#general-feedback-discussion
1 messages · Page 43 of 1
@elfin axle Pachy should not be weak to bleed again, there's no real reason for that. Carno charge radius is fine, it's the hitbox and other things that need some work, but prior charge was no good. Omni is more than fine, it does not need more strength (and any mobility change was not intended, if there is any). Dryo is the only playable out of them all that needs some actual help, and it mostly needs less stamina drain on dodge and maybe some extra run time, or slightly more speed.
a bit more stam for omni maybe, numbers might be fine
but using agility just drains it super fast
@sage yew That would be quite a hard thing to code in, no?
Specially considering it's a multiplayer game
to what are you referring?
Interactive pinning and lunging
As the L4D example is an multiplayer game, I currently don't see any reason why it shouldn't be translatable into a Dino game
Because L4D is a triple A game and took significantly less time and effort in the making of a mechanic like that, and the context is quite different
It’s one thing for valve to do it with human characters, and it’s another for like 4 programmers here to do it with animals
only a dev could give us some insight, I really don't know
I mean you don’t really need to be a dev to think this makes sense
More dev and simpler context = easier and less time
Less devs and more complex context/characters = more effort and time
@swift atlas my main issue with that idea is that it seems to be tedious for the sake of tedium and it punishes people for being forced to fight.
It just seems to force people to go specific places after a fight, which either makes them an easy target for people camping the herbs or water, or it just doesn’t do anything but delay the healing process. So I don’t see the issue this would solve, if there is an issue you’re trying to solve.
Also, it punishes people for a necessary interaction with all species. Carnivores then need to go travel more after a fight, which just means they have to abandon their meal or eat it all in 1 sitting and risk getting in another fight. For herbivores it forces them to stop what they were going to do and instead go heal, when it wasn’t even their choice to fight anyway.
that's the point, carnis eat it in one sit unless it's diet is almost ending and they will wait. Herb just walk and eat rn. the issue is people not worrying about fighting all the time, and it's not a specific place, same as food wont be at specific place all the time.
if it's done like a "healing place", but when those herbs are scattered like anything else, basically included into the fauna?
But beside the healing requirements, giving more depth into wounds and healing, doesn't sound bad at all
and yes, picking up a fight for the sake of fighting, should make consequences and even be punishing, as fighting should be avoided as much as possible unless it's necessary
just check when you fight, you wont be nearly dead every time, some times is easy snack, some times is a big fails
fighting shouldn't be so streamlined, that it not even needs a second thought
people should die for making the math wrongly why hunting
this was a idea i've cooking fow a while, just decide to describe it better, nothing there is set on stone.
another good point, i'm considering a bigger cicle of life, growth rn is too fast
agree, but that's maybe just a temporary thing, as it makes the pre-alpha experience somewhat more enjoyable, but I definitely don't want this for the final game, once mechanics are in place
as growing up, should be interesting on it's own
yeah, for sure, but i still would like a infection/illness system in future, specially because will have that cool Scar system, that could fit really well with my wound thing
agree, as always being 100% and fighting others with 100% is just plain
i've experience healing care during all over other survival games, one harder than others, but that was never boring, was part of the game and with some balance and care, can be really interesting
one game that i rememeber having a system close to what i described about the infection activation is "the flame in the flood"
not to mention that a 0-100% health mechanic is just super one dimensional
a scratch can become a infection without care
wallow in mud, or in dust to speed it up
maybe let be groomed by others if it's a social species
Question (people in the isle discussion channel are just... talking about planes and weed it seems). Do hypsi's have zero night vision I can't find anything about it online and no one is responding in the appropriate channels? It went night and well... everything be black and my night vision wouldn't come on (but I know form playing ptera that it works a bit at least normally)
we have infinite possibilities, i tried to be simple to not need a loooot of work
typical discussion channel
I just logged out cause um... i started hearing raptors lol
XD well I’d restart your game just to be safe
and you know... no point sitting in the dark waiting to die
it's all about the "vibes", I get it
If you can’t find a fix from that try #🔧-evrima-troubleshooting-🔧
I was using the wrong button like an idiot
Lmao fair enough
Adding stuff like this can make the resources needed for healing easily campable if they aren’t spread out a lot. And if they are spread out everywhere, then what’s the point of the system instead of health lock?
I still feel the current health lock is enough personally, since it makes you already worse in a fight and want to avoid them. Also, being forced to go to rivers after most fights sounds like a death sentence because of the abundance of deinos.
Also, speaking of deinos, how are they supposed to get herbs? They’re slow on land, can’t smell plants, and are already weak from a fight, being spotted by a stego is basically instant death.
I ... assumed it was N without double checking cause... it made sense to me lol.... thanks for actuallyhelping lol..
Yeah np, I was going to respond in the discussion channel originally but so many people were typing I assumed one would answer you.
"Adding stuff like this can make the resources needed for healing easily campable if they aren’t spread out a lot."
Just spread it out then
What’s the topic
dynamic wound and healing mechanics, yes or no
#general-feedback message I believe?
Depends on what that means
While I do agree fighting for no reason should be a bad idea, punishing those who are forced to fight is also a bad idea. Like should a stego be punished for winning a fight it didn’t have a chance to escape from?
"Also, speaking of deinos, how are they supposed to get herbs? They’re slow on land, can’t smell plants, and are already weak from a fight, being spotted by a stego is basically instant death."
They nibble on algee
Never mind, read the suggestion… and I dunno
less impact full on hunters
while social animals suffer more, so they have a profit from a herding
Then like I said, if they are spread out everywhere, then what is the point of forcing people to go to them? It just adds an extra step rather than sitting down and healing.
On one hand, it sounds like locked health on steroids.
Another, it sounds a bit too tedious
the point is adding more stuff to do instead of just sit and wait, food will be spread out, this can be too. We can create things that does the same close to rivers, deinos are not locked inside the rivers, super population of deinos is one of the issues this would help to solve. Deinos wont be taking a sun bath while they eat each other forever
extra steps are good, more to do
why make everything into a "one click solution"
i need help
deinos super population is just one of the big issue of not having down sides on PVP, they group together, no matter if you almost kill one of the 3 attacked you, they you sit and wait and no one will do nothing
im stuck in a tree lol
Plus there are already mechanics in place to do these things.
Health regeneration is slowed the less blood you have, and you have to heal more if your healthpool gets locked.
So adding another health regen slowdown would probably be too much at that point
I think the deino phenomena are a result of some temporary factors
for example the map
that too
Try checking out #evrima-na (or whichever respective area you may be from) and then checking the pins for help unstucking
If you want, you can try Relogging and moving out from the trees before they load in, or if you’re an animal that can crouch, you can usually crouch out of the trees.
you just don't wanna mind with a basic system of any survival game
How would this impact hunting species less? If any it hurts them more because it forces down time rather than being able to find their next target?
Also, herding/pack species already gain a LOT of benefits from grouping, you’re just hurting solo play.
What
bet thank you!
you need to consider that survivability rn almost just not exist, is just too easy to survive
people hunt, eat, sit and repeat
Or I just don’t want to heal for 5 years to play the game. lol
Extra steps are good to an extent, at some point it just becomes tedious.
"infection resistance" or other factors
but I don't really see the need for such "buffs" for hunters
a deathmatch would be better
you are considering that every interaction resumes to a infection
and it's not the case unless you are too bad at combat
Bruh what
carnos can kill a group of utah without suffering 1 bite
So getting hurt means you’re bad at the game now??
there is currently only one thing to do, siting down
so don't act so anxious about 1 or 2 more steps
many games have deeper healing and wound mechanics
arma is pretty sophisticated there and it's a LOT of fun
if you don't suffer any dmg, you wont suffer from infection
Lmfaoooo
How would this stop the over population? If anything it would increase their population since people are forced to rivers more often.
first -we have bunch of safe place, second - the would need to move to find stuff and cure, if they decide to keep not caring or forget to do it
they get the infection and die
just like real life
beside of that, being punished of heaving only 50% of health for some time, is not bad ....there is no need to be always 100%
Remove locked health then
could be, as i said, nothing there is set on stone
whats locked health?
Because it’ll just be a handicap on top of the health slowdown
Essentially the more you get damaged, the more your health gets locked and you have to heal the locked health to… heal beyond it
So it’s essentially another regen slowdown lol
Been a thing since like update 1.5
like if you get really badly hurt, you can't reheal over a specific value for some time?
people should worry about pvp all the time and think about the long effect of it.
Essentially yeah
You have to heal the locked health, which is like healing extra hp
it's basically a increase on health healing time
I do agree with the game being easy to an extent, but forcing people to be weak after they just defended themselves so that they just die to the next thing that finds them is not the way imo.
The only way it would change that loop is: hunt, eat, clean, sit and repeat
sounds motivating to pick more realistic fights
it will not be instant, btw.
https://www.youtube.com/watch?v=2c_k9Tyr4-o
these are some hardcore healing mechanics
while the Isle has basically the child friendly equivalent of mechanics right now
A tutorial on the principles of using Ace Medical system on the advanced setting.
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Majority of interactions are combat, and of those interactions most result in one side being weak and the other dead.
people should die some times, but imagine a Rex, he could be sick, but would you take you chance? would you kill it for fun if it could nearly kill you too?
you would kill him, but you would be the weaker now
putting you in that position just because you want, is stupid, and you should suffer because of it
people will be more caution, not directly go to kill it, maybe just kick out the guy from the corpse and done
currently its: "can I 1v1 this dude?"
instead it should be: "even if I win this, I'd be still messed up badly"
you got you food withou any damage
me as rex, i prob already eat a bit, i will just move instead of certain death, even almost killing the guy
to finish, this is considering everything to come, and elder and etc
so you will have much more to loose, not just 1 hour of grow that you can do AFK
people just don't mind dying because they can AFK anything
too easy to care
I totally agree on this
I could maybe see it working, but I can also see it just being tedious or overly punishing.
sure. But i can see it working, we can remember a few of this behavior with server rules at legacy
sometimes you try to gets others corpse and they just give it, because they are too bad, but you don't know how they are. even a APEX sometimes gives the corpse because they are too bad to fight
but you, as someone that don't wanna die too, would not take the chance
or you just eat as fast as you can and run, that is mostly what happens when you are alone
especially because corpse detection will vary to each specie (like the giga concept, he is sniffing something from a far distance)
anyway, is just a idea, but what i would like to see is more layers added into survivability, not necessary exactly what i wrote
hi, i have a question for devs or anyone who knows if this been mentioned before, is optimization a short term focus? I'd love for it to be one of the top priorities
I mean, i can still run the game but it would be neat to have it run at 60fps rather than 30
Optimization is an ongoing process and happens every update, they just can’t do one single update with optimizations without breaking it right after implementing stuff
okay, good to know ty
probably not, this usually happens at the end of development
but with u6 they added NIS and works great for me, with only slightly lower visuals, but with overall good performance. Not great, not terrible.
