduce the clutter on #401466246622740490 and some other channels repeating the same questions from different users over and over again, preventing users from having to scroll through literally 10 screens at times to find the answers they are looking for or discover there is none yet.(Most won't go through the potentially-fruitless trouble, so users just ask again.)

After a week or 2-3, players who are interested enough to ask about solutions, should likely have spread the word to a noticeable extent, to check that channel for such solutions instead.

Sub-suggestions are appreciated.

soft kettle
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Buff the cerato's speed to 36km. It's a little too small to be as slow as a rex.

proud magnet
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Bring back the old skins (like Sandstone Rex, Rex killer spino, and more) with the changes of the gender, we need more official skins.
Since color system doesn't seem to come so soon.

steep gale
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fix ceratos hunger......in 10 minutes its already at below half and other juvies take atleast 20minutes

median pivot
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Baby carnivores, should be able to interact with the dragonfly/lightning bug areas in the same manner that you can interact with gore piles and bushes. A behavior animation can be triggered like the eating animation, except for the babies it'd be them jumping and snapping to catch the bugs in the air for food and they could fill up that way. Maybe after a while the bugs return in the same way bushes will when they regrow.

lavish agate
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id like a system where if say, 10 adult apexs for example are together, there should be a 5min timer counting down, if nobody is bit during that time, they are clearly working togehter and a hypo spawns. that should stop rex/giga packs of chinese running around in groups of 20

little cliff
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Building off of the idea from @lavish agate once Ai is in you could have dormant hypo types strewn throughout the map in a hibernation type cocoon. This cocoon would protect the hypo while it's resting, waiting for an opportunity to refill it's stomach. It only "awakens" when a set number of apex are in close proximity to each other making it "worth" the hypo's time. The location of each dino that was near each other at the time the hypo wakes is kept by the hypo and hunts those specific "scents" down. These cocoon would look like normal large rocks that are placed in the map and each time the server re sets or restarts the exact location of these creatures are randomized.

lavish agate
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I like that idea. it works and is random. Only thing id like to add to @little cliff cacoon idea is id make the hypos change depending on whats out there, so for example, a hypo rex might not be able to run down gigas if they are far enough away, so if the pack is mostly gigas, spawn in a hypo giga.

sharp silo
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Onchopristis

ancient plover
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This is a suggestion and a question. will there ever be multi core processing?

hidden storm
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Keep this channel to suggestions and not meme videos, please.

ancient plover
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did i post a link? i ment to send it to a friend

torpid oyster
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A mechanic where bodies in water will float and eventually wash ashore would solve many headaches where an asshole runs into a lake out of spite before he dies.

gleaming hawk
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This suggestion will consist of multiple parts, because it is very long.

Okay, so I already made a suggestion which was pretty similar to this one but I decided to expand on it since it was relatively well recieved. So once again, I suggest that the time it takes you to grow through you juvi/hatchling stage is very short compared to the rest of your growth. The time I'll take for you to grow through juvi and hatchling stage will vary depending on the size of the animal and the "life style" of said animal.

Let's say you get nested in as a Maia, since Maias are more about running away and less about fighting a maia will grow through it's hatchling/juvi stage relatively quick so it can join it's parents/herd more easily and wander from place to place with them more effectively without extremely slowing down the adults.

So this time you're getting nested in as a Trike, due to the fact that Trikes are extremely strong/big and fight rather than running away the time it'll take you growing up is massively increased, you will still grow through your hatchling/juvi stage quicker than through your other stages, but It'll take a Trike a lot longer than a Maia to grow up, because It's going to be protected by it's parents unlike the Maia.

2nd part incoming

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This time you're being nested in as a Utah, Utahs are one of the smaller predators of The Isle and they're pretty agile but not defenseless. As a Utah you'd be growing up about the same rate as a Maia, because even though you're smaller than a Maia, you don't rely on wandering around and changing locations as much as Maias do and also... you're a carnivore, it won't be as much of a race against time growing up as a utah than it is growing up as a Maia.

And lastly, you get nested in as a Rex, you are a relatively slow but very strong Apex predator. and with that you will have one of the, if not the longest "growing-up-time" of all dinosaurs, since your Parents will protect you, like the trike's parents. But again you are a carnivore, and your time as a hatchling/juvi will not be as big of a race against time as it is for herbivores.

At this point you might be asking yourself "how come being a Rex hatchling/juvi is less of a race against time than being a Trike hatchling/juvi ?". And to that I say, it really isn't at least as of right now. Which brings me to the second part of my suggestion: Make it so carnivores can it from nests until about half way through their juvi stage. This would allow for the suggestion above to truly make sense, because as a carnivore you wont be leaving your nest as often as a herbivore would have to.

3rd part incoming

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You almost made it. So what might this 3rd part of my suggestion? I suggest that the juvenile and sub-adult stages of all dinosaurs get "nerfed" to the point where they shouldn't fight with any form of adult creature which is around their own size but won't get absolutely annihilated, that way a carno cant just run down a sub rex without it having any chance to fight back. And what would this accomplish? Well, first off it'd make you value adult creatures a lot more and would make them more viable because as a cerato you wont get killed by an sub-adult rex without you being able to do much of anything, even though you look like you should be the one to win that fight.

Edit: suggested amout of time it'd take you to grow up:

Maia: Hatchling = ~25min, Juvenile = ~1h, Adult = ~2h30min (~3h55min)
Trike: Hatchling = ~35min, Juvenile = ~1h30min, Sub-Adult = ~2h,Adult = ~3h30min (~5h35min)
Utah: Hatchling = ~25min, Juvenile = ~1h15min, Adult = ~2h (~3h40min)
Rex: Hatchling = ~45min, Juveline = ~1h45min, Sub-Adult, = ~2h20min, Adult = ~4h (~8h50min)

If you have any questions just mention me in #general-feedback-discussion

glacial notch
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Make some type of thing, where an adult of a species can carry juvenile dinosaurs.

deep pier
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I've never been a fan of the current mass system where depending on your weight, you do more damage and take less damage. Just because a fat guy with more mass would be heavier than you doesn't mean that punching him would do absolutely no damage.

Dinosaurs such as utah suffer from this mass system where they may be far lighter than a shant, but no matter how much they bite, scratch and dig their sickle claw into a shant's side, it does next to no damage.

I suggest that the mass system should be split into 2 values; weapon sharpness* and defence*.

Weapon sharpness should be for all creatures where teeth, claws and horns have a certain value that means they do more damage depending on the target's defence value. A bit like how dinosaur mass compares to eachother. This might also fix the issue that powerful creatures like shant can headbutt something like an armored anky or another thick skinned shant to death. (Note: weapon sharpness is just an example, call it however you like since anky's club should do decent damage to creatures with thick skin/armor even though it isn't particularly 'sharp')

Defence on the other hand, should be the value which reduces the amount of base damage that'd be inflicted - again like mass, but with a separate value to make values for each dinosaur more unique. So depending on the thickness of the dinosaur's skin or armor, it should take less damage unless the sharpness value of the attacker is higher. (Or however mass v mass works)

All creatures should have these values just like all creatures have mass, it'd just be higher or lower for some. (The mass value could still be kept for corpse dragging, stomps etc, but not as influential as it is right now in combat.)

So as an overview, it's pretty much the separation of mass where it reduces damage taken and increases damage dealt to make it more dynamic for every creature.

EDIT: 'strength' might be a better representation of the value than 'sharpness'

surreal dagger
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This may have been stated but with the stress feature that's coming, what if herbivores also got stressed out when there's a corpse pile nearby. My thought processes is this, with a corpse nearby herbivores would know the smell can attract predators so they would want to move away for safety. (this would also help with the corpse guarding that happens)

errant mauve
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Ban people for mixed packing on devbranch

gusty flicker
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Unlockables, things you can find in certain places on the map that unlock acessories for you dino but keep it realistic no hats or sunglasses. more like skins, horns, eyes, something that would work for the said dino.

idle ermine
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Dilophosaurus can jump

sterile stump
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Just a little one but I think would make things both immersive and add something interesting to the world: Color flushing

The way this would work is so that some skins can have more intimidating flashy colors without ruining camouflage by having the flashy colors come in only when the player chooses too. Color flushing in the wild is usually something to intimidate rivals or predators, so this could be activated by aggressive-roaring a few times and allow for some more vivid patterns to fade in as perhaps some overlay of the current skin, illuminating certain spots with brighter colors. The colors then fading again maybe something like 30 seconds after the roaring. A few animals this could work with would perhaps be the hadrosaurs on their nasal sacks, ceratopsians on their frills, select smaller carnivores with ornamental structures, etc.

Example of this: https://youtu.be/BvcHvSFctJU?t=46s

Dinosaur Revolution Cryolophosaurus vs Cryolophosaurus

▶ Play video
waxen vessel
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Maybe try ava's locomotion animation on the juv dibble.
Because the trot animation don't look that healthy
Don4CG

mint root
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Give cerato a bone break chance, or a better chance to bone break. As Giganotosaurus destroys Ceratosaurus and there is nothing it can do to defend itself against it.

twin patrol
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please add queues to the isle because it's really annoying to keep refreshing, THANKYOU 😃

blissful yarrow
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It's a small visual tweak, but I find I have to strain my eyes during the night, would be nice if the night vision was a little darker, maybe add a tint of blue

ancient plover
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Add a 2D picture of dondi into the game that just goes around killing mega packs while screaming EXTRA SMALL WEIGHT CLASS.

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While hypers are not a thing

deep plover
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Make apex night vision ass so they have a huge limiter on the times they can hunt with ease

sage glade
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Was thinking that a good nerf to packing could be somehow making them easily detectable via scent?

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Like a big concentration of dinosaurs would shoot up a huge pillar of blue smoke or something when you use scent

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While a lone dinosaur would be barely detectable by only the most accute of dinosaur noses

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Such as the rex, or cerato if they happen to give it good scent abilities

weary bolt
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Make apex dinos such as the rex, giga, trike etcs hunger similar to that of the cerato. Have you tried the cerato yet? Hes a very hungry boy. I feel like im playing a real glutton, this thing is constantly hungry. It also makes having a decent size group very hard because you got alot more mouths to feed. (By decent size group i mean 3-4..) If apexs had this sort of hunger, theres no way they could sustain megapack numbers, they would have to split off for food or turn on each other.

gloomy ember
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We need more dinos like the allo i think the majungasaurus would be such a dino

shy whale
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Nerf the hell out of the Judo rex. It 4 shots a juvi Giga, the next highest health

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And also, please just make alt turn way slower. Like turn 90 degrees in 4 seconds, so that it’s only use is in for tight situations, not combat

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Simply not realistic and is also one of the factors of unbalanced dinos

pulsar beacon
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Autowalk - function. Pressing one button like in Skyrim to just autowalk in the direction facing.

echo herald
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  1. Nerf gigas ambush speed and or increase its stam use while running and or ambushing.
#
  1. Increase ceratos hunger/decrease its hunger regen,
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  1. Maybe increase juvi dilo speed. Kinda eh on that one, just thought id put it in there.
rose zealot
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  • Carnivores should have great night vision that enables them to see very clearly at night. Most carnivores irl are nocturnal hunters for this reason- they have great night vision and can see clearly in the dark, while their prey has a harder time seeing them.

  • Going hand in hand with this, herbivores should have bad night vision. During the day, herbivores have the advantage of being able to see a predator clearly from far away, and are usually able to flee before the predator can catch them, OR are strong enough to fight back. Carnivores should have the advantage at night, when it's dark and the prey can't see, but the predators can.

Basically, real life.

broken trench
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Dilo's calls should be quieter during the day, and louder at night, to give the illusion that Dilo isn't as common during the day since it's nocturnal

tacit spoke
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Please add different food sources for carnivores besides other players. Small animals such as rats, rabbits, fish, ect ect. These sources don't need to fully fill your characters hunger, but at least it will hold them over when they're looking for a larger food source. Or add a grace period where after you fully fill your hunger, your food stops decaying for at least 5 minutes.

sinful patio
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New game mechanic

Dinos have "Stress"

Too much stress can lead to negative side effects.

Such as, not being able to eat food, slower running speed, less damage, Maybe higher % chance of bones breaking . So many different things could be added to this.

Dinos get stressed for being in big groups (mega Packs). Or mixed groups of dinos. The stress negative side effects or "de-buffs" would get worse the longer you are stressed, and/or the number of different things that are stressing you.

There is so much that could be done with something like this. You could also have positive effects for no stress. You could even give players something to do. Something to work for. For example you gain happiness for nesting, marking your territory. (if you don't nest for "X" amount of time, you start to get stressed), This would also make each dino have even more diverse gameplay. They could almost nerf anything with this system. I'm not sure if this would out right stop mega packs, but you could make them so weak, that people would consider playing the dinos that don't get stressed by packing together, like the Utah for example. For those people who like KOSING,and mega packs, you could have a server without stress.

I don't know if this is even possible, hell the devs might already be working on something like this. I just wanted to put it out there. I personally hate mega packs, care bearing, and KOSing I prefer a more realistic type of game play, but realism servers also have their flaws. IMO gameplay mechanics is really the only way to get the best realism experience. However, I don't know if that's what the devs want for this game. Or if this is even possible, I'm no game dev. XD

karmic ledge
#

Instead of ambush giving carnivores a speed buff, perhaps if they were crouched for a long period of time (ie. 15-20 seconds) when the went forward with sprint they wouldn't be any faster, but the windup on speed we currently have with the velocity mechanic would be negated. So, if an allo was hidden in the woods near some maias, when he broke cover and ran for it, he wouldnt have to wind up speed. Basically 0 to max speed in no time like we have currently/previously. This would fix alot of dinos using ambush as a "speed boost" and crouching around 24/7. In order to not make people crouch around all the time regardless, maybe the only way stam would be regained after an ambush would be sitting, untill stamina was full again. So if a giga used all his stam in an ambush, he would have to sit to regain stam to full before being able to trot/walk/idle regain stam. I feel like this would help alot of the problems people complain about.

steep gale
#

would be cool to see the addition of Ovaraptor and for those ready to hit the no button lol think on this, with the new nesting system in and being worked on. It would be pretty cool to see a creature who's main favorite food source is eggs. would give parents even more reason to watch their nests like real animals do now and how dinos would have.

mortal spear
#

~ Oviraptor ~

  • Capable of picking up eggs out of nest and eating them, but is otherwise a scavenger.

Just a thought 😃

rose zealot
#

Cerato should be faster and/or outstam a giga, + have a better turn radius. As of now, gigas are able to run down entire packs of ceratos from miles away within seconds and kill all of them at once, seeing as cerato basically dies in 2-3 bites and literally can't do shit against a giga whatsoever.

They need SOME sort of advantage that gives them the chance to escape.

steep gale
#

increase dilo speed or nerf paras........a huge ass fat fuck of a para should not be able to chase down a dilo

snow plover
#

Scent should glow bright past nightvision

ancient plover
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(If wasn't already suggested ) There should be weigh to a dinosaur. For example, if a shant runs and hits you with it's head it would do much more damage than it would if it was standing since the faster you go the harder the impact. Even hitting something while running as a bigger creature would cause a bonebreak or even death if it's critical. Impact of dinos would add something to the game that would make you think about being around anything passive since it can walk over you and you are dead. It would also add more abilities to dinos. Pachys can ram other creatures, carnos can also ram you or hit you with it's side while a rex could knock you off balance. The mechanic would add falling and getting knocked over. With it you won't be able to simply walk through a dinosaur like we can right now. It irritates me when I'm fighting something and it just walks through me and runs in the opposite direction. It would also add bush movement if something moves through, which is logical if you ask anyone. The dinosaurs need to be able to interact with the environment that they are in and other dinosaurs. Also with this mechanic you are able to add locations damage which I assume was already planned. This is it for now, peace.

#

1 more thing: There should be a limit to how many apexes there can be on certain servers if some would rather have mega packs of 13 rexes. For example having 10 or 15 rexes on a server of 128 people would be more than enough. I've seen huge packs which had a mix of rexes and gigas. I've been killed by them many times and I assure that mostly everyone died at least a few times from packs like those. Same would go for herbivores. It wouldn't be fair to reduce the amount of apex carnivores and let packs of shants and trikes which take up a quarter of a server wipe out all carnivores because a few rexes wouldn't be a problem. (Also has been suggested but I added on some more things)

lavish agate
#

Suggestion from a friend, Discord and IG name: Warden#0215
Completely region lock Dev 3 and Dev 4 from East Asia, perhaps even create a Dev 5 Region locked to only Asia.
As most of the community has learned, Asian players are using multiple accounts and carebearing tactics to raise an army of Carnis, that once grown wipe out entire servers over time. This prevents players experiencing the game and providing feedback based on recent updates (the whole point of the dev servers) instead, they are making it half way through sub (or adult in cases such as the carno, without a sub stage) before being killed off repeatedly and then spawn killed.
The Dev servers shouldnt have to put up with 30-40 people filling up spaces that could be used by people that are actually willing to play the game for more than simply Megapacking and killing everything.
By isolating this very clear problem from the dev servers, you could (as the devs) recieve more relevant feedback other than the constant complaints about Megapacks and spawnkilling. and provide more spaces for actual testing once teh region lock is in place.

normal portal
#

We need this ^

torpid oyster
#

I’ve heard that Scent will eventually allow you to sniff out water sources. I think a good way to go about that would be to have a corner of your screen light up in a transparent blue color when you sniff, indicating the direction of the nearest water source. This would allow players to find water without blinding players using scent at the water with particle effects.

restive gazelle
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To balance Spino in such a world where Gigas and Rexes run around already, Spino been weak with bite attack considering its bite force been weak, but it has somethin rex and Giga don't have. LARGE ARMS WITH MASSIVE CLAWS. Give it a swipe attack thats deadly, however not overpowered as the Rex's damage, so perhaps even out it does close to rex damage but falls short. Hp maybe not the tankiest, so I imagine weakest, but has armor judging by this piece if this spino depiction is it. By tapwing :)

https://cdn.discordapp.com/attachments/431791228057812994/453852038179323924/image.png

So perhaps like the anky it has armor, but acts far weaker to balance it out, so basically it needs to stick to a aquatic lifestyle, at the same time a force to be reckoned with, if a rex or giga decide to tangle with it. By doing so theres a variety of gameplay to apexes, rather than have them all basically stay on land and destroy every carnivore and herbivore out there!as the giga an rex are rivals the spino and deino can rival eachother 😃

toxic mantle
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So i have a suggestion just to add a little more detail on the game
Having blood strains on the mouth of carnivores after they eat and maybe just have it cleaned off when it drinks water.
Would be a really nice detail

sour sky
#

Just a small suggestion that I believe is already being worked on, but just in case, I'd like to see the nights a little darker. It would encourage the use of night vision and add a little more fear factor to it.

gloomy ember
#

add the diploducus and pls dont make it to agile so its not easy prey but still able to be taken down by packs

tacit vortex
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Randomly thought of this but I’d be nice if there was a key that allows your dino to freeze when resting, so let’s just look at a Juvie turkey for example, it’s difficult to hide as because it’s resting idle has that tail wiggle, so i thought it would be nice to add a freeze button so that if you see danger approaching you can stop ur idle animation to better hide, now obviously there should be a timer or maybe a holding breath function so you can’t just do this infinitely, also I was thinking this same button could maybe lower the volume of ur f call a bit (while holding it down when you press enter or something) so you can warn others of a close danger with a lower chance of being noticed, shrug, idk random idea is random

torpid oyster
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Idea to reduce Megapacks: For every Adult Apex that is in a group over 2, their hunger decay increases. Force them to hunt so much that they’re likely to start killing each other if their pack gets too big.

quasi nimbus
#

A pretty neat way to balance the game: The test (Should last a week or so)
The offical test would have to be started by the devs, and the people who get to play would have to be carefully chosen.
Basically, at the beginning of the server, 4 people (2 males and 4 females) are chosen to play as each of the survival dinosaurs. (so the server population would be 4 x the current amount of dinosaurs playable)
During the test, players cannot respawn unless nested in as the species they were chosen to play as. If a species goes extinct, players that were supposed to be keeping it alive will be randomly chosen to be able to be nested in by a currently non-extinct dinosaur.
At the end of the test, see which species went extinct and which species survived, then balance them accordingly.
(This dinosaur did extremely well and it was the main cause for the extinction of X, it should be nerfed. / this dinosaur went extinct in a matter of minutes from the test starting, it should be buffed)
After a while (after some changes have been made to the dinosaurs), the test can be done again. This should be repeated until every dinosaur can realistically survive and thrive, and when it happens, the changes can be pushed to public branch.

mortal frost
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Make corpses and bushes give a very small amount of water. As it is, lakes are still guarded, and they are not sharing. And rain is quite rare. I guess the addition of rivers will fix that issue in the future.

blissful stratus
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Since scent is a thing now, I think a cool idea would be washing away scent. For example, since rain makes scent not work, then if an animal swims around it water, it's smell should be masked. Like if a cerato is hunting, say, a maia, and the maia goes into water and runs away, then the Cerato will have a hard time finding it as it's smell is masked. However, dinosaurs that have better smelling capabilities, like Tyrannosaurus, won't be very affected by this since a massive part of their brain is devoted to smell

#

And as you dry off, your scent becomes clearer

blissful yarrow
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With the talk of giving cramps to prevent long periods of crouching, why not let it consume stamina if you crouch for more than x amount of time. Would be better than falling over yourself

deep plover
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Make it so the faster trotting dinos take slight ammounts of stam when trotting to convince people to not trot all the time to chase stuff.
Also make ambushing even more taxing on your stamina. People overuse it.

#

Also an ability suggestion. simply allow one dino to look closer at things. kind of like a zoom. or have it for every carnivorous dino and have it vary between them

gusty flicker
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This game is really pretty and we have a nice night sky but the one thing that doesn't look nice is the stars I know it's a small nit picky thing but here is an edited isle screenshot i spliced with a star photo I took. and the original non edited screen under it.

rose current
#

what if dinos (particularly predators) had a sort of biorhythm? like nocturnal or crepuscular animals becoming slightly sluggish at day, maybe even a bit bleary eyed to encourage behaviour like we see in lions (Who predominantly hunt at night, but will hunt at day if necessary or the opportunity arises) and other modern apex predators. They want to conserve energy during the day so that they can fully expend themselves at night. could be a fun addition to gameplay?

junior wagon
#

Im just super curious, has any of the mammals that lived during dino age ever been discussed aboit coming sometime down the road?

soft kayak
#

bring back auto eat/drink

#

also dilo and cerato take way to long to fill on water

boreal stream
#

To avoid megapacks of a single species, could the Stress System work on a certain amount of the same animal in one area? Like for say 5 gigas?

blissful stratus
#

Alright since megapacks are bringing cancer to The Isle, I have a solution! Kind of....
It's stress
But here's what I think: Stress will be a system that causes debuffs for a player if they do things such as carebear, megapack, etc.
For example, say there's 5 Tyrannosaurs and 5 Giganotosaurs all sitting in a circle. Their stress meters will be off the CHARTS because there too many apex predators.
Now for carnivores, the more powerful you are, the less amount of the same dinosaur will stress you out. For example, Ceratosaurus can have more pack members than Tyrannosaurus or Giganotosaurus. And if there are two different species of carnivore living together, then kiss your stress meter goodbye.

As for herbivores, they are a lot more tolerable than carnivores. For example, hadrosaurs like Maiasaura and Parasaurolophus are very lenient and are sociable, so they can herd with a lot of herbivores and with different species. However, things like Triceratops will be less tolerable. Trikes will prefer to live in smaller family groups, and they only mind smaller herbivores, like Orodromeus, Dryosaurus and maybe Galimimus.

#

So, what happens to those kids who don't care and megapack/carebear anyway? Well for one thing you'll lose hunger and thirst more quickly. Another symptom would be vomiting. If you eat from a corpse, you'll only be able to eat so much before puking and losing the food. You'll also lose stamina quicker, you'll gain it slower, and your maximum stamina cap will decrease (not completely, just like about half). If you continue to persist, then you'll lose health slowly but surely until you die.
The puking and other symptoms should alert people that they have too many members in their herd/pack. And it will cause the megapacks to tear themselves apart
The changes will not be instant, and the debuffs can go away rather quickly if you get rid of the source of the stress. This will allow good players to realize that they have too many people before it gets too bad.

#

Keep in mind I didn't do the tolerance or pack limits of all the species because that's for the devs to decide

median thorn
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Adding to the sugesstion above and to stress, here’s something that would work: Panic mode

Basically, if you’re a herbivore and are near a carnivore for too long, you will start stressing out and if you just ignore the symptoms of the stress, your screen will become a very dark red, and a irritating white noise will be heard, making it impossible to hear or see anything and eventually if you keep ignoring these effects, you’ll later experience : A Heart attack/failure
Causing you to take 70% of your health, and all of your stamina, and eventually, death in a few seconds

Also applies to smaller carnivores arround large carnivores.

deft moss
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I don't know if this has alredy been suggested but maybe there could be a gallery in game once it is released kinda like older psone games. There is so much awesome fan concept art out there.

hardy cosmos
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Fix scent because having it completely off during rain isn't even remotely how scent works in real life. It also causes many players to starve, especially at night. Even having plants/gore just glow faintly at night would be better than nothing at all.

gaunt narwhal
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^Especially since currently the nights and rain last 3 plus hours at times. Rarely you get lucky to actually spot something to kill in the distance and eat, or to hear the flies around a gore pile.

vague trench
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An idea to make dilo more of a practical creature, have the right click be a charge attack, depending on how long you hold it determines how much anticoagulant you deliver, there would only be 2 values however, 50% and 100%, these could be differentiated by slightly different sounds or animations upon landing a bite. Once dilo delivers its charged attack the receiving creature would be more susceptible to bleed, however after delivering the venomous bite, the victim would only have a short while before the debuff comes into effect. Furthermore, after delivering either one of the amounts of venom, there would be a decrease in the effectiveness of its venom for a short while. This wouldn't be too effective on the larger apexes, but could deter things like Carno and maybe allo from just willy nilly picking off any dilo they see, and feels like a last resort to the dilo to use its venom.

#

Because atm if carno sees you as a dilo there is nothing you can do besides pucker up your asshole

latent breach
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Adjust the cerato diablo matchup? For two Dino’s released at the same time they have a really unbalanced relationship where diablo is faster and stronger than cerato so it can basically chase down and kill cerato without consequences. It’s a pretty delicate balance because diablo can’t be too slow or it can’t outrun apexes. But cerato can’t be too fast or it’ll get too good. At the very least though I think another look should be taken at Cerato vs Diablo to make it more fair.

fallow wedge
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V3 suggestion:
Please make players spawn more at parts of the map that aren't the Triplet lakes or New Swamp.
Half the server camps the places because it's the nearest watersource after spawning. Consequently, they never have to leave the places because food is always overabundant.
Large parts of the map end up underused,
players spawned in these 2 areas don't have to look for prey/corpses and just blindly head for the lakes, and are discouraged from looking for food elsewhere,
megapacks have an easier time forming,
lake campers have it way too easy playing not to survive, but to prevent others from fully playing the game.

quasi nimbus
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Bone break rework suggestion:

Bone break would become a stat, like health, damage, bleed, healing amount, ect. (Name wouldn't be as fitting, maybe it could be called "injure amount" or something, not that it matters)

The bone break status would have about 0/100 capacity.
As the number increases, your trot and sprinting speed will be reduced. Your turn rate and alt turn speed would also be slowed down accordingly (Altough not as dramatically).
100/100 bone break would mean that you are now forced to limp no matter what you do, and your alt turn is now completely unusable.

All dinosaurs that are deemed able to do bone break would get a new stat that replaces the current "bone break chance" stat:
Bone break damage. This would be a number like 40 for a t.rex or trike, 10 for a parasaurolophus, ect. This number would be added to the bone break of the victim dinosaur when it is attacked, and it could scale with weight (less if the victim is bigger, more if it is smaller)
Then, every time you heal, there could be a "bone break heal" value that would essentially be a copy and paste of the current healing system (Higher/double if resting and on full hunger/thirst, lower if not). It would be subtracted to the bone break value.
When you jump off a cliff, you could get punished with different a bone break damage amount based on how much you fell, rather than having it use a threshold where, from then on you just break your leg the same way. (The one for dying should stay though)

#

This would (in my opinion) be better than the current system because you KNOW that that dinosaur will make you slightly slower if you get hit once. It wouldn't be a random chance feature that instantly makes the one with the broken bone the loser.
So for example, you get the jump on a trike as a T.rex. It is entirely the trike's fault that now it is moving slow, it didn't react to the rex coming and now it will have to fight it with this speed. (Instead, currently, the trike has all the chances to remain at full speed even after being bitten twice)

This could probably also work for when the combat rework is made, since all that needs to be done is scale that value based on where you were hit. (Torso = higher, tip of the tail = lower, ect)

fallow wedge
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Reduce Diabloceratops turning speed while trotting, walking, and while limping.
They shouldn't be free food for Gigas, so for now they need their bone breaking to have any chance surviving one.
And increase the time they need to get up from a resting position. Resting is an opening that can be exploited versus nearly every species, but Diablo literally stands up almost instantly.

A herbivore shouldn't be wanting to play like an apex predator and suicide-charge any carnivore it spots. A herbivore should want to avoid combat and stay with the safety of herd members.

viral cipher
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if the Therizinosaurus is added to survival make it slow and can deal massive amount of bleed damage cause at the moment therizinosaurus can run down most carnivores. Also as diabloceratops is the game which is basically a smaller trike why not add kentrosaurus and gastoina as smaller Stegro and Anky version.

viral cipher
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maybe give the allo two attack bite and slash attack with the bite doing less damage than the slashing

hidden storm
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A lot of people have been asking for another V3 server since Dev 4 is always so full, so how about we bring back the Dev 1 server with a larger player slot count and put it on V3 to alleviate that issue?

hardy cosmos
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Back on the idea of the transparent foliage between dinosaur and camera. Maybe it only works when zoomed in further. Camera shifts more above the dinosaur's shoulders and bushes become partially transparent. It's very frustrating running into trees because of dense bushes when you would've seen them in first person.

vernal trench
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Will there ever be a picture for The Isle on discord?

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Like, some games have pix when ur playing them

hard fog
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Sleep Mechanic
Honestly, I think this woould partially complete the gameplay. Each dinosaur would have to sleep just like we do, depending on when they hunt, (ex; day, night, dawn, etc) They would sleep the other portion of the full day.
Lets say, Dilo needed 7-9 hours of sleep per the whole day cycle. Dilo would hunt at night, then start to sleep at dawn, which would get them till about dusk, to start the hunting, and the cycle contineus from there.

Another example would eb the rex, he would hunt, from lets say about dawn - dusk. Then would find a secluded area, and sleep the so ammount of hours.

How It works
The sleep would be triggered by a key, lets use 'O' As example, you would press h, to trigger the resting, then press O from there, to lay your head down and close your eyes.
Once your character/dino is in sleep, your screen would get blurry, and would continue to get more blurry very slowly, until your considered in a "deep sleep" where you could still see whats going on, but barely, considering you are sleeping.
Keep in mind hours of your dinosaurs sleep, are hours in game.

benefits
-As stated below by @blissful stratus It would give players a slight gain of stamina, as to not abuse this.
-Hunger and thirst would go down much slower.
-It would also do better healing you, Lets say you broke your leg, sleeping would help heal this quicker, as it would heal not neccesarily bleed, but your health (ex; your damaged by a fight, its beena long day, you sleep, and your Mostly better in the morning, but still need to heal more)

if you DONT sleep
If you dont sleep enough, or at all. some of these may happen.
-Drowsiness, Your dinosaur is tired, they might trip once and a while, drag their tail, or not run as fast
-Lack of stamina, your dinosaur might slightly loose stamina (lose of stamina depedsn on how much you underslept)

Just a small suggestion, anyone is free to add onto this, or make comments/suggestions to this

blissful stratus
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Adding on to the suggestion above, while you are sleeping, your hunger and thirst could go down much slower than if you were awake. And when you wake up, you could have extra stamina (although I feel like this could be abused)

deep plover
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Add a simple tiring mechanic. When you waste all of your stam your forced to walk and cant attack as fast. it also takes longer to start regenerating stam during this time. the "tiredness effect" lasts only untill a quarter of your stam is back.

spare panther
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What about scrapping the sleeping mechanic for a simple animation change, if you rest for more than 10 (real life) minutes you go into a sleep animation, no blurry screen or anything, its just an animation to allow for more immersion.

#

Alternatively you could make it so that when the sleep animation starts you get a slightly blurry screen (think looking out a window while it rains) and a buff to health/Stam regen.

past wing
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Make actual bullying a function. I just want to be able to randomly push over smaller dinosaurs, using a large chunk of stamina, that I don't want around me.

deep plover
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Make giga take an absolute fuck ton of stam to ambush. and also make its run take a bit more stam too pls

slender tapir
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As an add on to the sleep mechanic as a thing, it should allow you to minimize your food and water loss. It's really hard to maintain yourself (especially as uber-hungry boi cerato, or as a juvie anything) in pitch darkness when you can't see and there are lots of hungry carnivores and aggro dibbles around.

barren bay
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An add on to @past wing suggested would be to add the ability to use your head to nudge another creature e.g you're a grazing Maia and you spot something moving in the bushes instead of risking time and typing it out a message which then causes your creature to call out alerting everything around you of your presence you could signal to your offspring/herd mates to move along quickly by just giving em a little push and for carnivores they would be able to nip at one another which would be an easy way to almost tell other players off/give a warning without the risk of well killing them

runic hollow
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Give the ability for herbivores to graze in open firleds, like on grass. It gives very little food, but in the end, it gives herbivores food. Now people will eventualy have to find those "rare" blue bushes, but now it gives herbivores of all sizes a reason to go out in the open, so they airen't in inclosed spaces giving everyone a hard time.

boreal stream
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I know its such a very recently discovered dinosaur, but could tratayenia potentially make it into the game? It was a 8 meter long predator and was a megaraptoran, with 16 inch long claws, its special feature could very easily be a strong secondary attack. Fits the Isle's style perfectly.

snow plover
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I would see Utah as a semi-nocturnal hunter at least. Boost his NV range 😉

waxen vessel
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Let your creature be able to burst right into sprint while using FAKE LIMP otherwise i don't see the purpose on that mechanic.
Like you don't have to press "G" twice ...

ancient plover
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hey i dont know about you guys but i feel that isle could use a tarbosaurus i mean i really love the tarbosaurus a lot and i really would like to see it possibly added into the game it would be awesome

slender tapir
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It's a long way off for sure, and in no way important right now, but when humans get added into the game, they should be able to take trophies. Skulls, claws, teeth, hides, etc. Could be used in a simple crafting system for cool gear and/or decorations. Nothing strikes fear into a neighboring tribe like giga skulls guarding the entrance to the ruins.

abstract cave
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Moon cycles each with varying levels of light. A full moon would be quite bright, kind of like how nighttime is currently, and the rest would go from still dark enough for the need to use NV to pitch black. And of course the moon would change to represent cycles.

