#general-feedback
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- Carnivores should be able to smell blood from a far distance (depending on the individual's ability to smell), and follow a scent trail to the blood puddle(s) and victim.
- 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 as long as they're following the scent trail, in order to help them track down their prey. There would also be a 'frenzy' mechanic. Whenever a carnivore tastes blood (attacks a living victim) they would get an attack speed buff, slight damage resistance buff, stamina drain nerf, and maybe a little damage or bleed buff.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. The frenzy mechanic would give the biggest buffs to bleeders, and would also work best with things like the Allo, which wear down prey over time through time and persistence. It would also help Giga packs hunt sauropods once they're added. It would certainly make bleeders more viable, since 'crushers', that break legs and deal more upfront damage than bleed, 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. Then again, Allo megapacks exist now, so..
- FUCK Allo's bonebreak, it's a bleeder! Get rid of that GARBAGE! How could an Allo even break a bone with those thin-ass teeth? WHY DID THEY EVEN GET A BONEBREAK WHEN THEY HAVE CRAZY HIGH BLEED AND GOOD STAMINA? I actually agree with the high bleed, since I think injuries have to be really punishing in this game, but the bonebreak Allos have is just ENFURIATING and RIDICULOUS! Please, OUT WITH IT!
On a less rant-y note, the Pachyrhinosaurus would be good to add. It would give players a bone-breaking herbivore to play in survival. Oh and speaking of that, get rid of Diablo's bonebreak. If those horns can break any bones, chances are that its smaller than the Diablo, and those horns should kill it.
maybe pterosaurs be AI creatures
Dilo night vision advantage is useless with a night as bright as it is on Thenyaw. I can literally see better without night vision. And if the night is not dark enough, then Dilo is easily spotted with a skin THAT red.
I would like to play on V3 in Dev 4, because it has a real night, but it is empty.
Would it be possible to have in Thenyaw the same night as in V3? You know, to not fuck up the entire niche of a dino?
Weather cycle system 
Rain stages
Light rain: it makes u less thirsty and gives u tiny bit of water 
Average rain: it rapidly makes u less the irsty and it gives small water 
Heavy rain: flash floods make happen and the the pond turns bigger lakes will be bigger and it will gey foggy 
Tornado: it very dangerous when u get to close to it u will be tossed and be thrown and die and a flood will happen 
Percentage of Rain stages
Light rain 75%
Avergae rain 60%
Hard rain 25%
Tornado 5%
Hot days stages
Hot: u will be a little bit more thirsty and u will drain I tiny bit more stam when running 
Hotter:u will need more water and drain more stam and ur thirst will ho down faster 
Very hot:theres a chance u will die in heat stroke when spend to much time in the open u will also need some shade to cool down u will significantly need more water 
Super hot: there's a very high chance of dying in heatstroke u will stay in the shade more and the ponds will dry up
Percentage of hot days stages
Hot 30%
Hotter 20%
Very hot 10%
Super hot 2.5%
Part 2 is still hatching

I think that there should be more of a way to reduce Bleeding when out of a battle, either by decreasing Blood effect faster when laying down, or doing something like self-grooming, which could take longer to stand up from and therefore less likely for people to take advantage of it when in the middle of a battle. I think that bleed would be better/more fun if it's most effective during a battle, not leaving people to bleed out 15 minutes after their foe has already been defeated. I can't think of a single animal that defeats their prey that way and it makes it really easy for trolls to mass-bleed. It'd still be just as effective during hunts, you just have to be more careful to keep the prey standing.
Ok, unpopular opinion here but I think spino would fit well in survival, given that spino, rex, and giga all serve separate purposes as apexes.
Rex being built to take on heavily armoured dinosaurs like trike and Anky.
Giga bleeding out sauropods and using decent speed to take on hadrosaurs.
Spino being king of the swamps and keeping the population of smaller carnivores in check by using its high health to bully other dinos off their kills, as well as fishing.
Edit: maybe not as unpopular of an opinion as I thought.
This may have been mentioned a lot however i'm just making this post to ensure my opinions are heard (for what they're worth) I believe that the Allo should have its bb removed completely. Allo is essentially the mid tier bleeder similar to how the giga is the apex bleeder currently in survival. It doesn't really make sense for it to have 10% bb. That being said we don't really have a bone break specialist for mid tier. Allo is the only semi reliable mid tier bb dino. Other than the sub rex which are rare because obviously everyone wants to go adult. Anywho, I think that cerato should fill this role as a bb specialist in mid tier as it's slow and tanky kind of like the rex. Bb would allow it to fullfill its role as the honey badger even better. Now obviously these aren't all the changes for balance but some of the big one's I see fit
maybe herb's attacks should use up stamina this would make herb players be selective in what dinos they attack but also make them think should i run or stand and fight
maybe make the growth a lot long but have juvi like 30% of the growth and sub 70%. Just an example rex would take 10 hours were 3 hours are juvi and 7 hours are sub adult.
Making it so, depending on how much hunger a creature had before it died, the amount of food you get from a corpse would be lower or higher
more of a cosmetic thing than anything, but i would love to see dinosaurs (or really anything organic in game) to get paler when they're bleeding/closer to death/dead. i personally think it would add a nice touch of life to the animals and people, and would also be another good indicator for predators.
I know that I, as well as many other players have problems eating corpses because of rag doll. I think this is something that really needs to get fixed and is a huge issue for carnivore players. If you kill something that’s been running around its body tends to fly away from the actual hitbox. Currently the only easy way to find the hitbox is to relog and I think that needs to be changed.
I think sleeping should be a thing. However, it won't be a mandatory thing. If you sleep, then your hunger and thirst will go down much slower. As a counter, you will also grow slower. This is so animals with bad NV can sleep at night and not starve/dehydrate.
Adding on to the Storm Classes suggestion above, I think the Light Rain should not completely wipe scent, but heavily reduce the duration
Psittacosaurus AI
Have Psittacosaurus AI in the game for freshly spawned juvenile carnivores to eat. I would even suggest to have small burrows around for the Psittacosaurus to run to. It could teleport them to another burrow location just like how the teleporter in the DV Test map works. This is just to mainly keep juvenile carnivore alive long enough till they can compete in some way with half of the other dinosaurs on the island.
Suggestions for max amount of members of certain species in an area before affinity starts to decrease:
Herbs
Dryo: no limit
Galli: 10
Maia: 8
Pachy?: 8
Diablo: 6
Para: 6
Trike: 4
Stego?: 4
Anky?: solitary except when nesting
Certain herbivore species would bode well together and would not mind being near each other these include:
Dryo-everyone
Diablo-trike
Galli-stego
Maia-para
Pachy-Anky
Carnis
Utah: 8
Dilo: 6
Carno: 4
Allo: 4
Cerato: 4
Giga: 2
Rex: 2
Juveniles that exceed group limit would not have an impact on affinity, sub adults in the group would have an impact, but smaller than that of an adult.
There should be an infection system. If you're bleeding you could get an infection in multiple ways. One is to be near an old corpse or gore pile.You could also get infected if you're around too many other dinosaurs. Staying in one spot would also help your wounds get infected quicker, since it would simulate the waste from your herd building up. Some dinosaurs would have a naturally stronger immune system, like scavengers and maybe some other dinosaurs that have a natural resilience to them. When infected by a disease or bacteria or whatever have you, your health and stamina would slowly drain over time. You slow the effects of infection by keeping your food and water high, and halt them completely by resting for a few minutes with high food and water, but the catch is that you have to be completely isolated from other dinos for your infection to go away. Hadrosaurs would be naturally weak towards infections, and it would be harder to get rid of in them. The purpose of the mechanic would be to balance mega herds, and to a lesser extent the Parasaurolophus in general. This way you can't really take refuge in your herd while they crowd around you and kill any predator that comes close, since they would be sharing germs and bacteria that fuel your infection. Oh yeah, and any carnivore in the area could smell the infected target. It would just make hunting a whole lot more immersive and enjoyable, and would reinforce the idea that in nature, most adult prey items are left to fend for themselves when a predator attacks. since running back to your herd could net you a lethal infection. Of course, you could prevent infection all together by keeping your immune system in tip-top shape. Your disease immunity stat would scale with the combined average of your hunger, thirst, and most importantly health. I'm still working on the concept so give me any feedback or tell me if it's just a shitty idea.
Weather cycle system part 2

Winter stages 
Light snow: it kinda cold it gets a little bit snowy and the ponds began to froze
Average snow: its cold it's snowy ur dino will die if u stay out to long u need to find some shelter every once in a while and ponds sometimes may froze
Heavy snow: ur freezing u need to find shelter bigger pond begin to froze
Snow storm: SUPER COLD FIND SHELTER ASAP EVERY POND IS FROZEN AVALANCHES WILL HAPOEN 
Natural disasters
Tsunami: stay in the highest ground as possible if u go in a cave your doomed fishers can swim but it cant keep the paste up forever
The Great volcano eruption: your doomed there's a super low chance of surviving if your a pue ur dead gallis uthas any fast creature has a chance of escaping there will be lava
The Meteor: this is the most deadliest disaster theres Like 0.1 chance of survival when u survive theres almost nothing to drink or eat u must fight for food a tsunami will happen a fire storm will happen if your a flying dinosuar u do have a chance of surviving
Percentage
Light snow 10%
Avergae snow 7. 5%
Heavy snow 3. 5%
Snow Storm 1. 5%
Tsunami 5%
Volcano eruption 2. 5%
Meator strike 0. 5%
So for swamp on Thenyaw, maybe adding tall swampy grass to some areas like big marsh on R2... would be cool
Good for hunting as a pack of Utah's or carnos
Sauropod survival suggestions
For a while there have been many problems preventing sauropods from being added to survival, but with the reveal of new upcoming mechanics (namely the affinity system) I feel they have a lot more potential as playables instead of AI only. In this suggestion I will give potential solutions to some of the biggest problems that sauropods have and then give gameplay suggestions for 2 sauropods, brachiosaurus and diplodocus.
The biggest glaring flaw of sauropods is that they are completely defenseless against mercs. I think this could be worked around if humans also had an affinity system, and killing a sauropod as a mercenary would have a severe negative impact to your affinity. Sauropods could also grow from juvenile very quickly so they don't lose as much from a merc player that ignores the severe negative impact.
The next problem is how to prevent sauropods clipping into trees and getting stuck when entering forests. This one is pretty simple, you could have them curve their necks around trees and make staying in dense forests have a negative impact on your affinity.
The last big problem they have is the amount of attacks they would need. While each sauropod would have a different set of attacks, for the most part they would just rely on trample damage because of their massive size.
The next part of this suggestion is ideas for 2 different potential sauropods, brachio and diplo. Both of them would have a pretty similar life cycle but brachio would probably grow slower. As juveniles they would be fairly defenseless and stick to the dense forests for protection. As juvis they would eat bushes since they are too small to reach the trees they feed on as adults. They would grow quickly from juvis and move to less densely forested areas as subadults. As subs they are now too big for the dense forests but big enough to defend themselves from most threats, however they are still vulnerable and stay in the more open parts of the forests if they do not have a herd. Brachiosaurus start to shift their diet from bushes to trees as they get larger. Subadults grow much slower than juveniles but still grow fairly quick. As adults their growth slows down dramaticly and they move from the forests to the open plains as they grow larger but they are now extremely difficult to take down. An adult brachio's diet consists of almost exclusively trees, a unique perk giving them a reliable food source and reducing competition with smaller herbivores. Adult diplodocus eat from both trees and bushes, allowing them to switch food sources if one becomes scarce.
The main way gameplay differs with these two are their threats and defences. As an adult brachiosaurus, your size alone protects you from almost everything. Your biggest threat is giga packs, although large allo packs can also be problematic. While your trample damage is usually enough to deter most predators, brachiosaurus also would have 2 attacks to use on predators large or fast enough to not be simply crushed by you walking. Using left click locks on to the nearest foe and does a kick attack using the leg closest to them. This attack would use a small amount of stamina but is devestating if it lands, dealing heavy damage and knockback and usually crippling foes by breaking their legs. Using right click makes you do a tail whip, dealing a large amount of damage and knockback to any attacker it hits.
As adult diplodocus, you are not as massive as brachiosaurus but are still a force to be reckoned with having more attacks and weaponry, but being a sauropod you still mostly rely on trample damage. Your biggest threats are allo packs but gigas can also be problematic. Holding left click causes you to rear up on your hind legs. Release to stomp, having an AOE that damages any attackers within range. Rearing up costs more stamina the longer you hold down but increases the range of the AOE. Hitting players with your long neck as you rear up or drop down deals a small amount of damage but a lot of knockback, potentially crippling anyone looking to take a bite out of that neck. Clicking the middle mouse button lets you do the same kick attack as brachiosaururs. Right click allows you to use your long tail covered in sharp thorns as a whip, dealing bleed and massive damage to anyone unfortunate enough to be within range.
if anyone has any ideas how I can improve this suggestion let me know
Sexual dimorphism. Whether the male or female would be larger one in each species, if larger at all, the increased size would come at a price. The added bulk would mean higher hp and SLIGHTLY higher damage, but also louder footsteps and slower acceleration. The larger sex would grow at the same rate as its counterpart, so male and female at the same age would be the same size up until one reaches its peak, the other would keep growing for a bit after that. It wouldn't be a totally ridiculous stat difference, it would just bring some variety and immersion along with it.
One last thing about sauropods, if they do become playable please change the camera angle so you can actually see yourself and your surroundings instead of the camera being locked onto your head
Old models could be used for unlockable alt skins for people feeling nostalgic
Basic concept: ‘insanity’/‘disgust’ mechanic for herbivores.
Herbivore dinosaurs being within a certain radius of gore piles (not freshly killed corpses) and/or witnessing a carnivore feed from gore/corpses will increase an invisible ‘disgust’ meter. The meter will essentially prevent that herbivore from eating for a duration until it is fully depleted. The meter should have a naturally slow decay over time but there may be some things ingame you can do (or eat?) to increase its decay rate and remove the debuff.
Potential implementation: When the disgust/insanity is high enough, normally edible bushes turn into something grotesque in model (either that or a simple visual-change client-side for that particular herbivore player to indicate they cannot eat), starting with larger and medium plants first. This will force herbivores that are mildly affected to feed off of only the smallest plants and give a warning to the player what state they are in. If the meter maxes out, all food (including the smallest edible plants) will be locked out, possibly starving the player if their food stores cannot outlast their sins terrible choices.
Hopeful outcomes:
— Could be a possible (or partial) fix for players who carebear carnivore species and mix-pack together in large groups (trike herd raising trex juvis or para using giga as protection, etc).
— Players who tip-toe the system and continue to hang around carnivores enough to trigger the disgust/insanity effect, but not enough to starve, will still be locked out of the larger/medium bushes and constantly in a state of either hunger or movement to keep up with their food needs.
— Witnessing carnivores feeding as part of the mechanic will encourage herbivores to flee once a herdmate is downed instead of corpse guarding or revenge killing the attacking carnivores.
— Not including fresh corpses in the gore-radius aspect gives some room for herbivore-on-herbivore violence (like dominance or territory battles) where a player might die. It is also slightly forgiving for accidental finding of bodies (coming across some at a lake after traveling). And also, in the current scent system the fresh corpses cannot be scented out to be fully avoided.
What about a knockover mechanic, where, say a para is running at something, and hits it. Maybe depending on the size, the creature, say it's a utah being hit, would be knocked down and would have to regain its balance, but if it's something like an acro, the acro would have to try and regain its balance, while the para would be temporarily stunned. If the acro can't regain its balance, it may fall over, or if it regains it too late and the para is unstunned, it'll lose an easy meal. This mechanic could also do damage to both parties, possibly crippling for a utah and smaller, but bruising damage for something like a top heavy rex
Trike stomp is more than powerful enough to crush in the ribcage of a resting dinosaur. This should be intergraded as an instant death mechanic for all resting dinosaurs that get stomped by a full adult trike standing over it. (Because god knows, you all allow this to happen to you more times than you care to admit and you don't die from it or even get a broken leg right away.) It would definitely add to the realism of playing as a trike. Anything resting under a trike should have most of its' skeleton shattered to bone fragments after sustaining a stomp from a heavy weight herbivore.
Another small glowy eye suggestion: If you disable nightvision your eyes won't glow. Essentially a perception vs. stealth tradeoff. On the other side you shouldn't be able to just stick your head into a rock or tree.
Maybe when you get closer to starving, you can hear stomach gurglies, and as you get thirstier, your character will low key start panting?
Juvie Utah Latch Mechanic. When the pack is in danger or if it's just to go around looking for food, the juvie utah should have the ability to grapple to its parent or grouped utah packmate. This would drain stamina slowly over time.
Leeches. Basically have them spread throughout swamp and marshland like areas. If you stay near or in the water too long, leeches will eventually attach to you and cause bleed damage over time, as well as drain food, water, and stamina. Deinosuchus and adult dinosaurs, (example: Triceratops, Giganotosaurus, Tyrannosaurus, Maybe Allosaurus, and Parasaurolophus) would be immune to them. Their juvenile and sub adult forms would not be.
I feel like a "Sleep" option is needed. It could get stamina back up faster, but your screen would go black (eyes closed) with only audio staying, thus balancing out the perks with vunerability.
dryo should not be affected by this
ability: light sleeper
can see clearer than other dinos while sleeping
I feel like the spino should have longer arms and with those arms it should have claw attacks that do a rather large amount of bleed damage, and not a lot of raw damage and then they should change his bite attack to do not a lot of bleed damage and more raw damage. I feel like these changes would make the spino not only cooler, but also more adaptable to fights eg: You could use the claw attacks for bleed on creatures that are slower than you, and the bite attacks on creatures that are faster then you and can stay in the fight with you. Let me know your opinions guys
On paper this sounds like a QoL suggestion, but I feel like people are going to find a way to exploit it. After you get killed, it'd be nice if maybe you could "spectate," your dead body. After death, you could rotate your camera around your body and choose when you want to go back to the respawn screen. So many times I die in a herd chase and just have to go off of what my friends say rather than being able to watch things myself.
Prey animals and other potential sources of food for carnivores to hunt would be handy.
For example, there could be randomly placed/spawned mounds, logs, burrows, etc that carnivores can engage in a foraging minigame to find food in. Basically it would be a series of pressing buttons on the keyboard at the right time. If you win the minigame, you’ll play a animation and get a body to snack on, or have your food bar filled automatically. Mounds could have insects, logs could also have insects but could also have small animals such as lizards, and burrows could have larger animals such as tacos or oros.
Animals other than just oros could be placed as AI, that carnivores would have to hunt down and eat. Such as monitor lizards, or even deer (this is of course, assuming there will be modern animals at all on the “official”/lore-based maps).
Herding bonus: give dinos of the same species a bonus in power against stronger dinos for grouping up. Then 4 dibbles could take out a rex, or 4 Ceratos could take down a trike. 4 Paras might also be able to run faster or something.
If a Trike's horns just graze you, it barely does any damage. But if the base of the horns are all the way in your hitbox, you take maximum damage and bleed. Basically, Trike would have a somewhat working gore system so nipping tails with the end of your horns isn't doom for anything and everything anymore.
Not sure if this is planned or anything but make a nesting icon come over your growth icon when you accept a nest invite. Its annoying to me as a parent dinosaur when you are waiting for your friend to spawn in as a baby because they have to die somehow before they become a child.
When tribals come out oros and tacos could be used as “chickens.” Tribals could wrangle up a few of the oro/dryo ai into a pen (and possibly provide food and water if ai requires it in the future.) The oro and dryo ai could lay nests and the tribals could either eat their eggs or allow them to hatch. Once they’re full grown the tribals can choose to kill them for meat or let them keep laying eggs. This would probably require an ai nesting and periodic egg laying system, as well as the ability to build animal pens
Spino, Sucho, and especially Bary should be able to use their claws in combat. Considering pretty much everything else that's a comparable size to them outclasses them in terms of combat (Pretty much everything destroys the Bary) it would be nice for them to have an alternative to their weak jaws and non-serrated teeth. it would also just make sense, y'know, Baryonyx being named after its huge claws, you'd figure it could use em.
Theri could use a total overhaul, that would mean in terms of gameplay, stats, and model, although I know it'll get a new model when it's added to survival anyways. Just a heads up, this wouldn't be like changing the current Theri, it would be a whole new creature. So if you really like the current Theri, keep an open mind please.
Model Suggestions
It should have a big pot belly and shorter legs than it does now. Bulkier arms would be nice, probably looking nicer and making sense since those are its main weapons. Speaking of its main weapons, the claws also need to be more scythe-like. On the current model, they look like if you took a thin rhino horn and stretched it out really far. They don't look intimidating at all, and wouldn't function properly either. To fix this, the claws should be taller in height and a tiny bit wider, with a sharp edge on the inside. Again, They would look more like the head of a scythe, and less like weird finger-horns.
Stat Changes
The Theri is too fast and doesn't do any bleed. I know it would sound OP giving theri strong bleed and damage, but it would compensate for it by being pretty bad in both speed and stamina. it would be just barely slower than a rex in terms of speed, and would have a little bit more stamina than a rex. Also, its 3-swipe primary should be just as damaging as a rex bite of nor more so. Maybe not nearly as much upfront damage, and no bonebreak, but still decent damage and insane bleed. You won't get three huge gashes cut into you by 3 swords over a meter long and then not bleed from those wounds. It still wouldn't have much health thanks to its hollow bones and unarmored body. Keep that in mind.
Gameplay
I think the Theri's affinity system would make it prefer to live alone or in pairs, secluded from other large dinosaurs, in pine or redwood forests, where it uses its long neck (not its claws) to eat from tall shrubs and leafy trees. They would be okay with things like Tacos, Oros, and Dryos around, provided they stay relatively quiet. The Theri doesn't like attention being drawn to it though, and too much loud noise will irritate it.
Another ability idea I have for the Theri is the ability to aim its deadly claws. Most other dinos don't have this problem, since headtracking exists and those who don't rely on headtracking can just swing their tail in the opponent's general direction. Theris are different though, which is why I think that maybe holding down a hotkey or clicking the middle mouse button could bring up a crosshair that the Theri could use to aim one powerful swing, instead of just wildly flailing its arms in front of it like it does now. This would be particularly useful when regional damage is a thing, where attacking different parts of a creature deal different amounts of damage. The Theri could use this ability to aim one powerful swing at a predator's neck, or an experienced player could use it to aim at the underbelly. This would pretty much one shot anything with a solid swing to either of those two areas, since it would deal too much bleed for anything to heal (for obvious reasons).
Keep in mind the Theri would still be a glass cannon, it would just trade mobility for damage and a tiny bit more health thanks to its new fat gut.
^^^This is a continuation of the suggestion above^^^
Weaknesses
A lot of people are probably gonna think this idea is bad, since it makes the Theri even more OP than it is now, but I disagree. It would have several glaring weaknesses that predators could exploit. One, of course, being its low mobility. This might not seem like a big deal thanks to how much power it's packing, but it doesn't have a big health pool like other large herbivores, so it would be pretty screwed if it were surrounded by smaller more nimble foes, or more than one of anything Acro sized or larger at one time. Another weakness is that, while a solid combatant in a face-off, it couldn't really defend against a rex ambushing it from behind and one-shotting it. This brings me to the biggest weakness, the neck. When regional damage is added, that neck is gonna be a big target, and one bite could pretty much end the Theri right there. Anything Allo-sized or smaller would have trouble reaching it, but an apex could grab the neck of an inexperienced Theri, and there's not much the Theri could do to save itself at that point.
Aesthetics
The Theri doesn't look ugly enough. This was a big, weird, ugly, alien looking creature, and was in no way comparable to a chicken like so many people in the community compare it to. In order to fit the theme of The Isle, I feel like instead of someone looking at it and thinking, "That's bizarre," they should look at it and think, "That's scary." That's why I think the Theri should have deeper calls, more guttural and booming. I think it would be interesting (and really intimidating) if the threaten sounded like a mix between a deep elephant roar and a bellowing Alligator. Honestly, I don't care whether it's feathered or scaly, or what. The feathers would be accurate of course, but if the model were a scaly, beefy monstrosity, with quills running down its back and covering its tail, I wouldn't be disappointed.
I guess the reason I mention aesthetics is because a lot of games waste Theri's potential when they make it look either realistic or just weird. The one game I can think of that got it right in my opinion is Ark. I don't think Ark really nailed the scary look, but it's intimidating to be sure, and when you run into a Theri alone in the jungle, you yell, "OH SHIT," and run the other way as fast as you can. That's what I love about it so much. You can't really make Triceratops or Ankylosaurus especially scary looking without sacrificing the rest of their looks, but the theri is unique because of the fact that it can be scary and cool at the same time, and that's something I would rather have this game nail than the community creating a reputation for it as a screeching, annoying, murderous turkey. I think the sound of a theri should be incentive enough for anything except a pair/pack of apexes to not go in that direction.
Conclusion
I really like the Theri for all the reason listed above, from its gameplay potential to its potential to be a spooky creature associated with death as much as an apex. If my ideas are used for the Theri when it's implemented into survial, I'll be really happy then the Theri will be a much more skill-centered creature. You would need the know-how to protect yourself, and it wouldn't be a walk in the park. It would be generally hard to survive as, especially alone, but I feel like that would be a good thing, since it would reinforce the fact that only the players who are most experienced in combat and survival would play as them.
I just want the 'scythe lizard' to live up to its name, guys.
When u are able to one shot a creature id like to see a special animation play. So,say an austro runs next to an oro rather than doing a normal bite animation the austro will pick up the oro and shack it in its mouth then drop it (yes i understand multiple things in the game would need to be finished for this to be a thing but its just a nice little thing id like to see in the game
Have footprint brightness / overall noticeability when using scent be relative to size. For example: An adult T.rex won't be able to see a juvenile utahraptors footprints with scent because the size difference is too big, but a juvenile rex would be able to see them just fine. The reason for this is that it prevents adults from being able to easily hunt down and murder juveniles and lessens the constant stress of the footprint system on juvies. If something sees your footprints then it's something that you might be able to defend yourself against / it will be your main predators rather than just everything being able to see them.
Every dino should take some time to reach their max sprint speed, then slowly trail off as their stamina depletes. Also you should run slower when turning, unless you're a Carno maybe.
It would also depend on the fitness and size of the animal. Something like a Utah for example, would reach their max sprint speed only a couple seconds after running, and their speed trail-off would be really slow, and so their minimum sprint speed wouldn't be vastly different from their max sprint speed.
How about some type of adrenaline mechanic? I've only thought about how it would work for herbies so far, and it would discourage mixed packs, though it could maybe be stretched and adapted to also prevent mega packing as well. I know there's mention of an "affinity" system, I don't know if that would cover this or make this obsolete but figured I'd suggest it anyway.
Basic idea: Herbivores that wander into a certain radius around a dead body or corpse immediately get visual and audio disturbances and the player loses some control over the dino. Adrenaline would happen immediately and wear off after some time. So using numbers strictly as an example:
AD1:
5 adrenaline gained right away
Mild tunnel vision/screen distortion
Mild auditory hallucinations
Leave the area immediately to clear your dino's adrenaline (-1 per 1 minute, gain .5 or something every second)
AD2:
20-30 adrenaline stacked
Severe tunnel vision/screen distortion
Auditory hallucinations and/or muffled hearing
Stayed too long, now you have to leave and let it clear for a while longer
AD3:
30+ adrenaline stacked
All the effects from AD2
Your dino says "screw dis" and you lose control of it. It runs in one straight direction away from the corpses for about a minute or two. Possibly as further punishment for your sins, if you're also out of or lose stam during this, your dino still runs but starts taking damage. If you go back immediately after, your dino runs away again as soon as you stack the 31 adrenaline in a few mere seconds. If you decide to not go back, your dino will be punished for quite some time longer until the adrenaline wears off.
Make utah juvie faster on dev branch. As utah juvie you can barely stand a chance to anything, and when you’re also slower than the oro ai’s, surviving it’s nearly impossible. You might have the luck to find a corpse, but that rarely happens. Not even when you’re almost dead of starvation have you grown enough to get the speed to catch up to oros.
I think the developers should optimize the game because when it starts to become night or day my fps drop for 60 down to around 20. I also think the developers should maybe change the spawn points for new dinosaurs closer to more populated areas instead of the middle of nowhere.
Make corpses in shallow water easier to eat. Like if your head it in the general area of a corpse, you eat that instead of drinking. I almost just starved to death, but got really lucky since it turned into gore right before I died and popped back up to the surface. It's probably a little bit of a situational thing, but considering how people usually hang around the water, bodies do sometimes fall into the shallows and become inedible.
The growth time for apex's on the dev survival servers are insane... Some people have families, kids, and jobs. We don't have time to wait 17 hours to get to full growth. If you think we will then you're insane. I believe when it was 5 hours it was a fair time.
Monolophosaurus should be added. It would really just be a light-weight bleeder, since the only decent bleeders in survival are big bois. Basically if you wanna be a bleeder but don't wanna wait a billion years to go Allo or Giga, the Mono would only take like 3 hours or so. I wanna say it would have some special ability or niche to occupy, but really it's just a cooler looking dilo without venom.
Make eggs edible considering my other suggestion was 🤔
damn dude
Instead of having several lakes on the map, have streams, creeks, and rivers as well throughout. All over the place. It's odd seeing all this land and no streams or creeks coming from the mountains. Little ones here and there. Herbs might not have to flock to the same lakes over and over, meaning not everyone will flock to the same pond/lake over and over again.
i think the pachyrhinosaurus should be added to the game
Long range scent markers so that you can find your way back to kills and lakes? Like, you could pee or something and add a waypoint. On the other hand, other dinos might be able to smell them too. Would be even cooler if the rain washed them away.
but that pachyrhinosaurus tho
I think a lot of people agree that an Albertosaurus with sub rex animations looks awkward (especially the run) and doesn't really fit Albertosaurus in general. If the run animation were more like these guys, then Albertosaurus would be way cooler. https://www.youtube.com/watch?v=OdYsZcViUpU
but that pachyrhinosaurus
I think Threetails had a really good idea and i kinda wanna add on to that
Along with using scent markers to remember an area where they left food or water, they would be great for dinos to mark their territory, help single dinos find mates, and assist in tracking
Each dino or similar types of dinos can have unique ways of marking an area, like urine or horn or claw marks on trees. By using scent, the markings would tell you information about the dino that left the mark. Their gender, age, species, etc.
You use marking at your own risk, if you want the advantage of being able to find your way back to food, water, or advertise your territory and mating maturity, then you have to be willing to accept the risk of attracting other predators. As Threetails said, having the rain wash away the markings would be a good bit of realism too, and wipe the slate clean if you no longer desire your old markings.
but that pachyrhinosaurus
The new growth is cool, but also presents many complaints. I believe that the growth could be made to slightly longer than the previous times for all dino juvies, but when you hit adult (sub will be mentioned later), growth should slow down by quite a bit. A juvie Dilo could maybe take around an hour to get to adult, but then maybe 1.5-2 hours to get to full adult. With sub stages, the growth could be an inbetween of adult and juvie times.
This game is beautiful, but it's hard to take nice screenshots. Making it compatible with Nvidia Ansel would be next levels of amazing screenshot potential. For example, Ark isn't really a game you think of when you hear 'beautiful screenshots', but with Ansel you can get some good stuff.
Avaceratops AI for V3 map.
i don't know/remember if this was eventually planned or suggested to be included in the scent mechanic, but would we be able to smell the area around water? since water technically has no scent, but animals can apparently pick up scents from organisms or even the topography in or near water, so what if maybe environmental assets around water bodies such as the reeds, algae, fireflies/dragonflies for example gave off a scent that we could use to locate water?
or maybe like an overhead display that pops up (i.e. like a translucent arrow) pointing in the direction of freshwater bodies, with proximity depending on how fainted/colored it is.
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. Speaking of which, the current scent system would still work, but if something's too far away to smell, a scent trail leads from your dino's nose to whatever you smell off in the distance. It would trail off in intensity the farther away you are, until it's gone entirely. Certain creatures could pick up scent trails from further away.
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.
As opposed to the current 'dossiers' of the creatures if you will, the ones that show a silhouette, along with its speed, weight, and 'bite force', the little question mark should bring up a more descriptive profile of the creature, showing the player basic information about their stats and affinity system. This would include things like mobility, power, and defense, ranked on a scale from 1 to 100, as well as their size, preferred diet, and survival strategy. Here's a quick one for example:
Ceratosaurus
Power: 75
Defense: 20
Mobility: 35
Stealth: 30
Weight: 550 kg
Survival strategy: Ceratosaurus is a short, stout carnivore with a muscular body and a powerful bite. Its short legs aren't good for running on, and its cardiovascular system is only sub-par. The best a Ceratosaurus can do in terms of running is a short sprint, making it a mediocre hunter at best, however its powerful bite, stocky build, thick hide, and intimidating roars make it an adept scavenger, being able to chase other similarly-sized carnivores off their kills and crack into bones to get at the nutritious marrow within. While intimidation combined with tough defensive hide can get it pretty far in terms of food, they don't do much when it comes to defense against the apex predators of the island, and so the Cerato prefers to live in dense forests by itself or in pairs, away from potential predators.
All it would really do is make it so that new players would know what they're getting into when they choose what dino to play as, but I imagine it would also be pretty quick and easy to do.
Bleed Overhaul
-Bleed currently is flawed, some dinosaurs stack too much or too little amongst different species/sizes. With a bleed cap of 100, and having everything stacking & healing tons of bleed. It makes some dinosaurs bleed out too quickly, others don't take enough punishment, and true bleeders as a whole are less unique
The Bleed Timer System
- In this system, dinosaurs do not stack bleed, but instead have a set level of bleed with a timer for it's duration. Depending on how you set the timers and bleed level, you can create different and unique play styles for bleeders.
- For every level, you will take 3 base damage per bleed rate tick. (Excluding Bleed resistance rates)
- The More bites you inflict, the longer time it lasts.
- Health Regeneration is reduced/disabled while bleeding.
- Bleed heal is converted into time reduction when resting. So a dino with 15 bleed heal reduces the timer by 15 seconds when laying down.
- Does not scale with weight mass
Math Formula
5 Bleed Level x 3 Damage = 15 Base Damage. 15 Base Damage / 3 Second Bleed Rate = 5 Base Damage per second. (Not including Bleed Resistances)
Creating Diverse Bleeder Playstyles
- As stated from before, depending how much bleed a dino has, along with it's timer. You can create different kinds of play styles for bleeders in combat/pursuit.
