#balance-feedback-discussion
1 messages · Page 168 of 1
I admit I'm not a good Omni player lol. But it doesn't help when my screen is lying to me about whether I'm in range or not
@topaz elm I get your point about bleeding but also like… a raptors claw going across a dryo is gonna hit WAY more arteries than it’d hit on a Maia or teno. They’d realistically be gutted right away while on a Maia it’d be like getting stabbed by a little pumpkin carving tool. Definitely painful and gonna make you bleed but you’ll be fine for a while.
see above
small creatures - more bleed damage because they physically have less blood in them
medium creatures - neutral/better bleed resistance because they need less blood to support their body, whilst also having lots to "spare"
large creatures - more bleed damage because they don't have blood to spare, losing too much can cause failure of body systems due to lack of oxygen
The bleed logic doesn’t make sense imo
bleed is exactly as effective against smalls as it is against large animals atm
there is functionally no difference besides bigger thing = more blood
When fighting with cerato, the bacteria capacity creates too many problems, it needs to be balanced.
After taking bacteria from cerato, instead of vomiting immediately, a warning should appear on the stomach indicator and after a few seconds, we should vomit (it gives the player time to create distance between himself and cerato)
The bacteria needed to make the player vomit should be given in more bites (the bacteria rate per bite should be reduced) and the amount of slowing down after vomiting should be reduced, we can be bitten at least 2 more times during this time.
also I have 2 different suggestions for RMB only one is enough
1 --> RMB no longer gives bacteria instead it slows the opponent down a very small amount (very little, like 5 or 10%)
2 --> When pressing RMB the speed should decrease gradually but the damage will increase gradually
0-4 seconds speed 110% to 75%
0-2.5 seconds damage
175 to 275
also pressing RMB continuously causes pain in cerato's jaw and he can't press RMB continuously(I only brought it so that they don't abuse the instant 110% buff I gave to his speed. for example after pressing RMB 3 times in a row his jaw should rest for at least 15 seconds)
(yes when they first press RMB they start with 175 damage not 150. otherwise it's too much (It would be too much of a nerf. It's a very small change anyway)
This feature will slightly reduce the ceratos' most important feature, agility. It can be modified, but this is the basic logic
What can be done to this more or less?
Skill issue /j
Making the charged bite not apply bacteria will make fighing hit-and-run dinos much harder (like carno), and slowing the opponent down by that small of an amount will not help a single matchup other than making pachy die on sight: charged bite slow into reg bite vomit into another bite and that pachy is dead. even a 5% slow on pachy makes it slower than cera
Also making cera get a 10% speed boost at the start of charged bite is unnecessary.
Nerfing cera's charged bite damage to 275 from 345 will also hurt its defense immensely, damage is cera's main survival strategy against faster targets. Also making cera have either charges or a flat out lockout from using charged bite is an easy way to make cera's defense worse while not impacting its offense at all. Cera on the offense can just wait to charged bite again, cera on the defense is left incredibly vulnerable without its main ability for a whole 15 second.
Overall, these changes only make cera stronger on the offense and weaker on the defense, which is the opposite of what cera needs.
The hordtest changes are good, but they were poorly done, they just need adjustments to the stam cost and speed reduction to be good
Increase the stam cost and make the speed reduction instantaneous and constant as long as the charge bite is active
@tardy wind I see your point about how tac endurance is a life line for stego and Maia but at the same time both these Dino’s for the most part have options and can choose to run away or not, if the devs remove this perk it would make players play smarter and choose there fights better which is a benefit also id like to point out dibbles vs stego ngl your already screwed for the most part so having tac endurance doesn’t even matter so to fix it the devs should just lower the stun threshold for dibble
#balance-feedback message it’s not small, it’s how it supposed to be
genuinely, what options does stego have? Its slower than every dino in the game except trike (who can stunlock and maul it) and its only defense is to swing and literally MELT its stamina. Stego relies on tactile immensely, even if diablo's stuns were removed, it still takes 70% of its stam (7 power swings) to kill a single diablo to the head without blocking (since its incredibly easy to make sure you're always facing a stego as diablo), with blocking stego has to burn 140% of its stam in power swings to kill the diablo. And against rex (assuming 9350 hp like we last saw) it takes 60% to the body or 40% with all headshots. The only other dino with comparable stam costs are deino and omni, both of which have attacks that prevent counterplay. Meanwhile stego's attacks are telegraphed, have openings afterwards, and are only useful defensively.
I dont think they should cost 0 stam, but they would def need a buff once tactile is removed.
I agree with other herbivores though. Since tac allows them to fight and then just decide to leave with full stam the moment it goes south. Though maia's alts could prob cost a bit less since they already deal low damage.
Yeah I agree bro
@near basin the answer is somewhat obvious, as far as gun damage goes - it should have a damage value just like dinosaur attacks, and any dinosaur that has more health than that value would require multiple shots to kill, especially with guns that can fire quickly. Something like a hunting rifle that requires you to SLOWLY reload could have more damage, of course, but honestly human weapons should be relatively low power to enhance the horror factor for humans, and to make it fair for players that spent hours growing a dinosaur who also only has melee attacks.
that is obviously true but has nothing to do with what i'm talking about in the gun situation
Also, I suppose they could make items carried by humans despawn on death or destroyable by dinosaurs (in the same way that nests can be damaged) to force humans to actually lose progress when they die
You sort of touched on it at the end there with the Omni/revolver matchup and also mention of the "delicate balance" in the post itself
Making it despawn on death won't diminish the main problem with humans, being willpower
The concern here is how zergs of humans will gather guns, store them, and go on killingsprees
upon dying, returning to the base and repeating
You said in your feedback the main difference between the rex and a human with guns is that the gun can be retrieved on death... Despawning would make it so that they couldn't do that, and that every time a human left their base with gear they were risking losing power, just like dinosaurs
But, if you're concerned about stockpiling, the game can limit how much humans can carry, and how much they can store in lockers and such
If the gun despawns on death, there still lies a problem where the human respawns and gets another gun from their base
Especially if humans can only renovate existing facilities and can't actually build new storage
Unless the lockers are craftable, and they can renovate for more space
Zergs of humans grinding for guns & equipment will inevitably funnel into a large problem
This is only a problem if 1) guns are not a rare commodity that are difficult and dangerous to get, and 2) you can loot gremlin everything and stash it in storage. By limiting these two factors you can make actually having any sort of large stockpile extremely difficult
You can make it "extremely difficult", but as long as there is a possibility in there - nothing is stopping a zerg.
But if your base only has 3 lockers, and you can't build more, and each locker lets you store like 1 gun and 1 set of gear... Humans will not be able to stockpile much
I doubt they'll make it that restrictive
If it's an impossible task to stop a zerg... Then why make the feedback in the first place? It sounded like you wanted suggestions and/or discussion on potential solutions, but according to you there IS no solution possible
Obviously there are measures that can be taken to prevent stockpiling (such as you mentioned), but these will limit humans till the point where it's unfun.
So the mindboggling question here is how will the devs manage to find the balance without
A: Restricting humans too much
B: Making coordinated human zergs broken
Of course players can and will try to test the limits of what is permitted, but there will ALWAYS be an edge case to whatever rules the devs put in
It's not impossible with the right restrictions, obviously. Such as the one you mentioned, a zerg can't do much with drawbacks like that
like you won't see a clan in rust do much at all if they can only store 3 kits in their base
But solutions like these restrict the humans too much, so then comes another problem
Realistically speaking, how will they avoid both of these problems? broken or too restricted
it's a super super complex issue because humans in this game works in a way that is incomparable with how dinos work
Honestly, the Isle doesn't need humans
Normal humans, the ones who can use weapons. The mutated ones are actually a really cool addition
I think it's a really cool addition and I think the game can really benefit from them
Honestly, the horror I think will mostly come from the human perspective/gameplay. Creature features are a popular horror genre for a reason. They're an important part of gameplay in the sense that it will probably be a pretty big part of dino gameplay to hunt/kill human players, especially for carnivores.
Plus, human gameplay allows the developers to do a lot more with active lore - you can put information drops on computer terminals and notebooks and such that humans can easily interact with, but would be incredibly difficult to communicate to dinosaurs in the same way
it will either break the game or be successful while changing its audience completely
how will it "change the audience completely"
what, everyone who currently enjoys it is gonna leave because there's people now?
Because now it includes the human aspect of things. and guns.
That's going to bring an entirely new audience and probably overshadow the current one. I'm a firm believer of this game exploding if they manage to balance and finish humans
No, homie, I'm just theorizing that the new audiences might overshadow the current one
Large extreme changes to a game, obviously affects the audience - whether it's in a good or bad way, homie. Common sense
The real issue here is how the hell are they going to find a balance between
A - Humans being broken due to zergs
B- Humans being too restricted & not fun
honestly humans will be more fun if they are heavily restricted
that's how i'd see them as most enjoyable
they're supposed to be the horror mode
we already know they're going to be restricted but if they're so restricted that zergs (ecosystem killers) can't exist, it becomes 'too' restricted
what?
the human experience won't be so human if you can't do simple things like store & collect a bunch of loot etc
i mean... you have to collect that loot first and not die
inevitable, some groups of people will get very good at doing that
That's what I think too. Honestly, give them something to actually do (like explore why the AE labs were abandoned and what has happened since) and they could have an incredibly fun pvp horror/survival/investigation game
The problem comes with very good human players, that's where it's hard to balance it
ok and? They will be able to shelter themselves and inevitably become a very strong group
with the right players ofc
they're glass cannons, doesn't matter how frail rhey are
and there's going to be dinosaurs which are walking EMPs, and animals that will be able to break into these bases
You're underrestimating zergs
I don't even know what you mean by zerg so I guess so
I also underestimate Terrans I guess idk
zerg = laaarge number of humans coordinating in 1 group
You're so intelligent it's mindboggling!