What are your specs and settings? AA quality to the max gives good visuals, with minimum drawbacks for example, but might depend of specs
i just got in game, disabled reflections or something like that and am around 50FPS now, huge improvement
with everything on epic and "Quality" FSR
i didnt notice these settings before
What do you guys think about relative and absolute control for movement and direction?
explain better
how...
okay, currently we have relative controls, determined by the positioning of the camera/screen. For example you can press S, but when your view is pointing backwards, you run forward
absolute is like most other games, you press left, you go left
so you mean like have controls where if you hold down w to walk forwards, you can move your screen around without the use of alt and your dino will keep walking in the same direction and it’ll only turn if you use a or d
I like the current controls too but I wouldn’t be opposed to having an option to change in settings to something else. I’m sure at least one person would like new controls like that lol
I sometimes wish the game had absolute controls. Like I want to make a left turn, but because the viewing angle is like it is, it turns sometimes the whole way around in the opposite direction instead. What can be weird sometimes... I guess?
I mean, sure it works and not even bad like it is right now and I don't know if I want to suggest a different scheme, just for the sake of something different, or if it would enhance the experience
like, why can't I walk backwards, when I press S? And other games work perfectly well using absolute controls as well
why is it even relative in the first place?
would be good, but the problem is that we still have a bunch of work
so this would be something not need (atleast not now
that's not work, it's a design decision
for the walking backwards part, holding mmb + s would be a nice way to walk backwards with the current movement
being able to walk backwards could solve the "help I'm stuck on a tree" problem
I guess
@vocal pumice Dinos are no dogs!
@shut tendon What exactly do you mean by that? Bigger players as in?
like, adult deino can grab a baby carno
it can already do that
why tho? Just kill the carno lol
but that doesn't make it easier to hunt
it just makes it easier to mess with people
if the intention is to make hunting easier, that's not what happens
@fierce lintel it could incentivize cerato to eat almost exclusively rancid or near-rancid carcasses to build up the necessary bacteria IMO
like
eating a lot of rotten meat means more bacteria, but hunting something uses up A LOT of that bacteria or biting something to the point of it vomiting also uses up A LOT of that bacteria. So you can play cerato and choose between being a hunter and only eating rotten carcasses to build up bacteria for hunting strategies, or being a poison dart frog where you eat exclusively rotten carcasses and are just a hotbed of gnarly bacteria and use it as a deterrent rather than a hunting strategy
I sincerely doubt Cerato will be hunting anything till Magy is in the game
Maybe juvi stegos
cerato could be a good carno deterent
i feel like a cerato teno mixpack would be v strong
Prob juvi deino, Omni, juvi stego and dumb carnos
Imagine mixpacking in my realism dinosaur survival game.
A Cerato is never catching an Omni, not a juvi deino, if carnis aren’t hunting juvi deinos then Cerato can only be worse at it
I could see one ambushing one that’s on land or something but yeah it wouldn’t be good at it
Also speaking of cera, how do you feel of it’s ability?
Yeah but theoretically an Anky could hunt a Carno if it wasn’t paying attention…which btw I’m more than ok with Cerato basically never hunting unless desperate
Could’ve been way better, highly abusable and honestly I’m just entirely apathetic to Cera after this devblog mainly because of it
i dont get it, tf is bad about a ingame map
No idea
I saw someone in isle discussion that wanted a pin..like how lunge works
Why would we ever want Cerato to be a walking problem
That’s what I was saying too
What….like….what….like actually what
I love pins 🥰
I can’t wait for more one tap abilities, I hate combative tempo, fun is for losers
The pinners gets into a pin fight and the better pinner wins
The faster RMB wins the day yet again
sounds like prison ngl
Reminds me of deino combat with less steps ironically
then allo fights a rex, which pins the allo
I love it
The better pinner wins the matchup
is
is this alberto
when did alberto get to be a HECKIN' GIANT
It’s an edit lol, it’s originaly from Rex’s concept pining an allo but it’s edited to be Alberto

All matchups should be decided by a single button press
🥰 Sounds fun. Add more
Im wondring if you can see if the cera has bacteria or not, or i will just need to rng it
maybe it drools more if it has more bacteria
(also compelled to mention that komodo dragons killing things with "deadly bacteria in their mouths" is a myth, komodo dragons are venomous)
I think it would be best if other creatures can't see wether a cera has its septic bite charged or not. This way even a cera who couldn't charge its bacteria yet can bluff its way to a corpse.
If it doesn’t I just quite
At the very least make charging it a necessity
Yea im sorta hoping that aswell, but it will work as a invincible buff : P
i like how cera is described as building sceptic bite by eating, not eating SPECIFICALLY rotted stuff
I hate the concept of it HAVING to eat rotten food for its best abilities
Absolutely ass-backwards system
and honestly, i'm fine with cera causing vomiting, as long as it doesn't also have insane hunting capability and damage
because it's an excellent deterrent for other animals thinking of contesting it
@worthy valley I like knowing that things are moving, ETA or no. I'm a very patient person so I'm more interested in praising progress, this devblog was full of great stuff to chew on for humans like me
me likey devlog
why?
Let's think about this. Imagine cerato only gets it's sceptic bite, which it uses to defend corpses, from rotten corpses that only it can eat. The issue is immediately apparent. Cerato has no need to have said deterrent, as no other animal would be willing to contest for that rotten meat, it's entirely unedible and causes sickness to other animals.
This leaves cera with two options, eat rotten corpses for an ability it would barely need to use, or fight for fresh corpses, but be disadvantaged as their primary tool to deter competition is only available when they eat rotten corpses, essentially making them a really big over-glorified compy
"it's entirely unedible and causes sickness to other animals. "
I assume, that your statement is mostly build around this comment. But have under consideration, that this is mostly just temporary.
Also, you could eat rotten meat, store toxicity, and use it when needed to defend more viable food sources. This would be mostly dictated by the decay rate of ability build up
and I assume, if it would be made that way, that cera would be able to eat rotten meat, which could be a huge relief from requiring freshly hunted prey
Cera already is able to eat rotten meat, but having it NEED to return to rotten meat in order to fight for fresh meat feels entirely backwards to me
since cera isn't going to be much of a corpse bully over meat no one wants to eat
to be honest, I also struggle imagining how it could work out
but how about rotten meat being on the diet?
still weird and stupid imho
whoa, no need to be rude
like, what nutrients are you going to get from rotten meat that you couldn't get from fresh
it's called fermentation
i will always think a cera standing over a corpse and waiting for it to decay before it can actually eat it is utterly absurd
we humans let constantly rot food for better digestibility
again, from a gameplay perspective, waiting for a corpse to rot and not eating it until it does sounds ridiculous
it shouldn't be viable to wait for food to rot
so it would be either a hit or miss
and encouraging players to wait just makes it silly
but finding rotten meat is the equivalent of plant eaters diet
anything you get from a rotten corpse, you should also get a fresh corpse
the only benefit of eating rot should be immunity to the debuffs
a rotten heart for a cera should be like a fresh heart for cera, and for every other animal
it ignores the rot
not necessarily, like I already explained
rotting is a chemical process, similar to cooking
also, different species could/should experience the rotting state differently
for species A (cera): it's fresh
for species B (active hunters): it's already rotten
by extending the time for cera, to experience the rotting state of a food source, could take ages, you would just starve waiting it to rot
but heaving rotten meat on the diet, would make it interesting to actually find already rotten meat
also, it could be made in a way, that fresh meat only builds up toxicity slowly, while rotten meat builds it up fast
1: I really dislike how diets work already for carnivores, and think rewarding nutrients should be limited to organs or some super niche cases (piscivores eating fish, ovivores eating eggs, bone-eaters eating bones)
2: I still think it encourages people to wait on top of bodies so it can become a better nutrient, no matter how unviable you claim it will be, it's still a method people will partake in
3: Cera NEEDING to seek out rot, rather than just getting the already existing benefits of them being extremely easy to sniff out, or the fact that the body is uncontested, goes from making rot a nice extra that allows cera to be more opportunistic and eat what it wants, when it wants, to something that RELIES on animals not eating fresh corpses in the hope that it will rot, making the rot a chore, not a unique ability
I don't really disagree on your opinions
just thinking how it could be made to work out
but you are currently ignoring, that cera might need to actually defend rotten meat against other rot eaters
We actually already have an example of a rot eater, who gets no such benefits, deino
Speaking of which, cera ain't stopping a deino from stealing it's stuff
Deino can't even throw up, so the sceptic bite would be entirely useless on it
sure, but other playables will be implemented too at some point
We have:
- Compy
- Ptero
- Megalania
- Cera
- Deino
- Maybe rex?
The ONLY matchup cera could do would be mega, not really much contest otherwise, it either stomps or gets stomped
rex a rot eater?