Tracking Dinosaurs Ex: Most Non-Bleeder Predators
Bleed Level: 1
Seconds per Bite: 75 Seconds
Max Bleed Timer: 600 Seconds (10 Minutes) (8 Successful bites)
Total Damage in a 1.0 Bleed Ratio over 600 seconds: 600 Damage
- This playstyle offers little damage, but allows the player to track the inflicted target with ease for a long duration.
Endurance Bleeders EX: Allosaurus
Bleed Level: 20
Seconds Per Bite: 45
Max Bleed Timer: 300 seconds. (7 Successful Bites)
Total Damage in a 1.0 Bleed Ratio over 300 seconds: 2000 Damage
- The "Bleeder" playstyle. You utilize a med-high level bleed to hunt prey and whittle them down over time.
Skirmishing Bleeders EX: Ceratopsians, Stegosaurus & Carno?
Bleed Level: 30
Seconds Per Bite: 15
Max Bleed Timer: 45 Seconds (3 Successful Bites)
Total Damage in a 1.0 Bleed Ratio over 45 seconds: 450 Damage
- These dinosaurs deal high bleed damage over a short time and aren't suited for tracking or pursuit. Offensively used for hit and run. Defensively used to ward of predators.
With this system, power gaps between masses in terms of bleed aren't as big of an issue, and allow for healthier and more diverse bleed interactions.
Note These are just stat examples and not actual suggested stats for this system
Another Side Note If a Dino is inflicted with multiple levels of bleed, the lower level bleeds have their damage negated over the duration of the higher bleeds time.
When dinosauriac or whoever gets around to redoing the main menu maybe add a dossiers/profiles section with all the (or at least all the survival) dinosaurs' growth times, stats, footprints, tapwing art where appropriate and appearances of both genders and calls through their growth stages?
Still loving this game the visuals are sooo breath taking.
Uuuuum right now I dont quite understand the idea of rest stamina. Maybe a sleep time after a certain time you need to take as a block of say 3 mins at night, But this rest stamina just does not make snece. Look at antelope going from one side of africa to the other they don't stop and lay down every 5 mins they walk for miles trot at sporadic points walk and trot they often rest standing for a few mins at a time due to having to be alert constantly. Horse cattle and most herbs do this so they can keep moving for grazing and stay alter for danger. Infact horses lock there legs to get a semi sleep standing up and only lay down for a very tiny time. With this constant sit down every few mins its going to make play near impossible as theres not enough food or water to get to. fast enough before you starve out. esp when you can spawn any where and everywhere. I just have the image of a chase between pred and prey then both stopping and them both agreeing to stop sit down then restart the chase. You loose a huge amount of food and water sitting so theres no balance. I mean If i walk a mile in these shoes(which where made for walking) I cant stop every few meters sit down and near die of dehydration and starvation.. Once again look at travel by elephants in the dessert and yes there are elephants living in deserts see you tube bbc programs
But still loving most of the game
Trike bull figth system ⚔
Trikes will fight for females or to be the herds bull without bleeding they will use there horns to tussle or figth here's a example
A more realistic fight system

Reduce the time it takes gallis, dryos, maias, and diablos to grow. Most can be hunted pretty effectively however they wouldn't overpower servers if there were lots of them. Currently it takes a galli two hours to grow up only to get 1-shot by almost everything. I like the growth for carnivores so far, but most herbis would do better if the timer was reduced somewhat.
^ to add to the above, they might become more appealing to play if they don't take too long to grow.
Juvie rex needs a small boost to their damage output when facing off against a juvie trike for food. As a juvie trike, I should be taking some kind of damage from it. Juvie trikes are tanking juvie rexes like they're mosquitos.
Juvie parasaur's kick attack needs a nerf. It should not be able to one shot juvies the same size or much larger than it.
Make military android assistance a thing for the mercenaries.
I think it would add to the science fiction atmosphere a bit more and would take the weight of carrying all your equipment around off your back.
http://i.kinja-img.com/gawker-media/image/upload/s--6_i0cF72--/ewfdpt2k6blrv5bcj4v9.gif
Sleeping/Resting
Set up a system for each dinosaur to have them conserve food and water when resting. Currently playing as a dinosaur with poor night vision, it’s hard to maneuver throughout the environment without getting lost, but the player is incentivized to stay active due to how the food and water system are currently in game. Most juveniles will lose most or all of their food while waiting for daybreak, this is frustrating for most players since that’s when they are most vulnerable. If you can set it up so that each dinosaur has an optional sleeping mechanic to conserve food and water by half the amount it normally depletes, most players will probably appreciate it. I can see it functioning as a 8-12 ingame hour resting ability with a 8-12 hour cooldown period (variable per dinosaur and dinosaur age). This will also give players who want to wait/camp at certain locations a longer waiting period to do so (people who play on low population servers will probably use this ability way more).
Please post that in #general-feedback-discussion instead @blissful rampart .This section is for posting suggestions only.
^Failure to do so can and most likely will result in a kick. Please read channel descriptions as well as #rules-and-info.
Nests
A few suggestions for QoL nesting in its current state ( As I don't doubt nests are planned to be reworked in the future ).
- Ability to see what species' nest you are joining.
- Have nests persist in the world ( again? ) after a player logs out, instead of wiping it.
- Ability to join a nest from the character screen instead of having to go drown your ass or go offer yourself as a snackrifice.
- Ability for hatchlings to see where their nest is located. ( <- Not sure if this is already in, but last time I was a hatchling, I couldn't see the nest icon after hatching. )
Make swimming and walking in shallow water cleanse your scent. Your footprints won't be visible using scent for 5-10 minutes after going in water.
Dinosuar babies and nest suggestion 
When your nest is being attacked by a bigger or stronger dino u nee do carry your eggs and run away
Like that also when your baby is alive and your being chased by a giga and your a utha u nedd to carry your babies to safety
It's not killing them ok
It carrying your babies and run away from preds I couldnt find any picture of a dino
So your babies will survive and grow up to be big and strong

Add an option for server admins to modify the specifics (like how many same species dinos count as a mega pack) in the settings when. Affinity is added
Add fish in ponds that you can eat for food.
Don't make the current AIs despawn. If we're supposed to hunt them as juvenile carnivores, then don't make us waste 5 minutes over and over again all for nothing...
It's quite a middle finger if you're out of food, only to have them despawn in your face and lose another 5 minutes while you're already losing HP. It's a trap.
Nest invites: When you are sending invites to people on the server from your nest i would like a button
that makes an nest button on the select dino screen. This nest button on the meny can everyone see on the server
when they are there, they click on it and get a pop up screen with different nests that have chosen to put their nest on the
select dino screen and information on the nests. The information can be what species the dino that is nesting is and if there
is zero or 4 eggs in the nest. If they accept when there is an egg they can be nested.
This makes it so its easier to get people to join your nest becouse even people who just joined in the server and havent selected a dino can get nested in. I still want the option to send nest invites to specific people on the server for those who want to nest invite friends.
Not totally sure if this is planned or not, but swimming dinos like Spinosaurus should be able to swim without needing stamina and should also be able to sprint while in the water to swim very fast. So that they can do aquatic ambushes of a sort.
Adding onto the above-
While normal swimming won't take stam, I think full on sprinting during a swim to go faster should take stam. The dino would have to go onto land to rest to be able to regain that stam, that way it isn't exactly an op system
After they've implemented anti-cannibalism mechanics, make it so that when people 1 and 4 call other members of their species see an icon above their heads in the air, kind of like being in a group with them.
AI in the redwoods on V3 pls
Experiment suggestion: Disable the ability for herbivores to smell footprints. It's only ever used to actively hunt anyway, and if it's not going to be used properly then I feel like they might not need it at all.
Suggestion for when Austro is added:
Make Austro like Geese. Geese are weak but they can be a pain in the ass to humans when needed. In numbers they could easily bring alot of harm, and even alone they can be a annoyance to humans and possibly still cause some damage even if it is just minor. (I don't do a amazing job at explaining it but I hope you get the premise of the idea I am trying to explain)
More AI dinosuars
Ava : for carnis to kill and they give alot of food
Daiblo : for big carnis to eat they rearly spawn
Some stuff 
Can there be a more realistic fight system the figth system today is not realistic
Make dinosaurs able to carry carcess and chunks of meat to feed your babies or run away and be a little meat thief
When your dinosuar is hungry your ribs will start sticking out of your body
so corpses are already a thing obviously but since there is most likely going to be a rotting stage because of the ceratos ability to not get a debuff of eating rotten meat (from what dondi said) but after a certain amount of days the body would rot into the skeletal corpse that everyone sees now, except the fact that every animal has a specific model to that corpse, and after so many days it would turn into a normal skeleton without meat... and then after a certain amount of days that skeleton would despawn like everything else. and if there is say a ton of dead bodies like 10-20 the time frame for the skeleton despawn would decrease to prevent lag.
and in the methane fields wherever or whenever they are implemented the skeletons would last longer except when the amount of skeletons has maxed then it would be like our footsteps, the oldest one disappears and so on and so forth
Make footprints glow different colors depending on what they're from. For example, your footprints should glow green or something while someone else's footprints would glow gold. That way if you're chasing someone through the woods or something and you try to smell them out, you won't accidentally find your own footprints, you'll know whose is whose
Sucho needs some love before it's added to survival. Before it's added, it should have:
- A claw swipe attack.. Its long face and not-so-serrated teeth aren't good for bullying Allos like it's supposedly gonna do. It should use its mouth to catch food, and its big arms and claws in combat.
- A beefed-up model. I know the Sucho is already getting a remodel, these are just suggestions about what I think it should look like. Regardless of whether it's scientifically accurate or not, the current model is just meh. The skinny neck and arms take away from an otherwise ok look, almost like someone with a weak chin. Everything from the chest up would look a lot better beefier. There should be some aesthetic things too, like maybe a tail that gradually shifts from a normal tail at the base to more of a crocodilian look closer to the end. A dewlap of some kind, or maybe a pelican pouch-kinda throat would be cool too.
- A better swimmer. Sucho lives in and around water, you'd think it's a better swimmer than most other dinos.
Scent should glow up not only rib carcasses but ragdolls too. Because dead animals smell too, not only half-eaten
Two different suggestions for scenting out water: 💦
1 - When scenting, have a spherical cloud of blue "water vapor" appear a few feet away from you in game, showing you what direction water is in. The cloud will be faint if water is far away, and less faint if water is nearer.
2 - Or instead of actively scenting out water, instead have a persistent humidity sensor somewhere on the screen. It would show as a percentage and change as you're walking around. If you're right near water (in the middle of swamp for ex.), it would be 100%, and if you're far from water (or like, in a desert), it would be 0%. Also when it rains, it could be at 100%, and slowly start dropping after it stops raining.
Kind of expanded on BlueAnzu's idea / more suggestions for footsieprints: 🐾
- Dinosaur species could each have their own unique footprints, and these could scale up/down depending on growth stage of the individual dino
- If no unique footprints, then different colors for different species, or just one color (gold) for carni and another color (green) for herbie
- Make your own dino's footprints either invisible to yourself or very very faint and its own color, since your dino would be accustomed to its own smell unless you have some serious BO going on
- Have your group members' footprints be a different color, like blue for example. Also, when you're a grouped carni, others of your species who are also in different groups can have different colored prints, like red or purple or something, signifying there's rivals in town. It would be pretty cool (imo) and would make for more interesting gang battles between allo vs allo and utah vs utah for example. The dinos in your group are your allies and their scents should be familiar and friendly to your dino, while rival dinos would have unfamiliar scents. May not really be worth it to code, and could possibly be broken/abused since let's say you're the only survivor of your group and manage to hide away and heal, but the other group tracks you down and kills you because your prints stand out from theirs.

Firm handshake to the devs cause of the new scent, it's way better cause you can see continuesly the footprints. But because of that, i would put a bigger cooldown to the the scent mechanic. Like about 30-40 sec. So you can't spam it. Lets say the scent mode is active for 15 sec, and if the cooldown is 15 sec or 17 , you can spam it and there is no way to escape. Lets put a 30-40 sec cd for it.
How about making the environment show us the position of the lakes/rivers/streams? Probably this is the easiest way without adding the water in the scent system. Put different type of grass, wich can show us if there is near or there is absoluetly no water. For an example : this kinda grass when the water is near.
and this type of grass when we are far away from it
And maybe a lightgreen with a bit brown on it, beetwen the transition of the 2 type of grass
How about making the juvie giga NOT neon yellow? lol I mean seriously, I can spot those guys miles away with my view distance settings set to epic and they can't hide for squat. A muddy brown or drab green that lightens to orange as it ages.
Babies are supposed to be able to camoflague well, as fawns have spots and cassowaries and piglets do not look the same as their parents.
I know this as been suggested quite a few times, but I have stuff to add. I think a sleeping mechanic should be added. You could be able to hit a key during the night time while resting to begin sleeping. While sleeping the screen will be almost completely black (Similar to the effect you see in ARK: Survival Evolved when you're unconscious) your hunger and thirst will go down very slowly, your stamina would regenerate at a considerably faster speed, and all sounds will be quieted down so you'd only be able to hear loud sounds (To simulate loud sounds waking you up) I think it'd be interesting to give some carnivores the ability to sleep during the day too. Also, you'd only be able to come out of sleeping after you've done it for a minute or so, to prevent people from just going to sleep to get stamina back real quick and continue on, and your growth speed would be reduced and/or halted completely while sleeping
Suggesting some larger types of AI on the maps. Doesn't need to fight back, just something for medium-tier carnivores to hunt.
Since Dilophosaurus and Utahraptor currently lack the power to take down large creatures without groups, and can't survive on Taco and Oro AI.
Something like Avaceratops or Plateosaurus AI.
What about if you kill a dino there is a kinda fatality Death scene, like the dino struggles and than you bite with your dino in his neck and that finishes him off. Its a idea maybe for the future.
Give strains & other magical boys badass flaming eye effects when seen in night vision (as opposed to the normal glowing eyes everyone has)
A more cinematic spawning experience for the players.
When spawning in, it feels very abrupt and unceremonial, even when selecting a dinosaur on the selection screen. I think having cinematic video footage of the juvenile dinosaurs when selecting them in the selection screen would look better and will give the players the feeling that they are about to play something that is alive. That and having the simple fading in effect each time when you load into the map would go a long way to making the game look more professional.
Very minor death animations could prevent dead bodies from rolling and becoming inedible without a relog. I'm not saying full on death animations that would take a lot of work to make, but rather than have someone ragdoll instantly when they die, have them limp for a brief moment or stand still for an almost-unnoticeable fraction of a second before ragdolling in place. That way a utah won't launch into orbit when it dies while running, and I don't think it'd be a permanent solution but could at least be an easy placeholder until rolling is fixed another way.
Dinosaurs limping on low health would not only prevent heavily injured dinosaurs from fleeing to safety behind their 8 other friends, but it will also prevent ragdolls from flying forwards after death and needing to relog in order to eat (Unless it's a small creature that will get killed in 1 bite such as a Carno biting a fleeing Dryo).
Don't delete progression mode 😦 Reasons: First, I think is the real experience in "The Isle". I mean, when you got a big dinosaur, you really try to don't attack because you can loss it and start from velo again. I know there are kossers but in real life there are animals kossing too, maybe by a sick, or territorial, etc. Progression mode make the island full of diferent dinosaurs, more realistic. Survival mode is good too, but I think is more casual and less realistic, too many Rex and carnos at the same point, etc. I didn't feel that fear drinking water, moving camera to all sides, eating, etc than in progression mode.
Yo, heres my suggestion, make for the apexes and other giant dinos distant footstep sounds, so that could be like a warning that an apex or a big pretador is coming near you…...
Also i think the main menu should have its background music back tho…..
Saw a similar comment on an after death viewing system. This is an attempt to make it slightly less abusable. Make it so that after you die you can still see the world through your group member's cameras so if a fight was happening you can see out the rest. When your group is dead it's all over.
Also make it so that you can still chat for a short while so that you don't just randomly disappear as I'm sure this happens to a lot of players.
Make a little Nest button on the escape menu screen. Would make it easier if you didn't have to kill yourself every time you wanna get nested.
Animals can smell water. It is a real thing that is detectable. I HATE how hard it is sometimes to find water....................................................................
Already seen this here somewhere earlier, it's just a good idea. Sleep mechanic. You go totally blind as long as you're sleeping, but your food and thirst decay are reduced by half. It would also heal you and regenerate stamina faster.
Some dinos could have some kind of a special ability that involves sleeping. For example Dryos could be able to faintly see their surrounding while sleeping. Or maybe the Dilo's food and water decay would be even further reduced during the day while sleeping, reinforcing its nocturnal lifestyle.
This is gonna be really quick cuz I’m at work and just had the idea... but I feel like dynamic growth would make the juvie growth stage a lot more tolerable. Basically you grow much faster as a fresh spawn and spend most of your time mid-late growth in juvie life stage. Adults have a slower more steady growth
Faster growth with a full belly or constant movement would be nice too. As example the hungrier you are or more stagnant you are (notmoving) the slower you grow.
The sucho should have a higher bleed resistance and or bleed recovery as it’s classed as a bleeder instead of a bone breaker
https://docs.google.com/document/d/16BRRL0HG8KpLeQbUuYSXT0Nfx6B3hIFyNuRUKxDATK4/edit?usp=sharing
I've written a proposition for a Therizinosaurus mechanic, the idea mainly revolves around a non glass-cannon Theri with an emphasis on self-defence. I'd like to consider this a "first-draft" so I intend to go back and improve the proposition later on with any criticism I receive.
I think it would be a great addition to the game if dossiers could be re-introduced in a revamped form. It would be great if they could provide crucial information about preferred diets / prey, biomes, and other bits of information relating to the affinity system and anything else pertaining to that dinosaur.
The dossiers would be in a computerized style similar to the rest of the UI right now and would only start out with the dinosaur itself being shown. Only the dinosaur being shown at first allows the player to try and learn the dinosaur on their own just like how many survival games drop you in with no knowledge on what you need or how to do things. Overtime and over the course of multiple lives with that dinosaur more pieces of the dossier will start to fill in and piece together like a puzzle.
I think this could not only fit in with the lore nicely in some way that ties in with profiles / the replicator or any other shenanigans, but it could serve as a light learning tool after dying many times and losing affinity due to lack of information on what your dinosaur prefers. It would also just server as a nice little bit of progression for players to have. I could also see some tidbits of information (lore related or otherwise) only being obtainable through finding it as a merc within many of the different POIs and facilities scattered around maps.
Overall I feel like this would be a great addition to the game and although it might take a little bit of work could be a really great cherry on top for the affinity system and in-game lore.
- it would help if dinos could smell water from further away than they can smell food. this allows dinos to explore the map without much fear of not being able to finding water 2) add Landmarks to the Redwoods forest, one problem of many i have with the redwoods is it very easy to get lost in due to the large size of this habitat getting lost is a death sentence the only landmark in the redwoods is the lake which can be easy missed if trying to avoid another dinosaurs, maybe have a small clearings within the redwoods. 3) iam not 100% sure on this one but is it me that night feels longer than day because if so change it, because for me at least when during night time i prefer not to traverse the map as it is too dark (Not a Complaint) to notice landmarks by the time it's day iam always seem to be low on hunger or thirst.
- maybe add AI Crabs into the isle around the beaches also having dead fishes (and another sea life) spawn on the beach giving player a chance of getting a free meal however the crabs would be fast and retreat back into the water and dead fish happen rarely also they add a tide system with the water retreating revealing more dead sea life during the night but as the beach is expose with no cover at all, the hunters could become the hunted if not careful
I have a suggestion for carnis and especially bigs. There is an incompatibility to increase the time to growth and add a time of food decomposition. I dont see a rex or a giga adults since a long time.When I find some food with my baby rex, it desappear too quickly and I am too slow to found some food and keep hidden in the same time. If we add herbis adult kos, AI too rare and so low in food, it's impossible mission. It's absolutly necessary to add a parameter in the balance.
Perhaps help to nest ? Increase AI food or number of AI.
Color blind modes. While I myself am not colorblind, there are quite a few playing that Isle that are. It's become increasingly difficult for some of them to see many portions of the game, such as telling Gore piles apart from the grass at any point in time. Scent only helps so much since many times they can't tell which portions are glowing and which are not, especially from afar. It would be great to see some colorblind compatibility. With not only the common forms of it too, since if you think about it.. Scent and food are color based. Gold, green, blue and red. All different colors that people may not be able to see!
This doesn't have to be done right now, not until the game is much closer to completion, but it would honestly be great to know if something like this is coming to the game someday!
AI should spawn more or less frequently depending on how many people are currently playing on a server.
This would act as an incentive for people to play during downtime, as people playing carnivores likely wouldn't join a server that is underpopulated.
have hadrosaurs eat more a variety of plants than another hebrs which have specific ones as this would strict them and give the hadrosaurs a advantage in that they can traverse the map more easily as food would be more plentiful.
Option to pick up and move bodies, can be useful for older dinos to snatch food for younger dinos, or a small dino stealing food from a much larger dino. Also a water scent system.
Also make dinos have more food in them, since the longer growth timers have bin added it can be annoying have all your food gone in 5 mins.
Plz Make nintendo switch version
Can we get a fix on not being able to eat bodies in water
I've killed 4 dinos and they all ran into the water
i think they should add prehistoric mamals they were around durring the dinos and some were as big as a wolf
Make bumping into objects not reduce turning rate.
Or decrease the reduction by at least 50%.
Why?
Some species are supposed to use the forests for safety. There's no point in that if running into a tree possibly slows you down by several whole seconds, easily allowing anything you were supposed to be able to escape from catch you. Forests are excellent for stealth, but the luck-factor of running into trees is too great.
I hope hypos are planned to be AI, if so maybe give them around 15% chance to spawn during severe thunderstorms. I believe it would add to the horror vibe tremendously 😍 and it would make them a rare occurrence.
Please add more AI on Thenyaw, or at the very least, allow them to spawn in the desolate areas of the map and not just where everyone is occupying the map. AI seems to spawn in ridiculous numbers when Herbivore players are near. Most of those herbivore players are psychotic and consider the AI a "herd member" or "pet" and will murder you into the ground if you try to eat them. This is practically begging and encouraging herbivore on carnivore carebearing. 
Sitting and resting animations for humans. Because standing and crouching 24/7 hurts :(
With the new scent feature coming up, Dinos being able to pick up humans scent. Since the humans can hide easy in the bushes. (if thats not gonna be in there allready).
Change the Herra's skin before it's added to survival. The bright orange with stripes doesn't do it any favors, whether it be hiding or hunting, and it isn't all that pleasing to the eye either. I think the pattern for the Tegu skin was nice, but instead of black and white, it would be black and brown. For males, the little crests on their head could be orange, as well as maybe having some orange bands on their tail or something.
Change local chat so anyone can see your msgs aslong as they are within a certain range. This will allow rping to be much easier and remove alot of global chat spam. Because roleplaying in global chat is nearly impossible with so many people typing at once that the person your speaking with doesnt have alot of time before the message dissapears into the chat history. You could just use steam/discord/etc but that would be super annoying for random encounters with other players. Or you could just add a secondary chatting section named "Area chat" or something like that.
omg stop downvoting you nerds >:((((
https://docs.google.com/document/d/10AGBR9gkJKY4MubnTQhRy96t1elmErQkUofk2Y8p3D0/edit?usp=sharing
After getting some useful feedback and criticism, I went and added onto my Therizinosaurus survival proposition! This revised edition goes over the issue of Theri being a glass-cannon, the life-stages and how they would be affect by the proposed mechanic and a little minor idea regarding diets thrown in. (and tons of diagrams)
Quetz AI that swoops down and terrorizes players in a similar fashion to this: https://youtu.be/X-sQXcgCTkI?t=39s In this game, the bird starts to swoop if you are in the sunlight. You are safe in the shadows. Perhaps something similar can happen with the Quetz. If you are stuck out in the middle of the plains and you notice it making noise above head, and starting to swoop, but fail to get in the shadows (aka under something), if you stay out too long, it WILL get you. (And yeah, I got caught by this bird in Rime a few times, and it is terrifying)
A big bird borrows a boy's ball and we set out to get it back in the Journey and Ico-inspired puzzle game Rime! Subscribe to GameSpot Gameplay! http://youtub...
- while I don't think local chat should be any species like LanderAnder said, I think that server admins should be able to choose whether or not to make chats (and perhaps groups) species-specific. They could have an option like "Restrict Species Chat" to enable or disable. This would be great for sandbox, social and RP servers.
With the color adjusting system coming out relatively soon, there could be problems with telling a male of your species apart from a female, and that might bring up problems with nesting. For example, if you want to be melanistic or just have good camofluge, and make your entire dino black or dark brown, nobody knows what gender you are just by looking at you. Instead of changing the entire color editing system, how about a scent mechanic where you can tell the gender of a member of your species by smelling them?
Some ideas to make the game more immersive in regards to grouping: Group tags only visible when you are very close to one of your group members (ex: within 5-10 feet). If you want to see a group tag from afar, the group member needs to Broadcast (1-call). Scent mechanism: Members of your group will have a different colored scent to distinguish tracks from a stranger and from a friend (example: yellow for scent in general, blue for group members, etc), if there are multiple tracks in the vicinity. This will help the scent mechanism and broadcast become a part of keeping your group together and interacting more like an animal. EDIT: To further add on to this suggestion, perhaps have the opacity of the Group Tag be adjustable, incase some people don't want a big bright name popping up and want it softer. Perhaps to help distinguish who is male or female after skins are adjustable, simply add a Male or Female sign beside the player name in the group tag.
Give the juvenile giganotosaurus a darker or more complex skin pattern.
Most of the juvenile dinosaurs in the game now possess a dark skin to aide in camouflage and allow them to evade detection.(dilo, rex) Other juvenile dinosaurs that have lighter skins can either escape their predators through speed(utah) or hide through simply being so small.(galli)
Giganotosaurus has neither of these. It lacks the speed to escape predators, and possesses a rather lightly colored pattern of tan and brownish-yellow. This makes juvenile giga a sort of walking display-sign, unable to run, and often times unable to properly hide due to its coloration.
A darker or more complex skin pattern could improve juvenile giganotosaurus gameplay.
-edit- I suppose this could include allosaurus as well, but I also little experience playing as an allosaurus on survival.
-I'm basing this suggestion off of what other people have said, since I have little experience in playing giga, but I thought the suggestion would be worth making-
can cerato be able to eat any corpse size, since it doesnt have its bone-eating mechanic in yet, and its hunger drains super quick? just a temporary thing
or at least more corpse sizes
make it so things like water and plants when in scent mode get less bright as you get close, my god is a pool of water painfully bright when you are right next to it.
I think only a few creatures and attacks should retain BB.
Creatures~
Tyrannosaurus
Ankylosaurus
Pachycephalosaurus
Pachyrhinosaurus (if it's coming)
Sauropods
Attacks~
Triceratops stomp
Hadrosaur stomp (assuming they're getting a stomp, depends on the hadrosaur)
there could be more but here's just a rough idea
A better water scent system, the one now is very simple and unintuitive. Something like Warwick's blood hunt from League Of Legends (With out the Movement speed buff) perhaps make it a bit more subtle and not so accurate so it's not unbalanced. Maybe the scent gets accurate the more close you get https://www.youtube.com/watch?v=0Hkk_M3zfOA
Passive: Enemy champions with less than half health leave behind a global blood trail leading to them and are Blood Hunted. Warwick has increased attack spee...
Sugesstion for Survival: Velociraptor
“bUt ZESk VeLo iS jUSt 🅱️oNelEsS juvIE uTAH”
Not at all.: Swarm mechanic
Velociraptors could get a damage multiplier when more velos are on the victim, as in x2 x4 x6 x8 x10 etc, which means that Velociraptor should be forced to pack in order to effectively hunt larger prey.
Second mechanic: Stealth and Agility
We know Velo is tiny, but that could mean that it could easily evade it’s predators with an ability to alt-turn while running, and also a speed buff to maybe 30 km/h could work aswell.
And since Velo is so small, it could also not leave footprints, meaning it would be untrackable by scent unless running.
Growth:
Velociraptor should obviously have the lowest growth time of the dinosaurs since a 1 meter long juvie velo would be ludicrously weak and almost useless, but juvie velos could climb trees and stay unoticed due to their pint size, and maybe be omnivorous in their first stages of life and then be forced to be carnivorous when they grow.
Night Vision:
Again, Velos are small, but have eyes adapted to hunt in the dark, which means they could get a good night vision similar to Diloph.
And if Velo is too small for you, then maybe another slightly bigger dinosaur like Herrera or Deinonychus could fill this niche
for food: (I haven't been on in a while so I'm not sure if it's been implemented) but over time when a herbivore eats, parts of the Bush start to disappear rather than just eating and eating and the whole Bush disappears.
basically over time when its eaten parts will disappear and give you an estimate to how much food is left and will also grow back the same way its eaten.
edit: maybe it could be branch by branch. it would still have the same amount of food given and would work the same way, but this system would just add a nice touch!!
Quik suggestion, ava pachy and oreo be highlanders up higher and having abilities that allow them to climb slopes that are at a much lower angle , pachy being the best and ava being the worst at doing so ( depending on if ava is ai or not) this would create a separate area for things like utah and herra to shine brightest.
I think Diablo's run animation should be adjusted a little bit, it's back right leg doesn't look right when it runs
make the blue from sniffing out water less bright it kinda hurts my eyes
fix baby giga crouch walk it twists its leg around
make Allosaurus and Ceratosaurus have a 50/50 of killing each other cause I saw a Cerato kill 3 allos at once and lived so plz buff allo or nerf cerato.
I would like to make a suggestion that the Growth Timers are reduced back to what they were before last week's patch. The main reason why is because I don't feel the Growth Timers accurately reflect the gameplay. Mainly because there's nothing controlling / directing play behaviors. It's mass slaughter, which is fine .. just not so fine when it takes most of your day, if ever, to reach adulthood for a Diablo or something similar. I understand increasing Growth Timers when the Affinity system is out, I understand that system directing the game toward a LONG TERM game play solution. However, at this current time, we have long term Growth Timers with a game with short term play so to speak. (Dying a lot often. no order,) Affinity will fix this of course, but Affinity isn't here and I believe neither should long term Timers, imo.
I mentioned it to Hypno, but wanted to put it in the suggestions for others to look at.
weird but useful suggestion that can link back to mass murder above:
the disability to attack unless attacked when food is around
-
you cannot attack or hunt things if theres an edible corpse around or your hunger is 75% or higher AS AN ADULT (.8 or higher on final adult stage) - this is because juvies and subadults have a quicker drain in hunger.
-
if you are protecting a friend or child, the only way this can be temporarily disabled on your character is if you are attacked or harmed first or if the other creature 3 calls you
theres absolutely no need for people to be kosing if theres enough food around or if they're fine on their hunger.
this rule should only apply to survival dinosaurs. I see too many brats kosing needlessly and wasting another person's time. this can easily fix that issue!
this is also pretty realistic - a predator does not hunt unless it needs food and will not fight unless it's for a hunt or protecting family.
although people may just clean up nearby corpses to make more, it's useless because once theres another new corpse, they won't be able to fight or kill. this can also reduce corpses and help lower the amount of lag that's on the server and potentially help other users. perhaps they won't be able to attack or kill within the same radius they see corpses, this way it gives them a chance to find the food before making a move and failing to do so.
there can also be a server setting to disable or enable this feature for anyone who enjoys deathmatch
(seeing how many no votes there are yall must have sort of need to uselessly and pathetically murder but hey, dont complain when you get kosed °-°)
This is a terrible suggestion probably, but what if there was an incredibly rare chance to get a mutation of sorts? Not like, an extra arm kinda mutation, I mean realistic ones like albinism, dwarfism, giantism, meleanism, being polycaudel, etc.
Like, just imagine a dwarf rex walking around. Or imagine you're nesting, and one of your hatchlings pops out with cyclopia.
Granted, said mutations could make it harder or easier. There could also be fatal mutations, like conjoined twins, cyclopia, or two heads. But it would be such a rare occurance it wouldn't be something you'd have to worry about. I just think it'd be an interesting little addition ^_^
More diverse herb AI, especially on v3. Maias/Dibbles/Gallis/Dryos would be nice. There's just so many carnivores everywhere.
So my suggestion is about the nightvision and the difference beetwen Carnivore and Herbivore eyesight. I think the nightvision is a very good asset to make one more real life thing to the game. This is the picture i've created for example :
While the new juvi growth times are good, i think it might make things a little better if ai was implemented into v3. As it stands carnivore juveniles are tied to either hoping to not die when going into high population areas to scavenge, or be farther away from said high population areas and hope to find a stray corpse or juvi they can catch. Adding ava, taco, and oro ai would make things less tedious and not punish players who would rather not risk getting sniffed out by whatever dangers lurk at hotspot areas.
Make mixed packing an actual rule on dev servers since it interrupts testing bc players are compensating for their dinosaurs weakness by grouping with other species
Add a message for when joining the official dev servers (similar to how private servers have "Message of the day" and what not) to show people who don't come on the discord/forums what the rules are for the test servers. So said people can't feign ignorance when they break the dev server rules like water, rock and tree exploiting, mega packing, etc.
Nests should have a scent like gores have .
Please add some bushes or things to hide in for little ones in redwood, its really rough for us when we have to come to a pond to drink or have nowhere to hide.
How about one that everyone has been complaining about..buff Acro's heal..to at least some point where it isnt as shitty as it is currently
Possible cap on how much food can go into a nest?
Like as soon as there's 100 food in a nest then the button gets the broken texture and you can't put anymore food in.
People have exploited this on the realism servers where you "can't hunt unless you're at half food or below", and they've given half of their food to a random nest just so they can hunt
Or make it so the parents are the only ones that can feed the nest?
another v3 server is pretty needed, considering dev 4 is constantly full and v3 is better than Thenyaw
Sickness sistem
Getting sick when playing as a dinosaur
It could happen randomly, it would affect your dinosaur health, speed, the damage it can take or give
How to cure it
I only thought in a way to cure yourself as a Herbivore, and that would be by eating a certain type of rare plant
If you have any suggestion for the carnis just pin me at #general-feedback-discussion
More for aesthetics, but a burrowing mechanic for smaller creature that won't be able to climb trees (if that is added)
Inject Baryonyx instead of Sucho? He may not have the same health or attack but he could be a bleeder like giga. He has the stamina and speed, and I think he might do better than Sucho.
