#general-feedback

1 messages · Page 92 of 1

worldly garden
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Shifting tenonto and utah AI back while bringing playable dryo + still keeping AI dryo seems like the right move. They've obviously been giving you a lot of trouble, and it'd be good to take the time to focus on those while still giving players something new. And obviously, targeting isn't an issue for dryo AI

pulsar kite
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I'm really impressed with the changes to update 1 and 2, I understand you are having trouble with the ai and pushed the more complicated ai dinos to update 2 while giving us a small ai dino to work with for the time being and on top of it we also get a new dino playable to boot. I love it, it gives everybody a little of what we wanted while the other stuff that needs more time to get worked out. Thank you devs for listening to the community and trying your best 🙂

old sky
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I agree. Moving Utah and Tenonto AI to update 2 and switching playable Dryo to update 1 was a really good move. Thank you for listening! dondiL

green gale
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I think it was a bad idea to move ai back because so many people have lost faith in you guys already and you’ve made us wait this long so why not just make us wait longer it doesn’t matter. People have no patience it’s like yeah we know you want more content but it’s like if you’ve waited this long what’s a couple more months

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You guys have no patience

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Also what’s the difference between dryosaurus ai and tenonto and utah like why the heck is that going so much better that it doesn’t need to be delayed

normal veldt
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Because ai dryo likey won’t attack back… just run away and that is a lot more simple than having ai target and attack you while also tracking you.

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I mean they stated that in the announcement themselves.

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Pushing the ai back was a smart move since so many people kept getting disappointed about the lack of updates they were promised, by doing this they give not only themselves a chance to work on what they need to but also allow us to enjoy Some sort of content in the game.

hazy galleon
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So making AI a force to be reckoned with...so we are looking at OP AI....lol wow that's awesome not really....hopefully not but whatever.....
I'm glad dryo ai is still coming for something to eat besides Kos all the time....

hazy galleon
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When is the dryo AI releasing ???

naive cipher
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Add baby carrying.

shut kindle
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Good job devs. Your games are great. It’s very interesting to be able to see the roadmap but it would be nice to have release dates for the updates (at least approximate). and also have devlogs on regular dates.
-> that will calm my impatience!

fair lava
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Suggestion: Use a (hidden) resource bar for diet based growth

Instead of just growing over time you collect "growth resource" - lets call it protein from here on - when eating.
The amount of protein you get depends on the food consumed, your species and maybe your lifestage and general health.
Some foods might also only give protein up to a certain amount or even none at all (= junk food that only keeps you from starving).
So if for example you graze, you only get protein if your protein level is below a certain threshold.

When you grow, your growth speed depends on how much protein you have available and also consumes some up to a maximum growth speed.
If you are running low on protein your growth speeds and protein consumption decreases.

This has the effect to decouple the aspects of "not starving" and "growing up fast".
Newly spawned players could spawn without or with very low protein, limiting their maximum growth rate without eating, without dooming them to early starvation if unlucky.
It also would give a (limited) advantage to active players over passive ones when the former get hungry faster - because it allows them to increase their protein intake.
Passive players would instead have to consume higher protein foods to keep up or risk running low and growing much slower.

Additional ideas:
(1) When your protein level reaches zero you might stop growing entirely.
(2) Nesting might consume protein to make eggs and fertilize them, some of that might go to the hatchlings.
(3) Protein may have other uses depending on species (like metabolizing venom).
(4) There may or may not be a maximum amount of protein you can store at once.

wide flicker
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Yeah the over powered AI seems a bit intense with the wording choosed the fact that they"forget their target" shouldn't really be an issue. If I am running away from AI for 3-8 minute. I am more then pleased that they forget me. Also, deciding to find another target might be a better choice. I am pulling them away from their territory and increase the chance for them to die to another dinosaur while chassing me. And AI also communicate with each other requesting help... so fighting 1 might be fighting 6 you want them to stop fighting you once you killed one of them or after fleeing for ages.

ALSO +1 to @fair lava its something I would really be interested to see in the future and easy to implement just adding a value to food with a simple formula to calculate the growth bonnus depending on the protein level.

normal veldt
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When humans are added, I assume mercs will most likely have flashlights for the nighttime or perhaps some sort of night vision based goggles. If this is the case, it would be cool to see if when light shown on the dinosaurs eyes made them reflect just as they do in regular night vision on legacy.

inland mist
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I really like the changes you made, what is going to come in the next update and have listen to the community.
With this new solution we will have both, ai and a new playable and I'm really excited for it.

Keep up the good work devs.

zealous rampart
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Hybrids... need I say more

lament palm
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We need more server admins, I've been seeing a lot of requests get missed.

ancient plover
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Diminunu Batborb

cobalt brook
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A couple thoughts about the latest roadmap update:
AI

This is an Early Access Game, which is something like an alpha release
Evrima is a Beta release (on Steam). So it is like a Beta release of an Alpha release?! :)
Either way there is no need to deliver perfect AI on day one
Imagine pushing AI yet another couple weeks or months further out, then finally releasing it, then finding out that it does not match the expectation of the majority of the player base...
Development of such massive/complex things like AI is not done in a single day or release - it is a process
I personally joined the "Early Access Game" so I can be part of that process

  • I am OK to play a game which is not perfect yet
  • I love to provide constructive feedback about that
    Delivery dates / frequency of roadmap and game updates:
    Same argument as above - I don't expect any huge jumps in progress, big new features, perfectly done, etc.
    any progress is better than no progress
    weekly roadmap updates:
    work well so far, bi-weekly updates and/or a couple more details would be awesome
    80+ bugs fixed? This surely was a lot of work - please share details about a couple of them so the great work you are doing on that front becomes visible
    updates to the game (Evrima) itself:
    see AI
    give me more (frequent) updates, I will provide more (frequent) feedback - for free 🙂
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Since I started playing The Isle (both Legacy & Evrima) I used to collect ideas in a list.
The thing that I always have in mind is to add mechanics to the game that make it a bit more "organic" and most importantly keep players busy.
Also I try to keep things as simple (playing) and as easy to accomplish (developing) as possible. Ideally use an existing mechanic (like scent) in a new/fun/rewarding context.

Pretty much all items on this list existed before the latest roadmap update already.
But in the light of AI being pushed to update #2 I think it is now a good time to share my ideas & thoughts.

My list of ideas consists of items that I call interactions with the "world".
This is basically anything that will introduce decision factors into the daily routine of players/dinos of all sizes and types. These things shall give players a reason to move around the map and take the risks that come along with that, yet to entertain them with a viriation of different fun and/or challanging tasks at the same time. Ideally this will attract other/larger dinos/predators and naturally build up a food chain
Common areas of "activity" that I figured so far

Feed
Drink
Heal
Groom
Nesting
Meet (same species or symbiotic species, has aspects of heal and groom)

The list is an attachment due to 2000 char size limitation in discord.

unborn minnow
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I suggest to do smaller quality of life & bugfix patches more often.

primal egret
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In a few months, it will have been five years of The Isle's development. Although, of course, I don't necessarily like the game itself gameplay-wise, I've always loved and longed for the concept of it in its full vision: A complete horror survival experience with dinosaurs, strains, mercenaries, tribals, lore, an amazing soundtrack, and more. But I've also always worried that this conceptual iteration will never be seen. I've been worrying about that more than ever these last few months with the many things that have happened to stunt development. Even when setting my extreme pessimism aside, I'm still worried. When I think of The Isle now, I just feel a sense of hopelessness.

All I want to say for now is...

Keep The Isle alive. Continue its development. Push forward, not backward. Put your hearts and souls into the harsh efforts of this.

Make the end never near.

buoyant flare
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Oh yeah, my thoughts on EVRIMA.

  • Definitely more playable than in June, and significantly less bugs. Though, my computer is pretty good, and I have to turn graphics down to get consistent frames in player-heavy areas. Game is still slightly blurry.

  • Combat is pretty janky, can be frustrating at times for both Utah and tenonto, but I found tenonto significantly more frustrating to play. Is collision still a thing? Because I could run through tenontos as Utah. Glad there aren’t as many cannibal Utahs.

  • Logging system is neat, and I like how both animals use their environment to their advantage. The animations are nice, and the Utah animations are kinda funny to look at. The mud bathing system is much better than before. I wish tenonto’s growth time was shortened to 2 hours instead of 2.5.

  • I also wish that the younger tenontos had a way of fleeing or defending themselves, since they’re too big to hide at a certain point.

I really hope for the best for this game.

naive cipher
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Add baby carrying suggestion 2: When going to carry a baby for a limited species, the baby of that species must agree to the parent picking it up. For scavengers baby carrying could be allowed for certain species, I can see how letting seperate species be able to pick up baby carrying as abuseable, but here is a suggestion against that: Add it as a server setting for the owner to set and make it cause significant stamina drain dependent on the size of the baby.

Herd grouping suggestion: Allow different herbivore species to group together.

peak wasp
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Since you are all looking for more QA, devs, and mods
maybe you can have a channel under Information and News called Applications, with the sign up forums for each?
Also say what you are looking for in devs specifically like sound designers for animals, network programmers, etc

shut kindle
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i develop mobile apps (but ios only) if i can do something it will be a pleasure and an honor.

exotic quiver
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anky suggestion 1 : since anky is slow, he need some mechincs to let him survive. since he has thicc skin make him reduced bloodloss and a little just a litte reduce dmg taken from bites. maybe 10 % at start to test how it goes. he need a little bit venom resistance, so he dont get killed from single venom dinosaurs but also he shouldnt be complete resisance, so a large group, lets say dillos could take him down in a long exhausting fight. a good number could be maybe 5 dillos, just an example, to take him down when well played. he shouldnt be complete unfightable to smaller dinosaur, but also the smaller tiers should have a feeling, to fight an anky should be realy hard and risky, so some groups may avoid him for easier pray. since he has a slow playstyle and maybe can only fight dinos,when enemy dinos decide to fight him. anky cant realy decide to fight other dino since he is slow. maybe there might be some cases in which he might get offensive, when he see a predator is exhaustet or something else. left click attack: his hammer should swing in that direction, in which the anky is looking. a hit of his tail should taken away enemys stamina and deals a good amount of dmg.right click attack: his body makes a power full movement and raise its tail for a powerfull swing for a massive blow, which causes bone break and alot of dmg with the cost of a good junk of his own stamina.this attack should be slow in process but the tail swing should be fast. hard to tell how to balance it properly. i would say in the slow process of its tail going up for the swing, the anky player should be able to cancel the attack, to safe stamina, when he predicts the enemy might dodge the attack.

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also it would be nice when anky turn in place with while holding speed he creates some dirt cloud, which can help him to shadow his move so the predater when he decide to go in with bad vision.or he creates a dirt cloud while he is swing his tail close to the ground with the cost of stamina, which can creat some coll fighting scenerie. he should have fast hp regeneration cause a long fight should be in ankys favour, when venom isnt involved.

tulip bison
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I need Avaceratops on Evrima now !!!!

ancient plover
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Hey, what about giving fresh spawn juvis which came right from dino select, ability to /slay themselfs if player didnt like spawn it got, but that command would be available only for 1 minute after that said command would not work, spawn in, you get message somewhere on screen, like tips on legacy, so you get some time to look around and make judgement if this spawn of lets say murky is ok (using legacy names just for easier message) or should i use /slay on myself. Why this suggestion, as mentioned before sometimes player may not be really happy with spawn and want something lets say closer to friends location etc. Sometimes it takes too much time to die, no nearby water cliff, sometimes leg break instead of lethal fall damage, best thing would be ability to choose where on map to spawn instead of spawn fishing but i think i maybe could work. Thanks.

pure anvil
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The isle has slow progress, there are reasons for that and I’m not blaming it on anyone, however we should acknowledge that it is slow. In the months since Evrima cane count it has changed little if at all. Although this game is clearly intended to be the vision of one man, that vision will take a lot of time to come to fruition and I would suggest that it would be very beneficial to allow mods for the legacy branch and have it open for anyone who wants to make a mod. This would keep the isle fresh and fun while we wait for something new in evrima

normal veldt
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Please have night vision go farther for all the dino species. Even if just a little bit

long nexus
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Suggestions:
1st: Herds back into the game. Let trikes be able to join herds.
2nd: Recordings back on.

summer pumice
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broadcasting causes temporary deafness and ringing of the ears in other dinos if you scream at their face. don't know why I think of silly things like this

tribal quest
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Make dryos not cause the entire server to spontaneously combust when they die in burrows

blissful rampart
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This game has needed different difficulty levels for food for a long time. There is a significant portion of The Isle community that remembers when food was scarce and difficult to obtain, and with new AI those days are gone. Even so, there are also many new players who think the opposite; that there is not enough food available.

For the two and a half years I have been a part of The Isle's community, food availability has been a source of intense debate between various players in the community. Some think there should be more food. Some think there is too much food. Overall, the community seems to be very split over the amount of food that should be available to players. Restricting players to a singular food level is major mistake, as it seems evident there are multiple food levels that people wish to play at.

Almost all games have different levels of difficulty or some way of sorting players into their different skill levels. Most multiplayer competitive games like League, Overwatch and Starcraft have different rankings which match better players with better players. Survival games, like Rust, The Forest, and Subnautica all have different difficulty levels or high levels of server customizability which allow the changing of resource availability/need and thereby the difficulty with relatively minimal effort. The Isle community has been in need of such a difficulty system for years. With the hopes of a larger playerbase as well as the major changes coming to Evrima, server difficulty customization is critical.

Locking players who want to play at different difficulties/food levels into one food level which is disliked by a large percentage of players only serves to detract from player's experiences or even drive people away. I think that just the simple addition of 3 food levels, a reduced food level, an increased food level, and a regular food level as server settings would please a lot of players.

bold crypt
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Hi team, know how everyone is constantly chasing you for all kinds of things so just wanted to say thanks to you all for everything. The game really brings a lot of us together and me and some others even started a new isle server and community on our end to just enjoy ourselves. Please extend my thanks to everyone in the team.

visual carbon
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(Just some update ideas for the devs if you guys like them so much you can use them i dont mind) Suggestion (1) a small aquatic update this update would feature Minmi Austro and Bary the point of this update is to flesh out the rivers and swamps of isla spiro.
Suggestion (2) a nocturnal update this update would feature the day/night cycle and Venom plus a few creatures with it. The Carnivores would be Troodon and Dilo these are quite obvious for a nocturnal update. proto would be nocturnal as it doesnt really have anything except being able to burrow plus proto would be quite a even match to fight troodon. Plateo would benefit from being nocturnal as trying to get aquatic plants at day would not end well for it and during night plateo could travel between ponds.

tulip bison
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Suggestion: Replay in evrima!
It is a very useful tool on realism servers and the fact that it does not have a replay, prevents most servers from operating with its rules!
So that you do not misuse replay to find out where the other players are, I suggest a time after logging out to be able to access it

(You need to wait (an 'X' time) to view your replay) so we have a beautiful aerial vision tool that does not prevent or hinder other players!

proud nest
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Suggestions: Skins
Honestly, I know it's a QoL feature, but it's important in a sense of player immersion and identity.

Now, we have the current skins, and what's to be an upgrade of the current legacy colour changes (which, imo should change into a "small" (not too small) selection of colours, with a few, around 5 or 7, different shades for the same colour. This could start with the current skins, while we don't really have variety. Later, for that same skin patter, we have seen various interpretations by the community to add plausible and good looking colours, so then implement more colours into the dinos, working the same way as mentioned).

But, what we most definitely need is variety of skin patterns, not just colour. That way improving a little on the player experience

plain oriole
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I've never been a fan of the sound mechanic where the background deafens itself whenever a dinosaur calls, especially smaller ones. If there could be any sort of alternative, I think it would feel a lot more realistic.

plain saddle
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Could we please have something else in phase two than hypsi, like maybe some dryo anims since it is the next addition to the roster?

dusk osprey
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Can we have a groundsloth theri? I know that we have concept art and people prefer regular beipedal theri. However I just want to show that it could be a good idea. It can walk and trot on all fours but when it runs it can go bipedal. I know people are used to normal theri but lots of dinos here are quite fictionalised and there is no reason why theri can’t have a little. I also think that by making theri like the mégathérium it could give the opportunity to really rework theri and replace its place in the isle and redo its combat style. I think that theri could be made slower but not super slow it’s trot something around (plz suggest something here feedback people) and it’s run around the speed of (plz I need help on this suggestion) I think theri could be made to eat the higher up plants in the jungle because it would still be able to stand up on two legs, this would also mean theri would not have to compete for food. I also think theri could be made more bulky and able to take more hits but it’s hits will still deal good damage but they would be slower than they are now ,meaning theri can’t deal lots of damage super quick but still is a threat. I know there are outs of problems in this idea but I’m welcome to discuss in the discussion chat.

tribal quest
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I wouldn’t mind some more focus on Magy MagyShock. I feel like it would be a good dino to come to The Isle in update 5.

ancient plover
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Suggestion: I may have suggestions this before but I am doing it again anyway. The subject of this suggestion involves combat and hadrosaurs.

It’s an attack that already exists in Evrimas Tenatosaurus which is the hind legs kick attack. Now I don’t suggest hadrosaurs to jump up with their back legs and do a “WA BAM” but only to kick with one leg and the rest to support the weight, sense they are clearly too heavy to do it like a horse.

How could this attack be effective? Well if hadrosaurs is considered as prey to many predators and are the ones preferring to run away. I sure do think an attack that aims backwards could be very effective when hunted.

I manage to find a good example of this on Instagram, where a zebra kicks a lioness.

https://www.instagram.com/p/CFgSL8sArq3/?igshid=a2rimb830y2e

If you wanna help me, you could despise what effect it could do. Tell me what you think in feedback discussion channel and I’ll make sure to respond to your thoughts!

Flying Back Kick
📷:@maasailegandsafaris

Lion gets absolutely rocked by a powerful kick from a zebra

analog thistle
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Suggestion: A rework to the Carcass/Gore system.
(Apologies if something's already in development)

Because the carcass/gore decay system doesn't match up with real life at all, I think it'd be cool if it got a rework. Considering:

  • Carnivores IRL go for organs first, it's highest nutrient density by far. They definitely don't skin prey and they don't leave the organs for -last.-
  • Large carnivores don't turn away carrion for being "too small." It's free nutrients!
    (I don't know what the carcasses are like in Evrima! I only remember there being 'default' bodies)

I'd suggest a "carcass" model that goes through these stages, instead, with none being "too small" for any carnivore (just providing much less satiation). It'd be work to model per dino, but could be done (even the hollow look) with just reskins to imitate.

  • Stage 1: Dead Dinosaur, default model, ragdolls;
  • Stage 2: once partially eaten/decayed, attach an "intestines/organ" spill to its abdomen, part of the ragdoll if possible;
  • Stage 3: Add 'bones' texture overlay to dino sides (ribs), back, etc;
  • Stage 4: Torso becomes hollow, dino body all still in 1 piece, but tail, neck and ribcage are only hollow bones--limbs, head (white eye texture) and back still intact;
  • Stage 5: A little meat clinging to bones, no blood
    (decays)
toxic tiger
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  • Shift button: Please allow players to buffer a run input by holding shift ahead of time. Currently if you're stuck in an animation you have to wait until it has finished before pressing down the shift button. One of many noticeable moments is when you're getting up after getting pounced, if you press the shift button too late you'll risk taking more bites. If you press it down too early you wont run at all and you're forced to release it again so you can then press it. Players shouldn't have to eye their animation (which often doesn't even show the correct animation in the first place) to be allowed to run away properly. There are a lot of other inputs that could use a buffer feature as well.

*Following up on running: Allow Utahs to start running during their attack animation. Having to wait until the full animation finishes is so awkward. Might be more frustrating than it has to be due to the shift button issue.

  • Hurt animations: Hurt animations take way too high priority. Most commonly noticed when hitting a tenonto that is trying to stand back up. When this is done the Tenonto is reverted back to sitting while squealing due to being hurt. In reality it is still getting up which is important for say, a utah to see so it can get away in time. This happens with many other animations as well, like the tailslam.

  • Style of updating the game: I believe separating bugfixing from content would show a lot more care for the community than any hypsi tease animation ever could. This would encourage the community to play The Isle (Evrima) more. This in turn will help give you more data to work with and allow relevant bug reports to come through. I suppose what I'm asking for is hotfixes. You do not have to make every update into a huge deal, it's okay to have small updates that delivers the bugfixes you've probably been sitting on. After all for all I know the things I've mentioned earlier has already been changed.

open meteor
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Suggestion: Having settings for the max number of players in any given species would be super helpful for maintaining a sustainable ecosystem.

green gale
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Hey at least this game will be finished before George R.R. Martin finishes his book series A Song Of Ice And Fire (game of thrones). I hope someone in this community understood that reference and thought it was funny.

drifting cedar
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Idea for spawning and first things you experience each time you start a new game.

First off you can see a list of eggs that are about to get incubated or are ready to hatch (if parent "posts" it to the "nesting board" which you can check if you want to hatch as dino).
Second if you want to spawn as juvenile to avoid being a hatchling raised by players you spawn close to an AI herd or pack of your species. You can use the AI as shield and grow with the other AI juveniles (or maybe its another player who spawned here too) . This can avoid the usual isle gameplay you have rn where you spawn alone at one of the 10 or so spawnpoints and have to grind your way to food and water as if you just appeared out of thin air. imo pretty boring but some may fight this idea cause they think my idea provides no challenge.
But listen to this:
You can always just leave the AI group (family) and stroll around alone. The family is AI so they will wander around (or not depending on its species) it will be in your way a bit and run away, fight or cannibalizes if nessecary. Also they will be noisy so players and AI predators can and will find your group and attack so maybe you are safer alone or in a coordinated group of people.

Unexperienced and new players will have some sort of guidance because the AI should act the way the species should to survive, some may fight off predators if they are enough in numbers or strong enough, some maybe just sacrifice their kids (like some animals do) some just scatter to get rid of the weak ones.

Btw Imo AI predators should behave peacefully (unless provoked) until they hit a certain number or hunger so the whole ambience feels less like "be seen and be hunted" as many players behave.

Maybe give some AI species groups a slightly bigger Alpha that can act like some sort of shield - which will serve much more food for carnivores if killed (maybe even some sort of award lol)

just a little idea, pls don't crucify me 🙂 have fun!

ripe belfry
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Since Tribals can do cave art (or, at least, we have pictures of them doing cave art), I'd like to suggest a sort of detail thing to the Tribal art. If you only see animals far away, they are sort of stick figure-ish, like the picture. However, when you get closer and see the animals, it should become more detailed, like that cave painting of the bear.
https://twitter.com/Kitchiki/status/1283083151494062080?s=09

I think very often about this Chauvet cave painting of a bear that somebody drew around 30,000 BCE.
Look at him.
He's perfect in every way.

Retweets

17030

Likes

76202

vast oyster
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In regards to the debate about group damage reduction in #roadmap-updates I personally think it shouldn't be a thing. In general you should be punished if you make mistakes in combat. With group damage reduction you can afford the option of damaging your teammates to possibly damage enemies making combat not all that intuitive and way too forgiving imo. As a server option its somewhat fine since more relaxed and chill servers can utilize it but in something like officials I simply believe it shouldn't be a thing.

primal moon
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I like the idea of group damage reduction.
I think the reduction percent should depend on what type of damage is being dealt.
Like bite damage would be reduced the most like I say almost 20% because well you won't be biting that hard on someone if they are your friend like a love nip, while if you are fighting you are going full force.
BUT, status effect or abilities like venom, bone break, trample, etc. shouldn't have that much of a reduced damage because, well, venom is venom and poison is poison no matter the target. That would be good for the 10% reduction.
Also maybe give a server option for what percentage damage is for groups? Like give admins the power to decide how much damage or no damage team members give to each other, for realism/semi-realism/fiction servers

peak wasp
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The problem with disabling or reducing damage on your group-mates creates the issue where it's always worth it to attack your opponent even at the cost of hitting your allies, large aoe attacks of animals like stegosaurus get far better due to this because it doesn't matter if you hit your friends as long as you hit your foes too
-by aken in isle discussion

unborn pulsar
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I'd like having the option to tune damage reduction per server, but otherwise on Officials have it 10% max in Adults, and maybe higher in Juvies. If Privates break it, that's on them; if you don't like playing with it, that's on you

old sky
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I really like the idea of making group damage reduction a server option and disabling it on officials. Otherwise, damage reduction makes it less rewarding for juking two creatures in a group into biting each other and encourages spamming and mobbing. If you bite a member, that's on you.

steep iron
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Group damage reduction is a no go. It makes it so packmates and group members feel no consequence for attacking eachother in the middle of a hunt or mob to hit or attack the opponent. Larger animals with AoE attacks such as Stegosaurus, Magyarosaurus, and etc benefit the most from this. Either it should be even smaller then 10%, or it should not exist or be left as a toggle option

radiant wraith
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I like the idea of group damage reduction and it should be a toggleable option for private servers. That will give a bit more dynamics to private servers and allow more customization into how people want the play style of their own servers. As for on official servers, at most I'd say allow the damage reduction only on hatchlings, nests, or very young juvies, perhaps having a few of the official servers with it disabled entirely.

proud karma
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this grouping damage reduction will destroy alot of dinos abilitiys for cc if dino packs have no risk of damaging each other for all they would have to do is throw waves of safe bodies and use them as walls while doing damage through them then alter the wall out to heal and keep attacking im fine if its damage reduction for babies IF its for the parents there should always be the risk of damage from you group if they arnt being careful..... this is not a smart way to go if your trying to make a skilled hunting game ( ya i suck at explaining but groups need to be forced to cordinate in a fight or it will be nothing but body blocking with a pack and taking cheapshots)

patent notch
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I agree that group damage reduction should not be a thing at all. Once AoE dinos come in especially it will be way too advantageous for them to blindly hit one another instead of trying to time their attacks and focus on the enemy. On top of this, heavy bleeders would be able to spam biting/swinging/clawing/etc without having to worry much about packmates. It will absolutely break certain dinos as others have said above and completely remove careful thought from attacking and defending. You should be punished for being careless with your pack/herd just like every other system in this game is attempting to do (such as with diet linked to growth etc).

iron mulch
#

Do not implement group damage reduction at all. Make things realistic.

flint violet
#

Thoughts on group damage reduction:

Group damage reduction, to put simply, isn't very much of an engaging hand holding mechanic for players as it encourages "mob" gameplay. With the 10% example in mind as a baseline, regardless, would be such a miniscule % that it wouldn't really change anything. Instead, I absolutely encourage damage resistances towards younger animals within your group. A big issue in current Evrima, is how easy it is to run in and kill someone's kids because they either will accidentally kill the kid, or do nothing at all (because they simply can't). What I suggest instead is a dynamic system where it's based off of your life-cycle. So for instance:

  • Hatchlings = 90% damage resistance (or to a point where you don't instantly oneshot them).
  • Juvies = 60% damage resistance (So that way you can actually protect your children while still not oneshotting them directly)
  • Sub adults = 10 - 20% damage resistance (This the highest I'll go for this if any resistance is given to sub adults. I feel as if this number should be tailored to whatever animal this is specific to. So a stego sub adult, which would be incredibly vulnerable to a huge portion of the future roster would most likely still rely on it's parents for protection. So a 10% - 20% resistance would be fine).

Long story short. Let adults hurt eachother just fine, but, think of the kids. dondiLUL
Keep in mind, those are just throwaway numbers used as an example.

orchid folio
#

No Group damage reduction would be the best in my Opinion. You should be punished for hiting Teammates. For babies and juvies group reduction isnt needed either, but having no trampledamage for them would be great

sturdy kraken
#

I would say group damage should only apply to "pre-spawn" hatchling/juvie. Since it was mentioned that you could automatically eject a group member that reaches a certain growth, make it so group damage reduction only applies to hatchling/juvie before they reach the growth they'd start in from a normal spawn. That way it can be useful to protect your offspring, but will not help in a fight after that point. Otherwise there should be no reduction at all in my opinion, plan your attacks better, read your friends and foes movement, and know what critters work well in team defense, and what critters should utilize environment as help instead.

sour kraken
#

**Basic: **Grouping Damage optional for servers, I feel having the choice is better than forcing players to be one way or the other. The more freedom players have to pick how to play the happier they will be.

**Creative Idea: **I think the best way to implement reduced damage (if this is possible) is to take reduced damage from kin and direct family. Staying with your home herd/pack would mean you get reduced damage until you're older. Much like @flint violet 's post of tiers of reduced damage as they age, but only for nested individuals. This would encourage nesting down the line.

naive chasm
#

I'm not against the idea of group damage reduction. Even in a fight, an animal should realize when it accidentally bites its packmate and will therefore let go and deal reduced damage compared to if it landed a hit on the intended target. I wouldn't want it to be very drastic, 10% sounds reasonable. Though maybe limit it in less 'intelligent' species.

drifting cedar
#

About the new mechanic ideas for the upcoming update(s): imo you should just try them! I know and already saw hard discussions here involving some people loudly criticizing every little thing you guys share, almost as if they are sure about what they talk about. Hm. Also loud voices will be heard clear, that doesn't mean they are right. You have multiple servers so why not split them into 2 or 3 groups where you can compare different mechanic versions.

Do what you want to try, don't let us decide too much, we have no real idea how to make games, all we do is share opinions. You will see what works and what not. Nobody can know the future.
Have a good one!

fallow bronze
#

No damage for hatchlings, severely reduced damage for juvies, and maybe 50% reduced damage for group mates because I don't see lion packs out there accidentally yeeting packmates during a hunt.

lapis mural
#

Severely reduced or no damage for your hatchlings and juvies would be amazing. There's nothing more frustrating than trying to protect a juvi that accidentally gets hit because of hit boxes when in reality you'd be swinging at the danger (i.e a utah right next to it). It's one of the greatest frustrations in legacy and I'd love to see work arounds to that in Evrima. Reduced damage for group mates would also be cool, even if it isn't a high percentage.

unborn minnow
#

For hatchlings - 2-shot protection:

const firstThreshold = 0.6; // 60 percent health
const secondThreshold = 0.2; // 20 percent health
let healthPercentage = currentHealth / maxHealth;

// On hit register
if (healthPercentage > firstThreshold) {
currentHealth = Math.max(currentHealth - damageRecieved, health * firstThreshold);
} else if (healthPercentage > secondThreshold) {
currentHealth = Math.max(currentHealth - damageRecieved, health * secondThreshold);
} else {
currentHealth = currentHealth - damageRecieved; // it dies if number is less or equal zero
}

For juvies - 1 shot protection:

const juvieOneShotThreshold = 0.1; // 10 percent
let healthPercentage = currentHealth / maxHealth;

// On hit register
if (healthPercentage > juvieOneShotThreshold) {
currentHealth = Math.max(currentHealth - damageRecieved, health * juvieOneShotThreshold);
} else {
currentHealth = currentHealth - damageRecieved; // it dies if number is less or equal zero
}

No damage reduction for adults. Reason - the groups will be even stronger vs solo or smaller group.

ancient plover
#

Why not release it and then we can give actual feedback

oblique lance
#

I've just asked a question in #401464048610312195 : "Are the tasks in AI Behaviour of Dryo (on the roadmap) marked as "not done", things that need to be done for Update #1 (because obviously "hostile behaviour" seems to be something that cant exist for Dryo), or not ?
The answer was no by most random people that answered, but was "cant tell you" by one of the QA members. No offense to him of course. My point is, i know you have things that need to be kept as NDA. But, i dont think that kind of thing should stay secret. I know you worked a lot on transparency, giving us the new roadmap and all that. But this is something we should know, like, just cross the tasks even if they're not actually done, to make us know what's remaining to be done for the next update.

blissful needle
#

I like the idea of group damage reduction, but it has to be balanced. I think a combination pf species reduction and number reduction should come into play. For example, a utah might get 10% reduction, a sucho might get 5%, and a rex will get none. Also, a pack of 10 utahs will have only a little reduction if any, to prevent facecamping

tranquil hare
#

I like the idea of damage reduction for hatchlings/young juvies in groups. Or at least them being immune to one shots or trample damage when that's implemented. I'm neutral in my stance for damage reduction as a whole but a toggle would probably appease most people. Don't like it? Play on an official server or a server that doesn't have it active.

I don't think 10% damage reduction will destroy strategical attacks. Hitting your groupmate would still do 90% of the damage it normally would. All it would do is let them take an additionally hit or 2 from you. Basically you 3 shot them instead of 2 shot them (exaggerated numbers). And that's removing the still present threat of whatever your whole group is attacking. Cause let's be real, if you're all attacking the same thing it's either really big or decently strong. That hit you just dealt to your buddy still means they might get killed by the thing you're attacking when they might have otherwise survived.

#

Less related but if this is added it could potentially mesh nicely with that sparring mechanic that was mentioned at one point. You could possibly build that other mechanic off of the group damage reduction thing. Food for thought

tulip coral
#

Regarding group damage reduction, I don't think a 10% damage reduction is significant enough to make a difference. I think juvenile offspring should have a reduction of at least 75%, maybe more. I think this makes sense because while adults will obviously accidentally hit offspring, they are capable of holding back if they think an offspring will be hurt (maybe maia could be especially good at mitigating friendly fire while we're on the topic???). I think a good compromise could be that an attack that registers as hitting a juvenile and enemy simultaneously will hurt the friendly member very little but will also significantly reduce damage done to hostiles, the justification being that a group member would naturally pull a blow if hitting a teammate on accident but that attack would in turn not be very powerful and therefore should not damage a hostile either. If you have attacks that just magically have reduced damage to teammates but that same exact attack is doing the same damage as it would normally to a hostile then you have this lapse in logic. It may be too much for the server to calculate- it may not be possible at all, but I think it creates an interesting mechanic for combatants to take advantage of. A parent dino can defend their baby friends but if they are clipping a shot through their offspring then that hit should do reduced damage to both their offspring and the target.

maiden jacinth
#

I am all for group damage reduction. Server options with this feature is a great idea. I look foward to seeing how gdr works with official server gameplay.

glad dove
#

The grouping is good, but I’d like more naturalistic behaviors like fighting for mating rights mechanic and such. And maybe the alpha/leader/head bull could be stronger, more muscular and bigger in appearance?

candid salmon
#

I think group damage reduction both muddles gameplay experience and allows for a diminished need for proper strategy and thought when in combat. I think it feels like a tool to allow clumsiness and sloppiness to prosper instead of people needing to actually play smart or well.

bright spade
#

Group damage reduction should only apply to hatchlings. Group dmg reduction is way to forgiving in a survival game, if you're juvie or older you should be punished for hitting teammates. Friendly fire can change the outcome of the fight, which is why you should be careful and not run in knowing if i accidently bite my teammate its gonna be OK.

plain junco
#

I don't care if group damage reduction is implemented one way or another, though for younger dinos it makes much more sense. if you are gonna implement it, however, 10% is an actual joke. It means almost nothing. If you want it to actually effect gameplay, it would have to be a higher percentage to make it worth the effort of adding

pulsar kite
#

I don't think that the group reduction damage is a good thing and will cause some unbalance in group fights like 2v1. I remember in the isle when one person would fight 2 people they would try to get them to bite each other,this really helped a person who was getting ganged up on for potentially surviving and winning in a 2v1 fight. Adding group damage reduction is gonna mess all that up and not give players who are getting ganged up on a chance to survive.

azure leaf
#

Pack animals don't damage each other while hunting. This is a "mechanic" that would only affect people playing a game about animals. Lions don't accidently pounce or bite each other while hunting and neither do wolves -- they might TRIP over each other but they don't just CHOMP down on their pack/pride-mates heads. The nerf to friendly fire make real world animal sense.

tropic stream
#

i agree with solidshift, damage dealt by carnos to pack members of the same species doesnt make any sense. and in the game, highly limits pack hunting tactics or capabilities.

worldly turtle
#

Group reduced damage defeats the purpose of players being smart about their choices. If you purposely OR accidentally decide to hit a group mate in a combat/'roleplay' situation then that's on yourself and the group member involved, the punishment should be the same no matter what. The only time I see the need for this is during nesting situations and even then it should be limited in some shape or form. As Gar said, it rewards sloppiness and general incoordination within packs which should be frowned upon and punished accordingly.

worldly garden
#

Agreeing with other's in that I honestly think it would be a cool way of opening up other ways of playing. There are ways of fighting that are actually quite natural that you just wouldn't be able to do in the game. Think about a pack of lions all grabbing into prey to drag it down and damage it within very close proximity. You simply can't do that reasonably, because no matter how much fine tuning you do hitboxes combined with relying on an internet connection mean it's easy to accidentally hit someone. In fact as someone with absolutely shocking internet, I'd love for it to be a thing. It's very difficult for me to fight in a group, because even if I don't see someone on my screen somewhere when I hit, doesn't mean I won't hit them anyway.

I think an interesting way of doing it is that adding random players to your group results in a very minor damage reduction. Under 10%. However someone that you nested would have higher damage reduction so long as they stay in your group. Encourage people to play together and all that.

#

I honestly don't think it will be as bad as people are making it out to be. In fact, having a similar system to BoB would be interesting where the longer you spend around someone you're grouped with (the more "friendly" you become) the less damage you do. Once again, encouraging people to play together consistently, and actually work together well so that the friendship persists. Because even with a damage reduction you still can't be reckless and just bite friends willy-nilly, in particular if you're someone that deals bleed. That could be something that determines whether you'll die or not. BUT I will add, totally agree with allowing server owns to control it. Whether that's turning it off entirely or deciding how much damage reduction you get from groups, or both.

astral basin
#

###*!!!! I think group damages reduction is not a good idea for players who likes play alone. I know they will force groupe to stick together but why just dont put a special ability for each alpha groupe species. Ex a group of tenonto! The alpha will be able to detect dangerous predator and got a special taunt to alert the group.// A group of allo ex the alpha allo can smell a carcasse trought a long distance and guide the other members of the group to them !! I prefer thatz kind of special group hability then a dammage reduction..// A group of raptor . if an alpha is near in the group they heal or the bleeding stop faster.. Something like that!! I have a lot of good creative mechanic if u need ask me what u want and i will upgrade it :) the gameplay is soo important!!! 😋 😋 😋 😋

summer oyster
#

My thoughts in group damage reduction: I've got over 300 hours in Evrima now. I think it's a great idea.

People are speaking as if 10% is a game-breaking statistic. 10% damage is basically half a raptor bite. It make almost no difference on adult v adult combat. I think this is a fair reduction.

But I think that the reduced damage should be increased for children in your group. Maybe up to 50% for fresh spawns (and then going down as they grow). That makes it viable to try defend them in close-quarters situations.

To address the complaints about AoE attacks: they're not in the game yet. And balancing those attacks will be worked on when those dinosaurs are ready to be introduced into the game (if these mechanics even work as we think they will).

slate bluff
#

I like the idea of group damage reduction. I think it would be nice to have no damage dealt to hatchlings or juvi offspring. Maybe you could have a special button to attack them if necessary? I know some people like to be renested or want to go be something else so they ask you to kill them so maybe a special button would allow you to kill them in certain situations? Also, I think it would be nice if males would be a bit stronger than females and the leader of the herd/pack is stronger as well? I don’t know how exactly this would work but maybe in some situations in order to earn the extra strength as the leader then there has to be some way to duel amongst each other to earn the right? Not sure how that would be made possible, but it would be nice and give a bit more realistic feel.

karmic gate
#

my opinion on group damage reduction:

considering how easy it is to accidentally oneshot juvies and hatchlings with an ill timed click, i dont think it would be a bad idea to reduce the damage done to any babies (from adults) that are currently within your group, at least so you dont oneshot them from a single kick or smack trying to defend them

following up: i dont think we actually need a base damage reduction for adult group members. i think adult group members should have to be coordinated enough to not hit each other in a hunt, or face the full consequences. 10% is a low enough number that it would probably be fine, as it still encourages users to look where they are aiming their bites, but anything much greater than that i think would be unfair, and i still feel like a reduction at all is unnecessary

i also think (since we are talking about damage reduction) that it would be very neat for groups to have the ability to have an anointed group leader (alpha), and a way to initiate a "packfight" in which two group members fight with reduced damage (maybe even as much as 50%?) in order to determine who is the "strongest" and should lead the pack. the damage reduction would only last for the challenge, and as soon as a dino assumes "alpha" role (possibly 4 calling to admit defeat??) it would stop being effective; this would not play into normal hunts.

maybe the first dino who starts a group (by initiating an invite) is the alpha automatically, and then people can challenge for the role from there. who knows

shut kindle
#

10% damage to group members. 👍🏼

worldly garden
#

Interesting idea: One of the easiest ways to get caught out in this game is when you get ambushed while sitting down. A lot of dinos have slow getting-up animations, and it makes you incredibly vulnerable. In real life, animals that may usually get up slower can scramble to their feet quickly in an emergency, but it takes effort. Seeing as stamina is going to play into a huge part of combat, have a mechanic where users can have the ability to get up very quickly if they need but at the cost of some stamina. So you'll need to consider whether it's better to take the hits and save your stam, or get up quickly to defend/run quicker and save your health, based on who is attacking you.

lethal ferry
#

On group damage reduction I did want to agree that an animal would realise it's biting a pack mate, but then I remembered the video of a crocodile tearing the leg off of another crocodile when it went to grab the meat it was being fed

past laurel
#

It will save me from getting killed by my parents by accidentally stomping on me lol i love the idea

vale moss
#

Personally I am fine with 5-10% group deduction. I get people's concerns that it only encourages mob mentality and decreases risk, however it's only a small boost at 10%. It is not enough to really throw caution into the wind as a group-mate, you still need to be careful. Plus I think grouping in general should be balanced with other negatives.

For example, I have a hope that the nutrition system could naturally set not only pack limits in groups but perhaps also function to set up hierarchies within a group. Group leaders get the best nutrition from a corpse, fish or plant vegetation, in descending order from highest to lowest. You could even make it harsh enough to where really the only one that gets the benefit of the full optimal nutritional benefits in a group is the pack or herd leader.

So you make a choice of pack safety vs meeting your optimal nutritional needs as a solo player.

