I was yesterday watching youtube and i had the idea od hearing the full OST of The Isle. Please keep it in recode! the soundtrack is very good, specially the three main melodies(Welcome to The Isle,Thousand life contract and acts of God), also the ambiental one is beautiful(evening,morning,day,night...). The only thing i would like is a combat music while fighting, but the rest is just:
#general-feedback
1 messages · Page 93 of 1
Iv been playing the isle a fair long time(800 hrs) and Iv noticed over time that playing as an herbie just isnt that much fun. Playing as a carni, you track down, hunt, kill, fight for dominance, etc. As an herbi it really just feels like finding a herd, growing, and defending from attacks. For me, its hardly enough to make it worth it. But herbivores in real life do face combat amongst each other, such as males usually fight for dominance or mating, etc. Perhaps there could be a feature in the game that allowed for only the dominant male to nest with the females. The males of certain species(not every herbi needs this feature) would fight until one gave up, to nest with the females in the herd. I know that mating is pretty much out of the question because the ages of the isle playerbase varies drastically, but herbi life as it stands is just not invigorating enough to have an actual experience other than the occasional predator attempting to or successfully killing you for food. This is just a suggestion for making herbi life more interesting and skill based, but honestly could be added for some carnivores as well. I like herbivores in general and their capabilities, but often times it feels like you just sit in the herd, sometimes nesting, and rarely a carnivore pack will make an attempt at killing you.
would be cool if oviraptor can snatch eggs with its beak and run
The concept art shows teno doing a sideways tail slam, so why not give teno a new alt attack 
The attack would require you to hold alt + rmb wherever your camera is facing and that would produce a tail slam wherever you want with an animation playing out until the tail hits wherever your aiming, this plus the claw attack would keep those pesky utahs off your sides. Or give teno a tail slam stun.
Ptera could maybe be classified as a bleeder, because with no teeth it would be nearly impossible to bite flesh, so maybe it could thrust its head forward and induce heavy amounts of bleed, but little damage with a pierce wound. Of course this would most likely be for self defense, as i cant imagine ptera fying or running down a small animal but more fishing and scavenging.
When i say self defense i mean like if it's ambushed by a trooodon or sub utah, or something along those lines it could just whirl around and peck it.
I'm saying this because ptera wont be able to jump straight into the sky, and will have to run to take off. We've seen this before in demos, and during that time a utah could pounce on it.
When a big animal(for example rex) roars or makes a broadcast/held threatening call, can you make smaller animals or even big ones of their size have blurry screen during the call or with things like utahs or troodons lose temporally the hearing, like when a bomb explodes next to you. A rex calling must be as noisy as a plane flying, you are able to hear it from miles away.
^^ this but with para
I had another idea for para special ability(inspired on the guy above).Apart from kicking and headbutting, para can use its loud sounds to stun predators or make their screens shake or be blurry for a few seconds. It can be a very creative defense system and obviously very unique. It can also be cool to see an animation in carnivores or even herbivores reacting to loud para calls.
For Feathered animals, like theri and others, (particularly theri) the hitbox should be modeled around a featherless model, as if a rex bites a theri's bushy tail, and breaks the theri's leg, that wouldnt make any sense
in devblog #5 on steam you can see the featherless model for theri
Kentro is the fucking epic
Basically, good job
I love the proto and kentro models, coloring on both is amazing
Proto and kentro colors + models 🥵
Proto and kentro both look fucking awesome man
well done
Proto and Kentro look amazing! I love them!
Would be nice to get a quills cosmetic option for proto.
I like the proto and kentro but i think the eyes throw me off, something about them makes them look like something in a toddler cartoon imo, kind of overly cute, and i think its the size of the eyes compared to the head, or maybe something with the shape, besides that though, i love them
I kinda agree with eeeeee here that there's something about the new models that look cartoon-ish. I can't quite put my finger on it. Otherwise, the colors are great and, as someone who isn't a big fan of the way irl protoceratops looks in general, I gotta say, that proto model actually looks really good. Can't wait to see these boys in game some day 👍
Kentro looks incredibly fun to play as, Proto looks adorable as hell-- both are really high-quality models and a welcome addition to #phase-two-archive since we hadn't seen much of them up until this point-- I can't wait to play as both-- amazing work.
I love the Kentros and protos desings! Well done! They are AWESOME
In my opinion both Kentro and Proto looks cool design/model wise. The pattern on the spikes are amazing for Kentro, the only thing I dislike about the Kentro skin is the green "belly" line. Looks a bit out of place, but everything else is amazing. Proto is a less interesting animal for me ( both design/look wise) but the skin on it is perfect. I don't know what is this cartoony thing that people talk about, I don't see any cartoonish thing at all.
Skeletal wise, good fucking job. I genuinely mean it. There's no dumb gimmick that tries to make those dinosaurs different for the sake of it. I really hope Isle keeps going that route. That Protoceratops and Kentrosaurus are probably the best restorations of the respective animals so far in media. Good shit 👏
Protceratops and kentro models really fit the isle good job👍
Especially after showing new Austro, I find the two showed herbivores very bland and abhorrently under-designed. Proto might be sufficiently carried by its skin design, but only just imo. There's no necessitation for wild modification of the skeleton, but as with things like Tenonto, Hypsi, etc, I think some imagination with soft tissue would be greatly beneficial in making these feel like they weren't ripped from another game. Kentro is probably the blandest creature I've ever seen for this game at any stage and year of it's development. The spines look wonderful, but the brown-on-tan with no detailing or relative patterning is a disappointing thing to see.
Not really feedback more of a suggestion. I know a lot of the community theorizes the sizes of the creatures that will be in the game. I know that size and weight like any other stats are up for change but I think the community wouldn’t mind like an estimated size chart the devs themselves put out so we as a community have an idea of where things will fall in the food chain
https://cdn.discordapp.com/attachments/401464048610312195/770418302278959124/EdemBJXXoAATryj.png could we possibly see a Dilo more like this in evrima? it'd be cool with it's quills and all around i think this model will look better and with a updated look
Something that's bugged me for a while is the fact that Herbivores of different species cannot group together. For example, in the current game if I was a Tenonto and tried to group with a Dryo by 2 calling absolutely nothing happens(mechanic wise). While I'm am sure the devs had plenty of reasons to remove this mechanic, I think re-adding it could be really interesting and fun if done right.
My Idea for this mechanic is only allowing specific Herbivore species to inter-group. For example, Large Herbivore species like stegosaurus cant inter-group with large animals like Triceratops but they can group with Dryos and anything smaller than Dryos.
Maybe animals that actually lived together could get buffs if they group together.
Just think this video. https://youtu.be/7FU_zjoSU_s?t=30
All content in this video is the property of BBC worldwide. I do not own any of the content shown in this video and I have stated that it doesn't belong to me as well. I'm clearly using it under fair use
Love kentro and proto 🥺🥺😍😍
Can we please get open/sparse jungles? It's really not great when I have a camera full of leaves all the time. Trying to maneuver my camera constantly while attempting to look in one direction is a pain and just isn't fun. Example:
https://www.twitch.tv/thedondi/clip/JoyousKathishEelOSfrog?filter=clips&range=all&sort=time
Tried editing the Austro concept again with the help of some feedback👍
(made the snout thinner and the neck longer, also added a little more floof details)
Edit by me
Concept by tapwing
Suggestion: This Protoceratops pattern as a future skin.
Sidenote, if you're going to release Protoceratops with someone in a themed update. Release them with their arch-nemesis: Velociraptor. Those two go hand-in-hand. Let us players decide who really won that fossil battle long long ago. I really see no other dinosaur that could work well with Protoceratops.
I CANNOT WAIT
I've been a great fan of The Isle for a long time so I've taken the time to think this feedback through.
I can't wait for the Recode to deliver all the great promises it has made. But I feel that most of the content posted in #phase-two-archive / #roadmap-updates is off. Not saying it is bad or should not be posted.
It's just that most of it concerns assets that will come to the game in a long time. I believe that it would help a lot to post a little more about the content created for the next update to balance things out. It's great to know that everyone is busy but how is it going for the bugs identified in the current patch ? How is the different parts of the code going concerning the different new mechanics ? I was thinking in the likes of :
"We have started the burrow mechanic and got a first pass that functions with identified problems. More info as our great QA teams helps with the fixing.".
Anyways, keep things up !
Little Austro tweak. Much rougher and less refined than the others in here (which are all super neat); just fiddled with a few things that bugged me about the OG concept art, with respect to the work of the original as it is lovely.
- Proportions: namely how huge/long the skull was compared to the rest of the body, and the body's bulk.
Didnt change the skull shape much beyond shortening it a little; like a Cormorant 🙂
ok so here is an idea that would go with locality damage like in certain battles one may loose there trikes horn and get a nerf on goring damage. or rex loosing its arm and loosing some of its max health, stego loosing a plate would nerf its defense by a little. small debufes that wont make your dino useless but still screw you over. some dinos would grow these back like a carni loosing a tooth which for a day would slightly decrease there damage but it would grow back while other injuries would be permanent.
Maybe we could add seasons? Like winters will make it harder to grow your dino bc of the cold and prey will be scarce mean while sping will be easy bc there will be more prey and fall a little bit like winter just not as hard and summer im not quite sure but you get what im saying right?
will the kentrosaurus be any different from stegosaurus more than appearance?
Just a little feedback, If possible make sure that the website updates with things like the Dev Blogs. The last Dev Blog Listed on the website was Dev Blog 3. I know that most of the traffic concerning "The Isle" occurs on Steam and Discord but having a current website is also important.
Maybe give kentro a shoulder shove so if, for example, an allo managed to get to its front it could shove its shoulder spike into the allos direction and possibly hit it. Or any of its spikes really
If you're not well fed or malnourished, if gives you a stat debuff. I'm pretty sure this has already been confirmed, but for example a healthy stego can fend off an allo easily, but a weak malnourished stego could fall prey to a smart allo.
in my opinion kentro must have ability is reflect damage/apply bleed when something attack you
i think Kentro should have an "thrust attack" hear me out
Heres what it would look like
The kentro slides to one side (either left, right, or even forward with a drift), stabbing an incoming predator with its deadly shoulder spikes,
what would happen to the victim
The victim, depending on the dino will obviously be hurt. If it was a utah, it would be certain death depending on what happened. If the Utah ran up and dodged after getting grazed, it wouldn't die. However for an animal like a Rex, it would hurt alot, but wouldn't kill it.
Maybe Allo could have a grappling attack where it lunges forwards and grabs a mid sized to small target with its claws, and while the target is grappled inflict heavy amounts of bleed and damage while heavily draining stam. If the grapple wasnt enough to kill the target then it could run away because the allo would be completely drained of stam.
I really like the idea of being able to crouch as a herbivore as you could move quietly and escape through the dense jungle.
give ceratopsids and stegosaurians the abillity to "ready up" this would be done by holding down the crouch key and would let the dino move in tighter circles or strafe. depending on the dinosaur it would also charge certain abillities, for example stegosaurus. while in the ready up stance stego would raise its tail and gain a slight damage boost and the aforementioned manuverabillity. the ready up stance would be very slow (slower than most carni crouches) and also slowly drain stamina to add skill and prevent players from staying in the position forever. for dinos like trike and dibble, the ready up would greatly reduce damage taken from the front and maybe also add damange or slight bb to a headbut attack.
i honestly think the carno should be more terrifying, will it be stronger than it is now?
Also for Proto (and other ceratopsians) consider adding a bite ability like the Tenontosaurus with an increase in damage due to the strong beak. Additionally providing a charge attack would be great, maybe it could be held down and if released at the right time could knock equally sized or smaller animals down for follow up attacks.
Maybe instead of only bringing you up to 20%, you could graze for 30-45 sec straight. It would force you to rely on grazing less, but it would still not let you starve with grass all around you
AI should spawn at 20% hunger to force carnis to actually hunt for food instead of bushcamping waiting for a dryo to spawn. It would be like a grazing mechanic for herbivores. It doesnt let you starve, but it forces you to find real food
Make an animation so that when you relog to a server your animal stands up from being asleep and stretches (:
I think that it would neat if some herbivores I’m thinking some hadrosaurs, Tenos, and stegosaurids could actually benefit from grazing like make grazing a primary food source but they have to graze a long time to fill up. Also maybe adding a plant that specifically grows on the open plains would also be a way to break up the herbivore species naturally and make the island feel more real
A good concept to think about for food is a mechanic that displays the mass or size of the Quetz: With its massive size alongside its wingspan, having a dust off effect on the ground whenever it lands or takes off can help set the immersion of the gigantic creature. Example being whenever a helicopter lands wherever there is dirt or foliage an environment. Now I'm not recommending huge amounts of clouds floating about to stress any systems, the desert one is more of a visual aid for the mechanic. But just enough where it's noticeable to help give that feeling of "I am a giant flyer". Neat little concept that can be tinkered or expanded upon within thought.
Really like that the stego can show off its prize but y’all might want to have the tale hang a little down like the Utah has some wait. Love the blood on the ground.
Give deinosuchus the ability to knock down certain animals with its tail as a defense mechanism.
Modern crocodiles use their tails as a defense mechanism usually when they are out of water. After they knock down their attacker with a tremendous force, they bite and lock their jaws: they get in a position in which their muscular tail is rolled and ready to spring out to the prey’s legs.
Actually what Wildlife Biologist need to be more cautious when capturing or monitoring crocs is its tail. It has absolutely tremendous force cause its the main muscle they use for locomotion; in a snap, a bipedal animal with a high equilibrium point like us or maybe a Para for example would be in the floor in a snap.
would like to see a flier with a shrike niche like this
What if we get a hadrosaur like para to replace Rex AI for update #4? It seems like it would fit better, for example it couldn't be killed by everything like teno, but it wouldn't be invincible like stego. it could be killed, but it would be a challenge. (if they use the model from the Hope. trailer, and the morph from the Hope. trailer. 
If anky is going to be added back to Evrima... it should get bb back. It'll be more balanced and the club is capable of doing that damage (perhaps not the same as a rex, but bb nonetheless; removing bb nerfed the anky)
ok so here's an idea for velo's special ability. something similar to utahs pounce. the velo would press rmb and it would do a pounce except it would make cuts with its toe claw doing moderate amounts of damage and because of lacerations a moderate amount of bleed the velo would then track its prey down it would look like the utah pounce animation on another utah but more of the toe claw being used. would only affect small dinosaurs. it would pin anything smaller than itself and grab onto anything bigger (again only smalls) it would drain stamina like the utah pounce but would stop when only 25% stamina is left that way the velo can still give chase to its prey. this could be tweaked to what people want and I'm open to suggestions.
Disease mechanic to add more fun pack management and decision making
If a group of players stays close to each other for extended amounts of time, the chance of one of them catching a "disease" status increases (depending on time together and size of group)
If the infected person goes away from the group within first notice of infection, they'll heal up with no negative consequences (no visible debuffs)
However, if they stay within the pack or herd for a long period of time, it progresses to an actual infection, where the player now has a debuff (moving slower, dehydrated faster, etc) and the infection becomes contagious to players around them, forcing the entire pack to decide to break up or face the consequences of unhealed infection
The infection doesn't kill directly, only has debuffs which make it harder to survive
This would be interesting because it would cause having large packs to have a risk, and the people within that pack would have to make decisions based on what kind of morals they have (do we kill the infected person and move on? Do we tell them to stay somewhere and we'll come back later? Do we have a few people stay behind with them and protect them as they heal? Should I tell them I'm infected? Etc)
The chances of infection would work best as targeting very large packs or herds (9-15+ people) and in order to prevent abuse, infected individuals in the 2nd stage where the disease is transmissable have a slow debuff, and biting/killing them doesn't transfer the disease, giving healthy individuals a very easy chance to get away from them before catching it
It could also affect carnivores more than herbivores, since carnivore packs are usually the ones that quickly become overpowered with no real drawbacks
Also the idea of visibly diseased individuals (probably limping or looking pale) being regarded as "easy targets", and even packs using their diseased as bait
Are the server numbers going to be increased. The 100 player on v3 is painful
Instead of an on off options for nametags have a slider for nametag opacity
Instead of an on off options for nametags have a slider for nametag opacity
There should be a mechanic where dinos such as kentro deal damage if attacked from a certain direction/angle (kinda similar to the minecraft armor enchantment thorns). If a kentro is pounced on by a utah, and the utah lands on the kentro's back it gets stabbed. If it lands on the side then congratulations you pounced a kentro. It would help the game be more strategic and realistic if thats what youre into.
Ptera should be able to "zoom in" on water from above, in a sense like how fishing birds use their eye sight to scope in, of coarse this isnt what birds do in real life but they are able to make out fish from a good distance. in game you could press a button that brings in the fov and adds zoom.
ptera could also be able too scoop up multiple fish like a pelican? idk it would seem cool but idk if its realistic
The sit position is way too high
The carno doesn't really look natural in my opinion. Still looks like a chicken, the way it sits. Feels like it's trying to impress someone at a posh tea party rather than sleep.
I'm not really an expert, but it feels like the sit should be more on its belly, rather than its bum. Looks more like human posture
While I love the sleep animation, the sit just makes it look like a dog when its sitting
making it lean more forward while sat or something of that manner would improve it
I'm sorry but this insistence on having dinos hold their heads up super high looks terrible, especially on carno.
I’m sorry but that sit looks downright goofy. Would look fine on Galli but just, why
The sleep looks great and makes sense beyond the overly-forced "S" in the neck. The sit, however, just even furthers literally all of the issues I've mentioned before about dismantling any sort of imposing factor about a carnivore. The only thing it has done is graduated Carno from looking like a lawn ornament to a stuffed animal. It needs to go. Stop. Using. Emus.
http://puu.sh/GHRhk/1d329e6fe0.jpg Just make this the new sitting animation, it looks a lot more natural imo
Really love the sitting animation it looks goofy as hell, its great.
IF this stays(emphasis on IF)...then I feel that this part should definitely be fixed and made to look more natural as shown in the pic below. (Btw stole both pics) 
Keep the sitting animation, but add an Idle where the carno tries to touch his little nubs together
I think it would be great if grazing was more useful. Instead of it raising your hunger bar, maybe grazing could just stop it going down? That way you'd still have to travel to look for bushes, but you can be grazing while you idle.
maybe some animals can sleep standing up? I know some animals IRL can do it and could add interesting dynamics. Also solves the issue of having no good sleep animations for animals
The new sitting animation for Carnotaurus is a good animation... If it were on a different animal. While I do appreciate seeing and hearing predatory animals with animations that convey they're actual animals instead of killing machines, such as the Utahraptor's sleep, giving such a goofy sit to a animal that is supposed to convey being a speed demon just seems very counter intuitive. Basically the sleep seems good, but, I'd much prefer that sit belonging to maybe something like an Oviraptor. Grabbing this from Lolerlisk, I feel as if this is a good step forward: http://puu.sh/GHRhk/1d329e6fe0.jpg
There is no possibility of making carnos sit look natural and "imposing". It is built like a sausage on stilts, having it lay down on its belly just makes it look sluggish.
carno sleep -
carno sit- 
i do not think it looks natural at all and plus if you're sitting down for a stam break you are way too tall and noticeable
easy fix:
sit
sleep
What if like, when mercs are added, they can have a dog or something for tracking things and for a little bit of protection. It could be a German Shepard or smthn
Why do you guys insist on making carno a chicken
The sit animation looks really goofy, the sleep looks alright tho
I agree with everyone else here, make the sit pose more on its belly
You know, like it kinda use to look in Legacy
The hivemind is going to hate this: but I love emu Carno. The sit looks amazing, it's the lying down I don't like. Maybe have him tuck his head away like this:
The "hivemind" agrees. Look, I dont understand how it got past to be viewable. I don't understand how you can look at the sitting model and not see it looking super awkward. Sleep is fine of course. But the sitting needs to go.
The carno looks too much like an emu which negates the purpose of a speed demon and the "Get the fuck out of there" prey thing and turns it into a Tom and Jerry cartoon.
(Figure 1) is fine as it demonstrates how a heavy, body builder lookin fella struggles to get into a resting position as it doesn't have any limbs to help support and get into that position, so it has to use its body and distribute weight properly so it doesn't flop forward headfirst.
(Figure 2) Looks so much like a dog/emu combination it's not even funny. The goofiness is ridiculous and should be changed to fit the speed demon better. Now, I dont agree with people saying it should lay it's belly point blank on the ground (Figure 3), but its body should be angled slightly upwards to signify that it's alert and listening out for prey or other predators (mainly utah packs and other carnos).
Not just that but if your belly is on the ground like on figure 3, it'll make standing up a challenge, especially standing up fast incase something ambushes you. With the body angled slightly up (not the legs), it makes the carno distribute weight unto its legs to create an explosive stand-up so it can immediate plan out the situation.
When I sit with my dinosaur I like to actually feel an irl relief type feeling as if I’m actually sitting down after a long run or something. Carno sit just makes my back hurt...
That carno must’ve snapped it’s spine to get into the sitting position
Perhaps with the ai situation, could it be made to where if there is a overall low server population, have a high ai count? Vice versa as well with higher player population = low ai count. I was only able to survive to 'fresh' adult by eating my old dro body. Plus I think it can be helpful to increase performance this way so you don't have a high player count alongside a high ai count.
The thing is carno sits too straight up I think carno should sit like Rex in legacy more lying down
yhea, the biggest problem with ALL the animations so far is that they don't show the weight of the creature. Bryan uses emus as example but they neither move like a dinosaur (lacking a tail and the actual shape of a theropod) neither weight like one. Stego wallow is just dumb for example... how can a 7 tons beast hit the ground so fast and not break its internal everything? rex walking feels like a stick with legs (same with spino), the run animation makes them float in the air. the carno and the utah feel like giant chickhen with the weight of an actual rooster. Improve your animating skills, please ( this is not a critic because i am no professional animator but i can see when one animation is done right).
i think adding foot steps and other sounds to animation previews could provide more context for people watching.
Playing the game since years now and still enjoy it tho i would suggest or want that beeing able to lay down and sleep doesnt log you out. Just for gameplay so you can lay down without starting to log out :)
Other then that im happy how the game is turning out
Alright, I'm not a professional animator, nor have I ever tried animating in 3D. I know that animation itself is hard and Bryan usually does a great job animating, but, like some people have already said, the direction the animation is going in is a no from me. And, no, just because I share an opinion with most people here, doesn't mean I'm part of some "hive mind".
Obviously inspiration is important, especially while animating a creature that we have never really seen move before. Birds are probably the go-to when it comes to animating theropods because they are the closest thing that we have to dinosaurs today. However, they are good for inspiration and not completely emulating the way that animal moves. Birds are much lighter than most dinosaurs, so using bird animations for dinosaurs ends up looking goofy.
Now, it's okay to give your dinosaurs more personality, but that can be done without cartoony movements. Some of the idle animations in legacy did exactly that (like the raptor scratching it's head). In the end, this is still a horror game and cartoony movements can really hinder the fear factor.
Also, please tell me why animals whose pray is almost always below them, why oh why would they keep their heads so high up? Wouldn't that make hunting so much more difficult?
I suggest drawing inspiration from more reptiles, especially the way they hold their heads. Reptilians usually put their head more horizontally when walking, but raise them when standing still. Also, I know that dinosaur documentaries aren't always the best course, but watch some of those. Maybe you'll find some dinosaur animations that you like and think can be improved upon and later used in the game.
Again, I really appreciate the work that you guys put into the game, but please, less bird, more reptile next time.
you can create one animation of a broken nest. If you have already done this, or have already made such a request in advance, please forgive me. But just make this animation so that it is smooth, agree if the animation is as if this herbivore or predator hates this nest, and breaks nervously, it should be smooth calm.and by the way still need so that each Dino had its own animation breaking the nest or not for each Dino and shooting range Dino
Despite being late to punch with this, I still feel the need to throw my two cents in.
But this resting pose is as non-threatening as can be, this along with other animations we've seen definitely points to an Emu being the main inspiration behind the Carno's animations. The dainty looking Emu inspired animations clash heavily with the actual model. As already said by others, please stop with the heavy focus on Emu's as an animation reference. By all means it can be useful as a rough blueprint or foundation and it can be extremely useful for some small animals. But an animal like Carnotaurus should not move like an Emu wearing a Carnotaurus costume.
This is probably really controversial but I think you did a good job on the sleep animation for carno. It has really long legs and very short arms making it awkward doing anything when it’s not standing normally but you made it look realistic and good. Keep up the good work.
Also to those saying it takes too much inspiration from an emu, how the hell are you gonna make a tall legged dinosaur with no arms lay down and make it look good. Half of you judge the animations and rip them to shreds but you can’t do them yourselves.
I like that the carno seems to lean back and use its looong neck to peer over the tall grass. It makes it seem like it’s looking out for potential prey while it rests up and gathers its stamina for a chase.
I would like to propose, a new mechanism for herbivores who graze grass.
It would be nice if we could click only once for the dino to graze continuously.
But also that the dino then this move all while grazing. Whether it is done automatically or not.
and that the grass is not infinite. that the size of the grass decreases as time goes by.
in summer the grass grows faster than in winter.
not a big fan of the sit for carno it looks like a dog
The sleeping animation in itself looks very good, nice and flat. But why not just keep the sitting stance that we have right now from the Legacy carno? I think it needs to have the legs underneath the body, lean kinda forward to get momentum to stand up. (look at utah's animations, it does the same were it brings the body forward). Maybe another suggestion for sleeping/resting is what Jurassic world Evo did - letting the creature kinda rest on the side instead on the chest with one leg underneath.
If the plan is to add the dinos from the Hope. trailer first, what i would do is replace update 4 with para and add trike along with spino and rex
im saying add them in way later updates -_-
The Carno sit looks off, the sleep animation is great, but the sit itself looks really strange. It almost looks... contorted?
Maybe troodon and night in update 5 or six? esthetically nigh-day cycle would help, and many people wants troodon too. Maybe you can also put a small herbivore like magy or diablo
A bit too late to address this as most people have already suggested this before and I do appreciate them for that and I am pretty sure their voices have been heard by the devs already . And consider me as one of them , and to suggest a possible better looking anky with a better aesthetic to make it look more like the animal itself . No hate on Rhino Look , but it'd be great if it's kept as a skin cosmetic and not make the animal look like a rhino (talking about it's bent back) and honestly it looked too soft for a well-armoured animal. Hence This is an anky edit I am suggesting for TI as I feel this would look great (Note : Might not be A-Perfect edit but I am trying my best to represent anky as good as I can do)
tiny suggestion for carno sleep (roll)
ok so i think that after stego and dieno no more apexes should come out until everything else is done (smalls. and
midtiers)
Double crouch stance for carnivores: "Stalk" stance, pressing the crouch key you move very very slow, perfect for hunting and moving slowly you won't risk to move too much and give away your position, maybe sticking your head out of the bush because the animation is repositioning itself. "Follow" stance, you still press the crouch key but if you add the sprint key ( or also press the Z key, switching from walk to trot) you move faster, not completely crouched but like the new rex and spino crouch ( and the speed should be more or less the same), lowering your head and making less sounds, and it will be used to follow the prey remaining hidden ( walk is too loud and fast to work for this, not to mention that with the new "let's keep the head like a pigeon while walking letting everybody around me know that i am here" vibe it'd ruin the hunting and stalking pourpose).
Utahraptor new name suggestion: I know awhile ago it was discussed Utahraptor might be renamed since it no longer resembles our understanding of the animal (though this could be ignored since it was fairly accurate skeletally back in 2015 if they've frozen paleontology at that point) Anyway, a possible name a friend of mine threw out as an idea was Apolloraptor. This would be reminiscent of the Novaraptor.
So my Feedback on Anky. why would you make anky fast and a skinny look? it completely takes the animals personality, anky was a heavy armored slow dinosaur. and because of that anky didnt need to run away, anky stands it ground with much health and critical damage. Why would anky have a rhino personality if it hits with it tail? Make Anky an Anky and not a flatted rhino with a long tail. Youre doing a great job, but you inspire to much from current living animals. Austro is basically a heron, anky a rhino, carno an ostrich. All dinos are much to light. (dont get me wrong, you do great animations, but simply the "wrong" ones)
Could we have knockback on kicks/headbutts? i was thinking of this yesterday when i headbutted a utah as para. if a para headbutted a troodon or utah, it wouldn't still be standing. im not talking about like carno's headbutt, (or maybe i am), but just like small creatures get sent back a few feet, and larger ones stumble a bit
let all dinos walk backwards
Imagine if they added the dinosaur continues to breathe heavily when stam is around 10% or lower for all times instead of just when running at low stam
Anthills
Anthills would work similar to grazing, but for small carnivores and omnivores (under utah sized). You hold E on them and get a small amount of hunger back
I, for one, actually love the carno animation. I see nothing wrong with it and I appreciate that the animators made an effort to do something different. not only is this pose possible but it makes sense given that the hip bones helped the animal sit and its ankles touched the ground like that when they did
Cattail tracking
Cattails are a plant that most people know about and they can be found most places all over the world. The edges of swamps and rivers seem to lack floral diversity, with only the lily pads and reeds and a few other things. Cattails could make up a part of the plant life on the banks of slow rivers, swamps and wetlands not only as a aesthetic addition but also functional. When disturbed, Cattails explode into giant balls of fluff. This could be helpful for being able to tell where a player or AI entered/exited the water, having the Cattails it walked through change visually for a short time into fluffy white puffs, gradually reverting to the original appearance over a short time.
Here is a scenario to help me explain what i mean:
You are a utah hunting a young tenonto. It gives you the slip at swamp and rolls in the mud t oi hide it's scent so you have no clue at all to where it went. The tenonto, however, ran through a patch of Cattails as it entered the water and exited the water. You, the Utah, search for bit until you find the fluffy white Cattails, which give you a hint to where the tenonto went, giving you the chance to catch up.
These Cattails don't have to have any lasting special effects like scent or particle effects, and are only a visual tracking method, meaning they can be easy to miss if you don't look for them.
Maybe there could be a "sprint lock". How it would work is, when you're sprinting you can't turn in place unless you stop pressing shift. It's very annoying to want to do a tight turn to avoid an attack, but having to stop, turn, and accelerate again, as this means you're staying in place for a bit too long and you're an easy target
Tail swing preparation
dinos with tail swinging as their primary defence/offence (like stego, anky, etc.) could have the optional ability to hold left or right click to hold their tail in a "prepared" position, where they can attack when they let go of left or right click. In this position they can aim the attack to a certain degree based on camera position. This could be extended by allowing them to turn on the spot to keep the tail facing the target.
If possible, scaling AI count inversely with player count could be a good idea to kick-start abandoned servers. If there is a lot to interact with while only 2-3 players are online, they will happily wait in server until more people log on.
it would be incredibly neat if there was a way to add a slight rustling to bushes for dinosaurs that are walking/running through them. maybe as an added benefit, if you are crouching, you are moving carefully enough that you wont rustle the plants around you. not only would it look nice visually, but i can certainly imagine a group of humans stopping dead in their tracks because they saw some plants rustle, only for a massive dinosaur to emerge. not sure what this would do to performance, though.
I've realized lately in #401464048610312195 a decent amount of people saying that there isn't enough going on in the roadmap, so i just wanted to say this. Devs, i think you're making great progress on the next few updates, so keep up the good work. And to those I've seen saying there's a lack of stuff going on in the roadmap, here's a quote for you:
"A delayed game is eventually good, but a rushed game is forever bad." -Shigeru Miyamoto
Shant is probably (and should be) pretty far out in development right now, and while not necessarily my favorite hadrosaurid, I want to note that I think his remodel should have a thicker lower jaw like in real life compared to the more Edmontosaurus-like head of the old model. I also think the ridge on his back where his back and tail meet should be somewhat more exaggerated to fit with the slightly exaggerated but believable designs of other dinosaurs in the game. Maybe higher protruding spine bones/spikes/whatever those rectangular things are called along his humps on his back as well. All of these features on a future remodel would make for a slightly freakish while still natural and fitting design for the gargantuan beast of a hadrosaur.
I think when it’s released, Rex should have bonebreak removed, or at least make it like a 20% chance instead of 70%. This is because right now you might as well make everything below apex just get one shot by Rex, since there’s nothing it can do with a broken leg. Also because it nullifies the ability of every dinosaur, trikes stomp, gigas bleed, mid tiers speed etc. As soon as you break a leg with Rex you can just facetank almost everything in the game (and don’t even get me started on double biting). I think bonebreak makes Rex too op, and it should be taken out or reworked to be less op.
This suggestion is for smaller dinos size of Utah like when falling from high cliffs or deep hills:
This is examble :Utahraptor is hunting a dino, let's say Galli or Dryo, Dryo goes close to a deep hill, but jumps to side, Utahraptor follows, but is too late to turn and falls down the deep hill. To take less damage from falling, it would use it's claws to take a grip of the ground, to go fall slower, and taking less damage or none at all. Another Examble: A Utahrapor baby wonders around and goes too close to cliff, and falls, but gets a grip of the cliff side, and holds from it, trying to not to fall, but can pull him self up, to safety. Idk if there are any use in Evirma, since there's the turn, that helps you turn faster, but this if for smaller dinos, obiosly things like Full adul Tyrannosaurus couldn't get grip with it's hands, but with back leg's claws, helps it to take less damage, but I wouldn't think it would be thing. Herbivores that have longer hands and longer claws, can take a grip, but something like Trike or Para would have harder time. I will love to hear what you think about this mecanic, but I think some will not agree
My own take on ai. I know more ai is coming so this is just about the current situation. The first 2 times i played, there was ai everywhere, i never went hungry as utah and i was killing droves as ten. I was very confused as to why people were complaining about ai numbers because i honestly i thought there was too much and people just weren't looking. After that, i never saw another ai again. I still havent. I dont know if something changed or if theres some factor that breaks it, but ai definitely needs to be bumped up in number. Ive had maybe 5-6 hours of dinos and I havent seen a ai once since the first day or two since update 1, and ive been looking. This is just my take and i know things will be better with more ai, but maybe if its going to be a while till the next update maybe have a small patch where dryo ai is increased until update 2 drops, where it can be decreased again
I am...... not sold on the Stegosaurus's lancing jab attack-- I understand it feels like the player is given more agency to "aim", and it's probably easier to visually get that "impaling" effect everybody (myself included) is excited for, but the way Stego thrusts part of its own body as if it's a disconnected weapon sort of takes me out of the game, if that makes sense.
I'd appreciate a more reliable way to swing Stego's tail in a more conventional arc--not only is relying on the momentum of a full swing more powerful, it takes care of a wider area around the animal with comparatively little end lag.
A frontal defense would also be nice-- seeing as Stego's head is already lower than its tail, having some sort of bite would be a quicker, less powerful attack for dealing with smaller carnivores-- it was visible on the stream how much one can struggle with hitting even a lone Utahraptor with Stego's tail, and I sense the vibe the animal is going for is a formidable defensive creature.
Great work so far, can't wait to see more of it!!
Not sure if Plateosaurus has been considered for the roster but would be an interesting mid tier addition. It’s primarily an herbivore but did scavenge so could be awesome to have a mid tier omnivore like this added. It had bipedal locomotion so could be relatively fast and large front limbs for a good fight or flight defense.
Instead of the stegos main attack being the jab
have that be the attack based on alt look movement
While a regular swipe to the right/left be what is there when you arent using alt movement
Have dinos scream in fear and flail around if you fall for more than 2 seconds
This wont really mess with gameplay because you will die regardless
2 seconds is long for airtime
this has been said before, but walking backwards could be of benefit. it could be a good counter to brakechecking, andtailriding(even though evrima doesnt have those) but maybe if you didnt want backwards combat, then maybe you couldnt attack while walking backwards. It also would help with people being stuck, as ive seen many tenos that have been stuck in a forward facing position, and starved.
I do like the idea of the new sitting animation on the Carno to give it an character. A large Carnivore which need to be vary and cautious on the open fields. To compromise, it could use the sitting stand as a sniffing animation while the carno is laying down. An alternative, Carno is sitting up on the field and laying down in the jungle
I feel as if Stego could benefit from a sprint resembling that of a Hippopotamus-- an alternating jog that doesn't lift its body too high off the ground between strides. As it stands, it looks somewhat weightless-- its plates jostle nicely when it connects with the ground during the sprint animation but it spends far too much time disconnected from it, almost as if it's floating.
Don't have much thoughts on stego's jab attack ..other than it looks a little weird but I still kind of liked it...furthermore it kind of reminded me of this animation( the tail jab..specifically)
This will be quick as it has been mentioned a lot, but i feel that carnotaurus animations are really floaty and weightless, especially for an animal that was 1.5 - 2 tons, and now with the new wip charge attack I think that this is even more notorious, with the animation lacking a significant impact at the moment of hitting a target.
I know that is hard to animate something we lack good examples of (yes, ratites work but they lack the stiff muscular tail theropods had, and they are several times smaller than carno), but with just looking at Legacy's running animation I know that its possible, and I hope that carnotaurus (and all future big playables) will manage to feel heavy.
Since galli is going omnivore, on the roadmap it only specifically mentions eggs, why not let it eat gore from time to time too
Like deer and boar sometimes do
Nothing rotten ofc, and it cant be a fresh corpse cuz maybe you can say skins to tough for gallis beak to puncture
But galli eating a random pile o meat it finds out in the wilderness every so often would be cool imo
I’m super excited for the new roadmap and love what you guys are doing. Keep it up! Also I’m so hyped for ptera I’ve always dreamed of soaring with a flock ever since I heard of the isle
I love the new roadmap you guys set up. i like that you pushed back things you knew would take a while and focused in on more reasonable amounts of content, even projecting further ahead. Its really amazing, I am honestly so excited
The new roadmap is a sight for sore eyes, the mechanics and playables both seem like great choices for their mechanics. The only update that feels confusing is #8, where neither animal really highlights the skin system, but that's to be expected on something so general. Only other feedback is that it's a tad strange that Pachy is by itself in Update 4, given all the other updates pairing a new creatures with a returning legacy animal, maybe proto, diablo or ava could make an appearance here as well?
Edit: These new renders are amazing btw, these poses would look great as a selection screen
Personal take, I'm really hoping this leads to lips. And I'm not just saying that for accuracy bullshit. But because it would help set it apart from Tyrannosaurus and Spinosaurus.
Plus have you seen monitor lizards? Don't tell me lips can't look good.
Alright, so basically, that giga model looks absolutely incredible. Everything about it is a direct improvement from the sad legacy one. The boxy jaws look badass and the model overall just looks great. Really a huge improvement from legacy.
Yo this MF be lookin kinda sexy. NGL this is probably gonna be my new main when it comes out... Sorry dilo. Gotta love the super speedy (and now sexy) Herra.
mm. I feel as if taking the mimicry away from Troodon and giving it to Ovi would not only serve to make the former's arsenal more reasonable (it's already venomous, nocturnal, nimble, AND group-oriented) and give the latter some much-needed distinguishing characteristic from Gallimimus apart from "smaller and slower". Apart from this suggestion, some sort of nesting buff would be appreciated, as Oviraptor has fossil evidence of active parenting-- this could also apply to Maiasaura.
also yeah, herrera redesign is lookin hot as hell. Love the iguana like appearance.
i noticed that when the stego swings his tail to remove the hanging utah corpse the body just sorta falls to the ground. would be cool if stego/trike/etc could fling dead bodies off their thagomizers and horns, maybe get lucky and smack another utah with the corpse of its packmate for some epic ranged warfare. just a thought..