Alright, so this is my Ceratopsian suggestion, as it stands only T-Rex has bone break, and not alot of people like the fact that Diablo seems to be just thrown in for no reason it seems, but this brings the issue that alot of people think that 3 ceratopsians could be repetitive and not unique, but what you could do to make them unique is to take Diablo, Make it something different, something pointier. Styracosaurus or Centrosaurus could be a really good fit for this niche, even though Diabloceratops already has a juvenile and a place, I feel that it doesn't have the "look" of a bleeder dinosaur, and the Styraco/Centro could do the most bleed of the herbivores and have zero bone break at all, the defense it has is it's massive amount of bleed it can deal. Next we have Pachyrhinosaurus (I know Jaffad is going to roll his eyes, I see you Jaffad) And if bone break is going to be a "rarer" mechanic in the game, only saved for certain dinosaurs, I believe that 3 herbivores that deserve it are Ankylosaurus, Pachyrhinosaurus, and Triceratops. Pachyrhinosaurus could have quite high bone breaking chance, perhaps almost as high as Anky should have and quite high impact damage, that boss could do some nasty damage along with it's charge attack and slamming through walls, it would make a great addition to survival (Hint hint nudge nudge (pls i need it)). Lastly, we have Triceratops, the big bad boy of the Ceratopsians of survival, The thing that comes along with this guy is that he's the largest of the Ceratopsians in the game, but how do you balance it out?
Well, Triceratops could do some nasty impact damage and bleed, along with a smaller chance of breaking bones. The downfall of Triceratops, though, is that it takes the longest out of all the Ceratopsians to grow. Keeping it at it's current timer would be alright, So you have the benefits of Bone break and Bleed, but it takes the longest to achieve this throne. It would also not be able to as much as bleed as Styracosaurus/Centrosaurus as well as not as much impact damage or bone break as Pachyrhinosaurus, but enough that the King of the Horned dinosaurs to reclaim his throne.
(Had to chop up the suggestion into 2, sorry)
Pentax era tops would be a good ceratopsian to add into the game. Yes it’s bigger than trike but it is also way leaner, less bulky and int overall body structure is extremely unique having its front legs be longer than the back making its back have a really unique arch to it. It’s a dinosaur that I think really gives a good aesthetic appeal
Dinos with crushing bites like rex could have a latch mechanic linked to the right-mouse-click, where they bite down and hold on to their prey. It would use up stam, but would deal ~30% more base damage than a regular bite, dealing more damage the longer they held on.
Fighting system Part 1
U may know Trexs can bite there prey and grip into it with there jaw biting the neck can cause a deadly injurie 
Biting the neck and gripping into it and pushing the prey maybe a death for the prey
Now this is what u call a epic battle
Biting body parts like legs will be broken and long to heal biting and pulling the arms it will be gone and there's no healing for this
NOW let's move on to the good old stego
Stegosaurus with their spikey tail if it hits the head the dinosuars will be pushed and fall
That's all I can provide for today
Part 2 is still being made

A flinch system would be pretty neat to have if the combat system gets revamped. Let me explain how it would work; basically, a dinosaur that gets hit from a certain direction would have a "flinch" animation of various severity. A "minor" flinch would be something more along the lines of aesthetic animation, as for example if a dinosaur gets hit with a blow that would warrant a "minor" flinch while doing something (i.e running), they would be able to continue doing that action.
Wheras with a "major" flinch, it would cause the dinosaur to stop their animation completely (with an accompanying animation of course - if a dinosaur gets a "major" flinch while running, they would stumble to a stop) while possibly also stunning them.
Things that could warrant a "minor" flinch include swipe/bite attacks from smaller dinosaurs against larger dinosaurs (i.e a utah biting a rex's leg) or fall damage. Things that could warrant a "major" flinch include being hit from a powerful attack by a large dinosaur (such as being hit in the face by a Stego as a Allo) or a dinosaur of approximately equal size.
The point of this system would be to make it so that fights aren't just spamming the attack button and see who bleeds out/dies first; it would allow a dinosaur to gain the upperhand by exploiting their size and weaponry against an opponent's weight and points of weakness. Basically, think of it something like the parry/shielding system in the Soulsborne games.
An addition; the severity of the flinch would depend on what dinosaur it came from, and the direction of the attack. For example; being hit in the tail by a Anky as a Rex would only cause a minor flinch. However, if you were hit in the leg by said anky, it would cause a major flinch. Utah would only be able to inflict minor flinches against a Rex or equally sized dinosaur due to the size difference.
It'd b funny if bone break was replaced by a turning speed and actual speed debuff counter, similar to bleed but with less DOT and more anger. As the counter gets filled, the slower your overall movement and turning become, with 100/100 movement damage being similar to the current bonebreak stance. Or something
It also would be funny if when you lay down or crouch for long enough, the sheen of your skin goes away so its just your color against the background making it harder for stuff to see you. Could maybe tweak some other dinos into having the ability to still see the sheen.
A great suggestion lie's here https://steamcommunity.com/app/376210/discussions/14/2572002906856346535/
Pretty sure people are gonna hate this idea, but I always found it weird that dinos sprinting thru bushes and such make absolutely no noise aside from their pounding feet. Would be cool if bushes played a loud noise if you sprinted through them, quiet noise if you walk, and no noise if you sneak.
Some possible limitations on attack effects to make them useful without spiraling out of control:
(1) Bonebreak armor: Bonebreak chance against the dinosaur get reduced by a flat amount after weight is accounted for.
*Small bonebreakers won't be able to break much larger animals bones by sheer luck.
*Different animals are more or less vulnerable to bone break aside from immunity.
(2) Bleed cap on attack: There is a maximum amount of bleed you can deal per attack regardless of weight.
*Smaller animals (like Raptors) are able to bleed much bigger things without dealing tons of bleed to their own weight class.
*Bleeding a smaller animal doesn't necessarily escalate the damage dealt.
*More diversity in bleeder types with different relations between bleed cap and base bleed.
(3) Nonlinear scaling of health and weight, where the health/weight ratio is higher in lighter animals.
*Slight reduction of the impact weight alone has on combat strength.
*Reduction of bleed deadliness in light animals making its impact less extreme in "low weight" fights (e.g. between juvies).
*Relative increase of bleed deadliness in heavy animals making it more usable in a small vs. large context (e.g. pack hunting).
*Weight-ignoring damage (e.g. gun fire) doesn't need to completely destroy smaller things to be able to hurt bigger things.
Since bone break is pretty much gone. Theri is pretty much unstoppable as it can just chase down and murder anything that bothers it. Could use some type of nerf to its speed. I feel its damage is fine if the speed is nerfed then it will just come down to group numbers and positioning
Suggestion: Add, for admins, commands such as heal and Modification commands (ModifyStamina). Along with hypos, those commands could be very useful as for wiping out herds of trikes lets say that are overpacking. I also noticed in Anthomnia's "hypo carno and hypo utah reveal" video that he went into spectator mode and moved to another area when exiting out of it. If that is not already implemented for administrators, I believe it should be in the near future. EDIT: Why so many dislikes? Probably rule breakers.. yikes
Please make herbivores give more food, I hate walking long distances, stalking prey, putting yourself on the line to get the prey and only get 3-4 bites out of it. It’s ridiculous.
why not make a bull fight animation for trike. It could run up then click a certain button, then they animation would start. You would maybe have to mash a certain button to win for like lets say 10 seconds. There also could be a chance of breaking a horn which in turn makes your attacks weaker and you cant bullfight anymore (this could be like a 5 percent chance.) the loser would have a maybe fall animation then get back up and continue. I know this is alot of hard work but you devs can do it!
Have allo and para give a bit more food, I feel like they don't give enough for their body size.
we need a sign that means that our scent is working (like speed boost sign)
I see a lot of people thinking the Cerato is overpowered, which it sort of is. In order to fill its honey badger niche, instead of being the anti-Allo mini-tank it currently is, it should inflict pain, the only problem being that pain can't really be replicated in a game like this. So, instead of being able to kill a pack of Allos, being attacked by a Cerato should lower your affinity by a decent amount with each hit, unless you're another Cerato. I feel like it would work out well, since, instead of the Allos deciding to fight for their food, they would think twice about messing with the Cerato, because they'd know that being attacked would hinder them in the long run. It also couldn't be abused, since something like a Giga or rex would be powerful enough to just kill the resilient little bastard, and other Ceratos would be immune. The reason honey badgers can spook entire prides of lions off kills is because of their hyper-aggressive temperament combined with how insanely tough they are. I think the Cerato should be the same, insanely aggressive when fighting over a kill, territory, or what have you, and insanely tough in order to survive as long as possible if being attacked by an Allo group. This would draw out the engagement, only increasing the chance of each member receiving a nasty bite, draining their affinity.
I feel as if the hadrosaurs we have in survival should have a way to keep predators away from them if they can't outspeed them, this is mostly directed to maia and it's whole deal with carno wiping the floor with it. they could have their primary or secondary become an action where they would shift their body weight to slam into their attackers while running only and it would have some minor knock back. it would be left click on para while running and maia if it gets a secondary would be right click. This could be dealt with stamina wise like jumps, the first few don't really waste much but as you go on shoving the cost would only increase more and more
Turtle AI in the rivers/swamps/lakes
How about salmon or some sort of large (or not large) predatorial fish?
Sturgeon or Coelacanth I think would be the best fish suggestion for the above ^
"primitive" fish like Gar, Bichir, Arapaima, Arowana, Sturgeon, Lungfish and Paddlefish could make good fish AI as they look (and are) primitive, thus fitting into the Isle nicely.
https://img00.deviantart.net/7bbe/i/2008/334/8/2/strange__primitive_fish_by_eurwentala.jpg (ignore the coelocanth, it wouldn't work as it lives in the deep sea)
Giant carps (grass, silver etc) and Giant catfish (goonch, mekong) would also work as they are large in size, providing adequate food to those who can access them.
would be weird seeing saltwater fish in freshwater lakes and rivers.
as for Turtle ai, Snapping turtles (common and Alligator), Giant soft shell turtles, and Pig Snout river turtles could be good candidates
snapping turtles look ancient and would fit the Isle, giant soft shells provide decent food, and Pig Snouts are fully aquatic, providing diversity in the water
https://bloximages.newyork1.vip.townnews.com/ilnews.org/content/tncms/assets/v3/editorial/e/41/e41a86d0-cbb3-11e7-bdd9-379a72255664/5a0f0d7f76a7f.image.jpg?resize=1200%2C900
I want frogs.
Every time I go to a pond or a lake or the swamp I hear frogs
I want to eat a delicious frog
Please let me.
I see a lot of people asking for Spino in survival but then hear of people complaining it has no niche or special gimmick. Since it's supposed to be the terrestrial ass kicker, give it a claw grapple. Allow it to grab and hold its prey (latching) while biting it to slash through its skin if said target is roughly the same size. If a smaller dino is caught, the spino picks it up off the ground and bites holding on to its prey. If the prey is too small it tosses it into its mouth.
Yeah it should be able to pin things down like utahs and maybe even a para?
Obviously not a priority right now, but in the future perhaps more interactive nests with health values, with stages and building.
Nests have different 'stages', corresponding to their amount of health and development. When first placed, they are Stage 1, underdeveloped and unable to produce eggs. At stage 2, they are slightly more developed and can hold 1 egg; at Stage 3, they can hold 2 eggs, and etc. If destroyed, they become Stage 0, in which the nest is completely beaned and can't be revived. As Stages correspond to health, attacking it will reduce it to lower Stages rather than destroy it instantly (which may destroy existing eggs in the process as the egg limit is reduced). Obviously a Rex could destroy a small nest in one hit, but a baby raptor will take many bites.
Collecting nest-building materials is an immersive but understandably over-complicated option, so instead I vote for a looping "tend" animation, in which the dinosaur nozzles and digs at the nest. This gradually increase's the nest's health (and also its Stage, as the nest becomes more developed and gains more health); this is the only way to 'heal' a nest. Or, with the current mechanics, perhaps nests just continue to generate points, first generating as many eggs as possible and then continuing to generate points until upgraded to the next stage.
Perhaps nests could very gradually lose health if their mother is too far out of range, indicating abandonment; so you can't just make a nest and forget about it.
Are we ever going to be able to eat gore piles or dead bodies under water? Because that is a great suggestion to add into the game
AI shenanigans 
Add lizard AI so smoll dinosuars can't hunt it
Add ai birds so some fast dinosuars can get them and have kfc
Add ai frogs for someone near water for some snacks
Add ai avas for a decent small meal for uthas and dilos and others
Add ai dibbles for a big decent meals for rexes and others
i will like to see this in game The Megalania
I will like to see this in game The Razanandrongobe
Could be a small crusher since we don't have any of those
Not so relevant now, but I think once tribals are in it would be pretty cool to interact with them like in the old TSL Prestosuchus concept art
Right now when playing survival mode it all depends on luck. I have been super quiet as a juvenile dinosaur, hid and constantly sniffed for preds, and I will still die to something bigger. This game mode all depends on luck and not skill. If your lucky to find a body alone nearby water. Either juvi dinos need a buff or this game mode isn’t going to work out. I’m seeing less and less players on the isle now. I remember flicking through servers and not being able to get in them. Now there’s many servers with 0 people and only a few populated ones. The isle is dying.
wow I just went for trike on v3, spawned in and searched the whole area and no plants to eat at all. I sniffed every 200m, nothing.. this is so bad..I have over 1000 hours in this game and even with that much experience you can happen to starve to death as herb doing everything right without being able to do anything about it, since there is just no food lol, which brings me to my suggestion: Add more plants in v3 and distribute them more evenly. thx
please fix trike hit box it hits from like 5 feet away and its super annoying
It seems to me, it is necessary to give out AI certain biomes for spawn. Now you can go either way and stumble on Oro or tacos, it's a very stupid random, if you make certain places for AI dinosaurs where they seem to be better. Suppose tacos can be found in small lakes and oro in the forest and next to the entrance to the forest, etc.
Hello, due to a lot of dinos getting bone break removed, Maia is in a rough situation. For a lot of fast and tough preds; Maias only escape was to hit and run, something that it now lacks. I think Maia now needs a buff for its lost tool, maybe giving it more speed or actually an attack that does a fair amount of damage to defend itself. I thought bonebreak was very nice on maia, but you guys had other plans and now it needs some work again! >Next is the rex, they seem to be everywhere again. Even though I get people love to play rex, it seems easy to grow again and may need to be tampered with.
Can Carno have a bit more health? Or at least, better healing? I get they're meant for running and such but when you can't turn you're going to get hit when you attack via the enemy alt turning. Which is fine, I don't mind that, but either that hit will kill you or you'll be too hurt to to try again (aside from small things like juvies, but they never give much food anyway). So maybe a health boost or a healing boost would help with that ^_^
I heard a rumor about Shantu being taken out of the game, so if that happens, maybe replace it with Iguanodon, have it be around 5,000kg weight class, give it a headbutt attack and maybe it can use it's thumbclaws to stack some sort of bleed (?). It would be big enough to be in the Apex catagory without being too big as to infringe on the Trike like the Shantu does.
galli peck attack for when its leg is broken so it's got a way to defend itself?
Nest sites remain permanent unless destroyed, but will not convert food to egg points unless the nest's user is online EDIT: To build on it, The nest is permanent. The Eggs and points already accrued are permanent. You can pick up where you leave off. Though, if nests have any play in territories in the future, perhaps a nest that has been inactive for X amount of time will slowly lose points, then eggs, until the nest eventually disappears.
Add a Diplodocus with Growth stages to the game please. I'd love to play as this thing. It might add a new light to the Pue too.
Sorry, i should have been more polite. *A suggestion i have is to add a diplodocus to the game, it might add a new light to the Pue.
also another thingfor galli, have it eat bugs cuz i think it was an omnivore?
Mostly for immersion/art (but also somewhat functional): Panting sfx. Your animal will start to pant a moderate amount if stamina is below 1/2. Your animal will pant heavily if stamina is 0-10%. Edit: Panting becomes quieter if walking or resting.
AI should have predictable locations. For example, sauropods live in the redwoods, gallis live in the plains, etc.
Would make finding food easier, especially for juvis. Imo starving shouldn't be a big problem for juvis, for sub-adults sure, but I think the main cause of death for juvis should be predation and environmental hazards.
Adding Acro and Steggo would be amazing for Dev.
About Acrocanthosaurus, maybe this could work:
Acrocanthosaurus could be the new super bully, slower than most carnivores, but strong enough to stand against apexes, stats like these could work
Health: 5000
Weight Mass: 5000
Speed: 28 Km/h
Damage: 300
Bleed: 20
Wait, what about Ceratosaurus??
This was my original suggesstion before Acro, Cerato could be an all terrain scavenger/night hunter, Ceratosaurus has a bulky build, but it's not that big, therebefore, it could go into forests to stalk prey Juvies or just like now, bully smaller animals off their kills, while being in a close competition with Allosaurus and Carnotaurus for food.
However, Cerato would be slower than the latter two (31 km/h maybe), it would need to hide, since Giganotosaurus could catch it with a good ambush, so Cerato would be small enough to fit in forests to avoid Allosaurus packs, one Allo would be a challenge, but since you would have a better impact damage, you still stand a chance against a lone Allo or a Carno, Which only packs should be something to be scared of.
Nocturnal Ceratosaurus
During the day, Ceratosaurus would be more of a scavenger, but during nighttime, Ceratosaurus could have a great nightvision, to hunt unsuspecting prey at night, stalking from the forests and ambushing their prey with a huge impact damage, making Dilophosaurus and Ceratosaurus two different nocturnal hunters.
Acro I think could be added to survival, and make it the camel of dinosaurs. With like, an overfill meter for food or water. I know it's a sail but I'm gonna pretend it has a hump instead. That's probably a stupid idea but it popped in my head like 10 minutes ago.
Delete Subadult T.rex's bonebreak, it's not a fully grown animal, so why have it? (though, unless this was already planned for only adult t.rex to have it)
can the ai not spam call? its kind of annoying when you're trying to hide from carnivores in a herd in a secret place when there's screaming oros and tacos everywhere
Sauropods: This is a suggestion as well as a more of a balance thing.
I would like to see a Diplodocus or an Apatosaurus in game. Not to just provide food for hypos and skilled players but also as bit different type of gameplay
Now with big dinosaurs like this they need to be balanced, how do you balance something so powerful? Make it take a good long time to grow, and make its combat fair. Make it's juvie stage last an hour to two hours. It's sub stage last five to six hours, and the home stretch from .8 to adult be another four to six hours.
Their probably going to be targeted constantly growing up. You say well with those growth timers make it sounds impossible to grow up as a sauropod. Testing would need to take place obviously for proper growth balance depending on how often they get targeted. It's not hard to grow up as a herbivore alone if you find an abandoned place, which on maps like v3 isn't hard to find. There are quite a few places people don't go.
Combat balance Here's my idea on how it's fighting mechanics should work. Give it directional tail whips. Ark is an example of this when you are riding a Brontosaurus and you left click the tail swings on whichever side of the body you are looking. Why not implement this for Isle dinosaurs that use their tails to fight. It would mean you can use the right click for a completely different attack and it means the tail swing attack wouldn't be so demanding. You ask why give it directional tail attacks, that means nothing can touch it. I don't know realistically speaking how many degrees a Diplo would be able to whip its tail. But I think being able to only swing it's tail up beside it's middle of it's body. Meaning the front legs are open for attack. Which you could add a stomp attack or some kind of neck swing motion which could be the right click and also be directional.
(Sorry for the poor quality picture, hopefully you get the idea)
This brings me to my second suggestion for combat. Give it trample damage. Very very accurate trample damage. Sauropods are slow, you get under its feet probably your fault. With the trample damage put a damage plane on the very bottom of it's foot, and make the damage only occur when the foot hits the ground, not when the foot is moving, not when the foot is being raised but ONLY when it's foot hits the ground.
This means you can do a drive by while it's walking and target a foot that isn't currently moving.
I personally don't think you should die from getting trampled by a sauropod as something as big as a Rex or Spino. Anything smaller than carno sure. But anything bigger should just get broken bones. Broken toe or foot bones preferably. Probably wont be easy to run afterwards. In hindsight it probably wasn't a good idea for a rex to go after a sauropod. The tail whip attack and possible head whip attack I believe should take 20-80% of your hp depending on your size. I don't think it should insta kill unless you're the size of an austro.
Corpse guarding and trolling. What prevents a sauropod from standing over a corpse. Food and water. It goes both ways. Trikes corpse guard. Anything bigger or more powerful than you will corpse guard and you're not getting them off unless something more powerful comes along and wants to risk fighting it. If they can prevent this in the future as someone mentioned to me that would be nice.
Food and water: It would be nice if sauropods ate the leaves off of trees instead of the whole tree. It would make it obvious that there is a sauropod in the area or that there was one, leading to migration. As a juvie sauropod I think they should eat the berry bushes the other herbs eat or even the pine trees. As for water i'm assuming they'd probably need to constantly be around it.
An ultra-hardcore gamemode where everyone can only spawn once. Because of this, you would have to mate with someone and raise children in order to keep your population going. If all of your species die, then you're extinct. You would get some reward for keeping your species going, like boosted affinity or an extra respawn for X amount of children raised or something along those lines. If every player on the server dies, then it's reset and everybody starts all over. Not sure how this would work with tribals, since I'm pretty sure there won't be tribal breeding lol
But if you wanna play realistic, this would be about as realistic as you could get. Constantly eliminating competition, struggling to survive at all costs, and defending your offspring with your life.
Going back to my first ever suggestion- let utah juvies that are nested in (or in group) latch on to their mother/father (or adoptive parent in group) (4 babies per mom/father). They do no damage, don’t waste as much stam as they would running. This is helpful for Utah juvies to travel with the pack rather than be a burden like other juvies. This helps the pack be more mobile and allows the juvies to grow up safer since they are currently weak and should be that way. Plus Utah school bus- that’s cute.
Just a tiny suggestion, maybe it would be nice if Pachycephalosaurus would ram instead of smash most of the time?
I have a suggestion for the Pue. Add growth stages for it. It'd be nice to have a family. Also a resting animation would be VERY nice.
As someone who has been playing a lot of rex as of late, I find Juvi Rex's BB to be bit too much from sizes 0.5 - 0.7. I highly suggest nerfing it's bb to the ground when freshly spawned, but have it's bb reach the same % chance when it reaches 1.0 size as it currently is.
Herra Suggestion for Survival:
I don't know the current status for herra but I've heard its been considered for being in survival by giving it a mechanic that allows it to climb trees.
also i have heard of some suggestions of having it be able to sniff out nests.
personally I love these two ideas and think combining them would be really great to see in the isle
herras would be able to sniff out nests, maybe pick up babbus and then climb trees to escape
typing this I realize, allowing it to climb trees might make it a little to easy but I just love the idea of a predator in the isle who is specialized for looting nests.
Instead of just hearing the attack sound, when the Pachy headbutts things there should be a loud crack
Would only happen if the hit connects and maybe only if it breaks its legs.
@real sentinel, would this be possible?
SUGGESTION FOR SURVIVAL:
When you play survival, no matter the map, a lot of the time there just isn't enough players to hunt, and the AI is still in it's infant stages.
What i recommend is adding some respawnable food sources near all the lakes or ponds that nobody really visits. Because if you visit a popular place, your gonna find food, but when your trying to find a good spot to settle, and there's a good source of water, but no food, it SUCKS! And usually if you havent already spent alot of time, food, and water getting there, you try to make it back to a popular place but end up dying. And that sucks especially if you've made serious progress.
I’ve noticed that there doesn’t seem to be many semi-aquatic herbivores, which is no big deal, but it would make playing semi-aquatic carnivores more interesting if there was a more consistently available food source. beyond that of random dinos that just so happen to be walking past the pond or lake they are hanging out around. A suggestion I have for a semi-aquatic herb that could be used is the ever so odd looking Deinocheirus mirificus a type of ornithomimosaur like the galli. The deinocheirus is technically an omnivore as fish scales and gastroliths were found in their stomach areas. However seeing as we don’t really have fish in the game as a food source (though that’d be interesting for the austros and suchos as an alternative food source.) the Denio could just run around as an herb doing herb things. I’ll add a picture bellow of an artist rendition of the Denio.
Deniocheirus mirificus
I really have no clue if this is a good idea, but it popped into my headed a little bit ago, so I might as well put this in.
Sauropelta
Stats: Less health then Anky, but a bit faster. And maybe slightly more stamina.
Fighting: Unlike Anky, Sauro would have no Bone Break, but its basic attack would be a tail swipe that does raw damage.
Ability: Using the huge spikes on the sides of its body, it could do a hip check like attack that causes raw damage and bleed.
Just a rough sorta idea I came up with a lil bit ago. Might expand it in the future.
as an add on for my suggestion of that semi-aquatic dino maybe add in like weeds in the water as a food source in the swamp/lakes/rivers for dinos like the Denio, Para, and other swamp/wetland Dinos to make things more, uh, lively/realistic I guess? and maybe insectivores and just have the ambient bugs around the map be a food source for small carnivores? I don't know just my thoughts ^-^ (Para's did actually hang out near swamps/marshes/wetlands according to the interwebs)
Make nesting have a benefit because rn everyone chooses juvi over being nested so maybe make the nested dinosaurs grow a bit faster than there usual juvie survival dinosaur. This can make nesting actually more useful than it is now
Can we have a nesting announcements thread pls so we don't have to spam in server chat or invite randos?
One of these skins when the Austro gets its remodel
or
this one
then
for its friendly or threaten or what have you, it does this:
you should be able to have an aiming mechanic to allow the player to lock or bite on to a certain limb ... depending on your size compared to your opponent
Pehaps make it so dilo dont break their legs on a 5 inch drop xD jsut broke my leg runnign over a rock smaller then my head as an adult.
eventually, give some abandoned buildings neat ol flooded water sources on the inside/with
How about, to stop people from running into the water when they are about to die, their bodies would wash up on the sand.
Tone down the brightness of the scent effects for water? Just enough so that its visible in darkness but not blinding.
Pls think about adding anky to survival, as a baby u could hide as a pebble, as an adult u would just be a tank
being able to scent bodies? maybe give it a lighter red color almost pink? so much food seems to just go to waste and for apex rex and giga who cant eat gores. any bodies that have been killed and just left there rarely get seen and eaten.
I thought up of a idea to go with diets. If u eat certain plants that your species benefits from u can grow a bit faster than eating another species's plant. Encouraging players to find the plants they benefit from.
Small suggestion that has been on my mind for a while:
It would be nice if the dmg you do to other players varies a bit with each bite to make battles more adrenaline rushing.
Example: Dinosaur A does 250 raw dmg and 5 bleed. There is a random chance that the bite will only do 210 or 230 dmg instead. Same could apply to bleed, there is a random chance that you will do only 3 bleed instead of the 5 that you usually would do. I think this would spice up battles a bit since you now can't be 100% sure "If I bite this dino 4 times, it will surely die. All I have is to run away and wait". Basically, battles would be more like gambling instead of pure calculation from prior experiences. No animal manages to hit the target with the exact same amount of bite force each time so it wouldn't be too unrealistic. Maybe you could also have a higher chance of getting the full dmg while in ambush speed?
(I can also see that this could be interesting once we have locational damage)
^^^^
Adding on to this, you would do your maximum damage if your target hasn't hit you yet, replicating an actual hunt.
there shouldn't be momentum on just walking and trotting only running
Hey. I want to suggest some changes to the progression timers
First: most of the growth timers are fine like they are (dilo, allo, cerato, Rex, dryo, maia, para, diablo)
Suggested changes
- Utah: 50 minutes as juvie utah are too long. Since the pounce isnt in yet they have not much impact on the game. They are only able to kill Babus. I suggest Changing The Utah juvie timer to 30 minutes
- Galli basically same as utah, they only have their speed and nothing more. As juvie they are just vulnerable to anything and too slow to get away. Decrease the growth timer to 30 minutes
Apex growth changes
- Trike carebearing trikes were super awful with a growth timer of 2h, but their bonebreak got removed and 7h is apparently tolong for their impact ingame. They hardly struggle to kill any other apex alone. So i suggest to decrease the growth timer to 4-5 h instead of 7.
-Giga Sub adult giga is a pain in the ass and can be killed by anything. If you get to adult you still struggle to take on a rex alone. Therefor the growth timer should be decreased to 5h.
New jump mechanic:
- hold to jump
- the longer you hold the farther you jump
Make Brachi and Cama playable in survival for those who want to play it, even if it's complicated, who cares if no one wants to play them, but there are those ppl who do wanna play them, so put them in survival and make em playable even with those complicated buttons, it's their own fault for playing Brachi and Cama, and then complain about it.
It would be nice to either have some sort of marking system so we can find where we left our kills, or have a dragging system that would allow us to take our food somewhere safe. I hate killing a juvi and having to hide or go get water, only to desperately search for it and never find it again.
Please buff the Subadult Giga, it's god-awful in every way.
Also remove bone break from the subadult rex. It's op.
Pleeeeeease give juvi carno a speed buff. It's absolutely useless, defenseless, and slow as all hell. Considering how long it takes to make it to adult, it's juvi stage shouldn't be so useless.
More NPCs?
Triceratops is not an apex carnivore, it's a herbivore that is meant to be preyed upon by large apex carnivores (like t-rex). Currently, it takes about 7 hours to reach adult triceratops, which is far too long for a prey animal.
Sure, trikes were an issue when the growth time was less than 2 hours, but with the recent surge of adult rexes, and the extreme wait time for an herbivore that's supposed to be hunted, it's growth should only be 4 - 4.5 hours. A majority of that time could be spend in the sub stage to make the process challenging but not impossible. It's not rational or fun to have to wait 7 hours to grow to a full adult trike.
Cow, sheep, goat etc npcs that are delivered in supply crates from planes
Depending on how long ur Dino is in the scent animation, you are able to smell different ranges and be able to detect different things.
Like for example, a short sniff is time saving, but gives you a short range and only be able to pick up strong scents like ribs and rotting corpses.
A medium length sniff is a little more time consuming, but allows a longer range and able to pick up fainter smells like fresh corpses and blood.
A lengthy sniff is time consuming, but gives the best range and allows you to pick up really faint scents like footprints and water sources.
Of course all the smells aren’t exclusive to the length of the scent.
I think this would be a good way to flesh out the Scent mechanic. And can be adjusted according to the species’ scent capabilities~
For example: (species choices are also just for example)
Rex has really good scent and is already able to smell footprints and water with a short scent.
While things will duller senses like Trike can only start smelling ribs and rotting corpses with a medium scent.
This encourages large herbivores with duller senses to have mutualistic relationships with smaller but more sensitive herbivores, where the small herbivore can warn the large herbivore when danger comes, and the large herbivore “protects” (more like being a meat shield) the smaller herbivores while they scatter away.
[ties into the different levels of visual acuity (night vision)]
The issue right now is that it’s really easy to find stuff that’s hiding because their footprints light up brighter than the Fourth of July. This suggestion helps because the long scent length needed to smell footprints gives the hiding player a chance to escape to another hiding spot.
Make it to where juvi giga doesnt starve very fast
make Maia a bit faster at least temporarily please! It doesn't have any defence except run right now and with ambush can be caught without much consequence ):
Spino in survival, also possibly a new spino remodel. Nothing too special, just enough.
I heard some carnivores (maybe cerato) will be able to eat rotten meat. Here is a suggestion to add "scavenging" analogue for herbivores. Some herbivores (Trike with its hard beak, for example) could be able to eat branches and roots, that remain after bush leaves were eaten.
make an alternative server with megapacks allowed so big groups of friends can play against other megapacks without afecting other players that want to play more realistic. that would stack the megapacks in the same server lettim them kill eachother making big battles (cause thats what megapacks look for) and normal players can play in a more fair situation in the previous server so both kind of players will njoy the game.
"13 lonely players dont like this"
Allow all animals to have a trot/walk sniff, for the sole purpose of smelling your own group members
I would wait for Ai. More people play carnivores because hunting is more exciting than eating a plant
Eating a Player would be more exciting than chasing an AI?
Give the Cama a resting animation.
Given that the Dilophosaurus is going to be the nocturnal hunter of the game, unless you have another dino that will also fit in this category planned, what if it had the ability to somewhat "sleep" throughout the day which prevents its hunger and thirst from dropping by a significant amount until a certain time of the night? Throughout the day it could be toggled on an off similar to that of resting, but during the night it wouldn't prevent hunger and such from dropping or could even have a negative effect.
When groups are more permanent, perhaps a schtick Herbivores can have is that they can have "Alliance Grouping" with 1-2 other groups of herbivores. Would allow for them to see their names (up close or when calling). Could be any species. No mixed chat, though. (though it could be interesting if the alphas could speak across species)
Alliance grouping could help contribute to the affinity system, too. Certain herbivores preferring other certain herbivore's company.
Fix the ankys leg break. In the dev branch it seems like you can not break any apexs legs anymore and it is annoying
I think carno should have an ambush but not the normal kind instead it would negate momentum so there would be a use for crouching other than hiding
idk if this would be a way to manage stam but i thought that if herbivores were to eat plants and keep their hunger above half they'd be to run a lot longer and if it was below half they'd be running a shorter amount of time, sort of like energy? edit: not really sure how this would work for carnivores but it's sort of my idea for herbivores only lol
I think it should show your cause of death on the deceased screen. Something like "Asset was killed by Carnotaurus" or "Asset starved to death" (Asset referring to you) This could help newer players learn which creature is which and it would let people know how they actually died when they get ambushed or something
May I AGAIN suggest that baby carno needs to be faster, it is basically weak and slow and it should make sense that its faster than other babies?
is it possible? that if u die in the water ur body will float to the next edge of the lake? and make food denie by drowning impossible?
Add achievements: Grow a giga to adult on survival; Grow a rex to adult on survival; Survive for a week as a single dinosaur without dying; Survive 3 bleed; Grow all dinosaurs in survival, etc.
Water values tweaked across the board: - Dinosaurs not requiring visiting water as often - Small and fresh spawn dinosaurs have more options to attain water - Promotes greater dispersion of dinosaurs
maia speed buff
it'd b funny if there was fish minigame where you play as fish in lake and it's basically just Feed n Grow until you get bored and die or a spino eats you
Reduce sub-rex bone break. Adult rexes use subs to break a preys bones because the adult rex cant catch it, and its stupid accurate.
If you want more success with injections, perhaps giving all dinosaurs the ability, that way should they be injected they won't be as heavily disadvantaged as normal survival dinosaurs
in harmony with @sterile osprey suggestion i think Maybe instead of finding players in a group of 3, it found players solo or in a group below 3.
Different species different limits obviously. I mean you shouldnt impose that on Dryo since that species megapacking means nothing.