However in terms of the group damage deduction mechanic... I do have a suggestion on which groups can access it. Instead of it being simply available by default or a time-based unlock of just getting to know a group member, perhaps the group reduction occurs after completing whatever group missions are added in the grouping system. Missions are something that has been mentioned but I'm not sure are still confirmed. I hope so, it sounds very interesting.

Alternatively perhaps it could also work on an individual by individual basis via perks. So some pack members will be better at avoiding damaging others because they decided to choose it as an elder reward. This makes more sense as well, since it shows experience gained.

paper turtle
#

Ultimately, none of us as players can know how playing with group damage reduction feels, because we simply haven’t played with it yet. Some are saying that any amount of damage reduction would destroy gameplay, others are saying that 10% damage reduction is the perfect amount, and still others are saying that 10% damage reduction would be completely irrelevant and that the value would need to be much higher for a tangible effect.

In my opinion, you should go forth with implementing reduced damage on group members, and making juvenile group members immune to damage from other group members. Try them out, let the players get a real feel for playing with them, and later on down the road when players are accustomed to playing with these stats, we can determine if and how much they need to be tweaked, or if they need to be removed altogether.

kindred beacon
#

Like other people said let hatchlings and juvies have the Damage reduction ( no immune tho, like others suggested... that'd be a bit much and unfair), a 90% for hatchlings and a 70% for juvies 'd be good i think, these numbers are completely speculative fixes will be needed with implementation. In the "sub" stage there should be minimal damage reduction, the famous 10%. Adults should instead have no damage reduction, you need to be punished for not aiming correctly or attacking/defending without a plan.

mint herald
#

Group dmg reduction sounds really stupid for me: Like in reality a pack of hyenas or a herd of buffalos doesnt get any dmg reduction just because they are in herd, and it would be really annoying for herbis and carnis to like as a trike u get attacked by a pack of utahs and OOO i forgot i dont got a group they got well im dead thx for the dmg boost or reduction lol

pearl heron
#

is that all for this whole month and more? well no comment on that

dusk osprey
#

I’m kind of confused is the damage reduction on if say a pack of Utah’s attack a lone trike so does the damage reduction apply to when a Utah pack member bites another member or is it when the trike hits the Utah (I know this is a bad example as trike 1 shots Utah but still)

grim imp
#

Group dmg reduction to me sounds like a bad idea..no1 the only way an adult utah accidentally hits a juvi is when they are hunting and a juvi should not be present in that fight in the first place..2nd the bigger the group should be harder to manage not made easyer..u got numbers as an advantage why make solo players suffer even more?

#

It's meant to be a survival game and dmg reduction of any sort in any survival game is bad

#

I would be ok with dmg reduction if it was a perk that u unlocked in the future..

weak peak
#

Honestly? I like it.

I think it would work well. You still damage your packmate even if it's lessened, so you still have that 'Oh Crap' moment that your prey can use as an advantage. The only difference is, it won't be as much. An Allo can still kill a Cerato if it's been bit by it's packmate, and a Cerato can still kill an Allo. The only thing that changes, is the less likelihood of your packmate dying to your own bite.

It would be great for all Tiers. Rexes still damage eachother though it's lessened, a Trike can still swing it's horns and still have to be aware of where it's allies are. It's nothing too game breaking, just lessening the severity of a mistake that can and will still cost a Packmate's life.

Juvies and Hatchlings should have some reduction from packmates though, definitely. Too many times a hitbox accidently crosses over and whoops, honey I killed the kid. Plus, it would remove the ability to kill your own juvie as a way to end a hunt quickly.

Juvies being in hunts can occur if they have no stam, are 3 called off a nest in some servers, or are just really slow compared to the adult. I don't think they should be punished for a packmate trying to protect them.

For Solo players, I don't think it would change much. They still have the opportunity to kill a dino that was bit by it's packmate, even if the damaged was lessened. Repeated accidental bites are things that happen. Plus, the bleed would probably still affect them.. It really wouldn't change much. Still discourages you from biting your packmate, but would prevent you from accidentally killing them in a hunt or just a spar. Ultimately, it would probably depend on the skill of the player though. They still might die to you, the prey may become the hunter and kill them, or they just bleed out.

Nothing majorly changes aside from a little bit of reduced damage to adults. I think it would be great!

glacial zenith
#

The damage resistance for the group... Approved by all the babys in a herd I think xD

main orbit
#

I wanted to see carnotaurus headbutting each other

sour flint
#

Hypsilophodon shouldn't be bobbing its head while running.

Birds indeed bob their heads while walking, but in fast-paced run the neck is either tucked or extended, as bobbing it at such a fast pace would defeat the point.

main orbit
olive sphinx
#

Damage reduction to juvi’s or packmates of any kind does not suit this game in the slightest. When animals pack hunt they don’t have some magic damage reduction from their packmates, their packmates simply coordinate so that they don’t bite each other.

If a pack cannot do something as simple as coordinate or parents cannot do something as simple as not stepping on their babies then that’s on them.

The whole point of this game is that it’s hard, that’s why it can be fun.
Not dying is the whole point of the game, you should be responsible for avoiding your own death, not some game mechanic. If you’re being bitten by packmates you need to find more competent packmates, that’s all thats needed

There is probably enough popular support for mechanics like this, but please for the love of god keep them off officials entirely.

woeful rapids
#

packmates may try to reduce their attack if they missed their target. less force behind the bite

fallen tendon
#

I would say something like a 25% reduce of damage to adult packmates and like 50% for juvi packmates or a little less but not more

alpine roost
#

I, personally, am completely against damage reduction. I say that officials should not have group damage reduction, however, as it has been stated before, having it as a server option for non-officials is perfectly fine. Maybe even have a slider for how much group damage can be reduced (with 50% being the max for more chill servers, but not completely removing group damage). As many people have stated before, if the group damage reduction is very small, then why have it in the first place. However if it's too big, then it takes away a layer of difficulty while playing in a group and can make groups op. Again, have it as a server option, so those who want damage reduction can play on those servers, but group damage reduction on officials is a no-go.

plain saddle
#

Personally i’m fine with the 10% as long as it’s never anything more than that. Having it as a server option is also needed. If it stays on or off for officials is whatever to me👍

stuck barn
#

i'm for damage reduction (and not no damage), adult must care the babies and no punch them x) with no damage adult must just be ON the babies and punch again and again for kill a foe :/ with that carni cant really go in a juv ...

violet hatch
#

I do not agree with reduced damage for group members, it will only incentivise zerging with little thought being put into engagements making solo vs. group scenario even harder than it already is. Either way a 10% damage reduction is meaningless as it would make no difference due to how small the change in damage would be.

The combat in this game is already pretty mindless, we should be looking at ways to make it less of a spam left click game and not encourage it with zerg mentality changes.

tawny echo
#

i am fine with the group damage reduction as long as it is 10% or perferably, lower. Having it as a server option is again, great. However i do find it strange, as if your pack is hunting and you accidentally bite one of your packmates, thats on you because you failed to coordinate, and thats your punishment. I am also against certain growth stages like hatchling or juvi having it, it makes no sense if your small, vunerable, and bitten by a group member but live because of the damage reduction. I feel it should only be gained when you reach adulthood or in certain cases, where the emotes come into play.

peak void
#

It's always better to give more server options. So yeah, leave the reduced group damage as an option for server owners and do what you want with the official settings.

drifting hemlock
#

Do not give juvies invulnerability. thats just silly

toxic tiger
#

Group dmg reduction would only be relevant for accidental hits, right? With how precise attacks are due to hitscan (with the exception of the tailslam) this doesn't make much sense to me. If you slap your kid you should be accounted for it. A small dino with next to no time investment is a small price to pay to learn from a mistake.

For the solos, if I grab your kid in a hostage sort of way to protect myself you shouldn't be able to take a sword and stick it right through both.

This idea sounds like many of those anti-survival game ideas floating around

summer pumice
#

An idea for how ambush can work:

Rather than increasing your dino's top speed with an ambush, it gives them a takeoff boost to reach their top speed much quicker, as opposed to having to accelerate to reach that speed. [or both]

summer pumice
#

A group-damage idea that you could apply:

When you bite a member of your group, while damage could be reduced by a percentage decided by the server, it could also ensure that no bleed or bone break (or other) is applied to the attack as well.

Additionally, you can't kill a group-member. You can get them down to 1hp and then further bites won't kill them. Either that or it takes them down to 1hp, and if you REALLY mean it, you bite again to finish them off.

#

If you pounce a group-member, I'd very much like to know that who I pounced was my group-member. Perhaps their nametag appears and "flashes" indicating you're beating up your packmate.

warped jacinth
#

I have said it before and I will say it again: Do not add group damage reduction to this game.

How this was ever even coded past the concept phase will forever be a mystery to me, This is not a game where the devs should be holding peoples hands. If someone in your group is stupid/bad enough to bite you, or you're stupid or dumb enough to be bitten, or if your prey jukes and makes you bite each other, there is zero reason you should not be fully punished. If it has to come into the game since you've now for some reason spent time on this thing that seemingly very very few people actually want, make it a server option and keep it far away from officials.

Groups already have the number advantage, getting them to bite each other is one of the few ways solo players can prevail. Groups do not need a buff. Get rid of this awful idea please.

slow yew
#

Will the group system ever allow you to add players from a list? It seems pointless to allow a group system based on a 2 call. That means it’s not any easier to find a herd, or join your friends, and baiting people with 2 call will no longer be possible, so the idea of a group is pointless. Name tags show up anyway when you broadcast or 4 call, so this new way of grouping really adds nothing but the ability to talk in a separate chat.

vale moss
#

I love that you made dinosaurs slower! Maybe locational damage will finally matter and we will have less teleporting.

I do have a suggestion for the 2 call though. Maybe instead of just simple 2 calling for joining group you need to hold it down? This way there there is a distinction between "friendly" and "I want you to join me".

hybrid mason
#

Omg finally! I love you devs! Thanx 4 this very patch, already downloading it. Lookin forward to test them lil drio!

woven isle
#

As a reminder, please limit discussions about Feedback to #702513734303612958. Add onto a suggestion with your own information, but side-conversation or agreement should be done within the auxiliary channel.

terse patio
#

Thank you for NOT making grouping invite from the list. Inviting only dinos nearby is great and realistic, remember it's a survival game

ancient plover
#

ive clicked every button on my keyboard and clicked everywhere on my screen and cannot hit the "i understand button" on the main menu

drifting cedar
#

the hold x to z would be cool as tool tips for people wo are new. make it a box that experienced players can uncheck

lament isle
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Comments:
New dinosaur is awesome, new AI is awesome, new combat mechanics are great.

I really like the idea of having some group damage reduction, gives a bit better incentive to be a part of a group and hunt with them.

The new grouping feature with the 2-call is definitely strange, it's an interesting way to do it, makes it much harder to get in group with people but is realistic which can be positive. Some concerns with the 2-call to group invite, this basically removes there being a "friendly" call in the game as people wouldn't want to 2-call because they wouldn't want to accidentally invite someone. People use 2-call as a way to show they won't attack and can remain friendly, but don't necessarily want to stay in group. Having to be concerned about how far you are from someone with this is finicky, to be worried about whether you invite them or not.

Suggestions:
Make a separate call, like a 5 call or whatever that works as a group invite call, so 2 call can still retain its friendly meaning and can continue to be used as intended to just show so you can keep a friendly call that doesn't send random invites to people near you.

Make it so it is possible to invite herbivores of different species to group, herding is always fun!

trim urchin
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Damage reduction makes sense for accidental attacking. If we are hunting and i were to accidentally attack a teammate i would think the animal would not bite down as hard and back off. However, if there is a dispute within a pack then there should be no reduction... maybe a toggle button for damage reduction... lets the player choose what situations are appropriate for reduced damage.

proud karma
#

uh found a bug if you die and hit escape your stuff on seeing your bodys

peak cape
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I think there should be a system a bit like rust's sleeping bags where you can invite your friends

sand vault
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the server full and empty filters are not working on my side

tulip basin
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AI: AI should be more present near bodies of water, it would be neat to see a bunch of animals chilling out by a huge lake with huge herds of herbivores and carnivores stalking from the other side.

violet hatch
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Performance has been generally improved, at least in my case. I have gone from a shaky 40-60 on all Epic settings to a 60fps lock.

However it seems LoDs have taken a hit to improve this performance. If you look at the background terrain in my screenshots taken barely 5 meters from each other you can see some drastic pop-in.

Hopefully this can be improved or hidden with some fog or other effects. Overall the performance improvement is positive.

drifting cedar
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ai can't get to me when I hide between those V trees, it's just standing there lol (I hit it and ran away) good idea to avoid ai getting stuck in trees but it should somehow get me when I just stand there like that. maybe with some kind of linear attack that goes into the circle but when the attack is done it jumps back outside of the circle to avoid getting stuck again.. hm

sour kraken
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I have an idea that might help everyone..

Pack Alpha Buff
Players may fight to hold the Coveted Alpha rank, marked with an icon like a crown 👑 on their name tag. Or just the crown if not their species

This is the only player that can do a Rally Call, like say call #5. This will give the pack/herd a special buff to the group assembled around them.

Pack Hunters could be damage reduced for 7-10 minutes.

Herds could be damage reduced or for creatures like gallie and dryos they could get reduction in stamina drain.

All is temporary, and with cool downs.

scarlet robin
#

the walking graze feature is really nice but having a toggle for it would be useful so that you have your full range of movement available easier

rain tide
#

Maybe for grouping you can do the 2 call to invite nearby players, exactly the same as it is now
But you also have an option to invite people on your steam friendslist that's playing the same species to the group

analog thistle
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Leave grazing to 100%, it is such a cool visual to see a dino herd grazing and it already has the drawback of filling very slowly; it doesn't make sense either that an animal could only eat a certain food to a certain point (maybe bush food can give a stam buff or something)

analog thistle
#

I love that pressing forward from lying down stands you up!

fair pivot
#

let us get up at normal speed when pressing forward and instead maybe bind the quick get up to shift + forward, been pretty annoying wasting stam on accident and seems to make sense as well since shift is used for sprinting

naive chasm
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Small suggestion: add a partial day/night cycle even before night vision is in. Just make it like summer in Alaska where the sun doesn't move below the horizon, but we could still get some different lighting situations. At first I loved the always middle of the day experience since legacy feels like night lasts much longer than day once you factor how dark morning/evening is but I'm missing feeling as though time is passing.

alpine roost
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Alright, so I have some feedback on the dryo AI. I tested a fully grown AI dryo by attacking it as a fresh spawn dryo. The AI did not lose aggro on me at all, which, I think, is good. AI that just disengages after a while is not fun, since it can give the player an unfair advantage. However, the AI cannot reach me when I'm sitting in a V shaped tree, and it's aggro actually caused it to die. I was running away from it for a while (slowly draining its stam) and swam across a river, the AI tried to follow me and died half way across because of low stamina. It also seemed to have trouble actually hitting me, as it was bitting for a solid 20 seconds (me standing still) until it actually hit me. It also seemed to stop whenever it caught up to me, which just looked really weird. This has been my very first encounter with AI so far. I also have to say that the dryo turning while running is a bit awkward, seems very "choppy".

fair pivot
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not very big on the new grouping system since it just defeats the whole purpose of groups to me, i don't care much for the damage reduction but i'd rather be able to play with friends and see their nametags across the map, which is massive, so i can actually find them. sure, one could argue it's realistic and yeah it's great for solo players but having to die over and over again to spawn near your friends so you even have a shot at surviving together just ruins the experience

fair saffron
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Are we going to have the option to turn off the camera shake?

blissful needle
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I like how the new grouping is but i think also a way to invite friends would be good. I found a few utahs and instead of freaking out over cannibal or not i knew when they 2 called they were trying to group with me. The way that at close range the nametag is always there but long range its gone is great, in a fight you wont get confused, but you have to make noise to see each other across the map, adding risk

midnight lichen
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Group damage reduction further decreases the chance of solo players against a pack of at least 2 players. Thats another reason against it

errant stirrup
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It's obnoxious to keep dryo full on water and food, I had 30% food and I ate 4 bushes, not full from 4 bushes also drinking takes way too long to get it all the way full

ancient plover
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My only grievance is that in evrima, herbivore food is very hard to find : ( I would like to see some more placement, especially near water sources

azure leaf
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Yes and the cap on grazing doesn't make realistic sense. Animals that graze don't do it only when starving and they NEED food. It's more idle and constant than that..

#

As it was it simply could keep you from dying or top you off if a little hungry -- it's instinct for grazing animals to graze even if their not starving. Horses for example can eat a meal given to them and still go out in the feild and graze a little

toxic sail
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I feel like 2 call grouping only should be a server option. I don't fancy playing on servers that aren't official and still having to struggle to find my friends because there's no list. Similarly it should be a server option to set the max group limits. Different unofficials use different group limits because they fit their rules better and so the server owner should be able to set it.

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Additionally because I just realized this: Permanent nametags should also be a server option setting. I remember playing back when this was first a thing they put in and very few people actually liked having to call to find each other. Please let server owners have the option to have very far nametags on all the time.

Slight edit on this but I just remembered that Legacy isle already has a server option for global nametags if you're near people so I dont see why nametag options for Evrima wouldn't be viable.

azure leaf
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Leave grazing to 100%, it is such a cool visual to see a dino herd grazing and it already has the drawback of filling very slowly; it doesn't make sense either that an animal could only eat a certain food to a certain point (maybe bush food can give a stam buff or something)
@analog thistle I agree. The draw back is already that it doesn't fill fast.. Grazing animals DO NOT graze till 20% full. These are usually LARGE animals that can graze for HOURS...

runic oasis
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Scars aren't visible. Dryo ai keeps walking at times even when bit, then randomly decides to run 2 minutes after. Bodies fall through the map when relogging. These bugs don't happen 100% of the time, but they're there

fresh flax
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Walked off a rock into the water as a Utah, fell to the bottom of the lake and died as if there was no water. Rip

gritty spire
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Yeah, not a fan of new grouping system. I don’t want my 2 call to auto add people to group. Just because I’m friendly doesn’t mean I want you in my group. And finding your friends before being able to group with them defeats part of the point. I understand it’s “realistic “ but like. Legacy had this and it was super nice , and legacy is great.

vast oyster
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I personally really like the idea of 2 call being used as a way to invite others to your group although I do agree that just because you are friendly to someone doesn't always mean you want to group with them. As a way to combat this only the held version of 2 call should be able to invite players. This would give more input into actually inviting players and allows you to be friendly to people while not inviting them to join you. This could also be applied to 3 call as well in the future to kick out players.

fresh flax
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I don't like it at all. Put it on a different button all together and also allow us to invite people from the list so we can invite our friends.

wet sequoia
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Balance

I've been playing another dino game for a while and I got something that I'm really consern about and that is balance when it comes to Air, Land, Semi-aquatic and Aquatic dinos. I have watched a video about the balance for this other game on youtube and I can fully agree that they need more dinos in that game to balance it out much better so that people can enjoy it a lot more. I can really tell that after being killed by my own species a ton of times and never anything else really, it get boring quickly and never growing up and forced into hiding is not fun when I want to move around and see the world around me. I get both that and this game is a survival game but I fell something needs to be done before only 1 single group rules the skies as the top air predator. Never allowing any other group to grow up so they can have a great air battle one day. Right now as a lone/pack flyer I'm forced to hide, fight, escape and fly near things/tree/rocks in hopes to get away and I really don't want this to happen to this game and that's why I'm posting this.

The first thing that is quite well balanced in both these games are the land dinos as there are plenty of different kinds to pick between.

#

Sadly I'm not sure I can say the same for the rest as 1 kind of flying dino are being added, and I remember talk about the Mosasaurus that we might get added one day.

Air: There must be more then one kind of flying dino so they won't only go after their own kind as right now this is the biggest problem I'm facing in this other game. One large group totaly takes over the sky and the whole map, not allowing the young dinos to get a chance to grow up into adults as the bigger ones can easily kill the young, loners, or even a small group quickly.
I suggest that more types of flyers, or at least 2 kinds to be released to balance this out once we get flyers so they got something to battle in the sky beside their own kind.

Water: We got a few dinos that are good at swimming and can cross land, but something tells me that if we get Mosasaurus and other fully aquatic creatures, we would need there to be a few released and while 2 different kinds might be a good start more would still need to be added to balance it out so that we are not forced into fighting our own kind all the time.

I hope I have made my point about balance clear here.

brisk pewter
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Maybe make the Mud last longer? 5 or 10 seconds more, it gets away too quick, i cant even take a nice screenshot without having my skin appearing behind the mud

sudden glade
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Turn off damage to offspring when within the nest and nest area, and give parents a different key to “cull” offspring, to prevent miss clicks but still allow players to get rid of rude/rule breaking/etc offspring.

Remove bleed from grouped players or reduce damage when they are within a certain range of other players. Approaching an outside player (presumably when engaging in a hunt) triggers this, and then the group damage nerf is on a timer. If the group does not complete the kill within that time, they must then change strategies and be mindful of each other, or risk inflicting normal damage in group members.

echo garnet
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carnivore can drag body so maybe add drag option for herbivore they can drag fruits or coconuts from beach, kinda crazy but i think its possible

flint violet
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Keeping it short, please allow the dryo to keep it's momentum after dodging.

ancient plover
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after 5 seconds the ''hold h to sleep'',''hold e to drink and eat'' should fade away

candid tulip
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The 5 second cooldown timer on settings shouldnt apply to the settings on the main menu

grim prairie
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I think there should be no hard limit on group sizes. Server owners should be able to adjust the limit to the rules. I don’t see why the idea even came to mind because all it’s doing is limiting the players on what we can do in the game, and not all of us like realism and some of us enjoy screwing around and making massive mega packs. Thank you for reading.

ancient plover
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Evrima version 0.5.12.08

Performance : Probably, I'm not the only one who experienced the significant performance improvement in this patch. This is a big step foward, we are slowly getting there, actually I would say that the performance is in a good state rn, but the loss of FPS over time is still there, wich yknow, still a big performance problem and it's need to be solved. Overall, pretty big improvement I would say, but we are still not there yet.

Grouping System : I would say that the new invite of the group system is interesting, however being friendly (pressing 2 call), doesn't necessary means I want to invite somebody. Not sure how I feel about the disappearing nametags after an "x" amount of distance between the party members, its kinda make sense, but also kinda defeats one of the purpose of grouping in my opinion.
Grouping system suggestion : Since we have different types for each call now, how about sending an invite will require you to HOLD your 2 call, and pressing it will just let out a friendly call. Therefor, you can be friendly without inviting everybody in your group, but the mechanic itself doesn't change.
Group chat : I would prefer to have a different channel for group chat. Seeing both Global and Group chat in the same place is kinda annoying.

Dryosaurus : I think the new look of the Dryo is better than it was, but It was also not necessary. I was like, Okay good to have, but wasn't necessary. Calls are cool, seemless growth is also cool with it's model, food and water drain, well it's drains kinda fast but I like it, atleast I have something to do while running around and searching for other dryos.
Dryo special ability : Well, considering all things, I'm fine with it, as I always imagined Dryo being an agile sprinter with quick turns and dodges rather than making burrows. Burrow is a more interesting mechanic for sure tho, so I would like to see with a diff. animal.

#

Utahraptor : Our dear Utah also got a new type of attack, wich is pretty cool tbh. I wouldn't say it's a "must" use attack in every situation, but I used it when I got chased by an other Utah, and when it was in my Ass, suddenly I instantly turned and bite back with this new or secondary attack. So it's cool, but definitely a "situation" type of attack.

  • Fall damage : It was needed, it doesn't do ridiculous amount of damage, so I'm fine with it.

  • Moving while grazing : It looks so cool, it's kinda buggy atm, but definitely a good addition. Can't wait to see slowly moving grazing tenotos on the field.

  • Clap for the bug fixes.

AND ONE MORE SUGGESTION: Please, give us back the tab, or give us a information box, where it tells us how many player is online, and wich server we are on. It's extremely annoying.

Overall, it's a pretty solid patch, I'm not disappointed cause of the wait, but also wasn't like "whooa patch". It's a solid and necessary patch, hoping for a bit quicker update next time tho.

nova finch
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I tested the Evrima dryo now.

I cant tell if it is as aweful against utahs as in the legacy version because i didnt find any utahs. However even if its still slower and has less stamina, it might be better because the forest is so confusing. I think you can lose everything there.

It looks like you increased the growth time to 45 min. I dont know why you do this for an animal that deals almost 0 damage, but ok.

The movement is not good. If you hold shift and wanna turn as much as you can while running, you end up turning in place. In a chase this is very bad. I like the old movement with alt-turn better. Its maybe not the most elegant way, but at least you have full control about what you are doing. You never stoped running and started turning in place if you dont want that.

About the model: The main reason why i played dryo is because its so cute (Otherwise i would play utah or galli as they are better in everything). The new dryo doesnt have this cute face anymore. Its body looks anorexic and the skin is very rough. Also its tail is too long and has a weird shape. Also the resting animation is still bugged, but thats the smallest problem. I hope you add the option for the old model in an later version because for me this new one is very ugly.

I noticed dryos get hoarse now, also their calls sound a bit different now. For me this is weird to hear, i dont like this. The old sounds was better.

I think the burrow will be added later so i dont talk about that.

Dryo is one of my main animals i play but im very disappointed how it is done in Evrima. I had the hope you improve it from the legacy dryo but now its much worse for me.

golden niche
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Please, please get rid of the auto run if you just tap shift. It's incredibly inconvenient. Or just have an option to turn it off, that's fine too.

And I know you've gotten hundreds of the get rid of the group damage reduction but.. It's extremely unnecessary and generally just bad. If you have let's say.. 8 tenos, you should be able to do the damage that 8 tenos would do.

visual carbon
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i feel like sucho should be taken out of update 4 mainly because it might hold back update 3 as the devs would need to finish deino and ptera and make bepi i just want update 3 before the end of the year

cedar zodiac
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I liked today's update but my game is pixelized

primal egret
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My expectations were low as always, but I'm moderately impressed with the patch today. Performance is much better than it was in June when I last played, and Dryosaurus is pretty good, model, growth times, and everything. Speaking of growth times, now for the suggestion part of this feedback: Reduce Tenonto's growth time to 2h15m or 2h20m down from the current 2h30m. I dunno, it just seems slightly too long for him.
As for the future, I want to say that for Update #2, whenever it comes out, I think it's weird how Stego isn't a playable and only AI until later. I think it would make sense to introduce him as a playable in Update #2 alongside Carno to be a sort of counter to him until other defensive herbivores are released in the more distant future.

ancient plover
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You get hungry and thirsty way too quick. It’s absurd that you eat until you are full, and less than five minutes later you are at half hunger. Maybe for herbis this isnt a problem, but for Utahs it is. The Dryo AI doesnt seem to spawn when you are hungry, just at random places. It doesnt make noises and is hard to spot because of it’s green coloration. So basically even with AI it still feels like the map is empty and you go a long time without seeing another dinosaur.

I get the grouping system is supposed to be realistic but it’s just incredibly inconvenient when you are playing with a friend. Took me an hour of searching for my friend, even when we were in VC.

Now for the positive, the hit detection seems way more consistent than the last time I played, and the game runs way smoother. Dryosaurus is great but it’s movement is a bit odd.

iron sable
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allow us to cap framerate in recode branch
my gpu on fire even though i can run high fps i prefer low to keep it cool

flat flicker
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The development is "fast" in my opinion 🙂 But the game is still unplayable because of the key setting bug which isn't fixed for ages now 😢

loud condor
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I know this isn't an issue with most but my temporary laptop has preset key binds that are used for group accepts. If there could be option to change these, click from character menu, and or just fade with time that could be possible solutions. As it does not go away currently.

But well done btw this update runs really well on my crappy laptop. Around 60 fps

tranquil hare
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I would appreciate it if the color of your own footprints and those of others were different colors or even just different shades of the same color. At the moment the added smoke effects (which are great it makes tracking far more interesting and intuitive) can obscure the shape of the footprints and make it really easy to accidentally start following your own tracks.

nova finch
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I forgott to mention the dryo jump got nerfed a lot. The jump is useless now, you cant jump above any enemys anymore, and climbing even small rocks is hard. Please change.

maiden jacinth
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I’d like to be able to add friends on steam from a distance or maybe spawn closer when invited via steam so I can group with my boyfriend easier.

wraith jasper
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Please consider increasing the radius of 1call so that we can find each other better, such a large map with 50 pop you hardly meet anyone with the speed nerf aswell.

ripe burrow
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There are a few key bugs with this update that seriously affect the playability of Dryosaurus, and these bugs seem relatively easy to fix (info on bugs found in respective channels) so I suggest releasing a smaller update with essential bug fixes instead of just waiting until update 2 (which will probably be early-mid November). Hopefully, such an update wouldn’t delay the progress of update 2.

native basin
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Turn around the growth bar or the dinosaur growth stages in the UI so they are synchronised at the same direction

summer pumice
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mud bathing could last longer. It's hardly worth bothering cus it wears off so soon.

peak wasp
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How about you expand a bit on dryos dodge mechanic
where basically you can either do a short dodge or a long dodge based on how long you hold rmb

long dodges drain more stamina and make you lose more momentum while a short dodge would have less stam drain/less momentum lost

fathom harness
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I am not sure how much this has been said so I apologize if this is beating a dead horse but I personally believe that now with Dryo ai being implemented, all other dinosaur ai should be placed on the backburner and be revisited once more playable dinosaurs have been implemented and more mechanics have been fleshed out.
I fear that there could be a LOT of progress being made in terms of new dinos and mechanical development that is being halted by the inconvenience's brought about by the more complex AI behaviors. Dino AI should be secondary/minimal as I feel the Isle thrives off player to player interactions
With the new update being released today it appears many people (including myself) are greatly pleased and I know I, among many others, are beyond excited for new dinosaurs and mechanics to hit the scene

eternal socket
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A suggestion for grouping: The whole 1 call to see who is in your group is a bit tedious and annoying and makes the group feel a bit messy. I would recommend going back to how it was in legacy (at least for in close proximities), but I like the whole idea of having to find a group with the 2 call inv :).

tawny echo
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Make it possible to pass out of exhaustion, here me out

If you do too many attacks, keep traveling though out of stam without food or water for long times(unless he dino is suited for that type of stuff), etc you pass out for a short amount of time, in this you rest and gain back stam but are unable to do anything but look around.

summer pumice
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Allow us to use Stam to run while dragging corpses so we can pull a little faster.

sonic jasper
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Add an icon for when you're affected by mudbath buff

lucid sonnet
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I want dinos to ''sleep/rest'' as a mechanic/in-game-thing too and not just for logging out.

  • Its purpose could be: To regen stamina better after using it up for a good while, like after a migration or moving around a lot. Or at night/day if your dino is nocturnal/diurnal, because of Affinity/Dino needs(?) It could also be a good way to heal from brutal injuries better(?)

  • Additional: Different poses would be really cool too. Whenever it's sleeping or just normal laying down. The more you click ''h'' your dino changes pose. Lay down, put head down, roll over to side, curl up, lazy sleep pose etc etc.
    Imo it looks nice and gives a feeling of being free and leting your dino express itself in different poses. If this sounds silly, just let each pose have its own meaning regarding the dinos status.

white field
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Now, I love the tenonto and how it looks and plays, but theres one feature that I want it to have, not just tenonto, but hadrosaurs too. this is also a feedback that I loved to read so ima do it in my own vision.

If you run as tenonto and look back, i want there to be a feature to put down 2 of your front legs and push down on one of your back legs, and then kick with the other back leg, stunning any carnivore that runs into it but not larger carnivores. (See figure 1)

And another animation for your side-attack could be kicking with one of your legs in that general direction (See figure 2)

vague flame
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I have to say, in all honesty, the update has easily breathed a breath of fresh air into the game. Just this little bit is super helpful, and I hope that this inspires you guys to get good content like this out quicker.

I'll say the biggest issue I have run into is the grouping mechanic. While it's kinda neat to 2 call people into your group, we might have broken it as we would run into numerous people. Idk if 6 is the max pack limit for Utahs across all servers, but we broke that somehow and had at least 10 people in one group. However, whether we were at regular limits or over them, names would constantly disappear and I don't mean just because of the distance.

I feel like, despite it being a more video game feel, the old way of inviting people to your team was a better way to go? I am willing to give this a fair shake, but I can already say that it's still a frustrating and arduous task to just meet up with friends to play together, and not being able to group up at a distance, and see each other at that distance, is frustrating.

Now, I don't know exactly how the grouping mechanic is supposed to work. It initially seemed like it kicked you if you got too far, but maybe it only gets rid of names? We had to reinvite people that got too far, and I don't think that's a good idea. But, if it only makes their names disappear and they are still in group, that's fine.

Everything is incredibly fun to play. Utahs feel amazing: they are fast, maneuverable killing machines. Tenontos are still a lot of fun to play as and dryos have proven to be very enjoyable, and I don't even like Herbis in Legacy. I will say, please change the food back to making grazing possible all the way? Or not even if it's all the way but much higher than, what, 20%? Grazing was one of the things I enjoyed about being a herbi, and doing it as a group is so much fun in a weird way.

I also agree that sleep should be an in-game mechanic and not just for logging out.

ancient plover
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Is it possible for you guys to intergrate both legacy and evirma into one folder so that we can switch back and forth. Like when you open the intro screen and you have the choice of clicking either evirma or legacy. That would be nice instead of me having to rename folders everytime

pulsar kite
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Some dryo Ai has been getting stuck in the rivers and streams after the dryo swim bug got fixed,I saw 2 of them get stuck in the river and just die.

sleek gorge
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Slow the speed of grazing movement down. It's a little too fast, when in reality grazers don't move too quickly to a new spot of grass to eat.

formal hinge
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ok i dunno if u know about this glitch but i drank water and it replanished my hunger instead of thirst and got my nose bloody sorry i dont have a recording my obs wouldnt work

ancient plover
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I think the dryo dodge ability should make him dodge more in the direction you're moving so it can give you better control.

south onyx
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The 2 call group system is NOT user friendly in any way. Make it easy for your players to actually play together, thus giving people a reason to play the game. It's far too wonky and tedious right now to find your friends, co-ordinates or not. Return the old invite system! You shouldn't have to spend 1-2 hours trying to find your friends, it's just stressful and adds 0 gaming element. For now, my friends and I are giving up on the game for this very reason.

nova finch
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There should be an option to hide the FPS (Maybe there is but i didnt found one).

If you press F10 to hide the UI there appears an The Isle icon. Like Really? There should be an option to remove this as well.

polar igloo
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Prehaps allowing people to add friends to a group with the steam interface in addition to the 2 call

worldly garden
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I think the little popup when you mouse over your growth bar in evrima could do with being a little further away from the cursor. Even just a few pixels. It can be a little hard to read sometimes.

peak cape
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Similar to some suggestions above, but please let us spawn on / near our steam friends. I really want to play this with them but we just spend 30 minutes to an hour looking for eachother. Sometimes more... (I know spawning on them would be easy ways to just never get hungry. Spawning near them would work aswell though)

analog thistle
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After playing last night and forgetting to post a proper feedback here I am with a few notes!

Dryo Mudbath: literally the best thing in existence. I broke into delighted laughter and I couldn't stop. 10/10 would sploot again

Player Count: Even full, the server seems empty, so it was hard for me to find players to test against. Bear in mind these notes are with few players then; but I definitely think it might be worth trying to up the player count, even temporarily until more AI is added, to see how it performs? With 50 online, I ran into only ~7 players in the several hours that I played.

Grass/Water Note: I want to note that environmentally, the water regions with grass that edges into, and extends into, the swamps look FANTASTIC. That's how coasts should look, with foliage hanging over and growing out of the water! No artificially bare coastlines of rivers/swamps, do this more, please 🙂 It looks great: natural and gorgeous!

Graphics issue? - ODDLY, I had an issue with my graphics flickering between resolutions while playing--it kept switching back between my default (1900x1280) and 1600x900 for no reason, flickering back and forth and necessitating a restart to fix. Only happened once but worth a note. Otherwise, the graphics look great, as before, and performance seems good, and stable.

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Audio - I haven't seen this appreciated enough. I ADORE the environmental audio, and the footstep sounds etc. are fantastic. There's a few places where it'd oddly muffled but for the most part, the transition between ex. plains & lowland/wet regions are great, very immersive yet unobtrusive, pretty to listen to. Impressive work here. (Note: one of the grunts of the Tenonto mud bath-rolling is still off-centered, and misplaced somewhere off to one side, sounding like another dino approaching, and needs fixed!)

HINTS - Hide these when F10 is pressed. They still show on UI clear, for screenshots.

Grazing - I do hope that it's changed so dinos can graze to 100% (I think it was changed?). I noted before, but I feel like the tradeoff of extremely slow hunger rise & having to be out in the open is a fine tradeoff for the aesthetics and realism of grazing, instead of oddly artificial/forced "life is a series of finding specific bushes" we had in Legacy.

Dryo - Itself seems great! The growth is smooth, model is nice, sounds/animations are great, as before. The AI I can't really speak for b/c I didn't see a lot of it but I LOVE that they 1-call back to you. I didn't get a chance to play with the dodge mechanic much, but it looks pretty neat!

tribal quest
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Tbh I like the update. The dryo was the right move and I’m glad you were able to get some sort of ai. The only problem I’ve had is difficulty finding bushes. They seem to be nonexistent. I would be fine with this if grazing went to 100% but it doesn’t. So I say either increase the amount of bushes or make grazing give you full hunger.

ripe burrow
#

grazing variation

Some herbivores are larger and slower moving than others, which means they’re likely to spend more time eating rather than looking for food, and will probably spend most of their time in grasslands. Because of this, I suggest that larger, slower herbivores such as Triceratops and Stegosaurus can graze until their hunger bar is full (or at least, close to it) while smaller, faster moving herbivores such as Gallimimus and Dryosaurus would only graze in emergencies (like with the newly introduced 20% cap), meanwhile midsized herbivores such as Maiasaura or Tenontosaurus will be somewhere in the middle when it comes to a grazing cap (50%, for example).

past bay
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Increase the AI spawnrate, I thought AI was supposed to stop starvation when a server population was low, so its a problem when I can't find anything at all!

blissful needle
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About the ai, its great, imo it acts pretty similar to a player apart from the calls and glitches, its a force to be reckoned with as a baby and a difficult catch as a adult. One thing though, it still seems to spawn near the player. Frequently i have walked into a clearing and seen 4 dryos drop out of the sky. Imo ai should spawn throughout the world, not near the player. You have to search to find ai because you arent going to go walking and 4 spawn on your head. Thats my only problem with it really that isnt caused by bugs, maybe it should avoid people when its in close proximity so it doesnt walk under people when trample is added

grim bloom
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The AI is great, and Dryo is fun to play. Performance improvements aren’t too noticeable, but greatly appreciated. Would like something to work towards though, like proficiency or skills. Just a thought

atomic vale
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I don't know exactly the cause, but i've noticed that while following the scent particles, the closer i get the faster they get right? but they beging to fly crazy around and kinda lose track, making it much harder to follow to the right spot...

spice estuary
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so far the update is great but i can not find AI but other than that great job guys

frosty thistle
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Ive really enjoyed the update so far, things are feeling really good! Great work with it!

clear epoch
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The update so far has been great, the only problem I encountered is that my screen is so blurry that it hurts my eyes and makes playing unenjoyable

ancient plover
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EVRIMA Patch 0.5.12.08
When I was playing with Dryosaurus, I can't swim in the river or lakes, I just starting to walk under the water.
And about the Spiro map, I think there are a lot of natural elements on the map. There is so much vegetation that I can't see my own dinosaur when it's juvenile or small.
I really liked this update and I congratulate the whole team for their dedication to the game

delicate barn
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Are there plans for invert mouse look to be added to EVRIMA? I'm one of those people and whenever I'm in a fight I become control dyslexic now!

flat flicker
#

The map, the graphism, the animations, everything looks very nice ! The game is developping fast, even if some big lags aren't fixed after many updates (like the key settings). If there was 2 points to correct at the moment, it would be the key settings lag + the color of the grass which is waaay too green and bright 🙂

weak zealot
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The 'press E to drink!' And 'press h to sleep!' Are good and all but kinda annoying
It should be a pop-up that only comes up once
Just stick it in 'controls' thing in settings (prolly make a less confusing controls bit in the settings as well)

Pressing Alt-left click for that raptor bite is I feel a weird choice? Why not just do it the same like teno has
Standing still you do the bite lunge attack
While moving just normal bite

wanton heath
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fix keybinding.

weary garden
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fix keybinding.
Steam has a big picture mode that is way easier to key bind
@wanton heath

grim bloom
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Make swimming something automatically enabled for servers,

exotic cave
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P L E A S E increase the herbivore bush/food spawn rate! I get that there is grazing now BUT there is virtually NO food on the map,
leading to starvation and frustration in players. But besides that EVRIMA is amazing and more than I ever could've hoped for so far!

quasi slate
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Don't get me wrong, spiro is a great map. But I feel like it isn't nearly as exotic or good for predators as The legacy map is.

sour cove
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Water is a shitshow. You can walk underwater and there's a bunch of places you can get stuck. And a working compass would be pretty nice too. Then there's the issue where herbivores keep starving because there's never any food for them.

safe sphinx
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A few things:

  1. Herbivore food. Almost like it doesn't exist, I never found any.
    -Maybe increase scent distance? I feel like if it is rare to make it harder for herbivores, that doesn't work out because it's not fun. It would be fun if it were in open areas where it's risk vs reward not spending over an hour looking for it.
  2. Sometimes I swim, but mostly I am a submarine
  3. Sound distance is good for raptors, but range should increase for Tenos. bigger=louder
  4. Group visibility distance is good except...
    -I feel like using 1 call should have your name appear if you get out of normal range, temporarily, for your group
    -Also, when I relog, names dont work unless I leave visibility range and come back. Leaving/kicking from group doesnt seem to work.
    -Should be able to view members of group, even if they are offline

Other than that, this update significantly improved the fun and replay value of the game

visual carbon
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i think the group system is fine but a major problem is that when playing with friends its quick difficult to group up as most players dont really know the locations of the map so i suggest you can inv 2 people anywhere on the map but everyone else you need to inv with the 2 call system

obtuse pumice
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I feel like it'd be nice to add a pond up at the radio tower for the people who venture up there; Ive lost 3 different dinos due to dehydration after travelling to and from there and it really stinks.

somber cedar
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make the utahs new alt bite attack have the same controls as the tenonto claws, i really really hate having to hold alt to use my turning attack

ancient plover
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i think a que spawn would be cool. like how certain multiplayers games have you waiting for another member to spawn before the mission is ago. Say you can enter a Que lobby where you can only invite your friends as the same species. and you spawn together. i like the idea of players roaming around to find other players then possibly forming a group. but for those that have already formed a group. that could work as a que lobby. so friends always spawn together. you can invite your friend via steam friend's list.

shrewd heath
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can you fix the keybindings for my grab button. everytime I try to change it, it resets as W.

ancient plover
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A suggestion to future implementations to the roadmap and future updates:

Much like how the fourth update will be about aquatic additions and the fifth about nesting.