IDK man, maybe, considering it was considered a scavenger animal for a while lol
Maybe quetz as well
i dont like the idea of quetz being a rot eater tbh
it's quite clear it's a VERY competent hunter
Well it's true, considering it's shown lifting more than its own weight in concept art...
exactly
cera will likely be limited in its offense to account for the scary defence
vomit bite is actually quite good btw, I like the idea of a way to dissuade something from eating your meat without the necessity to kill it
it's the only real punishment that matters
I still think infection making you vomit is stupid tho
"I think it's stupid" is hard to argue against
infection would likely be ignored otherwise
It makes no sense
It's not what infections normally do
It's weird
true, but any other type of infection would likely be outright ignored
infections = pain
Pain = vomiting
not so uncommon
I wouldn't mind if it had the same effects as vomiting, but without actually vomiting
Then every attack should have a chance of making you puke for that to make sense
Including other sources of damage like falling
many animals use this
as vomiting decreases your weight and diverts required energy for digestion to fight or flight
even humans do it - sometimes
under high levels of stress
birds do it
So you think it's fine that every damage source taken has a chance to make you vomit ? I'm not certain we're talking about the same game anymore
no
would thought of damage per time with % chance to vomit
bruh
dude
i will still stand by the fact that vomiting works the best for what cera wants to do
even if it really makes little sense
In terms of debuffs, yes
But in terms of what's happening on-screen, I hate it
i would've preferred if some venomous animal caused vomiting, since you know, venom = vomit
or if they just concede and make cera venomous lol
I agree on that
cera essentially already is venomous
nope, it poison = vomit
venom = pain
pain = vomiting
sure
not all venoms do it, but some can
I guess I'll just have to go by the headcanon that cera is actually venomous...
wanna know something funny too? Every animal that's venomous has a weirdly coloured mouth, the other animals generally have normal colours... Except cera, who ALSO has a strange mouth colour (blue instead of pink/red)
Look at Dilo, same colour mout
Does that mean giraffes are venomous ?
just a weird design thing i noticed
things with venom have blue mouths, except for some reason, cerato, who just has a blue mouth because it can
might be just a concept art thing
don't know if coloration was taken into consideration of indicating anything, besite of "looking good"
but neither an argument against or for your argumentation, just a reminder
its just an interesting thing to note
i honestly think you could easily make cera venomous and very little would change
Why are people against an in-game map?
i prefer navigating and exploring myself than just knowing where all the major points are instantly
most lazy way to find your way
lazy excuse for lazy map design
lazy mechanic for lazy developers
remove coordinates from dino profile
Once we get a map in which we can actually guess where we are
agree, but it's useful during development stages
why should you care for this anyway?
Because it is annoying to be unable to know where you are, or where you're going, especially when you need to go to a specific place for your diets
you are either where food is, or you go to find food
"you are here" is such a human desire
and rudimentary navigation is always possible, just remember some landmarks
also you can't just call an in-game map a lazy excuse for lazy map design and have no problem with not knowing where the hell you are
lazy map design involves getting completely lost consistently with no landmarks to orient yourself
not even spiro is devoid of landmarks
Ok, but when I need to go to northern grasslands, and all I can see is greenery all around me, I don't know whether I'm in the north, south, west or east part of the map, what do I do ?
Spiro has like 2 landmarks visible from relatively far away
true, but not completely true
you have rivers, you have mountains, you have rock formations, you have roads and so on
enough to find your way
Roads are all exactly the same
Rivers as well, unless you spend dozens of hours looking at them to be able to tell the difference
Mountains aren't a very good indication since they're so big
Most rock formations on the map aren't visible from afar
you also have a compas, time of day and the sun/moon for navigation
you have plenty of tools to find your way
Ok so I can tell easily where's north
You didn't answer how in hell do I know where I am
never said it's easy or perfect, but it works
You know what's triangulation is, right ? You always need 3 references to be able to pinpoint your location. In spiro having 1 landmark in sight is already a feat
and getting lost is part of the survival experience
buhu, yes I know the usual arguments against this
If it worked so well that many people wouldn't be using vulnona
Getting lost works as long as you know when you are lost and when you are not
getting lost means also you come to places you maybe never have been before
in the current build it's super useless as you only need to know where NW or Center is, but in the future it might just open up new perspectives
and if you want to go somewhere specific, just follow the rivers
Geting lost in Spiro only means getting to new identical grasslands or identical forests
well, true
And that's the problem with this map
Following the river (there is only one) is the only way to navigate in spiro
but you are never helpless
and spiro is just temoprary
....I just realised that I might have lost the topic
is it about spiros design, or the coordinate system?
or a map?
It was originally about a map
Then the coordinate system
Then spiro's design
I see why people don’t want the map and you could argue realism in like that.. “well dinosaurs can’t use maps” or whatever but I think the coordinates thing has something to do with humans. I could be wrong but.. y’know.
The fact that we have a character menu shatters any immersion issues
Yeah fair
spiros design is not great (not terrible)
coordinate system has it's play during development
and a map is just bad
do we agree on this?
I actually would like to get rid of that too tbh
That would be terrible
okay
Like actually why would we make the game so astronomically more annoying to engage with
why do you need that data anyway?
Except on the map
I don't see the harm in adding an in-game map
But if we could get a map good enough that we don't need one I wouldn't mind
Because it’s vital information on YOUR stats…hiding that info is just unnecessarily cruel and unintuitive
it's more organic though
why care for numbers
Why would I care about organic implementation in a game like this when organic implementation means robbing me of the information vital to my survival that I otherwise can’t find
okay, to know what diets you have is actually really usefull
Because without a menu to display MY stats I won’t know them
And HP, and stam, and attack force
it's not vital at all
They are literally your vitals
you have that on your main screen
force = size, you don't need numbers here
yes, useful, but you are not dependent on this
So?
Should we remove all gameplay elements that aren’t literally absolutely necessary down to the scrutiny of eliminating all accessibility?
Should we make the game so hostile to engage with that you aren’t even capable of knowing what your own button inputs do?
Like that’s getting to a point where the game is basically mocking you for believing you’d know anything about the creature you literally embody
Where’s the line?
And it’s not like you can just look at your animal and intuitively know how strong it is, the game isn’t balanced with an adherence of physics
now you're extending it a bit far, as "all gameplay elements" is ...kinda everything and we are not talking about this here
it's about if you need and should have all the numbers and if it would hurt to lose some. Most of the data you are already getting from the main screen
button inputs you can see in the options
knowing biteforce is not really relevant, unless you know every other species stats, like weight (health) or biteforce, which you can't see on your window
"hey, I have 200nm biteforce" is irrelevant, without comparison
growth, size etc. you can all see by observing your character, no need for overlayed numbers
and considering the final game, everything that is unnecessary should be stripped away
just because I like to have all the information, does not mean I should have them
Knowing biteforce is literally what tells you how much damage you deal, this isn’t info you could intuitive grasp, the game is not as realistic as you want it to be.
Carno doesn’t onetap stego, you wouldn’t know this without understanding how much damage your animal does….otherwise you’d be perfectly justified in believing you could walk up to its face and kill it instantly….obviously for balancing purposes you can’t do this
you are big = much biteforce
you are small = less biteforce
if it's 200, or 300, or whatever is irrelevant
sure, it's interesting to know that, but in reality it doesn't mean anything
No, intuitively Carno would instantly kill stego on a headshot, your concept of intuitive capability doesn’t work
the only reason I see for number display is development and balancing
for such things it's really useful
Just because we don’t necessarily need something to play the game doesn’t mean the game shouldn’t have it
Hence the existence of QOL additions
that's a thing that developers need to solve
Why, that’s entirely fine
You’ve just decided it’s a problem because….it is
For reasons, of which I have no idea
the problem I have, is that you are getting way to many very specifc information that only really matter on paper, not how the game feels or works
every action, related to your visual representations ingame, should correspond in a comprehensive way
Why, that’s entirely devoid of any balancing metrics….why is this law
Plus the numbers directly correlate to your capability
They are important
Very important
Like we’re getting close to advocating for deino onetapping brachi…etc
You may not need to know the exact numbers but it's good to know that as a ptera you can 3-shot another ptera, but that as a deino your bite deals very low damage compared to your size
Even then what is the issue with knowing that number
You don’t NEED to know it but why not
Like if it’s for immersion, how do the presence of damage numbers supersede several breaks of physics by the animals via their abilities or movement
correlation and representation is a different thing
your capabilities correspond to your size, nothing else
and limiting information is key. Lets say you are comfortable with how it is right now. Why not more information? why not turn rate? acceleration, stamina regain speed and so on and so on
why cut the line, at how it is now?
the only thing is see different is, that less is more, not the other way around
Actually why not? I haven’t been able to pin down why accept for the arbitrary merit of simply giving players less information…you’ve just established less is more with no reasoning as to why that’s intrinsically correct
Less is simply more
Like why should there even be a way to tell if you’re starving, or tired, or dying…etc
Less is more
What I find being a problem is that you only have 1 damage number in your character screen, which is you bite damage, and such an information is pretty useless for a teno or stego
You don't even have a way of knowing you have other attacks than bite as these dinos
because taking numbers away, takes you away the ability to "Just do the math" but this allows you to react to what is actually happening
It takes away your ability to do the math, but it doesn't add anything else by itself
i really dont understand your fixation on ensuring the players have the least enjoyable time possible. Your insistence that nothing can sit still, everything should be at risk of dying at every moment, no one can know what they do, the map should be confusing and have you lost 75% of the time, and downtime is for the weak genuinely make me believe you are some kind of hyper videogame masochist that just wants to be tortured as a survival experience
Not knowing how much damage my dino deals doesn't make me magically able to guess it
It deprives you of the capacity to do the math, not making you focus on other things, it forces your focus, it just takes away your ability to trust your eyes
don't make it a personal thing pls
im not, it's just a consistent theme i notice in basically every convo with you
i happen to like knowing how grown my animal is, or what health they're at
that is a personal thing
and has nothing to do with this conversation
But it’s the origin of the perspective being advocated for rn, it’s your premise
It’s incredibly relevant
you've even implied specifically my intention, that I just want to make the game unpleasant
that is personal
It’s an observation
okay, I not gonna argue against this
Solve how?
Anyway, to stay on topic, the idea of making the game more difficult by depriving the player of as much information as possible is the origin of the argument in favor of reducing the UI down to only the most basic elements is it not?
But you can't accurately respond if you don't have the information. Then you're at best making guesses and hoping it will work out.
You can’t make educated decisions to influence your survival if you’re forcefully ignorant of what your able to do
i like to know how fast i am and how close i am to adult
it's really hard to gauge that based on just eyeing the animal
In this game it simply isn’t possible
You’d assume deino would onetap….everything
You’d feel betrayed if a teno survived a headshot from an Omni
you don't need to make educated decisions - not knowing what you're actually meaning
many other games do not have that kind of number game and it works perfectly fine
and many games start in EA with debugconsoles, that are showing various stats, that are removed at the end
How do those features directly correlate in integration despite being in different games
It’d be like adding a hunger mechanic to Mario cart because it works well (exists) in Minecraft
i dont think there's a single animal survival game that purposely withholds the capabilities of your animal
okay
Would that be an addition utilizing that logic you’d agree with?
no, but it's okay if you think that
I think you are just trolling and at this point I don't really care to discuss that topic with you.