Not as in 15 humans huddling up and walking around in the woods. More so playing the game properly
Occasionally roaming outside their base, collecting loot, return & store the said loot. repeat
it's inevitable they will get to a point where they can just ruin the ecosystem
They'd have to travel a great distance to get said loot, and that base is only so safe due to how generators work
And again, slower than stego
Also basically have to make it there before nightfall because humans are basically blind at night and easy pickings
Does not matter how difficult it is to get the loot. The good players will inevitably have a consistent way of doing it
It does matter because if it were easy then that'd be a problem, and if said consistent way of doing it is consistently risky, then I don't see the issue
Strategies inevitably will exist, as they have with every single game, I fail to see how that makes The Isle humans problematic
Adding humans is combining 2 completely different playstyles/games into one. both of which not being compatible with each other, therefore hard to balance
If the argument falls inherently on "humans will ruin the game because I think they will", it doesn't really hold much weight
that kind of strategy in this game will be an ecosystem killer
That's literally the definition of an asymmetric, and this game is no stranger to combining different playstyles, it's literally the basis of the entire game
If that's what you gather, you're just not reading
Based on what metric? You just saying it will kill the ecosystem doesn't make it true
Humans vs dinos in the isle is not equivalent to a normal asym game
The game has long since ceased to be a horror simulator where humans live with dinosaurs, humans are now nothing more than a meme part of the game. It's a game where you spend hours and hours, And I don't see any way a human with a fire guns fits into this.
Machine gun? What?
Mutated creatures are a good addition to the game
A zerg having a large amount of guns and kits in storage, and a consistent strategy of getting them (assuming there aren't restrictions to prevent that apart from it being hard to do)
Are you saying this is not an ecosystem-killing scenario?
Fire gun*
Fire gun????
If you just compared humans in the isle to normal asymm games, you're a troll
What
No asym game out there has one of the sides taking hours to grow
No, obviously not, but it has the same ideals of "two different playstyles at once"
Firearm, that shoots, you know? It exists in movies and games
Who the hell calls them fire guns
That's not what this is. It's not just a different playstyle, it's 2 completely different dimensions of gaming. It's combining 2 games into one
So put in preventative measures to stop this? Like all of this hinges on this working out exactly like this and the humans not getting obliterated with their 85HP
As you say, strategies will develop and zergs will get access to large amounts of gear as long as it's possible
You act like it's completely impossible to understand what a "fire gun" is man xd
And dinosaurs will develop their own strategies to kill/hunt humans
Unless the dinosaurs just aren't the strategising type for some reason
I assumed you were talking about a flamethrower
Because it's a gun that shoots fire
Fire gun
Guns = Weapon
Fire= fire
Firearms or fire guns, there is not much difference
If I wanted to say flamethrower would have said flamethrower, This one is different
I'm guessing as you said EU there may be a language barrier, because fire guns sounds awkward to native speakers (it's not a contraction we would normally make), and it gets interpreted as flame gun ie flamethrower or napalm cannon or similar when fire isn't being used as a verb
Anyway, point is, this entire idea hinges on
A: Humans having a completely safe way to obtain high-level weaponry (and ammo) easily and consistently
B: Humans having complete safety within structures that no dinosaur can penetrate, allowing them to consistently accrue said items in large stacks
C: Dinosaurs being incapable of formulating their own strategies via their unique tools to counter these humans strategies
D: Each human in this massive group having enough loot to comfortably share amongst themselves
E: No other human that just shoots down the other humans because he decides he also wants the loot but more
F: Humans not being inherently the most vulnerable creature in the game with poor speed, poor health, no mobility tools, forced first person, and a literal flash, sound and scent to whenever they use their best weapons
Which I feel all these things go against the idea of The Isle as a whole
Dude, it's not like it's impossible to understand what a "fire gun" is, Even though it's not very common or the "right" thing
I have never heard anyone refer to a gun as a "fire gun" so I naturally assumed you meant a flamethrower
No, it's not impossible, but most people who speak English will interpret it like @dusky surge did. A gun that shoots fire. Not a normal bullet gun
Sorry for the pings 😅
It doesn't matter that much. We understand what you mean now after clarifying that you mean firearm. It just sounds weird in English
Actually it would be cool if humans got other arms like a machete or a spear or something
Everyone comes here to talk. Whats with the no pinging fear in this community lol?
@near basin the devs have stated many times guns would be INCREDIBLY rare let alone the ammo LET ALONE STRONG ONES
already addressed this homie
Im not reading the 50+ messages in this chat
I would say maybe stop doom posting in suggestion
i'm not interacting with already brought up baits
Guns are so far out it’s not something to be concerned about yet
How can it be bait if I don’t know what was already discussed?
guns and humans are something that will change the entire game and alter the audience, it's important no matter how far awway we are from it
Yes but it’s not a balancing concern quite yet
More of a general discussion/suggestion
Tbh I fully agree with the concern around guns I just don’t see the point talking about it in balancing discuss at this time
A: It will obviously be hard to achieve guns & ammo, but it's inevitable that zergs will at some point get a hold of them in large numbers (unless held back by mechanics like mentioned by andi)
B: Nope. Dinos will likely penetrate their bases to some degree, but won't be a large problem for zergs.
C: Sure dinos can intercept humans that are out looking for loot. Not a problem for zergs
D: Yeah, zerg
E: Humans will definitely battle each other but again, zerg.
F: Doesn't matter, guns
It's a stupendously large concern as it will alter the audience as we know it, and change the game
Yes and humans are likely to be one of the very last or later things done, plus again not balancing at this time
Saying "zerg" or "gun" doesn't really seem to be a convincing argument. Just a buzzword
not very last, but later yeah
Never said very last specifically but certainly close
A large amount of players that have access to kits with guns is self explanatory
But they need to go out and get those guns
More players doesn't magically magnetise guns to your location
Actually it magnetizes more Dino players
Free food
Like think about stego run and realize humans will likely be slower
A single herrera/carno can entirely disrupt a large group of humans
Bro a carno could delete entire groups if they ain’t equipped with something high power
Your whole belief here is dependant on the devs making the humans so impractical that they can't even function
???
How would that be the case
Humans have advantages outside of guns which devs can (and should) work with
How?
Stealth due to proning, non-lethal deterrants/repellants, vehicles, so on
If you build humans only around the idea of guns, not only is that more boring and less scary, but it just isn't balanced
Humans will survive off stealth, communication beyond what dinosaurs can do, vehicles, bases, traps etc etc etc
Human gameplay similar to that of rust
I mean humans are only slightly taller than troodons they can hide pretty dam easy
I mean, Rust, except if the bears were 10x bigger, 10x smarter and 10x more common
Real
Also you can't even build your own bases like you can in Rust
I don’t see how humans would be impractical simply because they are slower than animals and need guns to hunt them?
You have to go between large swaths of dangerous terrain without proper security to get new loot or a new place to live
are you talking to yourself? that's not what i said
Like most Dino’s over 1T got hide comparable to rhinos so they’d be pretty set against anything short of hunting rifles and above
impractical in the sense of it being impossible to gather a large stash of loot in a zerg
You haven’t said anything so I created a talking point as I’m confused by your comment
How is that impractical?
Wanting guns and specific ammo to be rare and dangerous to go out and collect ?
Lol I have, but you dipped into this mid convo and now are acting surprised you're confused
Simply having40 people won’t make collecting easier
No, again you're talking to yourself
That's objectively false
More people easier to notice easier to kill
Not like you're moving in a large group of 40 people
Not like 40 people traveling around the map would go unnoticed
You're making up an incredibly smoothbrained scenario
Like if you’ve ever played rust you know when there is a Zerg it ain’t some big secret it’s very obvious
A zerg in this game isn't going to do that. It would be easier to collect loot in the sense of the group splitting up and collecting from different parts of the map
not 1 big group of meat walking around
Isn't the smoothbrained scenario putting in ALL this effort to get all these guns in one spot, shoot one raptor, then everyone can hear/smell you and knows exactly where you are and can decide to avoid you
That's never the situation I described, you're talking 2 yourself
In fact, show me where you got this from
Go refer to a message where you extracted this info from
Isn't that the EXACT situation you've been complaining about? People working together to collect a lot of loot then stockpiling it so they've got a lot of firepower?
Ya but your assuming people ain’t gonna start asking questions in channels about the abnormally large amount of human players
@viscid mica eventually huddling up the loot in their storages and now that they have access to it, can wipe hours of growth time with a click
"Humans will have bases, and ways to store equipment.
As they huddle up, with the power of numbers - they can gather A LOT of equipment.
What is going to happen when the game meets a challenge like this?
Would be a shame to grow an omniraptor for 1h30m just to your pack onetapped by python revolvers. "
Asking questions and creating a scenario to try and better understand wha you mean isn’t talking to ourselves
This necessitates the idea that guns are all one-taps on even the game's largest animals
I mean, how will they catch Dino’s?