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And maybe there could be a rare blood moon that gives everything an unsettling huegh of red.

crude topaz
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For a (sort of) smaller, bone breaker version replacement of Triceratops, Pachyrhinosaurus would make a great addition to the survival roster for the "no apex" test, It could just have two life stages and it'd probably be on the same size tier as other animals such as Albertosaurus, Parasaur, and Allosaurus. It'd be on the slower side of growing, probably around the same time as it takes a Para to grow, it wouldn't do bleed to dinosaurs, but just have a pretty gnarly bone break chance since it's got a big ol sledgehammer on it's nose, I know it's already been confirmed to an extent when survival got first announced but I hope it can finally be brought to light in the game

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(No bias btw)

spiral rose
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A friend and I were testing out the frequency of AI and when it spawned, and where. While I realize it's in is infancy, I can't push the spawn rate up enough to make finding them reliable. I also don't mean reliable as in "easymode" but I mean reliable as in frequent enough to combat my hunger drain. Relying soley on AI will kill you on Thenyaw. Even if all of the AI were baby trikes, they're far too rare to depend on even as one constantly wanders the map. At a spawn cap of 300 and a rate of 20, we found 3 Orodromeus in an hour and forty-five minutes. When we had them at a rate of 5 with a cap of 100 we weren't able to find any- and this time we had three Dilos and a Utah scouring the map along with myself as Admin in spectator mode.

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(The second time mentioned was over the course of two hours.)

placid quail
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I think some dinos should have a type of mating call

quasi nimbus
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make herbivores unable to sniff footprints. There's no reason to be able to. Perhaps make a different feature later on that helps them know where the carnivores are roughly, not something that allows to track them

rich leaf
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I've played for a little while and I'd like to share some thoughts I've had. If dinosaur selection in Survival mode was strictly 100% random, the entire social atmosphere of the game will shift in a direction that will erode away all the stupid crap we deal with. And I get some people would still want to play survival where they pick their own dinosaur so maybe the random selection gameplay could be it's own mode or something. Like, call it "carnage mode" or "everyone has the same handicap mode". Just sit and objectively think about it.

waxen vessel
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Give the giant creatures like Hypos and sauropods a skeleton model when they were eaten. It would look pretty cool to have a giant pile of bones where small dinos could hide and ceratos could scavange from. It would be even cooler it the bones become a part of the map and create like this anoter point of interest on a map.

soft kayak
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have different materials do different fall damage i.e if you fell on grass it would not do much but if you landed on a rock it would break your leg

coral musk
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Please give people more time to connect to servers before booting them for losing connection. I see a lot of other people unable to connect to Thenyaw/maps because like me the game actually runs fine but just takes a while to load and we're booted before we can finish loading. It'd allow many other people to play the game without actually changing anything.

weary bolt
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Can we PLEASE get an asian lock on servers like Dev 4? The KOS/Megapacking an Carebearing is out of control. On server right now of posting this theres at LEAST 37 people with chinese characters in their names. I also just came across a massive grave yard (bout 30+ bodies?) of everything from full grown rexs/gigas to trikes, with a rex an trike herd going around killing anything to unfortunate to get away.

This has been requested for a very long time, and nothing has been done about it. Yes there will always be KOS/Megapacks and Carebearing on official servers, but these asian players take it to a while new extreme and are the main cause of it. Just asian lock some servers already, especially the Dev branch, as these players are contributing NOTHING towards testing an reporting bugs.

viral cipher
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what about adding Hesperonis into the game a semi aquatic fish eater could be potential prey for Deinosuchus

earnest sedge
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if tree climbing will ever be a thing, utah should be the fastest climber at vertically scaling a tree, but dilos would be better at navigating through canopy branches. if dilo is going to be able to climb, it should at least have a small jump, and both utah and dilo should have more leg break resistance. it gets frustrating and is pretty silly when im playing as a utah and do a run-and-jump on a small hill, but travel far enough to break a leg.

smoky jay
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I haven't read through every suggestion so if this is very similar to someone else's it's unintentional
Acro survival suggestion:
To start off I'd like to say acro would most likely function best if apexes are removed (or giga slowed) so I will be talking as if they are not playable. Acro's main role would be an opportunistic hunter that can survive long periods of time without food, making it a good choice on low population servers. The key component to acro gameplay is preserving stamina. It would be pretty slow, maybe a bit faster than cerato, but would probably be the most powerful carnivore you could choose next to cerato (two allos could probably take one down if they are good). It would have good running stamina and be fairly bulky with good healing.

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Acro's most destinctive feature is its tall row of spines which are thought to have been used for fat storage. This is where acro's first ability stems from. Instead of getting a debuff from overeating, acro would be able to fill its hunger passed full (up to 50% of the hunger bar). A yellow overlay could show over the hunger bar to show how much fat you have stored. The more you have stored, the higher the stamina cost from running and using abilities. Once filled passed 25% you will no longer regain stamina while moving and must rest.

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The second ability would be a kind of lunge or pounce. Press space bar to lunge and bite at mid range at the cost of stamina. Hold and release space bar to charge the lunge for a longer range and higher stamina cost. If the attack lands it will trigger acro's grab ability that I will discuss later. The lunge attack would have a cooldown and must be used while in motion (to prevent misclicking and sending yourself flying off a cliff). You can only hold your charge on the lunge for a few seconds before triggering the cooldown and costing 25% of the stamina that would have been used (you can charge while standing still but need to be moving to release the attack or else you will just trigger the cooldown). This is to prevent people abusing the abillity and constantly having it charged like they currently do with the ambush mechanic.

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The last ability would be a grasp. Use your arms to pin smaller animals to your body and hold them in place by holding RMB while your mouth remains free to bite. This ability activates after landing a successful lunge. If you lunge onto a target larger than yourself you will use your arms to latch on to them by holding RMB at the cost of stamina. The larger the target the more stamina you will use holding on. This ability can also be used to carry corpses in your arms while leaving your mouth free to defend yourself or have a snack on the go. Hold RMB over a corpse to pick it up (only works on things smaller than you).
tl;dr fat grabby boi that needs to keep his eye on the stamina bar

grim dew
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It'd be neat if down the line, smaller dinos and juveniles could eat things like frogs and insects. This would help satiate them slightly, as well as add atmosphere to the game. For things like insects, there could be a small zone where you can visually see dragonflies, and you could hold down the action button for a chance of catching one. The new sniffing animations are a wonder for immersion, and I'd love to see a baby utah twirling and snapping to catch a dragonfly.

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Small critters like frogs would be a boon for the world overall, as they'd allow juveniles a little bit of security of where they might find food (by water), as currently it's down to luck if you're able to survive starving to death, at least when playing solo. Small animals like these would also help make the world feel more alive, even for larger dinosaurs. Humans could also munch on some frog's legs!

merry stump
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Please make nests no longer disappear when u log out, it is really annoying especially when u have a few eggs.

ripe belfry
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I feel like some animals shound be able to "hang on" to prey items. Such as Dilophosaurus digging its claws and teeth into prey items to slow them down. It would be like a grapple, though not as far as a pounce. Allosaurus could have it for Sauropods, and maybe Tyrannosaurus for Hadrosaurs. Of course, the combat will have to progress, as well as pouncing and the like being refined.

strong trench
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I suggest giving players an incentive, or reward rather for walking as their dinosaur. Perhaps make it so that whilst walking, you're given back more stamina than if you were say, trotting. However walking would not give as much stamina back as resting would? I don't know, just a thought I had while playing.

chrome field
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if the removal of apexes proves to be beneficial to the ecosystem of the game in the long run but doesn't end up being the vision for the game that the devs envisioned, after 1.0 it would be neat to see "apex" and "non-apex" officials for a variety of gameplay, especially once strains and humans hit. this would diversify the threats to humans as opposed to waves of players striving to be giga/rex/spino, and would provide a different balance with regards to strains if the largest thing that can obtain one is a carno, for example.

boreal stream
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Since I did a accidental test, for the discord, make people like me not able to tag everyone, to avoid some dumbass tagging literally everyone in chat, probably only devs or mods

viral cipher
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maybe make strains ai as they destroy anything (Megapacks and Apexes) also giving players strains would just megapack with them

proper vault
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In an attempt to alleviate the mega-pack and mixed-pack situation that's currently plaguing the dev branch servers: how about putting limitations on in-game group invites based around specific population numbers and species requirements? For example - a single person who's playing as an apex herbivore such as Trike CANNOT invite any other apex herbivore species into their group, but can invite a maximum number of 3-4 other adult Trikes into their herd, along with 3-5 other mid or low-tier adult dinosaurs in an effort to prevent apex-dominant mega herds from forming.

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Meanwhile, ALL carnivore species SHOULD NOT be allowed to invite any players belonging to another species PERIOD, be it carnivore or herbivore. Apex carnivores like the Rex and the Giga should be limited to 2-3 adults only, along with a maximum number 3-4 hatchlings, juveniles and/or sub-adults. If any of the apex carnivore/herbivore hatchlings, juveniles or sub-adults manage to successfully reach adulthood, then they are immediately kicked out of their current group and are forced to find or form a new pack/herd. If one of the original adults within the group happens to get killed off or willingly decides the leave the group, then their space is either open for grabs for another uninvited adult to take, or is immediately handed over to the oldest in-group hatchling/juvenile/sub-adult that manages to reach adulthood - as long as the space is still available.

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If a person intentionally or accidentally attempts to invite another player group in spite of their species and age restrictions being capped, then a notification message should immediately appear on their screen, explaining why they won't be able to do so (example: "the number of apex adults within your group has reached its maximum capacity," or "you can only invite players belonging to your species," and etc, etc.)

ancient plover
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I'm pretty sure the megapacks utilize discord channels. Just like the groups that get political on the official servers. So idk how it would be possible, but is there a way to throw a wrench into that line of communication?

safe sphinx
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perhaps this doesn't belong here but one thing i personally want to see is a hypo taco. a big fluffy hypo taco. It doesn't belong in the isle but i would like to see a taco the size of a full grown galli. taco=psittacosaurus.

woeful kindle
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I'm sure it would be really useful if we could get some kind of QUEUE-option for full servers.
Once you try to connect to a full server it should put you into the line instead of having to refresh a hundred times or try your luck at joining the server over and over again switching from main menu back to server a hundred times. Thank you for reading.

copper scroll
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On the character sheet UI, have a tab to lead to separate a nesting sheet. It can show a column of Pending SENT nest requests with options such as "Cancel invite" and shows also if a player accepted your invite. It would also have a column of Nest invites YOU have accepted, and it could perhaps let you know if an egg is ready in a nest you are considering nesting into. On this side of the column there will be a way to directly nest in an accepted nest invite of your choice, and if you do so, your current dinosaur will despawn and you will spawn into the nest you have chosen. Also on this column you can also cancel invites you have accepted as well. The Nesting Character Sheet tab will also have an "abandon nest" button, so if you have to travel and decide you have a better nest location elsewhere, but you have a nest already up in timbuktu, you can click "Abandon nest" and your nest which is far from you will destroy itself.

delicate crypt
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Hi, sorry for my bad eng , but i try to say my opinion. Dear Devs xD on ur server DEV 4 are to much places for people, 125 is to small for us, i quess, but it is not a problem why im writing now. The thing is, on this server are too much gigas, TOO MUCH, they kills all dinos everything what they see, so it kills my wish to play survival and help u to test new features. Mb im small man for u , but if u could to do a certain amount of gigas or all, would be better to play. Cause as rex u have no chance to play or survive and i know we have a lot of servers, but not of them have 125 people on server. And i would to stay on dev 4 , because i meet my old friends. Ty!

copper scroll
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I tried to connect it to my original message above but couldn't

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I realized instead of a button saying "nest in", "Join Nest" would be more precise

gentle abyss
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i think during April fools daddy Dondi should make a back up of the entire game and then add the OOF sound effect for every time people get hit or hurt

quasi nimbus
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make gallimimus a little more durable (maybe slightly less than a utahraptor) as it stands, it's almost as durable as a dryo (only has 100 more health and mass when compared to it)

fathom gorge
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make day longer please

viral cipher
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what if the trikes horns can break if used too much this would make trike players to be more selective on who they attack as herbs they should prefer to limit the amount of fights they are in instead always attacking anything in sight

rare hedge
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Was thinking about Dilo's venom a a bit. What if Dilo had to build up its venom over time, represented by some sort of gauge on-screen. It will fill over time, and be depleted by an amount each time it bites. This will add a bit of realism to how a venom gland would work and could serve as a balancing factor depending on how bad it is to be bitten by one. Additionally, young Dilo would inject much more of its venom per bite (much like young pit vipers) and it would gain more control over this (ie use a smaller percentage of its venom per bite) as it ages. A young Dilo bite would be more debilitating but not really in an exploitable way, as they are so much slower and more frail.

deep plover
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Make it so the less health you have When bleeding causes you to have extremely woozy screen effects that make you feel like your actually loosing blood

coral musk
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ive seen diseases being tossed around so idk if it's even realistic to talk about but here's my suggestion for a simple disease mechanic (also similar to/covers a lot of the stress mechanic)

  • All players have an 'Illness' value similar to their other values (hunger, etc). This does not necessarily mean a single disease but the overall condition of a dinosaur's immune health.
  • The higher the illness value the more 'ill' the player. This begins with slight debuffs such as speed, hunger/water loss, and health regeneration. At a very severe stage, the player is gradually losing health, is very slow/weak, and fatigued.
  • Certain things cause the illness value to increase, such as: Swimming in water while bleeding (aka water + open wounds = infection; also discourages people from fleeing into water in combat and accidentally dying where inedible), eating old carcasses, being in overpopulated areas or being in an area with numerous carcasses.
  • Certain things cause the illness value to gradually cure, primarily having good food, water, rest and health.
    This can also be used to discourage mega packs, overpopulation, and carebearing.
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With that as a basis, there's also optional room for more realistic immersion, such as:

  • Individual diseases which behave differently and cause different kinds of spikes to a player's illness value. For example, worms: When players drink water, they have a small chance of acquiring worms, which will temporarily cause their illness value to increase more than normal. It will pass through them and disappear after some time, but any carnivore which eats an infected carcass will also acquire worms.
  • Herbivore diets: Some plants may be poisonous to certain herbivores but, perhaps, worth it if they're starving, or inconsequential if they're in good enough health. A plant's toxicity could be visible via scent. Additionally some rare 'healthy' plants may boost immune health (reduce illness), making them sought after by ill individuals, which isn't too realistic but is a small thing that would add a fun alternative goal to gameplay.
  • Toxic areas: Regions such as dirty bogs or volcanic fields will reduce the immune health of any who enter it, making players have to ask whether or not it's worth it to pass through those areas to reach their destination faster.
  • Infertility: Severely ill individuals are unable to lay eggs, or perhaps their offspring will hatch very ill.
  • Infection: When you enter water while bleeding (with open wounds) there is a small chance of acquiring an Infection. This will cause the illness value to quickly increase and, at a point, cause a limp that can only be cured with good health.
  • Class-specific states to encourage semi-realism, such as piscivores being healthier in water (and immune to water-related infection) and scavengers being immune to rotting corpses.
    (obviously not suggesting each and every one of those, but some examples)
hardy cosmos
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Scent works in rain. Only plants and gore glows faintly. No footprints. So no tracking. But one will at least be able to find a meal.

fleet escarp
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at the moment, i feel like scent is a bit weak. as in you can only smell where something has been, and you cant actually detect a nearby pressence of another player. so what if scent worked like a bubble sort of thing around the player. where instead of tracking where it been, your screen turns to the exact same colour and shade as if you had night vision on (meaning this could be a toggle just like nightvision) and you could see the footprints, and a bubble around the animal, the bigger the animal, the bigger said bubble, and this would multiply with your own species and say 10+ people in the same area would have this bubble really big, making it visible from a certain distance away. (this ditance would depend on your creature. eg, the rex would have this at the maximum distance away, so it can spot said herd from ages away whereas a dilo would have to be considerably closer to detect said scent) making it easier to both:
--detect herds/megapacks as your dino so you could hunt/avoid them
-- make nesting easier because youd be able to smell an incoming predator
--make some creatures better than others at tracking and herding. requiring for a more complicated stratergy to hunt larger herds and even tracking solo prey
this system is rather new, as i havent thought out all the kinks yet so please feel free to add on to this idead if i did miss something out

safe willow
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How about instead of every creature having the same scent mechanic, where they can smell in a radius around them and have to stand still, it's a sort of mode that you can activate and deactivate, and while smelling everything around you turns grey-ish while food, footprints, and other players light up like they do now.
Also, different creatures should be able to smell at different levels. For example, maybe a Tyrannosaurus could smell things from very far away and they would glow very prominently, but it would have to stand still while doing so, and it wouldn't last for very long. A Utahraptor, however, could follow a faint scent trail towards their target while still being able to move and run. Instead of being able to specifically smell players and food and see exactly where they are, it would have to follow said scent trail to that target.
I also feel like some creatures that had very defined senses of smell, like Ankylosaurus and T. rex, should be able to smell water, like elephants can today. Carnivores should also be able to smell blood from quite a ways away.

ancient plover
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Bite should cut the roar Honestly,i think the bite should cut the roar. Of course make some transition sound, so if you cut the roar and bite it's didnt seem so retarded. I mean we can all do that, so as every animal. Right now its a chance to bite the other dino without getting bitten back, so maybe it would be good after new combat mechanic.

rose current
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maybe a way to help combat the apex problem could be to introduce shants to survival? They're strong and popular on sandbox servers, I'm sure some of these fool hardy apexes will underestimate the humble shant and end up controlling their own population for awhile

viral cipher
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make the strains ai so everything would fear them cause allowing player to use the strains the be a nightmare

fickle pond
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Not sure if this has been suggested but I’ll throw it out there anyway. I really believe a cool down (~5mins) on the ambush mechanic is needed. As it stands now, many carnivores can ambush multiple times in a row, defeating the purpose of ambush as a surprise tactic and instead using it as an easy catch up tool. It should be all or nothing with ambush, you have to creep as close to your prey as possible to ensure your first and only ambush will catch it. If you blow your ambush and your normal speed can’t keep the pressure on what you’re chasing then you shouldn’t immediately be able to crouch and build up an ambush after just having ambushed. Players would actually have to set up a decent ambush instead of half assing it. The whole “Oh, that herbivore/carnivore that spotted me all the way across a field decided to run? I’ll just boot up my ambush 3 or 4 times and catch up” mentality really needs to go. It’s particularly an issue with giga, which can ambush 3 times from full stamina for 13 seconds at a time at insane speed, making running things down far too easy. It could also lessen the occurrence of those god awful crouch battles you see between carnivores.

fathom gorge
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put more edible plants for herbivores

ancient plover
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Idk if anyone has discussed this before. But
(1) To solve mega pack issues and mix mega pack issues:-

(a) what if spawn zones are implemented in the game, which spawn in single species into a specific spawn zone?

  • by this I mean to create zones based on different ecosystems, basically forming territories. For example all apexes get their specific territories on a map. Much like in the Jurassic Park movies, the island is divided into species territories. So a Rex would get its territory where it gets its own prey items which is beneficial/nutritious to it. A giga gets its own territory where it has its prey items such as sauropods. And spino gets its own. Etc.
  • The territories don't bound a player to play a specific location, they can move all around the map at their discretion. But it will give them an idea on what they have to look out for. There has been several complaints regarding individual playable dino, such as the giga. By creating territories this would limit gigas being spawned in a single zone. Similarly a Rex in a single zone on a map.
  • This will prevent clustering the ecosystem with too many apexes in the same area. For instance a herbi (example a diablo) has to fear 3 apexes (spino, rex and giga), why not make it spawn in a zone where it just has to fear a Rex.
  • IMO if different zones are created with specific ecosystems, it will give the game more diversity and you can fit in more dinos into niches of several ecosystems on a single map.
  • Furthermore, if the same species of an Apex for example a juvi giga is spawned on single zone, it will have no choice but to hunt another juvi giga. It won't have to talk in local with another giga and form an alliance to hunt down a juvi rex. This will minimise the trust of players on one another and prevent mega packs. Each player of the same species will be under a threat from one another.
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(B) how to ensure that territories remain established?

  • To simply put it, I will use the example of apexes. Make apexes able to kill each other, meaning each apex has a CHANCE of killing the other, not merely decided by their stats. This will utilise player skill. So as of now a Rex can overpower a giga. But what if both have a CHANCE of taking the other out. The outcome will be determined on player skills.
  • But at the same time each apex territory will be intimidating for another species of apex. So if player (lets say a giga) wishes to venture into another apex's territory, would face the risk of being killed there.
  • if there will be a pack system it will be in theory limited to those zones.

The balance of predator vs prey can be decided on stats and can determine the species population.
However the threat of predators will be limited.
And this will allow majority of the dinos to get proper niches
For example:

  • A Rex zone could be composed of trikes, diablos.

  • A Giga zone composed of sauropods, such as cama and prey that has a chance of outrunning or outstaming them.

  • Dinos such as utah, Carno, cerato etc. can be spawned all over the map and their fast growth rate could keep apex population under control.

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The idea is not cluster a single map with several dinos in a single ecosystem.

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Please ignore any repetitions, spelling mistakes etc. It's lengthy but further elaborations can be given based on questions.

gaunt narwhal
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Maybe giving Dibble a full-body sniff animation instead of just going stiff and flicking its head around?

valid apex
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Randomized damages for all dinosaurs.
Reasoning, not every single bite is going to be as deadly as the last. Animals get tired, sometimes they bite harder, sometimes they bite less than their full biteforce.

My suggestion, make bite damages and maybe even perhaps bleed randomized.
So say a trex (as an example) does 500 bite damage, 80% bone break, and 10 bleed. It could have a randomizer where it has a chance of doing a bite damage between 300-500. And Depending on the damage inflicted the bleed and bone break will also be lowered. So if a rex were to bite and put out 350 damage it would do 60% bone break and 6 bleed because the bite wasn't as strong therefore everything else shouldn't be as deadly.

I think this could be a very simple solution that could make everyone more balanced. Now granted luck would more so be on everyone side with this kind of system but currently bone break is it's own luck system. I think having a randomized bite force, and bleed would make it easier to turn the tides or even get away from a predator alive.

Another example would be a parasaur is nearly sentenced to death from 1 giga bite. If the giga got unlucky and didn't get a good bite on the parasaur the para could possibly get away. Or the giga would just have to track the parasaur and hunt it down.

My intention is not to make parasaurs be unhuntable or to make a dilo able to kill an adult rex. I'm talking more so about a Giga surviving a rex bite and getting away. Might help diablo from being op with it's bone break.

plain quest
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Make the Anky 3 call damage things behind it. like annoying velos.

grand dawn
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I just want to suggest a thing that is more related to game development than in-game feature:

please Dondi (or other game-dev) would you make note patch again ? it is sometimes hard to find what a new update adds to the game. An it would make QA testing and bug tracking easier.

grand dawn
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I have a suggestion for the Brachiosaur to be added in survival, as many of us love the long necked dinosaur (land before time it's for your ass):

as brachy is one of the biggest animal to be in the game, i think that is growing time must be the longest (maybe twice the time than a normal dinosaur) with big changes in morpho and stats during its life. This makes it one of the most difficult dinosaur to grow to adult stage as it can be huntable for all of the tier during its growing time, but once it achieve to full adult it would be very hard to hunt it down.

I think that its special fighting ability would be a stomp that il very lethal for almost all dinosaurs under his front foot and has a zone around it that has 50% chances to break legs of bipedal dinosaurs when it performs it .

To conclude brachy would have a passiv too that allow it to stay longer time without eat or drink to find rare areas were special food trees that it could eat.

Of course, as it becomes bigger and bigger it would not be able to hide in the forest

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maybe i can make a better one for the brachy

grand dawn
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Ok new try for sauropods in survival (brachy + cama):

brachy

  • as brachy is one of the biggest animal to be in the game, i think that is growing time must be the longest (maybe twice the time than a normal dinosaur) with big changes in morpho and stats during its life. This makes it one of the most difficult dinosaur to grow to adult stage as it can be huntable for all of the tier during its growing time, but once it achieve to full adult it would be very hard to hunt it down.
  • Brachy will become slower and slower as it grow, to be the slowest dinosaur at full adult grow stage but it will be the most tanky one with big damages as well.
    -as it becomes bigger and bigger it would not be able to hide in the forest
  • can only eat in special trees
  • has two attacks: stomp (lethal for almost all dinosaurs, two shot apexes, 40% bonebreak) & tail slash (less damages than stomp but 60% bonebreak)

Cama

  • globaly works as the brachy but faster, his special feature is that it will able to eat in bushes and in trees as well.
  • has two attacks: stomp (lethal for mid-tier dinosaurs, takes 3 shot to kill apexes, 30% bonebreak) and tail slash (again, less damages but 50% bonebrak)

As you can anderstand, those two are similar but not at the same scale with cama being more polyvalent than brachy. Adult camas will be same tier carnivorous apexes, adult brachy one tier higher, so apexes will have to teamwork to hunt them down. hatchling of the two species will be very vulnerable as well as hatchlings, and will have to feed on bushes and hide in forests. They will be preys for mid tier carni. Subadult will be more difficult to hunt so will be more apexes prey and will feed on trees.

They are slow with a lot of hp so they will be counter / hunted by gigas more than rexes (rexes will have more struggle to dodge sauropods attacks).

If we wants to speculate a little more we can imagine a mid-tier sauropod like amargasaurus or plateosaurus that will works similary.

lapis perch
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First of all, I'd like to say I'm really impressed with the cerato balances! I still think it could do with a lot more stamina (it can defend itself now, but it can't really chase any food. It's slow, so it at least needs the stam to chase unprepared things).

The main suggestion however: I think Thenyaw needs a lot more bushes. I played on Isle V3 recently and I loved how small carnivores and herbivores could hide in bushes and have successful ambushes/getaways. I don't think Thenyaw really supports ambushes at all though, especially around the swamp area. It would also lead to more prey around the swamp as more herbivores try to hide in the bushes. It would be a pretty great change all around, really.

safe willow
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Giga needs a big stamina nerf.
I mean, it already has a fast trot to follow potential prey. Just now, a giga chased me down as a dilo, and I BARELY got away. We both ambushed at the beginning of the hunt, by the way, and I was over 0.9 growth, but he still would've caught up with me had it not been for me luckily weaving through trees and him getting stuck on them. It just seemed a bit ridiculous that something that big could sprint at maximum speed after me for a solid minute, after an ambush nevertheless, and still be able to catch up with me. Right now an ambushing Giga can catch anything in the game if I'm not mistaken, and that's pretty overpowered. I can appreciate the speed, but it doesn't really need all that stamina. It should be strong enough that other apexes would reconsider attacking it in the first place, like if a rex attacks a giga, the rex would kill it and bleed out.. I just hope that the overpowered speed and stamina combo is a placeholder until they get some other ability, maybe one that help them easily take down sauropods when they're added, or something like that.

umbral prism
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Fresh spawn trike needs a longer time to be able to find food on v3. It's slow, weak and has poor stam, and so with v3 being large af with scarce food, it is very difficult to get to sub-adult... It seems like it starts taking hunger dmg 10 minutes after spawning.

solar knoll
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The mixed mega pack problem: now this is just as much a question as a suggestion. Is it possible to make a script that recognizes patterns such as players dino type and ip address? It would basically work this way: there are 5 players centered around a lake. The script recognizes that they’re all different species. That’s fine. Now they migrate to another lake together. The script takes note. Later the next day the script recognizes the same 5 players within close perimiter of one another, again. They stick around somewhat close to eachother the rest of their play session. The script automatically issues a warning to each of them. They don’t adhere to the text and gets banned/insta killed. Im just brainstorming here.

keen gull
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A few simple fixes would change this game drastically from something incomprehensibly frustrating to rewarding and enjoyable.

  1. Make Herbivores Prey in all aspects towards their natural counter classes. Large Herbivores=Medium Carnivores. Team work or luck. Large Herbivores<Large Carnivores. Run.
  2. Make Herbivores lack trot regen, but give them 5-10x more stamina than Carnivores. The reason for this would be to ensure Herbivores can escape, but aren't in the clear, and wouldn't needlessly chase down lower class Carnivores for the hell of it. Like cows they would remain in an area to graze grass or other vegetation and form safe places within their numbers for other Herbivores.
  3. Make it harder for Carnivores to share Corpses, thus reducing the chances of Large OP Predators from forming, and ensuring they remain competitive and aggressive towards each other. How can this be done? Program everyone's first bite into a corpse to register 3x to their next bites. This would ensure that sharing a corpse would cost them more food per person.
  4. Give Herbivores a Defensive or Attack buff when around their Group Alpha/Leader to ward off predators and sustain themselves in a fight when they'd normally lose. This would also ensure they would stick together and remain in a proximity of their Alpha.
low saffron
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For future baby moving mechanics, I personally suggest that 4 baby utahs can pounce on their mother (adoptive or no) passively. thus dealing no damage and conserving stam to hold onto their mom while she flees or moves them from danger or place to place. This can only apply to female utahs.

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BABY EXPRESS

mellow jungle
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YES

crystal ferry
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Let hypo spino hold piranha like creature thingamajiggers in its mouth so it can barf them all over a creature and watch it get eaten alive

slender tapir
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Match the food and water consumption of the animals in the game to the day/night cycle. We have animals the size of deer and larger starving to death overnight, and quite frankly it's stupid. We have absolutely gigantic animals with the metabolisms of shrews, which can only maintain that lifestyle because they are less than a foot long and eat mostly insects which are everywhere. I should not have to log off when the sun sets for fear of losing my dinosaur to the quite frankly terrifying spectacle of deadly carnivores that night has become only because I have to run down to the lake to eat and drink.

rose zealot
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A sort of sidestepping/strafing mechanic, allowing you to face a direction and left or right, and instead of like, turning around completely, you can do a sort of 'side step'/strafe. Like two dinos kinda strafing around eachother/circling during a fight etc. Would make fighting a bit cooler lol

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  • ^ would basically be, if you're facing a direction with your mouse and go left or right, you dont immediately do a full turn, you can strafe
safe willow
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A secondary attack for some carnivores, specifically for bleeders like the Allo, where right-clicking initiates a kind of latch-on attack that does more damage or deals more bleed the more you thrash your mouse around, until you run out of stamina or let go of your victim. It would primarily be used on large targets, but you could also use it to pick up and swiftly kill smaller prey as well, and look vicious doing it. If you want a good comparison, it would be like the way that sharks kill divers in the game Depth. Look up some gameplay of that and it's pretty much spot-on the way I imagine this. It wouldn't be like a pounce, but instead a lunge forward, and then you'd clamp your jaws down on your prey and erratically thrash your head from side to side as to make a huge gaping, bleeding wound in the side of your victim.
Oh yeah, and something like this would be good for Utahs when they're latched onto shants or camas, so they can deal good damage but with a higher risk of running out of stamina while doing it, thus reinforcing teamwork when attacking larger targets.
Also, biting different areas on the prey would do different amounts of bleed/damage. If you bite something on the throat, you would only need a few thrashes until the bleed will be fatal. I imagine that different creatures would have a better 'thrash' stat, with carnivores like the giga with its huge knife teeth, or the allo with its wide gape and muscular neck, being able to dish out more damage than most. Some creatures wouldn't even get the ability, like the cerato, any fisher, the rex, etc., pretty much those who just don't need it.

safe willow
#
  1. Carnivores should be able to smell blood, and from a good distance away too. Otherwise the rest of this suggestion is completely moot.
  2. When a carnivore smells blood, they get a buff depending on how far away from it they are. If there's a bleeding creature nearby, they'll gain a stamina regen buff, stamina drain nerf, slight speed buff, and i mean very slight so it's not op, and slight attack speed buff. If they're really far away from the bleeding creature, they'll get a decent stamina drain nerf while they follow the scent trail, in order to help them track down their prey. The buff would also scale with how hungry you are, giving you decent buffs in all of these stats if you're starving. This would simulate either a predator on the hunt, tracking down your prey from hundreds of meters away without even seeing it, or a hungry animal going into a frenzy when it tastes blood. I think apexes and scavengers, with them likely having the best sense of smell, would be affected the most by the long distance tracking stuff, since things like the rex don't have such a fun time hunting trike herds by themselves. It would also help Giga packs hunt sauropods once they're added and Gigas get their speed nerf. It wouldn't be such a good mechanic to have at this point in the game, but maybe keep something like this in mind once the scent system is more advanced (you should see my suggestions on that too), and when most creatures are properly implemented into survival. It would certainly make bleeders more viable, since 'crushers', that deal more upfront damage than bleed and break legs, like ceratos, rexes, and the like, sort of counter bleeders right now, rexes being able to 1v1 gigas pretty easily, and ceratos having the highest bleed resistance in the game.
slender tapir
#

Can we please put the unplayable op dev dinos on hold for a bit and focus on the core aspects of the game first? Like getting the dinos into survival, or working on the combat overhaul we've been hearing so much about instead of building more hypos right off the bat?

cursive stag
#

Perhaps adding in a new dynamic by having thirst and hunger rates based on day and night cycles. For instance creatures that are expected to be more nocturnal (active at night) their hunger and thirst rates would decrease quicker compared to their decrease rates during day light hours for them. While those that are diurnal (active at day) would have their hunger and thirst rates drain quicker during the day compared to night.

safe willow
#

Adding on to that, nocturnal creatures should gain stamina slower during the day, and faster at night, and vice versa, maybe unless you're sitting down. Or perhaps your stamina would drain faster during night if you're diurnal or it would drain faster during the day if you're nocturnal.

jade vale
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Once the next few mid-tier dinos have been added to survival: make apexes have an averagely long juvie growth stage, with extremely long sub/adult stages. The ecosystem will be more balanced when people stop wanting to die as a juvie 2 hours in over and over lol

glad bobcat
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What if in survival while growing, if you're hunger was under half you stopped growing, but you progress to adult continued, IE growing up hungry led to you being smaller whereas growing up well fed led to you being larger and stronger

coral musk
#

I haven't heard any nesting news except sketchy rumors so hear this out (different ideas split so ppl can vote on different points):
A female places a nest. Males can access any nest of placed by someone in their group on the server. A male accesses the nest menu and clicks a "Request to fertilize". The female receives this request and can choose to accept similar to a group/nest invite. The nest is now capable of producing (at least once before requiring refertilization).