Galli affinity system for : 1) Kicking juvenile carnivores (the bigger, the more "pts" you get), 2) Grouping with certain types/amounts of herbivores, 3) slow accrual of sprint times to lead to affinity points 4) Last but not least, going to the highest hills/mountains at sunrise to cockledoodledoo XD
In regards to the stand and scent, when looping the animation, is it possible to have the camera shift from the back of the animal, to the top of the head? That way, even if you cannot smell, it will give you a slightly higher viewpoint. It will feel more realistic, too, since the animal is stretching way up to stand tall and look around. Would be good for Gallis, dryos, utahs, paras... any animal that stands tall for the sniff
When going to spawn, you can click Nest, regardless of whatever. If you're in a nest group it will bring you to that nest automatically, but if not a list will appear of the available nests (which have an available egg) along with their species and owner. You can click a "Request Nest" button and the mother will get a request similar to group/nest invites to allow you to join the nest.
Since carrying juvis might be a thing, maybe an adult galli could carry around a juvi/hatchling in it's arms.
Half the size of V3, it shouldnt be the size of Australia
yeah aky should have even more bone break than rex, he should be the main bonebreaker of the game, he has a fucking bone hammer in a full muscle tail wtf?
I'm not sure if this has been suggested already (I would be shocked if it hasn't been), but could we please have some way of limiting group invites?
Too often I'm in a small group that's easy to manage, but after some time other people almost always get invited without anyone asking "Hey can my friend <insert name here> join our pack?" People just send invites out willy nilly, sometimes just to random people in the server in order to grow the group to become extra huge. It can snowball into a problem group really quickly, and for that reason I often find myself leaving the group and heading off on my own again.
I am not asking for a hard limit to groups. I'm just asking for a way to stop people from growing a group without the consent of their group mates.
Maybe some kind of alert that goes out to the other members when someone wants to invite someone else into the group? Like a vote of sorts? If enough group members vote yes to having that new player in the group then the invite is sent out.
🤷
putting it here For The Votes
Whoever is the first person to send an invite/initiate a group is the only person who can send/accept group invites/requests and kick people. They don't necessarily have to be respected as a leader or alpha or anything, so I'll just call them the group manager. They get a little star or crown icon.
If a subordinate sends someone an invite, the M gets a request like "X would like to invite Y to the group" which they can then accept. The M can also give other people the same rank/ability to manage the group (though probably a limit of managers per group). If all of a group's managers leave, one of the remaining group members is randomized to acquire the rank.
It'd give groups some management instead of everyone doing what and inviting who they want, and kicking is also a thing that can happen. Even in pairs, I think deciding who to be the one to create the group would add a fun minor bit of immersion to the game, and still prevent your dumb packmate from making a map-wide mega group. It could also add some immersion by giving a question of dominance/leadership to some groups, though people don't necessarily have to follow it, and the group manager can give others the rank if they want.
Perhaps (though mostly for carnivores) if a group member kills the group manager they would then acquire the rank themselves, allowing for intra-pack conflict for dominance which I never see happen otherwise.
Small idea I had just now speaking with some other people in a different Discord:
Hello, now an obvious issue as a young dinosaur is food. Food is something all carnivores sometimes struggle to come by. Now a little issue i've had is food in the water and trying to find that "sweet spot". Also something really scummy players do is run into water when they know they're going to die to prevent eating. I think something to counter this would be to enable a sort of priority system. Essentially when there's ribs or a corpse in the water if you hit e you'll try and eat before you drink so long as you're close enough to the body. This isn't to make the eating circle of a corpse bigger but to increase the "priority" if you will. Opposed to spamming e and trying to find the sweet spot in water just make it so your dinosaur will eat the corpse first. Obviously if you don't want to eat then you can move 5 or so feet to another side to drink
Maybe add a 5 call? Which is a quieter 3 call? Basically letting someone know youre there but not so aggressive as a 3 call. Just like a low growl or huff that gets the persons attention.
Can we move dev 2 to V3? Dev 4 is frequently a full house and Dev 2 is empty with Thenyaw
You should be able to carry bodies. Like if you killed a dino you could carry their bodies and you would go slower depending on their weight. If you were a rex and you killed a giga you wouldn't be able to carry it but if you had some friends you could drag it.
Adding to that (and hunger in general) I feel like body dragging would fit well with a hunger rework. As of now, hunger is and should be a feared concept, but death at the start is a bit, boring.
New UI
The hunger and thirst bars could stay the same in design as of now, but other effects would fill the areas as you got hungrier and thirstier
Hunger
Overeating could be a benefit AND not unbalanced, as you eat, your hunger bar will fill until full, and then a gold texture will fill up until about a quarter of your hunger bar is reached. At this point, eating will do nothing for you and take nothing from what you're eating so you cannot waste food and you do not take overeating damage. As you get hungry, a red texture will begin to fill your hunger bar faster than it normally depletes, and at points in this time debuffs will begin to affect your character. At the final few ticks you will begin taking damage very quickly.
Thirst
Thirst would work the same as hunger, but it would deplete faster since water is usually used faster in life than food.
Metabolism
As you run and use stamina (possibly as well as attacking if stamina will be used for it eventually) food and water will be depleted to regenerate stamina faster, but the debuffs with starvation and dehydration will slow and eventually stop stamina regeneration.
(These are rough ideas I came up with while working in the burning hot weather, @ me for any changes or ideas)
Body temperature.
Far-future suggestion
If the dinosaur is not on types of terrain that has no trees or bushes, the body temperature would increase gradually and vice versa, simulating basking. This wouldn't necessarily mean a player has to remain stationary for effect.
No effect on hunger decay to prevent it stimulating bush-camping. Instead, affects growth rate by at most 15-20% to simulate better nutrient extraction from ingested food. The amount of food a reptile had ingested remains the same, naturally. This is consistent with reptiles basking after eating their fill for those exact reasons.
Low body temperature would slow growth somewhat, but again, not hunger decay rate.
Too high body temperature would not further increase growth rates past the maximum, but rather increase thirst decay. This way, players have to actively watch their body temperature to get the most out of it. Slower species would suffer from less severe thirst decay while overheated than faster species. Someone who would try to exploit the 100% speed even while overheated non-stop, would backfire with increased thirst decay and be forced to head back to those risky water sources. Basking wouldn't be meant as possibly stimulating camping in the sun. No, overheating has to be a severe disadvantage. And exposing yourself has to be a risk not taken lightly.
So much for the growth-related part.
The movement-related part:
Higher(ideal) body temperature leads to more efficient motor functions. This holds true for even insects irl. An ideal body temperature could mean their acceleration/top speed at trot/sprint/ambush would be affected by an amount of what, 10%? Not game breaking, but definetily able to make a difference over someone who manages their body temperature poorly.
The most important factor for this idea would be a "body temperature regulation efficiency"-value (BTRE for short, from here on), being different per individual species, to balance it and them out.
The 2nd important point would be how much thirst decay would increase from overheating.
Currently we have hunger+thirst as main factors for how to manage your dinosaurs' life. Basking would be either a third thing to manage, or another tool to that end like stamina management is. I mean it as players only wanting to do it when they judge it to be worth the risk.
-Emerging pattern: Being out in the open, in the sun, at the right moments, is taking a risk of exposure, at the reward of 100% of the maximum metabolism. It would be up to players and their survivalistic instincts to judge when it would be worth it and when it wouldn't be.
-Wheather would naturally affect body temperature regulation, being different per species. Wheather would have more than just storm or clear day-time skies. E.g. Clear, windy, partially clouded, overcast.
-Might be useful as part of Affinity.
-Interesting: Spino could have the most effective BTRE for obvious reasons. They'd have the least trouble to hold theirs on the ideal level. This would be another thing that would make it not "just another apex", and possibly yield an edge over other saurs IF treated wisely.
That, combined with the dawn of rivers, could for example make Spino's the ideal, thirst-intensive riverside dweller.
-Plain dwellers could have either a better BTRE-value, or alternatively have a BTRE encouraging them not to camp one type of terrain. Carno's could be encouraged during sunny summer days to sit under those lone trees/in the shadow of rocks amidst plains, like lions resting under those few trees amidst the savannae.
I've been looking at the (baby) allo animations a bit, and they seem very.. stiff. The tail hardly moves when the allo turns, it seems to waddle when trotting or running, and when it does run its arms stretch out unnaturally like the really old Utah animations. It'd be amazing if it could get a revamp, because honestly, the old allo animations are far more polished and good-looking than the current ones are. It's like the animator put in little effort. :|
The ability to pick up young ones (juvi/hatchlings) by full 1/1 sized adults in dinosaurs that have an intended social pack dynamic would be good I think. Possibly when picking up a young one you have reduced max speed or an increase in stamina drain (or both) to account for the increased weight, which can be more or less depending on the carried dinosaur’s current growth.
God of war has some really good environments and carved stone statues that stick out of the rocks like this. I think it would be really neat to see someone like this
change size of V3 because everyone loves Thenyaw because of its size
**MAKE THE CHAT TEXT BLACK ** whenever the background disappears and you cant see it because it blends in with the background of the sky sometimes( especially in dv test level
Not sure if this mechanic is in the works for the juvie utah, but climbing up a tree to avoid being food when there are no rocks to climb for safety would be nifty.
When you click “nest”, it brings up a map of the island with each nest’s location. When you hover over the nest it tells you things like what dinosaur it is, how many eggs etc. You can the click on it to spawn in there as a hatchling.
Parents can make nests private if they want so it’s invite only, so the nest doesn’t appear on the map.
Have different numbers of eggs and nest types for each dinosaur, and different parenting habits for each one (this can be governed by affinity)
Some examples
Dinosaurs like Rex or Dilo can have maybe 3-4 eggs at once, and they lose affinity for abandoning the nest and benefit from staying there. If at least one member of the pair is by the nest then there are no negative effects.
More social animals like Utah, Allo and Para that generally are in packs, family groups or herds have more options for parenting. Neither of the parents have to be at the nest (but they are rewarded by affinity for doing so) as long as any group member is around the nest.
Solitary animals such as Cerato maybe have 4+ eggs and no negative effects for abandoning the nest but a noticeable affinity bonus for at least one baby surviving past juvi stage. Maia on the other hand receives huge bonuses for staying with their nest, and are rewarded for each hatchling that makes it to juvi stage. There are also significant negatives for abandoning the nest, but these are lessened if a the Maia’s herd is quite large and in the general area.
A new idea for stamina, if it hasn't been suggested yet. Your food and water, and current health conditions, whether recovering from a fight, or potential illness such as food poisoning(since we know sickness and diseases will one day be implemented) should determine how efficiently you can regen your stamina. For example, if your dinosaur is well fed, watered, and has no illnesses, it should be able to regain stamina more efficiently. If however, your dinosaur is starving or suffering from dehydration, or has an infectious disease that's affecting it's current health, or healing from a severe encounter(fight), then your stamina would regen at a rather poor rate. This would strongly encourage the survivor (you) to be more conservative with their stamina until they have healed or found food and water to help keep them healthy and stable. Also, if you happen to be injured and attempt to use your stamina to flee the area, or sustain a serious injury while on the run, your stamina will drain faster than usual.
Update Normal version of the game more frequently not just leave it in one state, the dev nightvision could already be added, and some most of the new models too
also a stress sytem, just so we won't have big multi apex packs
Skin customization:
Im pretty sure this is going to be implimented but just in case Im going to put this here. When you select your colors and patterns in skin customization I want you to be able to save that skin in your own little dino skin gallery. There you can use the skins you created/customized before again.
Another feature I want with this skin gallery is being able to share the skins you created/customized with other players, so they can use them too or just look at the skins you created/customized.
Perhaps make skins or customization options earnable through in-game achievements. That way players still have goals to strive for even after reaching adulthood for a while, and I think it'd be fun to try and earn rarer, prettier skins through gameplay rather than have everything available from the get-go; offspring can also inherit these things, but only temporarily for that one life, making nesting a fun way to acquire things you haven't unlocked. It'd also solve the great Neon Dinos Threat by making bright neon colors a possibility, but neon colors are more difficult to unlock, and therefore it's assured that most will still have natural colors.
I wish the rex wouldn’t be able to bite you once break your leg and have you bleed and just circle around you until you die
Very infuriating
PUT STEGOSAURUS GROWTH STAGES IN NEXT UPDATE!
if it's possible, perhaps another server could be set up for the V3 map, or convert one of the lesser populated servers like Official Dev 2 to use the V3 map?
Having classes like this to give combat more depth would be absolutely amazing
To support my content and get a free INT buff, head over to https://brilliant.org/TierZoo/ Oh also, I've finally made some merch! Check it out here: https://...
Add more land marks to v3 so we know where we are
The ability to sniff while crouching
Playable stegosaurus in survival / and this is why - Easy to make it Uniqe! Here is an example, and the said uniqe mechanic balance by me.** - Bleed damage buff by 5 if you are in this "stance/mode" forgot to put in the picture**
The balance will solve the many of the problem what it could cause. Like " ** What if he activates the buff and run me down?** Simply he can't cause of slowness. ** What if a stego herd activates this buff? they are almost immortal right?** -NO, not at all. They will be still slow/lack of stamina/slower attacks and they need to watch out for each other cause if they hit each other with that buff, they simply help to the carnivores.Like they got already standing bleedheal nerf..hitting your own mate could be fatal. Also this thing is still compatible with the thing stegos should move in herd. This ability gives a chance to survive as a lone stego ( even against a pack of allosaurus/etc) but the perfect chance of survive is still to form a herd and walk together.
Im not sure if its a bug, but if its not, you shouldnt be able to sniff the footprints you made while its raining after it stops raining.
Actually a light rain can make scents linger longer so we need light rains and heavy thunderstorms please. 😉
Add a “player killed by player” info screen for isle moderators in dev branch to better catch spawn killers and get more accurate test data. Also allow them to be able to click on the names in the kill feed and instantly teleport to the player location
I fundamentally disagree with the Juvenile and Subadult stages of the Tyrannosaurus rex's lifeycle having no bonebreak.
First off, yes, probably especially for the sub, the bone break chance was way too high, but I think it would be fine if you just drastically lowered it.
All the other dinosaurs have something going for them. The Dilo does immense bleed, the Giga does alot of dmg at juvenile stage, the Utah is small and hard to find, cerato was a monster, but the Juvenile rex was always built around being weak unless you broke your opponents leg. You won't win a fight against an Allosaurus juvi if you dont break its leg, you'll get bled out and ran down. You wont win a fight against a giga juvi because they pack a punch. A trike your size can tank most of your attacks. The only other thing going for the rex is he is relatively fast for juvis, but this isn't enough to hunt the prey it usually targets.
Then there's subadult T.rex. This guy is very slow, especially at smaller stages, but does pack a decent punch. But compared to something like an allosaurus, it is so utterly useless unless you break its leg. The subadult slowly starves on feeding off ai and it needs to hunt at least two large things to make it to adult.
It cannot bleed anything its size out, it definitely can't run anything down and it is a sitting duck to even something like an adult dilo now because they can run in and run out without risking being immobilised. It's utterly garbage until you make it to adult rex. And what's worse, the Subdult stage is 220 minutes long! Thats 3 hours fourty minutes.
Okay, maybe you can get rid of the Juvi rexes bone break, it's speedy so it'll manage off the ai. But for the love of god I beg you to at least give sub rex a TINY (even something like 5%) chance to break some bones! If not that, maybe buff it in some way? As it is the Sub rex is a sitting duck and it's only hope is something bigger doesn't see it.
Thanks for reading my suggestion! )
Give us the ability to change chat and nametag/pfp opacity :|
we need more bushes and small trees to hide in the redwood location, because at the moment this place is too opened
one more suggestion
i think this should work only with fully adult dinos, because juvies and subs already have enough problems
the more you move the faster you are getting hungry and thirsty
the more you are thirsty the faster you waste your stamina (ex if your thirst is less then 1/3 you'll start wasting your stamina faster and faster while running)
if you are too hungry (maybe less then 1/4) you are starting slowly waste your stamina while you are jogging (but you won't waste it while you are walking slowly)
also it will be cool if you will have less chance to break your leg when you are falling on grass than when you are falling on stones
ceratosaurs suggestion change the threat animation and the sound. as the sound is barely hearable and the animation does show much aggression. Apex Suggestion with the discussion about change the growth times increasing for apexes i find this to be a bit obsessive due to the fact i rarely see full grown apexes in a long time. i understand the fact that it meant to be a challenge and a way to balance them out but i think there no need to continue increase the growth time as adding lower tier carnivores act as population control on apexes as most of time i die as a juvenile either to hungry or killed by other carnivores maybe make the sub stage of a apex the hardest stage than juvenile
New Dinosaur Suggestion
Terror bird: It could be a sprinter, they would chase down prey it open fields and would most likely hunt in packs of 2-3. It would be neat to have another sprinter besides the Carnotaurus, and change up the pool of dinos considering the Terror bird looks different to your traditional dinosaur. I could see how people might not like this idea, considering it stands out from the currant pool of dinosaurs with the Terror bird coming considerably late from the traditional dinosaurs and looking quite different from the "T-rex" or "Utah Raptor".
The suggestion I have is kind of small by sound, but probably harder to code than imagine.. I'd like to be able to manually turn off my scent once i've activated it... maybe by pressing Q again? The glare on water-scent is just too damn bright and sometimes is blinding...
Hadrosaurs/sauropods can eat seaweed or plants that are water dwelling.
Add a pouncing attacking to the Utah. Trapping the other animal beneath it, as it attacks it its throat. It would cause a more heart racing feeling, it would cause the prey to struggle, and in the case of the Utah, they did not take down their prey in one-two bites like the rex or giga or spino. They would deal immense blows from all members in their pack, stacking bleed. So maybe if they manage to get this attack down, cause twice the bleed but drain the stamina, more, making the Utah that did the attack have to manage and watch their stamina so they still have stamina to get away, and regenerate their lost stamina.
Make therizinosaurus omnivorous
Since some dinosaurs relied more on sight than hearing, differentiate from dinosaur: make some dinosaurs have further sight/clearer sight. Make some dinosaurs have better scent than vision. Make some dinosaurs have better hearing than scent or sight.
Some, like the t-rex being known as the apex hunter. Give them amazing scent and sight, but they were known to have bad hearing. So make some have good sight/hearing but bad scent. Have good hearing/scent but bad sight.
Make sure rocks have proper hitboxes! Some rocks you fall right through or you walk on air. I know this is dev branch but little suggestion!
Add corpse dragging or to carry babies, Its so hard to help my little Carno babies get around to food and such.
As mentioned before, speed up baby carno just a bit.
Like everyone asks, make bodies in the water float to shore or be accessible.
I actually recommend that some of the redwoods be replaced with plains or some such, I get its a silly idea but having redwoods surrounding a ton of the map is very overwhelming to some, especially little babies.
Make a spawn point limit timer? After you're in the area for a minute or so it will move you to somewhere near it but not ON the spawn point, maybe there is a way to have a "barrier" or something like that so people cannot get back into the small spawnpoint areas and spawnkill.
Add more AI's, I know you removed a lot for a reason but now there is hardly any, and when you're in the middle of nowhere as a slow little booger its hard to live.
Sometimes you get stuck in the ground or bugged in the ground where you move oddly [Especially as carno] I would like to see that maybe being fixed because it really affects fights.
Just ideas, not my game but I would love to see improvement!
If a nest is destroyed while it has eggs in it, it becomes a destroyed nest with crushed/cracked eggs, which can be eaten like a carcass by small carnivores, with the food value pertaining to how many eggs were destroyed. basically you (small carnis) can destroy a nest and eat the eggs
(I'm sure eating-eggs is thrown around a lot but this is my version of how it could work)
maybe protected areas where adult dinosaurs are too big to go could works to prevent from spawn kill ? from a level designer point of view it would be a good idea: make spawn point in a zone with multiple way to go out and where adults dino can't enter.
in general, maps lacks of place to hide for tiny dino, like tree trunks, burrows, roks shelters...
Loggin in:
When you are trying to log in to a full server you most likely will not get in, you will be sent back to the choose a server meny and try again. I dont like that you have to go back and click again becouse I just want to get in to the full server even if it takes some time. So my idea is that you still stay in the loading screen until the server gets a server slot for you. I also want that the loading screen says something like "waiting for a server slot" so you know that the server is full and you have to wait for a person to log out. Of course I dont want you to be stuck in this loading screen so there needs to be a button in the loading screen that makes you go back to the choose a server meny.
If there are multiple people in this loading screen then the person that were there the longest gets put in first.
Maybe a 5 second invulnerability on log in? If you log in and something big is standing right on you there is little to no chance you will be able to escape
Reduce hunger and thirst drain when it's night and you're resting.
Currently, many people just log off because they don't want to play at night, but if they had a reason to stay this would also allow other people to find them and even kill them.
Night and rain would become a blessing if you're well prepared at all times.
Someone mentioned this and I'll just put it here: EU dev server pls. I can play pretty well on the US based ones but I can't even imagine what the ping would be like with a closer location.
Would be funny if dying cuts off vocals instead of letting the whole roar play out. For example the juvie rex I am hearing spam broadcasting right now. All of a sudden: "RAAAAA---silence" As a predator snatches him mid-broadcast
remove beach spawns to many people camping them
give dilo actual venom instead of a billion bleed
Remove alt turning
Make Sub-Rex Great Again! Completely removing the bonebreak from a thing wich can only rely on that if any other adult dinosaur spot him is a bad idea. Agree with the fact, it was OP. But add it back an make the BB Chance grow with the actual dinosaur growing. Example : Fresh Sub-Adult : 2% BB-Chance , every second growing thick should add 1% of bb chance. Its not OP and will be realistic. As it's getting stronger, it gets bigger chance of breaking bones. And if the BoneBreak gets reworked add a special list where bonebreak can't apply. Like for an example, if Cerato gets bonebreak, it should apply bb for an allosaurus but not for a freakin Tyrannosaurus Rex or Trike.
weird suggestion but perhaps instead of a dinosaur going from bite/attack to idle, perhaps if the dinosaur bites/attacks it can be put into a fighting stance? it can look more aggressive, more like its standing its ground and ready to take on the opponent. maybe the stance that's given in its 3 call, just lacking animation(itll still be animated but won't include the actual call). itll help remove all that jolting from animation to animation and transition more smothly.
the animation can go back to the regular idle stance maybe 5-10 seconds after the last attack
maybe turn alt-turn into a "strafe" mode? not sure if some dinosaurs are capable of even moving sideways at all but it would be a kinda neat thing to have. or perhaps giving alt-turn a animation so that its not just a dinosaur moving in a circle while not even moving its legs
NEW DINO IDEA
- Amargasaurus(Bitter Lizard)
Being the most unique sauropod, in my opinion. They were discovered to have two parallel rows of “spikes” running down their neck, stopping once it reached the base of the neck, possibly being connected by a skin membrane, making parallel sails. Having tall spines running down its back to a third of the tail. Being 10 meters long, and weighing in at almost 5 tons, it would be marked as a medium sized sauropod. They belong to the Dicraeosauridae family, along with Suuwassea, Dicraeosaurus, and Brachytrachelopan, having shorter necks and smaller body sizes, compared to other sauropods, the Amargasaurus was the last of its family. Having been known to be around the in the early cretaceous.
Suggestion for the Amargasaurus cazaui (because i love this dino and i want to give it a chance):
Science
- Length: 13m
- Weight: 4t
- Fossil Remains: majority of skeleton, minority of skull
- Age: Late Early Creataceous (Barremian / early Aptian)
- Distribution: Western Argentina; La Amarga
- Habitat: Well watered coastal woodland with short dry seasons.
Info from The Princeton Field Guide to Dinosaurs; Gregory S. Paul
In Game
- Diet: Herbivorous (feed on big plants / small trees)
- Weight: even if it is not the bigger sauropod, it is quite massive, maybe twice as trike (or 1.5 more massiv)
- Speed: it is a massive beast, so it is quite slow, but with a weight estimate at 4 or 5 tonnes it could be a bit faster than triceratops horridus (9 tonnes)
- Growth: as it is a massive beast, it could have a slow growth. well adapted to dense forest where predators are in trouble with trees when it is a juvi / hatchling, it becomes well adapted to open areas when it reach sub / adult.
- Gameplay: this is a gentle giant built as a tank, it will travel from food areas to water spots to food-areas as it needs lot of food to survive when it is adult. When it is attacked, i could defend itself with its tail, and do spine damage (passive damages) when attacked from the front.
- Affinity: it would be cool if A.cazaui is made as a swamp / open floodplains areas . It could live as family packs.
Please update the system requirements in the Steam. There is still specified DirectX 10
If you are low on hunger (e.g. <20%) as juvenile or subadult you stop growing but your hunger drop rate gets reduced. If you are very high on hunger you could also get a higher growth rate in exchange for faster hunger drop.
Random Stats when you spawn in. It doesn't have to be a big change, but you can spawn and be a little slower or a little faster, this can both work with hunger, thirst, health, etc. Thus having the ability to breed better dinos with nests, kinda like selective breeding. This gives common dinosaurs more of a reason to nest. There should be a cap to how much you can have of a ability so there are no super dinos running around killing everything in sight at the speed of light.
remove the broken leg (G) from the controls and replace it with the dragging corpse mechanic
Fall damage shouldn't be a guaranteed leg break, it should be possible to fall and take damage but not break your leg
Idea: Mimicry Vocalization
Explanation: Certain (lower teir) species of carnivore have a special or modified call that cause AI prey to respond with their own call, or even pull AI towards it slightly, allowing for easier capture.
The call could be specific to certain species (such as dilo targeting oro) or certain growth stages (only adult utah can mimic larger AI ava is supposed to be one eventually, right?) to encourage specialization.
Potentially a reward for the affinity system? Idk
Would be nice if when trying to get inn on a full server instead of having to refresh it all the time it would put you in a line to get in. So when you press "Confirm" after joining a server it will put you in the line, and it would get people in the line in as soon as someone leaves. Would make life easier for people that hate refreshing a million times
Would be nice if they added a queue to servers instead of having to rejoin every time.
This is an idea for the community as a whole. People keep asking for new dinosaurs like they're cheap. They're $6,000usd per model. That means juvie, sub, and adult each cost that amount. I would propose that if they want new dinosaurs that much, perhaps Dondi would consider opening up a side paypal account that people can donate model funds to and once the money is properly accumulated in the account, the devs will throw up a poll to vote for the top 5 dinosaurs that keep getting asked for the most. This could be done every 6 months or so, depending on the devs schedule and if they have time to work on a completely new dinosaur.
Random plant food spawns to keep the maps interesting so that herbs don't congregate to specific locations cause they know food is there.
• At restart a certain amount of the plants would spawn at full size. Overtime, more will grow from the small to largest bush.
• Plants have a higher chance to spawn away from water to encourage migrating from water to food then back to water.
• Plants could spawn more where players are kind of like the ai but they'd still take time to grow.
...that already happens
Eventually when nests require a male/female, allow both genders to build nests (which they then must invite the other gender to for it to ever produce eggs). I find it weird that females have this odd advantage in being able to create a nest with an icon to use like a compass, but I really like being able to find my nest with the icon, so if nest icons stay I think males should be given the same ability to make it fair
I'm not sure if this happens to anyone else but me but uh when im starving and Im supposed to not die correct? But the eating animation takes a little bit to begin and is why I starve to death. Basically whenever something is starving and they find food they should dive in twice as fast as they'd normally be eating and do this until they are at least above that little intestine tube maybe? Edit: kinda weirdly worded. My point is if you're starving and you find food then instead of a slower animation maybe increase the speed of said animation by at least 2x the speed and refill your hunger faster
Suggestion for smelling water: Add a smoke trail like with food, however make it much larger and have its point of origin above the treeline so that it does not interfere with sight when near the water. This will also allow one to smell water that might not be immediately visible to them, such as if it were over a hill.
Suggestion:
If you run longer , you breath heavier.
A Utah would not start breathing heavily when running for 2 seconds. Same with Dilo.
Maybe the breathing could depend on the weightmass the Dino has?
If your Stam is completly gone, you maybe start hearing a heartbeat and you still breath heavily for a few seconds (maybe 10).
Small ponds with low amounts of water that don't last long around spawns
a sort of add-on to soulsplosion's suggestion about males being able to place nests;
make it so that if males want to try and raise eggs/babies, a downside would be that they would have to wait longer in order to bring in an egg. this would make it so that playing as female to raise babies would still be preferable, or at least viable. and also, think about it; you're able to bring in babies as a female without the presence of a male at the moment, or without even actually laying the eggs. while it does kind of not make sense for a male to be able to make a nest/eggs, its never really required to have a mate or play an animation to lay the eggs.. so in my opinion with that logic it at least kind of makes sense for males to be able to make nests.
tl;dr males should be able to place nests, but it should take longer, mainly because females can make a nest/eggs without the presence of a male, so it'd kind of make sense for males to be able to do the same since actual mating/laying of eggs isn't in the game yet
Can we please have a setting to not blow my f'ing ears out every time i start the game?
maybe its been suggested already but to add certan smoothness t the movement of the dinosaurs, being able to side walk or step back at certan situations, while you have the trot mod off being able to do that?
also maybe a lock mode on AI prey or something, at some points its realy heavy on yer eyes to tryt o find that one thing you were hunting so as long as it is in a specific radius being able to see it more clearly
Instead of 3 drops of blood indicating your bleed level, I believe it should be 5 drops. Each drop of blood would indicate 20 bleed, meaning one drop could mean 1-20 bleed, 2 could mean 21-40, and so on (41-60, 61-80, 81-100) This would be nice so the level on which you were bleeding would be a little more accurate.
smelling should create faint arrows on your screen that point towards what you smelled. Smelling shouldn't rely on seeing the thing you smelled. The arrows should only appear to tell you where gore piles/water/edible plants are, as long as you are in range to actually sniff them. The arrows become less faint as you get closer to the thing they're pinpointing.
gore piles should turn into skeletons after they run out of food (instead of just instantly disappearing), similiar to the current titan skeleton there is on isle v3. When the skeletons despawn (in like 10 minutes from them getting created), in addition, edible bushes would start spawning around the area more frequently. Where there have been players (who possibly even died by starvation), there will be food.
Suggestion for Afterthought LLC, a PR representative or consumer/marketing representative may be invaluable to the continued success of the game we are all here to support. It has to be difficult for the same few personel working to develop the game, to at the same time market it, interact with it's current community, and map out expected dates for content. I also suggest it would help players by providing a sort of "road map" on what general date(year) to expect certain content by, and making it easier for those interested to make the descision to buy the game and when, as well as keeping the current player base interested and excited about what the game will hold for them in the future. This in-turn is likely to make it easier for the developers to relieve some of the pressure the community has put on them as the game grows and to maintain the time in their schedules to keep working on the things they want to work on.
Could the devs please not overwork themselves?
I think the game could have a suicide command, even if it seems unrealistic, people will still try to find another way to suicide anyway like dying in water which means that no one can even benefit from the corpse. Also it would be easier when you accept an egg request and need to die. I think it would need a timer (a really long one) and also make it so you can't use it while in water if possible to prevent people autosuiciding in water. Tfw the hardest part will always be to find a way to prevent people from abusing it...
The timer should be active only during playtime, the goal here is just to make sure you use it when it's needed and not abuse it like (I don't like my spawn, I don't want my corpse to be edible or I want to feed my juvi with my corpse)
Add a Nest button in the ESC menu and have a timer just like the logout timer. This can save time from trying to suicide so plz we need this badly.
Make it so that the highlight of footprints in night vision changes for different dinosaurs, IE very highlighted for Dilos but not at all for Rex. Would help to establish certain dinos as better night time hunters and other dinos as better day time hunters.
Since we don’t have body grabbing yet, is there a possibility to separate the drink-eat commands? If you get a kill somewhat near water it’s impossible to eat, unless you find the magic pixel that allows you to
Include a MOTD to display on all official dev servers. The MOTD would serve to welcome newer players as well as provide a quick run down of how dev branch works and a link to the dev branch rules. Currently, there are way too many newer players joining official dev branch servers with no clue of the existence of rules and often end up being banned for such things as water suiciding. A simple MOTD would ensure players are well informed of dev rules and eliminate any excuses players might have for distasteful behavior.
Sub trike and trike stomp damage should be increased by a lot. In return, it should cost more stamina. Trike can't regenerate stamina, so its stomp should be a more lethal attack. (Especially now that it can't break bones anymore, apexes can probably kill it with no problems)
I assume that this has been suggested before, but having separate buttons to eat and drink. I feel like this is the only way to fix the issue where you can’t eat Dino’s underwater or near the edge of the water.
So this is an idea for a rework to the thirst+hunger punishment system, I know it’s not really needed but I had the idea so I figured I’d throw it out there.
So instead of taking damage every minute you are without food or water ( once you are at zero of course) maybe it could be an overall drop of your base health and drop a percentage of how much damage you do aka the longer you’re without food and/or water the weaker you become, this would give players a little more time to find food and water if they get a bad spawn, or just for carnis to find food on a less populated server, also I think I’d be wise so stop growth without food/water so we don’t turn the game into afk simulator again like it was with progression.
On another note the time frame you have to find food could be a tad longer then to find water if we wanna be realistic, also the timeframe should be different based on adult, to juvenile ( let’s face it children don’t last long without food or water) and possibly have species differences, like maybe velociraptor could go a bit longer without water due to its desert environment ( just an example idk if velo is going into survival and I’m not saying it should). Anyhow that’s the basic idea, it would take a lot of balancing and crap but it’s just out there now, no idea if it’s any good or not but I’d love feedback and if anyone wants to refine it feel free! 😁
Rather than a suicide command to respawn faster, would it be possible to have a command that lets you respawn, replacing your current dino with Ai?
I havent thought about it too much yet, but is there any way that could work?
i would like to be able to see the names of who killed you and who assisted in the kill
^ Just as a change to the above thing the admins of the server should be able to see a list of recent kills between players so that they can find/ban hackers instead of flying around the map and manually looking for them which can be unreliable
A really weird idea, but I think that it would make combat better if dinos couldn't just run through each other like ghosts if they were about the same size. A baby Cerato, for example, might be able to run through an adult Rex, but not another baby Cerato.
Easy Cerato fix: Swap Ceratos current ambush speed with Allos current ambush speed. Makes Cerato a worse hunter than it already is, while giving Allo a chance to get bites in on it without getting ass bit 5 times over. Downsizing and speeding up Cerato would only make it a mediocre sidegrade of Allo, which goes against the entire Survival philosophy of having Dinos with unique playstyles.
Perhaps this would likely be better implemented way down the line, but I think this would be an interesting idea to implement.
