#balance-feedback-discussion
1 messages · Page 283 of 1
I’m just excited for the revised roster to come to EVRIMA
Excited to see Alberto, Acro and Cera someday
I’m just waiting to see a good explanation on why weight = HP should be scrapped
It just seems to be unnecessary to scrap it when you can have an easier time balancing an animal with it ingame
is this really neccesary? cmon. we know you pray to a carno statue every day but this is excessive
There are so many ppl hating on the utah nerfs and most of them tried to stay thorough and came with good and reasonable arguments but if u want to change a little thing for other playables u get that. Great community
.
but i also think nerfing its turn radius is kinda overkill, nerf the alt bite and everything is fine
I think the low bleed damage and shitty agility nerf are accidents at least
Fun fact
turn radius? that doesn't exist anymore
It’s pesky lmao
turn speed you mean
did u never click on the profile or what lol
Huh
Pesky and These people and oddly enough the person with the feedback agreed to flip himself off
ahh ok
well I can understand them it´s their main probably but such a reaction was unnecessary
it's just comical
the content creator whose whole personality is being a blue carno reacted with a middle finger to anti-carno* feedback
*not anti carno but you get what i mean
Just to follow up the discussion around growth times, I personally would like to see a return to the old weight curves (so weight matches model at 25/50/75) but actual biteforce follows the curve we have now
So basically at 75% your are getting near your final weight but you are lanky and significantly weaker than fully grown, sort of a statistic representation of being inexperienced
That sentence is a direct contradiction
if you are lanky and signifigantly weaker, due to a lack of horns, muscle mass, or whatever else that is making you weaker, then you would be less massive
so it would make sense that until you grow into your adult bulky form, only then does your weight and attack power finalize
Yes, but that weight difference would not be like deino atm - 4 tons vs 8 tons
We are talking like your last 500kg of weight
There is a solid reason why its so much more pronounced with Deino and Stego than with the other animals
Think of a 6ft human. 80 kg is about average build, bulk up to 100 kg and that is a huge change in strength and combat capabilities
As I said though, it's not just about weight. Combat stats also represent things that can't be directly modelled. An old combat veteran of an animal would be a bigger threat than a young inexperienced one
Even though they might weigh the same
True, but most of the experience is going to be due to the actual player
Yeah, but that is totally separate. The aim is to make growing longer and harder by delaying your combat power as late as reasonable
I.e. a Stego player that knows how their tail jab attack works vs doesn't know
Hmm, it wouldn't on its own do a thing to growth times, those are seperate
and simply by increasing growth times, you can increase the amount of time you spend as a weaker animal
are there any animals you feel are too strong for their size?
specifically as they grow
To draw a parallel with humans, 75% should be like a 16 year old - basically full size but lacking in strength and prowess
Growth between 16 and 21 isn't really significant, size wise, but for MMC the total strength and effectiveness would be huge
Just to be clear, mass is set up to reflect the overall size of the animal, so is the problem that they increase in size or mass too quickly?
because for the larger animals, the small tick to tick changes really start to pile up
i.e. our Deino, if it was only slightly larger, would be nearly double the mass
In the game atm they have 16 year olds weighing 30kg nd 21 year old weigh 90kg
It's silly
Exactly, it's an exponential curve not slow then big growth spurt then tapering off
Are you applying that to all the animals, or just to the larger ones
I believe it's the same atm for all
It does vary somewhat, but there's a larger issue causing it
cause the mass does properly reflect the animals size
and the size is linear
The only reason mass is exponential atm is because animals do not stay in a dedicated stage for X amount of time
I like the current power curve in some ways, but it's silly to be totally useless until like 95% grown
i.e. Stego doesn't remain in a subadult stage, so you pass through what should be most of its gameplay near the end
You get the full adult model at about 1/3rd final weight
instead you grow at the same rate from the second you spawn, instead of rapidly to a viable size, and then very slowly to adult
That's due to the model morph, which is an entirely seperate thing not linked to scale or mass
The other reason I want weight to grow more realistically - and outpace damage - is to make sub adults better targets for hubting
Since weight = food
the weight does grow realistically tho, since square cube law
it's less noticeable on smaller animals
Yes, the model changes every 25% while the weight is exponential, but I think there is more that needs changing than just syncing weight and model
the model actually morphs every tick, and most animals only have 2 models
i.e. Stego goes from its Juvi at 0% growth, and every tick morphs closer to the adult, which is only finished at 100% growth
The cattle also don't scale linearly
the only reason our dinosaur growth is exponential is because scale is linear
Yes but TI is absolutely nothing like that atm
Most animals are an S curve
With most of the weight being added through the juvy stage
that's not how that functions at all, most of the animal's mass is during the last 70% or so
especially on the larger animals
Notice with cattle pretty much the same bulk weight is added in the first 100 days and the second 100 days
The numbers are right there lol
I get that, I'm just saying, the cattle do not grow like the dinosaurs in the isle
Yes, and that is a problem
Cattle grow rapidly in their first few days of life, and then slow down
Dinosaurs in the isle grow the exact same length increase every tick
which makes the mass, which is correct to the models length, exponential because of the square cube law
That isn't true at all
There are 4 defined models which are tweened
You spawn at scale A, and linearly grow to scale B
There are not 4 models, Ptera is the only animal with more than 2, because of the female adult
Pachy will have 3 as well, Juvi Sub and Adult
Growth is controlled through float curves which can be any shape you want
So it does not have to be linear at all
It doesn't have to be, but it is atm, that's what I was attempting to communicate
And besides, the 75% model is not 25% smaller than the 100%
the mass cannot be desynced from the models scale without leading to some really stupid stuff happening
this is because 0% growth is not 0 scale, otherwise the model would be invisible
Scale starts at above 0, and works its way to 1
Regardless, this is a distraction. I am arguing how it should be, not how it is now. I know exactly how it works now.
Evidently not entirely, given that there are several inconsistencies with your explanation and the actual system, but I do get the general point and I agree
making animals grow more like actual animals instead of linear functions would be nice
And how it should be is not tripling in weight in the last 25% of your adolescence
eh most dinosaurs did reach adulthood rather early in their lives to be fair, and massive mass increases are to be expected as you get bigger
i.e. if the elders were about 10% larger, then elder stego, a 6 ton animal, would be 8 tons, while elder deino, an 8 ton animal, would be 14 tons
an elder Utah would work out to around 550kg, while an elder Brachi would likely get up to 60 tons
all from an increase in linear size of about 10%
No animal in existence past or present has a exponential growth curve like that
Yes because animals don't grow linearly
if they did, they would
It is more linear than you might think
I could pull up all kinds of weight charts if you want, I already have one example
there are very few animals that increase in length the exact same every period until they are fully grown, if there are any like that I have never heard of it
keyword, length
and/or height
talking about the animal's surface area
Who cares about length? The issue here is the weight curve
if their surface area doubles, volume triples, leading to exponential increase in mass as length/height increases
Models matching weight is an entirely separate issue
that's the thing, their length increases linearly, so their mass increases exponentially
if you wanted the mass to increase linearly, length would increase logarithmically
Yes I know, 70% deino is not 70% scale or 70% mass tho which is something to keep in mind
Hatching to juvy is a huge change, juvy to sub is a slightly smaller change, sub to adult is a marginal change
Hatching to juvy is like 4x the sizr
fresh spawn Deino is around 3.5m, while the adult is 11.5
the curve between those lengths is linear
so the mass is exponential
because square cube law
Again though, the models matching Wight is a separate issue and easily solved
The models should match the weight should they not?