#

That can be one thing, or: the female is now pregnant. A gestation timer begins during which she may have very slight debuffs, such as quicker food loss (though I don't think that'd work as well for carnis as herbis), making nesting an active and irreversible challenge to temporarily swear to. The completion of the timer is indicated somehow, such as by the appearance of an egg icon in the HUD. The female must then return to the nest to open its menu and place the egg in it. The egg may acquire additional time to incubate.

#

Additional option: I remember there used to be plans for nests to generate PP, so the female can choose to sacrifice the egg for some sort of reward instead of laying it. Males can fertilize multiple nests without limits but doing so requires automatically leaving their previous nest group to join the new one; they will also receive the reward from sacrifice but only if they have remained in the nest group with the mother (and not fertilized any other nests--hence they can't mass-fertilize for the rewards). I heard that PP is to be removed so other reward ideas include a token (if the tokens-to-unlock-dinosaurs is ever added), slight stat buff, next child has a slight stat buff, or etc.

cursive stag
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This is a discord suggestion. Looter is awesome always letting us know when Dev Branch is being updated. Perhaps each time he makes those announcements they get Pinned for quick reference for people wanting to know what was in the latest update?

safe willow
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All creatures should have a center of mass, and once the walking up or downhill system is implemented, once a creature's center of mass reaches a certain angle, that creature starts to fall and tumble down the hill they were trying to climb. Some creatures, like especially agile ones such as the Utah or creatures that are smaller overall, would have an easier time climbing than apexes and large/tall creatures. Also, the ability to walk backwards would be implemented, to prevent people from constantly falling backwards and dying while trying to climb hills, and would give them a second chance to shuffle back down to flatter ground and regain their balance. It wouldn't drastically alter gameplay I don't think, it would just add some immersion, what with the lack of mountain-climbing apexes.

frank cobalt
#

Movement in The Isle currently is pretty neat. The ability to run and look around you in all directions at the same time is essential to survival. Alt turning is another very important aspect of movement, allowing players to manoeuvre carefully in tight situations. However, ALT turning is a problem currently, as many people are using it in combat, making themselves rather untouchable at times. I propose a useful, realistic solution to this, 'Alt Movement'.

Alt Movement is an improved version of the current Alt turning system, rather than spinning the dinosaur by holding Alt and pressing a directional key, it would allow you to side step and back step while holding Alt.
This could be used for the same purpose as Alt turning, giving people a way to turn in tight spaces, while not breaking combat. In fact, this system could quite easily improve combat, by allowing dodges and defensive strafing. Dinosaurs with the ability to jump, like utahraptor, could use this to quickly jump backwards to evade an attack, or jump to the side to quickly block it's prey's escape. Large herbivores such as Triceratops could use this to move without breaking a defensive stance, keeping a predator in front of it.

While this would take some time to implement, needing several new animations for every dinosaur, I believe it would improve gameplay a lot, making combat better by removing the spin and replacing it with a much more skill based system, while not removing the great utility of Alt turning.

Suggestion feedback is always appreciated, as I quite easily could have overlooked some things, thanks for reading.
[Edit: This was inspired by Tosca's suggestion, I just thought it could use some more detail and recognition]

coral musk
#
  • You can see a player's name while very close to them and currently using scent. In gameplay it's the equivalent of examining/smelling them, just as many animals recognize each other by scent. It's only possible at a very close proximity in which the other player(s) are already obvious, with smaller creatures having a much smaller name-detection-radius, making it entirely inefficient in locating a hidden player. The Q/Smell key must be held down, making it impossible to do while walking. It allows people to identify others harmlessly, allowing for easier rule enforcement, sending a group invite to a mute or language-barred herd mate, or pure curiosity.
rose current
#

if rivers/streaks are added to Thenyaw I think this style at least some of the way would be really beautiful

#

Streams*

digital meteor
#

Only small dinos and juvis can exploit small puddles and shallow streams for drinking, larger creatures wouldn't be able to drink from small water sources and would have to find large water sources like rivers and lakes.
This makes being a juvi / small dinos lives a little easier as their thirst runs out faster than adults / large creatures. Distributing the playerbase over the map instead of clustering around a few large water sources

glacial notch
#

When it rains, you should be able to drink from puddles.

#

oh wait

#

someone just said that

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LOL

stark lily
#

Nerf every Apex dino's ALT turn speed.

deep plover
#

When more mid tier carnivores come into survival remove apexes from dev servers only. In other official servers make them grow exponentially slower than they grow now

hollow anvil
#

Add the /grow and /character select command for server admins, please! It's annoying to try and upload files to your server to get around not having those commands.

quasi nimbus
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add the growth button to sandbox (absolutely no reason not to)

safe willow
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Diablo should get a stamina or sprint speed nerf so they can't chase things down.

high locust
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Add a disease system so that megapacks are nerfed. It will drop the stats of all dinos involved, and can only stop being active once some members leave or are killed off to prevent the spread. There should be health damage to mixed megapacks especially, since carnivore poop in herbivore food would naturally make a lot of them sick.

red creek
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The fact that blue bushes were rare on the V3 map and also that they now spawn randomly around the map makes it impossible for baby herbs to grow . Since they only walk a few meters before starving they actually need luck to find any bush to eat nearby water. This is just causing the herbivore extinction once again in survival and prog mode , and also i literally walked from Oasis Lake to Big Swamp + Corner Lake and went using scent all the way in the forests + fields to there but never found anything. This got my adult trike which was fully grown to starve and also found a starved dibble in swamp. Well done now the carnis are 90% of the population again -_- . As suggestion id like u guys to keep that random spawn system but triple the ammount of blue bushes all around the map so that babies and also adults actually have a chance to survive because it's just ridiculous how there's nothing to eat. You guys will probs tell me ' It was like that before irl so deal with it ' . Ok but before there were not only these 'blue bushes' herbs could eat , also tree branches and small trees and other plants.

ancient plover
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I would love to see Tarbosaurus added to the game and functions much like the magnatyrannus (as it can take on hypos) among apexes. And has a slight chance of killing them but not entirely able to. But to be added only when all apexes have a CHANCE of killing each other (1v1 outcomes should be 50-50).

candid salmon
mortal frost
#

Dilo juvie grows from 0.5 to 0.65, and then once it's a new adult, it's from 0.8 to 1.0.
Why did it jumps from 0.65 to 0.8? Dilo growth is no longer capped at 0.8, but it still takes the same amount of time to grow it until full adult even after that this cap has been removed.
Juvie Dilo is much better than Utah one and it's a more dangerous dino (at least until Utah get its pounce), but still Dilo growth takes less time than Utah.
Dilo needs to grow these 0.65 to 0.8, not just to jump it.
That's why I suggest to add time to its growth, either as a juvie or as a new adult. Both have their pros and cons. As a juvie, it is less powerful and has a lesser night vision, but its water and food depletions are slow.
As a new adult, it is fairly powerful and has a great night vision, but its water and particularly its food depletions are really fast.
I'll let the team choose about which one is the more suited, but Dilo needs to have its grow time expanded. Or, change the Utah growth to be the same as Dilo, because right now it doesn't feel right.

safe willow
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The 'crusher' carnivores that do lots of upfront damage and not much bleed, as well as having the ability to break legs, should have a secondary attack where they can clamp down on prey and do massive damage while draining lots of stamina in the process. It would be similar to my other suggestion about a new bleeder secondary (see that suggestion up above for further details, posted yesterday at 6:50 PM) but instead of slashing away at prey, they would lock down their jaws in a near inescapable iron grip, and crunch through bones in the process, biting as hard as they can, hence the stamina drain.
In short, you would right click to perform a short lunge, biting down on whatever is in front of you, and then spam RMB to deal quite a bit of damage. You would have a small chance of bonebreak with every click, maybe like 5% with each click depending on the creatures both on the giving and receiving end, while draining some stamina from the victim, as well as draining a lot of stamina from the user. I suggest that things like the bone-crunching Cerato and rex get this ability, and probably along with a primary attack nerf, since W+LMB and then your food is dead isn't a very fun way of playing rex. Ambushing a hadrosaur and swiftly killing it is cool, sure, but why not make it look really nice in the process? Bursting from the bushes and grabbing a Trike's neck or Para's spine, all the while crunching down, snapping the vertebra, severing the spinal cord, and watching your lifeless prey flop to the ground would be much more satisfying than running up behind a trike, only for it to alt turn around, clip through you, break your leg, and kill you with a few jabs.
The new attack would look and feel pretty cool, as well as making hunting more realistic and much more immersive. And holy hell, this thing looks like an essay.

ancient plover
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Sleeping animation after laying down for 10 mins: decreases water and food consumption drastically.

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Stunts growth ☝🏼

round snow
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Sugestion:
back with the old night vision in the dev

round snow
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if you do not have a good night vision at least clarify the night because it is impossible to see should have at least a moon to lighten the HQ2

flint sparrow
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since all eyes glow in night vision id suggest an option to when your resting, you press a button and close your eyes so they dont glow and your screen goes black so you cant see to balance it.

heady thunder
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Perhaps an eventual ambushing rework where ambush can only be used/maintained when at max stamina? (Prevent from ambush spamming/exploiting?):
Upon spawning in, your ambush would start out ready to be charged; you’d still need to crouch down to “activate” it (i.e. the ambush icon would show up some red/greyed out color to signify it’s available to charge, and then a green/colored in icon when crouching to let the player know that it’s ready to be activated), and it would use up stamina just the same. However, this ambush would run your stamina pool completely dry, and thus cannot be used again until you regenerate that lost stamina to full.
If you get disrupted (i.e. you’re hit, slow down, stop sprinting entirely) mid-ambush, your speed would cut back to your normal running pace, but you’d still need to rest up to utilize that ambush. Trying to use it after one “failed” or “canceled” ambush wouldn’t really work, as you’d require your stamina bar to be registered at full for the ambush feature to be enabled again. So, basically cutting your ambush short will as it is now still leave you with stamina, but you won’t be able to use that ambush again until you refill your stamina bar.
This is to hopefully give the notion that ambush hunting shouldn’t be taken lightly. It would ideally act as somewhat of a “one-time use”; as you’d, in a sense, be putting a lot of energy and effort to secure a meal. If you commit full ambush and catch something, great, but all your stamina would be depleted. If you mess that up, you won’t get that quick second-chance-rush again afterwards, even if you backed out with some stamina left, so you’d need to position yourself accordingly if you want to pull of a successful hunt.

sterile stump
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Continual but curving off Growth for all species
why: dynamic stats across the board of every individual, making every encounter completely up in the air as players cant simply just rely on their knowledge of dinosaur ability when attempting anything with other players, and perhaps laying the framework to superadult or elder stageif that is still being considered.

how: after reaching adult stage (1.0) the growth timer slows dramatically but still continues. After certain intervals it can continue to slow down, like for example every four ticks the growth time increases by 1.5. This would prevent players from getting stupid big and strong as it sort of cuts them off despite continuing to grow and increase in stats weight and ability. while still theoretically possible to get stupid big through this, its more than likely the player will die long before then. these rates can vary species by species to keep people guessing

rose current
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a suggestion for PvP: when a player left or right clicks at another player, regardless of whether the hit lands or not, they enter a sort of battle in the sense that maybe the camera angle changes, and unless one or both players sprints to escape, they will face each other and motor controls now give micro movements without leaving the opponent like a hop backward, side steps. this mechanic is only triggered by left/right click, and can be ended at any point by either 4 call if you have no stamina, or sprinting away. Thoughts?

vital shadow
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Seeing as how raptors are supposed to have amazing eyesight even at night, perhaps increasing its night vision to either match or come second to Dilos would give them a better advantage at night over the larger carnivores

glacial notch
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seasons, winter is where herbivore typically migrate, as different places begin to lack food sources.

#

also, water would freeze, and you'd have to break the ice by playing an animation?

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and a little extra thing, perhaps nights could be longer in winter, and in the summer, days could be longer. ; >

languid knot
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Wet and dry seasons, keeps people moving around the bodies of water on the map. Some (or most) areas of the map will experience a dry season, while others might get rain and fill previously small ponds to lakes. This would have to slowly change over the course of a few hours to not be too jarring and so people could prepare. It keeps the map fluid and moving, instead of stagnating around the same body of water.

spark flame
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Could we have a safe login feature, where if you have not logged in for a while you are able to first see where you are going to spawn in before you do. Or have a system in place where you cannot log in if there are other players within a certain proximity. I bring this up as today, and on other occasions, i logged on to the giga i have spent hours growing to adult, only to have it killed before i can even stand up as i spawned inside a trike.

vernal canyon
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Maybe a lichen that grows on trees and rocks in the direction of a water source

atomic stag
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Balance out the growth system to represent the strength in dinos. For instance the growth time for a Dilo is a lot less than a Carno, yet there is little difference in overall power.

ancient plover
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I don't know if this has been suggested yet, but when you open up your character growth chart, in the empty space on the left of it, can there be a join nest button to click there? Many times now we get nest invites from people, but are on the other end of the map and sometimes not around a lake or pond to drown or kill ourselves off at. Having that small feature could be useful and time saving.

mighty wadi
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Passive Nightvision: we have an eye adaptation function for adjusting brightness in dark areas currently, in theory we could use this to gradually increase a dinosaur's eyesight at night over time as they adjust to the dark. Would have to be less effective than actual night vision, of course.

ancient plover
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The dinosaurs selection list has gotten too cluttered with the life cycles. Instead of have all life cycles listed (i.e Tyrannosaurus Rex adult, Tyrannosaurus Rex Sub adult, Tyrannosaurus Rex juvenile etc.), simply make it Tyrannosaurus Rex, and once you click on Tyrannosaurus Rex option, it shows arrows on the screen (where the model is show cased) from where you can select the appropriate life cycle you want to play as. (similar to how we used to select skins).

blissful yarrow
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Trees/bushes should emit a rustling sound when you pass through the leaves, besides making it feel more immersive it would add a bit of strategy when sneaking in the foliage

quasi nimbus
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para should have more stamina, expecially the juvi. It seems to not have been updated with the recent stamina rework (being able to sprint for longer but takes more time to regain stamina)

soft kayak
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add a growth button to survival at least until its removed so you can nest properly on sandbox

high locust
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Nerf the dilo A LOT. It is fast with almost limitless stamina, it grows quickly and has decent bleed. What the devs have done with it feels almost like they introduced an invasive species into the isle. It kills off offspring of larger predators to a staggering amount and adult larger predators can't run it down. This type of creature would have the apexes extinct within 100 years.

Nerf the speed, the stamina and/or make it take a long time to grow.

stark lily
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Make it harder to swim when it's storming, like large waves in oceans, and u lose stamina faster, and u swim slower in lakes and oceans.

little blade
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Although the Allosaurus probably has an ability already, I think I've come up with a useful one that also differentiates the Allosaurus from other carnivores. The Allosaurus could be the only dinosaur that can bite chunks of meat off of larger dinosaurs for food and eat them alive. With the body dragging system and gore coming out soon, an ability like this would shine. This would not only make Allosaurus an excellent competitor in an apex-dominated isle, but also reward players with a much more daring and gutsy gameplay style.

little blade
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Mechanics already present in the game have become stats that are different for each dinosaur (the new night vision was a great idea), and I think we can expand on that. Sound and hearing are vastly important to survival in the isle and they can diversify the dinosaurs even further. For example, the hearing ranges for each dinosaur can be altered, as well as the types of sounds they hear (some dinosaurs are adept at hearing low frequency sounds, such as foot stomps). We now have a dinosaur with excellent night vision, so let's get one or two with some keen hearing.

warped ice
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Just a visual effect; sorry if it has already been suggested.
I think it would be cool to see blood on the dinosaurs' teeth/horns/claws after the attack and on the carnivore's muzzle when (and some minutes after) it eats. The game would be more realistic and vivid with this simple feature 👌

viral cipher
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add more different types of plants into the game also make water an limited resources this would stop mass graves made by camping megapacks and forcing them to move around the map and would make being in a megapack more of a burden. as megapacks have no way to counter these groups.

soft kettle
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Make apex herbs and carni's take at least 12 hours to reach full growth.

glossy topaz
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I think that Dinosaurs should be required an amount of food/water before they evolve to the next phase.
I don't really like the system that they evolve without eating or drinking anything, specially juveniles..

loud topaz
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Quality of Life Suggestion:

A small icon near the hud that shows when you can use scent again.

Visual QoL for Scent:

Have a silhouette line engulf the plants that scent has picked up, so it can bleed through all visuals (Similar to how Left 4 Dead does it with survivers and undead leaders). That way, herbivores who use scent can find the food that's hidden behind trees when close. But still utilizes the glowing smoke lines from a far distance.

latent breach
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Injured Herbs have a similar effect corpses will have in the future, with whatever stress or debuff system is planned. Realistically wounded and sick animals are often left behind in herds and not helped by herdmates. Right now herds are often impossible to hunt for non-apex predators, because the instant you target a herb multiple other herbs (Especially apex herbs) will rush to defend them and stand right on top of them as they rest and heal.

By making injured herbs something other herbs have to avoid, a greater balance would be reached. Herding would still be viable as long as the herbs stay close together and avoid injury, but for the herb that strays away and gets ambushed, running off to get guarded by their herdmates would be difficult to do and detrimental to their herdmates too. Lastly with this herbs would not have to be nerfed for being too overpowered in groups (Like Diablo is often being complained about for.), as skilled predators would be able to force a herb into a 1v1 or 1vPack situation.

grand dawn
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I know thta nest aren't reworked yet, but is it possible to add as soon as possible a way to be nested without killing yourself to acces at nest spawning please ?

ancient plover
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I don't know if this was suggested before, i dont have time for reading all day long. AI/APEX So many people are open for the idea of making Apexes only AI, and many people wanna play still Apex.. Why wouldn't be both? Make Official servers with Only AI Apex, and make Official Server with Playable Apexes. If you hate apexes and shit, go play on the Only AI Apex server. If you love playing as Apex , go the other Official server. Both side are happy. Also probably if you guys make some unlock system for the apexes, it will drastically lower the amount of it.

viral cipher
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how about a scent for water

sick juniper
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Instead of the only water sources being large lakes could there be a think like the "Salad Tosser" but for puddles that would have a set amount of water in them and would replenish or grow when it rains?

slim torrent
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Building on @blissful yarrow 's idea, banks of tall grass would be a great way not only for smaller herbs to take shelter in, but for small to midsized carnivores to ambush from while also providing for some really good tension for those playing something just tall enough to see over the sea of grass. Plus, being able to reenact the tall grass scene from The Lost World? Always great.

sacred haven
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I've noticed that foliage unloads when you get out of render distance -this means being on hills in redwoods results in you being able to see everything so long as its not behind a tree. Bushes might need to be treated similarly to trees in that they become low-render from far away, and become more detailed close up, as well as patches of taller grass, since animals can just look around on open plains and see everything where the ground becomes unloaded, thus rendering some of the few hiding areas useless.

viral cipher
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maybe add a disease system where if you are a herbs hanging around carnivores you will contracted a disease and will take alot of out of ur health

thorn coral
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Baby cerato - water and food draining is Really fast - even as adult i have full water only for 30 minutes , it should be better as 60 minutes 😍

ancient plover
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I think I am not the only one to say that you need to fix the fucking diablo. I actually saw 2 take down an adult rex, one can take down a giga super easy by riding its ass. I have seen it, I have witnessed it, and so have others. I don't know how you plan on balancing it, but that's on you.

coral musk
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Dilos definitely need a nerf besides longer growth time, or otherwise balanced to other carnivores. I was a .7 carno and watched a newborn Dilo spawn, then it immediately chased me down and killed me instantly in one bite. A newborn Dilo chased down and one-hit-killed what is supposed to be the speed apex (without using bleed--instakill). Something's definitely not right there

peak quartz
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Give dinos that are together a slight DEBUFF in stats.
Why? and How?
Lets picture an adult rex at its normal or 'full' power. 2 or more other adult rex can take it down easy. They are splitting the damage, and doubling their power. And they can take advantage of the single rex having to split its attention, to ride its weakness. If the group of 2 rexes, lost 10% of their stats it would cause a few things to happen. The pair would need to be more careful, and use their teamwork more. As they are now both slightly weaker than the single Rex. They could still bring it down, as they are still dividing its attention, and still have 2 mouths to stack damage. But as they do a bit less, and have a bit less HP, the single rex stands a bit more of a chance. For each rex added to the group, take away 10% of their stats, with a maximum of 40-50% reduction. This means 4 rexes grouped, would all be 30% weaker, but because there is 4, they can divide attention and stack damage faster.
That is for rex and other apex that are more or less meant to be solo or in pairs.
Now take something like Utah, they would not start getting a stat debuff until 3-4 members. And after the set 'pack number' each added, again, makes the pack have 10% less stats. They are still a strong team, as there are so many, but each as an individual is less, forcing them to really work as the pack they are trying to be. And this would work well for Herbis as well. Letting them be in a herd, but forcing them to act like a herd if they are going to be in one.

Each dino would have a set number that can be in the group before the debuff starts to happen. Tailored to if that dino was meant to be in a pack or not. The icon to let a player know they are now getting this debuff could very simply be a little percent number in red above the ambush icon area.
This idea in no way punishes solo players, and gives a bit more reason to think before grouping up into large packs.

molten helm
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If its not already planned, I suggest giving players the ability to walk backwards with their dinosaurs. Could help on all those realism servers where alt turn is disabled, and also be a way to "back down" from a fight withouth having to turn around first and show your oh-so-vulnerable back to your opponent.

covert swallow
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I want to suggest a mechanic about roars. I you can keep the standard ones but maybe make a button if you press it you decide how long to roar. Like drinking water and eating food it’s in a loop. Maybe the roar animation can go in a loop. I know this will give people to eat rape the entire server but not all the players are retarded to do that. And those who do it can easily be kicked. Or you can make after like 10-15 seconds of roaring constantly your water goes down and you have a cool down before you can roar in a loop again.

regal sand
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Suggestion... let the smaller dinos climb trees? But add something to stop them from camping up there. Like tree snakes or something similar from that era. Probably a bad suggestion but eh, just an idea... the environment could be a bit more interactive.

quasi nimbus
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Juvenile and Subadult apexes need to be made faster (Not increased by crazy amounts, just enough for them to reach a faster speed earlier in life rather than being fast only when they're 1.0, and then grow and go back to being slow in their next life stage). Currently, trying to grow as them completely relies on luck. The moment something sees you, you'll be completely at their mercy, and you won't be able to outrun them, plus, now that it takes longer to grow, you'll be slow for even more time.

grand dawn
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i think the hunger nerf for apex should be effective for herbis apex too because there is nothing to limitate the number of dinos in herds and lot of carnis prefer the hunt little other carnis / juvi or form mega pack rather than hunt adult herbis. So if the hunger nerf is up to apex herbis too, herds will decrease, be easier to hunt and apexes will hunt apexes. There should be another specy of herbi apex too as there is two canri apex and only one for the herbi. Release a Shant or Theriz or Stego as a difficult think to hunt (around 50% of succes depending of how good are players) but worth to eat and it will balance the game: apexes has to hunt apexes to survive but they have half the chances to be defeated by therir prey

charred ruin
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Here’s a suggestion, adding in like a 5 or 6 call that is hissing or growling, so when you fighting or standing your ground you don’t have to 3 call and give away your position so easily.

pallid glen
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To be able to swin, and grab prey.

dire bone
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For scent, instead of the glowy objects suddenly disappearing, they can instead fade out over time within the time of 1-2 minutes.

Say you just used scent and everything is bright and clear, but 30 seconds after using scent, it begins to wear out and glow less/become less noticeable.

Would look cleaner and would be a nice touch. It already works for footprints considering they fade on their own.

(Add on - it stays solid for at least 10 seconds before fading out, giving at least a chance to look around..??)

blissful yarrow
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If it's not already planned, the ability as a human to ride on any cooperating dinosaur. Maybe not survival mode but would be great for casual sandbox shenanigans.

stark lily
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Puerta and Cama and Brachio (If it's going to be a thing) should come in survival, and it doesn't matter how slow they are and that they can get killed easily the attacks can be like a kick or even a stomp for attacks like M1 and M2 and Shift M1 and M2 and ctrl M1 and M2 and special abillity, plus even if humans attack the Sarupods, doesn't mean they can't be in game, maybe make the Humans not hurt Sarupods? and their are a lot of buttons for attacks for them. Plus they make a very big diffrense to the game (Sorry for my spelling)

sonic lantern
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It would make all of our lives easier if there was a sort of "kill/suicide" command that players could use. Whenever someone gets bored with what dinosaur they are, they either have to find someone to fight, starve/dehydrate, or find a cliff high enough. This is pretty time consuming and annoying, so here's an idea; when a player opens the command prompt (~ menu), they can type /kill, which will trigger a 30-60 second countdown. At the end of the countdown, the player's dinosaur will be wiped from the database without leaving a body and they'll be able to select a new dinosaur at the starting screen without having to run around aimlessly waiting to die for 30 minutes.

Alternatively, (I prefer this option) a button can be added to the character menu that is titled "Terminate", and when the player clicks it there is a small pop-up that asks them if they're sure that they'd like to kill off their current dinosaur. Once they click "yes", the same timer I mentioned earlier counts down, and once the timer's up the same thing happens; the dinosaur is wiped from the server and the player starts over.

The reason that I think the dinosaur should be completely wiped rather than leave a body as if it died by normal means is because of the fact that if a body is left, this feature will be heavily abused. People would just kill off their juvie in a secluded spot, then respawn and run over to their previous corpse. A reason for the timer as well is to prevent salty people from denying their attacker(s) food by simply poofing from existence.

ps; the reason that I think the second method (character menu button) is better than just a simple 'respawn' button like there is in sandbox is the fact that it gives a more immersive feel- as if you're an AE scientist that has been tracking the dinosaur the player has been running around as, and now that the scientist is finished with their "research", they terminate the specimen.

ancient plover
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how about making it so adding somebody into ur group can ONLY be done with the voice wheel i personally am tired of blockin random people becus of group invites, it will also help people by forcing them to learn the map and not just for a name thats somewhere past that massive hill

warped bolt
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Ambush mechanic for more balanced predation
You are a giga.
You are ambushing a para, a common sight around the Island, you ambush, but the para had an headstart,and just at the right moment it's able to escape the grip of your jaws, you crouch back down, and you try to kill it again
In reality , this would not happen, so I thought of a system.
Basically, the first time you ambush as a giga (example), it takes away 3 stamina per second, however, the second time, it takes 6 (or maybe moltiplicated differently? I would make it more dramatic) per second , the third it takes 12, the fourth 24, the fourth 48 and so on... like the current jump , but based on stamina draining/s .
Also, to prevent you from sitting and getting easily back on again there's another system in place:
When you sit down having less than 60% (could be different depending on species, and size of the animal) , you get, instead of (example) 8 stamina per tick, then if it's lower than 45% only 4, lower than 30% equals just 2, - 15% means just one, and completely empty means that you won't get any stamina for a portion of time (could be 30 seconds, could be 5 minutes, or 5 seconds, you choose, depedning allways on the animal).

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ADVANTAGES that this might get to the game:

  • Fewer apex mega packs , due to the higher hardness in Killing prey items that are faster than you
  • And if there's any normal sized packs or pairs, they are going to be focused on helping each other rather than going on a Killing spree.
  • Prey will have an easier time escaping, making players want to be herbivores more and probably balancing more the ecosystem
  • No-more people crouching down around targets to get an advantage , which is , in terms of aestethicts , pretty bad imo.
  • More stealth based hunting, making it harder to succed.
  • You won't see as many people running around which might be weird and at times ruin the immersion
  • It will make pack hunting make more sense and be a normal idea, and prey items won'tbe as easily ran down.
  • People who play herbivores won't have to be scared 24/7 as they will have a decent chance to escape.
  • FINALLY make hunting more skill based instead of crouching in front of somebody and run them down?
heady thunder
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Could help keep players from hiding in lakes if they started losing oxygen whenever their head is underwater just the same as when they run out of stamina while swimming.

quasi nimbus
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Please, make a system that allows dinosaurs to have different speeds as they grow, so that a smaller version of a dinosaur wont necessarily mean it's slower. (So for example you could have the juvenile rex start out slow at 0.5, then it would reach its maximum speed at 0.7, and then slow down at 1.0. This system should also automatically slow down or speed up the dinosaur's animation so that it doesn't slide).

tacit vortex
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This has probably been suggested already but I thought I’d throw it out there in case it hasn’t, can you add night vision or make it daytime for when you go into a replay it’s very hard to see at night in replay and there no way to brighten it currently, now obviously this should be nowhere near top priorities but I’d be nice to have eventually c :

candid salmon
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Perhaps for Cannibalism, along with the albinism if that's still planned, make identical creatures' hunger values diminished and maybe make your animal hork up a chunk of your hunger bar if you go overboard on eating too much of your own kind. So you can still get a little benefit, but it'll be impossible to reap excessively.

broken trench
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I think heavier animals should leave footprints more often, this would make it easier to find larger animals so you can avoid them or hunt them. I wouldn't be surprised if this is already implemented/planned

boreal stream
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Make carnivores have ambush cooldowns, its kinda stupid to just crouch after a long run to simply gain a speed boost, after a failed chase, a animal will give up(the isle wants some realism) and the bigger you are, the more intense the cooldown is.

coral musk
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From what I've seen popular areas towards the center of the map have hardly any blue bushes whereas the seaside hills I was wandering around on were smothered with unbelievable amounts of food. It's not so bad rn but eventually blue bushes will be eaten out of popular zones and collect more and more in the unreasonable and/or unreachable reaches of nowhere, which can harm servers the longer and longer they're hosted as bushes collect where no one ever sees them.
I suggest something like -
[A] The map is split into sections, and each section has an amount of bushes in it. Bushes will respawn only in their own section, thereby keeping the map with an even distribution of bushes. However, bushes will have a delayed respawn time, so it is therefore still possible for popular areas to be overgrazed, but not by sending the plants to respawn and remain at the edges of the map
[B] or, each section will spawn a food bush in itself every so often, like 15 mins, up until they have a maximum number of bushes. Therefore unpopular areas will continue to fill with bushes, but without the cost of stealing those bushes from the more popular zones. Popular areas can be overgrazed but will still regenerate by themselves.
[C] or, give sections a maximum amount of bushes, so that areas that no one ever visits will eventually cease overpopulating themselves with food and require the food to respawn somewhere useful

rich oracle
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Put more bushes on V3

quasi tulip
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Maybe you could set more focus on herds/packs and nesting. It could be some kind of intelligent group finding algorithm which automatically determinates whether a dino can join a group/herd or not by it's race and the maximum amout of dinos which are allowed in different constellations. Communication will then only be possible within the herd/pack. Nesting could then be changed so that adult females could chose to either accept or decline nesting requests until the max herd/pack limit is reached. Starting new into the game, one could then either chose to get nested by an existing herd/pack without previously getting an invitation or starting off as a new adult or sub adult to grow your own herd/pack.

brittle tartan
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maybe put scent on dead bodies?

dire bone
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More scent ideas - Territory wise.

Dinosaurs, whether it be herbivore or carnivore, can rub up against a tree or bushes and leave scent behind. The scent can last longer than footprints and overall be easier to catch. A triceratops can use its horns to scratch off bark from trees and leave behind a scent to possibly keep predators away if the trikes will be nesting or herding in the area.
For a family of Rexes, they could possibly rub up against the tree and also leave behind a scent, to as well keep predators away.

Anything that's capable of clawing off bark could claw it off (raptor, spino, allo, theri, etc)
Both can be used to attract mates as well.

Basically, it's what deer do:

Deer also rub trees during the mating season to attract females or to mark their territory, warning other males to stay away. via Google

errant mauve
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reduce dibbles raw damage, they kill ceratos a little too quickly

nimble meadow
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A new armoured dinosaur for survival?? Everyone loves anky and quite a few people want to see it in survival, however anky is simply unhuntable for things like cerato/allo/carno which are going to be the more numerous carnivore's with the apex changes. A smaller, more mobile armoured dinosaur could however fit that niche quite well. I was thinking somewhere along the lines of a Polacanthus or Sauropelta. Basically a smaller armoured dinosaur that would let people that love to play armoured dinos still play armoured dinos without having almost invincible ankys everywhere. Essentially having an armoured dino centred around mid tier gameplay as opposed to the high tier niche occupied by the anky

loud topaz
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Terrain Suggestion:

Currently, Terrain is expansive and serves well for most medium-large sized creatures. But it feels like there could be more interesting landmarks and features for the smaller end dinos.

I suggest having what I call "Undergrowths" - Patches of areas specifically designed for small creatures like Dryos and juveniles Dinosaurs. (Like designing houses for Gnomes compared to designing houses for Humans)

These areas will consist of:

  • Smaller foliage, low-lying branches, hollow logs, and bramble vines,
  • Rocks, nooks/crannies/dens/natural burrows
  • Slopes and ledges
  • Often cut off by a lot of props, a lower elevation, and/or having rocky, hollow mounds.

