#general-feedback
1 messages · Page 74 of 1
I want to offer several changes thanks to which the rivers on the Thenyaw will look more realistic.
First, waves cannot be such intensive at equal bottom and a small bias. Actually the surface in such rivers has to be almost equal throughout except places with underwater barriers and sharp height differences.
Secondly, the border of water is expressed too sharply and partly it because of a large number of waves.
Thirdly, color of a bottom and color of the coast absolutely identical. Though wet clay and a wet stone have to be much more dark. Also have to be more dark than texture along border of waves.
Dryos need to be louder.
make every dinosaurs in the game has an idle animation and scent and
FISH and milky way in night
** Dinosaur/blood details** I know it's not priority right now, so calm down. Make carnivores mouth/teeth covered with bleed after eating from a body or biting someone. Little detail but would be neat. Also after locational damage, make the wounds appaear where they got bit. Like if it's biting your tail, your wound isn't gonna appear at your left leg.
Crouch walking should burn some stamina. It doesn’t have to be excessive and it should only be while walking...especially considering how effective it is.
I know it’s my fault, but please provide an additional confirmation for accepting a nest invite. I didn’t know I could get an invite out of species. Thought it was a group invite. Went from a .92 sub-adult Rex to a Allo hatchling...also, please make the group and nest invites significantly different looking.
Then server disconnects me as the hatchling I didn’t want and had to start all over on re-log. Lost almost 7hrs on my Rex because of one press of the F1
Allow us to leave scent markers. Ever want to get back to a specific location, but fear you won’t be able to find it? Do what ever other animal does...poop or piss on it. Give us at least one, but maybe 2-3 active scent markers that stand out across the map...but also make them detectable by scent by other players at close range. They could also be detectable at long range or across the map by group mates. Poop & Piss...we need it!
i think we need all kind of movement , like backwards strafe right etc it could be a great improvement 😃 along the IK stuff
This is in response to the recent public admission that the developpers of The Isle are looking for ways to make the Survival gamemode more enjoyable for players.
What I am about to link has been in collaboration with @tight kestrel for over a week. It is the first 'part' that seeks to remedy the following major issue with the gamemode, which is that Survival does not feel rewarding, and the 4 causes behind that
1. Adults are globally superior to juveniles.
2. Every animal needs to have a purpose as it grows.
3. Everything comes down to a matter of time.
4. Combat Capabilities should not be the deciding factor for an animal, Survival Capabilities should.
The full document with the proposed changes to gameplay niches over life stages, reworks of how the growth system would need to be altered to fully realise the potential of the proposed overhaul & other alterations to ingame functions, specifically scent, NV & walk, are all fleshed out in detail.
https://docs.google.com/document/d/1ooFJzHD41DtMyAzbt4FIGwfk1JgUYL2dXmpkFGDy-fE/edit?usp=sharing
All of those changes seek to make your gameplay experience more endearing over your species lifespan.
We also were able to come to the conclusion that to address the points 3., 4. & the core issue, the Perk system would need to be adapted to reward players over the multiple lives on a given server. However, we have not posted our suggested perk systems, for we are not in agreement as to how strong of an incentive Perks should be as a gameplay advantage. At a latter date, we will both post our competing perk suggestions on how they should be handled, so that the developpers could pick from whichever fits most into their vision of the Survival mode.
ANTI-SPAWN CAMPING
Have it so that plays that spawn onto the map don’t have food on their corps for 1-5 mins. This will stop already established from camping spawning locations for food.
QoL: Lower the buoyancy/floating height of most (if not all) dinosaurs. They float too high above water that it looks weird. The only ones that seemed to be floating properly, really close to it were Parasaurolophus and Utahraptor. The ceratopsians were pretty ok, would lower trike a bit more. The rest kinda look like they're made of helium. Some are closer to a proper floating and others look like their bodies stand on wanter just by the slight touch of their belly (I'm looking at you carno). I tested it only on survival dinos
How about, being able to sniff your nest... Yeah that would be great.
That’s why we need scent markers...you’d just mark your nest or something in the vicinity you can use to easily navigate to the nest from.
On a very similar tangent to @clever hawk's and @tight kestrel's suggestion in terms of rebalancing juvies to make the game better, I've drafted up an essay detailing a potential idea for what the ecosystem could look like if more defined with dinosaurs separated into different niches. It attempts to outline some problems with core The Isle gameplay, and also give ways to make dinosaurs more unique and balanced in terms of survival. It's very long, and an aggregate of past posts about this topic strung together to attempt to suggest a way to build a more cohesive gameplay experience. Any comments, suggestions, or criticisms are much appreciated. It's pretty dry, so thanks in advance to anyone who can actually manage to read the entire thing.
https://docs.google.com/document/d/1Dg6TIhcy_h9BWRk4OFeNutdaEXWCMmsJUMCYrW_wXtk/edit?usp=sharing
Change the tyrannosaurus growth timer to 5 hours instead of 7 hours because currently when you hit full adult it does feel rewarding at first but sooner or later you will die and all those 7 hours for nothing. So changing the growth would make it so if you die you'd still feel motivated to try again. Or just change the juvi's to what @clever hawk suggested
Hey @hasty dawn can you discuss making a chat purely based on ‘Sandbox’ mode? I’m sure people here would appreciate it.
Based off of what little we know of affinity some potential ideas to consider for future involving it (although many if not all have likely been discussed behind the scenes):
It has been mentioned that affinity will have repercussions over many “lifetimes” and its ultimate purpose is to try and discourage undesired tactics such as mixed packing etc. To this end are some ideas for the system to be fleshed out in and its incorporation into ideas and other problems the game has.
Affinity having an effect on the playable creature available to the player.
The general idea is that the players actions on creating positive or negative affinity will be tied to their account, and this will have an affinity level which will need to be held above a certain threshold to keep all playables unlocked. Severe negative actions will cause this under the hood meter to drop and lessen the respawn pool of selectable characters until only the bottom of the food chain is available. The player affected by this can still climb back up by playing the ‘lower’ creatures so long as they stop the negative behavior. Your actions displease the replicator so much, it strangleholds your freedom until you listen.
This could be in addition to the albinism and the weakened state of the animals you are replicated as that was kicked around,,, if you really piss off the replicator she stops ya and forces restrictions on the lives she gives you until you appease it again. This naturally discourages larger, more powerful dinosaurs from doing scumbag things since it would stop them from being able to respawn as said species.
So how does one get the good dinosaur points and what does someone who has the max affinity to unlock the default playables get?
This is where a lot of potential ideas of how to gain positive affinity come in, and potentially species specific ways to do it too. So basic ones would be packing/herding together with other, not cannibalizing or killing others of the same species (could depend on species), nesting, etc.
But the more out there ideas such as the idea of “preferred habitat”. Maybe some dinosaurs prefer forests over others and thus get a minor passive bonus to affinity gain while in doing activities in their preferred habitat- this is something Don mentioned as an idea in the past a “less dogshit JWE” he called the idea. Perhaps preferred diets could tie into affinity too in a similar fashion, further encouraging species separation as well as hunting targets.
If the perk system is still a thing, encouraging players to survive and unlock as many as possible in 1 life to gain more affinity could give further incentive to surviving once reaching adulthood. Surviving to unlock perks to do exactly what you’re already doing a little bit better is a bit shite on its own, so giving them a bigger overreaching goal in the form of affinity gain tied to affinity could be good.
Bonus affinity/ only allow full affinity gain for playing a different playable after death could be a thing to stop potential cheesing the system with “I’m a rex with a family, I’m going to die now, nest me back in lads” deal. But I think bonus would be better since punishing the people for having a favorite playstyle/dinosaur is rather shitty.
This is also where all the fluff suggestions such as “make trikes lock horns and fight” etc could go and tie it to affinity gain if you really want it to be a thing.
“But what me do with good affinity point-erinos after me got them?”
Im not sure with what direction and how to handle this the devs wanna go but things like additional skin customization options being tied with overarching affinity gained could be a neat bonus- this was mentioned waaaay back as a thing for smuggling “DNA” or some mcguffin off the isle to unlock skin options but perhaps this way could be considered instead/ in addition since its strange to me that you need to play as a human to unlock dinosaur customization items. This skin unlocking is more of “eh whatever” type of incentive, where’s ya meat and potatoes of incentive for good affinity? Well perhaps the following:
Affinity fuel for the machines
An idea could be that positive affinity has an influence on the process that strains and other creatures such as the “cannibals” are obtained. I’m not saying it’s a “reach x points, gain the strain” deal, you’d still have to do the in game “quest line” to unlock the animals but perhaps affinity could influence other factors involved with them.
So for examples sake, let’s say I’ve been a very good boy, I’ve played the game as a dinosaur in a very “desired” way and not mixed packed, I’ve survived a long time, got all the perks/ perks in one of the perk ‘trees’, nested in a bunch of dudes to adulthood and I’ve done the “quest” for one of the strain pathways. The game takes into account my overarching affinity and it influences things like my strains stats- I know, I know but hear me out. Since strains- especially hypos - are the ecosystem wipers and have been said in the past to “eventually die due to not being able to sustain themselves”- what if my affinity could slow or alter in a benefit way my hunger drain for example, gains me a bit more time to be the abomination I’ve worked hard for? Perhaps doing “hypo like things” such as rekt bases and shit on tribal villages also “buys me time” before the replicator catches on type of deal?
The strains would still be competent in what it’s supposed to do regardless of affinity level once reached, but the affinity bonuses on these simply add a bit more megatons onto the atom bomb with legs
Since strains are the “end game” for at least the dinosaur faction, when you play as them perhaps your affinity could drop to its starting value, meaning when you eventually die, you can’t cheese the “quest” right away again to get demi-godhood. Depending on the power of the strain would have an effect on how long they get to ‘ride the ride’, how much affinity to the mile so to speak- so for example a hypo Utah would not require or use as much ‘affinity fuel’ to maintain compared to a hypo rex.
Affinity as a ‘fuel’ making strains naturally finite in lifespan is one of the only reliable ways to ensure they will eventually die, humans have been said to have special weapons that will be able to destroy them but to ensure the ecosystem balance doesn’t just melt when there is 1 if not more strains on a server at one time, having them on a finite affinity type timer may be worth considering.
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TL:DR- Potential pathways on how to get affinity, some reason why to get it, and why to avoid negative. Affinity acting as incentive in the “late game” as to make it integrated to strain obtaining method and influence how long/ how well you get to play as said strains
I feel like affinity should still apply to dinos that are owned by tribals. Keeping separate species close together for example, would be a bad thing for both the dinos and tribals. Domesticated animals of separate species are kept in separate pens for a reason. Perhaps keeping a maia with a utah would lower its affinity. This will stop the thought of people using tribal domestication to bypass the affinity system for dinos. Affinity can also be lowered by having “tame” animals too close to their masters for extended periods of time. Even a “tamed” Utah probably won’t be happy having a tribal, the same one who beat it into submission too close to them for an extended period of time
With the brush being thicker in the game. I wonder if there's any possible way that the dinosaurs will be getting a first person view so that we can see through the brush when we are either stalking are prey or foraging for food right now in third person mode when you get into the thick brush it's really hard to see the surroundings around you and the be able to keep an eye out for Hungry predators that might be stalking you or stalking herbivores that are foraging for food.
So with suchomimus nearing implementation as well as fish now having their own models i would like to resurrect and rewrite an old suggestion of mine for the fishing mechanic.
I have heard a lot of discussion concerning fishing and the role it will have in sucho gameplay. From what i have witnessed many people seem to be under the impression that fishing is going to be a boring camping game and that sucho is better off ambushing. However, picking sucho to be an ambush predator would just add yet another carnivore that has very little differences to allo, carno, and cerato in respect to hunting. Having sucho function as one too really defeats the purpose of having it being oriented around fishing, which is likely going to be unique to suchomimus. Also worth noting that sucho shouldnt be limited to fishing solely, being strong enough to take down slower prey items that get too close will also play a part in gameplay.
As for the actual mechanic, fishing could include holding a key (similar to how scent functions) to begin an animation. The sucho would have to be in the water for this to activate. After holding the key, sucho shifts his legs and partially dips his snout into the water and has to wait for an ai fish to swim close enough for it 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. The sucho could then either swallow the fish then and there, replenishing hunger or keep it in his jaws or even in his arms to carry to a different location such as to bring to its young. This mechanic would serve almost like a minigame. No other carnivore has such easy access to a reliable food source, but it is not in any way easy or boring, requiring the player to have patience and persistence in order to acquire food. While this is speculation (as we have not actually seen the fish models yet), larger fish that are tougher to take down could also be present, creating unique fighting scenarios between a sucho and large aquatic prey.
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 will essentially get spooked by the presence of a predator. This is where the fishing 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 will not get spooked. This system overall would work perfectly for sucho while still requiring a bit of patience and skill.
I know people will disagree here. But being a giga main the giga buffs are a little underwhelming. The time to grow didnt bother me as they only shaved off an hour. And the giga didnt really need more stam. It just needs a tiny speed buff because a rex can catch is fairly easily. I think stam REGEN and a little touch of speed on his normal sprint would be a better touch up.
Remake other langage chanel.
This might already be planned as a fine detail for the future, thought I'd post it here anyways.
*Make parts of the Herbivore plant disappear as you eat from it.
The plant/leaf parts will then appear in to the dinos mouth as u eat from it and then slowly disappear (get smaller or something).
*Same goes for Carnivores, but only from the spot ur mouth is pointing at. (So a leg dosen't randomly dissapear when ur eating from the carcass back etc.)
Also a fun thing. As u eat from it and if u interrupt the animation to etc, fight something or just stop eating u still have a piece of meat/plant in ur mouth, and when u open it (bite action) it falls out, or slowly falls out on its own.
(Not an expert on how coding works, so its up to the team of how theyre going to do it.)
I know corpse dragging is a thing that likely will get added in the future.
As for the ''having a piece of meat/plant in ur mouth and dropping it'' as said above, this could be a detail coming as we get corpse dragging since that dropped piece could be something a small dino could steal/eat from maybe? Or just make it disappear in to the ground until we have ''pick up food''/''eat from dropped piece of meat''.
Not sure if this was talked about but maybe we shouldn't have and bite attacks for any dino swimming in water beside fishers.
A few chat box suggestions:
A species only tab- here you can communicate/find other members of your species, even from across the map (as far as I know local only works, well, locally)
A faction only tab- herbi, carni, merci, etc only tab. Communicate with other sharptooths or beakfaces and whatnot.
--a tab containing all of the separate tabs, with the text from each "tab" having a different color to distinguish them. Leave us with the other, separate tabs, but with the ability to delete/manage them.
The ability to message people- in addition, a small blip or chime notifying you when you receive a message. Messages will have their own color to distinguish them.
The ability to right click names in the chat box to either message/group/block/(friend?? maybeh), etc.
The ability to resize the chat box, recolor and adjust the transparency of the text.
Really a more quality of life thing, but seasonal weather (Winter, Spring, Summer and Fall) would be interesting. Just a thought.
Herbivores being able to sniff when walking, just like carnivores? Probably been suggested before, but would be useful
Dinosaurs should has a chance to leave scent on trees and bushes they walk through, and also possibly carnivores being able to smell footprints to find more scent marks, and the longer your on a trail you more clear scent markers become, walking through water should also make you immune to leaving scent trails for a short while.
also a possible wind mechanic making it so scent trails could be blown twords you depending on where you are currently located
Perhaps different colored scents for carnivore/herbivore footprints. Green for herbie, red for carni?
ability to see coords/character menu in sandbox? I just ran around in SB trying to get to a bugged location on thenyaw to report its coords in #401465476661641217 , only to find out you cant open the character menu in SB, so no coords. Would be convienent pls
o also can ppl not grow when they have the escape menu open? i saw a sub rex afk growing in a tree and it logged the second it saw me, it must have had its logout timer open while it afk-grew so if anything bad came it could just logout instantly. Having people not grow while its open would fix this so u cant just have it ready 24/7 and log when something bad sees u. (not my idea, someone in niv's streamchat came up with it but idr the name lel)
Console would be snazzy.
Have our eyes close when resting...so we don’t have those glowing peepers in night vision.
sleep mechanic when
other than being memey i think it'd be a nice addition. new animations dont necessarily have to be added, maybe just adjust the resting animation so it looks more like the dino is flopped over, sleeping. when you go into sleep mode you're blinded while doing so, aka black screen, but your sense of hearing also heightens. you'd get a larger range of hearing, but things would get a tad quieter. sleeping could also help preserve/slow down the rate of hunger and thirst, especially for things like dryo, where you start starving in like 10 minutes. growth while sleeping could also be cut to half, so people dont camp in a bush and wait to grow without having to go for food and water more often. this could also make gameplay more interesting for dinos such as dilo, where they mainly rely on their superior night vision to hunt. they could sleep out the day, occasionally coming out for food and water, but when night comes around they'd be the most active. i know it's been suggested before but i'm not sure if the devs said yes or no to it tbh
Buff velos and make them go after juvis to add a bit of excitement once and a while?
Dino call volume scale settings. meaning if you know for a fact lets say dilo is a good example, its help call is obnoxiously loud and turning your sound down is a bad idea - now if there was a volume setting for dinos and or dino calls, turn down wichever call is loud, while the rest regular. it may be better for most who like to keep their sound up for hearing shit while hunting and also escaping rather then losing their hearing due to 1 or more people spamming the call for no reason or just because they can. would be nice to mute or quieten the calls we chose to rather then turning down the main sound to avoid it.
There should be some kind of tutorial such as what plant to eat, and how to find water...ect... Trying to figured everything out myself make me want to delete the game
As a temporary fix, especially for weight classes above 2000, it would be nice if bleed dealt the same or less damage faster. Combat at high weight classes with a bleeder is pretty ridiculous. Below is a video of me 1 v 1ing a trike on Giga. The most effective Strat is quite literally standing there for 10 minutes after stacking up bleed to max. I know from similar experiences that Dibble vs Allo plays out more or less the same way, except average match time is around 6-7 mins. Combat pretty much just being standing there and staring at your opponent for ~10 min is not interactive or intuitive. Even if bleed dealt less damage, as long as it dealt the damage faster, combat would be much more engaging
This is a demonstration of how to effectively kill a trike when playing as a Giganotosaurus in The Isle. Enjoy.
1v1 end taunt : when you 1v1 a dino like a rex vs giga and the rex did win then you went on the body and then the rex put his leg on the giga head then broadcast
You are a bleeder, a volunerable hunter. Why would you face tank a trike, imagine it was a herd. You have the speed, you have an amazing run turn, you can kill trikes with 3 bites without getting hit
It shouldnt happen that a giga can survive that kind of attacks aswell, big oof
Give dilo more attack or buff its health. Dilo has 15n for the bite force, which is the same as dryo. I feel it deserves a little but more considering it's a carnivore. Its bleed may be good but it should be given at least a little bit more of a bite.. as for its health, Utah demolishes Dilo, whether the Utah is an adult or not.. maybe buff the health of the dilo a little bit more as well?
Suggestion to change the run animation for the adult/family of trikes, instead of a gallop animation why not take inspiration from mammals that are similar in size/shape like the hippo and elephant. admittedly the more similar of mammals the rhino does gallop, it just looks wierd to have something that round bouncing up and down in the air while galloping lol. Examples: https://www.youtube.com/watch?v=wcsugQucqZo, https://www.youtube.com/watch?v=LTHzlUQDGmc
A Pair of hippo bulls were fighting in the Sand river leading to this lovely view of one of the males running across the sand. Filmed in the Sabi Sand Wildtu...
A herd of elephant at Amboseli, Kenya, on the run. They were very agitated, but not at all interested in us. https://www.facebook.com/mipix A herd of elephan...
I read that unreal engine now have a plugin which they used for fortnite to reduce replication to other actors in the game, it reduces cpu power needed and maybe even ping, if you havent already check it out, cuz it would be something for The Isle because this will mean we could be 200 players on a server without lag or maybe even crashes, it´s not only for fortnite tho, cuz they have released it for everyone that wants it in their game. Links: https://www.youtube.com/watch?v=CDnNAAzgltw , https://docs.unrealengine.com/en-US/Engine/Networking/ReplicationGraph @real sentinel
Working on a multiplayer game? Are there many players in-game together? On this livestream, our networking team will demonstrate 4.20's new Replication Graph...
A channel to post ideas of landscapes or buildings/strutures? 
Make the server player count For Dev 1 100
please make Diablo just slightly faster than Giga, because as of now then Diablo is just free food to a giga
Keep the Rex’s food burn, but reduce the rate and/or severity of damage due to starving. It’s big animal, lots of HP...it ought to have significant reserves when it’s food is depleted. As a counter balance, perhaps we can reduce the Rex’s damage output while under starvation.
The Isle is a Survival game, and yet one of the basic needs, Thirst, essentially is not even worth worrying about at all on Dev Branch; you can smell water despite obstructions, it rains rather frequently and there are rivers which remove the risk that comes from going to a watering hole. Furthermore, dinosaurs fill up on water so fast that all you need is 2 or 3 seconds to be totally fine on thirst.
The game is easy enough as is without one of the basic 'needs' that should drive gameplay not even being worth worrying about. So, if there is going to be so many sources of water, and finding them is going to remain easy, wouldn't it be logical to drive up the need to drink + increase that vulnerability when drinking?
In normal animals they need to drink more frequently than they need to eat, which is anything but the case ingame as it stands. So I'd say dinosaurs should need to drink more often, and take longer to fill up on thirst, so you actually have to spend time drinking instead of slinking out of the treeline and vanishing after 2 seconds. As compensation, toss in the 'stop consuming when full' like eating has for thirst. Going to drink should be a moment of weakness where you look both ways and cautiously approach. It should feel like a primary need, like your hunger or stamina, which it certainly doesn't atm
Perhaps add blue scent trails instead of seeing the water through all obstacles to provide more risk. You wont know how far away it is or if it will be a popular area.
Survival is too dependent on food & water forcing an overly heavy handed approach at balancing survival with excessive food and water requirements. Starvation and thirst should be last things to kill you, instead, have hunger and thirst complicate your survival. Let us go long periods while starving or thirsty, but have hunger, thirst and injury contribute to and/or cause weakness, illness, infection, fatigue and overall reduced abilities which make us vulnerable to death during encounters with players, AI and the environment. Have certain plants remove infection and illness over time after consuming enough. Have broken bones, bleeds and typical wounds during combat have the chance of getting infected. Let food and water help us maintain optimal output and reduce susceptibility to illness and infection...but let’s not boil survival down to just food and water...it makes for a tedious game experience, especially when it’s the main way to balance survival.
Edit: Let’s also increase the time to heal, so the deficits these “inflictions” cause take time to heal, providing significant challenges to survival...which food, water and the use of botanicals help us to recover from.
Make the Hypo Dryo/Taco, if you guys don't, I will be depressed
When running up a steep incline, I feel it should slow you a little bit, and maybe even cost more stamina than normal.
Plus, it'd be neat if you could recover stamina slightly faster when walking as opposed to trotting.
Can we have a map that looks like this?
I feel like thenyaw is too dense with trees
carnos and gallies dont have enought plains
If you have seen the live stream there was a desert/canyon map maybe they can change it to look like this.
Idk if it's intended for herbis to kill juvis for fun, but:
Herbivores that kill several juvis in a row are "bloody" - they appear red when predators sniff and are thus easily hunted. Similar to that albino idea for negative affinity.
How about after a kill any dino appears bloody?
Welcome screen with basic server rules ie no mixpacking no megapacks
The message box that the Message of the Day pops up in can be pretty obtrusive. As an alternative, maybe drop it into the chat box instead? That way it doesn't hinder gameplay, and you don't have a chance of getting gimped if someone attacks you while logging in.
Ever thought about making the dinosaur movement system be the same as a Ghost in Halo?
That way dinos can move backwards and sideways and we dont need alt turn.
Imagine. Just arriving at swamp, you see no one but you're still very cautious because it is swamp and getting killed by a dilo biting you. They should make it that a place like swamp has dirty water. Due to dinosaurs stepping in it making it muddy and realistic. But make it that the more dinosaurs that step in it make it muddier but once rainfall comes it clears up quite a bit. Make it more realistic in that sense
Be able to access buildings as a smaller dinosaur
I.e kick the door down using an attack
An option for private servers which allows toggling certain day times on/off. For example if one wishes, they should be able to make it an eternal night/day/dawn/dusk in their server with the use of that option.
Multi-stage AI spawning:
(1) Determine spawn location weighted by:
- character density (both players and AI)
- biome
- species limitatons
- minimum distance to nearest character
(2) If players are close (but outside minimum distance) spawn the AI, otherwise memorize location (counts as AI for step 1).
(3) Whenever a player enters a certain radius spawn all memorized AI.
(4) Whenever no players are within a certain radius despawn AI and replace with memorized spawn location of the same type.
This way players can venture into "empty" areas of the map and might find them already populated by AI.
AI numbers would also naturally decrease in highly frequented areas avoiding easy feeding of big carnivore groups there.
Give us a separate pivot turn that is really slow, that is useless for combat. This is needed because of the inability for Carnotarus to pivot(especially with alt-turn deactivated on many servers), which leads to unnecessary tumbles down slopes that result is superfluous bone breaks with the current break mechanics.
It’s ludicrous that you come out of brush blinded by the branches and end up standing on a ledge you can’t turn around from....resulting in a slow slide and bone break.
And or give us a slope/grade walk that significantly reduces the occurrence of bone break. Somehow crouch walking isn’t enough.
For clarity: since alt-turn is so hated on many servers, the inability for Carnotarus to turn tightly in place makes it so we can’t turn around from a ledge. We have to take the fall to move away. Provide another less hated turn/pivot/spin in place feature...but make it slow, so it can’t be used in combat. So admins don’t feel the need to block its use.
Make it so no matter your dino's size or class we can eat any size gore. Realistically theres no gore pile too small for anything to eat. It's a little aggravating when you hunt something because you're starving and in just a couple bites it turns into a gore pile too small to eat.
make it so the animations for drinking water no matter how deep or shallow you are in the water that the mouth/head aligns perfectly when drinking water
Bone break mechanic during slides and falls is ridiculously bad. It’s better to just take it out than just leaving this broken placeholder in place. Something this broken needs to just be removed and added back once it’s much closer to being ready for actual release and testing....or buff the lighter dinos. If anything, they would be less likely to break a bone while on the stride and leaping....skinny legged deer do just fine.
kind of a bug report but also suggestion at the same time: noticed that when you're walking and you start sniffing, you can immediately stop walking and continue sniffing, and only your head will move. maybe to combat this, if you are moving, sniffing, stop moving, and continue to sniff (you can still move around), maybe the second you stop, you go back into your normal sniffing animation/it begins the animation? (as if you were standing still and began sniffing), some people abuse this, would be smoother as well
(edit: posted this minus the suggestion part in #401465476661641217 )
Any dinos that can't jump should have some kind of stomp or trample attack on spacebar.
Instead of an alt turn that can be used to turn faster in any direction add an animation for it and turn it into a pivot that costs stamina. This way people would not use it in order to improve their turn radius for the entirety of the battle. You could even make it so it can only be used to turn 180 degrees.
This isn't one of my massive ideas, but a more simple one.
More server customization in general would make up for the lack of a development kit, atleast to an extent. Perhaps having options to change the rate of given weathers (such as making more intense thunderstorms more common), food / thirst drain to be increased/decreased (for servers that want to make AFK p much impossible), growth times to be altered (like you could do in Progression; you could double or halve the times needed to go from one stage to the next), altered day-night cycle so you could have a server that is perpetual night or longer days... hell, even allow changes to rates, to create a higher paced experience such as bleed, bleed heal, stamina regen
I also find the idea that server owners should be able to customize playables would be a good thing, sooner rather than latter. IK farther down the line you'd be able to have servers that don't have tribals, mercs, or hell even dinos, but why not allow server owners to enable/disable playables for Survival servers, hell, even swap classes? So for example, you could swap out Adult Trikes with Old Trikes, so when you grow from Subadult you'd end up with a Trike that isnt cannon-fodder to Rexes. Or you could go further and swap Juvi Trikes with Avas, Subs with Diablos (disable Juvi Diablo from menu) and Adults with old Trikes and effectively create a hybrid server of Prog & Survival.
I think it would be a good thing for the community to be less outright toxic with everyone judging how others play and help the game compete with other Survival games who all generally have far more power to server owners. I personally, for example, would love to play on a server with a more hardcore difficulty - more storms, higher thirst drain, higher hunger- but more enjoyable gameplay in a single session -so to halved growth times & swapped out 'weak' (and goddamn juvi) dinos & more playables available.
** Easy fix for all the "sit in a bush" issues ** - Why are we sitting? We sitting when we are full at food and water until we need again, of course as a Carnivore it's more action heavy since you start searching for AI/food way sooner than a herbivore. Affinity system can easily solve this problem without any serious kick back. So basically the Affinity system meant to be like a journal "how you should" play as this type of dino right? in a less serious way. Just make Affinity "quests" wich can grant you + growth or a growth booster. A really stupid example but for a Giga " You are at 0.8/1 Fresh adult, so this is your affinity quest : "Search and Hunt down a Parasaur and eat 800 food from it " Affinity reward : + 0.15 growth or +5% faster grow for 25 minutes. Im sorry for a bad example but you need something rewarding what keeps people move and play without sitting for hours. Of course there would be a cap, like you can't do a Rex under 5 hour or so.
What if nesting and raising young is a requirement to reach full adult, so rexes/giga/trikes would stay in fully grown sub adults untill they nest then being capable of growing to adults.Same thing for the other dinos execpt it being when theyre a fresh adult.
As with the previous collaboration I did with @tight kestrel , this is aimed at the developers to try and make the Survival gamemode feel more enjoyable to players. However, the focus of this 'part 2', hinted at in the previous work ,is specifically to make your gameplay experience feel more engaging and unique. It does so by making changes to the following:
1. Acceleration
2. Ambush
3. Thirst
4. Corpse Yield & Decay Values
5. Edible Plants
The full document contains proposed changes to movement, for both herbivores and carnivores, along with alterations to the needs system to make encounters far more engaging and far less certain for either party involved, increasing the risk of failure and reward for whoever comes out on top. This is designed with the changes proposed to stats, rates and niches in mind.
https://docs.google.com/document/d/1q3Lr9dVTPOB9LVNAGjoNrxvD66BHYwPsdhgsxx9hGyA/edit?usp=sharing
On the menu character, do a real bone break when you have it and not just a flashing bones.
Delete this for do a real effect of bones break, not a white flashing bone
So have the bone break like the current hunger system where the more its cracked the higher severity. This will also help with estimating time until it gets healed.
Lower rexes bb chance or remove it entirely until the new system comes.
Oro and Taco need some changes since there is Velo AI.
That they are slow and may need a long time before finding food is a general problem and I hope that the devs know that and put more bushes around the map and don't just on special spots so also the slow Dino's can get food and don't strave.
But the problem is that the places where food is is also often full of herbs and carnis and so with Velo AI.
Oro and Taco have no change to escape because Velo is way faster but also no chance to fight back, hide or escape on rocks!
I know they are no survival Dino's but you put them into the game so you need to take care of the survival chances!
Make them faster or let oro jump since it wouldn't be impossible.
Also I would like to have a different texture for the birch trees since it's pretty hard to see eatable bushes in birch woods.
Different nest textured/models depending on where u are? Exampel, Red Woods the nest’s texture could be something like this. (Not my artwork)
https://www.youtube.com/watch?v=Aw_QRRcP3ho Give trike a new run animation? Obviously not as fast as this but the one we have now just looks strange.
A sample of my skinning and animation work.
Maybe lower the Chance to break bones to 50% per bite aß a Rex, most people just run away when they see rexes because of that high breaking Chance. Just change the rex to a fightable Dino even with alt turn(yes, i know some servers have it disabled) you dont have to nerf it till its dead but adjust its stats a bit. Also, update the spino walking/running Animation, i think its spine is too wobly while walking (my opinion).
I have a suggestion I have noticed when it’s raining and puddles form you can’t drink from them wouldn’t be cool to drink the water from the puddles
I got another suggestion
Maybe when the game has gone through a lot of updates have like a Gamemode where you vs AI boss like tissos and hypos and colossus etc to gain DNA strains to transform yourself into that DNA strain and vs other players in like a survival of the fittest juganuant gamemode where if the player with the hypo strain etc dies the player who got the kill gets the hypo strain
make the thenyaw island home for the cannibals
diablo ability

Kind of unimportant suggestion but:
I know the devs were throwing around the idea of having a herrera be playable and have its gimmick be tree climbing (disclaimer: this was just a concept art, nothing concrete or confirming), but I was thinking, what if its gimmick was mimicry? It wouldn't be terribly far off from its original gimmick; that being a roar that sounded larger than it actually was, which would scare off threats. You can find more about that in its dossier. Anyway, it sounds useful enough. You could sound like something big (like an allo) to scare off threats still, but also sound like something small (like a dryo or oro) to lure prey in. May also be easier to implement than tree climbing, but I cant be sure since im not a coder.
issues with this suggestion that I can see so far:
-if you want to mimic something large to scare off a threat, you would have to be hidden to do it, otherwise the threat would see you and realize that you are indeed, not a big boi.