The problem causing exponential mass curve is due to being matched to a linear model curve
And both are completely arbitrary
you would need to change the model's curve to fix mass
You seem to have this belief that the model changes are linear and have to be
This is not the case
It wouldn't be the case usually
It is a float curve (a spline) just like weight and bite force
the reason I am pretty firm that it will be for now is because changing the graphs is not the planned solution to this issue, though it is one option
the other solution is to set up distinct growth stages with distinct timers, so while the graph is linear in the engine, the speed at which something progresses along that graph is determined by another value
To be absolutely clear:
Weight, growth, and damage are all float curves of value against time and can be absolutely any shape desired
changing the graphs simulates the same thing, but requires that every single graph in the game is curved the same way, leaving a far larger margin for error than if a master "growth" curve was used
True, however the shape of the graph is ultimately pointless if the x axis is not moved forward at a constant speed
right now the graph is read at a constant speed, this won't be the case forever
... Of course time is constant, that is not important here.
Time doesn't have to be constant is what I was getting at
Yes it does in these curves
It's against server time
And there is absolutely no motivation to make it otherwise
If the first 50% of the x axis is "Juvi" and set to take 200 minutes, and the second half is set to "adult" and takes 100 minutes, then the animal would grow slower at first and then faster in the second part, or something similar to that
Legacy had something similar
and it was one of the few cases where Legacy had something better than Evrima, they had distinct stat blocks for their animals and each growth stage
X in the graph is seconds passed
The fact that percentage growth matches seconds passed linearly is for convenience
That is purely a gui element, anywY
the growth percentage matching seconds passed tho is arbitrary and that's what needs to change to get what you wanted
In the engine your final adult stage is actually 66.6% grown anyway
if you spent longer at a younger percentage, then you wouldn't have this giant jump to adult size
You start at 33.3% and finish at 66.6% at the moment
or rather, you would, but it could be drawn out or growth spurts could be more easily simulated
It is easy right now. Trust me.
It can be absolutely any shape or speed desired with minimal work to change it
It's as easy as changing the points on a spline
There is no technical reason it has to be what it is now or what it was
I know how the editing of a graph works
Weight a d damage are already unlinked
All I'm saying is editing the curves in the way you are suggesting is one solution yes, but not the only one
It is literally how the engine works
There is no other solution beyond moving to a new engine... lol
I'm no programmer so I'm not qualified to argue on this, I'm just parroting what was said when I questioned this same topic
I am and I am, but anyway this has been a giant distraction. Just trust that there is no technical barrier to having weight, power, model size, and any other Dino stat change at any speed you want
The argument is what those curves should be
I know there isn't a technical "UE4 will crash if you do this" barrier
Please just trust me.
I do, I know that what you are proposing could work
And limit the discussions to what they should be, not what you think they can be
From a game play and realism point of view
I mean for scale it's pretty obvious that's fucked and the animals should grow rapidly, and then slowly to adulthood
mass reflects scale so that's irrelevant
and damage in general is set up to somewhat reflect scale, so it's also linear atm
Weight = damage was the case before this months patch, but they aren't linked now
Ideally everything would be nice and simple, if the animal looks small enough to fuck up, you can fuck it up, if it looks big enough to be a problem, it should probably be a problem
For example a 50% weight stego does about 35% damage
Weight and Damage have always been unlinked, Damage is controlled by a seperate value
still is
Damage curves were definitely pushed right this patch, as well as making the starting values lower (which was a good change imo)
But I still think being basically useless at 95% then all of a sudden being a killing machine 5 minutes later is silly
an important thing to note is that the attacks do not scale independently of each other as well, so like Teno's tail slam doesn't do proportionally more damage than its bite as it gets a larger and stronger tail, the ratios of damage are all consistent
Bite and other ability damage is unlinked atm too, I tested it
50% bite does not equal 50% tail damage
They are all controlled by the same value, so if you have a situation where Carno charge is dealing more porportional damage than it should be, it's a bug
Afaik from my recent checking of location hitboxes the other day, the values are all correct
How do you know they are, unless you RE'd the game? You mean that you assume they are
so I'd have to say your testing was either a one off bug, or you were accidentally striking different locational areas
I mean, I'm QA, I have to know these things so I know what's a bug
and if you've got tail damage desyncing from bite damage, that's a bug
and quite a serious one at that, since it totally breaks the entire balancing of the combat system
given that the attack power of juvenile animals should be controlled by that single value, if each attack is using its own value you'd end up with some special abilities doing far more or less damage than they should
this would not be the first time I've learned of a game breaking combat bug tho
Well, no, every ability has a set final value but there is no reason they can't each have their own curve for growth
Oh when I said should I meant that at the moment that is the case
and if it is not the case at the moment, things are broken, badly
I would love to see things like Stegosaurus having a far weaker tail attack until its tail spikes grow in, or Pachy headbutt damage spiking as the dome grows in
at the moment such a thing is not set up, but would be a nice quality of life enhancement
It is possible that I hit a leg hitbox instead of body, so I tell you what - as with every other argument I've gotten into on here I can double check and prove it to you if you want
I've definitely been wrong before, like tree climbing utahs
Leg body and for some animals, arm hitboxes can be a bit of a bitch
And deino stuns on fg stego
it's really hard to check those things without debug commands telling you exactly what's what
since you would have no way of knowing if you are just consistently clipping the leg hitbox
Admin commands are pretty reliable for everything except bleed, which is an annoying multivariable puzzle I ran out of motivation to solve
Yeah the admin commands are pretty nice, but the debug commands are exact
so I can always verify it's working in a debug build, and since that code wasn't touched, it should be the case on public as well
also yeah don't feel bad for not understanding bleed, my entire job is to understand every intricacy of the combat system and I only sort of know what's going on with it
confusing as fuck
I k ow my way around most of it, enough to know what matter matters and what doesn't
But it's a complex implementation
ideally fractures will take after bleed
Like Hunger adds 30s to bleed heal, thirst adds 30s to bleed heal, but Hunger and thirst adds 45s
that's... an interesting observation
I'm fairly certain this is a case where my NDA prevents me from elaborating
though, that is something I should probably look at
the bleed I mean
Is where I have been recording most of my testing
That's SilverFoxs work, I'm more ugly spreadsheets kinda guy
Engineers don't make good artists
hmm, well this is some pretty good deduction, some of it isn't quite right
No fault of your own of course, a lot of stuff you can't know without the devs telling
tho I'd be hesitant relying too heavily on this sheet
but yeah, that's about what'd I'd expect given the currently bleed bug
I think it's to avoid a Legacy situation where everyone would just dart into a bush and do math before fighting things
or the cursed "we bit him 3 times, so he's already dead, stop attacking"
Imo good games don't hide stats. Look at CS, DOTA, PoE