It would be amazing if herrera could have color changing abillities like Green anoles which change frrom green to brown. I'm not sure if this would be possible with the skins but having a hueshit to more brown while climping trees and more green while in foilage would be spectacular
Thank God you removed the Trex ai, rest of the roadmap also good
I might get some X's for this but Poisonous/bad tasting magy is more interesting now imo. After looking at this it makes sense...but anyways BIGUCHO wen
...edit: damn I got an X already. I love it. Continue. 😂
For a stego unique ability, maybe like how a cow is great at grazing stego could be similiar, can fill up more from grazing then other herbies, and they occasionally get nutrients from grazing, say like once every 60 seconds. when this activates it spawns a bush stalk, which is the nutrition food of a small herbivore (dryo maybe)
also maybe a 'focus graze' where their vision is dramatically reduced but they fill up a bar while grazing, this bar acts as a damage boost to their tail hit. While not in this focus graze the bar slowly decummaltes, becomes a balancing act of keeping your bar full for a critical strike and keeping an eye out for preds, also could work well with the small herbivore thing, they act as scouts while you focus graze.
mangroves.
This may just be me but something with the charge attack animation on Carno just feels a little disjointed. The Carno is shown swinging its head up very high which I feel doesn't really match the arc their prey items are being flung at, id say itd be more appropriate to show a side swing sort of animation as it better matches the arc and shows a little bit more of an appropriate collision of weight between the animals.
Please, PLEASE change the stego running animation. It's look like it's hopping like a running deer 'd do, almost hovering above the ground. The jab attack need a lot of work and more fluid movements, the tail moves too fast and flashy. The carno headbutt, like the guy above me said, makes its head raise too high, almost breaking its spine and making it look dumb... why raise the head so high if the prey items carno is supposed to hunt are so small? The remders in Trello do look amazing tho, and i'm very excited about the new updates and news. edit: a way to better show the weight is improving the effects of the impact with the ground. the heavier the creature the bigger is the impact so have the body show the real movements of a 7 ton creature hitting the ground with force
Maybe add homalocephale to update 4? Adds a new dinosaur+ legacy dinosaur like all the other updates.
My take in the dev blog: Stego tail attack a lil weird. Less of a swing and more of a jab. Stego run also a little floaty but thats not too big of a deal. Carno charge looks good although the head does swing up a bit quickly. Other than that it’s pretty cool. Hypsi jump looks nice, like the idea of a charged jump, makes sense not to jump the exact same height every time. Also Giga looking hecking chonky absolutely love it. Overall it’s pretty good stuff only slightly nitpicky stuff that needs tweaking but good job on the progress.
Please consider uploading to your official youtube channel again.
I was literally in shock to see all the changes in Trello. Mega hyped for the updates
okay I was beginning to loose some hope (ha pun) for this game but the updates to the roadmap blew me away and I am actually really excited now- It's super super good to see the actual mechanics there as well, I love it
I like the new system for bleed (slowing/preventing stam, stam regen and health regen) it makes sense and helps set it apart from venom.
LOVING the new devblog and all the new additons to the roadmap!
Here are my thoughts and guesses on some of the new things. This will be sent in multiple messages.
UPDATE #2 - BLOOD
• The whole "TOP SECRET" and REDACTED bits... I'm guessing it's a port. So my guess is it'll probably be a bit like old one only that you can enter the buildings and that there are spotlights which activate at night. And, judging by VisualTech48's images in the devblog, all the models will probably also be new.
• I've got a question about the flesh chunk mechanic. Would holding a flesh chunk in your mouth make you unable to bite other dinosaurs until you swallow it? I'm supposing so. Also, I like the fact that you'll be able to drop it.
• The carnotaurus' charge seems very powerful. I've got to admit, I expected to only be able to knock one dinosaur down. Right now it seems more like an unstoppable train (until you hit something bigger or stronger of course).
• I love the hypsilophodon's new jump mechanic!
Can't wait to use it.
• Regarding the stegosaurus, I'm very excited. But I wonder what sort of attacks it'll have? Sure, it'll have the tail-swipe, but is that it? I'm pretty sure Legacy's stegosaurus had another attack.
Excerpt from the Gallimimus card on the recently updated roadmap.
While it's diet primarily consists of vegetation the Gallimimus is an omnivore, allowing it to feed upon the eggs of other dinosaurs.
I personally have to disagree with the idea of having eggs be the optional dietary preference of the Gallimimus', for a start such an ability could arguably make Oviraptor obsolete, since it could very well become the case where the Gallimimus can quickly run up to a nest and steal an egg, whereas Oviraptor does not have that luxury. So whereas most animals might have a chance at fending or chasing off an Oviraptor from their nest, they might have a much more difficult time against one, and not even a chance against a small hungry flock of them.
In replacement of eggs, I think Gallimimus' omnivorous trait could be focused on being an insectivore. Able to interact with large insect mounds, breaking into them in order to access the food source inside, this could function as a minigame much like fishing. This could implemented to make insect mounds not seem like over glorified bushes.
Art of the Gallimimus interacting with a termite mound is credited to @ancient plover , who originally made it for my old Savannah biome document.
UPDATE #3 - FISHING + FISHERS
• No new stuff here, obviously I'm excited for the deinosuchus and pteranodon, and seeing more life in rivers, lakes and swamps.
UPDATE #4 - UI OVERHAUL & PERK SYSTEM
• UI overhaul seems interesting.
• I'm really excited for the perk system! Varied playstyles will definitely be appreciated. By me at least.
• The pachycephalosaurus and fracture mechanic seem interesting as well. Of course I'll play all the new dinosaurs, and since I said "all", the pachycephalosaurus isn't an exception. 😄
UPDATE #5 - DIETS
• The diet system seems really interesting. I'm intrigued as to what those "unexpected results" may be.
• And gore... judging by the description, it'll be extremely realistic and extremely gross. I didn't expect anything else, to be honest.
• I'm interested in how playing as the ceratosaurus will be like in The Isle. Obviously it'll be cannibalistic and it'll be able to eat old carcasses as well without any side-effects, so that'll be handy I think.
• I'm also looking forward to the magyarosaurus, being able to reach other plants that most other herbivores won't reach. I think it'll be the only dwarf sauropod in the entire game!
I'd like to see the giganotosaurus keep it's 'beard' which seems to be missing in the new model. It was a feature which made it look distinctive next to rex and without it giga ends up looking quite generic.
Also the herrea model looks amazing now it's been shown with colours!
Also keep the current giga sounds! They are by far the most terrifying and impressive sounds in the game!
UPDATE #6 - NIGHT TERRORS
• The day/night cycle? YES! I'm really excited for this. And also what the new nightvision will be like.
• The venom and poison mechanics seem interesting as well. I've gotta say, I did NOT expect any "mind-altering nastiness". And "stomach turning"? Will that mean that after being exposed to venom or poison, you might vomit, or maybe something else too?
• The troodon will be able to mimic other sounds?! I did NOT expect that either. Though I do hope they make the troodon's mimic sounds at least a bit discernible from the actual sounds.
• And the dilophosaurus! I'm really intrigued by that last bit, that it'll leave us wondering what's real and what isn't. Will it make other "ghost dinosaurs" appear which maybe have a really strange pattern on them? To be honest, I have no idea. Really looking forward to what that'll be like.
UPDATE #7 - NESTING/DIMORPHISM
• Nesting and oviraptor were on the roadmap for quite a while, so I won't talk about them much other than I'm excited for them.
• I'm very excited for the sexual dimorphism as well. I'm glad that the dinosaurs won't all look the same, shape-wise.
• And I'm glad that the gallimimus is on the roadmap again. I remember it being on the #roadmap channel a few months back, and now it has returned! I'm sure I'm really gonna enjoy playing as it, as I already enjoyed it in Legacy. And it's now an omnivore!
UPDATE #8 - SKIN SYSTEM
• I'm really happy that the skin system is finally on the roadmap! Can't wait for this to release.
• Kentrosaurus is basically a smaller yet deadlier-for-its-size herbivore. I'm assuming trying to pounce it will also kill you?
• Also, with the herrerasaurus "don't forget to look up"?! Does this mean it'll be like jaguar or a tiger, climbing trees in the jungle?! That will definitely be interesting to see in-game.
Not sure if this is planned already, but apply the seamless growth system when going between adults and elders, rather than just instantly becoming an elder. The current roadmap wording sounds like you just instantly become one which looks more jarring than seamless growth.
UPDATE #9 - TO BE ANNOUNCED
• Ooooh!! Very nice!
ONGOING CONTENT
• I'd really like a smaller map too. As it is right now with Isla Spiro, I have practically no sense of orientation. There's the spire and the radio tower, but that's about it. Though I have noticed that this small island is "Not Started" at the moment. Would it maybe be possible for that small island that was shown in some of Amarok's streams to be released to the public? It looks really good.
• Elite fish will be really nice. I love the skin patterns on both, though I will admit that the coelacanth looks like it's just wallowed in mud. 😆
• Elders will be interesting as well, although I would like it if you could choose if you want to become an elder or not. Because I really liked the fact that you could just live forever basically, if nothing (including yourself) doesn't kill you. I don't know how it will exactly play out though, so we'll just have to wait and see.
• As for the other AI dinosaurs, they'll be really nice too. Although I am concerned about the carnivore AI. I don't think it'll be much fun to be killed by an AI, so I'm still really hoping that own private server hosting will come soon, where you can toggle each dinosaur as AI, and also how many will spawn.
IN CONCLUSION
I'm very excited for all the new stuff, I'm loving all the new roadmap entries and I can't wait for the next update to release (which'll probably be the case with every update). I hope you enjoyed reading through this feedback and if you have any opinions on it, I'd be happy to discuss it in #general-feedback-discussion. 🙂
tiny sidenote
I have noticed that "its" was often spelled as "it's" in both the roadmap and the devblog.
Currently there's basically two major biomes on the current map; incredibly thick, dense jungle that's a nightmare to navigate, and open plains with nowhere to hide. It would be nice to have some inbetween, with much thinner forests. Some cover, but not too much. Good for mid-size dinos. I know it's been mentioned before but please..... love the jungle but its so THICK.
Wow the new roadmap actually brought me tears of joy; beforehand i was underwhelmed with the direction production was going but now, after reading that, I am so happy and relieved. I think setting AI aside was absolutely the right thing to do. I've gained hope for the future of this game again!
For specific dinos; I am absolutely terrified that it is hinted that troodons will mimic calls and that dilos will cause hallucinations of some sort, that will truly make the game terrifying again! I am also happy to see that galli will be an omnivore!
Last but not least I gasped when i read the elder card; "you can forfeit reward, deny the reaper for a time and extend your reign as something far more terrifying." 
The Giga model looks good. There’s one issue with it though. The upper body looks to be the same size as the lower body if not bigger. I would assume it’s due to how the back is designed, being much bulkier then it normally would be. I’m not an expert but I’d imagine a large bipedal animals to have a large lower body to sustain its weight on. Even if it’s big enough it still gives the perspective that it isn’t due to a large upper body. I personally don’t like it and it makes it look small. I do like the bulky back however so I suggest to make the lower body larger or stretch it out in height.
Just a small suggestion to keep Giga sounds the same or similiar to the Legacy sounds, because they're one of the best sounds in this game. Also trot animation similiar to the Legacy one would be very cool
Giga looks great but that tail seems insuficent to counterweight for a bulky body like that
Can we keep the old giga model as a skin at least? It’s so much more unique than the new one. Please keep the sounds too.
Giga new model: make the tail longer to counterweight the torso ( that is a big ass animal, it needs a big ass tail to stand up and don't fall face in the ground), add the iconic beard under the jaw, keep the current sounds ( or at least use them as a base for new ones)
Really like the new roadmap, so much unique stuff
. Keep up the good work!
For ceratosaurus, what if it had a stationary head swing? It would be a lot weaker than carno’s and it would do minor damage and have the target stumble back a bit, but cera’s bite is stronger than carno’s so it might make it even.
Oooh, or an option to lock its jaws around whatever it's biting, draining its own stamina along with that of its struggling prey. ||like, uhh. like a spotted hyena.|| It can piggyback off of Utah's pounce and provide the foundation for Allosaurus' grapple!!
As @polar igloo Mentioned, please have stego as the first Full-Time grazing herbivore. It makes since to have the larger herbivore only want to wander the dense hard to see/maneuver forests for benefit browsing only. And the primary food source be the plains where it can turn and form herds.
I love his idea of focus grazing, but I wanted to change instead of a tail power balance, that the stego must fill their grazing bar, and then ruminate like cattle. Large grazing ungulates will graze for a long time then sit to digest. Similarly I would love to see stegos grazing and fill a grazing bar. Stegos would need to sit down to digest their food. Their grazing bar would drain and their hunger bar would fill. So it's more of a balancing act of filling the bar and then stopping to digest. Their grazing areas would be drained of nutrients and they would need to migrate. And at night/times of peace digest.
https://cdn.discordapp.com/attachments/423939730544132096/772184065578237992/unknown.png
Lunar phases and night vision
With the soon addition of night and some recent talk about how bad legacy night time was i’ve tried to come up with a better alternative, so i bring you, lunar phases
Relatively simple as a solution to nocturnal issues lunar phases would follow a 30 in game day cycle much like the moon irl, on a new moon the island would be near pitch black, and positively horrifying to trek across should you not be adapted for it which leads into my second point.
Night vision, for each animal night vision effectiveness would change, from the worst at ankylosaurus and fully grown stegosaurus to the best with troodon and dilophosaurus, the effectiveness of your vision would also change with the lunar cycle, with night vision getting better the brighter the moon is.
The full moon
This would be the best time for diurnal animals to move around at night, with bright conditions in open areas and their vision being at its best, nocturnals while still having some advantages to give them an edge over their rivals, they wouldn't have nearly as many as they would at the new moon.
Tides
Lunar cycles would affect ocean water as well, with new moons and full moons drastically raising the ocean, when half moons have it at its lowest, adding an extra layer of depth to coastal life
Maybe don’t delete from the roadmap updates that have been released cause it’s nice to see how the roadmap progresses 👉🏼👈🏼
roadmap changes are sick! 🤙 this is what the game needs, hoping we get through this and move on to humans short after!
i can tell you guys have made some hard decisions to trim the fat and get to the most important mechanics and playable characters to ensure we're getting the most fun and mechanically engaging experience. AI can always come later!
When a thagomizer impales your broadside you’d be bleeding like hell, not just a few drops every 10 s. Please make bleeding realistic and substantial.
Additionally, I would be an extremely nice detail to see some skin, flesh and blood in horns, tail clubs, thagomizers, and claws like when Utah eats and gets a bloody face.
Don't know if it was brought up but if it was o well.
The animation of the Stego swinging and impaling the utah raptor, I understand if it's still a WIP, the swing for the tail looks very awkward and doesn't flow with the body. Also the tail swing looks so odd like it's gently grabbing the utah then immediately jumps to a default position.
I'd definitely love to see that tail swing faster because they use it to really impale and do some serious damage. Perhaps if blood splatter was added when impaled it would really give a terrifying feeling of not to fuck with a Stego. (My wording may sound off apologies but I hope it works.)
Also Herrera's new model looks badass, the only qualm I have is the awkwardly stretched skin texture on the thigh doesn't mesh well / pixelated and larger and has seams.
Big thumbs up for the new devblog and roadmap. We got a ton of new information, and a pretty clear and visible path that the game will follow for the next 6-8 month. I would put the day/night cycle or some visual echancement sooner, since the current lighting can literally melt my eye after an hour of gameplay, but otherwise it's probably the best thing that happened with the roadmap so far. Keep it up.
if you're making austro a stork you gotta go all in and give him this chad life-pondering sitting position
I like the new roadmap, but why was beiposaurus removed from update 3? if at all possible i would love to see beipo added back to update 3
With the arrival of update 3 more abundant marine flora and fauna maybe something similar to the game Abzu..but you know isle style would be nice
(sorry for picspam)
I know that we have not seen the pteranodon flight for a while, but I would like to suggest that the wing beats and gliding be adjusted to resemble something like a brown pelican with shallow wing beats and slight flex to the wings while gliding. Brown pelicans occupy a similar niche to what is proposed for the pteranodon and I would like to see some of this detail implemented in the flavoring of the animal.
Can legacy and Evrima be merged together where there is just a pre-menu option that is like 'select your branch' and you choose Evrima branch or Legacy branch, and then it loads up either or? Uninstalling/reinstalling and switching back and forth is a pain in the butt.
I have an idea ok I was thinking Ceratosaurus can eat nasty gore, that will infect it’s mouth and that will give other Dinosaurs infections in wounds similar to the old Komodo dragon bacteria mouth theory
Not like venom but like a infection
Maybe some sort of thing that has to do with the rotting meat it eats and how it effects Dinos when it bites not like venom
Welp, guess its time then, ages ago i came up with this ability idea for troodon, that was before it was official and venomous… sigh now its time to give it to mono…
The craftsmen
Mono or any other small theropod with hands in need of a niche that hopefully aren't mono can use materials in the environment to make things such as traps or basic tools
For traps there's 1 type, spikes
The theropod will be able to fashion a spike pad with sharp objects, it comes in three tiers
Basic, the theropod uses sticks to trip up smaller prey, has a small collision range very easy to make
Moderate, the theropod uses nails from merc camps to make a more advanced version of the spikes, these cause the animal walking over them to stumble and flinch, giving the theropod a chance to strike, no collision range
Advanced, similar to the above but with larger range and longer lasting effects, the theropod uses taco quills as spikes, has the largest collision range and makes things stumble and flinch
Tools
The theropod can use tools to get at resources it usually wouldn’t be able to
Using sticks the theropod can get termites and other insects from hiding for relatively easy food
Using stones it can crack open tough nuts and fruit, maybe even juvie minmi
The theropod can pick up things like merc hatchets and swing them around with minimal effect and maximum stupidity
Honestly just wanted to get this out there, feedback is much appreciated
Add xenacanthus to the isle as an ai fish. Its a fucking unicorn and a shark which makes it automatically the coolest choice possible.
Give troodon mimicry to a different dinosaur please :C
Give Ovi sound mimicry.
After all ovi is supposed to be ‘better at stealing eggs’ than other animals. Ovi could mimic the F calls of some juvie animals for distraction before stealing eggs or babies.
2 words, oviraptor mimicry
Mabye make cera like a wolverine, very strong for its size but not like it’s gonna easily kill an allo or anything more than 1/2 the weight of it but maybe make it normal strength against some other Dinos
Personally, troodon's ability to mimic calls should be given to oviraptor. Firstly, mimicry on top of troodon's ability to inflict venom and its nocturnal nature is plenty enough to make it distinct and unique. Secondly, mimicry doesnt even benefit troodon's kit well. As a nocturnal predator troodon would be wanting to stay quiet and strike before its prey can see it or know of its presence. Mimicry goes directly against this by requiring the troodon to make a noise. Thirdly, mimicry suits oviraptor's kit much better. Mimicry for oviraptor could greatly help it gain access to nests by luring protectors away to gain access to eggs or luring out young hatchlings to it for a quick snack. Lastly, mimicry would help set apart oviraptor and gallimimus more. Since gallimimus is becoming an omnivore that can eat eggs and potential smaller animals and gores all oviraptor really has over it is that it supposedly steal eggs better than most. Mimicry would give oviraptor a very distinct difference from gallimimus and like I said before would further help its ability to steal eggs living up to the idea that its the best egg stealer. Thanks for reading.
please give giga it’s iconic dewlap from legacy in evrima he just won’t be the same without it, the dewlap made our giga unique imo and it needs to make a return in evrima.
One more cerato thing, the default skin in legacy shows a red head but in game gives it an orange head, pls have recode cera have red head as shown unless that is orange but legacy one is kinda yellowish orange u guys understand what I mean right?
Mi suggestions on beaches:
Beaches currently in the game look very artificial. Even though, they are very visually pleasing and attractive, so i believe that with this simple implementations beaches will be not only visually appealing, but also realistic, natural and with a more balanced composition.
First of all, beaches in EVRIMA go steep EXTREMELY quickly; like in a few meters the floor is like 30 meters deep. I think that a better approach would be having more of a small slope of maybe 8°-10° so that you can walk maybe up to 20 meters away from shore and still be able to walk on your feet.
Secondly, and more importantly, the sandy shore should be AT LEAST 2.5x bigger than it is on the game. I understand that some beaches have only 10-15 meters of shore before becoming wild foliage, but a 20-25 meter sand extention would be imo much more natural looking than the current 8-12m shorline.
Finally, in the game there's a point in between the sand and the rainforest in which there are no trees but palm trees and grasslands. I believe this zone should be way more extense than it currently is. So either make it way bigger or implement mangroves (:
P.S.: devs pls cenotes? #general-feedback message
maybe magy could drop its skin and scales off when something grabs it, nakey
I would love to see Tar Pits added to the game as a hazard but with incentives.
https://clips.twitch.tv/SilkyAntsyArtichokeSeemsGood
As it is in TI corpses and skeletons do not spawn anywhere on the map, which is a good thing IMO. Food should never be free. However... one place where it might be appropriate or even a good idea would be Tar Pits.
Tar Pits should in essence work as a player trap, but without the "honey" or lure, it's not going to work out as a hazard. As such certain foods should spawn to attract animals, corpses for carnivores and special exotic plants for herbivores. For the corpses they should only spawn with a small amount of meat; so as to not discourage actual hunting.
Even though it's a hazard, I don't think the tar pits should be complete death sentences; otherwise they will just be avoided. They should be able to managed by slow, light footsteps that prevent the animal from sinking. Also certain spots in the pit should be deeper than others, requiring careful maneuvering. Frantic or fast-paced running on the other-hand = death. As long as you are smart about it and watch your step it should be possible to come out with your prize.
The last clip included isn't Tar, but mud, but it works on the same principle.
Dinosaur Trap - Walking with Dinosaurs Ballad of Big Al - BBC
https://youtu.be/Yjo8mqqP1YU
@civic solstice I think that's a good idea, but I'd change so that if you buy The Isle, it downloads the launcher (just in a few seconds). Then, when you launch it, it prompts you to either install The Isle - Legacy or The Isle - EVRIMA (or both). If you just installed one, it'd grey out the other one, but if you did install both then you'd be able to pick there. And, I'd also add the option of entering either of these two launch codes "-legacy" or "-evrima", where it'd just skip the launcher altogether and go straight to either game. 🙂
For the semi-aquatic creatures like (?only?) deino, they should be able to hear(medium or long range) vibrations under water and smell (small or medium range) on surface/land
Stegu attack animation looks a lil weird. A bit to jab by and awkward. I prefer a more of a swing from the tail.
So far the direction the game seems to be going is that it's encouraging players to constantly move around the map. Food sources deplete or simply can't sustain large groups, herds have to migrate and thus carnivores move with them.
The problem is, this makes finding other players incredibly difficult. Currently in legacy, finding players is a matter of going to one of the hotspots. There might not always be people there, but there's a good chance there will be. But if there are no permanent hotspots, finding players will be a lot harder. So if grouping can only be done by actually physically being with someone.... how are people meant to play together.
IMO there needs to be a more intuitive way of doing grouping. Something that will allow players to find each other over long distances. Even if you can't group up from far away, at least being able to figure out where others of your species may be would make finding each other much easier.
Personally I think a good way of doing it is simply to let server owners decide whether grouping should be done like it is now (2 calling within proximity) or if it can be done similarly to legacy, over long distances. This lets server owners customise their servers and gives players the different playstyles they might want
Please when making a smaller map add in some better landmarks so it will be easier to Navigate around the map. Also for both the small map and evrima can the vegetation be Toned down a little? As a hatchling/juvi we don’t get to see our dinos because the grass is to long and as an adult most of the the time all you can see is branches and leafs in your screen for the majority of the time. Legacy has a good mixture of vegetation and open areas where you can be able to see landmarks like the  aviary, Radio tower, sink hole, great falls, and others that allow you to orient yourself on the map without a in game map and the amount of vegetation allows you to hide if you get spotted and loose your assailant.
the new stego tail strike looks....weird, hear me out
it starts out like a hook, but then switches to a jab. It instead should just be a swing
Make herbivores able to sniff while walking. It doesn’t make sense that carnivores can but herbis can’t. What happens when herbivores walk? Do their nostrils seal themselves shut?
I really enjoyed the nesting mechanic in the game but I think there’s some things that can be utilized instead of just hatching other players. In ecosystems hatching areas are very important and causes very big migrations for most animals. One very big problem with the legacy branch is the herbivores don’t migrate very often. They stay at places like hidden, Great falls, Western most, and a few others because of the high spawning vegetation that supports a good size herd. This causes a problem when venturing across the map as a predator because your likelihood of running into a herbivore is slim to none. Another problem with nesting in the Legacy branch is that it takes 15 minutes to incubate each egg. again this is adding to the problem of herbivores not moving at all because of the long periods it takes to incubate each egg. My proposal is that the evrima map and the new smaller map have at least seven nesting areas six of them being on the edges of the map on opposite sides of each other and one in the middle. on every other hour(example: 1 o’clock, 3 o’clock, 5 o’clock, 7 o’clock, 9 o’clock, 11 o’clock. IRL time) dinosaurs will be able to nest at two of the seven nesting areas(which can be found by the herbivores sniffing and seeing an icon show up directing them where the two nesting sites will be located 30 minutes before the nesting hour begins). exactly on the hour plants will spawn that will support nesting and dinosaurs will be allowed to nest 30 minutes from the hour(example: if 1 o’clock is when the nesting was enabled the dinosaurs only has until 1:30 to incubate their nest and to hatch out hatchlings). Incubation of all four eggs will only take five minutes. After the 30 minutes is up whatever egg has not been hatched will spoil. During a nesting session only four eggs will be allowed to be incubated and hatched even if you hatch all four eggs you won’t be able to incubate anymore until the next hour of nesting comes. 
30 minute after The nesting our plants will slowly despond which will encourage the herbivores to move to find more plants to eat. The same idea will work with the carnivores But instead they’re times will be opposite times from the herbivores (example: 2 o’clock, 4 o’clock, 6 o’clock, 8 o’clock, 10 o’clock)
This might be too soon, but I have a perk idea.
Thick Hide - Animals 1/3 your weight, or smaller, can not apply the bleeding debuff to you
Irl, Allo had a extremely weak bite. It was almost as weak as a modern day lions. That being said, it did extremely high amounts of bleed. I think allo should be less of a hard hitter, and more of a bleeder, and cera should be more a high hitter and less of a bleeder.
When you put hyper carno on evrima(idk if its confirmed but i imagine that it will be there with the other old hypers) give him impaling while charging, that would be a very cool effect, and also logic because of that giant horns and mobility
I know this is a lot to ask and if its not currently possible I get it, but it would be really nice to have a list of all the dinos that are coming to the game eventually, and also Id love to see the trello have more updates listed for the future.
The new roadmap is much better, it is far more detailed and comprehensive than anything prior to that. It contains more than just animals and outlines the general direction and order in which things are going to be done. This is what I expected from the roadmap all along.
Overall it's a massive improvement over its progenitor and I believe it is a very good point of reference for the community and should tremendously help out the development of the game in the long run. Good job on creating it in its current form as it gives a lot of hope for the future.
I have various concerns about stego's situation(assuming the stego's speed is the same as the one already shown) and other situations, and I will expose them in cases
-Case 1, stego is weaker than apexes, and apexes are faster: first, stego is just screwed, it also defeats the point of fictionalizing anky (to the point is not anky) so anky can be faster and not "to slow to be fun" because stego is also "too slow to be fun"
-Case 2, stego is weaker than apexes, but apexes are slower: defeats even harder the point of rhino anky as there are at least 4 dinos that are "too slow to be fun"
-Case 3, stego is as strong as apexes, but apex are faster: we basically have been lied about "no apex until smalls and mediums are in" (unless apex level herbis aren't part of the rule which should have been specified) , and as in case 1 the rhino anky point has been defeated
-Case 4, stego is as strong as apexes, but apexes are slower: a mix of case 2 and 3, we have been lied about "no apex" rule and at the same time the point of rhino anky is totally destroyed with several "way too slow" animals
Summary: stego is screwed in case 1, we have been lied(or not properly informed) in both case 3 and 4 about no apex rule, and anky being fictionalized into a rhino with a cosplay so it isn't "too slow to be fun" has lost its point in the 4 cases (even more in case 2 and 4) not to mention that the way dinos are selected to be fictionalized or not seems to be totally arbitrary
On a side note, the roadmap is very good, much better than the older, looking forward these updates
It'd be nice to see sandbox mode/something similar being brought in soon, or at least some way to emulate death match servers. Honestly I think deathmatch servers are brilliant, they're a great way to easily practice and hone your combat skills against a wide variety of targets, and it'd be nice to have that in evrima. In particular now that we're gaining not just new skillsets and abilities with the old roster, but new additions to the roster entirely.
Can you give agression to fish? Catfish for example are very active predators and they can grow to enormous sizes, being able to attack and swallow big things. Big catfish can randomly spawn or you can play as one in events like the other fish and they attack small juvenile/hatchling dinosaurs that are very close to the water and swallow them, theyre also a challenge to hunt for fishers and only big and/or experienced ones are able to kill this beast
When a dino gets to 100% bleed it shouldnt just kill them as that feels cheep However the dino is far weaker in all regards still making it easy for a pred to kill them but also giving the dino at 100% bleed a chance to survive
Have the water turn red with blood everytime you are eating next to a river/swamp Or the water turning red when you are bleeding and swimming
If synced emotes become a thing. I think it'd be really cute if there were emotes that allowed you to express affection towards others. I scribbled a few examples to give you an idea of what I am talking about. I tried to base them off of current animal behavior.
Idk why I have been thinking of this but I keep imagining Oro with a lemur like tail
Give choosing to die from age as an elder a statistics log listing how many kills you made, how long you lived for etc etc.
Personally I'm not a fan of the whole perks while growth thing, my main fear is the fact that this will create “meta” builds for certain animals. So imo have it so perks you get while growing improve quality of life things.
For example: You can carry corpses that are 10% larger, grazing fills you up by 10% more, vomiting is only applied after eating 15% food over your max instead of 5%, etc
This would still have a decent effect on gameplay without majorly changing how animals interact with one another that often.
Perks that you get with the elder system when spawning in post dying of old age should be the perks which have the major effects on your gameplay. This would both incentivize people to main certain animals while also giving people larger attachments to their animals. Perks like these should build off an animal's abilities either changing them for the better with some downside or giving more situation utility,
For example: While pouncing a larger animal as Utahraptor you can click left mouse button to scratch at them with your toe claws dealing higher bleed damage but doing this makes you lose 1.5x more stamina, or for something that burrows you can make an extra disconnected burrow but both burrow chambers are 15% smaller.
oh also if you are grown/injected you should not receive any perks to actually get people to work for their animals more often
With Elite Fish being in ongoing content now i think they should be released with the fishing dino aka sucho ill list my reasons now. (1)Sucho Is water based and is quite slow so it wouldnt impact the main ecosystem that much except for the swamps> (2) We need something that can go after Sub and young deinos No other creature except for Deinos and Sucho can do that (3) Sucho is the fishing Dino it just makes perfect sense.(4) with diets coming another pred in the swamps will def make the swamps more risky they go to mainly in shallow water deinos cant go to.(5) also like what happened to dryo it could get its animations ported over.
Evrima feels kind of dead again. Low player population (expected), low/no ai population, low bush population. When food population was higher the issue there was that as a carni you had to stay near food so you could not travel and explore the map. I liked grazing slowly increasing food, but in its current state is kind of annoying. Looking forward to the future updates and life coming back to Evrima.
Since 0.5.19.28 patch my list of ideas has grown again so it's time to share.
This time I will not attach a large text file but put each item into it's own comment.
Should be easier to read and allows folks to give thumbs up or down on each item separately.
Yet it will be a number of comments so please excuse the spam and thanks for reading! 
Grouping system - Friendly Fire
Does not do any damage (or just very reduced) instead does any, some or all of:
- if the causer is considerably larger than the victim knock the victim off it's feet (like when utah pounces dryo) or vice versa if the victim is the larger dino
- if both are of equal size then:
stop or slow down movement for both
apply some stamina penalty like when quickly raising from resting
- in any case (even if causer is smaller) interrupt/fail the victim's current action - if the victim was about to execute a pounce or bite it will fail or simply miss the prey it was aiming for
- same applies for (accidentally) trampling over a group member (only works for considerably smaller ones), don't apply damage but throw them off or push aside
Grouping system - Invite Mechanic
Numerous awesome suggestions have been made - my favorites:
- instead of 2-call use a new call: e.g. 5-call
while I like this most, this will surely be a lot of extra work, not worth atm, could be planned as a future road map item
- long press 2-call to issue an invite
will still allow regular "me friendly" calls by just single pressing 2
solves the issue most folks currently have and does not require a new call & gesture/animation for every dino
- switch to long press F-call. Why?:
2-call is a friendly signal not just for the own species but among all species.
F-Call is called "Special" in legacy and "Vocalize" in Evrima but commonly referred to as the species specific call.
As grouping is currently allowed with same species only this call would be more appropriate in regards to the intended audience
Grouping system - Invite Distance
How do I find / connect with my buddies if they are on the other side of the map?
- tl;dr: finding/meeting each other is a separate mechanic from inviting to a group
Both might still be solved by a single mechanic. But ultimately finding / meeting depends on navigation.
Navigation currently is ... let's call it "not so player/human friendly" which makes it such a challenge to come together
While we play dinos, we are still humans behind the screen, so we need a human way to navigate in the game.
So let's focus on navigation for now and recapture what we have today - it's not that bad but there is room for improvement. This might also help some newer players to improve their navigation skills:
Coordinates
- coordinate numbers are neither dino nor human friendly
-
- no copy&paste(!) looks like this will be solved soon - thanks Amarok!
External map (like http://vulnona.com/game/the_isle/)
- no copy&paste(!) looks like this will be solved soon - thanks Amarok!
- have a map open on a 2nd screen (either dual monitor or maybe a tablet or smartphone)
- players need to manually locate their own position on the map (see Coordinates)
- players without a 2nd screen have to switch back and forth between browser and game
Compass (scent)
- well done, I love the immersive style, but
stays too short for the amount of time + stopping required to bring it up
linked with scent! So Utah can navigate while walking, Teno has to stop, not sure about Dryo
to be actually useful it requires handling coordinates + optionally an external map
Directional Audio
Beautiful & immersive game mechanic that serves many purposes. Please keep improving/expanding it!
- locate water / your own position relative to nearby water
has some use to find/track ones position while moving
- become aware of your own position on larger scale
ambient sounds change noticeably when passing boundaries of the different biomes
This helps to travel the map but what about "the last mile"?
- 1,2,3,4,f-calls close the gap nicely - but we all know what risks come with making too much noise ;)
Scent
- locate water / your own position relative to nearby water
requires a map again
Pack scent
- does not work to locate individual players
- even if you intent to just join any random group you might still run into a pack of a different species
Landmarks
- BP, roads, rivers, lakes, mountains / hills, rock formations, vegetation etc. but:
all these only work in plain sight, but they will not stay in sight for long when traveling
All the above have common challenges:
- heavy learning curve
- tricky to restart navigation if you get lost
- map required to put that information in "context" yet deliver mostly rough travel guidance
How to fix navigation and finding each other:
Compass becomes part of the HUD so it will be toggled on/off along with Stam,Hunger & Thirst
If players want a more immersive "real dino's life" experience they can disable the HUD
Stam, Hunger & Thirst displays are, similar to a compass, not what a "real" dinosaur would have in its view port all the time anyway
when reaching these limits there is audio and/or visual feedback (heavy breathing, blood overlay, adding stomach growling would be cool)
Provide a map and/or help external map projects integrate with the game (API). I personally prefer a map inside the game:
- toggled like HUD, not a constant mini map
- make the map immersive:
toggling the map moves the camera between the dinos current 3rd person position & "10.000 feet" back and forth
despite the long animation and loss of "live" view, add some sort of cool down effect to discourage players from constantly toggling the map:
only while standing, or maybe even require resting
- do not allow to move the map around or zoom in freely
yet allow a small number of zoom levels at the current position of the dino
could depend on Dino's age, like scent range & duration
so the player can investigate the area around their current position in slightly more detail
- allow to set one or more waypoints on the map
mark these waypoints on the compass
- show the position of the herd that a player is currently a member of
- the map could also "reveal" positions of other existing herds of same species (or even same type)
this is controversial and has a potential for exploits. How to mitigate the potential of exploitation:
- positions lag by design, shows where a herd was 60,120,180+ seconds ago
- positions are updated in the same interval only, so movement cannot be tracked closely
- "position" refers to an area of the size of 4,8,16 football fields depending on how far away that herd is from the players current position
Grouping system - Invite Distance (finally)
Once navigation is solved the group/invite system can now focus on it's main purpose:
- Invite distance for any dino of same species should have larger range, I propose calling distance - this will allow more player interaction
- Yet it needs a more suitable interface to not spam players with invite calls
the "Accept/Reject Invite box" that we have today will need some visual adjustment to make it less disturbing for players not interested in Invites
yet clear enough for players who are seeking to be invited
present some basic information to the invitees like:group size
distance to the group from the invitees current position
average size of the existing group members
other stuff that helps to decide whether this group is the right fit or even worth to switch to from the current group one is part of atm
- Make it possible to merge existing groups
invite distance should be like it is today (as far as my experience goes you have to stand right in front of each other to make an invite with 2-call atm)
some group size limits still apply of course
** Life Cycle - let Dinos become old / senior (a new level that comes after Adult)**
- I wrote this one some time ago. Although the "Elders" have now been introduced on the new road map I still want to share how my vision of this looks like:
- add an ability like "super-scent"
even larger distance
improved highlighting of water, food, prey
ability to set navigation waypoint for group members (see my comments about Navigation above)
- larger invite distance - broadcast invite
- ability to merge groups
- ability to add AI to group
- at the same time these super experienced seniors loose other abilities or they become less powerful like:
stam cap
running is slower, accelerating takes longer
become hungry and thirsty faster, or by dropping thirst and /or hunger levels by a large amount occasionally
- the idea is to have members in a group that can contribute to the pack in specific ways:
older can help manage / steer the group
younger can fight to defend against predators, or be the hunters that feed the group
- but at the same time don't make dinos just ever more powerful while they grow up
- old Dinos eventually die
I have seen teno packs growing quite large with the majority of the members fully grown. It was almost impossible for Uthas to achieve what these predators are supposed to achieve. Instead what happened was Tenos chasing any nearby Utahs
same for Utah packs that become very powerful over time
that might change once more dinos are introduced to the game, but maybe it just moves the issue to a different dino type
Making dinos die of age will refresh the group structures naturally
add an option to spawn near their original group or hatch from eggs owned by that group after dying of age (unless player decides to pick a different dino type of course)
EOM
For carno's run animation, I highly recommend just recreating and polishing the old run; it felt extremely powerful and worked so well for carno, I dont see a need to replace it with a new one
How about animals that can fracture bones, such as pachy and hopefully more to come, can smash into trees to take them down. This would stop Herrera from being entirely invincible. Also since hypsi has its mega charged jump, maybe if landed right it could land on tree branches, and carno could charge into a tree holding a hypsi to knock it down.
Can we add some water (potentially food) sources where I've put the red dots at the top of the map?
A lot of work has been put into that landscape and it's a shame no one gets to enjoy it because it's pretty much a death wish to visit those places.
If you're worried about people camping in obscure parts of the map, you can make food spawn less frequent so the players have to leave to hunt/migrate to food every now and then?