I suggest one to be about NIGHT AND HORROR! Which means:

  1. Add Troodon. If I remember correctly it is suppose to be a nocturnal predator and will sounds scary as hell far away.
  2. Add Day and Night cycle. A lot of people may be hangry for it but it isn’t something necessary for the moment. Focus so it comes with scary addictions
  3. Add the Venom mechanic: obviously if troodon gets added.
  4. Add bleed. So the Troodon isn’t the only predator to fear at night!

It’ll be helpful to get some feedback so if there is something you think I should add or change. Please tell me.

past bay
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With the newly found hypo hack, the devs need to make them public on Legacy, it'll allow people to have something to do while Evrima is being updated. I'm expecting to be shit on for saying this-

hollow violet
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It might just be a problem I have, but allow the HUD control settings to be changed - I can't access my insert menu in game, and I can't change the settings so that I can

tribal quest
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A LOT of people have been talking about the terrible food spawn rate for bushes and I couldn’t agree more. Playing as a tenonto yesterday I didn’t come across a single bush. Please increase the amount of bushes or make grazing go to 100%

radiant wraith
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1- Show servers someone has played on before with a different color or allowing a filter to just show this.
2- Show servers someone currently has a dinosaur on with a different color or allowing to filter this. Perhaps an option to tell them what dinosaur they have on the server as well.
3- Let players pin certain servers to the top of their server lists, or allow people to favorite servers in some way to distinguish them from ones they've played on or have a dino, but don't frequently play on.

A lot of people don't solely play on one server, and a lot of it is due to having different dinosaurs on different servers. Being able to quickly find the servers you've played on without having to memorize the names of them could be a good help to a lot of players, especially if a server gets renamed, that way people can still find them.

Another suggestion would be to allow changing the colors that scents show up as. While personally red for corpses, blue for water is fine in my opinion, I'd like to change the herd/pack scent color to something easier for me to see. It's also a big problem if you're colorblind or have color processing issues- the green for plants/yellow for groups blends and muddles together and is very hard to differentiate, and sometimes I can't see the group scent color at all just between the sky and the grass.

A colorblind mode is greatly needed for the game in general due to the same visibility issues. Perhaps allow the option to change the color of text/menus overall. Although the Isle is not a text heavy game, maybe allowing the option to change text into a dyslexia friendly font can be an option as well.

spice temple
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THAT WAS SICK
While playing the new patch just now. Im a solo dryo camping at the base of a waterfall where there is big drop. I was maybe 20ft away and listening to the waterfall and staring into the jungle then out of nowhere the waterfall sound intensified. I genially thought for a good 2 sec that there was a flash flood coming down the waterfall about to send me 70ft down river. Even though it didnt really happen one of my best experience's so far. Thank you.

normal veldt
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I've noticed the ai's heads face one way permanently. Not sure if this is a known issue and still being worked on.

hushed imp
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I love the speed changes. I played utah and it's 👌 now. Before it was ridiculous, now it feels natural.

fathom harness
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Just curious to know if maybe we could get some dev streams again?
I feel it provides some good insight into where development is at "physically" (for the lack of a better term) and its been awhile since we last had one

bright totem
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rivers should have more logs jutting out of them. also bushes should have a higher spawn rate.

ancient plover
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Adding back thenyaw and the option to disable ai should be prioritized.

night cobalt
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maybe you should fix these holes because I and a lot of people fell in them and where unable to escape

ancient plover
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Not impressed with the update
Due to issues such as:
-A weird glitch to when you spawn as Teno, you can't move forward and sorta have to side step until the bug disappears on it's own.
-Bushes don't regenerate, makes herbi gameplay painful
-After we've finally seen some water progress. All of it has been undone and now rivers are broken with no physics.
-When a few hours pass, Players will lose the ability to interact.
-Ai having inconsistent behaviours.
-Teno and Raptor Ai being cut until a later update. The Dryo Ai is essentially just "free food" with not much to add to an interactive experience.
-New Grouping System shoots the "playing with friends experience" in the foot. This should be a server option, an incredible oversight to think of it as a baseline change.

This was supposed to be the basic "Absolute Essentials" update to steady things out from here. Yet we couldn't even get that, without it being cut in half.

zinc sorrel
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I love the update, nothing to complain about and everything to praise, however I've noticed that the camera zoom distance seems to jump randomly in and out when you're fully zoomed out (I'm assuming as growth ticks happen) and it's mildly obnoxious. I'm assuming it has something to do with a check that happens on every growth tick but perhaps you could simply update the min or max value without actually adjusting the camera until it's been zoomed?

I'm not entirely sure how you have it set up and I'm not even sure if you can add a fix that easily but it would be great to see mitigated in a later patch.

hazy gyro
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Tyrannosaurus Rex #gorykill

  1. The Rex stands over the small or weak victim and bends down, and clamps around their neck (Large Creature) or back (Small Creature).
  2. The Rex then lifts the creature up in its jaws. They try to struggle free, but are powerless against the might of a Tyrannosaurus.
  3. Then, the Rex squeezes them in its jaws, crushing the life out of them as they screech in pain.
  4. Soon after, they slump over in the Tyrants mouth, lifeless. It then drops them like they’re nothing, ending the kill animation.
primal egret
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Playable Stego in update #2 instead of just being AI. I think mostly everyone can agree here, there should be at least one herbivore than can fight mid-tier carnivores like Carno and Sucho (which will be the overlords of the servers until defensive herbivores come out in the more distant future) and not just run from everything. I just want a fair balance between carnivores and herbivores, not just Dryo and Tenonto to Utah, Carno, and Sucho. And Deino. And Ptera.

cold karma
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When Cannibals/Tribals are added, I hope the devs give them a sleek smooth skin, instead of the scaly hide that isn't going to do much for them anyway. And it doesn't add to the humanoid look either. If they were to have a slightly more human like skin, it would so much more terrifying. And please let its movement NOT just be running on its hind legs, that's really boring and not very scary at all. Yes I know that seeing this thing on its hind legs walking in circles around a dino might be terrifying in a fight (which I HOPE they keep) but don't make it less creepy by just having it stand all the time, maybe when charging its sprint it could stand up for intimidation. Maybe it could jump or hop about the same as utah's jump in legacy for movement, Its stamina would drop slightly faster then most but it would cover great distances quickly. (This isn't dino suggestion, but how this creature could possibly function).

urban gazelle
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I think instead of releasing everything (bug fixes, Dryo AI/Playable updates, etc) on Update 2, these smaller things should be consistently released as small bug patches. With Update 2 likely taking a bit, taking a lot of time to release bug patches/smaller updates might upset a lot of people and it would be nice to have changes made before bigger and ambitious updates are ready.

inland mist
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The new update is really good so far in my opinion. The ai sure still has much, that has to be optimized and worked on but it is enough for what we need now. I also like the new Dryo with its dodge mechanic, it makes the dinosaur much more agile then before.
So I have not much to say about the ai and new playable for the moment but a few things on the group system.

First of I personally like, how the new group system works. It is a fast and easy way to invite people you meet ingame, without having to search names in a big window, that blocks almost the whole screen. However I think a simple friend list would be nice to have, where we can add our friends on steam or just add someone ingame as friend. This as a compromise for those, who mostly play the game with their friends only.
The 2 call works as an invitation now. It is a good idea but, like others have already stated, I think it would be a bit better, if we have to hold the button for 3 seconds or something like this, so we can still be friendly without inviting everyone.
The next is group damage reduction. I for myself don't really have much to say about this feature. I think it's a good addition, as long as it isn't too much and 10% is a good start. Maybe there could be a server option where you could choose between 0-50% damage reduction, (everything over 50% would be too much in my opinion) because it is a feature, where so many different opinions are present.

#

Something else, that I noticed when in group is that the nametags dissapear after a relatively short distance. I don't now if that's intentionally or a bug but I feel like (if it's intenionally) the distance, where the nametags dissapear should be increased. It doesn't have to be, that you see other group members through the whole map but I think the distance should be atleast 2-3 times further than how it is now. Otherwise what is the meaning of being part of a group, if you lose the others, when you have to run away for example and then have to find everyone again.

Overall, like I said, it is a good update with many bug fixes, noticeable performance improvements (atleast for me) and great additions and I'm excited for the future.

Thanks for reading!

safe sphinx
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I'm sure someone's thought of this, but:

Passive Scent

You shouldn't have to always be active sniffing to smell something. Active smell just focuses on what you are investigating, while a passive scent should be something like if you cross directly over a scent trail or come within a certain proximity to a scent source, like a dead body or bush.

Active smell, like I said, should be focused and longer range, while passive is very short range.

ancient plover
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Please make it so AI walks instead of trotting when casually moving around.

ancient plover
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ik alot of people are going on about food and grazing suggestions for herbs. Personally, I think the 20% is fine for certain herbivores or maybe even omnivores. I think the percentage cap for grazing should be explored a bit, maybe dryo has a 20% grazing cap but the rest of it's diet would require more specialized food, or if dryo is a generalist herbivore. Make it 40% cap. Grazing specific animals like stego, shant, trike, (and MANY others) should have a larger grazing cap since they're grazing animals. like an 80 to 95% cap. and more specialized herbivores having a much lower grazing cap like hypsi and homalo. Maybe a 15 to 30% cap, also just as a knit pick. I think draining for both food and water should stop once you're eating and or drinking. Like eating or grazing should stop the drain of your hunger and let it build back up so that way you don't have to fight with the draining, same for water. Just my personal thoughts on it.

frozen locust
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Third utah in a row died from starvation. Where is all the AI?

opal sun
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i just want to say, that i'm really impressed so far with how efficient the updates have been, how you been keeping us updated, and giving us that reassurance, that the dev teams are actively working hard to polish this game. the only critique i have for the update, is absence of the type of splash that happens based on how high, with what dino, it would create. i jumped off a rock into one of the rivers to see, what would happen. it was nothing but silence. for the best immersion for the next update in my opinion. would make interacting with the water more realistic. other than great job guys and keep up the good work! ^^ 👍 💕 👍 💕 👍 💕 👍 💕

half shell
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This is more shorterm feedback: Please restart official servers at least once or twice a day. I don´t think plants respawn and water bugs out if uptime passes a certain threshold

fickle ember
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When I was playing, i had some difficult in find the AI. After 2 hours I found a place that dryos were spawning every single minute. Some dryos didn't fear me (adult utharaptor), others just walk while I hit them. This is just an observation to help on the improvement of AI.

radiant wraith
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This is a minor thing, but I really think that the Utah needs a slight fix to its run animations and sounds especially for hatchlings/juvies. The thigh really needs to extend back more to look more natural, because it looks rather stiff. The same is on its walking animation, the legs just dont seem to move enough. Frequently the sound for its footsteps seem to be out of synch as well.

rugged portal
#

Is it not possible to buy several server machines and set them all to monitor server for better performance?

worn hill
#

I feel that a dryo does not have an effective means to combat/escape the Utah as it is slower and weaker. Dodge helps but it can only dodge for so long.

plain junco
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It is difficult to pinpoint the location of a small corpse or food plant in the brushes using scent, because the scent particles fade out so much when you get too close. This effect is necessary for water sources to avoid screen clutter, but with food it is actively detrimental to finding what you need. you just end up walking in circles and wasting time

solid scroll
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Feedback on the grouping damage reduction: 1. I think that the damage reduction would be a great toggleable for servers. 2. I don't not think the group damage should be turned to zero, on any server- part of the fighting meta is getting players to bite their own teammates and his change would make fighting bigs like rexes completely impossible for smaller carnivores or herbivores. 3. If you do decide to make a group damage full reduction, please make it so that other servers can choose from no reduction, partial reduction, or full reduction. If anyone agrees with my points I would really appreciate it if you voted with a number dondiH

steady tulip
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reforming my feedback. i think players should be able to eat as much grazing food as they want in these stages of development when food spawns are unstable and while there is no real diet incentive to eat certain things. if those two things happen in the future i think you should still be able to fill on graze but get punished by stats debuff if its not the appropriate diet. a fill limit where you just randomly stop being able to eat feels un-natural or like a bug if you dont read every update, and doesnt incentivize people to go find bushes cause eating grass every time you get below 20% gives you something to do and theres no diet system to punish you for being hungry and only eating grass.

ember phoenix
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My feedback. I'm french native, please consider this when reading.

The new update is cool and bring more content to Evrima which was suffering and its servers empty.

The AI Dryo is an awesome feature but needs to be improved, and I'm sure you are already working on it. You should dispatch the spawns all around the map instead of the same area like it actually is, because the surprise was great when I realized I was walking with 3 AI around me and they were not scared by the adult utah I was.

The playable dryo needs something more to flee. It is currently weaker and slower than utahs and I see it like a walking meat waiting for death. By the way I love how it looks and sounds like.

The update brings more stability but I think it's still not enough to completely enjoy the game how we should. FPS are still dropping and we have to relog to improve it.

But anyway you made a good work, there are good and bad things but the whole update is a fresh wind for the game! Thanks team 🥰

umbral kiln
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My feedback is on the locked down stamina, food and water after you vomited.

Right now I thought vomiting is just simply refills your water because it's working bad, and then it's almost impossible to survive your middle growth be default. Then someone made it clear for me that my food and water are actually locked this is why it goes down that fast.

Instead of making the full symbols of theese the already locked state, make the locked part on the full water and hunger bar reddish or different color or whatever because this is really not readable, looks buggy and also you dont even know what just happened even tho you know what should happen (for ex. I know vomit should give you a debuff and I thought it gives back water for you)

tribal quest
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The game looks beautiful up close but the render distance on trees looks weird. They don’t have any shading, and against the heavily shaded surroundings, it looks completely out of place. Please add shadows or fix the render distance. It will make the game look so more complete.

ancient plover
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Suggestion:Add Tupandactylus in game

Reasoning:Tupandactylus can be an interesting to herbivore/Omnivore faction because of being the only herbi/omni flyer in the game, also it’s a well known pterosaur

Niche:Tupan will be like a flying fox.It will mainly eat fruits that can find in the trees and has also the ability of climbing and hanging in a branch like a flying fox, I know pterosaurs didn’t made that but it’s a game, so it doesn’t matter.Also, hanging on branches makes flying easier because it starts with a good height and only needs to flap and start flying. You can eat also meat or insects in case of need, but it is t tupans favorite food.

Abilities:The primary attack of tupan will be a bite that doesn’t deal really high damage and the secondary attack is taking and letting fall branches from the trees, so if someone is trying to get up you can throw branches while it’s climbing to make it fall and keep it away from you. If you hit someone climbing you can make it fall and kill it with fall damage or injury it, of it doesn’t work you can fly away, but defense will be necessary with nests in trees or high places.

Sexual dimorphism: I had an idea for tupan sexual dimorphism, male can have Tupandactylus imperator crest and females/juvies won’t have crest like males, more similar to Tapejara one. Or maybe females crest can be like T.navigans or like males one but smaller and front part more curved behind. Curved crest or tape like crest makes some sense because males have to show their crests for exhibition, and females don’t need to show crests, like a peacocks tail. Males have, females haven’t

serene fulcrum
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Just a few ideas for the position that a potential megalosaurus could fit into. Megalosaurus would be a high tier 3 or low tier 4 creature and would fill a niche similar to the Acro in the sense that it would be a near exclusive ambush predator, however the Mega would also have exceptional night vision, this would mean that whilst it wouldn’t be as dangerous as Dilos during the night it would certainly be a threat to all but the bravest apexes

restive hatch
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Heyo! My feedback is pls can u guys work on render scale because there are too many pixeles. At the grass, threes on med or Low graphic.

serene fulcrum
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Also, for a sense of further realism perhaps add a diurnal vision system, similar to the current night system feature in legacy the diurnal vision of a dinosaur would vary by species, I feel that this would help even the playing field by forcing players to interact with the environment in different ways depending on which species they choose to play as.

tulip bison
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suggestion: the pasture replenishes complete hunger. honestly I would rather be grazing than looking for that plant because it is more fun and immersive. now I am totally obliged to look for plants, I think the plant should have the pros and cons.

pros of the plant: reduces hunger time. Fills faster

against: Being rare, lasting a short time, the plant runs out of leaves quickly.

pros of the field: it is everywhere and can house large herds

cons: it doesn't fill much (but it is possible to fill everything) the hunger decays slowly.

I think a balance of pros and cons of Planta vs Pasto is the solution

outer scarab
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I would like to inform baardse that Therizino would likey have cheeks since it was an herbivore. Atleast from the information we have now. i can't ping him here, but im really tempted lol. in my opinion a theri with cheeks would look better than a duck boi with with claws.

also it needs 4 toes 0-0, but otherwise i love it lol

toxic sail
#

So I know theres already been a ton of feedback for this but 2 call grouping does not work. It's irritating and takes too long and I know its driving a bunch of people from the game. It seems neat in theory but in practice it just means you spend 1-2 hours trying to find your friends, it does not work. At the very bare minimum if this is kept in the tab menu and select grouping needs to be re-added so you can group like that as well. Additionally a hard limit on grouping really sucks, different non officials have different group rules and this needs to be editable at least for server owners.

Additionally 1 calling to see people in your group is extremely annoying. I hate that I have to 1 call to find my friend who just walked a little bit of ways into the trees and I can't find them now. 1 calling to find people used to be a thing back in V1 and nobody liked it then so I don't know why it was re-implemented. At the very least you should be able to see your group members when they're nearby and the name distance should be pretty far so you don't have to keep calling when your group members are just a little ways. Server owners should also be able to adjust this and have the option to make all group nametags permanent.

warped jacinth
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So before someone pops in with nit picking about toe #s, or feathers being too this or too that, I'd like to start it with happiness saying that I love it sososos much (apparently I was too late to get positivity in before nitpicking but oh well)

Can't wait to see the new animations with the feathers moving properly. Hoping Theri gets a new and improved skin to take advantage of its feathers too peepoHappy

idle oar
#

Reduce the time of your mud on your dino's body fading away, its almost not worth the time you spend wallowing if it's fading away within a min or less

fair pivot
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i dont think their should be a hard limit on group size. its so hard playing casually with friends in evrima, its honestly frustrating. first the group system, names arent displayed across the map anymore then group limits? the social aspect of this game which gave me 800h of enjoyment on legacy is just entirely eradicated

native meadow
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Would appreciate if AI had different crest colours/marker to show they're AI. It's incredibly confusing to chill with little dryo buds right now. Also we could have the old invite system AND the 2 call invite system around to give players more flexibility.

fair pivot
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Alright, time to reword.

Grouping System
In general I feel like there shouldn't be any hard limits on what the players can and can't do, of course bugs and such are excluded from this, but what I mean is that instead of having a max group size, you could gradually punish players for being in heavily crowded areas. Larger packs already emit a heavier scent, which means they won't be able to hide as well as others and they'll also have a hard time running away from threats or sneaking up on prey due to the amount of players present. Maybe you could pair this with herbivores getting stressed and anxious when around carnivores or peoples bite force slowly going down since they likely won't be scared of much. This would then apply to massive groups, far over the recommended limit, plus all of these debuffs aren't even taking the amount of food needed for large groups into consideration, even though you'd need a lot of it to keep everyone alive.

Nametags disappearing after a certain distance should at the very least be a server setting, so that owners can decide on their own, whether they want to keep the game more social and PvP oriented, or focus on the realistic and immersive part of the game. It could even be a client-sided setting, just like turning nametags off. I could imagine a lot of players just wanting to focus on the game itself and not so much on combat, where this would probably come in handy, but they also wouldn't need to quickly change their settings if somebody jumps them.

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Invite System
Personally, I hate it. It absolutely ruins the fun when I have to go looking for my friends, across an already massive map, which is going to be even bigger on full release. I really wish we could have the old system back to get rid of all this irritation and all the questions in global asking "How do you invite someone?", since even though this basically is an entirely new game, it's still connected to Legacy Isle. People who played then will try and apply the systems that were present then to Evrima now. Even aside from all the confusion, since I'm sure that'll die down, it still sucks that, again, you're limiting the players. It's like we're being punished for something we have no control over. We can't choose where to spawn or what to spawn close to, we can't even pick certain areas on the map to spawn in, which would make this progress much less tedious and way more enjoyable.

Grazing
Now, I feel like grazing is a great mechanic which helps out when you're running low and just can't seem to find any bushes, but instead of capping it, I think that the amount of nutrition received should slowly decline if it doesn't fit within the dietary needs of whichever species you're playing. Eventually the amount of food you lose will cancel out the amount of food you receive, forcing the players to either go find the necessary plants or die of starvation. I'm not saying this should apply to all dinosaurs, or at least should be a lot less extreme on some more than others, since I'm sure a portion of the dinosaurs will have grass included in their diet and there's such a broad spectrum of species that are going to be playable (at least hopefully).

In conclusion, this is basically me asking for what we were promised with the pinned message in #401464048610312195, the ability to create our own experience and play the game freely, as we want to.

Sorry for this absolute text wall

serene fulcrum
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Please keep the 2 call for grouping but also add in the old method, this makes it easy to form both impromptu and planned groups with random players or friends

night bolt
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Minmi would be a great addition for a herbivore in a venom update since it has venom resistance

karmic gate
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just some ideas for making AI behavior a bit more dynamic (yall might even be working on these already):

1 - currently, the dryo AI will only occasionally react to the presence of a carnivore, and from what i've seen do not react at all to the presence of an herbivore. it would be neat if they reacted to the presence of any large creature, herbivore or not, with initial fear, as although the AI can tell immediately if a player is an herbivore, other players usually cannot.

2 - better pathing? currently the dryo AI seem to wander in various states (trot, walk, and sprint) with no rhyme, rhythm, or direction. it seems like they could make do with a pathing mechanic that actually searches out food or water when they are below a certain threshold (maybe 50%), changing their behavior so they sprint in generally one direction and sniff until they find the resource they are looking for, then they go back to "wandering"; this would also cause more migratory movements of dryos/AIs

3 - AI grouping? although AI tend to spawn in groups, as stated previously they mostly seem to wander aimlessly. a loose grouping mechanic that prompts AI to follow other dinosaurs of the same species would be interesting; maybe as long as they are within a certain range of another dinosaur they will try to stay within said range, unless greater needs (a predator appearing or low food/drink) prompt them to run elsewhere

4 - reacting to calls? herbivore AIs briefly following around an herbi that 2 called them, or all herbivore AIs in hearing range scattering if they hear an herbi 4 call (alarm call) in the vicinity, signifying a potential predator. similar to the grouping method above, a lone dryo might occasionally 1 call to try to find other dryos to team with/follow around if they are completely alone, or a group of sufficient individuals may choose to stay and 3 call certain sized predators rather than run

thx for reading

trim urchin
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Great work on the game team! Awesome transparency, between the updates and the roadmap it is very nice to follow along with development. This first look at ai is really good. It gives utahs a way to stay alive . Everything looks great i am really excited for things to come keep up the hard work you are appreciated.

tight palm
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Allosaurus has a forever shaky left leg in legacy

untold pike
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Maybe when smelling for footprints, your own footprints and your packmate's footprints are of a different color so it doesn't throw you or everybody else off

trim urchin
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Yeah we should know our smell from others and prey.

plain oriole
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Therizinosaurus is supposed to have four weight-bearing toes to counteract is massive bulk, which is centered around the potbelly it should have, since it is a herbivore. Please edit the Theri model so it has a potbelly and four toes (and I don't mean a dewclaw)

ancient plover
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Perhaps Utah unlocking pounce within the 80-90% range? It'll help it's viability in packs compared to the larger built young teno's. Make it feel less of a slog to unlock the ability, all the while having clear consequence to those abusing or entering combat with lower stats.

fallen abyss
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welcome to my ted talk about a bird I rlly want, Leptoptilos robustus dondiTroll . Hear me out. First off it’s a giant stork so that’s awsome but second off it can reallyyyy add to the creepy/eeriness of the swamps. Not only will it be scary but also a threat to small creatures that scurry too close. I know that austro is basically already a stork but here’s what Leptoptilos robustus has that austro does not. First of all austro doesn’t give off the eerie vibe a stork would. Also this thing could fly making it more fun than austro because most people love flying around. It would also be a good way to feed young deinos because sucho is too big. Austro is too fast. Beipi is too small. But this thing is big, would take forever for it to fly so it couldn’t just hop into the sky making it a good way for young deinos to survive, and it’s also not too big for a young deino to drag under. Also austro really has no competition cause it’s probably stronger or faster than all it’s rivals but this thing could pose a threat. Also the isle doesn’t have any ground birds that CAN fly planned that I know off so this bird could have a more unique bird playstyle. I really just love this thing and would literally die from happiness if it was considered. It would also make great use of the fishing mechanics which I’m sure u worked hard on dondiTroll and we have no inland fishing birds that I can think of cause ptera fished at sea

nimble meadow
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Dryo could use a little more as of right now, it's currently more or less a guaranteed meal for a Utah. A speed buff to make it slightly faster than them would be nice as that's really it's only problem, it's dodge is currently more of a slight annoyance/inconvenience to a Utah more than it's anything that will actually save the Dryos life.

midnight lichen
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Please polish the walk/trot/run animations of the theropods! They are a bit unnatural and strange

nimble meadow
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On the topic of Dryo, I’m not sure if it’s even possible but some possible improvements to its dodge could also be really cool. Instead of the dodge functioning as a single leap that kills your momentum perhaps the dryo could chain the dodges together and keep its momentum. In this manor it would behave more like a gazelle jinking and weaving when being chased as opposed to the single use side dodge to avoid an attack as it currently is.

wanton heath
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Keybinding is broken, binding insert outright doesn't work. binding toggle hud from f10 to for example T and then back results in it not binding to f10, then you have to reset it.
Water the reflections are broken and flicker a lot, should probably have an epilepsy warning.
Faux rivers, the river in the far west is broken with utahs the river to the south is broken with tenonto's the river to the south west is also broken with tenonto

Dead zone's there are still huge dead zone's to the north of BP stretching around the map.
there are still deadly holes in the map.
you also sometimes fall through the map when you either log back in or respawn, seems to get worse on less flat ground

dusky girder
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To give a bit of feedback:

I havent played Evrima a lot, but found some stuff that didnt seem right when I grew a Utah on official EU1.

Grouping system
Invites didnt always work, had to try couple of times. Names didnt show up, only when moving away and meeting again, and only for a short time then disappear again, even though we checked the settings in the group menu, changed it and changed it again back to normal. No names in menu under group at all, like we werent in a group. When I disconnected due to internet issues and logged back in name was shown in the menu but we werent in group. Inviting each other made it disappear again.
Most of the time we were super confused if we are in group now ot not. Only group chat worked to confirm it and was the only thing that worked like it was supposed to.

Pouncing
You cant pounce on a sitting target (Utah). Utah will „slide“ to the target and just stand there.

Dryo AI
I was camping a dryo spawn and there were constantly spawning 3-4 dryos non-stop, completely ignoring adult me and my juvi friend. He attacked them and killed like 6 without them reacting, they just kept walking casually, same for me. We just slaughtered them until there were corpses everywhere.
At some point one dryo started attacking him out of the blue, after him walking next to it for mins. Then ran away when I bit it, came back later to attack him again. Other dryos ignored that completely. Also at some point we both werent able to drag them anymore, no matter which cropse. After couple mins it worked again, kinda confusing.

wanton heath
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Dryo juke gives lagspikes if combined with changing direction.
the west river is also bugged for tenonto,
dryo spawns are too intense, or much too sparce
River sounds still randomely stop before restarting again after moving a little bit, seems tied to the segments

tight palm
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Will there be Hypo's at all in EVRIMA? I know they are OP. but would it be possible to balance it? Cuz once anyone is full adult, they don't get an excitement further what lies ahead. Perhaps like after 100 hours or complete some tasks , then only the nature allows and one can mutate to a Hypo , something like that?

wanton heath
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Lat -258.755.188
Long -511,165.562
River texture is broken and doesn't reach the bank.
river is also still broken here

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north of the rocks, the river is still broken. splash effects do play when walking in it however.
falling in this river is also a bad idea as getting out can be difficult.
graphical effects also not triggered underwater

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said river also does not generate scent particles for tenonto..

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can i make a suggestion to copy the coordinates in the character menu on click? -together with a tooltip confirming that it has been copied.
or was that an intended feature that also does not work.
it'd help in reporting bugs related to the map

fair pivot
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so, i don't really know why or how, but there was 4 dead dryos just floating down the river at lat -282, long -516. i'm assuming it's ai since there's a spawn near there as far as i know. i've not once had this happen before. would also really appreciate the ability to copy coords from the character info

midnight lichen
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It would be nice if the Utah alt attack keybind could also be changed in the options menu

last bobcat
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I think the A.I. have the capability to starve to death, because I just tried EVRIMA for the first time yesterday and I came across a lot of dead Dryos.

As for the character menu, I'd like to just be able to access it at all.

nocturne haven
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I want to say that the Dev Team have made a GREAT work, even they have problems in the way they continue making the game we all dream whit.
Also to the people that says that EVRIMA wasn’t what they wanted and its poor on dinosaurs and mechanics, we need to first look at all the hard work the team have made in this year to bring us EVRIMA, recode or however you call it, and right now they still working to make the game better and the best one of Dinosaur Games.
Finally to the people that says “Im not going to play more The Isle because theres no Advance in the game and its Stuck” I just say then dont come back when the game is finished and its the best Dinosaur Game ever created
In my 4 years playing The Isle I have seen that devs never give up and they continue making the game
Thanks for all the fun i have had in the isle this last 4 years and if i need to wait 1 year more to see the final result, I will because I have Hope in this game and i know one day will be the best of the best
Greetings from Tapixx to Dev Team

deep goblet
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it might be a bit late for this, but i kind of... hate.... how Dryosaurus' tail is rigged/animated?? when compared to Legacy Dryo, when seen from profile.

EVRIMA Dryo's tail comes off the main body dipping down, then orients itself upward at a third of its length, forms a kind of bridge, has an apex halfway, then comes back down at two-thirds, with the tip oriented up. I don't know what the decision behind this was but in a lot of the animal's animations the pieces of the tail appear to move... independently of one another?? in such a way as to suggest something.... unnatural. I'm used to dinosaurs' tails flowing in a sort of wave motion from the base to the tip, so seeing Dryo rigged and animated in such a way stood out to me.

I'm not sure what, if anything, can be done about this at this point of the development process, but if ever the team decides to rework Dryo's animations like it has with so many other animals in the past, the tail region would be the first thing i'd suggest looking at.

sonic silo
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Okay, I'm not great at explaining things but just listen. So, what if instead of corpses despawning after a bit they could slowly rot like in legacy. Flies would start feeding on it, start turning green, and if you ate it could add some damage to your health over time but restores a bit of hunger for baby utahs that desperately need food. Now, what comes in here are Vultures or carrion-feeders. They could fly in the sky looking for rotted corpses to feed on. Clever utahs or other dinos could hide in nearby bushes and wait for one to come down then jump on them.

fallen abyss
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Dilo should get a chameleon ability like a color wheel and u can change it on the spot to camoflauge to ur environment dondiTroll

pale fog
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if you try and change movement keys to arrow keys in control settings the game just thinks you are trying to move up and down menus and doesnt allow you to choose up arrow or down arrow. Been broken since envrima first came out

echo garnet
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we know big map etc but new dino movement looks bad when dino are to fast

manic sail
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There is no mouse sensitivity slider. That would be awesome to have.

ancient plover
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Add cenotes, which are super deep fresh water wholes that usually lead to secret caves that can only be accessed by going first underwater. As mangroves, they can be shelter for big families of juvenile aquatic dinosaurs.

primal egret
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Forgot to say this a few months ago when EVRIMA first came out, but I definitely like Utah's pronated arms more then non-pronated like they are in legacy.

Also forget what I said about how Stego should be playable a few days ago lol

steep iron
stone oasis
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It may be that the mud bath lasts longer, I'm just saying it lasts 1 minute nothing more.

green gale
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i know a lot of other people already said this but i think grazing should be able to give you 100% food just really slowly i think it is a good trade off and i loved the old way also i love what your doing with the game keep up the good work

night bolt
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Hey you know what would be awesome?

A Isle Specimen behavioral book, gets you off the game for a bit and read, has facts and bios about every species in the game, that would be pretty cool ngl

tribal quest
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I would like to have the updates decided at least 2 or 3 updates ahead so we know what to look forward to. So when you realise an update you decide what the next undecided update will contain.

fallen abyss
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ABOUT THE STORK. For anyone who is canceling my suggestion to add Leptoptilos robustus (giant stork) just because austro is already being a part of that niche meaning stork would lose when they fought over fishing areas, the same thing is happening with austro and sucho. Ik what u are thinking, austro doesn’t need to worry abt sucho because it’s way faster, well the stork shouldn’t worry about austro because it can fly away. Sucho, austro, and the stork are all part of the wading/fishing niche and if an austro and sucho are gonna be able to coexist without problems then the austro and stork should be able to as well. And if a stork is ever having trouble finding a fishing spot because of Austros it can always find a carcass or maybe a juv dino somewhere since Leptoptilos robustus was a decent runner and could probably catch juvis. Having a bird wader class could really add to the swamps aesthetic as well.

fallen abyss
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Also for the ptera and pela, ptera would have probs fished at sea and if it didn’t it would fish a completely different way then the stork. Pela was always at sea so that makes no sense. Also these were both birds that were almost always flying. The stork spent a lot of time on the ground so You could live a nice peaceful swamp life as the stork and then fly around the beautiful map at dawn. It sounds so fun to me. Also I’m sure the devs would make a beautiful model for the stork

normal veldt
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This would be for the deinosuchus attack/bite. I would like an alternative bite where you lock onto your prey that does a steady amount of damage while latched on. In the wild, alligators and crocodiles already do this. They don't let go of their food once bit and drag it into the water to drown it. I think this would be a cool concept to build upon as an alt attack.

ember phoenix
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Hello devs, please fix the bushes problem as fast as possible since we cannot fil our stomach with grass. The herb life is already hard and now we have to live with an almost empty stomach, this leads us to starve in case of long fight with utahs. I mainly play tenonto but it's hard to sustain when in a herd without bushes 😅
Thanks for the good work anyway 🥰

fair pivot
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i really feel like the utah lunge attack should be bound to LMB when stationary, just like the tenonto has the claw swipe when stationary, since freelok is also bound to alt, and it's kinda annoying not being able to steer while trying to use the attack, plus it's not much different from a bite while running

astral basin
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###*!!!! I think group damages reduction is not a good idea for players who likes play alone. I know they will force groupe to stick together but why just dont put a special ability for each alpha groupe species. Ex a group of tenonto! The alpha will be able to detect dangerous predator and got a special taunt to alert the group.// A group of allo ex the alpha allo can smell a carcasse trought a long distance and guide the other members of the group to them !! I prefer thatz kind of special group hability then a dammage reduction..// A group of raptor . if an alpha is near in the group they heal or the bleeding stop faster.. Something like that!! I have a lot of good creative mechanic if u need ask me what u want and i will upgrade it 🙂 the gameplay is soo important!!! 😋 😋 😋 😋!!!!!

serene fulcrum
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I know that this is very far away but when the Orodromeus is added further down the line it should get the Dryos former burrowing ability, since it is unlikely to be fast or agile enough to escape most predators due to its small size.

tight palm
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Please fix the ping issue. This is the main issue which needs to be fixed.

fair pivot
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the thing with not being able to invite people to groups from across the map is becoming an issue with locations constantly being dropped in global, because people cant use a separate chat. i really hope we get the old system back tbf, or at least combat this with being able to message specific players, like dms maybe

shut kindle
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make evrima accessible from the game interface. It is still strange to automatically send players to the "abandoned" version and leave the updated version aside. I think it's a funny choice.

dusk osprey
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I just want to give the idea of having costal mangrove swamps so the coast won't all be beach, cliff or a mix of both and these costal swamps could lead to the swamps but this is just an idea and the map is already done or basically finished so this is just an idea

fair pivot
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have players be easier to sniff out if they spend a long time not moving to prevent afk growing but possibly disable this system near nests, so that hatchlings and nesting players arent falsely getting punished (as well as adult dinos in general since this wouldnt make sense)

ripe burrow
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Ok so, as of now in Evrima, there are essentially only 4 biomes; grasslands, jungles, swamps and beaches. Which shows there is a lack of variation, as these biomes don’t have large differences in gameplay. So I suggest adding a desert biome, in order to increase the variation of biomes to make the map more interesting, and to make some alterations to gameplay, as the deserts will have various features that would make them unique in comparison to other biomes.

You may be wondering, why would people want to go in the desert? They’re hot, they lack food and water and you’re not well hidden while you’re there. This may be true, the deserts themselves will be unpleasant places which will make your thirst go down faster due to the heat and dryness, but scattered across these deserts are various “oasis” as shown in the picture. These oasis will be safe havens for dinosaurs that reach them because there will be plenty of plants to eat, and those plants will be situated directly next to a water source, which means herbivores are in for a treat if they manage to make it through the desert itself, as they’ll have a consistent supply of food and water in the same place.

Additionally, carnivores can go there to hunt herbivores which means that these oasis can help maintain balance for both carnivores and herbivores. And another advantage the oasis provides carnivores; because oasis are relatively small and surrounded by the desert, herbivores will be forced into a choice, either stand and fight the carnivore, or run away which will force them into leaving the oasis into the unforgiving desert. (Next will be posted in a minute)

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In order to not make the desert completely impassable, various cacti should be scattered around which herbivores can eat (some species might get mildly damage by them, however, but I’m not entirely sure which species would be better suited to cactus eating, and which ones won’t) and because cacti are especially adapted to store whatever water they have, when herbivores eat them it should improve their thirst slightly, to make up for the large loss of water while traversing the desert.

I also suggest that some AIs spawn in the oasis to make things slightly easier for herbivore players (so they don’t get hunted as often) and for carnivore players (more food available).

https://cdn.discordapp.com/attachments/401481371249541120/747413164483936276/image0.jpg

vital gyro
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I have had this in my mind for some time now about the head movement/movement in combat.

For example grabbing on to someone and throwing them in the air for example (Rex throwing an utah or any small dino), you would hold ALT and you'd have a free head movement; then hold mouse 1 to bite and hold the grab, then just flick from left/right to up right/left with your mouse and release holding mouse 1 and it would throw the utah in the air. (And the utah couldn't move like normally jumping) so it would just fly and fall on the ground uncontrollably.

I guess this would affect the combat alot and make it more realistic. Also if the dinosaur could walk sideways while in combat, previously seen in Jurassic World Evolution.

karmic gate
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i noticed that the blood decal on the utahs mouth simply vanishes when you drink. i think it would be nice if the decal faded off over the course of a couple seconds, not unlike how the mud decal fades when you take a mudbath.

normal veldt
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I'm not sure if this counts as 'feedback' and is more along the lines of just being curious but, are we ever going to have the option to customize skins??

somber cedar
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with both pelagornis and pteranodon being confirmed animals and many people being concerned with overlap, i have compiled all the reasons i could think to help seperate their niches, in this list pela is normal text while ptera is in bold

pela vs ptera

pela can drink salt water, ptera cant
pela has a slow start up time with a long running start, ptera can quickly launch or do a more lazy run
pela deals bleed, and a unique status on enemy pterosaurs with its bite, if aims right it will shred enemy wings rendering them unable to fly for a short while (think legacy bb but only on pterosaurs and not for a million years), ptera does more instant damage with no added effects
pela can land in water and diving for long periods of time, pela can also take off from the water with ease, ptera can hit the water fast and get out quick, if it lands slowly or looses all its momentum it can struggle to take off
pela can fly for long distances without resting, not gaining stam on the wing but just not spending it as quickly, ptera can spend stam fast for rapid movements
pela would have poor agility in flight making denser parts of the island hazards for them, ptera can more easily maneuver through tougher terrains, allowing it to fill its generalist niche better

feel free to shoot some more ideas at me in #general-feedback-discussion

weak zealot
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Honestly I think we need more AI (more herbs than carnis, obv).
Not seeing a dino around every corner but, being something you see kinda frequently

Rn it honestly just feels like the world is empty. Nothing is happening.

spiral prawn
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JUST wanted to give an idea for rex and alternate attacks for him. Haven't thought it out entirely yet, but wanted to get opinions if this would be good as secondary attacks for him ?.choose and pick. Hopefully it creates more discussion like it did yesterday when i brought it up.
Will be showing through gifs.