Yeah not my preferred solution, but eh what can ya do
It just gives experienced players another Advantage
I gave up half way through testing anyway, not much point with the next update hopefully just around the corner
Hence why there are probably errors
I just want to try and educate so everybody is on an e en playing field
I get that, plus I mean the experienced players will always just learn this stuff eventually anyway
Personally I'd love to make a series of indepth videos explaining every in game mechanic, but currently that's not on the cards
luckily the community is smart and yall have gotten pretty close on several occasions
But yeah, I know the Hunger and bleed numbers are rough/incorrect because there was assumptions going into it which proved wrong
But there have been lots of urban myths with U3 which I wanted to show were or weren't true
Like Hunger affects heal rates, or thirst affects bleed regen
But this stuff is also why, even though I have a history in QA, I don't want to be part of the TI QA team - don't want to be shackled in what I can share
Respectable decision
I am glad to hear that QA get decent debug tools instead of just being blind testers
Anyway, to circle back around to the opening statements
Weight gain should be more sinusoidal (sin(x-pi/2)+1, 0 < x < pi) than psuedo-exponential (x²)
Start slow and end slow with most of your weight gain in the middle, if for no other reason than that's how it works in real life
With damage and/or hp curves adjusted for balance, and model transitions adjusted as required
hp no longer has its own curve so that's a non issue
as for weight, I agree with the caveat that growth patterns should likely be focused more on what makes good gameplay than following real life animals too closely
Fair point
i.e. where Stego slows and where Dryo slows shouldn't be the same location
I would think that damage is more important to gameplay than straight weight, HP and food issues aside
True, though visually, a young adult animal I would think should be hitting significantly weaker than a full adult
which would mean that attack power would likely spike near the end of growth
now where attack power plateau's would be the most important thing, as a Teno that can't fight a Utah is a dead Teno
at the same time, a Juvi has the advantage in general of smaller side, and subadults have proportionally faster sprints than adults in most cases
From a purely realism point of view - not that this is always a good one - it would depend on the type of attack. Pachy depends hugely on its weight to deal damage, while say carno is more around how bit and strong its Jaws are
Like a fox terrier can mess you up almost as much as a cattle dog, despite being 1/5th the weight
true, though for attacks like Carno's charge or Pachy's ram that depend on weight mostly sort themselves out as the animal grows
Agreed
i.e. Teno cannot stun you unless you are within a certain size range anyway, reducing damage more than growth already does seems a bit too harsh for an animal already at a disadvantage
and for some abilities like Carno's charge, a large enough weight difference will render the ability either useless, or cause recoil damage
Teno will always deal the same amount of damage, even if it can't stun you, but Carno's charge, currently, deals less damage on a stagger vs a knockdown, has a threshold where the attack does nothing, and finally a threshold where you take damage
most abilities leaning heavily into mass would ideally either be like Teno or Carno
Teno for more dedicated defensive attacks, where if nothing else the raw damage may prove helpful, Carno's charge for offensive options
Agreed on all counts
As for things like the Carno's bite, the universal modifier for attack damage during growth should mostly take care of that and other attacks
Worth considering what size prey each carnivore is meant to be catching at each stage of its life
Yeah, there is currently a lack of ontogenetic niche partitioning, something that will hopefully arrive during nesting if not sooner
Like a 75% carno vs 75% teno is a whole different fight to FG vFG
What sizes is Utah meant to be able to solo consistently, etc
Is that size big enough to feed it
Yeah, a significant issue does crop up though, that being we are still missing a huge range of animals meant to content with juvenile or subadults of the larger species
So for the most part, things like what a Utah can hunt growing up are taken into account, but we simply lack the animals to full flesh out an ecosystem
for now
That's actually been a bit of an issue as of late
Balance the animals for the current roster, and rebalance with every new addition, or just balance the animals around what they are meant to be in the final game, and slot the new animals in without having to adjust at much with every new addition
the current methodology is balance for what they are, hence why Stego and Deino body everything else basically
or why Utah when alone doesn't feel very scary
the other option would involve treating Carno as an apex, and Utah as a mid tier
I mean the gold standard is to rebalance for every edition, but I can understand why that might not be palatable
Well when I say rebalance I mean more so completely change their niche every update
Obviously balance is ongoing, and as new combat mechanics and other creatures are added new mechanics and attacks will require stats to be adjusted
I think the development cycle is a bit too slow, and the community a bit to established to say "balance around a patch 18 months away"
Yeah, though with how development currently is, it's not super feasible to create balance patches without delaying content updates since we still have to QA those builds
I absolutely understand the overhead around trying to build a new baseline every patch though
And why they probably don't want to do that
i.e. this is kinda the update 4 balance that was forced out too early due to a game breaking bug demanding a hotfix
it was too much to roll back all the changes, so they got pushed ahead of the update with the mechanics the balance was accounting for, luckily it basically worked out
but yeah, most of these numbers are with fractures taken into account
so if balance updates were more regular, at least for now, there's the constant issue of pushing numbers that are with mechanics not in the game yet
or possibly even accounting for playables that are still in development
i.e. lets say Carno got its numbers tweaked for Cerato sometime in the future, but a balance patch was pushed before Cerato was done, then Carno has these seemingly random numbers to account for a creature not yet in game
luckily Fracture is basically the final combat mechanic aside from creature specific things like venom and armor, so that makes combat easier to design
I do understand too that codebase management in UE is significantly more challenging than in say C# in github
But I'm hoping that this current patch will be a lessons learnt in keeping backups of each shipped version for hot fixes
Ideally streamlining the process will happen naturally as we move away from major mechanic implementation and switch to just implementing the animals themselves
less game changing additions will naturally lead to less things breaking with each update hopefully
though truthfully, the hurdles of the next few updates are immense
Skins, not so much, that'll just be up to personal preference of the devs on what we can and can't use, but nesting is going to be quite a challenge, and not just because of all the nesting bugs like building a stairway to heaven
then gore as well will be a nightmare, every single corpse will be so much more complicated
venom, eh, not a complicated addition compared to bleed and fractures, only applied by one animal atm, Dilo's venom will be mechanically unique compared to Troodons
after gore tho, we're basically home free dinosaur wise, just a matter of the creature's specific mechanics. If we make it to that point, then mid content update balance patches should be far more feasible
Moving away from a Simple EAC plugin towards something more robust will also require more sophisticated codebase management
Because anti-cheat updates will need to happen independently of core updates
EAC was always going to be a stop-gap and had probably already been defeated
Anyway thanks for your insight, good to see the QA team is being kept informed
While you are here: was it intentional that the teno secondary nerfs got rolled back second patch?