-mimicing a small thing to lure in prey would also lure in more threats obviously
-it wouldnt be useful to mimic something big and scary to scare off a threat if the threat already saw you. What i mean is, imagine being a herra, a utah sees you, and you run. You escape into some trees and out of site, but the utah is still following and sniffing for you. It will most likely catch you. You decide to mimic an allo to scare if off, but it doesnt work - because the utah knows your around somewhere, and knows herras can mimic things. It concludes that it is more likely you mimicing an allo rather than an actual allo, so it goes to the noise, and bam your dead.
Restrict channels to those who do not read the discord rules. Allow them after a questionaire about the rules and/or time limit has passed to allow time to read said rules. It would slow down on questions or problems that keep reoccuring because of those failing to read the rules. i.e., ETAs, flame wars (possibly), tagging mods/devs when appropriate. We have a great community with staff that do their jobs well. We also have devs that work hard daily to keep this community going. I just feel constantly answering questions that keep reoccuring or a slap on the hand will keep people in their place and read directions. Then again, not many have common sense either. 🤔 Just my opinion.
being able to pick up babies
For my herra mimicry suggestion above: Also: there could always be limits on what you could mimic, strains for example. That would be crazy. Could also be a size limit or something, like juvis could only mimic smaller dinos like utahs and dilos, then adults would be able to mimic those and more. Could also require herras to hear a dino before they can mimic it. Could also have hard limits, like "cant mimic apexes no matter what". Not saying its a good or bad idea, just pointing out that the option is there.
(hit the 2000 character limit so i have to make this post)
OH also heres the tree climbing concept art i mentioned https://images-ext-2.discordapp.net/external/Z9-7S6SkhHOhnTum_-WP_JQE3UAPlVoF8VyqyfMzX90/https/cdn.discordapp.com/attachments/401464048610312195/433805037492240385/herrera.png?width=692&height=596
again it isnt confirmed or concrete
This isn’t for the game, but for the discord, can there be voice channels for specific Dinos?
Idk if this was already a thing, but Id like to see this so called “to-do list” so i can see what the devs are actually working on and its progress whether its a ‘complete’ or ‘complete for now’, sort of thing. To me thatd be a kind of cool and convenient way of looking at game progress. Might be a hassle for the devs to keep track of what devs work on what but i just thought id shoot this out there 💁
For the combat overhaul let our dinosaurs walk backwards it would be a easier animation to animate than having your dino do a kick
https://youtu.be/GJC1MZ8XxQM?t=13 Can i make a suggestion that this is in the Main menu for this version of the current Isle game
Suggestion for ask-a-dev channel
I think two hours is too much, people who actually care about the game and want to ask good questions are probably already writed down the questions before the opening. Half hour would be more than enough. We saw it, after 40-50 min only trolls asked stupid question or someone repeat a question what others already asked.
the dino compass should still work when it's raining. there isn't any reason why it shouldn't.
Suggestion for the question chat,
I hope somebody is actually looking through the chat and not simply basing the entirety of the picking from the ✅ because after reading through good portion of the questions and alot of the highly voted ones shouldnt even need to be answered
Rework the automatic recording or just correct him. We don't see the dinosaur roaring, we don't see every dino in the entire map, other dino than your turn non stop on herself and the drinking and eating animation don't stop when this stopped in game. We see dinosaur drink or eat into the wind.
More suggestion or bug report?
I have 5 suggestions, so I guess I'll just list them off. I have a few clips from the "Walking With Dinosaurs" documentary series just to show what examples I mean. These are mostly to make the game more realistic, and easier to play on a low populated server. It's difficult to find a server with a lot of players, at least for me anyway. And starting as a juvie all alone for either carnivore or herbivore is extremely difficult between starving and being someone's dinner when you're on a well populated server.
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After a carnivore has eaten a corpse, there should be blood lining the carnivore's mouth and teeth. Just a cool aesthetic feature that could let players know when a carnivore has eaten recently so they can feel a little safer. After all, predators don't kill for sport. They only hunt and kill when hungry, threatened by foe, or protecting their young. If a lone predator has just eaten, they wouldn't feel the need to kill a herbivore that is walking by. It would be a waste of energy and a waste of future food. Unless they're a kos individual...
Watch until 1:22, the blood example and behavior example are both here: https://www.youtube.com/watch?v=i9IjL2RCFoI -
Predators should be able to carry smaller kills away to a safer location. Like you kill something in a huge open field and you really don't want something to come up and either kill you or take your kill, you could pick it up and take it away to a safer spot. Or if your kill lands in the water. You wouldn't be able to sprint or trot while carrying anything but moving a little would be better than not moving at all. This is nice for predators that aren't fully grown, like older Juvie to young adult before reaching full size and can't defend themselves well against an older predator.
Check 1:01 of this clip https://www.youtube.com/watch?v=LHNFGO6_DJY
It is now the end of the wet season and a time for mating. Al is now 6 years old, and big enough to mate. Subscribe: http://bit.ly/BBCStudios WATCH MORE: Hir...
New David Attenborough series Dynasties coming soon! Watch the first trailer here: https://www.youtube.com/watch?v=JWI1eCbksdE --~-- Despite ingenious evolut...
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Similar to being able to carry small prey away, if you were to either kill a large body that will take a while to fully eat and disappear, and you do not want to hug the corpse in case its in a bad spot or you feel an ambush coming, you should be able to pull a good piece of the corpse away and take it with you, that way an entire kill cannot be stolen after your hard work. It would be nice if you barely survived the hunt and you really need the food, else you wouldn't have risked the dangerous prey, and you see a fully grown Rex or Giga coming down to take your kill. So you take a chunk off and retreat away so you have some food instead of losing the entire kill and starving to death.
Check 1:07 of this clip https://www.youtube.com/watch?v=D1VxKgdI6I4 -
Make hunger and thirst not be such an immediate threat for larger creatures. This mostly applies to carnivores, as the food of some herbivores don't provide a lot of nutritional value in real life, thus requiring them to eat more. Current day animals sometimes have to go days without food, merely because hunting and killing something is not an easy or safe task. Humans used to do this as well, before we became civilized. Yes animals feel hungry once their stomachs are empty but they don't immediately begin to die and wither away because their stomach is empty. Humans can go 3 weeks without food, and lions can go anywhere from 6 to 8 weeks without food before dying. And the same is said for thirst, of course the time period is not as long when it comes to water need. Humans can go 3 days to a week, depending on the environment, without water, and lions can go about 4 days without water, however they do receive some water from the blood of their kills, so it would be cool if carnivores can get just a little water from eating a corpse. Basically, it would be nice if you could go around 3-4 in game days before starving to death, and 2-3 days before dying of thirst.
The Ballad of Big Al is a combination biography-sequel for Walking with Dinosaurs. It focuses on an Allosaurus named Big Al and his constant struggle to surv...
- Lastly, larger and more AI animals. While I do not believe there should be large carnivore ai, because the majority of the player base are carnivores, being a herbivore is a really tough go. After all, no one goes into a game WANTING to be killed and eaten, which is what happens in most servers whenever someone plays as an herbivore. They're easier to kill than other carnivores, which is the main food source for players. Which makes sense, people want more teeth (Jurassic World reference, haha). So having AI spawn in as larger herbivores would benefit both parties. It would benefit the carnivores, because now they have a safer food source on a low populated server, or a mostly carnivore server. And it would benefit herbivores because the AI could grant them protection sort of like a temporary herd, until they can manage to find a player herd of herbivores. The small AI is great for juvies and carnivores that don't grow larger than a Dilo, but once you pass the juvinile stage, AI merely takes the edge off your hunger, since they don't spawn in big clusters, which they should honestly. Finding a lone dryosaurus or taco in the middle of the night is almost impossible if you do not own a good pair of headphones, so having a small cluster of 4, maybe 5, small AI would make them more useful.
See here: https://www.youtube.com/watch?v=V0pPlwbCX7Y
Delete all the questions except the one you answer in the ask a dev chat so that people get more ideas and its a bit more organized.
Merge Global, Group, and Local chat together and just have commands like /g for global, /p for group, /l for local to talk in different sections of the chat. Switching from tab to tab just to figure out where someone's talking to you can be hectic sometimes.
Add a separate chat channel in-game for admins only, this way you dont need to pop back in and out of the game to check discord. Perhaps the admins can talk freely in that chat without triggering the generic F call? I feel this could help people or server admins communicate with one another more efficiently rather than announcing it in global or having to switch between game and discord.
Maybe making the tracks of others appear as a different color than your own? So if you get turned around when chasing something, You won't end up following your own tracks like a damn fool.
https://youtu.be/pMHLkVCBZR0?t=112 I have a suggestion why not add insects that can be eaten via juvie carnores and maybe blood sucking incests
Dr. Rick Marshall (Ferrell) is sucked into a space-time vortex alongside his research assistant (Friel) and a redneck survivalist (McBride). In this alternat...
Got a suggestion can we expect to see frogs as a eatable thing for juvie carnivores and a feature like dragon flys
make the all the sandbox server's except the deathmatch's in 1 server and the survival server's in 1 server and the prog server's in 1 server's again , then the dev put the rules , and then the player's number maybe will be unlimited or like 500 and you can tell the devs what rules you want to put , and who did a server he will get his money back except deathmatch's server's and there will be a bunch of herd's and carni's .
can you correct the north south latitude, ie positive latitude should be north, and negative should be south.
scent should be more interactive, not just pressing a button and all the sudden stuff starts glowing for you, you should be able to follow a trail and the scent markers get stronger the more you are on it, as well as certain dinos being a lot better when it comes to scent, ie cerato being the best as Its supposed to be a mega scavenger. Walking through water should also make you immune to scent, and there could be wind which blows in directions that give a boost to scent if your downhill. scratch the wind part
Why we don’t have Dino skins? And what about dino poo they don’t take a one? That would be good to track someone by it? And where did pterodactyl went?
I don't know about everyone else but I thought that we should have more defensive dinos as most of the herbi's right now are pretty defenceless maybe not in damage but I mean by appearance we need another herbi that can deal bleed damage and stand a chance against medium size dinos like the cerato or the allo for example.
I thought that iguanodon would be a cool asset to The Isle.
One begin the iguanodon having those huge thumbs spears would be awesome to have and having the Z toggle walk changing between walking on all four vs waking on two. Maybe having the 'iggy' walk on all 4 making it faster in speed but have terrible/ bad turning radius but instead when standing on two legs its turns become alot more better/ reliable and having less of a fear to run away from predator's as the only medium sized herbi to put up a fight would be para and the only herbi that's strong but super slow is trike.
I feel as if iggy would be a great balancing, middle ground dino to level out the equaling of actually being able to defend one self. But that's just my thoughts...
I have new Suggestion
Can we have a Caterogery of Feathered Dinos and non Feathered Dinos as skins so you can have the realistic dinos with Feathers and the Iconic ones without
whenever you leave a footprint at night other players dont have to sniff to see it since it glows yellow and prints the decal of the foot print onto the grass which makes a pillar of glowing yellow almost the same as using scent which defeats all stealth during night time. i suggest that footprint decals are changed to where they can't leave a make on grass or rocks... (you should also make them darker or lighter depending on how fast you run or what your doing while running).
maybe add a scent "fog" around dinos if they are sat still enough for long enough so you cant just sit in a bush and ambush everything with a rex since ur tracks disappear and they cant sniff u out of the bush..
Ideas for fliers like quetz to give a fair gameplay and some mild prevention of scouting.
Stamina Flight - You can't fly forever. This is like the swim stamina drain,
if you run out of flight stam you're going to fall from the sky. Plan your flights carefully.
Run for takeoff - This would function similar to the crouch ambush. You shouldn't be able to just fly from the ground to the air immediately.
Immediate takeoff - Taking off immediately which uses a lot of stamina to get into the air and away from potential threats. However your flight will be shorter.
Air break landing - You need to be able to break to land safely, maybe costs stam, prevents you from just slamming into the ground and dying. Plan your landings.
Glide landing - Slowing down enough in the air to come to a gentle land.
For landing you need to be at a good angle so you don't slam into the ground.
Trees branches with physics? Allows dinosaurs to seek refuge under these to avoid the quetz and prying eyes in the skies.
A forest can be a dangerous place for a quetz to fly through, risking breaking their wings and falling to their death.
EDIT: To prevent Quetz from flying too high over a protective forest, physics based ceiling. Perhaps can cause rapid stam drain from low oxygen.
So we all know the valid reasoning why flyers are basically canned as being playable, we, the people, would abuse them in mixpacks and megapacks. Another case of 'this is why we can't have nice things'.
But what if... the solutions to limit Quetz are simply more intricate? I have several in mind.
- Juvi Quetz cannot fly. Yes, you heard me right, you are basically galloping around as an antilope-sized flightless bird which is also incredibly fragile and would have to subsist on Tacos and Oros, hiding in the forest.
But what if the mixpacks/megapacks just protect them so they can reach adulthood?, you sensibly ask - Quetz would be incredibly affected by negative affinity. Given you are a weak, mostly incapable of your own fights, any penalty to affinity would already drastically inhibit your survival, given worsening food demands on a mostly-obligate scavenger in The Isle's ecosystem, and penalties to your stamina would also be severely damning. So my idea to make any debuffs your acount may have on affinity apply extra on Quetz would mean someone with a dirtbag track record, such as someone who is a member of mixpacks & megapacks, would struggle to use Quetz. Also would mean carebaring a juvi Quetz would be dumb. However, people with a 'clean' slate would be able to make the most of Quetz, aka, all those who reaaaally want Quetz but would lose out on it by virtue that we, the people, can be assholes.
but what stops them from growing in seclusion and working with members of a Discord over Voice Chat as flying scouts, if they do make it to adulthood they're still OP
- Quetzalcoatlus would have two primary modes of flight; one where it cruises along at a low stamina cost, during which it can use its amazing scent, but is moving slowly while doing this and is a very exposed target to any humans. However, while in cruise, you are actively losing altitude, and regaining it costs stamina (by holding space). The other mode, the fast mode, drains more stamina outright & you cannot scent + your Quetz's vision blurs a bit, but you do not actively lose altitude and move substantially faster.
idk man, still seems like it can be an OP drone, and it could just land places and take off at first sign of danger? - Quetz would have absolute shit Night Vision. At night, a Quetz should not be in the sky, at all, period, this is a bad idea considering collision with obstacles mid-flight would be outright fatal. You won't know how high you are, where you are, given you have a spherical bubble of where you can see... At night, UAV is 💯 offline
Add Bigger Ai Dinos.
Update the rules.
Possible ledge/rock climbing for smaller dinos ie pachy?
Stego, Anky ability?
It would be nice to have all carnivore dinos to get all their mouth in blood while they eat, the way every dino eat meat is very gory but none of that blood get in their skin.
nerf herbivores. They should be wanting to run from Carnivores not run towards them.
To piggyback off of the 'possible rock/ledge' whatever climbing for smaller dinos, this should be a special ability for the pachy and utah and nothing else. It would help Pachy evade larger predators that could run down and kill it, ex. an ambushing cerato, allo, or carno
Utah could do it as well, for obvious reasons, and because it wouldn't nullify pachy's ability, seeing as pachy is likely going to be more than capable of defending itself from a utah
For the love of Carnivore Jesus, could we reduce the tick rate and/or tick value for Carnivores while starving? Let us burn through our stomachs like normal, but let us decline under starvation slower. At least that way we have time to traverse the island, stalk and wait for opportunities to strike...instead of needing to operate in the world like a death match shooter. Stop all growth while under starvation so it won’t contribute to AFK growing. Consider the fact we are operating with reduced health while starving a reasonable counter-balance, leaving us vulnerable to other carnivores and the herbivores we hunt alike...but at least aren’t just dropping dead because the server is light or AI spawns are bugged for the 30-45mins we are looking for food.
Edit: Thirst mechanics would remain unchanged.
A Q to get into the servers.
Iguanodon as a possible herbivore?? like from the movie Dinosaur by Disney i feel like that's an iconic Dino just a thought
Probably already suggested but an invite species kind of button that way we dont have to click each individual name trying to find people
Body clean up command? >.<
We need a nice, almost 1st person-ish view. Even if it’s just to help see while moving through brush.
a new micha for the inv system thing :
i hate when i trying to find people i really want to search the name in the tab
Scavenger QoL suggestion
- As far we know, Cerato will be reworked and will turn into a smaller, faster scavanger. Scavanger dinosaur most of the time need to eat fast, to not be caught by bigger bullies. So i would suggest that any scavanger dinosaur should get food in every eating animations (right now it's working like, you got food from every second eating animation). So they can really go there and scavange a bit of food pretty quick.
- Probably give them the best scent range and expand the time of the scent "vision". Also probably an ability to sniff gore/carcass even if it's raining. Not footprints, just carcass!
- Make every dino lose stamina while crouching (not in a extreme way) but don't include scavengers, so they can be stealthy without any backkicking.
recently a few people have said they want everything to have a "sub adult" stage, my idea is instead of a sub adult stage give everything an adolescent stage which is just a slightly modified juvi or adult model. this way you won't need to make a new model just slightly change a current model, but tbh this is more of a post 1.0 thing and isn't very important or really needed, just something else so you don't go from this tiny utah to a large utah with drastic changes (utah for example)
on the maps that we had before, biomes had very clear boundaries. The maps are huge, I suggest spending 2-3 kilometers on an adjacent biome so that the map looks natural. without abrupt transitions, very smoothly. + it would solve the problem of filling the map
Long post inc:
I know in the past that infection/disease has been suggested. Here's my take on skin disease/parasites that can help combat megapacking and a few other things-
Naturally, like hunger or thirst, your dino will accrue skin parasites/skin disease as it moves about the world. This process can be sped up drastically if you are in close proximity with different species, your own species if you aren't a packing/herding type dino, and if you sit in water while not a fishing type dino. If the affinity system is added, this could also affect it.
The severity of your dino's ailment can be indicated by your skin slowly turning mottled and yellowish. In the Character Menu, there could be a symbol like the Rod of Asclepius to help indicate the health of your dino. Certain idle animations, like scratching or shaking, will play more.
To combat the disease/parasites, your dino will now be able to "groom" itself by going up to a tree or certain rocks and rubbing against it. This can be a separate key from eating/drinking, and your dino will be briefly locked in an animation, leaving you vulnerable. Depending on your size you may even shake the tree!
In addition, certain patches of dirt can be used with the same key. This will also put your dino in an animation while it kicks up or (if small like a Dryo) rolls in the dirt. Your dino will briefly appear dusty (about 20 seconds or so) and will receive a temporary buff that'll slow the progression of disease/parasites UNLESS you put yourself in the aforementioned situations of mixpacking/sitting in water, or if it rains.
Edit: totally forgot to add the debuff that you'll get if you let the disease progress too far- your dino will be slowed slightly (moving with painful skin is pretty uncomfortable!) and at the last stage of progression, your dino will slowly start to take damage.
fix the AI spawning system.. or rather replace it last i tested, AI spawn around players right? so the current AI spawning system means players that are in large groups and just sit at the same lake get more AI than others. the other thing wrong with the AI spawning system is AI only spawn when a carnivore is near.. that's all well and good until you realize this means herbi's know when a carnivore is near because they hear the AI calls
ok so.. what i'm saying is well 2 things, either allow AI to spawn around herbi's but that wouldn't fix everything or instead of AI spawning around the player make "zones" kinda like the herbi food spawning zones used atm, these "zones" would spawn in different AI depending on the environment and would activate either when any player is in them (still could be used to tell if another player is in the area) or just have the AI spawn in the zones and not leave the zone (might cause lag but idk 🤷 ) for an example of different AI in different environments lets say ehh.. the 3 current AI could spawn in dense forest while things like ehh.. brachi AI and acro AI (if we get acro AI) could spawn in open plains.. you get the idea.
sorry about the massive wall of text, but I think that there should be more of a progression added into your dinosaur as it grows, and i think that instead of miniature versions of the adult, juvies should be a smaller version BUT have lighter colored skin, and on certain dinosaurs they could have underdeveloped features normally used for attacking, to reflect the fact that they still dont do as much as the adult and make it easier to tell power and size. One example of this system could be a trike, the adult trike would be the color it is now, a darker brown almost, with large horns. when you play as a juvie trike, instead of leaping into adult suddenly, get rid of the growth button altogether and just have the dinosaurs as they get older have bigger and better models. back to the trike, the juvie would have a light green to blend into the grass since the trees will be to big and also give them little stumps instead of horns, and as they grow "naturally" and if they have good affinity during this, then they can grow larger horns and a darker skin for blending in with trees. another example would be the spino model, you could have fred's juvie model with an underdeveloped spine, but then have tap wing's adult model with a huge spine and darker skin, meaning the growing between the two would actually change a lot and reflect an actual viewable growth process, adding to hunting as you know their power and yours, and adding to emersion as your dino slowly grows big and strong all the while you are able to see its horns, its claws, its spine, etc.. growing with it. (i know this was a long one, and i went on a bit of a sidetrack while talking the the examples, but this is because there is a lot you could do with the system, and im also not very good at outlining my ideas lmao)
i believe there should be a dead body dragging feature xd itd make it easier to help your friends when they break their legs and are healing
Make the garbage bin emoji dev-only so people can give a proper thumbs down again. Lets face it: You didn't put in nearly enough thought to justify calling it trash anyways.
Make night vision automatically “transition” in at dusk and dawn. Make it overlay over normal vision so we have night vision dominating near vision and the fading ambient light still provides faint visibility at range....until its so dark that normal vision just doesn’t offer us anything to see and all we have is night vision.
@digital moat Hi Dear Developers of The Isle I have a question is the quetzal in 2019 in the game purely or not at all. This would make me really sad because flying dinosaurs simply belong in such a game into it you could make it so the flautaur only on Regenerating biden can have as much as the carno but can very slowly boost your stamina
So, the game's final product is fully intended to have tribals and mercenaries in mind, who, understandably, have severe disadvantages and simultaneously advantages Vs dinosaur playable characters. However, ATM if you look at NV, it just seems there to cripple most playables barring Dilophosaurus and a select few that aren't ass.
What if NV was balanced with the whole game in mind instead of just the dinosaur aspect? Hell, make it so your visual acuity really matters and presents moments of strength and weakness, overall, in which certain things thrive?
NV should automatically transition as time changes between dusk and dawn, both of them overlapping. However, the ranges of NV would be increased for all dinosaurs... but at dusk and dawn, when that powerful NV is still overlapping with standard vision, you would be in a 'Reign of Fire' type situation - any of you unaware, basically the dragons have amazing vision & NV, but they struggle at waning light.
Dinosaurs would not 'hunker down for the night' as we currently do. No... our NV would be very useable to travel around. However, it would be at dawn and dusk when we seclude ourselves.
Give the food and water icons a cool down before fading away. Eating one bite meals don’t show your new hunger level because it doesn’t tally up before the icon goes away.
I know this would be a lot to do, but dinos with sneezing idle animations would be hilarious and amazing.
use the old token system as a way for players to unlock cosmetics such as new patterns maybe even new skin's
and thing's like scars and ehh... other cosmetic item's :>
put the milky way in the night sky or more beautiful sky star's or galaxy's
i mean when you go outside the city and there's no light and then the sky will appear with the milky way
You could have primary diet requirements key to being stronger in combat. Ai species could roam in certain areas and apex species get more buffed from that particular diet. If they cross into other territories for too long they'll be weakened from the affinity system and lose to that region's apex in most cases.
Resting
Resting should make you consume less hunger and thirst, it's very complicated to orientate yourself or do anything at night really, and you can die of starvation during just that time.
i want giga's to hunt sauropods because they can bleed them and wait, rex's to hunt large herbivores with their sheer power, and spino's to hunt large carnivores since it can survive bleed. i want rex, spino, and giga to be pretty even matches so apex's still have some sort of enemy and/or risk of death, and i want deino to crush all of them so this way each apex can have its own dominating territory but then have the huge deino to be the apex eater with it's crazy health, hunger, and power. this means water will be dangerous for apex's and they also wont be ruling everything since they will have others to worry about (and even a dino that actively hunts them). as for the deino, its play style is TBD so i dont know exactly what i want its role to be, i only say apex predator because when it is an adult it seems to be at a size able to crush any apex... but for all we know the deino cant fight apex's and it has to kill medium sized carnivores and herbivores while the other apex's fight bigger things with their added mobility. |||| TLDR--> in short i want apex's to all be even and have their own niche's but i dont know what the deino does so it cant be reliably placed into a niche as of yet. (keep the replies civil please, im ok with constructive criticism as long as you back up your claims politely and not act like a hungry cannibal.)
Give us away to identify gender of same species dinos and their tracks. Provide a blue or pink highlight/outline in their tracks and when in close proximity, the dino. This could be limited to adults only, no gender info for juvies. But maybe for sub-adults.
buff dryo nv
make the footprints more customized for each dino so you know what your hunting.
People are complaining that giga is too fast, and that the giga v allo matchup is very one-sided in terms of giga catching up to allo. I recommend this:
Implement this recommended speed chart created by Doctor Nova: https://docs.google.com/document/d/15hh1yip-95chJCeEv6bXSEsWhXzE8FGnHnQ1X9khVH8/edit
Give Giga and Rex the same stamina and the same stamina drain.
Give Giga much better stamina regen than Rex.
And now you have a Giga that can still ambush Allo if executed properly, but not catch one that's just under fully grown without ambush. Plus, it isn't shitstomped by Rex.
With the recent new patch came a new animation for Dilophosaurus's bite attack and many people including myself think that it is too slow
Although it's great that Dilo "Can't stack bleed at the rate of a machinegun" it might need a bit more accuracy (to hit prey) and attack speed, so i was thinking that maybe it could be arround Allo's bite speed which is decent enough but not super fast.
Oro, Taco and Velociraptor in Survival as playable creatures. For those points in life when you can only play the game for a small amount time, play one of these!
I mean a few buffs may be required, but no attacks? That doesn't bother me! It's all part of the fun of running away!
Velociraptor, being a very fast growing carnivore would be nice.
Maybe after a call or bite 2-3 second wait before the idle comes back? It's looks really weird when you bite then your dinosaur move like a real fast animatronic back to the idle position. A little space beetwen bite/roar and idle would solve this weird thing.
maybe during scent mode activation, when you are looking at footprints, it can pop up on your screen the dinosaur the footprints were caused by, or something less specific like "large/small herbivore footprints" or "large/small carnivore footprints" as a little indicator to help identify what you may or may not be facing up against; considering this is SCENT and things usually leave their scent behind from their feet and can be identified through that.
and like daddy's daddy said, maybe a little bit more uniqueness to the footprints maybe you help identifymore so. I've noticed the footprints in the character menu look unique to the dinosaur, so maybe slap those on the ground to that same dinosaur rather than using the same 3 or 4 images for all in game dinos??
If therizinosaurus is injected as a test and passes, making it's way to survival, it needs the ability to bleed things. you're getting slashed or stabbed by hardened, sharpened bananas for fingers, dont you think that would break the skin, open you up and cause some sort of amount of bleed? even right now it makes no sense as to why it didnt get the ability to bleed using its slash, since its arms and paws are its defense
A reduction for Diablo growth time is in serious need. Atm 3 hours to grow is an absurdly long time for an animal that cant reliably defend itself until 1.0 growth. I hardly ever see anyone play diablo anymore and it was much more popular when it had shorter growth. A growth period of 2 hours or 2 hours 30 minutes would be a great improvement.
Please make the time of AI corpse despawn longer
In addition to this, i believe diablo is in need of a slight speed buff. At the moment it is out ran and out stammed by an adult giga, giving it no chance of escape if spotted by one.
ATM, Carno lacks any of the traits needed for a small game hunter, or even a good traveler, and isnt a good pack hunter either. It has a tragic mishmash of these characteristics; its stronger than small things, its crazy fast and has good stamina, and does good bleed + has good healing capacity. But in every other way it doesnt fit into any of these, and takes highly incompatible elements and throws them together.
It has low raw damage which prevents it from killing its prey that has the agility and stealth to escape it. It lacks any natural stealth given how loud and characteristic its running & trotting sound + its scenting sound is really loud. It takes too long to drink, so it cannot just go from one water source to the next with ease. It has absolutely atrocious bleed resistance which means it cannot keep fighting after an injury. It has absolutely atrocious stamina regen which makes them a bad pack hunter and a bad traveller. And OFC the elephant in the room, your bad turn radius makes you a bad small game hunter and traveller, especially with snapping your legs by sailing over rocks.
It's really simple. The devs need to figure out what they want Carno to actually be. It is trying to do 3 entirely different things and has crippling flaws that stop it from doing either. Do 1 of the following 3 things:
-Fix turn radius, increase raw damage and increase bleed rez if it is meant to be small game hunter + make it quieter, but nerf its bleed damage & HP regen so it isnt a god pack hunter, and keep bad stam regen & leg snappy so its not a god traveller.
-Fix Turn radius, leg snappy, allow it to drink faster and buff stamina regen if it is meant to be the great traveller, leave everything else as-is so it's neither a good pack hunter or small game hunter.
-Increase stamina regen and bleed resistance and Night Vision if it is meant to be a good pack hunter, but nerf its movement speed so it's not an amazing traveler or small game hunter.
Change Giga stamina back to what it used to be with 2 drain per second when running. Change Rex to be 2 drain instead of 1. Finally, reduce Giga's ambush from 13-15 second duration to 10 seconds tops. It does not need to be capable of running across entire valleys with ambush. That defeats the purpose of ambush -a quick, shorter burst of speed to close the gap and catch your prey off guard.
With these changes, Giga could finally be brought back in line without being rex chow -at least speed wise. Combat wise it would still be unkillable by anything but rex, but that's a problem for another time.
Right now it takes the same amount of time to get a fully grown allo as it takes to get a fresh adult giga.
Taking 30-40 mins out of the adult Giga and spreading them in the Juv/Sub stage should make it more balanced.
I recommend allowing the compass to still function when it's raining so you're not hopelessly screwed when it's raining at night.
I may get anger from this but honestly carnivores should have better night vision than herbivorous like please.
To further develop @ancient plover idea, Carnivores would have better night vision but the balance tradeoff to advantage herbivores would be being able to scent in the rain to find bushes, 'cuz plants smell extra thick in rain and have you seen the number of dead Dryos the moment it starts raining at night?
How about, because the stomp on Trike is so easy to dodge and weak right now compared to other apexes where it can easily shrug it off, just disable it and make Gore do the same damage? Would help it fair less 'im gonna get raped today' against Gigas and Rexes because its only real means of offense requires the slowest dinosaur in the game who also has the lowest run time to stop and stand still? This way a broken trike isnt entirely useless against a T.rex.
Just to compare; 12 stomps kills a T.rex from raw dmg, and we all know how easily apexes handle bleed if they sit, Vs. 6 bites. So Trike atleast should not have to stand still and make the laws of physics cringe as it rears on those little stub legs
Idea for an overhaul to sniff to make it more dynamic and active:
- when standing: as you go through the sniffing animation, a sphere where you can smell everything inside expands up to a certain point, getting larger the longer you sniff. When you quit sniffing, everything fades back to being hidden. So now you can sniff out tracks from quite a distance, but they won't remain visible in the distance while you're moving towards them, kinda nerfing the current system.
- when walking: the idea would be the same, but the range would be much much smaller, and you're able to scent stuff on the move instead of the bubble appearing around you, it now moves with you with a dramatically reduced diameter, meaning you can sniff actively on the fly, but you have to basically get within 15 feet of anything to make it appear save water maybe.
- when trotting: same idea as with walking, only with an even smaller radius, say you have to be within 7-10 feet or even less for something to appear.
Nest coordinates. No more nest icon anymore, so add some coordinates into the nest menu when you pull it up, this way you can find your way back to the nest.
I propose we re-think the Rex. It’s based on the premise that young Rexes had high survivability, with high mortality rates as adults in large part due to other Rexes. Basically, you need a Rex(or other comparable Apexes) to kill a Rex. In nutshell, Rexes are land sharks...young Rex is a reef shark, adult Rex is a Great White.
The adult Rex would be EVEN SLOWER than currently, and perhaps tankier. It’s damage likely unchanged, but with fast turn. Able to fight anything that pursues it. It’s ambush would be improved, but very short lived...you can only muster short burst of powerful exertion. It would have high hunger burn, with very high starvation endurance to counter that it’s basically walking, even under fast trot...you fixin’ to be sooo slow, excruciatingly, annoyingly slow.
All Rex would have ludicrous sense of smell. Smelling gore and bleed from a crazy distance...like how we scent water. Smelling broken bones and wounds(HP lose) at shorter range. You wouldn’t sense the dino, so you won’t see moving scent targets. It’ll be static snapshots of red “smoke” that fade with the scent cool down. You are essentially the clean up man.
Young Rex won’t change much in terms of HP or Damage, but will share the Rex’s ability to smell and some portion of it’s long starvation endurance. They will be in direct competition with Ceratos...who would likely have similar, but not as good scent for gore and bleed(but unable to scent broken bones or lost HP). Juvi should be able to out run Ceratos, sub-adults would be able to resist bleed, but not find it worth it to fight a Cerato if it has the choice.
Long grow time, 2hrs Juvi, 4hrs Sub-adult, 3hrs adult.
Don talked about having Northwestern ocean style in his last stream. I’d like to suggest having some flaws of ‘Great bear rainforest’ at the ocean edges too. Maybe even a forest? Here’s some pic ideas
Also, clams could be an alternative food at rare times. Mostly for juvis. (Sorry, Im writing this on my phone so good pics wasnt easy to find. xd)
Can there be an option for turning on/off auto growth? So you dont have to click it.