1st alternate attack: rex mouth grapple (seen in first clip as it's biting down on the spinos neck causing it to basically fall/might be a pin down)

2nd alternate attack: rex charge/ram(seen in the second clip where he charges the spino which seemed to temporarily stun him/makes him push back)
Again was hoping everyone else could give feed back(if interested) on how this would work. Thanks. 😈💙

ancient plover
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Can you please increase juvie utah aceleration speed to reach top speed faster? it needs 2-3 seconds to reach max speed when small animals reach it in 1 seconds, and also the turn, it cant make sharp turns without stopping and spending 2-3 seconds acelerating again

wispy parrot
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can we have a tab list (player list)? so we can see if anyone is even on

ancient plover
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I would love to see scrub/moorlands (also called paramo) in between humid and dry areas, so it would be the transission from the rainforest to the desert that @ripe burrow was describing earlier. Moorlands are rich on vegetation, but because the soil is not as rich as in the rainforest, and there is not as much rain, vegetation only reaches a low maximum height. Moorlands or scrubs would add a lot of richness to the isle's landscape, to my perspective.

orchid folio
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a map suggestion channel would be sick, to get all that map ideas together in one place ( have it from@vale moss )

ancient plover
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Please can you think on adding quetz in survival?Quetz has been a lot of years in the game. It’s also part of the game lore. However, it hasn’t received a good protagonism maybe because of the legacy code as what I heard that didn’t let aquatics or flyers or they were hard to make. In my opinion, quetz has a lot of potential in flyers,(sorry but I have to say) even more than haast eagle,that can be like a harpy eagle and quetz like the open sky flyer.You can make quetz the apex of the sky and a pure meat eater, like hatzegopteryx(another option for quetz in survival because of good morphology for hunting) was IRL, it’s a game, so there’s no problem to make a slightly inaccurate quetz to introduce it in the game. Also, I don’t think it needs remodel, we haven’t seen it many times, and animations and sounds are fine, they should get a retouch but they’re fine. And you have already pteranodon for base for flying

stone oasis
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There could be 2 types of health: 1 the health that we all know, that when it attacks you lowers your health or when you hurt yourself. and 2 an internal health, that is, when you take care of yourself, when you are healthy. I'll call it health 2. This mechanic would be like genes. If health 2 is high, it means that the dinosaur has good genes, that is, it is healthy. and if it is short, then the dinosaur does not have good genes, that is, it is not healthy. in health 2 it could show you as levels. and you could see a limit at that level. I would put 400, it would be like the limit of health level 2. When you are an independent baby, that is, you do not start in a nest, you can have 20 points of, health 2. and when you start in a nest, you can have 10 points, in health 2. When you are a baby, the health limit 2 would be the one that depends on what baby you are. And it could be that independent babies could be healthier. and those who are born, may have less. because those born from a nest will need their parents to survive. and the parents will have to take good care of him so that he has good genes. on the other hand, independent descendants will have to take care of themselves to have good genes. Those who are born are not weak. But the ones that change are the independent babies.

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They need more health 2 to be able to take better care of themselves and have more advantages to survive. and also that those with low health 2 will be weak. for example, a parasaurus. those in poor health 2 will have difficulty walking, those who do not smell good, those who are weak, have low energy, those who are dizzy, and those who cannot run fast. It would be easy prey. It could be that if you have 0 health points 2, you end up sick. and with carnivores the same. They will have to take great care of themselves so that they can defend their territory, that they can hunt well and that a potential mate thinks that they have good genes, so that their children have good health 2. that is, they are very healthy. I could talk more about it if you are interested.

fair lava
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I don't like the permanent group name tags - I liked it more when you had to call. For shorter ranges F call/chat should be enough (only for group members).

peak wasp
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if you kill it while the nose sacks are inflated maybe they can pop

tacit badge
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Would be cool if there were animations blended in while walking, like maybe the occasional stumble or shaking head to chase away flies. Sometimes the walking/running feels too robotic and could use some variation to make the creatures feel more alive.

broken walrus
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Flaffy’s Rugops dossier a unique niche that Rugops could fill and exploit being larger than compy’s and smaller than Cerato.BTW I got permission to post this from Flaffy.

exotic cave
ancient plover
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Maybe the option to drag bodies slightly quicker when holding shift if the body is not that big? Like an adult utah dragging a dryo should be able to hustle a bit in my opinion.

peak wasp
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Possibly allow dryo to dodge from a sitting position
But it would take like 2-3x more stamina

tulip coral
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Prestosuchus

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don't add bleed to the game because I'm squeamish and I might faint and my mom will be upset if that happens

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TI_MistakesWereMade < change this emote to display a red exclamation point akin to Metal Gear Solid's alert status

karmic gate
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maybe make it so you have to hold down the key a little bit longer in order to do a long/loud broadcast. i currently sometimes accidentally do a far range broadcast even while trying to do short range because the timing is so finnicky

marble jewel
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Something that would be really helpful is a growling/hissing call to scare off people from your nest/territory and not draw others in with the 3 call. A silent 3 call basically

tribal quest
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Would love to see some more content in #phase-two-archive. Wouldn’t mind taking a look at some of the ai in action since it’s been causing so much trouble.

tepid plover
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Adding on to what @marble jewel about the volume of 3 calls, maybe make the 3 call similar to the 1 call, where you can make it quite by pressing the button quickly, or loud by holding the button for a second. Maybe do this for all noises (with the exception of probably the F call) so that you are able to express yourself with other players without drawing too much attention.

summer pumice
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It has been rather annoying that I lose track of my group when one wanders off. Example, I see a Dryo and make chase! I run for it into the trees, catch it! And then!!! I turn around and my buddies are all gone, and they ask me where I vanished because no name tag.

I know you want to keep groups closer together this way but this is frustrating.

Increase the distance limit would be nice. Or just have no limit. I'm sure you've been bugged about this a lot.

But if you insist on keeping it locked to short distances, something you could do is, if you Sniff, the name tags in your group who are out of range appear, but perhaps more transparent to indicate they are out of range. But at least you can find them again!

spice temple
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I just noticed if you move the Dryo's woohoo forward on the body and look at the tail where it connects to the body the is a divot. That divot makes it look like the tail would detach from the body.
That Tail detach feature sounds cool. Dryo may not need that feature.

spice temple
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I see when i play on unofficial servers that people from all over world would play on that server. I think making this action it would entice more global play on official servers. Action: Next Patch for the first week (trial) change your server names to Official Server Evirma #1-#?. Have the servers locked to first in the server list unless filtered out and use only the ping to determine if you want to play locally. If it flops then we will hot fix it at end of trial.

toxic tiger
#

At first I felt rather skeptical towards the alt-bite, especially when me and others struggled to get it working for a while.

Having battled it out for a few hours on a private server with constant grows I have to say I was surprised. Found good use of it vs all 3 of the playable dinos and it being a part of the freelook felt really smooth when I got used to it.

While it's a good option when fighting I still often held back from using it due to the stamina drain and my combat ended up feeling a lot more varied than it has before.

Just a lovely addition really, hopefully it'll work out balance-wise and performance wise.

This being on a server with 4 people and good ping.

sleek sapphire
#

I've had this idea for a while now, but I am only now suggesting it here.

I had an idea for the scarring mechanic: permanent health locking. Every dinosaur would have a different level of " maximum health regeneration", meaning they can only recover a certain portion of their maximum health. This stat would vary from dinosaur to dinosaur.
Maximum health could only be regenerated if food was at a certain level (80% or something).
This mechanic would encourage strategy and intelligent gameplay, the threat of losing maximum health makes players more cautious about charging into a situation guns blazing.

You would need to think your hunting through, make sure you can win the fight before you attack, because if not, you could end up in a vulnerable state.
Even if you fail your hunt though, that does not mean that you are totally screwed. With the addition of smaller AI, there is game for even those in their most weakened states. If you fail to kill a Triceratops, that's fine. Avoid other large dinosaurs and go eat a Dryosaurus AI to get your health back.

I feel the maximum health regeneration stat could also be used to balance certain dinosaurs. For example, a Magyarosaurus could have considerably more maximum health regeneration than something like Ceratosaurus. So even if the Ceratosaurus trumps the Magyarosaurus in terms of raw strength, the Magyarosaurus could distance itself and recover more health than the Ceratosaurus, putting it at an advantage. (also note I am not suggesting these stats for these dinosaurs specifically, I'm just using these as an example)

I think a permanent health locking system could help to balance certain dinosaurs and improve the quality of gameplay.

ancient plover
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Can we do something with this tree's LOD? Everything else looks pretty much fine in my opinion, but this looks horrible.

Edit : I know it is for the sake of performance, but I'm pretty sure it can be solved. Also, you could remove some of the bushes in the jungle for performance? I mean, I know it's a jungle, but you literally can't see your own dinosaur sometimes, and that's bad.

serene fulcrum
#

So a few days ago I had an idea for a diurnal vision system but didn’t specify how that would work, here is the answer and the day and night vision ranges I propose for all legacy creatures + Tenonto.

#

Essentially, vision out of your range would begin to blur into a blue mist, similar to how your vision fades to black at night. This would make strategy a more essential component during gameplay due to the variation in vision within each different species

serene fulcrum
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Allo 150M day 80M night, Cera 120M day 80M night, Carno 180M day 40M night, Dilo 40M day 150M night, Giga 200M day 50M night, Sucho 120M day 60M night, Utah 100M day 80M night, Rex 250M day 80M night, Acro, 120M day, 100M night, Albert 180M day 80M night, Austro 80M day 120M night, Bary 100M day 80M night, Herra 80M day 120M night, Dibble 80M day 80M night, Dryo 120M day 60M night, Galli 200M day 40M night, Maia 150M day, 50M night, Pachy 80M day 60M night, Para 100M day 80M night, Trike 60M day 40M night, Anky 40M day 80M night, Camara 180M day, 60M night, Theri, 120M day 60M night, Shant 120M day 80M night, Stego 60M day 40M night, Pue 250M day 100M night, Teno 120M day 80M night, Ava 100M day 80M night, Taco 50M day 100M night, Oro 120M day 80M night, Velo 150M day 100M night

normal veldt
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For the topic on different biomes and foliage; can we see more of a variety in plants? Like fern trees or flowers in some locations. I’m just hoping the map isn’t going to be set in all jungle/swamp/grassland for the massive scale. Everything already looks so similar in just the little section we can explore.

cobalt brook
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EVRIMA Patch 0.5.19.28: Just chased a "pack" of dryo AI (3 or 4 of 'em) as a full grown Utah. Dryos where full grown as far as I could tell. Took me a couple minutes to chase one down. Pretty resilient running, zigzag and dodging tactic! They tried to escape via a green, through some bushes and jumped into a river. Then they swam to the other side, moved quickly along the river (well masked by the reed) and swam back to the other side again. I lost track of 'em a couple times, and at some point there where traces all over the place - so scent turned into limited use. Positional audio was absolute key. Finally I spotted one in plain sight who was running into an area of lower grass. One more lucky pounce (my stam was almost used up) served me a nice meal.
This was challenging, fun & rewarding!

lament forge
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Just a thought, I know that Giga and spino have new models. (This is for down the line) But is it at all possible to make it so rex gets one too? I mean with how giga likely will look and how spino looks, rex will be the one who looks likely the least intimidating. Since the hypo's are being remodeled when the time comes could we just have the old hypo model be shrunk down, reworked and repurposed to be the rex's base model? I just really feel like it'd be a shame if giga and spino had these unique looks to them and then there is rex, looking like it walked right out of Jurassic park.

peak wasp
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A while back you had channels for other languages n such for people to chat in
maybe bring them back?

tribal quest
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I am really pleased with the bug fixes. You’ve done an awesome job and I couldn’t be happier. The bushes are spawning in as normal. The frame rate has been improved and the overall feel is just so much better. Good job. You should be proud.

normal veldt
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Adding onto environment a bit more: Even something like an alpine forest in the mountain regions or like different climates around the island that affects plant growth and size, sparsity of trees, grass, water, etc. Nothing too drastic or extreme but enough of a difference to tell which part of the map we are in because as of now, there are little to no landmarks to tell where we are. And I know it is still a work in progress adding structures and what not but I think a majority of the player base would enjoy something like this if the previous feedback suggestions have anything to say.

#

Also with the grouping system, I would like at least some way to search a friend and add them to group rather than running around the map like a chicken with its head cut off one calling and two calling trying to find that specific person, Especially since the land atm looks the same everywhere

ember iron
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Very pleased with the current patch.
For Grouping. I'm not a fan of the nametags at longer distance. Having the tags show only when vocalizing is much more engaging.
For UI improvements, is it possible to have group members always show on the compass while sniffing? That may be a compromise.
Also. I'm not a fan of the "Press E to drink" or "Hold H to sleep" popups. Would it be possible to move those to the icons on the right of the UI?
For example. when near a water source. if the Water Icon flashed to indicate you can drink, and the food icon did the same when able to eat it would be less intrusive. Or while resting a small snooze icon appeared above the stamina icon that flashed when it was ok to sleep.

polar igloo
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would really like to see some atmospheric fog sometime in the game, would really help the game look nice and would somewhat hide the terrible LODs..

peak wasp
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split the 3 types of chats again please
do this via making f6 rotate between All chats (as it is now), group, then local

naive chasm
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This update was really fun (only played adult dryo) but grouping was working well and actually being able to get food now that the bushes can respawn again was nice. I kept narrowly avoiding raptor pounces without even trying so I'm going to say it was luck more than anything, but I felt accomplished anyway. Sometimes the mud texture became stuck on my dryo after the normal length of time until I swam. I found myself applying mud every chance I could get because I'm not used to playing with bright male colors. Frames seemed stable and I didn't notice significant rubberbanding in a group of 3-5 dryos sprinting around. Great job overall.

ancient plover
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Patch 0.5.19.28
Before I say anything, I'm glad that we get actual hotfixes now, it is a really important thing between bigger content updates, please keep it this way.

Performance : Well, I was on a low population server but my frames were pretty stable and it didn't leaked after an hour of gameplay, so that's a good sign. As I mentioned before, the performance of itself is not a problem anymore. Of course this doesn't mean that we won't be happy for further optimatization.
The only thing that still bothers me, is the insane FPS drop if the games loading in a new tile. Yeah, it doesn't last long, and it doesn't happen after every step, however it can be still very annoying, especially during combat. If there is a way to smooth this out, that would be great.

AI:
So the reason why I got onto a low population server is to check if the AI delivers the promises and solves the problem it suppose to solve. IIrc, one of the reason was to add AI, to make the world feel more alive and to be able to survive as a carnivore on a low population server, well currently this isn't the case. I played an hour, lurking in swamps, running around on fields and walking trough jungles. I didn't saw a single AI. Low populated servers are still unplayable as Carnivore, and AI didn't made the world feel more alive in the slighest, of course I'm aware it's just one species currently, and even this isn't finished, but I wanted to give an heads up about this.

Suggestion about AI : To make the world actually feel like it's "alive", AI should let out sounds sometimes, BUT it shouldn't be as legacy tho, where it spamms it's broadcast. But I can imagine AI letting out f-calls and sometimes broadcast in every 3-5 minutes, this way it won't be ridiculously easy, but it won't be a ghost town anymore, also you can actually spot AI (as spotting a Dryo is extremely hard, especially if it doesn't let out any sound) and hunt them down.

Part 1

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Part 2

I noticed that the shadow on the water is extremely flickery, not sure what causes it, but it's pretty annoying to look at.

Also some QoL changes that would made the game feel more polished :

  • Fix keybinds : It's an extremely basic option and yes, it's not top priority, but it's pretty important in my opinion, and also shouldn't take long time to fix it.
  • Give us the option to change View Distance : I don't think I need to explain this, most of the game offers this in the option section, and if you are worrying about this option being abused, set the low view distance to be the default what we have now.
  • Fix language problems : Game currently doesn't really give a damn about wich language you want to play, it half english/your native languague, or just straight up your native language. It's not priority at all, but still would make the game feels more polished, and probably wouldn't take a long time to fix it.
  • Let us having an option to toggle the numbers on both hunger/thirst/stamina. We know that we can actually check our hunger/thirst/stamina with mouse over, but it would be a nice QoL change to have an option to toggle it. The game will not lose anything with this.

Edit : - The mudbath is good now! The mud lasts long enough :) Ty for the fast change.

Anyways, keep up the good work and stick with this kinda updating method. Content patch ---> Hotfix (if it's necessary) ----> Content patch--->Hotfix. It's the best for the people and for the game too.

vague sable
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First suggestion:
Add more edible bushes for herbivores overall especially since grazing is now limited to only filling 20% of max hunger

Second suggestion:
Decrease the volume of tenontosaurus breathing for adult and juvenile and baby teno running

Third suggestion:
Add more paths to get through the cliffs along the beach or otherwise make them more traversable

karmic gate
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sort of adding on to what maple said, because the nametag range isnt that far and its relatively easy to lose group members, i think a nice middle ground would be if a group member is out of nametag range, and they broadcast, their nametag shows up as normal for a temporary amount of time (similar to how it was before grouping). could tweak this so if they are further away they have to do a louder/more long distance broadcast, and this would only work for group members. its a nice way to encourage more calls as well, rather than just increasing the group range.

lunar ledge
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the dev team hate herbi. They will do anything 2 make herb never strong in video games. Pvp players biggest cowards. Dey are predators all right. preyin on people's emotions and weaknesses. are disappointments to everyone. shaky legged bull calf could kick your asses irl. are weak and pathetic manipulative bottom feeding trolls. Soulless evil. Ur 2020.

flat patio
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In regards to the recent update.
"Added server name to the character profile location panel."

I don't see the need for the name of the server to be placed on an important screen that you would check quite frequently. I know this is from a streamers point of view and I understand that but legacy already seems to be quite the pain for sniping and it could make admins jobs harder again.

I don't think seeing the server name is needed but the player count to know how many people are playing on the server you're on, I say that because you yourself choose the server so you should know which one you entered, but the count changes and it would be nice to know how many are still playing over time.

I attached an image of an example to see the count, could even have it in the settings eventually to be displayed on screen and have the choice to turn it on or off. I believe legacy has an option for FPS to be shown on screen, etc and you could toggle it on and off.

tame copper
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expanding on holly's idea. there could be an on off button in settings for this that makes both parties happy, or a server side option to show the server name and player count in game.

ancient plover
ancient plover
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can you give suspended animation/super slow metabolism for Deinosuchus? IRL crocs can survive months without eating anything reducing their heart beats and moving slowly or even without moving any muscle. This can be very useful for adult deinos with their huge hunger drain because they can survive long time periods without eating. It shouldnt be that good in deinos growing(juvies or subs) because they must eat something to grow and get large sizes. For balance, deinos can only do this on land and camera gets locked, to you cant camp in the water or look around while you are sleeping

frosty thistle
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I saw the reddit post about bring the map size down and I 100% agree and im stoked to see you guys are looking for a level designer! I also would like to see offical server pops addressed though, right now 50 animals is too small and cuts out your options of having deversity in the game. Consider a pack of 5 utahs and a small herd of 2 tennos and 3 dyro is 20% of your total player base at 50 server cap is too limiting and will result in too much of the player base being mushed down into 2-3 locations.

lapis gust
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I'm so sad as of the latest update I can no longer play the isle. I had just recently upgraded my pc just to play the isle but it now maxes out my CPU and I cant run it without difficulty. I don't understand how I can play anything else I want but not the isle. I play and run ark and servers, dead by daylight, GTA 5 and until the last update the isle. I hope in the future to be able to play the isle again but when it's the only game my pc doesn't comfortably run I cant justify another upgrade...

primal egret
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AMAZING job with the hotfix. Food bushes aren't a problem anymore, no more walking under water, much better mud cover duration... The game is way more playable now than it was, and should probably keep most of us occupied until Update #2 comes out later on. I usually don't say this much, but I'm, like, genuinely impressed with EVRIMA branch now. Keep it up.

peak wasp
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Allow herbivores to shove bodies
But make it in short pushes/drain stam (more stamina/smaller distance larger it is compared to you)
while still effective enough to get a corpse away from lets say an area with juveniles or nests

charred ruin
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starvation should not be this quick, it makes it almost impossible to survive even on high population servers, was in the middle of a hunt, started starving and died before i could kill the dryo (i was in the process of tracking it). increase starvation times, even if its only by a minute or 2.

midnight lichen
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Starvation/dehidratation also a problem if you are to explore the map. You cannot venture far from bodies of water. This makes the 90% of the map an empty wasteland. More ponds/rivers/streams/ etc. Would be good

charred ruin
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also, fix utahs names showing up for herbivores, i think they're group mates then i get swarmed.

zealous rampart
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Keep starving times the same. The isle already has enough hand holding g with the ai as it is. People starve because
a.they got very unlucky or
b. They cant hunt for shit

old sky
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I think the time it takes to die from starvation/dehydration is a bit too fast. Once you start to die, you have no time to keep looking for food/water.

coarse raft
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don't add bleed to the game because I'm squeamish and I might faint and my mom will be upset if that happens
@tulip coral
Just adding onto what was said here instead of getting rid of blood why not make it a graphics option to disable for people who don't like seeing it instead.
It would be a lot easier than removing blood all together when this game is technically meant to be a survival horror.

worn hill
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The recent patch is feeling much better to play. The juminess seems to be going down still which is great! I appreciate the increase in size/speed for dryo. I am still not able to see scarring on my dino when it is injured. I did notice that I was being added to groups of dinos outside of my species, sometimes to my detriment as Utahs ran me down. Thanks for the care and attention being put into the game, I hope to see this continue.

visual carbon
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I think the old chat system should return as its quite difficult for new players and players returning to the game to change to local or group chat

tribal quest
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When scavengers are introduced (e.g ptera) they should have a really long scent range. Since they won’t be able to get their own food easily, they need to be able to find food from extreme distances. And maybe make the particles a lot more. Clearer for these animals. I this would really improve the playing experience for scavengers. Cheers.

fair lava
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I feel scent clouds for footsteps shouldn't all have the same size but scale with footstep size. Right now it is often easier to track tiny things because they basically leave one continous line behind them.

flint violet
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ATTACK DELAY CONSISTENCY

Keeping this somewhat short. Personally, I absolutely hate the hard delay between attacks. I'm unsure if it's a case of the animation being longer, or if there is a genuine timer depending on what it is but it feels that way regardless. While I understand the intent to encourage people to time their attacks just right, it's incredibly offputting allowing opponents to get free hits due to something you can't really control. Makes feel combat frustrating and clunky at times.

A good compromise would be having certain attacks to be quicker rather than having a hard timer on all attacks based on the damage they deal. Bites shouldn't take two to two and a half seconds between them, if a opponent is close enough, you could be able to do light attacks (your bites) quicker. With the guillotine in tenonto's kit, I shouldn't be able to spam the shit out of it but I can't bite opponents as fast even though it's a much lighter attack.

ancient plover
visual carbon
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since carno is going to be able to knock creatures down i suggest for larger creatures that it cant knock down it does quite alot of bleed(damage till we get bleed in)

keen heath
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@visual carbon Expanding on that, maybe if they made it so you have to actively press buttons against falling down (like, if the Carnotaurus came to knock you down from the left, it would say "Hit A repeatedly to balance yourself!"), with smaller creatures that wouldn't come up at all, but with larger ones like maybe Allosaurus/Tenontosaurus and up, it would. Would that be a good idea?

unborn minnow
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For Carnotaurus the inertia (time needed to go from full speed to stop and vice versa) and turn speed should be a main parameter for balancing.
Smaller dinos should have a chance to escape.

ancient plover
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Perhaps this could suit the Maiasaura or Parasaurolophus as a run animation. I’ve animated this with inspiration from other dino movies and games.

unborn minnow
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IMHO releasing one dino at a time is better than multiple in a single patch, it helps the devs to focus on fixing issues with just one dino, please consider it.

tulip coral
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Just adding onto what was said here instead of getting rid of blood why not make it a graphics option to disable for people who don't like seeing it instead.
It would be a lot easier than removing blood all together when this game is technically meant to be a survival horror.
@★ LinkaBell ★#4380 i was joking bud, lol sorry

summer pumice
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One way you could control attack timing is rather than having a long delay between bites, your bite is stronger if you wait for the duration. Kinda like attacking in Minecraft for a comparison.

idle oar
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Do your community a favor and stop bringing out a patch after more than a month, it's not good for your community, it builds up frustration even though you have people who are passionately waiting for this game to become better and to be able to play it.

sour kraken
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Remove delays and add momentum to dryo dodge.

The current dodge feels like a slam on the brakes when your running full hilt. You jump to the side and come to a full stop and stand still.

I suggest a wide side stepping leap that players can use during running. Like the stego tail being directional in legacy. While sprinting as a dryo they may use the LMB or RMB to leap in a zig zag while still mantaining the speed. With their bite or burrowing only used while standing still. Dryos gimmick is to run from danger to safety. I feel the current dodge of making them jump and stop running to be really clunky.

summer pumice
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Sometimes it can get difficult to know when and who is killed in combat, especially when group numbers are high. It'd be nice to have some way to be indicated when a dino is killed.

When a dinosaur dies, info text could flash on screen (subtle like the "press h to sleep" text) that declares when a player dies:

Utah makes final attack and kills Teno:
Utah group sees: "Tenontosaurus Down!"
Teno group sees: "[player name] Down!"

If you're not in a hunt and your Utah buddy falls off a cliff:
"[player name] has died to a fall!"

So if the dino that died belongs to your group it shows the player name.

If it's something your group fought, it says the species name is down.

(Feature could be enabled or disabled to the respective server that wants it. It could be helpful for preventing rule breaking in servers that have them, or otherwise it would be helpful to simply just know it happened.)

unborn minnow
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I don't know if somebody asked it, please add the test sandbox map to Evrima branch.

keen heath
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While the swamps do look really nice on Spiro, I'd really like it if the Lilypads that were shown a few months back in #phase-two-archive were added to them. At least one of the swamps. 🙂

kindred beacon
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the thing that you can graze while walking is amazing, but you need to move a lot slower. right now it seems like you basically switch to walk speed and it does not look good, especially when the baby tenonto is as fast as it is. i am afraid that a bunch of new animations are needed to make the walk'n graze animation or just slow down the walk speed, the one of the two that looks better.

worn hill
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Consider adding a “plains plant” or something akin to this as dinos like dryo and potentially gallimimus should have incentive to spend time in the plains. I know a nutrient system was something being discussed and could be part of this. Thanks again

torn beacon
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I think the game would benefit from introducing a species-specific acceleration. So depending on how "athletic" etc. the species is, the faster/slower the acceleration from a standing position to the top speed would be.

It is also relatively logical that physically strong / muscular dinos (Rex, Giga, Allo, Trike...) cannot accelerate the same way as weaker and therefore more graceful or atletic hunters. (Utah, Dilo, Dryo etc.) So why not take this into account in the game?

With this implementation it becomes more realistic to overwhelm species like the Carno, which have been very fast so far, but still by means of a surprise attack (full run to crawl/sneak). Conversely, smaller and faster victims can flee more quickly. Actually just like in real nature.

lament isle
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As much as I like the new features and new dinos that are added to the game, something that I just can't seem to get used to is the map, more specifically the colours. Whenever I look at the game or the map the colours feel really saturated, it feels like the greens and all the colours have been turned up to a really bright/saturated colour that feels super overwhelming for me to look at. When there is as much vegetation and bushes and trees as there are on the Isla Spiro map this really becomes a problem as the colours are just far too bright, far too "green" if I can say that. In the legacy branch of the game there was still plenty of greenery around yet the colours were not nearly as saturated and as such were much easier on the eyes and were much more pleasant to look at. Don't get me wrong, the map has been done very nicely for the environment that it is set to represent/capture but to me the colours are all far too bright/saturated and if there is any way to turn that down, be it in the actual map/game design or in a setting our self it would be a great addition/fix.

rare palm
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Found a crevice that my juvie dryo got stuck in and can't get out of. Please see coordinates 🙂

serene fulcrum
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Can we please have the AI spawn as often as they used to or at least call out, me and my friend had been thriving as Utahraptors before the hot fix, we started looking for food at about 3/4 hunger, patrolled the entire perimeter of the map and then starved. The hot fix has made survival as a Utah impossible. Please fix this.

fathom harness
#

Maybe show the time of day in game for the servers in the server list when day/night gets introduced?

tribal quest
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Perhaps ai should need to come to the waters edge to drink so that deinos can catch them

summer pumice
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Group Inviting:

1-4 calls should just be reserved for their respective calls, and not have any other functionality. 2 being friendly, shouldn't additionally send out a group invite. Because you sometimes want to 2-call just to say "Yo, I'm friendly", and not "Oh hey, you're a utah, I'm a utah, let's pack".

I realize you've probably been suggested this a few times. I believe it has been suggested before that the use of a 5-call (or a different key in general) would be appropriate for this replacement.

I wouldn't think you would need an extra call for invitations, though it would be kind of cool. But (in my opinion) if you use any, it should be a quiet one. So, either make it the same sound as an F-call, or if you do make a new one, it would be ideal that it uses the F-call's volume.

Why the F-call volume? It's a situational thing, where you may not want other players to hear you making noise. Two juvie tenos finding each other in the forest likely don't want to make 2-call noises for fear some utahs may be hiding out nearby.

old sky
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It'd be nice if inviting someone required you to hold 2 instead of just pressing it so you can still tell others you're friendly without inviting them.

ancient plover
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When high above the skies as a flier, having these breathtaking moments could be for really powerful world immersion. And really help glue in the identity of the game. While yes, gameplay is of upmost importance. Having the strong sense of wonder can set you apart from rest. It's something that we'll remember fondly after years.

frosty thistle
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I would love to see a return of the broadcast call showing your name to others of your kind, and maybe with extending the range of group name displays for a short time. I say this because it is, with grouping back, pretty uncommon to hear animals in the distance. I believe that the return of this will prompt people to add a reason make a little nose and bring a little extra life to the world.

opal solar
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If you are in combat and run to log out and you are attacked again the log out timer should be reset to prevent combat logging

ancient plover
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I had an idea for an old legacy boi in survival:Quetzalcoatlus.In my opinion, quetz hasnt received enough attention despite having more potential than pelagornis which needs air currents to fly and harpagornis that is a 14kg harpy eagle and quetz is a 250kg pterosaur, so it has enough attributes to be the biggest and strongest flyer in the game, apart from giving it another chance in survival with the new code. Quetz will be like a giant stork. it wont be a fisher so pela and ptera wont have competition, but it will be a good land predator, hunting and swallowing small preys, like a stork. It will also be able to scavenge and act like a vulture, moving long distances flying looking for dead corpses. It wont be able to beat something bigger than an adult and healthy utahraptor, so if a big predator comes it will fly away to keep safe. About flying, it will have worse maeuverability than pteranodon but it will be faster in short distances moving straight, but stamina pool is low so it cant chase serial preys too fast for so long. For moving long distances, it will just glide and flap sometimes to keep in the air at a speed of 25-30kph(speed of pterosaur flying) but keeping it for a while. Talking about combat, the primary attack will be obviously a beak one horizontally and the secondary one is an accurate beak attack, that auto targets preys using its long neck and it can be useful to catch small and fast animals, but it will waste some stamina. Another option to make quetz more combat viable is giving it some hatze characteristics on the same way of unaccurate spino. It isnt hard to see a jiraffe sized stork beating a utah or a dilo in a 50/50 match, but hatze beating low tier carnis looks better. I also had the idea of giving quetz/hatze a marabou stork like pattern, with that strange thing hanging under the beak, being blue or red in males and pink in females. Also males can have red/blue colors in the face but it wont have a bald neck.

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And heres the idea for pattern.
P.D.:The brown one in the image above isnt a quetz, is arambourgiania, but theyre pretty similar. Quetz has a slightly shorter neck and bigger crest, thats all

ancient plover
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Grazing
I think grazing is a really good and immersive mechanic, however in the current state, you will barely/not see anyone using it. It would be so cool seeing herds grazing around open plains, especially that now you can move while grazing.

Suggestion :

  • You can eat 50% of your food from grazing, however it is way slower than actually eating bushes. Trust me, people will still gonna go after bushes, especially if you guys implement nutrition system or something like that. It just feels like kind of a waste with this really immersive mechanic currently. Nobody grazes.
keen heath
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One thing I'd also really love if they implemented was that the creatures actually get wet when you swim in water.
This would be especially noticeable with the feathered dinosaurs, because the feathers would get all ruffled up, and when you exit the water, maybe even add particles for the water dripping off of the creatures. With non-feathered dinosaurs and such, their colour would just be darker shinier I'd say, until it dries off. That's another thing actually, maybe make it so that the water dries quicker if you're out in the sunshine, as opposed to a dark and damp jungle. And finally maybe also add the ability to shake the dinosaur (like dogs do IRL) to send the water flying off.

(I have said something similar before, but not in all that much detial, plus it was about 5 months ago.)

peak wasp
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Allow there to be some way to see how much a bush is depleted/how quick it is depleting
whether via a bar that pops up when eating or by actually making the plant deteriorate the more its eaten
For example that flower plant in evrima losing the bottom/middle flowers as its eaten over time

blissful needle
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Maybe, since theres a lot of debate about group damage reduction, it only affects group members if they havent attacked someone outside the group or been attacked by someone out of the group for lets say the past 5 min. Ive had times where ive been testing attacks or playing around or something, and someone in my group runs into my attack because by the time i saw them running and they saw me attacking it was too late, so group damage reduction saved us, but i also understand that some people will bite each other to facetank and people need to be able to juke and get people to bite each other. This of course depends on whether reduced damage was made to stop misclick killings or to stop group killings in general, but i think its an okay compromise

ancient plover
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Make this Elder Triceratops reality in game in future?

visual carbon
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When Deino is on land and wollows it should be able to get a bit of its thirst back(same amount a herb gets from grazzing) so when Deinos travel to lone ponds they can at least wollow to get a bit of waterhttps://media.gettyimages.com/videos/saltwater-crocodile-lies-in-mud-at-the-edge-of-the-adelaide-river-video-id1191188385?s=640x640

latent beacon
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Repost Because this didn't get as much attention as I honestly feel it needs. Part1: Waterfall Material, The current waterfall material lacks important detail which lowers the overral appearance of any river or water source leading into it or from it, therefore adding up to degrading the quality of the life in this game which this map is certainly infamous for. It appears almost as if this is the same waterfall material from older falls over in the Legacy Branch, I may be wrong, but the appearence is extremely similar. Now what are the certain little details I see in the waterfall that could improve? Looking at image 1: The water seems to be spitting out of nowhere from the rocks in which it almost seems the rocks are being used to cover the transition from river to waterfall. My suggestiong for this: Less rocks and more smooth river to falls transition if you take a look at image 2: the transition is very smooth and you can see ripples forming beforehand of the waterfall as the speed of the water increases before falling. Now, taking a look at image 3: This type of waterfall would be spectacular this infact in my opinion, is the ideal for the small waterfall types which we currently hold, also considering the low current which our river has right now. If we were to have that, my suggestion would be that the water from that part of the waterfall be undrinkable, also possible slip animations could be added from the slippery and mold crested rocks and for there to be rocks similar to the image portraying almost like large flat skipping stones allowing the water to smoothly travel down the slope.

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Part2: Drinking Animations currently are amazing and I would like to say that because they have honestly never been better since Legacy, although something I have noticed while drinking as a utah is the immobility from the toes and feet and it looks and feel almost as if you are glued in spot but the rest of your body is wiggling around, not to mention the toe sticking out from the utahs foot is completely immobile. Now if we look at image 4, the glare from the river is quite bothering to the eyes and to the effect of wanting to have a natural river, you can notice that if you point your camera from the dino view downwards any water in your screen the farther it is, the more it will almost seem like it turns to ice from the glare.
Part3:Appearance of character from swimming is very important, if you go in the water and come out looking the same from when you entered, you know something is wrong. Looking at image 5: The elephant's skin turns darker where it went wet , and splashing from the water caused more wet markings on the top of its body, Imagine exiting a river fully drenched, there would also be trails of waterdroplets on the ground, pheraps adding an element to the tracking system and maybe a small shake animation could be added to shake off your wet dino at your comand.

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Part4: Appearance of beach areas. Beach rocks are very unique as they have usually endured years of churning in the ocean, barnicles piling up amongst them and finally washing up ashore to be climbed up or jsut admired by the fellow dinosaurs in Evrima, so my suggestion for beach details would include more attention to differences in beach rocks pheraps adding old water lines from when the water splashes against them, as seen in image 6, and maybe barnicles below the water and peaking out from the rocks as the tides rise and lower. Now if we take a moment to talk about the debris on the beaches of Evrima you could say there is PLENTY of debris almost to the point where it looks random, or out of place, just to quickly fill up the space, My suggestion on the current debris is to add a more natural selection of debris to the beach, for examples piles of seaweed that washed up shore, maybe a few rocks here and there and possible branches more near the palms which fit their wood type. Less large quick filling debris and more detailed and thought of debris which make sense considering the surroundings. The current debris is not satifying to the eye at all in my opinion. and if you take a look at other island beaches you see nothing at all to that extent of a clutter of randomized rocks and large pasted wood. All images are in order of appearance of paragraph's mention

radiant wraith
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Scars and injuries
Although the patch notes say scars were made more visible, I think they should be upped a bit more because its still quite difficult to see on anyone other than the dinosaur you are playing. Being able to see who is wounded is a great detail for hunts and allows carnivores to pick off their prey, and for herbivores to defend their wounded herd. Perhaps make 1st and second screen the light scratches we currently have, while 3rd and 4th show as large, bloody wounds. Varying the wounds on the dinosaur would be great to see as well- I don't expect to see particular wounds from every kind of dinosaur that attacks you as that would be a great deal of work, but bites, scratches, and scrapes that show up differently depending on how hurt you are and not the same every time would be great for variation.

One thing I'd also like to see with injuries is perhaps adding a small chance that over time and with severe injuries, after healing it has a chance to stay on your dinosaurs' skin if you survive. Have these scars a paler color to differentiate from active wounds, and less visible from afar. Dinosaurs with a lot of scars would be the marks of players who fight a lot and a badge of honor of sorts, showing you survived a lot of fights and likely are good at PVP.

Skins
The return of skins is something I highly look forward to, both in different patterns than standard but also the ability to use colors from every species, regardless of herbivore or carni.

summer pumice
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I understand that in the future you have the plan to make a dinosaur ill/debuffed in some way for eating their own kind.

Considering the type of game The Isle is, and how there often tends to be several people playing as the same dinosaur on multiple occasions, this might break the game experience for many players.

Some people also simply just like to hunt their own species because to them it's a fun, fair and balanced fight, as both parties have the same stats, abilities and advantages/disadvantages against each other.

If a player were to get a debuff from eating from a corpse of their own kind, I would suggest it to be a physical/aesthetic one so that other players of that species knows they're hunting and eating their own kind, rather than a gameplay punishment like getting sick.

native silo
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It seems that Utahraptor's calls aren't synced with their animations

orchid folio
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Some Players dont want punishment for cannibalism

suggestion:
If its not already planned make it a server option that's turned on on officials

peak wasp
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Personally think instead of tenonto sharing the attack cooldown amongst all of its attacks
Each attack would have a larger cooldown as their damage increases
so the slam can have one which is similar to now, while the bite has one which is little to no cooldown between attacks

maybe you can also have instead of cooldown you have the whole every attack drains more stamina if you do them too much in succession

plain oriole
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It seems that Utahraptor's calls aren't synced with their animations
@native silo Yes, that really needs to be addressed. Why has this not been brought up as a bug?

ancient plover
shut kindle
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it is known that the animals when their babies are nearby or their nests are more aggressive. I think it would be reasonable and interesting to give a little bonus to players near their nests or accompanying their babies. on the contrary, to even give a penalty to the baby which can be confronted with fear.

torn beacon
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Please check the current Evrima Servers: i live in Europe and i dont see any official US servers anymore. (i have the latest patch and i did not change anything) Only EU officials show up. I would love to join and play on US servers as well, because these servers have a quite high player rate during night time in Europe and is therefore predestinated for addicted Evrima players! 😉

keen heath
night bolt
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(Putting cameras on dinos and being able to see what the camera sees on either a computer in a building or phone or something)

ember phoenix
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After several mudbaths, I finally had a bug which made me muddy without end. I don't know why this happened, but I think it can be exploited by players to avoid being sniffed by others players.

lament palm
rain chasm
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the carno walk is cool, and the run looks good other than the head needing to be less stiff

zealous rampart
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First person camera for dinos because sometimes the camera is to far back to see through plants when hunting and even if you zoom in your head gets in the way

tawny echo
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The Carno animation is too rigi, specifically the head

ornate patio
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For the carno's new sprint, I'd recommend looking back at the old animation and have it raise its legs up higher, and put more emphasis on the speed and power of this animal's legs. It should feel like a speed demon, both visually and from a gameplay standpoint, not just casually trotting and barely putting in effort.(Sort of like a torpedo but a paired with a mouth and a bad attitude.)

old sky
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I agree that Carno's sprint needs longer strides and that it seems a bit stiff. Otherwise, the animations are really good!

tame copper
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carnos new run has three problems most of the community agrees on. the head is much too high, its meant to be fast and it would look nicer if its neck back and skull were even. its legs are too stiff, it feels like its jogging not running and looks sluggish in general. the tail is as floppy as deinosuchus'. its tail is physically unable to do that without breaking, it should be much more rigid.

karmic gate
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the new animations are nice, especially the walk animation, but the run animation makes the carno feels like he weighs maybe as much as a bird. carnos easily weighed over a ton and i feel like his run should reflect that more, so it feels like a CARNO running at you and not like an ostrich (who weigh only 300ish pounds)

sleek sapphire
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my personal opinion is that the carnos tail moves too much, and the animation does not look like it has much weight to it.

spring seal
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It appears the new carno walk animation seems it's walking on it's tippy toes. Perhaps it's a weight thing with the Animation?

untold pike
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The new Carno run doesn't really fit an animal that moves super quickly in a straight line. The tail is almost like legacy Cerato's tail where it sort of just flails around instead of being stiff. Personally I think legacy Carno was near perfect in its animations as the tail was stiff and it had longer strides.

candid salmon
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I feel that this new set of WIP animations for Carno is one of the most jarring, unbefitting, forced, and overly birdy animations I've seen for the animal. It appears to me as though they remove what little character the animal had from the old (and imo superior) animations and just tie it in with being another not-quite-large terrestrial bird with little weight or predatory nature taken into account. I do not see the run being sufficient for high speeds, nor does the very strained and forced-looking posture make sense to me for an animal that will almost always be biting downward and should be sprinting like the glorious mouth torpedo it's supposed to be. Not grandma's gusto-fueled Sunday power-walk-jog. I feel as though they water Carno down into just another bland and unimpactful piece of wildlife to see out on the island instead of something with even a hint of menace or horror, which I feel just keeps evaporating more and more as the pool of animals is supposed to be broadening. I like Carno. I like playing Carno. But those animations are not fitting or sufficient.

zealous rampart
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Tbh the new running animations all look the same for every dino

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In legacy every dino had character like how carno had long strides, utah had a swift and fast sprint, shant had a slow moving sprint that you could feel the thundering footsteps for every gallop it makes and how giga sways its hips when trotting and tightens its hips when sprinting

ancient plover
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As a tenonto, it would be more effective to make the biting attack only activate when pressing 'W'. In combat using 'A' and 'D' to face the enemy activates the biting attack which feels useless against an aggressive utah player because its damage seems to be miniscule and using the claw swipe would be far more effective however the thing that ruins the ability is that you must remain absolutely still otherwise any movement triggers the biting attack and the attack delay just adds more insult to injury because you're giving an opponent a free opportunity to do more damage to you than you do to it. I get that the claw swipe can do a 90/180 degree attack but it really only seems effective against a single target. When it comes to having 2 or more utahs their quick snappy movements makes it easy to attack throughout the tenonto's animation as well as the delay being way more punishing than it should essentially not allowing you to execute any sort of counter attack.