Very first patch that dropped tailslam and kick went from 400 & 300 to 300 &. 225
Then the following hotfix they went back to 400 &. 300
Oh, yeah those were accidental changes
intentional damage changes tend to be listed in the balance notes
Ah, I thought that was very well thought out myself.
It’s hilarious how you act like another Head of QA, Nova lmao
Not a bad thing tho
Funny coincidence
It was numbers that were spitballed, but held off since we didn't have an idea for Carno yet
That's just good work ethic
Glad you think so lol
I can see it now
Nova
Developer
Teno and Carno have a very important rivalry, so while the numbers were used and tested they weren't supposed to go with the rest of these changes
I've been accused of a wannabe mod too. Just how it goes
hence why they were taken back, a case of added to early
Nah I have no actual development skill
Maybe I could learn how to tweak the balance numbers directly or fix an animation
||just look at Nova's pfp. Obviously||
Imo they should of stayed, teno needed it
Kick is a bit OP with the bleed changes
perhaps its damage will drop with fractures again, but that is its own round of testing that'll need to be done
Slash is no joke either
lol sorry but calling that attack Slash is both really clever and fucking funny to me
you meant the alternate primary right? the claw attack?
Lol yeah
I coined a few terms that I use on the internal balance document for the attacks so I'm used to everyone using those
Does it have an actual name? Or just alt primary
Technically it does have an actual name, I don't remember what the devs call it
in QA we call it either the alt attack, or the 360 Claw
all the alt attacks are 360 (attack name)
so Ptera has 360 peck, Carno has 360 Bite, Utah has 360 lunge
Yeah, I like that from a consistency PoV
Except its even more for Utah and teno
Since bite got nerfed so hard
Nah nah, I meant QA lead (since Hypnos a developer, you’d get the tag too)
You act like hypno just less scary 
Hypno does actually use his dev access to the engine for stuff
Oh really
Are you able to share the basic mechanic behind Utah bite not causing bleed against some hitboxes?
Was about to lol, one sec while I verify
So he’s not just a QA lead then, he actually works on things huh
I’m assuming it’s the balance?
That he tweaks
Nah Filipe and Adam plus in the balance
Don’t have to answer it if NDA
Hypno uses it to check some stuff tho if its easy
I see
like "will this break if we make it a 1 instead of a 0"
Dammit now I'm getting intrigued about QA... Resist... Resist
Hypno runs it all, basically.
Boss man
yeah, there was actually an unintentional nerf to Utah, that being the bite not being able to bleed a Stego in the body
Go for it if you’d like lol
I say unintentional because we forgot about a mechanic and I had an "ah ha" moment
Oh, it's a bug? I mean I think it should stay
It's no bug, it's a mechanic that I forgot about lol
Look at Nova. Bet he suffers from QAPTSD 
Like realism wise no way a Utah could get through the fatty layers of a stego with a bite
You have to deal a certain % of the targets health to bleed them, it was implemented way back in Update 3 stress test
I can find the exact patch later, but it was to keep hatchlings from bleeding adults
Utah's bite falls under that threshold against an adult Stego
Ah, so it Is linked to ability damage, I did wonder
Important to note is that Pounce doesn't have that rule
so a 0% Utah's pounce will bleed an adult stego
Is that intended tho
Yeah, pounce applies separate bleed and damage effects per tick, right?
Yes and no
The damage and all that is normal DOT stuff
but the bleed on pounce is unique
Pounce bleed uses the same system as regular bleed, but it's much higher than the raw damage would suggest
Bleeds are just applied like debuffs, aren't they? Like independent poison effects with variable duration
Psuedo-DoT
NDA prevents me from getting specific about how mechanics work lol
but basically yeah
Yeah fair. Don't get yourself in trouble
Tho bleed itself applies no direct debuff, it lowers blood pool
having a lower blood pool gives a debuff
Yup, I'm a big fan of how bleed works this patch
No idea if my suggestions played any part in it being implemented but it's everything I wanted from it haha
Well, except for how bleeds stack
Your bleed damage is determined by your raw damage (higher=higher), bleed time by how "healthy" you are (this part is bugged, will explain how in a second), and movement will increase bleed damage taken in the predetermined time
at the moment anyway
I remember recommending wallowing as a way to clot bleed.
What do you know
On update 2, it happened
each wound also heals independently
Not a fan of how every bleed effect is independent of every other bleed effect...
Yeah, that
It's to make it so a Utah can't nip you to keep a Stego jab's worth of bleed going
or so they can't use alt attacks to avoid pouncing more than a single time per hunt
Regretfully it's time for me to leave, hope yall enjoyed that little side track
I think each attack type should have wounds independent of other attack types, but pounce especially should stack better with other pounces on that slot

Fair, thanks for sharing
Anyway for anybody else following: Pounce should stack up and keep pounce wounds open, so if you get pounced on the same place twice its much worse than getting pounced in two different places
So if you are a stego and have had your left flank shredded by Utah, you want to focus on protecting that until it really starts healing
That's just an imo and others probably disagree
I like that idea. It adds a more fundamental risk to being pounced
I like raising the skill ceiling too
Atm I feel like Utah combat is a bit too simplistic
Pounce, dismount, don't get bit while recovering stam
Just finished reading, that conversation was very good hope to see more 
@hard berry it’s because you’re asking for changes to a legacy dino. That version of the game is no longer in development and the devs aren’t touching it at all
I'm vaguely upset at the unspecified errors in my testing. I may have a long night ahead of me
I was hoping I might get a sneaky DM with a clue but sadly they are a person of strong moral character
Also when you got back didn't explain the bug with this
Oh right, the things that determine healthiness aren’t correct
So bleed time isn’t as long as it should be, reducing bleed damage across the board
Ah, makes sense, so there's an overall healthiness rating determined by HP, stamina, food, water, and it should determine how long bleeds take to heal
Then stance determines bleed rate along with the injury itself
Yeah, the levels of those all contribute, but atm they contribute too much
Thus, it’s too easy to get the minimum timer
While the maximum is never seen
Right, so the fact that I'm getting different bleed/sec based purely off of changes to healthiness means I have errors
Well bleed per sec is independent of bleed time
Your bleed damage is set by the attack, and modified based on movement state
Healthiness affects bleed duration
Are you saying that being unhealthy and having a longer bleed heal won't actually make you take more bleed damage?