They’ll be faster and have far more traversal capacity
And any smart player would know to avoid the 40 man team XD
the scenario of dozens of humans walking around in the same vicinity is something you yourself (and the other dude) proposed and described
that was not extracted from any of my messages and you @dusky surge still haven't showed me where you got that from lol
aim
again underrestimating the power of zergs and players who are familiar with aim
Zerg won’t be that strong without being in groups of AT MINIMUM 5
Average cod 2 player is not hitting a weaving omni let alone stuff that can run faster than most of their vehicles or any other option of escape
I mean to me it seems like you're the one hyping zergs up based on a playable you haven't actually played
The 40 zerg group won't be walking around all gathered in formation
They'll have a base, and be lethal by strategically using their resources
but you can just not go near that base if you hear nothing but repeated gunfire from it
And Dino’s will be able to strategically avoid them
Like no shot devs make vehicles so insanely op that they are that much faster than Dino’s and can easily catch them
you don't have to "try" or "Play" it in order to predict the outcome
Just like i don't have to play first person with omni in order to conclude that it shouldn't be in the game
Especially in forested areas
good thing they never have considered adding first person to omni lmao
having to stay kilometers away from a base is just proving my point to humans being too strong
Can I pause and quickly address that last statement why shouldn’t omni be in the game?
Using a 40 man team is your example is not very good
i was just showing you how ridiculous your sentence was
also was referring to the semi-first person that dondi proposed
if you let them acquire SO MUCH WEAPONRY that they get to make an exclusion zone, that's somewhat on everyone else for turning a blind eye
it wasn't even first person lol
Like what about 40 man Omni or 40 dilos or 40 ceras
which is why i said semi-first person buddy
that's not a thing
y'all are the ones that brought up "40", i was talking off of your own example
by "semi" you can obviously comprehend that it's not fully first person
i'll make it more pleasant for you to comprehend next time, include a screenshot even
if it's not first person, then it's not first person lol
there's no magic semi-first person
it's either first person or it isn't
fallacy, and unintelligent example
ceras and omnis have growth time, humans supposedly won't
40 where?
Actually I never mentioned zergs until it was brought up by you
This whole conversation is based on zerg. zerg does not mean 40 you actual specimen
because humans literally spawn in weaker than some juvis
How many is a Zerg
Zerg is a large group. Not a specific number.
@viscid mica go show me where i said 40 go on
Why are you stuck on 40?
Y'all said 40 not me, i just kept on w it
stop fixating on a random number brother
It’s a example number of what the MAJORITY OF PEOPLE would class as a Zerg
it's not a good look to devolve your argument to a single "gotcha" on an arbitrary number
You brought an example and I did the courtesy of going off of it lol
you both have now implied i said things that i didn't
anyway the number isn't important, 20 30 40 whatever this is about zergs
Aight im your mind pick a number of humans rn that you think would be too oppressive
it isn't important, exactly
it's not the number that's a problem, it's what they're capable of if not held back by mechanics
A troodon is capable of killing everything in the roaster if they got enough time and skill what’s your point
even a coordinated 5man can turn out super broken if they manage to get a hold of a very good stash
(despite it being hard)
unless of course, guns are unrealistically weak and an omni can tank 5 shots to the head
Why an omni?
I mean what 9mm finna really do?
ok homie, dilo
Depends on the weapon too
Ya like
how many times do you think you'll have to shoot a tiger's skull with a 9mm to kill it?
Calibre damage will scale with hitboxes and damage
At what range?
crazy
What kinda 9mm we talking pistol or smg?
It doesn't matter because these are all fictional depictions of animals, or flat out fictional animals
Guns can be balanced to any degree seen fit
ChatGPT lol
If we wanna get specific at 50m with a glock 17 you are not even gonna kill let alone consistently hit
Ah yes so THE PERFECT SHOT
Gen 2 aren't even going to be balanced around hunting/killing dinosaurs, they have a plethora of tools to avoid that in the first place, so I would assume their access to significantly lethal tools would represent that
because everyone is in faze clan out here
Do you really think a 9mm won't penetrate the skull if just hitting the tiger directly?
Yes
Sir this is a video game, the tiger will take as many bullets as the devs want it to take
again, this is why i'm discrediting you as you joined the conversation mid convo and know nothing
this is about competent coordinated zergs, not noobs
Brother 9mm from a pistol for example can’t even pen a elks skull over 50meters
his question i'm answering to was based off realism
I hunt trust me it takes a solid round to punch bone above point blank
are you comparing an elk's skull to a tiger's ?
Let alone land the shot
No im saying its weaker
Would you compare moose skull to a tiger?
Cuz there are videos of moose eating 9mm at point blank and shrugging it off no actual penetration
I brought up a tiger and now suddenly you're on about an elk
That's a moose not a tiger
I used a animal
One with significantly weaker bones
One I have experience with
Animals differentiate when it comes to thickness in thier skulls
Exactly
Does it matter? They're literally both animals, and he has experience hunting elk
It's literally a comparison based on experience
Yeah so your example there is mildly irrelevant
Bro Dino’s are reptilian in many ways they are gonna have way stronger hide and bones than most animals we know today
Use kamodo dragon as a example or even current crocodiles
And even then, realism aside, the game is a game. It'll be balanced around the idea of "hey this would be unfun if..."
And a tiger wasn’t?
True tho lol
Exactly
Yeah speaking of games
Adding humans to evrima is combining 2 different games into 1. and these 2 games are not compatible
and btw not comparable to asymms @dusky surge absolute virus of a comparison
I just used elk cuz I’ve hunted them and know what it takes to break them bones
this is not primal carnage
But they can be and are if done right
From what I have been seeing, the crux of the problem is that a large group of humans will be a serious threat to the ecosystem. Which yeah, will be true. However guns are LOUD and if you hear multiple heavy weapons being shot, you’re generally just going to avoid that area. Additionally, a large group of anything is going to be a major threat. 10 humans can grind for enough ammo to shred an apex and then just shoot it. But you can get 10 omnis, dilos, ceras, allos, diablos, stegos or pretty much any Dino with combat potential thats relatively easy to grow and do the same.
Absolutely comparable to asymms. Not traditional asymms, but 100% comparable. The entire game is built on asymmetry, that's why I like it
But I don't think you're a fan of any comparison that isn't your own so
I brought this up and he ignored it
yeah very true. Difference here though is that 10 omnis take hours to grow.
while a human can just respawn upon death, go to their base and retrieve a gun that their comrade has collected
Who said it’ll be that simple?
Nope not comparable, this ain't PC
We don’t know that stuff
Never said it was, you're the one who started bringing up PC
PC?
Primal Carnage
Ah
I'm not making a point out of pc, i'm just reminding you that the isle is a different game on the steam page. humans in this / = / asymm
it's like you're comparing ti to dbd
it's not as simple as "it'll be asymm"
This is inherently an asymmetric survival by metrics of different animals having vastly different playstyles and mechanics. It is not a traditional survival as in traditional survival, pretty much all players are on equal footing in terms of base stats
1 part of the game is growing things that take hours
the other part is a human that loots stuff
Humans add more to the asymmetry, but it's nothing this game hasn't already been doing
This
And you think looting for the guns will he that simple? I brought this concern and was shot down by the devs themselves noting that guns, ammo and all that jazz will be far harder to come across than expected plus like Dino not all guns are created equally
Also, at the end of the day, disabled human servers will inevitably exist, free of the hypothetical zerg
The same amount of time it takes to grow a Rex could very well be how long it takes to find a gun capable of even killing a Rex
Tbh I wouldn’t be surprised if a majority are free of humans
I'm personally excited for humans, me like the idea of the horror/proxy chat gameplay it provides
So long as dinos can hear humans talking I’m so down
I wish to hear them scream 
You can hear them, just not understand them
Fine by me, as long as I can hear when they get loud
Maybe give it a muffler/distorted effect?
It'll be static apparently. Like radio static
But audible
Lame
Who knows, maybe there'll be a mutation to understand them
We had a mutation to read human text at one point
Omg yes
Tbh I have a feeling playing humans will play a part in getting a chance at playing H types
Eh, idk about that
I do wanna see how they do strains in general tho
But how long did it take to get that gun? If it takes as much or more time to acquire a gun with ammo as it takes to grow a Dino of the same power, I don’t see an issue. Like make obtaining a small pistol for tiny tiers take like 30 minutes of running around finding parts and ammo to obtain. Make getting a shotgun for smalls take like an hour and a half. Obtaining an assault rifle (and especially enough ammo for it) capable of taking out some medium tiers take like 3 hours.
Also make guns easily destructible for dinos. Got bashed by a pachy? Guess parts of your gun are broken. Got swallowed by a Rex? Guess that gun is gone. Got mobbed by Troodons? Those rats stole your gun parts to make their nests.
From what I’ve heard from devs they did mention needing to build certain guns too
So some bigger guns might be in parts
underrestimating aim
how many hours worth of growth do you think an assault rifle and 2 mags is capable of
Over estimating aim gamers on mass are not that good
Tbh prolly a lot
But I doubt a AR and 2 full mags will be easy to get
Do you use aim labs?
No
Ya figures
Really depends on the weapon and it can be balanced around that fact. I just gave random weapons and time for the concept, it can be balanced around how strong that weapon is.
You use aim labs?
Yes sir I’m mid at best
Eh... if we say each bullet is like... 150-250 damage (2 body shots to kill omni, 1 headshot)... then a gun with that kind of damage and 2 bullets mag should require at least omni grow time level of grind to gather materials. And if your human gets killed, the gun is destroyed or despawned, and you have to re-grind for it. You can scale up from there. So if you want a 10 round mag, you should have to grind 4-5 times as long

Smoothb. And again, this is not about the masses. It's about competent zergs
zergs
That’s fair but like we’ve said a Zerg of anything is a mountain none can climb
you think no one will be able to make that zerg?