These are areas where small creatures can utilize their size and jumping capabilities. Creatures the size of utah, dilo, and galli can still access these areas but may struggle to move about as they cross vines and low lying branches, Often being forced to crawl, walk and crawl again. Similar to how an adult T-rex tries to navigate a Densely Forested Area.

It could make dinosaurs the size of Oros viable (and more enjoyable) to play. Being able weave around the logs and trees, running into small holes in the ground with mini-tunnel networks to other entrances within the UnderGrowth.
It won't feel cramped/claustrophobic for Oros and juvinile dinosaurs since these areas are designed like a room made for them.

broken trench
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Probably already planned by allosaurus needs a speed increase, it's trot and sprint are too similar in speed. A friend of mine thought that allosaurus couldn't run at first

prime schooner
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A possible method of handling the suggested stress system:

We could combine a stress system and a natural behaviour system into one game mechanic, to help combat mixed packs/mega packs and reward the player for being active and performing their dinosaur's natural behaviours.

I'm thinking it could perhaps work something like - every dinosaur has an invisible score that tracks how stressed or relaxed they are. I'm just going to call this Wellbeing so it's not confusing with the stress system. This wellbeing score drops if a dinosaur becomes too stressed through performing behaviours it doesn't like - in carnivores, it could be spending too much time around larger predators, too many rivals of your own species, or large herbivores/herb groups that pose a threat to you. In herbivores, maybe spending time around carnivores and corpses, as well as groups with too many rivals. Taking damage repeatedly, whether by combat, starvation or thirst would also decrease its wellbeing.

Increasing the score could involve performing positive behaviours - dinosaurs could be called to different areas on the map that make sense for them, bask, nest, graze, etc. Being alone for lonesome species could very slowly increase wellbeing (though a lot slower than being together causes it to decrease) and being together for social species could cause a slow wellbeing increase (though again, it'd have a group limit to this effect, and it would be slow as balls).

#

To ensure that megapacks don't just roam the server and carebear all their babies through their positive behaviours, the call to perform these should be time limited, they shouldn't be offered all the time (though maybe the frequency of your dinosaur wanting to perform behaviours could increase when its wellbeing is very low), and some dinosaurs shouldn't be able to benefit if there's something else bothering them (for instance, you go to rest in a certain location as a giga, but there's already a giga there. Now neither of you can perform the behaviour until someone leaves or dies).

Wellbeing wouldn't change on its own and would freeze while offline, meaning you're stuck with your score.

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While this would mean that even solo players would experience their wellbeing score getting lower over time, through hunts, etc. they could move to calm their animal down by seeing to its needs and they'd be getting stressed a hell of a lot slower than the player who can only survive when he has a megapack at his back. Megapacks would be stressing themselves through each other's presence, being hungry and having to hunt more often, all of which would combine to decrease wellbeing.

The penalty for a low wellbeing could be a smaller, weaker, sickly dinosaur. Maybe they could have a skin which washes out their colours and makes them appear bit gaunt, pallid and boney. The system would entirely depend on how well wellbeing scores for each dinosaur are balanced, though, so that background wellbeing loss is negligable for solo/small groups and severe for mixed/mega packs.

viral cipher
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how about making pterosaurs AI creatures which act like vultures only circling dead bodies at are in the open areas and will eat corpses if there are no players around it.

frank cobalt
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Balancing Large Herbivores
[This suggestion is focused towards the large herbivores of survival mode]

The Problem:
Trying to make dinosaurs realistically powerful and then putting an intelligent and reckless human in control of it is never going to be balanced. Herbivores are tough, and they need to be. Many large herbivores have huge health pools and deal a lot of damage to help them defend themselves from would-be predators. However, this has lead to a lot of people abusing them to be carnivore killing tanks.

**Part 1: Movement: **
The first step to fixing herbivores is to alter their maneuverability and acceleration. In my opinion, Herbivore speed is not a problem, but it is their agility and acceleration that allows them to chase down carnivores, particularly juveniles.
To fix this, I suggest fast large herbivores should be nerfed in a similar way to Carnotaurus, restricting their ability to turn while running. They should also be unable stop suddenly and should have a rather long period of acceleration, making them far easier to avoid.

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Part 2: Attacks:
This is, in my opinion, the biggest problem with herbivores; they can attack and kill most things without consequence. Herbivores such as Diabloceratops can quite easily sprint at a smaller carnivore and swing its’ head around like a battering ram while the helpless carnivore tries to escape, dealing a huge amount of damage.
I believe that the best way to fix this is to change the way that herbivores attack entirely. A large herbivores attacks should be defensive, allowing it to stand its’ ground against most predators while also making it a very poor hunter. The new attack system I am suggesting should ‘push and punish’ a bad hunter.

PUSH:
This should be the primary attack of most large herbivores. This attack can not be used while moving, preventing herbivores from being able to chase down carnivores. Push should have low damage and a low bonebreak chance, but should push an attacker away with a high chance of Knockdown. Knockdown (KD) is the core of my ‘push and punish’ suggestion. KD would only apply to carnivores, and would make your dinosaur fall to the ground. It would require unique animations for all carnivores, one for falling over and one for standing up. KD would cause a lot of damage (depending on mass) and leave the victim vulnerable for a number of seconds. KD could also be replaced with a much simpler alternative, like a stun or cripple, but KD would be ideal in my opinion.

PUNISH:
This should be the secondary attack of most large herbivores. Some secondary attacks, such as trike’s ‘stomp’ attack or para’s ‘kickbox’, would be fine for this. The punish attack is the damage dealer. An easily avoidable heavy hitting attack that finishes off a foe. This would be unique to each large herbivore.

round wind
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I just want to add a little something to jewbacca's suggestion

Instead of adding new animations or mechanics it should be great if most of the big herbivores lost their stamina when attacking.

The stamina cost would increase depending if the animal is moving or not and would work like jumping does
The more you spam your attack faster you loose your stamina

Should be enough to prevent the herbs killer megapacks without actually destroying their chance of surviving
And the thing that I like the most about this idea is that it would create a new way of hunting : instead of waiting that your prey died because of the bleed, try to exhaust it to make it too tired to defend himself

open dirge
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Add friction to all animals or remove it for all. Having the friction system is a massive disadvantage.

weary bolt
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More blood!

Would love to see more blood effects on our dinos after a kill or eating a gore pile. Creatures in the animal kingdom are quite messy eaters, yet our dinos always come out super clean after eating. The Isle devs have done a lovely job upping the gore in recent updates, and this is one i would like to see added in as well!

I feel it could also tie in with the scent system. There have been several requests to smell other dinos near by. Currently we can smell blood. Have you seen a person who has 2-3 bleed after using scent? it looks like a messy crime scene! Yet the killer doesnt have a drop on him. What if the blood also picked up on the person who made or was eating a kill? Blood amount could vary on how big the kill was or how much of it you ate, an could fade over time or instantly washed off by taking a little dip in a lake?

Photo for example. Look at these messy eaters!

ancient plover
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Replace alt turning with the ability to go backwards

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Just make going backwards slower ofc

digital meteor
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please consider resizing

viral cipher
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increase the allos size

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add collision to the dinos

fallow wedge
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I suggested this before but I'm going into smallest detail now. And I'll suggest a second variant.

In short, you receive your stamina every tick, but starting from the second tick since resting/not sprinting, rather than on the first

Resting should have 2 checks for stamina regen. "StamRegen" in this suggestion is the amount of stamina you would get in a tick. The checks both occur during the same ticks which are currently Stamina Regeneration ticks in the game.

The one we already have;
Stam Regen Tick check #1: if resting=true, then add 1*StamRestRegen

The second check would come right after:
Stam Regen Tick check #2: if lyingDown=true, then set "resting" to "true"

Standing up would set "lyingDown" to "false", like it already does now with "resting". "lyingDown" default = "false"

In other words, your first tick while lying down switches "resting" to "true", but doesn't replenish stamina yet because "resting" was still "false" before that(during check #1). The same logic goes for the following:

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Trotting should have 2 checks for stamina regen.
The one we already have;
Stam Regen Tick check #1: if (currently named sprinting) running=false, then add 1*StamStandingRegen

The second check would come right after:
Stam Regen Tick check #2: if sprinting=false, then set "running" to "false"

Sprinting would set "running" to "true", "running" default = "false" (duh)

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[Aesthetical]
-Dinos will look more like they are actually resting instead of lying down, getting up, walk a short distance, rinse and repeat.
-Dinos will look more like they are actually catching their breath instead of trying to zero in on their stam regen ticks and run something down by stopping with sprinting 2 sec before their next stamina regen tick.

[Functional]
-Most importantly, this would greatly aid as extra tool in balancing out species. Stam Regen Tick values would have more absolute effects.
-Resting for stamina means being down for at least the duration of one StamRegen tick.
-Trotting for stamina means not sprinting for at least the duration of one StamRegen tick.
-If stamina damage is ever implemented, this combination would augment any intended functioning.
-Increases a factor of skill of stamina management.
-Reduces a luck factor of stam regen ticks.

A little bit more background in #general-feedback-discussion.

If something like this is already planned, just laugh at me. I prefer to make sure this concept isn't overlooked

ancient plover
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Time beetwen animations and idle So you can see sometimes when you are in idle and like roaring, your dinosaur will look kinda retarded cause he will instantly switch back to idle and where the idle was inside the animation. I would suggest that after bite/calls..there should be a bit time before its goin back to idle anim. Or some trans anim if thats possible. Not that its the most important but defnitly will look better.

errant mauve
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It would be great if dibble was slowed down a tad, its currently chasing every carni it can see down and killing it.

errant mauve
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It would also be great if allo was made faster as well, I have heard reports of gigas and rexes chasing it down

mortal frost
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Allo needs an overall speed buff, and to have its heal fixed. Diablo needs a stamina, stamina regen and speed nerf, because right now it's just ridiculous, nothing less. Its grow time is also insanely fast and needs to be expanded.

median thorn
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Allosaurus suggestion:
Have Allosaurus be on par with Cerato stats wise, Allo should have more health and speed, but less damage, while cerato is slower and has less health but does more damage.

But what's the point if both have similar stats?
Both are animals suited for different lifestyles for their entire life, Cerato is a honey badger that mostly scavenges or ambushes it's prey while Allosaurus is a faster animal that can chase down prey like parasaurolophus

In a fight an Allosaurus could probably kill a Ceratosaurus because of it's health and speed, but It wouldn't be a happy end for an Allo, as it could end up dying of bleed or have very low health remaining and vice versa.

BUT ZESK THEN ALLOS WOULD BE BULLYING SMALLER ANIMALS REEEE
No, some animals like Dilo and Utah would be faster than Allo: say Allo is 40 km/h, Dilo is something like 42 km/h and Utah keeps it's current speed (I think it's like 43 km/h?)

Suggestion 2: Juvie Allos.
Allo having a different role in the ecosystem as it grows: Juvie Allos have long legs that could be usefull for a fast sprint, turning them into the fastest carnivore juvie yet, even faster than the adults, but this speed would make up for juvie allo having to run away from animals like Dilopho, Utah and hope it doesn't get seen by a Carno as these could easily take it down.

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But Dryo get's a speed buff too so it doesn't end up as Dilo food

runic hollow
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I would suggest that Trike would get a special speed buff. Not like the speed buff you think I'm talking about, I mean when the trike is about to charge, it is a little faster when it charges, but it's stamina runs out very quickly. When you challenge a trike as a carnivore, and the trike decides to stand it's ground and three roar, it starts to get that speed buff. It's turning is very limited since it is charging at a high speed, but it does more damage if it makes contact with whoever is challenging it. Once again, not suggesting trike gets a overall speed buff, it's fine the way it is, just a suggestion that would make trike even more badass than what it is.

viral cipher
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maybe if herbivores can only attack when standing still so they can only attack for defensive reasons only

ancient plover
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BRING BACK TERRA VITAE 🤞

thorn coral
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Please make better bleed heal for an allo 😭 when i was playing allo today , i had 3 bleeds from fight with allo , i was on First screen in beggining , but in the end i Just bleeded out . Thank you 🦖

manic vector
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Better night vision for allo. Cause god damn you can't notice something is with you until it is already right on top of you. Even giga has better night vision. ( I don't fuck with my gamma I like to play the game how it is meant to be played/seen. )

viral cipher
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make the allo have the same stats before the new model came , stronger than a cerato and fast than the alberto

latent breach
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Remove Allos bonebreak, as a bleeder it has no reason to have bonebreak, and when Allo gets an inevitable speed buff that bonebreak is gonna make Allo the new Diablo.

tough stump
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My Ideas for the Allosaurus

Okay, so let's deal with the speed. Allo needs to be fast due to the fact of escaping apexes is a necessity and using the bleed mechanic is nearly impossible due to the slow speed at the moment. I believe a speed a bit lower than the Utahraptor's would suffice.

The Attack: Allo does NOT need bonebreak chance, the bleed should be enough with maybe a bit extra damage.

The Regen: I know this is planned, but the Allo's heal could be similar to the Giga's, less health regeneration for the sake of more bleed resistance and heal.

In a Fight: Allosaurus should easily take a Ceratosaurus with the help of two or three more packmates, due to size and speed. However, the Ceratosaurus should be able to easily kill a single or maybe two Allosaurus. The same with Diabloceratops, with 4 or 5 Allosaurus, The Diablo could maybe take one or two down, but would lose in the end. Two or three could take two or three Maiasaura. One Allosaurus should easily kill two or three Dilophosaurus or Utah raptors, and could take a Ceratosaurus (if the Allosaurus were to play it perfectly). An Allosaurus should not be able to take down any apexes (unless there are about seven or eight Allosaurus with only one apex) or would have a difficult time taking on a Diabloceratops. (I likely left something out, mention me if I have)

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Add on as you please

ancient plover
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a sub rex can break a giga leg and potentially kill it, speaking for all dinos i think dinos larger than the sub should be able to snap its leg too, kinda weird being that the jaws are much larger than the subs

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or other small dinos that can break legs

safe willow
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Allo should have better animations
Don't know what it is about them, but the Allo's animations, expecially the running and trotting, look so clunky compared to everything else's.

gentle tinsel
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Allo needs to be faster or dibble needs to be nerfed...

safe willow
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Found out what was bothering me with the Allo's animations.
When trotting/running, the toes quickly and dramatically curl backwards after each step for some reason. Don't know why they do that, but it looks dumb and throws off the animation.

soft kettle
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Bring back alt stats for the dev branch. It's really confusing not knowing what your stats are when changes are being constantly made

gusty flicker
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Each time you relog you spawn at least 2 feet away. From where you logged, so you don't lose dinosaurs that end up stuck in trees.

blissful drift
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Suggestion for allos run, make the ambush sprint to the original run. Atm the run looks pretty stiff and slow, the ambush run would make the allo a lot faster and look more "alive"

ancient plover
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progression? 😭

gloomy ember
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We could use more apex herbs

floral plover
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Make Juveniles more capable of roaming and hunting things. When you spawn you're forced to stay at the lake you spawned at, You cant move to a safer spot because you will starve in a couple of minutes. Not to mention the garbage stamina and speed every juvie has If something sees you you're dead. I know juvies arent supposed to be strong but ATLEAST give them the chance to run away. Another problem is that bigger animals can just survive entirely on juvies because they camp lakes which juvies HAVE to drink from eventually. Its not even about skill its only about how lucky you are, where you spawn, is there food around etc. My suggestion would be making them faster than most bigger animals and maybe increase their stam regen.

viral cipher
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Add AI dinosaurs which are very smaller that they are food for juveniles only. for larger carnivores they are not worth hunting

sage glade
#

I would fix the diablo issue by taking down their base damage conciderably in addition to a speed nerf, while giving a slight increase to their bleed stat to compensate. This would create an unfavorable matchup against cerato while keeping allo, dilo and carno as fair opponents. Apexes would feast on them, but I don't think diablos should be expected to survive apex attacks in the first place.

This kind of nerf would not only help keep them in check, but also give cerato a herbivore that it can consistently hunt and take down.

Additionally, although it's been suggested plenty of times already, I'd pump up the trike growth time to 7h like the giga and rex, but maybe spread the time between subadult and adult rather than the juvie due to it's weakness, or juvie and sub if you also buff juvie in the process.

lapis plaza
#

Please make the newer allo bigger than the cerato. the cera is bigger than the allo when the allo should be taller?
i think these are the real sizes but idk. sorry if they are not thought a visal would help

stiff spruce
#

nerf dibble speed.

viral cipher
#

make the allo taller than the cerato but cerato be stronger than a single allo like how the arco is taller than the rex but weaker

shy pendant
#

For the Allo a mass increase along with the size would be good imo. Bring it up to 2900 or 3000. That way our 150 is good against things our size or smaller but not garbage against bigger things. I like the option of grouping up and killing a rex with 3 buddies and it not logging out in the middle of the fight because we cant pressure it with anything other than bleed

#

I also think the cerato is too strong for a scavenger boi. The amount of 1v1 giga vs cerato fights I've seen that end with cerato victory is wild. Nothing in the mid tier should be 1v1ing an apex

shy pendant
#

The short burst ambush is in a good spot too since they were fast as hell for short periods of time

ancient plover
#

Make allosaurus playable, and try to set-up his stats for his size. It's juvie hunter right now. Cerato kill it easily , Diablo killing it, Sub giga/rex killing it. Maia isn't food since it can't catch it. Trike isn't food. The whole allo is a joke as it stands now.

viscid sun
#

There should be a system in place that would allow you up to around 1 minute to change your mind about the dino you choose in the spawn screen.
Often it happens that I change my mind, and the only way to change my dino is to walk at least for 40 minutes until either someone mercy kills me, or I find somekind of cliff or water (which is very hard to do if you do not know the map)

Or perhaps even a system that allow you to die and respawn as a differnt dino, but it restrains you to immediatly re spawn. like 15 minutes or so. To stop people from farming their own corpses.

safe gyro
#

how about getting rid of the local and global chat?
i thought about the thing that global chat is kinda destroying things because you get to feel uncomfortable killing someone who just chatted with you very friendly or theres always someone telling you in global "please dont kill them they are my friends" and so on...

so i have an idea about changing the chat system. so you can only chat with your allies and concentrate on them and your own survival and interests. (since everyone uses ts, discord and stuff chat isnt that important anyway i think.)

so how you get the name of each other to invite to groupchat if you cant ask in local if they want to join you (and if they arent in vc with you neither)?
how about this: to see the name of your opponent you have to be near it (not as near as hitbox so you cant hurt each other) and then use scent. after sniffing each other you see the name of each other and can invite them to pack/herd and then you can chat in the groupchannel.

just something that came up my mind lately.

grand dawn
#

It seems that players on devs have trouble to hunt because of the ability to alt turn, let's disable it for a weak, to see if this is a real problem (i play without since the beginning on a private servers and hunts are really epic)

little blade
#

Cerato Rework: The Honey Badger Idea. The ceratosaurus, I believe, is unrealistically strong and large. It was half the size of the allosaurus and I think it's gone too far. Make the model smaller. Weaken it's damage a lot. It's still slower than a carno and is vulnerable to other predators, but this is where the honey badger idea comes in. Give it a very high bonebreak chance. It can break the bones of predators and waddle off to heal somewhere quickly. I understand that bone break is a doomed mechanic, but somehow use a new mechanic or give the cerato the ability to slow it's predators down so it can escape. The ceratosaurus (honey badger) wouldn't be able to kill bigger predators who fill the mid tier, like allosaurus (leapord) or carnotaurus (cheetah), but it could give them a hard time. It's bleed resistance, bleed heal, and health is great, it works for this rework. What we have left is a tough little fucker who's not afraid to take a few bites from a Rex's kill. With this rework, the Allosaurus can take it's place at the higher end of the mid tier where it belongs.

karmic flicker
#

Have two seperate keys(or the option for such) to eat and drink, particularly in a situation where a body is inedible because it is near or submerged under water. Just something that came to mind while playing with friends.

ancient plover
#

So a little idea for the whole "alt turn vs no alt turn" conundrum. What could happen is a generalization of turning radius. Keep alt turn for in place, basically only for turning away from a ledge. Make the walking turning circle relatively tight for all dinosaurs, the smallest circle of the 3 movement stages. Trotting would be the next widest turning circle, depending on a couple variables like the size and weight of an animal, sprinting would follow the same formula and have the widest turning radius of the rest. That was it would force people to slow down if they wanted to engage in tighter maneuvers while also keeping movement look fluid and play into the momentum system.

loud topaz
#

Younger dinosaurs should have higher base speed stats than their older counterparts. With Speed/Run anim speed being included as a growth stat.

THIS DOES NOT MEAN THAT A YOUNGER DINO IS NECCESARILY FASTER THAN IT'S ADULT

-Example of this being that a 0.5 carno should have the speed similar to that of a 0.75 Carno, with growth stat having it smooth into the 1.0 carno Adult base speed.

  • As it stands, if you are not fully grown, and you run into anything that is fully grown, its more than likely that they're faster than you, and you have no way of escaping them or fighting back. This will smother that issue a bit.

-Using speed as a growth stat and higher base stat can be used to make a 0.8 Rex just as fast as 1.0 Adult, making size and speed more consistent, since a younger rex is supposed to be faster than an older one.

rotund viper
#

I have a short little suggestioin about the spino, its nothing about stats or anything its about animation. The spinos teeth from what I know from research etc, are used for gripping fish or prey (another dinosaur) although their claws are extremely sharp I would suggest that maybe you have them use their claws for attack animations. thanks for readinggg 😄

loud topaz
#

I also would like to suggest making herbivorous dinosaurs that rely on attacks with headbutts (Paras/Maias/Diablos/trikes)

  • Use stamina so they are less incentivized to go aggro and use their stamina resource conservatively for defensive/reactive purposes.
    -Attacking rapidly will slightly increase stamina use to further enforce that they are committing to a fight and that they cannot run. (FIGHT OR FLIGHT)
    -They can still attack at 0 stamina but it will go into the negatives.
    (Negative stamina "Exhaustion" will fill the stamina foot meter in red, maxing out their negative at the same number as their max positive stamina.)
    Ex 150 MAX stam -> -150 max exhaustion.
    -Exhaustion regenerates significantly slower than stamina.
  • If sprinting, they are locked running forward for a brief moment while winding up a delayed headbutt, "Putting all of their body into it before releasing it on impact". This way there is some form of counter play to overly aggressive herbivores. But managing to land it deals a bit more than a normal attack.

I know some people may not like this idea, but I think it would make player behavior much more healthier for the game.

sacred haven
#

I'd like to see more rough terrain/boulders for small creatures with jump to clamber around on. As it stands without any obstacles to use jump to get onto, there is little use for the mechanic. This would also encourage more gameplay of smaller creatures.

slow peak
#

As it is known, diablo is a bit of a problem right now. I love it, you love it, everyone loves diablos. Except when it breaks your leg and circle jerks you to death. I believe that there is a solution to this. Diablo is already very powerful, and the bonebreak is overkill. Since Diablo can outrun Rexes and outstam gigas long enough to run into cover, it really doesn't need it's bonebreak. Bone break removal would discourage many diablos from just looking for a fight. To further ensure that Diablos don't actively hunt down carnivores, I was thinking that it could have an ability inverse to that of Carno's: the slower diablo is moving, the more damage and bleed it does. This mechanic would reward Diablo players for standing their ground and playing defense against medium-small predators, like Carnos, allos, and ceratos, while not actively running down the latter two at the same time. It also rewards running from large predators, as standing up to one, unless in a herd, would prove to be fatal.

loud topaz
#

A more Dynamic BB System: A solution to stop Bone Breaking from going from 0 to 100.

Solution: 3 Levels of Bone Break
- The BB mechanic at it's core still works the same, but instead has three levels so there's less immediate consequence of having a BB registered.

Level 1: Sprained Ankle

  • It's a slap on a wrist, a warning that you should be careful or retreat before taking the real consequences of the next levels.
    Ex: You're an austroraptor in a pack hunting a maia... The maia manages to land a headbutt on you that registers bonebreak... You have your ankle sprained... You better retreat now and heal it before you have a serious injury.

Level 2: Fractured Leg

  • This is the first real consequence that is placed upon you.. Though not as harsh as having a broken leg, you are still inhibited from jumping and sprinting... But you can still trot away.

Ex: You decide to stay in the fight against the maia, you feel lucky and want to take on the high risk for the high reward approach, you slip up and the maia lands a hit on you again.. You feel your bones fracture and now you attempt to amble away from the fight.

Level 3: Broken Leg

  • The way it is currently... No Alt Turning, no walking, Must Limp and rest.

Ex: You sit there with a broken leg, barely moving and at the mercy of your prey... It stomps on you, bringing your life to it's end.

Healing

  • Regenerating each level of BB takes the same current system. Having 3 levels of BB is about 3x longer to heal.

Crushers Specialty BB Chance
Crushers like Ankylosaurus and Trex will have some of their % delegated to having double stacks being applied instead. Providing a stronger niche with this system.

"Example of Trex"
Bone break % = 95%
Double BB % = 80 <--- A 80% chance within the 95% that is registered and applied. 2 Instead of 1.
Triple BB % = 60

Falling
Applies 2 stacks by default. So you take punishment for a slip up that isn't as harsh.. But lasts longer.

loud topaz
#

^
The Triple BB is a 60% within the 80% of the double.. Mathmatically making it a 45.6% chance of actually happening. 95% * 0.80 = 76% * 0.60 = 45.6% per bite.
-Still scales with mass, so biting onto something lighter increases the %'s

static fjord
#

Would it please be possible to have lots more plant food and water points to spread players around the map more and reduce the KOS/ water guard issue. The maps are so stunning they deserve more appreciation. It would be great to be able to utilise more of the maps. . Many of the herbies would walk and graze so looking for food restricts your game play a little. I was also wandering if herbs can get some water back from eating (like most animals do) It would also be more realistic and make the game more enjoyable and less frustrating eg log in try to get water get killed. The rain system is also amazing. I love the ambient sounds, which make you pay attention to all senses. Please, Kindest regards and best wishes from me.

gloomy ember
#

Add into scent that you can smell water it would make orientation way easier and u wouldnt need a map . It would also make it easier to introduce big maps . So new players wouldnt be lost in such a huge world .

broken trench
#

Scent particles and effects (glowing footprints and stuff) should be able to be seen through plants and trees. If you smell something and a redwood tree is between you and it, it wouldn't stop you from being able to smell it

crisp plinth
#

Herbivores growth time is too little compared to carnivores and consider that herbivores are way stronger than carnivores it gives carni no chance at survival when there is a mega pack of Dibbles and para running around killing gigas and everything they can find, it takes them under an hour and takes us 2-5 hours, I think herbivores are bored and that's why they kill carnivore, yes herbivores should kill carni for the sake of getting rid of future predators but it's not normal for them to actively hunt carnivore, sure if they walk around and see us then fine, but not for a pack of 5 Dibbles to charge across the map to kill you, herbivores need something to keep them from getting bored, I suggest poisonous plants, dehydration plants (food up thirst down) plants that lower hunger and thirst, they need something to keep their little heads busy like hmm I wonder if this plant is ok to eat oh I guess not I suppose I'll walk around and look for another bush. Just the same as you solved the mega apex do the same for herbivores and there won't be enough food to stick in large herds anymore

fallow wedge
#

Untill Night Vision has been improved again to an extent viable for most species, please decrease the duration of night by half and optionally add said time to the duration of the "day" phase (not dusk or dawn).

This way we can still test Night Vision, but we can spend more time testing everything else. Testing in the way things are intended to work instead of having to resort to gamebreaking actions like increasing screen brightness(you may as well disable the day/night cycle on a server), logging off during the nights, etc.

If each of the 4 day/night cycle phases last 0.25 × 1 cycle, Night should last 0.125, and perhaps Day phase duration should be increased to .375, for example.

Why not? These are periods where there is little else to do but testing in the game.

snow plover
#

When a full adult Rex starts a sniffing animation standing still the feet slide front to back and back to front, i think it might have been intended to keep its feet in the spot it normally has while standing but that isnt the case.

vagrant epoch
#

Can we do something about Dibble? Currently it's an AFK prog until adult, and then you only have to eat twice to get to full adult... takes 30 minutes.. and with 2 or 3 can kill everything else on the map with ease. I realize the break was just nerfed, but can we adjust food decay a little so the babies can't just find a bush then sprint endlessly to food as an adult?

soft kayak
#

Make miah and shant do head butt bone break only when sprinting and very little damage

viral cipher
#

maybe you gain more food from eating herbs other carniovres

rocky tusk
#

I was thinking about the megapack situation. What if apexes were able to claim territories? You could have a set group number like maximum two rexes in a group and they could claim a territory. and some sort debuff or deterrant for apexes outside of the dominant group in the territory, maybe along the lines of the proposed stress mechanic? The scent system could be adjusted to allow apexes to find other apexes easier to encourage challenges for territory. I dont think its possible to come up with a system thats infallible, im sure some people would use it to care bear. but at least this would discourage large numbers of apexes gathering.

viral cipher
#

add collision to dinos

gloomy ember
#

To prevent megapacks invent a System where carnivores as a example a rex has a stress level bar if this bar reaches 100 percent the rex starts to loose food quicker so the players become more aggressive towards other carnis

viral cipher
#

when the turkey is added to survival reduce the speed make it a defensive creature not hunting down predators

manic cipher
#

A smell trail to nearby water especially at night when you can't see landmarks.

stark lily
#

Buff Maia's stam, since it's a runner and it really can't defend it's self.

unkempt gyro
#

BETTER SPAWN - the bushes got me thinking, what if instead of set spawn points, spawns were random? Spawns could occur at any point on the map that fit certain restrictions Ex: If the terrain was above [blank] and below [Blank] and within [blank] distance of water than a player could spawn anywhere with in those set values. This might cut down on spawn camping.

prime token
#

Soooo, after experiencing the many wonderful traits of the Isle (Kosing carnis, kosing herbs, mega packs, hordes of dibbles, and the constant grind) I have concluded on one change to help solve one of these various problems. This solution stems to the problem of mega packs on the different survival servers. This includes adding a packing system. This is a list of all the things that would be included in this feature. 1. A limit to the number of members that can be in one pack 2. A system to keep other packs from joining together 3. A system to keep packs form having members around that aren't in the pack 4.These two systems could have something to do with fear where members not in the pack will be forced to stay away from the pack (Maybe damage will be given or stats will be reduced when near the pack). Idk if any of this makes sense but.... yeah.

mental bolt
#

I‘d like to see acrocantho in survival though. Because the model really needs a rework and it fills the gab for a tier 5 carnivore 😃
It would be ultra neat to see those guys roaming the map.
Same for spinosaurus. Imagine little babu spoons, so cute❤️ and also the adult model needs an update as well. These are just personal wishes though fixing up mechanics snd bugs is still more important then adding in more dinos.

next parrot
#

Dibble deals too much bleed - one dibble can give a fully grown para maximum bleed in only 3 hits, and it's way too fast with way too much stamina. I'm not saying it has to be useless, but It needs a bleed and stamina nerf very badly. Dibbles are terrorizing the entire map, honestly.

jolly vessel
#

I would find a better mechanic to group up with same species players a very nice addition to the game. The massive invite spam system currently and local chat only make it near impossible to locate a group of players who are trying to survive like yourself. plus the lone wolf players might appreciate an option to turn off invites.

grand dawn
#

As it lacks of an "apex" herbi to balance with the number of apex carni, it would be cool if Anky is added to the game.

  • it would be a slow herbi so unable to KOS things
  • it would attack / defend with its tail. Its attack would be the higher bonebreaker
  • it special ability would be that it is immune to bleed DoT (because of its armor). That would balance the fact that it can't run away from danger
sacred oak
#

HI, Ive been playing for long time and thinking in the problems we all have. the new timer and food is ok to control apex megapacks cause now they are hard to grow, but people always find a way to rekt others, like now all the koser gigas in the past, now they are dibbles and kill everything around. i think i have a idea to stop packing a lot of dinos so switching to new meta dinosaurs wont work for the megapacks. my idea is, think on what number of X dino would be fair being together. like for example a herd of 8 dibbles(just a example). so that will be the pack limit. then you generate the "max pack stats" with the dibble stats x 8. the dibbles stats x 8 will be that pack stats. then if some other dibblo joins you, your max pack stats still the same, dibble stats x 8, yo everyone get litle nerf and now you are 9 but same strong stamina hp etc like if you were 8. so if you keep joining people you all get nerfed and never will be stronger than the limit. you just split the max pack stats in each player of the pack, you all got nerfed again and again until you have a juvie stats if you are 20. i hope to be understand more to be acepted, my english sucks. thanks for reading

#

and it would work as another balance tool cause if sometime theres a problem with some dino you can nerf the dino itself, or nerf the pack limit and let the dino with same stats when he is lonely, like balancing dinos or balancing packs depending of situation

#

i think for example the max pack for rexes should be 2 adults with 1 or 2 babys

ancient plover
#

Make realistic day cycle. Night shouldn't be this long, and day shouldn't be this short. In real-life the actual night is about 7-9 hours. Of course it's changing with seasons, but the daylight still way longer than a night. The nightvision is neat and really cool, but still kinda annoying the night duration and the daylight duration. As i said irl, the night is about 8-10 hrs and daylight is about 16-14hrs.

rotund void
#

Allos need to be faster than Paras and Diablos, but slower than carnos. Allos have wayyy too much stamina and get ran down by everything before they can even use it.

loud topaz
#

If/When Plant Diets are implemented, have a RARE "Universal Plant Species" that all herbivores can eat.

  • You aren't 100% forcing players to stay in 1 biome, but it's still incentivized as an ideal to stay within it's borders.
  • It can make traveling to another biome of the same type easier (especially if it's a long trip) if they are lucky to come across them.
  • It can keep things interesting... Imagine playing as a human that's hunting stegosaurs in a conifer biome.. But they wind up coming across comes a trike. An interesting sighting to find in an area where it normally does not inhabit. <-- moreso an example rather than the actual biome.