Because that would be very silly
So if you bled at 10/sec, healthiness changed if you bleed for 10 seconds or 20 seconds
Yeah good, that's what I assumed
Random numbers
That 10/sec would be from the attack, and your healthiness at the time of injury determines bleed duration
Thought you were saying healthy = 10/s for 10, unhealthy = 5/s for 20
Was saying dat stooooopid
Moving faster during that predetermined bleed duration increases bleed rate
But yeah no, bleed duration is what your healthiness affects
Yeah good, all as I'd expect, and the original injury determines the base bleed/s based on damage and maybe some sort of bleed flag/value
Everything else is handled based on raw damage and movement
It’s all based on inflicted raw
Only attack in the game that doesn’t use the universal number is pounce
OK so my bleed testing was definitely seriously flawed
Everything else inflicts bleed based on a shared bleed damage modifier
I hate doing it because I'm making someone else stand there and waste their time
Thus why Stego deals crazy bleed, it has crazy raw damage
Yeah good, makes sense and is nice and consistent
Bleeder animals or their special attacks, like the Allo grapple, will likely use unique values to allow them to kill via bleed instead of raw
That's the reason why I did my test on standing full healthy targets, to get consistent results, bleed has a lot of variables
Presumably blunt-type attacks will have a similar mechanism for fractures
Less complicated there, but yeah that’s the general plan
And that Does mean that bleed is affected by locational modifiers, glad I got that right
Blunt damage isn’t dot for example, and the effects are quite a bit simpler to understand
Yep, it’s why only face or neck bites bleed Stego from Utah
I really like that there is that floor for bleed now, one of the suggestions I was happiest to see implemented
Is that going to change or is Utah not supposed to bleed stego with body bites?
A similar floor will likely exist for fractures
Though tbh I think it could be higher
Like the idea is you are bleeding hard enough to leave a trail of blood
You have pounce to bleed Stego with, so the bite attack should be used on smaller game
Plus pounce deals crazy bleed damage relative to the raw
Yeah, and bleeds are independent so you can't keep a pounce going with bites or claws, even if you hit the same spot. Which is fair if unintuitive
Yeah, i was asking just for the reason to keep the wound open when he goes for a wallow
Wallow clot is just straight removed when you take any damage
Which is also a bit silly tbh
Like you can get pecked on the toe by a baby ptera and bam stego wallow is gone
Yeah the system could use some additional tweaks, bleed is far from complete I’d say
An easy way is you just make any attack against a wallowed target apply high proportional bleed up to the limit of the original wallowed bleed
Do keep in mind wallow only slows bleed, it doesn’t stop it on its own
To reduce incoming bleed damage to nothing, you need to wallow, then rest
The modifiers stack
Makes sense. Wait... Does that mean there's an additive modifier in there?
Or a straight floor for bleed
Wallow subtracts X% of incoming bleed damage
Resting also does that
Add them together and you get 100% reduction
We had it like that at first, led to some bugs
Yeah, makes sense
Also trot is “normal” bleed, walk and below reduce it, sprinting increases it
That changes nothing on your sheet, just a bit of trivia
Oh, interesting, I assumed standing was the baseline
before update 3 wallow used to stop it completely, which wasn't very good imo
Yeah doesn't change anything just interesting
I'd like to see wallow effectiveness scale with total wallow amount, too
So trot is 1x modifier, interesting
Standing was base at first, became too much of a hassle to balance so we swapped it to trotting since it’s the fastest movement method without spending stamina
Atm even a microwallow is just as effective as a full one, which is silly
That’s a bug, wallow buff shouldn’t apply unless the full animation is complete
I’ll check if it’s a thing on a debug build tomorrow
Ah, see that's the thing
Good to know, makes sense
Huh
As long as you get a single shade of mud applied to your model you get the effect when you finish standing
Which is obviously a bit silly
Yeah, I’ll get that reported, hopefully it’ll make it into the next patch
Nova can I ask you when bleed baseline got changed from standing to trot? Just to know if my doc is still relevant
I think it makes sense, but just scale the effect based on how wallowed you are
Oh your doc is still relevant, it changes nothing lol
It’s all backend numbers, the stuff the players see is gonna be the same
If you get 50% of the wallow you get 50% of the clot effect
Ok gotcha thanks
Gating it behind full wallow or no effect is even sillier than it is now imo
Yeah that’s how the scent block works, clotting could probably yoink the same timer
Yeah, that would be 
I'd like to see wallow last longer based on stance too, just quietly
Wallow will probably receive some QOL in the future, it’s pretty basic mechanic wise
And still doesn’t even work on Hypsi lol, damn feathers keep breaking the overlay
I assumed that was deliberate haha
Nah, bugged, and stubborn to
Hypsi too proud to get its plumage dirty
Or maybe oily feathers?
It is a seriously complex little model
Was “fixed” every other patch during update 3, then we gave up on 3.5 till a texture artist could figure it out
The eyebrows, feather UVs and actual model could have the mud on them, but not multiple at once
So if you got the body, the tail fan had no mud
I doubt many if any have even noticed. I kinda preferred it like it is haha
Or the eyebrows would get muddy, and not the body, etc lol
Oh wow
It’s a minor bug that most would excuse as intentional, so it’s low priority
Probably also why they don't get any of the damage textures applied
Yep
Nova, so the reason why some player complained about turn rate is also tied to fps right? That's why some players experience it more than others
Not that it would make sense for weird blood textures to get applied to feathers anyway
Yep, the new inertia plug in came too early as well, like the balance update, so we didn’t have time to get all the stuff ironed out
Oh, it would be too
When my fps drop my animals refuse to turn and i was like " oh so that's what they mean"
That’s why not only is it tied to FPS, it’s also universal
Because of the desync allowances
Utah Carno and Stego all have the same inertia, because we didn’t have time to test and customize
It snuck into a build, two days later y’all had a patch
Well, hopefully everyone learnt a bit about deploying late hotfixes and it won't happen again haha
Some things you gotta learn the hard way
Unless another bug as big as last one happens, we should be fine
Someone found an exploit with Hypsi and a third party program to crash servers within 20 seconds of joining
Speaking of desync I'm worried the current stance is to not implement some sort of lag prediction
It was always going to happen with the developer Backdoor. Hoping U4 will secure it with async encryption keys instead
Idk what the plan on that is tbh, will depend on how vital it becomes going forward
I've run the whole gammet on that. Coming from a high security background first reaction was "They WHAT?"