No I don’t think anyone could beat a Zerg of any Dino
Human it doesn’t matter what they are you get enough people you can kill anything
Like what you gonna do if a 30 man troodon group pulls up on you?
I can tell you now nothing we wiped that server that day
there will always be competent zergs. There are omni packs that I have no doubt could take down FG rexes. But I don't think you should balance a game around the 1% who min-max to perfection
humans with guns is not at all comparable to a competent omnipack in this context
How so?
this will be less common than large groups of humans
I mean there are literal gaming competitions to see who zergs the best and those competitors literally no life those games all day every day. But you don't see COD balanced around those super players
Hey just to remind you, just fyi, an omni is not comparable to a rifle
I doubt it
Well your doubt is irrelevant
And a rifle isn’t as multipurpose as a omni
And your “opinion” that human zergs would be more common is…
Plus a rifle isn’t limited by ammo a omni is only limited by time
omni can't do something until it's close to you
omni limited by distance rifle ain't
A rifle can only do so much if it can’t see all of you
So I could say they both our
Plus a rifle loses power the farther you are
You're right. A rifle can break or get lost or destroyed or run out of ammo which will require grinding to replace. An omni will always have attacks and can heal as long as it isn't killed outright
And when dealing with super sized reptiles lose of power is detrimental
a rifle can, in your example, kill an omni in 2 shots
Too be fair probably one of we talking proper hunting rifles I’ll give you that
That is true, but I already suggested ways to balance this. Limiting the number of rounds in a clip and forcing long reload times is one way to allow melee focused dinosaurs to close range, as is allowing dinosaurs to use stealth to close on noisy humans
Whst?
Simple fix skill training and leveling, you all gotta start somewhere and it adds farther progression to humans
a skill tree resetting on respawn, where you can't use a gun unless you unlocked a point?
A 306+ would absolutely delete a omni with a solid hit to the heart or head
Yes... but if the rifle is a hunting rifle with 2 barrels and no clip, you may kill 1 omni... but what about the rest of its pack. And you will need to grind to replace ammo you use, which is the human equivalent of "regrowing"
this isn't real life homie
Not use more like not skillfully use

I was giving you brownie points that guns would be strong but I guess I’ll go lay eggs alone
And yes I just made that statement into a Dino reference suck it
suck what?
Ngl a good balancing feature could be to put guns in a “wreaked” state if the human is eaten or left unloosed for long enough
<@&933486433342222376>
what
i come back and now we're getting mod pings huh
Scroll up a tiny bit
I said suck it and he tilted
Anyways
Everyone be polite
The only thing differentiating human play and dino play in terms of recuperating losses after a death would be that primarily humans can put in work up front and dinosaurs can't. But honestly... if a human player spent 3 hours grinding in advance to have a second weapon and ammo stashed in their base, and a dinosaur that took 3 hours to grow killed each other... That's still the same amount of time that both spent "growing"
They could easily do a experience system where reload speeds and such are affected by it
Scroll up and look at what I said ain’t no one doing anything
I saw
I think that could be neat, and an interesting parallel to the dinosaur mutation system, with similar rules in terms of respawn = start over on the skill tree
it was an inappropriate comment not fit for this server homie
Especially if human players unlike dinosaurs can't inherit skills
Please don’t ping me, if your gonna harass the mods over a completely irrelevant comment not even directed at you we don’t need to talk
Ya could force players to repeat doing things to get better at them
Funny part is that you're the one that decided to interact out of nowhere, and then said "i aint reading 50+ msgs" when you were told you took things out of context
homie
Better stability when shoot? Gotta shoot more
Better reload?
Keep doing that
Faster run more weight etc etc
As in, gotta shoot lots of times to get better damage from your firearms, gotta repair lots of times to become efficient at materials? Depends on how its implemented... some systems get kinda dumb on that (looking at you, hidden mut that forces you to jump 40 times before your second mut point unlocks to get stam reduction on jump)
if this resets upon respawning, it'll just be a chore
Not as much damage more so gun sway when aiming
I mean growing is too so it’s all equal trade for improvements
Was that changed? Cuz the jumping one definitely works differently now
I'm not sure. There was a hidden mutation that's useful on Herrera though where you need to jump so many times to unlock it the last time I played Herrera. It reduces stam cost of jumping, which dovetails nicely given Herrera do a LOT of jumping
I know I use it all the time on herra and even Omni or galli. As far as I know you need 50 jumps and when you do it doesn’t matter. You can even do it after you are full grown if you wait with skilling your last mutation.
It’s not slot 2 exclusive is what I mean
@compact cypress HT raptor solves most of those issues, it's incredibly stam efficient
a neutral pounce is almost 5x more stam efficient now, it's insane
@unreal crystal i tried to rework them can you read pls ?
Yes I saw that
I'm fine with that... I'm also fine if they remove it completely
Nah they are Good just needs rework or nerf
Really ruins one of key elements that makes this game stand out from similar competitors which is immersion
i agree with reworking them, i dislike the idea of removing options, i just dislike the way you've done it here
they're still meta, just with a different flavour
i do agree, my gastro is a bit too weak
i think my tact is fine
Why nobody likes it xd i think everybody wants dead mutations or meta mutations what a fun.
higher than 10% would be really bad imho
No %10 is nothing while fighting
well that's the idea
it shouldn't be good for fighting, that should not be what the mutations are for
i think a 20% stam regen is insanely strong
You cant regen stamina anyways while fighting ?
Noway xd its weaked
If you playing raptor and a dibble attack you you got 20%
If you are carno and dibble attacks you you got 10%
This is going to balance game
Like think about it you are a 1300kg carno and your opp is 1200 kg cera it would get 15% damage reduction this is too strong
congential granting damage resist at all is too strong
it doesnt matter how high it is
Then remove it :D
It doesn't always happen as we wish. If the game's producers want to bring this kind of myth, there is nothing to do. We just need to help the balancers.
I rework it what are you talking about
İ change it
Read that again
Gastronomic Regeneration
Eating restores a small amount of health Removed
Rework: the fuller you are, the faster you regenerate health.
Hunger 0%-100%
Healt regen +0%- 35%
this prevents health regeneration during war
it is no longer a mutation that works during war
im fine with that, that's a genuinely good approach
also i think 35% is a very good number, i very much underdid it in my suggestion
Personally I wouldn't complain if congenital gets removed as long as gastro,tactile etc are removed aswell
Guys share your ideas
Why not just get rid of the entire concept
Ehhh
Remove all combat related mutations, and instead just add more survival ones
He's got good ideas, I think it's unfair to say get rid of the entire concept
Read that pls
We also have so little survival muts
Rewarding you for keeping your stomach full is inherently far more survival oriented
100%
We need like 10-15 more
Nope this idea is Good just too strong
Fighting is a survival
Idc, combat mutations create a hard meta
Survival can include fighting but all matchups should be skill reliant and punish bad habits
I like this ... you should feel like you are winning everytime you stay alive
No, you're just trying to shift the blame for dying all the time.
Xd
Great argument
I am shifting the blame for thinking that it’s cringe speed mutations are a must pick
Just NERF strong ones and all is ok
And that creates a hard meta, thank you for proving my point
I killed all speed mutations ?
Also combat ones
Your tactile and prey drive are pretty bad
Idm some of them
But there’s still some stinkers that are better off gone
Or getting something completely different in their place
Whats the "bad" can you say and i fix ?
Combat oriented mutations are just a defunct concept. All health, speed, stamina or damage oriented buffs are bad because then you’re forced into taking them to stand a chance
Sure
Mate this game is a surviving game not a walking in a forest as a dinasour simulator
Hypoalgesia still giving extra defense, tactile still giving stamina for getting hit, prey drive giving extra damage
And I agree
Doesn’t mean that there should be mutations that give you an unwarranted advantage over an opponent just because you picked them because then you create a meta
Lets talk about tactical
Can you gain stamina while lower than 40% of stamina you have ?
Naturally?
Nope
You can’t while trotting afaik
While walking
Maybe walking yeah
You should know how to manage your stamina!
You cant do that while fighting!!!
Jesus christ
Exactly, you can’t regen it while fighting
So you gotta make sure it is properly managed
Yes and this makes Mine tactical is only for after fight
Well
Right
I disagree
Why
Because I’m a hater
Mate i am tryin to make game better i know you want this too
Lets just help me with that okay ?
Hello
I prefer being the inquisition of bad takes
Devs also know what to do with their game and they’re probably working on something mutation related already
god I hope so
they are actually, they mentioned it
I hope so
praying it's not just dedicated slots
they already did that, it didn't work
I hope they are reading our feedbacks
They already said they do
I think Ptera would be alot better with grab ability(0.5 its bodyweight). Also, maybe increase the weight to 60Kg.
I just imagine grabbing unaware juvis then dropping them from the sky in a safe to eat spot would be so much fun
No, no, no,
And no
Full stop
There’s so much cool stuff you could do with ptera and they likely will
Rather than just an eagle pterosaur all over again
Like?
Save that stuff for Quetz, ptera should be its own thing
Yes I'm sure our grandchildren will have alot of fun with Quetz but what about us?
not this doomposting again
quetz isn't that far away
Well hope you are right Quetz would be really fun
I can pretty easily see it in 26/27
isnt quetz higher on the list?