Perhaps some dinosaurs (i.e Ankylosaurus, Triceratops, Camarasaurus, etc) could have the ability to knock down trees, either by breaking/smashing into them until they fall over or by utilizing a "smash" animation. The purpose of this could be to provide food for herbivores from the branches of the tree that they otherwise normally wouldn't be able to access. I can see this being handy for dinosaur herds of species such as Triceratops, or a larger dinosaur helping out a smaller dinosaur or baby.
Like stated above I think this could be accomplished in two ways; either have it so that a dinosaur can smash into a tree until it eventually breaks, and have it fall over via physics (and perhaps damaging whatever the tree falls on), or by doing a lengthy animation that causes the tree to fall down into a pre-set "position" without relying on physics, and just animation (and basically making the fallen tree a totally static object until it despawns)
And for those who might be concerned "oh well herbivores could possibly clear an entire map/area of trees", the smashing process would take quite some time even with multiple dinosaurs going around smashing trees. Plus, the trees would respawn gradually overtime.
TL;DR trees should be able to be smashed down by large, strong dinosaurs so that they (and other herbivores) can eat from the branches of the tree.
Also another suggestion; multiple sources of food would be very helpful for both herbivores and carnivores.
For herbivores, they could dig up tubers (like potatoes and carrots, obviously they wouldn't necessarily need to be those exact plants) which could provide more food compared to the edible bushes, but with the "counter" of them being relatively rare.
They could also graze in fern/grass patches for less food than bushes, but with said patches having a lot of consumable "nodes" so to speak (basically meaning a patch would consist of multiple "clumps" that could be "drained" individually instead of one big patch). The same could also perhaps apply to moss, which would be handy for more rocky or cavern-based environments.
Carnivores could eat small animals that spawn in preset objects. For example, you could find small mammals and reptiles hiding around rocks and logs that you would have to search through (likely with an animation) to catch prey and fill your hunger. Fish could spawn in small bodies of water (or rivers) that predators could catch and eat. There could also be small birds or herons that smaller predators could stalk and pounce before they fly away.
And one last thing; another neat addition would be for specific dinosaurs to have an "affinity" towards certain food sources. While they could all likely eat from the same food sources of their respective diet, certain dinosaurs could gain more food from a specific source. For example, the Spinosaurus, Suchomimus, and the Baryonyx would gain more food from eating fish, while a Velociraptor would be better suited for small non-dinosaur animals. Sauropods would be best fit for eating tall plants and trees, wheras the Ceratopsians get the most food out of the fern/grass patches. Or Therizinosaurus could have a unique ability to be able to eat from insect mounds due to its large claws allowing it to break them open.
Of course all dinosaurs would get the most amount of food from actual dinosaur corpses and plant bushes. But in the absence of these sources of food, they should be able to get a decent amount of food from sources that they have an affinity for, like mentioned above, which could help them in the long run until they come across a more filling source of food.
It'd be neat if food also gave a small amount of water content. Not a whole lot, for balance reasons, but realistically a lot of animals get some if not most of their water intake from their food.
yeah!! i think tubers and possibly cacti if they're ever implemented would fill the niche of "water-giving food" really well
Tubers would be awesome, have herbis sniff em out and then dig for em ^^
what about a dino that can mimc the roar of other dinos ? it would be cool to have the isle Kurupeco :p
Similar to Shark's idea, some dinos that are big and strong, but not enough to knock down a tree entirely, could ram into it and knock down some loose leaves/pines to get some food that way. These could include subadult trikes, Pachyrhinosaurus (if it ever comes), hadrosaurs, young Ankylosaurs, Pachycephalosaurus, etc.
An idea for corpse and maybe rib despawning: instead of a corpse despawning after 15 min no matter what, there could be a timer that would reset every time you eat from it that way if a body is being unused and just causing lag itll go away but if youre eating from a kill youve made itll stay until youve eaten all of it or dont pay attention to it
Not sure if anything has been fleshed out as a gimmick/mechanic for Maia yet but I had a thought. Iirc maia is supposed to be the mother dino... give it a passive ability to "buff" health regen and increased growth simulating a "nurturing mother". You could use a smaller version of the scent range to implement the aoe the dino naturally gives off. This effect could apply to the same species or just herbivores in general. The growth effect could be an extra .001-.002 per tick and the health regen could be the same with an extra x1 or x2.
Perhaps instead of a corpse instantly despawning it could rot over time, with texture overlay/effects being applied to it the longer it remains. Think something along the lines of how dinosaur corpses in Jurassic Park: Operation Genesis degrade from a normal texture to a rotted/"zombie" texture.
If you eat from a spoiled corpse, you can end up contracting a sickness of some sort. Not really sure what it could do. Though perhaps certain dinosaurs (i.e Ceratosaurus, Tyrannosaurus, Velociraptor, etc) could be immune to certain stages of rot.
Just a suggestion, but could you give more and better feedback, regarding why servers just randomly go down ect....rather tel the people what is going on instead of them talking bad about your no feedback
Grazing Mechanic
Something that a lot of us think would be really cool, considering some herbivores would certainty graze on grasses in the plains However the main reason to travel for herbies on the game is to find food, and I understand that grazing on grass could lead to camping; this is why I have an idea! There could be only edible if they are longer/taller grass in open plains ONLY. Grazing on these grasses wouldn't give you nearly as much food as the herbivore plants. I was thinking that maybe feeding off grass wouldn't give you nearly as much as the bushes, but sometimes even herbivores cant find bushes in some parts of the map. I also think that the grazing factor might make plains herbivores feel more like herbivores, I know that not being able to graze even for a tad bit of food is a big drawback to the game. I will be thinking over this mechanic and I will try to post new ideas about it soon. [While I appreciate you all trying to correct my grammar, please refrain.]
On the live version, I hear froggies. I wanna catch froggies. When I first started playing, I kept hearing frogs as a juvie rex and I would run in the direction I heard them, trying to chase them out of desperation because I was starving.
Could we have very tiny critters, like frogs and lizards to catch and eat as juveniles? They wouldn't fill up much hunger, maybe half as much as a bite of dinosaur meat or ribs, but it would really help for juveniles who are on their own and can't find anything else to eat.
Like, the lizards may bite and hurt hatchlings if they try to attack them, but juveniles could heal from the bites quickly.
The species don't even have to vary... Could be just a standard green frog and lizard we could chase around and catch.
Holy shit, can we also catch dragonflies? I've seen them near lakes on the live version all the time and II want to catch them SO badly. Hatchling and juvie food.
This sounds VERY farfetched, but maybe we could have an organ system? Before I elaborate even further on this idea, I wanna know if people in discussions think it's a good idea or not.
Lung damage (caused by a blunt-force trauma to the chest or a frontal collision) damage makes it more difficult to regain stamina (breathing)
Heart damage (same cause as lung damage) increases stamina drain and damage from blood.
Liver damage (caused by a blow to the dinosaur's left side) makes it more difficult to resist toxins/more susceptible to rotting foods
Stomach damage (caused by a blow to the dinosaur's right side) makes you occasionally vomit and lose food.
Kidney damage (a blow on either side to the body) makes you drink a lot more, almost obsessively due to increased loss of water.
Eye damage (a bite to the face) darkens vision or makes it blurry.
Brain damage (any strong hit to the face) causes confusion, such as the head turning the wrong way or your dino moving the wrong way (on occasion, it's not predictable)
All negative effects scale according to the % of damage to the organ in question. For example, at 50% stomach damage, you lose food 50% more quickly than usual. Lungs and kidneys are worth 50% each.
Organs will heal damage 1% per 1 or 2 minutes. If you lose a kidney or a lung, you will live, but you will have to drink twice as much and have twice the stamina drain forever, respectively.
Lose your liver, you will die of poison. Lose your tummy, you will starve to death. Lose your heart, you're dead.
This is so, if you do survive a fight, you won't get off Scott-free and only need to take a nap to heal bleeding. It would be cool to see a Rex with a scar on its eye from a Therizino fight or watch something you attacked that got away drink obsessively because you fucked one of its kidneys.
Make dryo a tad faster then utah sprinting enough so that a utah isnt guaranteed a free meal when it sees one as it is right now, Dryo juvies are better because the stam decay/regen is decent.
The adults stam decay is just to fast and it takes to long to actually regen meaning the utah an anything else that paces itself enough is getting a free meal. I have heard about some ability dryos might get regarding this but that means it would need an HP buff since its a one shot for everything.
Let players be oros? No growth time just something to somewhat have fun with. I actually love to play oro and being able to play as one would be perfect. [I know its silly, but it would be really neat?]
I think plants should give you a small amount of water while it's raining. But they should only give you water if your hunger bar isn't full. So if you go up to a bush when it's raining and eat it when your hunger bar is full, you won't get any water. This would prevent the previous problem of lakes being pretty much useless because people could just get water from plants
Faster growth rate if you keep food and water above 75%
Would encourage more movement, foraging, going to watering holes, hunting... for the ability to grow faster
Faster Stam Regen for all dinos in the rain
When seasons come it'd be cool for herbivores to be split into diet groups, these groups will dictate how a player plays under these conditions. Animals with specialized diet groups like leaves and ferns (or whatever vegetation) have to endure droughts via migrating constantly finding food as food lowers in food value and amount. Some of these could include Galli, Maia, Dryo, etc. On the flipside there are more solitary generalist, who can eat things like decaying trees, tree bark, etc; which makes up for a lack of mobility. these could include Anky, Trike, Diablo, etc.
Also in terms of diet, it'd be a neat feature if herbivores like trike, anky, and diablo had the option to topple trees. This would enable them to have another food source, leaves off the trees.
Speed boost or some kind of buff for Allosaurus. Right now it's just a big pushover who serves as fodder for other dinos, not giving it much play incentive aside from how clearly superior the allosaurus is taste wise.
Please bring back the Main Menu Music.......
A few days ago there was talking balance discussion from the devs about making cerato smaller but faster as the reworked cerato
I have a suggestion on the reworked cerato. The current juvi can already take on a bary and in rare circumstances even kill an allo. It still has the adults signature high bleed resistance so I would really recommend that the reworked cerato should literally be the current juvenile but sped up to something like 850-900 cm/s. And then give it the adult model. keep the low stamina from the adult and keep it at roughly the same size as the juvenile, I believe that a smaller size works well in ceratos favour as it allows it to really take advantage of the dense forests while still maintaining a good amount of visibility as it is small enough so that the camera doesn't get caught in trees. Dinosaurs like giga, rex, para and even the current cerato can find it fairly hard to manoeuvre in the dense forest and that's what the reworked cerato would excel at, it would be easily able to stay away and keep out of sight of the larger predators by staying in the forest and in the occasion it gets caught out in the open by something like a giga it will have just enough speed to make it into the forest in time to escape. I would also give the new cerato an affinity lowering bite so it can still keep a lone/pair of allos at bay.
In summary, the juvi cerato should be the base of the new cerato but with an increase to:
Speed (850-900)
Heavy affinity reducing bite (should really mess up anythings affinity, no matter what they are)
increase to base damage (does need a bit more oomph so it can still be a serious threat to allo and carno)
I would also make the healing and bleed resistance stats the exact same if not better than the adult cerato
Fishing suggestion:
While fishing and the corresponding ai are likely a ways off, with the coming of sucho to survival fishing is going to be needed to give sucho a proper niche. A mechanic for fishing could include holding a key (similar to how scent functions) to begin a animation. The sucho would have to be in water for this to activate. After holding the key, sucho shifts his legs and dips his snout partially into the water and has to wait for an ai fish to swim close enough for him to grasp (possibly highlighted when a fish is in range) at which the player can use a mouse click to catch the fish with suchos jaws. Sucho could then either swallow the fish then and there, replenishing hunger or keep it in his jaws or even his arms to carry to a different location such as to bring to its young.
As for the fish ai itself, randomly running through the water and trying to bite fish with a mouse click wont work, as the fish would essentially get spooked by the presence of a predator. This is where the fishing mechanic comes in as it requires the player to be stealthy and stay still for the fish to come to it. Activating the previously mentioned stance would make the sucho stand very still and the fish wouldnt be spooked. This system overall would work perfectly for sucho while still requiring a bit of a patience and skill.
If and when loading screen lore hints are put back in, introducing tips & hints to the loading screen as well would be nice for new players. When I started playing with my friend who'd just started the game, I'd realized that he could hardly function by himself because he didn't know how to properly utilize what he had. They had no idea that they could ambush, what exactly they could smell when they used scent, and had no idea that swimming caused you to lose so much stamina. It's little things like these that would significantly help new players to survive had they known about it.
Honestly the idea of spawning AI near players is pretty good, but i think it would be more realistic if ai species would spawn in different areas. For example : Avaceratops only spawn in Redwood, so subs and mid sized carnivores should go there and hunt them. Taco would spawn in Swamp...etc. Basically it would help fill the whole map cause different bioms/places with differents AI.
Raise the V3 Map Player limits to 150
Add an EU dev branch server, I get 450 ping on any of the servers right now.
When an AI spawns, there should be some sort of indicator to their existence that spawns in with them or near them to help facilitate hunting. Maybe some abnormally ruffled grass or patted down dirt or even a small AI-nest if more than one spawn at the same location. Just some visual signs to help hunters if their noise is to be reduced further (herbivores say they call too much, carnivores say not enough to find them before they despawn). As it’s fairly hard to hunt on sound alone when they decide not to make enough noise or if they’re stuck on a rock and don’t make footsteps to scent.
The frequency and intensity of your footprints should depend on your dinosaurs weight and the ground you are traveling on.
Cerato get a thick skin typa armor that reduces Impact damage by like 5%
spino needs a claw attack!!
Dilo suggestion: Venom
To set venom apart of bleed:
Venom would be a lasting damage overtime effect that is not stackable like bleed is, meaning no matter how many times you spam bite something it won't ramp up your venom damage.
In order for venom to be effective at taking down victims, it must be re-applied to said prey say, every one minute or so, or else the venom debuff falls off. This would force the dilo to have to track its prey over a long distance and consistently refresh the venom on its prey via successful bites.
Venom would deal a flat amount of damage that is not affected by weightmass, and would do the same damage to every dinosaur. Let's say 100 damage every 15 seconds, that's 400 damage in one minutes worth of bleed. It would still be fairly easy for dilo to be able to take down small prey, for big prey however, it would be a game of patience. Considering that dilos don't need to eat much to sustain themselves for a very long time, this would allow them to track their prey more freely.
Venom would not be affected by walking/running/resting like bleed would.
You can't heal while you are afflicted by venom.
Taking down large targets as a dilo would require actual group effort for a quicker hunt.
Not only would this give dilo its own playstyle and different feel from different dinosaurs, but it would also make it very difficult for the dilo to fight multiple targets at once.
100 players on Dev 4.
I don't understand why dondi made "beach spawn" a thing~ for new players they must scum to drowning themselves for a better spawn(Or get a partrol carnivore who goes around the beaches looking for fresh spawns) because edible vegation is miles away for silly baby juve Triceratops to even get a chance. And I still don't believe on making edible vegation hard to come by, especially in a giant forest bright green, Its not not even fall or winter.
I wonder who would win in a real life Thrizinosaurus or Tyrannosaurus while in combat you would automatically assume Tyrannosaurus has the advantage because of its largely known bite force, But may point Thriz is indeed aware of this attack is prepared to fight for its life with one of natures most defensive deadily mechanics. Being its 3 major long sharp claws on each arm its far well good enough to prolong a Tyrannosaurus frontal attack. Being Thrizno Height I'd presume thrizinosaurus's range and capacity of inpaling Tyrannosaurus head or jaw could prove to be vital and odds would scum to thriz advantage. {just my opinion/Thoughts}. I wonder who would win in a 1v1 in real life Triceratops or Tyrannosaurus, I assume triceratops weighed more so t'rex couldnt really push it or bully it with force, on the contrary I'd presume Triceratops would have the upper hand even against a bite force of tyrannosaurus rex because of Triceratops gorge(charge) would inpale tyrannosaurus. Even if so Tyrannosaurus got Triceratops by surpise I assume Triceratops full coverage thic bone chrest would obsorb most of tyrannosaurus bite and even if he did bite onto the horns Triceratops could still vitally injury its mouth./jaw/eyes I would like to see an Improvement on Triceratops, and Thrizino ( From The information stated above). It can vitally inpale its head and kill it? All im saying (so may I put there maybe- it should be able to combo a rex). all im saying. To give it a defense against rex. ( for thriz)
Can we have the ability to at least swim upwards so we can get ourselves out of pit falls in the water instead of waiting to drown when we get stuck?
3 things, lumping them all into 1 suggestion so I'm not spamming messages:
- Minor thing but theri in survival please.
- Add a nest button to the escape menu so things don't have to suicide to get nested in.
- Fix the night vision in replays so we aren't blinded when we want to see something. Example:
Adding eatable insects to some areas can help be snacks for small carnivores like Velociraptor and Herrerrasaurus if you cant find a Corpse around your location.
That's my suggestion.
This is probably already in progress, but in case it isn't; on V3 make larger AI spawn further inland so the grown players are incentivized to go in, instead of spawn camping if they want to live. Right now wandering further risks starving for carnis if no herbis have done the same.
I'm sure this is know but herbivore food on V3 seems to be lacking. Either that or I'm just reaaallyy blind and my scent isnt picking up any bushes. I noticed a lack of food as a galli when attempting to go in the direction of the radio tower. Maybe add a little bit more or is this intentional?
im just gonna post the suggestion here rather than the isle discussion. i dont mean to spam if thats what its looking like
the speed up for the carno is still there but it skips the trot phase and goes straight to run, so that it can still run away if something attacks it. HOWEVER the maximum run speed is achieved slowly the more you run. for example the carno reaches run state instantly but for it to reach its top speed it would take 4-10 seconds depending on ammount of stamina and hunger. in this case for the carno to have an ambush it would make the speedup time less for it to reach top speed. not by a massive ammount just maybe around 1-1.5 seconds off the time it takes
Variable jump heights for the Utahraptor? Like if you just tap the spacebar you use a little bit of stamina and make a small hop, and of course if you press longer you will make the full jump it already has.
another thing that could help the isle is some sort of metabolism. by this i mean that dinosaurs have a sort of "food reserve" that they can rely on once out of food. this system would work like this
--the current hud stays with the stomach icon, thats to show how full your stomach is, but next to the meter, there is a bar that shows your fat reserve working the same way the stamina bar does, the more active you are, the more this drains, (and by active i generally mean constantly running and attacking and not general movement)
-this reserve bar would affect your dino and the ammount of food it can give. the higher the bar, the "fatter" the dino and the healthier it is, and it would make it so that the fuller the bar your healing and stamina regen is also slighty quicker.
--your stomach would then work like this, if the stomach icon is full youre dino is digesting the food you ate, meaning it would have less energy to do stuff like hunting again. this could potentially discourage people from murdering everything because if they want the benefits of a healty dino, they would have to eat, and if they eat constantly eat then they wont be able to hunt because of them having a full stomach (hope that makes sense)
--however, the lower this reserve bar, the skinnier the dino is (where if this bar is empty the model could have its ribs show) and to counter balance the positive of the full bar, when this bar is empty your dino would get a bonus to scent, (im gonna throw the "scent vision" suggestion up again. basically it works like nightvision, a toggle and you see "bubbles of scent" on where the dino was and could have been) and this scent would be enhanced to try to help you find food.
i believe this new system could also help with the juvies, in terms of their survivability. where they wont starve as easily. (but this wont make them an easy mode dinosaur)
please point out any mistake/hole i left out in this
Make juvie Carno a little faster so it can at least catch Oro AI.
I’m basically going to divide my suggestions into three sections, what I think the dieno should be, what I think dondi is going to put in for it, and what sort of mechanisms will have to be in place for what I would like the deino to be. Sometimes those sections will mix and mash but you should get the gist. I believe in you. Ok so, the dienosuchos is obviously an ambush predator and an ancestor of modern day crocs and gators. It’s obviously a swimmer and a pretty adept one at that so it should be the fastest swimmer in the game, no contest. Modern day crocs have one of the most powerful bite forces in the world and I’m sure dieno was no different, however judging from modern crocs they don’t really break legs.
They bite, clamp, and then drag and thrash, so I believe for dienosuchos there will need to be a holding mechanism where it can actively grip creatures it ambushes or bites. How you could balance this is to maybe make it require stamina to hold on to the creature it’s trying to kill, now there are lots of other variables like the size of the prey in accordance to the dieno itself so this could mean that as dieno grows larger iy gains more and more stamina, you know, like how dinos in the gam already do. Im not sure if this possible but if dondi wanted/felt the need to add extra flair to this, dien could have.. I’m trying to find the best way to put this- not a different set of “attack rules”, but in the way it kills its prey, basically the regular bite/stay on its ass/ bleed/break bones the other carnivores use won’t necessarily by applied to dienosuchos, more like it gets its own special attack based on its mass at whatever stage it is, stamina, and off course bite force. Not mention for this to work there would also have to be drowning and swimming would have to mean not just going from one side to another, but also rising and lowering in depth too. So you could drag prey deeper into water, if you were in a particularly deep lake. Example: medium sized dienosuchos tries to take a Maia that has come to the edge of its lake to drink. If ambushes and holds on to the Maia, depending on its mass and stam vs. the diens mass and stam it has its growth stage, the Maia’s stamina could drain faster as it tries to break free and run away, or the dien could have enough stamina to drag it into the water and drown it. I have no idea how these mechanics could work, or even if it could
work or if it’s something within dondis abilities, but that’s just something I think will go an extra two miles and give a flare to the game and give it something new. All this is all taking into account that dien doesn’t just break legs as it ambushes and then bites until the creature dies, which would be the simple way out and yada yada. I mean it would be fine but, I would still like the option to drag your food under water and eat it there. Speaking of underwear, I think swimming needs to be brought to life. Not just going side to side but actually going underwater and rising and falling in depths. Oh, for the dien attack maybe it could be left click holds on to prey, and then you press S to back up back into the water(which would drain stam) and the right click to just bite regularly, if you want to do that out of defense or something, like fighting for food, territory, etc, and the a special button for barrel rolling attack in the water which would only work if you’re deep enough to be swimming. Tbh this is something I’ve been thinking about for the carnivores, biting and holding on to prey.. anyways I’ve also been thinking that maybe the map should have more rivers too, maybe one giant one or small criss crossing ones or whatever, but rivers would be fun to have. Hm. What else.. other than that that’s basically it. Swimming, drowning, attack system. Oh right, ambush speed. I think that the ambush of the deino out of water should be hellish fast in water, not sure about land because to attack on land would basically have to be out of self defence. I know its a lot but ive been thinking about this for a very long time and been piling on as I played the game more.
I’ve seen a similar suggestion, but with the now reduced players for server performance in a big map like v3; I’ve been doing some thinking:
Increasing the amount of ai probably isn’t the best for server performance either, and the type of ai Dino probably doesn’t make much difference to performance...so perhaps fewer small ai’s and something a big larger, even something perhaps a Utah couldn’t take down on its own, or whatever you guys think is best. This would help carnis explore the map and not feel like they have to congregate in a hot spot in the map in order to not starve.
Well, from the "joke" I made in the #401464048610312195
The ability to make a urine marking that can be seen by scent like you can see food. From carnivores (only adult apexes for now, or maybe herbivores to know where to find a herd, but that would mean "easy prey", so no. Only apexes for now). The thing is, this should have a timer of course. The same duration it lasts on world is the same it takes you to use it again. And as an apex it would mark your territory. This would let other carnivores and herbivores that where they're going might not be safe. And would prove some difficulty for the apex knowing that some prey might leave. This would segregate apexes along the map and so with other dinos. As well for them to, when they see this mark, they know they have to be ready and on the look out for a possible ambush. Could bring some suspense knowing that a big bad rex/giga/spino might be nearby. Also would let the other apexes what they might face forward
Second suggestion:
About the future of the spinosaurus. As you all know, some animals stand tall to scare rivals/predators, etc. So when spinosaurus does 3 call, lower his tail some and try to stand like the old depictions of dinosaurs (not completely of course, around a 30 degree angle with the center on it's hipbones) and look as big and terrifying as you can imagine. Applicable to other dinos of course. (This came to thought with the tisso dilo from tapwing's concept, with the cobra hood it has on it's neck and how it stands tall in front of another dilo. And spino has already a sail which makes it look big and bad, with a higher display of aggression it would look badass)
Sounds used to be easier to locate and follow via headphones, it seems like you changed that and now its a lot harder to find other players sounds or oros.
a system where you can eat bodies/carcasses that are under water... like a seperate button to eat/drink
instead of this salad tosser thing, I believe that the way herbivore food should be spawned is that there are a few set locations where the food is spawned, once the food is spawned, if it is not eaten, then After half an hour it will spawn another bush near it, and then if both are not eaten after half an hour the. It happens again, and so on and so forth, this way your food doesn’t randomly spawn and u can find patches of food
Make scent also detect just normal dead bodies.
About AI for old T2 dinosaurs:
Avaceratops:
Spawn Rate - rare to medium; spawn randomly around the map, near a player.
Behavior - quietly move around, answer F and 2 (friendly) roars from herbis but don't go near them. If a carni with a rather low weightmass comes near, Ava will 4 (threaten) roar and attack, but if its a heavy weightmass creature that comes, it will try to run away.
Stats - rather slow (as a Cerato or a subDiablo); has medium damages plus low bleed.
Austroraptor:
Spawn Rate - commun; spawn randomly near or floating on water.
Behavior - move around water (rivers and lakes), flee to water if something tries to hunt it, but will attack creatures with low weightmass (as juvi for exemple).
Stats - rather fast (as a dilo); can jump and swim (floating); has medium damages with medium bleed (dangerous for tiny creatures)
Could we polish off and fix all the features we currently have and release it in a public patch instead of adding new stuff to dev all the time? We are still stuck with 4 carnis and 3 herbs in the public branch, no scent, no AI, and herbivores still can't take food from their nests and Giga bleeds and speed are super broken.
As much as I would love to see stegos and therizinos in survival, I would like to see some existing bugs and balancing issues fixed in the public version, first.
We need more consistent public updates, little updates at a time, new dino or new feature here and there, to keep things fresh for people in the public branch.
if or when sucho is added maybe introduce the claw attack feature?
Maps need rivers with tons of edible plants all around it plzzzzz.
Can we have a Theri recovery buff for bleeds and wounds? I'm on one bleed right now from a giga bite and I'm bleeding out. I was on the small red screen and I think I'm about to go to the last screen. ALso, can our claws do bleed damage, please?
spino needs claw attack and fishing mechanics and new spine
We NEED a queue system for joining servers. One that displays where you are in the queue and how many people are in it. This problem is mainly due to the high demand and amount of players trying to play the V3 map on the development branch. Another fix to this problem would be to have more servers with the maps we want to play, I think its clear that there are too many Thenyaw Island servers currently.
I doubt you ever read your suggestions dondi but heres me giving it a shot, Balance your game ~what kind of dinosaur game does every herbivore eat the same bush? Secondly beach spawns are irrelevant. Thirdly Is brachiosaurus gonna eat the same ass bush too? (Thot~emoji).
I find myself starving 95% of the time in The Isle which really makes me wonder about the game and why im playing it~as a herbivore and what not. and you know that really gives me the urge to keep on( exaggeration) I would like to see improvements on not starving on a bright green forest with water along aside it. (not even being winter or fall).
Ok what the hell?? This game used to be fun. Now I just die all the time. No community anymore. It's like a no man's land of nothing. Severely disappointed I wasted my time and bandwidth on the new updates. Gj, you took something I loved and ruined it. Nominated for EA sellouts
Increase player limit for dev 4 PLEASE...
Hi, please change the camera view style, I sometimes look to the sky and can't really admire it because I see grass in the way, or my Dinosaur's body is blocking, if possible, somehow zoom closer to the head when looking upwards.
Increase Player Limit, Dondi ain't no body wanna be in a big ass map and find no herds no packs. Its all about the numbers, and Dev 4 is a big ass map. Remember when you first launched Dev4 with 200 players? Some people called that idiotic but it was fun you know because you actually saw PEOPLE. People wanna feel accomplished when they have something grown like tyrannosaurus rex or even triceratops (youll see me 1 calling just to see if i can have attenion because I want to fight and not be in a isolated place with no people :? I would like to see improvements on the playerbase count. Or you'll see playing LoL in bronze 5 trying to climb. I know you may think you don't care but infact I think you do this is indeed your game right? Take some advice from your suggestion channel and apply it to your game or else people will just get bored or just feel like the isle is going nowhere. ( 200 Players on dev4 map is easiest request of my life and if you cant do that then fuck this).
Improving on @patent flint's suggestion, I'd like to see the system we had a long time ago, in like 2016. Where if you zoomed in far enough, the camera would be placed right next to the dinosaur's head, it could be better for aiming and seeing things
Bleed damage never lets HP go below 1. I would love to see two dinos bleeding/fighting each other out, actually have one end up as a victor (although heavily weakened and opened up as a target to other dinos in the area). I hate that if you bite someone X amount a of times, even if that person kills you, you know they will not survive 100%. Isle fights need more chances at a victory at the end of the battle. EDIT: Perhaps a way to balance this further is that bleed will not decrease your HP below 1 as long as you are resting.
It would be nice to add a measure for in-game weather temperature. This could be used to determine the gender of nested in babies when the new nesting mechanic comes in similarly to the way temperature determines a crocodiles gender. The average temperature of the incubation period can be used as the determinant wether it is a male or female with higher temperatures male and lower females.
REGURGITATION: Being able to feed your own groupmates in trying times. 1)Only Adults can perform regurgitation. 2) Any animal of the SAME SPECIES can eat it, at any age [hatchling,juvi,adult]. 3)Regurgitation would create a gross, soupy, ball of half-digested food that provides both food and water, spit up onto the ground. 4) Food and water it provides is depleted from the adult. It would be a fraction (ex:1/5th) or a slider to determine how much you give. 5) Could be use for routine feeding of your babies, or to help a packmate who is near death and you have enough nutrition to help them before they starve/dehydrate to death. 6)Would encourage same-species grouping. 7) Consider it a possible skill earned through affinity/perk system. EDIT: also it would be best if A) it worked at a 75% efficiency (the recipient recieves less than what the giver gives), B) Timer on the food (3 minutes) before it despawns. C) perhaps a cool down on how often the action can used.
A rule against herbs KOSING carni’s for no reason at all, even if you can’t do anything to a herb like you’re a juvie a larger herb will kos you, if you’re not clearly hunting the herb or you simply cannot kill the herb because the dino you’re playing as is too small or not powerful enough there should be a rule against kosing instantly as this creates a toxic community and culture and basically ruins the carni experience
It'd be nice if, say, you're in a group and get killed, as long as you rejoin as the same dino you are not removed from that group. Just a small quality-of-life change.
SUGGESTION: MAKE AN OPTION TO HAVE DINO UNDERSTANDING EACHOTHER IN LOCAL. AT LEAST OF THE SAME CARNI/HERBI side.
I'm currently with a Psitta that followed me for a good 40 minutes and is visbily very new to the game, unable to understand how to progress.
Being able to speak to him would have been of great help before he got smashed by a Cera and eaten.
That ain't a good way to have your first experience, find friendly and be unable to speak to them
Since Dinos will have a certian affinity to different biomes, maybe they can spawn in those biomes as well?
Trike stomp is useless and rex bonebreak counters it
trike needs a gore not a stomp
to deal massive damage
you need to poke/stab someone
not stomp . This should balance the fact that Trex can come up to a trike and fk it up You dont believe me try facetanking it on deathmatch. Trex always wins. Trike needs more damage ^ from stated above a suggestion ~ a way to implement more damage, and make rexes dmg multipler not affect triceratops while facing it frontal were the armour is~ and if your too lazy to that dondi than just add additional hp for now as a counter for no armour Simply put. ~does anyone else agree?
As stated above my suggestion commentary I want to remind you what Triceratops is capable of.
who would win in a 1v1 in real life Triceratops or Tyrannosaurus, I assume triceratops weighed more so t'rex couldnt really push it or bully it with force, on the contrary I'd presume Triceratops would have the upper hand even against a bite force of tyrannosaurus rex because of Triceratops gore(charge) would inpale tyrannosaurus. Even if so Tyrannosaurus got Triceratops by surpise I assume Triceratops full coverage thic bone chrest would obsorb most of tyrannosaurus bite and even if he did bite onto the horns Triceratops could still vitally injury its mouth./jaw/eyes
Ight so everyone listen up what if galli lost a lil more stam when it runs and kicks, gallies are basically Dino ostriches and even ostriches legs would be hotter than half of south africa if it was constantly kicking that fast, plus it would help prevent gallies just spamming that shit lol
Someone please fix dryos gaping mouth, its offputting and makes it less ,,, immersive to play
Bleed system change:
Bleed works like normal ya know. BUT
You only get dmg when you stand/run/sprint
When you rest however you would heal it normaly but without taking dmg.
-> this would allow bleeders to have a more advanced gameplay and focus one target not allowing it to rest.
Another suggestion:
Allow herb species to add each other to the group again. They are allowed to herd with another so they should be allowed to see each other in the group. However they cant communicate in group chat with other species but their own. Its just a visual marker
In addition to that, perhaps when herding or packing, the foot prints could show up over a farther distance and show as a different color when scenting.
Thus allowing you to track your herd/pack mates if separated
Seriously nerf SHANT. It isn't normal that one is able to one shot 2 rex
while said rex can't get him after multiples bites
action happened in five second, in five second both rex were dead
I think moderators with Server admin should be given a seperate role and color in the Discord to distinguish them from the other moderators, that way memebers of the community can simply tag just the "server administrators" who can actually assist them with server related issues such as rule-breakers and teleports.
Suicide command. /s needs to be done, a shit tone of people spawn in the middle of no where and spend like 30 minutes trying to get water just to die to a baby gali.
Instead of a Suicide command, consider a respawn button, which has a timer (ex:5 minutes). Leaving bodies behind is abusable. Being able to respawn too quickly can also be abused.
Also, in regards to spawning, please divide the map into 4 quadrants, and let us choose which quadrant we want to start our spawn in. The quadrant will have multiple spawn points which will be randomized. This allows players to at least start in the general region their friends are in, and allows for faster regrouping.
This could also be apart of our affinity system as well, allowing us to spawn near or inside of the area that best suits are dino.
So a quick Idea. Rather then removing dot bleed all together what of it were to be structured more so like this.
- Rather then constantly losing the same amount of health no matter your bleed level, damage would be based upon that intended level. So for example One blood drop isn't going to cause nearly as much damage as three.