I like less, you like more.
I think you don't need it, you think it's important
that's fine I guess
I’m being entirely genuine when I say that I never troll when discussing a topic, I find that behavior intensely frustrating
It progresses nothing and leaves everyone upset, which is lame
So we could keep goin if you want to afford me any credit, but if not that’s fine
I do not intend to please people with my opinions
the same goes for the numbers, I like to use them too, they are interesting, but only because I like them, doesn't mean I think it's right to have them
Having a viewpoint that doesn't align with yours isn't trolling, neither is questioning your points
"It’d be like adding a hunger mechanic to Mario cart because it works well (exists) in Minecraft"
that's called an analogy
A hypothetical is trolling?
that isn't trolling
You can't just spout opinions, you need to have arguments and reasons behind them too, if you're going to hold a conversation, much less a proper discussion.
if you feel it necessary to degrade my opinion into this, I think it's trolling
but I was already out after my intentions ware made clear here, as I only intend to ruin the game for others, so well
i feel you take things a bit too personally
if it aims at me personally, yes I do
It's more so that, from what I've seen Damus, you don't really give much arguments as to why you want this or that, aside from "I like it".
Го Тим кабаны
I’m sorry if you feel that’s degradation, but it’s overwhelming common in debate to apply the logic of the person you’re discussing with on other topics to provide clarity as to how the logic functions…if you disagree with this practice, I can’t say a discussion with you would be useful
So I’ll be heading out, have a good night
the most common counter argument was "I don't like it" so....
my question is.... more or less information? and why is right now the perfect amount of information?
Which is no better from the other side if that's the case.
I would argue more. The reasoning is because to me, the point of survival, is to make smart decisions. You can only do so, if you have information to work with to base your decisions on. The more accurate and better information, the more you can decide the best course of action.
I do not see any skill or "value" in guesswork, it is just frustrating because it means you're still left to hope for the best in your choices, instead of knowing that if you do this or that, you will get this or that result.
This could be fine in other games, RNG and similar does have it's place, but not in a survival game.
Look at how the damage screen works. It's very hard to read, so people tend to misjudge how damaged they are, and thus make decisions that would not be the best ones for the given situation at times.
that is totally understandable
gaining information is key to winning in a survival game. That's why players will seek out for as much information gain as possible. It's understandable and also a natural behaviour
but that's the thing, a good game will not provide you with all the information. Only so much of them, what is really necessary. And if it comes down to needing a number chart, even without it, you are able to gain most of the information by observing your character, or they UI overlay (bottom right, or blood screen)
exact numbers, are only really relevant for comparisons, which you can usually not really do, as the information you get, are limited to your own species, which makes it somewhat meaningless to actually have them.
being uncertain, is also a part of survival. Nothing is granted, nothing is for sure.
but beside to all this. Right now, has the number game it's fair place, as it's useful for development, balancing and giving precise feedback
Out of curiosity, should control inputs be randomized to fit with the theme of uncertainty?
No
you are trolling again, you can't mean this question serious
Why would I be trolling
because that's ridiculous
But if making the player uncertain is the goal, then wouldn’t randomizing inputs fit that goal?
I'm not sure I can agree on what constitutes a good game there honestly. Providing information is vital, the experience and being good at it comes from applying it correctly. Knowledge vs wisdom as it were. And you don't really gain much from observing without numbers, look at the damage screen for example. And sure, being uncertain,but it shouldn't come from not knowing, but from "is this the best choice" because you've not experienced things well enough, or you don't know how the other guy might react. And you do gain the information by playing the different playables, so there is that. You are however correct in that knowing things are vital for giving accurate feedback on things.
no, not at all. but you know this already
How come? I don’t understand where the line is drawn between generating uncertainty in a survival game through forced ignorance, and uncertainty through input randomization
They both accomplish the same goal of making the player uncertain
uncertain, does not mean random
I'm not going to define uncertain and random for you
You don’t have to I know what they mean
are trying to provoke me?
Not at all
google it
no thanks, I can do it for my self
@topaz pendant i kinda like its stupid little idiot head
Me too lmao
its genuinely so amusing and adorable to me
Lil’ noggin
it's the most "little brain, empty head" looking juvi i have ever seen and i love it
Gotta love little dibble
Diablo head is fine, cute little guy
How about more behavioural sexual dimorphism?
Like, let's say, 6 females can form a pack with 1 male
but not 6 males, with 1 female
would consider such stuff for adult, and maybe sub stage, at least in reduced forms, but for now I'd like to put such specifications aside for now
Would the goal be to form natural breeding groups?
Cuz that could be interesting
Eventually ofc we’re prolly not ready for it now
had this at bast in an afterthought
but was more considering a bit competition inbetween of species and maybe a bit altered playstiles for females and males
Hmm, I think we’d need to go case by case with something like that if implemented at all, group limits may be a strange direction to go in rather than active incentives. Like perks being relative to intra specific combat or the amount of individuals you’ve nested with….etc
Group limits seem a tad bit too indirect to play into that, but I like the idea of sexual dimorphism behaviorally, we already sorta have that in its most basic implementation with nesting
Could potentially grow from there :)
sure, different species, different approaches on that topic
Didn't we kind of do that once with dryos? :p
Like for example, male cheetahs form mini gangs, usually maxing at 3, often stemming from the same litter
Did we? OH WE DID
Tho that was self imposed, honestly I kinda like that more
Heavier RP being relatively opt in
Cuz that was fun
maybe... a female rex is much stronger, but it only can form a pack with a male, that's at least at her growth stage
while a male is able to coop with a different male
just ideas, as I don't really know how dimorphism worked out for the tyrant species
No stat based differences please. That is a balance nightmare.
because: why should you play male, if female is stronger?
Yes. Exactly so, as well as all the new combos you get. Balance for two males, two females, one of each, and so on.
Or even more, depending on group size, for both offense and defense, and whatever else. Would not be ideal at all.
hm, I really don't know
while in nature it is pretty common ...humans are maybe not the best example (bc gender equality age), but they still are
Common in nature or not, game takes priority. You do see the issue with balancing right? And the potential of a meta of x or y group for a given purpose? Something from what I know, the devs would not like much.
yes sure
This isn't a matter of if it's realistic or not, but rather how viable it would be in the game, both to implement and how it would affect the gameplay.
As well as the potential frustration from a player enjoying a certain playstyle but wanting to play the opposite sex to that playstyle for other reasons. Think of how PoT has its subspecies and different stats and looks.
I understand and agree
It's happened more than once that a playable subspecies I wanted to be, did not mesh with the stat choices/playstyle.
but I don't know how PoT has done this
Ah. Well they have three subspecies for any playable, with "offense", "defense" and "speed", being the most common stat variations. And since the subspecies looks different, some with "feathers/hair" even, you might visually prefer one, but at the same time preferring the stat balance of another.
Which can then lead to frustration since you have to sacrifice one for the other. They don't have sexual variation, from what I know, stat wise, but the subspecies variation works for the example, since the result would be similar.
Unfortunately those subspecies tend to make balancing the game relatively useless
As if you’re a big animal, you always go defense or you’re doing something wrong, or if you’re a small animal, already play speed for the same reason
I hope you don't mind, if I assume that PoT has done it simply the wrong way ....juuuust for the sake of that topic
lets say we will have 20, 30, or 50 playable species at the end
they all have female and male counterparts
that's 50 balancing requirements
if let's say 1/3 of them has some dimorphism going on, that would result in ....80 balancing requirements? (Im not good at math or anything)
sure, that's more work, but impossible?
I think to a degree it renders the classism of choosing each species a bit irrelevant, as often their abilities and environmental niche is dependent on their stat balance coalescing with their abilities, and with 60+ playables that gets all the more volatile
and PoT is just a brawler, I assume that Isle is not heading that way
No, not impossible, just a lot of extra work for potential issues with meta, and as per my example, frustration between choosing for stats or preference.
The isle is definitely more combat focused than POT is
A lot of POTs systems actively incentivize you to never come into contact with other players, The Isles tends to do the opposite
that's somewhat the goal maybe
sure, you are stronger as XX or XY, but it's maybe much harder then to nest, while nesting could provide some benefits and you have a good reason to play the weaker variant
just like you should find good reasons to play weaker classes in general
Mhm but it’s primarily about how they fit into their basic survival needs, reproduction is ultimately a very minor part of not only players time, but irl animals time as well, meaning hunting interactions being more vital to perfect over QOL benefits you get with the more peaceful pass times like nesting, as they are ultimately less frequent and prevalent to your gameplay loop than combat balance is, so unless we were significantly depowering animals from their baseline balance instead of rebalancing into an entirely different speed/Hp/power ratios, I don’t think it would work
Considering you need one of each to nest, not sure how that'd work.
That’s why combat balance, no matter how prevalent or irrelevant it becomes….will always be important as every animal must engage with it
if everyone plays female, you have as a male way more chances to nest
but maybe it should be made clear here, what people understand under "balancing", this topic alone has different meanings and approaches
for example, balancing could focus on how likely it is for people to want to play as Rex (1/10) or as Herbi (9/10).
balancing could also mean, how 1v1 fights turn usually out
or how different abilities are giving you options to deal with situations
maybe just go with the flow and accept that's not a balancable game to begin with, if it comes down to all the species
It is. It’s just difficult
Every game is balance able tho that’s intrinsic to the medium itself
Some are just WAY harder than others
This is definitely one of them
I tend to doubt it a bit
maybe is "balancing" just a thing of the current small roaster, but in the future? I don't know
It is balanceable. That is not the issue. The issues are more so if it would be worth it, and how it would work out. I am personally negative due to not liking that my stats could conflict with my choice of male or female.
Even if there’s a chance that means it can be done
There is already a bit of an issue with the visual/cosmetic stuff, such as male stego plates. :p
but you are already making such decisions, by picking your species
Well for example, you love female stegos coloring and cosmetics, visual dimorphism, etc….but you’re arbitrarily 2k HP lower than a male with more stam to compensate, you’re effectively playing an entirely different animal despite only really being interested in the cosmetic differences, or just identifying with your animal more
Instead we could just cut the middle man and make both sexes statistically identical and avoid the problem entirely
uff, but should be cosmetic choices really be a thing? I want that coloring, but don't have any sideffects related to my gender?