I know Cerato gets a rework but please probably nerf it's hunger consume or something. Most of the Dinosaurs are pretty good at night right now. But as a Cerato it's terrible. You will starve if you don't find any food under a pathetic amount of time. And when it's night, or night + rain..it's pain in the ass. Overall Cerato needs constantly eat, its eating more than a 3 times bigger apex predator ( Rex )
**+ Information i would love to see in the Group menu ** You could check the group members sex and how they doing overall.
This is an idea I've been playing around with for awhile now, and after last night's stream and it's interesting response on the subject, (Further detailed in the document) I simply couldn't resist making this.
A possible wound system? Dilos current problem is that against certain things like utah it gets to max bleed and then simply deals 15 damage a bite, a wound system would make it so bites increase the bleed damage timer by a small margin making bleed possibly more effective, and their would be a wound cap as to not make bleed the .1 second monster it was.
Nerf the amount of food AI give so we don't have such a big apex problem. I get that eventually there will be bigger AI to sustain yourself off of -but apexes atm should only be able to feasibly use the current AI up until fresh adult. Then they have to hunt bigger things to sustain themselves.
This has probably cropped up numerous times before but I’d like to make a case for the inclusion of quetzalcoatlus in survival (at some point). There has been some recent discussion and the number 1 issue with quetz and any flying animal is their ability to serve as scouting animals for other players. Utahs and other survival dinos also have the ability to scout but flying animals would have a greater capacity to do so with their mobility. For quetz, the only feasible way to counteract this behavior is by implementing some sort of unique attribute to the animal that reduces vision on the ground below when flying. A slight vision blur, enough so that other players are HARD to make out but not completely invisible. You could argue that this isnt worth the development or that blurred vision would ruin the experience. But the blur would wear off once a player has descended to a certain altitude and the capability to scout is lower.
Another problem unique to quetz is a way to make its gameplay challenging. Having the ability to fly is a huge advantage over other animals and being able to escape danger by taking off presents little threats to an adult quetz. To solve this issue, quetz should have a high hunger rate to keep it searching for food. In addition, if coupled with high altitude vision blur, a quetz would have to use its scent to locate carcasses down below. In order to make it vulnerable to some carnivores, a quetz should have to take a running start to be able to get airborne. This process would take several seconds where the animal is close to the ground, ample time for a carnivore to chase one down should it not be paying attention. One more balance to quetz could involve its juvenile phase having flight BUT in a very limited manner. All flight would take some stam as a juvenile requiring frequent trips to the ground to regen its stamina, making its younger life the most dangerous period while still keeping an adult from becoming invincible.
^ To piggyback off of this, quetz should have god-tier corpse scent, being able to smell corpses from high up in the air. It could see these glowing easily, however as couch says, players would be blurred. It cements quetz as what it really should be, a scavenger that travels far and wide to find dead things.
Make is so if you take any sort of damage the Safe Log timer resets.That way you can prevent Combat Log through the game itself. ( Maybe exclude hunger and thirst damage )
Alright then.
Lock mechanic.
So your a primed Utahraptor, ambush ready. Stalking an unaware Gallimimus flock as it feeds. Now looking at modern day animals they almost seem to lock onto a specific target and keep it in direct sight, right down the barrel. Obviously this is achievable in the Isle by just staring down the animal. But what if you could highlight it? Not scent. Just a weak highlight to lock onto the one target. Now what would the actual advantage of this be? And what would this mean for the prey?
Well, a target being locked onto for the predator would make it easier to chase down and focus on as a whole flock flees in surprise at your sudden eruption from a nearby bush.
When would the lock disappear? Well you'll need a certain line of sight - ISH to lock on in the first place, to be directly facing the animal and will require you to be a certain range from the prey. So you'll need to keep a close chase to keep the animal locked. If it runs into a bush or into trees, obviously you can't see it anymore so the lock disappears.
Perhaps if the marked target left more footprints for a short amount of time? I feel this would also give the mechanic more importance when dealing with smaller quicker targets.
Most of us get that feeling on the back of the neck when someone, or in this case, something is staring at you. Well this will act the same with the locked target. Perhaps a very feint purple vein border around the screen and a quiet fizzing noise to indicate if you've been locked onto and the predator is close. Kinda like an extra hint towards the fear system. This would highlight he importance for people to actually start to use the 4 call in big herds, actually indicating that they know something is watching. Obviously other animals being more skittish would have it more vibrant. The type of predator and how close it is would also play apart on how flashy the feeling would be.
The lock system might also help pack hunting.
Utah1: GO FOR THE GALLIMIMUS!
Utah2: WHICH ONE?
Utah1: THE BEIGE ONE!
Well why not just highlight the target for your pack? Then they all know which one to go for!
General Eyesight would also play a part in how close the dinosaur has to be in the day to lock onto a target, Carno and Rex having bad Eyesight would need to be closer in comparison to an Allosaurus or Ceratosaurus.
Now, night. The target would HAVE to be in nightvision range of the predator to be locked onto, meaning the predator would have to get even closer at night if it wants to use the lock, giving animals with a better NV radius an even more improved advantage.
Feel free to ping me in the suggestion discussion to criticise this idea.
Put a safety check on nest invites. Something like, if you hit f1 to accept it, open up another popup saying "This is a nest invite. Are you sure you want to accept?" This should prevent people from accidentally losing dinos they don't want to lose.
Have your stats displayed in your character menu change over time as you grow, rather than be at the max of what you grow to become. Makes it a bit more intuitive.
so after thinking about it I figured I could give my 2 cents on interesting Ai ideas
- Velociraptor could spawn more if there are more corpses in the area
- Velos should figure out that a .7 cerato can't even be hurt by them, and should run, perhaps an ai should be able to recognize the growth level of it's target (IE it can goa after fresh ceratos but .792s are off the menu)
- When/if Avaceratops is added it could try and run from it's pursuer, but if it gets caught it will begin to fight back.
anyways that's my two cents on the whole ordeal.
Add rocks and vegetation alongside rivers, they kinda look plain.
dilo be faster than para please he literally just runs you down than pancakes yo purple ass.
I've got some suggestions for when larger AI are in.
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There should be one huge herd of Maia AI that roams around the map in a cycle, or maybe even back and forth in migrations, stopping at one end to nest and at another to eat and stuff like that. And when I say they breed, I mean they really nest and have AI babies, so that there are easy targets on the maias' way to the other side.
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Something like this is probably already planned, but different AI spawning in different zones. To be more specific however, they shouldn't spawn in 'tiers of difficulty' of sorts (ex. avas in one zone diablos in the next and trikes in the last zone). Instead of this, I feel it would be better if one zone had stegos and paras and gallis, another had trikes and diablos and ankys, and another had sauropods for example. These are just examples of how I'd want it to work, not necessarily what should be in each zone imo. And then your smaller AI like dryo and below would be found everywhere (velo included), and maias seasonally migrating through each one. The purpose of this is to weed out the carnivores in each zone. Ex. Gigas thrive in the sauropod zone, rexes in the armored herbivore zone, spino in the whatever spino would eat zone. It's so that you know what to expect in each one, instead of finding rex after rex at every turn. This isn't to say that they could freely move through each zone, it's just to say that they would do much better for themselves if they stayed where they were supposed to, as they would have much better opportunities. The smaller-tier a creature, the less it would affect them (except maybe carno because of how specialized it is).
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They. Need. Head-tracking. An Oro blankly staring into the void and suddenly crying out and running the opposite direction once you get within 10 feet of it is just fine. A para AI doing the same would not slide whatsoever. Let's say a few paras are taking a drink, and an allo walks by. They wouldn't just keep drinking, they would watch the allo with intent, and wouldn't stop until it was out of sight. Their head would snap onto you as soon as they noticed you, and certain creatures would have more acute senses than others. crouching up behind a prey item as anything allo-sized or smaller would result in not being noticed up until you were about 10 feet away. However, it would be difficult to stay behind quickly-moving, very vigilant creatures such as the dryo, which would often turn their heads seeking threats. You would also basically be invisible to them when crouched in bushes and standing still, having to practically touch them for them to notice you. the range at which they see you out in the open would increase tenfold when standing to their right or left side, and would quintuple when directly in front of them. Again, this would be different depending on the creature, but it would work for most of them considering most of them have eyes on the sides of their head.
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Shant. I know shant is disgusting, but it would be perfect prey for apex pairs, especially gigas. Just make it run from you if it sees you crouch or if you sprint towards it, or if you get too close. Once it reaches half health from your attacks, it would begin to fight back (I mean once you halved the health it already had, if it was weak before then you would have to hurt it less before it began to fight back, just an immersion thing tbf).
- Carnivore AI. Only have them there to fill in for players who aren't filling the current role. Ex. if the server has a certain number of apexes, all the apex AI would despawn once there's no one within a certain radius of it. Same thing with mid and small tiers, only the limit would be heightened the smaller they got. If things like velo are ever added to the playable roster, it wouldn't have a limit at all, and velo AI would not despawn or slow spawn rates at all based on the number of people playing velo. No herbivore AI would have such a limit.
Disorganized wall of text, I know. Just thought I better throw these ideas out here to collect dust in the scrap-bin. Or maybe the devs will use them, who knows.
I'm trying to pick a dino to play with and all I see is darkness.
Can you please do it lighter or something or just something to show the dino better when we're picking one?
Note: It's night on the server.
this is going to be a very controversial suggestion because the spino debate is going on so fiercely, but i think that the spinosaurus needs a claw attack, this would add some variety to the spino, and i also think that the spino should keep it's mouth reserved for fishing anyway (whenever that might be implemented) and then be able to actually use the arms that - as of right now - are simply useless appendages for cool unique attacks that are only used by the therizenosaurus right now. the spinosaurus is not the only dinosaur i think should get this new attack, i think there are many different dinosaurs that could use an attack like this, such as an allosaurus.
If you fast enough to get away, your turn ability shouldn’t be enough to butt-bite. Simply, a dino’s ability to turn should inversely proportional to their sprint speed....at least until we get some ability to stun, trip or smack a dino with our tails, hind leg kick, etc.
did i read before that people were upset that giga is fastert than allo? wtf?
anyway, let me ignore that craziness, sick updates!!!!!
best of all gamma is useless now
Hi, I'm LunchaBills and do I have a suggestion for you. Could it be possible to perhaps add a "Message of the Day" and place the Discord link in it? Many new players have trouble finding out if there are any rules on the servers or if there is a Discord for the Isle in general, an Official Discord to be precise.
Another Suggestion Document, again recent developments have given me some inspiration and I think I have come up with a solution of the debate of a Playable Velociraptor. I don't think the idea is completely perfect, but I really think it's a start.
https://docs.google.com/document/d/1edyStuM2pal5hAIL3zBw1XfTyZdtPGLQIEdQ_A79zfE/edit?usp=sharing
I would love to hear any improvements or criticism about this!
Maybe stop hating on the Albert so much and give it scent and nesting?
Dilo jump? nothing big, something dryo or galli high maybe?
Remove dino scream from taking starvation damage, give us a moan instead...especially if the scream is audible to others and give us away.
I think all carnivores should be able to hop, skip, or jump to some extent. imo. And having them stub their toe and break their whole leg? Please reduce.
Mabye if you keep walking on a broken leg it gives you some damage, a percentage though, so it's the same for every creature compared to their health.
__(EXAMPLE)__Like 10% off rex's health every minute or whatever it is, Will have the same impact as if a dryo was walking on its broken leg. And rex will be needed to have some sort of nerf for it, like bleed or somethin. because it could get op fast. But it makes it so if you fall off a cliff or something you need to sit. or run from something but take pain from the running. wHeN wILl yOu lEaRn yOuR aCtiOnS haVe CoSseqUeNcES!!
maybe instead of dilo jumping, increase its fall height? last night i slipped down mountains and flew off cliffs and luckily didnt break my leg, but ive noticed my other friends would fall and snap their leg. i feel dilo might be able to take more of a fall height than other dinos; its basically a slower utah with more bleed.. right?
Please to give austro better stam? I've spent most of my time playing as austro today sitting in a bush regen'ing stam after sprinting for thirty seconds, and the regen'ing takes a LONG time
Would it be possible to make it so name-tags disappear when the hud is disabled? Taking pictures in game is tedious when you've gotta go in and out of your settings menu to turn name tags on and off between photo ops. Where as if they were disabled with the hud, it'd just be a single button press.
can the server list be alphabetical?
maybe update the steam page to not say "Choose between three playable factions" could be part of why people are expecting one thing, and finding something else, and giving bad reviews?
suicide button so that if you accidentally pick dino the wrong dino or the wrong gender(you know what I mean) or the wrong skin you can just kys.
Discord needs a meme channel
Coming at you with another Google Doc suggestion. This time it's for Albertosaurus. https://docs.google.com/document/d/1sXtWLEuigPEUtWGSkRoGLCmasSgC8J7hrr_KPOlVim0/edit?usp=sharing
This was by far the hardest one to make, I can't say the proposed mechanic is especially ground breaking but I certaintly tried my best.
I'll TRY keep it short. Instead of adjusting the food values for Ai (because they're so much food or something) why not make them prioritize solo players instead of groups, or maybe introduce a dynamic spawning system for Ai where it'd prioritize people who rely on it as a source of food, for instance solo juvie critters will get more spawns than an adult? It just doesn't make sense to be punished for being by yourself while groups are given a crutch because they have significantly higher AI spawns. Why not just find people you say? Well, it might be my own luck but if it's not something you can kill there's simply nothing there. Players are a rarity, so, it's not as if you're given the option to easily seek out other players (by going to water sources or by any other means) and kill them for food. You might be by someone, but, they'll be in some obscure part of the forest.
Perhaps increase the crouching speed for dilo? Its unbelievably slow and i cant even stalk my prey properly.
............
wrote in #server-hosting but in my opinion must write there
Greetings to all
So I would like to set the host in Eastern Europe or Asia for example up to half of players from Chinese and Russia but there is not a single official(no one official) server in these regions. For example, I live in Asian Russia and would play on dev but I have ping 300-350 on the nearest server and its not playable. Maybe install host in Moscow or other Asian cities.
Inspired by a certain someone i have decided to make my own proposition for Neovenator.
https://docs.google.com/document/d/1bN8A3OR97hRvmfYkBJXq1z-2ROCLNoanZQNpC3MIfhI/edit?usp=sharing
Until proper nesting mechanics are brought in, I would suggest reducing the amount of time it takes to make an egg and how much time hatchlings need to grow to juvenile slightly. It would give it some sort of reason to be used other than nesting out of boredom.
So, if any of you have seen the ongoing stream as I posted this, you may be aware that the devs haven't entirely shut the book on playable sauropods, provided they can find a solution as they have for the conceptual issues of flyers, aquatics, etc. If the other problem children can have solutions found to remedy their core issues, Sauropods are no different.
The only, true flaws are really quite simple;
- It's pretty goddamn helpless against humans. Its not fast enough to escape, or chase them down, and would take a substantial amount of time to actually bring down, making death a long, painful 'chore' with no chance to be saved.
- It's juvenile would be slow, helpless and presumably require a lot of food to sustain.
Here's my idea to get around that:
Totem Camarasaurus
Not the super-massive Brachi, it would still take roughly 10hrs to achieve adulthood with, and I say that because consuming food would add very slightly to your growth; the more fed you are, the faster you would get to adulthood. However, you wouldn't be totally untouchable as an adult, while quite capable of killing any non-strain playable that gets anywhere near your tail, you could be killed by packs. Camara, being not-so-huge, would also have actually useable Juvis that arent the slowest things in the world. Not fast but, not slow-motion either
What the ability of Camara would be is, that once achieving adulthood, you would radiate a massive affinity buff to herbivores of another species nearby, but only one species. So if Trikes 'claim' you as their Totem, Maias would not be buffed, but if they stay closer the buff would transfer from the Trikes to you, a 'capture the flag' for herbivores.
This buff would make Camara have a unique life cycle, where other herbivores find a Juvenile and try to rear it to adulthood, preventing any herbivores of other species from getting close and consuming the food vital to help it grow. And if any Tribals or Mercs try to mess with their Camara? You can BET a bunch of aggro herbivores that actually can run down and kill them will try to intervene to protect it. Herbivores grouped with a Camara could be more aggressive without affinity debuffs, travel in larger herds, etc, bc the Cama's buff offsets the negative affinity caused by these actions.
Furthermore, the motive to actually kill the Cama decreases for tribals because it would attract other herbivores. Likewise, as an Allo, why kill the Cama when it lures in herbivores to hunt?
ok please put a limit on acro packs like 15 of them running around in one big swarm is a bit excessive.
Creatures that possess only one method of defending themselves could possibly have a second attack ability. Example: The Tyrannosaurus Rex could stomp (possibly a hard nudge with its leg), allowing some defense against tailgating creatures.
Other people possibly have suggested this, but natural disasters such as forest fires, hurricanes, flooding, droughts, and stuff like that.
Flooding would occur when it rains for a certain amount of time, in which water levels raise. This could make gameplay interesting. 👌
A suggestion for tribals, so that dinosaurs have one more reason to try and escape them -and to not cooperate with them as much. Essentially; your affinity would stay neutral, but over a period of hours, you steadilly grow slower, weaker, etc. Think domesticated version stats. You eventually just become an extra fat meal. So, what tribals would do is this:
Freshly caught dino
Let's take a subadult rex a few hours from adulthood. Your still wild, free, yada yada. But then you have the misfortune of being captured by tribals. Now you have one of several options:
- try to escape and go it alone or with your pack
-stay put and get a "free" ticket to adulthood
You decide to grow to adulthood with the tribals and gain protections accordingly from them. However, due to being with the tribals for several hours -the game begins to very slowly decrease your speed, dmg, and increase the food your corpse gives. Getting a little alarmed now? Well -while the tribals might be able to use you as a hunting tool early on, they will continually just fatten you up for a juicy sacrifice to the Replicator later once you are no longer useful. Or, gasp you become a juicy target for other predators while out on hunts with a scouting party.
This means tribals would want to keep dinosaurs alive to make them more viable sacrifices -and get the bonus of having them be useful until they hit the point they're just a lump of food waiting to get their throat ripped out.
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What does this mean for dinosaurs that team up with tribals?
If you team up willingly, you will eventually just become a fat ball of lard that is useless in hunts -reducing the capabilities of the tribals to use you in an aggro manner. Yes, this means you are essentially a farmable sacrifice -however if you do this repeatedly and there becomes a pattern of say, 5 or so deaths because of one specific thing, the game can then start lowering your affinity HARD to punish those who are farmed dinos. Not only that, the Replicator could be fickle and not appreciate the same sacrifices over and over again -perhaps even punishing the tribals. No one likes eating the same thing day in and day out after all~.
Would it be possible to put in an option for servers to remove friendly fire? I had just nested in two babies and while defending one from a Velo I ended up killing one of the babies and then the Velo ran to the other baby and killed it in one shot. It would be nice if you can be in a group and not damage each other like that.
Idea for a perk system:
Did my best to balance this tree for the Utah only.
Once you're fully grown on a Utah, you choose a "Class." In this case, the Utah has Hunter and Fighter classes.
Players would be able to gain points through objectives, or time like how progression points used to work. All skills are made to improve on the strong points of the dino; not cover its weaknesses.
For another example, the Dilo would get a Hunter class. It wouldn't make sense to equip the Dilo with a fighter kit since that would cover its weaknesses.
what if there was a system where the more you hunt a specific creature, the better you are at finding/killing them. For example if you hunt a lot of shaunts you will smell them from farther and deal more damage to them but as a result deal less damage to other creatures.
this would encourage a hunter to find different prey than just one or allow them to more easily cut down the population of a large herd/pack of a creature
this could also allow herbs to defend against one specific creature easier if they are being constantly hunted by only one hunter/pack
the system would work the same with damage reductions as well
More Google Doc suggestions, this time with two smol bois. Austroraptor which I proposed as a low-tier fishing animal that is capable of diving and nimble swimming. And Herrerasaurus which I propose as an agile, sneaky and cunning infiltrator of Human bases.
When you interact with foliage, it'll make a sound unless you are crouching.
I like how using chat makes your dino vocalize. I feel bypassing that feature with voice comms is essentially an exploit. I propose all dinos of the same species who are grouped and in close proximity should periodically emit “F”-like calls unless crouched.
These would not be loud calls. They would be short range growls and such...nothing intended to alert or carry significantly in range.
It doesn’t have to be very frequently, but enough to emulate pack and herd banter. Frequency and volume of calls can decrease at night.
as of the new burrowing ability i think that the isle should have a carnivore who also has the ability to burrow and infiltrate the tacos burrows i think that a noasaur is perfect as they are small and i read that scientist had found a species of burrowing noasaur the size of deinonychus, i think if another carnivore is added instead of this it should be pathetic in speed compared to other small size carnivores but to balance it out it has a large stamina pool as noasaurs were cursorial.it should also in pairs be able to kill most animals the size of utah or smaller and could also be nocturnal. like a utah built for the night and they could stay in burrows during the days
dilos and carnos are there biggest problems as the dilo is better in the night than it and it can not run from a carno. utahs are also a threat if they pounce on on it
SUGGESTION 2
i think that we should only be able to make one burrow as making multiple burrows at willl is kinda op
Could we maybe get an option to select "True Epic" in settings? I mean, I run this game on a PC with 2x GTX 1080ti's, an i7 8700K and 32GB of RDDR4 RAM. Id like to see further on "Epic" render/draw distance, cause as it is now, its comparable to other games on medium high...
this isn't really important but i think trike could use a remodel.
it's low quality compared to everything else in survival, i feel the same way about diablo too but as i said it's not really important at all.
I was inspired by Kingjaffad's suggestions and tried to make one myself. Here is something for Saurosuchus - the quadrupedal predator. https://docs.google.com/document/d/1jjHRbUFftkNWJMgsL6Z7RqjMiaQ9KYdgqHZ_W93H1rg/edit?usp=sharing
Ok so this is a suggestion for after 1.0 but with the new skin system comin eventually I thought well that’s cool but you still won’t be able to change patterns, and some of you r just gonna go mods! But whatever,
anyhow I think it be cool if you survived x number of hours as a certain dino (in one go) you could unlock a new pattern for it yay! Also gives you a reason to keep playing after hitting adult
What if you also could get a randomly generated skin after a few of your children grow up
A Quetz suggestion. make it AI only in survival mode. and make it unlockable in sandbox if you successfully hunt like 10 or something in survival. I also have a suggestion for how giga and rex could be balanced around eachother. currently theres only one dinosaur that specializes in hunting at night and thats dilo. now, when i look at dilo and cerato, i think imidiatly of giga and rex. I think giga should be a nocturnal bleeder.
Nesting in more interesting places. On / in trees, cliff ledges... on water?
https://docs.google.com/document/d/10_ub5eyRsOGQgTk5-EqbYQQfZuGiD4vLPbggCh4ptS4/edit?usp=sharing
I've made some adjustments to the Austroraptor doc, I got some criticisms on how I made the Austroaptor seem too weak. I think these changes are for the better.
Hyperendocrine Dryosaurus.
Is it fair to suggest we seriously need more four legged Carnivores? Not just herbivores? Like the awesome kaprosuchus, or the dog like alligators?
Merely suggesting the idea...cause well favorite Dino of all time. Even if not technically a Dino still damn amazing.
Any who carry on.
juvi utah's crouch steps are as loud as its trotting steps and its walking steps are much quieter than both
please make the crouching steps quieter
You could rename the affinity system to entropy or something similar to chaos theory.
It is plainly obvious that nobody uses the in-game chat anymore, and that they resort to using third party chat programs without a single downside to doing it.
I suggest that you remove the forced F roar so that the in-game chat can be used again without revealing your position to nearby dinosaurs.
(Paco also suggested that it is only disabled when you talk in group chat as an alternative)
A reaction to @quasi nimbus, trying to make chat better
Chat has problems. The idea of dinosaurs making noise whenever chatting is nice and really helps add to immersion. The problem is that making noise is extremely disadvantageous, especially when people can hear you from a distance. Raising young, coordinated hunting that relies on stealth, and group life in general is made overwhelmingly easier by second party programs such as Discord or Skype. This is bad simply because it makes it so that players willing to utilize second party programs have a massive advantage over players that aren’t. The objective here is to make in game chat good enough so that using second party chat programs simply isn’t worth the effort.
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One possible but rather heavy handed way of doing this that I’ve thought up of off the top of my head is simply using an affinity system to allow players to chat quietly.
Make chatting with other people still make noise. However, allow people to put their dinosaurs into hunting, nesting, and normal modes. In normal mode you would make the same noise that you make right now. There would be no real change.
In nesting mode, you would make considerably less noise. You would also gain affinity for not moving very far from your nest. Moving very far from your nest would cause you to lose affinity. You would also lose slightly less (-5-10%) hunger while in this mode.
In combat mode, you would make no noise at all while chatting. However, for as long as someone within a certain, short range wasn’t bleeding or below ~80% health you would slowly lose affinity. As soon as someone nearby not in your group/species went below 80% health or started bleeding you’d regain that affinity plus a 5-20% bonus. Combat mode would only apply to carnivores.
I’m pretty tired as I’m writing this, so there might be something wrong with it. The premise is pretty simple though. If you’re using nesting mode correctly you gain a little bit of affinity. If you use combat mode correctly you gain a little bit of affinity. Abuse them and you’ll lose that affinity. Normal mode is still around for when you’re romping around the map with your friends and it doesn’t really matter if someone hears you. Tell me if I’m wrong or missing something. If you've got a better idea, please post away.
to add to @blissful rampart suggestion make the dinosaurs a very low pitch noise such as rexes grumbling ect
There must be another option if you get a nest invite or a group invite cause it displayed the same. I like for example the old option where you had to press ESC and then there was the option to get nested in, so if you accidently press F1 for the invite and you didn't read it carefully you might loose you grown dino. It would be cool to have for example a yes or no option or just the old one back
With IK coming i think there should be different speed values when running up/downhill example. Running uphill increases the stamina consumption rate and reduces max speed. I think this would add alot of more factors to chases.
Suggestion for local chat between different species?
Same Species: Full text chat - No limitations
Similar Species (Velo to Utah): Limited to most common 1000 english words
Very Different (Velo to Dilo): Limited to most common 100 english words
Extreme different (Any pred to any herb): No text chat possible
Suggestion for Groups
To prevent global communication, maybe groups should be limited to local range when talking? That way, you can see their name from far away, but you cant talk to them if theyre farther than local range.
Suggestion for Gamemode: Extinction
I love being an injected dinosaur and the general pressure of how it feels to play one. You literally have to fight for the survival of your species, and it pushes your species to work together that much more to survive. I would love to see a game mode that evokes this -where you start out with a small pool of dinosaurs, or whenever someone logs in for the first time on a server in this mode -they pick what dinosaur they want to fight for the team of to survive, and it goes until only one species remains.
So with people keep talking about turning off sounds when you Chat i had a better Idea just make it so only dinosaurs of your own species can hear you
Remove the isla nycta server so it will stop stealing players from the dev servers and accelerate testing just from dev branch
Makes players gamertags visible even not in group
easy to report players who mix pack
times i see mix pack when seen they split up and no doubt afterwards mix pack again
Add a report hotkey that will take a screenshot and add the names of players in the screenshot
so it's not abused make it so the player doesn't see the names
it could be a small gif instead to show better if people are mixed packing
Make sauropods AI. The massive open fields feel very empty and would be awesome to see those guys around. Plus they could be actually hard to hunt food for Apexes rather than Tacos and Oros.
PLEASEEEE fix the server crashes on dev branch, on realism when you get killed by a rulebreaker when you have done hours of work you cant report them because the replays gets fu*ed up so please fix this
idk if this is a bug or not, but I cant see the selected dinosaur in the selection screen when it is night, it would be cool if it was always day on that screen or if nightvision was on
https://cdn.discordapp.com/attachments/512642632510341145/526029223173947402/image0.jpg https://docs.google.com/document/d/1nba46atEWupCni2jp6cFDjdrIwQ6IVGUqyJDekETphQ/edit?usp=sharing
Suggestion for how to differentiate the dinos that will have the burrowing mechanic.
I think some bug reports may sometimes cause confusion and sometimes are not very clear. The way I think would be the most efficient way to report a bug is to have a format for bug submission:
Category of Bug (Glitch, Visual, Exploit. Gameplay, Animation, etc) :
Bug Title :
Details :
Steps to Reproduce :
Link to image/video :
As i'm sure some people have seen, as well as devs, The issue with current creature speeds have become a great concern to many of us, especially with new dinosaurs on the way. (Sucho especially)
This becomes evident with the amount of times the idea of a speed rework has been tossed out by myself, and multiple others within the community. Granted with the holidays coming up, this may or may not be the best time to post another suggestion, but for some, including myself, it's the only real way to keep the issue and request for change in public eye.
So without anymore pointless reasoning that won't be looked over, here's the Speed rework suggestion once again, out fitted with Sprint and Ambush speeds(along with suggested timers for said ambush)
https://docs.google.com/document/d/15hh1yip-95chJCeEv6bXSEsWhXzE8FGnHnQ1X9khVH8/edit?usp=sharing
Oviraptors that can feed off nests? :3
Add a beacon for your nest when you scent.
https://docs.google.com/document/d/1n1Ouvv0iUWrbMi4wfVrI8R-gSgvzXu6R_YYnZeMF4Bo/edit?usp=sharing
I've gone back and redone my Acrocanthosaurus document. I've gotten rid of the whole "rage-mechanic" and explored a few different options for mechanics and adaptations. I've also addressed how..I feel about the "niche" arguement. This is probably going to be my last attempt at Acro. I'm honestly out of ideas after this.
Mabey they should make a channel for beginners that state the controls and stuff (is this for game suggestions only??)
give other dinosaurs bone break, 1, 2, remove bleed for dinosaurs that did not slice things such as a friggin pachy..., and nerf speed on some dinosaurs that wouldnt make sense for them to be so fast. For example, new pachy. It should not be as fast as a utah considering how front heavy it is, due to its head that is made for bone breaking (how about instead of responding in reactions, you actually "discuss" in #general-feedback-discussion )
So lemme explain how.
1, pachy, anky, stego, etc (dinosaurs who should be able to break bones should be given bone break. Rex was 100% not the only dino able to do that.
2. Things that should not cause bleeding, such as pachy (again... ((pachy is not ready for survival)) ) should not be given bleed, but instead, higher base damage.
3, Some dinosaurs are way too fast considering their weight distribution. An example, (and i will say it again, ) pachy, spoon in ambush, etc... something that front heavy could not run as fast as a utahraptor. slow these boys down a bit
all in all, another problem is just that pachy is not ready for survival. It is kind of obvious it was rushed for this update., the skins are screwed up, it does not have baby stages because its incredibly weak against others, and it just doesnt provide a niche
Mud rolling
Carnivores and herbivores alike should be able to roll in mud
Doing this would darken you color and make you footprints less common or more faded
This could be used for hunting and escaping
Say a Rex rolls in mud before a night hunt on a trike the Rex is going to be extra hard to see bc it’s going to be almost black
But if the trike escapes it can roll to hinder the Rex from following it
change the spawn rates/ spawn system for ai on v3
Here's a suggestion on what Dilophosaurus venom could be like, so that they retain their lethality, both to deter predators and overcome prey items. This idea is also relatively feasible and could be probably implemented relatively easily, so Dilophosaurus could obtain it's signature crème-de-la-crème venom in short order.
It would focus heavily on smartly re-using the Tyrannosaurus' current, arguably redundant on it, ability to deal a 10% factor that scales with weight.
Essentially, imagine this venom as the love-child of Bleed and the 10% factor: it would be a % of whatever target's maximum HP being inflicted every 5 seconds, waning over it's duration until it ceases to be harmful. The base % being inflicted every 5 seconds starts at 10%, the next tick might be 8%, then 6%, then 4% and finally 2%, over the span of 25 seconds it has dealt 30% against a creature of identical weight. The duration of the venom might be something like 25 seconds or so, but to fit in with how young venomous animals do not mediate their venom as much, juvenile's might inflict a longer duration, thus being extra unpleasant to deal with by similarly sized creatures.
However, if re-applied, the duration is reset and damage being taken is also reset. It would not stack, like bleed does, but a pack can make sure to keep the venom applied for maximum damage. Also, recycling T.rex's factor lets us make certain creatures 💯 % immune to it, so I would obviously propose Ceratosaurus be the mongoose to this viper, also you could make Dilophosaurus immune to their own venom as many snakes are, and probably sauropods & strains as well for obvious balance reasons.
Example, a grown Dilo has a weight of 1050, so biting a Dryosaurus, weight of 450, would be 70% of it's maximum HP lost over 25 seconds. A single bite could be survived. A Utahraptor, weight 900, would lose 35% from a single bite over the 25 seconds, assuming it never re-applied venom. A Tyrannosaurus, weight 5800, loses roughly 5.4% of it's maximum HP over 25 seconds.
Here's a suggestion on what Carnotaurus' ability could be like, so that is actually benefits it more than simply increasing how much damage it unleashes. This idea seeks to find a middle ground between the unforgiving turn radius Carnotaurus has been afflicted with due to abuse and giving it the agility it needs to hunt smaller game.
Think of a rebranding, if you will, from a "Pain Train" to a "Homing Missile". This ability would not focus on augmenting Carnotaurus' damage output when at full speed, like the Velocity idea, but rather cause it's turn radius to gradually sharpen the longer it maintains a full sprint.