-To counter act that you could also make it so bleed damage caps at a certain point. I.e one drop is 1/4 of your health. Two drops is 2/4, Three drops is 3/4. The last forth of your health would be left up to you to deal with yourself with your impact damage, rather than sitting back and relaxing, you'd actually have to finish of your kill.
-Now some people might be wondering, 'well how are we supposed to finish it off with out raw damage out put if the target can out damage us and or bleed us out. Well this is where either an affinity system or part of the bleed system comes in. Basically, the more you bleed, the slower and or less impact your attacks have, you'll still be dealing damage, but not nearly as much as you would with a lower bleed level.
Basically this would make it so 'bleeding out' is a legitimate issue that you'll deal with when fighting dinosaurs with higher bleed.
Deinocheirus would be an interesting addition to the Isle in my opinion. First time It'll pop up in any game if I'm correct.
With Dryo’s current position in game, it’s in an ok spot. However if it gets tracked down it’s essentially a free meal for anything fast enough. As a dryo you are essentially defenseless, all you can do is run, you can’t even really damage small carnivores and juvis very much. So as a potential option for the dryo they could get some sort of musking ability similar to that of some reptiles, skunks and weasels.
How it would work is that if a potential predator is spotted, this mechanic would punish them, since at the moment any predator that gets close to a dryo even if having been spotted can easily ambush it and catch up to kill it, it’s why you don’t see many dryos make it to adulthood. With musking you would be able to mask your own scent by overwhelming the scent of the predator, meaning if you somehow manage to get out of their line of sight, they will have a much harder time tracking you down to actually get to you.
Musk is also limited because as a naturally produced chemical that takes up bodily resources it won't be a constant thing you have available to you, similar to how a skunk can’t just musk everywhere all the time. It will also have a pretty slow recharge time, as things like hunger, thirst, and stamina all take priority to musking.
Essentially, it’s the “No other options left” option for the dryo.
Gar and "living fossil" fish as fish AI for Sucho
cus Sucho needs fish so it can have a niche in Survival mode
could also pave the way for other opportunists who manage to stumble upon fish
and flesh out the water mechanics please
Right now swimming is quite boring
Dynamic swimming could be a thing, and flesh out the bottoms of lakes with aquatic vegetation
Can we at least update the public server so rexes don't take two hours to go from juvie to sub and that same amount of time for gigas to reach adult?
And juvies don't take forever to turn into ribs because tey're worth so much food? There are some issues that need to be addressed , just a patch for the live version, please.
Admin commands for blacklisting / whitelisting players for certain species?
Cool thing to do for scent, implement some sort of wind system and when your'e sniffing around you can see the smell drifting from a direction. But it would only smell dinos based on direction of the wind and distance.
I was thinking that maybe when AI is fixed and there is big AI dinosaurs in maybe to not make thing too easy, meat could rotten and certain dinosaurs wouldn't be able to eat too rotten food and others could
Theri is survival •__•
Add left and right strafing
hey i think the baby dinosaur should have a play animations i think that would be cool
Smol Ai such as Oro should be "nocturnal" meaning they make more calls during the night hours?
Can we please get Region 2 back as an option? I understand it not being the main map for official servers or anything, but literally everyone I've talked to on my stream and on the server I play say they miss it, and that it was a much more enjoyable map than either Thenyaw or V3. It'd be great to have the option to play on it 😃
Accepting a nest invite should kill you
On dev-branch, Giga's crouching movement speed is currently the same as its walk speed. Slow it down when crouched, maybe? It looks a bit awkward because its moving too fast for the animation, and thus the feet significantly slide out of sync with the ground when crouched and moving.
It would be nice to have a leaderboard of currently alive dinosaurs to show who has survived the longest as X dinosaur/hooman. Would give the achievement hunter type players something to strive for after they reach adult and PVP types bragging rights.
So two suggestions.
1: Skins unlockable after surviving for a certain amount of time. Not sure whether it'd be better to have the skin unlock permanently for a dinosaur so you can select it next time you play as it, or per-life (I imagine switching skins on an existing dinosaur would be pretty strange).
2: A bit of a cautious one, but it would be incredibly helpful to have a Respawn option. Maybe have a cooldown on it so players can't spam until they've spawned at the right place, but it would be nice to have.
I think more idle animations for creatures would be a neat little cosmetic addition. For example, your dino might scratch an itch/preen, sniff around then sneeze, yawn, fidget around etc. Little things like that to add more liveliness to the already super nice idles.
Due to recent changes in the rules for dev branch, I think adding a message of the day to all official dev branch servers would be beneficial to players that don't follow the steam forums/official discord. If you play the game and don't actively read either of those, then you wouldn't know about the new rules for dev branch; adding a MOTD would make it so that nobody has an excuse for disrupting the test environment and helps remind players of what they aren't allowed to do when playing the dev servers. The message itself can just say 'please look at the steam forums for dev branch guidelines' or just give a simplified list, ex;
1. No running into water if you're being hunted to deny food.
2. No herbivore-carnivore grouping (aka carebearing).
3. No carnivore mixed-packing (ie; allos packing with utahs).
4. No megapacks.
I don't know how it will work, but i hope that skin system will work like this:
- skin itself should be the pattern and is changeable in the menu (that will allow to create content).
- the colour will be changeable as we saw in a dev stream and will be setable by the creator of the skin
I wouldn't be surprised if this is already being worked on, but I'm going to bring it up anyways.
I think that another mechanic to the scenting system should be wind direction and scent flowing. As in, the scent of another creature, water, and food flows in a certain direction depending on the wind direction. This could help with hunting, since prey wouldn't be able to scent you if you're coming from a certain direction.
It would also make finding food and water sources much easier; or even harder.
If the server cannot handle 80 players on a large map, why not have 150 players on a smaller map to reduce the need for players trying to render distances and graphics and aid in performance?
Species profile : Making an ingame profile for dino but with there type of gameplay there specialty some stuff about the dino whatever it is this is an example that me and a @grand dawn made for exemple or a prototype https://cdn.discordapp.com/attachments/390311433553838081/473569796441767939/01Template.png
Possibly a grazing mechanic. Mainly just for ascetic purposes, but give minimal food, but still a nice mechanic in my opinion.
It would be cool if the models of growth stage are accurate to Dracorex and Stygimoloch. It would be cool dismorphism.
scientifical paper:
http://scienceblogs.com/laelaps/2007/12/07/stygimoloch-a-juvenile-pachyce/
http://science.sciencemag.org/content/318/5854/1236.full (need a paying account)
https://www.berkeley.edu/news/media/releases/2009/10/30_dino_demise.shtml
Paleontologist Jack Horner has proposed that the pachycephalosaurs Dracorex (upper left) and Stygimoloch (upper right) are really growth stages in the species Pachycephalosaurus (lower center), as presented in the November 23rd, 2007 issue of Science Pachycephalosaurus was al...
Could the Voice Wheel be added back in? As it had the option for quicker group invites than scrolling through the tab menu.
Instead of a grazing mechanic, how about herbivores just have an idle animation where after they finish their specific idle animations, a second animation plays of them grazing. The animation would loop until you put in an input again.
Idk if this has been suggested but, A mechanic that makes ''day living carnivores'' or even juvis too maybe, hunger go down slower at nights so ur dino can kinda ''rest'' to avoid very difficult blind/night hunting.
As for those who will get good nightvision.. this dosent need to happen to them (I think.)
In the far future, let predators eat their prey alive. Just like Komodo dragons.
Holding left alt to freelook (with headtracking.)
please do not leave official, give it some updates
It probably been suggested before, but can't seem to find it in this channel:
Can you possibly display who/what killed you on the death screen? So that when you aren't sure how you die or you were killed in a shady way you'll have an idea of what/who to avoid/report.
Alternatively, please bring back the replays, but make them view-able after a cool down of a half an hour or so. This way players will be able to report shady behavior, take scenic screenshots and gifs (like we used to) and won't be afraid of being sniped inside their comfy bush.
one suggestion
add collision to dinosaurs reason why is because trying to be defensive is pointless when players can just run right through you dealing massive bleed and then run away.
maybe its been said before, but maybe make the music more relevant to both the situation and the species you are, so you can inmerse way more into the game, not talking only if being hunted or not, or having to fight a big felas or run, but maybe have a specific music for different characters(theese divided into humans, cannibals, tribals, carnivores, hervivores, strains)in a specific lore location, for example a lab of some sorts, having a more darker and scary theme playing if you are a human, or having a sad feeling if you are a specific strain test.
Enable dryo to take a shit, and if they do, the edible plants are growing back faster. + Niche to the dryo
Make dev 4 able to carry 128 people again. The map is huge and with 80 people its empty and hard for people to get in.
there should be a way to quickly get up from sitting down, like if you press g you get up much quicker from sitting at the cost of lets say, 10% current stamina. just so that if you do decide to sit down, to heal or regain stam youre not an easy target for anything and you arent stuck looking at your dino getting killed while it gets up
What if there was a system where every dinosaur is as much as 10% bigger or smaller than the default model is at their current growth stage, with being smaller leading to being 10% faster with either 10%less health or damage and being bigger meaning your slower but stronger, this could lead to the same species wide variation that you see in real life and make each play through a slightly more unique experience with packing animals having the opportunity to use their stat differences constructively, with smaller animals being chasers or kiters while larger animals go in for the kill
Also make it a random system rather than by choice
Increase crouch time for ambush speed, to eliminate people from spam using it to just catch up to their prey after an initial failed attack.
Bring back the old Utah F call.
Dinosaur life cycle
Right now we have growing up, but nothing for getting old and eventually dying.
Could be way slower than the growth process, in which stats over time slowly diminish and you die out. This would add to the "circle of life" element already in the game.
It might encourage breeding.
Add a handful of character/save slots or buffers to the creature select screen with their stats, species and location displayed and change it so connecting to a server lets you choose between loading back in as something you were playing earlier or spawning as something new as well as adding a button to the esc menu that functions the same as the safe log button but instead of disconnecting you it puts you back to the creature select screen
Yo a lot of people are complaining about Cerato hunger drain being way too fast, but I'm pretty sure the devs have it this way to make it so Ceratos eat each other instead of grouping up. So my suggestion would be to instead of making hunger drain slower, make it take damage at 0 hunger much, much slower, maybe 20% of the speed right now, while also giving it slightly more health. Then they'll still eat each other, but there will also be time to find food.
Another alternative to my earlier suggestion about species wide size/ stat variations would be sexual dimorphism with females possibly being speedier and males being tankier or vice versa depending on the species, this would add some depth and variety the game especially in species that tend to pack up or form herds with each sex playing a different role
I was banned, along with a friend, for 24 hours today for "pack mixing". Which is fine, I understand there are rules and Im not interested in arguing about them. I respect the mods and that they do what they are supposed to. It would be nice if there could be a message of the day stating to read the rules. I was unaware that the dev servers had rules. As im pretty much new to them and was not in the official discord until earlier this morning to read patch notes. Would also be nice for people who do not use discord to know there are rules so the same does not happen to them.
as a juvie, it can be pretty hard to find water especially if you dont know the map. to solve this it would be nice to see ducks/geese flying towards lakes so that as a juvie if you see some of these birds you can follow their general direction to find water. (plus if you make these birds ai, when they land they can be food for deino juvies as well but thats far into the future)
maybe have a clock for when day comes and when night comes? idk
Plz either fix nightvision or shorten the nights. It’s almost impossible to hunt and defend yourself with the horrible nightvision except for dilo. Ik this is still a work in progress, but at least shorten the nights. It gets pitch black and the night lasts about twice as long. Almost impossible to find the ai as juvi carns. Second so I can lump two suggestions into one I think how herbs can smell plants maybe carns could smell oros/tacos and maybe velos if they get added in the future. Just an idea.
Growth timer/auto growth
You guys should either add a timer on the growth button or have it so that the player's character just auto grows.
Giving the player the choice to instantly grow or not is going to have negative consequences later down the line.
Earlier this year I saw a baby trike as a juvi carno and thought if I played my cards right I could get a meal. They turned around and grew to a sub-adult trike and killed me.
There could be some other exploits so I think it would just be a better idea if you guys decided to either put a time on the growth button or have it be out of the player's control.
cheers
Could we please have some larger herbivores as AI? I don't mean anything like paras or maias, but ava AI would be amazing. There're many times when you want to log in and play your dinosaur, but you can't simply because the server pop is too low for a larger dino to survive. So having some avas would let you at least sustain yourself until you run into other players and get a proper meal.
For scent
You should be able to smell dinos who are bleeding
*Edit
Im talking about a Glowing injury on a dino
Sorry if this is already a thing.
A suggestion for scent. Not sure whether this should work all the time or just when bleeding, might be a bit OP. I suggest a little box that lights up in a cloudmap when you can smell something. Different shades for different dinos (for example,. shades of red for carnis, shades of green for herbies, with some mixes in there). It won't work directionally because that would be too obvious and OP, but the colour would glow brighter when you're nearer the source (in the suggestion, the dino). I suggest a very contrasting cloudmap that keeps moving as the colour itself, maybe even pulsing - this'll make it harder to tell the exact brightness, so it's not too powerful a feature.
Not sure how it'd deal with multiple dinos tbh, maybe you'd have 2 buttons that you could use to focus the smell? Like "," and "." that would switch between "All" then each individual species, or groups of species. Yeah, it's a very rough suggestion, but it's something I've been meaning to implement and I think it would work pretty well in The Isle.
So someone made a comment about a life cycle earlier that got a couple downvotes, here's an attempt to improve the system.
Make it so that once you get 1.0 you slowly age/change color over the course of like, 12 -24 hours and then die (that's like forever btw, if you're not bored by then you're a zombie). In that time you can nest with the opposite sex of your species. After you've nested in two or so members of your own species, and they've made it to first growth, you can nest yourself in and you'll grow back to first growth at 2x-4x the speed, and keep growing at an accelerated rate. To add incentive, you might also get a very small gender specific buff, or alternatively you might unlock a skin. This would give players something more to do on full adult. This whole thing is pretty complex tho.
I have an idea that might further encourage active nesting.
As you play this fairly hard game you will most likely die at some point and you will likely want to come back to being that strong adult dino you lost as fast as possible.
So, what if getting nested in into the family tree you once started will grant you a considerable affinity boost right from the start?
Meaning that if you were a good mother/father, raised a bunch of children and taught them well you'll have a bigger chance to be their future baby and as such - grow faster and be stronger. Maybe even stronger than your previous dinosaur was! Plus I've heard there will be no tracker on nested dinos the lack of which going to be a must once humans are in the game.
So with such affinity system nesting will (as I assume) give you boost in the moment, but also could act as a possible future investment.
Survival Live Cycle idea
Juvi
Same growth to Sub-Adult as it is now (edit).
Juvis should be as fast or faster then the adult, because they arent as heavy as a adult and need to survive.
They should also have a smaller change of getting bone break then a adult.
Sub adult to Adult
Same growth to Adult as it is now (edit).
Normal or slight faster then the adult.
same change of bone break as the adult.
Elder
Most people wont like this idea but this could help with servers being over populated with adults.
after adult stage your skin will get darker by time.
after 1 or 2 week (could be changed in server settings) you would die of old age, but in reward your next live cycle for that dino would be 0.2X faster (could also be changed in server settings).
after being half way into elder your change of getting bone break would increase.
Spawn Suggestions 1) Regional Spawns: what mean by this is that the isle could have four optional spawn e.g. Centre, west, east,north and south but randomize the exact spot the player would spawn.
Maybe make juvenile dinosaurs able to mask their scent? I don't know how much it would help them currently, but the moment something notices you when you inevitably come out of hiding to eat or drink, you're dead.
Also maybe a damage buff for Juvi Carno?
When AI is fully implemented, make niches for the medium-larger AI, like specific areas have a certain type of herbivore/carnivore for you to encounter, instead of all full randomness (not in the case of small AI, that should be able to spawn anywhere)
AI quetz lurking around , scaveging ribs, or something. Redwoods with more of that mist , those different levels , higher grounds, river or /s , and all that environment ,more of those bridges?, or something like it.
Perhaps in the future have AI capable of placing down nests & pairing together. Maybe having some prerequisites for AI nests as well to make sure they don't nest in bizzare locations, such as in or around the water, or near a player nest.
It would be nice to see some random nesting grounds for a change, even if it is AI. If and when eggs in a nest are edible, it would also be a good way for opportunist carnivores to snag a meal from larger AI if they happen to nest. The bigger the eggs, the more food it rewards, but also more of a risk if it's large AI; assuming the AI would be aggressive to tresspassers near a nest.
Environment Suggestions:
-Have the ambient bird sounds be directly proportional to how many trees are nearby. You won't hear a full chorus of birds in the middle of a wide open field.
-Birds generally wouldn't be quite as active during a thunderstorm/rainstorm lol.
-Have birds be silent when an apex is in a certain vicinity. Would be cool for horror.
-Give trees a % chance to have a flock of birds take off from them when an apex touches them. Probably a low chance.
It'd be cool if when Parasaurolophus was on all fours, it stayed on all fours when it stopped moving. If it's walking on two legs, then it would be on two legs when it stopped. And when it uses scent, it shouldn't start from the ground if you're not on all fours.
To add onto @craggy peak's suggestion, when an apex roars, birds should fly out of trees near the apex
Give dinos the ability to leave scent markers. Similar to how creatures do in real life, they could use these to indicate territory. They would last possibly two in-game days before fading out. Every time you place a marker it gives you a cooldown until you can place another.
make scent be like nightvision, its a toggle, and it works exactly like nightvision does, screen darkens and you have a small area around you that is visible (depending on the dino, like rex would have this area massive, maybe x2 or x3 of dilo nightvision atm) and within that area you can smell the "auras" of dinos, by that i mean that the general area they are/was in. this could also get affected by wind so if you hunt down wind from your target they couldnt smell your pressence. would increase the skill requirement for hunting and make it much more fun (in my opinion). then this would also create an extra niche the dryo could thrive in by having better scent than other herbivores. of course the scent trails wouldnt stay forever, (or atleast they could stay around for longer depending on the dino you are) and in the rain, this couldnt work and also juvies would also have no scent until they reach subadult stage so that they arent easy food for most things
1 example is this: youre an allo hunting a maia, you know that theres a maia and a dryo together, so you follow the pair up until they rest/eat, you then have to position yourself so that your scent cant be picked up by the dryo, (at first the wind could be represented by a compass pointing in which was the wind is going) by placing yourself down wind of them.
the wind could also make it easier to locate water, find corpses and bushes to eat, potential mates, enemies, allies etc.
Pachy should have a mechanic where if it hits a dinosaur directly in the cloaca, that dinosaur can no longer nest.
And cloaca shots would cause your dinosaur to let out a high-pitched 4 call
i just got face tanked by a rex as a spino... twice... i feel like the rex's bone break and huge amounts of health are kind of stupid since basically nothing can kill them... like i couldn't sit on top of him just constantly biting and he could probably kill me three times over by the time he died once.. kind of stupid.. so what i'm saying is nerf the rex's health, BB, or just the damage would do.. (not all three, just take your pick, there's plenty of OP features to choose from..)
Now that you actually prohibit mixed packing on the official dev servers, might as well prohibit it on all of your official servers since it not only allows for better testing but also makes for significantly better gameplay. looking at official EU 3 for instance, it developed a really fucked up server culture with just heaps of wildly mixed packs. I don't think I have to explain how people exploit this, it's the same as always, just at a scale that is above and beyond anything I had seen before. It paints a really bad picture of the game, especially to newcomers to the game I would imagine, but essentially to everyone coming in solo and everyone who rightfully has no desire to participate in that carebearing nonsense. Its gotten to a point where you often have no choice other than joining these groups, because they occupy nearly every lake on Thenyaw, and if you do not you'll simply die especially as a juvie. Their gameplay boils down to sitting together roaring, and killing the odd solo dino coming in to drink once in a while. Rest of the time is spent on discord talking about bois/girls. I would be surprised if this is how this game is supposed to be played. It's lame and boring.
should make spawn points have full or more line of sight on watering holes because currently people are dying left and right due to starvation or thirst........not a great start for anyone trying out the isle.....just a suggestion...make it a bit easyer to get started please..
Can we please have a map? Nothing is more infuriating is walking away from a water source and not being able to find it, or spawning in and dying because you can't find water.
Add the optimisation fix updated from dev branch to official.
Adult T-rex should lose the ability to scent gore corpses & instead only be able to scent fresh corpses. Gore is of no use to a t-rex because they cannot eat any type of it. As of now, scent doesn't help the rex find meals at all other than the footprints of live dinosaurs.
People're still gamma exploiting using A CERTAIN PROGRAM and something should be done to prevent it, like making the game incompatible with it or adding something that checks for that type of thing having been injected and not allowing players using it to connect to dev branch servers? DM me if you want the link to it devs.
To make life a little easier, it would be nice if babies recovered from bone break at massively increased rates, like 2x, 3x or even 4x as fast. Rn if you bone break on a baby and you spawned on a mountain and you don't know the map so well, you're dead and you're forced to sit there for like another 20 minutes to slowly starve out. Would also be nice if babies had increased healing rates while resting.
is it just me, or is the spino REALY bad now? i want it in survival! when it is added to survival, it will be updated, and hopefully made stronger in the change as well, because as of now the spino SUCKS it is tanked by rex's, trikes, raptors out run it, shaunts tank it, stegos bleed it, etc, etc.. this is why i think the spino needs either a new claw attack, or a buff to it's current bite attack better.
So a quick Idea. Rather then removing dot bleed all together what of it were to be structured more so like this.
- Rather then constantly losing the same amount of health no matter your bleed level, damage would be based upon that intended level. So for example One blood drop isn't going to cause nearly as much damage as three.
-To counter act that you could also make it so bleed damage caps at a certain point. I.e 1 drop is 1/4 of your health. Two drops is 2/4, Three drops is 3/4. The last forth of your health would be left up to you to deal with yourself with your impact damage, rather than sitting back and relaxing, you'd actually have to finish of your kill.
-Now some people might be wondering, 'well how are we supposed to finish it off with out raw damage out put if the target can out damage us and or bleed us out. Well this is where either an affinity system or part of the bleed system comes in. Basically, the more you bleed, the slower and or less impact your attacks have, you'll still be dealing damage, but not nearly as much as you would with a lower bleed level.
Basically this would make it so 'bleeding out' is a legitimate issue that you'll deal with when fighting dinosaurs with higher bleed
You could also drag the locational damage mechanic into this, i.e being bitten on the tail won't deliver the nearly as much bleed as a bite to the torso.
You could also drag the locational damage mechanic into this, i.e being bitten on the tail won't deliver the nearly as much bleed as a bite to the torso.
^Ideas and improvements are welcomed. Please.
A suggestion for pouncing for utah, inspired from how the old pounce worked and some prior discussion.
When a utah performs a successful pounce the game is not over yet, they need to keep on. When pouncing, the utah will have 2 "stances": A latching on stance where it's incredibly hard to get bucked off but you don't do any damage, and an attacking stance where you deal damage but a buck can knock you right off
As a herbivore getting pounced, you have 2 ways to get the utahs off, either go into a buck animation(like the unused animation the shant had) where any utah not in the latching stance will get thrown off and any utah latching on will have a chunk of stamina lost(which would obviously drain the herbivore's stamina), the other option is to try and get the utahs off by colliding with an object(this would be harder to implement and would probably require the utahs to be able to move while pouncing, it would be fine not to implement it).
This makes pouncing a game of prediction and stamina management. The utahs have to brace for a buck successfully and make sure they have enough stamina to get off and get away while the herbivore has to try and catch the utahs off guard and make sure they don't become an easy target thanks to exhaustion.
There are also some extra mechanics that can be added to it, like locational pouncing where the effectiveness of how you can stay on is dictated by where and how you land(I.E pouncing the tail with barely anything to grab will result in you being flung off even if you're latched on and pouncing the main body at a good angle will make you lose little stamina and be almost impossible to get bucked off)
First of all, I love what has been done with The Isle so far and the direction it’s going. Sadly, it’s lacking my all time favorite Dinosaur; the Troodon. I don’t know if you they plan to put it into the game, but it could have serious potential if they do.
Since Troodon is a very bird-like dinosaur, and has many avian attributes, (at least in my personal conception) it could be covered in feathers. Having a build more like a pursuit predator than it’s raptor cousins, it could be this weight tier’s version of the Carnotaurus, with stamina and speed to spare. Troodon had very heavily serrated teeth, this would allow for it to have an incredible bleed effect for it’s relative size, making it a fragile, yet formidable, opponent for the other smaller dinosaurs and humans. Troodon also had the largest eyes compared to its body size of any known dinosaur. If incorporated that would give Troodon the best night-vision of any of the non-strain dinosaurs in the game. More importantly, these massive eyes were connected to the largest brain compared to its body size of any known dinosaur! Now HERE is where there are real potential. Imagine a dinosaur that can gain access to human structures by opening closed, but unlocked, doors, or raiding human containers or the tribal equivalent of bear-bags and steal food/supplies! This creature, especially in packs, would be an absolute NIGHTMARE for the Human inhabitants. Whether or not it’s put into the game in this manner, I think it would be a rather enjoyable addition to The Isle.
Any thoughts?
this is more like a marketing suggestion.
But the images and the trailer on the steam shopsite aren't accurate anymore. Neither the map nor most of the models.
I suggest to pimp this up to show how the isle has evolved to something better :3
Theres still old Maia, Rex Utah, Giga, Rex and galli models, para isnt actually seen but the shantus are.
Ok guys, some ideas i had based on things we know and others i though:
About Skin:
- skin itself should be the pattern and is changeable in the menu (that will allow modders to create content).
- the colour will be changeable as we saw in a dev stream and will be setable by the creator of the skin.
- coulour could be inherited from parents via an additive synthesis of the parent's colour . skin will be the samee of the mother's one.
About Nest:
- male and female could be able to build nest, and both are needed to have eggs (by interact with the nest to activate) even if they don't need to stay together once the nest is activated. Only the female is able to invite people in the nest.
- it would be cool if every species had different "incubation time" (time needed before inviting people to get nest). it would allow to balance populations on servers. Then it could be one of the special feature of Maia: its can nest very easily.
- There could be mating / nesting seasons that will influence incubation time
- eggs are very nutritive, and are choice food for opportunistic carnivorous; so it could be interesting if carnivorous dino were able to eat eggs, that will give more food than usual meat/corpses, but will be more uncommon and guarded by parents. Specy and number of eggs can define how much food eggs give.
- to ensure dino to be able to efficiency guading their hatchlings / nest / eggs; it would be cool / necessary to have a kind of body block that doesn't allows dinos to go through each others.
About Herrera
- herra was a small carnivorous T2 dino; adding it would be cool to give some choice to players who prefer small carnivorous
- herrera's ability could be to have a food bonus when eating eggs, it would be a perfect nest raider , hatchling hunter and scavenger.
- herrera could be fast and agile, that will allow it to dodge predators and angry parends to go eat their hatchlings and eggs
- another ability could be to climb truncs and trees, that will allow this small carnivorous to spy around nest waiting for window to strike, or to escape predators. Climbing could use stamina
To add onto @mental bolt's suggestion, some of the pictures from the Screenshot channels on this Discord could even be used for the steam page (If the authors are okay with it obviously)
Please tell me humans won't have guns. Last thing we need is to be headshot while we are getting a drink. Could we have javelins, instead?
Also, could we not have mines?
Weren't the tops of allosaur skulls built to withstand intense pressure and impacts when slamming their upper jaws in an axe-like motion?
They didn't bite. They literally used their upper jaw like a fucking serrated axe blade.
I would love to see unique attack animations for each dinosaur.
One more thing. Can we have hatchlings that look more... baby-ish? Maybe not cartoonishly, but modified juvie models, instead of reskinned, resized juvies?
Maybe bigger eyes and smaller/rounded heads/snouts and shorter tails on carnos and smaller horns/crests on herbies.
Also, make them not know how to run for a few minutes.
I think smelling blood should be a carnivore only thing 🤔
Ok guys, some ideas i had based on things we know and others i though:
About Aquatic Life:
- The isle lacks of aquatic or wet bioms life, i know this is planed.
- it would be cool if there were two types of fishes; like a small / medium sized coelacanth-like fish and i bigger catfish-like one. The different fish type could give different amount of food, have different rarity and bigger fish may live only in deeper water than smaller ones.
- maybe big catfish would attack juvis going into water, but i think it must be the deino's job.
- otherwis, fish would be affraid and flee when a big thing run to enter the water .
About AI Austroraptor:
- as we already have a raptor about same size (but differently built), and with the hypothesis that Herrera would be the third first tier dino, i think Austro could become an AI. That would ad more life around water.
- AI Austro could be a commun creature that spawn randomly around lakes and more rarely rivers.
- AI Austro behavior would be rather simple: the move around or floating on the water, flee to water when a bigger carni come around but would attack small creatures like juvis.
- About the stats, AI Austro would be rather fast (as dilo), is able to jump and swim (floating) , have medium damages and bleed (so it will be dangerous mainly for small creatures)
- This IA would be interesting because it will be potential food source near water, and especialy for semi-aquatic dinos. It would give at least same amount of food than catfishes, or even more.
About Spinosaurinea
- i think baryo will be replaced by the subadult sucho.
- Sinosaurinae (Sucho and Spino) must have advantage on other dinos in aquatic biomes, as they will swim faster and have easy food sources but deino should be the only one being able to truely make aquatic crocodile-like ambushes (as spinosaurinea jaws are too fragile to catch such big preys withous breaking; see papers)
- spinosaurinae main attack would be their claws; their jaws would only be using for fishing.
- In a balance way, i thing spinosaurinaes would have their stongpoints on pure damages (claws), weightmass and bleeding resistance more than speed or stamina: they don't need to specialy hunt as they can fish and need to be resistant to make other carnis think twice before coming on their territory.
About Spinosaurinae Using Claws
Because i can't find a paper about Sucho's claws; i asked directly to my paleontologist contacts; including Mark Witton, about the question, so here's what he answered:
https://cdn.discordapp.com/attachments/382116395720114176/472043805852303360/unknown.png
https://cdn.discordapp.com/attachments/382116395720114176/472056705447100416/unknown.png
I know its not as strong as a paper, but i think that the opinion from a paleontologist could be interesting to hear
About Spinosaurus
- Spino would be interesting to be the main concurent to Deino; the giant crocodile ruling on rivers and deep lake, Spino ruling on swamps
- I know Dondi was against the quadrupedal one (semi-aquatic form) as i am because the paper wasn't conform but i'm talking about the fact that spino could be bipedal (terrestrial form) but adapted to swamps where it would fish as a bear.
- in balance way, rex has the srength, giga has the speed and the bleed, Spino would have the resilience
About Sucho
- sucho would be the weaker semi aquatic playable creature, but it would be faster than spino, and more adapted to land and not so deep water than deino
I suggested this earlier in #general-feedback-discussion but I want my idea to be known here.
Since locational damage is already in development and since we already have the concept and implementation of footprints, could each dino have a bite, claw (a slash), and bruise (stomp, headbutt) impression on dinos after an attack instead of general flesh wound skins after a set amount of damage to a dino's body?
It makes no sense for a shant to stomp the shit out of a Rex or a dino dying of hunger and you suddenly get random claw marks on your skin. Plus, I think it would be hilarious to see a dinosaur have a bunch of scars on its tail because it's been ass ridden by a raptor all day.
Health bar added around the stamina bar. I know you get indicator from the screen going red but who doesn’t like seeing numbers? Maybe add a hud for growth, damage and bleed also. 1 more a tool tip appears when mouse over stamina to show bleed heal rate, heal rate resting etc. basically what we could see awhile ago.
Since the main purpose for Ai right now is to help carnivores grow primarily through the juvie stage,.. Maybe it would be more interactive to have carcasses or gore spawned throughout the map in addition to AI.
As a reward for reaching the maximum size for adult stages of carnis or herbs, could we get some sort of unspoken buffs, like a passive boost in speed and damage, maybe have our skins turn a bit more dark or colorful--just as an incentive to keep playing after you hit your dino's peak?
Maybe have a passive increase every few hours after you reach adult. It's all about survival of the fittest and you should be rewarded if you have your dino survive for an extended period of time. Say, a Male rex gets more grey on the top of his head and back and more red on its face and chest the longer it has stayed an adult.
I think Sub Rex should have an equal fair fight with at least Allo and Dilo. It is so weak against any of the mid tier dinosaurs that a lot of players do not feel the incentive to go apex anymore. An hour and 40 minutes to get to Sub and then 4 hours spending your time as a sub adult only to get killed by an Allo even when you are .9 and almost adult. I feel like there should be some balance with that, to give players a little more room to try and grow. Just my thought on the matter. Either give Sub back its Bone Break or let it have a fair fight against some of the mid tier dinosaurs.Hopefully with the affinity system coming in this will change. Right now it just feels like a grind fest. This is probably an unpopular opinion, but felt like it needed to be said.
U should make it so that admin VPN's work for this game, so when we want to ban or kick someone with a message it's much easier, cause lots of them have databases without needing to go to PingPerfect.
Horn sharpening system, bull trikes, just like bucks, would score a tree with their horns, leaving large scratches on the tree bark.
Just do a quick update to V3, adding more plants and water. I’ve been running for an hour and haven’t seen a single pond.
Back to map Region 2
Small but crucial NV overhaul
Prologue:
The current NV system is based on infrared camera. A few NV versions ago, on Region2, during dusk and dawn there was thick fog that would very effectively make it harder to see details, while at the same time allowing players to see enough to avoid cliffs, and not making it impossible to see the outlines of mountains and landmarks.
Suggestion:
Combine said thick fog with the current infrared-themed NV. Keep the theme, but replace the sudden black wall with said fog, tweaked to preferences as necessary. Make the fog reduce the amount of different colors visible.
Epilogue:
Players will be able to actually orientate seeing landscape outlines at all times. All players will still dare to play at night. Players will still see far less at night per interspeficifly visible fog densities. This maintains the function of any NV system, instead of making NV a second daytime vision. Fog reducing visible color spectrum like said fog on R2 excludes any brightness-cheating abuse.
I like the way the Old Deer Hunter 3 used scent when you played as a Deer. When a hunter used deer scent or food scent an arrow or indicator would point in the general direction of the scent. If the scent went away it would be red for danger human near.
Deer and food would indicate friendly or food
Also DH3 had realist bullet drop, weight, windage and penetration and animal tracking, scat foot prints rubs etc... and as we all know around that same time 2000-+ no one wanted Hard games/simulators anymore . But clearly we do.