Because it's a short step from that to remote code execution
Then I sort of realised why when EAC got put in
And it makes sense with how and why that's implemented
Well, I’ve got to head off to bed, y’all have fun
Good night Nova
Night, and thanks
The whole convo was amazing
Np, and night
Yeah saved me soooooo much time
BTW SOAD previous offer still stands if you want to do extended bleed testing with admin commands to capture exact numbers
I did a bit but I obviously made mistakes trying to rush it with bored helpers
I have a big problem on that, some eu players can't see some servers since like 4 days now, even officials won't appear, gotta check that hide empty button, but the problem is i can't see my own test server, bc it's actually empty and gets hidden, and it won't show anymore (even without hide empty checked)
I tried to post on Evrima troubleshooting but got no answers so I don't know what to do, seems to affect a good numbers of EU players this
Hmmm. I had some issues with my server not showing after a name change but it came up after 15min
So with patch coming soon, i decided to not renew my server for now, since you won't be able to run it with QA stress test version anyway
But yeah something strange with eu resolver i guess
It's all through steam though, shouldn't matter
It's not the first time this happen but it was always temporary
Unless the hosts are blacklisted somehow
Don't think so, even officials won't show up
I'm pretty ignorant of how the steam server api works so can't really say
Gotta check that hide empty as work around
Anyway, if you did want to, mine is available and I can chuck you admin on it for testing
Also tried every solution like changing steam ping etc
If it's an NA server it won't show for us i can tell you already
But send the server name in dm, tomorrow I'll check if I can see it
@sly helm that wouldt work well with the current controlls
So i said in balance feedback to buff para stam regen and bleed resistance and the majority disagreed. Is the para actually good or something because i heard on youtube that it was terrible
People disagree because you're talking about the Legacy version of the game, which is no longer being worked on, so it's basically useless to suggest changes for it.
It's like saying "I think the 1993 ford ranger should come with leather seats next year"
Evrima only has 8 dinosaurs and its optimization is complete garbage why dont people just wait till it gets finished
They wait until it is finished
They are waiting right now
They won't wait if they enjoy how the Dinosaurs are now... I think the Isle Evrima is completely fine. Except the lack of AI.
Para actually has a pretty good bleed resistance in the legacy, it's the bleed healing rate that's absolutely atrocious about it. I.e. - it doesn't lose much health to bleed with every tick but the bleed is healed so slowly that you actually end up losing a tonne of health by the time it heals up.
"tenonto, the creature with a literal sword for a tail, should try to choose flight over fight"

thats like asking trike to run away from a t rex
it isnt, obviously it isnt going to fight an allo. but its entire kit is built around beating you senseless
you don't make something like that run away from fights all the time
stay here two secs
Why does somebody want to punish herbis harder for getting in to fights when they are slower than their predators? They must just hate herbis
“Make tenos attacks drain more stam and make its heal shit” like this can come from nowhere but pure spite
tbf teno has to chose to fight or run very fast cause its attacks drain so much stam
He shoupd only need to run from packs and large predators, wrecking his stam and heal in fights will ruin him against current matchups
People want herbis to be shit at fighting and always just run away even if they are slow because they dont want to get killed by a plant eater
2 carnos aure, but he usually has no choice
teno should fight cera, two carnos. yeah, sure but at that point its dead anyway if they are any competitent
Unless the carnos are in open plains and teno spots them 2362826329 meters away or the carnos are just bad
i think we found the utah main
“Buff utah, nerf herbivores” yep lmao
fucking
nerf the only combat herbivore in the games history to not be able to fight things its size
perfect
Wouldn't Trike and Diablo in Legacy count as combat herbivores?
or Stego in Evrima?
Though I guess if you mean a brawler then those don't really count
trike and diablo werent complete
should have specified
stego in evrima also isnt complete
While I won't disagree with that, which mechanics do you feel are missing from Stego?
walking/trotting tail flick.
not important currently, but once the big things come, it will be needed.
stego is finally viable
at least so i've heard
imo stego needs a sweep of some sort, i dont want to bring up legacy, but like legacy's
If anything, wouldn't a moving tail attack be more useful on small animals?
since Stego's Jab is better suited to slower moving targets with large weakspots
Stat wise and power wise, stego is very viable.
It's still failing to feel like a stego at all.
i think honestly
stego doesnt need any changes based on the current live build
fractures might change that, though i doubt it
it is. its health increase, combined with everything elses damage decrease makes it very tanky. and the speed nerf makes it much easier to hit things trying to do hit and runs
unless pachy swarms just completely check stego in everyway
plus locational being fixed means that you can't kill a Stego by shoving your head up its ass
The truth is that stego is quite a lot smaller and lighter than the apexes like rex. While also being slow. If it tries to just sit and jab, nothing is stopping the apex from beelining it and LMB spam.
A walking tail flick could allow it to constantly move away, keeping its head facing away, and preventing the apex from reaching it as it leaves the area.
that and a certain bleed bug (if thats still a thing)
means utahs are having a hell of a time atm
a stego shouldn't be just standing its ground and tanking rex. it should be trying to leave while preventing itself being followed.
I think this probably depends on things like how fracture and the apex's mechanics play out, but I do agree that Stego shouldn't be tanking rex bites
I think the bigger problem is that Stego is actually weakest from directly behind it
since the jab is slower based on angles, and behind it is the 2nd slowest
no apex should actively try to tank another apex
it should be a game of using your special ability to end the encounter
in rexes case, though an ambush into mouth grapple
spino a game of keep away until your enemy falls
stego same as spino
but it also has the smallest zone that can be threatened
With Stego, if it's jab can stop a Rex's grapple attempt, it may be able to fend off a Rex
but it'd be a close thing, Stego, at least at 6 tons, simply isn't big enough to afford a few attacks from Rex
though I'd hope most of Rex's damage is based on its mouth grapple instead of promoting LMB spam
Still has the issue that no matter its stats, it's still failing to feel like a stego.
It could be one shotting a hyper rex levels of viable. It doesn't play like anyone pictures a stego.
If you ask someone 'how does a stego fight', they will answer 'swing its tail'
And it can't.
Yeah, the fact that it's a spear thrust instead of a sweep is kinda fucking strange
but it's not entirely out of what people would portray a stego as
granted the only example of a jab instead of a swing that I can think of is from a long out of date documentary
the one where it bends its plates?
yeah that's the one
yep
that's basically our Stego jab animation 1 to 1
from the side anyway, the fastest angle
You could argue that the front angled jabs are more similar to swings
still not exactly swings, but closer at least
I assume you would be talking about something like this Frumpkin?
like
the jab isnt even a bad attack
its great for doing what its meant to do, which is fend off predators while turning you
which will be great when there is things like
oh idk
massive apex predators, to which they arent ducking and dodging attacks
a swing would make more sense for things like utah or troodon which the stego is going to hit once and basically fucking atomize
Similar, but able to be used while trotting, and less wide of an angle.