Starting off, a Carno would turn as it does now, irrefutably atrocious. If it only just started running, it is still very, very juke-able for creatures like Gallimimus, Utahraptor, Dryosaurus, etc. However as it keeps running, it begins to lean downwards, with hits attacking hitbox ending up low enough to reliably hunt smaller game (if you haven't played Carno, it's actually too tall to reliably hit small things lol), furthermore, as it is doing this, its turn radius during sprint keeps getting better, and if you have reached full homing-missile, your turn radius is basically the nightmare fuel that was old Carno's turn. Therefore, as a prey item dealing with a Carno, you want to shake it, fast, and get out of there before you lose any hope of outrunning or outmaneuvering it.
This Homing-Missile view would help Carno more than dealing increased damage, because what is the point of hitting hard at full speed if you cannot land a hit anyways? However, this interpretation is also better than simply buffing its turn radius.
Don't release anything on accident 
Post official stats of the dinosaurs, would be nice to know them. Could get alot more feedback on the stats from the community
PS: It is already a "stats game" my dudes. Ask someone how many bites it takes for a giga to kill a rex and they will give you a decent answer. Ask someone how many bites you need for a para as an allo and they will give you a decent answer. Can't get around it.
Probably an unpopular opinion but; snow? I think it would be really nice to have snow.
3 different types maybe?
Frost
Snowing
Blizzard
Frost
This would cause everything to become crunchy and a bit more cold than it typically would be. Trees would become looking bare and bald, bark would start to strip.
Snowing
This is just maybe a regular snowfall, like the initial snowfall, it would coat the ground in snow, covering bushes and tree branches, killing off plants, making it more difficult for herbivores to find food, resulting in skinnier herbivores which would lead to less food for carnivores.
Blizzard
This is the dangerous type of snowfall, it can cause trees to knock over, harder to find things and all and all a complete white-out. Wind is blowing, snow is covering your Dino (just an idea) and it’s just not a good time for anyone.
should have a waiting line for when servers are full
Blatantly put, bleed sucks. Here's a suggestion I made that I think would do well to fix it.
Hey dondi, I got a fix for your flyer problem. Make it so they don't render players from so high up.
As you may know the para stays up as it's idle, but it would be nice if it would stay on all fours if you pressed Z not just when you are walking
Could carno be given a better stam regen? 6 minutes sitting to get your stam back when empty is way too much imo
The screenshot below is one of the starting points for a very extensive river system. The rivers themselves look and feel pretty great, if a little too windy in some places (but I'm no expert on geography so maybe that's normal). However, this water source is nowhere near big enough for the amount of water required to create the two rivers that it branches into, and I think it could be made into a more impressive POI so that it made more sense. Whenever the time comes for the next big pass at the landscape, that is.
This is a suggestion that I think would make V3 the "perfect" map. If you have anything to add on this dm me. https://docs.google.com/document/d/1mJXOZ7LYqz77HptzG50rqIzIT0ZK72rUY6zL0a7ZsVM
Redo the rain mechanic, maybe to just lower scent range rather than remove it altogether. A game mechanic that means you just log out for 30 mins is not fun or engaging.
Suggestion For Content And Mechanics
First I understand that It's not easy to push updates out every month and I'm ok with that however maybe to boost content being dropped you could make new mechanics that are simply / easy to add into the game as a place holder, What I mean by this is just like how all dinos know have Sniff animations (well not all) and majority can nest etc but the animations are some what recycled especially the shants and paras are the same with little difference and tbh its made playing as other dinos a lot more fun and even tho these animations might not get updated and will stay the same its actually made people play more dinos and play the game more 🤔 so for new mechanics you could possibly make place holders that are not finished and then work on the real deal version and then release when ready for example lets say you did add in a mechanic allowing Adults to carry younglings then maybe have it so the baby is just floating in the mouth (yes it looks stupid but it will also boost players to play and even see what you guys are working on) also I get that maybe you want to only add mechanics that actually are working and are the real thing instead of place holders, i already know why carrying younglings wont be a thing but it was an example. I also understand the risks of maybe doing something like this as it can cause more issues and bugs for the game. Myself is fine with what we get and when we get it as i prefer quality over quantity and with the new amazing looking V3 map i can play it for ages but i was just maybe suggesting a way to push out new small mechanics that can act as place holders for the finished version even if they dont do everything and anything.
Also Merry Christmas
Injury/weakness/disease
This is probably not very popular but I think its cool so shrug
How cool would it be if there were diseases? Or even lifetime injuries n' stuff.
- Like lets say a shant hardcore falls down a cliff and breaks its leg, it will forever have a limp but will still be able to survive and function. Basically its a little weaker and clumsy. Not quite as fast as the others and can have a cool animation.
-Maybe blindness? You can either be born blind or maybe when a human smacked you in the face with a torch you can lose your sight? There can be different kinds of blindness. Like different levels where its a litttleeee darker but not too bad that ranges to you cant see crap and need to rely on others. How cool would that be? A shant needing to rely on its frens.
-Lets say a utah lays eggs and they hatch. There can be a runt in the family, a little weaker. Ofc the one that has been fed at his young stages the most will be the stronger one. "Survival of the fittest"
Not many games go this far deep into things, and this could make us different. I love detail if you havent noticed
Ty for listening

- Dilo Venom should play to the Dilo's strength and the weakness of its prey.
(a) Dilo venom should be a secondary attack (RMB) causing no damage only injecting the venom.
(b) Dilo venom prevents the bite victim from using NV for x amount of seconds and leaves a scent trail that only Dilos can smell.
(c) Dilos can only store one injection of venom at a time and must refill it after use.
(d) Dilos refill venom by seeking out and eating a certain poisonous plant until venom is full.
(e) Venom effects do not stack
Would it be possible to add the growth button to sandbox, as well as the character screen? I don't think there's any reason not to.
With the new static screen glitch effect that happens on V3 when you get close to something man-made [or randomly, in some apparent cases] TI should probably have an Epilepsy/Seizure warning upon start up.. Im not an epileptic myself, but I know other players that are, one being my fiance, and even though the out-of-nowhere screen glitching didn't give me a seizure or anything, it DID cause an instant migraine to the point i had to log off within a few minutes after getting away from the bugged spot causing it.
Creating a new variety of V3 spawns to better suit juvenile dinosaurs. As of now, V3 only has spawn viable for those spawning as an adult creature on sandbox mode, meaning travelling is't as difficult. However, spawning in these areas as a dinosaur such as juvenile trike or diablo makes a near impossible (if not impossible) journey to food and water.
And the final one is bit of a special one, Rauisuchians have been a favourite of mine for a long time. This one is super long, had to consider alot of things.
Would be neat if Sleep resting were added. Holding the rest key puting you in a sleep state youd be vulnerable and the wakeing would be slow like a 5 sec animation but it would be the poor mans dinner slowing your food and water decay slightly. Long enough for either surviveing a night (For those not exceptional nocturnal hunter) or even long enough for a starving dino to wait for a wandering AI or Player to wake ya up for a bite. Just a thought is all id understand the criticisim for the idea.
What if the Isle Devs made a game that is similar to the Isle,but with animals that exist as of today?
Perhaps... Dev Branch "rules" should just be the official server rules... in general? IDK about you guys, but me, personally, I like seeing a set of rules that gives a minimum of incentive to not be a complete scumbag and suicide into water, mixpack, megapack etc. They aren't crazy restrictive, by any means, but are just enough to make things more enjoyable while waiting for Affinity to naturally handicap mixpacks / megapacks & wait for water mechanics that would allow corpses to be retrieved from water...
If sleep as a mechanic were ever added, it would be great if handled as such;
- Growth and Food drain are halved, and your stamina is halved from whatever it was when you were Resting. Thirst decay is not reduced.
^^This would keep all the math consistent and avoid wonky, messy situations, and would also simulate being groggy when waking up. Ideally, when sleeping, you want to be at high stamina, wake up and take some time to recover your stamina and not spring into action with limited stamina. Also, the last part ensures you must be somewhere near accessible water, so you cannot just go off into Narnia and be totally safe from danger. - Pressing any buttons, such as to type in chat, open escape menu, etc (you can still move mouse), forces out of sleep into standard rest, and during sleep your vision is blurred. However your dinosaur would be in an animation where their body is more tucked in & eyeshine is disabled.
^^This would make Sleeping 100% incompatible with AFK progression. If you want to have the reduced hunger demands while waiting out the night / rain / waiting for prey to arrive in your locale, you have to take the risk of being snuck up on and not be able to simply escape any danger immediately. If a Dilo finds your sleeping dinosaur, you are in for a bad time. This makes it so night is less of a bitch for high hunger demand creatures while also keeping them on the menu for nocturnal predators.
Keep the rules on both Live and Dev branch. We're not all degenerates that like to jerk each other off in the same pool as others and it quite frankly ruins the fun when you can't even find another dino of your species without worrying if whether or not they're grouped with a bunch of apexes and are just baiting you.
make the rules just a staple of official servers please, legit no reason to try and play it seems when you run across a utah which just calls over its giga/rex freinds
you know why theres static on the screen cause technology isnt about this primevil life
technology is weak and the primevil jungle is strong
buff full grown carnos turn to the small adults turn
it would still be jukable but carno might actually have a chance to get something like a utah
I haven’t been able to keep track of every update and detail about the game before buying it, but I do remember something about devs working on certain raptors being able to do a pounce mechanic, and a larger herbivore having the ability to shake them off.
I don’t know if this is just a repeated/old news, so I apologize, but I’m genuinely curious. Would there happen to be a way where if you hold left click with a mouse for a bite attack, say a large predator such as an Allo, you bite and hold onto prey in a similar manner a raptor stays on a herbivore in the pounce mechanic? I imagine it’s much easier said than done, though.
make bodies edible when theyre in shallow water
Make destroying another creature's nest while there are eggs in it give you food.
And maybe make it boost affinity or something if you're a carnivore.
Also give a decent paternal and even better maternal stat buff to parents when near their babies up until subadult stage for big dinos and adult stage for anything else. Would be enough for a mother carno to mess up a solo allo that tries to eat her children.
fix ai fear so they run away from you instead of toward you or just scream and stand still this is especially annoying when you try to herd a prick taco out of lake
make the sea on V3map drinkable pretty pls...
A suggestion for the discord.
Possibly creating a chat specifically for people looking for commissions.
To do or to buy.
A place for people to advertise such things.
Any thought on bringing Wolves back into the game??
Add a lot more ai on V3, because the map is huge, and usually there isn't too much of a big playerbase to support the whole map
Allow carnis to carry bodies of small dinos they're killed. Can hide them in the bushes or take them to struggling juvis.
Make it so dinos are able to pick up there food and carry it around
I’ve heard about this “mating meme” thing going around, something about it getting people kicked? I don’t know much about it though, so I hope bringing this up doesn’t get me banned/kicked or whatnot. But I have a genuine question that relates to be mating topic: I don’t know how much it costs to get sounds made, or how much animations cost to go with hose sounds, but would it ever be possible to have a mating call for dinosaurs implemented? I know a lot of people ask for mates and such in chats sometimes, so I didn’t know if this could be of interest?
The only reason I asked was because I was watching a Walking With Dinosaurs movie with an Allo doing a mating call, and it got me curious.
Change the Thenyaw night to work like the V3 night. aka pitch black before dawn/after dusk, and for most of the night the moon is up giving a little bit of vision.
Half the Stamina for Rex and Giga, Giga being buffed makes allo almost redundant, Cerato has it even worse and sucho will almost certainly be useless unless it recieves a major speed buff. Halfing Gigas stamina on its own means that it becomes easy pickings for Rex. So they should both be halfed, especially if rex is going to recieved a rumored speed buff
Small thought I had earlier today: Only allow players to Grow (as in progress to their next growth stage; ie grow from Juvenile to Subadult or Adult) or safe log while Resting. This is to prevent someone from jumping up to a more powerful state in the middle of a fight, as well as making logout during an encounter more obvious. You would of course be able to logout normally while standing still, but then your body would persist as it already does.
@loud palm This channel is not for questions, only for suggestions. When the #527230074764918784 channel is available for questions again you should post there.
For future custom skin colors you might could add an option for a gradient editor. It could also have two options, now what this would be for is not having a gradient on the skin at one time, but, for color change over time. This would be like how the male Cerato starts a dark green but turns red as it ages. The options would not simply be a color change over time but could also have, say, a check box beside for a tint color option as opposed to a change color. So, you could have a single color but say have the tint function on where the gradient is at point 0 a black or dark gray, while at the end point 1 it is transparent, and then you can change your base colors. set like that as you age you'd start a dark muddy color and slowly progress to the clearer "brighter" colors you chose since your tint was transparent at the end. I imagine this could also be disabled if you wanted a single set of colors your whole lifetime, and if the color gradient option was selected you could disable the normal color selector ( gray out UI / make it non functional ).
I had also put some thought into the way grouping works currently, and feel there is a problem with group sizes exploding when someone suddenly invites a lot of their friends or even just randoms. I think the Alpha role has some merit to controlling this. These are my thoughts:
-When a group is started, the original group creator has some kind of star or icon next to their name. They cannot be kicked out of the group but may leave it at will.
-If a group does not have any Adult animals, there is no Alpha role. The first person to become an Adult in an all-Juvenile/Subadult group becomes the Alpha. If the Alpha leaves the group, the next-largest or next-longest-living player becomes the new Alpha.
-Only the Alpha is able to send Group Invites. All group members are able to send Requests for invites to the leader however, and they are able to accept or decline the requests in the Group management screen in the Character menu.
-Group members are also able to submit Kick requests when they desire, and the Alpha can also accept or decline these to remove problem players. Again, the original group creator cannot be kicked.
-The current Alpha can also give his role to another player of their choice if they so desire. This can be for any reason (challenged and lost, group mutiny, logging out of the game, etc).
-If the Alpha obstructs group gameplay, such as by abandoning the group physically without leaving the group list, refusing to cooperate or lead, etc. then other group members may issue a Vote to Kick on the Alpha, with the majority decision ruling.
What do people think of the idea of a more substantial body of water on Thenyaw, in preparation for the sucho arriving. There is currently nothing large or deep.
How about have half of the servers be 'lawless' and the other half follow the rules enforced during dev branch?
This, both for Live and during Dev Branch, can allow everyone to have their cake and eat it too; be it the devs having both possible testing environments, the players who just want to have fun in the game with buds and play however they want, and those of us who do not like to be caught in mixpack ganglands having somewhere Carnos cannot assist Rexes?
Not to hate on you "bad apples" but quite frankly, it would be nice if you all had a server where you could play like that w/o those who do not want anything to do with that being caught in the crossfire. This is just me tossing an example of the servers;
Law N' Order:
US1, EU1, Dev 1, Dev 3
Wild West:
Dev 2, Dev 4
Night vision could be i bit more balanced if it was more of a FOV effect than an Area. For example, in a horror style game you have a flashlight and generally that flashlight is the only was for you to see at night creating a more intence environment, realistically it would make more sence to have your vision be greater where you are looking rather than all around you. That would allow for better ballancing as you could increase view distance without making a dino overpowered, balancing could also be done by changing view angle and distance, rather than just area of effect with lantern style night vision.
You could also prevent mass murder or KFS in a realistic and ballanced sort of way. If you added a simple feature to scent mechanic, bad breath. Now as funny as that sounds it could work very well. For instance, If you kill one creature you get blood on your mouth, if you eat the creature you get a relatively increased amount which can both be picked up by scent but only if in view like the river highlights. However, If you go on a mass killing spree, say 3 or more medium sized dinos you would accumulate enough blood to have a effect arround your mouth or your entire body even if youve killed enough to shine like a pile of gore in scent. There could also be a function to tip off players that their dino smells death near them like their idle gets more uneasy or they make a quiet wimpering sound. Enough of a warning that if paying attention you can notice it and use scent before its too late. Or to the person doing the kfs they would basically constantly hear and have flies around them
If at all possible, an automatic queue system for logging into the servers would be very nice. As of right now, getting onto a full server requires a lot of clicking on the join button, on the pop-up window, on the play button, on the join button.. etc. Instead of fighting for the spots, it'd be nice to just join a queue and automatically get added to the server when a spot opens up.
About Thenyaws night time brightness to V3 as comparisons: I think to have Thenyaw just as bright at night as in V3 would make them too similar. But to have such a pitch black night on Thenyaw is not as terrifying as if it was somewhere in-between V3's "good-long distances-visibility", and Thenyaws, "limited to night vision" view distance.
If you were looking at a mountain range silhouette, but there's also some silhouettes of the pine trees in front of that; Seeing a rounded shadow moving through the pointy pine trees shapes would be adding more of a terror to your huddled up Herbivore group at night, it would still be black on black shadows but you would be trusting the rounded shapes moving through pointy shapes as "That's a thing", "Was it aware of me", "Was it heading this direction?"
You're then relying on your sound to distinguish and piece together, if and/or where what footsteps belong to what. Or taking account for if there's gonna be footsteps soon sounding in game on your client.
Depending on your current dinos size, you won't be making any additional noises, Just taking in what you're observing.
tldrChickenScratch = (I wouldn't want Thenyaw to be as equally bright as V3's night is though. My opinion as of live version 0.1.51.8)
make the timer to the next stage show a percentage from 0% to 100%, rather than showing 0.8-1.0. that's just odd
Maybe add some more environment interaction EX: pachy rams something like metal it will make a CLANG sound
I know I said the last doc would be the last one for a while but..I honestly have too much fun making these. This is a revisit of one of my earliest ones, the Baryoynx. https://docs.google.com/document/d/1EhV6-jGy-5XUEjQOWLoTP_S4SuhFYgFjI5GxdgTVxII/edit?usp=sharing
Fog Lake on V3 should be a bottomless pit that drops you underneath the map 👌
Or like @lethal coral suggested, drops you into an underground cavern/lake
RULES FOR SERVERS, NOT A BRANCH
I would like to suggest to keep the Development Branch rules in place no matter what branch the "Dev"-named servers are on.
I feel like it would be a lot better for the community and the Moderator team to be able to keep enforcing the rules on those servers.
If Developtment Branch and Stable Branch are the same version people that don't want rules can always play on the server that are not tagged with "Dev".
I think this back and forth with rules and no rules is going to confuse a lot of people.
I suggest a herd/Pack buff
When a herd of herbivores travel together within limited distance to each others, the comfort of the herd reduces food and water drain a bit.
When a carnivore pack of same species are close to each others and in a group, it get dmg slightly boosted and maybe stronger bleed.
could there be a priority over eating than drinking to prevent people drowing themselves in deep water? meaning if they die in water, it asks if you wanna eat first then drink
so when spino and other fish eating boys get their fish eating feature then they should be able to dive down and eat drowned dino bodies..like if a juve drowns themself their body can be useful and spino can just dive down and get a nice snack
a green tick/red cross you can put next to users names which is remembered on your acount. This way you can mark which players were fun to play with (and invite them again) and which ones lured you into a mixed megapack for death with promises of friendship (so you can decline any invites from them in the future)
Do more spawn location of AI on V3
I have do the entire map and I have find 2 or 3 spawn location : Party lake, Lazy River and Marsh lake. They are the only location of spawn and for do a carnivorus you need to be the same species than other carnivorus camping here : Allosaurus, Utahraptor, Carnotaurus.
I've never seen any cerato (Just one who killed by allo duo), I've heard just one dilo and seen only sub rex and giga, never full adult.
I tried 4 rex's growth, always sub, and I died every time killed at AI spawn or I was starving. I am probably not the only died like this for every carni.
Player need more AI spawn, like 75 or 100 for 1km², not for every lake, and 40 AI for 1km² of river side. This can be good and not every riverside. I think for Lazy River and the Canyon.
Oh and do lake at the south est, no one water source I've found.
Blue : Actual AI's spawn I've found
Green : Future possible AI's spawn
When receiving nest invites, it would be REALLY NICE to be told what kind of nest it is. Like "so-and-so's PARASAUR nest". Would make accepting feel like less of a gamble.
Server queue please, i don't like constantly refreshing to play on a specific server i want. Please make a queue line so we can wait, but just in case, when your queue is accepted, you are in server, but you have to click accept within the next 5minutes to go to your dino, if you don't accept your available slot, you are kicked out of the queue. That way you don't come back to your dino being dead.
Mac support needed please, the game is on 1.55 and the Mac users are still on 1.33
with all due respect to the devs and their work and this magnificent game, something has to be done about trike
lkike sure it was a BEAST but like make it wayyyy slower and wayyyy less turn radius and waaaaay less stam and running distance
@ashen widget The Mac build is having problems with the unreal engine or something like that. Go look up the post they made a while back.
Ok thank you
Reboost a little bite rex.
Now he is bad, he need 22 bites to kill trike and 12 to kill giga. Is not normal.
For have normal rex, he need to do 1000 damage than 500, with this, he need to kill trike with 11 bites and trike kill rex with bleed with 11 horns punch, this is balancing.
For giga too, he need to kill her more easily but this can be dangerous if he don't are careful.
Like 6 or 7 bites.
After other, para, Cerato, allo yes, three shot is good.
He just need more damage. I have do test and he literally can't take down trike because trike need 14 horns punch to kill it and 11 to kill rex with bleed.
With ambush is not possible and face tank never I imagine to do that.
The only way it's if trike use only stomp and rex just don't run in and go behind of trike.
Need more AI spawns, kinda hard to survive as carnivore if doesn't have a lot of dinos to hunt 😔
add a color change and ping the chat window when someone speaks in local and group. this would help people out a lot i think
(not a noise, just let the window pop up like when anyone talks)
How about make it so that if you are in a group, die, and respawn as one of that species, you receive a prompt automatically to rejoin the group you were in? This way no fumbling around inviting anyone who died after a fight, or got killed while running over to meet with the group, etc? However, if you simply decline the prompt, you aren't in, so it removes the griefing potential.
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MESSAGE OF THE DAY WITH A HINT
I suggest to add some kind of MOTD when you join a Development Branch server that informs people that are not part of this Discord about the rules.
It doesn't have to be the whole steam forum post but a breakdown of the most important rules (no mixpacking, pack limits) would be nice.
I feel like a lot of people aren't even aware of those rules and get kicked/banned and have no idea what's going on.
Just an idea 😊
the v3 map needs better ai spawn placement ive gone literally 30 minutes with out hearing a single turkey bird call. additionally those beach spawns are horrible (in part due to the ai spawn issue mentioned above) the lack of signifigant ai spawns spells almost certain death for any juvie that spawns there.
How about stress system where herbivores drain food and water faster if they stay near carnivores too long or something.
Same goes to carnivores that chooses to stay near other species of carnivores.
It make it much harder for mega packs/herds
Greetings, exalted ones. I am LunchaBills. My suggestion today regards the growth time of the Gallimimus. Given that the Dryosaurus was broken down to 30 minutes maximum to reach full potential, the Gallimimus should also receive a reduction in its growth period. Not a time chosen at random but a replacement. It should be granted the old time period of growth that the Dryosaurus previously had, this benifits a person playing The Isle alone by saving them time and adds a population increase to the magnificent creature. It is also another Herbivore that has minimal defensive tatics, so agreeing to this will allow a player to enjoy running for their lives and not worry about spending too much time growing another day.
How about instead of making the time of day all about sensory depravation, i;e, nightvision being liquid ass, every dinosaur can reliably navigate at night, but every creature has specific times of day they are in a 'highly active' state?
Every playable's active state would either be Crepuscular - active at twilight, so dawn and dusk - Diurnal - active during the day - or Nocturnal - active at night. However, not all dinosaurs would excel during their times as strongly as others, or over the full course of said time period. During your active state, an icon would appear over your 'stamina' gauge, an open eye, on the opposite corner to the ambush ready symbol.
During a creature's active state, they would have the following stat changes;
-They do not undergo Acceleration, so they hit top speed immediately
-They would receive their full ambush time, outside their active time they would have it lessened in a case-by-case
-They would regenerate stamina at a higher rate, and dinosaurs that only regen resting could regen when trotting at a lower rate
-They would have increased hunger demands.
Examples:
1)
Allosaurus would be Diurnal, but it's Active state would not be the whole day, rather, early afternoon until late afternoon. So starting at 12:00pm, until say, 6:00pm.
Ceratosaurus would also be Diurnal, but it's Active state would be early-morning until 'noon. So starting at 6:00am, until 12:00pm, you receive your benefits.
^^^Both are Diurnal, however Cerato is more efficient during the times Allosaurus is more relaxed, so post-Cera rework would have far better chances to escape an Allo after dawn but before noon, really bad odds before dusk, and both are on even footing before dawn.
2)
Dilophosaurus would be Nocturnal, however, it's Active state would encroach on Crepuscular times as well, effectively having the longest active state of all dinosaurs, from 6:00pm to 6:00am. It could receive a really large ambush duration, to compensate for the low multiplier, but only reaps the benefits 'at night' where few creatures would contest it. So maybe full Dilo ambush would last 18 seconds, huge right, but outside night it's standard 12.
This idea allows dinosaurs to feel more, idk, alive, real, while also making nightime not all about how far you can see something. Dilo would not be invalidated by exploits such as Gamma and reshade, in my model, because a) everything would have perfectly useable NV, b) it would be a crazy energetic fucko regaining stamina like he's on coke and ambushing like a crazed maniac.
What if dinos leveled to the terrain, instead of always beeing horizontal even on slopes.
Dino slots per server? 😮 lets say u join a server where you have 3 slots for dinos, u can switch between each slot whenever you want. maybewith something like saveloggof protection bevore switching. diffrent server would not transfer youre dinos ofc. 😄
Switch dev 4 limit back to 150 player slots like it was before the map update. I think the map is big enough to hold that many player without a problem and currently trying to join takes ages at most hours of the day, i used to say between 50 and 140 depending on the time of day it it was always joinable. I Hope this sits well with Everyone.
Repair the trike hitbox because I do a test, a trike hit the extrimity of a rex tail and or other creaturs. Same, we do a test is same for other dinosaurs. I tuched a allosaur but he was not on my horns.
Her hitbox is broken
Smaller Sauropods and keep the larger sauropods as AI. Im sure I speak for many when I say playable sauropods would be awesome.
Quieter-footsteps
Spino, bary or sucho swipe attack
Iguanodon
Carcharodontosaurus
The ability to drag bodies
^^^^^^^^^^^^^^^^^^^
currently footprints have a chance of spawning depending on your speed, the faster you go the higher chance of a footprint, could this be changed so that the heavier a creature is the higher chance of a footprint, where any adult dino would basically always leave a footprint and juvies would have a much lower chance of leaving a footprint
Well managed to play as the Pue on the Isle V3 map
I have just one suggestion that is more of a fix to its camera
I feel like it needs a zoom out feature that allows you to see its middle section of its body and not just its Neck and head... and Considering its a massive creature it takes a while to render the area around you
remove carnos crouch delay
Why not starvation make you slower and not just kill you like a lethal dosis of poison? Starvation is a problem, but if I have played like 2 hours, almost adult Giga... How can I die in 10 min from starvation? I would like it to be a reduction of your "hunting capacities" and then health damage, no just instant death. Just to have time to find something to hunt guys.
Best suggestion I can give keep it dinosaurs(no humans) keep working on your ai to be a decent single player experience ( and great multiplayer experience ) otherwise the game will eventually die as all multiplayer driven experiences do keep up the good work and don’t let the haters get you down, oh and one more thing add the option to have feathered variants for us JP lovers to keep our scaled man eating buddies( when that becomes relevant of course)
After the recent Shant injections on Dev 4, I considered the possibility of a reworked/rebalanced Shantungosaurus for Survival. And to emphasize, this isn't ENTIRELY me saying I want a playable shant, but I do think it deserves to at the very least, be considered. https://docs.google.com/document/d/1-hW_JnjH0Dio2po3DpkwC4LxCRNUk4sEnb7mEU5MIbc/edit?usp=sharing
An hour ago I had an idea on how to do a Playable Avaceratops, couldn't resist making a suggestion for it.
Fix the Replay bugs with sounds, animations, and dinos turning on themselves looking horrible so maybe some member of the community can do great screenshots of the game instead of screens of dinos that never roar
bring back the record on offcial dev 1 . 2 . 3 . 4 so we can actually make awesome screens of hypo magna etc
I have an Idea for Alt-Turn : You write / Stuck and you have 20 seconds to use alt turn then there is cooldown of 5 min or less , maybe it could stop the abuse
Remove carnos acceleration while walk and trot speed.
Because of the acceleration and slowing of carnos run speed the player gets stuck on objects it touches over a period of time. I am ok with getting punished for running through a dense forest and getting stuck every 3 meters, after all the sprint speed is carnos hunting speed. But getting stuck while trotting is very annoying. When you remove the acceleration in walk and trot you are able to loosen much easier fom object you're stuck on.
If you die while part of a group, if you select the same type of dinosaur to respawn as you remain part of the group. You only leave the group if you pick a different dinosaur type.
QoL. For an option of respawning as the same species/gender/colour(when skin selector comes) quickly without having to go through the character select menu, have a respawn menu after you die, yes to reappear as the same you had but juvie, no to go back to character selection menu
Edit: or have three options, one being respawn, character select and log out
Didn't want to repost the link since it's only a page up, but I listened to some differing opinions, and I've made a few adjustments to the Shantungosaurus document. It's mostly just small changes and additions, the main thing I did address is my stance on the choice of "mechanic" for Shant.
I do have a suggestion for male carnivores: is it possible they could bring a piece of meat to the nest? Or carry some with them at least? This way females can nest and males can hunt for meat. If the opponent is smaller than the dino, they could take the preys corpse with them and if bigger, a good big mouth full of meat. Wouldn't that be super?
Fix Carno's attack hit box. That's what he needs more than anything; he needs it more than a turn buff, a stam regen buff, a damage buff, a bleed nerf, he needs it more than fucking velocity for christ's sake; no point doing enough damage to oneshot a Utah if you cannot actually hit it.
Give this man some goddamn help. Old Carno was mostly fine bc he was short lad. Now he is too tall. Increase his hitbox so he can hit short shit he is meant to hunt.
nests should stay even when logged out. that way when the server crashes every 20 mins you can still make eggs
Isle V3 map needs more AI. Currently it is almost impossible to survive there. Let's say you spawn at a beach, before you can get somewhere you are eaten by somebody waiting on the beach for food, the closest water sources where few AI spawns are ocupied by most of big carnivores or utahs because nobody wants to go anywhere else. Why? It's risky because there is no food out there and AI spawns very rarely. I would suggest that more AI would spawn near all water sources. Mostly lakes but also few AI near rivers since the lakes are so far away from each other and rivers are the most common water sources you can find if you are new and don't know the map. V3 is really good but unplayable because of no food and you just don't want to try anymore when you get eaten ten times right after you spawn, because there is always a adult carnivore camping near spawnpoints killing juvis. More AI spawns would prevent that and also camping around the nearest lakes. Everyone would be able to actually go somewhere, explore or claim a territory and just stay there without worrying about dying of hunger.
Night vision for carnivore should project in cone shape instead of circle with longer range. For herbivores it should be shorter range but 180 vision.
can eating be priorotised over drinking to prevent either bodies dropping into water or at buggy areas of the map where you can drink through the ground near rivers
I think spino should go on all fours when crouching
change hypo spino crouch so it crawls on the palms of its hands and not on its knuckles
please make a hot fix for thenyaw
I suggest adding more AI. I can't find a single damn one.
Stop injections on dev servers after the next wipe. It's been fun over the Christmas break to see non-survival dinos, but now it's getting a bit much when half the population of the dev servers with the highest player counts are injected dinosaurs. Injections tend to spread like a plague (shants, stegos, herras) or get locked down by exclusive groups (spinos, acros to an extent). Dev servers are meant for testing the game as it's intended to be: survival with properly balanced dinosaurs, not survival dinos vs masses of unbalanced sandbox dinosaurs.
Please give Anky bone break back. Of all dinos it should have bone break
Hey it would be neat if there was some form of family tree for keeping track of dino bloodlines with the hatching system. Maybe some overlay in the character menu that displays who your parents, grandparents, siblings and so on were.
Add a feature where dinos could transport food to their juvie or a starving member who cant make it. And dinos should be able to move their juvies across a large body of water, or bring them somewhere
I feel that right now there aren't enough herbivore players around for carnivores to hunt. Most are just surviving on AI or eating some smaller carnivores that they chance upon. Maybe the game mechanics should be tweaked to encourage more herbivores by allowing them to eat more types of vegetation which will then slowly regenerate over a few server days. It's so rare to actually see a herbivore herd. Most of the time they are just individuals hiding in bushes.
Herbivores can't hunt carnivores, they can only defend themselves.
Seasons.
Make the ai spawn around lone players too not just groups.
@ancient plover i agree, people in groups should be forced to hunt, while lone players get ai
Nesting Invitations:
Have an option for a parent dinosaur to put out an open invitation for an egg that anyone could accept, as opposed to only being able to invite a specific individual. A prospective hatchling would select an egg through a menu similar to the current character selection screen. It would probably be best to list available eggs by species rather than at random to prevent wasted eggs when someone doesn’t spawn as the hatchling they were hoping for.
Playable species:
Include prehistoric crocodiles to liven up swamp/water body game play. Subsurface game play can then be enhanced to make the game more layered and complex.