I think it’s fine, there are 60+ playables in this game, there doesn’t also need to be several logouts to choose from per species
not several
only male and female
Yes, and then making even more so based on something so specific, is not appealing to me. The different species here represent different "classes" in a sense, and that's good enough. And yes, it could lead to variation in the species that might not fit why I chose that species in the first place.
this is honestly a fascinating concept, the idea of one sex being more preferable due to certain bonuses, but this in turn opens up a wide array of potential nesting partners for the opposite sex. Obviously issues arise when it comes to balancing out this system, and it more than likely won't happen in any official capacity, but it is interesting nonetheless
Then 2, either or it has the potential to really dilute the classes and open up a lot of the same issues current mixpacking brings to the game if not very meticulously cared for
fact is, to make it viable, there is a lot more to be done first
do i agree with them doing it? not really, no. do i think it's an exceptionally interesting concept in terms of watching how these differences affect populations and interactions within species? absolutely
I think it’s interesting, would I want it implemented even if it were totally reasonable to do so? Probably not
for sure
In old lego games female characters could jump higher
Not sure that's still the case in most recent ones
And all it did was that you'd always make female custom characters because of that little advantage
but the idea just fascinates me
Female stego should get more airtime during sprint
especially in the context of a survival game where gender matters for nesting
Yeah it’s not unfounded ofc, that was never up for contention
and if nesting were increased in its value towards players, you quickly find that the "weak" gender becomes almost more important than the dominant one
it just intrigues me in the way it develops interspecies interactions and interactions with a set species itself
how about this, some species can't communicate with their own gender?
especially considering that it's a game
its more of a fascinating thought experiment than a legitimate concept for a direction the game should go down, though, and i think it should be left there
i dont understand why in gods name this should be done
I feel like that’s actually the best way to go about it, one just being statistically worse rather than a counterbalance, completely avoids the “mixpacking” issue
different genders don't speak different languages
they're all still capable of communication
you either pack with a different gender, or live with someone you can't grasp their intentions, maybe interesting for cannibalistic species
it just feels rather restrictive, not to mention, confusing
Kinda just seems like an artificial barrier rather than any sort of play style partition
There’d need to be deeper justification than simply “it would be neat”, that’s for sure
basically, different species have different abilities to deal with
more social creatures have all freedom of communication like it is
Cuz it can have merit I suppose
sure, but I tried to aproach a concept, of a gameplay perspective
the justification would be, that some species don't like to form groups, that do not allow nesting XX and XX or XY and XY
if communication is only possible with the opposite sex, it would promote to group with the opposite sex
simply because, humans play dinos and humans can be social in every way.... until they are not allowed to communicate
It’d promote it but I think it’d be better if the behaviors were more organic, like the incentives for grouping with the opposite sex put you above the baseline instead of the benefit being that you get to play the game normally
You're still able to communicate with not members of your group tho
I've meant it XX can communicate with XY but XX can't communicate with XX, or XY can't communicate with XY
because this specific animal, wouldn't cooperate with the same sex. Either fight for territory and food, or try to create space inbetween
if some kind of socialising would not meant to be, it could be blocked that way
(sure, you can bypass it using 3rd party software, but that's a different topic)
So it implies removing local chat and replacing it with gender-specific chat for some species ?
yes, but still local
I think you’d need to impose more tangible benefits or drawbacks that effect your actual survival, rather than just removing communication
just an Idea to use communication abilities to shape how some species behave
like some higly unsocial species
Because it’s not only a bit silly, but makes the species quite, annoying…plus intra specific communication is really useful outside of strictly competing or grouping
I mean... One, that doesn't make sense physically-- all animals are able to communicate to the same gender irl. And two (and more importantly), it wouldn't stop over packing and mixpacking because those groups generally don't use in game chat to communicate. They hang out in a private discord. All you'd do is handicap people who generally don't commit the offense you're trying to prevent
Especially since in lore, all of the dinosaurs have human minds as well
Communication is already pretty restricted in The Isle, I don't think it's a good thing to restrict it even more
sure, via calls, basic sounds
but communication with deeper understanding and sympathy? not always
Well no animals communicate via text chat either, that text chat us how those more basic forms of communication are translated to a player in a way they understand
In game it’s just grunts
that's why it could work to shape peoples behaviours
In those species with restricted communication, both same gender and cross gender communication is hindered the same.
Should it tho?
It certainly would but in a very arbitrary fashion
Like there’s nothing about the players choices that shape that behavior….that’s just how they have to be
To be honest, I don't know
that's still an Idea that just plopped up ...as communication (via chat box) is a strong tool to form bonds
But it probably still wouldn't curb most overpacking, because you don't use in game chat if you are in a voice chat with your friends
Mhm, I think there are more organic ways to go about it personally, not sure exactly what those methods are, but adding strong incentives to not tolerate members of your species in more tangible ways is what I think the best route is
nah, that's not my intention anyway
mixpacking requires a lot of features to work together to stop such behaviours
Overpacking not mixpacking
do you have something specific in mind?
ah yes, meant that too
What is your intention? Sounds like it's to reduce overpacking by preventing same gender communication
Not yet, it’s not something I think about a lot, it’s something I see happen with certain animals in game already, but then randomly it just won’t, like in deinos case, most are antisocial as hell and kill eachother often, and sometimes groups of 7+ show up out of nowhere
okay, a different Idea (slightly)
how about not giving the chatbox, unless they're in the group
But theres 1 big reason for overpacking and mixpacking -- because people like to play with their friends, and you don't always want to run your 5h stego grow off a cliff to reset and play Utah with your buddy, leading to mixpacking
maybe that would be something you might consider before playing any specifc species? I mean, sure to play with your friends like you like is a fine thing, but it falls appart when 5 (random) rex players decide it's time to play together
if you want to play social, you pick a social species, that's not terrible
Still wouldn't touch mixpack and overpacking because external VC. And would permit a LOT of mistrust and canni, especially in non canni cooperative species
But you can’t go play a social species without killing yourself first
^
didn't I have mentioned that one Idea on it's own wont solve such problems? It would be only a part of multiple ideas working together
External VC does sorta collapse any communication limitation idea in game fundamentally tho
maybe it will be a thing of a future, don't know
or just switch server with your buddys, so you can play together
sure, but it becomes more difficult if you just play with randoms
I mean... I sometimes play with friends once every two weeks if our schedules conflict. Say I grew a rex so I could play by myself, but now I'm playing with my friend. Most people aren't going to kill an apex to play a social species.
Or should I always just play a social, non apex species? But then what do I do when I don't have anyone to play with? If all the servers on the cluster I play on have saves?
Yeah but that really doesn’t work in the grand scheme of the game, what if you’re playing on your community server that you’re heavily invested in? Why should that player have to go to a completely different server before accessing basic communication abilities
A lot of people find a group of people that they play with regularly. Even if it starts out just playing with randoms, you eventually bump into people who enjoy playing with you and invite you to their discord, etc and then maybe you start playing with them more frequently
okay, yes.... sure. But... I don't know
i kinda get tired, can anyone else try to find reasons for it? I become tired thinking about ....I mean, it's demanding
if you want to play apex or social, shouldn't be determined if the server is a cluster duck in the first place, then there are many things that needs fixing anyway
and if you are arguing if chatbox requirements can by bypassed, that would only fuel the "why not global" debate
and I assume, that we all agree on that global would be a bad thing anyway
No, a cluster. Eg the officials, or the asura servers, or noobz on legacy. A bunch of servers run by the same people that tends to share a community
sounds logical
The obvious answer is global allows groups of people who are NOT friendly to one another to harass in chat, grief, flame war, and generally be toxic to each other. Those groups of people usually don't share vc anyways because they're not friendly
okay, if no one wants to take my part - at least for a bit
...I need a break, will come back to this topic once I have new ideas to this
I'm not willing to give it up right now, but I'm currently running out of ideas
Local cuts down on it simply because if you don't like what someone says you can kill them and remove their ability to chat near you
Species specific local is its own can of worms though
and I totally agree here
I really love the approach of the Isle
feels fresh, and kinda brave
Idk, I guess I'd rather design the game so that it gets increasingly more difficult to maintain a pack as you approach the pack limit, and it becomes extremely difficult to upkeep after you exceed pack size. Eg food/water amounts, etc. Communication doesn't matter if you are going to starve, and such a system permits players to opt in as it were by accepting the risk of increasing pack size
it's just so hard to find convincing ways
I do like evrimas chat. It's such a breath of fresh air compared to other no rules games like day of dragons which still has global
Especially because of clans in that game, global gets so ugly. The game encourages mix packing so species specific chat wouldn't work, but I really think removing global and requiring all communication via local would do wonders for the game
Agreed. And I think that's why the devs haven't released any mechanics/fixes for overpacking yet. It takes a lot of time to find the answer to hard questions
@fallow fiber quetz is confirmed but idk about a pick up ability, sounds unbalanced
I’m still hopeful that my ideas for expanding mega/mixpack scent should help a bit without being too punishing.
That plus migrations for herbies
About that…
They looks more like it landed, killed the Galli then picked it up and flew away
Could be, we will have to see. If it only lands for a brief time, it might as well not land lol
Not to mention that not all of the interactions on concept art make it into the final playable. A pickup ability, imo, is a really bad idea. It would be like land croc right now (sprint faster than Utah on land, lunge, carry back to water and drown), but adding in that dropping 3 feet can kill some (not even that large) dinos... Yeah, pass on that
I think the mechanic would be fundamentally bad for balance... Whereas croc, at least when it's sub stage isn't completely broken from overtuning, is really only a threat right at the waters edge
Not a fan of quetz grabbing things either
I'd be fine with a ridiculously high damaging peck, but grabbing thing doesn't involve any form of interesting gameplay
In Primal Carnage pteras grabbing people work because everyone has guns and can save their friend before they get dropped from 10 meters high
But it's not the same thing in The Isle
how about quets gets his grabbing mechanic, but people will get a mechanic to defend themselves against?
maybe somewhat HP based, if opponent has more then 10% HP he will probably mess up quetz in this process
Boils down to the same problem as allowing people to wiggle free out of deino's jaws
that's bad?