So it doesn't replace the jab.
Jab: Stationary, higher damage, slow, large attack angle.
Swing: Walking/Trotting, lower damage, fast, small attack angle.
I can see the uses, but personally I find Stego's focus on stationary defense to be a refreshing contrast to Trike or Anky
Wouldn't the lower damage make it easier for a rex to just say "fuck it" and push through the attack?
As the stego can constantly move while swinging, it's always hitting the rexes head while its tail is being hit back.
It can endlessly face away
That diagram I posted shows it
Couldn't something similar be accomplished with proper jab positioning? Especially if the higher power of the jab was enough to deter a rex from taking multiple headshots
cause a trotting Stego also isn't going to be outpacing a Rex, so it could do is buy time until the rex gets bored, or pushes through the tail I would imagine
Stopping, taking the time to jab (and aim with it), and then moving to turn again takes a lot longer.
give that the jab does somewhat move you into a more optimal position to jab again, proper usage may very well allow you to fend off a rex
though again this entire thing comes down to how Rex's grapple works
and if the Jab/Swing would have the ability to stop the grapple
cause if they can't the rex would just speed through and slam the Stego, moving attack or not
imo
only the strong special attacks should cancel out the others
so it would be a jab needed to stop the grapple
That's the idea. The typical encounter would result in neither dying. Rex gets bored and finds easier prey.
Rex attacks from flanks or front: rex wins
Rex attacks from rear: rex gets bored and leaves as it can't get close.
Rex holds W and LMB attacking rear: rex dies.
What about rex holds shift + w, then RMB and starts thrashing the stego?
RMB?
I mean if it can just run up to stego and grab its tail with one button, then it's GG
since the LMB would likely just be your classic bite
the RMB I'd imagine personally as more of a lunge that if it connects leads into a grapple
like Allo but with the mouth, and fracture instead of bleed
so the rex may be able to just tank a few of the swings and fucking body the Stego unless the Stego can produce enough raw power to put it off in a few hits
If any dino was going to be a 'camp in one spot' dino, I thought it would be anky.
But looks like they want that thing to be a sprinter.
i.e. the Jab's higher damage could potentially allow it to fracture the Rex's face and prevent the Rex from using its pin, or substantially weakening it
I personally think stego should amply the flight and fight simultaneously approach.
Yeah our Anky is built for speed, and even so lacks the ability to pivot as well as Stego does, which is saying something because stego turns like a bus
Rhino anky 
meanwhile irl anky literally lived with rexes...
That's a different discussion lol, back to Stego
Against a Rex you probably wouldn't want to tangle with it regardless
Rex, if it hits you as a Stego, is going to fucking hurt
but Stego also isn't gonna be outrunning it ever
I'd hold on with saying how the fights between apexes should look like. I know for sure that I don't want them to by anything like the current fights that involve Stego and Deino but we simply don't know what mechanics each apex is going to have at its disposal. I'm just going to point out that I don't think Spino has any business hunting a Stego. I can see Rex and Giga going after it via different means but Spino specifically imo has no business hunting an apex herbivore with a high damage output.
even trot vs trot I'd imagine the rex is going to be fast enough that keeping up shouldn't be an issue
I don't think it's about outrunning it. More just extending the amount of time that rex is trying to get past the tail to the head.
Fair, though the rex may just blitz the fight at the start in that case to limit the amount of time the Stego has to smack it
It will take longer to get around a stego trotting away than it will take to get around a stationary stego.
especially since the trotting Stego is likely cripplingly slower than a sprinting rex
It might try to do that but it will be getting hit over the head while its closing the distance towards Stego's head, that might be what will be needed for Stego to win that engagement.
Spino seems like Stego imo, both are built to fuck you up if you come to them, but have no business being on offense
Really hope kentro has a swing so I can just forget stego exists. Not holding my breath though
I mean that was mentioned
personally I'd like the swing, but I'd rather see it geared to dealing with crowds of small animals than being its apex defense
Agreed, that's how I view both of them as well
making Stego the ultimate glass cannon, at least as far as 'apex' animals go seems like an interesting playstyle
So it's hitting hard enough to make even a Rex think twice about running in stupidly, but at the same time it's not really built to fight animals like rex regularly
I like it standing its ground vs smalls and mids, and even psuedo apexes.
But I think that it should be trying to disengage and move away from true apexes.
^
As stego simply isn't on the level of anky, trike, and shant
cause in terms of health it's an Acro/Para, but in damage it's more of an apex. The problem is that damage is risky, because it makes you stand still
Yea I think Stego is most well suited to taking on packs of smaller animals much more so than the largest of carnivores. That of course doesn't mean that it should be fodder to the latter.
Yeah Stego isn't built for fighting animals like rex, but when it comes to disengaging it kinda feels more like a "heed the warning signs and leave before they show up" and if a rex does find you, hope that you're on your A game because one mistake means death
Quite opposite to the Trike which i think should handle the apexes better than it handles multiple opponents due to its smaller AoE.
the trotting tail swing kinda feels less nail biting because you're just walking away and clicking whenever it gets close enough, oversimplification, however I do think it's a bit easier
Yeah Trike I'd imagine being borderline invincible from the front, and really only from the front
It is but it's just a little something that might make it possible for the Stego to win the fight if the apex engages it from the back.
I mean there isn't really warning signs. They just walk over the brow of the hill and they're there.
Exactly, if you get to the Trike from behind you're getting yourself some nice Trike-burgers
At the moment yes
By the time we get actual apexes, I'd be very surprised if there wasn't a robust network of early warning signs
since that kind of horror "Something big is coming" stuff is right up Dondi's alley
Either I want the trotting tail swing and the standing jab together.
Or a standing tail swing replacing the jab
I definitely feel that making Stego forced to stand still is hard to balance correctly, but could be done well enough that it works, and would make it unique compared to the other apexes. Though at the same time I really have no problem with it getting a swing
I'd personally like one, but I can see why we don't have one atm if Jab is doing a good enough job
The jab isn't even great vs smalls, so it doesn't fill the role of punching down large herbi currently.
Jab seems built specifically for fucking up larger animals
it's a precision weapon trying to accuratly stab at high speed tiny utahs.