Option to filter server list based on ping / show servers with ping only <500, <50, >20, etc. Or filter it lowest to highest/highest to lowest
Dead bodies need to have a scent added to them, since right now no one can find an dead body by scent unless it ain't gore.
can someone send a list of dinosaurs that will be added into the isle?
Make using stam for long periods of time drain food/water faster. This will discourage herbis from chasing carnis down across the map, as they simply lose food/water doing so.
Hi there They need to add in bigger Ai Dinos because oros don't feed they hardly fill up your carnivores right now carnivore and all adult T-Rex it's really hard to find food you're starving all the time bigger game AI is would be fun to hunt. Becuase you starv to death at the moment hard
Some new AI, such as
Ceolophysis, a slightly larger version of the velociraptors that are worth slightly more food
Frogs for small dinos to eat, like hatchlings
slow moving fish, such as lungfish and alligator gars, that would provide realistic food for suchos, spinos, and bary
yarasuchus, a mainly-terrestrial crocodile that has a rediculously long neck, like seriously, check it out
Fix the trike gore hitbox, please. A Trike can hit an allo or even a Rex when the Trike is nowhere near a carnivore's hitbox.
please make it for ps4
A smaller Map
An interesting suggestion (not sure if a planned thing already) would be having 'weight' effects to your dino depending on how hungry/full you are. A full dinosaur would be more lethargic & slow, not needing to hunt. While the hungrier you get, the lighter you become as your stomach isn't full. It would be a good way to counter-act over hunting, as well as giving herds a chance to move along while a big bellied dino who doesn't need to eat finds it harder to catch things he doesn't need. While a hungrier dino is driven by desperation and his now lighter body to catch things quicker.
This could also have health applied affect such as possible health boost or health penalty. It's hard to abuse as people can't afford their dinosaurs starving for speed, and when they're full it stops them from being able to be an asshole easier.
This can also be applied to real life situation for herbivores that "throw up" or forcibly defecate in an attempt to lose weight for speed to escape a predator in an attempt to save it's life if at all working something out for herbivores is of interest.
Please allow us to change settings while we are in game. It's a pain in the butt to figure out what will work for you, flipping through settings and trying to connect to servers over and over again.
add the dev-kit back! it will encourage players to come back and create things and improve the quality of this game!
Tail biting shouldn’t drain health.
Also, tyrannosaurus turn should be on par with albertosaurus, because I’ve repeatedly been killed by ceratosaurus and dilos and I’m quite tired of it
Also wouldn’t mind Rex getting an hour taken off the length it takes to mature, but that’s just me
Any chance we will ever be able to backup when walking. killed myself last night cuz I walked up to the edge of a cliff.
Minor thing. Make hatchling maia's walk turn less ass. I think it's the same as the juvenile's right now and it's pretty ridiculous.
https://docs.google.com/document/d/1RuAfqNV4BRBd5GWc5LuODdhUdAjsEysfXnNDLEdOkrs/edit?usp=sharing Made a document for Monolophosaurus, a very old creature that was modeled, skinned and then promptly was never seen or heard from again.
I originally worked on another Monolophosaurus suggestion with BrucetheXenomorph, which I credited in the doc. But I wanted to take my own spin at the concept.
I have a suggestion that could utilize nesting in a way that it is slightly realistic. So, my idea is that all Dino’s have special abilities (they can be called “attributes” potentially) that assist them with survival. There are abilities that are generic that any Dino can get then there are specie specific abilities. When you spawn into the game, there are three abilities that you get immediately, two abilities are random and one ability is specific to the species you are playing. There is a grand total of X (the devs can decide that) abilities that you can get altogether. The way you get more skills is you nest with someone else and become a baby again (you have to be nested as the same species). You have some likelihood of getting one of two generic skills from the mother. The cycle then repeats until you are an adult again and can lay a nest. If you die at any time during this cycle, then you have to start over again, but you can pick of one the generic abilities you had in a previous life. This is only the case if you spawn as the same Dino you were previously.
Remove beach spawns from the V3 map. Being that gameplay seems more geared towards finding and hunting for food rather than searching for water with the inclusion of rivers and large bodies of water, I don't think it would hurt to remove the beach spawns. This is because other players are rarely on the beaches, making it a pain to find food, defeating the purpose of the new "find food first" style of gameplay.
These spawns are especially bad for new players, as well, being that they are stuck as a juvenile and do not know the map. they are forced to pick a direction to travel in and hope for the best. It would give them a bad first impression of the game and lead them to making that inevitable "negative steam review." Instead, replace these beach spawns with spawns at more unpopulated lakes.
Since rivers connect nearly every lake on V3, it would give players an incentive to follow the river when they need to either flee the area, or simply want to leave. In theory, this behavior would in turn create a widespread ecosystem of dinosaurs from lake to lake, and hopefully would populate more of the "unpopular" areas of the map.
Hey i would like to see more herb dinos on survival like Stegosaurus and other cool herbs would be nice to play them
If the juvi Giga is going to be such a slow turd(slow sprint, slow attack/bite, no stamina), could it at least pack a strong bite?
Here's a possible way to require both genders for nesting.
Only females can build the nest. Only males can incubate the eggs.
Both genders can put food into the nest.
Having a dark, fading border effect that slowly closes in with damage (like the one we have now) would be cool for non fight related injury. It’d make it feel more like your dinosaur is losing consciousness and getting weaker before slipping into a coma (dying) from starvation or dehydration. Would fit the situation better than the bloody one we have now
A Charge Jump ability that allows utahs and other smaller jump reliant creatures to jump higher than the normal jump.
Combat Logging: if you attempt to combat log whilst being attacked and bitten or hit by a dinosaur. If you successfully log out your dinosaur will instantly die if you log out leaving a body for carnivores to eat.
just as how the dynamic music plays a different song as a dino (based on type) enters a certain radius, i was thinking it could be added to, such as a buzzing/hissing/static sound effect for all creatures within a certain radius, kinda like interference between the dinosaur gps trackers if they have any, this in turn could help with development of a human ability (modern human, i.e. mercenary) in which they could have some sort of special tool that will actually show them where dinos are using their "gps" of course limited to only a certain range, with the possibility of radio towers increasing that range?
(edit) buzzing/hissing/static sound will stop/ be non-existent if grouped
(edit2) buzzing/hissing/static sound is not consistent, similar to the visuals of isle v3 when nearing a building?
(edit 3) "Dead zones" / "No Signal Zones" based on the topography of the landscape, areas of the map may interrupt the signal of the tracker preventing the static from coming through, as well as preventing the "human gps" from working properly, also adds importance to the radio tower
Carno broadcast could use more base. The roar feels distant even when I'm the one doing it.
Also, I'd love seeing some chest animations to go along with the roars for all dinosaurs, like drawing breath and diaphragm compression. I feel like seeing the physical impact of each noise would add a sense of volume and add to player immersion.
This might just be me, but I think the Rex's walk/trot could use an update. The run is fine, but the walking looks like it's awkwardly tip-toeing and has little weight to it. Like I said, it might just be me, but I think a heavier walk animation would make it look much better.
https://docs.google.com/document/d/1npZIuoY3C9AMsGg35nN3mHuZJX-jSMn98DdSikS3Y_0/edit?usp=sharing This is bit of an odd one. This doc is less of a suggestion on making something playable, but more on how to make the AI version of it interesting. That's not to say I think it being playable is BAD, it's just very unlikely.
why not when we get a nest inv, we can see what dino they are. So when we get random invites, we'll know if its like a dryo
Foliage that potentially can cover over a crouching dryo so that if/or things like oro or psittaco are playable theres a large plant mat overhead for them to hide under, would also benefit juvies in some cases
Been reading the book raptor red ( fantastic book btw and excellent read into behaviors of various species, I strongly suggest reading it) and few suggestions:
Being able to mark trees/areas with different scent markers/dung for the sake of marking territory, attracting mates (leaving a mark that lists your species growth and gender?) and so on. Probably more useful after the nesting system is complete with patriarchs being necessary.
This one's an obvious one but being able to pick up young or carry parts of corpses, maybe locked to pack mates for picking up young and have food leave scent trails when carried?
Pack actions/emotes, being able to nuzzle up actions gains a mate or pack member, warning nips, bobbing head/mating dances, specific less damaging herbavore moves for bull fights, basically more immerse features.
Edit: As part of this, a way of implementing carrying could give negative benefits such as cutting the carrying dino's speed, causing a walking stamina drain or restricting them to walking speed, and various other things to prevent a dino from simply using the mechanic to carry them away from a predator, maybe even limitting to juvies under a certain growth too. Various ways to encourage more as carting the infant along when its too tired to run after but with a cost?
Does anyone know about primal carnage: extinction it alot like this game just wondering for ideas on the regular humans we could use netting gun ,flamethrower etc.
Also the Utah raptor needs a attack pounce in its kit somewhere
For surprise attacks
I think carnivores should be able to smell corpses.
I know they already do smell bloody carcasses, but being able to detect dead meat through terrain like herbivores smell plants would be a great addition.
It would discourage carnivores stacking up on food and lounging near a pile of bodies. Needlessly killing everything in sight would attract competition and larger corpses would be fought over or at least sought after.
https://docs.google.com/document/d/169_zG2xPpmcirOVDcOJRKxHs73fA_MPhtumYapr5lFI/edit?usp=sharing This is another half AI/half Playable document like the Rugops doc.
Personally I liked the style of the stamina/food/water more when it was just the icon without the circle graphic (and the footprint was species unique) as was shown in streams while it was being worked on more than what we have rn. I don't think the O2 pixely letter/character style fits with the rest of the hud minimalistic style either perhaps a bubbles or lungs styled one would better fit? Also different arrangement options would be interesting.
based off the dilemma for baby carrying, i offer: maybe you can only carry babies for a given amount of time? maybe the bigger they are, the faster your stamina drains? perhaps the affinity system gives you a penalty for carrying a baby beyond a certain size?
https://docs.google.com/document/d/1PjERyyR8g6lMuzgxuVsXR0aZrVBbUAUy3dfE-oTZAKw/edit?usp=sharing Pretty self explanatory, suggestion doc for a Kentrosaurus.
It would be a nice addition to be able to bind eating and drinking to separate keys. This would help with being able to eat bodies that have fallen in water since the action would prioritize eating over drinking.
Being able to use scent while crouching and herbs being able to scent while moving. I'm not sure why they can't, my only guess is that it's A) a bug or B) some attempt to prevent abuse in some way, but you can just have it drain faster or recharge slower if B is the cause.
maybe as a counter the lack of danger of carrying your babies everywhere make it so after a certain size the babies take damage from being carried as in they weigh so much that they get punctured by your teeth
Maybe carnivore hatchlings could be carried up to juvie size. In rexes and gigas this would be about the time the hatchling gets too big to completely avoid its parents' teeth when carried in their mouths, and in smaller dinos like utah this would be about the time the hatchling is getting heavier and could risk skin tearing if the adult carried it by the nape of its neck like cats do.
Or the smaller and midtier dinos just grab their hatchlings around their middle like lions do with cubs, but not...hard enough to puncture skin? And around juvie size is when the hatchling gets too heavy to carry that way? idk how it'd be possible with the shape of allo's jaw and the arrangement of its teeth, tho...maybe allo and sucho could carry babies with their hands
Also if a carnivore is carrying a baby it could see a slight decrease in stam, which gets worse as the baby gets bigger and heavier. Eventually the stam drain from carrying a baby would outweigh the benefit of just picking up your baby and running off to safety with it.
Also also if a carnivore is carrying a baby in its mouth then it wouldn't be able to bite or roar until it puts its baby down, which could make hatchlings vulnerable if the parent has to turn and fight
I did a slight revision of the Lurdusaurus doc, swapped out the "grapple" mechanic for something simpler, other than that it's mostly the same. https://docs.google.com/document/d/1NyPuFaaIuRr5cwUqzfiC2IawRx6d8X3SJfQigLYS4OA/edit?usp=sharing
I'll probably do some more edits as I get more criticisms on it, I know this isn't exactly the most popular choice, infact it's pretty "controversisal" But I think it can offer something, otherwise I wouldn't even be trying to fix it up.
I suggest removing the Alt turn feature and fixing the ankle bite issue with something else very simple like bites using 8 stamina. Therefore, most predators will only be able to hop in, but their 2 cents in and sprint out. This allows for more coordinated pack hunting for bigger game rather than one person going in and risk getting a leg broken or one shot by an unfair, alt turn advantage which should not allow for rexes to turn 180 degrees in about a second. I suggest this because of right now, pack hunting is only limited to small game, which brings no element of joy to when you successfully hunt dangerous prey. Pack Hunters are forced to play the scavenger role as if their millions of years of evolution for maneuverability advantages and a set of teeth and claws have no purpose. I don't know if there is something planned for these hunters in the future but an idea like this will gladly bring forth more players that want to do something rather than steamroll through the game. Thanks!
I know how the carnivores have pack limits and i agree that herbivore should be free to herd. BUT Apex herbivores should have a limit. Like 7 shants or something
I'm sure it has already been proposed somewhere, time ago, but can't find it and people isnt asking so: Food carrying, the possibility to grab food in your mouth and physically move it around. Just the same amount as one of your species bites for herbivores and the chance to raise up a way smaller prey for carnivores and drag slowly corpses of a weight similar to yours at the cost of stamina. I think it should be applied to the way of putting food into nests too. So instead of just emptying your stomach in the nest you have to actually grab food from the source and place it in the nest. The same way with this method you can grab food for your pack avoiding the situation of one finding AI and having to follow it without killing until his friend arrives to eat otherwise it rots. In order to balance this feature so that carnivores don't get too advantaged by the ability to carry an entire prey I suggest that, depending on the size difference between the player and the corpse, they spend more or less stamina while transporting a prey and can't sprint, jump and bite until they let go what they have in their mouth. This way this feature will be used only on short distances and not as an emergency food supply while roaming the map.
So I have an idea that would make it fair for baby carrying babies via the mouth. 1. If babies are carried stam should decreas half as fast for the parent at half the speed of running while trotting but for running stam should decreas for plus 1/2 more. 2. if the parent dies while carrying the children ether die to or land at 1 health. 3. Just so people can't troll or force carry the children, hatchlings can wriggle free without losing health uppon landing. 4. Only the parents can carry children.
I wish utahs could pounce again, it used to be really fun. Especially on Hadrosaurs
increase the dilo growth time, its too easy to become adult, and it ruins the fun to be one, and it ruins the fun for literally any juvi dinosaur
also wouldnt mind a decrease in stamina
Stego Mechanic: Blushing Plates
Have Stegosaurus be able to flush blood into its plates and make them more colorful. This could give the creature attacking it a slight nerf in damage and bleed because of the "intimidation" factor
Remove that Herbivore rock that only has one enterance O.o
Remove herb rock pls ❤ 
Along with my former suggestion on starvation and dehydration your dinosaur could also have different idle animations while taking damage from lack of food or water. Instead of the occasional yawn in your allosaurus it may intermittently stagger as if it’s weak while trotting (with or without an actual hit to speed) and things like that. These would also show that a dinosaur is injured and easier to kill to anyone who isn’t close enough to see others cues and would aid in hunting or being hunted
Baby carrying suggestion: carrying should be limited by time or distance. So parents could help their children to find a safe place faster or to take on some obstacle but couldn't stupidly use carrying to hide babies in the mouth all the time.
Could we possibly see a separation of the electromagnetic compass from the scent system and have it always on?
Scent I can understand being something that is "toggle-able" but not so much the compass, as animals Constantly use that sense to find out where they're going during travel. It also doesn't make sense to lose access to your compass just because it's raining imo.
Edit: To further add to this, and unsure if it's already planned or not, but when near human zones, if the compass is "Always on", the static around the human zone could scramble the compass in some fashion? (Have it spin around wildly like a normal compass would near a magnetic source?)
Creatures hunger depleting ratings needs to be higher than this. Hunger of the animals deplete to fast. Every animal what can be fine for hours after eating. In the nature, there is lots of animals who can withstand with the starvation suffering for days or weeks. A simple spider can survives without eat for a month. A crocodile eats not so often. And they can maintain the starvation perfectly fine. Not die after few seconds. A simple human being can live without food for a week. But die after three days. A dinosaurs supposed to survive more longer. Because they cant exodus a whole desert for reaching their mating areas then go back to their original living area. Carnivores nad Herbivores to.
I think the whole SUB stage of dino’s needs to be seriously re worked, played a GIGA for 3 days straight and getting to sub every time only to die because you can’t contest for food or fight anything isn’t how sub should be, I was the same size as an allo and probably around the same weight yet the allo was able to absolutely destroy me, this brings me onto another thing, AI seriously needs to spawn differently, after 3 hours of playing I had about 2 Ai spawn however around large groups AI spawns 24/7 this leads sub dinosaur players to walk into large packs of cerato or allo which they cannot come close to fight, this is even true for other dino’s, Ai should spawn around the player, at intervals enough to keep you going for a little bit, as starvation is simply the biggest killer.
To give the baby ceratopsians better defense, why not give a secondary bite attack to them, it would allow them to better protect themselves until their horns grow in
More programming intelligence behind the /stuck command. The majority of times, this command fails to remove stuck players that wind up in a hole or impassible terrain because it doesn't register the completely flat terrain around the death pit you're in as "viable" for teleporting you to.
Maybe add in an option to be able to disable receiving nest / group invites, or toggle it so it only can be received from friends added on steam?
Why am I suddenly hopping on the 'fuck new nesting' train?
Logged into my Trike on Dev4, had to relog due to a random bug stopping herd members from inviting me, and lost a 9.3 adult Trike because the fucking second I move my head after having re-appeared I got a an invite when expecting one and lost that boy to a Maia.
IK people will say 'your own fault' and other b.s, and that's fine. But game features should not suck your motivation clean out of playing the game. At least let us turn them off.
When humans are released, specifically mercenaries, it might be cool if there was some sort of damage taken over time to dinosaurs if they are shot with a gun. Like, some type of lead poisoning. It would be temporary, like bleed damage. It could also cause stamina to lower a bit as lead poisoning can cause fatigue.
Say if a dinosaur drowns itself for food denial, thats disobeying a rule right? What if the devs could see the exact time the death floating above the body, so that they could trace the person in the game log
When overlapping with a bush / certain foilage, there should be a chance to leave scent on it, making it glow softly when something sniffs the area. The chance to leave scent on it grows as you stand in it longer, making it glow more, too. (The check to leave scent in a bush should be done every 5 seconds or so, so that you can't make one glow like a star just because you rested in it for a small amount of time)
https://docs.google.com/document/d/1iwNBG6Pph-paASB_nI6PS_a71PMf7FU6Z8-bDZKAIX4/edit?usp=sharing Been wanting to tackle this one for awhile, since Torvo's one of those dinosaurs that everyone seems to crap on without actually considering how it could work for Survival. Also I wanna say it here so it doesn't get missed by ANYONE. The picture I use at the top ISN'T an Isle model. Please do not start going around claiming it is.
Oh and here's another common-sense kind of idea.
Make thirst behave exactly like Food, AKA it stops filling up / being consumable on full thirst
Simple. Would stop corpses from being inedible because the shore along the river 20ft away happens to be considered drinkable dirt smh. Oh. And would largely screw over those who deny corpses in water, bc guess what, your partially submerged corpse can still be bloody eaten because it wouldnt let us drink.
IDEK why this isn't a thing, or wasn't a thing, when the eating changes were added. Would love a dev explenation on that, but might have to wait for the next Q&A for that x-x
Make Herbivores more compelling to play...its 4 to 1 carnivores to herbivores out there...if not worse.
are they going to add at least 1 special combat ability besides a bite to each dinosaur like head butt for herbivore and another tail whip etc jump leaping attack for raptor for example. i wouldnt make it like primal carnage but at least an alt attack to help in battle. just wondering
Make a queue so if a server is full you will be put in a waiting list to be put in when the next available spot is open instead of having to keep refreshing over and over trying to get in a server kind of like what battlefield has.
I was thinking it would be really cool to see baob trees in a hot savannah area near hills or something like that it would be really cool to see.
Maybe in the future of the isle have extreme weather conditions like earthquakes, droughts, floods, bush fires and also seasonal changes like IRL.
Seasons: when its summer irl its summer in game, when its spring irl its spring in game and the same for the others
So it will be different throughout the year ?
Maybe?
Suggestion idea: Dinos taking starving damage will scarf up their food a bit faster than normal Same with Thirst.
Safelogging should give us something to do while we wait, like accessing our character screen without resetting the timer or a bit of lore like a line or two on the bottom or something.
Edit: THESE ARE EXAMPLES.
Edit2: Was brought up by South that being able to look around would also be a good example. Unsure about the original design to safelogging but figured this was worth adding to the suggestion.
Since Dilo has already venom (confirmed by the developers in official-answers) can we get some visuals later on? Nobody would know if you guys don't say it. Possibly when wounds are coming back, maybe a different looking wounds from dilos. Or some different effects on the said animal wich got bit by a dilo?
Once skins are implemented, it would be neat to have color / pattern mutations that could only be acquired through nesting. These particular mutations could be considered recessive and be difficult to acquire and pass on, keeping them unique. Depending on the pattern and the color, the mutations could be beneficial or detrimental to the player.
when playing on 3 screens the fov needs to be adjustable or the standard fov makes the 3rd person camera so close to your character you lose most of the view looking at you dinos body from behind
also note that the chat is pushed to the far left bottom corner of the left screen and the hud to the bottom right of the right screen, makes it hard to keep an eye on chat messages in global/group for instance. Please consider letting playersadjust the fov and the hud elements to make it playable on infinity displays, or let us know if we can add changed in any of the ini files to make this work.
thanks
Eno
Bleed suggestion: To differentiate Dilo's venom bleeding prey out from other dinosaurs inflicting regular bleed damage, maybe other creatures shouldn't be able to kill an animal with bleed alone. Unless bitten by a Dilo, bleed could only take health down to 1 hp as long as the bleeding dinosaur is resting. This way there would always need to be a final attack. This would also prevent (most of the time, when not involving a Dilo) the victor of a battle dying even though they killed the opponent, but they'd still be extremely vulnerable to a new attack and would still bleed out if they stand up before they've finished bleeding.
when you die on a server from KOS or another rule breaker, sometimes its hard to know who killed you as you just drop to the 'Deceased' screen. to help identify who was the killer can you have it so it says something like 'Deceased - xxxx killed you' so it makes it easier to identify the character that finished you off. that could also include, bleeding out, thirst, hunger, poison etc.
Chat suggestion: Have cross-species communication, possibly to an extend like herbis can talk to herbis, carnis can talk to carnies. Or maybe some carnies can talk to one another or something. It'd make it a little easier with mixed herd who aren't in a discord chat together trying to co-ordinate a migration
Allo suggestion: make the footsteps less loud... it feels like it's footsteps make a lot more noise compared to other creatures of it's size.
I don't know if this has been suggested (but probably has been).
But it would be so nice if we could make it that, if you are invited to a group, you can not kill your own group members.
I now have a very big problem of accepting group invites or making them since the past 5 times I have allways been killed for food.
AI additions:
I’d like to see medium herbivores added(Maia, Diabloceratops and Triceratops as a start).
Have adults 3-call at detected carnivores that they are comparably matched to, charging weaker carnivores after 1 or 2 calls.
Add a trample attack to adults and sub-adults(where appropriate) that is used against juvi carnivores after the 3-call warning.
Have mediums run from stronger threats just as the current AI do, but with a significantly longer run duration.
Arguably, aggressive herbivores(I assume Trikes and others to come) would potentially charge and trample juvi carnivores without warning or shortly after the 1st 3-call.
Make medium herbivore AI be a significant threat to growing carnivores and relatively risky prey for lone adults.
I would remove some of the random sounds/ambient noise that you hear when you are near water or walking around. It’s quite distracting and if there isn’t something present in the game then it’s just noise which doesn’t add too much to the gameplay. Instead, if you hear frogs, there should be frogs. If there is buzzing, there should be flies. It could very well be that the noise is a placeholder, but it doesn’t really add too much to the game overall. It’s more distracting than anything. If this cannot be done, could we have the option of removing/muting the ambient noise?
Add spawning points to the north of V3. I rarely if ever spawn there and the few times i have travelled there it is quite barren and the only company is Ai.
Excuse the stupid names but I mean the areas above sanctuary and the lake leading out to the ocean beside it
That part of the map is rarely populated in my experience but adding spawn points at the very north point would force people to travel through that area.
i got a wonderful suggestion make dilo faster p l o x
Suggestion Type: Gameplay improvement (Key mapping change)
Make eat and drink buttons seperate from eachother (R for drink, E for eat, in example) for carnivores. This would workaround the whole body not being able to be consumed near/in water issue, by making the commands ignore the overlap of water. Would also encourage people to stop constantly denying food by swimming into water, teaching them to use evasion tactics instead of a cheap bug abuse.
There really needs to be a rule against corpse guarding in the official servers. It's not a matter of it being a "Realism" server or not, it's a matter of courtesy. If one of your friends or one of the dinos hunting you gets killed, move the hell away from the corpse and let the predators eat.
The good old quote.
"It's quiet. Too quiet."
Well perhaps if a predator is nearby, ambush ready and has you in their direct vision. The ambience begins to get quieter. The birds stop, the frogs shut the hecc up.
This might not be entirely noticeable until the last moment, seen as most people tend to not listen/ focus on the ambience constantly. Should add a little more tension to a hunt. Tension is one of those things the game really requires in my eyes.
Pretty sure on the steam store is says Survival Horror? Well. Minor little things like this could bring the game closer to that theme.
As alot of the community is really pushed over by this, please change the spawning map points from the beach onto anywhere else. Spawning in beach as a juvie is a literal nightmare and rarely you ever live, especially with carnivores. It makes the game so much more tough and not enjoyable. Its a lonely and starving path if you want to get to a good spot.
I know carno isn't supposed to be a bully or an unstoppable titan, but the Juvie starting with 350kg and 5N biteforce. Isn't that too weak compared to even Velo AI?. My suggestion is to either boost it's weight or damage to the point when it's not free snacks for everything. I think juvie carno should be able to defend himself against a juvie Utah/ fresh Juvie Allo.
Some kind of cooldown on Ambush, you could see if your ambush is ready again on your character screen. Literally people spamming ambush in mid fight, wich basically kills the "ambush" as a mechanics. It shouldn't have that big of a cooldown, im thinking around 8-15 sec, and should depend on dinosaurs. Probably you wouldn't see people crouchwalking mid fight. Stam not regen while crouching was a good point, but this would be the final blow to people who use ambush like it is natural to spam 30 times mid fight.
Small QoL change: the option to change the color of the HUD in the options menu.
Can you fix the walk glitching when coming into contact with other dinosaurs
I was 1v1ing this giga and I couldnt bite him because I was glitching all over the place, yet he managed to bite me and kill me ree
Can there be more herbivore food, you can walk for minuets on end and not find any. And can we also have where, when we 100% grow there is a little 'dossier' (for want of a better word) that comes up with Full stats of the dino they are playing as. It would certainly help players who want to, either, play for a long time, or want to quickly get to adult. May there also be a bit of a 'buff' for how much food carnivores gain from eating corpses. or a carnivore that bites the prey and gains a chunk of food from the prey? (these are all my ideas and i know i'm gonna get hate for the more herbivore food but idc)
I agree with @ancient plover above there needs to be more food placed around the map for both sides. I love the game and would like to explore more and feel more like I'm apart of the world and not just there as a food source for others who are dying from hunger. I also wanted to add that the Hunger Meter needs to drain a bit slower and the water you really can't explore at the pace their on. I also wanted to add that you should allow the option to teleport once when entering a server to get to your friends so you don't have to spend the first hour of your gameplay finding each other and I know everyone is going to say nesting but that isn't a guarantee that your going to be able to get to that nest and also if you'll make it to adulthood at all. I tried for three hours today to get a T-Rex to Adult and got killed right before reaching that because I was dying from starvation or thirst. Those are the things I would suggest. I love the game keep up the good work.
Could we maybe get a sound to notify when you're being bitten, or (to a lesser extent) if your bites are landing? It's sort of hard for me as someone who's just a little blind to always tell if something is biting me or just idling nearby. Just a thought!
Rework Dilo's venom so it's not just bleeding damage by another name. You know, don't be lazy and make it a unique mechanic.
Concerning admins on servers.
There is lag when there are a lot of body piles because of suicide or a KOS and it would be nice to be able to fix that without having to do a server restart. The new update just allows Players to eat until they are full. And so it takes MUCH longer to eat them. Maybe it's a thing already, if so I'm sorry for taking your time, but yeah...
We have three Thenyaw servers and one V3 server on dev branch. One of the Thenyaw servers is consistently at 0 players whenever I log on and look at it; meanwhile, a ton of players are trying to constantly log on to Dev 4 because it's the only server with V3. Why not switch one of the three Thenyaw servers over to V3 to help alleviate some of the overflow of people trying to join Dev 4?
I feel as if herbivores should take a shorter time to reach adultphood than carnivores do. If you think about it, in real life, herbivores outnumber carnivores by dozens to sometimes hundreds to one because they are so successful when they are in herds.
To compensate for low growth time, make herbivores have to eat and drink a lot more so they don't spend most of their time afking. Like, every 30 minutes, a Trike should starve because it needs to eat so much food, but it can easily find it if it sniffs around.
Tl:dr, if we lower the growth time of herbivores, but increase the growth time of some carnivores, I feel more people would play herbivore and enjoy the aspect of being forced to herd and migrate because they are hungry af and ate everything in the area and would starve if they waited for the food to grow back.
So, I’ve been thinking a little bit about AI. Recently, I realized something. It doesn’t really make any sense for AI spawn rates to increase with player count. The point of adults even spawning AI in the first place is really only to keep you fed if you can't find anything to hunt. And if you can't find anything to hunt you shouldn't be packing up. AI spawn rates going significantly up with each new member really only serves to increase mix/mega packing. As long as individual spawn rates remained just below what’s needed to keep the individual fed, Dinos would still need to hunt. And if they still needed to hunt, then packing would still be incentivized because hunting bigger things is easier in a pack. AI would continue serving its purpose as a buffer to starvation and packing would actually be somewhat of a gamble now. There would be a real incentive to playing solo, as opposed to having packing simply be the vastly superior alternative of the two. So, make Ai spawn rates consistent across different numbers of players. The only time this may want to be suspended is nesting. This would also have the nice bonus of utterly kneecapping mix/mega packers. Dunno maybe I'm wrong, give thoughts.
There should be a Purge/Kill List with all the things the Devs kill as Hypos. Just to get statistics, i think it would be entertaining; or Announcements saying Hypos are on the loose and bloodthirsty for (Dinosaur); and those players being the (Dinosaur) would be targeted by them. It would make things less (sitting around afk growing and more on the move/alert).
Please can all sub dinos get some love Ive tried playing subs giga cerato rex and keep getting killed by velos because I cant outrun or turn them. Sub animals should be lightly built fast and active as they are young and full of energy., instead of ofish slugs that cant stop a tiny velo from killing them please
Modify the server-side periodic save files to include: Time of day/night, corpse locations, gore locations, and AI locations. This would substantially improve the after-effects of a server crash, since there are so many times players lose a big meal due to a crash, or putting dinos that depend on day/night in a disadvantage when logging back in.
With the recent talk about playable sauropods in survival, it reminded me of an idea I had a while ago that could support this. Even though I do not care as much as others do for playable sauropods, I see some problems with them being playable. The main reason would be sauropod players spending a long time to grow, just to get shot in the neck by a mercenary that thought it would be funny. As slow and large targets they would be exposed to being shot, and considering that the devs have talked about larger dinosaurs knocking over trees they would have no cover to hide in. However I think the best way to solve this issue would be with the affinity system as well as herbivores preferred food. By giving sauropods positive affinity for living in the redwoods biome, along with putting their specific food type in the redwoods biome. Since I heavily doubt big dinosaurs will be able to knock down redwood trees, this means that sauropods would have cover due to the massive trees surrounding them. This way in order for a mercenary to kill a sauropod they would have to find one and get close to it, which would make it more of a annoying process that would not be worth the payout.
As for the playable sauropods, personally I believe that the Camarasaurus would be the best choice since it already has a model and is less of a large target. It is also at a size where it can move at a decent pace, and not have to grow as long as something like a Brachi would. Obviously some stats would have to be changed, but overall I could see this as a possible solution rather than just making sauropods stupidly immune to bullets. Once mechanics such as trample damage, and collision are put ingame that would further protect sauropods from other dinosaurs. As for the attacks, in my opinion we would only need a tail whip and a stomp. The stomp would not function how it currently does though, and rather would work like this: A sauropod would rear up and go in a stance where it can shift its position before stomping.
This is just my take on the matter and I would love to hear if there could be any flaws with this system or concerns
the food to last longer
smelling from any postition
When Deino is fully in game or in the far future it'd be nice if Velos or even Compies will come over to the Deino when its basking in the sun to pick meat out from between their teeth, It could only happen if your sitting extremely still and already near the AI, this could also give Deino a positive part of its affinity if you allow them to clean your teeth. (Dont know if this was already suggested but I thought I might as well post it anyways.)
I think spino should go on all fours when crouching.
I would like Iguanodon as well
I feel having another strong hadrosaur besides shan’t would be really nice and I think he would be fun to play as
I would really love to have an Acro in survival. I know I hear that all the time aswell.