A very terrestrial fisher, who specialized potentially in poking and cc, who also can use short flight in combat for dodges and quick reposition, similar to how crows hunt some land animals
ya here
Hmm interesting I wasn't aware they are planning this that's cool
👍
Not exactly that
this is pretty interesting
I was throwing ideas, but they 100% said they want to make it an efficient land animal who no longer gets rolled by everyone
So maybe it could go and take on a troo or a pair of them could give trouble to a dryo, land herra or larger juveniles while on land
Not this year. Next year not Tho. At least 2 year
I said 2026 2027
Yes this would be amazing really looking forward to this
I hope
Depends on how they execute it
But honestly quetz sounds far better designed than deino already
If it is not gambling for people or isn’t countered by stupid strategies
Imagine snatching a herra from the tree or cliff edge as a Quetz lol... this game has so much potential
Ngl I totally see that
Idk what will quetzals abilty but i think quetzal have do to a lot of damage cause of its big beak
I wouldn't want it to be something than can fight on land (maybe defend itself for a short period of time on land against a solo omni).
I think something that can ambush from the sky is what the ecosystem needs
Accelerated Prey Drive (Carnivore)
Deal more damage to animals with low health
Value: 10%
100%hp to 20%hp 2.5%dam. to 10%dam
Cellular Regeneration
Recovers health slightly faster
Value: 15% X
5%
15% while sitting
Congenital Hypoalgesia
Reduce incoming damage when fighting larger species
Value: 15% X
Rework: The more your opponent weighs, the less damage you take.
10%more weight to 400%
damage reduce 5%-12.5
Hydro-regenerative
Recover health faster during rainy weather
Value: 25% X
25% in rainy weather
30% in stormy weather
nocturnal
Faster health/locked health recover and higher move speed at night
Value: 5%
speed buff removed
+15% stamina regeneration speed
When running in the evening, footstep sounds decrease by 35%
Photosynthetic Tissue
Faster health/locked health recovery and higher move speed during the day
Value: 5%
speed buff removed
+12.5% stamina recovery speed
reabsorption
Recover a small amount of water during the rainy weather or while swimming in drinkable water
Value: 1 X
Rework: As long as it rains, your thirst won't decrease
Tactile Endurance (Herbivore)
Convert incoming damage to stamina
Lower heal more stamina regen
hp 100% to 1%
stamina regen +1% -30%
Gastronomic Regeneration
Eating restores a small amount of health Removed
Rework: the fuller you are, the faster you regenerate health.
Hunger 0%-100%
Healt regen +0%- 20%
Instead of just putting emojis, can't you share your ideas as well? This way I can fix it.
For reabsorption just make it so that it halts water drain instead of restoring it
If you actually want to increase water you should have to drink
For tactile... I haven't thought about it enough to see if it is a good idea or not - it could still be broken. But an idea I had is what if it reduces stamina drain when grappled?
That could potentially still be broken as it's still very much a combat mutation that affects grappling play though
Ideally it should just be removed
while fighting, your stamina probably drops below 40%, right?
and if you don't sit down while your stamina is at this level, it doesn't regenerate
which makes stamina regeneration only available after combat, so tactical endurance is no longer a combat mutation
Eh... That's heavily dependent on the dinosaur, as well as assuming players can't conserve stamina or take breaks from combat. It's very normal for group members to guard others against a rock while they sit and heal
Honestly I'd prefer getting rid of tactile, and keeping the stamina regen idea of photo and nocturnal
we can't do anything to change this
Me too
Agreed. But if we're assuming that mutations can be changed, then they should be designed for the way players actually play. And players actually camp rocks and guard so their friend can sit down in combat to heal bleed and stamina
Otherwise we just replaced a meta mutation with another meta mutation
So what if it only gets stamina regeneration while it's bleeding? This way, the bleeding will stop while it's sitting, so the stamina regeneration will also stop
That still is kinda broken because bleed is already tied to stamina regen
Only after taking damage for a 30 second?
During 30 sec
Stamina regen lasts 30 second after damage
This will work :D
I mean getting rid out of a mutation is kinda sad for its developers
Then it is abusable by picking a small bleeder to keep bleed/damage on without doing real damage
Every time you lose 10% health you gain stamina regen for 15 seconds.
It is... But getting rid of a mutation makes room for other mutations! Like imagine mutations that allow a teno to dive and eat aquatic plants? There are other ideas that affect gameplay in more interesting ways without being unfair in combat
No i dont want to see diver teno while playing beipi
This is just og tactile with modified numbers... Tactile I think just really doesn't work. Herbi attack stam costs should just be adjusted so that they're viable without requiring a mutation
Why?
Developer have to do ankther animation for that
Extra work means extra time
Extra time means no REX and allo :D
Other mutation ideas ok for you ?
Like i tried to change near 10
All of them are ok ?
A lot of them seem OP/META still, but I'd have to sit on it to try to think of something that would work better. I mentioned the ones I had specific ideas for
Whic ones bad ?
@topaz elm I don't agree. There's already a mechanic for reduced damage when hitting the tail and making it more likely for some than for others is kind of pointless even if it's realistic.
The current damage system is fine, the real problem is the desync
The 25% damage reduction doesn’t really make sense when there isn’t anything to hit there
a stego tail swing is still doing what 750 damage to Omni, pachy and troodon even if they touch the tip of the tail
It just feels a little unfair when things can hit the tip of your tail and still do so much damage
One of the reasons carno’s charge is so annoying to deal with too
Isn't the tip something like 10% or even less of the damage?
It's not a 25% reduction, it's more than 80%
What happens is that the server usually records hits in the body because of desync
25% might be on the base of the tail or some such
I mean... Rex has something like 900 animations? I don't think adding a subset for teno would be catastrophic for their workload. Also, they don't need to stop everything they're currently working on to add teno dive. They can work on it after rex and allo are released. Plus, there are other existing dinos with work being put into missing mechanics (ptera/hypsi/dryo)
25% reduction is base of tail; tail tip is much higher reduction. I don't know the percentage, but I know an Omni (450 HP) can survive a stego swing (1000 DMG) on a true tail tip hit, so it's at LEAST >50% reduction
But yeah... It's usually desynchronization. The server thinks you're closer to the enemy than what is displayed locally on your screen, so the server's hit calculations determine it's a body hit and do damage calculations accordingly (no damage reduction), all while locally it appears like it's a tail tip hit that didn't get any damage reduction
Yea but given the mutations that are currently in the game I doubt we would get anything cool like that.
Reg stego swing deals 1200, power swing deals 1800
Was that changed at some point? Last time I survived a stego hit where I was an Omni was a while ago
you can still tank it to the tail tip (its like 10% damage so only 180 even with power swing), just that your numbers were slightly off👍
@near basin , just dont try to peck a group of omnis> and if one omni pounces on u u can just fly off wiht hte omni yk?
2 omnis can sneak up on you
the second part tho, yeah if it's able to
Id say that quetz should take longer to grow for its weight than other dinosaurs because it can fly out of range of most other creatures.
Yea so mayve either rest in open spaces ore somewhere where omnis cant reach u.
Kinda like how Herrera for a while was relatively slow growing for its size because again, it is out of reach of most of the roster most of the time
And yeah - if you allow a pair of omnis to sneak close enough to pin you, that's kinda the definition of a skill issue. Nothing should be able to get away with major lapses in situational awareness like letting deadly predators get an ambush on you
Quetz isn't going to be on top of a mountain 24/7 you absolute genius
It's going to land occasionally to hunt juvies etc
That's the same as saying if you're a stego and allow 8 omnis to "sneak up on you", it'a a skill issue
No it's not a skill issue, it's something that is inevitable if omnis see you
at the right time ofc
Quetz is a 5 meter tall giant, people will see it from a mile away as it stands up on ground.
Let alone seeing it whoosh in the sky and land somewhere
That's not equivalent because stego is slower than Omni and therefore is forced to let Omni control the encounter, and because quetzal can literally fly and therefore it can choose to entirely avoid combat with omnis if it wants.
@near basin why is it a bad thing to let quetz get pinned by 2 omnis?
You def right
No different than a Herrera choosing not to climb a tree when it sees omnis coming is a skill issue.
Like i mean i am 75kg and i can Carry a 100 kg Man in my shoulder.
4 handed dinos like trike or dibble should be able to carry their 1.5x weights tbh
Same as quetzal
It becomes badder the more time it takes to grow
if quetz takes 2h, then sure let it get pinned by 2 omnis
you think quetz will be faster than omni on ground?
Maks 24 km
This is not about running quetzal needs to Hunt too
Except the fact that there are a plethora of scenarios where the herra can't see the omnis
& the quetz
There are several ways for omnis to disguise themselves, which makes it inevitable for them to catch up to the quetz in many scenarios
therefore 2 shouldn't be enough to pin 1, depending on the growth time of quetz
It's extremely equivalent
Quetz is slower than omni too, unless it takes off. Some scenarios will make it inevitable for omnis to catch up to the quetz before it's able to take off, so should 2 omnis really be enough if the growth time is 4+ hours?
They will think about something. Realistically it’s gonna weigh less than 900kg for sure so it will either be able to escape raptors or have a special interaction with them. Whichever it is I doubt it’s something they won’t consider
Supposedly, it'll be able to fly off with a galli, and if we assume the one in the concept art is an adult (gallis weigh 425kg), that would mean quetz would have to weigh around 850kg, which is heavier than an adult dilophosaurus by over 100kg.