This will prevent players feeling like they are being told what to do in the game, or make them feel like everything is a deadzone. (Which can be unfun, just like how some mountains currently have no water sources or food bits) It makes it possible for players playing solo to traverse the landscape uninhibited, while having just enough food to hold on.

ancient plover
#

Water damage to nests. If a parent fails to sit on a nest while it is raining, the nest will fill up with water and take points away from the nest. If the points reach zero on the nest, the nest is destroyed.

ancient plover
#

Lowering carnos growing time so its same as the other mid tiers . As growing carno is harder and longer then them 2

safe gyro
#

idk if this already was suggested but dryo deserves a better nightvision. (like the dilo)

errant mauve
#

Bring back nuke arrow tribals to survival Don4CG

quasi nimbus
#

Make the hide hud feature actually hide everything including name tags and nest icons.

gaunt narwhal
#

Make it possible where the hide hug feature also doesn't make you sit own or stand up.

quasi nimbus
#

^(Change the default key of the hide hud feature to something else, ctrl+h is impractical)

narrow needle
#

Could the /stuck command move your character more? Most of the time, /stuck either doesn't teleport you far enough or just teleports you further into the object you're stuck on. An easy solution would be to increase the teleport distance to at least a body length, while also being able to choose the direction you teleport (Ex: /stuck right). Keep the cool down of the command to about 2 minutes so you wouldn't be able to teleport around during combat.

little blade
#

Nerf and shrink the Cerato and/or buff the Allo.

heady thunder
#

What if ambush would only activate when we are at full stamina? And ambush speed would cancel if we stopped running or took damage (though maybe it exempts hunger/thirst damage)?

ancient plover
#

I think it would be great if the glow that corpses, food plants and footprints create would be visible through terrain, rocks and trees. As useful as scent may be right now, it's still something that relies on vision and making sure you are facing the right direction and that the food isn't behind something, otherwise you may unknowingly walk right past it. Perhaps adding a ui effect to where it slightly glows in a general direction of where food may be and once you are within a certain distance it would glow through anything that could be covering it.

hollow anvil
#

Give server admins /grow, /characterselect, and /changesize commands for their server. This would make community environments a lot more fun I would think for people. 😃 Then you could grow yourself or others and make them super tiny or big.

loud topaz
#

A Combat Formula Tweak:

What I'm suggesting here is more so a way to make balancing dinosaurs and their damage interactions seem healthier and consistent.

TL:DR : A Heavier dinosaur shouldn't scale it's bleed, damage, and bonebreak on a lighter one
Only mitigate values if the target is heavier

Why?

The current system makes damages a little funky when comparing a weight with a lighter and heavier one.

Lets use an example here.
I don't know the exact masses/bleed numbers/damage numbers of these dinosaurs, but I'm using these as examples

Dryo
Mass: 350

Utah
Mass: 1000

Para
Mass 3200

Lets say that Utah has a bite force of 100, and a bleed of 5.

-It will be able to inflict 1.5 bleed, and deal 31.25 damage towards the Para. (1 Bleed) (31 Dmg)
-But the Dryo takes a whopping 14 bleed and 285 damage.
Realistically, a single bite shouldn't be this fatal, and biting a para does next to none.

The Dryo's mass shouldn't be increased, but it also shouldn't be face rolled from a single bite.

By making it so damage is only mitigated if lighter than the target, you can have healthier interactions for bleed/BB/Damage values.

With this new formula of only mitigating values if lighter than the target. You can have a Utah deal 7 Bleed, and 150 damage as it's base. Making it able to effectively damage and stack bleed on a heavier dinosaur (In a pack), but not plow something with ridiculous damage values if the target is lighter.

-The bleed mechanic will work better since things like diablo wont stack 50+ Bleed on things lighter than it.. Forcing bleed heal regen to be higher to accommodate. Which makes utah's bleed stack of 1 per bite on paras null.
-A Para won't be able to 2-3 shot anything below apex anymore, while still providing decent damage to their own weight value.
-Utah becomes viable again.
-A Para that sees 4 Utahs running at them will be scared and want to flee.

gusty hatch
#

So uhm. Make Majunga

gusty hatch
#

Cuz it's better than cerato

ancient plover
#

When Utah’s are able to ounce in things, make said victims slower. And when more and more Utah’s pounce on it, gets even slower. Mechanic can work for any pouncing dino not just Utah

worldly turtle
#

Perhaps these sizes could be looked at for use in the future?(I apologize for the repetition, but It just seems a good chunk of people would appreciate them)Note: For those who don't realize or know, The rex shown is a sub adult.

astral laurel
#

The only dinosaurs that should be allowed to stick together are small pack carnivores like Utahs and same race herbivores everything else needs a group Max invite and a stress meter that takes away steam or health

sonic lantern
#

A nesting announcements channel could help people who want to find players to nest in/help people who want to start their survival experience with a family- especially since the nesting system is being reworked. It would be a lot more efficient than sending nest invites to everyone on the server and hoping someone accepts.

#

This sorta ties into my previous suggestion; but when someone sends a nest invite to someone, having it display the name of the dinosaur that is sending the invite would be beneficial as well. More often than not, once you finally nest someone in they'll just go "i didnt wanna be insert dinosaur here, kill me" or they just run off and kill themselves. This would prevent that specific situation, which wastes the nesting mother's time and food.

lethal crag
#

An official map would be nice even if it's not in game, and an actual control layout in game. the current control settings only show controls for humans

mental bolt
#

extend day and shorten the night? at the moment i got the feeling that night lasts longer then days :3

native salmon
#

add a megalosaurus pls and buff the carnivores

tight narwhal
#

make diabs grow time much longer=no herds of kos diabs

safe gyro
#

maybe this is planned for the future anyway but: dinosaur-players deserve a magnetic compass graphic that shows them were north is. inspired by like real birds find their way.

native salmon
#

maybe add sinornithosaurus, different from velociraptor, it can climb trees (pls add that feature) and they will have venomous bite because it seems like it does have a venom sac, it can also latch on smaller creature like dryo, herrera, austro, ava(maybe, just suggestion)

red creek
#

Make juvi gigas a bit stronger please. Youve added them to survival so it is to make them playable right... You literally prevent us from playing em by decreasing their hunger even more and they get rekt by fresh spawned dilos even when they are at .8 of juvi stage, Ive literally been respawning as a giga for an hour now and there was no food or else the spot was camped by herbivores or allos and they kosed me. Prevent us to play apexes and it will make all the kosers go to dibbles and trikes instead and they will go kill for fun even more especially juvi carnivores (people reacting with facepalm are the people who were getting kosed by gigas i guess ) I just don't like how dinos are added into Survival to then be unplayable to force people to go to some other stuff that will then kos every juvi giga and rex they see. Like when i spawn in as a juvi giga im already starving till i reach the water that is the closest ( for example any swamp spawn when i directly run to swamp ) Also some of the juvi bodies like juvi rex and juvi allo turn into ribs 10 secs after their death

quasi nimbus
#

temporarily buff utah until its pounce is added to make it more viable.

half thistle
#

change the startup for the game to not have such a loud noise, i know "turn down your gaaame" but no everything else sounds nice its just that damn start up sound

sacred oak
#

i hope the rex and rexato are subs in the foto. a carno higher than a cera?

scarlet sleet
#

What

sacred oak
#

the photo of doctor nova above

jade vale
#

Add the Oro AI after the next few AI passes, just to give juvies something to hunt other than each other. Maybe speed up juvie carnivore hunger degen too? Feel like it would make the first few life stages into less of a bush simulator

glossy sage
#

I think we should have multiple of the same skins, but a little different. It would still have the same patterns but in different places (in the main area that they are in), more or less of the pattern (more dots or less blotches). Then when we select our dino, it would select a random skin from those made like this. This would make the game more realistic and lifelike to have each allo, or other dino to not look 100% the same. If you think about a cheetah, or a cat with blotches of color, or a dog, or literally any animal with a pattern, that pattern would not be an exact replica of another of the same species and type. This isn't a needed feature, but it would be a nice one to have

rich leaf
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I've suggested it before and my assessment has not only gained more concrete evidence that proves its validity (which can clearly be identified in most preceding suggestions and feedback ), its probability of unexpected success has increased since the release of more great in-game content. We all know about the bugs and technical issues being addressed and I think that progress is fantastic. Survival mode with random character selection across the board. Or maybe choose to be a random herbivore, or choose random carnivore. Random human factions when theyre eventually implemented. Or a random roll the dice of everything combined to see what team you are on. Imagine the diversity and unexpected cooperation of all involved. Equal handicap for everyone. I really should learn how to make mods! ha! Just some thoughts, thanks for your time.

gusty hatch
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maybe add mixed herbivore grouping again?

native salmon
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how about just make some new models or add things on the original models as part of the customization. For example, when choosing utah u can actually change to Deinonychus but just looks different.

rotund viper
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An In-game map 🗺

sage glade
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Give allo an ability that partially negates bleed healing for the victim. This'll be in line with the massive stamina it has and will allow it to actually use endurance to bring down opponents even if they run off after only a few bites, because they won't be able to heal off that bleed as fast as they normally could. Make it so the first bite applies an effect that halves the amount of bleed the target heals per tick while standing, so the target can still potentially survive the bleed if it gets away and manages to lay down without being tracked down.

soft kettle
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Give humans a motion sensor that is randomized in drop boxes. The downside would be that it's extremely loud like in the Alien movies.

latent breach
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Remove Paras bonebreak on its headbutt, give it momentum, and make it so its kick attack works like alt turn. It can only kick while stationary. This makes it so its strongest attack has to be used for defensive purposes. The change to its headbutt attack would also keep Paras from chasing down and breaking a dinos leg to then kick them to death.

frank cobalt
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^ also make paras unable to headbutt while sprinting, only while walking/trotting

lethal crag
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make controls rebindable

urban robin
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I hope locational damage is brutal. Atm combat is "run in, spam LMB as much as possible, run out, repeat". What if say, a rex was fighting a trike, and the rex could get a bite on the back of the trike's neck, and hold onto it, killing it in that single bite? and what if the trike could gore it and kill it in one good hit if the rex was clumsy or the trike was skilled? This makes combat much more risk/reward, because all it would take to kill your attacker would be one perfect hit. Of course you wouldnt have to do it like this, you could bite parts of your attacker that were easier to hit, but in turn they would inflict less damage, due to the lesser risk. It would reward skilled players and punish players who expose their weakspots.

another efect of this would be that carnis would be able to hunt herd members. Atm, if you attack a herd, you likely end up with no food becuase the rest of the herd rushes to aid the member you were attacking. However, if you have the skill or if the player you are hunting lets their guard down, you could score a hit on their weakspot (head, neck, etc) and kill them before the herd can save them. Then with a corpse-guarding mechanic in place for herbs, the herd would be forced to move on.

Thoughts?

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oh also collision would be important for this too

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obviously :I

urban robin
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hence the final line

shy pendant
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How about a defensive and offensive stance being added. Similar to having a face off and you could "duel" it would be skilled based but not required to fight anyone. We could use it for territory fights or actual confrontations where you dont have anywhere to run too. I feel it would be a neat addition to whatever new combat system we get

ancient plover
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Just something that'd make Cannibals rather interesting in terms of movement. It'd be really interesting if they could opt between 2 modes. Bipedal and Quadrapedal, or more or less, loping on all fours.

Each mode would have it's own specific use and purpose as from what we know, from our limited knowledge, Cannibals are going to be the fastest thing in the game. (Unless this has changed). As Cannibals seem to favor movement and speed.

Bipedal movement would give them a sharper, nimbler turn radius. Around the same speed if not just slightly faster than a carno but without the atrocious turn radius. Meaning, say, if a Cannibal was chasing a galli, or dryo, it could, quite literally, wring it's neck.

Quadrapedal mode is another story. Much, much faster but a harder turn radius. But with this mode, your increased speed and momentum opens up opportunities. Such as a further leap to clear long distances and a tackle option for human to small sized dinosaurs.

With these in mind, a Cannibal that has a good grasp of the controls could, quite literally, opt between the two movement modes with deadly precision. Utilizing the loping four legged run to quickly close distance before switching to bipedal movement to close the turn circle. With that in mind, Cannibals could be innate movement masters so to speak. Not having to particularly worry to much about deceleration, should they have a good grasp of it's movements.

The gifs are a basic example of what I mean.

broken trench
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Very very small suggestion, but dinosaur's nostrils should move when they breathe, they should move faster while the dinosaur is running and should start to slow down after the dinosaur has stopped running. Louder breathing sound effects would be neat too, for after the animals are done running. I think it would add a little more life to the game

hasty dawn
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I know it's not priority because Acrocanthosaurus is a sandbox dinosaur, but please reduce its speed. 26 MPH is insane.

tidal cave
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If dinosaur corpse ragdolls (before they become gore piles) get scent, the scent should start out minimal if the body is fresh, and have the scent get stronger the longer the body stays there (or the more it is eaten from) until eventually it turns into the gore with the scent we have now.

loud topaz
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Have Herbivore Growth Times take twice as long

  • You can grow really quickly as an Herbivore. It's pretty easy to reach adulthood.

Herbivores should take much longer to regenerate their health from the damage they've taken

  • You can't really change behaviors of aggressive herbivores looking for fights to pick, but you can influence their behavior by making the consequences of fighting something last much longer before they can fully recover and go on another carni hunt.
loud topaz
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When sicknesses/illnesses are implemented, have injured dinosaurs more likely to contract disease

  • We all know that dinosaurs do not behave the same as a human controlling one. Some species of animals are more concerned about their own safety, likely to leave their herd/pack member behind and focus their attention on their own concerns. While others do not normally pack/herd together.
  • We can give players an incentive to not corpse guard/body guard herd members by making corpses and weakened dinosaurs a diseased source.

How we can make a contagious disease
-Have a hidden counter that increases the % of getting sick per tick if around a certain radius of a contaminated source. It'll lower back down if you stay away from a source long enough.

  • Lets say that a dinosaur at full health with no recent bite injuries has a natural 0-0.1% per tick of getting sick randomly. But if you are low on health and/or have been bitten multiple times by predators, your minimum % of getting sick per tick increases. Now having a 15% minimum.

-This doesn't have to apply to every dinosaur to dinosaur. Having a disease for herbivores and carnivores respectively, along with having certain species able to mix herd by being immune to another species presence. (Not having the % chance increase by being around them)

Once sickly, you're a danger to the herd and should be left behind until you are healthy again. If an herbivore, you increase the % of other herbivores around you getting sick.

  • If a ton of herbi players rush to corpse guard and/or defend a said sickly dinosaur. Their %'s of getting sick per tick increases.

Using disease can combat unintentional mixed herding, along with multi species packs/mega packs, corpse guarding and any other unnatural behaviors of a specific species.

coral musk
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I think the new Nightvision should fade away gradually into the distance rather than just having a strictly visible region that cuts away suddenly into solid black void

little cliff
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I haven't seen this suggestion so forgive me if it's been stated already. Bring back the dino stats tab to aid in testing and tweaking faster.

loud crest
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It would be really nice for the eyes if the chat box lettering wasn’t so light when the night vision is activated, because it makes the chat unreadable.

blissful drift
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If you still plan on adding the stress mechanic, make it so that players can't turn off the loud ringing noise through lowering their sounds for the isle, so that they have to get away to not be able to hear it.

feral pendant
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Maybe, when the game is further developed, have specific stats or abilities improvable with the use of 'points' that a dinosaur can develop the longer they stay alive? For example, improving dehydration resistance, or an improvable damage offense/defense. These could be brought to different levels, giving players that have been adult for a long time a sort of 'reward' system, or a reason to feel obliged to stay alive longer as adult. So if a player who has been an adult trike for only an hour comes across a player who has been an adult trike for several hours, the odds are in the older trike's favor, given that the player improved a specific skill or set of skills through points earned over time.

native salmon
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than the whole server will just only several adults left and slaughtering everybody

deep pier
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This might've been mentioned already, but Herbivores shouldn't be able to see accurate footprints from a far distance. I'm really sick of diablos (or any herbi really) tracking and hunting me down when I can't outrun or fight them. Perhaps remove the footprints for Herbivores OR add another indication for Herbivores to smell another creature in relatively close proximity, but not to allow it to track it down

fallow wedge
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Make safelogging available only for a limited amount of time after the (default) 60s countdown.
If it is available for a window of up to 15(?) seconds, the logout button would become unclickable, untill the menu is re-opened, which restarts the safelog countdown.

Players could have their safelog ready at most 1/12th of the time, opposed to the current infinite amount of time after the initial 60s cooldown. Players would safelog almost only if they actually planned to do so 60s prior.

Server owners would probably like a SafelogTime setting in their server config for this. Where 0 would be infinite, of course. (As opposed to the already existing setting for the safelog countdown time)

red charm
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Nesting/Mating Season Ideas

”Mating Season Mission”
A dinosaur, let’s say Triceratops, will get a notification or be alerted in some way that it is “mating season”. The goal of “mating season” will be of course, to mate and raise offspring. And you will receive buffs by successfully raising your own children to the subadult stage (or minimum adult if no sub stage is present). I didn’t want this to be a mandatory objective for your dinosaur. **You can play the whole game without breeding once.**The buff you would receive would be both the physical strength buffs you receive from parental instincts when your offspring are young, and possibly a growth boost, (due to you becoming more mature through breeding).

Male/Female Parental Roles

For this example I’ll be using Triceratops.
I’d like to have it so that the mother and father have equally strong buffs from having their children nearby, but not in the exact same way.
I’d like the mother for example, have to stay close to her children. Getting a bigger damage buff than the father does, the catch being that the mother MUST stay within immediate proximity of her children, say one and a halve body lengths.

The father on the other hand...
He would get a much larger radius than the mother, being able to go around half or more the distance of a lake away from his family, but getting a smaller buff because of his increased range.
The maximum strength buff he would gain would be about 3 quarters of the way away from his family, and would decrease if he got any closer or further away, this may sound odd, but I think it allows the male to act more aggressively, but won’t allow him the chase down say, a Tyrannosaurus, and keep that buff.

Basically the father would be able to keep threats at bay with a smaller damage increase, but more flexible radius. Whilst the mother will be able to destroy any foolish dinosaur that dares to get within touching distance of her babies.

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Part 2

Alternatives To Breeding

“What if i don’t want to raise young. Or what if there isn’t another dinosaur to mate with?”

Well, I thought of a possible solution.

Solution for females: Make a nest and lay unfertilized eggs. You wouldn’t receive as big of a growth boost that you would with raising young successfully, but it would be something to do in case there are no males to be found. You would protect the nest for a certain time, not allowing any carnivores relative to your size get too close to the nest. Gaining a very small buff with a small radius around your nest. Protecting it for long enough until your “instincts” tell you it’s okay to leave you nest. Afterwards you would gain a smaller growth boost than if you made the babies but hey... it’s better than no growth boost at all.

But How Bout Them Boys?

Uh not quite sure I guess just brawl with other males for a bit. 🤷

Keep in mind that those buffs would be stronger than the normal buffs outside of mating season and that you would still be able to breed outside of mating season at any time

snow plover
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To give carno a reason to crouch again, i suggest carno gets an ambush indicator while crouched like any other carnivore but instead of increasing its speed for ambush give it an acceleration boost to top speed, right now carno has a slow start.

sacred oak
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give stackable points to full adult dinos so they have a reason to continue playing when they reach adult, more than just drink and eat with no objetive apart of being alive, but not giving them advantaje vs other full adult players or making the game confusing, for example: you stack points and theres a shop (with ingame points, not real money) where you can buy stetic things for your dino that dont afect other players. for example, if you give a red-like skin to utah, maybe he can look like a dilo from far, or if you give a green skin, he got better camo than others utahs so it afect other players experience, but you could give like scars in the body, 1 less eye, diferent positions of the patern, or 1 broken horn(but same damage and range) to trikes, etc, so you get full adult but you stay playing to get points. with those points you only can buy things of the SPECIE YOU PLAYING so you cant farm all stetics with your main dino, you have to play all dinos to get all stetics. it would work as "medals" too so good survivers can be recognised (like if you see a rex with his body full of scars and 1 less eye it would say he is so old and still alive so its even more scary) and it make the game more adictive 😄 waiting your opinions

ancient plover
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here is what you do......make day time last 30 minutes and night time 15-10 minutes instead of the other way around.....dev4 population is dwelling and this and the super fast dibbles will be it's downfall

ancient plover
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based off some other disease suggestions: dead bodies always cause disease to herbivores if they stay near it for some time (ie a minute within a 30 second run range. would work hand in hand with other features to prevent herbi corpse guarding.) herbis will pass on to other herbis so other herbis wouldn’t want to be near them, leading to exile and lone herbis to hunt. carnis can get diseases from being too crowded together, or from sitting within one bodylength of an infected dinosaur of any faction (anti mega packing and would work in hand to prevent care bearing, albeit not much since they could still carebear from a distance). carnivores cannot catch the disease once the herbivore has been killed. diseases are also much more likely to be formed and passed in cross species herds and packs. diseases would be a health loss, or debuff to some stat like speed or base damage.

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Giga has really needed a nerf. But as a bleeder wich is basicly working with stamina. Remove the stam regen while walking is'nt the best idea. With the nerf speed it's already pretty balanced. I'd suggest that give him back the stamina gain. Atleast a bit.. Every bleeder need stamina gain while walking.

gaunt narwhal
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Very small night vision suggestion. I know that toggling it on and off is what people are used to, but if you think about it, the naked eye of animals, and some humans, adjust to the darkness as time goes by. I think instead of having to toggle the night vision for dinosaurs, it should be a slow process. The night vision would still look like it does now, but the dark distance closing in when the night gets closer.
It would fade when the sun comes up.
This would only be for dinos. I have no suggestions for humans sadly.

sacred oak
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Give a inmunity+disable atack to spwn people so they cant log in and kill or login and get killed in the first minute cause someone was around randomly

gusty hatch
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quick suggestion that's gonna sound like shit but how about instead of only the same species talking to eachother how about the same species class (hadrosaur and ceratopsions) being able to talk to eachother and the little dinosaurs being able to communicate with both classes. So maia, para, dryo, and galli. And for the Ceratopsions Dibble, trike, Galli and Dryo.

gaunt narwhal
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To advance on that suggestion-

Basically how I see it is this.

Trikes and Dibbles can communicate with one another, BUT cannot group. Local chat can be a decent way to communicate and give yourself a way to have more variety of gameplay in a group of friends. Say a few want to go Dibble, but one wants to go Trike. They can have some way to communicate if they want to be different.

Paras and Maias can communicate with one another. Seeing a hadrosaur herd with more variety, just like with Ceratopsians, can be nice to see, and again, give a better gaming experience.

While for the smaller dinos such as Dryo and Galli can communicate with their own species, I think they should be able to communicate with the smaller tier herbis. Communicating with larger tier dinosaurs is more of an opinion thing, since they can serve as the alarmists in a group.

Keeping them to their own classes can prevent full on planning, and keep each dinosaur group from making plans and setups with all species. A group of Dibbles for example, can't communicate with something like a Maia and tell them to break the leg of a rex, then go in for the kill due to a leg break issue and butt riding.

It will have its ups and downs, but I'm sure more ideas and suggestions can be added to this.

ancient plover
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Lets not make Dilo be able to kill a sub-adult giga in two hits, I feel like that is a bit ridiculous considering its size. I get its a substitute until venom but I feel like thats something that might need to be fixed

ancient plover
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Sophisticated AI behaviour: having so dinosaurs are less/more likely to be aggressive/passive depending on environmental factors.
Example Scenario 1:
You're a merc traveling up a heavy flowing river and stumble into two barys catching fish in the same way grizzlies do salmon. They are satisfied with the abundance of food in the area and so threaten you away, hissing/maybe mock charging.
Example Scenario 2:
You're a merc travelling up the same river only a drought has occurred in the isle. The same two barys would not act in the same way as they have nothing to defend. Instead they notice you, study you to assess your potential to defend yourself/hurt them and then communicate to eachother that you are now the most viable source of protein and proceed to charge you down.

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Sorry it's long but this would vastly increase immersion and the amount of skill needed to be a survivor in this 'survival' due to the ever changing landscape and dinosaur behaviour.

slate solar
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It be cool to have something like this to go along with the current progress of removing the ability for the Dino’s to immediately stop.

ancient plover
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Please reduce Diablo stamina and speed and increase growth time. Assholes are using them to roam dev 3 and Kos everyone they can with no consequences of dying as you can grow one again so quickly. Which forces people to group up in packs because no way you can solo on this map right now and grow a rex,giga or Carno without some assistance. Oh and buff giga growth time by maybe a little please?

native salmon
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i think they should make an official desert map

rotund viper
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This is kind of a suggestion about development , I feel like we shouldn’t be worrying about releasing hypo strains and all this super Dino stuff until the core game is refined, but just my personal opinion.

lapis perch
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Thenyaw. It needs more bushes. I didn't realise how much it lacked them until playing V3 and remembering how cool ambushing and hiding was in V2. You can't really ambush or sneak around the swamp/the map in general in Thenyaw, and I think having significantly more foliage would help.

ancient plover
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I think it would be a good idea to nerf the parasaur's speed. With the way it is right now; it's very fast and very strong. With Giga being slowed down severely once again, it leaves it nearly incapable of being hunted by most things that can catch up to it. Maia is fine taking the role of being the fast hadrosaur since it has little to no self defense capabilities. With para being so fast and so strong, it's left with the luxury of both escaping predation with ease and running down smaller dinos.

covert elbow
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How about a marker or meter for sensing water. But its more like sensing moisture. That doesn't point in the direction of a water source but becomes bigger or more blue the closer you get to water. Because logically thinking when people are near a lake or other water source the air always feels wetter, heavier and you can tell that there's water nearby.

broken trench
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After running completely out of stamina you should be forced to stop or walk instead of trotting for a few seconds

tough stump
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And maybe make stamina regen only while walking or resting

ancient plover
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Day/Night cycle suggestion Before starting, i just wanna say the nightvision is really cool. Make the day last longer than night. As i said i like the nightvision, but the night is coming too fast and its really long. After 1-2 hour it's getting really annoying. The daylight is longer than night in irl anyways. Also till only dilo got adjusted nightvision, only he able to hunt correctly.

sacred oak
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About day/ night too, i dont know if right now its duration is 50/50 cause i feel night.more boring so i feel like its longer but i dont know. Bur what i want to suggest it make.morning and evening.more visible cause if day night is 50/50 but part of the day is low visiblity too game feel like its 30/70. Lest make the awakening.more bright and the evening start getting dark more late. Right now you have low visibility— good visibility—low visibility—pure night—low visibility— good visbility—low visibility— pure night and soo on. So day—night cicle has 4 stages but you only see well in 1

dense belfry
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Make a poll with all these suggestions so all players vote on it, that way it could be down to yes or no on a bunch of questions the admins select. A lot of them could be buff/nerf suggestions on dino's as well, also next possible dino people would like to see that sort of thing, would be cool.

native salmon
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hope we can get a sinraptor in the future🤔

frosty spade
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If therizinosaurus ever comes to survival, it could have a few unique things it could do with its claws, such as knocking a pouncing Utah out of the air or parrying other attack like an apex bite.

sacred oak
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theri souls

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40 strng 40 dexterity

fallow wedge
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Instead of one type of scent tracking for all species and perhaps ditching it for a rework, keep them all and use different types of scent tracking for different species.

Most herbivores and faster hunters could have something like a vague color circle the size of the voice wheel, or along the edges of the screen, etc, that darkens to indicate proximity to food/water when scent tracking is used, but still shows no direction. Players would actually have to do the tracking themselves, moving around like a hound trying to pick up a scent, to see when they get closer.
You can still use red smoke plumes for the slow rex, giant when seen from afar, to simulate their extreme sense of smell. But perhaps it should only work on saurs/corpses within a certain mass ratio. As the slowest predator, they'd need it the most, too, and it would indeed make that rare rex something you can't hide from.
Some could have just footprint tracking.
And so on, for really any idea you've considered good enough and combinations.

Think of it - with different dinosaurs having a more unique sets of scent tracking, they'd feel even more like playing a different species than now. It also completily circumvents any future balancing issues related to having for the same scent tracking for every species.

proud haven
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Hope we can get skins back soon.

dawn laurel
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add anky because it is a good surival dino because its slow and goood for not kosing and can be team up on by raptors theres a lot more t say but im too lazy to type

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and i love anky

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or you can add stego because ir could pair up with the galis and maybe they good communitecate together.

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like in the movies stuff

gaunt narwhal
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Drowning Suggestion

Instead of having a giant blue bar in the center of the screen (I'm sure this is already being worked on, but figured I would share my idea) to tell how much air you have left before beginning to take drowning damage, I think it would be nice to have a meter either above the stam, or in the center of the stam that appears when drowning.
For example, five bubbles that disappear once the meter lowers to the bottom of each. It would help keep it out of the way and make it a little more pleasant to look at.

dire bone
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Perhaps to add above, instead of that ugly blue bar, maybe some bubbles! Just like where you have the little notification for when your ambush is ready, perhaps you can have 3 bubbles, much like bleed - 3 bleed being the worst, but in this case, 3 bubbles would show that you have more air - 2 bubbles would mean that you should consider using your brain and go to land, and 1 bubble being your last warning before you begin to take damage.

Or even just take the oxygen bar and make move it to the same spot as the ambush notification - and will slowly tick downwards.

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You could even do 5 bars and do the slow degrade idea like the bubbles/bleed/oxygen. The 5 bars start to go downwards to 4 - then 3 - then 2 - then 1 - then damage.

tough stump
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Since Allosaurus is intended to be a long distance predator that will trail it's prey, how about slightly improved scent and nightvision ranges?

ancient plover
twilit hound
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Hey! I was wondering if you'd add in a toggle for sprint? On the controller it requires me to press and hold B, taking away my ability to turn my camera, but allowing me to choose a direction to run. It makes it a bit difficult to fight or run away.

clever rain
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In light of the new Jurassic World movie... how about Indoraptor? no? ok how about a mechanic where you can bit your opponent and throw them as a couple of wild dinos might do in a real fight.

ancient plover
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Maybe add chat for admins in-game?(Of course only that the admins and server host can read it and it's not an option for normal players) It's much more easier to contact other admins in-game instead of moving to talk in Discord for example since you can still see what's happening in the game .

soft kettle
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Since herbs aren't theoretically supposed to hunt carni's down, how about removing the track highlight from their scent?

next elbow
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Seems like the herbivores are more aggressive than carnivores in this game. Maybe have them only smell plants and water so they can’t track down carnis. I have died so many times as a juvi carni by trikes and dibbles chasing me down and tracking me even after I’ve lost them in the bushes.

dawn laurel
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can you fix the grass at night or in rain when it shines and looks like water its very annoy and it needs a fix because i always go to it thinking its water it really needs to be fixed because i unless i can drink grass and dirt it would be fine.

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yum grass ad dirt oo

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also i hope you can do something where juvies dont have footprints

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because dibbles and trikes keep kosing everybody but mostly juvies who dont even have a chance to run or hide or defend them selfs

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plus juveniles are the first stage and should be the easiest but sub could be harder

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i mean sub will be hard cuz then they could have footprints

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ty for reading

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make herbs eat grass

ancient plover
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How about having the scent of dead bodies and carcasses be a more putrid color when herbivores use scent. With this inclusion there could perhaps be a radius of which herbivores must avoid around corpses/carcasses otherwise they would receive debuffs for idling around dead bodies. With this it could potentially negate angry herbivores from corpse guarding after you've killed one of their herdmates.

heady thunder
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if foot tracking in nightvision is going to stay as visible as it is right now, why not have the tracks dissipate (like fade out over the course of a minute, around the same as the log out time) so it isn't on all the time? They can still be tracked down by scent, so in a sense it, coming across noticeable tracks in the dark with nv would be like finding fresh footprints with the potential of something being really close by.

quasi nimbus
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Make it so that at night when you rest your hunger and thirst decay is reduced so that people don't just log out the moment it's night and come back later. They can actually grow and save up on their stats and at the same time they remain in the server, which allows predators to possibly find them.

native salmon
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why dont add stego to survival and probably rework baryonx walking/trot animation because it looks not normal and a little bit weird

smoky karma
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So while the new Night Vision allows you to see foot prints in active time It certainly defeats the purpose of scent. So perhaps another way to implement active tracking is to allow carnivores to smell continuously while moving, however doing so takes up stamina. Additionally they can now sprint while smelling to active track but while sprinting and using scent, stam is depleted twice as fast.

autumn birch
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on low shadow settings billboard/last LOD trees not cast shadows, maybe you do texture more gray for less glow???

mellow jungle
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Now I understand the devs work their hardest, and this suggestion is for when they have time. However I think reverting the giga back to its old speed and adding the spino would be a viable option. The spino provides a lot of great things like hp bleed etc. Whereas the giga would be faster however considerably less hp but faster in every aspect.

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To survival of course

stark steppe
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Allowing the use of scent while crouched would be nice

quasi nimbus
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remove juvi allo's bone break

zinc iris
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I would like to suggest a dynamic hunger drain system related to the activities like, sitting, standing, crouching, walking, trotting, running. There for you could use some basic theories of allometry, like e.g. Kleiber's law, which is showing a relation between metabolic rate and animal's mass. With some further theories about basal metabolic rate and maximum metabolid rate, you can create a very easy dynamic hunger drain system. I have created a very easy ingame idea based on that. Give me a thumbs up, if you like the idea.

stark steppe
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Being able to mark your territory and see it with scent, the mark may last 15-30mins fading over time

alpine mason
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Inscrease the speed of juvis in general, specially the small tier carnis, It makes more sense since they are basically made for speed at any age... they should have a chance against herbis/subs instead of Just sitting in a bush and waiting to grow to have a chance to grow without protection...

sour kraken
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Expanding on @alpine mason
• Juvis of all species are much faster so they can escape. They could speed around like hyper children. ⚡
• It seems like an easy tactic if devs could put in more rocks/nooks/dens where young juvis can escape to. I remember on some maps utahs could crouch into a den. I remember growing too big and becoming trapped and starving to death too. Meaning they can't stay forever. It would probably be good places for carnis to nest. 🥚
• Stamina recovery nerf after killing another player. After your dino has made a successful kill (or KOS), your stamina recovers extremely slow AND only when sitting. This could be called "exhaustion" as it took a lot of energy to hunt.. It would also slow the killing rate hopefully of the KOS scum... ⌛

misty cedar
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Dinos should be able to be sick if they eat too much, if they Don4Sweat get bloated,so this would make you loose food and leave sent behind, you could also make it that when you are sick your stamina is not as efficient.