Server Queue's
Parasaur GPS Ability
So, Diabloceratops is a dinosaur that has been infamous in players viewing it as, simply put, redundant. It is, for all intents and purposes, a "not absolutely shit" Sub Triceratops. However, I feel like with the right ability one could make it play in a very distinct way from Triceratops. That is where my view of a Diablo that plays much like an angry bull, rather than an over-zealous rhino, comes into play.
Short Fuse
Essentially, after being at a standstill for a few seconds, should Diablo start sprinting, it would be moving at speeds similar to it's early implementation, so roughly 1000cm/s, and unlike other large dinosaurs it would not undergo acceleration. Therefore, from a standstill, it is a very intimidating foe to go up against, especially given it would have a damage resistance & bleed resistance buff while the effect is active.
However, after a grace period where the buff's effects are constant of 5 seconds or so, they would begin to falter, and your speed would proceed to gradually drop, and you would end up losing out on your damage resistance buff. If you are still moving by the end of these effects waning, after say, 10sec, you would be hit with a stamina penalty, and would be unable to re-use your ability for a time.
This ability would allow Diabloceratops to be very, very threatening as a defensive herbivore and yet woefully unsuited for running down creatures from a distance with high power and weight for how fast it is moving. Playing Diablo would largely be about mock-charges, rushing at anything foolish enough to get within your comfortable range, but be largely about practicing as a juvi / with the safety of a herd, because if you run for too long, i;e try and run something down, you have left yourself open for retaliation.
Diablo would still be able to run away so long as it doesn't bother building it's "Short Fuse", i;e keep trotting than begin sprinting, but you would not be moving at high speed, and would actually have a bad bleed rez when sprinting w/o the ability active to compensate.
When we get a nest invite, could we see the species of the player sending the invite to us? This will prevent people from accidently selecting the wrong Nest by accident. It could also inform players when they get a random Nest invite.
reverse the speed for the trike growth stages having the juvie trike being the little guy that can nimbly gallop around at high speeds
but have the sub-adult trade some speed for power and still be faster that the adult
and keep the adult the same slow hulking beast that it is now
that way juvie and sub trike have at least one defense against predation bc rn they are both free food
Not really something too pressing, but maybe switching Dev 3 to the v3 map? It almost never has a population, and dev 4 seems to be struggling a little to meet the demands of everyone who wants to be on an official v3 server
i got a suggestion which is the ai (velo) i find it is very difficult to grow as a juvi whilst a velo can kill us with so many bites they should have alot less damage on them to hurt us not to kill us but enough damage to kill other ai not us playing as juvi's. im not sure if anyone will agree but i strongly agree that the velo shouldn't be able to kill us
Dilo needs to be faster getting run down by para not fun
add compy to be as a carni equavelant to dryo a small dino that is short to grow and just played for fun or exploring
Please nerf spino. It is so strong and can literally take down everything. Survival servers who inject spinos (practically all of them) have them killing everything because literally nothing stands a chance against them. Rexes are meant to be the “king” if you will. A lone spino can kill a Rex pair by bleed now. A trike, even with the buff (which is great,btw) doesn’t stand a chance against a spino pair, let alone if their herd defends them. Pleaseee nerf spino they easily kill off the apexes who take 7 hours to grow
allow spinosaurus to take two poses, bipedal and quadrupedal, that gonna make spino more realistic {i think]
To make dinosaurs that are not fully grown more bearable to travel, run away with or hunt with, and overall not as completely worthless... perhaps make the movement speed of a dinosaur inversely proportional to it's growth?
This would require setting up a simple function that checks a creatures current growth and applies a multiplier to movement speed inversely proportional to it.
That would mean a 0.8 Trex would move at the same speed as the much more powerful, self-sufficient 1.0 Trex. This would make not fully grown creatures less of a pain in the ass to play with, and overall easier to balance matchups in general instead of just 1.0; whatever speed you'd set as a value would remain constant.
Also it would be needed that every 'growth stage' ends at 1.0, or else shit will mess up horribly with some creatures moving at super speed (an example this would occur from a formula would be Juvi Dilo, who stops at 0.65, would be moving much, much faster than it does atm).
Juveniles wouldn't become OP / stray from your intended view as them being weaker, but would be less unpleasant to play as. Likewise balancing Subadults would be made far more... palatable.
BrucetheXenomorph and I have been working on a suggestion document regarding Megaraptor, a long scrapped concept reimagined. https://docs.google.com/document/d/1tF234hAsgrsv6wr-aQ0Ft9ZP5ep3W6bBDsMm_0HRFgA/edit?usp=sharing
Implement a system whereas larger dino’s like Gigas and Rex’s or Shanta and para’s can knock down trees to limit them being stuck, I’ve had so many occasions where I’ve been chasing an allo for example only to get stuck on a tiny little tree and it too run away into the forest. An example for how this could work is, if you’re running at sprint and you encounter a medium sized tree you may topple it over and or if you’re at walking speed and encounter a small tree you can push the small tree aside thus limiting you getting stuck
Furthermore I think player friction for things like static objects needs to be reduced, as again as a smaller Dino I constantly get stuck in trees or rocks completely stop me from moving at all, it’s almost like you’re super glued to them at times, especially in servers with no ALT turn enabled
Now that we can no longer spam eat there is potential for a mechanic that makes eating fresh food restore a small amount of water as well.
This suggestion may be a little more controversial but I feel like it would be steps in the right direction to naturally incentivize competition between herbivores and make predators feel more rewarded for successfully hunting instead of sitting down and spending time healing.
Change how HP is recovered from being recovered passively, i;e, over time, to being restored when eating
Passive HP regen could be something that occurs when mostly full on food, albeit not as potent as current, to encourage players to actively maintain their needs, but otherwise would be disabled below 75% hunger.
You would restore HP 1:1 with food intake, however keep in mind you cannot spam eat.
Why this change?, you may ask? Well, here are 5 principle benefits to such a shift:
A) It would make, as a predator, gameplay less tedious after a fight. You wouldn't just sit around there to heal your HP. Rather, you'd immediately go to eat your kill, to the victor goes the spoils, and then rest to heal off any bleed you may have been inflicted. You could, as your hunger depletes, keep getting up to restore your HP.
B) Would put over-zealous herbivores that pick unnecessary fights into a particular bind. If a herd member takes pointless risks and gets hurt, that means they need to consume plants in order to recover their health. Therefore, an over-aggressive herd that sustains a lot of injury would be limited naturally to a much smaller sustainable size than one that threatens / runs away from predators, and herds would find reason to 'evict' those that pick fights instead of avoiding conflict.
C) Carnivores that hunt when they do not need to are taking the risk that they will struggle to heal their injuries, simply because their stomach is mostly full already. So anyone that does the classic 'kill shit than walk away' is shooting themselves in the foot.
D) Depending on the stomach size and food demands of a carnivore, different things play out after a hunt; a Giganotosaurus, with a decent stomach size but high drain, would want to kill a prey item, or a group of small prey items, and consume them over time, staying around the kill. A Trex, with a lower hunger drain but higher stomach size, would only care to fill itself up after a fight and be on it’s way. Therefore, you have the hunter, staying near his kill, and the bully, seeking to lazily steal one. Congratulations, bullies have been made viable.
E) Last but not least, Herbivores would value food, even if abundant, far more than they do now. Food isn’t just an immediate need, it is also an assurance that if push comes to shove, they can heal their HP. Herbivore food demands could be balanced to make ‘defensive’ herbivores like Trike, Anky, Diablo, Stego unwilling to mix with other defensive herbivores, or mix with ‘elusive’ herbivores like Galli, Dryo, Maia, Para, Shant. How? Simply make the former have larger stomachs with high drain, so they can heal up faster after a fight, but make the others have much, much smaller stomachs but with similar decay overall, so they can be in higher numbers, but must stay on the move, and would quickly deplete the food source of ‘defensive’ herbivores that might get in a fight. Bonus: This would mean even if a Parasaur can run down and kill an Allo, it would be injured for a much longer period of time than a dinosaur intended to fight like Diablo. Natural incentive to not be a shitgibbon, don’t you find?
I do not know how often developers read this section, but I will try. I want to propose an idea of separate hitboxes and separate damage on them, I'm sure this idea has already been received, but I will try to clarify. After receiving a certain amount of damage in a certain part of the body, one or another effect would be hung on the target, as with fractures but steeper, for example, when receiving a certain damage to the neck, arterial bleeding would begin which would be not three drops, but admitted, six. I would also like to suggest such a system as adrenaline or shock, when, with severe injuries, the dinosaur would receive some additional health and increased speed but quickly lose stamina and would forcefully land on the ground at the end of such a timer, this would give the player about 45 seconds to break the enemy’s distance or give the last effort, tracking down a wounded victim. I also want to note that it would be interesting to see blind spots in dinosaurs, now a recumbent player can return the camera 360 degrees like a horned owl without fear, but if the camera has a fragment when the player has to turn to see something behind it New options for ambushes, as well as force to show knowledge of the game.
Make herbivores better advisories for carnivores. Make all herbivores more viable at deterring carnivore attacks without necessarily making all herbivores better able to out-right kill carnivores.
Some herbivores are intended to be potentially more lethal(Trikes, Ankys, etc.), but other softer herbivores that don’t have the tools to out-right kill a comparably sized carnivore should have the potential to force a carnivore to break off its attack, without it necessarily resulting in the soft herb killing the carnivore.
I’d like to see additional defensive style attacks that use significant amounts of stamina, but don’t necessarily cause large HP lose if they land. These could be applicable for all dinos, but herbs would have a higher resistance against and additional bonus to using these attacks.
The first one that comes to mind is a kick or tail swipe. These kick/tail swipes would cause a stun affect that puts the opponent’s biting on a brief cool-down and temporarily disrupts directional control of the player dinosaur for a short period...basically causing brief staggering. Duration and severity of the bite cool-down and stagger could be tied to relative weights of the two opponents. The triggering of such a stun would start a cool-down for the receiver for which no other stuns could be applied(30secs maybe). Stamina drain for attempting the kick or tail swipe would make only a few attempts possible before depleting one’s stamina.
A possible critical strike for kick and tail swipe would be jaw break. A stat effect that doesn’t kill or necessarily cause high HP lose, unless the deliverer is significantly bigger than the receiver, but will force the opponent to stop attacking and flee in order to heal. Though the crit rate wouldn’t be exceptionally high, carnivores would be more susceptible to receiving the crit.
This would also serve as an anti-butt riding defense.
I'm going to be perfectly honest. I bought The Isle simply to run around and roar at stuff. So I'm going to make a suggestion to make that a more enjoyable experience.
The main aspect of what I want to suggest is an elongated 3 call. Almost like the call, after being held for a certain amount of time, turns into a stance. The animal lowers itself and continues to wave it's horns in the air, club the ground with its tail and bare teeth.
I'm pretty sure we've all done the 1v1 with a Trike V a Rex. Well now this could be a little more intense, instead of randomly stomping, spamming 3 and mock biting. Simply entering the aggressive stance would do it for you.
Obviously I feel this suggestion requires more put to it, like the people engaged in the fight enter something like a focus mode. Or they slowly build up rage and adrenaline allowing them to fight more efficiently.
Obviously I'm also ready and open for criticism, so come at me in the suggestion discussion with extras you feel I should add or remove.
A request to join group button, for after you've died and lost your group. The group can either accept or decline. If you get declined 3 times in a row you can't apply again for another hour to stop spamming.
(Lat: -276,002.469 Long: 341,196.938 Alt: -69,475.695) fix this hole please.
I want to suggest that herbivores would not be able to fake limp. I was thinking and why would a herbivore be able to fake limp? Why would he do it? I mean, a carnivore,after years and years of hunting, they could start thinking that a fake limp can help them in hunting, can attract prey that would think he is weak and the tables would turn right when the prey is next to him, but a herbivore would have no reason to fake limp. I don't see why a trike would fake limp to attract a carnivore, then kill it. Isn't a herbivore suppose to run away or stay as far away as possible from a carnivore. Another reason why herbivores should only have a limp when they broke their leg or is broken by a T-Rex is that , in case of vulnerability(hopefully that's correct), it will get a boost in his defense by improving his turn radius, but just being able to fake limp and increase that turn radius when they want makes stuff way harder for carnivores.
Now I know you guys have already planned for the Affinity system... but I think my idea might change your mind as We all know when you hit the character button there is a DNA bar and Tabs with empty boxes signalling you can add stuff to them...... Well let me tell you what i think could be cool.... Make it so when a player kills a another player DINO they get a random Good affect to add to their DNA bar and if said player does something wrong they get a negative affect Now i know what your thinking sounds like the affinity system.... But wait Lets say the Player kills a Hypo and gets 2 random posstives and lets say the player has killed enough players and has just killed this one hypo..... That the DNA bar starts lighting up like crazy showing a EVOLUATION button and the player clicks it and Transforms their self into a HYPO but have to go hunting to get back the posstives as they were wiped when they got to be a HYPO.... Now what im thinking is One you kill something and you get a Random Posstive or negative but seeing how thats a little bullshit I would just say a possitive and Well Lets say that it effects your speed or dmg that would be cool but Thats not really fair is it
Why not have it affect what type of HYPO you transform into
Wether your a STRONG af hypo or Average
Taking into count the last thing you kill is of course A HYPO
I think corpses need to give more food, I was an adult giga and I killed an almost adult para, and this thing only gave me half food. (Note my food was on 0% but not red) this leads to the giga having a huge appetite and don’t get me wrong other dino’s too, I think a large body like a para should be able to sustain two gigas easily. As from my experience I killed that para and instantly had to go back to the herd and hunt another after I had finished, and if an apex pair does this, they can virtually wipe out an entire pack of herbs. and coming from the herbs point of view and how defenceless those poor guys seems to be, it seems a bit wack, now obviously this is just my opinion and feel free to argue with me.
Oh and in addition playing apex a lot recently and you cannot get any rest-bite, you’ve just spent 6-7 hours getting to apex and boom your hunger has almost dropped to 1/4 and before you know it you’re starving and I personally think that is a very flawed system, as it sets you up for death as soon as you grow. And I do get these shorter food times for Apexs are there for balance but I really do think they could afford to increase the food timers on these dino’s just a little bit.
I think a good system to counter this could be, when you’re “resting” the amount of food you burn through is let’s say halved (if you can think of a better value for yourself be sure to replace it with that.) And when your walking it decreases at a normal rate of your Dino, when crouched the food may drain at 1.2x as fast this gives incentives for players to move around and not just sit crouched waiting for some lucky kill. (This also holds some “realistic” value as the strain on the dino’s legs due to the mass may cause the food to decrease at a faster rate) and when the Dino is in full sprint, the food may drain at 1.5x-2x its normal amount and this may be influenced by the dino’s mass and how good its stamina is (or how efficient the creatures body is) so say a carnos food may decrease slower as it doesn’t weight too much (relatively) and it has loads of Stamina, and a Rex’s food or gigas food may decrease at a faster rate due to their massive size and weight, and their relatively lower stamina. Thus leaving the play-styles of these dino’s intact but keeping the food balance - idk this is just what worked for me, it’s 1am and my head is fried lol. Ty for reading
Suggestion type: Survival / Realism
Add a hypothermia meter to the game. For instance, when in rain at night, the reptile (since coldblooded) would lose thermal meter and eventually start taking damage when not under a tree / hiding in a bush, etc.
1.) AI spawn rates on V3 is horrible. With a huge map as it is and only 100 players to fill it, it’s very rare to find food that you can actually hunt. Generally, herbivores go to specific spots where they create a massive herd that can’t be killed. If someone is killed, the corpse is usually guarded and the carnivore is denied food. Outside of that, you need AI. Sadly, it is rare for it to spawn if you’re alone, or even with a few people. That being said, V3 is too big of a map with too little AI spawn/spawn rates. Apexes are hard to grow because you can’t hunt since everything is usually bigger than you and can kill you as you grow, and even the mid tiers, like Carno/cerato, have problems finding enough food to sustain themselves.
2.) Another thing: Add an Apex Herbivore herd limit to the Dev servers. The other day I witnessed 15 adult trikes in a herd. Today, shants/trikes/paras/dibbles/stegos/ankys were in a massive herd. Nothing could contend them. Apexes are rare to be seen now because most of them starve to death or kill each other. This causes herds to get bored because nothing hunts them. I feel that since Giga/Rex has a limit to packs on the dev servers, so should Trikes. It would enable smaller groups to wander the server and with that, give the apexes something to hunt instead of the rare AI or lone carnivore/herbivore.
options to include ai for all or selective species from entire roster of dinos in the game as well as individual spawn rates would be awesome. sometimes i host private worlds essentially a single player experience. since my internet power varies from my travels so i cant always play online servers. would be a good option to be able to manage for online servers for sure too.
Make the animations less robotic and more fluid (Dryo run, Allo walk/trot/run, trike trot)
Make dilo faster para can run it down and kill it, and dilo also got an indirect nerf due to nighttime being easier to see through now.
as an incentive to be nested in, new dino patterns could be exclusive to those who are hatched by other players. perhaps even a fleeting, VERY rare, very very small chance to be albino / melanistic could be added at discretion to encourage routine nestings for the bragging rights. (I add melanistic because its typically an advantageous coloring compared to albino, so its not just a random chance to be boned for camo!)
suggestion to change the t-rex roar to the low frequency sound it made like in real life. https://www.youtube.com/watch?v=cpipaUfcnmM at 2:29 u can hear it.
The T-Rex is probably the most famous dinosaur of all time. But what did it sound like? Has Jurassic Park got it all wrong? Alastair takes you through what t...
Scrap the whole Server as an Island paradigm and instead create a massive, persistent continent that is broken up into server shards that represent continental regions.
Suggestion to allow dinosaurs to pick up prey and put it elsewhere. That way, if you're in a pack and your young ones are at the cave, you can take prey to them. As well as moving prey to another area to avoid staying in dangerous situations. There are many reasons.
A “surprise” mechanic that worked in a way in wich if a creature that is developing calmed actions (drinking, feeding, laying nests ...) is attacked while doing them, then attacks against that creature have a doubled effect that results in x2 damage.
It would result in a more realistic experience cause in the real life animals don’t tend to feed while being threatened, and when they do the position of “ward” is not the same has if they were alert... wich may result in disadvantage (for “critical strikes”)
In the game expirience it could result in preds sneaking/waiting for preys to the point where they develop their basic needs (an expresive distraction), so they can strike with a better oportunity and damage (muscles shouldn’t be really tensioned, so hits againts them could penetrate better)
Other possibility I was considering was that small preds could have better chances to recover their hunts againts big preds when these ones steals their food.
Ex. Rex feeding=“stealing” on a para corpse from some utahs that hunted the para.
Since the small critters have been getting some unexpected (but not unwanted!) TLC:
A jump and scent for Oros; also to speed up how quickly they go down for a crouch.
Restore Taco's jump.
When starving, your dinosaur is quicker, but also weaker. To simulate starving dinosaurs. I usually will try to kill almost anything when I'm starving, so I'd imagine a 'hangry' carnivore quicker (frantic) but weaker.
I think it would be very cool (as a carnivore) and horrifying (as a herbivore) for carnivores to get bloody faces after eating, persistant for a few minutes as it gradually fades. not only is this _rad as heck _ it would help herbivores know if a predator has eaten and may be sated, a scavenger to know if a corpse may still be nearby, signal server mods much quicker if someone is killing for sport, and make for some super sick screenshots. i mean, if you really love extraneous work you could do something similar for herbies but... to what end... who does this benefit... the plants????? everyone knows herbivores eat plants. bloody faces is not only rad but has really helpful gameplay implications!
In regards to all the recent talk and news of aquatics, I decided to take some popular Croc suggestions (And 1...personal pick.) and tried to come up with how they could be playable.
https://docs.google.com/document/d/1823FdMfTaDjLjQ6pcMVruap9jlc0d9ATV7dogsFcO_Y/edit?usp=sharing
Lock Dinosaur's Head Position
This came up out of the blue but I think it could be a neat addition! Just for aesthetic purposes, this can be used to pose for a screenshot/video, or just a nice view of your dinosaur.
By holding down right click or pressing a binded key, your dinosaur's head will not move with the camera. It will stay at it's last position. When you release the mouse or press the button again, the head transitions towards the direction the camera faces.
This action doesn't work during the sniffing or idle animations, nor when roaring or attacking.
Predators are deprived meal/hunting opportunities because players can magically spawn out to avoid detection. Current hunger mechanics fail to take this meta exploit into account when “balancing” predator hunger and starvation mechanics...only aggravating the problem since prey density isn’t taken into consideration either with the hunger and starvation mechanic.
Solution:
Despawning in game leaves behind a comparable gore carcass for adult and sub-adult despawns. A fresh carcass for juvi despawns.
This allows the “ecosystem ” to acknowledge there was a potential prey item there, temporarily preserves prey density, allows despawns to not have such a severe impact on predator survival...especially when the despawns constitutes a meta exploit.
Re-spawning would despawn the carcass.
Having your carcass eaten while logged out results in a 30min cool down to respawn back in, and/or severe HP lose.
There needs to be some degree of bio-persistence within a server’s ecosystem...even if it only applies to herbivore despawns.
when joining a server and its full, have a menu pop up and give you an option to join immediately a slot opens
With all the talk of aquatic dinosaurs, I thought it would be nice to suggest an aquatic herbivore. I imagine it would be hard to balance with deino and spino sharing a habitat but if possible it might be fun. Perhaps something similar to Atopodentatus?
Like I said, I'm not sure if it could be balanced but would like to see what everyone's thoughts were.
To service servers that don't have as much of a population, I would suggest adding a mechanic that increases plants spawns and increases AI overall. This would scale down as the player count increases. I believe this would benefit servers that have just started and benefit the community overall as it would add to the overall diversity of unofficial servers.
For Nametags- Possibly have a dimmer option or lower the opacity of nametags. If you have a decent sized group and you're hunting, the nametags get in the way, especially when you're hunting at night.
Would be nice to include the toggle hud option to hide nametags too so you don't have to open up your settings to turn it off.
it would be nice if the visual for scent could be deactivated and reactivated, as if you smell next to a large enough lake the blue can completely crowd your screen making it impossible to see. Scent would work the exact same way as it does right now, except whether you wanted to see it or not would be up to you.
Can you add in carrying/dragging dead bodies? So that when you kill a player/AI, you can bring it to your group or baby?
Will the allosaurus be one day a bit faster ? Also the juvi’s are just so slow.
Parental roles and nesting suggestions.
Female Dinosaur Roles & Abilities:
• Build Nests to gestate eggs (Costs half of food meter on mother to build). Mothers would have to select in the nesting interface from online players who the father is. Once selected, only that male player may incubate her eggs until he logs or dies.
• Sniff out the nest. Females can find the nests they build. Around the distance of water to be seen.
Male Dinosaur Roles & Abilities:
• Pressing 'B' will allow a male to carry one hatchling, with constant stamina drain (double rate of consumption when moving). This will allow the father to take an active role in protecting children, but only during hatchling phase for one hatchling at a time. Only the father can carry his offspring, no other males.
A couple nesting suggestions:
-A nesting buff: when within a certain radius of a nest that has a hatchling present, the parents of that hatchling will receive a minor damage buff. This buff disappears if the hatchling grows, dies, or the nest is destroyed.
(possible cool visual effect, when a carni is near the nest, your vision becomes rimmed with red, indicating your rage as a parent)
-a visual representation of how much "food" is in the nest (i.e leaves/meat littered on the nest), and possibly a regurgitation animation when depositing food into the nest.
Possibly try to make the shadows more noticeable during the sunset/sunrise or darker parts of the day. I'd look even prettier than what we have now, since the shadows aren't very noticeable during those times of the day.
after the IK (feet tilting on cliff) update, can we have no more visual updates
TI already looks super realistic and I feel like the IK seals the deal on the finishing touches for visual aspect
After playing a maia for awhile i always die to allos and utahs and even if i'm in a herd and i'm a adult so can you adjust some stats for the maia to escape a allo and avoid utahs in some ways?
sexually dimorphic t rex females (bigger females)? i would ask for the same of every dino but science dosent quite know yet,
add a large land crocodile like the sebicisuchus pabweshi as it would be anice unique edition to the isle and it would also be semi aquatic as it could swim but run pretty fast on land
A new /stuck command that teleports the player to the nearest walk on land.
The option to let people with nests know you want to be nested.
This is a suggestion towards the baby carrying mechanic. There's a few different options.
-
Tie it into stamina. Carrying a baby could drain your stamina. Of course, current stamina may have to be adjusted a tad bit to allow for longer carrying, or make it so baby carrying doesn't drain it as fast as sprinting does.
-
Have a completely separate "stamina" bar specifically for baby carrying. It slowly fills back up once you put your baby down, like regular stamina, so you have to rest your dinosaur and their jaws.
-
Tie it into movement. While carrying a baby, you cannot run, you cannot crouch, you cannot sniff, you cannot eat or drink. Your trot is slower, your turn is slower. While carrying a baby, it puts you at a little more risk, to help balance it out so people don't carry babies all the time. When attacked, your will drop your baby, and dropping your baby could cause its death or injury. To prevent injury when picking up or putting down a baby, there should be a special keybind for baby carrying with its own animation. Stamina is not effected (affected?) while carrying a baby. Just your movement and your vulnerability.
Just a thought.
Remove rex leg break, it's insanely OP.
Shants cant even use their main ability.
REMOVE it.
Literally nothing can stop it.
1 bite, leg broken.
Keeps ambushing you
and you cant do anything.
Make dilo faster than para
Ankys need leg break
Okay, so if Rex's 10% damage percentage gimmick is too OP and kills things in too few hits, while removing the buff completely makes Rex garbage... Maybe make the buff 5% instead of 10% and maybe increase his bite speed by just a bit faster than 1 bite per 1 and a quarter seconds? Something between the Rex bite speed we have now and Giga bite speed. Also, drop his bone break chance from 70% to 60%.
Making the percentage buff drop to 5% still ensures Rex will steal away a decent chunk if damage per bite as a general gimmick, but increasing his bite speed will make up very slightly for the general damage loss of the buff and Rex's slow bite. The debuff in bone break chance will balance out his new bite speed.
PLEASE
More spawns on V3 that aren't beach spawns
Hi,
I want to tell my idea for the carrying of corpses.
For carry a corpse, the dino can choose de quantity (little, medium, big and all). The quantity on a corpse can depend of arms, legs, head, tail and all. The quantity of meat can depend of the tall part you choose.
The quantity you choose can affect you're faster.
For example, on a parasaur:
Little quantity (arms, head)
Medium quantity ( legs, tail)
Big ( a big part of body)
All (all the corpse).
Thank's in advance for read my little idea ^^
Thanks dondi for this good game.
P. S: sorry if my english is not very well.
Some damage-type-related ideas:
(1) Direct damage works reasonably well but could work better if the hitpoint/weight ratio would decrease with size. Something like hitpoints ~ sqrt(weight) might work well for different sizes and especially with weight-ignoring attacks like gunshots in the mix. Some attacks (like head hits) could do additional direct damage without affecting the other damage types (e.g. headshots dealing 5x direct damage but still only the normal amount of bleeding).
(2) Armor could just decrease direct damage by a flat amount (after weight is applied) - this way it works really well against multiple weak attacks while a single powerful strike would be more effective. Reducing damage taken to 0 is a feature here - but armor shouldn't be powerful enough to completely block the majority of attacks. Gunshot damage might be reduced by a certain percentage instead.
(3a) Bleed should stay a stackable DoT but with more emphasis on "stackable" - most single bites wouldn't kill anything. Bleed received from bites could be limited in two different ways: First the should be a hard cap on how much bleed you can inflict with one bite (otherwise hitting something smaller would not apply a stackable DoT but instantly drain them while hitting something bigger would always need to be rather inefficient) and then armor should affect bleed by the percentage of direct damage blocked (so blocking 10 out of 50 damage would also decrease bleed by 20%).
(3b) To avoid painfully bleeding out over a prolonged time without any further interaction bleed resistance might increase for each minute spent bleeding without taking further damage. This would still allow for extended tracking as the victim would still bleed for the full duration but for damage purposes it would need to be poked from time to time (damage might only remove part of the additional resistances).
(3c) Blood could be a separate "health bar" to reduce synergies between direct attacks and bleeding. Effects like not being able to regenerate hitpoints while bleeding could still be a thing but the win conditions would be either beating something up (with support from bleed) or bleeding it out (with support from direct damage - how? see 4) not both at the same time.
(4) Most creatures would be able to deal bonebreak - but in a much more conditional and less random way. Each character gets bone damage every time an opponents attack (or gravity/momentum) deals more than a certain amount of its maximum hitpoints in direct damage. As bone damage increases ill effects stack up - increased stamina drain, lower movement speed etc. - those could last for a long time but not make the game unplayable. Above a certain amount each additional bone damage causes a bone to break, crippling the creature for a short while (you heal it off relatively quickly but as long as you stay above the critical level any additional bone damage re-breaks or resets that duration). Certain creatures could have a special bone break stat that reduces the damage you need to cause bone damage by a flat amount (but never below ~5% of the targets hitpoints).
Those ideas are meant to make combat more accute and add greater differences in playstyle (especially in the pack vs. juggernaut area) while also allowing for long term consequences making it worthwhile to seek out weakened prey.
tbh, if water creatures come to the isle, I think they should nerf the damage against other dinos for the spino, herra, austro, sucho and bary while having them extra strong against sea creatures like it scientifically was
say for example the spino. it doesn't got the jaw for hunting other dinos, it got the jaw for fish
it is unnaturally strong in the isle. it is extremely far from accurate that the spino is stronger than the rex
the rex had one of the strongest jaws of any of the dino eras (even though it didn't live in all of them)
idk, it's just a suggestion
I've seen many complain about it
it would be a bit more immersive if it was like that
Greetings - I just have a simple suggestion. I would like to see an update to the options - especially the chat window - I would love to see an option to keep it from FADING OUT. I often play where there is normally a good amount of chat traffic in the window, but unless I am typing something, it is hard for me to keep up with everything reading wise and run my dino around. Thanks - love this game!
Welp, i decided to just go ahead and drop this. This one's been a long time in the works. Put a lot of thought and work into this. I figure that a lot of people are going to go ahead and read this as a document about niches. I would like to warn those people before they come out swinging. You can hate the niches but that doesn't really have any relevance as to whether it's balanced or not. And balance and game play enhancement is what my document is almost completely about. Niches are talked about, yes, but only primarily because you can't really discuss balance properly without talking about niche. I'd say the crux of this document isn't really the niches or special abilities or any of that, but the table that's linked to in the Some Nice Things section. Look at that. If you have a problem with my implementation of that, then go ahead and criticize. In fact, I encourage it.
Anyway, that's probably pretty confusing to someone who hasn't read the document. It's below, and you need to read it if you want to respond. I've spent hours upon hours working on this document. Thanks for reading it, if you do. If you've got criticisms or would like to take me up on my offer, dm me. Otherwise, give thoughts.
https://docs.google.com/document/d/1AGvl4ZU7Hadp9JP7FhM-ksXGYmzjlJQQZHlBlVrHrnI/edit?usp=sharing
Can i make a suggestion that you increase the server popluation for DEV 4 on the isle v3 map to 200
I think Maia could use a wee bit of a stam buff, nothing crazy but enough for it to be able to escape something like an allo.
Galli gameplay would benefit from a mass or hp increase. Probably just an hp increase. The model size is actually kind of large compared to dilo/ utah and even carno. I feel like being oneshot by everything takes away from the gameplay; being that you're literally just dead if you get hit. There's no substance to it, such as being able to run off and heal/ being tracked. Even utah puts you on last bleed screen and you bleed out in probably 15 seconds.
i personally think some stats might need a rework if theyre to work on the larger v3 map. for example cerato hunger or giga hunger so they arent starving on the larger map as badly
General Adjustments to Apexes
So, recently a discussion came up about the injections after they got banished to the 5th dimension, and it honestly intrigued me, specifically with the case of Spinosaurus.
Overall, how it's stats are handled seem more... fitting of an apex, on some conceptual level it just seems closer to being right. Now granted, it was terribly overpowered compared to everything else due to how intense it's health and weight were, but I feel that it did some things... right.
If you ambushed, properly, most things were on the menu. However, your ambush is basically all or nothing; no way in hell you can run down an entire pack / herd and kill them all in consecutive ambushes.
You had low enough hunger demands to where it did not feel like a burden to go around, and could properly position yourself for a hunt / judge the situation & also travel from food source to food source... but it was still a gnawing need, something you had to actually think of maintaining.
You could regen your limited pool of stamina when trotting, letting you actually fight back against groups instead of being pinned down once you've burned your gas.
Smaller creatures did not, at all, want to mess with you, not inherently due to a raw power advantage, but moreso due to your walking agility. You were not some unwieldy train. You felt like an Apex, not like the butt end of the first skilled Utah pack to bark at you. And yet, wtf are you gonna do against humans? You are a huge target.
If you 'won' a fight, you didn't just sit for 10 years to heal the bleed, you could actually move on. And yet, your bleed rez is not worth writing home about... so you arent immortal.
Obviously not asking for an OP monster like Spino. But I feel like if Giga & Rex were made, well, closer to those ideas, they'd feel more apex. You could compensate by not making adults count towards the "AI spawn bc of this" list (like herbs), thus encouraging them to hunt & bully and discourage packing.