As a Utah I'd love some time to scale some of those amazing rocks without dehydrating.
Regarding diets and day/night cycle.
Make a certain fruit or flower that only blooms in the day and some that only do during the night.
When diet comes in, some herbivores will be meant to be more active during the night due to their preferred food being abundant during the night, giving the night a higher activity (also for a more night capable herbivore, not just night hunters like dilo and troodon)
Repost of an old suggestion after the news of a smaller map:
I made this using the new thenyaw map for fun. What's the idea? Not just biomes. But areas, since the one biggest variation would be the shrubland to the left of the volcano (and the burnt forest south to it). Instead of making a whole Island based on one type of ecosystem, dividing it in multiple areas with each one having a focus. Like it shows the centre low area having a huge lake (My thought was kinda giving the hyper tree a place in the middle of it), centre upper area is the swamp and centre middle marshes, middle bottom mangroves, etc.. These are just environments suggestions, but the main thing is: the separations, natural looking from above, and each one of them having an important (and hopefully awe inspiring) landmark. The swamp for example, yes, there is a swamp, but what could we have there to make it look and feel more unique and special?
So that's my suggestion. to when making maps, mark up areas, and work from centre out, make a core of each area and know what's colliding so seamless transitions can be achieved.
I know the current maps are not ready, and insanely huge maps like spero shouldn't be really a thing. We need interaction (both people and AI, since it's multiplayer). Sizes from Thenyaw to complete Spiro (absolute maximum idk what it is) should be more than enough.
(of course, it's not showing every possible river/pond, just main bodies of water. And the grey lines around the volcano is a greedy addition of caves in to the volcano. Could be rich in minerals that could improve the herbivores nutrition, so it would encourage traversing through them, not much nutrition asides from healing illnesses, boost growth or healing, maybe there could be small bodies of water in to keep them moving, but nothing to fill up their hunger)
EDIT: every area could also be a focus to certain wildlife/AI
is it just me or is Pachy's dome a little, i don't know, exaggerated?
DEVS pls read❗❗So here's a doc for RUGOPS that I made. Feedback would be appreciated. Btw I put a multitude of OPTIONS for Rugops. Not saying it should have all or any of these abilites. Basically Just choose which ones YOU THINK are the best if you like any (btw I'm not the best at grammar, if i see anything I'll change it)https://docs.google.com/document/d/1m9TDZ4taZJQSAN-_VzM3pK3UBiqGR3-EBXaOdXNMedM/edit?usp=drivesdk
We need insects and insectivores ):
There is a good substantial amount of dinos in the roster that could be insectivores. For example (this is just an example, not the point of my suggestion per se), oro could be insectivore and, because insects are more active at night, nocturnal. This can apply to other smols.
I like the new roadmap with all the mechanics of Legacy but this top secret thing is ...
Animations from Utah and Teno are well done, I just hope that the big dinosaurs won't turn so fast.
I also have a few ideas floating around in my head.
Local chat?
A local chat that all Dino species can read.
safe logout
Several parameters that must be met in order to log out safely.
For example that you are not allowed to have any active debuffs (bleed, broken bone, ...) and your health is above a value (e.g. 50%).
Server settings (ini) to deactivate the individual debuffs and set the value of health.
ESC menu
An information when logging out via the ESC menu, as with Exit.
Map?
Many players use a map, how about adding a minimalist one to the game.
Maybe player-centered and with fixed zoom and with a few information about the server (name, number of players).
A third page in the character and group menu.
Options for the calls
1 call (long press):
Show your names to everyone, not just your own species of dinosaur.
2 Call (long press):
Group invitation.
3 Call (long press):
Fear the smaller dinosaurs nearby and give them a debuff.
4 Call (long press):
Disables the fear debuff.
Group invitation
Dino 1:
2 Call (long press).
Dino 2:
Has two options, 2 calls to accept or 5 seconds to wait to decline (invitation disappears automatically).
System with full group:
If a player in the group is offline, he will be automatically kicked, otherwise both will be shown that the group is full.
Group menu
More information e.g. how many dinosaurs of each kind can play together and how many are currently in the group.
Mixpacking?
A mixpacking system that can be switched on via server settings (ini), which works with a point system.
Example:
The maximum group size is 150 points.
A trike consumes 50 points, whereas a teno consumes 18 points and a dryo 7 points.
Server settings for the groups
Server settings (ini) to change the group sizes or the points in the mixpacking system.
And finally
Please an option to deactivate the auto-sprinting.
Feedback: I’m in love with the concept of the Troodon. It really is a good choice to make it an animal to form hordes and make creepy laugh like notices. It really gives me the same vibes as a scene from avatar. Suggestion: make Troodon AI fear fire when humans comes. https://youtu.be/zCbECmoCscg
Avatar - Jake Suly Meets Neytiri Scene | Avatar Viperwolves Attack Scene
Jake Suly First Night in the jungle of Pandora ALONE
Playlist: http://tiny.cc/d3jqnz
CREDITS:
Official 20th Century Fox: https://www.youtube.com/channel/UC2-BeLxzUBSs0uSrmzWhJuQ
©Fox (2009)
Director: Jam...
Ok, here's my suggestion for Bajada in a way that it has a unique niche and is original, if you have any feedback please dm me or ping me in #general-feedback-discussion , hope you enjoy it
: https://docs.google.com/document/d/1x8KWNsGQlevXT-AEOTJTW7QrPRazNi_2_xCK9_9Qt4s/edit?usp=drivesdk
Utah turning in place
For some reason me and few fellow people that like the utah would recommend the “alt turn” for utah to be more natural ; lowering the speed of it would be a nice thing to do in that matter.
Utah speed
Seems a little bit to fast or its just its camera angle that has to go higher a bit , the speed which it is right now should be his ambush speed in future of that mehanic get added
P.s. Sorry for my bad english ... im trying 🤣
Building off of what someone else suggested (and probably many have), and to emphasize: we would appreciate a sandbox mode. It's crucial in terms of building up skill, learning the capabilities of each dinosaur, and giving new players a sort of introduction if need be.
I also think it will bring back a considerable amount of playerbase for the time being, and can be a pastime or just practice while we wait for bigger and better updates to show their face. And, for extra zing, you could (unlikely) add unfinished dinos into sandbox strictly, but I think that will break the spark in introducing a new dinosaur into survival, but to each their own. In summary, sandbox is actually a really great idea, and I hope to see it implemented soon.
I think you guys should reduce the growth times for herbivores...literally 90% of the player base only plays carnivores, and, for example, the trike, which takes 6 hours to grow, what's the point and reward of waiting 6 hours to be a walking buffet...? I hope im not being confusing and you get my point, herbivores growth times should be drastically reduced, so more players would play as herbivores, there is really no point right now of playing them since you have to wait a long time until you can decently even protect yourself and even then you will be a walking buffet....
@summer magnet That's a great idea! Though adding onto that, animals like the pachycephalosuarus and homalocephale should also be able to headbutt trees so that edible fruit (like mangoes, coconuts, papaya, whatever) fall down! Image below is of a mango tree (it isn't mine).
Now this is going to be my last post for a while so this is what i think
about the news kissen gave aka Splitting The game into different sections. This is a bad Idea What if you want to play as a Allo on Spiro well guess your out of luck there. so this is what i suggest. The current Roadmap plan is Good Smalls and some mids first that is what we all want however update 9 and above should be when we start getting mids like Allo and Para as that would be the perfect time to start getting them. One of the major things that make the isle unique is its roster From Lizards to Soaring giants to a literal seagull thats what makes the isle well the isle that ruins that. Hopefully you reconsider your choice as this is what me and Alot of people have said in isle discussion and other areas. Good luck on update 2 and 3 ill prob return around then.
A lot of times in the isle there’s to many carnivores in some locations there is more t rexes than herbis all together I feel like there should be more motivation to play as an herbivore, maybe slightly shorter growth times or something else.
I think you should be able to see the character screen in sandbox/deathmatch servers. When I’m practicing fighting in deathmatch it’d be nice to see how much bleed and stuff I have.
Stop trying to balance the game around Magy.
Agreed with Spark. If you don't want us to think you are doing this then you should perhaps stop making several incredibly strange decisions for survival. Additionally, having the audacity to put those 'AE LOADING ERROR SECRET' after all that's happened with teasing unknown stuff in this game frankly feels insulting to the longtime followers of this game.
I think that indefinitely only having smalls/small mediums as survival playables really isn't a good idea. Mid-Large sized dinosaurs are extremely popular, and without them many people simply won't be interested in playing at all. I like the idea of building up the small ecosystem first, but keeping it small only just leaves a bad taste. Dinosaurs like rex, trike, spino, and cama are the reason many people bought the game at all.
Ok, first of all,** I'm against limiting rosters**, but If it finally happens, please add an atoll island where the biggest land animals allowed are Minmis, Minmi Atoll needs to be real 
Keep Legacy Dilos 1 call (or have it almost the same)
https://cdn.discordapp.com/attachments/401464048610312195/772881428126892042/unknown-1.png
I'm not sure what this entails, but the idea of making it so you can only play some creatures with other creatures and maybe even on certain maps leaves a very bad taste in my mouth. It is ok for some creatures to not be viable vs. the bigger guys. Not a single person has ever expected the smaller boys to contend with the bigger boys, they're small enough to hide and quick enough to get out of the way, and provide so little food the bigger guys probably wouldn't bother anyways. We don't want a split content game. We want a full content game, with the full roster available, please and thank you.
Please clarify this statement as it is not a light thing, and if you want to continue transparency the community needs to know what this entails so we can properly give our feedback on it.
I originally made this because I thought pachy's dome was exaggerated, but now i think this could be a part of sexual dimorphism. Right Female Left Male
This is a little more poorly done but i think you guys get the idea. (note that the red on the dome would be blander/duller)
I’ve seen stuff about splitting up the ecosystem into different tiers and all I can say is, don’t do it, don’t ruin the game like this
Please do not add ecosystem splitting.
It would be nice if the dinosaur calling get fixed, there is a delay between the cast and the action.
Idea for Female Magy when sexual dimorphism is implemented
For the love of god please do not split up the ecosystem. I can't inagine having to play a game like that, let players choose to be whatever dinosaurs they want. I don't want to have to leave a good game
I know that unofficials might be able to choose their roster, but we all know what a hellhole unofficials tend to be. Please, reconsider the ecosystem splitting. I'm hoping that I'm just confused and misunderstood, because having certain dinosaurs locked just seems... lame, for lack of a better word. It's so much more fun with actual players as the large dinosaurs, instead of it being strictly AI. Knowing that there's another person behind (most of) the other creatures in the world adds so much more to the gameplay.
Just remember devs, if you split the roster, you don’t just split the dinosaurs you split the player base and thin the player count on servers
Idea for Female Herrera. (poorly done ik) I'm going to make a few more of these
(poorly done) edit for male and female stego's plates.
Smol minimalistic edit of deino dimorphism. (if im annoying I'll stop)
I know this isn’t going to happen but I just wanted to see how people would react to this. what if Ceratosaurus rex was added back to fill in as the giant scavenger of the big mid tiers like sucho and Alberto
Random thought I just had, not really ironed out but an idea I had for hallucination-inducing venom was making it so that if you were in a group, someone's name tag would appear over a stranger instead of the player it belongs to, or maybe just make it appear far away without being attached to any player, so the person who is hallucinating would essentially be tempted into a wild goose chase after a name with no player behind it.
To add on to @urban robin's idea of hallucinations, maybe if you were being attacked by dilos, fake dilos would appear and you couldnt tell witch ones are real and witch aren't
for example, If 3 dilos were attacking you, a magy, if you got bit you would hallucinate 3 more fake dilos, so there would be a total of 6 dilos, 3 real and 3 fake, You would probably waste your stam and time attacking a fake one, only to have a real one jump on your back.
Also if you did attack a fake one, it would turn into mist and float away
Just to add more to the pile: please do not split ecosystems. Many people have been looking towards playing as bigger creatures ever since evrima announced it would start of with the smalls. Taking this hope from ever enjoying bigger creatures within the official servers seems like a huge part of the community would just be ignored and shoved to a side. One of the main characteristics that made the isle so fun was its diversity of creatures you could become along the care that was put into a fun experience. If you split the ecosystems, you take half of that fun away for a lot of players. You guys had previously mentioned how bad it would be for only some people to be allowed to play an animal per server; how would this be any better?
P.S.: I know this only applies to the official servers, but as people have mentioned before, the main experience that the devs give us in officials should feel complete, and not locked behind an invisible wall for no good reason
Please change the Tenonto breathing sound effects when the animal gets tired to sound like actual breathing. Right now the Tenonto sounds like its having a stroke when it gets tired. At least for the juvi stage it does.
A lot of people don't like the idea of ecosystem splits, but I love it. Different regions and biomes of the island with different selectable playable creatures gives a more unique feeling, and sounds much better than every creature being present in every subdivision of Spiro's ecosystem.
Yeah, I know
** ** ** **↓
Just an Idea.
The Isle uses red as a major color on most, if not all it's male dinosaurs. It would be cool if they could come up with a new color component for the distinction of males and female.
Hey, I'm not entirely sure if this roster split is actually being considered, but hey I'll give my feedback anyways.
So I didn't find any logical reason to do this, expect for the sake of balance. I really hope you guys know (devs), that nobody expects that the game will be fully and perfectly balanced ( if some do, that's their fault and should learn a bit about how balancing works when you need to consider so many factors). We just don't want to see any extremes in balance (both in positive and negative ways).
There is already a mechanic that can literally soft - "control" how the dinosaurs will act, and where they will go, we don't need any more hard/serious restrictions (especially not roster cutting/splitting).
Nutrition system and bioms.
Create different type of plants/bushes that will give different amount of food for each invidual herbivore, and build a Carnivore nutrition system on it. I will give you an example.
Let's have an example with our beloved (memed) Ceratosaurus.
IF a Ceratosaurus can't hide/run/fight a Rex ( wich is pretty unrealistic, any of the dinosaurs should be able to do atleast one thing) then make it so they aren't really competing with each other, only in extremes.
Nutrition for Tyrannosaurus Rex :
- Parasaurus
-Trike
Nutrition system should reward you with things like :
If you follow your nutrition : a) Passive minimal Growth buff
b) You get more food out of it.
So, you got atleast two reason to motivate a Tyrannosaurus to be at the same place as Trikes/Parasaurs.
Give Cerato an other Nutrition :
- Tenonto
- Diablo
Parasaurus/Trike and Tenonto/Diablo will be in a different biom due to THEIR nutritions. Therefor if a Player wants to play the optimal way, Cerato and Rex encounters should be pretty rare. I could go into even more details, but I think you can get my point. Nutrition system is a really good tool to balance out things.
Just to further express what I mean when Tenonto doesn't sound like actual breathing when its tired. (at least for juvi stage)
Armadillosuchus: the omnivorous nightmare of everything small that can burrow.
Whenever we get the diets and more server customization maybe servers could choose what Each dinos main food is. THIS IS ONLY FOR UNOFFICALS
A bunch of people already said it but I’m adding my voice. DO NOT split the ecosystems
Ok i think i can speak for about 99% of everyone in the isle, and this has been mentioned so god damn much, but DONT SPLIT THE ECOSYSTEM
like 1% think its a good idea while everyone else think it is a terrible fucking idea, just don't.
Being able to lay your eggs in another creature's nest
in the future , eggs and nests will be separate as oviraptors can take them out and eat them
so this would add another level of , realism , but also morals
this egg is hatched under your nest , you incubated it , and after it hatches you find out its a different specie
like a parasaurolophus egg or tenontosaurus egg in a stegosaurus or triceratops nest
the reason animals or dinosaurs would do this is they could be unable to care for the babies , they dont have the time , or they dont have enough strength to fight off predators
say a herrerasaurus mother was on the run from troodon packs or a utah family chasing it away from an area , the herrera mother could find a random nest that is similar to itself like a gallimimus nest or a troodon nest , those mothers would take care of the babies when they hatch , and when the mother herrerasaurus escapes from the predators , she can come back , collect her brood and bring them to a nice nest or burrow where they can be cared for by a herrerasaurus instead of a surrogate mother
things like apexes would not need to do this , they are usually the biggest things around so they cannot sneakily lay an egg in someone else's nest
but say a beipi laying an egg in a deino nest , that would kind of understandable , the beipi mother was in a stressful area and couldnt take care of babies so she just laid the eggs in a deinosuchus nest , the beipi player knows , the deino is going to take care of the babies as if they were their own child , so it takes a load of the beipi player to just focus on survival , and when the babies are old enough they run to their real mother and continue life there
I know this has been said so many times, but PLEASE, for the love of god, do NOT split the ecosystem. If you really want to do it make it so it only applies to some official servers. So like, official one, just smalls. Official 2, smalls and mids, and official 3, all. That's still less than ideal but its a potential way of that being implemented that less players would have trouble with.
#DontSplitTheEcosystem
#DownSizeTeno
I dont agree with splitting maps into sizes of creatures, however, i love the idea of creatures having preferred ecosystems. For exapmle, carno in the grassland, teno in the swamp. Utahs will follow tenos and carnos have the best hunting capability in a open area. Something like that would be great. Dont split maps into sizes though
I have some serious feedback, for one of the ideas of this game, Litrally splitting species up on a different map isn't the way to go around things, it's not fun, no one wants to play on a different, cause they can't herd or pack with big things or fight things maybe a little bigger than them, so devs please look at this and please i beg you not go for this idea, most of the community aren't enjoying this idea at all.. Splitting things like smalls can only be with smalls just isn't fun, sometimes it's more fun to hide from things bigger than you, it makes the game more exciting, smalls and smalls aren't good it just makes it boring and more sameish
Instead of splitting the roster, there should be a way of making havens for small animals. For example, big rocks like BP function as havens for Pteras; Cenotes could work as havens for semi aquatics to grow in without being disturbed by any big animal (cause the caves inside cenotes cannot be accessed by any mid or large animal); mangroves are also places for small creatures to hide, grow, and be safe for a while; a system of burrows in a Savana, Moorland, Paramo, Shrubland, Ouback or even desert works for smaller things to stay vigilant to any big danger and hide as quick as they see one like many, many modern animals do.
These are just examples that came up to my mind, but my point is that there is a lot of ways to make this idea possible without having to change the way this game works by splitting the roster.
since herrera seems to be somewhat based off an anole and iguana i think it would be pretty cool if herrera could change its color similar to this
oh, my word. i just noticed how floppy that juvenile Stego's thagomizers are in its wallow animation. not sure how i feel about that.
anyways, i'd suggest keeping the roster as one cohesive unit, while allowing server owners to split up their own lists of selectable animals instead.
also, yeah--- that's a boost to the Herrera color shift suggestion-- maybe have it so that the animal changes colors to a shade that is otherwise unselectable via the customization screen, or allow us to select two palettes to swap back and forth from by using an ability key.
it'd also be nice to articulate Herrera's dewlap so that it flares during certain animations, particularly when vocalizing!!
Dont split the roaster there are other ways of balancing. Having splited roasters on a few servers is fine, but please also make servers with every playable and balance around them, because most pp want to play on servers with the entire roaster being playable
i am completely sold on all aspects of Tenontosaurus's design save for one-- its eerily human eyes. please, you you change one thing about the animal, let it be that
A feedback comment/suggestion regarding TommyRicci but spooky suggestion but also many more before that:
I see a lot of nest parasite suggestions for a long while. Tbh, imo it never would work, because we can notice the difference between the eggs hatched in our nests. (Also a supposed animals do it when they're unable to care for their own, that's not how it goes. They're called brood parasites for a reason)
Nest parasites wouldn't work as of now, thinking of: when the baby is born we can tell it's from another species. Just like that, we'll just kill them for good measure before or after they're born.
Could it work somehow? Maybe, if we make the nesting linked to an instant group addition, that being said, the baby born from that nest will belong to the group of the parents. Idk how group mechanics work right now, but if they were to not allow killing members of your own pack: that could work, for the child to be able to survive (but allowing the parasite born to be able to deal some damage that could hinder the growth/life of the other babies). You can't neglect all of your babies (if you have to fill the nest with food, everyone newborn will feed from that, while they can't eat proper food before they enter juvenile stage, so as long as you have more than 1 baby, the parasite will strive).
It could be dedicated to particular species (not everyone being able to do so. As of now I could think troodon because of size and caharacteristics. Maybe Compi?. Larger species shouldn't be allowed to perform this task. Animals like ceratopsians, stegos, hadros, and basically every herbivore I could think of, don't really seem good for it)
And the only way you can get rid of the parasite would be by it growing to sub adult, or it leaving the group by it's own account.
Then again, I'm not too keen on the idea of brood parasites, but if you guys like it, here's an idea of how it could work
This has been said a million times already but whatever let’s beat this dead horse a bit more just to drive the point that this is a terrible idea.
Animals having separate ecosystems based on their diet is fine, great actually it helps balance the game, but separating those ecosystems by entire servers and new maps is just....no....the hell? why? And further separating the animals by splitting the playable roster into certain tiers or runs or whatever is even worse.
What’s the point of all these animals if not to let people pick what they want to play in the ecosystem created by all these playable animals? The ecosystem you have claimed to want to build. Having to switch servers especially official servers just to play a different animal like allo or sucho or something is just not the way to go, and would quite literally split the community.
Yes I know every dino will have AI eventually but cmon that’s never gonna compare or be the same as a player no matter how well made.
I heard the reasoning for this was to make balance easier by a few and that is a fairly possible reason, but wouldn’t it be more beneficial to balance the animals around the entire playable roster? Sure it might be more of a pain in the ass but from what I’ve read from the QA members that talk in this discord they all firmly believe that you can balance every animal around each other (even magy) without splitting everyone up. The whole magy doesn’t have to worry about allo and Alberto because they (probably) won’t be playable in the same server as it example just comes off as lazy to me honestly.
(No I’m not blaming magy for this idea for all 3 of you people that will complain about that)
So let’s just not split the roster K thanks.
I seriously hope that all this was just a misinterpretation of what kissen said in her usual vague way of talking/explaining things.
I know rexes bone break is being reworked in Evrima but please do not make that one to 3 bite s completely cripples the enemy dino it should take about 4 bites for it to severely injure bones of other apexes like spino and giga so the fights will be actually fun and a little more fair ( I know rex should be the strongest but, leg break makes the fights between apexes very awkward and just ruins the fight all together) I don’t think rex should get destroyed by giga and spino ( I do like giga and spino more though) but I think this would make the fights interesting and like to giant dinosaurs are actually fighting.
Save that kind of bone break for anky and other herbis
If splitting the ecosystem by weight is a result over question of Magy's viability in the game.
Please. Please for the LOVE of god. Give Magy some slightly unrealistic stats over SPLITTING ALL THE PLAYABLES. pLEASE
I and im sure many other people, would rather Magy be a bit unrealistically viable than splitting the entire roster.
Please don't split the roster thats the nightmare future. (unless its for pela then i guess go ahead)
There are a few reasons as to why splitting up the ecosystem is an AWFUL idea.
- It seems like it would cause a massive split in player base as players will be all over the place and potentially having to forgo playing on preferred maps/servers solely because their favorite dinosaurs arent on certain servers
- If privately owned servers are able to have the full roster but the official servers arent, that tells me then the full roster is doomed to be a horribly unbalanced mishmash which will turn those servers into rulescape nightmares and/or simply unfun to play on
people want to play as their favorite dinosaurs, I dont think people are expecting to play with perfect balance or match ups, if they do thats on them, sometimes something bigger/stronger rolls around and kills you, shit happens thats why its a survival game. Plus I feel as if creating different biomes that animals prefer to be on is a much better idea than just outright splitting everybody up on which server theyre allowed on. If there truly exists a scenario in which one dinosaur cannot fight, run, or hide from another dinosaur then seperate the locations where they thrive best in.
PLEASE DO NOT SPLIT THE ROSTER
Yeah, no ecosystem splitting thanks, I know my feedbacks unneeded, just wanted to be apart of it
I agree, just to add to the masses, splitting the roster is a bad decision. (:
Add pela to be a rival to ptera, probably better to not have one species rule the entire sky
add haast eagle to be a predator for pela and ptera, would be a great addition to the flying roster so there isnt permanent gang wars in the sky
Give haast less collision when flying in the trees since it was a forest eagle. It really needs it, pela is just too strong and fast for it to hunt so it could focus on small tiers in the jungle
I know the community won’t like this and please everyone do not take this seriously but I don’t really like the idea of a bird flying alongside a pterosaur, I know it happened during the time of dinosaurs but I dunno it’s just something about it. Also I would say add ornithocheirus or quetzal instead of birds. Another reason for this is feathers are very difficult to animate I think .so it would be hard to add birds . ( but I still think a giant eagle would be cool)
So this has been said a million times over but I'm gonna add to it as well- Splitting the roster/ecosystem sounds pretty uh, lame
Im on my knees crying and begging, give flyers even the tiniest incentive to not murder each other on sight. I know it'll happen anyway but I don't want bob birdwars here too
There was some ideas about how to improve beaches in Evrima a couple of days ago and I wanted to expand on that a bit.
A few people have suggested mangroves as a way to fill out parts of the beaches, but I realise that's a lot of work to model and make new trees/foliage when there's so much of the map left to work on.
So here's my idea:
Natural beaches are not flat, they have build ups of sand in the from of dunes, which progressively support more complex forms of vegetation the closer to the mainland you get. (See diagram below).
Something as simple as creating raised areas of sand and spattering in some dry grass, then building up the back of the dunes with already modelled vegetation can really bring life to the landscape.
Not to mention its practical value as a good place for juvi dinos to hide (as they often spawn on the beach).
In my mind, there would be a few new water sources on the coast and it would be a worthwhile place to search for sparce AI, perhaps a coastal specific food plant, or an easy meal out of the growing juvis.
Here's some reference images:
As one of the many voices I can tell you why, from a business stand point. Splitting the roster and creating an ecosystem centered around Sized-Tiers will result in this game having a massive exodus to other dinosaur games.
Currently in the description of The Isle:
"Become the beast within. When joining The Isle, you can play as one of dozens of unique creatures, from tiny darting herbivores like Dryosaurus to blood-thirsty giants such as T. Rex or Allosaurus (with many more still to come!) As a dinosaur, you'll be the epitome of majestic, cunning and ferocious. Use your natural abilities and senses to stay off the menu and grow into a stronger, more capable creature."
1.) This game is suppose to be at the end of it's creation, a horrific survival with blood and carnage. A tough ecosystem with difficult life from your spawn. Players able to choose the small or the big dinosaurs. As long as players understand they are prey, they will expect to be eaten. Those crying for rebalance don't understand that not all the dinosaurs lived together at the same time anyways. Let alone how you're team will add humans with firearms.
2.) Forcing players to pick between tiers/maps/servers is not only going to divide current players, but their reviews too. The Isle community as I have learned, want to Rip and Tear as dinosaurs. Taking the largest iconic dinosaurs from the game to be a separate roster is essentially making an Open-world Primal Carnage game of all the biggest dinosaurs. If The Isle doesn't look like a dinosaur disaster from a militarized bio-engineering... then are you even designing the game stated on Steam?
3.) Splitting your roster development to try to keep things balanced.. it's like trying to combine a cake mix by the portions of every slice, rather than as a whole. It's better to bake up all the major ingrediants and come back to frost it after you see what you have.
I don't wanna crap on the devs or anything because they're all great at what they do and they do it damn fast, but if the ecosystem gets split I'm moving to PoT. It's a terrible decision simply put, doesn't make the game "worse" just takes about 90% of the fun away.
Overall, do we all NOT WANT SPLIT ECOSYSTEM
If rex is getting fracture maybe in order to break bones its special attack be holding on to a dinosaur with its mouth crushing bones and the other dino would have to hold a certain key to break free or something and also pls don’t split the ecosystem.
https://youtu.be/LzFqwrkKaZA imagine this carnos are gigas and they do a lot more damage, Brachi would be a fair fight.
Sorry the static sound 🙏
The enjoyed the fight very much. I never thought Brachi was that strong, and .I notice that hitbox was really broken
Thanks for watching :)
Ok apparently rex is already getting a bite attack that is similar to what I suggested but maybe to break lose their will be a sort of mini game for example to hold b then shift at certain times to increase your chance of breaking free
Welp jumping on the train to agree that splitting the roster is a terrible terrible idea. It's frankly such a lazy and unenjoyable way of attempting to balance a situation you created in the first place.
I don't even think balancing will be hard enough to warrant it. More or less, legacy is fairly well balanced. There are some issues but for the most part the smalls are able to escape the bigs, and the bigs are able to fight back against the bigs. I don't think splitting up the game in this way is a good way of balancing things.
Plus, people will just find ways of injecting larger animals into maps/servers with smaller ones. If they hadn't already been balanced around each other (as they wouldn't be with a split roster) it's just gonna be a mess. I could rant a whole lot more but honestly I think people have covered it pretty well here. Splitting the roster is an absolutely terrible and lazy solution.
I have literally never seen this place 100% agree on something. Devs legit look into this lmao
Please do not split the ecosystems.
We don't care if everything is not balanced. We are playing for fun, and being a walking meat is as fun as being a killing machine.
Please do not remove all the fun cause you're gonna remove most of your players...
I hope you meant this Kissen: get the current road map done, then move on from there to pick the next set of dinos to get done and into the game.
Thats a great Idea and u should absolutely do that, but if u really meant to split the ecosystem
Pls just dont do it
But i say, who the fuck cares about perfect balance? life is not fair, nature is the first thing to be unbalanced. just make different biomes and sub-ecosistems divided per nutritional needs so a fucking Rex won't encounter Magy or whatever defensless shit that often and the job is done. this game is meant to be difficult, scary and deadly. Splitting the roster into different servers and not letting players enjoy the bigger boys seems just lazy, like a ostrich hiding its head under the sand. I mean, we are gonna play as a compy... in a world full of elephant sized creatures. do not split the roster and force players not to play as some of the creatures.
I've been thinking this over for hours, as my post above shows. And rather than make multiple posts about it.
React to this one post, everyone that DOESN'T want a split roster. Upvote this one. How many people in the next 24 hours can say we don't want a split roster.
If splitting the roster becomes a thing that’s a Massive IF then you’ll need to get a lot more mid tiers and apex tier things into those rosters. As off the top of my head the apex tier has roughly 5 creatures,only having 5 things to play is just boring no matter how interesting you make those animals. People like the idea of a large roaster that’s not split because it gives you that fear factor of there is always something bigger then you with more teeth e.g. magy and Rex sometimes you just so happen to be in the wrong place at the wrong time sadly this is how a survival game should be sometimes you win sometimes you lose.Its a part of the game and always has been.
I am not sure what is being considered for a "roster split" based on ecosystem and biome...however my two cents on the matter:
Have each herbivore species require specific plants in their diets, those plants being more prolific within certain elevations or biomes on the map.
Give carnivores a nutrition system that requires them to hunt more of certain kinds of herbivores than others. This would encourage certain species to frequent particular regions of the map based on what they are needing to hunt.
Dont remove the capacity for herds to migrate where they please or for carnivores to hunt other prey ...they will just eventually have to return to their certain regions based on their required diet.
Example: lets say cerato is required to eat more of minmi and pachy to stay healthy, while cerato can hunt other things and travel elsewhere on the map eventually they must hunt their preferred meals or else they get sick.
Meanwhile the minmi and pachy are also driven by their dietary needs to eventually return to certain biomes to eat their preferred plants to ensure they stay healthy in the long term.
Biomes: these could be structured based on elevation, certain plants not being found outside of their ideal elevation on the map; So maybe one type of plant can be found in several areas but are the most common in only one or two. some elevations being inhospitable to certain plant types so much so that they would not grow there.
Apexes might live in open plains and in coastal regions while smaller dinosaurs might be found more often in higher elevations perhaps..so while you may run into apexes at high elevations occasionally..they will not be able to stay there very long due to needing to return to the plains to hunt their ideal foods.
does this make sense? anyways..thats all i think needs to be done.
Also I saw some suggestions about instead of making two different rosters of animals..just make different biomes and sub-ecosistems ..and it reminded me of this old Rodrigo artwork for the isle...that pretty much divided areas of the island to specific tiers( low, mid, and high)...so u might have to ZOOM in..but just giving this for reference if anyone have any more ideas for this......ALSO. I want more environments that look exactly like this artwork. It fits the dark horror aesthetic and it would look nice to have a scarier/more ancient looking map that resemble how Rodrigo depicted it( this is LITERALLY one of the best references you can use)
Don't mind my grammar, can't speak english, russia very nice
Split ecosystem idea feels like a step towards a future game concept: different regions each having its threat level for players. Nearly everyone finds dividing creatures by tier a bad idea, but some people may also agree that by staying as it is conceptually, isle is drifting farther away from what it was meant to be. It still keeps its position of a perfect dino-sim, which nearly excludes it being a dark survival-horror or a global multiplayer quest.
In fact its ok to split creatures by islands on officials, humans may travel through the "easiest" island to the "hardest" to... Don't know how to express in english, to have a complete story. At the same time people may play on unofficials to get full dinosaur gameplay.
I just think that is what dondi would do split ecosystems for and I like this idea.
Faction and dinosaur playlist is changeable for unofficial servers anyways
Ok, while discussing Magy’s viability as a creature, I’ve come to this conclusion: Magy would be viable if carnivores wouldn’t kos because at this moment only Cera can eat it, and it's been stated that Magy can win Cera on 1v1. So, here’s my feedback on how Kosing could be prevented and as an extra, have a more balanced ratio between herbis and carnis.
Just make it so carnivores are hungrier overall, a hungry Allo for example wouldn’t even bother hunting a Magy if it can’t eat it, and it would make those players that can’t keep up with carnivore’s food demands play herbivore/omnivore, helping to balance the ratios between the groups.
This is an idea for another Magyarosaurus ability to help it to survive. This one is about hearing/feeling vibrations. Magy can do this while being static(maybe you can switch it?) and it increases the hearing to feel vibrations(footsteps/breathing/calls) from predators that are close so magy can have time to escape through dense jungle before the predator sees or hears it. But this doesnt work with crouched carnivores with a limit of size(for example max size cerato). In addition, it you also detect other herbivores, so if being in a herd this ability is useless while having some fat guys stomping around.
So i didnt come up with this idea but i like it so i am tossing it in here, so it doesnt get lost, the credit isnt mine! (sorry i forget who came up with this!)
"Make magy like a clownfish. It's the only species which can live among giant strain plants without being eaten.
Their helpless calls lure in apexes to get devoured."
just another possible way magy could survive( i also like the suggestion made above by @ancient plover. )
Please make the default Giganotosaurus skin green, to blend in with heavy foliage so Giga players can stalk through the shady jungles and swamps. It fits the Giga's lifestyle, and frankly Giga just looks good in green. Also, it would look really good if the crests were brightly colored throughout at least in the males, instead of just the thin little stripes of color on the sides of the old Giga's head
Going to hop on board this please do not split the ecosystem train. 
I personally don't think it will be unbalanced in future, I love the idea of being able to choose what ever dino is available and being to interact, run from all the other dinos as this game is a survival game, I love the scary/horror aspect of it. I really don't agree with the split. With a nice balanced all round map you could get a nice ecosystem going.
If you really want to go with split rosters on official, give more reason to justify it besides balance. For an Example : Desert map or a Snow map. Then, I would be perfectly fine with a splitted Roster, as I can't see a Spino living in a desert etc. But just doing cuz of balance issues, that's not a fair trade in my opinion.
I think a clear statement would be appreciated to help rein in the speculation we're all having on the subject and give us a better idea as to what the plan is. Maybe in the next Devblog or Roadmap Update.
It was said certain animals would not be playable due to balance, but it was also said shortly after all animals would be balanced for survival regardless. Which is it? Are all animals balanced or not?
Potential idea I came up with to give Magyarsaurus a unique gameplay niche is allow it to act like a clownfish, and be immune to massive carnivorous plants dotted through the ecosystem. Magy would be able to move among these and interact with them without danger, gaining the protection of the plant. The plant gains from this as the small sauropods lure in larger carnivores which are quickly ensnared and digested.
To double down on the clownfish route, allow magy to change sex when it is in single sex groups much like a clownfish can (and like the dinosaurs in Jurrasic Park). This would allow it to keep its population up at all times.
https://static.wikia.nocookie.net/isle/images/5/55/Giant_trap.jpg/revision/latest?cb=20200208131745
For nesting: what if the mother, by adjusting the position of the eggs and managing the "temperature" she can actively decide if a egg will be male or female gender, this way you can invite your friends to the nest and they can tell you what gender they want, and the female can gestate the eggs while making sure they are the right temperature to make the correct gender, This might save people constantly renesting to get the gender they prefer. ( this is something i think crocodiles do?)
Honestly. I think Magy will be fine if yall put enough love into it. Some sort of stumble mechanic by thrusting it’s neck into similarly-sized animals, a shoulder-check that does light bleed, a tailwhip that deals light fractures, a decent escape speed (no outrunning Allo easily) and maybe some sort of early warning system, coupled with, perhaps, a damage debuff towards bites (unsavory taste), and it’s at a neat place as a jack of all trades, hyper-vigilant smallish midtier with lots of options to strengthen via perk pathways.
If this puts Magy at a slightly-unfavorable place in the meta, particularly early-game, so be it. Provide an extra challenge to those who choose to play as a dwarf sauropod on an island teeming with large carnivores
About the idea that Magy's meat will be toxic.
What if toxicity was a buff given by eating a type of plant that only Magy could digest?
I think someone mentioned something about it above, but I think it would be a good way to keep this concept balanced.
Thus, only Magys that followed a correct diet would have this ability, rewarding players for following the diet of this species.
As a last detail, perhaps while the toxicity was active, the coloration of the animal's skin would be more striking or colorful?
Idk, something that works as a way to deter predators.
If split rosters are going to be a thing, on officials only that is
Please make one official server have the entire roster while still being survival not sandbox
^^ Entirely agree with this which brings me to another point I've wanted to say for a while now;
There seems to be this weird expectation that if the players want to get full experience out of the game they HAVE to rely on community servers; Shouldn't it be the opposite? I understand for settings that may be a bit weirder (IE: Grouping limits, nest timers etc. etc ) But for things like roster variations, faction mixing, shouldn't the players have options from what should be the most reliable server source, Official? It seems odd to basically tell your playerbase "well we don't care, we're doing it this way if you don't like it hopefully someone else will do it for us"
i see people saying that magy meat being toxic wont work, well i play on servers with rules so I don't think killing for sport will be an issue for me. However i do think they need to have some sort of drawback for killing for sport in the game mechanics. Maybe there can be a perk where you are allowed to KFS without drawbacks. And a perk where you can eat toxic meat.
Magy skunk spray. Gives it a reasonable way to stop even apexes without killing them. Let it blast a rex and make it half blind, unable to smell, and smellable by people like halfway across the map
Give magy the ability to remove grapples by throwing itself upwards to dislodge the attacker, and also give the Shoulder check fracture
I think the color customization should be moved up in the road map something simple but bring alot to the game so everyone can choose there own colors. Thank you.
I have to agree with Scarlet here. Saying " don't worry guys, it will only happen on official servers, you can have different settings/experience on community servers" is kind of weird, as official servers represents the Isle itself, it should contain the entire Isle experience and community servers should be the ones who are disabling "xy" for realism/balance reasons. But, stating something without giving any idea or suggestion is kind of "dry", so here is the easiest one. If you still holding this idea, and you don't want to release it. Give us more official servers with the option of playing the full roster and also playing the splitted roster. Both "groups" are happy ( if splitted rosters even have a group). Also this thing is still kind of unclear, as 3 developers said almost 3 different things, would be nice to have an announcement to make things completely clear.