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As another suggestion, I think it would be better to remove the attack delay and allow the attacks to be repeated once the animating finishes playing. However, as a balance, the attacks should cost a slight amount of stamina depending on the attack type used (ex. Tail/claw for tenonto) with the stronger the attack the more stamina it will consume. This would prevent attack spamming and maker the player decide on what attacks they want to use as deterrents, finishers, etc.

weak zealot
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I agree with everyone here, old carno animations were wayyyy better
It looked fast and heavy, the ones currently shown in phase two look like it weighs nothing, nor looks like a very fast animal
Hardly looks like it's trying to actually run fast at all, just looks super whatever about it, prancing along

still mulch
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Also I was wondering when the dryo burrowing would be put in. And also when will the mouse sensitivity be put in because i use controller and the RS is quite slow in looking around

undone bay
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I think that old carnotaurus animations were better overall, you could feel the weight and speed of the animal (I assume this is because the new running is still a WIP but I thought that it was worth mentioning), the walk doesn't fit the body of carno, it seems more similar to a ratite walk, which doesn't look good on this animal. The head movement on the new running animation is pretty nice, not only makes carno look more alive, but is also a nice touch to the irl animal (as carnotaurus braincase shows that it performed various head movements). Overall I think that the animations could be improved (and I know that they will improve), keep up the good job!

fair raptor
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What is up with the " Im holding my head up high " stance on almost every dinosaur? Ive seen it on the new rex, and juvi utah as well and it just looks so wrong and outdated. It works for dino's like Hypsi, and Oviraptor, because they really play their part of looking like birds. But it doesnt look great on Carno in any way or any large carnivore in my opinion. Imagine Giga getting a walk or run like this; it would break it's neck! Ive seen a lot better on animations in the past; evrima's dinosaurs are feeling so weightless now. Also, it seems to me like the Isle is in identity crisis; on one hand it wants to be very close to JP, and we all kinda accepted it to be, its cool, without getting copystriked by Universal. On the other side it tries to move away from it again by putting in animations like the new rex and new carno animations. Please make up your mind what you want to be! The isle was never supposed to be a Saurian 2.0

tribal onyx
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The carno legs don't seem muscular enough compared to the bulk of its body. And the strides looks too light and mechanical.

urban robin
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I understand that the carno run anims are a WIP, but design-wise they look really out of place on something like a carno. They look like something a gali would have, IMO

polar igloo
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Old carno animations are by far superior, please just stick with them or base the new animations heavily on them

ancient plover
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Non human animals have a sense of consciousness too, but by enormously different levels. For example, a dog can’t pass the mirror test, but they do identify their own odors, feces and urine — and in some level that’s being conscious, just not as much as other animals or us.

Therefore, I propose that when you sniff around you get to see your own footprints on a different color, like blue, while all other animals’ footprints remain yellow as they are.

kindred beacon
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the real problem with all these new animations ( and i am talking also about utah and tenonto) is that THEY LACK WEIGHT. the creatures do not feel like heavy animals, instead it's like playing with a chickhen, with the same exact animations. just look at the baby utah walking animations! it looks like a damn stick with legs floating in the air, so stiff, so not unique. we did see the rex animation in one of the streams some time ago and there was the same problem, an orizzontal line with legs moving without having the right movements and feel of a 9+ tons beast. the new spino have the same problem, when in Legacy it did have the walk animation done right showing how heavy the dinosaur is with torso movements and neck/head weight, now the walk animation you showed us is like seeing a giant peacock walking around with the weight of a baby duck. and like other people said, the new animations might be like this for a "realism" matter, in nature it's not like a cat walk differs that much from a panther's... but this is a game, with abominations and lab failed experiments, and in this game making a creature feel unique and with a particular character is more important than having a copy 'n paste animation ( talking about theropods here because we have the most discussion material for now) because of realism.

ancient plover
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Maybe a good thing to introduce for ai is that ai are less likely to spawn for when there's massive amounts of dinosaurs gathered. It'd negate the birdbath simulator or "docktah" issue. And encourage players to move around the map, other than the occasional two hotspots. For example, Great Falls and Twin's lake in legacy are notorious spots where players actively go to seek interaction despite the risks. While other parts in V3 are dead space or barren in activity. This shouldn't be the case. As long as you're in any part of the map. Interactions or encounters should always be eventful enough to keep you on your toes throughout the experience as any dinosaur.

midnight lichen
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Bleeding out /starving to death/Die to thirst / die to venom ect. Should have a similar effect to sleeping. You should pass out slowly. Your dino looks a bit dumb to just collapse like a cut tree

torn jay
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Please, oh PLEASE change the animations of the carno completely.. It looks like a literal chicken. Im sure those animations would be alright for a small creature, but the Carno is heavy, the animations make it look like its a small creature as tall as the grass. Thats not only for Carno tho, the Utah has this kind of animation too- it looks like its walking super fast, it doesnt look like a fast creature thats able to run almost everything down. I know its all still work in progress, but this really has to be changed ;-;

patent notch
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I am very glad more people are talking about the latest rex animations alongside carno's since they, honestly, perfectly summarize everything wrong with this latest batch of animations so far on a larger scale. There is no weight behind the carno and it is even more apparent on the rex when we last saw it. The legacy animations for both creatures made them feel weighty and threatening. These latest ones...the postures are way too forcibly, weightlessly birdlike for these animals as others have said. It doesn't match them at all.

There is no menace, no bulk behind these two and it is terribly upsetting when I look at legacy and see how nice the animations are there. Yes they need some work, but they still showed how hefty and threatening the rex was and how fast yet strong the carno was and gave each animal character. Right now, again as others have said, it seems almost copypasted. The rex and carno both have those glaring problems and they move the same way...it doesn't make sense for them to do so given the entirely different weights and niches they have. The posture ESPECIALLY looks bad on these two. It's seriously way too much. They need that downward hunch they had before not this weird upright thing they have now.

The rex and carno both should have animations more akin to their legacy counterparts. They, honestly, have no character behind them anymore and almost weightless as they move. I love both of these dinosaurs for different reasons and it pains me to see them stripped down like this. I am very happy to see many people pointing this out and dearly hope all creatures are properly adjusted for more weighted feelings behind them...especially carno and rex as they seem to suffer the most from this thus far. I worry greatly for allo and cerato as, judging from these, they will be treated in an eerily similar fashion.

twilit haven
nova finch
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I wonder why you're doing things new that were already very good in Legacy.
For example: The carno animations, dryo model and sounds and grouping system. All of this were better in Legacy. On the other side utah wich still doesnt have feathers dont get a remodel.
Also you implement unnecessary features (throw up, mud bath and sleeping) while not doing core content like bleed or day/night cycle.

marble jewel
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I know this has been said so many times, but change the carno and rex animations. It's aight if it takes a bit more time for the carno update to be out, better safe than sorry

umbral kiln
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Just bring back the legacy carno (and utah) run. I really love Bryan but it's time to look for references for his work, all the walk trot run animations are from him and they all look the same in a weird way.. I don't want to blame it on him, it must feel so bad when you get the bad critism only on your work but..I think he has to focus more on theese. For the legacy creatures, to keep the same feeling when playing them (maia and theri can change as much as they want, it's annoying how they run xD) and for the new creatures to be more.. different from each other, and slowed down. I know all of them are fast bois but you can make something look fast without moving their legs rapidly fast. Also if you make the legs move fast (Hypsi) at least make the head not wiggling around. So far the tenonto run-trot-walk animations are the best, the run is perfect, the trot well.. look at any kind of 4 legged animal, none moves their legs on the same side at the same time when trotting.. walk is good. Also the new spino looked nice , but any other creature so far is just..weird. Please if you have extra time dont work on alternative bites for utah (what is not even working) but change it's run animation etc. You have an amazing team, you can ask Kissen for help, her magy's running animation is already so good and the idles are amazing. I'm sure you can make theese to work..

cosmic slate
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I feel as though the carno in Phase two, it’s neck should be a little lower down
When it walks, it looks little off putting to see it’s neck in a position, kinda looks
Like it’s breaking it’s neck having it’s head so high like that..

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I feel as though this neck position looks better for the carno’s Walking animation

tepid plover
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Carno is not light, it is not a chicken. It walks like a bird, and runs like it weighs half as much as it should. Look to legacy and figure out how to get better from there. If you can't get better than legacy, just use legacy animations. They work.

green gale
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looking back at the carnos run/walk animations I agree the head shouldn't be so far up when its walking like that it just looks odd and like its strutting around but the run animation i don't feel is that bad. Its not like it got its head up the whole time while running like and ostrich but i do agree it could have a longer stride. But then it would be harder to make it seem like it could stop/start faster. So everyone saying it should be a sprinter and have huge strides is gonna be complaining when its in the game and takes forever to get up to speed

umbral notch
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the carno run head should be lower, more torso movement, more force behind legs when they push off (don’t make it stuttery either)

torn jay
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Also currently the Carno's run animations look like its trying to run on high heels. The legacy animations would really work better

clever spindle
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I think for the walk, it's fine but just needs more 'jiggle' effects to give it a better sense of weight.

I think for the run though, it's head should be lower - like more of a straight line from its head to the tail to make it look like it's really moving.

Of course it's still a WIP so there's going to be some further touch ups to do, but a good foundation I'd say.

peak wasp
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For fall damage I think players being able to brace themselves for impact would be good
So if your falling while holding shift you would take a bit less fall damage (like at most 10% less)
But it would drain stamina, more stamina the more damage you take
If you fall a distance large enough to break your legs it would not apply to the bonebreak damage though

ancient plover
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IMO new carno run animation looks somewhat bad on an animal like carno, with the position of the neck and how the body moves. With that animations doesnt seem like the super speedy predator that was in legacy and its supposed to be in evrima. How about makinh the animation more similar to hypo carno one? I think that position of the body and head could fit well in carno and make it seem faster. Go to 0:30 in the video to see it. Another detail to tell is how the tail swings. IRL carno had a very rigid tail and it shouldnt move only a part of the tail, it looks better all the tail moving to one direction at the dame time without swinging. And also walking is maybe too vertical ahttps://youtu.be/HrboTFRVZAw

fervent storm
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The most jarring part of the new animations for the Carnotaurus is perhaps the stride length being so short, it should cover more distance with each step. It could also use some more body movement while it's running, its torso appears to be way too static. For the walking animation its head should be lower(it wouldn't really hurt to somewhat lower the head in the running animation too). Those are perhaps the most apparent issues with the current animations although some of these(like the fixed position of the torso) might be due to the fact that the animation is still a WiP.

Having shown both the walking and running animations to a friend who does not follow the development of this game his first comments were that the walking animation reminds him of a chicken while the running one makes Carnotaurus look like an ostrich in the way it moves.

ancient plover
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honestly? in the direction that the game is going in, i think adding more gore would fit the environment; whether it be on the player after injured, increasing the detail on dead bodies, or placing things in the map, i think it would help give the game the dark atmosphere i think it’s trying to emulate

worn hill
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Unpopular opinion apparently but I really like the direction the new animations have taken. It makes the Utah feel lithe and lethal rather the cumbersome. Carno is a lightly built yet large and fast predator and should not have extra bulk or weight to it as animal orientated toward speed should be light and feel fast. Theropods bare a striking semblance to birds in structure and likely move very similarly. Observe any cursorial bird find that these new animations are a nice nod to that. Cheers

visual carbon
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i think carnos neck should be alot more bent down for all of its animations as at the moment the animations look like they would suit dryo more than carno

white field
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Carnos neck should be bent down so it can dart towards its prey and be prepared to strike. Now let's go a little scientific for this feedback. Carnos run animation shouldn't be legacys (As it defeats the purpose of a recode), but it should have almost the same aspect as legacy carnos run. It shouldn't stretch its legs like a bridge as that irl can cause damage to the cartilage and possibly the bones. Heres what I mean

A large stride usually means that your cadence (number of steps per minute) is smaller - often by enough to be counter productive. Longer legged runners will have longer strides than shorter legged runners, but normally they find that they can run faster by running with a higher cadence (and shorter stride) than by extending their strides more.
Additionally, over-striding where you attempt to stretch too far forward will slow you down and often cause injuries. The reason for this is because when you stretch too far forwards, you land on your heel with your heed in front of the body. This means that each time your heel lands, it applies a little bit of force backwards and so acts like a brake! And because the force is being applied through the leg, it can exacerbate any mini-injuries or poor biomechanics making injuries more likely.

Larger strides would put the carno at risk of tripping and/or hurting its leg, as said above.
Now what do I think the carnos running needs to be? Well not tiptoeing like that animation, that's for sure. It should be something like the hypo carno (see down to figure 1)

The posture is also utter shit when it comes to hunting. As a carno, you'd want your head down and forward so you can prepare to either chomp or ram. With a posture like the one we just got, it would take longer for the carno to actually get a bite into the prey, which if its hadrosaurs, would give them enough time to create a counter attack.

crisp moss
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im agreeing with everyone else here when i say that i dont like the new carno anims
where's the weight? the strides are fairly small which look odd with its long legs, and what is up with that tail?
fast animals usually bear a stiff tail, serving as a rudder and counter balance when in pursuit
with carno's just swinging all over the place like that, it looks bound to topple over or something
i feel like utah has the same issue, its also kinda just hovering as it runs
in legacy, you can see the weight utah carries, the follow through with the head bobbing and neck craning
same with carno, the long strides it took, the bobbing head and swaying of the body did a good job of portraying the sheer speed and muscle every footfall carried
maybe it wouldn't hurt to lower that head too? carno has an aerodynamic build with a sloped head and arms tight to the body, with the head hiked up so high and so rigid it just looks odd
the walk also appears very stiff and the strides too short, legacy carno's walk, and the entiriety of its animations, are perfect so at least use those for reference
i feel like evrima carnivores are looking much the same in terms of movement. little to no vertical body movement with footfall, thus hardly any bending of the knees, giving it a floating and tiptoe like appearance which doesnt bode well with the fact theyre meant to be predators based on speed
they all look like chickens in a hurry to get to the washroom lmfao
i understand its still a wip but just pleas e . pls work on them peepoLove

flint violet
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ATTACK DELAY CONSISTENCY

Keeping this somewhat short. Personally, I absolutely hate the hard delay between attacks. I'm unsure if it's a case of the animation being longer, or if there is a genuine timer depending on what it is but it feels that way regardless. While I understand the intent to encourage people to time their attacks just right, it's incredibly off-putting allowing opponents to get free hits due to something you can't really control. Makes feel combat frustrating and clunky at times.

A good compromise would be having certain attacks to be quicker based on the damage they deal rather than having a hard timer on random attacks. Bites shouldn't take two to two and a half seconds between them, if a opponent is close enough, you could be able to do light attacks (your bites) quicker. With the guillotine in tenonto's kit, I shouldn't be able to spam the shit out of it but I can't bite opponents as fast even though it's a much lighter attack.

Addendum:

Another suggestion is to introduce "counter" attacks/combos. Meaning you keep the delay, however, you can use another attack in quick succession and then having the delay after that attack. To restate, you can follow up one attack without the delay penalty with another so you don't suffer the arbitrary delay. For instance if a tenonto went in for a bite, missed, it could then quickly claw swipe if need be and then it would have that delay opening it up to attacks. In another example you could have the raptor do his bite and then do the alt attack in quick succession and then suffer the delay. Being punished for missing an attack to the extreme isn't something I feel combat should have. It's incredibly frustrating sitting there spamming your mouse button and it completely not reacting 2 - 2.5 seconds after any input. This isn't feedback saying that spamming your mouse is the way to go, however, you shouldn't be completely locked in combat unless you've fucked up which should be represented by a CC.

cobalt brook
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To me most of the carno animation looks pretty sane so far.
But the Carno himself does not look quite right yet. The body proportions look slightly off to me. Maybe that is what also contributes to the too light look&feel of the animation. Check out the original Image of the Carno:
https://cdn.discordapp.com/attachments/664914260648001555/747726998226599996/Carnotaurus.jpeg
Head compared to overall body appears larger. The same applies for the legs. Would be interesting to see the very same animation but with adjusted proportions of the carnos body parts.

  • Try to make the leg movement a bit more aggressive, it appears too smooth atm.
upper flame
#

I'm also of mind of what a lot of other people seem to be saying! I really think the Carno would benefit from a lot more weight in the steps. It's a massively powerful dinosaur, and heavy at that, and at the moment it looks like it's gliding across the ground. Some more oompf in the footsteps, even when it's running, would make it look a lot more balanced and NATURAL in the model. Right now it's animated almost like it's running on it's tiptoes, you know? Careful and making little noise, and that doesn't seem right at all because it is a BIG dinosaur. I think the model itself though is beautiful and I'm so excited to see all the work they're doing.

torn beacon
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I personally like the carno animations. As some guy wrote on YouTube: Its realistic(probably represents the way it moved irl)
2. The stiff neck makes sense because if the head kept moving up and down it would distort the vision
3. Also with the stiff neck comes the streamlined body posture which makes sense for a speedy dinosaur.

ancient plover
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I agree with the recent feedback on the carno and rex animations, they definitely do not feel menacing, and rather feel almost weightless and chicken like. There's no character to them anymore, unlike legacy. But I would like to step away from those to for a bit to focus on the Utah Raptor in Evrima. The adult run isn't as bad given it's recent speed nerf, correct me if I'm wrong. However the Baby-Juvi Raptor run and walk animations feel off. Same with the adult, just not as noticeable I guess. The baby is an absolute speed demon, I feel as if it's too fast for it's animation. It just looks weird to me, I feel as if the Legacy run and walk animations were much better and fit the raptor a bit more. Of course, I understand these are all subject to change and I do dearly hope the animations for all dinos are in some way polished and maybe even remade if that's the case. Just wanted to give my feedback on the Utah since its run animations and walk animations feel really weird, given it's speed. It's almost like it's run animation cant keep up with the actual speed of the dino.

karmic gate
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when the utah is sniffing and walking their head no longer turns to where the player is looking if you utilize alt. unsure if this is intended or not, but it might be nice to still have the head move even within the sniffing and walking animation.

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and as an aside, something i think would just be neat to have would be some sort of weight on a dinosaurs tail when they sit down. currently the tail goes straight out as if you were sitting on flat land, but given the environment thats often not the case. just a little bit of weight so that tails hang or droop down a bit when there's nothing supporting them would make things look a lot nicer, there's already some pretty neat tail physics while running and turning.

dusk osprey
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I know this is random but in evrima can there plz be in the future another colum of keybind spaces for controller players like there is on legacy I know that literally no one plays the isle on controller but it’s just an idea and it doesn’t have to be on the top of any priority list

kindred beacon
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the almost-not-noticeable muscle wobble when the leg touches the ground of the creaures is not enough to show the real weight of the dinosaurs. you need to apply vertical movements and the hips need to move a bit more, especially when the crature is walking, like what happens ofr humans and today's animals: walk and trot are a bit more relaxed, the muscles and the body are not contracted so there is a lot of movement from the neck, to the tail, once the animal starts running tho the body is contracted and the secondary movements disappear but the weight is the same and the impact with the ground is heavier. even if you walk slow it does not mean you have to make tiny tiny steps like almost every creature is doing now... you just move slower, it's like saying that when a human walks slow it makes 10 cm steps each time.

deep goblet
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The most common comments im seeing on the animations previewed i can see-- the head is held too high during the sprint, the stride length is strangely short compared to Allosaurus, the tail looks to be too floppy. My personal complaints are with this animation as well (the walk appears fine, as a more laid-back, subdued form of locomotion). I miss the muscles in the base of the tail pumping along with the legs, as I understand the animal to have moved in life-- that movement was what allowed Carno to have theoretically reached its highest speeds. The stride length appears fine to me?? It's supposed to be moving significantly faster than Allosaurus, but looks to bounce less with each step-- isn't that unlikely?? Stability and speed are often the tradeoff, right?? The head, again, looks fine-- I don't mind the more bird-like angle for the creature, and it being raised by default opens up the possibility of Carno lowering its head for a special charge attack, with knockback and a damage scaled to its momentum and whatnot.

My two suggestions are to look again at how the base of the tail behaves with relation to the motion of the legs, and revisit the bounce each stride creates for the body to give it the impression of more weight. Apart from that, tremendous work!!

ancient plover
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I just think the carno animation should look more sleek and like a torpedo like legacy and not like a chicken running, I know you want to redo and make better animations so what I would just do is remake the original run

keen heath
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About the waste mechanic. I know that this is quite the controversial topic and there are a good few people who are against it, but I do want to say a few things about it, that, if it was to be implemented, I'd think would be good to have.

1. I'd make the different creatures' waste look different too (like in real life).

2. If you sniff close to the waste, I'd make a little tag appear above the waste which says for example "Suchomimus, Male" or something, so that you can more easily tell them apart.

3. I'd add a waste meter. Obviously, it wouldn't be displayed all the time like the Stamina and Hunger meters, but it would appear on the Character menu. I'd make it so that if you eat, after like 15-25 minutes, it does appear on the actual HUD. The icon would appear and there would be a little (10s?) timer thing that ticks down until the creature defecates. Now, if you don't want that to happen, you can "hold it" by holding down a key (like F or something), and the timer will go back to its original position and then disappear. After another few minutes, the timer would keep appearing until holding F doesn't make it go back and just slows it down until the creature inevitably defecates. Implementing it like this would firstly be realistic and secondly it'd give you more to do other than just running around looking for food, water and safety.

4. If you don't want predators to track you down with the waste you're leaving behind, smaller creatures will be able to bury their waste (like cats do), but this will take a few seconds so it might not be the best course of action when you're on the run.

5. This entire mechanic would be toggleable in the server settings when you're setting up your own server.

6. Why implement it? As I said. It makes the game more realistic, it gives you (as the player) more to do, it's another method of tracking down other creatures, and it'd just make the creatures seem more lifelike.

abstract sierra
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Make carno's head bow down and forward so it runs like a rocket

visual carbon
#

Biglo is a bad idea

pastel goblet
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After the latest Evrima patch AI has been very hard to find consistently making it hard to survive as a Utahraptor. I'm not the only one having trouble with it either, people have been saying starving has been an issue since last patch. Other than that AI is really hard to catch which is a good thing 👍

ancient plover
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I may as well add to the AI thing above me, that when I was playing Evrima with my boyfriend it took us so long to find 1 AI, that we were nearly starved. Hell, we didn't even find it by it making noise or anything he just happened to notice a green thing out in a field.

sour kraken
radiant wraith
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It's been said a few times in the channel already, but the run animations do have a major problem in being far too stiff and not lively, and the main problem is the upper thigh on bipedal dinosaurs. The thigh really does need to extend much further back when at maximum stride and pull the rest of the leg with it more similarly to fast birds on the ground.

The current run animations on the carno and utah are the biggest ones with this being a major problem so far, as they're supposed to be fast, rather heavy animals in general but also for their sizes. Their necks also need to be lower when in a full sprint to add to the weight of them. Oviraptor and Hypsi have much lighter heads and it's fine on them, and the Hypsi doesn't have as much of a visual issue with the leg movement mainly due to how fast and small it is, but other dinosaurs with large heads really need to have that weight to them again.

I suggest a major revision to all the bipedal dinosaurs run and walk animations, extending their thighs back at least as far as bipedal, ground dwelling birds like in these pictures, especially for the carnotaurus and utah.

Carno also had a very stiff tail that didn't move very much, and it's far too floppy in the animations. I also greatly miss the accurate hands of the utahraptor, instead of the Jurrassic Park style broken wrists.

ancient plover
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Add bigfoot

fallen abyss
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Okay so I was thinking and I thought it would be pretty neato if camara was able to chomp down on Utah’s that are on their back pouncing them and fling them off. Also just be able to use that as an attack against smaller animals that are in front of them so that they have to fear getting too close to the camas front as well as their back. They would use that neck for reach :P.

#

Like the neck could be able to auto aim

tribal quest
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Very pleased with the progress this week. Good job keep it up.

sly wave
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I do like the new way to group with the 2 call, however I play with a hand full of old friends from around the country and it’s been hard/frustrating to actually find each other to group up. I liked the old system where we could track each other down on the server list and be able to see where each other is even at a distance. I’m not sure if I’m missing something with the new system or if we just can’t find anyone across the map like we used to. But that option would be greatly appreciated

lean galleon
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Is this bug known? That we can no longer play on servers that are not in the general area? IE: US can no longer play on EU servers? If this is the case please fix.

heavy agate
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I havent heard anything about troodon or dilo lately. Troodon was the dino I was most excited for and a but of news on it would be nice. Even if it's bad news it's better than nothing. There wasn't anything on the road map either unless I'm blind. I figured it was due to the venom mechanic but I havent heard anything about it either. Still doing great on everything else and I look forward to seeing the next updates!

viral lion
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Admin Controls
The idea of having the ban, slay, kick buttons so close together and right below more frequently used commands is cause for concern when dealing with large amounts of people, mistakes will occur. (only way to unban people is through the files currently)
Not sure what your plans are for the admin panel but my suggestion is.

  • being able to ban people that aren't on the server, maybe adding back command typing with the button idea unless you have thought of a better one.
  • A cleaner listing system for players that are online in admin panel.
  • idea when the map is expanded admins get a map to click to tp to a location rather than flying across it, unless you have thought of a idea already.
  • Admins have the options to hide their names in game if needed. A toggle.
    There is more but these are just my main points.
ancient plover
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Never give up, just like how I am stubborn with the moderators, you devs got this! 👍

opal solar
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Increase the time it takes so starve to death / die of dehydration - Should give you more time to look for water and food before dying to those causes. The time feels way too short to continue to find what you need and often times when you get to that point its game over.

wheat ruin
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It's probably been mentioned before and I know AI is still work in progress, but either increasing the number of ai or making it call occasionally or both, would be nice. The dryo ai at least is super small and extremely difficult to find. I have starved MANY utahs looking for them, especially on lesser population servers. I'm not looking for easy meals, but actually finding SOME meals to hunt would be helpful.

polar igloo
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Release the batches as small updates rather then one big content drop. For example, when hypsi is complete and playtested, release it in a mini update rather then making us wait another month for so to be finished.

karmic gate
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i really wish the scent particles were tweaked to be a little better. they seem to work well when you are very far away, but when you get close they become smaller, sporadic and hard to see. adding a more obvious glowing aura around bushes and bodies when you get close would be very nice; sometimes i circle a dead dryo in a field 4 or 5 times before i find it.

frosty thistle
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I suggest making the safe log numbers not also fade out as you sleep, it doesnt really anything by having it hard to see. Anyway things seem to be going in a good direction keep up the good work!

jagged dawn
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Currently finding AI is very hit or miss as a predator. The scent range on a Utah makes it feel like there's 0 point to sprint around unless the following happens:

  1. you hear something that sounds like an appropriate prey size and you book it in that direction to either attempt a slap fight, or something else kills it/a fight breaks out and you can scavenge.

  2. you miraculously smell a carcass and hope it's not too big for you to move out of water if you're still small

  3. you miraculously find footprints and spend the next five to ten minutes tracking it.

A combination of the second and third option happens to me a lot due to one thing - I'm literally never NOT sniffing. If I stop sniffing I risk missing tracks or a corpse just on the edge of my range and thus starve.

Playtesting I've come up with some ideas that could make it less tedious to track and ways to make it easier to find AI.

  • passive scent range ALONGSIDE normal scent mechanic. Smaller and toggleable via default scent key quick press (much like the calls having a short and long call differentiation). Will allow you to keep pace and track footprints as they come into range, making it so you don't have to continuously sniff and waddle along a scent trail, only to frustratingly lose it because you were slow and they mud bathed.

  • AI vocals, obviously not to the extent of hehe taco spin fast, but calls to point players in the right direction. Could be occasional broadcasts/friendly calls for AI to find each other and "group" as they go about their AI behaviour.

  • differentiation between your own (if solo) and packs (if grouped) footprints vs outside parties or even herbivores. Time is of the essence in hunts, I'm okay sniffing to find out which direction they went, I'm less okay having a flood of yellow on my screen and having to peer through grass to see if it's a Utah footprint or a tenonto - perhaps can change when injured (tying into future bleed system perhaps?)

drifting cedar
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New carno animations look great to me! It's heavy, wobbles a bit but not too much, I love the head movement in the run, enjoy the tail making it look more alive and dynamic and since I'm not a self announced paleo expert I don't give a shit about realism but to me it looks logic.
Stalking prey with that slow walk will be amazing!

Cool would be a boost while running where you sprint a little faster to surprise fleeing prey, that would cost a chunk of stamina but also myybe help get some bites in fast prey. But that's just a little idea.

Overall enjoyable and pretty refined Animations, I would not change them much more.
My opinion may seem standalone but trust me, people who know it's a game and meant to be fun and cool to play like the animations. Your ears may ring from the loud and overly nerdy voices.

Great work, keep it up!

shut kindle
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do not forget the most basic: the setting of the keys! this problem makes it evrima unplayable to some player.

summer oyster
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This has probably been said already, but the 4 call on the Dryosaurus is terrible when warning friends of an incoming danger. The Dryo makes a lot of single squeaks and the 4 call gets lost to the F call if you're not listening out for it.

I'd like to see the 4 call be more like the 1 call, long, sharp and insistent -something to gain your attention in an emergency.

fleet plaza
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Suggestion: Andesaurus

Andesaurus is a large (roughly 50 foot) titanosaur that was from the same time and place as Giganotosaurus. Andesaurus could serve as a natural, staple prey item for the Giga, just like Rex has a natural predator-prey relationship with Trike or Anky. Remember Andesaurus is NOT Argentinosaurus. It's much smaller, about the size of Camara.

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It's unique abilities would be a side-stomp attack where it stomps out to the side with one of its front feet, squashing small or medium predators but just doing damage to larger ones like Giga. Why couldn't other sauropods have this ability? Other sauropods held their legs fully erect under their body, and couldn't move out to the side much, but titanosaurs like Andesaurus had a unique "wide-guage" stance where their legs were more sprawled out to the side, and they were much more mobile and flexible. This would have given them a more stable stance and allowed them to move their legs outward without losing stability. Therefore, Andesaurus (and Magy, perhaps) would be the only sauropods able to perform the side-stomp. This would make Andesaurus have a unique place in the ecosystem where it's less vulnerable to mid-tier predators like Allosaurus, but more evenly matched with giant ones like Giga or Acro

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Another unique ability would be a vertical tail slam. This is different from the normal, side-sweeping tail whip of most sauropods, instead it slams down vertically on a smaller area. The trade-off is that it does more damage from the instead velocity but the area of effect is smaller and players have to be more accurate. Why couldn't other sauropods have this? Because titanosaurs like Andesaurus had special ball-and socket joints in their tails that made them unusually flexible, especially upwards, even enough to be able to arc the tail over their back. Other sauropods wouldn't have the same flexibility and wouldn't be able to curl their tails up as high.

fleet plaza
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Andesaurus could also feed on more flowering plants, since it lived in the Cretaceous at a time when the first angiosperms were diversifying around the world. Fossilized dung from other titanosaurs has shown that they ate numerous species of flowering plants, such as palms and early grasses, as well as gymnosperms like cycads and conifers. I know sauropods, apexes, and other big dinos aren't your priority now, but I wanted to suggest something that maybe you could keep in mind when you get to those animals. Andesaurus is meant to "fit" well with Giga, and if you were to add it, then it would be great if it were released in the same update as Giga. Andesaurus would add more diversity to the sauropod roster, which otherwise would consist mainly of just the classic, Late Jurassic sauropods (like Brachi, Camara, Bronto, etc.). There's nothing wrong with having those animals on the roster, in fact they should be on the roster, it's just that it would be just a little same-old, same-old if they were the only large ones. Think about it this way: most dinosaur games have just the Morrison sauropods as all their big sauropods. The Isle would be quite different if it had more diverse types of playable large sauropods, such as big titanosaurs, rebbachisaurs, or mamenchisaurs. Also, it would be a lot more fun and interesting to play as an apex if you had some kind of natural, staple prey that you're the best at hunting and that was present in your natural prehistoric environment. Rex already has this with both Triceratops and Ankylosaurus, and Spino could get some kind of giant fish like Onchopristis, so Giga should also a large titanosaur sauropod, and Andesaurus has been found in the same rock layers in close geographic proximity. It's also not too small to always get owned by a Giga, but not too big that it couldn't be taken on by a lone Giga. It's perfect for the role.

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Here's an example of the wide-gauge stance in the pelvic girdles of two sauropods: Camarasaurus to the left and a titanosaur (Opisthocoelicaudia) to the right. Notice how much more sprawled it is

vapid wedge
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Feedback: Get the show on the road! What the hell happened to the "we want to release 2 dinos every month once recode comes out!" Boy.. i miss the days you guys actually released meaningful content! Honestly, we waited OVER A YEAR and THIS is what we get. Broken at launch, the ship is still sinking, people are already jumping overboard, and you are all like "this is fine.. this is perfectly fine.. here, see this new roadmap..... or this cute animation.. or this high quality PROP we made..." NO. I want REAL content, I want to play my Stegos, Spinos, ect, I want to actually group and nest and breed, I want to actually hunt and be hunted, I don't want anymore "promises" I don't want anymore excuses. GET THE SHOW ON THE ROAD! If you can't be bothered to get Evirma back on track soon, then at least adjust the stats and release Non-Survivals to be Survivals on Legacy! Give us SOMETHING to do other than look for new games.

fleet plaza
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I also drew one for the tail slam, but I can't find it right now, sorry 😟

#

Most dinos in the Isle have some kind of "character" or "personality," even, that's expressed in their mannerisms, appearance, and play style. For example, Homalocephalae is supposed to have a mentality of "I will headbutt you, my friend, and the tree," while Tenontosaurus has elegance and grace. Different from the tall-and-proud style of Brachi, the mild-mannered Camara, and the hardscrabble skittishness of Magy, Andesaurus would have a "take no guff" kind of vibe, and be more than willing to squash any small predators that give it sass, kind of like the aggressive temperament of hippopotamuses

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Another way it would fit well with Giga would be the fact that titanosaurs in general had absurdly wide sides (you can see it in my dossier), which would make it easier for Giga to rush in an take a bite without getting hit. This would make Andesaurus preferable to Giga players over other, slimmer sauropods that require the agility of small-mid tier dinos to avoid getting hit

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One argument that could be made against Andesaurus is that "why add a new sauropod when Giga could just hunt Camara?" I'll tell you why. It's because Camara didn't evolve alongside Giga, and Giga would be competing more with smaller, faster bleeders like Allosaurus that naturally lived alongside Camara. It would just be more fun and interesting for both Giga and Ande players to each have a natural prey and a natural predator, respectively, essentially each having an arch-nemesis that is out there on the island, and sooner or later you're going to come into confrontation with it. Think about it this way: it's like saying that Stego could serve as the natural prey item for Rex. Sure, it's kinda similar to Anky, and it's kinda related, but it's not the same at all. It's quite different in terms of physiology and play style, and it would seem ridiculous to make Stegosaurus be Rex's natural prey just because you didn't want to bother adding Anky (this is a hypothetical situation, by the way). The same holds true for Camara and Ande. Sure Camarasaurus is kinda similar, and kinda related, but Camara can't side-stomp or vertical tail slam, and it never evolved alongside Giga and it meant to deal with a different batch of predators. It's just not the same, and can't fill the same role.

tulip lion
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We don’t see anything about environmental additions in the Roadmap. It would be a good idea to add some new environmental interactions with every update, like Day/Night cycle, moving flora when walking through it, Floods, Forest Fires, Rain, Storms, Dry season, ... This all adds also a lot to the current experience.

torn jay
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Maybe let the Dinos sound a bit louder? Atleast for your own Dino? Because even as Adult Dinos it sometimes feels like your really quiet when 1 calling. Dunno if its just me

hallow copper
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I think AI is still an issue, for over an hour i played as utah and couldn't find any ai..not even once. I think it should make some kind of sound when you are close to it since it is also hard to spot. I like the fact that its hard to catch, but because of this it shouldn't be hard to find. And the fact that utahs starve faster doesent help it at all. Also with a big group we werent able to find ai. in the end you end up starving all the time and it isn't much fun having to start all over again because of starvation.

stone cosmos
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Run animations on Utah and future carnivores need some work. Generally this is a problem I see often in animal/dino sim games. My expectations are, that if I hit the shift key, my dino should to run/sprint at the fullest/near fullest capacity. The current Evrima animations don't make me feel like my dino is going the fastest it can go, so I always feel like I'm being bogged down regardless of my actual speed. Compare this to Legacy, where many of those animations capture this running/hunting fantasy so well that they make me feel like I am going faster than I actually am. That's HUGE for my satisfaction and player experience, since much of this game is spent traveling! I would love to see some more weight, long legs, and elongated bodies, or possibly even a separate opportunity to sprint to reach these strides.

ancient plover
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I believe you should really take a look at the tenonto. A few others have mentioned similar things, but it feels like the tenonto one call is super quiet. It's odd, a lot of its calls feel quiet and sometimes my group mates can't even tell if I've roared near them.

Also day and night cycle when?

kindred current
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I have been thinking that maybe ai should spawn from an alpha like creature!!! This would solve the problem of them spawning in random trees and also add some depth to the game. The alpha creature should walk a random waypoint across the map and should be passive unless approached or attacked. It would add fun for the large utah and soon to be carno packs about to fill the servers. Ai should spawn from the alphas and can do so as eggs to make it more appealing. the eggs shouldnt take to long to spawn ai. I dont see any problem with their being less ai and if their was 2 alphas the waypoint for ai could be to its counterpart across the map attacking or running from anything in its way. Also ai should eat whatever it kills. This would make for some good ok im going to wait for ai to kill that and im going to distract him while my buddy has a meal. You guys are great at balancing so I cant comment much on that but even with the hacked servers people get excited to see the really strong and dangerous dinos. Alpha could just be a boosted stat utah or a boosted stat teno and if you have a pack of 5 utahs maybe you can take it on!!

spiral prawn
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If taco gets a remodel (may or may not need) and if you want it to be able to defend itself more while also being speedier. Then I suggest modeling it after p. Sibiricus. With this larger version, it would be able to defend itself more from other small carnivores(herra, troodon(s), velo,) without being too much of an easy meal. With the help of a little fictionalizion you can extrude the side horns to make them a little longer(if needed) and sharper...this could be used as a side head swipe/ram in which it could use to gash/gutter small carnis who are attacking it's front side/ a possible bite and lastly add the quills that the current model have and make them equivalent to today's porcupine(i suggest giving it a more threatening looking display). This defensive attack can be similar to the one below and it's purpose would be to defend it's rear if it needs to be.. (If you feel that it's too op then I suggest making one of the attacks drain stamina possibly)..also additionally if you want it smaller ,then that can work as well since the game isn't based on complete realism...and with this it may be able to still utilize burrows(up to devs)...so opinions?

peak wasp
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Bring back s-fps as somethin that pops up at the top right
maybe as an option or somethin

tired meteor
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Carno should get a ram/charge/tackle that is able to knock down same - smaller sized dinosaurs as its secondary attack. If used in tandem with another carno you can knock down larger dinosaurs. The more carnos the better. Things like anky wouldn't get flipped, simply pushed. This could be used to herd some herbivores to a cliff. If something is flipped over you would either get 2-3 bites in or 1 more powerful bite to the neck.

ancient plover
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I think para having a special ability related to it's calls would be cool. Like if para hold's it's 4 call. it'll make loud sound and give anything within 15 or 20 meters tinnitus, causing ringing in the ears for 10 seconds, and the ringing blocks out any other noise. This could also do a slight stun causing the animal to shake it's head for a second or 2. This ability could have a cool down of 5 minutes or more so that this ability wouldn't be able to get abused.

Scenario: Say you're a parasaur in the forest and you're with a smaller herd migrating and you stop to drink some water. after you're finished drinking, you start walking back to you're herd which is a couple yards off. You look to your side and you see an Acro seconds from ambushing you. You press and hold 4 to do your stun ability and it causes the acro to stop in it's tracks and you run away while also alerting your herd to a threat. The acro becomes deaf for a moment and loses track of where you went then retreats.

This is how i'd imagine this ability to work as a sort of panic button. like dryo's dodge mechanic. allowing a herbivore the chance to escape. especially if there is a large singular threat. The ability wouldn't work great in say a group that's coordinated since it has a cooldown and would cause some CC but only for a brief second. and if the entire group isn't in range of that CC ability. It's as good as wasted if the group can capitalize on that. side note. if you're in a group. the ability would be nullified

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It would be nice for Oviraptor to have eyespot mimicry patters on their wings and sound mimicry* to mislead potencial prey.

After all ovi is supposed to be ‘better at stealing eggs’ than other animals, so this can be a cool way to deliver that to the game (:

*This would only work for the F calls of some juvie animals, cause an ovi imitating a 1 call of a para, rex, giga would be ridiculous.

ancient plover
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Another idea for DIETS:

Some animals like herbie birds, sea lions, and few amphibians ingest gravel, sand and/or rocks (gastroliths) in order to grind the organic plant-based food that they consume, and then to properly metabolize it.