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Also dinos should be able to defecate, it would make the game more realistic and be funny to see the animations tbh.
Also make it that when your babies defecate you have the ability to eat it and when they urinate, this is what wild dogs do and some other animals do so that predators dont pick up on their scent. it would make the game harder and make looking after your babies more challenging and it would be a cool realistic aspect to the game that would make the game unique.

ancient plover
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Buff baby carno's speed, it is absolutely insane how hard it is to grow up as a carno, its like trying to grow an apex because you're so damn vulnerable as a baby. And now with allos in general with that buff of speed it is even harder. I also wish that bleed heal was faster, because the carno takes so damn long to even heal, I get its a balance between speed but I feel like they should have at least a little more resistance.

gusty hatch
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Adding onto Dizi's suggestion the sick thing should be a toggle thing for servers. If it wasn't then there'd be no cleaning up unused/unwanted bodies and lag the server

gaunt narwhal
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Up to Dizi's suggestion on dinosaurs getting sick-This should be one of those options that can be toggled ona nd off for a server. For example, there's a KOSer, and a bunch of people go rex to clean up the bodies. If they eat to much to get rid of lag just to get sick it kind of sucks.
I approve of the idea though.

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(stealing my idea asshole >:| )

rare hedge
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Idea to discourage mixed packing. Add a Threat Level value to every dinosaur at Subadult/Adult stage. Larger, more dangerous dinosaurs have a higher value. When in proximity to one another for several minutes (this delay prevents people from abusing it or using it to detect other players), the lower threat levels experience a Trauma debuff, which could have some undecided effect from stat debuffs to screen filters. Generally this should keep players from abusing the system, as if a Utah (for example) tries to hassle something big and slow for an extended period of time, it will suffer a debuff rather than the slow thing. If you undergo Trauma from a player, there is a cooldown period where you must spend a somewhat lengthy amount of time away from them during which the trauma will slowly subside. If two things have the same Threat Level, they will both undergo Trauma equally. The exception to this is Pack/Herd/Group mates, of which there is a per-species cap. So Utahs could have (for example) 6 or 7 packmates but a Rex could be 2 or 3. Because Juveniles do not have Threat Levels at all, this does not inhibit nesting and also can force a family to dissipate as things get bigger.

rose current
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Temporary mix-group solution: hunger and water drop at a much higher rate while herbivores and carnivores are within a certain proximity. it's not really realistic but at least it creates a sense of tension and urgency, as prey and predator should both experience when encountering each other. it's also a good way to stop care-bearing; if juvie carnivores, who are growing and already hungry, spend time too close to trikes for example, they'll find gameplay even harder than solo. and the trikes wouldn't have much to gain either, because there wouldn't be enough food in any one area to support them with doubled hunger AND water. at the end of the day, it'd be just too much hassle, and I think players who like to go different species with their friends would rather just everyone goes herbivore or carnivore. it wouldn't stop mix-packs of carnivores with other carnivore species etc, but at least it could stop trikes and allos etc teaming together (pretty sure this has already been suggested)

tough stump
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If the footprints in nightvision are to stay, make them fainter, MUCH fainter

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Maybe you could see one per 10 steps from the creature leaving the tracks

agile cloak
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I think there should be something special about maias and dryos, as small herbies that rely on escape to survive they should have something more niche about it that would help them have their own strengths. Every dinos have strengths and weaknesses, but these 2 have only weaknesses. Maybe they're made to be early dinosaurs that offer something else than juvis to hunt for smaller preds, but having nothing special for them makes them almost not played at all so they don't even fill their "purpose" in the dino roster. I think there's a lot of stuff to explore with these guys, a detection mechanic based on sound? a buff that the more they are in the herd they gain a stat buff based on it? (since small herbis strenght for surviving in general is the number) or they could provide a buff to herbis from other species in the herd (nothing too big and that wouldn't stack)? that would motivate players to play them since they're "useful" and players to protect them since they gain from it as dryos or maia gain from their protection

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sry if I did mistakes, english isn't my first language, but I needed to share my thoughts on my fav smol herbis 😛

azure halo
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Pls set back the Giga's stamina regeneration while standing, because this is the giga's biggest advantage against Rex.

ancient plover
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Back in the old days, you cripled at low hp, even if not a "bone breaker" attacked you. Bring it back. 5-8% hp and you get legbreak so low hp dinosaurs can't troll like going in water with low hp and confirmed death.

snow plover
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I hear Pachy is getting a remodel/overhaul, give him a jump.

quasi nimbus
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Make ambushing cost more stamina like it used to before. Right now the difference is almost unnoticeable, and people can ambush multiple times with no real consequences.

safe gyro
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creating the new brachi and maybe other sauropods: can you may please refer a bit more how elephants move when you do the animations? i watched a short vid on youtube "elephant walking" and i must say it moves so slender and smooth though it has so much weight. just look how soft their feet hit the ground when walking relaxed. looks awesome and i really would like to see this on sauropods in the isle since they have quite similar feet (not 100% similar though of course).
anyway may you consider about redoing some animations on sauropods. please let them look more livelike not like robots with skin. (im not saying they havent improved very well so far.)

ancient plover
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Avaceratops AI. They'll offer far more food for hungry carnivores but only have like a maximum of 3 spawned in at a time on the entire map. This way they won't be relentlessly camped.

viral cipher
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would AI herb dinosaurs know where food and water is on the map? as if they do this it would make herding with AI more beneficial to the player both as safety in numbers but also finding water and food

ionic gorge
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Set up a bite system where some dinosaurs (mostly carnivores) can run/walk with their mouth open when having left mouseb clicked and when releasing you snap. Pehraps for sauropods this can make them stand on 2 feet for 2 or 3 seconds before letting left mouse button go and stomp. Not all attacks should require this but as a carnivore i sure would be nice when tailing someone

viral cipher
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maybe AI dinos have increased stats like speed and stamina making harder to catch than their player counterparts this will make so players still interact with each other as they will be slightly easier to catch

zinc iris
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I have updated my idea of an activity based hunger drain system and included also the water drain. In case that the Devs are interested, please PM me. I can provide you the excel sheet and some more explanation. If you like it, give the idea a thumbs up. Press show original to load the picture in your browser, otherwise it will be too small to read in the discord sized window.

junior raptor
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BODY DRAG, tired of people going into the fucking water during a hunt

hardy cosmos
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Idea for stress caused by other animals. Have it work similar to how some games have a "drunk" mode (see Sea of Thieves). The player character becomes harder to control the more drunk they get. But, swap drunk for stressed, and vomiting for outright panic.

The goal is to encourage players to avoid the dinosaurs that cause their dino stress. Because as stress increases, it becomes harder to escape. And when panic sets in, control is lost.

This could vary for different herbivores, and have buds when others of their own species are present. Like, for example, a lone trike with a rex becomes stressed pretty quickly. But stress raises slowly for a group of trikes with one rex.

And maybe have it be an option for a server to turn off, for more casual play.

Add: stress switches to adrenaline when sprinting. Giving a small boost to speed or stamina. But if stress has reached a high threshold, the switch won't happen.

Killing the carnivore drops the stress quickly as well.

marble swift
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Suggestion to have a list of currently planned official mechanics and the ways they'd work that people must read before making a suggestion, so we don't have a bunch of people suggesting the same exact thing over and over again. And also if someone has a better idea of how said mechanic/suggestion can work, they can expand on it if they wish.

tough stump
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Possibly a debuff for all creatures when they are around too many corpses for a long time, and a lesser one to carnivores.

The herbivores near, say, 4 rex bodies would become stressed and receive debuffs such as lower stamina and regen.

A pack of Utahs around about 4 rex bodies would recieve a slight stamina debuff and a possible speed debuff due to the Utahs becoming acclimated to having food and not needing to hunt

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The amount of corpses for the debuff would be different between carnivorous species, but the same for herbivores to prevent corpse guarding

little blade
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Add more small ponds and other water sources in V3. The map is huge and great to explore but everyone stays near the first water source they find, especially juveniles, because venturing out to find another water source is too risky. This would also prevent clustering at popular areas such as the swamp.

ancient plover
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More Dynamic Damage Display in HUD:
Instead, have the blood effect around the edge of the screen pulse faster and faster the more damage you take. Even add in a sound effect when significantly low on health. How fast it's pulsing gives a better representation of how damaged you are and will lead into the death screen nicely if done with sound effects.

ancient plover
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I recommend lowering the time of carno and utah again, it seems like you totally upped the time which is insane considering its hard enough to grow up as them... Not everyone has all the time in the world to grow up if they actually have a life, kind regards.

alpine mason
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Allow dinos to be able to scent the water, it's Impossible to get some at night and pretty much death sentence to all juvis

rose current
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Effects suggestion:
• nausea (effects herbivores idling near corpses)
• maternal/paternal instincts (perhaps a 5 call, or just friendly call, reciprocated from adult dino to a juvie of the same species gives a small nightvision or scent boost to the adult, like being on alert. amount of juvies doesn't make it any greater. may also give people a reason not to kill young of their own kind on sight)
• pack buff (utahraptor specifically get a buff from broadcasting with group members close together that decreases the time it takes to reach ambush speed. if a group want to use the buff, it won't come as a surprise to anyone in the vicinity since the sound travels)
• fear (juvenile and sub dinosaurs get a loud pulsing heartbeat effect that lasts as long as they are near an enemy species. think juvie rex/giga near trikes or carno and vice versa. helps with carebearing, but also gives juvies a slight early warning of danger in the wild. however if fear exceeds a certain amount of time, longer than a passing predator in the forest, the juvie could start emitting an involuntary distress audio like crying. they are babies after all)
• dehydration (along with taking damage when thirsty, the colours on the players screen begin to drain over time and any light source gradually becomes stark white)
• exhaustion/overheating (running out of stamina and continuing to trot/run as soon as it regenerates sometimes triggers an effect that causes the dino to spontaneously lose consciousness and drop like a rag doll corpse. the screen blurs and goes greyscale, the effect lasting about 30 seconds or whatever)

errant mauve
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Suggestion for making maia great again:

Add a stationary kick attack to the maia arsenal, similar to paras kick. This kick attack would be the only attack to inflict bb, and take a hefty amount of stamina to accomplish , the regular headbutt would stick to raw damage for quick hit and run attacks for defending children from small things and whatnot. this would mean maia could not be abused by mixed packs while still providing a reliable way to escape carnivores.

In other words, you cannot chase down everything in sight and give it bb, but still have it as a last minute escape move.

molten yacht
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Just a AI animal suggestion: Marine Iguana:

Natural Island Relative that is known to have swum it's way to numerous islands. Numerous and small, they could populate rivers and beaches in considerable numbers and be relatively good food for small dinosaurs and juveniles who you might want living near the coast line. AI work would really only need them to run away at speed.

Being set in the modern day, it would be a rather common and easy to expect creature to exist on the Isle, and would help fill out the bottom of the intended ecosystem.

next parrot
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I feel that it takes too long to reach adult utah. It is the smallest carnivore (currently) and it takes as long as a carno and para to grow... It's far too long in my opinion. It should be more like a galli's growth time.

sterile vortex
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Add a search box in the player list would be so good/helpful.

marble glacier
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Multiple suggestions here-

  1. Speed up carno growth and buff the juvenile, the time it takes to grow carno is redic especially when you could fully grow an Allo or cerato in about half the time and it just doesn't make it worth while when it comes to midtiers, it's fast yes but not much from that

  2. Adding onto Unitys suggestion for Utah growth, It's stats and such are fine but for the juvenile it drops food and water WAY too quickly so I'd feel that should be made better as well.

  3. For grouping matters I feel it would be nice for an icon to show up on the player list for what dinosaur each player is set as, so if they're an Allo there might be an Allo head next to their name, rex means there's a rex icon etc etc. It would make it easier to see who you can send group invited to rather than begging for friends or just spam clicking every single person and hope they're the same species

torpid oyster
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Water Scent Suggestion: Only works when you do the stationary Scent animation. When done, a corner of your screen could light up in a transparent light blue to indicate the direction you smell water in, without saturating the screen with particle effects. Obviously this would either not work during the rain, or would light up all edges of your screen to show that you smell moisture everywhere.

lethal kite
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Add dryo ai for some more food because oro gives like notting. or just more ai

quasi nimbus
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The ability to set waypoints in the world. They are saved in your dinosaur, not in your player, so when you see an adult dinosaur, it is more likely to know its ways in the world, while a juvenile dinosaur probably doesn't even know where it is. By walking around and exploring, you can set some waypoints that will be saved for as long as you live, they can be things like locations of water or simply just temporary waypoints like the position of a random body in the forest you luckily found.

ancient plover
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Increase growth timer for Trike, since Trike is an apex herbivore.

lavish cobalt
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@torpid oyster something to add to your suggestion would be to change the rain effect on ur stats a bit. with which i mean instead of just not letting the rain drain your water more down it could slowly increase whilst it is raining until it is back on full. this would fix babies dying of thirst in the middle of a tropical rain-storm due to them not being able to smell the water or being near to a watersource

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ofc the effect on adult animals should be very little

junior raptor
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Tired of people going into the water when in a fight, add body drag

waxen tusk
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or maybe dead bodies in the water will float to the shore where you can eat them

junior raptor
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Tired of people going into the water when in a fight, add body drag (gonna post this everytime this happens) This time with two baby gigas, starved out

smoky jay
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If suchomimus is added as a playable in survival it could have the ability to use scent while it's raining

jagged dawn
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If a carni has a sucessful hunt, nothing is more frustrating then that food going "fuck you I'm going to drown myself so you cant eat me lmao"

Idk how you'd go about it, but if you've taken damage from a dinosaur in maybe... a minute or two prior, would it be possible to lock people out from picking a new dino/human?

Like. Want to be an asshole and drown yourself because you lost the game tm? No problem, do that. Except now you can't play for half an hour, don't be a sore loser.

steady kelp
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An idea for a new Alberto model if it’s the new medium Dino

coarse magnet
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Corpses and carcasses can cause disease after being there for X amount of time, herbivores are more susceptible to getting the diseases.

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Hunger drain increased for carnivores when around herbivores half their size or bigger. Say im a full grown rex beside 1 trike my hunger goes down 5% faster, beside 3 trikes it goes down 20% faster, 5 trikes 50% faster, etc.

tough stump
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Add a new class of "Fisher Dinos", now I would love for the little Spino to be added, it is unlikely, but It would present a new way to play, like herbivores they could fish in one spot and move to another, but also hunt things down if desperate like normal carnivorous gameplay, as some would prefer confrontation as optional for the most part as a carnivore, but nobody wants to starve. Dinos could include Austro, Bary, Sucho, and Spino (playable or not, though a "Water Apex" would complete the trio of Apexes).

tidal cave
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@sterile vortex I suggest a better idea, instead of a search box have an option to sort the players in the server list from A - Z, Ping, and Rank (Developers > Admins > Normal Players)

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@quasi nimbus As for your waypoint idea, I think incorporating that into scent somehow would work best, similar to marking a territory, where the downside could be it would maybe fade over time and can be detected by other dinosaurs.

mental bolt
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I got a suggestion for mix packs as well. If you stay in a certain range with a player of another species both of you get slowed down by 50% for movement and bite speed. The debuff will last 60 seconds, if you dont leave or move away from the other species the buff restacks. If your resting whatever the buff starts when you stand up again. To allow feeding from the same corpse whatever. This triggers when you reach adulthood and applies to every species close to each other (except for herbs beeing close to other herbs, but for herbs close to carnivores) (id suggest 5 rex bodylength as a radius).
This debuff woudnt trigger more killing ( like the food lose debuff) but would make you weaker and easily attackable by others.

The radius shoudnt be so wide that you cant stalk your pray before attacking but it triggers after 5 minutes in a 5 body length radius so shoudnt be a problem at all.

fathom dune
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Reduce the amount of food carnivores get from eating other carnivores, thus promoting hunting of herbivores and reducing the sustainability of herbi-carni Megapacks.

rose current
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If herbivores can become sick from idling near corpses, maybe they can also have a particular scent that makes them more noticeable? It would put a stop to corpse guarding and also draw a lot of attention to groups who are more than likely mixed

blissful oxide
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Nerf trike growth to 4 hours AT LEAST. It takes little time to grow to as something that’s very strong and well.. many people grow to easily. If you take away one big thing you only get the next. Aka apex carnivores are now 7 hours, so more trikes have been seen then those carnivores. Take something away, another is chosen.

dull aurora
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I realize Punchpacket made a post about how mixed packing is frowned upon on dev branch. but i suggest that those who monitor this server regularly make it an official rule for the dev servers. A post isn't a rule, and more argumentative people than me will argue that point into the ground.

hasty dawn
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For more of a Skull Island vibe, I'd be all for fictional dinosaurs. Things like Magnaraptor and Magna Rex, they're just new fictional dinosaurs.

ancient plover
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Please make it a rule that when a player is trying to Get PunchPacket or Chimi's attention to wipe a mega pack that they DM them discretely with a screenshot providing evidence of a mega pack, instead of openly tagging them in the discord channel. This gives the players involved in the mega pack a heads up to temporarily split off until the supposed threat of a hypo coming on has passed. By openly complaining in a public channel to Punch or Chimi, you're allowing the wrongdoers enough time to get away and do it all over again.

scarlet igloo
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To help mitigate mega packs I'd first start with the obvious, limiting party size to 4 or so. Yes, there will be work arounds, but it will disrupt group chats, etc.
Now, to help encourage migration, if a corpse is within X radius of a water hole, then it's food given value exponentially decreases and it's decay timer doubles (this would simulate water decay, etc)

Spread out watering sources. Not static, but allow dinos to drink from the ground for a VERY small gain per sip during rain. We already have the wet ground textures, let's utilize them.

Watering holes should be a great source of potential food, no doubt, but should not encourage camping.

As far as mixed packs, there really isn't any creative way to mitigate that other than debuffs, but player will just come in and out of range to circumvent that.

rain pollen
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Honestly I think dispersing water more evenly around the map/thickening the vegetation but making it take a long time to respawn so herbivores have to move around would encourage people to explore a lot more

frosty spade
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One way of spreading water, and thus, player concentration, evenly could be through adding a few creeks or rivers that cut across the landscape. This would prevent carnivores and mega packs from camping the few areas in the map that everyone has to come to.

hidden storm
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Please keep this channel to suggestions only.

lavish cobalt
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Diplodocus

Lifestages:

Hatchling/Juvenile: -grows rather quick and due to this it needs food even more frequently
- their stam drains down quite slow while it regenerates as quick as a baby-maias or maybe quicker
due to this they can waddle along quite much which also makes it possible for them to fullfill their need for nourriture whilst growing towards sub
- in this age they can lay down to rest and use their skintone as camouflage if predators get close. an ability that they will loose when reaching sub
- their attack-damage is quite low in those stages and not a good defense against allo-,cerato-,giga-, rex-babies
- has efficient water-balance/ low water-drain but high water-pool

Subadult: - grows slower than hatch/juvie
- frequently needs food but not as much as when it was hatch/juvie
- healthpool slowly start to become decently tanking through the growth-stage
- depending on weight-class differences they can already inflict bonebreaks with their tailwhips
and their weight slowly becomes a bigger and bigger threat to utahs/dilos and even young allos/ceratos
- their stamina drains down slightly quicker than as hatch/juvie but still regenerates quicker than for an adult
- has efficient water-balance/ low water-drain but high water-pool
- from here it has trample-dmg with everystep it does

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Adult: - grows slower than sub yet still needs food frequently, just less food drain due to slower growing
- healthpool now reached a tanky-amount but keeps increasing up to its high-point
- dmg now aswell reached a dangerous amount, more bonebreak chance on tailwhip than as sub and keeps slowly increasing up to its high-point
- stamina drains down slightly faster than as sub but regenerates just as fast
- has efficient water-balance/ low water-drain but high water-pool

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Locomotion-Speeds:

Juvenile: - Walk = Trike-Juvie Walk
- Trot = Trike-Juvie Trot
- Sprint = slightly slower than Trike-Juvie Sprint

Subadult: - Walk = Trike-Sub Walk
- Trot = Trike-Sub Trot
- Sprint = slower than Trike-Sub

Adult: - Walk = slightly faster than Trike-Walk
- Trot: = Trike-Trot
- Sprint = slightly slower than Trike-Sprint (like 20km/h)

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Attacks:

Tailswipe: - [Left-/Right-click] inflicting High dmg with bonebreak-chance on a cone-shaped hitbox
Stomp-Hop: - [Spacebar] inflicting High dmg under high costs of stamina
Neckswipe: - [Left-/Right-click whilst Sprinting] inflicting Medium dmg with backknock-effect on a smaller cone-shaped hitbox
Trample-Dmg (Passive): - inflicting Medium dmg with every step thats taken (only for Subadult and above)

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Growth-time (6 hours):

Hatchling: - 0.5 h
Juvenile: - 1 h
Subadult: - 2 h
Adult: - 2,5 h

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Stats ( when fully grown):

Health: - High ( 15 or 20k )
HP-Regeneration: - Slow-Medium/Medium
Stamina: - Medium
Stam-Regeneration: - Slow-Medium/Medium
Food: - High
Food-Drain: - Medium-High
Water: - High
Water-Drain: - Low
Bleed-Resistance: - Medium
Bleed-Heal: - Low-Medium
Mass: - High

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i dont own any copyright for the artwork

ancient plover
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Until deinosuchus is implemented into the Isle for players to use, can we get deinosuchus AI at most of the water sources. This could help cut down mega mixed packs that camp the popular ones. Make them almost impossible to kill and have no food value at all should they die.

tacit vortex
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So I’ve seen the auto night vision idea tossed around some and if it ever becomes a thing, I thought It’d be kinda cool if (once humans are in the game of course) that if your attacking a tribal if they pull out their torch it would temporarily blind you, or if you are near a campfire your eyes would adjust to the light so you could only see within the light the fire gives off ( those of you that have ever been camping have prolly noticed this effect ) also mercenaries could have flash bangs or something idk I’m just spitballing here

ashen river
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make trikes take longer to fuckin get too, they are the most op shit in dev branch right now cause of how easy it is to get too and that there can be millions of them in groups just killin all they see. They are aslo too strong for how little time it takes

viscid yarrow
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Corpses should bleed/have blood near or under it, so when using scent at least the body can be tracked before it becomes gore.

mortal frost
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Megalania suggestion.
Let's start with its stats.
It's really bad. It has less HP than Utah (between 850 and 950) and bad stam. It's slow both at walking and trotting, but its ambush is really bursty: insanely fast for its size but last for 5 seconds only. It has meh direct damage (20), nice bleed damage (25) thanks to its serrated tooth. Its night vision is bad too. However its stamina regeneration is average.
As you can tell, Megalania's stats are not great for a relatively small carnivore. However, its special abilities make up for its gimped stats.
First, Megalania is able to climb trees.
Juvies can climb both the regular trees and redwoods ones, however adults can only climb the latter.
It costs a lot of stamina to climb, go down or move while on the tree, but none when immobile. Stamina doesn't regen while on a tree, even if the Megalania is immobile.
It can't go too high on the tree, because of stamina limitation. If it uses all its stamina while on a tree, it falls and take regular falling damage and bone break. Stamina management is the key here.

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Second, Megalania is venomous.
Its venom has two effects: an anticoagulant effect (from what we know it may be a bleed resistance debuff) half as good as what Dilophosaurus will have, and a stamina drain that does stamina damage over time but doesn't stack and need to be reapplied when it ends, after 1 minute. This stamina DoT reduces the amount of stamina by 25% of the full stamina pool, and cancel stamina regeneration.
For example, if a dino has a stamina pool of 200, but only has 100 stamina when it get bitten by the Megalania, it will still receive 50 stamina damage over 1 minute. It means that no matters how much stamina you have, if the Megalania manages to bite you every minute for 4 minutes, you run out of stam. This effect is clearly the most dangerous of the two, since it works against any non-strain dinos by the same amount (25% over 1 minute).
Third, it has a crippling attack thanks to its saw-like recurve tooth.
This attack, when locational damage will be out, needs to land on the foot of a dino (so a small area) and will slow the dino by 40% for 5 seconds. It has a 1 minute cooldown and is applied by using the right mouse button. Cripple only apply to dinos within a certain weight mass. It's uneffective against dinos beyond that weight mass limit. Cripple doesn't affect alt turning like bone break currently does.

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Fourth, its higly effective vomeronasal organ (or Jacobson's organ).
It has an insane scent thanks to its forked tongue. Its scent will take the form of a quick (1 second) forked tongue animation that is spammable (no cooldown) and has the biggest range of all scents. If the Megalania bites an animal, its venom leaves a visually blue scent that allows it to not mistake its prey tracks with the ones of another animal.

Its low profile allows it to have an even lower crouching idle and walk, making it good at hiding and approaching its prey.The two defensive options of the Megalania are its deterrent venom and tree climbing.
Megalania would be the stalker/tracker specialized animal of the game.
It will stalk its prey by using its scent and stealth to approach it, then ambushing it at (relatively) high speed and applying a crippling bite. After that initial bite, regular venomous bites will follow until the prey inevitably escapes, because of the low direct damage of the Megalania, its bad stamina that doesn't allow it to spam ambushes, and its slow walk/trot.
After that, it will track the wounded prey that is bleeding and losing stamina, thanks to its amazing scent and the blue color of the tracks. Once the prey is found and if it's still alive, repeat until it runs out of stamina and/or blood.

ancient plover
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I don't know how should i explain it, but set the max amount dinosaur to 200, including AI of course. A map size like v3 can easily handle 200 people. But the point is like if you have a server with 128 slot, the remain 72 dino will be AI. But if player amount is less, then more AI will spawn so it will balance itself. Like you will almost get the same experience on a 80 slot server cause of AI BALANCE. All the numbers are just example of course. Thenyaw sized map can't handle more than 120 player. But v3 could handle 200-250 cause of its size.

near edge
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I feel like maybe the Elder system needs a revisit, for herbivores only. I don't see nearly enough herbivores around, especially on V3, and this may give people more incentive to play as them. Elders would be slightly easier to achieve than the strains and have specific roles that would benefit herds, rather than the individuals. The players would need to survive for a very long time to become Elders (insert ridiculous number of hours here - like 24). They would receive a different skin and be slightly larger in size to make them stand out. They would receive a slight stat adjustment (higher mass / lower speed where applicable) and would require more food to sustain, limiting the sustainability of large herds or more than 1 large Elders in the same area.

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Some specific abilities that Elders could have are (just tossing out some ideas):
Galli - Larger night vision range.
Dryo - Crouching would give camouflage. The dryo becomes less visible, but has to stay still to maintain.
Maia - Reduces or negates food decay for hatchlings in its group.
Para - The 4 call would have the ability to disrupt any active or charged ambush in it's radius (on a veeeery long cooldown), making the other players have to execute it again, as well as "deafen" any players that are right next to the para.
Diablo - New non-combat charge ability that would negate any damage the diablo does for a short while after using it and would reduce the stamina regeneration due to fatigue. This ability should only be used to dodge an attack, potentially saving the dinosaur's life and not to kill. Blame the recent wave of kos-ers.
Trike - Slight stat adjustment to make it more tanky, at the price of needing to eat more. The Elder trike can also smell food from much farther away.

While I enjoy playing a herbivore, I feel like they need to have more of a reason to interact with each other. Elders could be a beacon that draw herds together and make herbivore life have more purpose for those who like it and for those who are on the fence about it.

covert mulch
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With ai well on the way it might be nice for ai frogs, dragonflies and birds that can be juvi snacks

covert mulch
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err on the note of frogs why not this big game frog ai down the line (beezlebufo)

scarlet igloo
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Growth should be automatic. This way people can't stay as a sub rex to keep the speed and ability to eat more.

sacred haven
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So. To deal with groups who stay in one area and refuse to move, this can be added on top of the confirmed drought system and such: the environment being affected by animal presence.

If an animal in nature, or rather a large group of them stay in one area for an extended period of time, that means their feces and other such filth start to pile up. This can cause zones of "taint" as I'll call it, in areas where large groups of anything stays for an extended period of time.

The weightmass and number of creatures in the area affects how fast the area around them becomes tainted. This means plants do not want to grow, and water becomes toxic and reduces your thirst or causes your dinosaur to throw up and lose food. Bodies also have the same effect in causing vomiting and food loss. A tainted area would have very clear visual signs, such as brown, dead trees and cloudy, flat water so that it can be avoided.

As an example, a herd of 6 or more ADULT trikes stay in a tile that contains food and a lake for an hour. This tile becomes tainted and slowly changes color, and not being able to eat or drink, the trikes are then forced to move on. The area takes an hour to then recover from being tainted.

Juvenile dinosaurs would not cause taint. Subadults cause taint slower than adults, due to lighter weightmass. A pack of utahs, for example, up to maybe 8 individuals could exist comfortably in a zone without tainting it. Two rexes can maybe camp a lake to get access to prey items, while being forced to chase other adult apexes out if they want to maintain a territory that looks viable for herbivores to live in.

The idea of this is to put an ultimatum on making people move around. Rather than risk tainting a zone, groups may move once food runs out or gets low, while individuals or small groups (or packs of small animals) are rewarded with the comfort, as well as risk, of staying in one area that they can grow familiar with.

scarlet igloo
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There should really be a species limitation per server on dev branch. I know this is hard to cap, but if you die, and there are already 60 allo's on the server currently, you do not have the option to spawn as an allo. You either wait or pick something else. So many other dinos aren't really being tested because of the allo/dibble overload

rose current
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debuff trikes please ); make their growth time a lot longer and make it harder for them to reach top speed like carno...they are way over powered and pretty much the only thing that kills trikes at the moment is other trikes

ancient plover
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You should get thirsty faster than hungry, because irl you can last longer without food but not without water. Also, I think juvie giga should get a hunger buff, not even 1 min into playing as one I’m already taking damage from hunger.

crisp pagoda
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Random 5am idea for streamlining the dino select menu in Sandbox: for the dinos that currently have them, maybe the hatchling/juvie/sub/adult life stages could be selectable from the main menu option of the dino you want to play?
...I'm bad with words but something like this;

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And for the dinos that've gotten a remodel, like carno and allo, maybe the old models could still be available to play as a "skin" select

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.....the logistics of coding all this would probably be a nightmare, tho

coarse magnet
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Sub trike stage only takes about 30 minutes to grow to adult, the sub stage is the time they are the most 'huntable' while still beeing able to defend themselves. id suggest kicking it up to and hour at least (well i havent timed it but it feels like no time at all compaired to the juvie and adult growth timers)

jagged dawn
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Did some timing tonight, and both juvi and sub trike take 40 minutes odd to grow on dev branch. Didn't time adult but thats about an hour odd.

Juvi is fine at the length it is in terms of growing; their damage is garbage, theyre slow and need a decent chunk of food close by water or youre screwed. The trade off is theyre probably one of the more tanky babies in juvi vs juvi fights so most things give up and leave you alone.

Sub however is when they get their stomp, a hell of a lot more mobility and speed, and much more damage and health. And yet still remain very huntable by groups or a single apex due to giving a decent amount of food.

So my suggestion is lengthen the sub growth - make people who want to play trike, push through sub and try to fend off packs of allos or ceratos. A hour and a half or even two hours would force the sub to move around for food as the bushes deplete (assuming there are no other herbis around) and give wandering carnis the opportunity at a decent meal.

Because as soon as they hit adult - fully grown or not - many people refuse to fight them due to a tight turn radius and the fact there's usually another trike lurking around the bend to come to avenge it while you heal bleed.

TL;DR Juvi trike growth is fine. Make sub about 2h to bring it in line with how powerful it is for minimal effort so carnis can hunt decent food and the good trikes get to adulthood unless theyre carebeared oof

brisk saddle
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Would it be possible to move the menu in game so that when you’re safe logging and stuff you can still see what’s going on in the chat?

next elbow
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Please update the dev kit. One of the amazing things about this game is how much the players can do to it. There are many communities out there losing players and falling apart because the mods that made them special no longer exist. Please devs update it! (Sry if I missed something about it bein updated or updated soon)

modest rivet
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Please allow soon for us to be able to use hypos. Us admins its hard to fix an overpacking of rexes or something when the rex is the most powerful. #WeWantHypos

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Without just kicking them

stray matrix
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dab emote when?

marble swift
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I was thinking, perhaps the bloody screen you get when taking damage could be tweaked a bit to fit the “DECEASED” screen more. Perhaps there could be a heart monitor beeping in the background, getting steadily louder and the beats getting slower as your animal is dying. The screen could also have some static zippy zappin about in the corners that gets more intense the closer to death you get, as though the dinosaur dying causes whatever monitoring it to lose signal. Idk if there’s any lore to the bloody screen itself (I wouldn’t expect there to be, but who knows), but if there is and this would fuck with it, then of course, disregard this. But I was just thinking, that bloody screen seems a tad out of place now with the whole computer system thing we have going on with the current UI.

wheat sky
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A suggestion: I suggest to add an automated feature to kick the players out of the server after idling on the character select screen for 10/20/30 or so minutes.
Reasoning: Sometimes I fall asleep while afk-ing in a bush or fall inside some rocks/get stuck in a tree and get distracted away from the computer in the meanwhile. It can last for hours. My dinosaur dies and I'm left at the character select screen occupying a slot on the server and wasting my computer's resources. Fairly sure it happens to other people as well.

quasi nimbus
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Make it so that at night when you rest your hunger and thirst decay is reduced so that people don't just log out the moment it's night and come back later. They can actually grow and save up on their stats and at the same time they remain in the server, which allows predators to possibly find them.

loud zodiac
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REMOVE BABY ALLO BB!

worldly turtle
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Remove Allo bb all together, and replace it with a slight Mass, Damage, and Health buff. (Possibly Nerf bleed as well for a compensation.)

ancient plover
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Make difference beetwen the whole scent animation and "walking-scent" animation. Walking sniffing is way shorter than the "full" sniff animation. So probably make people use the longer animation for longer scent range. When you walk and sniff, you are able to pick up scent faster, but in shorter range. When you fully stop and sniff with the long anim..it will gives you a longer range scent. So when you follow a dino in close range/or blood trail. Use walk+sniff. But when a dinosaur escaped and it is probably far from you, use the long anim and try with long-range scent. I mean, don't make it like the short range is about 5 meter and the long about 200m. It should be probably like...short is 10-15m round range, long is 50-80m round range.

broken trench
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I'm sure it's already planned, but the night sky should be pitch black. Night time doesn't feel like night time when the sky is still blue

craggy narwhal
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Idk if anyone has said this already but... I like the fact that there aren't different skins for dinos anymore but having a pack/herd of like 4 identical dinos is a bit eh so I thought it would be cool to make several variations of the same skin (like darker/lighter details or slightly different pattern) and the player gets random one when they spawn... Hopefully I was clear enough because I can't explain stuff 😂

craggy narwhal
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Also if custom skins are going to be a thing, make a limited choice of colors pleeeaaaseee because I don't want to see rainbow stuff

stuck locust
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SPAWN KILLING FIX

Currently spawning in fresh onto a server feels like a bit of a gamble for players if they are to survive or not. They have to pray that they don’t spawn at a lake with a bigger things that want to kill them, then they have to pray that you can find food close by, if not they have to make a choice of staying and waiting for another player to spawn in or wander the map to find something else to eat. And when they do that, they have to pray that their food is close enough to the original lake they spawned at or they’ll have to find another lake to go to (which is hard especially for new players and/or players that don’t know that map inside and out). Gambling can be fun and it offers its own experiences, but if those aren’t the experiences that you want players to have then maybe the suggestions below could help you give a different experience more inline with what you want the players to have.