#TheIsleToPS4!
Personally I like old rexes skin color and the texture on it more than newer rex ( the old rex I’m referring to is the one before the skin system was implemented) the new rex skin looks kinda slimy and glossy to me, the old rex skin I think had a more dinosaur like texture
Older rex top, bottom is newer rex
Making magy's meat toxic is not a survival strategy. This is a PvP game with added survival elements. Making magy have toxic meat will not discourage players from hunting it, players will still hunt magy to extinction because people want to fight things, and frankly it sounds like magy will be pretty easy to hunt for anything bigger than a cerato (see: Legacy para). If your solution for making a certain dinosaur viable is to split up the roster based on tiers, with the "apex predators" in that dinosaur's tier being the biggest dinosaur that it can reasonably take on without getting steamrolled (a dinosaur that is not even in the same league as the actual apex dinosaurs), then including that specific dinosaur was a bad decision. Some serious thought needs to go into making each and every dinosaur viable; "fight, flee, or hide", right? No one wants to play a dinosaur that will be instantly dead as soon as it's spotted by something bigger and faster than it.
The roster could be "split" without actually being split, by instating a diet system where dinos favor and get buffs from certain types of food over other types. These types of food could be found in certain parts of the map, which would naturally encourage people to travel or hang around a certain spot and not venture too far into areas they shouldn't be in. Of course people will still travel into other areas, but the consequence is a substantial debuff if they neglect their dinosaur's dietary needs.
TL;DR:
Splitting the roster because you can't figure out how to make this one dinosaur viable = bad idea, and why is that dinosaur even being considered for the game in the first place if you can't ensure its survival against the rest of the roster? Also dino diets
Not sure how that came to my mind, but lately I was playing mind-games around the corpse guarding problem (larger Herbies defend corpses so the hunter is denied his food). Here are my thoughts and the idea that came out of it:
This happens in nature as well and I think it is an OK thing to do for a mourning herbie. At least for a while.
I was chewing over some sort of stress effect to apply to herbies that stay too long near corpses.
But that's not required, the gameplay itself can create enough "stress" to make herbies move away sooner or later.
In nature a corpse starts to "change" after a while so there are natural consequences:
- Corpse starts to produce / spread putrid smell, this goes over larger distance the longer it lies
So what will happen: - Other carnivores of all sorts will smell the meal (even over larger distances) and start coming by
- More and more carnies arrive - defending the corpse becomes difficult if not life-threatening
So the simple mechanic to achieve the above would be to make corpses scent'able over larger distances.
But there is more. The Ptera is next in line on the roadmap + the fact that it's diet "...consists of fish and scavenging from carcasses.". So I imagine Pteras to circle carcasses in the sky like vultures. This provides non-flying carnies a nice & immersive "navigation" where to potentially find food.
So with or without corpse guarding, an extended scent for corpses + the Ptera will bring nice natural movement into the gameplay.
Now imagine a mix of differently sized Carnivores + the Pteras, all just about to negotiate who will have the first bite - while the corpse hangs half in water. Deino suddenly surfaces and kindly solves the equation for everyone 😉
Add a slightly larger sauropod than magy. It needs to be able to be bitten by low and mid tiers while making it really difficult for apex to attack it. solution: spikes. short dinos can bite the sides and belly while apex cant bite its back. and if apex still want to hunt it they would have a hard time because they would have to bite the tail, which would not do much damage and would ultimately allow the sauropod to get away by having more stam. (examples of sauropods would be ampelosaurus or bajadasaurus with added spikes on its back)
I have an idea for a beach side predator, nothosaurus. It would add more the the aquatic roster, filling the Utah niche but for semi aquatics, living in rivers and on the beaches. It could eat fish, babies and scavenge. It could be fictionalized to be a more powerful swimmer, allowing it to compete with the spinosaurids a bit better
Speaking of aquatic predators, once serpent rigs are figured out for the isle, i think Palaeophis would make a nice marine predator. while titanboa inhabits the swamps and forests, palaeophis is a sea snake who may utilize venom to disable enemies instead of constriction. Paleophis is estimated to reach up to 30ft in length
Just wanted to throw out this idea about making the para more viable in the game. It might be a stretch but who knows. It seems most Dinos are getting a “special ability” to help them survive. I want to make a suggestion for the para for the fact it has a really hard time in the legacy branch of the game. I think that when a para is being chased by a carni and the carni is in a certain radius that it can use a 5 call that will cause the carni to loose its vision (blurry) for 5-10second and loose its hearing for 30seconds. I know this may not be as realistic as what most people would like but it utilizes what the para is know for which is being super loud. The noise it uses when 5calling will disorient its attacker long enough to try and escape. And with the para’s attacker not being able to hear for 30second would make it harder to locate it in thick Forrest and at night time. By adding this feature would make it where the para doesn’t need any other boosts to what it already has. (Other then I do think it trot needs to be faster to keep up with other herbis)
Now that there is a diet system confirmed in a future update in the roadmap, imma repost this here:
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 more easily.
https://media.discordapp.net/attachments/401481371249541120/764695058829410304/image0.jpg
An idea for the skin system in update #8 for the cosmetically minded
In the past we've had multiple different skins, some of which were obnoxious and others that just looked pretty cool. With the new skin system, eventually it could be a cool way to add more skin variation outside of the base male and female one's we've been used to for a long while - and tie into the elder system.
When you eventually die as an elder - alongside perks from completing your lifecycle - you can either accumulate points for new skins to permanently unlock, or just straight up pick a new skin to unlock depending on how you'd like to go about making them obtainable.
Not only would this encourage people to actually progress through a whole lifecycle, it would likely be a visual note to other players of "this person knows what they're doing", as they've potentially survived multiple lives.
And also you can just add more skins as you feel are needed.
Regarding the "splitting" of the roster, I still believe there should be at least a few official servers with unsplitted rosters. Even as devs have sort of cleared the issue up, the idea still seems weird to me. I really like the way legacy played, being able to pick any dino you want and being tossed into a map with every kind of dinosaur. It made it fun and unpredictable. You're an alberto? Well, you might meet a nice diablo snack, or could be a giga and you'll have to find a way to escape it. If you split the rosters up based on "size" tiers (small, mid, apex, etc...) it will be predictable. There is little danger, you know what kind of dinosaurs you'll meet and the playstyle of those dinosaurs. It's becomes a routine, not a game. I fear you'll lose some players based on this. I think you shouldn't go through with it at all, but if we can't stop you, at least implement a few official servers with full, untouched rosters.
Udano's concept is here
, feel free to give me feedback on it in #general-feedback-discussion , Hope you enjoy it! Link: https://docs.google.com/document/d/1eR3zL4sKWFTZ6FLf9c5eufy8If12qZS1gWAWHfn2pyc/edit?usp=sharing
Regarding the Ceratosaurs what should happen is when it eats rotten gore it should be able to poison dinos like how the Troodon and Dilo will be able to but the effect only lasts 10-20mins after eating the rotten gore
Since goring will be in place soon with the arrival of stegosaurus , i'd like to bring up a topic.
since bigger and bigger creatures are coming , bigger herbivores are going to have to fight bigger carnivores , specifically im focusing on right now are , stego , trike , and kentrosaurus.
these creatures will be the primary "goring creatures" because of horns , tail spikes , shoulder spikes etc
when these creature's defenses connect with an enemy i'd like to see a few things happen , we'll go in order from stego next trike and lastly kentro
Stegosaurus: because of stego's tail spikes it going to be a formidable opponent and could possibly fight off a rex if it gets lucky , lets say an allosaurus and a stegosaurus begin to fight , the allo slips up and gets shanked , as the tail spikes stay in the allo's side the more damage they can do , as the tries to break free from the spikes deeply imbedded in its skin the Thagomizers smack around causing more internal damage and thus more bleeding
Triceratops : triceratops will be unique because all it has to do is get its enemy infront of it and it cant do anything to the triceratops , so triceratops , i'd say could work really well in forests , i'd say unlike stegosaurus , the triceratops must use its environment , while its impaling and charging it will do more damage as it thrashes around its head but also , lets say a utah is strung on both horns , if the trike say slammed into a tree the utah would get serious damage , such as bleeding , broken rips and probably a side effect of death
Kentrosaurus: with the shoulder spikes kentrosaurus is pretty evenly protected from mostly all the medium and some large predators , by simply thrashing to its side or using its tail it can inflict serious damage
Shouldn't Para just have a dedicated body slam? I know people want to include sound, but, given the body shape, I think we can go further by keeping things simple. Allow this animal, which should still be getting a size buff, to move its body like a lever and knock similar sized creatures over. Think two giraffes fighting, that's what I would like to see happen with Para's body slam.
Since para is very loud let it have a very large local chat area
Please please don't give para a headbutt attack. It's both impossible and ridiculous, as the crest would simply snap under that much pressure/force. Give it literally anything but a headbutt. There's stretching reality to accomodate a dino, and then there's this
little idea that came up in the discussion channel, para spitting in the face causing "something" maybe bad eyesight for a brief moment (if you hit the eyes precisely) or just a short stun for a duration fitting to the size of the spit on animal, maybe more on smaller dinos to have a weapon against little spies in the herd that are too fast to hit and always go for the babies... who knows but I personally like the idea alot
Idea for Magalania has a faster swim than non semi aquatics but slower than aquatics and semi aquatics, and it should have a venom ability causing dinos to bleed longer than normal like how kmodo dragons use their venom and as a juvie it can climb trees to escape preds
Please only post things that are in the near future in phase two, things like gameplay from the upcoming builds, presentations of how certain mechanics may work and stuff like that are way more interesting than a render or concept art of some random dinosaur that we wont see in at least a couple of months
pleasantly surprised by Tenonto's 3 and 4 roar animations changing as it ages-- hopeful that this degree on animation quality persists into the future. good work!!
A small idea for Ava's lifestyle: make Ava have a warthog/boar-like playstyle. Living in the thick jungles it would mainly feed off the roots and mushrooms it digs up with it's downward facing horns, maybe being nocturnal and spending the day in the burrows of other animals while they forage
I personally think that para should be very similar to a horse. I think in defensive strategies it should run from what is bugger than it. It should run from apexes and similar sized carnivores like Sucho. I think this because para isn't equipped to be a high damage creature destroying other dinos however I don't think it should be useless in a fight. I think it should kick with it's back legs like a horse (as shown in the video) it shouldn't be a buck like the tenonto but it should be a kick for it's back legs. It's flurry kicks with it's front legs should stun smaller creatures like a cerato and you will be able to move while doing it but slower than usual. I think that para should mainly run from enemies but if it must or if it is threatened it can fight off smaller opponents like cera. It shouldn't fight apexes and it should run the other direction if it hear them. To add a little more functionality it could have an additional chat option, a global chat just for paras. When you type in this char you will give a low frequency rumble so that it won't be heard by other dinos. However this could be abused by the paras being able to chat silently while hiding from predators so this might not be a good idea.
Readding this in feedback so DEVs can see and since megal is being more talked about lately in chat....btw rugops doc i uploaded this week is up there somewhere...so feedback would be appreciated❗https://docs.google.com/document/d/1YKRciCjaJLrc14FpMTCmdwQigKFrR4BpjxEnYb6eg6w/edit?usp=drivesdk
If there is planned a future desert biome please consider xerophilous scrub, moorlands, paramos, or anything that is more visually appealing than just straight dunes.
In general, a biome than just doesn’t have any primary vegetation.
Alberto concept looking sexy
Alberto concept isn't looking sexy
Regarding the albertosaurus, I like the intimidating design, but there is one problem: the head just looks slightly too big
Alberto looks good. Ngl i can't stand the fact acro got lips in this design bc i thought it was going to show teeth like the other large carnis ...but i guess...
Make Acro coastal and use its mouth to eat plankenton like a leedsicthys https://upload.wikimedia.org/wikipedia/commons/thumb/9/9d/Leedsichthys_problematicus.jpg/1200px-Leedsichthys_problematicus.jpg
The legs on acro look too short/thin imo
Albertosaurs looks alright, But it definitely looks way too bulked up looks too much like a mini rex when its whole unique factor is being a more gracile build. Slim down the legs/make them a bit longer, torso, and head/neck, make the head a big smaller similar to the animals proper skeletal and i'd say were golden. (Skeletal is for reference, not for a need of 'muh accuracy')
hear me out
Alberto could use a longer neck, but overall it is fine. But Acro? Acro needs to look much less boxy, and the head looks...well ridiculous, and should be more toned and less fat. Both designs should be more proportionate as well. Overall these designs arent the worst, but they could be MUCH better.
Ok so this is some feed back on the Albertosaurus and Acro concepts. Keep in mind this is my opinion and is meant to be helpful to the devs. Alberto's feet are to big and overall i feel the legs in general are a bit to large for the animal. Acro's sail seem to be a bit to large making him look uncomfortably thick in the neck. I drew a red circle on the acro imagine. All the sail that's in the red circle is what would be removed. Obviously this is very rough idea.
The problem with both designs is that they barely even have any neckshttps://cdn.discordapp.com/attachments/401481371249541120/773695105546584074/Acro.png
Holy shit I love the redditor acro. Acro in general always looks better when its fatter. The spine looks wicked and overall the concept is just really unique.
The albert's really good too, only problem is the neck is maybe a tad too thick for its body.
Alberto is amazing looking.
Acro concept is incredibly, incredibly good. Good job (:
Acro needs a neck and longer legs, alberto needs a thinner neck
i really enjoy both concepts, im sure they fit well into the special abilities of both animals, acros spine could use a tiny bit of shortening around the neck area mainly
This is amazing. Keep it up. Personally I think lipped Acro is badass
Epic new models 🙏
Let acro show some more teeth just a little bit if anything (half lipped) so he can look more menacing and consistent with the other carnis..but im assuming it's a reason why yall gave him lips again...but now im just seeing the other angle. .it looks nice..ngl
Love the lips on them too, realistic. As the Rex had lips too so I'm guessing a lot of similar Dino's had them
Alberto's head is a bit too big. Acro's neck is too fat. But good designs anyway, the 3D model often is a bit different from the actual concept.
Keeping it short and simple.
Acro looks like someone took the entirety of a rexes' lower half and simply edited the upper half. It's head is literally longer/bigger than it's torso and looks like it's a genetic defect. The extreme crest also looks incredibly strange almost like it's attempting to emulate a dilo's crest. Another issue is that it seems like there's an attempt to detail it with hyperendocrine qualities for instance the backplates 'n such whereas the rest of the body is incredibly bland. Like the way of v2 allo, into the trash it goes.
Alberto is somewhat better but has plenty of issues as well. One, his jaw is super weird, it almost seems like it's curling upwards near the front of the mouth like he's got permanent head trauma from thrown face first into the floor as a child. Two, what's up with his neck? Does his spinal column just suddenly bend up and over like it's some sort of calcified rainbow? Three, like Acro's head Alberto's got a head that's the same size if not larger than it's torso. Speaking of the torso, the torso seems very small in comparison to everything else.
There's definitely some flattening and adjusted proportions that are absolutely needed.
The proportions of the alberto seemed a bit cartoony, like exaggerated in a weird way. So I tried messing with the proportions a bit
Regarding the Alberto design, I wanted to say that
- the head's design is just perfect, don't even THINK about changing anything about the skull, it looks like THE allo eater
2)the proportions make me feel off, the head seems too big, the neck too fat and the lower legs way too thick, kinda makes it look like minirex
which is a shame when you consider that Alberto is a tyrannosaurid, yes, but it's one of the last that had this gracile and agile look to it
I mean I can give a halfassed sketch showing side by side what I mean, but it was made in literally 45 secs so don't really expect too much details
But Tl;dr Head's design is perfect, proportions are kinda weird. 10/10 doesn't make me to gouge my eyes out immediately 👍
PS: don't mind the tail it doesn't need changing, I was just too lazy to draw it with the same look/proportion/size
Perspective was definitely important and the 3d rendition of Acro looks way better than the flat 2D version. I'd say to use concepts of those as they have much better angles. I really like the new Acro approach yall went with.
I will say that Alberto does need some tweaks such as the neck being a tad bit longer is all but otherwise I enjoy the design
Alberto's head is awesome indeed. The neck just need a bit of work. Same with Acro
I do like the idea of where the Acro is going but it feels off proportional wise?maybe bigger legs and longer neck would look better? sorry for shitty editting job
I'd like to put my own two cents into the bin: Alberto's head is GREAT, beautiful even(eye position could maybe be moved up a little bit? However its proportions are really really bad, the neck should be thinned up greatly and extended, the torso should also be extended, thicker calves and thinner lower legs(below the ankle).
As for Acro? Where do I even start, I like the details and concept, however, I like F00sh's edit much more, so in short: make the proportions not garbage, and the legs larger(don't make the lower legs too thick though). As for the head? For the love of god please just use a normal Acrocanthosaurus skull instead of the wannabe big dilo deal it has going on as of right now.(that includes proper eye placement.)
I have a suggestion for animal mechanics and immersion: Armor and eye dilation and constriction
First I'll start with armor. A few animals in evrima besides Minmi and Anky-( which I assume will get some kind of armor mechanic that reduces damage) have thick osteoderms like tenotos scales on its back, maggys neck and shoulder osteoderms, deinosuchus back osteoderms and even with acro and giga concept art/model; their scales on their backs seem to be thick and reinforced.
For dinos that have these osteoderms I suggest also giving them armor like what minmi and anky will have. I thought not only will it help the animals defend themselves more, adding to the interesting mechanics of locational damage but it's immersive knowing that the animals different scales have function other than general design making them more immersive to play as.
Secondly eye dilation and constriction. This also reinforces a touch to detail in making the animals feel more alive. If it's possible, having the dinos dialate their pupils in the night and have the pupils constrict in the day; the transition being seemless, would be such a nice attention to detail especially in slit eyed carnivores.
Os modelos do Alberto e do Acro ficaram muito bom parabens para os Devs, execelente trabalho ^^
Just a bit of a suggestion for the proportions, hard to tell if it's foreshortened in the original concept. I mostly think the trunk and neck need to be elongated by a bit, and the head being downsized not quite to a realistic size looks nicer to me. Still has exaggerated proportions, just maybe flows better.
Acro looks way too thick, he looks way short as well, perhaps his legs aren't long enough and his lack of a longer neck is throwing me but please consider adjusting the concept of it.
Alberto's face looks deformed and the proportions look so off. Acro is bit chunky but besides that the lack of neck is throwing me off. Edit: acro's neck looks like is has a tumor on top of it..
I agree. Alberto's face looks like someone bashed its head in.
I like it cause it reminds me of the v-rex from King Kong
Acro looks awesome I love the MUSCLE it has that isn't all veiny and buldgy
Idea: It would be really nice if the devs can add the map option finally.. Cuz no sense in always going to vulnona or antroll to check maps and come back. should be feasible for new players. Just a personal thought
Add an option to disable 2 call auto grouping if that isn't already a thing or change grouping to be not reliant on calls.
Many players love to call for fun and having it group me up with people against my will is ehhhhhhhh.
What happend to the servers
these two concepts are great. only cripes i have with them is that acros crests make its head look too fat or close to gigas on my opinion and both of them are suffering from super short necks. either way the quality on these is nice. not too outlandish but still unique.
please downsize the weird growth on acro's neck, it is far too large and grotesque. the lump could be added for the elder stage
I think that, as said previously, acrocanthosaurus neck is too short, and its head is too big, this makes it look "cartoony" when compared to other big carnivores models like spinosaurus and giganotosaurus. Other nitpicks I have about it is that the torso, legs and tail are pretty short too.
Images using:
a) lenght as a reference
b) skull size as a reference
This is the way I see it.
this new acro concept could be used as the elder model as it looks much more fitting as that. the basic one should have flatter crests a less bulky neck and a smaller head. similar to f00lish's concept.
i made a quick crappy edit of acro with a smaller head and longer neck, a small change but i think that dude's head is too big lol
And now for the Albertosaurus
Some rudimentary edits, they're hard to look at but this is the basic premise, Give Alberto back what makes it atleast somewhat unique, its a tyrannosaur built to be gracile, doesn't need to be yet another rex
Please change the Utahraptor's hand position to facing inwards like a normal dinosaur and not bent and prone. It's just too much of a Jurassic Park cliche, and it doesn't go well with the cool, modern look of the isles dinos
that artwork of alberto and acro arent from tapwing are they?? they dont seem like her work somehow. not sure im liking the look for either tbh, i feel like they could be more..acurate? and more attractive? sorry not to be rude just...they seem just fat and lumpy. not very sleek or muscled. to me i would say try again pls!
a very quick edit of alberto with a slightly longer neck. i'm desperately in love with this alberto design, please keep him chonky.
original for easy comparison
I made an edit of the Acro and some people told me I should post it. I love the new redesign but there are a few things I changed up (i.e., giving more flare to the sail / spines in the form of spikes, making the body a wee longer but retaining bulk). Acro is in a weird spot between Giga and Allo so he needs some more distinctions IMO.
i too did some more lazy and bad editing of the acro. i attempted to give him a crest similar to the current acro, the new one seems a bit exaggerated. However, this might make him look too close to a tyrannosaur so I can maybe see why they did a big crest, i probably just made it worse lmao
I know it’s a little redundant at this point but like a lot of people I found the proportions of the Alberto and Acro to be a little odd so I made an edit of the Alberto, fixing the issues I had with it (mainly just the head and legs being too large)
I know the isle isn't going for the most realistic dinosaurs, but rather for more cinematic ones a la jurassic park. Keeping that in mind, alberto and acro look AMAZING and I love them and I want to play them. Especially Acro. I really want to play that acro.
I really love that you're making sure each dinosaur has a different silhouette. I think it's so important in the concept of a game and I really enjoy these designs!
A possible update #9 for the roadmap.
By the time update 8 releases, we would have a solid bunch of land animals, maybe update 9 could add some more semi aquatics.
Herbivore: Minmi
Carnivore: Suchomimus
(And bepis if he isn't already in the game)
Feature: Burrowing
Fatcrocanthosaurus
Seriously though this acro concept seems decent could use some minor edits the head is a little big I think acro is suppose to be fat so I’m fine with that but on the second concept angle it was that weird top neck think but on the first angle it looks fine I’m okay without a 100 accurate acro just because it looks different doesn’t mean it’s not acro but other than head size and weird top neck I think it’s fine but don’t remove the ridge on the neck pls just make the ridge not fat
with this size i would not be surprised if it rivals giga in strength. also acro needs something unique please no weird diet acro just a very unique attack or something.
In the future please make Fred do more concept arts then Tapwing for nonstrain creatures
Tap really brings out the monster in these animals and I feel like that would fit the strains much better then the regular animals (austro being a perfect example of an animal that looks more tisso-like then like actual austro)
While Fred generally still keeps the vibe of the actual animal while still sticking to an isle like theme
Personally I think Tapwing and Fred should try and combine their styles more for future animal implantation
Just wanted to pop in and say that I absolutely adore the new acro concept, it's great to see more interesting dinosaur designs and not just a generic theropod
I’m seeing a lot of people talking about a few changes they’d like to see on the Acrocanthosaurus. Overall I think I quite like this new chonky boy, but I decided to do a quick edit for fun and for the people who wanted to see an edited version but didn’t have the time/program to do it.
(added a dewlap with lil spikes because they are cute lol)
Lots of love to Fred for his amazing art
love your stuff my dude
I think the one thing that all The Isle community can agree on is:
PLEASE decrease the attack cooldown and delay
I really enjoy the chunky acro, but I agree that alberto just looks better when it's lankier, like in Nova's edits. If we got the original concept for acro alongside a mixture of the original alberto concept and realistic alberto, I'd be happy.
Yeah new acro is amazing it just needs some small edits
And also please do not have spino giga and maybe acro get trashed by Rex in recode cause you cant remove alt turn. I don’t know how giga will even stand a chance I say make spino vs rex a 40 percent chance for spino and a 60 percent chance for rex. and for giga something around that to. acro vs rex should be 30 percent acro chance of winning and rex have 70 percent chance I’m referring in a fight
I’m a bit late to the party but I absolutely love the new ablerto but think the new acro looks a bit chunky for my liking
A part of me sorta likes the chunky acro, but part of me likes the slimmer acro as well. I think the slim acro distinguishes from the other 3 apexes, and shows that it's not as strong or bulky as them, and I do think the lips are fine
Alberto looks good for the most part, i think an issue with both the Acro and Albert is how big the heads are and/or how thick and short the necks are.
With the Acro I feel like the torso distance between the arms and legs is too condensed, and the neck looks too short too, I agree with the above mentioned about the modifications to make it look better. But Acro looking so .... bulky and thick he wouldn't be viable, that bulk would just make him run slow and possibly a little awkward to play as???
With Alberto Please give it back it's original graceful features, it's a rex cousin but doesn't need to be exact, the longer neck and torso was ideal but condensing it down just doesn't look anatomically appealing.
Acro Concept looks amazing. Maybe make the back even more unique. Albertos Face is a little bit weird for me, but its really unique. But looks also good. But albert should defentive differ from Rex.
Both of the new concepts are too beefy and need to be polished. Acro looks a bit better but alberto is a disappointment. Its too bulky and exaggerated. Devs should give it a more slender and graceful appearance! Acro is a bit better but still too fat
This is a reimagining of the Spinosaurus new model. While I know that it’s a’little late, me posting this.. seeing as the Spinosaurus is done, it’s better late than never. For a long time I’ve had a problem with how the current remodeled looked, specifically it’s face/neck, i missed the way the bottom teeth jutted out over the notch, and I felt like the current head just looked rather strange, especially with the exaggerated neck pouch being so pronounced, making the head look very small. I changed the size of the pouch, while keeping it there, so when it’s say, bellowing or eating it can still ahve that jiggle/shudder effect, while not being so distracting while it moves. Now, I don’t intend for this to, actually change something, but even if there’s a sliver of a chance I might as well take it. And if nothing else I hope y’all like my art.
Both Acro and Alberto concept art is pretty unique, so we can't cry about that. But both of them require adjustments. I think Albertosaurus is fine overall, maybe it's neck could handle some adjustments, as it's seems to be a bit humped, otherwise it's good. Now the Acro, I don't mind if the Acro will be a bit chonkier than it's legacy counterpart, but this is way too much. It looks like it could literally eat a Rex for breakfast. It needs to let go atleast a ton of fat, and without being an asshole, with this much of bulkiness, it's kinda looks like a chibi xD The design itself is unique and I like it, especially it's back, but the bulkiness needs to be tone down.
For the new Acro I’ll just say this, please don’t give him a full body grey skin with a blue pattern it looked quite boring in legacy and i never played it cause of how it skin looked, i love the model i just don’t want it’s skin design to be as boring as the legacy skin
To give feedback on the Acro and Alberto concept arts. Firsthand they both are unique and look like they have personality which is very good. The Albertosaurus overall is fine, it's neck and lower legs are my only nitpick. The way it is proportioned is off and it needs to lose a little bit of the meat there to properly fill it out I feel.
Now the Acro, the overall body plan or idea is not bad. I'd love for it to be chunker or thicker looking then it's legacy counterpart as that was the one thing I didn't like about the legacy model. However this is too much, the entire animal looks like it got layered and fried in soft tissue now. If it lost some weight around it's head and neck, and perhaps got slightly longer forelimbs/arms then it'd be amazing.
I like both designs, however the Alberto just looks off and the Acro is oversaturated in soft tissue and fat so just tone that down a bit. They both overall are unique.
I know there's already a crapton of feedback on the Acro and Alberto concepts, but I figured I'd chime in what my thoughts on them.
-Acrocanthosaurus
So, whilst I'm happy that Fred made the Acro beefy, much like it's IRL counterpart, I couldn't help but feel that something was off, and after some comparisons, I realized the biggest issue with the Acro is that the head is slightly too large and the body and neck are strangely truncated. The nostril was also oddly placed, but that's more a minor thing.
I've put together an edit of Fred's Acro and a comparison between the edit and Fred's original concept.
(I also realize I accidentally cut off the end of the tail, but that part was fine anyway.)
Next up, Albertosaurus;
Whilst Alberto is usually rather slender compared to larger tyrannosaurs, I didn't really have much to say about this one, besides some minor notes about the arms and feet being a little large, but they're not too over-the-top.
My only major issue with Alberto is that the head is weirdly...bent?
I did a comparison of Fred's concept with images of Albertosaurus skulls, and somehow, the snout seems bent upwards at almost 45-degrees, and the jaw ended up a bit too long.
I've put together an edit of Fred's Alberto, and a comparison between my edit and his original concept;
The eye placement and the rear of the skull on my edit are unchanged from Fred's original, so you can see what i mean about the snout.
Isle, please! Why can't we just have this model? There was talk about an UPGRADED model. Not a complete rework, that by the way looks HORRIBLE fat, slugish and uninspired. Same for the Albertosaurus. The new design looks like a Hyper Allo; Head is WAY to big, neck way to fat, feet look so large they might have come from a disney movie. Sorry, after the ugly ( in my opinion ) rework of the Giga the game seems so lost to me. I said this before; why make some dinosaurs who look like real animals and others look like freaks?
There has to be a very good explaination for this in the Lore but as it stands now, im disliking the recode more and more. I know many of you devs work hard to bring us the new game but why change so mutch; the basis was GOOD! There was absolutely nothing wrong with many of the dinosaur models, including our current Alberto and Giga, except for the rigs. I talk to a ton of new people on Legacy and they LOVE the looks of our current dinosaurs. I also have a question about the rex; Spino got a rework, Giga got a rework, but Rex stil has the Legacy model. If you are going on with this trend of making the Apexes more monstrous I think you should do the same with Rex, because it might stick out with it round curves and more slender body type. Thx for reading this.
Another great looking Acro in my opinion. Ill sh** up for now ^^
Please keep alberto hideous and misshaped, I mean this genuinely.
When horses kick things it does not lacerate but may cause internal bleeding leaving the victim to an untimely death. Para should have bleed!
I dont think that base dinos have to look like monsters. Simply just dont get it... The strains should look like monsters but base dinos should be accurate as much as it is possible with some unic artistic features allowed
Overall I like the concepts of the new alberto and acro.
Would be nice to see the proportions a bit more realistic and less cartoony though. With the alberto's feet and head not being giant, and the acro regaining a neck. Also continuing the tail spikes all the way up acro's back and neck would look better than just the tail imo.
Thoughts on the new Acrocanthosaurus concept
First off I think the biggest factor that initially threw me off this design was how thick the whole thing is. I get the impression that there was the intention to beef Acro up, but once again I think the goal might've been taken a tad too far.
I will admit the first image of the side profile just makes the Acrocanthosaurus look obese, the second image with the more frontal angle definitely helps define Acrocanthosaurus as being more muscle bound. Overall I like the look of the Acro from the second image save for one detail, the neck.
Because of how bulky the entire animal is, the back of the neck just looks bulbous. It also clashes with the rest of the back the way the spikes transition into what I can only assume is supposed to be plating or some kind of thick hide.
I'm not entirely sure on this next bit, but it genuinely seems like the neck proportions (among other proportions throughout the body) seem alot shorter than they're supposed to be. This might just be a result of the Acro being beefed up, but the neck genuinely seems too short, atleast in comparison to the body.
After contemplating my thoughts on the design, and browsing quite a few edits. These are the changes I think would help improve the design.
-Smoothing out the transition between the spikes on the back and the plating(?) on the head, I think something reminiscent of the old design could be incorporated quite nicely. Something akin to this #general-feedback message
-The proportions in general could really use some tweaking, especially the neck, again using some inspiration from WOld105v67's design, since it mainly keeps the bulky build, but extends the proportions ever so slightly.
Thoughts on the new Albertosaurus concept
I have slightly less to talk about on this one, since it's arguably not as stylized as the Acro.
First off, I'll express my gratitude for the crest/horns from the previous Albertosaurus making a return, they were my favourite feature from the previous model.
My only real grievance is with the anatomy of the head and neck, the head looks oversized which inturn makes the next look short and bulky. Now that I think about it, the anatomy of the concept just makes it look like a miniature Rex.
I've browsed through the plethora of concept edits, and I like the majority of them, but I think EmilyArt's one sits with me the best. #general-feedback message
So this is my acrocanthosaurus edit, I made the skull more accurate (and smaller too), made the tail and neck longer, while also adding a more S shape to the later, added some spines over the neck, tail and chin. This changes were made so it could look more accurate while still looking like a dinosaur from TI, so now the design doesn't clashes as much as the previous one when comparing it to the giganotosaurus or tyrannosaurus.
So I had this drawn for Kingjaffad as a suggestion to change the Acro design, something that'd make a better use of spikes and armor platings as well as less disturbing proportions. I mean you can look this message here -> https://discordapp.com/channels/401464048610312193/401481371249541120/773881200288596000
Brown's for toughened skin and the very dark grey are for the armored scales, if it's neither of those colors (read plain grey) then there'd be just regular skin.
Ok so I have seen a lot of people not liking the new acro concept so I have had an idea
What the devs could do for the acro is keep the current modle and just make the tail a little bigger and longer
(I didnt know how to photoshop this so here's just a plain picture of the current acro modle so you can at least imagine this)
Making it possible to copy text from the chat window would help loads when playing with people who can't speak english. Can then paste to a external translator app.
Ankylosaurus (or Minmi if it turns out not to suit Anky's playstyle) could have a symbiotic relationship with a type of moss or lichen, allowing the foliage to grow on its back and granting it a passive stealth effect when standing still-- this can be a default ability, or something gainable through rolling in a patch of the stuff and/or with a perk
I'll be honest: the Stegosaurus's new attack animation kind of makes no sense if the animal is actually trying to defend itself.. Does it require more skill to use? Yes, but why wouldn't it just swing its tail around to hit whatever is behind it? Significantly easier for the animal to do and much more effective, provided you could also just have both and have the new attack be right click(RMB), although not sure why anyone would want to use that when a swing is far more effective - ¯_(ツ)_/¯
You can barely see it, and I know it's a work in progress, but the way carno's head flicks up after it's charge makes it look like he snapped his neck, trying to kill his prey. Maybe make it so instead of flicking it's head up, it just rams into it?It just feels like it should be more heavy and slow. The way carno's animations are right now, just don't really feel natural.
Make this spino
I am somewhat worried for stego after looking closer at it‘s current attack and seeing Amarok try to fight with it(I know it‘s still wip) but I feel like stego will have an incredibly hard time landing a hit on smaller creatures. This could easily result in a single juvie Utah killing a fully grown stego which is kinda stupid. So I suggest that stego should definitely also get a tail swing that is much easier to land a hit with but it should do less damage and less bleed than the awkward tail poke. So it won‘t get destroyed by small creatures that would be almost impossible to hit with the poke. Maybe stego would use the swing while walking/running and the poke while standing similar to the tenonto bite and claw attack. The problem could also be solved by giving stego quite a lot of trample damage but the swing still would be a more reliable attack compared to the tail poke
this topic seems to be getting a lot of support now so...
like the original plan for spino giving it a type A or aquatic species and a type B or apex sub species with this wonderful concept as type A and the current one we have as type B.
the new designs definitely look more chuncky. For the Acro I like the redisign of the body (even if i personally think the concept would fit the elder version more) it gives me the vibes of a dence jungle and thick cluttered swampy enviroment type predator with its almost frog/toadish look, that would ambush and give chace in short persuites. Although i feel that niche has already been taken by the more equatic dinos and when put into practice the terrain and foliage would most likely hinder its mobility, out in the open i dont think this design would fit verry well. if it could have its neck and the space between its arms and legs extended, its arms enlargened with the dulap and neck crest reduced, and more detail on its nasil crest it could be a more apealing disign when seen in full in the open. with the Alberto if its tail could be made longer and its head raised higher above its body and made more boxy, and its legs longer and more gracile it would feel more simular to a tyranosaurid and not a allosaurid with small arms. overall though i love how you guys are experamenting with the disigns/redisigns of the dinosaurs to make them all seem more unique. thanks for reading this and keep making these great concepts and making this great game! 😀
I do like the new acro model (as acro is one of my favorite dinosaurs), and maybe as an elder or full adult acro this spiked acro could be good. The edit is made by @past wing
Wallowing should have a positive effect on bleeding, substantially stopping hemorrhage but not completely stopping it. Also maybe in venomous bites too.
like what Biblo said that would give a reason to wollow but also because of the mud on them they stand out like a sore thumb
I would suggest that stego gets a back leg kick or trample damage to deter smaller enemies from staying under the tail and nipping its hindquarters
By using this spino, I feel it would transition into the Hypospino much better. Not that I don't like the new model, I do its awesome but like but like @tame copper said have an a and b type
for deino i think pressing left click will result in its basic bite, (of course) pressing right click while facing forward will result in a lunge attack and pressing right click while looking backwards will result in a tail whip like real crocs and gators
i think if you're in a very close range of an animal, you should be able to sniff it out. not the footprint, the outline of the animal itself. of course this would be in a very close range. I mean irl you can smell an animal or person instead of just seeing their footprints, but you have to be at a close range. Also, you should be able to smell vomit, becasue if you find a bush and it has vomit around it, you know a herbi has been eating from it and is nearby.
Add in something to prevent the camera vision from being too obscured by trees and such when you're in the jungles.
I think that to make sure that ovi isn't completely made redundant by galli I think that galli shouldn't eat eggs but rather keep ovi focusing on eating eggs and have galli focusing on eating the hatchlings and small creatures
For the giga I believe making the legs a bit longer and the "armor" on the back not as profound, as well as making the head a tad smaller would make it hold onto the agile/nimble large pack predator feeling like it holds in Legacy and in media. Personally I think that would make it a more interesting dino to play than rex but different
I remade the Albertosaurus based on the new concept, I tried to keep some details, but most of it was redone, it is not the most realistic but it is very close, what I mean is that the model can be improved for something lighter to play and to see, considering that an albertosaurus was not the most crude, I made a correction of the skull, which appeared to be "crooked", my suggestion is to correct the model for something less "monstrous", I hope you will rethink about the case.
(If I wrote something wrong I'm sorry, because my English is not the best.)
make ptera swallow baby hypsi's like how pelicans sometimes swallow pigeons
alberto concept art looks like a rex and an allo had a baby..pls make the art sleeker and more unique, alberto should be long legged and fast, it should be more angular with a slightly more proportionate head i think.
acro as well feels like its not proportionate, its legs and neck feel too short, like its on its way to turning into a rhino or something, acro should by chonky...but in a way that isnt muscle bound.....nor to fat either. his crest should feel like looking at a strong creature in its prime, not like looking at a bear that has fattened up for the winter and can barely turn its head due to its own rolls. make him taller and with a longer neck and it will help him seem lithe and strong. also...im not sure i like his nose crest...that looks like it belongs on a dilo. tone that down pls! 🙂
As we all have seen on The hope trailer were at The end of the video we hear primal carnage Rex roar. May Magnatyrannus have that roar cuz magna looks pretty similar to The primal carnage Rex so maybe in the future. This is just some feedback for future updates
final thoughts on the trend for many of the isle's dinosaurs, firstly not everything should look like its on its way to being a hyper strain!!! its OK to let dinosaurs have a more accurate and natural feel to them, slapping on thick armor and spikes everywhere can just end up feeling tasteless and lazy. please consider that so many of the legacy dinosaurs actually did have very good models they need an update yes, they could use a little tweaking to make them feel fresh and exciting...but they dont need to be turned into monsters that are more appropriate for some Godzilla movie! please consider and know that we love this game but its ultimately about dinosaurs!! not movie monsters. 🙂
I would like to show my appreciation to what seems to be the old purple dilo skin making a return. I honestly think the current green one is ugly and has always been. The purple one is what I think is the best of them😍
Since spino’s design has come up in feedback again...this design would look nice👌 (maybe with webbed feet?)