Increase the turn radius for dinosaurs based on their speed. As someone who plays carno, it's a bit unenjoyable. Carno may be the fastest predator however its turn radius is incredibly wide and aside from that it has a harsh momentum to it. These two things aren't really and issue by themselves. The real issue is when it comes to hunting. Most of what carnos are capable of adequately hunting have an impossibly tight turn and can turn on a dime when running at sprint speed. Dinos such as: Galli, Maia,Utah, Dryo, Para are easily able to outturn and juke a carno for either survival purposes or even just for fun. The faster the dino is the wider their turn should be. As an added balance, Maia and Para should both have some harsh momentum similar to carno's given their size and speed.
Playing as a giga/ rex is basically imposible up to the point where you are a full adult in other words they are so underpowered! I think that as a giga you should at least get more health as a sub/ young adult otherwise you just get wrecked by everything. And as a rex sub/ young adult you should have more damage. I mean how is it fair otherwise? when everything can kill you but you cant kill anything
MAke dilo faster than para
Make dinosaurs swim faster. Atleast some of them. An utah for example is terribly slow
can you maitso when we wish to pack as mixed carns or herbs we can join a group so we can see where we are at rather then just same species
Turn one of the empty thenyaw servers into another v3, maybe? 😄
It'd be awesome to feel the weight of your dino as it's lurching forward with view bobbing.
Make it toggleable for those that get sick from that sort of effect.
so my current suggestion to sort of add more variety in prey/ predators is that in the future you should add vastly more dinosaurs in the small- medium size range ( tier 1-2-3 dinosaurs) while keeping the number of medium/large dinos ( while still a lot) ( tier 4 dinos) in smaller numbers and in the predators case apexes even smaller in number still ( aswell as realism options to be able to control the numbers of Specific dinos IE number of Rex and spinos and even though I don’t consider it a apex parce giganotosauras if possible)
Remembering the last sneak peek we got from suchomimus, I'd like to suggest for the spinosaurids to have a more lizard like style of swimming, rather than the current bird one they have. That meaning also to have their bodies lower underwater when swimming, while the others can stay the same (I did point out a while before tho that many dinosaurs need a buoyancy level fix, being para and trike I believe the only ones that are kinda ok)
gif attachment of a swimming marine iguana
https://giphy.com/gifs/giantmonster-YRferGwmgbKi4/fullscreen
Make dilo able to jump, even if it's a small jump.
Periodically, could rivers rise and fall in water levels and sweep juvenile dinosaurs away with the current? I sometimes see narrow and shallow streams along wide stretches of mud, which gave me that idea.
Maybe update the stats of the old models of the survival dinos to have the ones of the survival.
And maybe give players the option to then choose between the old and new models
MAKE A MEME SECTION!
May just be me but I feel like parasaurs are a little too strong for what they are. High health makes sense but one hit killing a cerato seems a bit much. Maybe reduce their damage so parasaurs rely more on a herding and lookout tactic
Jehdin [has The Isle] 23 Dec, 2018 @ 11:32pm
Linux version hasn't been updated for a long time, it's likely there aren't any servers running the same version as you.
Just checked and indeed I see no servers listed when I try the Linux version. It's just from it being so outdated.
Dilo are to slow imo. Seems they have to rely to heavily on stealth, cause once you are spotted your done unless its night
I think they should increase the amount (orodromeus, psitaco, velociraptores) I think it is very difficult to find them. it would be possible
?
I say this about the map (v3)
make juvie dilo footprints match its feet they're way smaller
and lower the volume of adult dilos crouch walk its pretty much the same as the trot
Can we get a second V3 server? Only one of the three thenyaw servers are ever full but theres always a group of people waiting for the Dev 4 server to open up.
injection of herras c:
Make the trike to have limit per herd on, because gigas and rexes are limited but when you see 8 trikes killing every carni they see its not that good,
fish ai with fishing mechanics for spinosaurids and perhaps even humans in the future would be nice imo.
perhaps the bigger the lakes are the bigger the fish in there are. and bary's and sucho's could like only target small-medium fish while spinos can fish for bigger ones, like Xl human sized that would make it so there would be less competition in lakes for fishing.
A better server list possibly?
My friend had a great idea:
If alpha males were going to be a thing in the isle, they proposed a system where you could challenge someone, via invite or something and when they accept they fight and whatever, but whoever loses, they give up their colours, so they had had brighter colours than the rest, but if they lose they lose the colours and the winner gains the right to use them. ((Also maybe a little crown next to their name in group))
I think its pretty obvious every strain is different. Neuros are completely different from hypos, and mangas different from both.
I think each strain should have their own strength, but also their own weakness. This would allow totally unique gameplay for each strain. Here’s what I’m thinking
The hypo’s obvious strength is their pure size and health, with their drawback being their hunger, thirst, and their size works against them when navigating certain terrain.
Nuero’s advantage could be something like being able to sense things from far away and be able to detect things, thus giving them an advantage over most dinos. Their drawback could be their simple anatomy: soft, veiny skin is susceptible to damage or bleed.
Magnas, which, we can all agree (I hope) are crocodilian-like in nature. Their advantage could come from crocodilians traits: immense bite force and being extremely stealthy. However, like crocodiles, their big disadvantage is that they run out of energy quickly. In order to deliver a bite stronger than any other, they actually use stamina to bite, and are also relatively sluggish, unless they spend lots of time resting, which still doesn’t help a ton. But to combat this almost crippling disadvantage, they are extremely stealthy, similar to crocodiles.
These are just ideas. The hypo’s size and health at the cost of thirst and hunger, the nuero’s advanced detection capabilities at the cost of health, and the magna’s incredible bite and stealth at the cost of stam and speed.
I’m honestly not trying to get this anywhere, this is just an idea I’d like to share with everyone, including the devs.
Make dilo faster than para pleeze or make para slower
nerf gigas. Doesn’t matter how. Speed, bleed, turn, bite. Just. Nerf. Please.
when the strains are added make it like a tisso kills hypo, hypo kills neuro, neuro kills magna, magna kills tisso kind of like rock paper scisscors so no one strain is better
Ever since sandbox dinos got the ability to sniff, they've become almost completely viable to be added into survival now
also, if command-spawned into survival, they do indeed grow just like official survival dinos
so, if added, they would be perfectly functionable - the only downside being that they're not visually complete, but visuals are generally the least you have to worry about
What about a giant snake?
Like it could be an apex predators worst nightmare apart from a hypo, neuro and tisso
It could either be in te water or in the swamp or desert possible
It could be a pet for the cannibals
Possibly?
Just a idea
On a second suggestion...
could we have some sort of character indication of when our bleeding or limping stops
it would be informative, rather than waiting out injury without knowing the exact time when its going to heal off
Hi I am new! The game is absolutely awesome by the way! I just wanted to suggest: is it possible to add frills to a 3call dilo maybe? Like the one from Jurassic park! I would play dilos only for that reason alone lol! Thanks!
can you make it so that the Leave button for Groups works... and also if we are in a group that the group doesnt disband when we die until we leave it
YES really need to get that 'leave' group button to work. seriously annoying to relog into the game just to join another group... Could we have a way of choosing a sector or territory to spawn in plsssss, it is very annoying and taxing to get to others once spawned. And more than half the time you either die from hunger or dehydration or get killed.
Would like the dinos to have their own unique abilities more noticeable or effective traits
bigger ai
Started playing Sandbox for the first time this weekend. Found that hunger and thirst mechanics were very well balanced and reasonable. Made me wonder why Survival doesn’t use the same mechanics, especially since AI food sources are so much less in Survival.
I propose we use Sandbox hunger mechanics in Survival. Because honestly, the Survival hunger mechanics is actually best suited for Sandbox where one need only respawn after death without any significant investment sink.
Sandbox hunger mechanics would allow us to survive in Survival more realistically, intuitively and intelligently in a way that’s much more immersive.
Can there PLEASE be an option to favorite a server? I know you can search for servers but they dont always show up, having a favorite server section would be great.
When sucho arrives in survival, PLEASE PLEASE PLEASE have the hatchlings make baby alligator noises ;w;
We caught this baby crocodile in Gbelle National Park, Ghana. We noosed it to take photos, but it expressed its displeasure with a chirp and some snaps of it...
Have a channel for discord that people can post guides and tips in.
Also, we should get an option to disable ambient noises, such as wind, birds chirping, etc
Oh, 1 more thing: dinosaurs that started off as hatchings should grow faster than dinosaurs that started off as juvies (a dinosaur that takes 2 hours to grow normally would take only 1hr 30m, or 20-25% faster than dinosaurs that started as juvies)
A way to discourage aggro herbivores. Similar to the way players will become hypos by following the natural behaviors of their dino, maybe make cannibalism among certain dinos, killing herbis as herbis, hunting certain carnivores as herbivores, ect
Not sure if this possible, but if a nest is placed, and there is a restart, can the nest still be present on the server? Ofc, if the server crashes, and it takes a while to bring it back, it probably should be removed (same time as it would disappear if a nest was placed and you logged out).
QoL Suggestion, option to toggle when creating a server:
once going to the character selection screen, have displayed the amount of players that are in the server with each species
Can we please give juvie and sub Rex a minor speed buff so it can actually survive on its own
(Toggleable enabled or disabled, or admin-only) playable hypos for unofficial sandbox servers
Are we able to change the hub colors (mainly chat) A different color to see better at different times of day.
Can dilo get a speed buff so its faster than para
could we have a sort of mechanic that would allow to more finely tune your running speed? by this i mean for you to be able to pace yourself, for instance:
--by pressing a certain button to increase/decrease your current speed, allowing you to pace yourself when moving or hunting prey aswell.
there would be certain thresholds that if you go over this threshold, you change animation to walk/trot/run. for this example im gonna use allo
0-200cm/s is the walking animation, from 200-500 cm/s is trot, and from 500 onward is the running animation, your speed within these thresholds would affect your stamina like this, the slower you move the slighty higher the regen is, say if im moving at 300cm/s im still trotting but im in a slow trot and i can regen my stamina quicker than at 350 and above.
--with this system it would allow allo to slowly jog down its prey if its an extreme endurance distance, and me cranking up my speed to the allos current run (which is i believe at around 900cm/s) its stamina would drain like it does now.
however, with this i also want the creature to be able to push itself to go slightly faster than the current max, for example the allo could reach a max speed of 1100cm/s if its really pushing itself BUT doing so will drain the stamina at x2 or even x3 the ammount, making it a high risk sorta manouver to attempt to catch something fast or get away from something larger than you
--you would control it with, lets use the scroll wheel as an example, you scroll down to the desired speed you want to move at and it will do it and when you press the button to walk/trot it will take you up to the threshold of those ammounts, so im walking at 50cm/s and i wanna trot, i press z and i go up to the 200cm/s mark, then you also added a makeshift accelaration mechanic too. if you start sprinting and you start out at 500cm/s then scroll up (example) you gotta speed up to your desired ammount
--this could also affect turning aswell
So I've always seen the complaints about Giga's abnormal ambush time, of 15 seconds, but it sparked an idea. Ambush windup time, so how long you spend crouching, could be = to its duration, and adding in more variability in ambush times among predators, given their playstyles. This would also mean that predators need to plan hunts better.
Examples:
- Giga keeps his strong 15 second ambush. However that means he needs to be crouched for a long, long time. He cannot simply crouch around in combat or drop to his knees when he sees a nearby Allo.
- Trex would get his ambush mult buffed, but only have an 9 second ambush. This is 3 shorter than standard, and while it means he cannot effectively ambush to chase something down, it would allow him to be more opportunistic than a Giga, who is waiting 6 whole seconds longer.
- Utah could have a very, very short ambush, only 3 seconds, however this would let them spam ambush during a hunt, making them incredibly suited to pack hunt / run in at close-ish range and pounce prey.
- Reworked-Cerato could have a 6 second ambush, and a good-enough mult. Once again, shorter duration, but a charge time crouching half as long as other predators. So he is an excellent, opportunistic ambush hunter.
camera for alberta feels too zoomed in imo.
If sauropods were to ever make it into survival, it would be nice if they were able to eat trees again. But instead of eating the entire tree, the sauropod just eats the tree leaves.
Decided to go back and revise the Baryonyx document for a third time, I've updated a large majority of the doc with the updated information regarding fishing. I think that this revision is a major improvement over the previous ones. https://docs.google.com/document/d/1xSNywwgkKOV6UmhqfHh903yrfiVlRiTc5xoRXg7-tsk/edit?usp=sharing
How about for territories there is a scent for it? Maybe??
So u know what dino has laid claim to the land
to make the clouds look better, consider layering them, so some low some high, if your arent already doing this. Cos ive seen some people complain
Would be cool if we could have the chance of a mutation like being albino or melanistic when being nested.
would be nice if the allo had a grapple mechanic ability that could down large herbivores for a kill. i read somewhere that allos could and would do that when hunting sauropods like diplodocus.
Played 2 days on a Dev 4. Ran into 4 people yesterday, 0 people today, but heard one. Was able to maintain my Giga through juvi and sub-adult off AI and hunting players. Like clockwork, around .80 sub-adult, the AI dried up and with the low prey density rapidly fell into starvation just as I’m transitioning to adult.
I get it, the devs want to make it harder, but there is a lack sufficient prey density to support such low AI rates as approaching adult. Such heavy handed mechanics such as despawning AI around me as I hit the magic growth number so I’m starving right as I mature is excessive.
My suggestion once again, please maintain an AI spawn rate closer to mid sub-adult rates for Apex carnivores. Give us a chance by keeping AI spawn frequent enough to leave us in a state of hunger, but not perpetual starvation.
That way we are more inclined to patrol for prey if we can’t count on AFK hunting of AI to keep us satiated...but have a better chance of transiting the map for prey opportunities.
Or just give us Sandbox hunger and thirst drain as late sub-adults and adults.
Just spent 45mins getting back to my corpse. Saw a Giga and heard a Dilo....
So im here but never played the game im serching a release to the ps4 but i new there would be none :( so i ask is there any chance that the game will come to console ? Hope i get a answer here so i knew my hopes are over or aren't over
Make large dino steps much quieter to other players when walking. Only make large dino steps thud loudly for others to hear when very close or when large dinos are sprinting.
Instead, make large dino steps “shake” the ground, having it resemble on screen as a rhythmic static like effect(similar to, but much more organized than the static fields around buildings).
Have it get more intense until the dino causing them is within audible range to have their steps heard, at which point, the shaking goes away and sound takes over.
The current thudding sound should remain unchanged with respect to hearing one’s own dino steps...because that sound is being transmitted through the body into own dino’s ears.
This allows us to mimic the low frequency, less audible ground shake of large animals, without making large dinos excessively loud until they are close.
Large dinos will be afforded the audible stealth that is due them, without making them undetectable until right on top of you.
Why? ‘Cause immersion...you don’t know you need it ‘til you get it.
MAke dilo faster than para please its not fair
fix trikes hit box and nerf its turn
Instead of making Dilo faster than Para, why not just, idk, make them the exact same speed? Like. Dilo is 1080 cm/s. Para is 1100 cm/s. Just buff Dilo speed by 20 cm/s.
That does the following:
a) @ancient plover stops posting his plea every single day
b) basically no applied difference because the Dilo isn't meaningfully faster, it's not suddenly catching anything it didn't before
c) if a Dilo gets ran down by a Para, they are either not fully grown, AFK or have burned all their stamina. Because it moves at the same speed.
Could we see what species of nest we're being invited to, to see if it's gonna be worth being nested as?
Increase the speed of a rex to at least 34 km starting speed, because rn its like 28 km, which is like the same speed as a juvi giga, which are slower than juvi allos. I just got killed by a single adult dilo, and i have spent 30 hours of my life on trying to reach adult rex, and spent 20 minutes of it as an actual adult, 10 minutes of which were being killed by a single dilo
like, i would normally suggest increasing the turn speed, which would be great, but even if it's turn were to be increased, it wouldnt matter because it still cant catch anything
like, why is sub rex 34 km, and then it drops down to 26
i shouldnt have to spend 6-5 hours reaching adult rex, and then die either because of starvation because i cant kill shit, or die with a dilo's head in my ass, and i think we all know what its like to die because of a broken turn radius. at least with a speed buff you'd be able to catch prey faster and not risk them getting behind you
if rex isnt fixed, then it should just be removed to save everyone the heartache.
https://youtu.be/rTs9sGCvOGw this animation can be cool for broadcast hyper rex. Not by me
Since rex got a nerf could it maybe get it's growth timer changed to Six hours considering Giga, Trike and Rex are pretty close in damage now
Here is my suggestion for a new piece of one of the maps: The Salt Plains
The Salt Plains are supposed to represent the difficulty of The Isle, with a long salt plain with no food. There is water, but it’s poisonous with the pond appear more gray-ish in scent and with a skull of a dinosaur not so far from the pond. Drinking from it will restore your thirst, but you will start to take damage from it and maybe die from it. The Salt Plain is long, meaning you will have to stock up on food and water before making the cross, if you don’t you will die from starvation and thirst. At the end there is a reward, a paradise with lots of water, food (plants and AI), and foliage to hide in, this will be for the ones who actually make it across, instead of turning back or dying. But, for the smaller dinos there is safety, with there being cracks in the Salt with food, these cracks are big enough for Dryos and dryo sized creatures to hop into, allowing for a quicker and somewhat safer travel via traveling through the cracks.
Please prioritize mod kit so us players can play on different styled servers and everything isn't the same. Difference in servers are nice. It's been a while since it's been gone, would be great if we could have it back soon.
i think the juvenile growth times could all be raised slightly across the board GIVEN that they increase the running speed of juveniles enough to escape a small adult dinosaur if they have grown enough. we also need to see adult timers increased exponentially across the board. juvenile will be a shorter, more frantic existence and adult will be about taking in more food. hopefully we’ll see some kind of experience gauge that will allow us to assign skill points into [insert cool skill here] as an adult dinosaur, maybe nesting or traveling distances will add to experience points as well as passive exp. being added as you survive.
the skill point system is to give smaller more reachable goals in a play session aside from reaching full size.
additionally i think younger adult dinosaurs need some system in place that will help them more closely match the speed of a full adult i.e. slightly increased speed of animations/the animations slow as you grow and at a certain point the animations stop slowing and you will proportionately increase in speed with your size, probably later in the adult growth stage.
the result is less disparity in speed between younger and older dinosaurs
Change the water overlay effect after scenting to not appear if you are very close to the water source
Have speed be inversely related to growth so baby gigas and trikes aren’t so mind numbingly slow
Suggestion: Actual Carnivors could pinpoint direction not only on corpses, but living animals to. Trex was best in this.. I know you can not make it that easy to find other players, but what about light up the AI somewhat.. to reflect the fact, and to stop all those death by food .. Real life they caluclated a T-rex could smell in 3D and as fare away as 5km...So he would map every animal in an area instant.. as he had 500 times better sense of smell then a blood hound today.. I know you can not make them this superior skill in game against other players.. but smell should point to AI atleast .. ? (atleast a smell "tiny" smokeeffect line about direction the ai is?)
Add a ragdoll death/falling animation to corpses. Right now it's way too weird and stiff. It shouldn't be such a challenging thing to do. And maybe when you slide a ragdoll effect will make your dinosaur roll to its inevitable death
Possibly change the way all the herbivores move and attack (slowing turn radius/Possibly slowing down a lot of their attacks)
For the past two years pretty much it has always been a better decision for carnivores to hunt carnivores due to herbivores being way to op.
Theri, trike, shant and stego thus far are a death wish for any apex to deal with, especially mid their carnivores since they're unable to catch mid tier herbivores
And carnotaurus being the only one who can catch them, gets bulldozed by them.
Allosaurus is generally better off hunting a rex than any of the herbivores in the game which says a lot.
How about re-introducing the old models of certain dinosaurs as new dinosaurs altogether, but with some changes? The old Rex could be reintroduced as a tarbosaurus, the old giga could be edited to look like a carcharodontosaurus, the old Utah could be re-sized and be a deinonychus, etc. all with edits to the models, of course
It would also get rid of the demand for dinosaurs that dondi feels like arent needed are already super close to their in-game counterparts
Okay, here’s a (hopefully) better suggestion: how about the current Rex gets a gameplay style similar to the old Rex, still an ambush predator, but one that could actually pull off an ambush?
The current adult Rex is NOT worth 6 hours and 20 minutes of gameplay
It ain’t even that fun
Not sure if this suggestion belongs here - but with the new skin customization system coming to the game very, very soon - is there any chance the Discord will get a new screenshots sub-forum that's specifically designated for showing off in-game skins? That way, the V3, Thenyaw and modded screenshot sub-forums won't be needlessly over-flooded with screens of people's skin combinations once the new patch drops live.
Please do not let #534851126801989653 be a popularity contest and have staff members go through it to find the questions that they choose it answer
If tissoplastics are released, I think that tissos should mostly be composed of herbivores as a defense mechanism, with the exception of a few carnivorous strains
it would not only encourage people to play tisso (which would be available within the century), but also make herbivore just as exiting as carnivore at times
Wondering if a character remained alive for a large amount of time, could they have a "one-time adult restart" token they could turn in. This way they could start as a sub-adult version of that particular dinosaur they played as for such a long period of time without dying.
I know not many people are wanting Brachi in survival, but if it were going to be in survival, I would imagine the Juvie brachi to be quite a lot faster than the adult brachi, maybe the juvie brachi had slightly longer legs? I don't know, I am just thinking of ideas, because I know some people are wanting it badly. I don't mind, but I'm just tossing ideas haha. I would say, it'll take a long time to grow it, but still, I know people are gonna disagree with me and you know what, that is fine. Brachi would take a very long time to grow due to the fact that it's size is enormous and when you become an adult you'd basically be like a walking fortress that can't really get taken down unless there is an overly large group of gigas or trexes that know what they are doing.
<@&401466542140817419> Hi there! I was directed to this discord by a friend who plays this game. Im not sure where to ask this, but would you like a real paleontologist's imput for your game? I would be happy to answer anatomy questions and the like, as well as update people on the newest finds (especially as we uncover more of the Utahraptor block)
Yeah, the way I imagine Brachiosaurus, it probably should only be killed by Giganotosaurus, Tyrannosaurus and Allosaurus, since those are the dinosaurs with sauropod killing capabilities. But to balance that out, it needs to reach that stage pretty slowly and being very helpless at baby / juvi stage
And well, Acrocanthosaurus, but I am not entirely sure about whether or not that is a completely scrapped dinosaur or just temporarily benched
Interesting
How about being able to find your nest easier? For a majority of the people that don't know how to use Co-ords it would be much better if it was possible to just have an icon show up for it since I HAVE to have a baby or I'll loose it, like I did just before a Dilo was about to attack me and I left in a hurry, now I don't know where the hell my Nest is and I don't know how to find it. This is especially hard for new players.
You guys considered to put Co-ords of where the nest is, but not an option for me to enable icons? Great.
Got a general question that never makes is in the ask-a-dev sessions.
Why not use the community to test their stuff ?? I mean there's a DEV BRANCH no ??
We are all here waiting for new things that have been talked about for a while like the new skin system (how is it still not out it looked finished enough for the users to test it out). It would help them in their 'discussions" to get feedback from the players.
It seems that they aren't using their community at all right now.
MAke dilo faster than para please
Tropical rainforest/jungle map with a big center swamp designed for deinosuchus and titanoboa.
Also Iguanadon would be a nice creature to add into the game.
Could you make a action? I would say, if you make one which lasts between 3 and 9 days many people would buy them. The best thing would be, if you make a action like 2 for the price of 1 and 1/4 or for the price of 1.
Can the isle be on consoles to broaden the amount of players that'll join the family
A small QoL improvement could be to add some different color options for the HUD
Now that Don has come out and said that the Rex may even get a more finalised model yet (not that I feel it could get much better than what we’ve got) I think it’s fair to say that the old poster boy the H-Rex could do with some TLC as well, just to bring him up to the standards of the others in his class. The design is perfect, don’t change his silhouette but his teeth are undersized compared to the H-Spino and H-Giga especially if he’s meant to have the meanest bite and he’s a little smooth as well, sharpen up his armour.
Will their be options to change certain things to help colorblind members of the community?
I think that certain future strains should only have 1 member. This would not only allow for more diversity in the types of strains, but also make certain strains just that much more special (Ex: I wouldn’t mind if the only nuero in the game was the spino, despite how cool a nuero dilo would look)
Buff both apex sub-adult version. Both of them getting fucked by any bleeder to easily. Both Sub-Rex/Sub-Giga is free meal to almost anything
had this idea of tisso spino being able to rapidly change the color of its sail from from black to white before doing a big flashbang cc abillity with its sail to stun dinos. like how cuttlefish hypnotize https://youtu.be/K5CZ74ybnbE
Episode 3 of BBC's Blue Planet II takes a look at the broadclub cuttlefish in Indonesia. Blue Planet II is broadcast on BBC One, 8pm Sunday. Subscribe Holly ...
Hmmmm
ADRENALINE SYSTEM
You could press a key and then a short adrenaline mode will be activated with a 2% Health Boost, Damage 1.2X and stamina depletion is cut in half.
But if used too much could cause you to have a permanently slightly decreased healthy maybe could be used in twine with the affinity system
Each creature could also have an adrenaline countdown and duration.
May I suggest adding a type of flying dinosaur?
It's not going to be a quetzo or pter but it would be a Microraptor! I'm not sure if you've gotten these suggestions before so here I go!
Basically, the microraptor would have feathers so it'd be able to fly. Well, more so glide from tree to tree. And, of course, it'd be a smol child because they were pretty small. Their main diets would probably be smaller creatures and fish.
They wouldn't necessarily fly but glide from tree to tree and be able to walk on land without any issues. ^ like I said above.
I'm hoping it will be added and I absolutely love the game! If I did something wrong just tell me because I literally joined today-
adding to DrPenny's idea have sub adults have the strongest but shortest duration because ya know teenage hormones but it wont last long since they arent developed
On the Grass Cannon ™ recolored Dilo presented in #401464048610312195 I was saying that were I able to edit it I'd make the underbelly warmer and the gray a bit darker (though admittedly what I did ended up being just simply warmer, not darker.)
Did some crappy color editing to visualize what I meant by that. Default on the left, edited version on the right.
Give Adult Giga more bleed...it should be to bleed as Rex is to bite. Utterly devastating over time. Reduce its bite damage a tad if necessary...thus making it vulnerable to opponents that can deliver its damage faster(like Rex and other Apex)
Allowing it greater success from an ambush, but not so much from face tanking
There should be a way to get more momentum into a bite, say when you ambush and run at something you can hold bite and then let go and the longer your hold open your mouth the stronger the bleed/bite is
In the way of fish for aquatic gameplay, I think Gar and Alligator Gar would be perfect for the waterways implemented in V3. also considering their family is from the Mesozoic, it's kinda a nobrainer consideration.
Another suggestion: I’ve seen a lot of people say that they cant play the isle due to their laptop/computer is there any way to get a map with minimal foiliage/grass whilst still looking more realistic than the test map?
Change carno camera view to be the same as allo have. you are mostly see your carno ass
same issue with alberta
How about making herds more defence ? It would make it harder to kill herbs, we would have to separate one first, so pack hunting would be more important, and also for herbs - nesting would be a key for survival. I imagine you could raise stats of animals in some range.
make a teleporter, if u dont no which i mean i mean so we can teleport to ower pack on the map with out running to them plz we can use it only 1 time 😄
Could you make small carcasses last longer? I think maybe a minute or two longer. It's very difficult right now to scavenge off other people's kills as something small like a juvie because the timer for carcass decay is pretty short. An alternative to making it longer in general is to add carcass time as a future server setting so people can configure it they way they want it to be.
There should be a server option for accelerated growth, where all dinosaurs grow 50% faster. Just a thought.
also, a magna ceratosaurus with interlocking crocodile teeth would be cool
@rugged locust
I personally would love to see actual paleontologists worked with the design team. We could have accurate dinosaur models, more insight on diets and metabolism, ecosystems, and many other realistic aspects. Granted, realism is not 100% of The Isle, but it would add a lot more immersion to have unique diets, attack styles, locomotions, behavior, etc.
yall know why im here i just want faster dilo so it can outspeed para or nerf para
Is there any plans of making herbivores being able to invite other herbivores (same for carnivores) to a group?
is it planned that a system be incorporated into the TAB Menu, who could tell us who plays the same species as ours? It would be easier to create or join groups. For example, if I play as Para, an icon next to the player name would tell me that this player also plays Para.
Here is a suggestion to make like a neuro spino or other creepy strain more scarier: I recently learned that Infrasounds are the sounds that have a frequency lower than 20 Hz. I also learned that if a human is exposed to an infrasound for (I don't know the period of time, might be 1 second or 5 minutes) , it can actually cause fear, causing the person to feel uneasy and scared for even the most insignificant thing (Like a human walking in front of them). The infrasound is also called "The Fear Frequency". It will really be interesting if a strain can actually emit this so called "Fear Frequencies", or infrasounds. The isle, as it is, it can get scary, but I feel like if there is a dinosaur/strain/other creature(maybe the cannibals) that will just emit low frequencies(lower than 20 Hz), having the fact that the human ear can't hear sounds lower than 20 Hz, the players will get scared and they will not know why.
Of course, if you know you are pumped with infrasounds it's harder for you to enter in this fear state, but if we would not know and a cannibal , from the dark of the night, will just emit infrasounds and actually making the person playing as the human/dino in front of them just stopping and fearing for their lives for unknown reason, it will really add a different , scientific way to increase the level of how scary The Isle can get. Of course, maybe this can be a "skill" that could be acquired by
the strain or creature to emit those sounds, or can be a creature that is not so strong but really inflicts fear and it's going to be hard to get it. Some horror movies(from what I know) used this "Fear Frequencies" to add a more scarier experience to the viewers., and it worked! Even if there was like a person moving on the screen, people will get very scared. So, maybe you consider adding Infrasounds to a strain or creature or dinosaur (Or even a human gun or human gadget) to make the game hopefully so scary that people run away literally. Thank you for reading this.
Not sure if this has been mentioned before, but perhaps a possible strain that steals the last sounds/cries of it's victims, and then uses those sounds to attract it's next victim.
Like the bear from Annihilation? That'd be terrifying at night imo.
So when I said I wanted a beach vacation I didnt exactly mean in V3. Can we please get some more diverse spawn locales?
This suggestion probably shouldn't be worked on until the game is more fully fleshed developed but it would be cool if there was a skippable kill cam that would play after you died allowing you to see the tactics of your predator if you get ambushed, it could help new players learn hunting tactics as well as what they did wrong in certain situations.
More AI please (even if it’s just an Ava or Dryo. That’s enough to hold larger carnivores over.)
Please fix the way sound travels when dinosaurs broadcast... Dinosaur volume and distance do not correlate well, at times.
You can hear a juvie rex or sub rex f call from miles away, but you can't even hear a rex f call from a few hundred feet away.
You can hear gigas twice as loud and further than any other dinosaur in the game; they even drown out Rexes.
Fix not being able to stand or sit during a roar
Fix dilo being slower than para
I’d suggest that if baby carrying were added then growth could slow down at a certain rate when a hatchling/juvie is being carried to prevent parents from carrying them forever. Same with burrows, to prevent a dino from growing while in a burrow as well as abusing it and staying inside for ages and ages their growth could be slowed down while inside a burrow
Or while in the burrow the growth pauses temporarily once it reaches the point where any more will make it stuck
Territory marking: by “marking” a certain space, a large area around that space is marked as territory. Territory allows you to more frequently detect footprints, and also increases the rate of AI spawning by 25%. Marked territory will also show up highlighted when said dinosaur uses smell.
Hi, I would like to suggest a way to 'save' your progress on your dinosaur. Right now I'm an adult Giga on 1 server, an adult allo on another and a utah on another. You have to hop servers to be able to play something else. I would like to play, say giga on 1 server, save my progress and start again with a baby allo on the same server. The reason for this is because it's not always possible to play as an apex since it requires a lot of people online because otherwise you just starve. Sometimes you just want to play something else but without losing your progress. Say you add the option to save 3 dinosaurs, you can choose whichever of those 3 you grew to play as.
Fix it so that eyes blink horizontally rather than vertically. It's very weird seeing the animals blink sideways.
Make it so that once affinity is implemented. Herbivores no longer want to mix-group with other herbs. Having trikes, Diablos, Paras and Gallis all in the same herd is really no different to having Allos, utahs and rexes in the same pack. They just cover each others weaknesses
The food given by corpses seem broken, a juvie sometimes feels like more food than a trike, would be cool if that got adjusted somehow
Let dinos mark territories by "spraying" the location beneath them and then a sort of tall smoke signal would appear for the player to see from large distances away. Other players (maybe AI too) would be able to detect it by sniffing it out maybe see it through a small range and/or smaller smoke signal. I feel it would add an interesting dynamic and can be helpful with navigating i.e. setting an ambush spot you'd normally check or have a rendezvous point for babies ect. It would come at a risk as predators would be able to sniff it but like I've said, maybe smaller range. Of course perhaps there could be limits or even limited to certain dinos/types.
fix the ai on v3 so we can play on lower pop servers and not have to kill a player so survive !
Herbies should sniff faster
In the search for food only available for juvies, maybe add bigger flying insects? We now have dragonflies and butterflies flying around rivers/ponds. Maybe make a bigger variant that hangs around water areas that juveniles can hunt for.
With collisions, please add knock downs and knock backs. These can be from tail swipes, head-butts, body tackles, etc.