But if it does weigh less than 850, it stands to reason that The Isle's quetz might have a higher weight threshold than the standard value (50%) to be able to carry animals away.
I go back to the herrera example. It is the responsibility of the Herrera to make sure it knows where threats to it are when it is on the ground. If it fails at that, then yes, it will be killed by omnis because it didn't identify the danger in time. If it notices them and escapes to a tree, it lives. That's the definition of a skill issue. I've never died to a dino on Herrera that I didn't see that wasn't my own fault for not noticing them.
The same is true for quetz, except instead of trees for safety it should be flying. Quetz though will likely have an easier time seeing predators approaching due to the higher vantage point of its camera
I also think they will make it heavier than it actually was but they won’t go above 1 ton I would assume. It’s definitely gonna be hard to hit effectively for small creatures aswell and probably take reduced dmg on wings so it doesn’t die fast to normal dmg
If you fly above ground, and land somewhere where you can't see anything but a juvie in sight - and 2 omnis suddenly emerge from inside a bush that you COULD not have noticed, that's not a skill issue. This is your fallacy, I already explained it to you
There are scenarios with omnis that can't be blamed on the quetz itself
Sure. I kinda imagine quetzal as almost an amphibious creature though - spending just as much time in the air as on the ground. Based on the concept art I wouldn't be surprised if quetzal ambushes from the sky - swooping down from above, snatching something in a devastating blow, and then popping right back into the air to avoid becoming prey itself
Again... Much like herrera
Pounce from above, followed by mad scramble to safety to avoid retribution from the dead player's packmates
nope. a herra is in the tree and has been in that area for a long time, it got to that tree by terrestrial means.
a quetz travels in a completely different way, which makes it easier to ambush
Bushes make a lot of noise now though when players hide in them, and also you REALLY shouldn't land right next to a bush you aren't 100% sure is empty. I've been ambushed by carnos from bushes back in Spiro (1800 carno) because I stopped right next to a bush I didn't know was empty, and yeah I died, but it was my fault for standing close enough to a bush to be ambushed
Okay this should be easier
Are you saying that there are 0 possible scenarios where a quetz is unable to trump an omni ambush, without it being a skill issue?
emphasis on 0
I am saying that there are zero possible scenarios where a quetzal is unable to avoid an Omni ambush by playing smart. All omni ambush encounters are avoidable if the quetzal doesn't do something stupid.
Defining stupid here as walking into a confined space or not properly conserving stamina so that it can't take off, not keeping an eagle eye on your surroundings to see when the aforementioned omnis are sneaking bush to bush to close range, trusting that apparently abandoned bodies next to bushes or river banks are not traps, and assuming a bush you haven't observed for a while is guaranteed empty
Essentially, if the quetzal doesn't put itself into a bad situation, the onnis really shouldn't have much chance to catch it.
Cool. Anyway, as you know, the devs don't balance things around the 1% of top players, and should not
More often than not, like overwhelmingly more often than not, players will not be as cautious as you describe in the entirety of their 6 or so hours of life
every single second
So should 2 omnis body a quetz? I don't know, depends on how long quetz takes to grow
Yes... And they'll die occasionally because of it. Just like Herreras and most other animals on the roster when they mess up
I'm not sure about this either, actually. I don't think quetzal should be as long of a grow as apexes or even pseudo apexes like deino or stego for sure
yeah i don't either but if itt akes something like 2h, it grows stupidly fast
in terms of how big it looks
But say we ballpark it and say quetz = 2x Omni weight. Because it can fly, it should probably be more than 2x Omni growth, but probably not 3x Omni growth
@near basin out of curiosity, can you recall off the top of your head what weight and grow time is for Herrera and ptera?
Quetzal will probably be a terrible playable character precisely because of this issue
And, well, seeing the current state of the ptera, the quetzal will have horrible stamina and a much longer growth time for its weight
The best way is to see how it will be when it is released, but I really have no hope of it being good and fair both to itself and to others
You cannot carry a 100 kg man in your mouth and fly away supporting that weight, mister
It's utterly nonsensical to allow quetz to carry anything above 100kg
I'm assuming quetz will be around 500-600kg but even that is a big overestimation because it's extremely difficult to fly with such a heavy body (it's bone structure is hollow and as lightweight as possible to support flight).
Whatever weight you think quetz should be carrying, imagine that the only thing supporting it is a long narrow beak and a slender weak neck
I'm pretty sure quetz will be oneshotting things that are small enough to be carried anyway
Anything alive could wriggle out easily
@trail hawk It kind of works like you describe already, just look at trike. Proper tank, does less damage than stego. Stego is less of a tank, thus it does more damage instead.
The thing is that I don't see that IG. I really don't know the stats of those two, but I've killed 2 trikes this afternoon and had 0 chance with 2 diferent stego encounters. The 2 with diferent strategys.
1st was with a cera, landing a lot of fully charged bites, I had to retreat because it was a lost cause.
2nd was with a pack of omnis, bleeding him out for 1 and a half hours without a minute for the stego to rest. Nothing.
As I said, I don't really know ig Trike or Stego is more tankier than the other, but one is manageable to kill and the other is plain imposible from my experience
Well, stego has 6K weight/health, trike has 9,5(?), well, 9+ weight/hp. Stego has a x2 head multiplier, most other things have 1.5, trike has, well I'm not sure, but it's lower than that I'm pretty sure, due to the frill. On top of that, it may be able to decrease that multiplier further with the spar/block, if it has that, like dibble can. And trike "only" does 600 damage (but can do a lot more if it follows up a knockdown with the thrash attack, which does a lot of damage to a downed opponent).
It is possible that trike players are still not very good, due to the playable being new, and HT not always being populated. Whereas now, most stegos you're likely to meet, will be good ones, the ones that play stego because they enjoy the playable
Trike is also more vunerable to flanking attacks and such, unlike stego, whereas stego is more vunerable to things that can take the hit and hit back, as can be seen with dibbles fighting stegos (that and them stunning stego, and then trike just knocking it down)
Idk man, maybe it's that, but so far any stegoI encounter have the lifepool of a god.
As I said. It takes that long to bleed out one? Im not exaggerating when in say that I've been one and a half hours bleeding one with a pack of omnis
No that seems reasonable, it's just that well, now try that with trike and it'll take even longer, with an additional 3K blood pool
Lol, nice to know
@near basin honestly to me if you let yourself get pinned by 2 Omnis as a quetz that’s a skill issue
they could just make it possible for quetz to pick things up heavier than it
there's zero rule saying it can't do that
I wonder how heavy it will be if the dev just simply add numer to it
you still gonna exchange some hits it it hunt on land
I would say a damage reduction like dibble's sparring stance
if it got only like 200-400 hp it is not likely worth spend all that time raising a Quetz imo
If it can fly at 120km/hr, I'd say it is
It has the best defense of any apex, not being hittable
it doesn't need HP
unless it can peck stuff like ptera in mid air which I don't think its gonna happen
the risk is going to be so high that quetz will end up just trying to peck some boar on land
it is not an eagle more like and giant herron or Secretary-bird
Where did i say mouth ?
@azure turret concept is good, but those specific changes will just kill dilo
Dilo's base stats are pretty fine, maybe a bite nerf, but reducing it to 500kg AND reducing bite speed just makes it omni fodder, it already has a relatively fair matchup (minus op clone spam) but reducing its hp and damage output by that much just makes omni able to literally face tank it: tank 1-2 bites, pounce its side since it can't turn as fast (especially if you can get it to alt bite), do damage pounce (it has to buck you off since its forced to walk and thus cant scrape), repeat once, and that dilo dies. At least currently it takes 3 pounces to kill, so omni can't just face tank.
Making dilo's clones act based on calls also just makes it even more unintuitive, and much easier to track, especially without footsteps. Also, couldnt you just spawn like 10 clones over the fight and later just send all of them at the target at once to guarantee damage and make it even less interactive? Also making its venom ONLY available at night just makes the dino flat out unviable during the day, because venom is like half of its kit, thats like saying omni can't pounce during the night.
Dilo's issue is that its clones are op since the damage is insane and unavoidable. All dilo needs would be a clone damage nerf, a slower clone recharge but bite=recharge, clones are able to be hit and destroyed BEFORE they deal damage, venom should heal faster, and/or potentially a slight bite damage nerf.
@azure turret I think a good mechanic would be to increase the cooldown for the clones to be cast from 8 to 30, reduce the time the poison remains on the target (as it lasts up to 10 minutes), but make Dilo recover 1 clone bar whenever he hits a bite on the body or head
This would make Dilo forcibly more aggressive, but it also wouldn't make him weak
thats basically what he said in the #general-feedback portion, but then also hit dilo with 5 other nerfs that will just gut it worse than pachy
I don't think Dilo needs exaggerated nerfs like he said, it's just his venom that's poorly done
yeah I agree, the venom is just too strong and needs some limiters
Dilo is basically the easy mode of The Isle xd
Honestly gotta give that to stego. Thing gets strong enough to 1-shot pretty much the whole current roster minus Diablo in like an hour and a half.
Well, stego is at least slow
Dilo is the second fastest
@near basin flight, quetz will be fine because of flight. It will be very good at bullying very small things and it’s greatest counter will be trees so I think it’ll be fine
@azure turret all removing damage from clones does is nuke dilos effectiveness in combat it’s really not hard to tell the difference between a player and Ai. Yes dilo is over tuned no the clones doing damage is not the problem
Clone per bite is must to do
Otherwise Dilo play style be same as sniper play style
That's exactly my point
Quetz isn't a human being that it can carry stuff on its shoulder not does it have arms to carry out such a task
You can barely carry an apple in your mouth.