Credit:???
So obviously there needs to be a way to balance apex populations and get people to play the smaller critters, but personally I don't think that the proposed "ecosystem splitting" is a great idea. That will just end up making mid tiers the apexes on the small lad island. It's kind of hard to think of a solution, but I thought of one possible way to do it: trophic levels. Irl, there are always way more smaller herbivorous critters than larger carnivorous ones, and they make up most of the animal biomass (ex. more crickets than hawks in a forest). So what if when you log into a server, instead of choosing diet and then dinosaur, add another option in between to choose your tier/trophic level. Some of the tiers will be occupied by other players, but when they log off their slot will be free. So for example, if you had a server with 100 players, that population would be divided into tiers and trophic levels, such as 50 tier 1 herbies and 10 apex carnivores at one time when the server is full. When an apex logs off, one of the slots becomes free so someone else to play apex. With growth, the juvie and sub dinos can be considered in lower tiers to their adult counterparts, so even if 10 apex slots are full you can play as juvie or sub rex. Obviously this idea is not super fleshed out and doesn't take nesting into account, but I think something needs to be done to try to have a balanced ecosystem. AI will obviously also help a lot to fill in these fictional trophic levels, but this is just something I thought about randomly and felt like sharing.
Tbh I’m not the biggest fan of the new Acro model. I see where you guys were going with it, but I feel like it’s a bit too chonky. I feel like this would also result in awkward gameplay. I feel like Acro should be a fast apex or sudo-apex. Not as strong as other apexes, but faster. I really like the Primal Carnage model for the Acro. It is by far my favorite Acro model in any dinosaur game, and I think something like this would do the Acro well.
Okay... So... Bruh. For like a few weeks I forgot Alberto and Acro were planned n stuff (both of some of my favorite dinosaurs, especially Acro (Para still always my all time favorite tho)) anyways so like uh HOLY SHIT these are LITERALLY some of the BEST concept arts for carnivores I have EVER SEEN. Something about Acro's design in that is just so weird and unique and perfect in every single #@$%ing way... Like, if you know me, you know that I barely play carnivores, and like mid-tier herbivores (Para uwu), but that Acro... I would lowkey play the hell out of that. I know I'm going on a rant here, but I LOVE THAT ACRO SO #@$%ING MUCH.
Saying "good job" is a HUGE understatement.
Give Acro it's neck back, it looks funny with such a fat neck.
Edited
https://cdn.discordapp.com/attachments/703254508909756539/774022668893814824/unknown.png
Original
https://cdn.discordapp.com/attachments/664914260648001555/773690654475157514/Acro.png
I think that simply stretching the neck and tail of the acro out to more proportional lengths does wonders to improve its look, while keeping everything else in the concept art the same. It's a really minor change, but it just makes everything slightly more acro proportions.
I think this Spino is so much better than the Spino they showed us, especially for the skull
An idea that me and a couple of other people came up with to make Magyarosaurus a unique and viable animal that should provide both the player controlling it and those facing it an interesting challenge.
Magyarosaurus could be a poisonous animal that uses poison that it secretes to discourage its assailants from attacking it. It would produce poison upon consumption of specific plants so as to make it impossible for it to restore its limited supply of poison during a fight.
While playing it and encountering an opponent you could excrete the poison covering yourself with it and using up your(limited) supply - this would impact the animal that attacks you while also reducing the damage you receive while being covered with the poison.
It turns a fight against Magy into a mind-game of whether the predator can make the Magy player run out of poison before the attacker succumbs to it.
I believe that the poison should have paralytic effects slowly impacting the animal over the duration of the fight. Initially it could cause the predator to become slower however with time it could get lethargic eventually getting knocked out altogether. Magy could then either attempt to kill the animal or disengage from it depending on which course of action is more sensible.
Furthermore the length of the poison buff that's on Magy could be determined by the amount of poison it excreted which could be controlled by the player so as to avoid a situation where experienced players can tell exactly how long they have to wait for the poison to run out.
One could argue that the animation could vary depending on how much poison has been excreted however this would have to be estimated just by looking at it which would require both skill and experience to do correctly.
Overall this would make Magyarosaurus a unique playable like no other in the game. It might be somewhat niche however it could be interesting for both sides during an encounter.
one thing im enjoying with the new designs, especially austroraptor, is that they are being treated more like animals and getting some speculative covering, like how acro and alberto (although they seem to be a bit inaccurate in skeletal form, i can live with that) have lots of soft tissue covering and such. I hope that the new unique designs continue, and dont end up being higher res versions of the old ones.
Way down the line, here's my suggestion for social fights:
3-calling a group member sends them an invitation to enter a social fight. One can turn off the social fight invite option in the Group menu (though this also forfeits any leadership status they may have). Both participants then enter a minigame where their attacks, instead of draining health, drain stamina instead. The participant who runs out of stamina first (or 4-calls) loses, and the winner gets a little crown icon next to their username in the Group menu alongside whatever other cool group shit you have planned for group leaders. If the participants put too much distance between each other, the contest ends with no roles getting changed.
Draining stamina instead of health not only prevents group members from murdering each other over social status, a less-realistic and frustrating option, it also puts them in a vulnerable position right after contesting, leading to further hunting opportunities for carnivores.
No new spino model is the best please don’t change it unless there will be a type a version of it but don’t change it
Ik this video is dated and ik spino is a little while away but maybe a call similar to something like this? I thought it sounded kinda interesting..maybe not as a three call tho, but perhaps as a smaller threaten call? (a growl?) just imagine you're in a swamp and you hear this coming out from the fog.
(timestamp 4:11)
You all know about the Spinosaurus. Controversial, in that theres so many different iterations of this prehistoric monster, but today we'll go over something thats never been talked about regarding the spined monster, what did the Spinosaurus actually SOUND LIKE?
For more ne...
This is a fan-edit by me of how I think Alberto could look instead of the current concept.
Alberto looks too muscular and almost rex-like, the head and neck are too big and body too short in length.
Alberto already have a good bite so no need to make the neck more brutal/mini rex.
For some reason it also gives me Allo vibes lol
Imo it would fit alberto better to make it look more like its speed and agility build, (as the edit shows).
Adding seasons/weather effects would be really cool, like depending on the rain, areas of the map can get flooded, the island can also have a drought season where rivers/lakes get smaller, less food sources for herbivores, nothing too extreme to make the game unplayable but something challenging to encourage herd migration and player interaction.
All three of the big carnivores we did see in these last few days have strange and cartoony proportions: Giga is too front heavy, with a big head and torso but with a lower than average tail to counterbalance the weight. Alberto have a too big head and too short neck. Acro has a small neck with a giant tumor on it, and again, is too front heavy. I suggest you to revisit this designs.
Damn the new Acro is THICCC I love it. The new Alberto is cool too
I also really like the acro design. She's a 🎵 b r i c k h o u s e 🎵
Revisiting Split Roster Drama (1/2)
I know I’m late, but I wanted to propose a potential compromise to any “split roster concept” discussed the other day. Let me paint a picture and let me know what you think? This is a combination of several different ideas which may or may not already been suggested. Instead of splitting the roster, split the island. A huge mountain range splits the map. Small and mid tiers can spawn on both sides, while apexes are restricted to one side of the map. Small and medium can move back and forth by:
(a) Going up and over the mountain range. A maze of trails in wooded/jungle mountains with rocky terrain. The trails are narrow, so only small and medium animals will be able to navigate. Perfect home for pachycephalosaurus and homalocephale and others well suited to make the mountains their home (think mountain goat). The paths are cut with ledges where only the most agile will be able to make the jump. If hatchling or juvenile apexes are able to navigate this network without starving, they do not have the dexterity to make such leaps unless it’s to their death.
(b) Through the mountain range using caves. A similar network of caverns, death pits, and dead-ends. It’s a labyrinth in complete darkness. Mastering the maze is one thing, but troodons and dilos seek this shelter during the bright day, far from the reach of the rays of the sun. Only at night do they venture out. Don’t get too excited when you see light, you may run only to find yourself falling into the abyss. If an apex hatchling, is able to navigate to the other side without starving or becoming a snack, their fate is sealed by a tar pit at the entrance/exit of the cave. Only adults of any species have the stamina to make it through a tar pit, and even for them it is a challenge.
(Revisiting Split Roster Drama (2/2)
(c) Attempt to swim around. Nice try. The mountain continues into the ocean on both sides only gradually tapering off. These sheer cliffs offer no refuge or resting points against the surf. Even the strongest apex will succumb to the ocean waves as it loses stamina at the half way point. Pteranodon and other pterosaurs perch on top of the rocks with their nests. These are prime fishing grounds where different flying species fight for control. They wait for the sea to offer its bounty. Sea monsters wait in the surf below, hidden in the crevices of rock face, waiting for a foolish apex to attempt to give it a try.
(d) a major canyon cutting through the mountain. This is a path of least resistance, but this too is futile. Halfway there and you realize edge of the cliff has collapsed and rubble blocks the way. You turn around to realize you’ve entered a trap. The ambush is set and the raptors close in.
The old Utah model needs some form of reimplementation. There was nothing wrong with the model for what it was, the only real gripe I would think people could make for it is that it could maybe use some more detailing to be on par with newer models, but the model it’s self still holds up as is. On the other hand with this new trashy stylization look the isle is going for with some of its newer assets and redesigns the old Utah probably wouldn’t fit in to be fair, but honestly when modding makes a come back it can all be fixed but let’s be honest that won’t be until like 2048.
**Mono Venom Suggestion: ** Due to us having 2 venomous night hunters in the game already with Troo and Dilo, Mono will be the only one in the venomous hunter family to hunt during the day. If this is what is going to happen with Mono I'd suggest giving it a very unique kind of venom. My idea is a sort of toxin that makes victims extremely susceptible to light, creating bright, blinding flashes and a overall fuzziness that gets worse and worse as more venom is injected into the bloodstream. The best way I can describe this is if you were to stare at a bright light for 30 seconds, then look away, it creates a sort of blurred bright spot in your vision. Now imagine that X 10 with multiple spots like this flashing in and out of existence making it seem almost as if you're concussed or have severe tunnel vision. Now obviously this wouldn't work as well at night because it isn't so bright out, but the venom can still have an effect, only more subtle. I was thinking just smaller flashes and less fuzziness overall so that you still have a relatively clear vision in your darkest hour. The advantage of making the venom still work slightly at night is that if you have been bitten by a mono, you will realize you are most likely being hunted, and start scanning everywhere looking for the telltale sign of a threat, movement. Since your screen is giving off small flashes every now and again, it might distract you from other movement on screen or perhaps even make the hunters movement blend into the background as if it were just another effect of the venom. As an added bonus, if the devs really wanted to make this venom a difficult hunting tool to use, they could also tone down the effects during dawn/dusk and during storms.
TLDR: Mono makes you see stars.
bringing back my old magy idea because just making it taste bad is an awful 'defense' on its own and people, including other salty toxic herbivores like me probably, will just KOS it out of spite or for shits and giggles.
Magy could have a chameleon ability in order to help it hide from predators, if they see a predator running at them they won't make it far, but they could flee into the underbrush to lose it for a few moments and have time to blend in and the predator may think it changed course. I'm not talking about letting it just shift all colors of the rainbow to become invisible or some shit like that though, rather its colours will alter their shades and saturations to fit its surroundings better, like the greens or browns will shift to blend with a shrub.
A green, grey and white magy hiding in a green bush would cause its green to shift to the colour of the bush, however with no grey or white in that area those colour sections would either just alter opacity or not change at all. to activate this you will have to stand still and then use the crouch command, your camouflage will fade in and your movements will be drastically reduced. this will make KOSing an unappetizing animal more tedious and carnis will be less likely to bother doing it.
DRYO-saurus literally means "tree lizard" if the devs haven't already started working on burrowing systems for dryo, maybe it could be a herbivorous herrera? Also it could eat the tree-top leaves that magy eats too. Maybe 3 dryos could counter a herrera? maybe 6 dryos? maybe 9 dryos? I'm not sure, but i was just thinking that.
Basing this cool idea off of @ancient plover I think giving magy hightened senses would be a good idea for it when detecting predators that are in within its distance or etc. along with its basic attacks, "unsavoury taste''w.e that means/ and hightened senses (ex: smells, footsteps, vibrations, highlighting animals in close range(may or may not might be op), and sounds) should make it a more viable animal, AND would help it escape potential threats .( should definitely play around with this idea to see its potential and so it can be balanced). I don't think it needs much else..save other interesting mechanics/abilities for the rest of the creatures^) #general-feedback message
How The troodon calls should work is that it would go off of what you last heard so if you heard a utah last you open up a wheel that can show the past select amount of dinos you have seen or heard and do them but to make things simple, make it so it can only do a juvenile call of each dino unless its its size as an adult is the size or smaller than the troodon being played
The collision boxes for the rocks should be much blockier to keep walking on them nice looking. walking on rocks look like my dinosaur is stepping on legos
I love the new herrera model, looks a lot like an iguanadon. Super excited for the skin customization as well.
Plz tone down the yellow scent trail a lil on the new branch and have the trail go away after 2-3 mins or how ever u guys feel but plz not be there like 10 mins after u left the area
I know it will be hard to make but can something have a 3 call like the kookaburra’s territorial call but it can be cancelled so you are not left open to attacks. I think that it would be cool to have it on something arboreal because you could just walk into a patch of forest and suddenly every tree around you starts to call like crazy. https://m.youtube.com/watch?v=Fc_-icFHwQo
The Kookaburra has one of the most identifiable calls of all birds. The Cincinnati Zoo has one trained for its Wings of Wonder bird show, to call on cue.
Subscribe: https://www.youtube.com/user/CincinnatiZooTube/featured
Facebook: https://www.facebook.com/cincinnatizoo/
Twi...
I must admit, I do like the idea of Magyarosaurus being sensitive to vibrations, providing an early warning system for animals larger than itself. To further sell the concept, it can have low-frequency calls, like Tenonto's current broadcast when the key is tapped instead of held.
I think your dinosaur's should get slower more casually when low on stamina, instead of being able to run at full speed until you're on 0 stamina where you can't run at all. I think something like this would be better. You're on 100% stamina, you're able to run as fast as you can. Once your stamina gets low, the run speed will deplete until you're just walking. Opinions on this are very welcome in #general-feedback-discussion. 🙂
I think I saw someone mention it elsewhere but I figured I'd reiterate it: Balance wise magy does not need to be perfect. I don't think anyone is expecting this tiny dwarf sauropod to be a great survivalist. Like some dinosaurs in legacy, it'll probably just have a higher skill floor to actually really play with, meaning only people willing to invest in learning magy will put in the effort. Which is ok, imo, so long as it is actually feasible for those people to play it. Some dinosaurs are incredibly easy to play (cough cough why I play maia lmao) while some take more skill/care.
IMO, magy needs to be able to escape from apexes. It's not going to be able to put up a fight. But so long as it can fight back against the faster mid-tiers and escape the slower ones, I think it'll be in an alright place.
Suggestion for deinosuchus. Modern crocodiles use a technique to catch fish in which the launch themselves up and out of the water and fall with their head sideways back into the water. This would be a really nice quality of life style of fishing for small schools of fish. Big fish could style be ambush/pursuit style of fishing. https://youtu.be/cW4Shimbu34
Watch really big crocodiles lunging after fish and trying to catch water birds.
Enjoy over 100 other videos, from lions to grizzly bears on my channel, https://www.youtube.com/user/judy1066.
Maybe make some Dinos gain Stam a lil faster when Z walking? Would just be a nice thing to add and to make more people use it ^^
when sprinting and suddenly change directions and slide, make dinos have a chance at falling over dealing an effect similiar to carnos charge, lets say the lower the turnrate and the bigger the dino the higher the chance of falling. so get a cera or utah and there chances are pretty low of falling over, but a carno or rex have a much higher chance of falling over.
and maybe the conseqsues of falling over are like a stun or being vunrable to ur enemy in a fight. and u would also be able to reduce the chances of falling with the new perk system
I would like to see more utilization of the utah's foot claw in it's attacks. I might suggest making the jump attack a jump kick
A stun effect can be added to some of the secondary attacks for herbivores, a good kick in the face can blur the players screen or something that forces them to retreat momentarily. I've seen videos where Zebras literally knock out warthogs with a single kick, I think that would be pretty cool to add into the game something to make herbivores a little more threating rather than just helpless meat sacks.
I know the mechanics and such is gonna be real difficult to put like this but if the devs are willing to try this type of animation or mechanic.
Deinosuchus would pick up her hatchlings in her throat pouch and carry them to safety like a nursing pond where no predators would find the hatchlings ( If they're near the pond ). The Mother should also venture to the water but needs to stay close to the nest so they can watch over their eggs and will attack small or large animals who are close to it.
When the player accepts the invitation, they will vocalize the mother to attract it's attention to the nest, the mother can dig the nest after the player vocalize. The Hatchlings must stay close to their mother and form a social group called pods, although the mother is large enough to provide their protection. The young can emit calls to grab her attention and will come to their aid.
When they reach to Juvenile, they still need the mother's protection from Larger animals such as apex or mid-tiers (Like the concept art, the Utah bit the juvenile's neck) but they can defend themselves from small animals until they reach to adulthood.
The threat calling would be a Bellowing for territorial or a warning when holding the 3 call.
I really think these guys would fit into the "Tiny Bois" roster of the Split. Like, I really want Orodromeus, Avaceratops and Psittacosaurus as playables. A lot. I mained Oro back in progression, in fact. Possibly all three could make use of some form of burrowing, especially Orodromeus in my opinion since parksosaurids are actually known to have burrowed. Avaceratops could be like a smallish generalist defensive herbivore or warthog niche, and Psittacosaurus could have my previously suggested unique trait of 100% venom resistance along with possibly burrowing as well.
I’m just saying please redo spinos sounds, the legacy sounds really won’t fit the new model, they’re too high pitched and non threatening
Hypsi climb pls
I really like that model !
Can we have a ✅ and a ❌ -on reactions on concept arts/animations, so you can gather feedback way easier on it? Just simply looking at that two reaction, you can have a general idea if people like it or not. It would be way better than just having a hipsyheart. Consider it please.
Edit : 1. Voting / Gathering feedback from the feedback section doesn't knock each other out.
2. You can have a general idea instantly how well received the art/animations within the community.
3. Players won't mistake it as an actual vote, if yes? it's not that at the end of the day? I doubt that if 5000 people dislike an art, it will stay the same.
Update #2 suggestion - looks like Carno is behind compared to the other #2 roadmap items:
Push Carno to Update #3, so Update #2 can be released sooner.
It will be very interesting to see how balancing with this roster will work out - will Stego be invincible when there is only Utah's they have to fear ?
Especially in the light of devs having thoughts to split rosters based on size.
Such a field test could provide valuable feedback in regards to balancing and larger gaps in dino sizes.
JUST AN ALTERNATIVE(incoming X'S coming soon😂) This is for galli. I suggest as another possibility instead of galli overriding what ovi do which is eating eggs. Since it's diet is pretty limited being an omnivore. I say u can possibly add in a.i lizards, Mammals, bugs, etc and let galli have that as a foodsource instead. Possibly leaving eggs to be mainly ovis thing. ..just an example below.....BTW. If u put X put your feedback in #general-feedback-discussion would be helpful. Thanks. 😊...btw not saying ovi should just be restricted to eggs but just trying to diversify their diet a little more.
at the suggestion of another, here is a light edit to address an ongoing visual complaint i and others have about the recent acro and alberto previews, that being how drastic the change between skull and neck is, and how it seems like their skulls aren't positioned correctly in relation to said necks.
these are edits that simply rotated the skulls of each dino to more better match the curvature of their necks. while it doesn't address the still worrisome dips on their skills, it makes the transition between head and neck much more understandable.
Carno should be able to knock down another carno.
I really wish that y'all would stop making the tails look so noodly. It looks absolutely ridiculous on some dinosaurs, and not realistic at all.
I agree with Dynastes partially - really thick tails look better on most dinosaurs, but it's not problematic with the game's models. Just something that could make them look even better.
I know I’ll get some hate for this because iT’s nOt pAlEoAcCuRaTe!!!, but I think to make proto a viable animal if it was upsized to a little bigger than an Ava and some gimmick to make it actually survive as a playable, like it can fracture bones of animals smaller than it with its charge, or something like that. I think a good spot for it to be is for it to be able to 1v1 a troo with a 50/50 chance of winning based on skill, and some way to escape larger predators it can’t run from.
let the Hypsi climb trees too
when they update the Acro leave it with this old skin please
herrera should be able to impale its kills on trees like a shrike. that is all.
I think something like segnosaurus could be a good mid-tier therizinosaur. It can fend for itself, and it’s bigger than beipi, but smaller than theri, and could be a nice little mid-tier. Irl segno could use its claws to dig burrows and caves so maybe something like that 🤷♂️
Multiple Death States [Part 1 of 2]
I would like to dive deeper into the multiple death-states idea.
Awhile ago there was some talk about certain methods of killing failing to dispatch the animal properly, causing a prey item to occasionally remain bleeding out with their guts spilling onto the ground as an animation, perhaps even while being fed on.
(Obviously the player would have the option to advance to the character select screen, and not be forced to bleed out for 30 minutes, but may also have the option to observe while their character remains in these extended death throes)
I would like for some events in the game to trigger a "contested kill", such as a utahraptor snatching a compy into its mouth. If the compy player is idle or resting, the event does not trigger a contested kill, but if it is in some other animation such as sprinting with a sudden change of direction, or performing a "get up quickly" action, it should have a chance to trigger this "contested kill" effect, whereby the utah still successfully grabs the compy in its mouth and can eat it, but the compy is still "alive" in a state of extreme panic, and makes a lot of noise for other lurking predators to hear.
Multiple Death States [Part 2 of 2]
You can picture this "contested kill" effect scaling up, such as an allosaurus snatching up a gallimimus or pachy, and hearing distressed screeching in the distance. I think this would be good for flavor (imagine hearing that in the middle of the night!), but also could become a skill-based challenge that hunters have to face. Perhaps this contested kill idea could tie into AI spawns in the future, where if you fail to dispatch a wounded prey item quickly enough, it alerts a rival to come steal your kill from you.
I think this feature and features like it would make the game more dynamic and grotesque. Definitely a more exciting suggestion for when gore is introduced. I like the idea of more audio cues in the game reflecting your dinosaur's actions / state of being, particularly involuntary audio cues when startled, severely injured, attempting to sprint with a fractured limb, etc.
For the new skin customizations system, I highly suggest adding some brighter colors for, mainly males, but females too. It would be nice seeing some vibrant dinos, but of course still keep it natural so you don't have some neon utah running around giving you a seizure. Tropical and more vibrant colors give it that sort of island vibe I guess. Just don't go overboard with colors to the point where stuff REALLY sticks out like a sore thumb.
Yo All I wanted to say is These acro skins from @/Slender#3033 (not sure if he wants to be tagged) is so nice. Tbh I like all of them, can't choose 👌👌also can't wait to see acros official skin too.
Maybe on beaches or in swamps you could occasionally see a Hibbertopterus crawling around that bigger carnivores could kill.
So this is an idea I've had for a while now but never felt it was the right time to suggest it (officially at least). My idea is that i think it would be quite interesting for players, specifically ones on private/ realism servers, to be able to see not only just how many herbivore and carnivore players are on a server but, what kind of herbivores and carnivores are being played. This would then allow us the choice of how to flesh out the ecosystem as well being a fun and informative mechanic in game. I'm using the The Lost World satellite map as a reference for the ideas overall look and aesthetic only, rather than being able to see where players are on a map.
Thanks for reading.
Ok this is just an idea for FATcro since punch said they had no mechanics /abilities for it yet. This is just the general idea based on how the artwork/concept looks.....if its good I'll edit as it goes. This is suggestions i have seen overall for acro. Before the concept was out.
So general acro ABILITIES/IDEAS: being able to tackle/ slam/or possibly shove animals like a footballer( this will be with the help of it's bulk, when in CLOSE combat...so possibly a knockdown/push that can work on larger animals).....able to withstand more damage because its a fatty looking animal now/ have the ability to restore more on it's resources ( water/food) than other carnivores ( camel/ grizzly bear INSPIRED) so he has a playstyle that lets him be a little more chilled out/lazier and be a big bully while the leaner/more muscled looking giga is the more active predator...too add on I'm not sure about stamina or speed at the moment for him( suggestions ?)/also with its new redesign should it be able to heal faster after taking damage ? Or should it be slow ? 🤔🤔( feedback pls)...SIDENOTE: I also was trying to make it different from carnos charging abilities with its horns ... so kinda like a body shove/slam/ instead where it pretty much knocks the animal down..(may or may not need to run and tackle it down to do so..just using pure strengh/body mass should do the trick on SOME animals)
For update #2. Try to stabilise the official servers so players do not get a negative experience because of the lag
Jumping in what Noah suggested, but even just restarting the servers more often can offset a lot of the sever-based issues.
To be honest I really don’t like the smart AI system. The isle is a survival/pvp game and not a computer vs player game. At lease I don’t think we need every Dinosaur to be turned into smart AI. The AI should be there just to keep you from dying while finding other players and shouldn’t be concerned with fulfilling the dietary needs of each playable dinosaur. with that being said I do think there would be some good Applications for this smart AI idea with dinosaurs that won’t be considered as playable dinosaurs. For example the puertasaurus would be good for the smart AI system. The puertasaurus is a dinosaur that people enjoy seeing in the game and add realism. The puertasaurus however doesn’t make for the best playable dinosaur because of how slow it is. It would be nice to be able to see the puertasaurus walk around the island. You can implement the smart AI system in the puertasaurus by making the puertasaurus an a alarm system for the other dinosaurs in the area. When other dinosaurs enter within a certain radius of the puertasaurus it will let out a call. Depending on if you are a carnivore or herbivore will determine what call the  puertasaurus uses. This Allows other dinosaurs in the area to know there is something near the puertasaurus. You can choose to attack the puertasaurus which would entice it to chase and attack you as well. The puertasaurus is just one dinosaur that this system would make sense for and I’m sure there are other dinosaurs that people would want to see in the game but because they wouldn’t make good playable dinosaur they won’t. The smart AI system would allow for those unplayable dinosaur to be implemented into the game and allow players to see some of there favorite dinosaurs. It just isn’t exciting to see AI that I can play plus makes it confusing when you’re not sure if the AI is a player or just AI. Use the AI to give variety to the game and don’t make the playable dinosaurs AI.
Allow the option to make eating and drinking an action you can do with a single press, rather than having to hold it down. Holding down keys can really stress fingers and as someone with hand problems, I've always found eating and drinking to be two of the things that really aggravate it during long play sessions. You'd simply press to start eating/drinking, and press again to stop. It shouldn't have any impact on gameplay, seeing as you'll still need to actively choose to stop eating before you eat too much and vomit, so people can't abuse it to make sure they only ever eat the right amount. Just a small feature to make this game a little kinder on the hands, in particular because it's a game that's kind of built to be played in long sessions, rather than short bursts
When if deino can boost out of the water like this, then maybe if it boosts out of the water and misses its target, it has a 1.3-1.5 speed increase for a short period of time to chase after its prey while it’s still stunned.
^ I'll add on and fix what Serpent said.
Make it an option of toggling holding to eat or drink to press to eat or drink.
For all the people complaining that Galli will be a better ovi, I would imagine there’s a mini game kind of like the one we’re getting for fish, and I imagine ovi will be naturally better at the mini game than galli, compensating for Ovi’s lack of speed. I also imagine the game would be like a tripwire in a sense. If you do something wrong, it alerts the parents to the nest.
About what Serpent said-The Sprint actually already has it (Tab to sprint and Tab to stop) but ALSO if you hold it down itll stop when you stop holding it down; i guess that would work on eating and drinking too. Would also be nice to have on the Wallow mechanic
I think the older you get the longer range you should have in being able to see the names of players in your group, I'm fine with having to stay close with the group as a hatchling/juvie but as an adult the player should be able to wander a little without completely losing the herd/pack.
Maybe swimming doesn’t coast stamina for semi-aquatics?
Please please please make sucho a pseudo apex. This thing was enormous. My person ranking of pseudo and apex apexes from weakest to strongest would be sucho, acro, Spino, giga, then rex.
Placodontia would be a decent sea creature imo, just reading online about it. It's very small tho, 2 m. It would be a good small fully aquatic animal, maybe ai but in the ocean. Potential playable or ai in the far far future.
Edit:link https://de.m.wikipedia.org/wiki/Placodontia#/media/Datei%3APlacochelys.jpg
I really hope the devs reconsider adding sucho before or in update 9. If it was implemented correctly as a pseudo apex, it would be a rival for deino or sub adult deinos at least. With our current roster being small, if we implemented the IRL sucho that isn’t a dwarf like legacy’s, and made it so it would be mediocre on land, but deadly in the swamps. It might also be able to hunt stegos if given the chance, so stego won’t be completely invincible. I hope now sucho is off the roadmap the devs will reconsider its role as a pseudo apex, sucho will be a good addition to update 9
Another idea: a lot of people have really wanted a lunge/grapple/pin attack for carnivores. I was thinking maybe if you hold down left click, you start to z walk and maybe crouch a bit. If you sneak up close enough to your prey, you release left click and grapple/pin your target. Maybe like the longer you hold it down the more stamina it costs idk _(“)_/
Deinosuchus shouldn't have to drink like other animals - to prevent it from leaving the water too often, it should dehydrate quickly out of water, but once in water, the water bar quickly fills up. I think having to leave the water to drink would be silly since it's mostly aquatic
In the server browser i think there should be a history button and when pressed shows you all the servers you have played on in order. I have played on a few good servers that i have forgotten the name of and lost it inbetween all the other servers
Probably too late but I still wish mimicry went to Oviraptor instead of Troodon. Already equipped with both venom and nightvision, Troodon is formidable enough without adding mimicry to the mix, however my primary reason is as it currently seems, Oviraptor has nothing truly special going for it right now aside from being the iconic nest raider, basically just a small tier galli gameplay wise. IMO, Oviraptor would make better use of mimicry to lure juveniles, small tiers or parents away from their groups by imitating small prey or allies, or intimidating nearby predators like utahraptor who might not want to risk seeing if the call he just heard was a Dilo or just a trickster Oviraptor. Handing mimicry over to Troodon just seems like a waste for an animal that is already well off without it. Plus honestly, oviraptor would just visually look better doing it as he is more bird like in appearance, and many bird species are among the best mimics we have today.
Hello nothing really to say here. Just wanted to show you guys these cool plants. Could make for a nice addition to the map. have a good day!
Maybe add some kind of washed-up carcasses that sometimes spawn on the beach that carnivores can eat a little bit of, but sometimes they spawn rotten or they rot quickly after spawning. Just something to give carnivores a little "snack" to help them not starve, basically the carnivore equivalent of grazing grass to stay alive. Maybe they could be dead whales, sharks, fish, sea turtles, or maybe even some prehistoric marine reptiles like small plesiosaurs.
I think it would be nice to see certain herbivores run in a fashion more like this old magy concept. The quadrupeds we've seen so far have all galloped for some odd reason, and I feel that it'll look off for certain species like stego or anky.
as beipaosaurus was originally intended to come in update 3 and still could. what about trying to get it ready for update 4? it's the only update without at least two playables and beip likely wouldn't delay it much if at all.
What if female Dinos have different calls? It could be a very large part of sexual dimorphism, and with the new thing that there must be male and female, a female looking for a male could broadcast in order to find a mate. Maybe even a new 5 call, witch could be a loud 2 call or a new call altogether witch could be for adult females with a nest already down or something idk.
sigh I dont think i have to say this, but make ANKY BETTER PLEASE add bone break and good bleed defense oh and what about you give it more hp so it can fight a rex and anky can be good. https://www.youtube.com/watch?v=WKO631doIyc
Ankylosaurus has been called a "bad animal" for so long in The Isle community. It's time to fix that!!!
This video took a pretty long time to make, but I'm super proud of how it came out. I hope you all enjoy this change of pace, as if this video is popular enough, I may cons...
Adding on to my idea on different calls for males and females, this is a thing irl. Men tend to have deeper voices while females have higher pitched ones so who says dinosaurs can’t have different pitched voices too?
When venom is released, maybe give Dilo and Troodon limited venom, and attack that doesn't drain said venom. It'd be useful not to use venom if you're attacking something so small no venom is needed
I have an idea for psittacosaurus abilities.
LMB: a little bite that does 50 to 75 Newton's of damage, and has a 5% chance of fracture on dinos of the same weight.
RMB: The taco drags its tail on the ground then flicks it up, flinging sand/gravel/soil at its attacker. This takes some time to do, and is a little draining on its stamina. It also can't move while doing this. Gravel will do some damage to enemies, and causes minor bleed, along with slowing its attacker down, soil stumbles enemies and has a chance of blinding them, and sand has a 100% chance of blinding enemies, slowing them down but doing little damage. Sand has a wider hurtbox. (Of course, the sand/soil/gravel variation isn't in any way necessary, but it would be cool)
To add on onto ShockFire's idea of Dilo and Troodon's venom being limited:
Maybe to inject venom you need to latch similar to the Utahraptor (using RMB), instead of having it on the default bite- and having it drain on unnecessary enemies.
By latch, I don't mean JUMPING onto the prey like Utahraptor and scratching it etc, but locking down with your jaws onto the prey for a few seconds as you inject the venom.
The longer you hold RMB on an enemy the more venom you inject, the more intoxicated the prey gets, the less venom you have in you'd have in your venom bar.
This makes it so you're a bit more vulnerable while injecting venom but if its successful it works out in the long run, and allows it so prey can try avoid against getting bitten by a venomous bite. 
Venom could drain stamina, blur screens, cause hallucinations, make dinosaurs stumble and wobble randomly, or make dinosaurs hyperventilate so they're easier to find if they try hide in bushes and stuff.
(This is just an idea, if you have anything to add maybe, ping me in #general-feedback-discussion if you'd like? Kinda curious if y'all have a better way of refining this idea, it seemed interesting to me.
)
Since i have already addressed my concerns about the new anky in this channel before, I feel like it is only fitting that I take a look at the new concepts for the acro and the alberto aswell. My assessment is based upon what I know about the Dinosaur in question, if I get something wrong please direct me to your source. The alberto is aesthetically pleasing to look at, but lacks the proper proportions the albertosaurus had. It looks like someone took a drawing of an albertosaurus and wanted to resize it but forgot to keep the previous ratio of the picture. Its too bulky and not the lengthy slender runner that it should be. When they say it is a small tyrannosaurid, they don’t mean that it is a small tyrannosaurus rex. It was its own unique creature specially adopted to its niche. For a game that tries to give players unique experiences for each playable dino, you guys seem to tend to take away the unique aspects of each dino with every redesign. Which brings me to the acrocanthosaurus. Why would you redesign the creature so much that it is not recognizable as an acro any more. As far as I know, the acro did not posses dilophosaurus like crests on its snout. The skull itself is also bend out of proportion. I am aware that the dino had eyebrowridges and that those could be a lot more visible on a living specimen than on a skeleton, since I am guessing they would be covered in keratin, but they would never start at the front of the snout and go all the way over the head. You took away the unique headshape of the dino and replaced it with a combination of traits from other dinos, that you already have in the game. This is not how this dinosaur would have looked like and it doesn’t end there. The neck is way to massive it looks like the one of a t-rex and not like an acros. The whole body is too stocky and bulky especially in proportion to the head.
You also gave it overlapping scale structures on the neck, which is an overall weird design choice, since similar structures are only seen in armadillos, as far as I know. The name acrocanthosaurus means “high spined lizard” because the elongated neural spines are one of the dinosaurs most unique and defining feature, which you kept for the most part, but you made them look like some sort of osteoderms, since they come out of the back like spikes and less like bones. You have to remember that those spines are part of the vertebra and leaving it open to attacks like that would be a severe disadvantage for the creature. It would make more sense to give it a sort of thin hump on its back, which would also help to make it look more unique. Overall, I have to ask why you remodel these two in general, when the older model is more accurate and represents the respective dinosaur better, same goes for the new giga. It almost seems to me that you don’t want to have dinosaurs in your dinosaur game, the new designs are mostly “cool” looking, but they do not show dinosaurs that we know of. If you want to make a human model but shape the head weirdly big and give it a short torso with long arms and you still call it a human, then everyone will ask you if you have ever been outside before. As a so called dinosaur game I can not help but demand at least some accuracy, I am aware that even with all the knowledge we have about those creature, we still do not have a 100% accurate picture of them, since they have been dead for so long and there for they are a hard subject to study, but that just makes it even worse that the new concepts seem to throw logic out of the window.
You guys just don’t seem to like the look of certain dinosaurs and change them so much that they become unrecognizable, which is especially bad, because you have shown that you can be better, with the older models and with dinosaurs like the protoceratops, beipiaosaurus or the oviraptor (even tho that one is going to have weird gameplay mechanics as a literal eggthief). You just cant take a pig, put a nose horn on it and call it a rhino. I hope that my criticism is at least not ignored and that you understand my reasoning behind it, I just don’t want you to purposefully misrepresent such unique creatures. Have a good day and good bye.
TO DEVS, 😌
DISCLAIMER: IK I'm about to get a RAINFALL of X'S for this
but it had to be said. I DON'T THINK OVI SHOULD GET MIMICRY❗....it would fit troodon so much better in my opinion and it would add to his fear factor and creepyness giving him this ability. Yes, troodon has venom but I don't think good "night vision " should be counted as it's second ability. Every animal has night vision abilities. Whats so special about that ? It's too basic imo and I think if Troodon gets it he could definitely mess with your head and could definitely be feared by mercs and other dinosaurs if it's in a pack( LOOK at the video below, listen to the sounds of the creatures in this clip, troodon would fit this aesthetic❗) Too add on, if OVI is supposed to be a nest RAIDER AND EGG THEIF shouldn't he has something dealing with STEALTH and being as quiet as possible (ex. Maybe racoon like)...making noise will only BRING ATTENTION to him and will get him caught before he even had a chance ( I suggest looking into more ways to make him a quiet, stealthy animal..) also another possibility is if you want galli to be different than ovi, I suggest either finding another way to differentiate his diet so ovi can take That MAIN role, or ...making ovi more specialized when it comes to being a "theif" ( ovi goal should be to GET IN and GET out quickly...making more noise should not be it for him...) Especially If the parent hears him doing this "mimicy" and decides to end him right then and there. Also be mindful this is a VIDEO GAME, i don't think baiting players in ovi's case WILL WORK Just for the fact we're already aware it has this ability. I Just think I would KNOW not to follow it or leave my CHILD ALONE. just saying. KEEP in mind, I will NOT be responding at all to anyone 😌😂so talk nicely amongst eachother. Btw Thanks for my incoming "X's" . I love them truly. 💕.
Avatar - Jake Suly Meets Neytiri Scene | Avatar Viperwolves Attack Scene
Jake Suly First Night in the jungle of Pandora ALONE
Playlist: http://tiny.cc/d3jqnz
CREDITS:
Official 20th Century Fox: https://www.youtube.com/channel/UC2-BeLxzUBSs0uSrmzWhJuQ
©Fox (2009)
Director: Jam...