In game, some dinosaurs like any species member of ornithomimusauria, sauropods, omnivores, and beaked dinos may ingest rocks that make their hunger ratio decrease temporarily. In other words, gastroliths don’t give food, but they reduce the ratio in which hunger decreases. For the player to know the range of time in which their hunger isn’t decreasing as usual due to gastroliths, the icon of hunger would become golden or any other color.

Additionally, gastroliths are also found in crocodilians because they make them decrease their buoyancy and stay below water much easily.

fallen tendon
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It would be cool if the theri killed something small it gets sliced in half

ancient plover
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I read this somewhere I forgot where but, back in real life the allosaurus used its 2 front arms to pick up smaller prey and strangle them to death. I would absolutely love it if this was added to the game. The legacy allosuaurs ambush run actually had its 2 front arms stretched out looking like it was about to run at you and grab you. Maybe this could be an ability for the allo in the future?

ancient plover
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As some animals are confirmed to have the ability to eat from trees or vegetation at a higher levels (most if not all of them being sauropods) I feel like there should be a larger variety of animals to share this ability. Animals that can reach up fairly high. Now of course, an animal like the Magy for example isn’t going to eat from the same level as the brachi so there should consider to be tree types Small, Medium and Large.

tropic gull
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While I think the new Anky design on its own is pretty neat, I am a bit dissapointed that you changed the animal in its entirty as we know it. All though you said if you changed anky it wouldn't be anky at all and that is why you wouldn't wanna change it. But you now changed it into a complete other animal. It now loooks way to skinny.
Leave the anky design as you designed it new BUT make it more chubby. The strange ridge where it hipps(?) point out in the upper region is one of the many things that make it look skinny.
And this one is my personal opinion which is probbably just me and therfore maybe not relevant but: The armadillo like skin on it's forlimbs make it look like you fusioned 3 different animals together. Stay with the rhino like hide and change the front legs to make it look more authentic and not like a mix between various animals.
You are doing great work and I do not want to play it down. This is just my personal feedback on the anky situation and I might be biased because it is my favorite dinosaur.
A nother possibility would have been to go for a nodosaur since they have longer legs but the foundation of an anky without the club. This way you wouldnÄt have had to change the dinosaur in design.

Keep up the good work.
-A fan-

abstract loom
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I’m not sure if anyone’s suggested this or if people would like this but I think it would be cool and more realistic that dinosaurs require sleep. I think if they travel/move around for a long time eventually they will grow tired and need to sleep. There could be a bar slowly going down over time showing you when you need to sleep and once it’s completely depleted you will be very slow and disoriented if you haven’t gotten sleep to refill it. Nocturnal animals would be more likely to grow tired during the day and others would feel more tired at night. Of course I wouldn’t want this feature to be very heavy (like needing food and water) it’d be a very slow thing, you’d be able to stay up through two full days cycles at most before you start being more disoriented (the time could be different depending on dinosaurs too). You should also be able to jump out of your sleep in case of an attack but you’d take down stamina jumping up quickly. Sleeping in a group could also make your sleep bar fill up faster as I feel like dinos would sleep better/ more comfortably among a group. I just think a sleep feature puts you more into the game and adds more realism.

alpine roost
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Hunger drain suggestion for the future

Right now in evrima the hunger drain is fine. Yes, it is cheap that utahs pretty much get a free grow, but it's alright until we have a more stable and established ecosystem. After that though, carnivores in general shouldn't be able to go this long without having to eat, so after we have more playables, more AI and an overall more stable ecosystem here's my suggestion for how the current hunger drain should be changed.

Once you are still a freshly spawned juvenile, your hunger drains pretty fast. This is due to the fact that you are still a growing organism and you have higher metabolism. Due to your small size however, you can sustain yourself on much smaller meals and it doesn't take very long to become full. As a small juvenile like this, you can use your size to your advantage, and stealing a few bites from other carnivores or packs is one of your more reliable strategies. This could also give a benefit to nesting. Even though it might take you longer to grow, you have a higher chance at getting food and protection.

As you grow older, your metabolism starts to slow down and you can go longer periods without having to eat. However, due to your larger size, you need larger meals to sustain yourself. Small lizards (or other small creatures) or leftovers are no longer on the menu due to the pitiful amount of food that you get from them. The older you get, the less frequently you have to eat, but the larger your meals should be. Since your stomach grew in size as well, it takes longer for you to fill up, so trying to snag some bites from another carnivore's fresh kill is no longer a strategy. At this point you should be mature and strong enough to be able to properly hunt, which at that age should be your main strategy for getting food.

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Once a fully grown adult, you could go several days without starving, but keep in mind that a herbivore is still no joke, so you should plan your hunts carefully. A successful kill is never a guarantee of food, for at any moment a bigger pack of carnivores or even an older and more experienced carnivore may try to challenge you for your kill.

I think that this could also give a bit of variety and force you to change survival strategies, as well as make each growth stage a bit more unique. Please let me know your thoughts in the feedback discussion channel!

weak zealot
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This 👏 game 👏 needs 👏 lots of ai 👏 👏 👏

Specifically herbivores.
As it stands The Isle is basically a walking sim. There's nothing to really do, nothing to look at, nothing is happening

The world feels dead and empty. There's just grass. And trees.

I've said this before, the world should feel like...quite populated. Not seeing dinosaurs around like every corner but seeing them very often.

This doesn't mean free meals, it means the option for meals is there but question is, can you take it down/catch it. That should be what it's about. Somewhat easy to find, hard to catch or take down.

Plus in the process this creates plenty of stuff to look at cause what do ya know, stuff be happening. Stegos grazing in a feild, dryos hangin around em, a couple of dilos somewhere close-ish makin all the dryos anxious.

Gimme sum spice. This game needs some life.

fair saffron
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More Biodiversity and Ecosystems

Would you guys consider including smaller dinos that live off of bigger dinos? For example, the Oxpecker lives off of eating ticks and other insects from Hippos and Wildabeasts. Its not just limited to Oxpeckers though, even some crows do it as well. With things like mud wallowing or just by simply traveling through dense forests, dinos were sure to pick up some parasitic bugs that were eaten by some other smaller dino like how we see in todays wild life. I think it would be a cool implementation to add to the playability of Evirma in the future.

summer pumice
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My thoughts on Overeating and Puking:

At the moment how it feels is that when you eat to fill 100% hunger and you happen to accidentally take barely one too many bites, your dino is forced to puke. Which I understand is essentially supposed to give debuffs? But there could be other ways to make this game mechanic actually viable to the player.

So what if, when you eat beyond 100% hunger, the additional food you intake will fill the stam meter (from the top of the bar) a highlighted yellow to indicate you are eating beyond 100%. This yellow filling from the top down in your stam meter will prevent you from filling your stam beyond that point.

This yellow highlight filling up your stam meter is considered more of your "hunger reserve", implying you can go longer without needing to eat. However, as a negative effect to counter this, you just can't fill stam past that point.

As your dino gets hungry, before the hunger meter starts lowering, the yellow in your stam decreases 'first'. Then when your stam is back to normal, your hunger starts decreasing again as per normal.

If the aim for this puking method is realism, it's easy to say you don't usually puke "immediately" when you get "full". You sure feel lazier though if you eat too much. Hence the concept of the stam meter.

But that depends how much more you do eat. I would say the best point in which your dino would "puke" is if the yellow food reserve fills 25% of the stam meter, then you just can't eat anymore without vomiting.

fallen abyss
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When ur hurt it shows where you are hurt. Like if ur a giga and a Rex bites ur back leg the bloody spot is where it bit u instead of random scratches appearing all over ur body. Maybe even make it to where biting the already hurt spot does more damage idk.

flat lake
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Would love to see deinosuchus be able to drag its prey underwater and maybe tear off some limbs when he does a deathroll

zealous rampart
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How about when you eat dead bodies eventually you will have guts hang out and organs. Maybe add to the horror a little

rich elk
ancient plover
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In evirma, when Brachi comes, possible to make it drink when u just face the water from flat ground, and not to go in water, and only most of time drink like that, I mean, for me, from flat ground to drink from rivers or ponds, looks nicer for me. It doesn't change anything big in game, but looks nicer

slate solar
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So in envirma I think instead of using a particle system that highlights the scent of dinos and carcuses the smell should be visualized as a blur visually. Idk if this would cut down on the drop of fps or increase it as I wanted to build it and test it but was playing and thought I'd make the suggestion as it would look better than highlighting.

round wyvern
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Please develop an anti-cheat system like a console command to avoid players to use gamma... It's so annoying right now on Legacy servers.. All players can see you from a faar distance during night

zealous rampart
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I think allo should have a group ability with its claws to pick up smaller prey and bite them and to grapple on to other dinos its size.

neat sable
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I really think that a cerato head smash would be a good addition to ceratos. Since they supposedly used this ability in their time, I think it would provide a good advantage to them, and a reason for their horns

spiral prawn
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idea for quetz: so before you READ. Just letting u know this is just an idea if the devs decide NOT to add hatz(i prefer quetz anyways)dondiTroll because of it being similar looking to quetz or because of other redundancy issues (thinking abt the arguments about rex/tarbo and oro/hypsi ◀◀)....redudancy issues: appearance, game play wise

IDEA: I say if quetz gets remodeled and if you want him to be the giant TERROR behemoth of the skies, then give him a reasonable fictionalizion that would give him the characteristics of hatz ....these changes could make quetz has the aethestic of a giant killer/scavenging vulture or stork when it needs to be. Too add on, Some examples of this can be shown in giving it hatz level of bulky appearance (or health wise) ..with these possible given changes, i definitely see quetz being more equipped to defending itself better, actively hunting juvies or smaller dinosaurs if needed and additionally not looking as much as an light weight...but of course it would still have to be cautious of other carnivores/and would need its counters to be a balanced animal. Also Keep in mind, this wouldn't be no different to how they fictionalized spino or anky in some areas. This game isn't filled with complete realism and these animals may or may NOT be genetically cloned/changed animals...this level of fictionalizion could work and besides we do have the addition of cannibals and strains(which never existed). Btw down below is inspiration/design ideas...and remember this is for if HATZ doesn't make the cut. 😂...also devs if u see this pls read my taco suggestion above somewhere^^^

jaunty dragon
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Make locked health stay longer depending on the weight value of the dinosaur, larger the dinosaur longer the locked health to heal.

bitter kelp
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Idea for herding: maybe like in BoB they could implement a system where all the herbis of every species can actually be in a group with one another so that it can be easier to identify who is who and better to communicate with one another.

winter grotto
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I think there should be a lock on grazing so if you got to go get something real quick irl you can lock into grazing and your food will be kept up and it looks like your doing something

arctic cypress
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I don't like the way that the Carno walks the upper section of his body sways back-and-forth and he Looks like a constipated chicken he needs to be level down a little bit more I think and not so skinny

severe hornet
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the carno run looks kinda odd. Kinda similar to the post above. The legs could stretch a bit more out

arctic cypress
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Another thing that would make hunting others feel more real is add first person view for the dinos so that hunting in the grass lands and jungles would give you the sence of being a dinosaur.

dusky oyster
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I dont know if they still update Legacy Servers, but we need to get an anti-cheat system for the hackers playing as hypos
The hypos belong to the developers and I find it annoying to be killed by them after spending hours of growing a dinosaur

fallen abyss
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Make dangerous ocean ai like sharks and other ocean preds so that when pela is added it has something to fear while it’s fishing.

ancient plover
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Honestly the new animation isn't as bad as it's made out to be, sure the concept might have some issues. But the clean and referenced work makes it really polished. I don't see that it should be completely scrapped, instead it should be a starting point to blend the old animation that everyone loved, together with the new style that is being pursued in Evrima.

fallen abyss
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Give deino the ability to carry a ton of its own babies in its mouth at once just like irl alligators.

grim bloom
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In evrima, to make combat less awful. Lower juvi and baby utah damage, its ridiculous that a combo of bad hitboxes and high damage allow one juvi to kill a full grown tenonto. Fixing hitboxes would also be cool, to make combat feel more enjoyable.

fallen tendon
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Wired idea is that Austro could glide.

ancient plover
ancient plover
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I think that for update 4 if it’s based on nesting then I think it should be better to add more herbis that could defend themselves in a 1v1 fight like a dibble or something that would stand a chance against things since tenanto is the main herbi and a pack of carnos is gonna kill it. Maybe adding night time as well so that there can be a fear of nesting at night

pine gale
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Just a little idea I had when talking with someone about herbivores and carnivores balancing.

It’s been suggested a lot already I think but I’m just adding my ideas in the pot, so basically it’s about different herbivores species being able to group each other.

It’s not a secret for anyone that herbivores are not played as much as carnivores in the game, mostly because it’s clearly more exciting right now to be the hunter rather than the hunted and it's really hard to find other herbivores from your specie to group with.
I think a lot of players would play every kind of herbivores species if they were able to play with other herbivores that are maybe more popular ingame, no one really want to play the hunted specie with no one to play with.

I’m aware it’s creating balancing issues, players always find ways to abuse the game and then you end up with herbivores deathsquads, fast herbivores harassing/spotting carnivores until the biggest herbivores catch up to finish the job. But it’s possible to counter that if you add a “stress level” for the fastest herbivores, the ones that should focus on running away instead of attacking. It doesn’t mean these small herbivores will just be unable to defend themselves, it’s just something that they will do if it’s absolutely necessary because of the severity of the debuffs they will face.

Basically, fast herbivores that would hang around carnivores too much would see their stress level rising up, and it could for exemple slowly but drastically decrease their ability to run away/defend themselves. Their stamina would decrease faster, same for their speed or their ability to regen health. You could also add some sight debuff, the screen becoming slightly blurry with their hearthbeat increasing, thus making them more vulnerable from attacks.

ancient plover
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When clicking Ctrl for crouching, stegosaurus and other herbis that use their tails to defend theirselves, crouch their front legs to aim for a higher spot like in the picture.

torn jay
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Please fix the issue with the Evrima servers, i heard that there wasnt any restart since days, its not playable. As soon as youre with more than 3 people you literally only see people teleporting around. Also everyone always had game crashes, i played 3 hours, crashed 3 times. If you can, please fix it

rugged portal
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I would like to talk about the Grazing Mechanic

zealous rampart
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What about a snowy map that sounds really quiet and has it's own foot sound effects

rugged portal
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Currently, the way you've chosen to balance it out was by limiting it to only having an effect at around 20% hunger.

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But wouldn't it be better to control grazing by doing so via the environment instead of just an arbitrary number. Instead preventing Grazing after you've passed 20% hunger, couldn't you instead deplete the food value in the environment as players graze. The would give you an opportunity to force people to naturally migrate from place to place, because they'll know where they 'should' be as opposed to where they 'could' be. It would end the monotony of just running around and making pit stops wherever by forcing people to be concerned with where their food is actually coming from.

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Now, I get it, the only herbivores in game are Tenonto and Dryo-and AI version of the latter at that. It might seem pretty daunting to have just these 2 and half deplete an entire grassland...but we can be adaptable, can't we? The same way you changed the current animals speed, you can just change the two and a half herbivores affect on the grazeable environment. As you start to add more and more to the roster, just lower how much dmg Dryo and Tenonto do to the grasslands. But, for now, consider having them do what you think that entire roster should be able to do. And in my opinion, that would be to turn a nice praire into a rooted mud hole (think what federal hogs do to farm lands). Compare that to now, where you have grazing to keep from starving and bushes to actually fill your hunger, this naturally gets the ball rolling. If I walk into an area filled with mud pits (a sign that there is no grazeable food in the area) I know that I should look elsewhere-and it doesn't matter if I'm a herbivore or carnivore.

pearl tiger
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I am unsure if this is already a thing you all are currently doing but i would love to see each dino having very unique qualities from one another, each one has a special ability?!?!?!? it would be way badass and cool to be like OH GOD THE (insert dino here) IS DOING ITS (insert cool ability here)!!! ya know?

orchid folio
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Flying in heatwaves and rain Suggestion:

Flying in heatwaves: When you fly in Heatwaves, you should use more stamina (How much more depends on how hot the heatwave is) for normal flying like @ancient plover explained, but there should be more thermal drafts (How much more depends on how hot the heatwave is), because its hot, which means you can glide most of the time in heatwaves. The Thermal drafts should increase with time after a heatwave started and should not be instantly there (How fast they appear should depend on how hot the heatwave is)

Flying in rain: A flyer shouldnt fly in rain, because normal flying in rain takes more stamina (How much more depends on how strong the rain is) and there will be no Thermal drafts, because there is no hot air. When rain starts there are still thermal drafts, but they dissapear after time (How fast depends on how strong the rain is)

bitter kelp
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Since my first suggestion didn't go so well how about one for the oviraptor. We all know at some point that the oviraptor will be getting an egg grab mechanic so it can steal eggs. What if it were to have the option of actually raising that egg instead of eating it. It would probably be an option for both or maybe just the female.

It would be a good twist plus funny to see in game especially if an oviraptor player grabs a rex egg.

carmine aurora
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Adding onto the suggestion by @ancient plover with using ctrl for 'crouching' to show a defensive pose for herbivores that use their tails defensively, a similar thing can be done for those who mainly use their heads/horns defensively, lowering their heads so their horns face outwards and maybe appearing like they are holding their ground like in the picture.

alpine glacier
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Not sure if this has been suggested already, but a cuckoo niche for oviraptor would be neat. Not only would ovi steal eggs and babies, but she could lay eggs in the nests of other dinosaurs. The hatched babies would have a faster incubation rate and maturation (to juvenile) than the offspring of the nest parent, and neglectful parents may find their nest emptied of food and eggs by the parasitic hatchling. Of course, there would be a way to tell if an egg is parasitic, perhaps it would show differently in scent and could be ejected by watchful parents.

edit: after conversation, perhaps instead of sniffing revealing the planted egg, its unusually fast incubation rate would be the giveaway to watchful parents, as it is a bit more subtle.
another suggestion is that the egg has a time window that it can be scented before it picks up the scent of the other eggs and becomes totally identical.

ancient plover
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Should nesting have individual benefits, to give incentives? I know many players who've played as long as 1000 hours that have not once felt the need to use the nesting mechanic. Since they become forced to stay in one place, commit resources and time. Risk their dino's lives but are met with little reward for doing so. I really feel like a reward/incentive should come along with the mechanic of nesting. Without inflating group sizes as well.

rugged portal
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Oh, an idea for the AI. I would like it if we could form groups and mating pairs with them in the future. The reason why is many fold but it balls down to:

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1-Having something to do, such as shepherding a herd or pack around.

2-Using our children (hatchling or Juvi) as respawns for our dinosaurs if we die recently

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For the former, the thing we could really use in The Isle is more reason for competition between players, be they carnivores or herbivores. Would be a fun objective to try and steal someone's herd from them.

For the Latter, another thing we lack is ways to make our playthroughs feel more personal. If I die as an Allo, that's anothet three hours I have to spend getting it back. Die as an Allo that nested in other players, protect them from danger, and raise them past the juvie stage-that's a nice gesture. However, if I have AI children, who act as save points and life support, then that's a little different. My efforts are being rewarded with a shorter growth time, acting as a nurturing parents becomes that much more of an incentive because it directly matters to me whether or not I succeed in raising offspring.

jaunty dragon
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For more Map Diversity, I think Jungles should be split into two categories

Open Jungles and Dense Jungles

Currently on Spiro, the Jungles are Dense
I think it would be a neat addition to also add Open Jungles such as the ones we saw in late 2019

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Next on my Map Suggestions is the re-addition of Forests

There wasn’t really any problem with the Forests in the first place, from what we saw on the Thenyaw and Isla Spero streams

Forests could definitely work more towards the coast as going more inland brings you into Jungles or on high grounds such as mountains/big hills

karmic gate
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possible idea for pteranodon flight mechanics: when it is storming, flight becomes inherently more difficult due to strong winds that will "push" your pteranodon around in the air and alter your flight path, making it harder to go exactly straight. this has the potential of knocking the player into a tree or otherwise out of the sky, making it more dangerous for a ptera to be flying during a very bad storm (storms could probably vary, with very bad storms being much harder to fly in than mild ones).

hardy wolf
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Grass slowly going down, depending on how long a Dino has grazed on it. Takes a while to regrow

fallen tendon
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Something i like to see is actual bite marks ,and if possible make them there where you got bitten.

arctic cypress
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Something that I would like to see is when crossing a river you get pushed down stream a little before making it to the other side. And moving up stream in water takes longer than moving down stream in water because of the current.

jaunty dragon
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Add the Golden Megagroup Scent for a Stockpile of Bodies/Carcasses

serene fulcrum
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Maybe add some sort of sound radar to make the game more accessible for people with hearing issues. Perhaps use a system similar to the Hunter call of the wild where it shows you which direction a sound is coming from and what it means (friendly, broadcast etc) but don’t show the specific species of Dino so that you still need to learn what each creature sounds like to a degree. My brother, who is deaf in one ear suggested this to me after playing on evrima and I have to say I think this is a good idea to help the isle be enjoyable for all audiences. Edit: I’m curious, how would those of you crossing this suggestion handle this issue, would you do something differently or continue to exclude those with hearing disabilities from having the full intended experience of the game

fickle marlin
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I can't change controls in the options for the keyboard or the gamepad, so if we can have an update for this please

thin berry
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Been thinking about the adition of fish and aviary dinosaurs. The only announced aviary dinosaurs are the larger sized onces, but I would suggest the devs to take a look at the smaller flight dinosaurs like Rhamphorhynchus. Their gameplay would totaly change from the larger aviary dinosaurs, where they are scavanger type dinosaurs hunting in large groups, or divebombing fish in the ocean, meaning they can mind their own business at the beach, or fly landwards to hunt off crippled or baby dinosaurs.

Should give the aviary gameplay more playstyles, plus could give utah players an aviary alternative

tribal crown
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Could we have a menu or more control over the nesting process? Like make your eggs public or private. Public eggs could be seen by everybody in an egg search. Private eggs would be invite based.

tepid plover
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When skins are implemented I suggest using a similar system to now, but with some extra customization.

Have the same color options across all dinosaurs (not just herbi and carni, and with some certain species having special colors, unless it's for game balancing or mechanics). Allow choice between the colors for each section on the dinosaur (like it is now) but also allow for pattern customization.

Earlier in the game each skin had a different pattern. Being able to choose that pattern and then choose which colors go where on each pattern would add some serious customization and I think it would make a lot of people happy dondiFeelsGoodMan

fallen abyss
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Idk about y’all but having avian birds that are smaller and would live in the trees seems fun HypsiLove maybe even make them playable?

fallen tendon
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Another thing id like to see is bloody water: 1 drop makes it spread slow,2 makes it go medium ,3 makes it fast .And you can see the sent of the water have a darker colour with each drop.

kindred beacon
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I really don't like where the animations are going. In Amarok's stream we did see a bit of the Hypsi and the Stego and both seem off in some way. hypsi run in particular does not feel right, birds like roadrunners keep the head and neck very stiff to reach faster speed instead the hypsi moves a lot, it's like jello and feels stupid. Stego on the other hand is (again) weightless. it doe snot feel like a damn elephan sized beast running. and during the call the neck bends too much, like if its spine was broken.

cosmic slate
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I’d like to see a mechanic for if your bleeding from combat you’d have to wash your scars in the water by entering to clean it from infections

arctic cypress
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Or be able to lick your wounds would be a cool animation.

ancient plover
#

Currently Hypsi’s ‘projectile’ vomit is not projectile at all and looks like a misty fart cloud that just sits there. I know that this is WIP and I hope it gets fixed to a certain extent.

On hypsi’s concept art we looked at it like a gel and very liquidy projectile, but then on Amarok’s stream we saw a misty cloud of vomit.

I think a better approach would be a stream spray like a pepper spray works, affecting several targets at the same time, making the vomit travel and not just sitting there.

(Also pls give it a super high jump?)

ancient plover
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Feedback: I just saw some clips from Amaroks stream. You’ve done amazing work on the stego and hypsi so far! Both of their animations look great you poled it off perfect with the stego run. I usually don’t prefer large animals to gallop and I was quite worried at first when I heard stego was going to receive one but it came out great. You can really see how clumsy it is when running, struggling with it’s own weight to move forward as fast as it can. I love it! Anyway, well done and keep up the good work! I’m excited for more upcoming content!

radiant palm
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It'd be really cool to have a more in depth gore system, iirc all of the dinosaurs are going to have organs inside their models so it would we an awesome feature to have the different organs play into the planned diet feature

The main point I wanted to make though is a change in how gore disappears when eaten, I would love to see a system where meat is torn from the body at the spot your eating animation takes it from (for example, eating near the tail would remove flesh from the tail). This would be a big step up from legacy where the skin just kinda disappears and then the carcass becomes a gore. As for larger dinos not being able to eat gores in legacy, I think this could easily be made into a feature where their head collides with some of the bones and they're no longer able to pull meat from the carcass, letting the smaller scavengers eat the rest and get into the areas where the big guys couldn't.

lament forge
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I kind of wish that the carno was a little thicker around the neck and head? Like the torso and legs should be more muscular, right now he looks like a sardine with legs lmfao

ancient plover
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Bigfoot. Pls.

inner forge
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Referencing today’s stream...don’t use bubbles around the fish. I believe this feature is intended to help spot the small schools of fish while under water but I believe there is a better way. Make the sides (scales) glisten as the school of fish turn to represent the reflecting of sunlight or moonlight. Some larger fish such as catfish may have a reduced glisten because they have skin and not scales, while others like the sunfish, might glisten more.

rancid oracle
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Make it so certain dinosaurs can carry their young. this would solve the problem of legacy nests being very risky because you have to stay in one spot for around 45 minutes (egg incubation + baby growth to juvie) by making certain dinosaurs able to carry young, you can cut that time down by a lot and make it so raising babies is actually exciting and not just sit in a nest for 30 minutes simulator. certain dinosaurs won't have this ability such as large herbivores which would probably stay in the nesting area until its time to migrate and have more of a sedentary playstyle anyway. also deino should be able to carry multiple babies in its mouth to get them to and from water. this ability could also be scaled by weight so once a baby weighs too much the adult can no longer carry it. I just think this would make parenting less boring and risky while also adding ore realism.

patent ocean
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So I had this idea of having pachyrinosaurus in the game, it would be able to break apex predator's leg, so it wouldn't do much damage to an apex but it would be able to break it's leg and run away, wich would make it good, but you would also have to be a skilled player to do this due to the turn that is now in evrima, it would also be really good against mid tiers, but not too good or else it would be op, I think it should also be able to knock down smaller stuff like utahs or ceratos, I think pachyrinosaurus has a lot of potential and should be added to the game

tame copper
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loving the carno blinded animation. it feels really natural and looks smooth. only nitpick is that I personally would like it to shake its head from side to side at some point in it to show confusion, or that its trying to shake some of the spit out.

wide flicker
#

First, I want to apologize if this as already been discussed and if its redundant or if this is posted in the wrong channel.
My Feedback / Suggestion is the following.

Evrima Is I believe what everyone is waiting for and what we had expected from the dev for now about 2 years. We all acknowledge the hard work you all did in the development of the game and frankly speaking Legacy was an amazing stepping stone for Evrima. I am sure at least 90% of the community have tried it and had fun with friends or making friends while playing the game.

Here is the idea to push Evrima and to make the community focus more on it. Doing so would give the dev more feedback, ideas, suggestion and server stress test. Also find bugs for free!

I said earlier the work on Legacy was amazing and the dinosaur that we have access over there are fun and pleasant to play they might not feel as polished and fluid as the new one but still is widely appreciated. I mean the game would of being massively refunded if not.

The idea is simple and align with a number of game out there published by multiple companies. A patching System while giving the player a more pleasant playground while waiting.

Import all your hard worked dinosaur from Legacy into Evrima. With the non finished promised mechanic. We will then be able to roam Spyro with our loved dinosaur while you work on them. Then simply patch those dinosaur at your own speed it would reduce the stress of the team and make us appreciate the change in a more fluid way.

Exemple: I log in today play the game as a Allosaur. Then the next morning you drop the patch xx.xx. Boom! The allo rework is implemented from day 1 to day 2 I get to experience a totally new polished and awesome dinosaur the difference in gameplay will be astonishing and the gratitude even greater!

inner forge
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@thin berry to add to your idea...could be expanded to create a separate niche. Small flyers feed on swarms of insects which gather over swamps and rivers. Fly through the swarm have have a % chance of catching an insect. These small flyers could also roam the banks of rivers/swamps for small bugs which would provide greater food. These small flyers are a potential food source for juvie dinos (think deino lunging up to snap a flyer as it is trying to hit a swarm of insects) to include med sized flyers. Med flyers can scavenge, fish, or hunt these small flyers. The larger flyers can scavenge, fish, and hunt these medium flyers. Small flyers are more nimble and can navigate the forest easier. Perhaps nest in trees. Medium sized flyers have more difficulty when in the forest and large flyers cant fly in the dense forest at all. This would create a diversity of game play styles.

grim prairie
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The new carno run is goated. Poggers.

tame copper
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new carno animations are fire. just still hate the alligator tail on the run.

quartz venture
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Specific Carno improvment - Stiff tail. The tail bones of the Carno are such that it could hardly flex at all. Other than that I don't dislike it.

worldly turtle
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New Carnotaurus run is much better, however I do think the stride length could be slightly increased and the tail stiffened(this animal is famous for its proportionately stiffer tail anyways). The head is a contention point, I like it personally, but I do think it could be lowered and the neck stiffened slightly

barren lintel
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The stride length on the new Carno run looks perfect. I believe the tail could be held a bit stiffer (like many others are suggesting) and the head held a little bit lower; Carno's usually bullying small-statured assets, after all, so it would make sense to have the head at a level where it could easily interact with its intended prey.

summer oyster
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Big fan of the run animation 👍

steep iron
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The v2 run of the Carnotaurus is much better then before, however could afford a little more improvements. Such as increasing the stridge length a little bit. The tail being more stiffened, and the head being lowered a bit more to accomdate it's specified playstyle.

olive dock
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Just a small piece of feedback, but everyone is suggesting it as well it seems haha, I think Carno's tail flops side to side too much when running. Should be stiffer. It's a beautiful improvement though I love it, jus stiffen the tail up

slow peak
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I was about to pop in here and leave some feedback, but nova already nailed down my exact thoughts pretty much word for word.

old sky
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The new run is loads better! I agree that the strides could be just a little longer, not a whole bunch though. It also looks like it has more weight to it now! Overall, it's much better!

gray zealot
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The new run animation is just perfect I love it so much!

ancient plover
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I like the run animation, like others have said, the tail should be much stiffer, but other than that, I think they should try to make it feel lighter on its feet. legacy carno feels so fat and it's running just feels so womp womp womp womp all over the place. fast predators make swift, decisive motions

#

The new animations are much better, I'm very happy you guys listened to feedback. Of course there are a few nitpicks that could be improved but other than that I'm so happy.

lilac dawn
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I like the stride length at this smaller size, I think it makes carno look heavy. I agree with others here that carno's tail should be stiff, especially if it retains some sort of turning troubles, but beyond that I think the run is great.

wary remnant
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while the new carno's run animation is leagues better, i still think it can use some touchups. namely, the tail and stride lengths. carno should have a very stiff tail. and on terms of the strides, i see no reason why it cannot take longer steps. it's meant to be fast, hit they prey before it sees you coming. these steps still look nothing like that. the last thing is the head, i feel the head and neck can be lowered and stiffer, so that its vision isnt being messed up every time it takes a step.

ancient plover
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Stiffen Carno tail while running a little

flint violet
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In terms in comparing the old carno's run to the new, I really like the new posturing, rather than carno literally swaying side to side like it does in legacy while still having that lurching forward look. Another small thing, is the tail could use some stiffness but it's relatively fine now. Will say in terms of the face, I would personally like to have it slightly tipped down as to not seem droopy, but low enough to somewhat cover his eyes within a dead sprint towards you, it provides a very intimidating look similarly when darker shadows are cast under certain other animals' crests.

tawny echo
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new Carno run is Dope!

ornate patio
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The new carno idle animation is really really good.. The new run animation is also a big improvement, however, the tail should be stiffened up a decent and instead of flopping side to side so much, should be swinging side to side to put more emphasis as to how the tail is incredibly muscular(and make Carnotaurus look both heavier and again, more like a missile).

I'm a guy who likes smooth tail movements, and right now, the carno run could use a bit less.

hushed imp
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Love the improvements to the carno run. Though the tail should be stiffer, and the strides a tad longer. Also wouldn't hurt to lower the head a bit more as well. I think a carno in a full sprint should look stiff as a missile and the hyper-focused, hence lowering the head more (to focus on destination/target) and stiffening out the tail to aid in ultimate speed. Right now the tail is flopping around like a dead limb as opposed to something that's actively attached to it and filled with thick muscle tissue.

jaunty swift
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Allowing The Isle Evrima and Legacy to be played on next-gen console, as they will be powerful enough to play at 60fps or more idk. But this would be good for people that can't afford a PC and enabling cross play could be fun

upper flame
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I love the improvements to the Carno run!!!!!! It looks so much better hyperlove I don't have a lot to say I just wanted to thank the devs for listening to our feedback!

lucid sonnet
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The new carno run is so much better. Need stiffer tail tip and some polishing on the toes there. I'd like the head a bit more lowered too. I'd like to say as a siden note how much I like how the back/spine moves, it feels good.

gaunt bay
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The new carno run is notably improved, though I think a good alteration would be to further increase the stride length, the current stride length is a bit odd and brings to mind a juvenile or baby animal trying to keep up with parents more than a fully grown creature sprinting

wispy wyvern
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Can I give suggestions here?

#

So, um I have one suggestion that I would really like to share, a semi aquatic herbivore and a large omnivore that's a ornithonimosaura(think I spelled it right)

The first one is lurdasarus, a semi aquatic herbivore that eats aquatic plants, from lakes ponds and rivers, it's biggest threat would be deinosucus(might've spelled that wrong again), it would be a really interesting edition

  1. The second one was deinocheirus it was 12 ft tall and 36ft in length I don't know the weight but it's mainly a herbivore but could also have the option of eat fish

I know this probably won't make it in but I wanted to get these dinosaur in the isle! I love these dinosaurs alot so I hope you consider

Thank you for reading

#

Did I do good?

tribal quest
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Carno animation is very cool but maybe increase stride length and stiffen tail like everyone is saying.

shadow talon
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compared to the old carno run the latest version you guys are playing with really seems like he is just jogging around seriously like he isnt trying...the old run looked like he was really stretching and covering ground with the intent to kill....this one....he seems like he is just casually frolicking in a happy and jiggly fashion. its better than the last one ....but still i have to say i like the original one when compared to this one. it needs more umph in the stride..to put its head down and CHARGE. XD just my opinion tho.

lucid sonnet
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I'd like to give some feedback on the 'CarnoBlind' animation.
In the video I changed the speed of carno and made it slightly slower. (Obviously couldn't make it 100% the way I wanted but im still fine with it.)

The reason for this is because it looks wierd as it moves very quickly for such a heavy animal. Idk how to explain this in the correct way but take the commercials that got animals in em for example, they are often animated slightly faster and have unatrual movment than what they actually would have looked like.
Carno feels a bit unatrual when it jumps backwards in the beginning of the video and when it rises its head from the ground back to ''idle'' pose. The other parts looks good.

(Apologize for the weird fps in my edited version.) (The speed of my edited one could be touched upon a little as it may look a bit slow/not smooth sometimes.)

proud nest
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Regarding Hypsi's special attack, I think, if it's gonna be a sort of regurgitation/vomit, the stamina loss should be not so great but it also takes away from your hunger (making it more necessary to keep on feeding as soon as you're safe).

Also, the way the liquid is projected, it's in a form of a "shot" (I saw a suggestion above talking about difference between aerosol spray, stream spray and gel spray, and this falls down under the last category, being a gooey thick-ish substance)

drifting stratus
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Loving the carno run and idle animations! I love the way the carno lowers its head like it is spotting something in the distance, soon to run it down.

rancid oracle
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I think when the carno lowers its head in the idle animation it looks like it is really about to run something down and chomp it. it'd be great if the head were that low during the actual run animation or at least in between that and where it is now. it just looks so intimidating and streamlined with the head down and the straight tail which is exactly how I think the carno should feel. streamlined

white field
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Hypsilophodon
Regarding Hypsi, so far, it's an amazing dino. A bird of paradise able to leap (This will be mentioned later on), spit vomit, and run at high speeds. With it's feathers (Quills?), it really does create a majestic, flightless bird feel. Even though it has flaws that I will point out, it's an amazing playable overall.

Hypsilophodon: Run
The trot overall looks really good, but my only problem is the run. The animation appears to be fast, almost TOO fast. It looks like a birds of paradise sonic at that speed. Personally, I would like it slightly lowered to better suit the animation, or just slow down the animation too if that becomes a problem. Mainly because it doesn't look aesthetically pleasing. It looks like a sped up version of the juvie Utah run.
Imo it should be slightly slowed to give it more of an aesthetically pleasing view, and enhance it's gameplay.

Hypsilophodon: Spit
The spit looks like it pulled out a Mossberg 500 and just removed the ability for the bullets to move at a far distance, and fired. Instead of it being a spit, it's a melee shotgun, which totally defeats the purpose of it being a spit. I suggest turning it into a projectile which can be aimed by the direction of your head. Also make it so the projectile takes hunger from you, and some stamina (As it's tiresome to puke or regurgitate anyways), and make it so the spit can only be used when your hunger is above 30% or 40%.

Hypsilophodon: Wallow
If you do initially keep its speed and the animation speed, make it so it loses the mud faster (As its mud and feathers or quills. Mud comes off of feathers pretty easily when moving fast). I think it would definitely balance the fact that it's so fast.

I will be making a stego feedback in the future so stay tuned. Kudos.

brittle sluice
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I like the new carno run cycle but change the tail back to the 1st one you posted on 10/7. The one from today looks too floppy now

lone tapir
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Just wanna say I LOVE the carno "eye wiping" animation and I hope that's coming to more dinos... its very similar to the way anole lizards in florida wipe their mouths on the ground after eating and it's a great realistic animation to see.

proud nest
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Regarding wallowing for the Hypsi, I'd avoid using Mud, since getting mud on your feather's isn't a good thing, it's heavy and would need water to get off, if it's possible to add dirt bath without the use of mud for feathered creatures that'd be great

ancient plover
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Adding onto the above, why not something like a dust bath? Would be a bit better, also reminds me of what chinchillas do. Dust or dirt bath.

#

Before I give any feedback about the new Carno animations, it's nice to see that you guys actually take action about things that the community overwhelmingly dislikes. Communication and transparency is in a good place now imo, even if there is a few things that I disagree with.

Carno Blind animation : I think it's honestly smooth and good. There is nothing wrong with it, I would probably add a bit more headshaking before its actually tries to remove the "blind effect", to represent that the animal being confused.

Carno Idle: I really like the Carno Idle, when it lowers its head and stares, thats actually pretty scary.

Carno run : it's improved a lot, like a LOT. I usually doesn't like stiffness in animations, but I think the Carno's tail should be probably a bit stiffer. Stride lenght is good enough for me, maybe make it a little bit bigger and it's perfect. Head should be still lower in my opinion, as it suits the carno better due to it's "prey-list" containing mostly small/mid sized animals.

lone tapir
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That's a good point, I agree the head should be lower for the run because of the carnos prey!

twilit haven
fiery nexus
#

its perspective

karmic gate
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hypsi really needs to spray its stomach acid in a concentrated stream, and not a noxious cloud. i think the stream of the spray should be much narrower, but the spray itself should go much farther. stomach acid is liquid and should come out as such. take the spitting cobra for example, who sprays venom into the eyes of its predators when its cornered to help make an escape. hypsi spit should look more like this.

umbral notch
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the carno run looks better but the tail should be a bit stiffer, with the wallow the beginning is a bit too quick so it looks cartoony (where the head goes up)

viscid iris
#

Were can i report buggs?

jaunty dragon
#

When EVRIMA gets pushed to the main Public Branch, it should get the same tutorial pop-up tips like in Legacy(such as Herbivore 101 or Using Scent)

The tips we have now are cool, but tutorial tips could also be helpful to help new players get into the game when evrima gets to the main branch

Also a little joke me and some friends have been saying is to have voiceovers for the tutorial tips aswell

clever spindle
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Really appreciate the listening to feedback on the animations!

My feedback on the new ones:
Blind: Looks really good, but I feel it should rub its head on the ground more with each wipe to show irritation & comfusion. Looks a little too calm at the moment.