Quetz' beak and neck can't support anything more than a tiny baby
and this is a game where carno's neck would realistically break if it did the ram, yet it doesn't
yah i dont know why quetz needs to have that taken into account when we have tree lizard falling from the world trade center
and just brushing it off
its so weird that realism gets brought up with quetz specifically
like it doesn't HAVE to be 2x the weight of a galli to pick it up, that rule has no reason to apply to it
Honestly there’s so many ways to balance quetz, I think we just have to wait and see what type of power budget and kit they give to it, and then go from there. If you make it op, ofc it’s gonna be op. If you make it too weak, ofc it’s gonna be too weak.
fair
the only thing i strongly disagree with is making it like 250kg, it would so weird if you could kill it with just one teno kick, or launch it flying into space LOL, it’ll look goofy
unless they give it stability modifier, but even then killing it with one charge bite or one kick would be so weird and unrealistic in a bad way
and i also want it to be mostly terrestrial, capable of defending itself on land and using its flight mechanic only to escape or hunt
@near basin imma be real with you and throw a truthnuke
if quetz gets pinned it is a genuine skill issue
also no need to make it tanky. It's much easier to balance than you'd think
Maybe nerf Teno's stun on his back kick a bit? Been killed way too many times just because I (and I've seen others players can't move) can't move after standing up mind you. Only to get knocked down again. In my opion, if teno or any other herbivore gets an instant knockdown, so should other carnivores (like carno for example: get back their knockdown on hit, not distance) to make it fair when fighting (especially against mix packs, as much as we all hate them).
the game is asymmetrically balanced
no carnivore should get instant knockdown unless it's actually a thing in their design
rex will probably get it
it's like saying more herbivores should do high bleed because basically all carnivores do bleed with their attacks
idk man, i dont see it
we dont have a herbivore with venom, or a flying herbivore, or a diving herbivore (yet)
also herrera has "instant" knockdown
To be fair, teno had had its knockdown since it's coming into the game. Carno had the weight, it had the knockdwn, then it got removed :/. It just sucks growing on a server, only to get stun locked and die when your 89% grown. And you can't take a kick to the face 😦
and it's totally fair there in case you are not nuked in the first hit
why were you so close to a teno?
you never fight those as a carno unless there's 2-3 of you
Because I was trying to knockdown a teno with my charge, thiught i ahd the distance> But judt went dead stop on a young looking one when trying to save a guy i met up with'
it got removed for good reason. A creature with that level of speed and weight also possessing an easy, forward-facing knockdown tool FAR exceeds the more defensively geared knockdowns behind kicks, slams and so on. Pachy's ram was nerfed for very similar reasons when it comes to its stuns and knockdowns
Mind you, we were fighting gallis and a maia trying to get away when it happende
true, but i would rather that, than what it is now. I took on two pachys as a solo carno before those changes were in place
you literally can't knock them, stun at 60m is the maximum
you can knockdown like 60% of your weight
around that
also carno has a stun recovery problem in the live branch where you can actually get chain stunned
obviously unintended and not teno's fault
getting knocked down to get up but can't move, only to get knocked down again and killed sucks. Regardless if you think dinos should have that ability or not. There should at least be a chance for someone to run away if they are beat.
what I just said already answers this
what you suffer with carno is unintended
Yeha that sucks then
and I think it got addressed in the HT
thought it was intentional for the longest time 😛
thank god if it did
Been playing on Petits Pieds server with low (and I mean low) AI, was hunting some gallis. Only for a young maia, which I could have teken solo, and two tenos to nab me like they did. Just sucks. I really do hope they fix that issue in the ne update, I didn't realise that it was an issue. But I've lost a lot of full grown carnos to this issue and I got mad enough to complian about it now 😛
the server pop is 340 btw
It's much more active and immersive than regular servers if I'm honest, but it is very hard to grow :)\
Honestly this "issue" just feels really unfair. I'm venting now because I didn't realise it was an isue for the longest time..... Damn that's rough
the monkey paw curls
Also, one other question too i guess. When is Carno's diet gonna be upgrade. Cause right now it sucks with the current roster XD
carno went from bully to bullied (still like a B tier in the live branch)
🤔 don't this so
as more playables get added
very true
used to be my main back on spiro, man that was fun. A nd i joined after all the changes lol
👍
It might. Nothing stating it has been fixed though
Damn, I really hope that is the case. Cause it really sucks dying to that after you put all that work in :/
Hopefully yeah. I still think it might be possible. Nothing has changed from what I could tell
Should be Omni size
Na
More like troodon sized prolly abit bigger
Closer to dryo size
I think 150-250 is pretty good
can’t picture dryo being bigger than it
my guy its an oviraptor
I can, by at least 15%
it should be nowhere near omni sized but i’d prefer it to be slightly bigger than a dryo
isn't oviraptor only a 50~kg creature?
I think bucking should be reworked entirely and, yes, with its current state, my dilo would suffer against Omni, especially a pack. The reason for reducing Dilo’s weight is.. pachy mostly. Also to severely reduce its facetanking capacity. The bite speed reduction is less of a nerf, more just making it like everybody else. It is INSANELY fast for no reason. Another thing I didn’t mention—500kg dilo should have the ability to jump! The calls being used to instruct clones was intended to bring more options for the dilo to use to confuse prey but also more opportunities for prey to use their ears rather than their eyes to locate the true dilo. I propose that everytime the dilo calls, the clones call as well so it’s not so easy for the latter. The clones making no footstep audio is what will be key in finding the real dilo. As for sending a hundred of them in to attack, first of all, you’d need to land 100 bites. Remember that you only earn a charge after landing a bite. Making venom unusable during the day does not make dilo unviable. That’s where the ability to scavenge comes in. If not making all of the venom unusable, at least the clones wouldn’t be. The fog could stay. The intention is that dilos are more vulnerable out of their element, and are much more likely to run (using that incredibly fast and very viable speed) or hide out in caves or dens during the day, feeding off of scavenged remains until night falls and they can turn the tables. Even if Omni couldn’t pounce during the night, it’s still completely viable, it just has to change its strategy, which is exactly what i want to see from dilo.
Dilo can't facetank against Pachy
At least against a pachy that knows how to use the skill no
I know, but it is extremely difficult to fight 1 or more dilos as a pachy. Clones are a death sentence and if you miss a single attack then yea it pretty much can facetank you
This is more of a problem with pachy, but also with the clones being Op
Right. I did cover a Pachy rework in the past and I think the clones being op issue is solved in my case
Pachy selfstun should be dramatically reduced or removed, especially when you miss
I think a self stun on the ram is ok, as long as when a creature is fractured it is stunned. And pachy needs a second option to deal fracture damage (less than the ram) that doesn’t stun the pachy and can be used on the move
Pachy being able to use alt attack while running would be nice. It doesn't cause fractures, but it allows for combos
A secondary attack that isn’t the alt that could be used while running is better imo, especially since it could do fracture damage. The alt attack I think should have higher damage and be best used for a target that’s already knocked over
This might be good. I really wouldn't mind if the lmb attack was changed, it's pretty much useless
Quite literally, unless the pachy runs off after every ram or gets head fracture at the start, it dies to dilo face tanking it.
Balancing dilo around pachy is a bad idea because pachy is actively a horrible playable atm whose only good ability is leg fracture. Dilo doesn’t need nerfs, pachy needs buffs. Same with the bite speed, I think Omni could just use a bite speed increase, not nerfing dilo. This mainly because I would much rather the smalls actually all feel good to play, rather than all feeling equally terrible.
While yes it would need to land 10 bites to send shadow clone army, that still effectively doubles dilo’s damage. So its advantage state is still equally as oppressive as now, but without the stats it has lost, it’s in a MUCH worse spot when it’s at a disadvantage. Especially since the clones are hittable, using them to double damage in a burst is genuinely the best option. And that’s if any of this works. Dilo clones have already been notoriously unreliable due to buggy ai, making them this complex would likely not work tbh.
Just giving them the ability to scavenge and hide during the day sounds like a horrible idea because that basically means “log out during the day, you won’t be able to play the game”. Dilo is already MUCH more scary at night due to applying venom faster and that venom lasting longer. All this change does is make dilo flip between fodder and a regular Dino depending on the time of day, which just makes dilo pain to play due to being incredibly inconsistent (which is bad if you’re playing a game about long term survival).
Again all of the concepts are good, but the execution just leaves dilo with just as bad balance as pachy, if not worse.
Pachy manages to stunlock Dilo
The cooldown to knockdown others again is much shorter for pachy
I genuinely tested it recently, no it can’t. You have to ram, back away during the stun immunity, ram again. Even with a head fracture on the first hit, a dilo brings a pachy down to red while just facing and biting.
Pachy ram needs 6 rams to kill a dilo, dilo needs to land 6 bites to kill a pachy. And dilo can bite a lot faster than pachy can ram, even with stuns. If pachy rams the dilo while it’s down, the dilo can land 3-4 bites before the pachy gets a 3rd ram to knockdown due to pachy’s attack lock, self stun, and time to charge a ram and dilo’s stun immunity.
And the pachy still is guaranteed to die after bc clones.