Make austro heal faster. I tested it on a deathmatch. Got my dmg up to 80% and after 30 min I had only healed from third to second stage (if third stage is max, some ppl think that there are 4 stages). I was laying down the whole time. I know that u devs wants to focus more on the survival dinos, but this should go fast to fix. Not very fun if it takes u more than 1 hour to get fully healed :/
Delete Rex 👌
Give galli a bite attack so it isn't completely defenseless when it has a broken leg
AFK option: got killed by a Dilo yesterday from having to go AFK and didn’t have time to log out.
Type in chat: /afk
And it makes you unkillable after a minute or two of activation, allowing anyone hunting you to opportunity to kill you, making it unexploitable to those who try. Deactivating when your dino moves, then afk is disabled and you can take damage again.
I'm not sure if there will ever be a playable flying creature added in-game, but one of my favorite flying mechanics was basically pressing the jump button multiple to flap your wings along with wind currents letting you soar higher or forcing you down. Spyro Dawn of the Dragon had this feature if you'd like to see it in action. Turning the screen would not turn your creature around, but simply let your creature move its head, you would have to turn the creature using the same keys on the keyboard. Unfortunately this doesn't open up a lot of opportunities for aerial tricks, but it may be a start.
It feels like u need to constatly seek for food rn....I've notice this in Allo, Cera, Adult trike, dilo, utah so far. It dosent really give time for nesting, exploring or chilling for at least 10 mins after walking for hours in V3. I think V3 has the biggest issue here. Thenyaw is okay.. So maybe make the hunger bar drain a bit slower for some dinos so u have a chance to stand still and sniff for that oro/bush or to check your surroundings. 
I'm not really fan of the human because i think that what make the Isle unic is the fact the dinosaurs are playable; but here's some though i had:
General about human
- i think servers must have the possibility to disable humans; some of us are here to play dinos and aren't really happy to see humans coming to the party. Leaving the choice to private servers would allow every one to enjoy the game in some way.
- As i see the things coming, the difference between tribals and mercs is that tribale being adapted to the environment they can craft things and build basic things, but their stuff is less powerfull (balance: easyer to get stuff but it is weaker one). Mercs have high-tech items, and more efficient / powerfull stuf, but they can't really craft them, i think they should find it, they may have a way to call for loot drops (balance: powerfull stuff but hard to find).
- The relationship between humans and dinosaurs is different depending on the faction. The dino/merc one is basic: its a prey/hunter relationship. The tribal/dino howover is more complex, they may team up with some species (mainly herbis).
Merc Items
- As merc are using mainly high tech stuff, the main supply they need to have is oil, because oil serve to use vehicles (jeep/bikes), use generator to reload electric items.
- one of the mercs primary need is to eat, so they must eat rations (as they are unable to eat indigenous form of food)
- I don't think the game must offer such a collection of weapon, only 5 are needed: assault rifle (like M4 rifle), sniper rifle, handgun, pump action shotgun and a close combat tool (like a machete or a hatchet). All of the fire weapon need ammo; these one would be rare, to make player think twice before using them.
- There could be items to improve fire weapon as silencer or aiming dot.
- of course, mercs need to have something to help them to see when it is dark: two items here the flare stick (commun but really easy to spot for ennemies / predators) and the nightvision glasses (very discret but more difficult to find).
- To add on horror vibes, merc would have a motion tracker (looking like the aliens colonial marines one). It would show in which direction things move, but no what they are nor how big they are; the only clue would be the speed of the point.
- About vehicles, the balance seems easy: bikes are more fragile, but they are faster, jeeps are slower but offer better protection. jeeps need more oil than bike.
- Mercs could use the flare gun to call for an item drop, but it will make them spotable for things that saw from where the flare went; and the drop would land where the flare went, not at the origine (people sould make the choice of shooting the flare far from them with the possibility to have the stuff stolen, or close with the possibility of being jilled before the drop)
Tribal gameplay
- tribal's ability is to craft, it allow them to create their stuff instead of looking to find it
- i had to do something on my server, so i lost all iwrote for tribals, i'll write about it another day -
I want to talk a little bit about The isle and how it's a "survival horror game", and suggest something that I believe would make the game much scarier than it currently seems to be going for.
Right now, The Isle isn't scary and it really needs to be to be considered a survival horror game. Night time isn't very scary, it's more of a nuisance at times really. So, I had an idea which felt like it could be applied to the Tisso or Neuro strain.
Make it so that the one of the strains causes hallucinations. Think about it, if you start hallucinating that the shadows are alive, or that there are dinosaurs chasing you, that aren't really there, but they seem so real you cannot help but panic- that is scary. Physiological horror is scary; it can be taken in so many different and unique ways to completely up to horror factor for the players.
A slight scratch or bite from the strain and suddenly, small creatures are monstrous and huge. Roars are right next to you. Day is night. Up is down. The ground suddenly seems like it can swallow you whole. The concept of physiological horror is terrifying. Especially if there's false dmg. Make the hallucinations feel real; could kill you. It would cause players to panic. Until the effect ends they have no concept of reality.
Also think of this, if only one person is effected, your pack or herd would be freaked out over why you are panicking.
Also yes I know, it would be extremely, insanely difficult to code and develop this type of gameplay. But think of if it's possible though. If this could be achieved, the game would be so much scarier! Making the strains echo horror game tropes? Hell yes I would like to see that happen. Is it possible? No idea. Fun idea to consider though right?
Bring on there Therri and steggo to survival..... please
A suggested change to @lucid sonnet 's suggestion: Hunger drain is pretty taxing for most dinosaurs right now, but instead of adjusting their hunger values once again I'd suggest having a "downtime" period where when you fill your hunger up completely it will buffer for around 5-10 minutes before your hunger begins to drain again. This will make it so the hunger drain will be the same, but after filling yourself up you have a little bit of time to do other things like nest, relax, or find your next meal.
Edit: "Downtime period" would only take in to effect if you filled up from below 50% hunger. This would give a chance for food sources to deplete so you can't constantly eat the same source to stall your hunger. As this might be an issue for some herbivores never having to move, this of course should be limited to carnivores and possibly larger herbivores.
I think instead there should be a "body fat" meter on top of your hunger meter. Either a portion of your food or every bite you eat after you're full could add to it. It would deplete after your hunger bar goes empty and give you a slightly longer grace period after your hunger bar runs out. So that stuff doesn't, like, starve to death if they don't risk their lives trying to find food all night when they should be sleeping
Make AI have a slightly higher chance at spawning near water sources. Could be balanced by only increasing when a small number of players (1-3) are nearby the source. Gives a better chance of a starving carni finding food if they can find water but not enough to be exploitable.
During night, maybe juvies could get a small buff to their hunger when resting but only when they're full or nearly full already, or perhaps under a certain growth size. This is so if you happen to spawn in at a bad location just before night falls, you have a better chance of making it through that first night. Happened to me while playing a carno, when I was finally able to see again to start looking for food, my hunger was near empty. Just something small like a 10%-15% increase where it's not necessarily easy, but you have a better chance if you're playing a species that loses hunger quickly and helps give more chance to come across food.
as far as the ceratosaurus rework goes, instead of making it able to only "survive" bigger dinosaurs, instead, i think it would work nicely if it was downsized, made faster, given health proportionate to its weight mass instead of double it, but have its damage and bleed kept the same. this way, it can be taken down, but it is still a scary dinosaur to fight.
Something with cerato affecting affinity levels when being bitten by them may also help push that "bully dinosaur" feel out there as well.
Herbivores have an inherent gameplay flaw. Aside from the fun of socialization, there is no reason to interact with other players. The three incentivization mechanics, growth, food, and water don't cause herbivores to interact with others, only to want to grow to max size. Food and water hardly force any encounters at all. And even meeting up with other randos in game is very risky due to care bearing. Gameplay wise, a good run of herbivore is a run where you eat and drink as little as possible and see as few other players, herbivore or not, as possible.
The fix for this is two part. First make it so that while growing, herbivores can overeat special plants that grow around waterways. Eating more of these plants gives more buffs up to a finite limit. Different bodies of water would have different plants that give different buffs. Once adult, you can no longer get buffs from these plants. This would force baby herbs to go out and roam the map looking for plants.
Adult herbivores could have this problem fixed by needing to nest in group members and help the grow to full. Each new member nested in and grown to adult would give them a buff.
This could seriously help to make the herbivore experience more interactive.
Add a River/ large stream through whole island, this would prevent mass huddle near watering holes. I would add a nice water fall too, thats just me.
So I noticed something that we dont have an EU Moderator and we really need some of them because in those times where they arent online megapacks/mixpacks use their full controll to force player to die or leave from the server I mean I would speak for everyone because do you want to get chased down by 3 rexes and a trike is behind you and 4 calls arround so they know where you are?
Work up on optimization first, then add a new thing, then optimization and so on so that you don't need a better pc after each update
More herbs in survival. There should be way more herbivores than carnivores in survival. Anky could be added as the herbi that does bone break. Theri a bleeder herbivore bc of its giant fricking claws, and pachy should be able to flee from medium-large carnis but stand and fight against dilos and below.
change how AI spawns. Form what i understand it works like that: less players = more ai. They way it should work is that AI should spawn depending on number of players in certain area only. For example 100/100 v3 can focus(lets say) 90% of players near beach. Leaving 10% of the players on almost empty map starving because number of AI drops rapidly. Correct me if I'm wrong on current system.
I am going to modify my earlier suggestion based off the discussion we've had. Dinosaurs with full bellies have larger visible stomachs compared to those who are starving. For one, you can tell whether you should let that specific dino eat first, two, you can tell whether you are relatively safe around a dino based on how hungry it looks, and three, a full dino provides more food than a dino with an empty stomach.
How much food is currently inside your dino will directly correlate to how much extra food your corpse will hold, regardless of whether the food in the belly is grass or meat.
Maybe we could have a small speed reduction for dinosaurs who OVEREAT. Overeating increases the amount of time it takes for your hunger to decrease, but it also slows your sprint speed by however much % you over-ate divided by five, up to 10% speed decrease for 50% overeating.
A filled-up dino will look like the normal dinos we have now, while overfed dinos will have a bit of a gut going on.
fresh spawn giga and utah cannot catch oro ai reduce oro speed a pinch
Different type of Biome in V3 / Thenyaw for exemple ( Meadow / Arid Land / Swamp )
Maybe for growth, you could put a timer like 1 hour to being and adult or something like that
Would be a nice quality of life change.
Not sure if it has been suggested before, but would you please add more apexes to Survival Specially ( Spino, Acro, Shant )
I really wanna have spinosaurus in survival! would be awesome and a cute lil baby spino too! would be really awesome
caves could be nice to have back, there was some really cool caves on R2 and they made traveling easier/more fun. Or tiny cave holes where you can hide as small dinosaurs or place your nest in.
Addition to devilshys suggestion to even it out
Carnivore: spino, acro
Herbivore: shant therizino
2/2
bby dieno calls tho?
https://youtu.be/XCmYHb9lbv4
Jukin Media Verified (Original) * For licensing / permission to use: Contact - licensing(at)jukinmediadotcom Submit your videos here: http://bit.ly/2iFnUya
A sleep function built into the resting system. When you rest long enough, your dino falls asleep and preserves food and water. This lets you wait until morning without having to get food or water.
so 1.50 is now out and after playing V3 for a few hours, the beach spawns are getting extremely annoying. we should be able to spawn closer to food and water, and speaking of food, after walking for my 5th time searching for food. no bushes, no AI, nothing every time and I've must have starved alone 6 times. as a SUGGESTION, fix the spawns in the next hotfix and let AI not all spawn in one spot on the map. that be a great start. other than that, liking the density and structure of the new map.
If Cerato is indeed getting the rework mentioned a while back. Perhaps it could get an Immunity or Resistance to Dilo's venom. Allowing it to be a prime hunter of the dinosaur.
can we get an ambush mechanic wherein if you're sitting you take double or triple damage? I feel like if you ambush some 1 and catch them off guard sitting you should be rewarded
Can we fix some of the walking and running animations for some dinos? Rex is still a bit janky and juvie allo is all over the place.
Also, can we NOT spawn near the beach? Pretty much everyone I have talked to have complained about it the most. We miss spawning relatively near some sort of water or food source.
Can we have a huge and tall scent marker for water? All water really does is glow super brightly, but that doesn't help when I can't see water at all and I am trying to sniff some out from a distance.
please add a distance information showing up under the nametags of group members so players can see how far they are away from their friends. (can come in handy if some of your group died and you respawn and then you can decide to meet up with the player that is the nearest to you first)
I absolutlely adore this new patch and map, but you really need to changethe day and night cycle, Me and my friend just got killed in the Red Woods because an allosaur had an unfair advantage, and it seemed to be daytime for him. He knew where i was everytime when me and my friend went to hide, and it was raining for us yet he could sniff. This new cycle is really annoying me, because i have watched my friends broadcast and on her screen it is indeed nighttime.
I think that the new allo looks not that attractive but it does fit all of the other new dinos, however its jaw does not open wide enough at all, the new allo also has (in my opinion) a very old jumping looking animation. Another thing is that i dont like how you cant change most of the graphics settings and especially since you can change the limited audio settings.
Allow the dinosaurs from hatch sizes, juveniles, subadults grow into next stages like adult.
I believe this was the case a while ago, but it got removed. This way nesting works fully fine for players in sandbox mode. For those that wish to grow from hatch (nested in) to adult.
Right now we only have 4 niches filled. We’ve got endurance hunters, “plains” hunters, scavengers and a nocturnal hunter. Of these four, only the nocturnal hunter, endurance hunters and “plains” hunters are done well, scavengers are really just slow endurance hunters ATM. With the current in game mechanics, we could actually have a full two more niches filled, and scavengers could definitely be improved. There would also have to be some other changes, in the form of dinos not being able to eat when full, corpses not decaying like they currently do, or at least decaying at a much slower rate. It would also be nice if herbivores could be made more attractive to players, and there were more of them to hunt.
I’m gonna just go ahead and summarize what niche stats would ideally be.
(All lows/high/meds based on dinosaur weight class as if all other dinosaurs were of the same weight class. This list is primarily applicable to dinosaurs of the middle weight class.)
Endurance hunters:
Weight class: Medium to Low
Prefered group size: 1-4 members
Close modern day analogy: Wolves
Bite damage: Low
Bleed: Medium-high
Bleed Resist: Low
Health Regen: Medium-high
Health Pool Size: Medium-low
Crouch Speed: Medium-High
Trot speed: Low
Sprint Speed: Medium-high
Ambush multiplier: Low and long lasting
Stam pool: Medium
Stam Regen: High
Hunger drain: Medium-low
Hunger pool: Low
Growth times: Medium
Best in game example: Allosaurus
Weakest Against: Scavengers
(This style of hunter is best suited for group hunting, but can function decently enough solo. It tends to chase its prey down using its superior speed, and then get in a couple bites before backing off to let the prey bleed out, following it all the while. With coordination and skill, this style of hunter becomes able to tackle much larger prey in larger group sizes.)
~
“Plains” Hunters:
Weight class: Medium to Low
Prefered group size: None
Close modern day analogy: Roadrunner, Cheetah
Bite Damage: Medium
Bleed: Low
Bleed Resist: Low
Health Regen: Low
Health Pool Size: Low
Crouch speed: High
Trot Speed: Medium
Sprint Speed: High
Ambush multiplier: Low-none, long lasting
Stam Pool: Large
Stam Regen: Medium
Hunger drain: High
Hunger pool: Medium
Growth times: Low
Best in game example: Carnotaurus
Weakest Against: Ambush hunters
(This style of hunter tends to hunt alone because of its high hunger drain, but when prey is abundant can form large groups. This style of hunter is very fast, and uses its extreme speed and stamina to chase down smaller, faster prey across long distances. It has low damage and low health, so it has difficulty tackling large prey except when in very large groups.)
~
Scavengers:
Weight class: Medium to High
Prefered group size: 1-2
Close modern day analogy: Bear
Bite Damage: High
Bleed: Medium
Bleed Resist: High
Health Regen: Medium
Health Pool Size: High
Crouch speed: Low
Trot Speed: Medium-high
Sprint Speed: Low
Ambush multiplier: High, very short
Stam Pool: Low
Stam Regen: Medium
Hunger drain: Medium
Hunger pool: High
Growth times: High
Best in game example: T-Rex
Strongest Against: Ambush hunters, endurance hunters
Weakest against: Gang Hunters
(This gameplay style is made considerably less viable by the fact that dinosaurs specced for this class are unable to eat ribs and sniff full corpses over appreciable distances. Members of this category would also need to be much slower than current, unable to run down most other creatures)
(Otherwise, this style of hunter is pretty self explanatory. It has a massive hunger bar, and is always roaming the map in search of its next meal. It can fight off small groups of other hunters, and takes their food for itself. Being slow and inconspicuous, this creature is bad at hunting in the adult phase of its life, but is decent at doing so at the younger phase.)
Now to move on to the more interesting part of the discussion: the niches that we don’t have filled and could.
Am bush hunters:
Weight class: Medium to low
Prefered group size: 1-2
Close modern day analogy: Jaguar
Bite Damage: Medium
Bleed: High
Bleed Resist: Medium
Health Regen: Medium
Health Pool Size: Low
Crouch Speed: High
Trot Speed: Low
Sprint Speed: Medium
Ambush multiplier: High-Massive, middling length
Stam Pool: Medium
Stam Regen: Medium
Hunger drain: Low
Hunger pool: Medium
Growth times: High
Best in game example: Cerato? Utah?
Strongest Against: Endurance hunters, Plains hunters
Weakest Against: Scavengers, Gang Hunters
(This playstyle is pretty self evident. Most of these dinosaurs would be small and cut a low profile. They’d stick to the brushes, in the hopes of ambushing their prey. When they see it, they burst out to get a couple hits in, hopefully on an unprotected flank. They’re class cannons that deal massive damage and can kill with just a few bites that are supposed to run away after getting their hits in. A group of two can be much more effective, hitting from two sides and doing massive damage before the prey can react. This playstyle waits long times for unsuspecting prey that it can turn into a meal, and thus can’t make excessively large groups)
~
Gang hunters:
Weight Class: Medium-low to low
Prefered group size: 4+
Close modern day analogy: Lion
Bite Damage: Medium
Bleed: Low
Bleed Resist: Medium
Health Regen: Medium
Health Pool Size: High
Crouch Speed: Low
Trot Speed: Medium
Sprint Speed: Medium
Ambush multiplier: Medium, middling length
Stam Pool: High
Stam Regen: Medium
Hunger drain: Medium
Hunger pool: Low
Growth times: Low
Best in game example: N/A
Strongest against: Scavengers, Ambush hunters
Weakest Against: Plains hunters, endurance hunters
(This playstyle is group reliant, and is by far the most group reliant of all options. This would be the nooby friend group option for players. The objective is pretty simple. You have high health and resistance, and you swarm enemies with low damage bites. Requires a decent sized group to be effective. Is the go to counter strategy for scavengers, the only thing that can really effectively take them out)
Now obviously, some of the relations between stats could use some tweaking, but the basic premise is that we could have another two niches, and a third vastly improved
fish
and brign back regiation 2
i hope there is bigger fish that hunt smaller fish
and i hope bigg fish hunt ai and the player
when they add the fear stytem i hope it is turn on an d off able
Would be cool if in addition to fish we could get some other fish like Hyneria, or maybe some giant salamanders like Metoposaurus or Prionosuchus, or freshwater mosasaurs like Pannoniasaurus, or maybe a larger version of Pachyrhachis. Turtles are okay, but I've done some research and none are particularly cool.
A system where dinos will urinate/deficate a certain amount of time after eating or drinking. And scent would be able to pick this up. Perhaps make it where it lasts a bit longer than other items to allow for long range tracking in a sense.
Edit: you probably wouldn't want it to happen when your resting and give away your hiding spot.
ok you know how you only need a female to nest, no men needed? well you could fix that by having the opposite gender of your species go into the egg menu and only after an egg is cooked they press a button and it will be like mating but still pg 13
better idea
what if a male has to be like in a 10 ft radius and they can sent you a "invite" to "mate" ( like how you invite someone to a group ) and like at the top right corner a egg icon will show and it will slowly fill up once its full you place a nest down and eggs will appear there ready to nest in sucho-meme-us
Maybe add a habitat bar to go along with hunger and thirst. Some dinos are more suited to desert regions while others prefer mountains. Of course all dinos can go anywhere on the map but once your habitat bar is empty your stamina is halved. I don't know if it's the best idea I would just like to see more of the map being used. Right now 80% of the map is empty ☹ .
Size difference in adults, giving them advantages or disadvantages in certain situations. If you’re an adult trike that travelled a lot and ate bushes, not just sat in one place as a juvenile, you will be a large adult trike. But if you sat in one place and didn’t travel, you won’t be as big, and powerful. So if a larger bull comes into a herd with a smaller bull, he could easily challenge.
Make it so you can choose how fast u want the camera to move when moving around in replays. If you wanna look around the map you might want it to move faster than it is, while you want it to move slower when taking pictures. Its very hard to make the camera be exactly where you want it to be when taking pics rn, the camera moves too much in one click.
To add/modify Unhinged’s suggestion, perhaps the affinity system could be a key factor in how big an animal gets in its adult life, to reward the player for playing the game as intended. So if we have some players sitting around in a survival server playing the game like it’s a chat room, they will not be nearly as large as an adult as someone who walks around, eats whatever they need to, and, y’know, plays the game like they’re supposed to.
When the affinity system is added, could we spawn in our respective habitats instead of making an arduous journey to the promised land?
How would a juvie end up at the end of the beach, anyway?
Would be nice if trikes and diablos (maybe other dinos too) could take a couple of steps backwards. Like in a situation where you are facing a predator with a juvie behind you you wanna protect, you won't have to turn your back and give him an easy hit in case you wanna move backwards. It probably won't be used that often as you really don't usually have to walk backwards, but it would be nice for realism. Let's say if it's two carnos vs an adult dibble and a juvie. If there's some vegetation behind the dibble he might wanna move backwards towards it so the juvie can run in and hide, he could of course just turn around and follow the juvie in, but like said he would have to turn his back to them and will be easier for the carnos to hit him without taking any damage themselves
Please, You need to bring back Herbivores eating whatever they want. It's too hard to find Food for Herbs, especially the ones that can't sniff. Have Pue eat Trees. Also i feel like it's too hard for the Pue to get around. But that's just me. Please consider this devs!
As a response to the above, I think the only way that could happen is if you made herbivores to have another mechanic to incentivize their gameplay. Right now the only reasons to get up and go do things is food and water. And even then, if you find a big bush near water you can potentially afk in the same bush for hours.
I've suggested this before, but maybe make growing babies get stats for overeating some bushes, and make adults get buffs for nesting in and raising young. It would force baby herbs to go out and run around the map, and make it more appealing for adult herbs to have a herd.
We need some spawns in lakes like Mountainside and Oasis. All of these lakes other than twins, little swamp, sanctuary, and the floodplains are worthless when nobody visits them because they aren't near a spawn or are too far to travel to. I'm halfway through Sub rex and I'm about to starve because nobody visits most of the lakes we have here.
Add the ability to chat in the escape menu
so that if your typing to people then you dont have to press escape while waiting to grow or log
Make day longer plz. Feels like there's an hour of nighttime and only 20 minutes of daylight right now.
corsair and razer peripherals light effects heheh
If the are to be desert biomes a nice touch for aesthetics would be to model a small area like Monument valley in the Navajo tribal park. There's a circular rock formation surrounded by plateaus and sporadic vegetation...
Galli headshot-knockout mechanic when locational damage is in. Galli can knock out dinos of the small-medium size range if they kick them in the head. Mechanic to flee. To avoid abuse, the dino will wake up if the galli continues to hit it while it is down.
Fall damage is something we should keep, but I don't think you should die of a fall if you're actually just sliding on the side of a mountain or something, there's no way you get killed like that, so maybe do something that prevents you from dying from a fall if you are touching something.
To add/modify the suggestion above, should ragdoll physics be applied to the dinosaurs while they're still alive (think GTA V), they could ragdoll and could take damage accordingly should they be walking down or up a surface too steep for them to naturally traverse.
AI dryos or other similarly sized herbivores that only spawn around adult carnivores would be really nice
Give buffs to the spino, sucho and bary when they're in the water. They should swim faster and loose less stamina than other dinos when in the water since they most likely hunted fishes and stayed around water.
pls fix controlls, i cant look on the left and behind me
Improving @true sun's suggestion: I think Sucho, Austro, and Spino should lose little to no stamina when in the water. But they should be given the ability to sprint in water, which would cause them to lose a lot of stamina. More stamina than running would, but less than ambushing would
Keep mixed packing and mega packing prohibited on dev servers. If people want to mixed and mega pack, they have official servers that they can do that in. I see no logical reason to allow this to continue when they have other servers they can go to to do this.
The dinosaur growth is still too high in time, should be a simple formula like 2 hours for adult hood for herbs and 3-4 at tops for all carnos make easy, especially when humans are added
Since Oros and Tacos seem to spawn near players and tend to be extremely noisy all the time, they sort of give away the presence of a player in an area. Its cool that its now easier to find the AI, on the other hand its so easy to find people hiding in bushes in remote areas now that I otherwise wouldn't have found if not for one obnoxious Taco that made me stop and investigate. I think the AI should perhaps be a lil less noisy so that it doesn't give away player locations so blatantly. Just instead of one call every 5 or so seconds significantly lower the rate of calls so it is not as blatant maybe
Bring back v4 (but of course, remastered)
Or not even, just for the heck of it to play on 
Make sneaking footprints much fainter than the rest. It's quite the middlefinger when you've been sneaking for 20 seconds to throw off sport-killing, brightness-cheating, sniffing allos off your juv's trail by sneaking only to have a random bad luck footprint make all the effort wasted. It's as if we've already got a chance vs adults being able to smell juv footprints.
Unpopular opinion: I really miss Region 2 and would like to see it return. Miss cannon ball and all the awesome moments.
to add/modify to the suggestion above: If sandbox is moved to official mod status as had been talked about in the past, perhaps old/unused official maps (V2, Ae-001 since i heard that may be getting the boot) could come with it for server hosts to choose, rather than bringing it into the main game again.
Can we have Pride Rock back? I know it's copyright to Disney, but...
https://i.imgur.com/HmBj6re.jpg
https://i.imgur.com/iH6r99C.jpg
Can we please be able to sink a bit lower, up to the neck, before we have to start swimming? I can't reach a giga corpse below me because of this and it's annoying.
To add to the idea above, could we see similar before we start to drown? As hilarious as it is watching a sub carno drown when his feet are six inches off the ground, I think it should at least be about neck level before that happens. Ideally, only drowning once your head submerges would be best but I can understand that not being the case because of technical or balancing issues.
i would like to see like a paralyze effect,
which ragdolls you without killing you.
but this would also need a completely new " stand up from fallen over" animation
i also would like to see a small Compy Army Running about maybe AI maybe playable character
they would also add to the paralyze idea since it's said they have like a paralyzing venom in their bites.
- they have a lovely cuteness bonus :x (Like the newly hatched Utah raptors)
Just something minor, literally not a deep dive, just a thought, but for certain weight masses in the carnivores, whenever they broadcast it would silence the ambient noises in their area for X amount of time, like imagine, you’re walking through redwoods birds are chirping, insects are buzzing to be laid and the sound of nature is cranked to 11. Then hearing a rex broadcast not too far away, and suddenly everything is quiet, no insects, no birds, just you and your paranoia and your steps being the only thing you hear. Obviously, it wouldn’t be exploitable, as in the sound of the other dinos walking wouldn’t be amplified, just a minor detail I feel would make the whole predator and prey feel that much more intense for that aspect. Literally just off the top of my head, wouldn’t even begin to hypothesize the area of effect and the effectiveness, im not even confident of its importance to even be coded and added to the game, just thought it would be neat aspect and not something world breaking like a flying rex or some shit
i think the day- night circle need to fix bcs days are too short and night is way too long. bad for herbs. For me and my friends its really bad to play herb bcs its always dark.
Make more AI spawn in V3 and way way less in Thenyaw. One is too easy and the other is too hard.
Day and night need to be equal in time, period.
Also, Ceratos NEED to have a decent hunger timer. It isn't fair allos can go to hours without eating while Ceratos begin to starve after thirty minutes.
I know Dondi has talked about herbivores and carnivores getting a food buff for specified food items, and that these items will be locational which allows for spread diversity rather than an ecological clusterfuck. I was just wondering if maybe something they added for differentiation was different browsing options for all the herbivores? Similar to what lead them to evolve differently in the first place? Carnivores have four sizes of gore piles, and herbivores have three bush sizes, but I was wondering if perhaps we could have low plant bushes, then mid sized ferns, and then edible trees for say Therizinosaurus, a high browsing herbivore. And stuff for the AI Sauropods to eat as well to add a bit of pressure on certain niches. Someone may have already brought up this idea but I figured I'd shove it in here anyways.
We need to be able to sniff out dead bodies. This has to be a thing in the next update, please.
In addition, I have proposed an ability for the adult rex: the ability to eat every single bit of a carcass without leaving ribs.
This is how it would work: with every bite the rex takes out of a corpse, it takes in a little bit of the rib food with it, so when the Rex finally finishes the corpse, it won't leave an entire gore pile he cannot eat (but should be able to because his teeth crunched through bones.)
Or, just make Apexes and mid-tiers be able to swallow smaller prey in one gulp (anything that produces no ribs and small ribs) and allow Rexes to eat medium and large ribs.
When you are starving, you can't be picky. It's why I think it is dumb dilos cannot eat small ribs with their tiny mouths or a rex turns down a medium gore pile for whatever reason.
I know this has been probably suggested sooo many times but we really need a dragging system, to drag bodies into bushes, or to babies, something like that. Adding on to that what has also been said prob 10000000 times is a baby carrying system as well, if you need to take you children away from predators or need to move them to a place with more accessible food/water options.
Locational dmg plz. If a dino barely hits ur tail it shouldn’t give max dmg. If u hit the belly, head, or neck of the animal it should hurt the most. If you hit the leg a small percent chance of bonebreak. The more u hit the leg the weaker it becomes. If you barely graze the tail or back or sides not as much dmg.
Single-player difficulty modes that have different AI dinos spawn in depending on difficulty level. Maybe regular difficulty has herbi AI up to maia size and small carnis (up to austro size), intermediate mode has midsize carnivore AI that spawns in all over the map and hunts you when you go into their "zone", hard mode has one of each apex spawn in at odd places around the map PLUS the midsize carnis, hardcore mode has an apex spawn in at each water source and actively hunt you down as long as you're within the vicinity, plus the midsize carnis in the empty sections between water sources
extreme mode could include the strains and cannibals
I'm brand new so I don't know if this has been mentioned before but what about adding omnivores? They could eat both meat and plants with the draw back that they might drain food faster then other dinos meaning that they would almost always need to be on the lookout for food. Once again sorry if someone said this before.
Cooldown timer on all roars, or at least the broadcast call specifically? An immersive way this can be implemented without the need for an on-screen icon could be to have your creature lose its voice if it uses its calls too often within a specific timeframe. Instead of roaring, the dinosaur would rasp or hiss quietly from having put too much strain on its vocal chords/ larynx/ syrinx/ whatever these guys may possess, thus signifying a sore throat and (most importantly) preventing calls from being abused/spammed for no reason. Instead you'd have to choose, and weigh the pros and cons of roaring in your head: is this worth making a noise over, and not only giving away my position to whatever may be lurking nearby, but also putting me that much closer to being unable to communicate with other players quickly and efficiently for a while? The hiss/rasping noise can also be put to use when your character tries to roar with very low stamina, providing other players with an easy tell as to whether they've exhausted their opponent.
When Walking every dinosaur should regen stamina.
When troting / Crouch they should not loose stamina but not regen it.
Nest invites say what dino is sending the invite. Like I sent an invite and then the people are able to see what dino you are to not waste time and eggs on people who don't want to nest in as a certain species.
Give carno back it's ambush, but it takes longer to build up and only allows it to reach it's current speed faster
No speed bouns
Was thinkin, in the future, when trample damage gets put in proper, things like Trike's stomp (and i guess shant too even tho it's irrelevant as fuck at this point) could do trample instead of default damage? that's assuming they'd be different damages, but i thought it could be neat, if they happened to be
The anky and stego need a better attack animation. Right now, their body remains stiff and only their tail moves. Maybe instead of that, for added effect and whatnot, they could maybe leap their back legs into the direction of the swing.
Let's say a stego swings to the left. With his back legs, he will basically turn his rear end closer to the opponent by "leaping". By turning his rear end closer, he gets more of a chance to hit the opponent if they're approaching towards the front or the side. Since stego might make it into survival, I hope, this idea could be implemented to add more personality to the dino.
The ability to go from sitting down directly into a crouch rather than standing up completely then pressing the crouch button.
⬆ Also the ability to sniff while resting and/or the ability to sniff while crouching
Stop aging when the in-game menu is open. This prevents people from camping in a bush to grow, ready to log out immediately when they see/hear danger coming their way.
Alright. So basically I think we should have an amphibious type dinosaur, basically a hippo of sorts, so i think maybe Borealopelta would be a good fit, plus we need more ankylosaurs anyway. But idk if people would agree for it to fit, even though I'm pretty positive it was discovered as an amphibious ankylosaur
Btw, i have no idea whether the amphibious borealopelta is true or not, i basically just went off looking on google which could've been a mistake, but i still think an amphibious sort of dinosaur would be nice, as in like terrestrial and aquatic
Possibly try add back the utah pounce attack?
I know the older models had it but feel like the utah is a little under armed without the pounce, can possibly lower the damage of the attack so that its not broken and herbs can survive unless a large utah pack pounces it
Its hard for a utah to hunt larger prey, especially since most of the people like to play larger herbs
make region 2 come back i miss it
i wish gobal gobal chat was enbaled on dev 1 cus braly anyone goses on it
This is from the Balance discussion, as the conversation drifted.
Scent Library. This is a play off the idea that as the Dino survives, it grows and learns more about it's environment. The core idea is as a Dino lives, it can come across tracks, kills, bodies, and so on that would allow the dino to study and learn identifying marks about different scents, slowly adding to the idea of a Scent Library. If a Utah repeatedly studies the tracks left by important prey, like say a Galli, eventually it will readily be able to track Gallis a lot more accurately from smells. Or avoid threats by studying a Threat's scent. If the Utah lives long enough, it would gain the ability to study and distinguish it's environment very quickly to locate food or identify nearby threats. If the dino dies, the it's scent Library is wiped out, and has to relearn Scents in it's new life. This allows survivors a way to enhance progression and improve their core survival.