Run: The run looks leagues better. But, as with many, I think the majority of the tail needs to be stiffer - giving it a torpedo-like appearance, with mostly just the tip swaying slightly. The head should be lowered a bit more too - like the mid ground between where it is now and level with its back

drifting cedar
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New animations look liiiiit! Just the one where carno is cleaning its head the very first move before its doing the rubbing seems a tiny bit weird as if it's surprised or scared for a millisecond xD but anyways I'm loving them all.

sour flint
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The carno's running stride has to be longer. It's not even extending it's legs all the way back, something it was specialized to be able to do

zealous shadow
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I prefure the newer carno run animation it makes it look like it has a lot more power behind it but i do think that the end of the tail should also swing up and down slightly as well as left and right as it does now, to give it a sense of being swung by the power of its stride. and as @sour flint has said i thik its legs should extend and pull back thurther to really make it look like it's powerfully driving its weight forward at top speed. The last 2 things i want to sugest are not relagted to the run anim, but i was wondering if in the Carno's new idle it could move its dew claw in and out or up and down a bit at some point in the animation, everything else looks great. Finally I was wondering if in the anim where the the carno has been sprayed in the eyes it could wince and shake its head -though its tail and body around, before scraping it on the ground and then take a bit longer for it to recover in irriration to make tha animation a bit longer maybe so the Hypsi has a bit more chance of escaping.

ancient plover
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I think the core mechanics for the game are headed to the right direction. Though I think it should be seemingly simple. The real mechanics should depend and rely on the sandbox. Adding on or having clusters of interactions of variable mini mechanics that you can micro manage throughout the map. to give yourself an edge compared to the average joe of your species. Not all male lions are equal for a reason.

marble jewel
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Lets all take a moment to appreciate the isle devs. Working with your community like how they worked with us regarding the carno animations is the best way to make a game. Keep doing what you are doing guys, and take your time, we can wait

torn jay
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^I also love the Stego animations, it looks really heavy and muscular now

tepid plover
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The new carno run anim is better now. Tail needs to be stiffer. If you can get the strides bigger that would be great, but once the tail is fixed it's pretty ok.

ancient plover
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I think we need to add back the reactions on the Phase 2 stuff, rather than just one predetermined reaction at a time

#

or at the very least have those two:

✅ ❌

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or thumb up thumb down, Idk man, i'm just making a suggestion so community as a whole can say when they don't like something, or show they like something even more with positive reactions

unborn minnow
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The adult utah is 1 ton, and for such weight you don't stop immediately due to inertia.
Right now utah feels like size of the dog, but it must feel more like not large horse.
What I mean:
try to make dinos be liitle slower and look "heavier" than they're now.

grizzled falcon
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Like pretty much everyone said above i feel the carno's tail is way too jiggly when it was supposed to be very stiff even at the end of it. Same for the arms, they would look nicer if they where stiff as if the animal was tensing up when running. The head should also be lower to get full advantage of its torpedo body, but overall i think the new animations look amazing! im super happy the devs are listening to the community. thankyou! <3

tight palm
#

There are a lot of ping issues/latency issues for legacy. Hope EVRIMA doesn't have these issues. I tried to bring some of my subs to a server in legacy.. looks like it cant handle more than 100+ players.

deft forum
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Im just gonna add to the feedback for carno. I feel like the steps should be wider (tbh legacy animation was fine), since its supposed to "propel" itself forward. Small steps on such a tall dinosaur that also weighs a little over 2 tons (legacy), seems odd considering its the fastest survival dino. Unless it's speed is getting brought down? But then it would look kinda lanky. Good point about the tail joggle and head being lower for aerodynamics, if carno is still going to be the "fast and furious" dino of the isle. But other than that i think everything is great.

naive cipher
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The running animation is awesome, but the end of the tail is too loose, you need to stiffen up the tail because of the muscle structure. Carno has a lot of muscle on the tail, Utah's tail works with that kind of animation because their tail's are as muscular at Carno's tail.

worn hill
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Some things to consider for Stego and I apologize if these have already been covered. With the threaten call it would be a nice touch of the back plates would flush red for a minute or so as we speculate that it was able to do this for display. Also for more dynamic thagomizing it would be nice to have the ability to swing higher or lower so as to more accurately hit jumping predators or apexes in the face as well as the lower to the ground predators.

ancient plover
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I'd suggest working on the utah animations for possible reworks. Because as of right now, it feels super weightless like many people have said. In real life, it was a very heavy animal so it would never be able to make such sharp turns or stop so abruptly. I suggest, reworking the run and walk animations to make them feel more weight-y. Progress is coming along great, I just wanted to put my input about the utah here.

abstract sierra
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For the carno run animation I feel like both the head and the tail could be more stiff, since carno is like a jet plane going fast in only one direction, and not a nimble runner that can turn. Carno has very muscular neck and tail for keeping stiff while running

ornate canopy
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For the carno run (recently updated version):
I still feel like it’s way to closed gate, like it’s running heavily and very tensely. I’m not quite sure how heavy it would be, or is, but it feels more like it’s stomping rather than sprinting.
The old carno run (the one I’m referring to is the one in the legacy branch) had the weight thrown into the long strides as it bounced. Definitely not perfect, but have it’s head down, sprinting across the evrima plains seems like a much larger improvement.

I drew up a fast animation just to show what I mean! No way perfect, but just trying to get my idea across haha
main points

  • head lower
  • gate wider and much more extended
  • slightly lighter weight (or maybe the stride length would fix that and nothing would need to be done with it)
visual carbon
#

overall the new carno animation is quite good just one problem is the tail isnt that stiff

jaunty dragon
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Some Jungles Ceiba Trees(pre-placed) will have “Fox Dens” or “Tree Burrows” in them for small dinosaurs such as Hypsilophodon to hide in.

Unlike the legacy burrows, anything small enough can enter these and there would be two holes(intended as One Exit and One Entrance)

flint violet
#

To further explain and expand on other uses for something like this (shown up above), they could act as "chase breakers" or obstacles for slower yet smaller animals to use while being chased as to provide some time and distance for them to escape instead of outright "hiding" in them. Definitely would like to see more obstacles other than easily avoided trees, like fallen logs, rock tunnels, etc. There is a big need for smaller yet slower creatures to break a chase, I don't mean this for something like minimi which is so slow that it relies on hiding and utilizing it's negative buoyancy to narrowly escape or hide from predators, I mean this for feasibly fast things like troodon, hypsi, ovi, and quicker juveniles.

sleek sapphire
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Suggestion for a possible underground:

I have thought that an underground biome would be amazing for the longest time - a creepy cave system going throughout the whole map is such a cool concept to me. This "map underneath the map" idea has so much potential to diversify the gameplay. Now, what I was thinking was a series of tunnels and caverns weaving throughout the map - from soviet bunker type things to abandoned mineshafts, the underground could have a lot diversity. I was also thinking that there could be a possible underground niche: dinosaurs that lurk in the dark of these creepy caves and tunnels. Creatures that use echolocation to spot their targets with hyper efficiency in the close confines of the underground.

In addition to providing another diverse biome to the map, the underground adds a certain degree of strategy to travelling the map. Since most of these caves and tunnels are far too small for an apex predator to fit in, they could provide some refuge from the larger animals on the surface. However, travelling the map via underground would be to chance your life with the cave demons that lurk in the shadows. I also think that caves would be super cool once mercs get added: huddling in a corner of a mineshaft trying to get a light working while you hear the scuttling of the creatures in the shadows. Turning on your light reveals a face full of sharp teeth, which lash out, knocking over your light and sending your party into chaos as you hear the screams of your friends.

The Isle is supposed to be a survival horror game, no? I think the underground could not only add some fun diverse gameplay, but it could also add in that horror element that the game has been missing. Another thing I think would be cool is large underground facilities. Human structures that are massive enough to allow even apexes access. However, these would be few and far between, as apexes would not be able to traverse the underground much.

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Just some thoughts from me. An addition to the map I think would make the game much more fun.

tulip bison
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I know this is not the old Utahraptor, I just tell normal utah to be worked on something close to that below, with a new body and skull shape, which are best seen in a place like Spiro. This pose and that scream with saliva highlights much more threat and power. I think they could turn utah into something very similar to this:

I am not reposting, but rephrasing better due to what was said in: #general-feedback-discussion

primal egret
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Carno's animations are just...

Yes.

fallen abyss
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Piranha ai when DeinoOWO

jaunty dragon
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In addition to the tree burrow suggestion I made earlier, Tree Burrows could be more common in Open Jungles than Dense Jungles

fallen tendon
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just something i thought about is dinos that can climb trees or fly should be able to have a nest in trees.

simple vapor
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I think it’d be cool if feathered dinosaurs did dust baths instead of mud baths, or could dust bath and mud bath. I feel like mud on your feathered would slow you down, and modern feathered birds take regular dust baths.

sonic silo
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The carno run looks so much better! I do think it could use a bit more work though, as stated in previous messages.

ancient plover
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The hypsi so far looks amazing, although I feel like it's extremely fast. I understand it is small and should be fast and agile but from the clips I've seen from dev streams it looks SUPER fast. Maybe nerf it's speed a bit when it comes close to release?

visual carbon
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Just a idea but i think gali should be in update 4 1) its a herd animal it would make sense with update 4) 2) as we all remember in jp rexy munched on a gali herd this could be a nice callback. 3) Gali could be added as ai to flesh out the plains and something for carno to hunt.

jaunty dragon
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I do think that relatively soon Sandbox Mode should come in, Sandbox Mode is casual play more of the time and just for the fun of things. Free-Growth Servers are really fun in EVRIMA however you depend on an admin to be there which is surprisingly rare, plus as I saw due to Survival still requiring development that players could just play Sandbox in the mean time while Survival matures. Not asking for it to be on high priority, but Sandbox Mode is a massive QoL improvement that would make EVRIMA so much better...

somber cedar
sour kraken
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I love the Carnotaurus progress. The power is much more evident.

My suggestion is to have the head lower at its top momentum to that imposing charging meat-eating-bull mode.
Thinking of how a full grown utah can pounce, I'd love to see full grown carnos lowering their heads down to a knock-down mode. Shoulder checking a galli so that it falls and the carno can turn back and grab it.

fleet plaza
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I'm no expert on dino gates, but I think for the Carno's run you should lengthen its strides to be more like the run animation for the legacy Carno. Carnotaurus in the Isle is supposed to be a long-legged, fast-running pursuit predator, bounding across the plains with leaping strides, thundering after nimble iguanodonts and other ornithopods. An animal with such long legs and tendencies for high-speed running should be using its legs with long, efficient strides close to the maximum that they can stretch without dislocating, which is not what the current Carno animation is doing. The one you just released looks more like the pace of something with shorter legs, like Allosaurus. Also, the tail should be pretty stiff and hardly wiggly at all because Carnotaurus has special interlocking tail vertebrae that compensate for expanded running muscles, but make the tail unusually stiff. This is why Carnotaurus is generally thought of as a high-speed charger that couldn't turn easily. I think you should tweak the run animation to match these things that make Carnotaurus unique. But besides these things, the animation's looking pretty good. 👍

loud condor
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I dont know how big of a gameplay mechanic this would be, but would fall under the lines of the already existing idea that you are planning eatting things whole if they are a certain size compared to what a dino is eating.
As Carnotaurus is fast predator, it could probably be easily bullied off its kills if any thing relatively close to its size came around due to a weaker bite and poor turning radius.
However with its very flexible lower jaw as proven by scientific articles, it could act sort of like a snake when eating prey.
So my possible idea is that make carnotaurus able to eat larger prey whole in comparison to size then other predators and or able to move faster than other dinos with moderately sized prey in its jaws to help try and get as much food as possible from a kill. As both its incredibly flexible jaw and robust strong legs that it will be used for charging and running could help with pick up and go- fast food. (bad joke is bad joke).

deep goblet
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Absolutely adore the Hypsi’s jump mechanic, and how it’s shown by the raising of the tail as the key is held.

I could easily see the same for Carnotaurus’ special attack, if it indeed consists of knocking other animals down as it charges them. A lowering of the head as the special attack key is held at a sprint would be ideal!!

I’d also like to boost a previous suggestion, allowing feathered dinosaurs to prefer taking dust baths over mud baths— nobody wants gunked-up feathers. Dust baths in general would be a great flavor addition as well— could use the same animation without the effects of mud, but with the affinity bonus when the system comes in!!

ancient plover
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The tip overlay when you load up the game should be moved to when you load up a server. Sometimes it takes a few seconds for everything to spawn in, I think it would feel much better put together if there was a loading screen.

dreamy geyser
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https://youtu.be/GJC1MZ8XxQM?t=131 I know this may never happen but for future assurance.... I would like for soundtracks of Anthony Casalena to be in the final product of the isle near the end of its final completion Merci a vous et Vive The isle

kindred beacon
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i was watching through all the stuff in #phase-two-archive and i noticed that the crouch speed is a bit too fast, in particular for big animals like spino and rex that basically have 1 shot to kill or their stamina will go to waste... and considering that they just bend over and don't really crouch that makes the hunt even more difficult. precision and silence is essential for a successful hunt and one misstep can give away your position, so i suggest to divide the crouch mechanic in two: the "normal" one just pressing the crouch key ( that will lock the character in crouch mode) and WASD keys that makes you walk very, very slow, to allow the predator to stop at any moment without moving too much ( because we know that right now if we stop the animation reposition itself, making the body slide a little bit and returning to the start of the animation), and a "fast" one, pressing also the sprint key that will allow the animal to crouch faster towards the prey, and that's the speed we can see in phase two.

lament isle
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Some feedback on the carno animations:

The hypsi spit reaction animation looks really nice, I really like the way it works and reall, no improvements on that needed at all in my personal opinion.

The idle, similarly great! I love the way it looks around and does a little sniff and checks for things looks great. Again, no improvements needed in my opinion!

The run is something that I think could need some work. It definitely looks a lot better than the previous one, so the improvement is clearly visible. For something with legs as proportionately large as they are on a Carno, I would expect the stride to be much larger, it feels like it's really not using it's legs to it's full potential in the animation. Something I can see has been said a lot and I wholeheartedly agree with, is the tail, it flops around a lot more than i think it should, I feel like it needs to be a bit more stiff/rigid. Also slightly lowering the head would go a long way to making it look more menacing, like a bull charging.

Great work overall!

karmic kite
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As we know now that weight is no longer a damage bonus which is a great thing but now that most animals will have additional mechanics like Utah Pounce , Allo Grapple , Rex Mouthgrapple etc . it'd be nice to make weight play more on the defensive side for animals like being a factor of bulk and resistance so for e.g. an allo grappling a maia from beind should slow the maia down rather than running at full speed to escape and utah pouncing on tenonto should slow a tenonto down depending on how many gangs up on it (seeing irl tenonto size about 2-3 utahs should slow it down ) and also resistance towards bite like a big animal such as a trike would need 10 utahs or 5 allos to do some decent amount of damage or heavy bleeding ( this is just an example tho not accurate number of utah/allo to kill a trike)

fallen abyss
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Give anky, stego, and anything else that has a quill or tail attack the ability to move backwards and maybe even side to side. anky

tulip bison
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Suggestion: Making a Utahraptor model but more robust and strong but still very agile, the current Utahraptor is not very scary as it could be, making the muscles more evident does not mean that it loses speed, but that it gains it, any animal minimally fast savage has a well-defined musculature.

The advantages of changing the current Utahraptor is for something like this, in addition to being more frightening, it is more realistic in terms of strength and speed that it shows in the game, this serious utah fast but very strong and stoutly resembling a Jaguar that even muscled and heavy still manages to exercise a high speed and a good jump.

People and I beg you to try to imagine a group of that Utah all with dark colors crawling and attacking a parasaurolophus in a large field, honestly it is a superior model.

I only see an advantage in an utah that looks like this:

drifting cedar
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i gotta say this - tenonto running looks damn amazing if you view it from the front side lol like a bulldog running towards you !

PS: we really need grass /foliage NOT sticking through bodies. all the small dinos struggle, it looks ugly if you lie down on the grass

worn hill
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Is feathered Utah something that is being considered? If not, then perhaps considering creating another dino that is essentially the same as Utah but with feathers. Dromeosaurs are known to have feathers and small wing quills on their arms.

summer pumice
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Dino flailing and screaming to their death when they fall from a cliff. When they reach a vertical velocity in which spells death to their fall, they'd probably be vocal about it. Even if it's an involuntary 4-call during your descent.

This is probably more towards my sense of humor than making sense for the game, but it's still a fun attention to detail

main sleet
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Probably irrelevant feedback by now as it's been out a while, but just saying I love the sleep mechanics for safelogging. It's really nice for the combat logging to no longer be an issue.

ancient plover
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Can you put pushing mechanics in this game? For example, if an utah is running to a dryo, instead of braking when you crash with it, it starts moving dryo because it has higher weight but moves slower, like car games. And in the same way a bunch of dryos can move an utah slowly because their weight is higher than utah's. Or when a sucho/spino slaps an hypsi or anything small that small guy gets launched meters away from the sucho.

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And also i had an idea for Giga special attack, a grab. But not like deino or allo. Giga has fame of being a slaughter. The grab works like this: Giga can grab things with the mouth by the neck or the tail or even a leg, then giga will start shaking the head a lot, dealing damage. When the prey has X health(for example 50% left for the tail,30% left when you are grabbing a leg and 0% left when you gab the neck) giga cuts that part of the body, so that dino will lose the tail or a leg and this will give problems for movement, apart from getting bleed(obviously you wont get all the tail/leg from an apex, just a part), and cutting the head can be like a finished animation.

safe osprey
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Hi there devs team. Just a little feedback from a fellow animator. I personally think that Carno's head shpuld be a little lower on its running animation, making clear that he is "focused on what is in front of him as he runs super fast carno-speed"

I personally would make the head go a little down and ahead, and make the curves softer so it makes clear that the neck muscles are making strengh to mantain the head on that position

Keep up the good work, im loving every news we have 😌😍

viral lion
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Evrima Admin Panel Listing.
After watching the live stream.

Love the change to bans (assuming it will be the same for kicks) maybe adding a message box for the reason. love how banned players are display in the server, listed clearly and means we won't have to have external record or all those banned.

I still suggest a different listing system for the main part of the admin panel for player names and adding a search bar. Similar to how you have listed bans. Its easier to spot names reading and scrolling up to down rather than reading across left to right and then repeat for the next line of names.
.
Similar to legacy Tab but formatted differently with your new button idea. It would give more space to separate buttons across in a line next or under the players name (maybe even with the id displayed next to the name with the copy to clipboard option and then the buttons under nether in a separate line across).
Having a list option will also make it less busy when you have a full server.
Or make it a Option to select and choose between the 2 different formats line list or the current box list that would be neat.

Im excited to see your system once it is finished.

Thanks for reading my feedback and my suggestion.

tepid plover
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I simply suggest keeping giga's role similar to how it is now. Keep the niche of being a large opportunistic predator, that uses bleed and speed to keep up with prey large enough to feed it, and uses it's size to scavenge if food is running low.

jaunty dragon
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On the ideas spewing for Admin Panel, add a “Staff tab” chat for Admins to see only like Group and Local in EVRIMA

swift pike
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Let herbivores destroy bodies by attacking them and let carnis do the same to plants. FeelsSmartMan

jaunty dragon
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If the Playerlist ever comes back somehow, also make Admins have the ability to become Hidden(maybe even now without the playerlist too)

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The admin panel should ALSO have a chat decoding toggle, where an admin can see all chat channels happening? Yknow like the decode command the developers have on Legacy, even talk to other species in local too with it toggled on.

ancient plover
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I know not everybody agrees with this idea, but imo nighttime should be filled with pale light that comes from distant stars and the moon. A pitch black picture just makes the night much less enjoyable than it could be (:

worn spire
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What if we brought back the humans maybe? but updated them with other features? just an idea for those who would like to experience it in a different pov

fallen tendon
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So if carno is blinded and running it should look kinda like the carno 4 call in legacy imo.

keen heath
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@ancient plover YES!! Adding to that, I'd make the clouds dynamic and actually there in 3D space, rather than in the skybox. So that when there's clouds in front of the moon, it gets darker and when they've past it lightens up a bit. That'd be nice! And also maybe add random shooting stars (you'd see these because there isn't any notable light pollution on these islands).

primal egret
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Remove global chat on officials in update #2 or #3, or in a separate patch sometime. Pretty small suggestion, but I thought I'd mention it anyways.

keen heath
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Make carnivores be able to eat grass too (like cats and dogs do IRL). This wouldn't be as food, but rather to make them get better quicker after eating rotten meat from a non-fresh carcass. Opinions? 🙂

vast wing
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Make it so that when you are running or trotting into a tree, you take damage, the faster you are running, the more you take, the slower you are running, the less you take, along with maybe an animation and a small stun time? Just a suggestion after they fix the tree’s hitboxes, and if you are a giga or rex or other large animal like trike, make there be a possibility that the tree may fall down or be damaged. :). Just an idea to make the game more realistic.

peak wasp
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Allow players to see s-fps again
it let me know whether anything i do would be a lagfest or not

ancient plover
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Can you put gravity/momentum in game? For example, if an utah jumps and falls to an utah without pouncing, both utahs will fall to the ground and the one that suffered the fall from the first utah will get a little damage, depending on weight difference. Or if a carno or car crashes with someone and brakes there, apart from receiving some little damage, the object will move some meters away from carno. And also the object gets damage if crashes with something(apart from the first impact)

ancient plover
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Another suggestion for physics: Maybe putting hill effects like BoB or PoT?when you go upwards you move slower and/or you need more effort than moving downwards. Can you also put water resistance? So you cant run in water where you dont need to swim, or you can run wasting more stamina, and waders or swimmers like sucho or deino can have an advantage moving here(or it can be a sucho elder perk). Or you cant just jump to the water from a high place and swim instead of dying except youre something like a ptera in the correct position.

fathom harness
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Small thing regarding physics on the Hypsi, would it be possible to have the eye brows of it move with the flow of how its moving? Watching the gameplay of it streams where the eyebrows are completely static and sometimes clip through body looks really weird too me

jaunty dragon
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Make the Statistics Info Chart on the corner of the screen toggleable in the gameplay tab in settings, like Legacy and it's "View Statistics" toggle. I also think S-FPS should come back with this addition since.... I know Amarok said "Why should players view that?" and to that I say Why not(Why should players view the Time of Day outside the server?)... In all seriousness it would be pretty helpful to see that again, Admin or not(In the past few days playing EVRIMA it certainly would've been helpful). Why shouldn't players view how well the server is performing, they're playing on it aren't they?

You can think it's not necessary, which it is simply just an "Enhancement" really. Casual Players might not care about statistics however those who do care about statistics it can get really annoying not seeing the Servers Performance as well(When/If the playerlist comes back, I also think SFPS should show up there like the Server Tick Rate does in a lot of games). In Summary: Add a toggle option for the stats in the top right corner of your screen and add S-FPS back

fallen abyss
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When pelagornis is added maybe make it have really good flying stamina but not be a very nimble flyer like irl albatross. Also make it take a couple of seconds for it to get off flat ground so that going inland and landing will be very risky. Maybe make it 5-6 seconds? Idk

dreamy geyser
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But just be a little of a boring thing but I would like a solar and lunar eclipse cycle along with northern/southern lights just to make hunting and things interesting

blissful yacht
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the devs should make it so there is a small ecosystem in the aviary on the isle v3 map

torn forum
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Please make a new call for adding to group or a new button. I don't like the friendly call automatically inviting someone to group if you are just trying to tell that player that you're not threatening, it doesn't necessarily mean that you want that random person to join you in a group.

ancient plover
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I think that the system of grouping is very very well thought and it is immersive into the dino world. Even though, there’s people that don’t think like that and want the old system back.

What I propose is a separate tab that outputs direct messaging in which you can send a message telling a specific player your location for both to come together instead of giving away your location on global or local

karmic gate
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i saw someone say somewhere there might be an implementation where steam friends can spawn in the same spawn area. still a random spawn, it just ensures you dont spawn on opposite sides of the map and have to repeatedly kill yourself or travel extensive distance to meet up. pretty please 🙏

ancient plover
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Feathered dinos like Austro, Pela, Hypsi and so on should dust bath in both rocks and roads where sand is collected.

I’ve seen personally rocks that have accumulated sand pockets on the top that look like bowls full of sand in which birbs and little mammals go to dust bath (i couldn’t find any picture like what i had in mind, but this one gets close kinda). This could be a good idea to implement this mechanic, but as this rocks and roads are not as commonly found as mud for animals that wallow, the effects of dust bathing should last much longer.

mental relic
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I think cerato should come in update 5 )1 because it is a medium carnivore that in groups will be able to take on things like sucho carno even if its solo, and its another animal for tenonto to fear)2 it can fall prey to things like groups of utahs carnos but can also fight back against what can kill it it will be a good mid teir carnivore for the state of evrima it would be added in and it could survive off smaller creatures like tenonto dryo hypsi and oviraptor but also be preyed on by others and still have a decent chance

fallen abyss
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Give ptera and other birds the ability to jump without flying. Like tapping space can give you a little hop idk. This could come in handy when nesting on rocks and cliffs. It would also be good for when ur on the ground and you wanna sit on a low rock instead of running and taking off and flying alllll the way back to the lil rock u can just hop onto it. Also when climbing around ledges.

dreamy geyser
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As a cool mechanic Dinos should slip when going up steep smooth stoney mountain inclines in the stormy rain

jaunty dragon
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A new way to respawn in Sandbox suggestion

So Sandbox has been getting on my mind lately again....

As of our current version when getting a group invite you get the option to accept or decline, this could also exist for sleeping in sandbox to log out or respawn. This has just been starting to get on my mind like crazy lately

unborn geyser
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allow certain small/medium sized dinosaurs to ricochet/jump and kick off of trees or rocks (that are big enough) when ran directly into

ancient plover
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I had an idea for dibble secondary attack: a charge. Dibble will start running eith the horns pointing in front of it to the target. This will deal good damage and bleed and also will knock enemies to the ground, smaller things like troodons or utahs will get throwed to the air like a bison or a buffalo attacking a person or a lion and will fall, and while theyre standing up dibble can finish them. Bigger things with a max size of carno will just fall to the ground, and dibble can trample them or use the horns

mental relic
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Carnos secondary attack should be head but that does a small amount of bleed and knocks creatures smaller then it off balance giving carno potentially free damage but if carno is running full speed it should be able to work on dino sizes up to cerato

arctic cypress
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Hypsi's spitting attack should slowly cause the attacker screen to slowly get dark and blury for a surten amount of time. Kind of like when we save log. That way the Hypsi can get away. it should only work if it aims for the face.

zealous rampart
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The ability to use bugs as bait to catch fish as a piscivore would be really cool. You grab a bug off a tree then kill it and plop it in the water as bait

zealous rampart
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Ps.troodon did this cause it was a big brain dino

ancient plover
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Put the confirmed dinosaur list in the road map trello or something other than isle discussion.

vague sphinx
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Some focus on Troodon's intellect would be cool, like allowing it to identify the species who created some footprints or toss rocks into water to confuse deinos. Maybe even tool use, but I don't have any ideas for that.

flint violet
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Ants, but They Will Break Every Bone in Your Legs.

Awhile ago me 'n the boys were talkin' about Homalo and how it's completely useless, at least with something like Beipi and Theri even if they're still just big birds with sharp claws yet they still play very differently (semi aquatic lifestyle vs terrestrial apex lifestyle). Homalo is a difficult animal to try and think of a niche for without stepping over Pachy's boundaries, however, we've at least tried to be creative with it.

To summarize, Homalo would utilize their subterranean fortresses to provide shelter and protection to the entire colony, more importantly, for the AI matriarch that will spawn in the designated "queen's lair" or "den" or whatever you want to call it. This matriarch will in turn spawn a group (through nesting obvs) of AI Homalos that it can control I.E. sending the entire group as well as throwing up a dialogue for the players in the colony to "defend", "attack" or "gather" something, just some very basic objectives. Speaking of defending, another thing Homalos would be able to do would use their heads to block entrances of their burrows to defend them from certain predators, if it's deemed to conceptually ridiculous, then I suggest giving Homalo the ability to collapse tunnels very quickly. Predators can still dig through the collapsed tunnels however it would be infinitely slower than outright passing through them. Players will be able to maintain both the queen and main chamber to acquire pheromones, these pheromones' provide a variety of trade-off buffs depending on the need I.E. getting faster while dealing less damage. These will be integral to defending the fortress/matriarch successfully as predators will show up due to the massive scent plume the "fortress" emits.

runic tendon
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rename troodon to stenonychosaurus since troodon is an invalid taxon

frail crypt
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Let’s us partially bury/cover corpse to reduce detection range of the body. Not eliminating scent, only reducing detection range.

flint violet
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Addendum to the Homalo suggestion:

If the use of AI is deemed an issue, have the group leader of any Homalo group become the "king" or "queen". Remove any and all AI from the equation. They can still throw up dialogue to players with calls as to create that "hivemind" feel. To explain how this would work would basically just be through calls. You can simply use the group system, click on someone's name, and then use a call to throw "dialogue" to that person particularly, or you can just call out and address the whole colony by holding down the call button. In addition, players within the group can assist the group leader in making the pheromones mentioned previously. Anything not mentioned here such as the tunnel blockade mechanic is still intended to be in it's kit, this isn't a redo, this is a side-suggestion of the same thing but without the use of ANY AI.

Side note: Fuck herbivores.

jaunty swift
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Making the carnotaurus able to take swift bites (as it would've done irl) but also able to latch onto its prey much like a modern day crocodile, so that it is able to do more damage through bleeding as they don't have much bite force? This is all factual Carnotaurus behaviour and I and probably others would like to see this or something similar implemented. 🙂

jaunty dragon
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Make your dinosaur sound more/less hurt depending on where you got hit. I love how you can tell you hit dinosaurs in EVRIMA, but you don't know how much you dealt.

fallen abyss
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Make pelagornis look more like an albatross, body-wise anyway. When I saw the model I thought the head was fine but I thought it needed legs that were a bit longer and a taddd bit more defined with bigger feet, and also a tiny bit of a plumpier body. Also wings that were a bit larger would be snazzy :DDD.

fleet plaza
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Make ovi be able to pick up small human objects and stow them in secret hoards like a crow or magpie, or to drop them into Deinosuchus-infested bodies of water

untold pike
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Dilophosaurus with bigger crests attached to the snout rather than the very top of its head and a scarier, more muscular and baggier neck and jaws similar to the realistic one. Image used is just an example. it doesn't have to be 100% accurate.

flint violet
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Playing "where's the bush" ain't fun in a dense jungle. Please make the green glow shown by the food glow brighter than it does now similarly to what was shown in the scent/puking preview by Filipe. I do appreciate the particles that come off of bushes. In this screenshot you can very barely make out where the food is, and it's right infront of me.

ancient plover
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I'm not sure if this will become a thing eventually but I thought I'd still make a suggestion just in case. With the new combat system, I feel as though the attacks don't have much power to them. They may be new forms of attack and all, compared to legacy, but it ends up feeling the same since they pretty much just faze through other players and continue about running around.

I think that adding staggering and knock downs to specific attacks. Tenonto has a really great set of attacks, however, they all feel the same except with greater damage with different attacks. It think it would be great if landing hits, such as a claw swipe on a utah, would stagger it and cause a slight decrease in its speed momentarily which would give a small window to try and rush in for another quicker attack like a bite which wouldn't have any status affect. Something like Tenonto's kick should have a chance knock utahs off their feet if they were to face the full brunt of a kick to their face or body. The tail, well, its supposed to be a stun, however, it does the most damage as well as consumes the most stamina which seems more like a finisher than a CC ability and therefore a player wouldn't feel incentivized to use it mid fight unless there is a guaranteed hit.

With these affects, it would make combat feel more satisfying as well as a more lethal engagement if one is not careful in their hunts. Tenonto also wouldn't be the one with a useful set of attacks. The Utah with its pounce, not only dealing great damage, should increase the weight of the animal which would then increase the amount of stamina require to move while a utah has clung on. The more utahs the greater the stamina consumption and speed decrease. Bites to the head should also stagger something as big as a tenonto while bites to other places wouldn't or be less effective. I would like to see things like these as well as other better enhancements to the current combat.

flint violet
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Currently in Evrima, Tenontosaurus struggles to deal with raptors within a 1v1 matchup. There's plenty of issues that happen such as desync and lag however there are times when it's somewhat bearable. This is the medium in which Tenontosaurus, at best, has a 50/50 matchup against a utah. Here are my suggestions for changes to it's current attack kit as to alleviate that.

  • Bite: Quick attack that deals mild damage, can be used to follow up other attacks. 125 damage. Nothing special.
  • Swipe: Deals a more moderate amount of damage and is still relatively quick, however can only be used while standing still, this is to make it more worthwhile to focus on defense rather than offense. 185 damage. Applies moderate bleed.
  • Kick: Heavy hitting attack that has a large CC effect with mild recoil, let's say 1.5 second CC with a recoil of 2 seconds. This is used to open up greedy and faster opponents up to finishers (predominantly the tailslam). 300 damage. Stuns real good.
  • Tail Slam: Heaviest attack, will either cripple or outright kill a raptor with one hit to the head, will punish players who attempt to use this too often with it's stamina drain and long recoil time. 600 damage. Does a moderate CC for 2 seconds with a recoil of 2.5.

Recoil is the time it takes from the start to the end of the animation rather than being an arbitrary timer applied to the end of an animation to the end of it. This is to properly display if an opponent is open to attacks.

The goal is to have Tenonto vs Utah matchups to be 70/30 on a 1v1, 50/50 on a 1v2, and 30/70 on a 1v3. I personally feel this would enable Tenontosaurus to do just that. It's not something that I should just go "I'll kill it really easily" in a 1v1. In turn, allow Utahraptor to have a "weight" debuff based on how many raptors are on Tenonto. Causing the Tenonto to slow and allow for packs of Utahraptors to coordinate and apply pressure accordingly.

glad cosmos
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Currently in Evrima, Tenontosaurus struggles to deal with Utahraptor in 1 on 1 combat. While the community voice on this matter at large is jumbled and inconsistent. I am aiming to create a document in which the flaws of Tenontosaurus in the current build are revealed in a reasonably proposed manner and coming up with some solutions for how these flaws can be addressed regarding the upcoming future of Evrima, and how Tenonto should be adjusted before Update 2 lands on our plates.
https://docs.google.com/document/d/16ek0SXp8xZAgYQEWfDrS5Tt9RcGd0chMF_lEbDB3nz8/edit?usp=sharing

brisk trail
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Had a lot of fun as the Dryosaurus, surviving till adult and then evading utahs, it is so damn fast

fallen tendon
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So Another thing i thought about is when for example a rex gets bitten by a allo the allo prob will rip a part of flesh out and other to say can eat it with out fighting to the death and just risk a little less than full on fight a rex. Sounds little grim ik.

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And with that i mean a chance of it happening.

tepid plover
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IRL dilo didn't have a weak bite. It was actually quite strong. Maybe reflect this in the game, instead of making its bite quite weak for it's size.

manic plaza
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Tenos being able to hurt/drown utahs by holding them underwater. I could see Tenonto being able to stand in some levels of water (enough to hold its weight). Similar to Kangaroos, how they just kinda stand in water and wait for whoevers coming to push them under and drown them. This way, we don't have fights where people are just colliding while the utah tries to swim away and the teno stays on its ass nipping away, might just make the game more interesting and repel utah from water more. Its a win win situation, tenos have more of an advantage in water against utahs and deino gets more free lunch.

ancient plover
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In real life, Dilo was pretty much an apex predator of it's time. In the game it feels very flimsy and weak when it's not hunting in a pack at night, for Evrima it should definitely get a beefier model, or just a buff so it isn't just a night only predator.

ancient plover
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When you put humans and buildings, can you give small animals like troodons,velos,or even herreras the ability of moving through ventilation ducts to reach to a place faster and being undetected? That will be so cool and also very scary for humans, because suddenly a troodon can jump from above and kill you. But for fairness, ventilation ducts can be closed and they make noise opening them so you can know if theres something. It will be very scary to be a merc with a lantern in the dark and hear it opening and when you focus the lantern there the door is open and you think theres something in the dark

austere kettle
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Game needs a hotkey to leave groups quickly. Not fair when a pack turns on you and you can't hide or run because your name tag shows. Or if you attack a group-mate too many times you get auto-kicked.

ancient plover
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another detail that can be interesting for humans can be finding human corpses both in buildings or randomly in the jungle. They will be rotten and you can even find insects or even compys near them, as a dino, theyre environmental detail(or scavenger food,because it wont be a recent body) but for humans, you can collect ammo,fuel(if it is next to a car, or you can find the keys of the car) or even you can take its weapon. As i mentioned, you can find them in a vehicle next to them but it needs to be repared or it needs the keys. This corpses can have ammo/keys or weapons when theyre mercenary/military corpses, but in buildings you can find scientists corpses that they can give you other stuff, such as food(they can have an energetic bar on the pockets, who knows),keycards or door keys to close or open specific doors or even a mobile phone that can have a lantern(like every modern mobile phone) to see in the dark when your lantern runs out of battery.

deep goblet
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Would it be possible to make Dryosaurus's dodge mechanic directional, rather than a set pattern of right-left-right-left?? I'd like to dodge in the direction I'm looking in to minimize deceleration and mitigate having to remember or guess which way using my special ability would leave me facing if it's been a while since I last dodged.

[edit: directional by default, i mean. apparently this is the case if one holds alt and uses the special ability, a feature that seems undistinguished and hard to guess at]

ripe belfry
silent garnet
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Tar pits as an natural hazard, would be noticable and avoidable, but without paying attention possible hazard. Also a place for small carnivores to have a possible meal, due their light weight helping them not to sink as easily.

ancient plover
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i feel like another environment that could be really easy to fit into the game is a low-tide reef, with tidepools and such—this could be a good place for semiaquatic dinosaurs to get food

echo garnet
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Dilo should die in sunshine like vampire

white field
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Add the hunger and thirst bar to the character menu. Idk why but it's just unappealing to look at the menu just for growth and coords only. It would also help so we can see our percentages of either hunger and/or thirst.
Overall it should be easy af to add.

shy badger
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Suggestion for sucho: Give it a tail slam attack, not like the teno but more of a slow, sideways slam. This attack could be slower as the sucho would take a step and then turn its body full force about 180 degrees to hit with the tail. Given the heaviness of the tail it would do a large amount of flat damage (No bleed) and possibly knockdown small to medium sized dinosaurs, similar to how the carno will knock things over. Yes ,the sucho arms are great and probably more effective in reality than their tail was, but considering that the tail is muscled enough to propel it through the water, it's viable enough to be used as a blunt force weapon. Also the fishing niche already has enough arm specialists, we only need the most prominent 2 sets. Spino with its kaiju arms and Bary with the heavy claws, so sucho having a different attack spruces things up. Looks like this:

midnight stream
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Can we get a bit of patchwork to Legacy, like adding function to all creatures regardless of animation? Sniff for several creatures and allowing the Pue to eat/drink with a lower hitbox to do so would be fantastic, but I don't know how much free time is on the devs' hands. All I know is many people will continue to play Legacy over Evrima for a while, and it would be nice to have a slightly more functional incomplete game then the one we have now.

ancient plover
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I understand devs aren't working on legacy anymore, but we would greatly appreciate some fixes to the common bugs and problems that occur when launching the game. Mostly the ones found in #🔧-legacy-troubleshooting-🔧 . Just so we can at least still play legacy, as it's basically the only thing keeping the isle alive as evrima is still being developed.

white field
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Just want to verify to some people here is that last time I checked a patch will be given to legacy inorder to patch the hacks and some bugs.

buoyant quarry
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HAve to run gportal on legacy? or just not working?

ancient plover
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It’d be cool if there was a mechanic for false limping in order to decoy potential prey

weak zealot
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There needs to be something small for baby carnis (or just small carnivores in general) to eat.
Ai lil lizards scurrying about n stuff
Would also just make the world more interesting

grim bloom
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Like when you hover your mouse over the growth bar to see exactly how big you are, could you hover the mouse over your health to see exactly your health percentage? I think that would be cool.

ancient plover
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Game trails are natural paths that are left by animals in the foliage or soil of a certain place. Game trails are fairly common in nature and are used by animals of every size.

I think inside the jungles and prairies there should be a web of game trails that connect highways with another one.

fallen tendon
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In update 5 i think there should be Ai carnivore stronger than utah Ai and a lot weaker than rex Ai.

deep goblet
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oh!! Sucho suggestion!! utilize that throat pouch, two different ideas that can work really well together!!

1: Swallow larger fish/meat chunks whole. this kinda goes without saying, but still it'd be nice to see.

2: Store a meat gib/fish in the pouch by grabbing it in Sucho's jaws and pressing some set-bound key or something-- vwoop-- now you can grab another in your jaws and hold it there!! Allow Sucho to grab twice as much food, both to eat later and to bring back to its chicks!!

If any food-stealing feature gets added for whatever reason, maybe to discourage sedentary babies with carnivore parents feeding them remotely, Sucho can store a gib or fish in its pouch to prevent theft!!

I've always loved Sucho's pouch, thought it worked GREAT for the animal, so i would really like to see it get some love mechanic-wise!!

austere kettle
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An 18+ official server would be nice, so us adults don't have to deal with kids when playing.

fallen tendon
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So when bleed is in evrima it would be nice if it was like a trail and not like spots of blood every 3 secs.

opal lotus
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Could/should creatures like the carno maybe even utahs also have the "head down" stalking crouch like weve seen on the rex and spinos?

ornate aspen
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My only suggestion is to try to post more in #phase-two-archive!! Now I’m not telling you guys to “hurry up there isn’t enough updates!!!” But just to keep us on our toes, try to put a little more in there (even if it’s minor/insignificant things) it gives us something to look forward too!!

I find that not a whole lot gets posted in there and it brings me down because evrima is just jam-packed with so much potential and we are all so excited to see what comes next!! But it seems like not a lot on our end.

And I know that you guys are working super hard to give us what we’ve been asking for so just to reiterate, please take your time on this game.

worthy cave
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Suggestion for all creatures. To be able to urinate and poop which can be used as a territorial marker and can be seen on scent. If your same species, could be a different colour for mating purposes

fallen abyss
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Make some dinos better at going up steep hills than others. Like a hill that’s too steep for a Rex, a dryo could go up or something like that idk.

white field
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What paprika is saying is that, certain dinosaurs should be more specialized in going up steep hills and such than others.
This mostly applies to a comparison of Rex and Utah. A Rex, extremely heavy, would have a harder time going up steep hills, while Utah, being ridiculously lighter than Rex, could move up hills a lot faster and without struggle.

Examples?
(Figure 1) Can be traversed pretty easily with dinosaurs under 2-3 tons. While it's a struggle for anything above 3-4 (due to weight pulling it down), and such.

(Figure 2) a struggle for a lot of creatures, due to weight and a higher incline. Rocks and more could be used to create an even steep hill. But this example would be used for more like a mountain.