I've seen someone else had adressed the current concept art of Alberto and Acro before, but I wanted to throw my own shortened version in it as well. I agree with a lot of the point of the throughly written text before, however I took the freedom to edit the concept and put them next to eachother just as a simple way of showing how differently astheticly it looks if they wouldn't be a square box without a neck. Currently they look like barely able to live deformed baby dinosaurs, which probably was not the intention behind it- or maybe it was, I can't look into your heads.
Their heads due to the short to non existent neck seem way to massive and personally speaking, Alberto might even look better with a bit of a bigger chest. The Old models might have been outdated, but nothing spoke against just giving them a high quality remodel with mostly similar proportions, instead of these short dinos that got shoved into a box for too long and then grew in this shape.
My edits aren't particulary great but the best I could do to show what I mean with making the necks longer and Albertos chest longer and bigger:
Possibly the most controversial slew of opinions thus far:
Give mimicry to troodon
Make anky better it looks like an armadillo ffs (I know what they were trying to do but it had a solid back of armor)
Magy is cool but a bad choice for the isle, it's stupidly hard to find a way to make it viable (and yes players will kill it for fun no matter what you say, in fact the second it's released I bet you all the magy players will be slaughtered instantly for the hell of it)
Acro is fine, if anything needs a fix maybe a tad less chunky
Alberto is mainly fine, just less upturned nose and longer legs/slimmer body
Give carno every ability in the game
Magy is stupid
Deino needs an upsize
Give all dinos back spines and plates and big monster teefers, yes even trike
Magy is, simply put, a bad animal (jk just weird animal)
Move beipi back on the roadmap
I hate magy
Also, as a way to help ovi survive, what if either:
A) Some random AI dino abandoned nests spawned as a way to help ovi not starve to death
B) Ovi can also eat meat but not mainly (so you don't starve, similar to graze)
C) If two players have a nest, some of the eggs are "stillborn", so those are thrown out of the nest and the good ones are kept in. This way ovi can still eat some while the parents still get to have all their "good" eggs uneaten, like a symbiotic relationship. Ovi eats their bad eggs to get rid of them, parents get babies
*** Nevermind folks lol, I've just been informed that oviraptor is an omnivore
allow herbivores to add other herbivores into their grp without having to be the same species, to allow for a member of the herd to travel for food withot losing its herd
Hypsi-in the stream-seems oddly slow compared to a Utah. I can understand this has something to with its venom, to make it that much more important. But ultimately that is a temporary solution.
Could you give it the ability to climb trees to fully secure its escape?
I think it'd make an amazing Aboreal Creature with its Super Tail Jump.
A newfound fossil tail means that the Spinosaurus makes history as the first known swimming #dinosaur. Delicate struts nearly two feet long jut from many of the vertebrae that make up the tail, giving it the profile of an oar.
Dr. Nizar Ibrahim, #NationalGeographic Explorer a...
Idk if this has already been suggested, but I think this kind of biome would be really cool to see, just to add variety to the jungle. Trees but without the undergrowth. This is only in a small part o the map, so I don't think it was intentional, but it looks really cool
I know it's probably unlikely but if we get a hypo dilo I think looking at the JP Dilo might be cool. While the real one never had frills it'd be cool to see that as part of its design, and maybe it could also spit and obscure things vision?
please on legacy add a setting option to automatically decline nest invites
Psittacosaurus (I know this is ways away) should have special ability to charge and shoot quills, like hypsi, but in all directions behind it. like a shrapnel bomb of quills. it would take some time to grow the quills back but it would be an effective defense against medium sized predators
You should fix the issue where EVERYONE sees each others name tags, carnivores can see herbivores, herbivores can see carnivores. I can never get to adult on a populated server, because I keep getting killed left and right cause everyone knows where I am. That isn't fair to players who are forced to start off as hatchlings and can't defend themselves to begin with.
https://cdn.discordapp.com/attachments/752178647624056873/774294099036471317/unknown.png Maybe deino is supposed to be the size of teno?? I can't be the only one thinking it looks small right!?
Ok, so my comment is gonna be pretty controversial, and I'm sure that no one is gonna agree with me, but hear me out.
⚠️ MAGY IS AN TOTALLY VIABLE ANIMAL⚠️
But seriously, I don't see why people think Magy is not viable. I just think that not a lot of people actually went in depth about it, and only just seeing the surface, simply because they hear what Magy can do. So to summarize what Magy is, Magy is sauropod that is about the size of Ceratosaurus, (potential even Allosaurus) and that is Magy is an poisonous animal (Which mean that Magy need to be damage by an animal for the poison effect work)
In my opinion: Right now, I think that Magy is in a good position, there are some part where the developer doesn't give a lot of information (Like the speed) So I can't really give an opinion on it, but for now. I think it is good. But why do I said that Magy is good? Well it come down to 2 thing, first is the speed, and the second is poison/damage. Since the Dev doesn't tell us how fast Magy is, imma try my best to hypnotize the speed of Magy. (But even if Magy is slow, which it shouldn't all that the dev have to do was buff the speed so it should be an easy fix) Magy is an fast animal and have high stamina.
Magy essentially have the gameplay role of an Parasaurolophus In the Legacy day, Where If any apex carnivore want to eat parasaurolophus, it need to be an ambush predator, because parasaurolophus is faster and have more stamina, Any apex carnivore can never just run to parasaurolophus and bite it. And Magy should be the same. If any Apex Carnivore (Rex, Giga) want to eat Magy, it need to be an ambush predator and ambush Magy, Because Magy is faster, and have more stamina.
And also you can't say that Magy is trash, because Magy is slow. Because Magy is fast in game and possibly in real life (There never been an record of how fast Magy can run in real life so don't bother looking up on google) An triceratop can run up to 21 mph, which is fast for an animal the size of elephant and have greater mass than elephant, so if triceratop can be that fast, is it absurd to assume that Magy can be faster? An animal that is even smaller? Unlike to be so.
So in the end, Magy is viable in term of defending itself, and viable running away from predator. The only carnivore I see that actually able to effectively kill Magy is Acrocanthosaurus. Cause I'm sure Acrocanthosaurus is faster and have more damage.
I'm sure that this is gonna a lot of hate, because people hate Magy, but im just stating my point, and I'm defending Magy to the fullest of my capability.
(Deinosuchus is way too small, make it bigger please)
please devs make a change, acro is too fat! here are the lists of reasons why acro needs to be skinnier, 1. acro in legacy is a fast dino, so fast that it catches its prey off guard and catches them without a care in the world. 2. if acro is too fat it won't be able to get away from rex or feed itself! acro should outspeed everything smaller than it due to its large stride of course. please make this change 3. if acro is too bulky it will affect its arrowdinamics... an aminal that is too big has too much wind resistince and will be slower in turn. yu can't make acro fast without first making it more streamlined for speed, i have made an edit of acro to show how i think it should look to reflect my thoughts. please be mindful. acro is fast. its prey is slower, it cannot be too slow. gigas already kill my acro everytime i buy it on my favorite server and my mom said that if i buy any more i'll be grounded so this cannot continue in envirma!!!! please devs change this design. just use my edited picture for a referince, it's really simple. i know im not a develiper but i know what this game needs and fast acros is what this game needs. you cannot be serious? okay thank you for reading.
There have been many other suggestions on this topic, but what if troo or mono got a narcotic venom? Dilo is getting the hallucinations, and I’m not sure what mono or troo is getting but maybe they could have a narcotic venom where if you get bit enough to pass out in a rag doll. I’m open to any suggestions in #general-feedback-discussion. Edit: maybe you slowly slow down in speed before you pass out and your vision gets blurrier and blurrier...
Time for a heavily controversial suggestion, I think that dinos should have much longer heal times than they do currently, at least compared to legacy. It takes about 9 minutes to heal from 1 shot, to full for an Allo in legacy. I feel it would be more fitting for healing to take a lot longer for the majority of dinos, specifically higher tiers like pseudo apex and apex creatures. When I say longer heal times I'm estimating at around 1 hour to 1,5 hours for an apex creature to go from being one hit away from death to full health and maybe around 35 to 50 minutes for mid tier sizes. Now before you blast this idea with "Too long" and "Boring", it doesn't necessarily have to be like that, these longer heal times will keep the food chain a little more balanced. For example in legacy, Rexes hunt anything in the game, including other apexes, on a regular basis because to them, it does not matter how hurt they become, they know that as long as they survive, they'll heal quickly. With these longer heal times in play, it would mean that you would have to really think about attacking large things that can seriously do damage to you because you'll be left vulnerable for a longer time afterwards. This would benefit animals like stego, kentro, trike, and others that do not necessarily have an option to escape fast predators. Now the longer heal times don't necessarily protect those animals in any way, shape or form, all it does is offer something to consider before charging after a dangerous possible food item. A good way of viewing this is separating an animals prey, from it's equals, I.E: a stego is 99/100 times food for a rex, even though it brings that rex down to low health, whereas an animal like para is food 99/100 times for a rex, yet does no bring it's health down nearly as much, even though a rex would attack a lone stego, as much as it would attack a lone para if given the chance. Just an idea to make that Risk v Reward a little nicer.
To add on to that, the locked health is a great first step.
TL;DR: Longer healing times means less "bite everything" apexes.
As there are marks and scars that are left after a battle, there should be a different kind of scar for when you get a venomous bite, specially if you plan for venom to be cytotoxic or myotoxic.
Additionally, I suggest that Hypsis spit leaves a temporary burnt scar on your face.
Insects that are food for small/juvi carnivores/omnivores to eat. Little beetles that scuttle across the floor and try to escape from you when you move too much. Logs full of grubs and ants to act as a temporary food source to fill up on. Little anthills to stave off hunger with.
Today i have an idea for a sandbox carnivore in survival:Velociraptor. The idea was mainly thought in isle discussion with other people. This idea consists mainly on making velo the best beginner carnivore, a versatile predator with a lot of different mechanics to guarantee survival in a world populated of giant dinosaurs. But firstly lets talk about the model and sounds. In my opinion, velociraptor needs some changes on this two things. The model from my point of view looks somewhat unoriginal, because its the same as always, a dinosaur without feathers, thats all. You can maybe give velo some feathers? It doesnt have to be like ovi or hypsi, just normal feathers like birds. Or if you want to make a more sci fi like version dont give feathers to all the body, only in some parts, or those feathers with something special(maybe a harpy eagle feather crown in the head that can also be used for sexual dimorphism?). About the sounds, i think that the ones that should stay should be the 2 call(the best in velo),4 call and F call, the others should get some changes or new ones imo.And now lets start with the role. As i mentioned before, velo would be the best carni for beginners, a jack all trades. It will have many carnivore abilities that other carnivores have(for example pounce,night vision and climbing) but less specialized, so it has manu options to choose but bigger and specialized dinos will be better on their categories. For example, velo can have a pounce, but is worse than utahraptor because of size difference and because velo isnt specialized on that, so it can be like a training for players that want to true after that utahraptor. Or it can have a nigh vision between nocturnal dinos one and daytime dinos one so it can prepare for playing dilo or troodon after that.The same case with herra, velo can climb,but herra is more specialized on that.Also velo can be a good burrow invader and can be added in burrowing update and/or with proto,that can be its main prey
What if we turned Velo into a beach-comber? It could stalk the shorelines, looking for washed-up carcasses, buried shellfish, etc., along with the occasional freshly-spawned juvenile to harass (it wouldn't be stuck there, obviously, maybe just as a perk or dietary option-- i really just want an excuse to check out beaches more often because WOW are they pretty).
Giving it large wings, as evidenced by Velociraptor's quill knobs, could allow it to climb those gnarly-looking beach rocks as a defense against other, larger carnivores. Since it appears as if some animals' abilities are going to be dependent on time of day (Dilo's hallucinatory venom effects), Velo could get some sort of buff at sunrise and sunset, perhaps a scent range increase.
Furthermore, some ability related to sand or dust would be nice-- maybe when standing on the beach or the loose dirt material that makes up those game trails/roads stretching across the island, Velociraptor can flap its wings, at the cost of stamina, kicking up a small cloud of dust, obscuring the animal and providing some very temporary emergency cover when out in the open, as an escape tactic.
||also PLEASE, if yallre planning on Velo coming to EVRIMA with a remodel, full feathers would be appreciated-- Beipiaosaurus, Austroraptor, Therizinosaurus, Oviraptor and Hypsilophodon all look great, you guys are on a roll, so please keep going||
In my opinion, the new acro concept looks a little bit too "fat". It should be a bit slimmer I guess. At least I looked better when it was a bit slimmer.
But maybe that's what they looked like, idk.
please please please add like leaf brushing sounds when a dino is running through a forrest, a super easy thing to add and would make the world feel more alive
Would be nice if you could change the Footprint color that appears when smelling to a more orange or brown-ish color. The neon yellow doesnt really fit the game and burns my eyes >-<
I’d suggest giving herd/pack members the ability to help one of their own getting pounced. Basically, bite and pull off the attacker with reduced damage if they hit their member.
And you can give the one being pounced the ability to kick off their attacker (this is for Utahs pouncing utahs). Or for herbs like teno, instead of waiting for the buck to work or for them to fall off from stamina loss you can ram the Utah against a tree or rock to knock them off quicker. I think this will be more helpful for a teno/herbivore facing Utah packs that continuously pounce.
Magy is super cool but a terrible Isle dinosaur. My evidence? From what I've seen in chats and from confirmed magy stuff, it can't run fast (and can't hide well/get to safety fast) and can't fight off anything bigger than itself. The issue? It's can't run, fight or hide. Immediately unviable because if a cerato, allo, alberto or anything bigger comes for it, it's basically dead. The toxic flesh idea is useless, because people will kill magy players just for the meme and for fun. If you think magy is viable, you're wrong and the game will have to bend itself around magyrosaurus (magyra?) in order to accomodate it. If a dino needs that, it is a foolish dinosaur to implement. God forgive the magy hype men please
***Magy does not, in fact, rock
*To add, there are tons of cool sauropods to add rather than magy that would have cool niches/playstyles. We can still have sauropods, but this particular one is too tricky to use
The feature that Herrera will be able to climb trees is amazing and I'm all for it but I'm just thinking with it being so small what are chances for a good meal coming along, why not add rodent AI so small carnivores will be able to not starve to death if no smaller creatures come its way.
I hope you guys keep doing "themed" updates (ex. Pachy and fractures, Cerato and diets, Dilo and night, Ovi and nesting, etc.) on the roadmap in the future. I really like how each update right now has certain features and creatures that fit with each other. Examples of what could be together in future updates:
Semiaquatic Update: Beipi and Minmi (+Austro/Bary/Sucho?)
Rivals Update: Proto and Velo (+Homalo?)
Tiny Trio: Playable (+AI?) Oro, Taco and Ava (as suggested a week or two ago)
Stampede Update: Maia or Para and Diablo or replacement (Styraco/Pachyrhino) +Alberto(?)
Towering Terrors: Acro and Camara (if made playable) +Brachi AI?
Apex Update: Trike(?), Anky(?), Theri(?), Shant(?) +Apex carnivores(?)
Edit: The last one is just an example
Magy is trash, it is destined to become a rotten gorepile. Let magy play dead, he will emit the stench of a toxic body and an eat promp will still appear above him (though it would just cause you to bite it, but you would then be affected by its poison)
A magy sees something coming that hasn't noticed it but it has no chance of escape anyway because it is slow and dumb, it will be less likely to be KOSed if a predator thinks it is already dead.
But then you could still trample it so not even this saves the life of the worst sauropod
Going back to what a few others have mentioned before, adding ai npc dinosaurs would be a really good addition to the game, as it will make it much more immersive and keep the playable dinos unique. (Not a fan of playable dinos having ai variants as I personally like to know when I encounter a player or not) but since the AI seems to be difficult to handle at the moment it would be nice to add smaller dinos that don’t need to be “smart ai”. For example the Oreo only needs to run away like in legacy, or small rodents/birds for the Herra. There just needs to be more smaller prey in my opinion not “Trex ai”. That way you don’t have to depend on finding players to have a good time on a server. Loving the roadmap so far though can’t wait for the next update.
With Herra being able to climb I would suggest the implementation of some arboreal herbivorous dino to be a good partner for Herra. (Similar to leopard and baboon or bobcat and squirrel relationship) could be a really engaging and fun chase mechanic.
Let Magy have laser eye's that shoot laser beems and can 1 shot anything in it's path 
How would you all feel about the Deinosuchus being able to carry its young in its mouth like a common day crocodile so the mother or father can transport the young faster and safer https://www.youtube.com/watch?v=rvjDcbLtU5I
A robot 'spy croc' catches an incredible moment.
Please LIKE and SUBSCRIBE if you enjoyed! http://bit.ly/1Adl6ht
More info & videos below
"Spy in the Wild: Love" premieres Feb 1, 2017 on PBS. Check local listings. http://pbs.org/spyinthewild
In Uganda, a Nile crocodile...
Make Nesting a needed part to getting to elder (maybe the more kids you nest the quicker/ easier it is)
With colour customisation, with the often big difference between a juvis skin and an adults it can be frustrating picking a skin for your juvi that you don’t like on the adult. Would be nice to have an age option in the customisation menu so you can see how your skin looks on different life stages. Would also be nice to pick your skin or be able to choose your skin from the parents colours when being nested in.
I love the idea of each Dino’s life being reflected in its appearance. Some examples may be a long scar on a Teno’s side from a nasty fight with a Carno, or discoloration around the eyes where a Utah was caught with Hypsi acid. I have no idea how difficult this would be to implement, or if something along these lines is already planned in the perk system, but I think a mechanic like this would be awesome.
How it Works: It should be entirely cosmetic, unrelated to stats (although it would be cool if some perks change Dino appearances as well). In a battle, if you take damage that transitions you from 3rd to 4th screen OR you take damage while on 4th screen, you have a high chance to receive an “experience scar” close to the injury location matching the type of attack by the aggressor. If you survive, no amount of healing removes it from you completely, and it lingers there for the rest of your life.
Benefits:
- Visual Identification - You are easily recognizable to all other players if they’ve encountered you before. You don’t have to be grouped for another player to know who you are.
- Experience Factor - You are visibly marked as one who has experienced and survived brutal combat. Multiple “experience scars” indicate that you are violent and likely more proficient at combat than someone with zero. This allows predators to further gauge the risk/reward of attempting to kill you.
- Enforcing Player Attachment - It makes each life feel unique from all others before it. By having a constant reminder of all that their Dino has survived, players are much more likely to grow attached, preserve their life, and attempt to reach the elder stage.Less killing for sport, and more growing/calculating clever strategies.
- General Immersion - This one is pretty self-explanatory.
These are my thoughts on a mechanic like this. I think it sounds really cool, but feel free to tear me apart if it’s a stupid idea.
I actually love magy, and I see it totally working. I think in addition to being poisonous, it should also be fairly tough. Its skin is thick and it has a powetful looking tail, and as the trello card says, it has a nasty disposition, I think having a kind of tail whip would work well. To counter larger, more powerful carnivores attacking it for fun, I think it should also be able to make an easy escape from slower animals.
TL;DR Magy has a lot of potential and I see nothing wrong with it, the devs just haven't spilled all of its beans yet.
If you poasted an X pls tell me why in discussions
TO DEVS...
Someone based their fat acro off Isles acro and made it "more accurate"(This is what they said). Just thought I would share if the devs want to use this for inspo( it's just lacking few of the Isle's characteristics from new acro)....btw i mean head proportions really..its the right size for acro. I'm not sure about those LEGS on the artist's version tbh..they look weird and too thick😂...but besides that i love the new acros thickness and like the fact it got a remodel. Old one reminded me of POT models with their lipped dinosaurs and didn't have the isle aesthetic imo. But furthermore, the new model needs to be adjusted a little bit.
p.s I'm going to get hate for this but it had to be said😂..but why did full lips get added to acro again. I feel like he would have LOOKED more refreshing without it, just because it would have been a new look for him. Imo he looks inconsistent from allo, spino, rex, giga etc and any other large/mid sized carnivores. Even cerato don't have lips. Or mono. I'm hoping acro gets to show atleast a few teeth when it gets made, but if not pls make this into a TOGGLE/design option in the future for people who likes teeth showing a little (btw it's only acro that brothers me)this comment below( not mines) is how I feel.. Ik I'm going to get dragged but I never respond anyways.
.....
Acro and Camas sizes are both off. In game the Acro is about 53 feet long, it should be 40 Feet long at the absolute most. The Cama ingame is about 45 feet long, it should be at least 60 feet long or maybe even 70 feet long
Maybe use the “Jurassic Park: Operations Genesis” acro model as a reference and go in that direction? I remember that acro being a beefcake and looked scary...even with those old graphics haha
In legacy the z walk gave you a better turn radius, but since there's a turn in place mechanic that's rendered useless. Maybe z walk could have a strafe in Evrima? Just to give it a use
^As i suggested once before it would be nice to gain Stamina faster when z walking. Z walk looks great but right now noone has a reason to use it.
Suggestion: Some simple stat changes to Legacy, because let's be honest they're necessary. Stuff like nerfing Rex's bonebreak chance %, buffing Para's stam regen, fixing trash bleed resistances of some dinos like Cerato etc. In my opinion it's a great way to "finish" Legacy.
Maybe instead of making the dinosaurs available on different maps, make a huge map with many bioms that effect each dino differently. for example in a desert some dinos get thirstier quickly and kinda weaker while other dinos can live there without the effect. that could keep away some predators that were actually not supposed to hunt some weaker dinos (like maggy or proto)
We don't know much, if anything, about ptera gameplay, but if it ends up being similar to the Beats of Bermuda fishing lifestyle I have a few suggestions. Maybe instead of having fish scattered around randomly, you can have huge schools of fish, so that way ptera ends up having to migrate/stay together, and later down the line aquatic dinosaurs can follow those schools of fish and pose some threat to ptera.
I have no doubt this is a pointless request, but give anky back bone break in legacy. I don't know how that works but considering it had it before and was taken away, I can only imagine that its a very simple process that would give our beloved honk some glory before evrima takes over legacy. pretty please? :)
Why is there no ps4 version
If ur gonne hate just don't respond
I know in a console pleb dont have to hear it al the tim
Ok, so hear me out on this.
When i play Utah once in a blue moon, I starve to death in juvenile stages as to the fact that dryos are too large to hunt and my only viable prey is fresh tenos or sub dryos. Along with the new gore system could we have randomly spawning rotting carcasses just laying about? Not many of course and once AI is implemented there will be less of a need for them but for small packless juvie carnis it would be a godsent.
My idea for magy is to let it Go into mud sorta like minmis ability to burrow into the ground however magy can only do this in mud. While in Mud Its flesh wouldnt taste that nice because of the Amount of time it spends in the mud(reason for it tasting bad) or another idea is that if tar pits were added let magy easily move across them https://upload.wikimedia.org/wikipedia/commons/2/2e/Mud_buffalo.jpg
Honestly I'd just like large muddy puddles of water that animals can wade into like that last suggestion in general-- they'd work just like rivers/lakes/swamps without allowing animals to drink from them, and apply the mud effect without needing to wallow. Might serve just to break up the terrain in EVRIMA a bit more and provide more interactions with the terrain itself across the board for all species.
what if we got styraco? It would be like either a weaker or stronger dibble im not to sure. It would be a bit like cera and allo to all those that say sTyRaCo iS dIbBlE ClOnE!!! I think styraco would focus more on standing and fighting and running would be a bit more for dibble. (also i think PoT's styraco really kinda hits)
Thanks for breaking the game for no good reason, we were not bothered about some server having hypos... this is pissing me off though. Great job!
Just a humble suggestion, please be a little more transparent especially with things with bug fixes. I saw the announcement last night and got INCREDIBLY excited due to how it was worded. "Special event" "legacy2020" All signs seemed as if they were pointing to updating the legacy beyond the hackers like adding in new dinos or just doing some form of fun or cool update that would catch everyone's attention, I however am sad that we weren't told until this morning a full 8 hours that it was only a "Special event" to stop the hacking situation happening on the Legacy branch and was.. dissapointed. Love the game, love the updated roadmap and everything else. Just was hoping this was avoided.
What has happened to the rexes legs? Wasn't like that before the patch today. On some survival servers it seems like the legs have become shorter in a way, not like this in sandbox though as far as i have noticed
Remove the throw up bit. It's stupid. Replace it with an overweight debuff that slows your speed and effects your turn radius. Throwing up makes no sense. Ever seen a cheetah after a kill? They're not their normal sleek selves, but slow lazy chonkers.
Allo has a new trotting, sneaking animations as well what
Just a quick suggestion i thought for a nice anim for nesting, once a baby hatches within the nest, maybe you see the egg shiver and shake then instantly crack open and the baby would hatch out, and want affection like, Nuzzling, hug by touching heads or an emote to roll around/play. Little things like this would bring the game to life
and possibly a wheel of emotes for different affections you can give to your child
Maybe with the update 7, AI nests can come into play as well?? mounds or open nests guarded by one (or several) AI creatures that have a boost in territoriality within a certain radius??
So I'm wondering how a fix for hacking breakes so many dinos?
I would love to be able to carry your babies once the corpse drag feature come live, perhaps once they are about to become sub, they get too heavy to move.
Thank you for keeping the fixes coming to legacy.
Can legacy be opened to Modding now that it's no longer the future line?
I'd love to see new maps, skins, and such for the community.
Wow the new allo animations are GORGEOUS <33
I love how it moves now, it also seems more mobile and swift aaaaa :3
It's like a very dangerous graceful goose :3
lets all realise that we dont need legacy anymore lets shut it all we need "evrima" bad joke
Either commit to Legacy or leave it alone. I understand it's hard to deal with the code but why fix the dinos people can't play? Makes no sense to me to spend time on that that could be directed toward Evrima.
Just saying I love the new acro concept and given just the basic look of it, I would love to see it have a knock down effect combined with the ambush. Very fast but draining ambush speed, slow the normal run speed down around the current legacy giga. Keep the fast trot and buff the bleed damage some, he looks like a true bleeder now. More tanky looking then the new giga even.
I would like to suggest environment controlled nests for the future. For example, depending on the environment you nest in, the nest will be a color matching or close to the color of the soil and decorated with leaves. If we could nest on beaches or next to them, then possibly dents in the sand to act as the nests.
I had seen a screenshot with tenotos nesting and is probably unfinished but it looked out of place due to the coloring and how it just sinks into the earth with little blending. I just thought this should be something to be thought about in the future!
my game is sooo slow now and keep freezing and the graphics look like shit. why change the legacy its just turned to shit just get rid of the fake servers and leave it im so salty hahahah🧂
Carno's running animation is bugged in legacy, it looks like it's knees aren't "in place" ---
After update of old version of The Isle, I have bug with shadows. In Options it's on Epic
There is a bug with the shadows
theres a fucking bug with trikes, i died to 2 utahs because none of my hits were touching them, these people are pure idiots
Imagine not testing your game before releasing an update
Sandbox evrima wen
I had another bug after update old version
https://youtu.be/xtSc1sgmQo8
After updating there is the bug with shadows - they are blooming with several colors
Anky, needs THICC back legs. But looks fine to me
Man looks more like a rhino than an anky. Head is way too big
The ankylosaurus looks awesome, only feedback is head should be smaller
Perfect Anky, I love the design my god. 💛
Once again a wonderful model great job devs 
new anky looks tanky
I like the new anky's model; it looks like something that you don't want to fuck with. It's head is a bit too big tho
Love the new Anky good job with it
love the new anky. its definitely stylized but at least it still looks like the animal its based off of. (looking at you austro alberto and acro) and its head being so bulky makes sense to me with the keratin that would have covered it. the dent is a lot less obtuse than it was on the concept which makes it flow better and less vulnerable to having its spine ripped out. this one came out really good. keep up the good work.
Incredible job (:
To add to the model, could we get a similar run animation to a rhino's or an elephant's when the animators get to it? Seems like it would fit it
Truly?? Still not sold on the segmented armor, the wrists look odd, it doesn't look as if any changes have been made to the broken-looking back, the serrated tail is strange but not too bad. The armor brings to mind those outdated depictions of ankylosaurs with turtle shells. Honestly, I still prefer Ankylosaurus's old model to this. Apologies.
It looks y'all did fix the weird dip in its back. I can't tell because of the angle but it at least looks like an ankylosaurus. It's well sculpted. I still think the Rhino armor is weird tho, it's really weird.
Will the Acro and Cama sizes ever get fixed in Legacy?
But can we get a side view tho ?
...(i hope im not asking for too much..)...but regardless the model looks nice.😌❗
If this means Anky can be viable then I'm fine with it.
the new anky looks punished. he looks like a slave that has been forced to haul stones for a pyramid all by himself, his back almost hurts to look at, and while i can't tell for sure due to the angle, he also looks way too narrow. I can understand creative liberties, but this is just an entirely different animal. I do like his tail and sleeves though, but his front and back legs look at odds with eachother
Also for the love of god, I know Jurassic Park/World is an inspiration for this game but DO NOT take color inspiration this thing. I will fucking cry. Just a thought.
New ankys head could have a bit longer horns above the eye? and not being too much connected/merged to the forehead armor.
The belly feels a bit flat. (Maybe its to make it faster idk)
And the rhino skin is a bit problematic, it dosen't fit the animal imo.
If you toned down on the rhino armor detail and made it less rhino maybe it would look better.
I'm not saying we should make it accurate but I want to get more anky vibes and less rhino. I do love Saurians anky for instance)
I dont have much to say about the tail as I understand the design of it. lol
Anyways great job on it and again this is my opinion and the model looks very well done in general.
Thats all I have to say.
Some friends and I did edits to the Acro to make it have more characteristics that are seen in Acro on a skeletal level. This isn't meant to be more accurate, just less chunk and more interesting shapes. First one to pop up is the edits
https://i.imgur.com/WMLJQCV.gif
As for the anky in phase 2, it would be nice if we were given a side profile image to view it at, since the angle in the current image is slightly odd. Also, the dip in the back of the anky, while a neat concept to experiment with on paper, doesn’t really work visually for ankylosaurus. It makes its armor look weak and flimsy, almost leathery like the rhino that it was based on. It does not appear to be a heavily built tank. A more standard, rounded shape to its back would likely make the most sense, as I feel that the armadillo-like armor already makes it unique enough without needing any extra special treatment.
some slight proportional changes might improve the design
(top is edited)
https://cdn.discordapp.com/attachments/736408708715905034/775885041347067904/unknown.png
Anky's design is the first and only I don't like. However, as with the Hyper Rex redesign, I'm okay with what direction designs go as long as it's what you guys (the devs) want to do. So if you like it, then I'm okay with it. Anyways, good job.
stegos tail swipe in the teaser we saw swipes with its tail spikes first and the rest of the tail later which is why it looks so weird. rather than the spikes striking like the head of the snake the tail should swing from the base and the spikes should follow the movement of the swing.
I understand the main reason that the armor is segmented is so it can turn in place so i’m not gonna be mad at it. However the only criticism i have is to make the tail beefier and the head smaller.
Still not a fan of the segmented-looking/mammalian armor on Anky, sorry. If the armor was connected and it was wider (basically regular) it would be perfect. Just my 2 cents.
random aesthetic idea: if you are a very large herbivore (like a brachy) there is a small chance for little AI birds to come down from the trees and "rest" on your back so long as you arent moving quickly. if you sprint/attack all of the birds will fly off at once, otherwise its just based on a random timer.
LOVE the new ankylosaurus model! Amazing work to the modeller ("What Fred Said" Baardo, was it?), it looks truly exceptional. 
To DEVS,
Just wanted to say me and the other 400+ people love ankys new design. Good job devs. Definitely looks unique to the game and looks better than the old STALE ONE. ( can't wait to see how austro turns out)....and new bary remodel wen. 😌😌❗❗❗❗...incoming wave of X's coming soon.
The only thing that bothers me about the anky is the head. Other than that, I pretty much love it. Nice new tail
Give homalo goat eyes (:
I think it would be cute if we could have dinos riding on Ankylosaurus, like the Hypo Anky fan concept by Tapwing. It wouldn't serve any actual purpose, I just like the idea of a pair of hypsilophodons resting on an Anky's back. At max, I was thinking a Utah could hitch a ride. Also, if Bei could be carried by Minmi I'd give up my first born.
I love the new anky, almost looks like an armadillo to me
I sorta expect that anky to curl up and roll away. I love the new design but I feel like it should be more connected in one piece, not several sections like an armadillo. Doesn’t feel like an ankylo anymore tbh
I don't care if its stupid, I don't care if its absurd, now that I have the idea of armadillo in my head I want some sort of ankylosaur that can roll
(droideka niche please)
Can we get a top view of the anky? its just the tail looks really weird for me for some reason almost like it's a mermaid tail or something idk.
Love the new armor design for the anky! Just would round his back out and make his head fit his body a little bit better. Other then that looks great! I’m excited to break some legs with bad boy!
im really loving that you guys take inspiration from other animals to model the dinos
Can we make it where other dinosaurs can jump on the anky and ride it?
I like anky's new design but maybe put less exaggeration on where the plates meet? It just looks like armadillo plates, not a huge fan of that one detail
Anky looks outstanding but if I could change 1 thing it would be to make it a bit wider, both at its torso and the length of its tail. It feels too slender in that image to truly be the armored boosh eating tank.
Bleed
Bleed is by far the reason I'm most hyped for update 2. It helps the combat and brings more uniqueness to it, as it's being revamped and redone, helping to create a new and improved bleed that wasnt like the shitty legacy one. As a medical terminology nerd, and medical in general, I have a couple ways to make this bleed realistic.
• Wallowing: Did you know rubbing dirt and/or mud on your wounds clots your wound and prevents it from bleeding?
When you're attacked, and manage to escape, you should be able to wallow in the mud and clot the wounds (Stopping bleed) for a period of time. Or if you go the realistic route, it should stop it entirely.
Soil and mud can actually help control bleeding after injury by triggering clotting, so I think, realistically, if you manage to escape, wallowing could be an option that could save your life if you're severely injured.
• Sitting: I know I know, this is similar to legacys but with a few touches.
-
even when sitting, you can still bleed out. Instead of being practically immortal from bleeding in legacy, you'll be risking bleeding out even when sitting. (Better get that wallow before sitting)
-
Sitting only slows down the bleeding. Instead of healing, you slow down the bleed, so you won't be fucked when you're bit a ton. Better get that wallow before sitting down smh
I’d add that there should be different rates of bleeding depending on whether your are running (extremely high), trotting (high), and walking (minimum).
This is a win win cause currently walking has no function whatsoever and it would be helpful to have a way of getting to mud without bleeding out first.
Btw this is all stamina based, not health.
(Apologies for ugly formatting, this was going to be a text post that got way out of hand)
This is a document where I compile my thoughts on how to make Magy viable in the complete isle ecosystem. In it, I cover Magy's basic stats, abilities to help it survive large predators, and finally touch upon some survival strategies using these abilities. The main focus of the document was on how Magy can survive against Allosaurus, and the Apexes, since we already know how it will defend itself from smaller predators.
https://docs.google.com/document/d/1idlrqa8IupkY3MRULo8PwsbDSGkqwRSgAZL5yiv03vo/edit?usp=sharing
tl;dr: Magy should be able to run for days while shrugging off bleed, allowing it to outlast attackers it cannot fight and should be able to recover from encounters with speed. Couple this with diet-based poison ranging from "sour" to "The rex is having a seizure," an early warning system that lets it sense oncoming danger even when blind, and stealth focused abilities that make it hard to even find. Lastly, Magy should be able to enter some of the previously mentioned 'havens' for smaller animals scattered about the map, allowing it to avoid the larger predators at the cost of it's poisonous defense. With all these, Magy should have enough tools up it's sleeve to survive an encounter with any predator, assuming the Magy isn't just dicking around and AFK growing in a bush.
Ankys back could be a little rounder but besides that I love the design, it's super cute :))
Honestly i think Anky just needs some proportional touches. Smaller head, more rounded back, that stuff. And to be honest, how is making the plating segmented going to help animate it for faster locomotion if the plating doesn't look like it can fold over itself? In many cases it's just right next to each other, the segments would bump rather than fold, I don't get how it really aids in animating for swifter movement. Love the aesthetic though, the proportions are just what I feel could be better
DEVS pls read that doc for magy^^up there, I see some good ideas. Also as apart of my feedback I think magy being the basic alarm clock or carnivore detector could possibly be a good additional ability for him if did properly , also reminded me of these two suggestions I seen previously....but also read that doc pls
#general-feedback message
I know this topic is as polarizing as Spino’s design, but I really believe that this Dilophosaurus’s crest is not only more accurate but is also scarier and better looking. This is one of those cases that the more accurate it gets the scarier.
The only difference is that the current crest is separated from its face.
Additionally, it is kinda of unsatisfactory or disappointing having to look at dilo as a small, skinny and weak predator rather than the bulky and big apex that it was. I am not asking much, just please make dilo bigger.
Can y’all fix the update 😅 sounds are broken, head box’s are more broken, animation are broken, and the list keeps going. The ping is better though.
i know its kinda late, but i forgot there was this channle, the austro concept you guys released a while ago does not even have the skeletal propertions of an austroraptor, and does not even look like an austro if you didnt have the context of thats what was intended, milkshaks's edit however fixs it so it looks like an actual austro, rather then a crane with a tail.
Oh and can you do 2 things on the test server? Make more spawning areas so there will be less spawn killing and move the mountain.
i think that anky could use being a little chubbier/ more rotund in the belly area bc large herbi things. other than that the new anky model looks great :D !!
There are a large amount of bugs in the Legacy patch, could the team consider rolling the patch back so that the bugs can be fixed, and then re-deploy it? Having dryos back is awesome, but things like the tree shaders bug are really hard on the eyes.
Anky looks much better, good work.
Anky looks a bit anorexic to me and I dislike the front feet plates. It could use a bit more belly. Can we get a side and upper view of the anky? Because in this angel it looks like it's head is the biggest thing. Even bigger then the torso. Other then that it's ok in my opinion. Just add some chubb and he is Good to Go.
I love the new anky thank you devs for giving the guy a great model
I think what the split opinions here have in common is that it's head just looks a bit off. When I think of anky I think big body small head, and the model surprised some people, including myself.
I'm gonna be honest the update is horrific with only one spawn point. The mountain ruins everything, it could have been placed in the corner behind the wall in spawn since the corner over there is empty. In my opinion this mountain ruins our beloved deathmatch map but again it could be moved over to the corner behind the wall in spawn. I do agree with gigglesthecat, we do need more spawns because there is so much spawn killing (Example: Nublar).
I would love the other legacy back. The apex herbi's are broken as hell as if the process was rushed with them, shant can not headbutt a dryo, cerato, allo, utah (Other smalls too) at all. At the time we only have one spawn which enables such easy spawn kill.
Aight, time for another episode of random guy on the internet without any professional training thinks that he knows anything about game development. This episode: Character designs.
Ever since the new anky concept art came out, I've not been able to tell if I like the new design or not. Hell, the only design that I can say for sure I like is the new giga. The Isle's designs seem all over the place, so I'm here to throw in my 2 cents, which animals can and should be stylized and which should be left the fuck alone.
First, there are the animals who, despite being heavily fictionalized, work. Beipi, minmi, tenonto - these animals work as fictionalized creatures because 1. They aren't a very well known animal. I and probably many others have not heard of them before or at least not a lot, so there isn't that much harm of giving the animal its own unique and memorable look. 2. They would just be smaller versions of already existing playables. Beipi is a midget theri, tenonto is a smaller maia and minmi is a smaller anky. I can appreciate the unique spins on these animals, it works.