If it's hp-based, it's even worse because then hy should quetz even try to grab anything ? Just kill it with raw damage
Yes, because if a deino successfully ambushes and grab something, then it has to hope the other guy isn't skilled enough to free themselves
depends maybe how a quetz actually applies "raw damage"
And some players ould simply not fear water at all, although they're in the grabbing size range, because they kno they're good enough to esacpe a deino's grasp all the time
I assume biting
I don't see the problem here ....usually people hate on that grabbing mechanic because it's basically a one-click-solution
It'd still be the same
But the other way around
sure, but how effective will it be?
eh what? why?
I mean... As long as gravity is the strongest attack in the game, quetz getting any height at all before being forced to drop what it grabs would be... Bad
Effective enough so it can kill its prey
Unless you want to force it into grabbing things, which makes the mechanic into a counterbalance for something that is intentionnally made weak just to accomodate for it instead of an actual special ability
Fall damage would basically need to be nerfed heavily (especially for things small enough to be grabbed by quetz) so that they could survive a fall if they freed quickly enough
In order to have interactivity, you need to have both parties be involved until the end of the interaction. Right now the interaction begins hen deino gets out of the water and ends when it grabs its prey. Which is kinda terrible, but if the prey can then wiggle free, then it is the same thing, because Deino's ability to do anything stopped hen it lunged.
In order for that to work, it would need to be a ping-pong mechanic until one party fails. Hence why people have often been suggesting opposed QTEs or tug-of-war.
"Effective enough so it can kill its prey" is a relative comparison
but how effective will it be in practice? it has a huge body, how about outmanouvering it and biting is maybe just to week to keep up ...so you go for a grab and both players should have an option to interact with each other in such a case
"n order to have interactivity, you need to have both parties be involved until the end of the interaction."
That's just what Im suggesting
So grab ends up being a mechanic made to compensate for a weakness that is made to allow for a grab mechanic to exist
I assume, yes
But the prey's involvement stops as soon as the quetz grabs them
Unless they have a QTE to get free and the quetz has a QTE as well (on top of needing to control its flight) to prevent it from escaping
"But the prey's involvement stops as soon as the quetz grabs them"
who says this
That might work for deino because you don't take damage from swimming until you drown. But any carry mechanic in the air would basically require the whole interaction to take place on the ground or close enough to avoid huge fall damage... And honestly even Utah doesn't have to fall far before it loses half health or dies
The game engine
eh no? This has nothing to do with it
oh wait, you're arguing on how this issue is currently solved? No. I'm talking about an overhaul. Nothing should remain, like it is right now
I'm basing my deduction how current lunge mechanic for deino works. I can imagine ways for it to be better and more interactive, but these cannnot apply for the situation of a quetz grabbing an animal. So I assume that if it's implemented, it will end up being just like current deino's lunge.
pls consider reading this
I don't see how that would work ith a flying animal trying to lift a smaller one off the ground
That would be a decent idea for croc and Utah... But like bubulblu, I don't really see a way to implement that between a flying creature and a terrestrial creature
Unless the quetz spends like 20 seconds struggling and them both changing directions like crazy on the ground
simply translate distance into height, as anyone grabbed could use shifts in bodyweight to pull that beast down why it tries to gain height
Because the problem is, even if the terrestrial wins the contest, and the aerial drops it... In most cases the fall damage will kill or seriously injure the terrestrial, including almost certain leg breaks
that's why gaining hight should be a struggle in that case
So you just hold the down button and wait for the game to assume it's your turn so you can lower its altitude a bit, before it rises again ?
no
Then please explain
I don't have a specific solution, but I'd suggest a more involving process, like observing the balancing and weight distribution of the grab and maybe counteract it with precise mouse movements while difficulty could be determined by various factors
That seems hella complex for a game with 100 players on a server
poor devs
Have you played left for dead? They have a zombie called the jockey that has the special ability to piggy back ride you, and it will try to steer your character into hazards. You can counter that by observing the way the jockey leans (the direction he wants to guide your player) and spam movement keys to counter it and retain control. That's the basis of damus's suggestion, and it or something similar might be possible
Yes I have played Left for Dead 2, but on the ground there are 4 directions in which to go. If you're being lifted and trying to get back on the ground there's only one direction.
especially if such a problem was already somewhat solved, it only needs translation into a dino game
"it only needs translation into a dino game"
Into a dino survival game involving one player flying, nothing less.
I'm usually optimistic about mechanics and such for this game, but I really can't see this one working well.
True
it's a two-player-interaction
nothing else
don't over complicate it by throwing meta data into the mix
I know there's also Dead by Daylight in which, when you're being carried by the killer, you can wiggle and influence the killer's direction, but it's basically useless. It's only use is that after some time, you break free so the killer is limited in the distance it can carry you.
Not so simple in 3d space though... Especially where 1 has a significant advantage to safe movement over the other... Falling isn't scary to a flying creature
I'm not throwing it into the mix. Ofc if you don't consider the fact one of the players is flying it's easy to implement. But as a matter of fact, one of the players is flying in this situation. And it needs to be taken into account.
so what O_o
stuff can work in 3 dimensions
I don't see a mechanic here, just a cinematic
bad example, look it up for your self then
It can... But it's a lot more complicated. And essentially the carried dinosaur doesn't care about any other direction except down, so there would only be one button that would ever be used
would consider that this battle mainly takes place between grabbing and taking of, so you have a chance to get away before he gets too high
why is everyone interpreting it as an one dimensional process?
he grabs you slightly of center, you distribute weight to the left, he counteracts this, you act against it to the right and so on and the higher the precision of your inputs are, the more will he struggle to gain height
actually, involve all stearing into this, WASD and mousemovement
we live in 2023, nothing should have a one-click-solution
make mechanics great again
...sorry
@crystal trail is it possible to add it in update 6.5?
Im not saying it’s a good idea, just one that is in the concept art, so it could be a thing. Personally I’d prefer if quetz had to land to attack, but would deal HEAVY damage with its peck. Then it could pick up bodies much larger in comparison of other dinos and fly away. That way it has counterplay while trying to kill. If you swoop down to kill a pachy, you better hope it doesn’t have a buddy or 2 who can make it so you won’t fly away again.
considering that quetz will weigh around 750kg, what would be an adequate pickup weight?
@grand folio
you might be interested into this
#general-feedback message
Something around 50 kilos or less
Flyers grabbing players has always concerned me ;-; Like it's a very cool idea, yeah.....but what about the victim? Do they just sit there like they do with a Deino lunging them and just wait to die while being unable to play the game? What's to stop the Quetzal from just carrying them around as long as possible to further extend their wait? Regardless, it's a cool idea but I'd like to remain in control of the game pls ;o;
We've got stagger, knockdown, Deino lunge....all of those are just "haha no input for you!" :C

would give it some wiggle room, lets say 75 to 100
I mean, in JP it's picking up a human
and 50 is reeeealy close to a fresh spawn
"Flyers grabbing players has always concerned me ;-; Like it's a very cool idea, yeah.....but what about the victim?"
we've just discussed it, look above
Well, yeah JP has no idea what gravity is tho, a Quetz wouldn’t even be able to pick up a human of any weight given how it’s feet are shaped
Oh
I just popped in 
to be honest, I agree ...but gameplay wise?
For the sake of gameplay it has no business picking up anything
The weight shifting idea makes me think of Golden Eagles grabbing onto goats and struggling to pull them towards the cliff's edge to drop em. Also like my old Argentavis idea heeheehee
just wanted to notify, so you don't miss it ;)

How would Quetz even do this with its head tho?
I'm not 100% sure, but thinking about it is making my neck hurt 
It's so long, so that just sounds painful to try and lift something heavy up
Not to mention during flight
And this is only assuming it’s 3 times it’s actual weight
maybe "grab" could be just a short "pull up" so playables lose balance or get yeeted few meters, instead flying away with them
Cuz if going by how big it actually is we’re looking at 250 kilos
I hate the idea of a grab
We already have Deino and it sucks
When you’re the one grabbed that is
a big eagle can pull up a small child... don't know if it's myth or truth
but lets say,
50% of quetz mass = short pull, to make them tremble
25% of quetz mass = short pull, potential bone brakes, possible to yeet them over a cliff or so
15% of quetz mass = and he flyies away with you
Just give Quetz a sort of “thrust forward” spear attack that deals HEAVY damage
It adds a skill ceiling for Quetz combat
agree, but that's like an alpha gameplay mechanic
considering a bit of effort being put into this, it could be much more interesting
Yeah sorry, I can’t see anything more interesting about it.
It’ll just be swoop in while flying, hold RMB and hold space
Unless the devs bring in some glorious new idea for grabs, I can’t see it being fun tbh
with "more interesting" I mean that it does not have to be a one dimensional process, like hold LMB/RMB and could actually involve two-player-interaction
Grabs are lame, Quetz is probably the animal that is the least sensible to have one, no reason to give it one
and short pulls?
50% grab + 50% momentum = balance loss
then the quetz can go over to close combat
because when quetz needs to be on land to fight, I assume it wouldn't be viable, considering it's clunky dimensions
That’s the idea
If you mean body pick up like in my suggestion, prob about 100kg fine, but up to 550kg but slow flying and high stam cost
It’s not supposed to be super combatively impressive unless it can land those higher damage blows, ideally while grounded exclusively since there’s no other way to engage with it
Quetz carrying its entire body weight mid flight?
Quetz carrying 10% of its body weight mid flight is alright sorta absurd…
that's sounds really a bit too much
It picked up a Gali and is shown with bodies high up. I don’t see why not personally
but it could be a thing in a "game" tbh
if balance allows it
Oh I think that’s an embarrassingly silly idea
don't call it silly
Like I have no idea why Quetz would be able to carry something heavier than itself mid flight
it's a thought, notning wrong with that
I’m talking about the concept art
yea, like flying away would be really too much
I'm currently more into this "short pull" idea
Unless it’s not 500kg… could be scared up in weight
That’d be lame, it’d be cool if Quetz was kinda hard to play
dependent on thermals and good winds.... oh yeesssssss
Thermals as far as has been communicated to us are only going to act as updrafts, it’s not going to ever entirely ground a flyer
Devs have said they want wind currents, so I'm all for wind affecting flight.
Would be neat
but it should be an important factor for performance
Sure but it shouldn’t remove your flight
true
If anything this body looks about the size of Gali, and it was already shown picking up Gali. So this may show it pulling bodies up high away from scavengers.
...how can this thing fly in the first place
it just blows my mind how this beast is shaped
According to some falconers I know, eagles (or at least the north American species) can fly with about half their body weight, and they weigh ~10-12 pounds, so they aren't flying with anything more than 5-6 pounds, implying that eagles carrying off kids is myth.