Just use it at the right time, Pachy recovers from selfstun before Dilo gets up
And you also don't need to hold the rmb, just click and it knockdown dilo
And pachy does way more damage with rmb than you think, it's not 6 rmb to kill a Dilo
It’s not really balanced around pachy, it just is given a better matchup against pachy as a result of the change. It’s balanced around not being able to facetank anymore. If you want to not have 100 dilo clones being sent after a single target then maybe there could be a maximum to how many charges you can have at once. Saying that the reason clones shouldn’t be made more interactive due to buggy ai isn’t very progressive. Not working properly doesn’t mean that it should be held back from becoming something better.. I understand that it’d be harder to pull off, but it isn’t out of the range of possibility and it brings a much needed change to “spam rmb”. With the daytime idea: dilo is not unviable without venom. It is incredibly fast and has a pretty high bite force, it is more than capable of defending itself and running from things it shouldn’t fight. If it’s a better idea to log during the day than so be it. Plenty of creatures who have terrible night vision log during the night for the sole reason that they are at an extreme disadvantage. The issue right now is that there is no dynamicism between fighting a dilo in its element vs out of it. It’s just slightly harder. Dilos should fear the day and everything else should fear the dilo at night. I understand the concern but I genuinely feel like this could work perfectly with minor tweaks.
Take raptor for example: it’s much easier to fight in a forest than in a field because Omni is out of its element in areas with many obstacles. In a forest Omni is quite literally robbed of the choice to pounce due to how many trees there are to knock it off. Does this make Omni unviable? No. The Omni can change his strategy or find better luck elsewhere
Go test it, I quite literally tested this exact matchup less than a week ago, ram deals 125, alt deals 65. Meanwhile dilo deals 85 a bite.
The difference is, Omni can choose to hunt in the plains and avoid forests no matter the time of day. dilo just doesn’t get to play the game half the time because of something out of its control.
Like I said.. they can very much still play the game. Just differently.
90% of Pachy's RMB in a fight against Dilo will be head hits, so 6 attacks is a high number
That's assuming the hits actually count as hits
Let’s remove the possibility of the Omni to leave. It’s still viable.
Didn’t they say they literally tested it? And even if it is a high number is that so surprising? Back in the day pachy took a solid 15 rams to kill 1800kg carno, and assuming that it’s unchanged, that means pachy does 120 damage per ram. And what’s dilos hp divided by 120? Surprise surprise it’s 5.8 (6) hits.. dilo wins against pachy. That’s the end of it honestly
EVEN IF the pachy knocks over the dilo every chance it gets, it will be left on severely low health or dead. And then clones will guarantee kill it. The only chance pachy has against dilo is to get the jump on it, be in a group, or jump somewhere too high to be caught
Dilophosaurus is definitely meant to be a nocturnal hunter. It's not a dinosaur that is a bit "stronger" at night. It needs to be reworked.
Bite speed reduced
Dilos base stats(daylight)
KG 700 ==> 650
speed 47.5 ==> 42
biteforce 85 ==> 67.5
Hallucinations
Damage ==> 37.5
dilo's clone ability stacks 3 charges. Each charge takes 20 seconds to recharge.
dilo's clones cannot bleed the opponent.
Venom stage
1 ==> unlocks when the opponent is at 90% health
2==> unlocks when the opponent is at 75% health
3==> unlocks when the opponent is at 60% health
(if the opponent has not taken damage for 20 seconds
the stages decrease one by one. 5% damage must be dealt to the opponent to return to the previous stage)
Dilos base stats(night fall)
KG 650
speed 43 ==> 49
biteforce 75 ==> 85
Hallucinations
Damage ==> 42.5
Dilos's clone ability no longer automatically stacks. Instead, stacks are stacked according to the number of times he hits his opponent.
Maximum number of stacks 2
(If you continue hitting immediately after the stacks are depleted, the stacks will quickly re-accumulate.)
Dilo's clones can make the opponent bleed.
Venom stages
1==>When the opponent is at 95% health
2==>When the opponent is at 90% health
3==>When the opponent is at 80% health
(If the opponent does not take damage for 1 minute,(clone damage doesn't include) the venom stage decreases one by one. If you want to return to the previous stage, deal 2.5% damage. The opponent can roll in the mud to shorten the duration of the poison by 30 seconds)
Whenever the opponent loses 25% of their blood, the dilos will start laughing for a short time
and gain 5% movement speed for 5 seconds
Dilo's footsteps are 25% less audible at night.
Maiam's idea was good. I changed it a little and improved it.
Oh my god you want dilo to be worthless lmao
I don’t really like how the Dilo’s base stats change entirely based on day/night, but I like the idea of clones being tied to the targets health in a way
Yeah lol I think not having venom during daytime is very much enough to make it less of a threat
I've been against countless Carnos where I needed 9 rmb to kill them, and dilos where I needed less than 6 rmb. I haven't tested this on a server with an admin panel, but I have tested it in gameplay
Making hım night hunter lol
Xd speaking of clowns cant you see how strong it is at night ?
There’s a hundred different circumstances that could’ve made your opponent lower than normal and as I said the calculations were done against old carno
I don’t think what you added is necessary tbh. It’s too much
Which is much
Changing dilos base stats based on day/night
Then it would destroy pachy or omni at daylight?
Like now i say
Nothing will changes
Omni and pachy have an extremely fair matchup against dilo as 500kg, Omni is actually In a complete advantage against it too
You should read the rework again it has everything I suggest on it
Dilos height is same as carnos height
Um. What
I read everything
Xd yes it is
Dilo is slightly taller than pachy..
Absolutely do
The size of dilo vs pachy is a similar difference to the size of Omni vs galli
the most recent calculation I did on a server with an admin panel, pachy was taking 11.60% of a Carno's life when hitting its body
Nopey nope
Oh ok so 150 dmg
Show me this because dilo is 100% not as tall as carno
I don’t really see why, it can run from everything except carno.
No. Almost everything is inaccurate
Don’t really have that option at the moment
I can wait
Do you have any images or something that show dilo size?
Nah i am at phone
But you get the idea of what i make right ?
Dilo have to be a night hunter
When nights begin all server have to be scared because some dilos can kill them easly
But when daytime dilos have to scare for same thing
Yes I understand but if dilo loses its main tool during the daytime that in itself is enough to completely change the way it behaves during the day. Making venom work at day/night and just making dilo slightly weaker during the day doesn’t make things interesting at all
Venom can still work on day but just harder
Also, here’s some size references I took from other’s photos and videos
That’s literally the way it is now
dilo is inaccurately scaled in that pic
Harder harder i mean
Easier/harder is not what I’m aiming for. That’s the point of this being a rework and not just a nerf. I’m aiming to add on to dilos existing identity
Now dilos venom work at 83% healt at day
I’m also trying not to make it unnecessarily tedious
I wrote a damn whole rework here and you dont reading it xd
Its not a nerf
Its al changes just read it again properly
Besides what you said about clones you were pretty literally stating “make dilo weaker at day and stronger at night”
By changing its stats
I made its clone work with bleeds not damage
At day yes it have to be weak than night
Xd this is what you wrote
Why does dilo need to be slow and weak at daytime I really don’t get it. The idea to make dilo a bleeder is interesting yes, but what I’m trying to aim for is to force dilo to interact with the target and using clones to make it possible, not giving clones the tools to just bleed something like Omni
Yes. That’s what I decided would make day dilo different and more vulnerable than night dilo. Venom just won’t work during the day, and Dilo can use all the other tools it has to survive
I don’t see the need to change dilos base stats is all.
Making it stronger /weaker
What I meant is if you make venom work at both day and night and the only difference is that one is slightly harder than the other is not interesting. My alternative is to remove venom during the day and keep it at night so that Dilo has to use different strategies to survive based on time. The removal of venom during the day inherintly makes it more vulnerable so the change to speed and biteforce is unnecessary
What a long paragraph
Mine do that too ?
You just want "your" Dilo in game
Surprise surprise I want the idea that I came up with to be applied because I think it works
And it does
You’re one of them 😭
I am one of liker btw
Right
Go look damn
The amount of people who like it I could care less about, I just want to put it out there
That’s what I said, you’re one of them
Oh i read it wrong sorry
Look mate. For me Dilo have to be strong at night but have to be weak at day not normal at day and bit stronger at night
My eyes work fine
İs not Dilo just omni without paunce
But bigger
They can still use venom at day but it needs skill use it properly
Not everyone can do that
And less agile, faster, does more damage, can scavenge, can’t jump, and all the other ways dilo is different to Omni..
Lol
...........
W h a t
Dilo venom needs skill?
Yes its only work at 60% healt
Go read my Dilo rework
Xd you instantly came and say rondomly things verry good
But basically what I’m gathering is, in your version dilo can do all of the same things during day and night, it is just easier at night and harder at day. In my version, dilo can only do certain things at night, which makes the day harder as a side effect. In your version dilo is blatantly weaker during the day and blatantly stronger during the night, in my version dilo is different in day and different at night. Both could potentially solve dilos problem but in different ways and that’s fine.
why tf is allo so small
Its not accurate
The vid is inaccurate
Untrue
also maybe getting certain animals to a certain threshold IS skillful
but venom itself really isn't
yeah i gathered that
İn my version Dilo kill with damage at day and kills with blled at night
and all because dilo is garbage design
You ok with your brain or sum
yeah I'm not obligated, but I will read it anyway so I can get a better context
Its only work at 60% HP in my version of Dilo
dilo…
In his version of the rework it’s how it works, he not saying that’s how it is now )
maybe specify before throwing personal attacks please
i will personally nerf dilo
bro said it in present
Sorry for that but still you can read that first
not in a would or hypothetical
lol