Then we have animals that get a slight pass, like spino and Utah. Due to movies and shows and the internet in general, we are commonly exposed to monstrified versions of these animals, which is why those animals can get a slight excuse. Now don't get your panties in a twist, I'm not saying that makes those designs automatically good. It's still your opinion whether you like them or not. A little uninspired, sure, but at least people can still recognize them as the animal that they're supposed to be. And then, who boy...
Animals that should not be heavily fictionalized, like anky and austro. 1. These animals are already pretty unique. I commonly see people say that the new designs look less bland and more unique, but please, tell me what other animal in the game looks like anky other than minmi? 2. These animals have a pretty consistent look across the media. Every time someone looks at an anky, they can tell that it's an anky, despite having a slightly different armor design this time. With the Isle, most people who look at anky probably won't be able to immediately tell that it's an anky. Hell, it took me a good minute before I realized that that was the new anky. (Yes, I know that I'm primarily using anky as the example, but bare with me here.) 3. The overall proportions of these well known animals should not be changed this drastically. Again, I'm fine with slight skeletal or proportional changes to animals like the tenonto, but not here.
The Isle's designs seem like they're trying too hard to be quirky, to be more distinct and unique from other dinosaur games or whatever and that's fine. Every artist and, in this case, game has their own style, but it seems like the Isle hasn't found its style yet. It's being experimental and trying new things, but damn it, does it not work when all these "experiments" are thrown into a single game.
Again, why did you change anky this much? It already has a very unique look. I get it, you want to make it faster, but why? Anky is a slow moving animal, there's nothing you can change about that. And some people like playing as just a regular anky. They like playing as a slow animal that doesn't have to worry about pretty much anything other than rexs and strains. They like being a spectator, watching other players mess around as their own stories unfold. Am I being too poetic? Probably, but my point still stands.
Sure, you might argue that regular anky has a playstyle that a lot of people don't like or gets boring fast, but with over 50 playables, why can't anky just be, well, anky? If someone wants to play a faster, but still strong herbivore then there are plenty more great options. If anything, anky is like a "confined brachi". It's slow, it's tanky and it hits hard. You could've just left anky as it is, a moving tank. If you're having trouble with anky's short legs, then make them slightly longer so it would be easier to work with, that's it.
And as a final note to this essay, I would like to note how the designs could be improved. I know that a lot of the Isle's animals have a unique niche that they weren't meant to fill irl, so just seeing the regular animal perform its specialty in game can look a bit weird. This is how I think that the designs should be stylized if needed. I'll use austro as an example. 1. Use the original skeletal structure as a base. I'm not asking for 100% paleo accuracy, but please, stick to those proportions. 2. If you want to make austro look more unique from utah, you can remove some of austro's bulk. Maybe not to where it looks starved, but a bit leaner. 3. Give it features that would fit its niche. Give it the new webbed feet and duck or swan like waterproof feathers. That's it. You have a recognizable austro that's also fit for its niche.
Look, I love this game, I really do. I've met some nice people here and had some great adventures. I want this game to be good and I'm sure it'll reach its expectations someday, even if some of the choices that you guys make can be deemed as questionable. Here's hoping that the game can become what it wants to be someday, and that it'll finally decide on a style.
completely agree with the feedback above. Even if i love the rhino look in the anky still it's weird to see the "let make them unique tryhard"and the weird proportions of these new animals. ( edited model by @empty scarab )
Still love evermia i know its buggy but its still awesome, The one thing I would love to see is a lot more diverse tree types and areas eg like on the first maps a birch forest, and a redwood glade maybe a rocky river bed instead of just a generic rush this way there could be more tasks and movement around the map eg you would need to eat red flowers from marsh then travel to the birch forest for bark. Also more water sources are needed I want to be able to explore the map and not have to hang around large water sources the map looks amzing just cant explore due to water and food issues.
The new Model looks good but like i said earlier that animal is not an anky. Anky is a heavy slow animal that can defend itself very well. Give him heavy armor and a dangerous look, anky is not a rhino. Keep the tail and head design but please give him heavy armor
Would be nice if the dip in the ankys back was rounded out to its proper proportions, as that's one of the distinctive features the animal is known for and part of how the armour functions.
I'm personally not a fan of this anky design, it just doesn't seem... "anky" to me?? the separated segments just doesn't feel right and just looks like it was born half rhino and it's not really all that pleasing to look at. The classic anky anatomy and proportions is something that we should have, I get Dondi want's his creatures to look unique but ... this just .... this just kind of feels like a whole new anky species all together not the classic anky. :s
To be honest... How to get rid of The hackers is to shut down legacy plus we all got to get used to evrima when we have The apexes and all The other dinos we love which will take a while. Because i feel bad for The devs to have too much work to do ❤️ But if this is already planned then shut legacy after update #3
Make anky head smaller and u got an insane model that I think a lotta people will like
Make its body like this so trex cant mite around it cuz trex could easly crush a creature that has a slim shaped body But... Tbh i have no idea this is just a feedback that mybe could be useful idfk...
I think it's great what you guys have done with the Anky remodel! It's definitely the most unique anky design i've seen in any video game and the level of detail sets it appart too. i think whenever someone sees this anky model outside of the game they'll definitely think of The Isle👍 if i had to critique anything I would say that you could make the bottem half of the back legs/feet a bit wider and possibly make its head slightly smaler (I think this comes down to the angel of this image, so if we could see another 1 or 2 pictures from different angles it would help feedback in showing us more clearly what might need chainging😀). Anyway great work again TI Devs, especially Jacob -as im assuming he made this new model? But keep it up with all this amazing High-Quality stuff! and don't burn yourselves out. :^D
Please, decide yourself, you literally destroy anky's back so It can run but then stego is running at snail speed, having a bit of consistency wouldnt hurt you, animals in this game dont even look like the come from the same game
Devs I love the anky remodel. He's UNIQUE now
and truthfully..he really is. Continue with your nice looking models please. They're looking better and is standing out from any other game depiction I have seen. 😌 (.btw i think ankys likes are around 900+ rn) #thelevelsofCREATIVITYjumpedout.
I love X's btw.
Drop them below rn bc I already know y'all waiting. 👇..
Going off of something I touched on in discussion, but I also feel that the art direction and style of evrima designs is a bit all over the place, and a lot of the creatures don't even look like they're from the same game.
In my opinion, a better way of going about designing the creatures here would be for the anatomy and proportions to remain accurate to real life (as much as possible). It's things like integument, crests, osteoderms, horns and various superficial details that should be experimented with and made more creative. From what I've seen the designs that tend to be popular are the ones that followed this trend. And I think this is why designs of anky, alberto and acro are rather unpopular. I like the bony ridge on alberto for example, a more superficial aspect, however it's oversized head and weird legs just seem... bizarre. And as a whole means the design does not fit in with the other designs of animals in the game.
Another example being anky. A lot of people don't like the proportions and shape of the animal. But honestly if you kept the realistic anky shape, meanwhile toyed with say, the size of its club and the spiky osteoderm-like structures I think you'd have a more pleasing design, and something that still fits in with the monster-ish theme of isle designs
Add a visual overlay to the screen when you’re blinded by hypsi spit, going full black-screen might be jarring for newer players.
^ Agree. Maybe your screen goes super blurry with some splotchy overlays (like the bleed screens) instead of just cutting to black, that way you'd at least kinda be able to see where you were running still
Also maybe some kind of confirmation that the hypsi's attack has actually hit the carno? Some sound or maybe just the first part of the wiping-off animation where carno rears back
The new hypsi spit is great but maybe a greenish screen would be better than a black one to not frighten new players that their game crashed or something like that
I agree with the idea of the blinding effect not being a total 100% blackout but perhaps a blur and/or overlay so you can still Very Very vaguely see. The cut to black is quite jarring.
I would also love to see the spit range on hypsi to be upped just slightly! The distance when they first took aim at the carno would be about what i would expect it to be at, not so close that the carno would already be able to bite and kill you. Maybe having the closer you spit the stronger the blind effect could work as well? If you’re lucky enough to get a really close spit-hit you could be rewarded with the full blind while the farther ones only give the blur and overlay.
TBH I think the screen going black is fine, just maybe not straight away. have a blurry overlay that fades to black to signify you've been blinded and still give hyspi a reasonable chance of escape, in particular considering how brightly coloured they are. Plus having it fade in with an overlay before hand should help stop it from looking like the game crashed or something. (Note, this fade would be very quick! should only take 1-2 seconds, probably only 1 really)
Otherwise, not bad! I also agree that the range could be upped a bit. Because in the time it would take hypsi to aim and spit, carno has closed the distance already. Love the change of colour in the aim to help you know when you'll actually blind them
love the devs more for giving such an awesome game
Spit/Blin Mechanic. ///////I think the black fade need to be remove by a full screen slimy textures or a really really gaussian blur vision. And also you need a hit reaction animation or to saves times double time the animation when carno is it by the acidgastric spit !
ok hypsi just got 100% more amazing with spit venom stuff 
I feel like Hypsi's spit should be a bit easier to aim with, like a small cone not a tiny point of contact.
Nobody will be able to aim that spit on a running/turning theropod. Especially when you are being chased.
I’m sad that the Acro model is going to look like shit just like the concept art because based on the Anky the devs clearly don’t listen to feedback
the actual mechanic for the spit looks really solid but the ui for it looks a bit out of place to me, im not sure about the other ui changes coming to the game in the overhaul but i just think it should be more thematically consistent with everything else that’s currently in the game
In regards to recent concept and model showcases, we really need to be shown multiple/different angles to help better get a feel for the design. With the example of Acro, alot of people formed much different opinions once they saw the second angle. With the case of this Ankylosaurus render, it's hard to see if the model has changed since the concept, since we are not seeing it from the same angle, certain features look entirely different, but might not actually reflect any changes made.
I'm also concerned about how difficult aiming Hypsi's acid is going to be while on the run-- carnivores aren't just going to sit still like the showcase video, and Hypsi's gonna have to be moving as well to avoid them. Maybe the acid can be tweaked from a stream to a sort of spray??
I reslly think Hypsi’s spray should have a spread to it, more area of effect. I also think the screen should not go entirely black but rather have gunk on your screen sort of like in primal carnage when a spitter spits in your face.
Not sure if this is the place for it, but I had a thought of what the acro's special could be? In legacy it was big, and fast in short spurts. if it is going to be similar in evrima, then perhaps its special could be that, in exchange for additional stamina while running/attacking, it loses some health? so say you are chasing something and you run out of stam. you use your special, which allows you to keep running, but at the cost of some of your health, perhaps a steady decline the longer you run? probably not a well liked idea, but i wanted to toss it out there.
Acrocanthosaurus idea:
If my memory serves me well, Acrocanthosaurus in life was very adapted to hunting sauropods to the point they were fucked hard in the ass when their prey get fucked, so perhaps Acros can be the only non-apex (From what I heard from the devs) capable of going up against the true-apexes and probably a comparably easier time taking down huge preys like huge hadrosaurs, sauropods, or maybe even be the "bully" of apexes and tell others to fuck off from carcasses it deems fitting?
I really love the aiming sparkles for the Hypsi. Though I was surprised the Carno didn't react at all when it was spat at. Hopefully a surprised reaction of sorts will be added when dinosaurs get spat at. ❤️
I know its a legacy issue, but can you fix the rex bite? Like it misses so much even when you're right ontop of the enemy you're trying to bite. It would be nice if that wasn't the case~
Acro idea: acro used its hands in combat or ideally hunting
You see acro would use its hands to get very close to prey such as tenontosaurus and hold it in place with its hands as it teared it’s prey apart , this ability can transfer to different prey such as sauropods
While acro would ambush large hadrosaurs like tenontosaurus and maiasaura and parasaurolophus
It would use its hands to grab a little area on the sauropods body and then use its hands to hold on as it bites down and applies bleed and internal damage
I would think, its better that, if a hypsi spits at you, your screen is more green with some little clear spots at the edge and not completly black. Not that anythinks that their Pc crashed or something.
Something about the hypsi spit: I think it should have a larger area of effect - someone pointed this out earlier and I agree - it would be really hard to aim the current spit if you're dashing through the underbrush trying to avoid dying in one bite, so an area of affect spit could work a lot better
not like a huge cloud but maybe more like a cone
It would be nice if the ankys tail and head matched the style of the body. Its body looks quite mammalian, while the head and tail look reptilian. Looks almost like two different animals glued together (almost like picking armadillo body and the anky tail and head in the impossible creatures game). I don't mind the rhino/armadillo look so much, but the head and tail should share the same look.
Maybe instead of the hypsi spit having a line and sparkles to show the trajectory of the spit, it could be a reticle instead? I think it might fit the aesthetic of the game better, even though I’m assuming what we saw was still a wip
I don’t really like the new Allo animations. (Some people have said they’re not new animations but they look so different). The walk is ok, but it kinda looks like a pigeon and not a dinosaur, the run makes it’s head and arms move around too much, and the crouch looks too slouched over. And the eating animations makes its head and neck bend awkwardly. Overall I think the old animations were better.
I really like the the overall vision and all that cool concepts of evrima. My Favourites are Acro, Beipi, Herrera and Kentro. Really unique and cool looking. The only problem i have is the potential seperation of the ecosystems. Please make Server where every dino is enabled. (and make anky a lil bit thiccer)
I noticed it when evrima first released, but now this new hypsi-carno video reminded me to ask: please add more bounce light if possible, the shadows look almost black and it doesnt look good. I felt the same way in isle legacy at the dv test level, the shadows were almost pitch black. On the normal maps it was perfect. If you willing to check that ,that would be awesome.
Hypsi blind should be white or very, very blurry. Also the aim looks weird and I hope they change it for something that looks a bit more professional/easy to look at. Right now it looks like applying bonemeal to crops in Minecraft.
Also! I'd love to see the hypsi blind mechanic with a moving animal, it seemed kinda difficult with the still one.
Maybe when hit with acid the dino should get extreme blurring with some fades to black to show blinking? I feel like that would be better than it being splatters or flat colors
Since the acid spit makes your eyes and dino irritated, why not make the effect red and have its eyes semi closed, since you'd still be able to see but the irritation would make it harder. It's difficult to explain.
I really like the new anky design, looks really good. But some things dont feel right: the head is really big (weird angle?), and he looks a bit flat. Maybe make him a bit chonkier?
I would like a rare chance of your dino ignoring your skin choices and coming out Albino or Melanistic. This could have some mechanics to it, or not, doesn't matter. I just want to rewrite Moby Dick about a white Elder Spino that tore through my entire pack, or eventually my Mercenary team.
I would like them to change the weight of the Utahraptors. I was 9% growth and I weighed 190kg! that is absurd in my opinion and want to know yours.
Steam Achievements.
I like the fact you guys are using the hypsilophodon’s spit to blind things with. Just a few suggestions. I’m not sure if players will have control to activate the carno eye wiping animation or if the animation is on a timer but I think the player should have control. I also think it should take them 3 wipes to recover their eyesight. 1stage is darkness then the carno can wipe then the 2 stage is blurry then the next wipe 3 stage is having your eyesight back.
I wish that when you try to drag a adult teno in you should be able to team up and drag it together with fellow packmates.
Adam says it’s going to be dark green and blurry in-game. But I still stand with my statement above on the other factors.
I guess my other question with the hypsilophodon is how far can you stand to spit on something. In the video it is standing close up to the carno. Llamas can spit 10feet.
Also would be cool if when the hypsilophodon spit on something that the dinosaur’s face would have this green slime until it wipes it off
The new Hypsi vomit attack looks cool. It’s only going to be hard to aim at a moving carno head that doesn’t have any problems bitting at you first before firing. I think the hitbox of the vomit attack should be fairly large so it won’t be too difficult to fire at the head.
Lots and lots of comments on the new vomit attack, but I have one and I’m pretty sure might actually just end up being in the game. But point being I think the vomit attack would be more effective if it’s like while you’re running you can turn your camera at the carnivore and just spit backwards because your head is turned like in the concept art. So then you don’t need to stop, quick turn, and pray to whatever God you believe in that you don’t miss because you just stopped in place when a carnivore is on your ass
Add types of dirt and pebbles to eat, some animals will eat clay for it’s iron efficiency, and salt for its other useful minerals.
These will have positive and negative consequences.
Eating dirt will give your dinosaurs calcium, which will make it harder to fracture your bones, but also effects your dinosaur with it’s bad taste.
Salt will give your dinosaurs magnesium when eaten, boosting the rate at which you heal, but will also make them thirsty due to it’s mouth drying contents.
Clay will give your dinosaurs iron, to nerf your stamina drain, but will also make bleeding more dangerous because of it’s blood enriching abilities, venomous dinosaurs will also be able to track you easily.
Small rocks will give no benefits besides making your dinosaur vomit, so be careful and look at which material you’re eating.
————
Also when falling off of something, your dinosaur should play a falling over animation, because there’s no way a 2 ton animal is falling off of a cliff and landing on it’s feet.
This has been mentioned a lot, but I might as well add in my own opinion as well.
Anky needs some work . . . it hardly even looks like an anky, and that's only on account of a few odd design choices that have been made to make it more "rhino" like, for unknown reasons. Sure, you want it to move faster or something, so you reduced its girth and armor, but even with its increased speed it won't be able to outrun any preds I'm sure. There's no point in making anky a lizard rhino chimera, when the whole point of being an anky is to be a tank class, like the actual animal was. Slow, but with great defenses. It'd be like designing a kentrosaurus to look more like a porcupine. . .
Anky's other odd design choices are alright, it's not meant to be Saurian or Prehistoric Kingdom, which actually want to represent the real animals. TI, evidently, is going more for a Monster Hunter or movie monster flair, and that's . . . great (if the designs are cohesive). However, I think the Isle should still be striving for animals that look at least somewhat like their namesake creature, and anky fails at that. With some slight model changes, you could still achieve that anky look, while keeping the movie monster flair. An example being Paleop's redesign.
I don't know if the devs even look at feedback, but I hope they consider all of the fan's feelings towards these recent designs (including those that like them).
Paleop's design:
Yo, Hypsi's concept art reminded me of something-- what with locational damage and all-- perhaps if Hypsi is bitten on the tail some feathers negate the damage but tear off in turn, growing back (or not?) over a long period of time. Once Hypsi's tail has been plucked of those long, flowing feathers, bites to the tail actually do deal bleed, damage, etc.
I was thinking Hypsi would spend a lot of time grooming itself, maybe even having an alternative to wallowing to avoid ruining it's coat. Now, I'm not sure if the grooming should just be in a few of it's animations, or there should be mechanics for maintaining your coat, but I would like it if Hypsi took obsessive care of it's feathers.
As lower you go on the food chain, and as smaller you get, the more capacity your nest has of storing eggs = more eggs on your nest.
Add the ability to make eggs hatch into AI for when there are no players in your server / nobody wants to be nested
With the Hypsil spit I feel like, while it's cool it goes black to imply temporary blindness, I feel like the editing black screen should instead be a mucusy green then slowly fades away when rubbing your face on the ground.
Edit: Maybe have a startled animation once the spit hits their face, like they rear back upon it making contact with their face, honestly that would be pretty funny.
Having thumbs up and down on Phase 2 content; so you can actually tell that theres not just positive feedback on something. Providing only positive emotes makes it look gatekeepy in a way.
thumbs down =/= hate
Turn Utah's slit eyes in normal pupils, I love the new raptor overall but the slit eyes really put me off.
Magy Counterplay VS the carnivores of the isle
https://docs.google.com/document/d/1hyxMe8yZjJVd6X5hp2sbaR4zv7JtTfN2avnbjYT2TJY/edit?usp=sharing
This is assuming Magy has the same abilities as suggested in my last doc (linked within), that being high endurance, bleed resistance, paralytic poison, an early warning system, passive stealth abilities, and a generalist diet. In this doc, I list how these abilities, combined with what we already know, allow Magy to deal with every carnivorous animal currently confirmed for the game. Obviously we do not know the special abilities of animals like Albertosaurus, Varanus, and Rugops, so the document assumes they function pretty similar to most dinosaurs in the isle, with differences coming from speed, bleed, and damage.
The exact nature of Magy's Paralytic Poison defense are still rough, with details like lethality and indication being undecided as of now, I trust the devs can work out specifics at their leisure.
All right, about the Ankylosaurus model. Honestly, I have no positive/negative bias towards Ankylo, as my relationship with this animal is kinda neutral.
But why change Ankylo this much? I honestly can't see a reason, except that you guys can give him a bit faster trot and running animation. But Ankylo being slow, was really a problem tho? I don't see any problem with an animal being slow, especially if it choose the armor/being defensive over being speedy, it just gives you a different gameplay experience.
People who played Anky before, probably didn't wanted it to be faster, especially not if they need to trade the "good old"Ankylo look for it, and the second point is, does that + few km/h will attract more player to it? Will it be that much better because of it? I think not. There is nothing wrong with some of the animals being slow, that's the best thing about having a big roster. You can choose to play whatever kinda animal you like. You can play slow, are you bored? you can play a fast dinosaur too. You can switch in-between.
General feedback about the other models/concept arts
I feel like some of the models/arts are extremely on point, while others feels a bit forced, just so we can call it "unique" wich isn't always good. I think Giga and Herrera is a two really good example of good concept arts/and good models. Austro on the art looks like a Stork, the art itself is high quality, but It didn't scream Austro for me. You don't need to overthink/overdesign some of the already pretty/unique models/dinosaurs.
I really hope you guys will consider more feedback with Acro and Alberto, as Anky didn't really changed at all, even tho the feedback on it was pretty mixed.
Anyways, can't wait for the updates and more stuff in Phase two, keep it up.. we are slowly getting there 
I suggest taking advantage of these small changes of the legacy to improve the healing of the acro, honestly it is ridiculous nowadays, it is faster to grow another one than to heal the canvas, so I think that improving its recovery should be considered in these small additions of the legacy. Probably changing this would bring more players playing acro in addition to making the gameplay of those who already play with such a dino more enjoyable
https://static.wikia.nocookie.net/isle/images/2/23/Acro2.jpg/revision/latest/scale-to-width-down/800?cb=20200208123926
I still firmly believe we should use skeletal silhouettes to base the general body plan before we start modifying the creatures we add into the game altogether. If we had proper skeletal proportions, we would not have issues with Ankys having massive heads and acros with short necks and Austros with straws for necks and hyperextended beaks.
I am not asking for Saurian-level accuracy here. I am simply asking for Fred to draw over skeleton references and silhouettes to get the body proportions correct and then modify the skin/fat/osteoderms/armor/horns/etc as needed to make a more unique-looking animal. It has come to a point where more people are complaining about proportions and recognition of these dinosaurs than anything else.
Also, frontal and aerial references would be nice for the sculptors, so we do not get Rexes with puppydog faces and other awkward and derpy frontal expressions on dinos.
Okay, something more like this for Rex. It is a lot more bulky and sturdy than Giga with a much larger midsection and sturdier ankles to hold Rex's weight. Our Rex is a bit too skinny at the present. Nothing Sue-sized is to be expected, but something much more bulky should represent the tyrant capable of destroying armored beasts.
https://blockclubchicago.org/wp-content/uploads/sites/5/2020/07/DY3A4831.jpg?resize=1200,630
I have a strong feeling many people may not agree with me but I’m still going to suggest this. Not many people notice the beautiful locomotions of the Avaceratops. It has some extremely well done animations and it would be a shame to remove them with the Ava (sense it’s probably not going to stay in the game). Either save the animations and use it for a later biped or keep it as inspiration when creating new biped locomotions.
i've always disliked 'skinny' rexes (and rexes in general but especially the thin ones) and since other people are on the subject i'd like to share a bad edit i made to chonketize him a bit. Just to showcase how his model might look if they gave him the girth. plus as others have said, it would be nice to have more anatomical differences between the apexes
Blind mechanic:
Something like a reverse of the logout fade-out
Starting with a tunnel that covers a % of the screen with green / blurry overlay instead of just pitch black
Multiple spit hits will make things worse until 100% blind / blur
Un-blind mechanic:
Make eye rub a player controlled gesture
the player can decide to spend time wiping spit off or try to continue the chase with limited view
spit from hypsi will stay much longer without wiping of course
Suggestion for aim mechanic:
It looks like spit will fly in the direction where the current center of screen is, even if Hypsi is currently turning/moving in a different direction. This is good so you can spit while running away.
Yet I assume that these "aiming sparkles" are not going to be visible in the game - doesn't fit any UI concept we have seen in TI.
But I too believe some assistance for aiming would be good.
I call this immersive reticle:
- while hold down LMB (or whatever key / button that fires the spit) - slightly blur the entire screen but leave some smaller area in the center of the screen clear and sharp
like in this video - but don't blind the rest of the screen so heavily:
https://www.youtube.com/watch?v=PbUrvLGSFe8
- or make some sort of blurry circle similar to the tobii eye gaze:
first couple seconds of this video:
https://www.youtube.com/watch?v=_WAYpTDPGEE
- Releasing LMB will shoot the spit.
Tobii Eye Tracking enhances your Windows interaction experience. Watch this video to understand more about the features in Tobii Experience and what they can do for you.
Power Optimization: Dim screen/Stay awake/Turn on screen/Wake on gaze
Windows Navigation: Application ...
Ok, before I explain anything, I just want to say that this suggestion is balance-related, but applies to evrima. I am not recommending to change legacy here, but I am applying legacy's playstyles as examples for what would make evrima balanced and what would make it unbalanced. I agree with everything about the special abilities, especially since it will allow dinos to have much more diverse stats without breaking the balance. I'm going off from my personal experiences, as well as the general opinions of others.
What makes a dino balanced, is if in a 1v1 scenario with any other species, it can either escape it (whether using speed or unique abilities), or it can fight back and have a favourable chance to win. This was the case with legacy (even survival dinos) and will almost definitely be the case in evrima. This doesn't take into account the ambushing mechanic, but the ambush mechanic is to reward stealth, if you die to an ambush mechanic, you were punished for not noticing your predator, so it's still balanced.
For example, the allo is a perfectly balanced dino. In every survival dino matchup, the allo is either stronger (utah, dilo, cera, carno) or faster (rex, giga, trike, sucho). Allo is a strange case though as it's the same speed as parasaur, but luckily their strength is relatively equal, as para has the advantage of stamina whilst the allo has the advantage of bleed.
Dinos like the sucho and diablo are considered too underpowered for not following this rule with apexes, which are faster and stronger, whilst dinos like the giga are considered too overpowered for their ridiculous speed (in this case long distance speed) for their size. it's not fun to be the sucho in these situations and it's not fun to be the victim of the gigas in these situations, I find that if the dinos aren't balanced, they aren't fun. You could argue that sucho has the water advantage, but when apexes get a much higher initial speed in the water, sucho suffers. And there's no justification for the diablo, which is much slower than rex even without ambush. Luckily, the diablo has a small body and is agile, so although diablo is underpowered on alt turn, its agility makes it viable on non alt turn.
I apologize for the borderline essay I wrote, the balance of legacy is rather complicated, and I know that evrima's will only be more complicated. My point here is, don't let what happened to sucho and diablo in legacy happen in evrima. In Legacy's case, this could be easily completely reverted by making rex have a slower default sprint (a roughly 3km/h decrease, making it 30km/h, barely slower than sucho, dibble and giga) and making giga worse at travelling far distances so it can't outdistance sucho, either by reducing trot speed and/or reducing stamina regen. This is just an example, I can't predict what will happen in evrima, but my overall point is this:
Please don't let any full grown dino be unable to escape nor fight any predator in a 1v1 situation, it's not only unbalanced on paper, it's proven to be unbalanced in practice. Why do this? Because the dinos will stay fun, and so will your game
What if you made the blind of hypsis spit look something like this instead of just a dark colored screen
another suggestion for the blind, rather than it turning your screen blank it would blur it and a splash would cover your vision, then disappear in patches as you wipe it away over a few seconds, with the blur dissipating last. i personally don't have much of an issue with a full screen blind, but i know some others do and some texture to the ability would give it a better feel instead of sudden blankness as well.
How about when you get spit at by Hypsi it looks like this to the other player.
Just want to clarify to some people that the black screen is a RESOLUTION ERROR
It's meant to be a dark green effect
Anyways gj devs!
Let hypsi’s main food source be fruit and nuts in the trees - found deep in the jungle. Imagine how cute it will be stuffing it’s mouth like a chipmunk. As it eats or moves about on the branches, seeds/fruit/nuts fall down where ava and proto (any other small herbivore) eat them as part of their secondary food source. This could form a really neat symbiotic relationship in the jungle environment.
[Legacy]
Remove Global chat on official servers!
Global chat completely ruins emersion, i loved how official servers had that edge and fear factor of not knowing what's out there.
Especially since almost all big servers have global it just makes official no different.
To me it would be kinda cool if its raining the rain will form drinkable puddles if your thurst is below 20%
Don't have the carno jump onto its side in the second half of the animation. It has the same problem as the baby stego wallow where it falls/jumps onto its side. That part wouldn't be a problem with smaller creatures, but I personally can't see anything larger than a cerato throwing itself on it's side when wallowing.
New call animations are good. As punch mentioned already, I'm glad the broadcast is going to be modified to be angled on a more downward position. I don't have anything negative to say about them, so i say they are good stuff.
Animations looks amazing! Great work to the ones who made them, and Punch, thanks for sharing them with us. ❤️
First of all. Tapwing. As always, your concept sketches look phenomenal, I’m really hyped to play Carno now, as I should be. You always seem to do each animal justice.
As for the animations, an angled forward version of the broadcast we’ve seen sounds excellent, the friendly call is subdued but it gets the point across beautifully, and at first I was iffy about the part of the wallow animation where Carno flops onto its side, but it’s less unbelievable than Stego so I’ll let it slide— my one gripe with the animation is that Carno’s tail doesn’t follow through when it lands on the flop— it just sorta freezes in place and then eases onto the ground really unnaturally. Slight fix, but it would make all the difference if the tail followed through on the animal’s motion. All in all, excellent work— can’t wait to play it!!
Tange has wasted no time getting the most out of the African habitat’s new mud wallow. The mud helps Tange cool off and also protects her skin from biting insects. Flora has also been observed at the mud wallow a couple of times…but Tange is a much more frequent visitor. The m...
This would be a good Trike wallow.
NOW SUPPORT THIS CHANNEL WITH "APPLAUDS"
Mud, glorious mud!
If you're still looking for a sit pose that looks nice, maybe a more relaxed looking version of this?
DIET SYSTEM:
Hypsilophodon could also be nectarivorous, searching for flowers that bloom in different times and in different rainforest locations, a great factor to implement migrations into this animal.
There’s already flowers in the game (those big red edible flowers at South Spiro) and hypsi is arboreal so it makes complete sense for it to be nectarivorous like almost all small arboreal animals are today; for example, lemurs, bats, insects, monkeys, all of them enjoy nectar.
Regarding Magyarosaurus and what is planned for it, I have a few suggestions to make: For starters, I propose to scrap the 'unsavory taste' mechanic. a defense that takes place after it is already dead is a viable defense in real life that is used by many animals today, but even so, in a video game it is wasted potential, as the mechanic kicks in after death, and makes for a boring playable when you compare it to other inhabitants in the game, such as the gunk-spitting Hypsilophodon, the fast-swimming Beipiaosaurus, or the mimicking Troodon. Not to mention most players in the Isle will completely ignore that factor!
So what defense mechanic could be a replacement for Magy? Well, I propose you make it a trampler. being able to knock down animals, in a similar way to Carnotaurus, but on a larger scale, and able to seriously injure mid-tier carnivores under its weight.
I am aware that Magy is lighter than most. but judging by the work in progress run animations posted a while ago in #phase-two-archive , it seems possible for Magy to be able to knock down something as big as, say, an Allosaurus, and be able to trample it with its feet.
Devs I wanna say GREAT job on the carnos wallow animation. It looks really good I know that you said the call animations are a wip but I think the broadcast looks a little odd even though you said it would be positioned a little forward. Edit: I also don’t know how the broadcast is gonna work when it’s running because it stands up so tall and would look really weird.
why does carno clap its sides when it broadcasts
concept idea: if a dinosaur gets killed in the middle of any sort of broadcast/call, what if the broadcast cuts off with a squeak or a yelp, rather than continuing to play to the end of the file? imagine hearing a hypsi broadcast only for it to cut out with a short scream, and then silence. pretty ominous.
Feedback for Legacy: I know that it went through a recent update but can we get names back in the replays? A lot of servers rely on that for rule breaks. Sorry if this is the wrong channel
Don't get rid of the carno's little arm wiggles when it broadcasts, please. It's stupidly adorable and I love it. I wish he wiggled his arms when he wallows too, to try and "slap" mud onto his sides or attempt to maintain balance. Tiny arms or not, I think it would be instinct for any creature with arms to try and use them to balance or reach out and touch the ground when he's throwing himself at it.
Tl;dr - keep carno arm wiggles and add more reasons for arm wiggles
Can the devs give the carnivores of legacy more color variations? please?
Can you please fix the spawning in the sandbox death match servers. Add 5 spawning points or something. Can’t even spawn in before I get killed and then have to log out because I fell through the map and relog in. Can’t even play survival because of all the bugs.
Well i love tapwings new carno concept, it looks around the size of a tenonto, it should be noticeably larger though, as its near the size(not weight) of an allo witch is also rather big.
Love that you kept the old carno sounds! They were always some of my favourite, they fit the animal real nicely and just generally sounds great
DIET SYSTEM:
A relatively simple way to introduce insects into the game without the need of having some complex factors like schooling fish AI is just implementing them into those fallen logs on the ground that are scattered all around the map.
Like in the attached picture, insects would only be a texture of the tree log. The more you eat the less insects, until there are no more and you need to find another log. These tree logs are not currently very abundant in the map and, by consequence, only small animals can enjoy these protein rich treats complementary to a herbivorous diet. Oro, for example, is a good candidate for being an omni that can enjoy both vegetation AND insects.
Good job on the animations, but i really do not like the " jump violently on the ground even if we weight several tons" thing. On the stego is actually stupid and very not belivable, on the carno is simply odd to look at. And the way the carno reaches the ground is too regular, too slow. It's like it weights nothing and makes no effort on controlling its fall.
When you get hit with the hysis spit/bile mechanic, could the screen have a really blurry/pulsing effect with only parts of your vision blacked out, instead of it being completely black. because, in my opinion, how it is now doesn't convey that the animal is reeling back from it. It just seems like the animal is like oh well, I've been blinded i guess. I think that if you change this later, It would give a more desired outcome to the effect you're wanting to portray.
It would actually be cool if eating when you are full or close to full (not hungry) would make you slowly become fatter where your speed and stamina would be affected, sorta like on Beasts of bermuda.
Maybe even add so if you are one to AFK grow, your dino may become weaker (maybe slower?) since you dont develope its muscles by walking around.
The first one could actually prevent people from killing you even if they are not hungry and then just body camp until it despawn.
Many people use this as an excuse simply to hunt even tho a simple AI could had filled up the little food they used as an excuse to kill.
So IDK if this was accidental with the new Legacy patch, but when switching nightvision on and off now there's a moment when, after you've switched nightvision off, it's pitch black for a second or two before it starts getting lighter. This would be a neat feature for future nightvision to simulate your eyes adjusting to the darkness, if nightvision is in the future a feature we can toggle on and off
(this might be dark on some screens)
Just take back the old patch. A few rulebreaking people is better than this - the whole game is runied.
to strotherns suggestion, i'd personally would love a toggable
option for lips on more dinos than just acro, utah and what not.
Out of curiosity, how are the humans and cannibals be implemented? I know they are going to be a huge dynamic change in how the nature of the game is going to be? I'm worried that everyone is going to get too accustomed to playing dinosaurs that the nostalgia in the game might get lost if humans get added to the mix too late or too unpolished.
Please allow for a slider feature for dinosaurs belly bulge that directly relates to a dinosaurs food meter.
This way a "full" food meter dino might appear healthy or even overweight, while a starving dino will show its ribs, and be noticeable as unhealthy.
The purpose of this mechanic would allow players to organically Guage the mood of a dinosaurs, if it needs food, is healthy, etc.
I'm sure the development team have discussed this with a direction in mind, but:
As an additional way to grow slightly faster (outside of a favourable diet), deinosuchus must rest on land. This is effectively "AFK growing" with benefits, but it also puts deinosuchus outside of its element, where it is immediately visible, meaning that it loses the very core of its hunting mechanic: surprise.
Exposure and vulnerability aside, if deinosuchus dehydrates faster than other animals, this forces it to stay close to water, so "AFK growers" don't spend all of their time well hidden in the near-by jungle growing, when not hungry.
Make carno wiggle his arms occasionally, like an idle animation. We require more arm wiggle
PLEASE! fix the hit boxes in Evirma. As a Teno 13 missed hits on a utah, wtf?
http://prntscr.com/vi3rty Legacy lighting 
A small idea for the Kentro: it would be neat if dinosaurs get lightly injured by running into its spikes.
I think you should bring back sandbox servers just for a fun idea
Heyo, just wonna say great work on Evrima so far and cant wait to see what comes in the future. As of right now I'm on the opinion of that the Evrima branch of the Isle looks and feels great, however the only thing that is missing is bug fixes, addition of variety of dinos, and the addition of gameplay features. This all takes time though which i understand, but people generally don't like to wait, so my suggestion is to adding mod support back into the Legacy branch of the game. I say this because this adds to what people can explore while waiting for Erima to come to a more complete state. Not only will this bring back older players, it may also attract the attention of new players alike. As for "stealing" away players from Evrima, I don't think that is much of an issue. As I see it the Legacy and Evrima branches of the game are already 2 completely separate games. Since the legacy branch is no longer worked on it would be fun to see and experience what the players can come up with.
In short; bring back mod support so peeps have something to do while waiting for Evrima to reach its potential.
(Love the game, keep up the amazing work on Evrima so far!)
Please reverse the patch or fix this one, game is unplayable, servers lagging everything is dsyncing so hard since patch and night and day are bugged as well. (legacy)
The ankys tail armor along the side of its tail should probably be a bit smaller, it looks like a hypo anky, if it where to bend its tail at all then it wouldn't be able to have those plates on top. Also in real life they don't have those. if changes are still being made maybe take a que (idk how to spell it) from saurian. it looks over armored with its skin, in reality the scoots or whatever you called them would've been enough to break the jaw if bitten at the wrong angles. it looks too much like the anky is just a short rhino. idk how other ppl feel but i didn't play this game to get deformed mammals i play because it has dinos, that are sort of realistic. in my opinion it seems like you guys are just out of ideas, and are turning to mammals for inspiration. which isnt a bad thing i guess. well this just went from anky looks bad to a rant so ill stop. just stop adding those accents like the plates on top of its tail it looks too much like something aimed towards kids to look cool.
this is just my opinion, but its almost like your turning into a high budget version of those mobile games that have very old and unrealistic versions of there dinos. like all the dinos standing straight up, its like the isle is devolving.
Please fix the volume of our own calls so they are louder than the ambience and louder than other dino calls of the same species from a distance. Our calls should be the loudest thing we hear in comparison to anything our own size and quieter.
As a Tenonto, my calls should down out the local Utah chorus.
Also, Utah calls are still out of sync.
So I don't specifically like the "hear where you're looking" thing. If I am a Tenonto storming down the path, I should be able to hear another Tenonto (especially if it's bigger than me) running behind me. It feels like whenever I look forward to see where I am going, there's absolutely no pounding footsteps behind me at all. And when I look back, the sound comes crashing back down. This also makes it confusing to know whether a predator or herd member is still following you.