Though the same falconers say that eagles can definitely kill heavier than that, and can drag (via momentum from a swoop/dive) heavier prey around for a few feet-- this is how those golden eagles can "fly" with and "kill" goats. Really it's using momentum to knock them off a cliff, and then hang on for dear life and prepare for impact. The fall is what kills the goats
Quetz also isn’t even remotely similar physiologically to an Eagle tbf
That’s why i sait up to 550, so it can pick up a Gali. Though, it would probably be a labored flight, not just gliding around like nothing.
interesting
eagles are big ...that's the only thing I took into account
quetz is like a flying giraf
Like closer to ptera z flight, but actually propelling upwards
If it’s specifically bodies and not live players I think that’s fine
True. To be honest I don't really see pterosaurs being able to carry more proportional to their weight than birds, simply due to their anatomy
considering 500kg of opponents weight, I'm still more into the idea, that quetz is able to throw them to the ground, instead of lifting up
so they can land and go into close combat
Yeah that’s what I’m talking about, dragging dead bodies away. I REALLY don’t want aerial deino either.
Their anatomy doesn’t permit them to carry anything that doesn’t fit at the back of their mouth….and that only scales down the larger they get…especially with the longer necked azdarchids
I see quetz mostly a bigger danger for juvis and small subs
But yeah. If it wants to fly away with dead players that's perfectly fine
But aerial deino seems like it is a super bad idea
Grabs in general need to be looked at
true
Cuz they’re easily the most difficult to balance if not counter intuitive abilities by far
Like land down, deal devastating damage, get out. If you don’t kill your target within a few moments, a counterattack can be lethal, especially if they have a group. Like a group of pachies or even just 1 can break your wing and prevent flying.
it still makes me chuckle when a deino runs with a big ass carno around like a puppy with his favourite stick
Oh honestly how would a Quetz possible deal with a Pachy, like why is it even trying
maybe a quetz shouldn mess with pachy though...
If it can get an ambush and kill it quickly, then it has a chance. Though it is generally a bad idea lol
Honestly, in a similar vein, I think I'd prefer an aerial tackle (functioning as grab and drag to the ground/knock down with momentum) rather than a pick up. Eg aerial carno
Just the easiest example I could think of.
sounds like quetz is going overpowered again if it can do it
okay, but to be fair, a pachy does not need to be 100% at this point
Is it hitting as hard as a deino?
It would be no different from carno with a ram, except the moment it misses, that quetz is done for.
And ideally it’s insanely difficult to ambush with Quetz of all things
Their are drawbacks to being a biplane sized kite
Big shadow on the ground doesn’t help lol
And I can’t imagine you’d be all that quiet either
could be interesting and you have to flee into the woods and stuff
I don’t think most animals should have to
Like a Pachy seeing a Quetz coming should just stand and watch it try
a grown up? totally
Yeah usually I’d specify if I meant a sub or juvi
but a sub pachy? hm, maybe
But if the pachy is inattentive and just sitting down on a nice big rock, ez ambush for quetz
push it down the cliff!
could work
The Pachy would win that wrestle if it came down to that
You have to go for the jab
Yeah but then it’s gotta go pick it back up to safely eat it lol.
Definitely, pachy wins a head-on fight.
Omni would too for obvious reasons
Unless pounce at some point is made a good mechanic
But yknow
a bone break for quetz should be like a 90% death sentence
100%
I’d make survival possible in that case
XD
i meant to be replying to something, sry
hi
I do enjoy the idea of vomiting away a broken bone
hehehhe
Snaps femur, vomits, good as new
Unless there’s nothing to kill it, then it’s likely going to die to anything combat capable. Like you could survive if it’s like a juvie Omni, but you’re basically a paper kite that lacks any of the benefits of being a kite.
fair
Plus, it’s the quetz’s fault if it gets broken, actions have consequences lol
don't try to mess with pachy
@cosmic lake this will most likely come in the future where deino will be able to grab bigger targets but they are also able to fight back also the dodging while drink and eating is just dumb if a deino catches u it catches u there should only be a trashing mechanic where u can attempt to escape but only if the deinos stam is low
@oblique creek @tall hearth @tardy barn Tier 1/2 herbivores or those that couldn't defend themselves against medium-sized predators will be able to hang out with other herbivores without the stress debuff (for them, the others would have a 10 - 15% debuff [decay percentage over the course of time] depending on the tier of the other herbivore; with the exception of the galli which will have this same effect) already tier 3/4 herbivores will apply a 10 - 20% debuff to dinosaurs of the same family, for example the hadrosauriformes: tenonto would have an effect of 10 % in maya, para, shant; maia and para apply a 15% effect on each other; maia and para will apply a 20% effect on the shant (the same applies to marginocephaly and other groups). tier 3/4 ones will apply a 20% effect on tier 3/4 ones that are of different species. Tier 5 ones will apply a 30% effect on anyone who is not of the same species or family; for example shant and trike. For carnivores the effect will be 40%. Remembering that this does not reveal how much you lose just by looking at another dinosaur, it will gradually decay with over time and in a total time of, for example, 3 hours, these would be the values that would fall to BOTH SIDES. Carnivores and herbivores would have a 50% debuff regardless of species and tier.
It's an idea of how the stress system we discussed earlier would work. If you don't like something and have an idea, let me know.
Abusable, no
Also stress is a beasts of bermuda thing, we dont need that in the isle
yea, there's just waaay too many checks and mechanics you would have to do just to prevent stress from being abused.
Also what's to stop the game from thinking a Herrera chilling in a tree on it's own is mixpacking with a dino group a few feet away
Or even if it or anything else is just stalking. Like the cover is blown once the debuff starts
You wanna play a scavenger role and follow an apex around taking free meat? Uh sorry you get stressed to death sorry
The debuff just removes playstyles from players
i mean that's the whole point of it
to remove mixpacking
😎
i do agree that it's just too abusable
Apex groups and hypers should be mixpack deterrents themselves.
Or other strains, not just hypers
The best you could do is implement a same-species anti-megapack mechanic where it increases the hunger drain of anything that’s apart of the megapack, and this would only be good if the creature is a cannibal.
Because at that point, if someone’s going to try and abuse the mechanic.. you’re a cannibal so they’re food
i said something like that earlier too i think you can make stress work for overpacking
it's much much harder to use that in a way to actually grief people with it
You’re essentially discouraging cannibal megapacks like the 5+ carnos and making them split up or kill each other since the game doesn’t allow them to stick together
Which is great
I dont that thatd be needed once the roster is expanded. There will be so many choices itll be harder for people to megapack at all.
Plus once strains are in, it would essentially be useless. Theyd smell a mega pack from a huge distance (hopefully) and rush that direction to get easy food.
you're right and i don't really think it's that good of an idea in the first place, ideally starving would prevent mega packs
Theyd hopefully starve themselves. It should be really hard to sustain a megapack in the future with more variety and the group having a beacon that they're close. Just stay away and they'll starve themselves from lack of food
not to change the topic but the devblog said they were adding perks and i was hoping that you fellas would have seen more info on that
and how much of an effect perks should have in your opinions
or if perks should be gimmicks or outright stat increases
personally, i would be pretty disappointed if perks devolve into everyone taking +10% damage or something like that
I feel like there should also be different symbols to determine what the pack is. Like if it's an omni megapack, the symbol would be something that would be easy to identify as omni. Or carno.
Mixpacks would just have the mixpack symbol. It could include tier of dinos. Like if it's a mixpack of smalls and mid tiers, it could have small and mid sized dino icons. Apexes and mids, itd have an apex and mid icon.
I'd have to see perk examples to think of further ideas. I wanna know what the devs intent for basic perks, and I'd expand my ideas on that.
That's fair.
Well we know they aren’t doing stuff like +10 damage, they want more playstyle changes rather than just buffs.
Like maybe teno can now dive underwater, but now has to eat underwater plants.
Or pachy can now jump higher, but jump costs more stamina.
im very happy to hear that they're going in that direction
tho if it is more about playstyle changes they should probably rename them to traits or something like that
@west crater Are you able to use night vision?
@icy lion not in evrima..unless theres a keybind i dont know of?
Default is X
@icy lion thank you its been awhile ..things have changed
use the searchbar to look for whoever mentioned you.
How big should a server be?
And I don't want to start another size-contra-performance debate.
Beside of render distance is the population count probably one of the biggest problems of open world survival games.
Assuming there will be a huge amount of playables available, how likely would it be to encounter a herd?
Let's say we get at least 20 playables (for the sake of math), that are equality good, interesting and likely to be played, that would mean on a 100 slot Server, 5 players in a herd/pack/group on average, per species.
On paper this doesn't sound good at all.
#general-feedback message
I think there's a better place to suggest that
where
Like, in an email?
or through their official application systems lol
feels like u pretend that there is a obvious email to concat the isle devs..
there you go, that's their official hiring email
why always so harsh when someone ask something .
how is that harsh
now that is a practical and frndly respond
????
thanks
to be clear, they are searching for people with these kinds of skills, not just anyone who wants to throw ideas at them
this is quite old, so things may have changed since this post was made
yep. not gonna apply now. but its good for me to know where. when im further in my studys and have more knowledge i will try to apply

good thing my degrees focus is on programming and ui design 🙂
meanwhile my degree is in game design lmao
and they already got game designers so... damn
times changes we never know whats gonna happen 😄 but year i still need at least a good year or two to have enough knowledge and skills to work and be part on such projects
Yup
@barren zephyr do you have any skills in developping the isle ?
Or I mean videogames
I think he've meant the "lol"
like what are you laughing about
but was probably used as a catchphrase and everyone got confused
lol
@torn bane
"idea for cera, some sort of immunity from ceras bacteries after u already got poisoned by his bacterias 2 times"
this got a lot of downvotes. Like, what's wrong with that?
@polar inlet Group limit is a thing
we are 2
So that might’ve been the thing restricting you from inviting
2 deinos?
me and my friend cannot join
Like, becoming immune to cera's only way of defense after fighting 2 of them ?
idk i meant immunity from one player not from all ceras
Why tho ?