1. Set up randomly generated spawning areas around the outer edges of the map that have a wider range then what is currently offered in the Dev Branch.

2. Set up lake and water sources close the center of the map and get rid of those that you think are too far.

3. Have Juveniles receive most or all of their hydration from food sources.

4. Increase Sub-Adult and Adult hydration needs if need be.

This should spread freshly spawned player out away from one another while keeping bigger dinosaurs closer to the middle of the map, and having juveniles focus on finding food first and foremost. Juveniles may need to kill each other for food but at least they’ll need to find each other first and everybody will have a fairer chance to survive.

next parrot
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juvi carno has a hard life from the start- it's incredibly slow, slower than a juvi rex, it's too weak to kill anything, and can be killed easily by all other juvies. I truly think it would greatly benefit a speed boost. It's got great stam but it's can't outrun anything, nor can it fight anything off. You have to grow as a juvi carno for a long time, and it's near impossible to do it without just camping in a bush.

dull aurora
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Really appreciate the dev branch guidelines. I think they were a much needed thing especially if mods are going to have the power to ban people. 👍

Perhaps though if i may suggest be a little more specific in regards to the "megapack" guideline. I personally have a rather large group of friends that I play with and I don't want to see any of them banned for a misunderstanding. I'm assuming it probably refers to something like 10+ but I wouldn't want to gather my friends in a 15 member plus allo pack and see them get banned or removed. So perhaps a general number would be helpful.

ancient plover
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Can we by chance implement a map that pops up after we select our juvie that gives us the option to spawn in one of 5 random regions of the map? Example would be to spawn at north, south, east, west, or central. And then it would spawn you randomly within the region you selected on the map.

quasi nimbus
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bone break should be heavily reduced for all creatures or just removed. it makes fights boring (fights that could last way longer or even end in nobody dying). it's literally just a feature based on luck that wins/loses you the fight instantly.

sterile stump
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Stumbling
Coinciding with the inertia being added to the animals, stumbling could be a mechanic not hard to avoid but still something to worry about. stumbling in this case being for example, at an ample amount of speed dinosaur alt turns or just tries to turn too sharply in general, tries to stop too quickly, even hitting an obstacle such as a tree or a heavier animal; The inertia + mass of the animal could cause it to trip, stagger, even fall over, and if they're heavy potentially undergo some fall damage. Having to worry about this may cause more intense or calculated combat encounters as both players want to avoid the risk of staggering or worse, becoming vulnerable for any amount of time to their opponent. This may be the most worrisome to animals like the carnotaurus but they weren't exactly built to turn on a dime or take on larger prey anyhow.
Stumbling can also be incorporated defensively on animals such as sauropods in some form of body slam thats just meant to stagger or shove aside animals, and on other animals trying to shake off utahraptors and the like, and so on. Stumbling also could be used offensively in the case of the ankylosaurus/stegosaurus/tail swingers in general.

tight kestrel
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Carnivores could have the ability to tear off chunks of meat from dead bodies, which would be useful for carnivores that aren't capable of tearing off entire body parts.

ancient plover
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Herrerasaurus AI. Offers more food but is harder to catch due to its speed and stamina. Should also be programmed to fight back if juvie carnivores are hunting it.

fair lava
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Make the "glowing eyes" at night only visible at a closer distance. That distance should be the same for all animals: if you have bad nightvision you would see spooky dots in the dark beyond your sight but if you have good nightvision you should (usually) see their shape before their eyes start "glowing" for you. This would give diurnal animals some information to react if they stay alert while also preventing nocturnal animals from using them to spot small things hiding a significant distance away.

coral musk
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When more biomes are added to V3, I think it'd be fun if dinosaurs are more likely to spawn in particular and fitting biomes; e.g. large creatures like the Trike and Rex are more likely to spawn in regions that have a lot of fields and open spaces, while smaller creatures like the Diablo and Dilophosaurus are more likely to spawn in forests and other such cluttered areas that the apex would have a hard time navigating in. I think it'd be fun to help divide the map into habitats where particular species thrive and and are more balanced to their environment, so megapacks can't tramp the whole map clearing out lake after lake; apexes also balance each other out by spawning near each other, while they're a rare sight to see in far-away areas designed for little guys

  • also, dinos would be easier to balance b/c you mainly have to focus on their habitat and the other dinos spawning in it, rather than having to balance every single dino with every single other dino in every environment.
covert mulch
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Might be too much to ask for but I’d love it if we had the super dense forest we had earlier on v3 that gave smaller things places to hide.

lethal crag
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respawn/suicide button in survival so we can stop wasting our time with a bad spawn where no food is around and will starve

gloomy ember
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add the anky into survival it would be a good herb that isnt op

tulip plaza
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Perhaps make it so most of the hatchlings and juveniles are able to jump and later on in life most dinos would lose it and it would either result in a hop or just rearing up later in life as opposed to those jumps earlier in life

ancient plover
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Please have oro give a reasonable amount of food.

rose current
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Suggestion to help with needless killing: make hunting more taxing. In reality, animals (particularly ambush predators) are very affected by hunts. cheetah can't eat as soon as they successfully kill their prey, they need to catch their breath first, and other predators only hunt when they need to or when food is abundant to save energy. maybe some kind of mechanic that makes the risk and reward more exciting...while also giving new spawns or other players a second chance, if only small. by all means large and successful packs go ahead and hunt for fun, as lions are known to do, but it should be something only done by those who can afford it

rain pollen
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Shower thought. When you come around to making the dragging tick what if you also made it so if there's a large enough mass discrepency between two creatures the larger one could pick the smaller one up, whether for catching small prey or making it easier to transport slow babs

rain pollen
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Also what if water sources gradually dried up overtime on their own and dried proportionally an extra amount from animals drinking it then refilled when it rains

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Also corpses/ribs disappearing after 25min can make it really tough to nest as smaller carnivores. It'd be cool if the despawn timer paused if something comes within a set distance of the meat and if it stays within that distance for a good while the timer also gets reset

quasi nimbus
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Make the trike take longer to grow, and make it unable to regen stamina unless it's resting. Leave everything as it is. Maybe increase the damage from its stomp. (To me it looks like it's the exact same damage as the gore attack)

rain pollen
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Two more for you

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Improve the scent system by making water appear as a big white pillar similar to the red one ribs have but you can see it from more or less across the map plus making herbivore footprints glow green, carnivores' red, the player's as gold, same species as blue and groupmates as purple as well as adding a bloodpool under dead bodies that lasts until it becomes ribs so they're not so hard to notice in the dark or dense folliage. Also maybe make smelling stay active a little longer and display stuff in glow that has happened after you initially activated it

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Nesting would have more depth/realism as well if either sex of the species could make one but they need to invite a member of the opposite sex to nest with them to actually make eggs and both need to stay close to the nest to make it progress

surreal loom
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Can the Fisher tree Hunt some sushi?

Spino
Sucho
Barry
Austro

Hunt fish in the lakes Aldo is a small meal but fish can be in any size like some salmon sushi fish can be a diet also the small Fishers like barry sucho can have a diet of fish making there life's a whole lot easier theres ways of hunting fish chase the fish down when u get close to the fish bite it and when u have a grip in the mouth press e to chew it down and continue the process until your full and camp in the lake so when u get hungry do the exact same thing fish size depends in what lake what size the smaller the lake the smaller the fish the bigger the lake the bigger the fish

solid garden
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increase trikes growth time, slow it down (or increase stam drain when running), increase damage and bleed a lot, and remove bone break

little cliff
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While name tags often hinder hunting and other gameplay mechanics its a very useful tool when it comes to reporting rule breakers and the like. My suggestion is to allow server owners to adjust the radius in which the name tags appear. Make it to where the tags appear as they are now with two smaller options, one being directly on top of the player character and the other in between the two. This way its less likely to give away positions while hunting but still offers a way for the players to report issues that may occur.

mint plinth
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We could give name tags after death so that it doesn’t hinder said hunting mechanics

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Or a report button ^

ancient plover
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There needs to be a mechanic that bodies wash on shore, people are abusing dying in the water, just to be a dick. Some people actually need that food to live and that was their only chance. I know you all were planning to make the mechanic but do it soon please, more and more people are being asshats and dying in the water so they can have the last laugh, which in reality shouldn't be allowed.

next parrot
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Please remove or significantly lower Allo's bone break. As of now it can cripple an adult rex in 1 bite.

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Increase trike's damage and bleed but significantly heighten its growth time. If its going to take as long as a rex to grow, it SHOULD be able to defend against one.

nocturne island
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Wildfires: During a lightning storm, there should be a small chance of a wildfire engulfing a section of the map overtime, making dinos migrate away from some areas and adding in some elemental and environmental danger to the game.

ancient plover
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Please fix how the trike can still "magically" hit you after you totally just cleared their head and horns. I don't know how many times I and others have been killed when we shouldnt of.

red charm
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It’d be cool if there was a key you could hold that would lock your movement to keep you going in the same direction, but would allow you to freely move your mouse and look around. I think a few games already have this mechanic (PUBG and DayZ if I’m not mistaken) and it would be awesome to be able to do it with a dinosaur in The Isle.

next parrot
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I think the current wait time for an egg as a nesting dryo is discouraging people from nesting dryos at all. Waiting 25 minutes for ONE dryo egg is not even worth it, you could be an adult dryo in that time anyway. A dryo egg should only take like 5-10 mins to appear, it would give people a reason to play dryo and nest in their friends, supporting the ecosystem.

blissful rampart
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This is the cliffnotes version of my herbivore metagame idea. Right now you can have server with only carnivores, but only herbs=boring and no-one would play. That’s a problem. Herbs need to be exciting on their own.

First thing is change to calls. 1 and 4 make your icon appear to everyone of your race as if in your group. Holding 3 issues a challenge which other herbivores can accept by also holding 3. Winner breaks the other’s leg first. 2 calls lower stress. Can also E live players to designate them (sniffing animation).

Second thing is stress. Herbs get stressed once a certain number of members of their race are in the area. # varies by race. Stress automatically filled if corpse nearby after 1:00. Once stressed, food/water depletion tripled (or more). However, frequently 1 and 2 calling lowers stress so herb packs can get bigger.

Third thing is categories. Four categories of herbs. Each has their own type of food. Duelists, herders, explorers, and soloists. Explorers are Gallis/Dryos, small, fast, lots of stamina. Run around the map and collect exploration points at rare sights that make them regen stam faster, sneak faster, and have more food and water. A noob class to help people learn the map. Food everywhere.

Then there’s herders. All hadrosaurs. They get health buffs and speed equal to fastest member. Can smell water from very far away. Herd caps w/out socialization at 5. Not a lot of food at lakes, in groups larger than 2 must rotate. Different lakes also give temp buffs. Can designate a leader with E who gets extra health/damage/speed (speed doesn’t buff group). Can challenge each other (3 call) to steal designation points. Soft cap on group at 8-12 b/c not enough food to feed that group. (cont/)

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(/cont) Also have duelists. Trikes, dibbles, pachys. Low food, low water, basically glued to lakes. Trikes stress cap at 2, food cap at 4+ (depends on size of lake). Dibbles stress cap at 3, food cap at 5+. Pachys stress cap at 5, food cap at 8+. Each starts with 10 combat points (CP), caps at 20. Each CP gives damage/health. Winning a fight against another duelist (3 challenge) steals 2 CP. First to three wins or whoever has the most CP is leader, +10 to max CP, +5 bonus CP. Lose CP if person who gave them died.

Finally soloists. Stegos, Ankys, etc. Food everywhere, stress cap at 1, hard caps at 2. Same deal with CP, except goes to 40. Get CP for finding explorers(3) or herder(2)/duelist(1) leaders. Also get CP for killing carnivores (2) (only if carnivore is adult/soloist is below 60% hp).

Staying around carnivores for 1:30 also stresses. Soloists/duelist get double speed/damage in last thirty seconds. Carnivore stress applies health/damage debuffs.

Spawning changes, weight class imbalance changes, and over game balancing would help too.

TL: DR; Stress for overpopulation/staying near corpses that rapidly drains food but can be countered by making a lot of noise, explorer herbs that get buffs for exploring, dueling dinos that get buffs for winning duels, herd dinos that get buffs for finding more of their kind/traveling lake to lake, and soloist dinos that have some of it all. Incentivise herbivore gameplay.

surreal loom
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Can the fisher tree hunt sushi part 2Don4Champ

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u may wonder how many types of fish can be in diffrent lakes?

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like piranas salmon even sarcho ai may attack u

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piranas may bite ur feet if u come close to get a meal

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salmons can come in all difrent shape and sizes

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a big salmon could be shared by a group of fishers

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a smoll salmon may be a meal for one

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big piranas can cause deadly injuries when u let a big piranas bites ur feet so long u may have a broken bone

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fishers also have higher lung capacity and swims faster

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if unlucky u may find yourself trapped in the mud

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and will sink u to death

hasty dawn
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Triceratops needs to grow a lot longer. In large groups, they often suicide to feed the carnivores because it doesn't take long to get back to adult.

molten yacht
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So writing here about the subject of player map-wide distribution. Everyone in this discord is familiar with various lakes which become popular Hotspots, and this is becoming problematic for the purposes of the game, especially in regards to large maps such as V3 and the future Isle map the game will utilize. Right now, when you see V3 with multiple people, Everyone focuses themselves into these specific hotspots for survival.

In order for the final map to function, you need to encourage players to spread out across the map, especially if you want certain dinos to gravitate to certain areas.

The game has 2 ongoing problems. Water is focused in set lakes, and there is No ecosystem. SOmething I want to advise Dondi is you can make a Hard core survival game without starving your dinos.

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Tackling Water, Everyone stuggles for a drink. Small lakes force Juvies from ever leaving sparse watering holes. If you want to spread people away from Watering holes, you need to add wide spread rivers across the map. This will allow people to choose other locations to exist over the map without being forced into murder holes. This also would help travel. Right now, a Juvie spawns and it has little stats it can't afford to ever leave a specific water hole. This means they will get griefed death after death by bigger dinos. To leave the water hole is certain death, while staying is likely death.

Food is a different subject, and one that needs to be explained. Why do people live in a City? Why do they go to a Restraunt day after day or the grocery store? It's because there is food. Without fail, people will always travel to locations they know have food. Even if you have this gorgeous map, if people will inevitably starve because there is no food out in that map, they will ALWAYS migrate to a well populated lake in favor of travelling the world. It's the sake of comfort and survival. If you want to spread your players, you need to increase the chances and opportunities for food. The solution to this, is AI. The game always has someone talk about a Ecosystem, but the bottom most Carnivores have no food that exists under them, and Juvies, such as a Juvie Utah, has nothing under it can eat. If you want to spread players out, there needs to be several chances of catching food through the life span of their creature. In short, Every single carnivore needs to feel comfortable existing out in the world. Right now, that world is a empty dead world, save around the few lakes that exist. Food is garunteed at these locations, and surviving means reaching these locations to get food at all. If you add in a true AI ecosystem in the world of up to Medium Dinos, you will encourage Players to leave the lakes and exist out in the world.

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As it is, the Map being big isn't the issue, but as I told one of the mods, if you want the Carno to live on the plains, the Plains needs to be full of High speed AI galli flocks that the Carnos can comfortably exist in for a extended period. Right now, people never exist in the open places, because, even if they are fast enough for dangers, there is no food or water at these locations. To create a territory requires a Food rich environment to live in, and preying on new born players is a very bad way to create that environment, especially for a new player,

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Conversely, for the Dilos to exist in the woods, they need large enough herds of Oros that can sustain a small group of Dilos in a set place, and a river to water them.

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Right now, Players do not complete a Ecosystem, and there is too many people focused around lakes, not just due to "Bird bathing" but because to go anywhere else is to flirt with starvation. The Key to solving these issues is to make the Dinos of all kinds able to live comfortably enough in their Environments to survive and Thrive.

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And to this end, especially when the dino population drops as people play humans, there needs to be a signifigantly large enough AI Dino population to feed the remaining Dinosaurs.

digital meteor
ancient plover
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For Thenyaw Island: I recommend putting more small ponds or lakes more out twoards the coast. After geyser marsh there is no water until the ocean [and bingo, thats undrinkable.] I feel like nobody even goes out past the marsh unless you want a risk of dying of dehydration. I have taken a look out there as an adult Carno and it is beautiful space you should use, add more ponds or lake there with some AI's aswell as spawnpoints! I really think that space is awesome and should be used, as of currently its inhabitable but has extreme potential.

lethal crag
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feedback for all dinos to know if their attacks actually hit or not (including herbivores)

north juniper
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I think there should be a scent cooldown time indicator so we know when we can next use it. Some dinos are very fast like the Gali but others take a while and it would be great to know when we can use it again.

mortal kettle
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I have a suggestion about the food system that might resolve some of the carnivore issues. First lets start with the death of a Pue..its the largest in the game for my example. Every carni can eat from the corpse so once it dies the decay timer starts ... those that eat from it take food those totals are subtracted from the remaining balance of food in corpse. Once set minimum is reached it becomes ribs, Min = Max of next smaller size ribs +1, So now we have Giant ribs and Apexes can still eat these once giant ribs reach max large ribs they change and only the remaining food is given to the dino that ate before the change. Now you have full Large ribs that is still on decay rate and can only be eaten by those who create large ribs on death... this would include apexes. Of coarse a set amount of food until it goes to medium ribs which apex can not eat. Leaving food for smaller dino's same happens for small and tiny ribs. Each stage gives food to only those of equal or smaller rib size on death. But the important part is that if a dino dies and it is of medium class ribs it can NOT be ate by apex or something of larger size at all ... SO NO SENSE IN KILLING IT, let it grow where it can be food. This will not be popular with a lot of players i imagine cus it will force those who want to play Apex to play something smaller in order to survive. ...But also a system like this must have a balance in 1v1 combat ...something with as high DPS as a trike should take the same amount of time to grow as something with the same DPS like Rex. Making the loss just as painful for both parties.

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But with the staging of ribs that switch and give set amount of food per stage to like creatures ensures a growing youngster a better chance if larger carni wont attack it in order to grow a food supply for the future. As long as all dinos food and hunger are based on weight and mass of the dinos this should balance out the ribs to food. These values will be able to be adjusted fairly easy. maybe even allow these values to be changed in server INI so owners can make it easier to carebear their server if they choose.

ornate breach
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Trike growth time should be increased by a LOT. There are simply wayyyy too many trikes prowling around servers, carebearing and KOSing left right and center. Trikes should have to take a hella long time to grow. Perhaps 6 or 7 hours would be good. There are just TOO FREAKING MANYYY.

fleet escarp
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when fish do come to the game, could it be possible to make fishers have the ability to see fish getting highlighted kinda like how bushes do for herbis? just so that its mainly fishers trying to fish, and not everyone cause then it can be exploitable. however still not impossible for non fishers to give it a try

sonic lantern
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I'm sure you've heard a handful of suggestions to buff the carno's growth time, but I think the more specific suggestion of switching the allo and carno's growth time would be beneficial. As it stands, it takes about an hour- give or take- to simply grow a juvie carno to the (not full grown) adult model, though even when you just reach the adult carno model you are still incredibly small and weak. Considering how strong allos are, their growth needs to be nerfed; maybe an hour as a juvie and 40+ minutes as the adult model to become fully grown. Unless it's been changed, allos only take an hour to grow to full adult, but carnos take at least 1.5 hours, probably more. Since carnos are easy pickings for ceratos and allos, making it the quickest to grow out of the three carnivores mentioned makes the most sense.
This, along with either making the juvie carno a bit stronger or buffing it's speed would definitely be appreciated

soft kayak
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give diablo back its stam regen to a lesser extent but shorten its stamina a lot I just saw a herd of 5 run down a kill an allo which is not ok

dull tiger
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I have an idea to make every dinosaur more unique:
So throughout your growth you do different things, like bite things, spend a lot of time hungry or using sprint as your main transportation mode. I think it a good idea to make your dino gain stats proportional to what it did during it's growth.
It would work like this: there are base stats for an adult dino below which yours cannot possibly be and max stats for a specific stat beyond which your dino's could not go.
For example if you sprinted a lot during your lie your sprint speed, duration would increase or sprint stam drain would decrease. Or if you spent a lot of time with low hunger your hunger depletion would be slower. That sort o thing.
The stat gain in the long run would differ if the actions were performed during different life stages: influence during juvi lifestage is far greater than in subadult lifestage. This would also motivate humans to capture or hatch small dinos to train them for the express purpose of whatever the human needed.

soft kayak
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maybe add more gates to the dinos bc trot nownis just a walk excluding certain dinos i.e dilo and the walk is like a tiny step tip toe

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so trot is like an actual trot

brave girder
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Increase all mid tier growth times to be on-par with carno or lower carno growth time to be on par with other mid-tiers because carno is far from the strongest mid tier and doesn't deserve the relatively high growth time compared to other mid tiers.

rose current
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Maybe to help juvies out, maybe add small creatures like lizards or ground dwelling bird like quail, fowl? I've seen suggestions like it before but still...Yesterday I was having an absolute great time as juvie carno hunting oro just outside of party, hiding when I heard players come by, but my entire gameplay became about listening for, and sniffing oro out (there were a lot because high concentrated of players at party) and I couldn't help but wonder how cool it would be to have randomly spawning lesser creatures which only a small juvie could really get any benefit from that could be in higher numbers than just 30

marble swift
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Corpses of animals that died of starvation could give less food. 🤷‍♀️ just an idea I had

soft kayak
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maybe once you start starving make the model thin so the ribs and bones stick out and you look emaciated and hungry

gaunt narwhal
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Adding onto the two ideas above-Emaciation causes a dinosaur to be weaker, while a well fed, more stuffed dino will be more of a threat or something to worry about.

next parrot
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PLEASE nerf trikes growth time, I can't stand the constant massive trike herds lurking and killing around every corner, and sacrificing themselves to feed their carni friends.

smoky jay
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remove allo's leg break, literally no reason for it to break legs

delicate dagger
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Don't know if this is already planned. Low HP threshold cripple should come back. And it'd make sense really, if you were low on health you should feel it, you should have a harder time moving around and such if your health is low.

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If an animal has a bunch of nasty scratches and is bleeding badly, I seriously doubt they would just be moving normally, I think they'd feel crippled.

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Plus, it would likely make people a lot more careful about their actions, and whether or not said actions would be worth it.

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Low HP cripple is so much better than lottery-esque bonebreak

lethal crag
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More colorful and different skins for the carnivores, everything having spots is boring and unimaginative as well as unrealistic

ancient plover
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Fixing the bone break when falling in water would be a great quality of life improvement

lethal crag
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allow scent to show a path to water (the further away you are the more faint it is)

blissful rampart
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Just taking a page from real life, maybe we should have babies spawn near adults of their species.

atomic stag
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Lower Allo leg break on same tier dinos.

smoky jay
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please make juvi giga less useless. spending hours on something that starves in minutes but is too slow and weak to hunt makes for extremely frustrating gameplay, not even mentioning the thing's awful camo

marble swift
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^^^ it could use some of the same treatment that Rex got when it got its life stages, with separate models and animations for each stage

pulsar ridge
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With the playability of Deinosuchus on the horizon I think there shold be another water dweller to compete with deinosuchus. I think Koolasuchus should be playable next to compete with Deinos. A mechanic I'm thinking of would be a dry season where lakes will dry out or become shallow/smaller, forcing Deinos and Koolas to move out and not to get too comfortable where they're lake is. Deinos and Koolas will slowly get dehydrated once they are out of water for long periods of time.

loud topaz
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Freshly Spawned Juvi Dilos should be at least 0.1 size smaller and have their growth rate reduced a tad. They grow a bit too fast and I can beat other juveniles with relative ease.

They have a pretty fast trot, decent sprint speed, high stamina, high bleed, great night vision. and decent impact damage for their size as a juvi.

gaunt narwhal
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Ankylosaurus

It has a club. If something get's hit by a club, especially at that size, there's no way it will walk away with no damage to the bones. It's frustrating to get headbutt by something like a Trike once, and end up with a broken leg, and then result in it butt riding you and killing you because that giant boulder at the end of the Anky's tail doesn't cause some sort of head trauma.
That's just from Deathmatch.

Now something like Spino hunting an Anky is legit no problem right now. A Spino can have a broken leg, sure, but can kill Anky fine. With how thin the Spino is, you'd expect not only damage to the bones of the carnivore, but also damage to the organs inside if struck in that area.

The bone break chance, even with the system being redone in whatever way the devs have planned, should be raised, and if not raised, then a damage boost in general for Anky.

ancient plover
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Skin Suggestions

  • Skin colors for different biomes
  • Skin blending for offspring
  • Skin mutations
  • Passing on mutations

Skin Colors for Different Biomes
Since we have biomes like swamp, redwoods, generic forest and plains (and possibly more in the future) when we’re able to edit our own skins we should be able to choose a specific biome we want to live in and then be able to pick colors that are best suited in that specific biome. This would give players an advantage in that specific biome. However, players must choose where they want to live wisely. If food is scarce in that biome you will be forced out of the biome you have an advantage in. You will then move into biomes you may not blend into as well as other dinosaurs who had spawned in that area. This will make hunting more challenging and hiding from other predators difficult. Also, seeing a redwood Rex, for example, in a swamp would also show other dinosaurs that there must be a shortage of prey in the redwoods. Or some other kind of factor forced the Rex out of its preferred territory.

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Skin Blending for offspring
The offspring of two parents should have a blend of the colors their parents have. This is probably already planned, but with the idea above it can get a little more complicated. Others will most likely have offspring with those from the same biome they spawned in because the offspring will be sure to fit into a specific biome. However, if two individuals from different biomes had offspring there are multiple outcomes that can come from it, unlike the previous situation. Their offspring could either blend decently well in both of the biomes the parents came from, their offspring wouldn’t be able to blend into either biome due to the mix of colors or the offspring inherited more of the colors from one parent than the other so they’ll still be able to specialize in a specific biome. Which is why breeding with individuals outside of your biome is more risky than breeding with individuals within your preferred biome.

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Skin mutations
Being nested in seems pretty great since later in the game dinosaurs nested in won’t have trackers in them for mercenaries to hunt them, with the suggestion above dinosaurs that are nested in are given the skin that allowed their parents survive long enough to have offspring in the first place and they have parents to feed and protect them. Mind and well give them some kind of con. Skin mutations however can actually be beneficial or just not affect the offspring. Some mutations could affect the patterns such as the shape of the patterns. Something like the King Cheetah which is a African Cheetah with a pattern mutation. The pattern mutations could either be drastic like the King Cheetah or just small variations. Or the other mutation seen in cheetahs where they’re nearly devoid of any kind of pattern. Mutations can also affect the color of offspring. The most drastic mutation, however, is melanistic or albinism. This is the most rare genetic mutation to get and is the probably the worst one to get.

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Passing on Mutations
Mutated traits can either be just as easy to pass on as normal traits or extremely rare. Most if not all color mutations (but not melanistic and albinism) can be passed on as any other kind of color trait. Small pattern mutations will also be passed on as any normal trait. However complete pattern mutations such as a completely new body pattern mutation and the mutation that takes away patterns will be treated as recessive genes and have a lesser chance of being passed onto their offspring if the other mate doesn’t possess the same mutation. If somehow both parents have the same mutation, recessive or dominant mutation (so that means color mutation, small/big pattern mutation, melanistic or albino - quite literally ANY mutation) the offspring will definitely receive that mutation. Albino and melanistic will also be treated as recessive genes so when breeding with a normal individual there will be a very small chance of getting the gene. This small chance is supposed to make up for the chance of the mate being a carrier of the mutation or not. If the mate wasn’t a carrier none of the offspring would express the gene, but they’d still carry the mutation. If the mate was a carrier there would be a 50% chance of the offspring expressing the mutation and the rest would be carriers of the mutation. Or you could just have all spawned in dinosaurs not be carriers of mutations whatsoever. If this is possible to code, we could also have actual carriers of mutations. So when having offspring with previously nested in individuals there may be a chance of them carrying a mutation even if they don’t express it (depends if their parents had the mutation). It’s a pretty complicated process, but would add a lot more in the game.

  • These are all stuff that aren’t really a focus right now, but I feel like in later game development when stuff is being polished this would make things a lot more interesting.
ancient plover
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Limit the scent range for all juvenile and sub adult dinosaurs. I don't think they should have the outstanding range for their scent at such young stages of their lives. Can you change it to gradually widen/increase as they mature?

ancient plover
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Add a ranking system so I can boost @umbral turtle in The Isle, like he boosts egirls in League of Legends, and players can brag about how pro they are at the game

ashen river
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ban trike pls, its too stronk for how fast it grows.

surreal loom
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Can the fisher tree hunt sushi part 3Don4LUL

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onchopristis one of spinos favorite fish to hunt

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it may just be the perfect meal for big fishers

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may wonder it may have a chainsaw like thing or whatever

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if u killed 1 it herd will attack u

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with the chainsaw like thing

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it maybe a rlly smaller version of a mosasaur

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its may even be danger to small fishers

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a pack of dakosaurs can pull u down to the deep points of the lake

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and may finish u of

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oof

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however dakosaurs and onchopritis may not always be common in lakes they are rare in lakes u may find one at one of the big lakes

ivory flume
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m-make small mosasaur into a dilo of the water because woo venom

ancient plover
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I really think the map needs updated before fishers can work. Make a large river through the center of the map and add seasons so that when it is winter on one side of the river it will be summer on the other. This will force Dino's to migrate across the river to find food and spino's can wait and ambush much like African crocodiles ambush migrating herds in Africa.

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The maps are bare right now because everyone congregates in just a few pockets of the map. To fix this Add more herb food types. For example, Galli's should eat orange bushes that grow mostly in open plains, while para's eat red bushes that grow mostly near swamps.
Give Dino's advantages for being in the biome that suits them. For example, Spino and Para get speed boost in swamps while Trex and trikes are slowed in swamps. A carnivore suited for the mountains might be able to fall greater heights without taking damage.

glass harbor
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Steam is telling me I played the isle for 760 hours Don4MonkaS . I always experienced people who I was chasing as a carnivore run into the water and die so I can't eat the body (because I would drink instead of eat) so I wondered if it was possible if it can be two buttons to eat or drink, for example: E: Eat G: Drink (doesn't have to be those buttons) this would allow Carnivores to eat bodies in water to avoid starvation (Maybe this could be a Change in settings.

alpine mason
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Add a minimap Don4Smug

coral musk
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environment balancing pt 2, when more biomes are added to V3 -
I think it'd be cool as beans if dinosaurs are also balanced to their environment, therefore making map exploration dynamic. Mega packs are unable to tramp the map when environments are designed against them, and it's harder for interspecies packs to form when species have different habitats and needs; weaker creatures can be balanced with environmental durability.