Hey, so after I saw the Carno wallow, I noticed that it also has a flop just like the Stego. Don't get me wrong, I think if a wallowing animation has a flop, it's okay, but it's not okay after a certain size. I can't see any dinosaur above utah size doing this, without getting their ribs crushed. Yeah, I know Isle isn't about 100% accuracy, but in some cases it could cause really frivolous moments.
Or at least make Stego flop 4x slower https://i.imgur.com/kjNY2Fs.gif
i have an idea for the day and night cycle (in evrima) for server hosts. maybe add a day speed multiplier and night speed multiplier. (in the server settings). just so some server host can get the dark/light hour how they want.
Acro needs to go on a diet
when you get hit by the bile there should be a very small animation just with a head tilt or something cuz 1. there's no way you wouldn't flinch if you get bile in your eyes 2. there should be some way that the Hypsilophodon should know if they get blinded or not
Maybe recycle the carno's Legacy 3-call animation for the hypsi spit hit confirmation, the one where carno tilts its head to the side (similar animation but new sound). Depending on from which direction the hypsi's attack landed, carno could tilt its head in the opposite direction (so if the attack hit from the left, carno would tilt its head away to the right)

The carno's charge mechanic looks pretty cool on the roadmap. Though this is likely already planned, i'd like to suggest that staggering be implemented for when the carno hits a larger target around it's size. If it connects the recipient is knocked to the side but not completely grounded, and you loose control of it for a second or two before being able to move again, maybe taking away a portion of stamina as well considering the impact could wind it.
Baby animals should have different abilities to help them stay safe. For example, baby pterosaurs should have a charged jump before they are mature enough to fly. Other animals like austroraptor could maybe climb before they can defend themselves.
Though these things shouldn't be too complex to avoid overwhelming the devs and the code, too. Whatever works best for the game.
If you plan for pteras to nest in high spots like cliffs and trees, give them the ability to ‘glide’ in some way. And for them to get back up in the nest, it would be nice for them to have a charged jump ability like hypsi, but higher.
When selecting your dinosaur colors, maybe have an option to preview the adult stage with your selected colors. Sometimes I pick nice juvi colors, then after a while of growing to the adult stage they don't look as nice.
Next legacy patch, can you guys fix what this patch broke..? The day/night cycle is all over the place and shadows are broken and something is weird with the AI system. Also, could whatever causes server crashes when Dryos burrow be patched so that they can be played again in Legacy?
I agree with bilbo, specifically with Ptera's having a charged jump like hypsi instead of (or maybe in addition to) the pelican run thing.
What do you folks want to see on the new smaller map? I would like to see a mangrove type biome as well as the swamps and dense jungles that we see already. It’d be nice to see some savanna type biome as well.
Sundarban mangroves!!!
I personally think that the carno wallow needs to be redone, looks like it defies gravity for most of it looks kinda weird for evrima
Please consider reversing the Legacy patches. There are more problems introduced with the newest hotfix, and it’s been hard to play with friends. We’ve had to start looking for other games to play, since EVRIMA isn’t ready yet.
I don’t want to give up on the Isle - we just want to play. Please consider reversing the patches.
Certain stretches of Spiro (or Spero) should be exceptionally dry and arid, with bright orange sand and deserty plants and little water. Desert animals like proto and velo would be developed specifically with these areas in mind. It would be interesting to see a bit more biome variation, I think it would make balancing animals and mechanics easier if they were spread out over a more environmentally diverse island.
another img reference
i feel like if they wanted to make say a dino like para more interesting they could make it sort of like a camel? not physically of course but water and food wise. imo para could use a rework and i think the more nomadic travelling herbivore niche would be something cool you could fill with para, especially because it is on the larger side. Ofc it woudlnt have to be para and it could be filled with any other herbis that are planned for the isle
Better and more identifiable landmarks yes?
Can y’all please change in the evrima version of the game when you jump into the water that it doesn’t take as long to make it back to the surface.
Can we press drag on bushes and plants so we can bring a bunch of plants back to the herd of feed said me little herbis we find on the way around the isle
For Carno, again:
Concept for it is insufficient and samey, mischaracterizing Carno as another lithe, light animal instead of a two ton, charging pursuit predator. Animations wash out the character and heart of it even further, have no weight, and push it even further from the point of acceptable. More recent animations are really feeling like a waste of time due to being off of the ones that already need to be redone/fixed/better, and things like that horrifically stiff and unfinished flop for the wallow and the exceedingly dramatic yeet-your-food-into-the-sun eating animation are certainly not a boon. I hope all of them stay in a WIP state for a great while until they can be mended and redone toward at least adequate. Needs a new model to match the stylization of some of the other animals and to reach a final point or progress toward being a finished product. Only things I consider and see as acceptable for Carno, currently, are the calls(ish?), the drinking animation, and the sleeping animation. Everything else is an injustice, beyond the current skin, which would be fine to translate to an updated model. I love this animal. I want "The Isle's Carno" to be good. It isn't, just keeps getting worse, and y'all are just going to keep wasting time and money if you keep under-delivering again and again like this.
I'm getting real tired of it looking like everyone is trying to make their own thing instead of everyone coming together to make The Isle. Still really hoping to see some more appropriately dark tones in design and direction instead of a bland cheese board of different sized birds with comical and worthless personalities or creatures washed out to the point of looking like plastic yard decorations. I really feel like y'all don't have the right vision at all anymore.
like it's been said several time by several people, the new animations really do not look good, starting with the " i am floating in the air" rex/spino animations, to the dumb stego run and wallow, to the animations that make tails look like they are made of plastic ( referring to Carno and Beipaio's run animations), to the anathomically wrong movements like Hypsi ( just look at the running animation). The best thing you can do is hire some new animators for some fresh air, some new ideas and animating tecniques. Or at least go around the web and look for inspiration bacause there are some good animators out there that know how to really show the weight some of the animals have. Stop with the giant chicken/ emu simulator, because funny enough the dinosaurs in Legacy have more personality than the new ones... but progress need to go forward not backwards.
I think I wrote a feedback about this before, but not sure so I will do it anyways. I kinda have to agree with Gar/Salva. Almost all of the new animations are lacking weight. I think one of the possible solution could be more muscle movement/jiggle. There is nothing that can add more weight to an animation that showing how the muscle/fat moving on the animal while moving. I think JWE is a good example of how muscle movement on the body can make the dinosaurs feel a lot heavier, but to be fair JWE muscle animation/jiggle is a bit much, but Isle has barely or maybe even nothing. The perfect would be the middle road.
The other solution is to hire a new animator. It's not bad to have an other fresh mind in the animatior team, especially because you guys need to go trough hundreds of animations, and I think we can see that this has an effect on the animations itself.
I personally very much enjoy the fact that they are trying to fix legacy as its currently where most of the player base is. So I did some testing to see what changed and what needed improving.
Theri - 'smaller hitbox and half damage on triple swing'
Which although I agreed with the smaller hitbox on turkey the damage needs rebalancing considering it's long grow time and massive size.
Trike - 'side hit boxes are non existent'
Agreed hitbox should be reduced however now its so small that even with horns inside attacker hits are not registering from sides.
Sub trike - 'tiny tiny hitbox'
Once again agreed on hitbox reduction but now its so small that attackers have to be halfway through the head to register.
Shant - 'stomp hit box is very small'
Shant is notorious for broken hitbox however it's now too small because it doesnt register unless attackers are half way though the body meaning it's not registering on attackers head or shoulders.
Cama - 'now faster with less stomp damage'
Overall enjoyed the change I believe this is a more balanced, stomp damage is still delayed but overall rebalance is good.
Overall hitboxes have been reduced which needed to happen but some are a lot smaller than they should be now. As a last bit of feedback I personally believe that other hitboxes including the rex bite need changing asap in order to give herbies a chance in a fight now.
-Everything seems to have a blue tint, might be dramatic fog. NEW!
-Rex knees are now broken NEW!
-Sniffing is slightly different NEW!
-Huge black patches over the map mesh NEW!
-Trike animations are broken
-Rexes now have thinner and wonky hips
-Trikes struggle to hit utah or dilo sized (and sub rexes too, how wild) dinos while shants cannot hit smaller dinos at all with their headbutt . Shants also struggle to hit things with their stomp. A friend of mine couldn't hit a theri with a stomp that was standing right under them.
-Theris no longer hit three times with their triple strike
-Assorted hitboxes have been "adjusted"
-The testlevel now has a new buggy, jagged mountain, some believe it to be causing lag on DV Testlevel servers
-Bary and alberto are both bigger
-No more ambient sounds, except for the occasional bird
-Camas are now a LOT faster, as fast or faster than giga trot
-Some players now cannot find local servers and can only see chinese ones
-Replay steam ids and usernames no longer show
-AI spawning under the mesh or in water
-HUGE, frequent lag spikes
-Fatal errors
-Scent is bugged on Thenyaw, where it wont display the compass
-Galli's three call animations are broken, they no longer stomp and their body is static
-The test level is now constantly night time
-Visual glitches occuring with trees, causing leaves to lose texture
-Paras suffer from similar hitbox issues to shants and trikes where they cannot hit a utah
-Sub trikes hitboxes are also busted.
-Cama and shant stomps have all had their extra damage ticks removed, hitting only once.
-Long distance noises are bugged, where they sound like they're right next to you.
-Gigas can stand on top of trikes without being hit and safely ride them due to hitbox issues.
-Thenyaw suffers from extreme graphical issues, not recommended for photosensitive or epileptic people!
-Some dinosaurs now have blue portions of their bodies
-Adult carno cannot die from fall damage and will only break their legs
Reverse the bugs caused by the anti hack patch please
Some of us actually still like Legacy due to the diversity of the creatures we can choose from, and/or being used to it.
so yes, if i have to choose between THIS ^ , and chinese hackers, give me the chinese hackers please 🙂 anytime , anyday.
Because if this doesnt get fixed, me and my entire isle community(wich is not just a handfull of friends) have agreed upon dropping the game alltogether and converting to another one. i dont mind eventually having to switch to evrima, but.... NOT like this. Evrima is way too incomplete for our taste to actually make the switch, and if legacy dies then in a way the isle dies for us.
So I happen to have a suggestion for Evrima bleeding once it's added.
What if carnivores could detect blood drips without the need to sniff it for a certain distance, let's say 100-200 meters away making hunting in dense forested areas more viable, also detecting the bleeding animal if close enough since blood scent is very unique and easy to identify.
I think that would add alot to the whole gameplay, making even the Apexes more cautious of what and how they fight things, since their blood can be detected from a distance by other carnivores that might give it a try knowing that Apex is weakned.
The actual impact of such mechanic would be of great impact and I think would really add to immersion of the game.
One point that was made by @little rune is with such a mechanic Wallowing could be used to cloth the wounds and stop the scent, giving it yet another function and further enchancing the immersion.
^ that suggestion was made by someone before me, cant remember their name
Gigas could always ride trikes easily and doesn’t it make sense for cama and shant stomps to do 1 tick of damage since it’s a stomp ffs
Bring a Sandbox gamemode to EVRIMA 👀
Hey master islander, since you are upgrading legancy you could add some skills to the dinos or remove the bite from the rex that can break your leg, it is very unfair to other dinos.
Can we turn off motion blurr on Evrima? I have migraine it gives me headaches and makes me nauseous.
Idea regarding Growing. Make it so each unique dinosaur adds a multiplier to your growth rate. So you'd be trying to hunt specific dinos to grow even faster. Basically a kill list. Larger and more dangerous dinos provide a bigger multiplier.
Fix this god damn day and night cycle its starting to give me a headache, and why is there no update to fix it yet
Carno wallow is my favorite wallow animation yet. I love my magical speed sausage boi. The broadcast does need some work as mentioned, but good job!
What if we got thrashing/head shaking. Like if a rex caught a Utah in its mouth it could thrash it back and forth and every head turn did a amount of damage.
add an option to remove the slight motion blur when running or moving in general in evrima
How NOT to Fuck up Baryonyx walkeri 
It is no secret that The Isle tends to be creative with their creature designs. Whether for lore, gameplay, or purely aesthetical reasons. I am here to talk about the latter of which. Usually when concept art is posted for whatever creature is shown, artists and editors alike race to give their input. . Some are unanimously praised like Protoceratops and Kentrosaurus, while criticism has been given to the likes of the more recently Albertosaurus and Acrocanthosaurus. I'm sure you have your reasons for all of them, but there seems to be a reoccurring theme with a lot of the stylized ones. There is usually an outcry for proper proportions. Some, like myself, want them for the sake of representing the animal better. But the majority claim it makes the animal look better. This is very true as evidently with Allosaurus and Carnotaurus. You can still stylize the animal without breaking anatomy. Or if you have to, do it minimally so it's not pointless to call it "X" animal.
So how the fuck does this apply to Baryonyx?
It is a dinosaur, (as of 11/13/2020), without any concept art. It is likely due for a remake and now would be a good time to give some input on the animal's future redesign before it comes out. Baryonyx itself is a very unique and derived dinosaur with distinct traits that separate it from a majority of other theropods. It does share some similarity with Suchomimus but I am fearing that may suggest trying to make them look different enough from one another. This could be fine on an integument level, such as the weird scutes it has on its older model, but skeletal wise there is no need. The following list of things will present of what I'm assuming the majority of The Isle community would not wish to see in Baryonyx Walkeri.
Skeletal Credit: Dan Folks.
DO NOT (Jesus christ a minute timer)
-Make its head stupidly big and wide.
-Flatten its head to look a pancake.
-Omit a prominent crest.
-Make its teeth orientation snaggletooth.
-Deny it conical shape teeth.
-Shrinkwrap the animal to the point where skin is inside its skull.
-Reduce its signature thumb claw.
-Make it lava resistant.
-Ignore the fossil material.
-Making the rest of its body disproportionate in general, like one of those matel Jurassic World toys lmao.
I will show an example of what a terrible Baryonyx looks like, this is the pure epitome of a designed failure that literally appeals to no one. A design so fucking terrible that paleoartists made hate art of it. Ladies and Gentlemen please be warned that this design is the definition of mediocrity at its lowest.
Behold.
Such a disgusting creature, but I have good faith that The Isle will (Hopefully) strive to be a perfect blend of its creative style and the animal it was once in life. Or at least something not ugly. Bye-bye gamers.
I’m just going to leave this right here.....just saying if y’all are looking for some people that can add to the animation team.....  https://youtu.be/eW5ViSEOP8w
Made by Gabriel Casamasso
https://www.artstation.com/gabrielcasamasso
Link for the model:
-Rigged: https://bit.ly/3aWdRQq
-Static: https://bit.ly/3bXXCDB
Music:
Mendum - Elysium
Going back with the Baryonyx, since the Sucho was delayed/removed the Bary would be a good replacement as it would fit perfectly in the current state Envirma is in right now, the Bary could make an excellent fisher but also a nightmare for every small/juvie dinos. If possible I think the Bary would be a perfect addition to the fishing/fishers update.
make the Hypsi spit not make the screen completely black but a different effect with blur or some other thing.
Making free look reset your camera to the way your dinosaur is heading when released instead of making your dinosaur turn, much more convenient and would help much more with combat.
Also, alt bite could be binded to alt attack and free look could be toggleable say with a 2x alt key press.
Also pounce could be made differently, by only using the space key, holding it down would make you pounce towards the direction your looking at making it a lower or higher jump depending on the dino your facing and where you want to pounce at, much better for a gameplay combat design I'd say.
Those are my ideas regarding the Utahraptor attacks for Evrima.
I'm sure many people in the past have already said this, but I want to say something about it as well.
Biome variation.
Now, I know that the map may be only one island, and seeing as this game is not something like bob or ark that just throws all reason and realism to the wind, I know that you can't just throw a desert and an ice wasteland both on the same island. But this is not what I'm asking for. What I'm asking for are biomes that are unique and different, but would still make sense on the island. I have a few examples here:
Savannah
The savannah biome adds a different version of the plains - different trees with more yellow grass, possibly large patches of tall, dense, grass to provide cover here and there. Not a completely crazy or insane biome, essentially just a variation of the plains to spice things up
Tropical Rainforest
I know this game already has its jungles, but what would be really cool is a tropical rainforest. Something with massive, towering trees that stretch far up into the sky, with dense foliage on the forest floor. This biome could be extremely moist, granting improved water retention, but worsening food retention due to the humidity. The massive trees could also provide a fun experience for the arboreals, a huge network of branches going up and down, all throughout the rainforest for them to traverse.
Marsh
A marsh could be a variation of the swamp - much denser foliage, mangrove trees, and shallower water. This water would not be swimmable by most creatures, but the extreme foliage density could provide great cover for smaller creatures.
Arid Biome
Not quite a desert - but nevertheless arid. A biome with vegetation resembling things like Joshua trees, along with sparse, faded patches of grass. A biome like this could cause worsened water retention due to the heat. A biome like this could also provide a much more open area, with much less cover, allowing huge animals who don't need to hide thrive.
Suggestion: for footsteps and calls, there should be a visual que at the edge of the screen in the direction of the call for people who are hearing impaired. It'd also allow people to listen to music and play the game without feeling like they are hindering themselves.
Carnotaurus
• Carnotaurus, also known as the "Meat-eating Bull", is a powerful, heavy carnivore that roamed the earth in what is known as South America, 72 - 69.9 million years ago. It has distinctive horns on its forehead, and eyes more on the front of it's face, allowing it to see what's in front of it while it hunts or goes at 48–56 km (30–35 mi) per hour ( < This was searched up).
• Carnotaurus
- In real life, the carno would've probably been a unique distinction of a bull-cheetah, able to run extremely fast even with the weight behind it. The skeleton of the Carnotaurus shows it is able to travel long distances in a matter of a few seconds (see figure 2). It's tail would be stiff but not too stiff, being slightly wobbly to enable a balance of its weight. It's head would be inclined forward when running (see figure 1, B2), and slightly stiff so it's vision wouldn't get wobbly either, allowing it to see its prey while running at such speed, without constantly losing sight of it (See figure 3). Its legs are long, and strong enough to allow it to have greater strides, enough to cover distance faster than most other predators.
Stay tuned for the isle carnotaurus feedback
Evrima
• Carnotaurus
Animations
- Don't get me wrong, some of the animations are cool to watch, but they don't exactly fit the dinosaur.
• Run: The V2 run is.. almost there to being a good run. There's a few problems that I would like to address:
1). The movement of its legs (See video 1) is inaccurate. For a dinosaur of such weight, it would have a slightly LONGER stride than what was seen on the video. It's tail would be drastically more stiff than what is shown on the video (See video 1), while allowing a little bit of wobbling. It's head would be inclined further (See figure 1) while running, cause right now as it moves its head around like that, it would likely lose track of its prey rather easily, and that's a problem.
Those are really all that's needed to be resolved.
• Carnotaurus Blinded animation: theres only 1 problem with this. You see how fast that 2 or more ton dinosaur is wiping off the gunk (See video 2)? Yeah no. It needs to be slightly slower to show that it's got weight behind it, and that it's also a struggle to wipe gunk off your face with no hands (Poor nubs).
• The Carnos drink and Eat animation: these animations.. well.. they make the carno look like it's desperate for food or water, like it was starving and/or dehydrated. Make them both less dramatic. For the drink animation, slow it down so it looks like it's not drinking holy water (See video 4). For the carnos eating animation (see video 3), instead it would be better to just make it like the utahs where it steps on the body and rips chunks from it, and make the eating animation look intense like it's actually ripping into it to try and consume whatever flesh is in it.
• finally, the wallow:
Holy shit it's got problems now that I look at it closely (See video 1).
1). The way it extends its leg THAT FAR on 00:03 is.. odd. It should still be able to move its body around without needing a fully extend leg grasp ground pokemon attack.
When it flops to the other side, that's fine. It gives it weight, and shows a little bit of cartoony but it's fine. When it does flop on that fine side, reduce how far the leg extends cause it isn't needed. NOW REMOVE THAT 2ND FLOP CAUSE MY GOD. You're talking 3 ribs broken depending on where it flops! And the fact it looks like a childish creature when it's flopped on the ground on 00:08-11.. no no no no let's not. Remove the flop and replace it with another one of the fine flop, and have it rub its bottom jaw on the mud, and then have it turn its face slightly to further put the mud up its face.
I have a suggestion for the devs and creators of the isle. I would like to see an animation preview of all of the Dinosaurs that are created for the isle as they come out just as a did with some of the dinosaurs in prehistoric Kingdom. They started doing this with the Stegosaurus and the Pteranidon so it would be nice to see it with the rest of the dinosaurs as they come out.
A 5 star attraction, Triceratops moves with surprising agility for its majestic and imposing nature.
This month’s animation reel comes as a result of a joint effort between our two animators (Maurizio & Nathan), who have been taking turns at giving our ceratopsian rig its muc...
suggestion: I'm Brazilian 🐍 🇧🇷 ! And I like to play on Brazilian servers, where they have rules of coexistence, like K.O.S practices, and other things like herbivores chasing or walking along with carnivores ...
These servers are not very inclined not to go to Evrima due to the lack of the feature (Replay) that helps in certain cases on the server, where many players feel more distraught with these rules!
I think Replay should be back and improved, with aerial view!
But what will it be like for players who log out to look for other players in the replay and return against that one in the game?
Seriously possible, a limited range of this replay to an average distance from the map! It is also a time to enter.
Example: (You recently logged out of this server, wait (X minutes) to enter! )
It is a useful tool that should be seen again!
great to see the carno coming along nicely. Hoping it's out in this upcoming week. Keep up the good work devs
Prior to the night/venom update, would it be possible to add daylight variation? Such as a Dawn --> Dusk repeat without a night, just so we have some other angles and to give a better passage of time?
To clarify: This is BEFORE the specific update to add night vision, so we aren't stuck at 1 time of day until they are ready to implement night. This is not a suggestion to remove night from the game.
About above, maybe just make dusk and dawn a little longer- they add a beatuiful look and atmosphere.
I can't find a place for Legacy bug stuff, so I just wanna say:
As of 0.1.6:
- at night the lighting looks generally fine, unless you look down - where the entire screen (except HUD) just turns black or almost black, unless you're on the beach. This makes it difficult to hunt in high-light night without flipping through night vision as your prey gets closer or farther
- during the day, the atmospheric extinction/diffusion (where objects farther from you should look bluer or duller) still looks weirdly like fog at all times, though it is better than in 0.1.56; it's too strong closer to you, and it looks too white
- during the day, trees at the 'right' angle turn into highlighters ie. their shading and the shadows they cast completely disappear. The angles they have shading is random from tree copse to tree copse, but each section that has this problem is consistent with the angles they turn into highlighters. Happens with deciduous and coniferous trees - doesn't happen with bushes or other foliage, and doesn't happen when it's overcast or the lighting is otherwise diffused
I suggest the addition of a carnivore to specifically predate on Pteranodon. This would be a smaller carnivore with immense jumping capability. Inspiration for this is the relationship between a caracal and birds. The caracal is adapted to have a massive vertical jump to catch it’s prey.
Just wanna say the new carno animations look fantastic! But I'll be honest I despise the new Anky design. Granted the model looks amazing. I just was hoping Anky would get an accuracy update rather than a fantasy one. Not a fan of the pancake armadillo it has become. My favorite herbivore now looks like it has gotten run over by a semi.
I suggest the addition of a carnivore to specifically predate on Pteranodon. This would be a smaller carnivore with immense jumping capability. Inspiration for this is the relationship between a caracal and birds. The caracal is adapted to have a massive vertical jump to catch it’s prey.
@worn hill You think maybe They could repurpose Herrerasaurus for catching Pteranodon, seeing as they've already eluded to tree climbing and pouncing
Deino really needs a new slow-walk animation. The one shown in the preview makes no sense for a giant croc and is not how crocs walk in real-life. The walk takes cues from mammalian walk cycles in how the legs move, not from an actual croc's walk.
https://youtu.be/PJcvlDJrz8A?t=39
https://www.youtube.com/watch?v=RXn1g0xtUMk
Locomotion and behavioral extrapolations of large crocodilian, genotype Deinosuchus.
Highly dangerous aquatic predator.
http://findtheisle.com/steam
#TheIsle
#Deinosuchus
#Animation
Talk about a hazard! A giant alligator took a stroll across the fairway, making his way to the lake beside the third hole at Buffalo Creek Golf Club. Video courtesy of Charlie Helms.
Read more:
http://www.golf.com/extra-spin/giant-alligator-roams-golf-course-florida
Subscri...
Proposing medicinal plants/foraging
Can be used for Dinosaur or human
These should only be visible if human/dino are injured and the items are in their areas.
Injuries/Pain: These do nothing for bleed
- Willow bark treats pain like Advil/Tylenol if eaten or stewed. Let there be a tree that has a bark you can eat to reduce the pain your dinosaur is feeling for a temporary time after a fight, during healing, restoring a small amount of stamina and less injured noises.
- Mint if eaten or rubbed can help as an anti-inflammatory, antiseptic, and reduce pain.
- Valerian (Valeriana officinalis) roots helps to reduce the sensation of pain by limiting the nerve receptors activity.
Plants to help heal cut's and are antibacterial, dried/fresh, Eaten/rubbed Help with bleed
- Plant that can be rolled on or rubbed against to help heal faster for a short amount of time.
- Potentilla species (specifically Pyrola species) and Nettles can be used to stop bleeding internally or externally if rubbed, dried and stewed, or made into a salve.
- Burnet roots (Sanguisorba stipulata) has astringent properties that can slow bleeding and allow for faster recovery of heal if eaten raw.
- Yellow Dock (Rumex crispus) if mashed up fresh has fast healing properties for bleed but takes longer to dig up.
I'm proposing this as it's an aspect Dondi has talked about with mineral stones for upset stomachs in the past. Adding this aspect will add an aspect other games don't really have for dinosaurs. Sure we don't know what dinosaurs actually did if injured, but most animals now a days do seek out herbs and flora to help them heal/deal with pain. I think something like this would add something new that people haven't seen before and actually gives the person ability to survive.
include 👍 and 👎 as reactions on phase 2 announcements
Not sure if its been suggested, but biomes could be dependent (to a certain extent) on alttitude/elevation as a way to bring different ones in, while looking natural and not forced together. Snow could be found in a sub alpine - alpine mountains. with desert /scrub land biome being found behind the rain shadows of said mountains, similar to how it happens in nature, but exaggerated for map space purposes.
in addition to the new nesting system maybe, you should add like a mating season of sorts, where males of a species can actually track a recessive female over long distances or maybe add a mating call to indicate the something wants to settle down and raise some hatchlings
I was really hyped for Update 2 to come out, but I've been playing Utah a lot recently and carnivore gameplay is just no fun on Isla Spiro. The AI system in particular is... disappointing. There's no rhyme or reason to why they are so sporadic. I'm not asking for a way to game the system, but something to increase our odds of finding AI would be nice - such as nesting sites where a few can be found consistently and sustain a solo player for a few minutes atleast. If I trek across the entire island, I should find one AI every once in awhile.
This aspect of the game has been causing a lot of frustration for me lately, and people often dismiss concerns like these because "Back in my day you had to find players to live." But this is a big issue for a lot of people. If AI were improved just slightly, and spawned more often, I would have a reason to look forward to the next update. But until it is addressed, I don't see the next updates bringing any more players in beyond the initial 48 hours that the update drops.
Watching the new spino walk animation again and I noticed that, for a second, spino's entire weight is supported on its tiptoes. One could argue that this is the point in the animation when the other foot is coming forward to catch the weight of the spino as it takes a step, but since the body does not move up or down and instead remains at the same elevation throughout the animation, only rocking from side to side with the hips, this argument doesn't work, so it really looks like the spino is supporting its entire weight on its claw joints for a brief second.
This seems to be an issue with a lot of the newer animations: the body not moving up and down to show any weight and instead just...hovering in place, with only the legs moving underneath the animal to give us the sense that it's walking. Especially highlighted in Legacy cerato's animations, namely the sprint.
Honestly I'm not a big fan of the "AI spawn in certain locations" system, and there's something that I think could work a lot better. Like in legacy, AI should spawn within the vicinity of the player, however different AI will spawn in different biomes/areas. For example, stego AI spawns in grasslands, dryo AI in jungles, deino AI in swamps, ptera AI near cliffs etc etc.
This means the player can always encounter something, and attempt to have some degree of control over what they try and spawn. However it won't just be "free food" in particular once we get AI that's a genuine threat. Sure, you might be looking for dryo AI in the jungle. But there's dilo AI too. Nice tenonto AI in the grasslands? Watch out, there's rex AI too.
I think atm this system would work well even though we only have dryo, because right now it's a bit difficult for carnivores. There just isn't enough of a playerbase to live off of. I think for now they could use the helping hand, and once we have a wider range of AI that provides a challenge, we'll have something a lot more immersive.
Having AI that's smart and is good at running away/fighting back against the player I think will really help this too. There is always AI for the player to find no matter where they are, it just might not be what you were expecting
Add more kinds of flesh chunks depending on the size of the creature biting flesh, especially if they are bone breakers.
Also, maybe add a different texture to fish flesh chunks? Maybe give it a marbled texture, like salmon or tuna?
Also, please start pulling the thigh back more while animating dinosaurs, Bryan! Utah's run animation looks so unnatural because for half of the animation of the leg pulling back, only the knee and ankle move while the thigh remains stationary. The thigh should pull back and take the leg and knee with it!
^ As Fluff said, a lot of the animations don't feel natural. Utah suffers from these especially, the thigh almost doesn't move at all, the strides are very short, and it feels like its shuffling at an unnaturally high speed. Legacy had the opposite problem, with the animations being really dramatic and wobbly, I think there should be a good middle ground. TL;DR Utahraptor animations feel to restrained and prudeish, please make the thighs move more : )
An idea that just kinda popped into my head, in the server settings for server owners. To match their packing rules, why not have adjustable group limits within groups? It would fix mega packing and would probably help out a lot of server owners who have packing limits. Not sure if this is planned, but it's an idea.
Idea on threaten roars and holding down keys for longer roars:
For 3-calls, maybe tapping the 3 key could produce a low hiss/growl/rumble, which can only be heard in the immediate vicinity by things very close to your position. For a louder, more pissed-off sounding roar, hold the 3 key for a few seconds, but this roar would travel farther and give away your position to things within the audio's render distance (and/or alert group members to a threat faster than typing in chat would).
(yes I know this is already a thing, this is more an idea on types of "short" calls and how audible they would be. Maybe a short utah 3-call would be a hiss, and a short rex 3-call would be a low rumble)
I know pue is being replaced by brachi, but can you keep something about pue in evrima? I mean, this sauropod is the original one, it has been with us for years, it should be something honorific for this bud and its 5 years of service to the game. I was thinking on how about putting something like a Pue giant skeleton in one place or even a pue “grave yard” where there are many of them? It can be a cool location and also something that can keep pue forever as an easter egg. Other pue easter eggs you can put can be for example in human building things like pue images or a laboratory where they created dinosaurs and putting a pue embryo. The last option i think about can be pue tracks around the map, like foot tracks, or fallen trees with foot tracks or even an skeleton of a carnivore that dies stomped by a pue. This type of things can be really nice details to the map and also something to remember pue instead of throwing it to the bin and forgetting it.
In legacy when you press insert to see your stats, you used to be able to switch between your stats and the group you are in, so you can leave the group, now you can't do it anymore since the trashy patches that have been made which in my opinion just made the game worse, the lightning etc, but anyway, I can't leave groups or check their members anymore unless I kill myself.
I dont know if you've had this before but.
When the sun starts to set/rise there's a bug where if you look at the sky you can just fine but if you turn your camera slightly lower your monitor turns completely black.
I'm still extremely impressed by the speed of the progress on the roadmap. Almost everything polishing already... Keep it up!
Please fix your servers. 🙂 I just lost my Utah for the 15th time to server crashes so ether fix your server or make our dinos disappear when this happens.
So since were getting aquatic creatures that will be able to dive, id love to have some aquatic vegetation like sea grass if that isnt planned yet. It would make the swamps and rivers look way more alive.
when you log out it would be kinda cute if you would see some of your last screenshots you made flashing like dreams lol
https://youtu.be/8-jpuywa6lg. Please please please, if your going to add gliding dinosaurs please add Sinornithosaurus. It is * never mind not proven* to have a venomous bite with the venom glands labeled sff on the image and it was one of the largest gliding dinosaurs. As seen in the video maybe like 3 of them could take down a dryosaurus. Also it could be something for Herrera to hunt, as it would have to sneak up on the sinornithisaurus then successfully snatch it before it takes flight. Edit: I realized it’s not proven that’s it’s venomous but it could be a good addition with venom.
With it's feathered plumage acting as camouflage Sinornithosaurus moves unseen through the tree tops. Recent studies suggest Sinornithosaurus was capable of hunting at night as well as delivering a lethal poison in it's bite.
Subscribe to BBC Earth: http://bit.ly/ydxvrP
Pl...
I am a little confused because I thought the whole reason we were getting Evrima was because the Legacy branch of the game was broken?
After the recent update with the Legacy branch I decided if I was going to play a broken game might as well be the newer version but to
be honest Evrima is more broken then Legacy is currently. I'm surprised how many hotfixes have been implemented to the Legacy branch compared to the Evrima branch.
What makes this more troubling is that the team is planning on adding another layer(update #2-blood) of bugs and problems to the Evrima branch when the foundation
is pretty broken already.Punchpacket said in a Q&A with admins that the team is planning on fixing these problems as they add these updates. My suggestion is that the
team should fouces on fixing these foundational bugs and problems now then later before adding another layer of bugs with the next update. The next update won't
matter if things like the game crashing(fatel error) or the keybinds stop working randomly or you are constantly dying because random players can see your name tag because
broken grouping system. Please consider fixing these problems below before adding any new additions(bugs) to the game.
*Grouping system (2 major bugs)
-The game grouping you with random players which gives out your location.
-When you are with a group and go to add another person and the system kicks you out of your group
and you have to get added back to your group.
*Game system (3 major bugs)
- Game crashes
-Have to log out because the keybinds will stop randomly working.
-Fatel error
*Chat
-everything is in Globel chat
*Sounds
-echoing
-somethings sounds sound closer or further from where it really is.
-calls from the Utah are broken.
*Hit Boxes
-Bites don't land even when the player is biting center of the body mass.
-Pounce doesn't work 85% of the time.
-Dryo's dodge is buggy.
There are other bugs but I feel these are the ones that need to be looked at before anything should be added.I don't know much of anything about coding or making a computer game but I would think making a game remotely playable would be more important then adding new features that will just bring more bugs. Maybe y'all are planning on fixing all these bugs with the next update. I really hope that is the case.
The broadcast for Carno looks very ... odd. I don't think a theropod would remotely be able to lift itself completely vertical like this. I would definitely say keep his body level with the ground but with a slight raise of the torso and head.
It's already been said that Magy will taste bad, but many players will probably kill them anyway for fun. What if Magy has a way to play dead? Then a predator might see that the Magy is already dead and not attempt to eat it because of the bad taste mechanic. Of course then maybe players will try to kill every Magy that looks dead, but just an idea.
Well, here is some feedback on the troubleshooting I'm having on Evrima:
I tried the new version and it obviously was very unfinished which I actually didn't expect. But fair enough, I went back to the old version which was 0.54 at the time. Been playing this for just over a year and 800+ hours. I have learned most of the glitches and other than the burrow glitch and obviously the hypo hackers trouble, if the focus is on building Evrima, I can't see why so many changes have been attempted with Legacy. If attempted fixes has caused this much trouble, the only target to deal with should have been the hackers. Most servers disabled Dryos and Tacos and survival was playable and reasonably realistic.
As Evrima is nowhere near complete, I would much rather not play it and since I still enjoyed Legacy, I was happy enough with it. Is it really related to getting rid of the hackers that has introduces numerous bugs that people are mentioning? Or just attempts of fixing some other problems too? If it is down to attempting to fix the more minor problems, then I would question why it has been done given I would have thought the work these days would be focussed on Evrima. Given the quantity of people that are having such bizarre problems with the game now, I really do think it would be better to basically have an update that undoes anything that has changed other than dealing with the hackers trouble. I think we can cope with a few things such as the burrowing dinos being disabled. Certainly more than a great deal of players not even being able to play the game!
I’m one of those who hasn’t been able to play since the initial update. When I join any servers on the latest version each time I've updated a patch in the past few days, the game and steam virtually always crashes as soon as the loading screen gets to the first percentage. Occasionally freezes instead resulting in me have to kill the game.
Some other feedback I may as well mention is that I don’t feel you should be able to see servers in the server browser that are not running the same version as you. As it seems odd to join, and then it tells you misleading information that you are using an outdated version of the game when it is in fact the server browser showing outdated servers! This is especially poor for new users and will be very confusing. It was for me initially too!
Adding in to my sinornithisaurus thing, irl it did not have a venomous bite but in game it could.
Make magy's "bad taste" mechanic come into play when you bite it as well as eating to stop things killing magy for sport
Just scrap what I said about the proven stuff and read what I said about it being a good niche thing
I just watched the carno charge video and I'd like to point out that it feels very unrealistic that a Carnotaurus can't knock down another carnotaurus os similarly sized animals, it is 1.8 tons travelling at high speed, it's a hell of an impact, specially at the side of an animal.... He should be able to Ram different sized animals based on the speed he's travelling at, since you wouldn't need max speed to knock down a Dryo, but you would to Ram an Albertosaurus for Example.
Pachyrhino Suggestion: Pachyrhino would fill the niche of the "pseudo apex ceratopsian", at about 4.5 - 5.0 tonnes, much larger than dibble and much smaller than trike. Pachyrhino would act as the living wreckingball of nature, a.k.a, a fracture specialist meant to cripple aggressors and then leave the scene. Pachyrhino would be quite fast for its size and bulk, able to run at considerable speeds for short bursts, useful for quick escapes or for a damaging charge, but at the cost of relatively poor stamina. Out of all the pseudo apexes Pachyrhino would be the worst of them at combat, considering it is the lightest of the pseudos and does not have a way of inflicting bleed, (at least that i can see on its old Model). Suchos and Acros would make a meal out of Pachyrhino if caught off guard, but given the opportunity, Pachyrhino could easily end their hunt, with a strong break of the aggressors femur. Pachyrhino fills in the middle ground of the crippling dinos, between Pachy and Anky, where it is slower than Pachy but does more damage, and faster than Anky, but does not hit nearly as hard. An added ability could be if the Pachyrhino lands a headshot, it applies a sort of stun effect which blurs/wobbles the screen for a few seconds, giving the Pachyrhino time to run away.
Would have loved to have seen a slightly more chonky version of the carno but even more so would have loved to see actual weight when it moves like this guys animation. While I don’t 100% love his VERY beefy carno I love how you can actually see and feel the power and weight of this animal when it moves
Will there be more hot fixes for the broken stuff in Legacy? An announcement or acknowledgement of the long list of bugs would be appreciated. I would prefer hypos and hackers to an unplayable game. Admins can’t even change the time - how can servers run their tournaments and events? Please help - BoB is so ugly, I would really rather play the Isle, but legacy is just so broken. I’m so sad to lose my favourite game and there’s just no announcements on the issues.
Carnotaurus had high flexibility of the skull and specifically the lower jaw suggesting that it might've eaten small prey whole (think of snakes opening wide to swallow a rat or something). Would be neat to see carno swallowing small bodies in one go.
i have been informed that this is already a thing, ignore what i said
Maybe for a sauropod we could get dinheirosaurus? It’s a smaller sauropod that could be like a small Apato or Diplo.