I think you die long before 3 hours
I don't think one cerato is gonna hunt someone for 3 hours
Act 1: cera poisens you
Act 2: you survive and heal infection off
Act 3: you have (50%?) resistance build up
Act 4: Immunity wears off
But what is the reason for the resistance to even exist in the first place
I dont think there should be immunity. Otherwise cerato cant do its corpse bullying job well.
you survived an dangerous encounter, could be rewarded
"rewarded" or in other words, "punish" the cera for not finishing it's job
But the cea's job is not to kill the other player
It's to make them go away
he still can in such a case
The reward for surviving is not being dead, and the punishment for cera is not getting food.
But as cerato is a corpse bully, it won't have much need to hunt as it can eat rotten corpses
for this purpose this should work perfectly fine, as you could get rid of him, for the duration the opponent suffers from the poison debuff
Also if, as devs said, you don't get the poison sickness in one bite, that's literally being rewarded for staying in the fight like an idiot instead of avoiding the debuff
But why do they get a buff afterwards ? So they can revenge better ?
so cera can't just stack the poison on someone by landing lucky shots
in that way it would make poison into a defence weapon
What ?
what what?
What do you mean by stacking poison ?
Act 1: you get bitten by cera,and you flee - because you are poisened
Act 2: cera stalks and finds you after certain duration
Act 3: cera just poisens you again?
Don't know it should stack that way
I don't see the problem in that
Cera is still a predator, if it manages to hunt another creature it's on them for not managing to get away
but cera could abuse it, as he only comes to attack you ...lets say every 15 min
one bite, escape
play the waiting game
come back, bite again
escape
play the waiting game
and so on
It will require multiple bites to procc poison
Also what you're describing is a smart and skilled player
multiple bites
like 3 bites?
or like % chance of poisen effect?
Nothing is chance-based in evrima
So most likely a number of bites that depends on the target's health
I prefere a % chance
because just counting bites... makes it into a number game
I'm pretty sure after a few bites Cera will lose the bacteria in its mouth and will have to eat something again to fill up it's poison meter again (hopefully) so it shouldn't be a big problem
fair
Oh yeah forgot that was mentioned as well
Ah so it was mentioned after all? Cool
but building up resistance doesn't sound that bad though
like antibiotika, the more you take, the less effective they become
Kissen said Cera would need to build up its bacteria by eating meat, I assume it won't stay forever
So rewarding people for misplaying
rewarding for surviving
Surviving is the reward
sure, but this reward is only a penalty for cera
not like you actually gain anything from it, beside of that cera doesn't keeps his strengths against you
It really does sound bad tho. It's kinda the only thing the Cera has. If I am not mistaken the Cera is neither particularly fast nor agile. Plus...that also would be abusable. If it's "the bacteria" in general...just mixpack with a cera that bites you every couple minutes...like a vaccination xD
So cera is penalized for using its ability ?
omg mythridatization in The Isle
carelessly? yes
same could be applied to broken bones due to blunt dmg
healed bones could become stronger
(fall dmg does not count)
How is it using its ability carelessly ? If a cera is using its ability to make another creature run away and steal their food, that's literally how it's supposed to play
A troll, that runs around, just biting random people and play hit&run
And bones becoming stronger after being broken is even worse, because pachy is already in the game and we KNOW it's not supposed to do anything else but break its predators legs and run
Literally carnos running up to pachys to get their legs broken and then becoming immune to pachy's only way of defense
effect could wear off over time
So you would add a mechanic that punishes every cera player just for the sake of punishing the ones who go around and attack people ?
But again, why even add it in the first place
That's just punishing a creature for using its main (and arguably only) way of defense
Also bones becoming stronger after being broken is... I know the Isle isn't going for realism, but this is literally the opposite of realism
Irl bones get weaker after being broken once (unless you're a kid when you break said bone)
could be specifc to that cera
you won't become imune to all ceras
okay, I'm not gonna invent here every aspekt of it
if you have concerns, that anything could lead to unwanted effects, try to figgure out yourself how it could be done
I'm not here for defending ideas
I figured out
Don't add resistance to a mechanic that you're supposed to avoid proccing in the first place
if you just say it's stupid and keep asking me about every aspekt of it, I will just run out of ideas
I think I gave decent arguments, that you haven't really answered to
I just stumbled uppon this idea and though, "hey, might be interesting"
and not "just ask me if you have questions, because I have all the answers"
I hate it to be put constantly into a defending position, just because I don't want to dismiss every idea from the start
It's your choice to defend bad ideas
it's your choise to basically request from me, to solve every problem that might be related to an idea
I'm not the kind of person to say "this idea is bad and I'm not gonna elaborate"
As long as you stay in the conversation, it means you're still up to argue
I'm not here to convince you
work with that idea, or let it be
but I'm not going to defend anything if the only thing that is coming from you is an contra
Are you saying I'm wrong to give arguments against an idea I find bad ?
Maybe no one should ever argue about their ideas then
It's not that the idea is overall bad....like...the Cera itself being immune to Cera's bacteria would make sense, I wouldn't want to vomit every time I bite my own tongue ^^...maybe some other species could have some degree of resistance, but what I don't like is the "everyone can build up an immunity"-part
I honestly think cera being resistant to other cera's poison makes sense
Especially if they're cannibals
if your only incentive is to dismiss it, yes, it is
if you have a problem, figure out a solution to it or find other way around
that's a conversation, give pros, give contras, but don't just force others to give all the pros, just to convince you of anything
I'm so tired of this
I already told you what my solution was, in that case, which was to not add it at all. If you, for whatever reason, think it should be in anyways despite me explaining why it shouldn't, it's on you to give reasons why
I'm not gonna invent reasons to add something I don't want to see in the game
big brain time, just dismiss it, perfect solution
Well in this case, yes
It's not like I was just saying "it's bad and stupid" I gave reasons why
If bones get stronger after break people would just jump cliffs that breaks bones but not kill ‘em
I wrote there that fall dmg would not count for this
Did not saw it sry
I was reading all your arguments again and most of them ware question of how such an effect would impact the gameplay while you are only focusing on the negatives, which forces me (or others) to take a defending position, while your answers constantly imply some weird stuff, like "rewarding people for misplaying" ....just.... why
why should this be my or anyone's intention?
and then you are arguing that it is a defence mechanic, but then you are stating that it's for hunting - what now?
also arguing in buff and nerf terms is just arbitrary, as it would be simply something that would need to be taken under consideration
same like for raptor. Why should be a raptor punished using it's main ability, by losing stamina? Because it makes sense
so why shouldn't it be a problem, if cera just starts randomly using it's venom, to render other people helpless against others? Even worth, when he keeps doing it over and over to you, or other individual?
What would stop cera from being the manipulative troll? That Idea might maybe not be perfect, but it's not on me to make that idea perfect and it's not my part, to convince you of anything, if you just think "it's bad"
That's the plan actually.
The thing is, I don't see any upside to such a mechanic
And the downsides far outweigh the only one you gave to me, which is to prevent trolls
Which I'm not even sure is an upside since I think a cera going around and attacking everyone it sees will already be punished easily enough in the form of dying
As for the "rewarding people for misplaying" you're the one building up toxin resistance is a reward. But when does someone get an infection ? When they're fighting a cera, get bitten multiple times and don't kill it. So yes, in my opinion, if they get something positive out of that, that's rewarding them for misplaying.
it's like talking to a catholic about the existence of god
he exists and my arguments are more valid then yours - now prove me wrong
As for omni's stam drain on pounce, it's a completely different thing. Stamina is used among all playables to control how much, and for how long, they can do certain actions. It's a balance tool to prevent infinite fights, infinite running, or infinite whatever. I don't even see how it is related
There will always be trolls in game. Pachy can run up to 3 animals, break their bones and run. Carno can charge, knock an animal down and not follow up. Even deino can. It can lunge and grab a player, take it to the bottom of the river and just let it swim to shore.
There is no stopping trolling. You cant stop humans from doing human things in a video game. You cant force every single player to act like an animal at every turn. Forcing players down a gameplay pipeline takes the fun out of the game.
like resistance wouldn't be a balance tool at all
An unjustified one
and that's your argument?
okey then
You know the saying ? "If it's not broken, don't fix it"
I can't tell for sure if the toxic bite from cerato will be balanced or not, and neither can you. But if it proves unbalanced in one way or another, resistance buildup is definitely not the first think I would think of to fix it.
it's not about fixing
It's about talking about ideas and definitely not about convincing you
if your only concern is that you are disliking it, fine
They gave reasons why it's not a good idea already.
and I gave solutions to them, but I surely can't come up with every possible answer, as it wasn't even my idea in the first place
But you're defending it?
because I wanted to talk about it and didn't wanted to see it as dismissed from the start
but how should I have known that it will end in "It's a bad idea until you have proven me wrong"
If I'm defending an idea and cant think of anything more, I'll either drop the idea or shelve it and think of other ways to bolster the idea or ways to change how it works, or even branch off and come up with a similar yet different idea entirely
yes, thats it!
as I really don't have a clue if it could work out at all
it was just interesting
@sage yewI feel I should point this out, since it might be helpful for you. When you present an idea, it is on you to provide backing for it, to give the arguments as to why this idea should be considered and implemented. When you present an idea, you are the defendant of that idea, otherwise you presumably would not have presented it in the first place, so you will be expected to provide said defense if someone criticises it. And while you would not be expected to present a perfect idea, it is on you to already have thought through it on your own, looking at both the good and the bad, and trying to figure out if the idea is good or bad and so on. You can't just throw out an idea and see how it goes or hope that someone else defends it for you. And it is your job to convince those that question it that your idea is good, since you are the one suggesting it. And if you can not do that, then your idea was at best not thought through, at worst just outright bad, and that is something you should then learn from.
I have not presented that idea
In this case though, building up resistance to a septic bite doesnt seem to work. Its buffing players who want to play carelessly. They shouldnt be rewarded with immunity for attempting to fight cerato and failing 2 or more times.
Now, a perk or diet option that lessens the effects of the septic bite overall may work, but not outright immunity.
You were the one that brought it up here, adding to it, suggesting ways for it to work. This does imply that you are in favour of it and that you looked at it and went "Yes, this is a good idea". And the things you did bring up is what you provided, so you still have to defend that.
your assumption that I have to provide all the answers, is wrong
as I don't have them in the first place. It's not on me to make it work in every possible scenario people might consider. They can simply ad, remove or alter something to bypass their issiues, but I'm not going to solve every problem, of every Idea, I might consider