Scent direction Indicator: Right now Scent is based on Line of Sight (LOS). If you are looking for water 15 meters away but cant see the lake due to a small ridge, then Scent is Pointless. Instead, if a semi circle gave a general indicator of a direction, it'd function more like Scent instead of hyper focus. Another option is for the sides of the screen to light up a little to say "left for Water" or "Blood to my right". Ahead can be the top of the screen, and behind me the bottom. The screen can glow along the edges at different levels of brightness to indicate close or far.
Quick-time events between rex and trike, where the rex grabs hold of the trike's frill or horns. A short animation could play; the rex player would have to rapidly mash a button to keep hold of the trike, while the trike player would have to mash a button to get free. It would cost A LOT of stam on both sides, and the loser would be whoever couldn't mash buttons fast enough OR whoever ran out of stam first. No damage dealt for the duration of the grapple, but whoever loses takes the full force of an attack from the winner.
Mechanic could possibly be replicated for confrontations between a diablo and a carno or an allo.
A possible suggestion- Please update the wiki on the dinosaurs.
It would be nice to know the correct information on a dinosaur you plan to spend hours playing from a single source instead of having to jump around asking multiple people [who might not even know the correct information]
Broadcast having its own chat tab for your own species, makes your creature 1-call for each message but covers far larger range than local.
Scent Memory Add-on: Edit: To give a sense of how Scent Memory would work, each Dino would have a specific ID their scent belongs to. Think a profile. Each dino is worth a sum of points which are earned from interaction with their trail. A footprint would be worth 1 point for example, or it's blood 25, or much more off a body of the Animal. When you fill out the point requirement, you can save that Dino as a profile for Scent Memory. So you manage to acquire the Scent of Dryos, you save it as a Smell, then can pick a color to attribute to the smell, like pink. Then on, long as you hold that memory, Dryo tracks are pink to you.
Different Dinos would have different sized Scent Memories. A Utah would have the most, with Giga and rex having fewer. Unknown smells are white, and can be anything unless you opt to study the trail enough.
As for generalized direction indicators, this is to give Scent the sense it is your sense of smell, rather then focused spotting of your eyes. Using this would serve 3 gameplay purposes at this time.
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the Dino will be able to more easily find water, or track something in the zone.
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Dondi has talked about people sitting in bushes for hours and hours. A generalized indicator of "something this way" would aid in combating this camping behavior, or allow a dino to avoid a region of danger if they think it best to run.
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If dinos could scent and we want tribals and Mercs willing to capture/domesticate different dinos, giving different tiers of dino different sized scent Memory's adds a layer to the strategic acquisition of dinos for humans. If I was a merc and could domesticate the equivalent of a bloodhound, I'd do my damnedest to tame a Utah for example
To balance a player just scenting down prey continuously, Increase the CD between sniffs. This way you can still reliably find the nearest water, or follow a trail, but also allow a hunted player the ability to hide and sneak away without being mercilessly followed.
As for the maximum Scent Memories, if a Utah can memorize 10 specific scents, for example, then learns a 11th, then the Utah has to either discard the new memory, or drop a existing Scent memory.
Edit: A concern was mentioned in Suggestion discussion about a ID number. This is mentioned only for the sake of actual coding. The Scent memory should have no inputs of any kind that the player can modify, other then changing out learned Scent memories and the color to give that scent.
Add more resistance zones to dinosaurs. Ex: if a rex bites a trikes face with its horns it would deal less DMG.
https://steamcommunity.com/app/376210/discussions/14/1736588252371916124/
there it is.
Also, it is NOT a joke suggestion >->'
I'm not sure if this is planned already but it'd be a nice visual change if, when you are walking/running/moving in general with your dino, when you come to a stop, rather than your feet sliding into place when you assume the idle animation, they "step" into place, to make the movement more natural.
Trico from The Last Guardian does this very well, makes him feel like he's actually part of the world.
A whole map dedicated to prehistoric creatures who lived in the oceans
what if 5 call was a mateing call
Okay, guys... hear me out... new lakes to fill up really big gaps.
Updated it.'
It bothers me there are more lakes on the left side than on the right and there are some weird gaps in between.
Hey, fellow Islanders! Yesterday's stream seems to no longer be relevant enough for me to post this in the stream discussion channel, and it isn't really a bug, but ever since Suchomimus was originally added it has had an animation error that always bothered me. Whenever Sucho takes a step, the toes on both of its feet flex in unison, as opposed to an alternating pattern. I only mention this now because the error would always bother me when I played Sucho. It's a small nitpick, but I noticed in the revamped Sucho reveal stream that the WIP new Sucho had this animation error as well, and I wanted the final product (or at least, the newest version) of the fishy boi to be as high-quality as possible! Thanks!
Make it thunder less. It was a cool feature in the beginning, but rn it almost thunders every day cycle, making it getting a bit annoying after awhile. It’s neither realistic or ”cool” when it happens this often :/
Unique animations for movement on terrain past a certain angle would stop them bugging out and extremely steep surfaces
Example: shuffling down an extremely steep hill, too steep and an animal could also slide
This clip inspired the thought
With the utahraptors /any of them. I think they should have more characteristics.
For example with the utah adding a jump attack.
Also an ability to use their claws to hunt.
Meaning. Making it so you can do the all famous click.
It would be like a radar.
If another dinosaur or an AI was in like a 10 foot proximity it would be able to show the general location. However if an animal is laying down or in a bush the image wouldn't be as clear and may have multiple.
I'm not that good at explaining things. xd
Here's a thought.................. There could be the implementation of a dino, (for some reason the dilo comes to mind, and i guess it was part of the inspiration for this concept) whose specialty (perhaps a hypo strain of some sort, if too OP for a base species- maybe for the Neuro strains) that could act like a parrot, in the sense that it attempts to imitate calls from other dinos for hunting or deterring purposes. Just imagine yourself in the woods, and hearing a diablo, you try tracking it down, and what you encounter isn't perhaps what you were looking for. On the other side, this "thing" could attempt to sound like an apex to keep at bay anything it doesn't want near, but what would such a beast fear? Now, this strain wouldn't sound exactly the same as the species it is trying to copy, but perhaps a distance distortion system (the farther you are from it, (or the other way around) the closer it matches to whatever it is attempting to imitate). Eventually in the future, the devs could implement a system where this dino as it matures, perfects the art of imitation allowing it to fool most things and thus ingraining in peoples head that what you hear may not be exactly what you think or hope it is....
a mechanic should be added where if a utah is roaring and a galli kicks it then the galli shoves its foot up the utah's throat and chokes it to death 
Can footprints NOT light up in night vision? It defeats the purpose of scent and it's easily abusable during the day.
Couple of small suggestions, but could a background be added to the chat when you're not typing in it as well, or at least outline the words in a contrasting color? Having the chat blend in with the surroundings, namely beaches is aggrevating with how you have to twist the camera to read it or pause to open the chat and make the background appear.
Secondly, could unofficial servers adjust how local and group chat works? Have the way it is now be default, but local could be adjusted to, for example, let all carnivores chat. The only downside I could see is making mixed packing easier but it'd be up to the host to enforce or allow that anyways, which they'd also have control of who can see what in which chats.
I was thinking of a few night vision changes that could be elaborated on to make them usable: Make night vision a tiny bit brighter in the radius it lights up and have it fade in slowly as night gets darker. Night vision would also be unable to be turned on and off, preventing using it during the day to track. The extra brightness is so if somebody turns their computer gamma up it’s counterproductive because of the the sheer brightness of it. This would have to be worked with to still keep the animal night vision effect. Another anti gamma measure is to make vision cut off a few meters outside of your nightvision range so if you turned your gamma up it would be black, could be worked out to have the same effect as a fog preventing you from seeing forwards or around, but fading as it rose.
Can we reduce the juvie rex time to grow to a sub just a little bit? 100 minutes is too much compared to a juvie giga's 60. Plus, juvie gigas get buff so quick and juvie rexes are left to be skinny little meat sticks for almost two hours. Maybe 80 minutes for juvie, 220 for sub, 120 for adult?
Few ideas for stuff to do to add enjoyment to the game: mock fights between animals like two bull trikes, two baby utahs playfighting, etc. It could add character to the game for herds and packs with babies, and might interact with the happiness meter that was debated.
(Removed second idea cuz I realized someone in a VC could just tell the location of the place they got carried off to)
Bring back the very dark night in Thenyaw (same as V3)
⬆ Along with the completely black night sky, instead of this blue sky we have now
Titanosaurus as a playable dino
Rework the swamp in Thenyaw with big grass (in the style of V2) in order to make this place a good place for ambush and hidding dinosaurs
- increase the time for the allosaurs to grow to a subadult to 1.0 but keep the time hunger and water deplete as the same because i see alot of Allo packs are too common. 2) maybe the in game group chat should have a limit on the members in one group this would depend on the species but also give some sort of benefit of being in a in game group for example having friendly fire turn off for people within the same group. 3) i think the stegro and ankly should be added next into survival as they are both defensive based which would increase the herb population but also they can't exactly go around running down every carnivore and killing it like the trike has been doing. 4) maybe add ai birds into the game and they will land on the backs of larger herbs and will act as a alarm system for the herb but also will land on the ground to can act as food for small carnivores. 5) make the long grass edible for most herbs but they give low food, but also the grass could only respawn when it rains which forces herbs to migrate
Perhaps -i dont know if this is even possible- making it so that in a replay, when pressing the button to find another player, AI dont show up as a player you can find? it can get kinda annoying when i'm pressing it over and over to find someone in the replay but almost all of the things that show up are AI.
I think the island should have other disasters like a hurricanes eruptions( the volcano ) earth quacks snow on the mountains or snowing up there( plus you can see the foot prints) tidal waves . I think would add more fun to the game . But if you add that also add a system where you no there is danger coming but you don't no what it is . Like animals know today . They know how to go away from a spot even if they don't know what it is
Galli should get a super drop kick attack. Drop kick those baby utahs off the face of the planet YEAH.
Bring the isle to ps4 and Xbox
The allo model is beautiful, and so are some of its animations, but the trot animation just...bugs me. It feels like the allo is destroying his knees with every step. I don't think we need a bouncy trot like the old allo model had, but something a little smoother would be nice.
Im pretty sure weather disasters, such as droughts, and floods will be a thing.
Perhaps something to add after floods would be Mud slides? which could be triggered by a loud roar from a lets say pue, or deep voiced dinosaur. swiping away vegetation and dinosaurs alike, adding another component of difficulty,
Adding onto the idea of just mud in general, mud piles, or just muddy, soaked areas would appear after rain, and the mud would be able to be splashed up on the dinosaur, adding a small realism effect, also perhaps mud and soaked ground would be able to sort of, "roll" around in, disguising your scent for a __ period of time, also giving you some potential camouflage.
humans could use it too for that camoflauge purpose
Could juvie rex's and sub rex's 3 roar animation be a bit more... Animated? All they do is toss their heads to the side and squeal. They don't look aggressive at all and other juvies don't take me seriously when I use it. Could they have the lunge animation the adults have?
Fighting system 
Dinosuars should be able to grip on the necks for a more realistic fighting system

Reduce Dilo legbreak. Its close to the size of utah but it breaks its legs by falling from basically anything. Im not saying that it should have it on same lvl as utah but maybe third of that could be fine.
how about allowing dinos to fat reserve but as a con reduces the dinos speed until the fat reserve is used up
Lower the sound of ambient noise especially crickets
sub giga needs a damaged and a bleed resistance buff a carno about .75 of growth was able to get me three bleed off of 3 bites and my bites done nothing to it i was .81 sub...
can we not have rules back because there is now allos and utahs hunting together with the utahs scouting for bigger predators so it makes growing up impossible again 2 of my mates who were sub rex got killed by the allos and uthas and now i got finished off by them literally nothing you can do.
So this is gonna be a long one but it’s an idea for buffs, I was thinking that there could be a grooming animation that if you do it with a pack mate (aka u have to be grouped) you would both get a buff for caring for each other so before I go more in depth the basic mechanics could be that you would booth have to be resting next to each other and maybe to start the animation one player would press e on the other sending the other player a prompt on if they would like to groom if they accept that would start a grooming animation that could be looping, I feel like the buff it gives should be a set percentage but the longer you do the animation the longer the buff lasts, say for every 5 seconds you groom the buff lasts a minute or something like that(maybe the buff would only last an hour at maximum) pressing h to stand would stop the process, also maybe if the other player rejects it could play an animation where the invitee goes to groom their pack mate but since they didn’t accept they will hiss at them or something idk that would just be for immersion and isn’t necessary (and herbivores can only groom their own species no cross species grooming).
Now for the more in-depth part, I feel that grooming should give a small health regeneration buff as the cleaner you are the faster wounds heal cause they are less likely to fester and such this would be the only buff that juvies and hatchlings could get, as I don’t think we should unbalance them as it’s already complicated with how much they grow ( I’m talking mostly Juvie V.S. Juvie matchup)
Also I was thinking that maybe apex’s can only buff each other if they are a paired male and female or for however many members would match them up to a Rex, if you have too many members you can’t buff each other as ur “buff” is in the fact that you have an extra pack member, lest use the Rex as an example, so let’s say that the top number for a pack of rexes to get the buff is two a mated pair, if they add a sub adult or adult Rex to their group they can no longer buff each other but they can still get a buff if they adopt a Juvie or hatchling but once they hit sub they can’t buff (is this making sense ? Lol). This could be applied to all Dino’s having a different number of individuals set for each species. Herbivores would be a bit more complicated as I don’t want to dissuade mixed herds.
So for herbivores it could work like this if you are in a mixed herd only herbivores of your tier will count toward your group number lets use a group of shants, trikes, and maias as an example so the trikes and shants would count toward each other so let say there are 3 shants 2 trikes and 6 maias also lets say the max number of individuals for trike to get a buff is 6, so they have 5 “apex’s” so they can still buff each other, however if there are 4 shants and 3 trikes they can’t buff each other because they have 7 apex’s so 1 over the limit, the maias would not be affected by the shants and trikes numbers just like they are not effected by the maias (oh and another thing you can only groom your own species trikes can’t groom shants etc. )
Suggestion: Make days a tad longer, with mornings and evenings being so dark it really makes nights seem much longer than days.
There could also be a buff for nesting so only the parents would get this buff if groomed, lets just say it’s an attack and health buff for all species if they are nesting make things simpler ( I’m tired ok don’t judge lol)
And finally here are some ideas for buffs ( in addition to the health regen buff that you always get )specific to their species I’m only gonna be doing survival Dino’s for now ( I’ll add the sucho since it’s in the process of being added ( oh and another thing juvies and hatchlings can only give and get the health regen buff as I stated above) again these are only ideas so If you have a better one feel free to throw em at me 😄
Carnivores
Rex: I was thinking a stamina buff of some sort or maybe a buff that allows the Rex to regen stam while trotting ( the stam regen would have a set time limit we don’t want across map chases back lol)
Giga : it could have a base damage or health buff or maybe a buff that gives a tiny bone break chance
Cerato: it could have a speed buff but maybe only while ambushing? Idk
Allo: not sure I don’t play allo very much but maybe a damage buff?
Carno: I would think either a health or defense buff for this small glass cannon
Utah: when it finally gets its pounce maybe it’s buff could be that it loses stam slower when it’s pouncing something, for now it could just have a stam drain or regen buff or maybe a health buff
Dilo: not 100% sure of the dilo’s weak points so I guess a health or stam buff of some sort shrug
Sucho: so this one is gonna be a shot in the dark lol but maybe it could have a buff for increased swim speed or even better health and bleed regen while in water idk
Herbivores
Trike: attack and health buff
Para: stam and defense/health buff
Maia: same as para
Galli: stam and maybe a slower food drain buff
Dryo : stam and speed buff
Dibble : a stam regen and a attack or health buff
So that’s my idea sorry it’s so long but if you think you can improve it or even if you read the whole thing I’d love feedback, I realize the devs already have been thinking about buffs so this was just my take on how they could work/play out for a pack system anyhow hope everyone has a great day! Oh also this is still part of the suggestion above TarantulaBuddy just continued cause they finished typing before I did 😊
Put in 1 AI brachi in the dev servers to see how players interact with it and when it dies of hunger to see how people will eat around it, if they’ll share it, use it as bait etc.
It’d also be super interesting to see a huge dino like that walking around
New method to balance the life stages: make some dev sandbox servers where you can only play as the different life stages of each creature (everything but hatchling of course), the goal is to make all of them playable in their own way, and not have them be necessarily worse than the bigger versions.
idk if this has already been suggested, but what if you hurt but you dont have a bone and you run, normally in the game you still have the normal run but what if there was a sorta "limp run" that was a bit slower and had a little limp to it. obviously lets say if you fall from a height thats tall yet you dont brake your bone, your still gonna be a little hurt atleast and sometimes you might have a limp (irl) tell me if you agree or disagre
hypo versions of every herb
Dense fog after rain, this could be a scary touch when playing as any animal, you can’t really see much (maybe dinosaurs with good nightvision such as dilo could see)
would give a pretty unsettling effect, having you be alert at all times of any noise you might hear.
How bout a chance that a rainbow can appear when it stops raining and if its day, just a lil extra thing that adds to the environment and the beauty of the islands
Maybe some medium sizee caves here and there with water in them and under the water a small tunnel and then voila a water cave. Would be great for deinosuchuses to live and a good safe place for humans if they could take over it
i would like the bone breaking anky back
I dont know If its the same on the v3 map, but on thenyaw ai spawn way too much for giving so much food. As a herbivore it’s very annoying to see 10+ ai spawn around u, making noises. When you get a big herd going even more ai spawns around u. Not only is it annoying when being a herb, it also makes carni life too easy. You can basically stand still for 5 min and then - wow you got 5 ai around u! Would be okay if they gave little food, but no. Even as a rex u can keep urself more than full on some ai. For smaller dinos like utah u can just sit with an ai body for like 20 min, which is way too long when they’re so easy to find/kill.
Forest fires caused by campfires out of control
Make bodies last for about .5x longer because they’re despawning way too fast also make day a bit long as dusk and dawn are so long it feels like day just instantly ends
Please make Ai either spawn .5x faster/frequently for v3 or make the ceratos hunger last for at least 45 minuets
Was just listening to Dondi's Twitch stream about flyers, what would happen if you had Stamina Drain for flyers when they make ascent/ decent yet no stamina drain when gliding or flying in a straight line/similar alttitude?
How a stronger version of the allo like a hpyo/nerao/manga/weyw(whatever you what)
AI can starve or dehydrate. Did you know that? I've seen it happen... They drop dead. Out of nowhere. Can that, like... not happen? There's nothing more disheartening than to find Ai after you've been starving and then it stops calling.
maybe the allo can be switching between 4 and 2 legs for movement (for my suggestion)
This might be coming to the game but I'm not 100% sure, but instead of carnivores just biting down on their food and swallowing air, perhaps they can actually be holding a scrap of meat in their mouth? I'm not sure if it's already in or not, but it'd be cool to see.
Please. Please make motion-blur a toggle. It makes the difference between being able to run the game on High and Cinematic without lag.
/stuck should teleport people more effectively than it does right now, maybe moving them half an allo length forwards and upwards. Then even if they fall and break their leg, they're at least out of the hole. To stop people from exploiting this to teleport up onto rocks to kill Utahs, maybe make it so that after using this command they can't attack for five to ten seconds. You could also add a countdown to teleport, like ten or so seconds. You could also make the dinosaur rapidly alt turn, to show everyone that the dinosaur is teleporting.
with the introduction of the affinity system have a system in place that will negatively affect the state of herbivores that murder other creatures in rapid succession. herbivores will be able to kill whatever singular or couple creatures that are pursuing the herbivore with virtually no consequences. think of it as a sanity system like in Don't Starve, instead of visual hallucinations we see in that game we could have the herbivores progressively lose combat strength because their "will" to fight starts decreasing
Once grabbing / swallowing whole is in, allow two large predators of the same species to grab onto the same prey item and rip it in two, letting them divide the food half and half.
I know I have asked this before, but can we please have a giant blue spout for water's scent that's reeeeeally tall, goes above trees? I know water already lights up, but lemme ask you this: If I put a bag of McDonalds fries and big mac behind a box, would you still smell it? I would love to see scent particles travel through the dinos' nostrils.
Also, bring the old rain back. Thanks.
Rain so heavy that it makes it harder to see and impossible to see things in the distance
Making dirt pathways:
When the roads got revealed I was thinking what if you could make your own little roads? The roads you make in the real world that is small dirt pathways in the grass were plants cant grow becouse you walk too mush on it.
You make these dirt pathways in the game by walking on a spot multiple times, the spot on the grass would get less and less grass the more you walk on it and in the end is only dirt. The grass will grow back when it hasent been stepped on for a while.
It will maybe be pretty hard to do and its an idea for the future but I think it will be useful for knowing dinos migrations roads, an used or activ human base and making herbs move from place to place becouse food cant grow from these dirt patches.
Weather suggestion: add those days where it's just eerily foggy.
Animal bodies should give more food depending on how much food they had in their stomach. For example, if a Utah ate a ton of food and had a full food bar, killing it and eating would give you more food than a Utah that had little to no food in it's stomach when it died
dino specific group chats on discord to make it easier to form groups
change tree collision so that we dont get STUCK on trees. its honestly just a pain and causes unnecessary death.
a map, but like an empty map that you can draw in. like if you find a lake you would draw in a circle at your location. Or if you went on a long journey you could label your path, so you don't walk in circles. Also a little bit of creature variety, not just dinos, like when you walk through a forest birds on your path would fly off trees and make sound, or like small mammals running around and they can be more common than ai and can be eaten by hatches and juvies.
A sort of mind map for your dino so it “remembers” where it goes so you can click on character and see a progressive map of where you have been to assist in long play time and navigating of the large v3 map
A system that allows dinosaurs to grow faster if their resource meters are more full. dinosaurs that afk won’t grow as fast.
^ this may be planned now that I think about it, I think it was mentioned at some point that healthier dinosaurs may be able to perform better.
Please do something about ai spawn times I’m a adult allow not being a toxic mega packet ya know being a normal player and in the whole time I’ve been adult I haven’t seen 1 ai and I’m starving to death, maybe make ai spawn a lot faster or something please because the biggest killer right now is hunger i barley get killed as an adult by anything in fact I don’t think I ever have, other than hunger.
Solution for afk bush sitters and "faster growth" system?
Growth rate is at 0x multiplier if you are laying down or standing still longer than 15 minutes. Meaning unless you're exploring the map and moving between resources to engage in herd or pack behavior than your dinosaur cannot grow. Bleed or leg healing fits in ten minutes by my experience in most cases. There will also be a 5 minute "movement" requirement to activate your growth back. Meaning if you afk longer than 15 minutes, you have to sacrifice 5 minutes of constant movement to earn back your growth again. This isn't perfect, but it does reward players that are active in the game and will take them less time.
• Herbivores can knock off growth time/Earn a growing buff (1.5x rate) For consuming from specific plants ONCE while growing. Meaning a sub adult trike can get 3-5 buffs by exploring the map (tree bark in redwoods gives 1.5x for 10 minutes/ Reeds from swamp give 1.5 for 7 minutes). However these are One -Time buffs and will not help if consumed twice. Fully grown adults that eat them will not have any effect.
• Carnivores earn their multiplier by eating from "treats" at the human buildings. I was thinking that all human structures on the map can have a unique human/mutant corpse that juvis/subs can consume to get their bonus growth timers. (Tangled dead humanoid in the fencing at radio tower/ charred body at canyon lava/ bones of cannibal by it's statue). These are again one-time growth timers.
• NOTES: Growth timers mean your hunger/thirst will also drain faster, meaning you must stay on the move/near resources till the buff is gone. Once Full-Adult players cannot interact with the plants or bodies. The herbivores are encouraged to explore the "inners" of the map, and carnis to the "out of the way" locations. Meaning carnivores will possibly die if they go to those time-gains.
• NOTES 2: A juvi trike starts at .500 Growth and needs to reach .800 - They earn .0035 points per minute. Meaning as of now it takes 85.7 Minutes ( 1 hour 25 minutes) to reach sub. Using our multiplier: The juvi-trike eats ferns at canyon and reeds in swamp while with their herd. They get a 0.00525 bonus of growth for 20 minutes. That means you roughly get 0.105 points. Meaning you only have to grow for 75.7 Minutes (1 hour 15 minutes). Expanding off this. If a juvi trike ate all 5 special foods they would have 50 minutes of bonus time. Resulting in growing in exactly 60.7 Minutes (1 hour 45 seconds)
make the tab alphabetized
It would be nice if there was more of a delay between attacks. Right now it's super easy to score hits by just spamming it. This would hurt people who simply chase people's tail's and and make it so that you'd need more skill to defend people attack from the front
"Falling animation" most of the dinos that can't jump when you fell off is just static standing there waiting for his death. To make it more "intense" they can have an animation while they are falling, and when they finally touch the floor after falling and they didn't died ( but probably broken leg ).
bc this is a good suggestion..
maybe when a baby is spawned in from a nest, there can be an audio queue or short little cute music track played in the local area or just to the parents and hatchlings.
With the new low health visuals there should be new sounds that would sound more sickly or weaker versions of the calls
Going off of Toa Metru's heavy fog suggestion: Would it maybe be possible to make each night foggy like that instead of just dark? It would obscure your view in a similar fashion as current night vision system, but might help against, y'know, exploiters.
Would be nice if hp Regen while sitting and not bleeding was higher. It sucks to have to sit around for long durations waiting for hp to slowly trickle up.
A map would be nice, It would make it easier to navigate the map.
Maybe your bleed indicator can be visible to other dinosaurs. You know how 3 blood drops always drop from your dinosaur when it lays down and blood pools on the ground?
When you're on one bleed, one small drop drips from your dinosaur and makes a very small puddle.
Two bleed makes one small and a larger drop drip from your dinosaur and makes a more sizable puddle.
Three bleed makes makes one small, medium, and giant blood drops drip from your dino and makes a massive blood puddle, like it does now.
Maybe blood can actually drop from a dinosaur's face, sides, legs, an tail, depending on where you bit it.
if a dinosaur is out of stamina then make its breathing louder so that its audible by other players nearby so they know youre low/out of stamina (it would also be cool if you can see its breath in the air the same way you see the trike's breath when it 3 calls)
To add to Fluff’s suggestion, perhaps bleeding indications can tie into the wounds your dinosaur gets when it takes damage. The more you’re bleeding, the bloodier the wounds you have get. Kinda like the injuries you see on animals in ARK, if that makes sense
Like, the scars your dinosaur gets when it’s injured. If they still have those, that is
***Sedation/traping/taming system add ons
Sedation
Well, let’s be honest we all know that dinosaurs aren’t going to give up willingly to any human , and you can’t exactly jump onto a red and expect to win in a wrestling match for dominance, one of the more realistic approaches would be sedation, humans would be acquired with weapons such as blow guns with special darts, (not sure how tribals will squire the necessary medication and such) and will use that to sneak up on the dinosaur, of coarse the amount of darts needed will depend on the size and strength of dinosaur, so maybe 1 dart for a galli, but 3-4 for a rex due to size.
The darts, once impacting the dinosaurs skin, would make the dinosaurs screen blurry, and would make the dinosaur wobbley, eventually falling to the ground unconscious for a short period of time, once the dinosaur is out it may or may not be transported with certain devices depending on.
Traps/traping
I know in Dondis stream. It was mentioned that there will be dinosaur taming, and as mentioned a little in the upper bit, jumping on a rex just will not cut it, though you probobley will not be able to disguise a trap that a rex will mosey on into, the smaller carnivores, perhaps bary and below, would be possible to trap. The trap would probobley be disguised, and food, or a smellable corpse would be able to be in the trap, once the dinosaur is in it simpley shots the door, though the dinosaur might have to be sedated in the cage depending on, cages will be transported with the necessity’s depending on which human or class.
feel free to add on
https://i.imgur.com/QmuwswS.jpg This... should not be a thing, devs... Make our dinos sink more! Up to their heads!
Yo, just working the horror aspect of the game, make it so that if/when Quetzas are implemented they don’t eat things they kill but instead take their corpses and hang them from trees to mark their territory. Would be creepy af to look up and see a Dilo hanging from the branches.
Could older dinosaurs have more low-pitched roars? Like... a 1.0 juvie rex should sound a lot more deep and mature than a squeaky .5.
This could be for far into the future, and I'm sure it's already planned (or at least will be) but could we have the thing that Saurian has, where the dinosaurs' models dynamically change into the model of the next growth stage as it grows? This would make the growing seem more real, and it would get rid of the issue of people not hitting the grow button and staying as a single growth stage
instant safelog on connection lost. was and adult dibble, killed by a juvie dilo while trying to connect back.
I think the t-rex 3 call roar needs to be increased by about 10. Db it just doesnt seem loud and intimidating enough
So I am catching up on news via Meatylock's vid. That bit about tribals being up to pick up mercenary weapons, but not use them. I had an artistic idea for that: If a tribal tries to use a mercenary's item, there will be a 1st person animation of the tribal turning the item over in it's hands, inspecting it, making a half grunt, half "hmm/huh?" sound, and just seeming completely perplexed by what it is holding, perhaps even with a slight hint of shaky-cam. Would be activated when say, it's holding a gun and the user tries to left-click/shoot the weapon.
Also the eye reflections in nightvision are too bright with cloudcover and storms and lack of any light to cause the bright reflection
To add to Mel's suggestion, perhaps tribal could still use the guns, but only be able to use them as melee weapons or something. i wasn't present for the stream, so i don't know if that's something that's already been considered.
Was also thinking having weapon and armor durability be a thing, if that hasn't already been thought of as well. Tribals wouldn't be able to repair merc weaponry and mercs wouldn't be able to repair tribal stuff (for obvious reasons). But they may be able to, like, change weapons they've picked off the opposing human faction. So, let's say a tribal comes across a dead merc. They can pick up the armor and weaponry, be able to use the armor, but not be able to repair it properly like a merc would. They can, however, use the parts of that armor to modify existing armor of their own. Weapons, depending on what it is and how it's being used, could just be a one-time thing, or it could be modified but still be more difficult to upkeep, if that makes any sense
Again i wasn't present for the stream so i apologize if i am suggesting something that's already being planned/implemented. It was just some thoughts i had after hearing about the contents of said stream.
If you have a dinosaur that has enough affinity, and has managed to survive for X amount of time, perhaps a perk it can choose is being able to communicate with one other species. Herbivore players only
ad a respawn to suvival mode
but that makes the whole survival thing pointless
Maybe the rex 3 call can have more bass and last a bit longer. From a distance, it sounds like a minor temper tantrum, while a giga 3 roar drowns it.
Juvie cerato 3 roar is super underwhelming...
^ to add to this (and this is really in general tbh) I've noticed that the far away variants of calls of pretty much any dinosaur are notably louder than their close-up counterparts. They also don't have much of an echo to them. They just sound very loud and muffled. Obvs this isn't high priority by any means, but it may be something to look into in the future when you have time.
Giga f calls are too loud. Muffle them pls.
Hey guys. As a Rex player who has had his fair share of behind ridding by smaller agile dinos, I got to thinking about ways that could be implemented to stop this, which lead me to something that could be incorporated into a balanced alt turning in survival. Now I don’t know if this has been suggested before but perhaps make alt turn stamina based, like it drains your stam harshly. Was thinking maybe 1/4 or 1/3 of your total stamina, not remaining stamina, every 180 degrees. It would reduce butt riding but also reduce the amount of times someone could use it. In the case of a Rex who can munch anything it gets its jaws into, would mean that it would use up its stam and couldn’t Regen it back unless it sat down, still making it vulnerable. The amount that could be drained could be different for all Dino’s even, with things like Maias or other smaller Dino’s use it more often than apexes for example. Essentially anything with high damage should have a high stam drain to keep it in check so a Rex could only use alt turn maybe 3 or 4 times a fight before it has to start walking in a circle. It would also force people to be conservative and think about the fight they are going to engage in as they may need stam to protect themselves essentially
I'd love to see small birds flying around the environment, kinda like how we have flocks of birds near the ocean on Thenyaw. Even cooler if there were flocks AI birds that would land on large herbivores and carnivores if they're sitting/standing still. These flocks would spawn randomly much like AI and would be seen flying near trees. If you approach them and stand still, they'll eventually land on you. Perhaps a small bonus these birds can give is a slight increase in healing, since they're "keeping your skin clean." They would fly away as soon as you moved, and you can scare them away completely with a 4 call.
This is bordering along the lines of a plead rather than a suggestion, but it’s for Spoonboi, should it ever be added to Survival (and let’s be honest it probably will, we’ve already got Rex and Giga). I would figure that a much more concurrent model would be nice, since all these new introductions will be getting fresh models. Primarily based off of recent evidence, something along these lines
I’m just rather tired of seeing the same old 2012 Spinosaurus design considering its in every other game. The isle wants to make a name for itself maybe so why not take a leap of faith with current evidence?
Can every dinosaur leave ribs? Please? Juvie dryos and raptor should at least leave very small ribs for juvies to eat, like oros and tacos do. Raptors leave no ribs at all, for some reason.
I say leave the Spino (currently the terrestrial because whatever happened to aquatic) with his bipedal stance, but give it more of a spine. I feel like this one is to short, something like this:
(The spine on the first one)
And a tad longer
When scenting, water should give off a blue column that rises into the sky. Or something that can help find water, all my play throughs finding water is based on luck for me and my friends. Sometimes, we can re-trace our steps back to water but it is hard because most of the map can look the same when in dense forests.
If people are opposed to that idea at least have an option to mark territory so you can follow were you marked to water, but I really think water letting of a blue scent is a much better idea.
(Also I think the spino model above this post looks better than the current one)
^ maybe instead of a blue glow/column we can have flocks of birds/small pterosaurs flying above or near water sources. It'd be harder to see at night and in dense forests, but it'd more natural looking. Some animals can sense or even sniff out water, so the blue glow DOES make some sense, but might be a good solution since a lot of people feel we shouldn't be able to sniff it out.
A voice mimic for Herrerasaurus, since it has a pretty large vocal range (ingame not IRL). Could be able to mimic the roars of larger dinosaurs, and juvi Herras could potentially be able to mimic small dinosaurs including Dryos and Oros.
Also tree climbing
ok stupid suggestion but maybe herrera can utilize it's tree climbing abilities to mount other things, with the most effective mounts being on something avas size. The target could fight back by bucking and lowering the herreras stamina, uhh shit i should probably flesh this out more and write a better suggestion later
Playtime timer? Maybe in the debug (insert menu) a "Time Alive" field would be pretty awesome.