  • Big heavy boys like the Trike/Rex, and Shant/large sauropods if they're ever introduced, are more likely to spawn in regions with wide open spaces, and moderate water/food amounts. They're powerful, but a poor turn radius and semi-poor food/water stats make it hard for them to navigate a dense forest or barren desert.
  • The desert region has little food or water, but inhabitants with good food/water stats (but also poor PVP stats), such as Stegos or smaller dinos. It's almost impossible for a Stego to survive a hunt from a Rex, but that's less of a worry when the Stego thrives in a place that the Rex can't. Therefore, apexes like the Rex can still be extremely powerful without off-balancing the whole ecosystem.
  • Smaller dinos like Dilo, Dryo etc. are more likely to spawn in dense forests with plentiful hiding places. A fat Ava couldn't possibly defeat or evade a large predator, but that's fine when it lives in a place that large predators can hardly navigate in. Smaller boys that we all know and love could still be enjoyed and put to use without being completely decimated by stronger boys.
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  • It's still possible, just difficult, for dinos to survive outside their habitat. E.g., the fields still have places for smaller dinos to hide, but the habitat overall is still unforgiving.
  • Some creatures are travelers and meant to navigate wherever, such as the Utah, which is small enough for the forests but also strong enough to hunt apexes in packs. Places like the Redwoods seem like it's meant for anyone, with a balance of trees, hiding places, open spaces and food/water. Fishers can thrive wherever there's plentiful water.
  • Strains could also be designed to be dominators of their particular environment. You wouldn't expect to see a Hypo Spino in the desert, but it's a terror in the swamplands.
  • There's also more variety to playstyles. If biomes were just smacked on, you could go anywhere as any dino as long as you know the map. With species-specific spawns and environmental balancing, each dino, even those which are otherwise very similar, have different experiences in their ecosystem. I think it'd be fun to try and grow up in fields full of trikes, rexes and gallis, then die and try to grow up in a forest full of hiding places and raptors.
gusty hatch
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pachy should get a buff. if its coming to survival then it's probably gonna be getting one but i'm just saying, it's 4 shot by utahs

gusty hatch
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and make it jump?

smoky jay
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for survival, add a nest button in the escape menu to send you to a nest after accepting an invite so you don't need to wait to be killed first. it would be on a timer like logout and respawn so you can't instantly vanish while being hunted

old socket
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I feel like some Hypo Ai or just strong AI in general to combat the mixed mega herds would be nice

soft kayak
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dibbles are still a problem they will actively hunt allos and ceratos and guard corpses i suggest making them grow longer or giving them a huge stam and speed nerf they should in no way be able to run faster than an allo

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also give miah more stam

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and give its bone break back but only when sprinting

next parrot
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Adding on to the suggestion above, i would like to see dibbles speed and stam nerfed, while having their base damage buffed, so that they cannot hunt or chase carnivores, but may be able to stand a chance at survival.

surreal loom
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Can the fisher tree hunt sushi part Don4Smug

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There just can't be a little variety of fish or aquatic creature's

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This is a fast creature but it offers a lot of meat u may find these in herds

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Here's one of the more common fish

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These are basic fish for small fishers

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Here's also one of the top lake predetors

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In the great seas

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If u find your self

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Swimming there

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Someting bad will happen

pulsar ridge
red creek
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Make the trike grow timeup to 10 hours before reaching fully grown adult since all the dev servers are dead but the dev 3 server which has LOADS of blue bushes , or else reduce the ammount of blue bushes on Thenyaw so it will reduce the ammount of apexes on the herbivore side. These groups of 10 trikes teaming with a couple paras make carnivore life super hard especially when they literally just go kill any juvi they see for fun or to feed their friends who try to grow a rex or a giga which is now only possible if trikes carebear you which is supposed to not be allowed. Also we can see the ammount of carnivores dropping constantly on dev 3 and the number of herbivores especially trikes getting bigger and bigger. ( Let's say 30% carnivores atm for 70% herbivores with 3/4 of the herbivores being trikes. These numbers might keep going in the wrong direction so... RANDOM FACT : You hear trikes 1 calling everywhere around you right ? Since people cant grow rexes and gigas legally anymore , they just go trike . But if there are no gigas and rexes , trikes can't die unless 2 megapacks have a conflict which happens literally everyday at Parting Pool and then the winner team will just kos everything again to keep the food and grow the rexes or gigas that eventually died in the conflict. It just will never end

ancient plover
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DISCLAIMER: I know making a whole new model costs potentially thousands - along with new animations that may come with it. However, for now I suggest a simple touch-up (and maybe a little redesign)

I know I haven't seen the cannibal first hand in game, nor will I probably for quite a while, but I would like to suggest a redesign, some touch-ups, but not an entirely new model. In my opinion, and many others, the cannibal model as is, isn't unnerving enough.

It seems a bit too symmetrical, and a little bland (its mostly only one color, but that may just be something I'll have to deal with) there aren't any cool features, or "ornaments" on it. The most notable thing about the cannibal is its multi jointed legs, and its dinosaur-like feet.

I think it would be beneficial that there should be a redesign for it, but not a whole new model (although that'd be sick). I suggest adding more "animalistic" and/or "monster-y" features to it. (I cannot think of anything specifically, so forgive me). Right now as it stands, I believe the cannibal looks a bit too human. Now I know there's a line between monster and human that makes for a scary creature, but I don't think the cannibal fits that as best it could.

As said above, adding more monster-y features, but keeping the base design human would make it incredibly disgusting (in a good way) and scary. One last suggestion (or a request), if this somehow becomes the case, and is actually redesigned to be scarier, I'd like it if the model wasn't seen until actually in game (as in playable).

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something along the lines of monstrous, like these fellas. These appear scarier (imo) than the current cannibal, as they have a fucked up face, and appear extremely malnourished. I believe this thing modeled in game would give current cannibal a run for its money.

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small addition, to be more specific, is that the upper body is wayyy too bland. I think adding things like a VERY visible ribcage, and maybe something along the lines of the Gibbon Skeleton.

grand dawn
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I hope the pachy growth stages design will be based on the dracorew theory:
http://scienceblogs.com/laelaps/2007/12/07/stygimoloch-a-juvenile-pachyce/

hexed scroll
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Suggestion: different sized/styled nests for dinosaurs.

Herbivore nests would consist of mound-like nests covered with lots of foliage, while Carnivore nests would be more flat and wide with bits of bone sticking out (but still some foliage, just not as much compared to herbivore nests).
Depending on the size of the dinosaur, the size of the mound would also vary. For tiny dinosaurs such as Dryos or Herraras, the nests would be tiny and hard to see. But for large dinosaurs such as Camaras or Rexes, the nests would be larger and easier to see unless well-hidden.

ancient plover
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An AI suggestion. Since Styracosaurus, Pachyrhinosaurus, and a few good other dinosaurs were scrapped from the isle project and will never make it into the game as playable content, can we turn them into AI instead?

lethal crag
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more open plains

abstract cave
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Since so much is getting overhauled with the dinos, diets and mechanics, would it be possible to create new up to date dossiers when all is said and done?

viscid condor
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I'm not sure what the plan is with herbivore food, so don't mind me. I think it would be interesting to set up herbivore food in a way that encourages migration and not just random chance? Keep sporadic bushes that offer lesser food so that new players and wanderers don't starve without intimate knowledge of the map, but have multiple areas like in meadows/fields or near water sources that have a large amount of herbivore food that takes a long time to regrow, but always comes back in the same spot. Herds that have players with good know-how of the map could then move on to the next closest source of food, carnivores could take note of these spots as well, in addition to possible routes between food sources to stake out, etc.

crude topaz
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Para either needs a faster trot, or better stam regen, because even when it's resting it's quite a long time to get back to full, and when Juvenile Parasaurs try to travel to places with adults (depending on the size) the Juvenile Para is about as fast if not slower than the adult walk cycle

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I understand it's got stamina for days, but it's trot is just a tad too slow

ancient plover
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I think cannibals should incorporate some of these sounds (starting at 0:50) as they're extremely unnerving, and would add a great deal of terror to the cannibals

crude topaz
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Going off of that suggestion ^ Having the Cannibals have a sort of stance switch, with their roars being comprised of clicks and such when they're doing echolocation, but when they're in their general "combat" stance they have the screams

coral musk
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I know a lot of people suggest ramming/trampling but here's my idea -

  • Clicking LMB once does a bref attack, or holding LMB initiates a "ramming" stance. Holding LMB while running puts your head down and more steady/straight-forward, with perhaps a reduced turn radius It incorporates trample damage, ramming damage, and a stun effect, with different dinos having different attributes.
  • Heavyweights like Rex and Pachy have a chance to stun opponents of a similar weight class, causing them to stumble for a moment to allow a few bites. A Rex can run through a shant and bite it once, or ram it hoping to make it stumble and allow a few extra bites.
  • Horned ceratopsians (trike, dibble) are mostly raw ramming damage.
  • Pachy and Ceratopsians also have a bone break chance in ramming.
  • Trample damage only occurs while running in a ramming stance--so trample damage is a thing, but you don't have to be worried about it all the time.
  • Dinos like the Anky and Stego can't do much in terms of ramming, but they can still trample. Dinos like Raptors, Theri and Dryo don't really have any use for ramming.
    By default there's little ram damage and no stun chance, but once you reach top speed there's more of an effect. Once you ram or stun someone, your run speed drops back to default and you have to reach top speed to ram/stun again; therefore you can't gallivant around a group ramming everyone willy-nilly, and there's a cost of stamina being used to warm up to top speed. Like ambush, a little headbutt/blast icon could appear to indicate when you've reached max speed while ramming.
    You can also use the 'ram' stance while standing in place, which basically initiates a "brace-for-impact" stance, which greatly reduces the chance of becoming stunned.
gilded glade
#

I heard that Party/Parting/whatever-you-wanna-call-it Pool is going to be taken off the map. I don't tihnk that's gonna change much as people will simply move on to another water source to crowd around. My suggestion is to change PP into a Tar Pit. Possibly even keep the water source of PP looking the same for a time as to confused and trick people into thinking it stayed. I know I typed it, but some people don't follow this Discord server, so some coooould still be confused by being sucked into the tar.

loud topaz
#

Buff Maia's Speed and Stamina
Give Hadrosaurs poor health regeneration (Not referring to bleed)
Reduce Para's Headbutt Damage
Triple Trike's Growth Time
Slightly Reduce Allo's Bone Break Chance
^
Ideally, hadrosaurs should be incentivized to run away from conflict and fight only if they're out of escape options. Hadrosaurs from a survival and gameplay perspective are not built for combat. They should be avoiding conflict rather than seeking a fight with something that's just below an apex carnivore. (Allo, Cerato, Sub-adult Rex/Giga)
This does not mean that a Para is a door matt to an Allo.
But if for argument's sake is that they should easily win a fight, it should at least take a very long time to recover from the damage they've taken.

In the end Hadrosaurs are not Ceratopsians, A Para's Crest is not designed as an effective combative weapon. If anything, trampling should be more effective when it's implemented.
A Hadrosaurs ideal defensive response is flight.
A Ceratopsians ideal defensive response is to fight.
-Ceratopsians are built for fending off predators and that play style should be more catered to them.

Triceratops grows too quickly and is too easy to reach adulthood with for something its mass and power. I understand that most herbivores should grow faster than predators, but a trike should at least take 2/3's the time that an apex carnivore does. Reaching adulthood with a trike should feel more like an accomplishment.

Cut Allo's BB down by 2 or 3 %. 10% seems a little too high.

worldly turtle
#

^On terms of this suggestion, I'd just remove the Bb altogether, as being a bleed reliant creature, it doesn't need it.

tough stump
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As I have seen in my playing, the situation between Carno and Allo is close to the Maia and Para; Carno is faster and weaker with more stam or near the same stam as Allo, who is stronger and a bleeder. I believe Carno should be the true speed apex, drop the stam quite a bit, give it it's ambush and make it go very, very fast. Maybe some extra damage for hit and run as well.

ancient plover
#

Make the realism mode first person view only I would upgrade to VR just for this!

brave girder
#

How to balance allo so it isn't a slightly different copy of giga and is actually good: Increase speed to 25mph so it isn't just negligably faster than cerato / giga, increase stam by 50% or 75% so it actually has the great stam it was meant to have. Remove bonebreak and increase bite damage more because the bonebreak makes no sense for what it is and its weak bite is incorrect as well as badly balanced. Decrease bleed a bit because it basically does the same amount as dilo which is insane. Not a smaller giga, not a bigger dilo, not a weaker cerato. Not raped by para as much. Feelsgoodman.

mortal frost
#

We need rivers as soon as possible, lake camping is unbearable.

stuck locust
#

Sunburn system for human factions in the isle.

I just got sunburnt on my face, ears, wrists, arms, knees, and feet while vacationing in Minnesota for the 4th of July. I want to die. I'm in so much pain.

thorny void
#

My suggestion is for there to be a fifth call button, “intimidation”. Intimidation would be like a three call but a lot more quiet whilst also looping. Only creatures 20 feet away from you at most can even hear it. Intimidation for carnivores would basically be like a hissing or a low bassy growl where their mouth slightly or almost completely opens. And perhaps for carnivores that have big arms like the allo and utah they could spread their arms like in their threaten calls. While for herbivores it would be the trike, diablo, and maybe even para putting their heads down in a ramming stance whilst making a low grunting noise. And for dryo, galli, and maia (may be more for fitting for para) it could be rearing up to make themselves as big as possible. I know that the trike, allo, and utah all basically have an animation for threatening but what I’m suggesting would be a lot more subtle and not announcing it to the world.

It also wouldn’t only be for show since it would give a slight bonus to attack/defense or speed depending on the creature to initiate a fight or flight response. But the amount would greatly vary on the creature, for instance apexes would have the smallest buff. There would be a short cooldown on it since in order to achieve the status effect you would have to be in the stance for at least thirty seconds or more. And for bigger creatures it would take longer. You wouldn’t regain stamina while in this stance but dinosaurs that don’t rear up can move while using this, although it would only be at their walk speed.

So finally, you would not be locked into the animation once you’ve begone it. You could stop it quickly by either running, toggling trot/walk, or attacking as a carnivore. However doing anything as a dino that rears up will stop the animation. I say this since it would best for the button to be toggle rather than hold. Also, only adult dinosaurs would be able to perform intimidation.

#

TLDR: A fifth call button called intimidation where depending on the dino it starts a looping animation in preparation to run from, scare off, or fight another dino. The animation would have to be playing for at least 30 seconds depending on the dino for a slight buff to attack, defense, or speed to initiate a proper flight or fight response. This call would be much more silent than the threaten with the max distance to hear it being 20 feet.

deep plover
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Bleed System Suggestion-
Bleed Should not do damage over time, but it should apply a weakening effect on your creature the worse your status of bleed is (Lower damage when hitting, and a dazed state). When you lose a majority of your blood (over 95%), You begin to rapidly lose health (of course), but your character retains his health during a majority of time bleeding, becoming more weak as the bleed stacks and time goes on, making it harder to heal the bleed, and also making you become dizzy and dazed from the blood loss, causing everything to be bright and woozy on your screen. This would create a situation where it is harder to see where you are going and harder to hit things accurately while in a bad status.
This would do both good and bad things, for carnivores mostly. A couple examples are:
#1 It would allow carnivores to trail their prey until it cannot fight any more and as a result their prey is going to die and become food
#2 Make it so hunting creatures that do bleed is highly dangerous, (e.g. an allo attacking a carno or diablo)
#3 Make it so creatures that rely on their bleed resistance are even better suited for hunting things that cause heavy amounts of bleed.
For herbivores like Triceratops and Diabloceratops, they are bleed cannons and are not a good thing to have a battle with, to balance this their bleed resistance could be low if you hit them in the body (which wouldn't be a thing until regional damage is added, if it is being added)

wary hill
#

дарова нах

frank cobalt
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Hunger, Thirst and Stamina
(Part 1; Visual Update)
The Isle's Current UI and HUD looks great, with one big exception. The hunger, thirst and stamina HUD icon is huge, outdated, out of place and quite frankly I find it ugly. I often turn the HUD off while playing because of this, leading to poor stamina management on my part. I think it would benefit from a sleeker design. I'd like something that is smaller and more minimal, something that fits the games aesthetic style.

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(Part 2; Wellness system)
While doing a quick mock up of what I'd like the games' HUD to look like, I had an idea. Rather than the straight forward 'run out of hunger/thirst and take damage' thing this game (And most survival games, for that matter) has at the moment, I decided to play around with the idea of a wellness system, similar to 'The Forest'. This would make your stamina dependant on the amount of food and water you have.

I split the hunger and thirst bars into 4 sections each. I then split the stamina bar into 8 sections. For each empty section you have in the hunger/thirst bars, you would lose the ability to regenerate stamina in 1 section. for example, if you have 3/4 hunger sections filled and 2/4 thirst sections filled you would be able to regenerate up to 5/8 stamina sections. It is a very simple wellness system that would add more factors to predator-prey interactions.

This system would lead to a few problems if the hunger/thirst values went unchanged in dinosaurs, because things starve very quickly right now, so depleting their stamina as they starve would make death more inevitable. So, if this wellness system was added it would need to come with a buff to the hunger/thirst of all dinosaurs.

Below I have provided a quick example of how the HUD would look with a wellness system in game

brazen bluff
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Communicative Animation
Thought that it would be nice for the dinosaurs to have a head gesture signifying urgency, thrusting their head as if they would shove something (like a baby) or to signify, "Go."

sonic lantern
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With the allo's new remodel came revamped stats, and I like most people now believe that the allo no longer needs it's bone break chance. If it's bb was taken out, maybe up it's damage and/or bleed slightly to compensate for the loss- more preferably up the damage slightly, but not by a whole lot- the allo already has fantastic bleed.

I'm not sure if this is still planned or if it ever was, but the cerato is presumably intended to be a scavenger, eating marrow from the bones of carcasses and whatnot. If an animal is accustomed to cracking bones open to get at the marrow when eating off a carcass, then perhaps it's jaws are strong enough to break the bones of living prey; in the wake of allo (possibly) losing it's bb chance, I think the cerato should be given the chance back (I know that it used to have a miniscule chance of bb). Not a super high percentage, but if the cerato is intended to be the bully of it's class, giving it bb would make it a more intimidating foe. Maybe it'll have a low chance, like 10-20%. Nothing too high to give it a huge advantage, but something as slow as a cerato needs to be able to keep tabs on it's prey once it gets that bite on it. Why not prevent your prey from running too far by handicapping it with a broken leg?

steep hare
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I would like to suggest to change nightvision, so it is actually a nightvision. As it is now it´s a joke and many people log out during nighttime, which I can perfectly understand, since nv is so horrible right now.

warped bolt
#

NOTE: As far as I know, this is not accurate to modern day dinosaurs and such (but as for baby carrying we could make an exception, right?)
right.
The Idea:
In game, the parents of a baby/juvenile (maybe even subadult, just depends how long they are going to be supposed to care for their offspring) animal could reduce the bloodloss of their offspring by licking it, like today's mammals.
In depth
While it slightly drains the parent's thirst, it also slightly drains the offspring's bleeding rate (per lick), this could be loopable like drinking and eating.
Balancing and ripercussions
This would make parents more useful after dangerous situations, and would also be pretty cool to see. I do not think that it would impact the game's balance much either, as a parent would note have the time to heal a baby during a fight, so this is a post-battle kinda thing. I think the baby should be healed by one parent at a time.
And…. the healing wouldn't be super effective, it would make, yes, a difference, but won't scale the bleed from 100 to 0 or something like that, I'm thinking more of a percentage thing, like 20% of the bleed after a good 30 seconds of healing. Licking will have a limit, obviously; after tot. percentage has been healed of the initial bleed rate, you are going to have to wait and see if your baby dies , or not.

marble swift
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^ to add to this suggestion, licking could also be applied to adult specimens as well. It could require the animal to be resting before the lick button would do anything. I believe it would both give at least a somewhat more realistic way of healing off bleed imo, rather than just sitting there waiting. It could also give a good visual to predators that says "hey, this feller is weak, he's licking his wounds."

ancient plover
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nerf acros stamina drain or at least upgrade its gain by a bit,it just drains out so unusually fast

ancient plover
#

Increase food that an adult Allosaurus corpse would give by an extra 2 bites. An adult Cerato gives far more food than an Adult Allo and they're both the same tier.

valid bramble
#

FISH

#

WE NEED FISHH

sacred haven
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Perhaps to discourage aggressive styled ceratopsian behavior and to reflect future speculated abilities (such as trike's charge) trikes and dibbles should have their turn radius severely nerfed when running. This forces them to be the high damage defensive tank and stay still/walk in order to outmaneuver a predator. This would shift their gameplay to being defensive rather than aggressive, where if they run, their momentum and bad turn would give predators an opening to bite them. This then punishes hyper aggressive gameplay and rewards defensive gameplay, while not preventing things like diablo from running away from slower predators it can't realistically fight.

proud haven
#

Skins... just .... skins

#

so boring everyone being the same colour, I need my albino rex back! xD

mint gull
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Carebearing, corpseguarding and mixpacking should be a minor offense on devbranch. Like getting caught once is a slap on the wrist and a warning but getting caught the 7th time is a temporary ban from dev.
Getting kinda tired at not being able to eat a kill as carnivore becasue a trike with his juvi gigas force me off the kill or not being able to herd with anyone because the moment you deny a request to join in a mix pack you're their enemy.

compact locust
#

How about a Concavenator?

lilac dawn
#

Make theri give more stress than most other dinosaurs if the stress system is added, as I'd imagine that the claws would be intimidating if you saw them

ivory flume
#

It's also tall

#

Which is scary to animals

gaunt narwhal
#

Maybe updating the size lineup?

steep hare
#

Regarding megapacks, mixed packs and herbivores that are corpseguarding: How about deseases? Staying around corpses for prolonged periods of time as well as hanging around with too many dinos should raise the chances for deseases, which could ultimately kill some of the dinos, or at least significantly weaken them. Mixed groups should have an even higher chance of having deseases. I think this could be a good counter for carebearing, mixed groups, corpseguarding as well as against groups that became so big that they destroy the ecosystem.

wheat sky
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When the nesting system is reworked and AI a bit more fleshed out I would love an option to nest in an AI instead of players.
This way you won't have to worry that no one gonna accept your nest invite or that your dryo child gonna suicide because they were hoping to get nested in as a rex.
It would probably only be viable for herbivores as AI carnivore in your pack will most likely be a weak link, but maybe at a much later date an AI become advanced enough to hunt on par with players.
As of now the AI babies/AI small-mid tier herbivore adults would only need to follow their mom/herd, run away from danger and maybe eat and drink. Which I hope won't be too hard to program, if you decide that it's worth your effort.

surreal loom
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When u keep spam eating u turn to a fatty dinosaur your weight increase and u walk slower run slower need tort slower less stam

#

When ur starving ur ribs will be seen in the body and u will run faster beacause your desparate for food

half lodge
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or you know ne weaker cause you have no energy to run

#

because the body somewhat starts breaking itself down for sustenance

lavish cobalt
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Alternate Combat-Movement Mode (also replacement for Alt-Turn)

Hold [Left Alt] (only while standing still) :

  • holding onto it causes your dinosaur to turn towards the focus of your camera on spot (Alt-Turn-replacement)

Combat-Walking:

  • while in combat-movement mode
    [W] = Moving Forward
    [S] = Moving Backwards
    [A] = Sidestepping Left
    [D] = Sidestepping Right

since theres species with different agility here the more agile version:

Combat-Quicksteps:

  • while in combat-movement mode

low stamina-costs
[W] + [Shift] = Quickstep Forwards
[S] + [Shift] = Quickstep Backwards
[A] + [Shift] = Quickstep Sideways Left
[D] + [Shift] = Quickstep Sideways Right

or maybe if thats not enough, since there is animals that can jump here an even more advanced moveset-addition for those:

Combat-Jumps:
-while in combat-movement mode

medium stamina-costs
[W] + [Space] = Jump Forwards
[S] + [Space] = Jump Backwards
[A] + [Space] = Jump Sideways Left
[D] + [Space] = Jump Sideways Right

Note: while fullfilling a Combat-Jump there is no Camera-Alt-turning to steer your animal in mid-air!

delicate crypt
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#saveutah , pls dear dev's , try look to utah and give him to find his place in survival ans be more playable as now. Thank you!

lean basalt
#

Nundasuchus. That's it.

gaunt narwhal
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Rude but don't care XD

floral plover
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Grappling mechanic
A mechanic for carnivores that gives them the ability to grapple things with their jaws.

So basically every dinosaur would have certain spots where if right clicked will make your dinosaur grab the other dinosaur in that particular spot.
While grappling your movement is limited by sidestepping and you will deal continuous damage while getting your stamina drained. The one getting grappled can struggle by swinging their mouse or moving using wasd. While struggling there are a lot of factors that determine how quickly you can shake your attacker off. Stamina plays a big role in grappling When you struggle you will also lose stamina overtime but it will also increase the stamina drain of the attacker.

Different carnivores will have unique grappling methods. Carnivores with crusher stats such as Ceratosaurus and Tyrannosaurus will do more damage but will drain stamina faster while bleeders like Allosaurus and Giganotosaurus etc. deal only bleed DoT with less stamina consumption. When the one getting grappled has 10% health left the attacking carnivore can finish their prey off instantly.

Grappling gets canceled if something attacks the attacker.

gusty flicker
ivory flume
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A-add shunosaurus so we can have both a small but handle-able sauropod and a tall anky

ancient plover
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Boost the juvie carnotaurus running speed so it has a better chance of survival since it cannot defend against other juvies.

fair lava
#

The formula values are really just for setup. Linear scaling in between shouldn't be an issue (or different numbers because it's mostly about the concept anyways).

hidden storm
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(Clair forced me to publicly suggest this because she's mean)

Remove the ability for communities to put their servers on dev branch. Lately there has been a huge drop in players on OFFICIAL development servers due to some new, popular community servers, and this really hurts testing for dev patches on the game when we don't have lots of players trying out features (and breaking them) in an environment that they are allowed to report from.

safe willow
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This is more for the Allo because Paras can pretty much destroy all of them.

A secondary attack for some carnivores, specifically for bleeders like the Allo, where right-clicking initiates a kind of latch-on attack that does more damage or deals more bleed the more you thrash your mouse around, until you run out of stamina or let go of your victim. It would primarily be used on large targets, but you could also use it to pick up and swiftly kill smaller prey as well, and look vicious doing it. If you want a good comparison, it would be like the way that sharks kill divers in the game Depth. Look up some gameplay of that and it's pretty much spot-on the way I imagine this. It wouldn't be like a pounce, but instead a lunge forward, and then you'd clamp your jaws down on your prey and erratically thrash your head from side to side as to make a huge gaping, bleeding wound in the side of your victim.
Oh yeah, and something like this would be good for Utahs when they're latched onto shants or camas, so they can deal good damage but with a higher risk of running out of stamina while doing it, thus reinforcing teamwork when attacking larger targets.
Also, biting different areas on the prey would do different amounts of bleed/damage. If you bite something on the throat, you would only need a few thrashes until the bleed will be fatal. I imagine that different creatures would have a better 'thrash' stat, with carnivores like the giga with its huge knife teeth, or the allo with its wide gape and muscular neck, being able to dish out more damage than most. Some creatures wouldn't even get the ability, like the cerato, any fisher, the rex, etc., pretty much those who just don't need it.

hasty dawn
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Camera angles should be tweaked a bit I think. It's more like you're riding the dinosaur and not the dinosaur itself. As a replacement I'd probably go with an over-the-shoulder style, like so.

atomic matrix
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If Sucho gets added to survival (and I really hope it does) have either the hatchling calls or the juvie's 2 or f call be little baby crocodile chirps and squeaks.

plush trench
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Megapacking/Alt account user Suggestion

Weekly character wipes. It would instantly make all/most alternate accounts useless in the long run and would stop incentivizing certain people from purchasing alt accounts to have multiple full ground rexes/trikes/gigas lying in wait when they feel like rampaging across the servers.

Mega packs will always be an issue, to think they'll be gone forever is just plain ignorant. People are always gonna wanna try to group up to KOS just for the fun of it, but at least this makes it more difficult.

It shouldn't affect gameplay much at all, aside from Apex predators nothing takes more than a couple hours to grow so there would still be a viable ecosystem. This would just help to keep those alt account users from being as much of a pain as they are now.

ancient plover
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Add Sinornithosaurus to survival! And allow them to to attack from trees.

autumn matrix
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utahs really need an ability to jump on a prey, they are so weak now and they need some useful feature
also we have enough dinos which we can hunt in this way, i think it's time to add this sistem in the game

grand dawn
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I was thinking about what could be the unic mechanic / gameplay of The Isle dinosaurs, and here's what is finally got (note that this is just though, not a request or anything):

Herbis

Dryo = a little herbi that follows herds of bigger herbis, can eat all type of plants to allow it to travel with other herbis. Its ability is to have a special roar that show predators to other herbis near them (like the ptera roar from Primal Carnage).

Galli = a little herbi that is fast and have a good stamina, can only eat small plants. Its special ability is to be able to eat on little ribs too (as there is a scientific possibility for an omnivorous behavior for Gallimimus bulatus.

Maia = a medium sized herbi that is fast but not have have a really good stamina, can only eat bushes. Its special ability is to have the fastest nesting time, or can have more eggs than other dinos; plus it can have a damage buff if there is hatchlings/juvis around it.

Pachy[?] = a medium sized herbi that has a medium speed and stamina, can eat only bushes . Its special ability is to have a higher BreakBones chance when it hit while running. As it may be a goat like animal, maybe a higher BoneBreak resistance when falling and a jump could be cool too.

Diablo = a medium size herbi that is slow but have a good stamina, can only eat bushes. I have no idea for a special ability for this one.

Para = a big herbi that has a good speed and good stamina, can only eat big plants. Its ability is to have a powerfull roar than can stun / break speed / reverse controls for carnis in front of it during a short time.

Trike = a big herbi that is slow and have a medium stamina, can only eat bushes or big plants. Its ability is to stomp on its enemies, doing BoneBreak and a lot of damage. Its collarette can change its color, that allows it to communicate with others without doing noise.

#

Some other non-officialy announced herbis ideas:
Anky = a big herbi that is very slow and have a low stamina, can only eat small plants and bushes. Its ability is to ignore bleeding, plus its tail can do Bone Break.

Brachy = a gigantic herbi that is slow and have low stamina. can only eat trees. It has the longest growth time. Its special ability is to stomp, doing BoneBreak to all bipedal things around it (but it cost all its stam to do it), it can use it tail too to make a lot of damages to enemies attacking by its back.

grand dawn
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Carnis

Utah = a small carni that is fast and has medium stamina, can feed on corps and recent ribs. Its ability is to pounce preys making a lot of bleed and damages.

Dilo = a small carni that has medium speed and stam, can feed on corpses and not so recent ribs. Its ability is to have the better night vision and having a venom that unable stam regen to a bitten prey.

Cerato = a medium carni that is slow and have medium stam. made for hunting by embush only and mainly scavenging, can eat corpses and ribs on all moldiness stages, can also be cannibal without effects on it.

Carno = a medium carni that is fast and have a good stam. Its ability is, as a piranha, do more damages depending on amount of bleeding points of its prey.

Allo = a medium carni that as a good speed but a very good stamina too, can feed only on corpses. Its ability is to have the better sense focus, allowing it to track down its prey on long distances.

Giga = a big carni that has medium speed and good stamina (but must to rest to regen it), can only feed on corpses. Its ability is to feed on living preys (it regen hunger wile biting) doing a lot of bleeding and can swallow little dino alive.

Rex = a big carni taht is slow and has a medium stamina, can only feed on corpses. its ability is to do a lot of damages and BoneBreak when it bite.

fleet escarp
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i was thinking how the carnos ability will be that the the more speed =the more dmg. so what if the carno had the accelaration only while running and the accel to trot would be almost non existant? meaning it will take a good 10-20 seconds to reach top speed on carno when its running and then it can have an ambush but that ambush would only get that time down by 5 seconds or so, meaning if you dont ambush as carno things can still get away from you and hide. however for this to have some effect most if not every other creature should have momentum as well, just so that this doesnt put carno on a disadvantage even more

hexed scroll
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Allowing certain dinosaurs to climb would be very interesting. Lemme explain what I mean.

So let’s say you’re a young Utahraptor, a adolescent maybe. A big hungry Allosaurus is hunting you down, and you’re low on stamina. What could you do? Of course you could try and run and hide but what if the Allo was almost right on you?
With the climb ability, it could allow for a new way for dinosaurs who have it to escape and hunt. So if there was a big rock, you could climb it (at the cost of using some stamina) to escape the jaws of the Allosaurus. You could also scale up trees, though if there’s no branches to perch upon you can just simply cling to the trunk until you run out of stamina.

Obviously this probably wouldn’t work for all dinosaurs, only certain species, and perhaps certain ages. I can see Tacos, Dryos, Oreos and some of the raptor species being able to climb up rocks and trees, but obviously not Trikes or Rexes.

#

Also; a grab/grapple ability would be very nice. Basically it can allow for dinosaurs to grab onto bodies and drag them, or grab onto enemy dinosaurs and either carry them or gapple with them. Examples of uses of this; Spino/Crocodilians (if ever playable) dragging prey into water to drown them, Rex grappling with a Trike, momma Miasaura carrying one of her babies in her mouth, an Allo stealing away another dinosaur’s kill

#

In addition to a grapple/grabbing system a gore/dismemberment system would be sweet. Like tearing off the leg off a dinosaur body while nobody’s looking and just booking it. Or, if you REALLY want to go that far, ripping off one of the legs off a unfortunate living dinosaur and condemning it to die.

weary whale
#

Theri does bleed •_•

ancient plover
#

Pachy's should be a mountain dino. Simular today's goats/sheep, they can climb steep cliffs to escape most predators except those predators that are also adapted to mountains.

blissful stratus
#

Adding on to @hidden storm 's suggestion of removing non-dev servers on dev branch, I feel like more dev servers would be necessary

red lake
#

Well since nesting will be a very big thing in the future, I've been thinking about egg-stealing dinos as new unique playstyle and creature.

Imagine playing as (those aren't in game) coleophysis/oviraptor and roaming around big herds only for moment when those start nesting and putting in tasty eggs. When eggs shows up, nothing suspecting mother goes to have a drink, you run out your spot, grab an egg or two and run away.
This will have some tick to gameplay as you need to stay around creatures that might one-shot you if you're not careful.
From the other side, nesting won't be just sitting in place and waiting 25 minutes for the egg, but actually looking out for guys who waits for your eggs too.

blissful stratus
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Since the affinity system is being added, I'd assume Carnotaurus and Galimimus will be animals that live in open areas. If this is the case, I'd like to see more open plain areas. Most areas are covered in trees, which kind of negates the Carnotaur's whole "run fast with shit turn". Yes, there are open areas, but there aren't many and they're too small for Carnotaurus to use it's speed.

red lake
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(I support because carno main) I've seen on some fanmade map open plains with very high grass. Like swamps on R2 but without water. I'd love to see something similiar but with grass not taller than dryo. So small dinos and juvis have chance to hide, but anything utah-like and bigger gets spotted.

neat cradle
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There was already a proposal to speed up recovery of stamina not in a lying state? For example, accelerate it by 50% when the character is in combat, because when Allosaurus bites the enemy several times and ... LIES TO RELAX, it ruins the dynamics.
I'll duplicate it, because I'm interested in the opinion.

bright galleon
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is there a way to NOT allow player to adjust settings to crazy gamma levels...it sort of negates the advantage of a Dilo