Summary
Weight affects your ability to move up higher inclines. A rex would have a much better time moving up figure 1 than figure 2.
The heavier you are, the more you struggle.

summer magnet
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idea: if deino can lunge and grab dinos smaller than dibble, instead of killing them with the initial bite, deino could just grab an animal and hold it under the water to drown it. it would be like a utah's pounce, if the deino runs out of stam, then the thing gos free before it drowns. if the thing is drowned or runs out of stam, its killed. also the thing would have to drown a lot faster in order for the mechanic to work.

hard geyser
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I'd like a chat for the new map here.

ancient plover
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Little animals like lizards, amphibians, birds, vultures and insects in logs or on the ground would give the game so much life (not playable, just as AI scattered around the map with little to no interaction with players)

sonic silo
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What if there were like tiny compys or scavenger AI feeding on gore and when a player approached they'd scatter and disappear. I feel like that would be a cool effect

tight palm
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Ping/latency of other countries other than US is terrible rn. Would be awesome if there is a server boost as it will encourage and buid community

fallen abyss
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Give swamps and dense jungles fog in the morning/afternoon and after heavy rain. Just imagine ur passing through the swamp and out of the dark fog a spino just jumps out at you

upper flame
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Hello! I'm sure this has been said a lot, but I'm hoping the more people who feel this way the more maybe they'll take it into consideration.

Grouping System: Allowing group members to see their names no matter the distance.

Me and a lot of my friends and people I have spoken to would really like it if we could see our friend's names across the map like in legacy. I understand how people really like the realism of the game, as it is survival, but a lot of people who play the Isle really enjoy playing it with their friends. I think the line of realism versus player accessibility and ease gets a bit blurred when you take the ability to group with your friends or other people away when they get out of distance. It doesn't seem to me that they really coincide with each other like people argue?
For example, you could argue that being able to see your growth and co-ordinates at all times is not very realistic, but it's helpful in this already realistic survival game. There's a difference between making it harder for the player for no reason, and then making it realistic.
I think the idea of being able to see your group member's names at all times would not be harming the immersiveness of the game. Instead it would encourage community, less exasperation on the player's part, and ease of access so we could really focus on exploring and surviving together.

karmic gate
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better scarring? currently scars show up symmetrically all over the body based on how close the character was to dying. might i suggest: asymmetrical scarring, and locational scars. there is already locational damage in the game, so maybe there is a way to measure how much damage a player is taking to a certain spot, and if the damage passes a marked threshold, then it leaves a scar in roughly that area, rather than just all over the dinosaur at random. itd also be neat to see some variations in scars, like obvious bite marks along with the scratches and claw marks

ancient plover
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Add Vancleavea in game.Vancleavea will give more variation for playstyle being an aquatic(not fully but more adaptated than beipi,minmi or even deino) have an unique role in every creature in the game: leech role. There are manu animals in every ecosystem that drink blood, specially in places like jungles or swamps. Vancleavea has also aspect of hematophage with that long and sharp teeth. It will mainly live in the water but will be able to walk in land(but slowly) and in water will be very fast and maneuverable, able to escape beipis or deinos with speed or turning. It doesnt need to drink because passes a big part of its life in the water(just going out for nesting or looking for water sources or preys very close to the water) but it needs to eat, it needs to drink blood from other creatures. It can do it biting and eating from the wound or with the secondary attack that is latching with the mouth to someone and start feeding, like a leech.But it wont be evil at all, like leeches irl, this small guy can drink your blood to help your health,preventing or reducing blood loss after a fight,something that mud cant cure, so it will have a symbiotic relation with other creatures, or if theres no one bleeding, they are simply annoying. Drinking blood also slightly reduces the hp limit and stamina limit of the affected creature, so it has a risk being excessively attacked by this guys.They can also feed in the water, for example if theres someone wading the water it can use the shallow water to hide and bite its toes, but sucho wont feel the bite, it will see small drops of blood in the water if theres a little bastard down there. In my opinion, this animal can be interesting for the game because its unique,viable and funny to play.

drifting cedar
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Para should be running faster on 4 legs and slower on 2 imo ❤️

spring seal
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Make vomiting also give a player an aura or bigger foot print scent that can be picked up by predators in the near vicinity beause a sick animal should be able to be hunted slightly easier than a
healthy animal. And the sick player would be able to hide the bigger scent pickup by rolling in mud to hide the fact they're sick to trick predators into thinking they aren't an easier kill

alpine roost
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Yesterday in Isle discussion we started talking about achievements in the Isle, so I've composed a document full of ideas for steam achievements. Now, this is only if achievements make their way into the game. Sometimes it's nice to have a little "Good job!" trophy for accomplishing some sort of goal and some people really enjoy collecting achievements.
However it's important to remember that achievements should not promote unwanted behavior (Like killing for sport), so if anyone notices an idea that might try to promote that, please let me know and I can try to edit/fix or completely remove that idea. Others may also feel free to help come up with achievement ideas by either DM'ing me or writing in #general-feedback-discussion. Keep in mind that I mostly just brainstormed as many ideas as I could to give the devs as many options, so some of these achievements are a lot easier to get than others.
https://docs.google.com/document/d/1TLei34QHjCsbX9r3f2G-IStvpYjllCIFharWl144eV0/edit?usp=sharing

bronze remnant
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pachy should be able to break small tiers bones if it gets a direct hit on there leg. like it could break a utahs leg if it hits the leg. and maybe have a charge attack like it can put its head forward and run and if it hits it does a lot of damage but when it does this, it cant turn well. think carno in pce but there is no knockback.

orchid flint
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If ptera gets hit with hypsis spit midair it should crash dondiTroll

fallen abyss
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If when you are a baby ptera/ pela/ quetz etc and you don’t fly enough at an early age then you have trouble flying later in life due to you not gaining the muscles at an early age. Like if you afk grow from the nest the entire time until full adult and ur parent/friend has been bringing food and you haven’t learned to fly when u were a certain age you have trouble flying as an adult like it takes longer to get off the ground and you have less flying stamina. I know this happens to birds in real life so idk why not on the isle birds. It would prevent you afk growing and just taking the food your parent gives you until your an adult like most people do in beasts of Bermuda. Basically you would need to fledge at a certain age like birds irl.

winter grotto
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Longer leg damage healing for a bad fall/ break

sleek sapphire
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Proximity vc for mercs

summer magnet
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in swamps, maybe a playable or AI coolasuchus? It would be small enough larger animals could hunt it and gain substantial amounts of food, but it itself big enough to pose a threat to smaller creatures

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Also beached fish should be able to be consumed by non-semi-aquatic creatures. After a flood or high tide, or something along those lines, fish would be beached all along the riverbanks. It would rewrd survivors of the floods quite a bit of free food.

winter grotto
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so hear me out
in the future mercs can capture dinos and bring them back to facilitys, scientests to tests and shits on them, but if the dino is kept in captivity for too long, it gives the mercs a debuff. it should be HARD to catch the dinos, but if you can catch them the scientests can do experiments and scientests can improve like, building defences levels the more tests they get done, giving the mercs a good goal.

untold pike
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Make a rule against suggesting peepee poopoo mechanics

alpine glacier
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People don't seem to like this guy but here i go anyway. None of our current aquatic roster seem to be fish specialists, and would probably just eat fish as juveniles or if there is nothing else, instead preferring to prey on land animals crossing the river or stopping for a drink. Prionosuchus is a large amphibian with a gharial like snout adapted for catching fish, making him an aquatic prey specialist to add some niche variety to the water.

cosmic slate
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once all human structures enter Spiro please don't add a static affect it's kinda blury and hard to hunt while prey is around them

onyx pilot
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I left this discord over a year ago, I came back and the game is worse than when I left. Much sad. My advice is to add the humans? Or the strains? Or the stuff promised in the Kickstarter? 😦

woeful rapids
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I hope that Utahs will have a way of dragging teno bodies in water to land or at least moving them with their bodies closer to shore.

peak wasp
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Utahraptor still lacks any manner to get another utah off from it when pouncing
Maybe use the right click button which is currently unused for utah (when in the process of getting pounced specifically) to make it do an animation where it kicks its toe claws up or bite back the person pouncing but you wouldnt deal lots of damage to that who is pouncing but instead make them drain stamina faster

This will make it so utahs have to actually wear down their prey more before pouncing while not making pounce just an insta kill

untold pike
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Carnos eating animation is badass TI_Perfect Keep it up

white field
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The eating animation is amazing. Love the work you're putting out!

shadow grotto
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I feel the start of that Carno eat animation is a bit overly dramatic with throwing its entire body up like that, but the second loop for it is alright

abstract sierra
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The carno eat and drink animations looks awesome, for the eat animation would it be possible for it to shake its head side to side to tear a piece off for variation? I think it would be a cool nod to carno's strong neck and weaker bite(compared to other theropods), and would give the loop a cooler rhythm

jaunty dragon
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If there's one thing to add back to the character screen data first, I feel like it should be your Health Report. The Health Report is one of the more useful enhancements since people use vitals a lot more in evrima compared to Legacy, aswell as shared Health Reports in the group tab list, same with growth where you can see other members of your groups health report and growth(age status like sub-adult not percentage).

onyx pilot
slim halo
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I feel like lifespans would be a good addition to the game, specifically to apexs and maybe the larger midtiers. And adding in a nice buff to some of the apexs like turning among other things because as legacy stands right now, solo apexs have it pretty rough. They can deal it out towards other large dinos but when fighting utahs and dilos, it becomes extremely difficult for gigas and borderline impossible for rexs. Spinos have it made on this department which is pretty obvious. Anyway I just think if you made lifespans like 10-40 hrs for the larger apexs and obviously longer for the smaller dines. Btw i want to make it veeeery clear Im not suggesting aging where your dino gets progressively weaker in the latter end of its life. More like you get a timeline and once the timer runs out, your dino starts taking damage until it dies. I personally love playing solo and I just think apexs should be meant or at least able to survive a lot better on their own.

ancient plover
ancient plover
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The relationship between biomass and trophic level is very simple and can be illustrated with a simple pyramid diagram. The base are primary consumers which superabound ecosystems, while third level consumers and apex predators make up just a small percentage of the entire ecosystems biomass.

When update 3 releases the swamp ecosystems will be flooded with predators while there’ll only be 1 herbivore correspondent of that ecosystem (teno) — the pyramid is completely inverted. What I propose is that in update 4 a big herbivore is added and injected into the swamp ecosystem by giving it a diet consisting on aquatic plants.

Without this kind of balance the swamp will probably just be a place for just carnivore competition and not of any hunting for herbivores.

tribal crown
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I would like to add to Zinixy's suggestion that it would make us feel attached/proud of our dinos if they have like permanent marks on them to be a reminder of our wins and make us look intimidating.

ancient plover
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I think both of the new Carno animatons are pretty solid. Maybe the eating animation a bit more dramatic than it should be, but otherwise it's good.

green gale
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I absolutely love the new eating animation for carno it’s awesome I love what you guys are putting out and keep up the good work

somber cedar
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remove the delay on the tenonto left click attacks

dusk osprey
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I would say with the first part of the carno eating animation make it so that it just shakes the body before tearing a chink off and the first time it pulls its head up make it slightly less exaggerated

tight palm
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Idea: Boost the Ping/latency issues. Would be awesome if there is a server boost as it will encourage and buid community from all over the world.

main sleet
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Add length/height on the character info screen next to weight. It wouldn't actually do anything, but it would be cool to see how much your dino has grown.

ancient plover
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I had an idea for legacy death when evrima gets more developed(maybe after update 4 or 5).Legacy code is garbage, so why my idea was making code do what it does better:crash and lag constantly. When evrima gets ready, with no warning destroy legacy code parts that are essential or optimization to create fps drops and extreme bugs like dinos falling below the map or that they cant eat or they have 999 ping and after making everyone suffer pull the plug and delete it after some minutes, just for making an amazing farewell to legacy and a welcome to evrima. To create less frustation, you can put a message in steam that says something like:”Special legacy event, this is the farewell we give to legacy before evrima comes”. This isnt rare at all, this has happened many times to a lot of things, destroy the past to make way to the future. And this is not a joke, im not trolling. And i forgot to say that you will also kill chinese servers, so you kill two birds with one stone. Using the code to cause a massive extinction is more original and lethal than making a volcano or a nuke, and its cheaper.

echo garnet
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natural burrow for small dinos would be cool thing, but
entrance should be big enought to fit troodons and other small carnivores due to balance

worldly garden
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Personally I feel like the carno drinking animation is too fast/sporadic if that makes sense? In all honesty I think a lot of the drinking animations suffer in that way. Constantly moving your head back and forth, dipping it in and out is just wasting energy. When most (larger) animals drink they take big, long draughts, getting as much as they can in one gulp. Carno looks like it's just splashing about

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In fact the more I think about it the less it makes sense. If it can't create suction, like how birds can't, it'd need to tip its head all the way back. But if it can create suction, it wouldn't need to lift its head from the water's surface at all. Right now it just sits in between. Considering TI carno is lipless (and thus can't suck) it'd make more sense for it to tip its head back like an emu or stork, quickly filling its mouth and lifting it's head all the way up to swallow it back

frigid moat
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Stop remaking animations that are perfectly fine and finish ones for the dinos promised in the trailer.

vernal niche
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I think the eating animation needs to have the jaws move more, it looks horrid atm

fallen abyss
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I love your carno animations dondiH

fallen abyss
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By the way I’m saying the dinosaur has full control, but can allow the rider to control them.

ancient plover
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So this is what I was thinking about fish what if like there are kind of like days that fish go to a mateing place and it would basically make it so there would be days or like special days dinos would stay at the lake kind of like bears do and wait for fish to come to the river the fish would be like this pic below.

zealous rampart
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Could you guys start adding the daytime soundtrack song with the evening, sunset and nighttime music when the day/cycle comes out?

bronze remnant
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an idea for stego counter to utah pounce: stegos should have an ability to where when a utah pounces on it the stego uses its tail to stab the utah if it hits then its an instant kill but if it misses it takes some more damage . an example. utah pack surrounds a stego they take turns biting the stego one of the utah pounces and latches to the side of the stego. stego uses its attack and skews the utah on its thagomizer. another utah pounces the other side and is a little closer to the head and the stego swings misses and hurts itself. the skew would depend on where the utah pounces (mid body around the ribs) is where the stego can hit every where else the stego misses and hurts itself. utahs detatch when they lose stam like usual

manic plaza
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^ that should be similar to how utah gets impaled on the trike horns. If a utah pounces and hits the stegos tail they get impaled and throne around

bronze remnant
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yeah exactly

teal badge
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Can we get the humans and tribals? They don’t even need to be custom assets we’ve been waiting for almost 5 years and we haven’t gotten them except one summer in like 2017. They don’t even need to be released at the same time. Just give us the humans and tribals which has been on your store front page for years. And do it after evrima is fixed more so we could actually play and not have to worry about the bugs.

tulip bison
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I.A. Duck ? 🦆

worn hill
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Regarding Tenontosaurus, the power of it’s strikes feel underwhelming as I traded bites with a Utah and ended up losing. Perhaps a buff to it’s power? Even in a matchup between a good Utah and a below average Tenontosaurus I feel that the Tenno should have a distinct advantage that would be thrown off by more Utahs. Tenontosaurus is slower and it is more difficult to land attacks. Also reducing cooldown after attacks could be beneficial. Maybe I’m just a bad Tenno oof

robust badge
#

idk how awkward it would look but i feel like the carno eating animation could use a small tweak to where it uses one of its foot claws to claw at what its eating like its trying to get past the skin of what its eating.

kindred beacon
#

like some people said, the eating animations of basically every creature we've seen so far have too much movement. it's not like a lion or a hawk throw the whole body at the carcass wiggling around, moving like in a epilepsy crisis. animals need to save up energy without unnecessary movements. i understand the need of giving character to the animals but you can do that without the need of a spasmatic dinosaur. for the carno neck movements and the need to bite several time to rip a piece of meat ( because carno has actually a rather weak bite force) for example.

naive cipher
#

The new carno animations are great an all, but the eating and drinking are a little overdramatic. The animations make the animal look hungrier and thirstier. Animals irl don't make big jerks like that, stiffening the tail and giving the animal balance would help a lot. Maybe make the area of animation smaller and try for a more steady eating and drinking animation like the old carno animations, those were fine because I could see the animal actually doing that.

somber cedar
#

Sparked due to discussion in isle general, ava document, enjoy

Combat
Ava has 4 abilities 2 offensive 2 defensive
Bite:
Ava like all ceratopsids has a nasty beak, should it manage to get a hold of something smaller like utah sized (maybe with some form of knock down) it could deal lethal damage
Horns:
“Ava has downward facing horns, what are they gonna do against large animals?”
Avas horns have 3 purposes, it can stab things smaller than it with a simple head swing, dealing decent damage for its size, it can bring its head up, and swing it down hooking opponents and literally gutting them (maybe on knocked down enemies), and i can use them with the correct timing to deflect attacks, say a herrera is testing its luck, it lunges in for a bite, the ava swings its head, herrera gets its jaw shattered and severe damage dealt with a small stun allowing the ava to
Charge:
Ava runs into an enemy its size or smaller and throws it to the ground, simple and effective, can chain it into stronger attacks or use it to run

Passive abilities
Ava like dryo can enter and evict animals from their burrows, it can only do this to burrows made by things like minmi or protoceratops
Tough stomach
Ava can eat just about anything, all foods have varying effects on its growth with its favourite being located in the scrublands, a light jungle sprinkling over an area of grassland

bronze remnant
#

for when troodon finally gets added. i think troodon should have an attack similar to utah like on stuff the size of the troodon it pins them down. on anything bigger than a troodon it will latch on to them ( like utah latching onto tenno) it cant do this to apex's only midtiers and lower. it would work similar to utahs pounce but on a smaller scale and it would last less time. it would be used to speed up the venom process as blood would be drawn and the troodon would be inflicting alot of damage for its size multiple troodons can latch onto midtiers and would bite. the process is sped up depending on how long they can do it and how many troodons do it.

jaunty dragon
#

Have cave dens around the map, and some having Rex nests in them with Rex AI there

echo garnet
#

add rex subspecies with long arms and short legs

green vale
#

I doubt this would happen, but maybe try to get RTX support with nvidia
The isle with ray tracing would look amazing and my computer would probably explode

fast valley
#

To all the devs, u might not read this but i have to say it. It may be slow, you might have gotten a ton of criticism amd i was kinda worried at first but You've done a wonderful job with evrima and its coming together wonderfully. Dryo is sooo gooddd, utah is a badass and tenonto is an amazing addition to the game. And the map is the best map ever, not a hole lot to see but the look of it is just so pleasing. Keep it up

somber cedar
#

make it so when animal active night vision, (if it is a toggle like in legacy) their pupils dilate, just a little attention to detail thing, nothing major

native shuttle
#

no offense but i think that for game progression y'all developers should all focus in 1 dino or 2 instead of adding organs at the same time, modifying dinos that are already good etc. What i mean is that baby steps are better for the players and developers than doing Big steps, no offense tho, thats how i think the game could progress faster and have a bigger community than It already got

candid salmon
#

New Carno eating animation is far too over-the-top, imo. I feel like a minor little thrash/head-shake or holding whatever you're eating down with a foot would be better than looking like you're trying to just absolutely have your best go at throwing whatever your eating into the stratosphere instead of ripping a chunk off.

old sky
#

The Carno's new drinking animation seems too fast. It looks like it hasn't had water in ages. I think making it slower and less exaggerated would make it look better and more natural.

vast bobcat
#

I would definitely love to see some cave networks and the possibilities of packs of dinos “raiding” these caves for food and shelter from other dinos.

normal veldt
#

So. Dynamic Oceans
I think it would be very immersive to have an ocean or extremely large body of water have wave movement. Especially the ocean surrounding the coasts.
For example: The rocky coasts that have large protrusions of rock coming out of the water are often hit by strong waves as seen below

kindred beacon
#

maybe have the current eating/drinking animations ( too over the top and with a lot of unnecessary movement and sometimes too fast) for when the dinosaur is low on food and water. what i mean is, have a standard animation when you are full or till 2/3 of the hunger and thirst, because your food and water situation isn't really that bad and you don't need to eat fast and desperately, so the animation shall be chill and very basic. but when you reach the last 1/3 of your hinger thirst bars you switch to the current animations, making you look a lot more in need of food and water fast, gulping down big chunks as fast as you can, because you are desperate to survive and eat/drink.

brisk plaza
#

Imagine the isle devs trying to charge 4.99 to subscribe to their stupid dev. stream... lol

#

thats a 1/4th of the price of the game... to watch a guy click around and talk.

deep goblet
#

pssst. if yall aren't doing anything with Dryo's roadmap preview render model's eyes, with the pretty orange sclera..... can you give em to Tentonto?? pretty please?? seeing the whites of the eyes to such a degree on the adult Tenonto is unsettling enough, but when it's a baby it's just so..... 👁️ 👁️.

acoustic gale
#

I know that much has been said about this, but after seeing the carnotaurus in action on amarok stream I have to repeat it: please, make it's tail stiffer. I love the work the team is doing and I know the animations are still in development, but that tail when running... I think it's too flexible, the opposite of what the tail of a theropod like carno should be.

tawny echo
#

Hear me out, after seeing carno run on stream I had some ideas. For instance I think it could have better acceleration and being able to maintain speed while turning. Other than those two the Speed demon looks great so far!

sly bay
#

Maybe add signs your starving or dehydrated

Like for example say your starving and you can see bones of the stomach just like the lion, then your more valuable to be killed or break a leg.

I don’t know about the dehydration one. ;w;

ancient plover
#

In addition, the more starved you are the less food you give. If you were skin and bones it wouldn't make sense if you gave a ton of food.

summer magnet
#

When sandbox mode does come, we wont be able to choose allo juvie or allo adult with new seamless growth system. What i'm thinking is where thers like a slider from 0% to 100% and you can choose what % you want your sandbox dino to be.

plain oriole
#

I really believe larger dinosaurs should have slower animations in general, especially their locomotion animations, because they are massive creatures heaving several tons of bulk on two legs. Watching a carnotaurus thrash its neck at the speed of which a human could wave its hand feels extremely cringy and unnatural.

I also would prefer a much more wider and slower gait with each stride of Carno's leg as it runs, which could be achieved by pulling the thigh back and extending its leg backwards until it is nearly straight before moving it back forwards. Right now, Carno runs like a pigeon chasing after a French fry with baby steps and a hop--and feels as agile as one, too, when it should be running like a 2 ton creature with weight and power, rather than agility, especially considering the muscles in its tail do not allow for Carno to be agile.

peak wasp
#

Ik its only a just posted concept and all
But instead of forcing those lil eyebrow fans on the austro if/when it comes into the game and if it has those
Can you instead make them a customization option

twin dust
#

You want feedback right?

Well let me say first off, the concept still gorgeous. Those who interact with me will know i have a bias for more natural looking dinosaurs. But that does not mean I am not open to creative liberties. I like some of the things present, but I also want to give feedback some gripes I have with the current design. I'm not sure if it subject to change or not.
But I am going to give my opinions, starting with the head.

fallen abyss
#

I adore the austro concept 😍😍

twin dust
#

As seen in the image, Austroraptor's head is narrow but is missing some of the curative present in the fossil material. I know for a fact people are going to tell me, "It's not meant to be realistic" or "We don't know what it really looks like".

To that I say, yes, but you don't have to deviate from the fossil material to make an interesting looking animal, especially when its head material is very well known.

The bottom jaw is too straight, and too pointy at the tip. The region with the eye is not tall enough. There's a curve around its orbit and a slope to the top jaw. Some positive notes tho, is that its lipped. That is a very good design. Lipless theropods are literally cringe.

#

I don't have much else to say about the rest of the animal. The hand size is good. It's arm proportions were similar to tyrannosaurs.

But a major concern I'm still wary about is it body integument. I'm not sure if my eyes are playing tricks on me. But, I can't tell if this is skin or really smooth feathers.

I would much prefer the latter considering the roster has fully feathered animals like Oviraptor and Beipiaosaurus.

fallen abyss
#

When a feathered animal 3 calls it fluffs up a little? Like common day birds.

lilac dawn
#

I agree with Wheat in that the skull of the new Austroraptor could seriously use some touching up around the face. I had considered it to be too long in comparison to a normal Austro's skull, but I yield to Wheat's seemingly more informed criticism in it actually being too thin. It looks less like a raptor's mouth and more like a heron's beak to me.

ancient plover
#

I would like to see austroraptor have similar feather structure to modern African penguins (water-and-heat-efficient), since they are theorized to be somewhat piscivorous

main sleet
#

I really like the webbed feet and tail of the new austro concept. The wings are really nice too.

It feels shrinkwrapped though, and the head seems far longer than it actually was.

(also please keep the giggle for its sounds)

ancient plover
#

also I do feel like toe II and III could have maybe slight webbing? to keep it consistent and transitional; either way i would keep the webbing!

proud nest
#

Regarding Hellaboye’s feather suggestion.
I’d say it’s more in line with something like a cormorant rather than a penguin. (Of course, more colour variety). Penguins is a bit too specialized in comparison.

gusty egret
#

Out of all the redesigned creatures revealed thus far, the Austroraptor has been the only one that has left me disappointed, while I absolutely appreciate the quality of the artwork itself, the design feels vastly underwhelming. I immediately get the impression that there was an intention to characterize the Austroraptor like a waterfowl of somekind, but I feel that this might've been achieved too well. This newer Austroraptor closer resembles a swan than the very creature it is supposed to be representing, and that's not criticizing the design for being inaccurate.

I personally feel like some details from the previous design might help improve this new one, such as...

-Judging from the artwork, the Austroraptor is covered in smooth feathers, I think giving certain areas of skin/plumage a bit more of a "ruffled" look might help give it a bit more character, like how the back of the neck was on the older Austro.

-This new Austro definitely needs a little more bulk, I understand this animal probably isn't meant to be hunting as actively as other animals, but this design genuinely looks emaciated, especially around the head and neck. The head shape/size itself could also use some adjustments, it definitely looks narrower and again just leans far too heavily into the waterfowl character.

-While i'm mostly indifferent towards the wings (They look really odd to me, but not bad), the tail fan feels too smooth, the fan itself feels like it goes down too far from the tip of the tail. I'd perosnally like to see the tail fan look a bit more rugged, instead of a smooth curve, have it be broken up like Hypsi's tail, albeit more toned down.

near sentinel
#

Here’s an idea concerning how you swim and river currents.

There are 3 modes of swimming. Drifting, swimming, and sprint-swimming. Swimming and sprint-swimming are already in the game, but I’ll still cover them.

While you drift, the current of the river carries you. You use very little energy and move very slowly. For small, at least-semi aquatic creatures, you might even be able to slowly regain stamina. Larger and heavier creatures like the carno or apexes will spend a lot of energy attempting to drift and stay afloat. Then again, they could probably just wade through a lot of the rivers. If you drift while in a still body of water, such as the calm ocean or the swamps, you could get an option to drift and stop just treading water in place rather than just automatically beginning to drift if you’re not moving in a river. Creatures like the deino or sucho would probably look weird just floating on top of the water and drifting around. They would instead drift with just the top of their heads above the water like a crocodile, neither spending or gaining stamina.
So, to recap, you get an option to drift in still bodies of water and automatically drift if not moving in rivers. Small, aquatic dinos like the austro may be able to regain some stamina while drifting. Creatures like the deino or sucho could drift with only the top of their head above the surface, not spending or gaining any stamina.

#

If you swim by just holding the motion keys (WASD), you’re in the middle ground of stamina spending. If you swim upstream, you lose stamina at a faster rate. If you swim downstream and work with the current, your stamina depletes at a slower pace. Crossing from one bank to the other spends an amount of stamina between the two other directions. Not a lot, not too little. Suchos and spinos could possibly be affected less by the stamina use changes in rivers. Swimming in calm bodies of water can be the same as it is now. (Swamps, calm ocean, maybe streams in a drought?)
To recap, swimming in a calm body of water is as it is now. Swimming upstream costs more stamina; downstream costs less. Swimming from one bank to the other is in the middle of the stamina usage chart.

#

Sprint-swimming! Once again, swimming in a calm or still body of water like a swamp would be like sprint-swimming as it is right now. (Pro tip for those who haven’t noticed: holding shift and w while swimming makes you go noticeably faster.) The effects of swimming normally in rivers could be amplified while sprint-swimming. Sprint-swimming upstream could leave you exhausted pretty quickly, and sprint-swimming with the current would use only a little more stamina than swimming downstream normally. Suchos, spinos, and other dinos like them may possibly be able to ignore these effects for the most part. It could be too OP or too underwhelming, so this mechanic is a big maybe.
Finally, as a recap: Sprint-swimming in still and calm bodies of water is as it is now. Sprint-swimming against or with the current either quickly depletes or is merciful on your stamina, and aquatic dinos may be able to partially ignore this, both upstream and downstream.
All this would probably take a lot of time to implement, and even more time to test and tweak. This is a concept, not an order. This could easily be over or under powered; it could be a repulsive idea or an idea to think about

ancient plover
#

Alright, I'm not a huge fan of the new austro concept art. Personally if you are remaking the austro raptor I would go for something like this;
(The images are not mine.)

#

To me the new concept design looks like a stork.

tribal quest
#

Austroraptor looks great but what’s up with the beak?

ancient plover
#

some feedback regarding the Austro design...

Ok so starting with the things I liked and found interesting...(highlighted in green)

-the facial details, especially around the eyes and the base of the snout, really gives it that stork, heron, shoebill like feel and intensity I also kinda like the slender and sleek neck this also adds to that fisher like feel.

-The tail is alright I don’t see a problem with it.

-most of all tho I think I love the feet/webbing I think it has a very unique and innovative look to it I don’t think I’ve ever seen a webbed foot like it.

Now the features I found a little odd about this design..(highlighted in red)

-the snout..personally I kinda like a little thinner snout on Austro to give it a little more of a waterfowl, kingfisher like feel but it’s snout seems a little too thin/too long also the head seems a little big compared to the rest of its body proportion wise.

-the long chest feather things are a little funny looking.

-the eyebrow hoods are also kinda strange looking..it kinda looks a little like flesh? and not feathers.

Final note:
Overall tho it’s a very creative and beautiful design. ❤️

arctic cypress
ancient plover
#

I think there should be more litmus feathers on dinosaurs. Maybe not those exact colors and maybe not that exaggerated but something like that.

languid ermine
#

i think trike should be OP and anything that can kill it should be removed from the games

twilit haven
#

new design of auatro is awesome dont change anything ❤

alpine glacier
#

austro looks a tad front heavy to me, even with his tail balancing that big head, adding to the feedback of maybe make his head a tad shorter, though i'm sure he'll look less awkward when his model comes out either way (i attempted to make it shorter in this picture without really changing its aesthetic)

ancient plover
#

About Austro, the art looks gorgeous as always, I like the design overall but maybe the head is a bit too long for my taste. I like the feathers on it's arms, but the arms itself seems a bit too small, I would prefer a bit shorter snout and a bit longer arms, and BIG NO to the eyebrows, maybe use it for it's elder model later on, but in general, it shouldn't have those imo.

kindred beacon
#

for the Austro: head should be a little shorter, the body should be a little bulkier and add the neck feathers that the current austro have, you'll make the austro look a bit more unique and still have the heron look without trying too hard to MAKE it a heron.

keen heath
#

I have to say, the new austroraptor concept looks really good! I didn't expect to see it too, initially I thought it would be another carnotaurus animation or something (Which would've also been amazing!), but I was wrong! 🙂

One thing that I have noticed is missing from the old model though are the tufts of feathers on its head. I've attached a picture below (it isn't mine, but it shows what I meant). I've always really liked them, but of course, I realise that this only a concept and nothing's carved in concrete. But still, it's something I noticed.

Really happy that the austro is getting some attention though! Just a few days ago I wondered when you might work on it. 😄

Great work on the concept, Tapwing! It honestly looks great! 🤍

||(Also Punch, that fish pun was good enough XD)||

kindred beacon
#

another thing that i wasnt to point out, but i'm sure a lot of other people noticed, is that utah's drink animation feels super weird: the feet and the sickle claw to not move at all, while the hole leg and body wiggle around like if the utah was a balloon filled with water.

visual carbon
#

I feel like austros body is a bit too small compared to its neck and tail maybe wide it out a bit but overall i like the design

gusty egret
orchid folio
#

I looked at the new austro and it looks like on the concepts that he will be nearly a completely fisheater and he will have eyes that see nearly everything under water, so I was thinking: Austro and Herds could be a nice symbiosis. Austro is tolerated by the herd and can go in the herd and is protected so, because the herd keeps carnis away. The Austro warns as a thanks the herd when a deino or something big is coming underwater and helps them so. Would be a cool symbiosis. Btw. as tolerating I mean the herd doesnt care when its running between them and hiding in it and not actively run to it and saves it, because its attacked. They just keep other carnis away and not protect austro directly

arctic cypress
#

Just my opinion but get rid of the eye brow thing on Austro. Doesn't look natural. And I know its to late for Hypsi but I feel the same way on it.

#

Do something like feathers on the back of its head that stand up like a Parrot.

shadow grotto
#

While the idea behind the brow feathers is nice, it does look pretty strange.
So instead of those, I'd suggest Austro would have some kind of specialized secondary eye membrane that act like polarized glasses, reducing glare that the sun would cause normally when reflecting off water. While Austro would be able to potentially see aquatic prey much better, the drawback would be more limited vision of its surroundings.

somber cedar
#

remove the delay on all attacks, it just shouldnt be a thing

unborn minnow
#

Add small springs on top of mountains and in caves. The spring it just a small tickle of water, only one dino can drink at a time and it fill you up slower, so that it can sustain only small number of dinos.

fallen abyss
#

What if in the swamps there were mud pits, not all over but in certain spots, where the mud will make you sink and it will be hard to get out of. You won’t get stuck forever or die but you will sink some and have to use stamina to get out which makes you very vulnerable. But things like austro will have less trouble walking through it from light weight and webbed feet, but say like a Rex or a stego wonders into the swamp and walks into a mud deep mud pit, they will have more trouble getting out which means a spino or deino might try and snag you.

tame copper
#

the austroraptor sketches in the background look much more filled out than the drawing in the foreground. when i first glanced at the immage i thought it was a teaser for a strain due to how skelatal and thin its skull and neck are.

ancient plover
#

Keep the concept Austro’s facial details but give it a head shape leaning more to the right.

peak wasp
#

for content in phase 2

Instead of just having the 1 set reaction, have a thumbs up thumbs down reaction
Would be a helpful way to get community thoughts on the appearance of things there
At least the ones in the concept stage

ancient plover
summer magnet
#

What if when Herrera is added, it has a burrowing ability? Since it’s not running at Mach 10 anymore it would be good for it to be able to escape predators. If it couldn’t make its own burrow it could at least steal another animals. Burrowing would be it’s only defense since it couldn’t run away(maybe it could idk) and it couldn’t climb trees like originally intended, burrowing would be a good line of defense.

vague sphinx
#

Austro is great, proud of you. 👏

flint violet
#

While Jaffad and Wheat have both summarized the major points I'd like for the Austro adjustments, I'd like to add something relatively small, links for their feedback here:

Jaffad's: https://discordapp.com/channels/401464048610312193/401481371249541120/769378405669273610
Wheat: https://discordapp.com/channels/401464048610312193/401481371249541120/769325635368779787

I'd like to say that maybe instead of feathers that outright poked outwards like a shutter shade I'd prefer slicked back feathers or something similar to give it a more "crowned" feel on it's eyebrows to go along with the, in my opinion, very nice chest feathers it has. Animals are rarely symmetric, however, visually I think it'd look much nicer to have something similar on his chest on his lil eyebrows? Regardless, I do like the Austro's redesign, I just hope he gets some adjustment.

analog shard
#

I think there should be more active admins than there is now, since some of them are busy or chilling on do not disturb, instead of hating on them for having a private life I believe it would be good to hire more admins instead. You are considered LUCKY if the admins can reach back to you in a couple of hours, long after the rulebreak already happened and there is nothing to do about the issue anymore. Especially now at times where there is multiple hackers on Legacy killing and ruining the gameplay for legit players each day.

Especially like hiring people who are already playing on the Official servers reguraly,
I bet there would be ALOT of people who would love to work for this community.

plain oriole
#

Skeletal references wouldn't hurt to keep on hand before designing new dinos. I understand The Isle does not want to lean towards complete realism, but Austro's issues with its long face and its thin neck would not have come to be, and everybody else's issues with our dinos' skeletal/anatomical inaccuracies would mostly be null if Tapwing would use the skeletal structure as a base and then draw unique features over the skeleton. That way, we have dinosaurs with correct proportions while giving them a unique style in build and design.

I'm not asking for Saurian level of accuracy, but I would appreciate looking at a concept art for a dino and knowing what the creature is before needing to take a look at its name. I barely recognized the creature as Austro until I looked at its name and saw the webbed toes. That said, I hope we do not see concept art and models that stray too far from what scientists and educated people perceive dinosaurs to look like, again, like Rhino Anky and 3-toed, bull terrier-face Theri.

summer magnet
#

Also if Herrera couldn’t burrow or climb, it could use its high speeds to be like a basilisk lizard and run on water to escape. That could only be if Herrera was downsized though

fallow vale
#

To the DEVS, here is my Unpopular opinion that's going to make people upset: I assume the actual model is going to look a lot better, but regardless don't change the design of austro. Its UNIQUE. Keep the feathered eyebrows, keep the sleek look to distinguish him from utah(and because it's actually a SLIM animal), and keep the feathers as is please. The only thing that might need adjustments is the head from looking at the side image. Again, even though SOME are complaining, not everyone dislikes the design as you can tell from the likes. You can't please everyone. So let them complain. This design was given for a reason. Keep doing a good job on these animals. 👏👏👏below is a skeletal reference and the like/dislike ratio...btw incoming wave of X's coming soondondiTroll😂...also keep in mind im NOT replying to anyone. So @ me if you will.

alpine glacier
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clumsy edit on the austro for things i personally thought looked odd. gave his body a little more bulk on the underbelly where austro should have his secondary ribcage thing, his head is a bit shorter and his eye is moved slightly upwards, his leg is a bit shorter to raise his kneecap closer to the body. i think the current official concept art is a little too thin which played in to his frontheavy appearance

zealous rampart
#

Could you show some more dinosaur calls In phase two?

summer magnet
#

For Austro, I personally love the new concept art, and I was think Austro could use its feathers as fins to glide through the water. Either the feathers on its forelimbs or on its tail could be used to propel it through the water.

frail dagger
frozen solar
#

I think it would be cool if all of the dinos had a "crouch" of some kind, not just the bipeds. Something that lets them stay relatively still so they can hide better. I think it would be helpful for the quad dinos like Tenonto or Trike, they wouldn't crouch down like a Pachy or Utah or whatever or get anything like an ambush, but maybe they could change their posture to one with a lowered head, quieter footsteps and minimal idle movements? So if you're a sub adult Trike and hear a Rex prowling around you aren't stuck sniffing and grunting and waving your head around and making yourself more obvious in the mean time.

kindred beacon
#

Also, regarding the Austro, with a mouth that long and thin the damage output'd be basically 0. A mouth shaped like that is extremely fragile, even for catching fish, and in combat it'd be basically useless. Birds like herons have long mouth but it's made of bone, it's a hard and pointy beak and even with a strong pressure it won't shatter. Instead the Austro have no beak, and adding the fact that it's arms look rather small it makes it look unable to defend itself, even from smaller creatures. Make the mouth a bit more "realistic", survival wise.

paper turtle
#

A suggestion, rather than feedback... Roseate Spoonbill-inspired coloration for the austroraptor? Please don't eat me. babyPara

zealous rampart
#

When you crouch as para you can run with four legs but you run slower but lose less stam

ancient plover
#

I think the new Austro looks great the only thing I don’t like is it’s head length

tawny echo
#

Wind for the isle, now hear me out

What would wind do?
It would add more atmosphere, and Aesthetic by adding some motion to objects such as trees and ferns to the game, while also having some gameplay functions.

Gameplay functions
-if you are down wind(the wind flowing the opposite direction you are facing), you can smell things from farther away, while masking your own scent from animals up ahead, but your scent is being carried behind you.

-sometimes, the wind won’t be in your favor. If you are upwind(wind going the same way you are) your scent will be carried longer than the usual range. And animals up ahead of you will be able to smell you.

-If you are a flyer, it would reduce the amount of stam needed to take off, and increase your flying/gliding speed depending on the direction you are going. If you are going the opposite direction of the wind, it would slightly reduce your stam, and halve your gliding speed, not flying speed.

tawny echo
ancient plover
#

I love how carno looks, I think the eating animation is a little over the top tho. It could be more subtle and restrained - realistically it would get a headache moving around that much

lucid sonnet
#

Did some changes to Austros concept art. Would prefer it to look more like this.

gusty egret
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The following suggestion is something i've been stewing on while watching people discuss Rugops and what its place in the game could be, said discussions reminded me of Rugop's conception back in 2017, specifically on how Rugops was introduced to replace Majungasaurus due to concerns of plagiarism. Since then, all we have seen of Majungasaurus development wise has been concept art, a model and some sounds. Looking at this I think it's safe to say Rugops hasn't been touched in a very long time.

Since Evrima has taken the time to brush up the Isle's forgotten roster (Protoceratops, Monolophosaurus, Kentrosaurus, etc) It's safe to assume that Rugops would require the same treatment, and this finally leads to my actual suggestion. Why not scrap Rugops and rework it back into Majungasaurus?

I think I can speak for alot of people when I say that there's no easy way to make Rugops viable as a playable (This doesn't apply to making an AI creature, but inevitably people are going to want everything to be playable.), ultimately the creature is so small, and arguably is just a miniature version of Carnotaurus. One could argue that Rugops could just recieve some fictionalisation in the form of a strength and size increase, or just keep it as a measly creature relegated to scavenging and hunting small predators, although the latter sounds less appealing when you realise just how many other creatures fit this bill. The former option works perfectly fine, but ultimately thats a discussion on whether or not the game's vision includes Rugops as a small scavenger, or a competent predator.

Majunga, on the other hand, doesn't have as many problems, it's size would easily allow it to be viable, able to hunt larger prey, defend itself or escape from predators, and despite still being incredibly similar to Carnotaurus, has far more breathing space for coming up with unique playable mechanics.

spiral prawn