These knock downs/backs don’t necessarily need to be primarily damage oriented. They can have relatively low damage vs comparably sized opponents(so there is no benefit in spamming them). They would instead be used strategically to create openings that allow for a string of attacks to rapidly stack damage on an opponent....or to allow for a disengagement opportunity.
Knock downs/backs could also have a SMALL chance to injure, like bone-break, stun, crack rib(reduction in stamina and stamina recovery), etc.
Of course relative weights...perhaps coupled with height/Center of Gravity(CG) would influence success rate and severity of the knock down/back...and any damage applied.
Knock back/downs should use stamina.
Ok, i have a bit of a laundry list here. please be patient... First, the bugs... Hit boxes, I've noticed that when going after ai it can be near impossible to "hit" them. There are instances where I have been literally been right next to an ai trying to bite it and nothing happens. Yet on another occasion I was hunting in a pack, my packmate was next to me, and ai went running toward us from the opposite direction the packmate was on. When I bit, I hit my packmate and not the ai. Keep in mind I was looking in the opposite direction as my packmate.
2nd bug has to do with the ai spawn rate. Not sure if this is a true bug or just how the server is set up. But it seems the ai spawn rate is too low. I tend to play alone, at least in early stages of growth. Safer that way ;)... There have been several instances where I have literally starved to death because nothing spawns. Now as a generalization I can undestand keeping spawn rates down so as to not overload the server. But when a player gets to a certain point of hunger I think ai spawn needs to increase so the player doesn't die.
3rd. Has to do with despawn of ai. I've had ai that I was actively attacking despawn in front of me. In other cases, I was hunting and an ai will spawn in and call, I'll start heading toward it. only to hear no further calls from it because it despawned. I can attribute this, at least in part, to other players, but this has occured on servers with low/no player population which rules out other players killing the ai before I get there.
Now my recommendations.... Again, please be patient....
1st... The models. I love the new models, they look great... Except for the Rex. Where the rex model/coloration goes it looks like you took a lot of inspiration from Jack Horner, the look reminds me of a vulture, which is kinda cool. But the texture of the skin is horrible. From hatchling, up to full adult, the skin looks like an old, wrinkly leather shoe. when looking close at the other models, the skin has great texture. They look like lizards/reptiles. But not the Rex. I think it's too.... Smooth?
2nd. The rex Models seem to have too much motion while moving/swimming. The model seems almost floppy. And in water the Rex looks like a snake in the way it moves. I actually have a similar reaction to the allo. The old model is stiff, when it runs it looks like a cheetah, head and shoulders stable while the legs propel. The new model almost seems to hop as it runs. The head especially seems to move all over. Keep in mind, with the allo, I LOVE the animations. They look terrific. But the running seems a bit goofy/off. My only complaint with the other allo animations is the the idle animation moves the head so much it is actually hard to eat since the attack/interact box at the mouth will move over and then past the bodies. This is only really apparent when dealing with small bodies such as velos, tacos, and oros.
Last has to do with servers and server spawns... Again... I would really like to see larger ai spawns. This is mainly for the larger predators. When playing a personal server by myself, or on low pop servers, getting enough food is hard. Which I expect. A large predator should have a hard time surviving on small prey. So the inclusion of ai spawned large herbivores would really be nice. Not just from a food standpoint, but also for a realism standpoint. For the servers (keep in mind I don't have a server, but have been looking into creating one) creating a management gui I think would be really helpful. Being able to adjust spawn rates, what spawns, weather (I've died as a herbivore because it rained too long, literally... I couldn't smell to find food), Even how man of each dino that can be allowed (this comes from the server I'm currently playing, to say it's infested with Gigas is an understatement)... From what I've seen so far, there's little in the way of being able to manage the server outside of either txt editors or 3rd party stuff. Keep in mind this could just be me not looking hard enough or in the right areas.
Ooops, forgot one. For the server management, having an ability to protect newspawned payers would be nice. The server I'm on has rules to protect players that just spawned in, yet i've been killed seconds after spawning. In other cases I barely escaped by running into the water. Setting up some sort of timed "immortality" for the protection of fresh spawned players would be helpful to the admins.
corpse rotting mechanic where bodies dont just disappear after 20 mins but instead become rottened and spoiled.
the rottened body will last a hour and predators who eat the rottened body will get some nasty diseases that would give them some sort of a temporally defect at their stats.
but some dinosaurs would be scavengers and would be able to eat the corpse and smell it far away
simmilar to the distance herbivores can smell plants.
Herds should stank! Groups of dinos in close proximity should create a smell aura that can be sniffed and that resembles a yellow version of a body of water. Groups of larger dinos should slightly increase the detection range of Herd stank.
Herd stank aura should be fluid, expanding and contracting roughly/loosely with size and coverage area...it should also have an update delay, so it doesn’t perfectly reflect size, coverage and location of the herd.
Herd stank by-passes voice chat exploitation so herds can’t be stealth on top of their already inherent natural benefits.
ok Devs, I need to revise a little bit on the ai issue. Talking with other players I think we got a much better understanding of the issue and what can be done to solve it. To start, the core issue is the perceived ai spawn rate/numbers. The issue I saw was there was no spawning in areas of the map, this is why I listed it as a bug. I prefer to play the predators, and have been plaaying around with large predators like the giga and rex. I found if I stayed in areas with other players, I would be killed and eaten. Makes sense, I'm small and tasty. So I would move out of player occupied areas to grow up. This makes perfect sense to me, big predators push out, or eat, smaller ones. When I got out of those ares, ai spawning stopped, or slowed to a point to where juvenile predators couldn't survive. The points that were braught up to me are; 1 the game shouldn't hold the players hand. 2, ai can't spawn in heavily forested, or rocky terrain due to misspawns happening. Again, makes sense, valid points that I understand and agree with. AI is no good if it spawn in a tree. And the game shouldn't reward the player for being bad at hunting.
The issue I had was that all the AI spawns were in areas with other players. More players. More spawning. But the big predators can't survive on the AI spawns. So... Solution 1, treat ADULT apex predators like the rex, giga, and alberto like herbivores, reduce the or eliminate the AI spawn around them. No point in giving them ai if they're not going to utilize it. This will allow more AI spawns to happen in in other areas of the map. For a rex, an oro is a snack, but will ultimately need to seek out other players to actually feed itself. However, an Allo, Carno, and Cerato can survive just fine on the ai spawns. Same goes for juvenile Apex predators. Solution 2, With more ai spawning happening in other, more needed areas of the map, you can actually REDUCE the number of ai spawns, and instead just increase the spawn RATE. This will reduce the load on the servers, because now there are fewer entities to keep track of. And the higher respawn rate will allow smaller predators like allos, ceratos, and carnos to survive. Allowing them the flexibility of either claiming an area, or moving into areas with larger prey and apexes to compete directly.
This way, there is no hand holding, as the player will still ne responsible for hunting, finding, killing the ai.. Yet gives players the chance to grow up and potentially challenge other large apexes for territory and food. The spawn NUMBER/RATE can also be configurable in the server settings.
This will also help you guys out, as it will put less strain on you to find a solution for the ai spawning in trees and rocks
This has probably been suggested before but maybe instead of having all of the different growth stages listed out in sandbox, maybe have a box down near the gender or skin selection that lets you scroll through the different stages and select one. That way, the list of dinosaurs itself wont be so cluttered with options
Sub giga needs a speed buff
Allo breathes way too loud when chill-axing. I heard one in this “area” and it sounded like he should have been sniffing my tail...I had to check.
Suggestion regarding the new skin system. sorry if this was already suggested. How about after you hit accept for a nest invite you are brought to the skin customization screen and can only choose between colors that your parents have?
Suggestion Bring back progression so we can play all dinosaurs again
Similar to how food and water icons look less severe when healthier, bone break should have stronger colors depending how recently injured the dino is, and weaker colors when nearly healed
Coming off of what I stated in the Feedback channel, about where and when AI should spawn, I have at least one idea that could be toyed around with. Seeing as of now that AI appears to spawn in more frequently the more predators there are in an area, this brings about the problem of larger carnivores hanging around groups of smaller ones just for the AI.
My "fix" for this would be to make it so AI doesn't spawn, at least not as frequently, where large groups of carnivores are, but instead where ever carnivores with low hunger are. Seeing as the stats window can detect how hungry a dinosaur is, I would imagine having a system that could detect the hunger of groups of carnivores in the area are, and then dispense AI around them in a general fashion. This could help in discouraging Apexes from forming "non-aggressive pacts", as I've heard them called, with lesser carnivores just for the high AI spawn rate around them, and instead encourage all carnivores in the area to search for their own food. And, in this search, perhaps raise the likelihood of interaction between the two and hunting of one another.
After playing a while I want to make a Suggestion:
1st Person Camera or something similar. I often have Problems while walking trough forrests, to 3rd person cam is often blocked by branches of the Trees, so that I cannot see myself or a way out. This is even more worse if you are haunted by something that wants a part of you.
Okay. Im next to clueless on how this game works. Ive owned it for about 6 months and i play maybe once or twice a month. I have an idea, but idk if the server admins have this ability or not (yet).
Imagine this: herds of herbivores, spawn near every medium to large body of drinkable water. Lets say a herd is approximately 10 members strong. Adults, sub adults, babies. Carnivore AI can also spawn relatively near by (ones or twos, rare occurance). Players spawned as carnivores can hunt and kill the AI herbavores. However, to keeo it balanced, once an AI is killed, it cannot be respawned for... lets say a full game day. If an entire herd is killed then 2 days before a new one respawns. Herbivore players can use the herd as protection, carnivore players can use it as food. Herbivore players can try to survive from the occasional nearby carnivore AI, carnivore players can fight and kill the AI to assert dominance. That is my idea.
Like i said, idk if admins have this kind of power yet. But if the game devs ever made this possible, i feel that it would increase server immersiveness immensely.
Not sure if this counts as a suggestion as it’s more of a question but.. Would it be possible to get a sort of ‘sleeping’ animation in the future? I feel like it it would add a nice extra touch of realism to playing the dinos (:
Please put more puddles closer to beach in V3, and the map needs way more AI around fringe areas if you're gonna allow people to spawn there. Super frustrating getting spawned and slowly dying to starvation/thirst before you ever see 1 AI for food or 1 drinkable water source.
Hunger affecting Growth idea
This idea serves to connect hunger to growth in a way that rewards players who keep themselves well-fed during their growth(or are well taken care of by their parents) by increasing growth speed % based on what your current hunger %.
It will essentially work like this:
At 100% Hunger you have 150% Growth Speed (thus reducing the time it would take you to grow by a third)
At 50% Hunger you have 100% Growth Speed (the standard time it would take you to grow)
At 0% Hunger you have 0% Growth Speed (thus you don't grow at all)
What this means is that from 0% to 50% Hunger, you will gain or lose 2% Growth Speed per 1% Hunger
AND
From 50% to 100% Hunger, you will gain or lose 1% Growth Speed per 1% Hunger.
As for the dinosaur growth timers, in a perfect world a player would average 50% hunger over its growth and no change would be required, but due to megapacking and current ease for herbivores to find food, timers may have to be tweaked to compensate until the above situations are resolved. I am also aware of how harsh this would be for players who are unable to find food or have bad parents, but it is meant as such, should the devs want that to be different they can easily tweak the numbers to match their needs. (the technical part of this couldn't fit into the 2000 word limit, but tl:dr have it so the growth gained per minute is multiplied by the above multipliers before being given to the animal).
It should say the server name in the replays
Combat Suggestion:
A key bind that when pressed makes your dinosaur enter a "combat stance". In this stance, your character will aim with your mouse, although it will be at a more slightly fixed speed. When in combat stance, you may move forward or side-to-side and charge hits (notified by a growling from your creature) for extra damage.
Spawn Suggestions:
Not so much food but water would be a nice resource to be added closer to spawns. Not bodies of water but a small pond would be cool. When you spawn on the beach it takes a LONG TIME to get to water which for some Dino choices is a hazard instantly. You could add a few more AI spawn close to the beach to help for food but water is a straight forward issue.
I have a suggestion add a option to favorite a server. I dint have that option
Reduce the size, location and brightness of the notifications banner in game. It’s way too disruptive, especially when it’s being spammed on your screen from other players.
The top of the screen is prime viewing area for us, the banner should show up on the bottom screen.
Any way to get a quick patch update to help with public branch server crashes for thenyaw and v3 maps,, alot of players are always asking y the servers keep crashing.. thank you.
an add on to Toa combat above: perhaps when you 3 call, you can remain in a stance that is the climax of your 3 call animation, or something to show you're being aggressive. you would have to press a button or do an action such as eating or sitting to go back to a regular standing stance (moving would not change your stance- you can walk around still in the stance and still remain looking ferocious and aggressive)
kind of like "I'm ready to fight you" type of thing
Sharpen adult dilo turn to that of the juvies
what i like to see is when a Utah raptor is in hunting pose they should tap their big toe
The ability to see all dino roars by visible sound waves when using senses. Well all except talking.
Fix the momentum on ALLO please and thank you xx
Let moving while crouching drain stamina. Have you tried moving while crouching irl? Its quite stamina draining. Also I believe it would make for way more strategic playing. #12tonapexcrouchingthreemiles
QoL : Can you guys make it so both food/water indicator are "refresh" faster or continuesly, Sometimes if you want to eat from a body but you also want to share with your mate and you eating x amount of food and it's only refreshing later or it's not even refreshing. Also a bookmark choice for servers? Maybe it could solve the problem like some servers only showing up after 10 minutes of refreshing.
Could there be a '5 roar' or an extra roar used to communicate to hatchlings/juvis that isn't very loud for other players to hear, it could sound short and friendly
Here's a suggestion: When deinosuchus will be finished and all his mechanics work, make the prey that it snatched into it's jaws only able to 4-call and cry for help while it's dragged into the water and die a horrible death. (Maybe the prey can call into the water as well which will make bubbles come above the water and will drain more Oxygen) . Ex: When a deino grabs a dryo, everyone can only hear the dryo's little squeeks while it's slowly going towards it's doom. (This can also be used to warn other herbivores as much as you can of the danger)
Pachy could have a charge up ram attack
I know I'm going to get a lot of flak for this, but:
Suggestion:
- Treat herbivores the same as carnis and don't allow them to mix herd.
Reason:
-
Carnivores struggle to find food quite often and this is because the bulk of the herb population is in untouchable mixed groups. This encourages differing behavior than what they likely will be doing in the future, and hampers development progress and balance. Much like rexes and gigas, Trikes should also have a group limit now that they are more capable of defending themselves from said rexes. 5 members, including subadults. Juveniles do not count; same deal as their predatory counterparts.
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Dryo has tools to escape its predators. Juking and speed.
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Galli has tools to escape its predators. Juking and speed.
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Maia has tools to escape most predators. Speed. (Its only hard counter is carno so that needs fixing to allow it a chance to escape. This cannot be properly balanced unless other variables are removed such as trikes actively defending them)
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Diablo has tools to defend against some predators, but can't run away from quite a few. (This would become more apparent and can be tackled more effectively without other variables interrupting.)
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Para has tools to escape/defend against most predators. (Again, carno problem.)
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Trike has tools to defend itself against any predator so long as its an adult.
Some herbivores would obviously get the short end of the stick, but that's the point of this suggestion. It would encourage balance changes to make those herbivores have a fighting chance rather than having them languish in obscurity, and force them to the forefront as broken (in a bad sense, not the OP sense) dinos.
In the idea of the dangerous plants that will be added someday. What if there are like poisonous plants, which, when stepped upon intoxicate the creature. Intoxication means your animal will hear movement that's not really there. Like footsteps of carnivores trotting or sprinting. This could be really exciting because you can't really be 100% sure it's just the intoxication and there could very well be something hunting you.
i know this is an unpopular opinion but controller support for the isle would be nice. in my opinion
**Make corpse guarding count as denying food by exploiting current lack of gameplay features, i;e affinity, so herds will be a hundred times less cancerous.
Much like drowning yourself to deny food, or tossing yourself from a cliff to deny food, its a fucking dick move to protect a dead member of your group as a herbivore.**
The only thing worse than a herd that is very hard to hunt is one that doesn't let you eat anything you've actually managed to kill.
Amen.
Rain should not be a complete detriment to all organisms... It should be a mechanic that provides some benefits other than not being able to smell footprints.
Maybe instead of your sense of smell being completely useless, maybe carnivores' sense of smell can only be half its range when sniffing water, food, and footprints...
But herbivores can receive a boost in smelling their food. The smell of the moist bark and leaves from the rain can travel further than normal, making herbivores able to find vegetation more easily and further out than they normally can. Naturally, footprints, gore, and water would not be sp easily to find by sniffing for herbivores, water for carnivores and herbivores alike, since we already can go for an extremely long time without water when it rains.
Also, whether it is raining or not, animals have an instinctual internal compass... Honestly, I feel as if that should be a feature we should have in general, perhaps a shortened, more simplified version of what we have now when we are not sniffing, but keeping it how it looks now when you do sniff.
Carnos stam regeneration is horrible. Sure they are fast but that speed won't help much when their stam drains, which happens pretty fast. Carno has shit turning and has no ambush carno needs something.
While I understand why night is as dark as it is, maybe it would be nice to have it slightly less dark on a clear night. During a storm or in heavy tree cover absolute blackness makes sense, but on a clear night a little more visibility wouldn't go amiss. Help simulate our dinosaur's eyes adjusting to the darkness. Obviously not enough to make night vision useless, of course. That would be silly.
i thought of a cool idea
what if we have fire in the isle?
as part of a storm cycle maybe?
First person Camera for dinos, especially for bigger dinos - When you're trying to hunt something in the trees with low branches it's really hard to see even when your camera is zoomed in all the way and you're crouching. Not saying it has to be like the humans first person camera, but something just a little closer to the head of the dino would help a lot since the environment is getting more dense with trees with each map update.
if any mating calls and/displays were added
- An extra 5 call similar to the distance 1 call or 4 call travels so it can reach any females in the area, and if you are in a herd or pack, you can call, and attract a female
- Displays, maybe a standstill display, if any female comes close, e.g for trike waggling its head slowly or something (maybe the quicker you hit the button the better the display?)
In regards to Ai. Is it possible to add in some new bigger Ai that apex predators can hunt. It could be some type of herbivore that would be too big or dangerous for a juvenile to take down. Sub adults and adults would have no issues attacking these Ai and it would fill them up or at least half full.
Provide elder/senior models for dinos that have survived for an extended period of in-game time. They’d be like 10% bigger with a bolder skin patterns, optional scar decals and color options. No stat buffs at all...if anything, it might result in a larger hit box to one’s own detriment.
suggestion : add Death marker / message / log for group , announces teammates death in group chat. sometimes i cant know if someone died or logged out so.
Idea to incentivize herbivores not to hang around corpses ("corpse guarding"):
I've heard the idea of bacteria and rotting nasty carcasses thrown around, but I feel this could be a utilized to prevent this behavior from herbivores. If an herbivore hangs around a corpse, perhaps it risks a bacterial infection by proximity. Carnivores obviously would not have to deal with this since they eat corpses, so it makes sense they'd stay near a kill.
Or obviously in the future if/when an affinity score is added, have a severe penalty to affinity. After all if another member of the heard is dead, it means predators won't be focusing on you and you can get time to escape to a different territory, while withholding food from predators encourages more agression.
Don’t make corpse disappear, make them deteriorate into gore/ribs first. I find it odd that gore/ribs stay around longer even though it’s less food, while corpse despawn quickly.
It’s a shame that corpse go away faster if you can’t quickly eat the corpse to a gore/ribs state.
nerf theri's speed, the thing can already kill a rex in just a few hits, and can also outrun even a giga, and also already have stupid-good turn radius, they need a speed nerf BAD
can we also give subadult giga a speed buff, because its currently impossible to survive as one without a shitload of help
Here's a suggestion: Apparently the Tyrannosaurus Rex used to make a very long and very deep growl while hunting, and their partner would respond to notify that Rex where it was. Perhaps you could attempt to recreate that sound, making it so deep and so realistic that it vibrates your headphones when a nearby Rex makes that sound. It could also disorientate other dinosaurs; the sound has the ability to confuse their prey into wondering where the hell the sound is coming from exactly.
For the Rex calls, might I suggest a few tweaks? Simply put more bass into the broadcast and take out the wind in it, as it makes it sound very distant. Keep the current 3, 4, and generic calls and lower the pitch of the friendly call
Please make plants able to make noise, since herbivore players cannot sniff for food during the rain. It's a game balance to both the players and game mechanism.
Here my suggestion: the possibility of dismember parts of the other dinos, And cicatrized wounds left from the fighting.
For example the tails, the fingers or the tiny arms of apex can be dismembered with the region attack...And the cicatrized wounds around the body would be a sign of strenght, perfect for an alpha dino.
Can we get a Thenyaw map back for Official?
A suggestion/idea: Mostly to do with servers, but in general with the server window have it that's there's a tab of recently played and/or favourited servers. Would just make it easier to players to be able to easily get back to the servers they like to play on. Not sure how hard this would be to implament as I'm used to seeing other games like Gmod for instance having something like that.
Cerato should be given his old bleed resist back. Bleeds out way too easily right now.
Another suggestion: Fix The IK System
This is not natural
In that position i should fall
Another suggestion/idea: Have it that dinos can drink water BUT they dehydrate faster and if continue to drink salt water end up with blurry vision/ hallucinations or something which could potentially lead to death from prolonged salt water drinking. Gives people a spot to catch some water when trying to find fresh water locations whilst trying to discourage them from hanging near the sea all the time. With scenting maybe have it an orange colour or something.
Adult Dilo should be able to eat small gore piles. It's not that much bigger than an adult Utah, and Utahs are able to.
A #skins channel
Skins Suggestions..
A "randomize" button to mash, for those who want to gamble.
A broader color selection for the last region. Currently has about half as many colors as the other two main regions. Would love more flexibility there. Honestly just the same varied colors available for all the main regions would be g r e a t. Let me make monochrome dinos.
Not sure how it could be implemented, but perhaps a little reminder/warning about bright colors putting players at a potential survival risk if they choose to go that route.
Edit: Duller colors for the "accent" colors, or perhaps the option to choose between bright colors or more dull versions of the same.. BRIGHT greens and muddy greens, etc.
mabey for smaller creatures, if they fit in your mouth, when u kill them, you automaticly grab them and
"shake" them. and then u can press e to eat it whole (if small enough) or lay it on the ground to eat. :/
The ability to pick up hatchlings or juveniles. 👍
(whether you’re grabbing them for food, or they’re your children and you want to carry them somewhere.)
Green rex.
-Change the diablos speed:
-Increase the speed to a little bit more or the same as the giga normal run
-making the dibble more enjoyable to play because its just not being run down by any adult giga that spots them
-Change the Apex Stamina:
- Right now most people can agree that Gigas and Rexes have too much stam.
-Removing 1/3 or ½ of their stamina pool should increase the skill cap of Apex dinosaurs on how they manage stamina while still keeping the balancebetween the Rex – Giga Stam match up.
- After this if the Trike Stamina pool needs to be adjusted to prevent Trikes from running down carnivoire apex it should be done aswell.
-Nerf the Dibbles and Trike walk Turn (Z)
-Remove the ability to fake Limp (G)
Another suggestion regarding the skin system, for the UI: please sort the colors based on brightness or hue. It'll make seeing the difference between like-colors a little easier.
Though I am very pleased with the recent update, I am only going to recommend the release of fishing be made an upmost priority (of course, once the code gutting has taken place). With the implementation of sucho into survival, and the various rumours of deino, applying depth (pun unintentional) to the aquatic landscape would give piscivorous dinos a whole new avenue of play style distinct from terrestrial, player-driven deathmatch. Ambush hunting, fishing in streams, hiding at the bottom of lakes watching for movement at the shoreline - It'd be awesome - thats all im trying to say! Though I presume its already planned, please make this a priority 😃
It would be nice to have an option to change the background to different biomes in the skin selection screen to see how they fair in different environments
It was mentioned on stream that Allo will soon recieve a speed buff. But now that Para is slower than Allo it is no longer necessary or a good idea to give allo a speed buff. Especially since Cerato and Pachy are currently slower than allo, I know that as they have just been implemented they are obviously not correct statwise. But of the clips shown where allo , pachy and cerato were all shown running alongside eachother. The difference between Allo and Cerato is nominal even at ceratos correct speed, so therefore a speed buff to allo would crush cerato. So my suggestion is to leave allo where it is speed-wise.
This kind of "brown" plant not looking good on Thenyaw. Thenyaw feels like a rainy map with a lot of water. The green ones should stay, brown ones should go to v3 with a more belivable environment.
you guys gave the sucho too much stam it it outrun an allo and a cerato even if it is made to live in the water. In fact with those short legs it should not have more stam than the cerato, cerato being weaker should have more stam
We could really use a few more official servers and/or a higher player cap please, with the total official servers being cut down it's going to be almost impossible to play in the evenings when everyone is home from work and/or school. I really enjoy this game and the crowd I get to play with, I don't want to have to join a bunch of different discords to play on non-official servers.
Cerato needs a small speed buff and bleed resistance buff. Cerato was supposed to be able to get away from an allo and survive but currently that is not possible.
Heres a suggestion: when making a skin in survival maybe a preview of what it will look like as an adult? (Idk if this is there yet or not because i havent been able to play yet)
Can we get more servers? With dev 1-4 gone, it's shoved a huge number of people into a small space
We need EU 1-3 and US 1-3
The dinosaur sizes kinda got jumbled in this patch, and I think the zoom-out thing when you run isn't that necessary ^^
Nest invites should state what kind of dinosaur you'll become.
Add an option in the main menu for skin customization
anyone else think the pachy should grow at least a little faster? cause it grows just as fast as sucho (if not a little slower)
Premium skin patterns from "eggs" (loot boxes) featuring microtransactions that provide stat advantages when used.
i like the skin but no one person should be stronger for paying money than another simply vanity micro is good though
was EA joke
please bring back 150 slot cap for dev 4. before the update dev 4 was always a 150 cap and the server never felt too crowded do to the big map, the map feels even bigger now and with rivers extenting playable areas all over 150 still dosnt feel like it would crowd the server and it would let people getting home late to play this great game for the time they have before they need to go to bed. And having spent a third of that time trying to get in with everyone.
please buff carnos dmg/stamina. Its really weak, and a stamina buff is necessary, a carno is literally made for traveling, so i think the current stamina should last 3-4 mins
make it so dinos get some visual tweak that progresses over time as its played so that its cool to have been alive for so long, i myself and many otherplayers have had adults and with only one account they got bored with that dino and just staight suicided it and if a visual tweak is to out there by this i mean scars broken teath gashed horns longerfangs ect.. , then have a setting so that the longer a person is alive as a dino lets say 50 hours logged as an adult para without dieing this skilled player can be rewarded for their love for the dino without getting burnt out and ability to survive with a wider spectrum of colors to change your skin with in the next spawn, the longer they live the futher out on the spectrum they go , if they wanted to show off mabe they get neon green spots on their back after so many hours logged lmk what u think
Maybe a toggle option for the damage indicator screen shake? People that have eye problems, that prone to headaches, have epilepsy, motion sickness or other issues might find it impacting the game for them. It would be helpful if it's something that can be turned off in the settings.
give the option to preview your skin on the sub/adult models of dinos. i grew into an adult twice to find out the detail color i picked looked like shit with the colors i chose
Suggestion with nesting: Since skin colours been added in, and we have a patriarch thing without being able to set a patriach. An idea is the first male to add food to the nest becomes the father of the nest or alternatively if male x puts food in, 4 eggs are his, once 4 have been nested, it gets wiped so potential for another male to nest with one female
Please turn down the volume of the buzzing flies, or have them fade in and out over time, or some other variation I'm not thinking of. Sitting over food is almost headache inducing. :(
Could there be more spawn areas for v3 than the beach? It makes it super easy for things to just sit there and kill people as soon as they spawn in. And also people are constantly starved or dehydrated because it's so far from everything.
Suggestion : the basic IK right know is pretty basic it follow every terrains but when we go aside its going to get wierd , what if we can like have 2 box of differents IK rules so the body only follows the terrain with the first rules and the others rules is to stay upright , only leg to allign in when we stay on the side of the hills and adding falling mechanics to it , if it is too steep and the system detected it it will have ragdoling itself with the force of half of its speed
Bring back the official dev servers please. I liked the rules from them
sucho needs a better walking turn radius its too ass ridable its out turned by everything except for apexes. And its speed is mediocre unlike para which is faster than everything by a long shot so it can run away turn and attack. Sucho also needs better bleed heal, like a minimum of 10 bleed heal per tick even with the bleed resistance. It can't survive last stage 2nd screen with 3 drops. I feel like everything else in game shrugs that off.
Probably been suggested before, but give Pachy a chance of breaking legs. It has a very thick, rounded skull for a reason: to destroy things that gets in it's way, including legs. While right now it 3 shots an adult Utah, it can use it's bone break abilities on bigger dinosaurs it wouldn't be able to fight off such as sucho or allo. Breaking their leg will give it a chance to flee rather than have to stay and be forced to fight. (allo already does high damage to pachy, it seems fair that pachy would break its leg than fall victim and be helpless)
Also - giga calls are excessively loud. Even with the main volume down to 20% and my computer volume also down in the 20s, it's calls are either too loud or too bass-y, and is more of an irritant than it is intimidating.
If the baby carrying (that may or not be added in the future) restricts small carnivores from attacking babies, and causes other problems such as apexes raising armies, then would it be possible for the babies to have a drop chance? Some sort of chance that the parent drops the baby, or maybe carrying having some sort of side effect such as stamina loss or slow damage to the baby.
Please make it so we can see what our dino will look like as an adult when you make a skin on survival? Right now it only shows the juvi which could lead to some interesting adults.
when fishing gets added perhaps the bary sucho and spino should have a massive nerf to there water meter, basically make it degrade a bit faster that way they're encouraged to stay relatively near the water.
Please provide more official servers to replace the dev branch servers. Official servers are always full, and I really don't want to play in a server where I have to:
a) Join a discord server to play, or play with people who don't speak my language
b) Play on a server with less than 30 people
c) Play lagfest deathmatch in the testing map
Make night darker on v3 its 2 bright rn
I do not know if this has been talked about yet but the dino decay needs to be longer again.
Perhaps have the camera tilt with your body in IK (delayed) so its not quite so jarring when you go sideways a bit on slopes. Could be pretty cinematic when doing things like loops with quetz in the future.
Idea: If the Hypo-Rex is getting a remodel, maybe giving it an unhingable jaw, like the Great White Shark or the Goblin Shark to give it added bite force? or double jawed?
IK rig suggestion: have it try to keep the body as horizontal as possible before tilting with the terrain. Will lead to less "skyrim horse" looking dinos walking up/down steep inclines. Especially for bipedal dinos.
A que system for getting into servers.
Trex roar sounds quiet and not scary enough, i think it needs to be much louder and deeper
For the “ask a dev” channel, you should try to promote players to ask good questions, and not stupid and obvious ones, such as “will titanaboa be able to wrap prey”, or “will you add giga back into the game” (which was made clear in the patch notes), or anything like that.
^ also tons of suggestions masked as questions, like "will x be able to insert complex explaination as to why it should", or questions that can be answered with a simple yes or no, it clogs the channel
Can this skin be a thing? It look like some failed experiment or something from a horror story that has escaped from a lab.
It's old allo with a broken skin if I'm right, or maybe it's just bugged.
Edit: You pick old allo, get the screen where you pick colors but it's only 1 color, then get into game, if your camera is in the floor respawn.
So we have seen how Ceratosaurus might be a bit “underwhelming” right now, and im aware that this will change, but here’s my idea how to make it very resistant, without actually having it defeat an Allosaurus.
If we take current Cerato stats at having 2245 weight mass and hp, and having 350 hit damage, alongside Allosaurus being at 2800 weight mass/hp, and having 250 hit damage, here’s what they do to eachother
Allo to Cerato - 311.8 damage - 7.2 hits
Cerato to Allo - 280.6 damage - 10 hits
Okay so we have a clear winner here, and that is Allosaurus, the problem is that Ceratosaurus can’t really survive it and heal it’s bleed which means it will bleed out even if it escapes.
So how do we make Cerato a honey badger/hyena hybrid like it was said to? Simple: By giving it’s health be higher than it’s weight mass, but lowering it’s damage, let’s say we give Cerato, about 3500 hp and 250 damage,
This way, it kills Allosaurus in about 14 hits, and it dies to an Allo in 11.
But with higher health and higher bleed reisistance Ceratosaurus will be able to survive an Allo attack and heal it off, which would counter Allo’s “Bleed it Out”.
With such high health, it would also counter Dilos and Utahs that might try to attack them, making Cerato their biggest threat, considering it’s turning radius.
Night has to be darker on v3, rn you dont need nightvision most of the time.
How you were raised, (eg how many times you were starving or thirsty, depending on if you were attacked and how much health you lost, if you had a mother) should impact on if you become bigger/stronger then the other players, therefore being stronger and either king of a certain territory, or leader of a pack or herd
You really need to fix fall damage
I jumped off a 160 foot cliff face near the river without a single bit of damage
Suchos should be allowed to stay in water if they choose on the official servers.
the new IK is GREAT and i think it is a major advancement in TI although it does have a few flaws, those being that i think the IK system needs a slipping mechanic because right now you can walk almost 90 degrees sideways on some ledges...
EDIT: i do know there is some sort of threshold for the IK system, i just think it needs to be a little more strict, especially in regards to certain axis'.