Yeah, hence why I was indicating that if we got a swing, I'd like it to be for smaller targets
inb4 trike gets a massive arc head sweep and is the dedicated anti small large herbi. And useless vs apexes
Money's on trike getting a charge
I hope so
Legacy Dossier had that as a mention, and like the Spinosaurid claw swipes I wouldn't count that info out solely because "haha legacy"
don't take it 100% of course
but like, I'd bet on it
Even a standing tail swing would be preferable to the current jab imo. Cut the damage, but have it as a huge arc.
The jab when you angle it just in front of the shoulders is your best bet for a swing replacement
it covers a huge area, and at decent speed
2nd fastest angle
Going to have to suggest Wuerhosaurus as a playable to get an actual stegosaur which plays like one. 
It's like how legacy para felt like playing a ceratopsian. Awful at travelling, amazing at facetanking.
After the first 4 mins, dibble overhauled para due to regening all its stam so fast. Para just had to sit for 20 mins.
dibble crossmapped way faster.
para had 2nd worst trot in the game i think
combined with stam which took like 20 mins to come back.
and you needed stam to actually fight too
Para was fucking painful
if you dared to ever use your sprint, you were just free food for the first creature which saw you.
so just had to travel using the trot
Wouldn't have been that bad if the trot wasn't awful
yeah if it had a good trot it would have been far more fun. still wouldn't feel like a para due to being a god facetanker.
same issue i'm having with stego tbh.
Ok i can see the concerns people are having with my suggestion earlier, and I can see why. I think i failed to clarify my intent with this suggestion.
The intent was coming from over aggressive herbis in general, not to make herbis useless. I just find herbi a bit too easy to play and that Im not punished enoyht for looking to fight things. Herbivores in general (to my understanding) should be encouraged to play more defensively and smart to avoid confrontation.
I don't think a single tenonto should be able to 1 v 2 a duo of carnos as someone in this discussion said either, that should be a favorable match up for the 2 carnos.
Your suggestion does make teno pretty useless though. Also making all herbis ‘prefer to run away’ despite their inferior speed adds to the issue of herbis having fewer and more boring playstyles than carnis
And punishing slow herbis with awful heal times
Animals who have no choice but to defend shouldnt be punished more than their attackers
This lessens the amount of thought and strategy predators would need to hunt defensives and that’s pretty shit
Yeah as the general rule of thumb, if you are too slow to run, you either have to be small enough to hide, or large enough to fight
Nothing is faster than a Carno in a straight line, so everything has to be able to deal with a Carno either with stealth, or strength, as an example
(technically agility also works in this case, but that's not the case for everything and I like simplifying my examples)
Troodon: uses venomous bites and minimal contact aided by their nightvision to exhaust their prey until they are too weak to fight back
Utah: “BLEED BLEED BLEEED”
“Their niches are too similar”
At least its what troodon looks like it will do
Idk why he thinks they are clones of each other
And yeah slow animals who cant hide should have the upper hand in melee
Troodon is a mob, Utah is a coordinated group, or at least that's how I look at it
Yeah sure Troodon's can play in a coordinated manner, and Utah's can just throw themselves at things and hope to stack enough damage to make their death worth it, but for the most part Troodon is gonna just dart in, bite, dart out and try to repeat as many times as possible, while Utahs are gonna want to be a little more careful
They both seem like they can be coordinated but utah seems like he'll rely on it a bit more
since losing a Troodon is also far less of a punishment, and each Troodon isn't as powerful
the only similarity besides like body frame between them is using numbers to take on larger prey, however they do such by different means
I really wouldn't be surprised if Troodon gets a pounce of some sort, but even if it does get a pounce I highly doubt it'll be like Utah's
Its like saying giga is the same as acro because they both like to hunt sauropods
Or like sucho and spino are the same because they both eat fish
I still think that herbivores should typically have longer heal times than their carnivore equivalents, just like they typically have slower run speeds
Herbivores should be avoiding combat where possible, while carnivores don't have that luxury
I mean - I guess that could work for the locked health maybe. Perhaps when an active method of healing that gets introduced(if it gets introduced? We were supposed to be getting it but the devs haven't mentioned it past the patch notes to update 1) it could be faster/easier for carnivores than for herbivores, but I don't think that the normal healing should be necessarily slower as that could be heavily abused in certain match-ups(although admittedly I can absolutely picture some carnivores having this sort of attrition-style of hunting where they go into a lengthy fight where they "outheal" their prey item).
Herbis usually dont have the luxury to avoid a fight when a carni is around either
They are slower, and diets will push them to certain areas where predators will now know to wait
It breeds situations like legacy trike where a giga could tussle with it for a few seconds and then just walk around while it dies because the giga had superior mobility and heal
They only have to get into a fight when they are found by a predator that's willing to hunt them though. You can live as a herbivore without encountering a single soul just fine.
Atm maybe, but unless you want to ruin your dinos health youll now have to travel to areas where your paired predators will know to look for you
Giga shouldn't be walking around if it's engaged a Trike tbh, I do understand what you're talking about but generally you want to sit down to abuse your faster healing rate and to save your health points.
Can't speak about the future updates but there's always a possibility to avoid players altogether it's down to them whether they can find you while you travel/look for food.
I have never lost a 1v1 to a trike that way, i can trade hits and then walk it off while the trike bleeds out because giga is just better. And making it the same in evrima will lead to the same result
I've never lost to a Trike as a Giga either and I've even 1v2ed them but I've also killed quite a couple of Gigas as a Trike
the key factor for the trike in that fight is to stop trotting as soon as it gets bitten
Yeah so you just have to be lucky as a big fat slow stego or trike that a faster predator or pack doesnt find you?
any trike that trots in that fight is bad
It's arguable whether that's down to luck - you could say that growing a Deino is down to luck right now and yet I can do it pretty much every time I sit down to get a Deino
It's more so down to knowing the map and the right areas
You can avoid player interaction if you are lucky and/or on a dead server, otherwise your predators just heal faster than you and can h it and run over and over while you die and they recover from your hits
Thats what it would lead to
Well it's more so that I do see that certain carnivores could hunt that way by abusing their fast healing, not necessarily just to hunt herbivores but also other carnivores
Way to kill the herbi playerbase even more if that is the goal
I think that healing rates should generally depend on the species and shouldn't be the same for every animal
be it herbivore or carnivore
Punish them harder for combat they cant avoid if a predator sees them
Species is fine, faction is not
E.g. if you have a high metabolism animal that's supposed to remain active the whole time with a short hunger timer it would also have a higher healing rate due to the fact that it doesn't have the luxury to just sit down and relax. While others perhaps more catered to players who prefer to just hang around could have more forgiving hunger times while also taking longer to heal.
Of course it would have to be balanced on a case to case basis.
E.g. an animal that heals longer should probably be the one that gets to choose its engagements more so
E.g. a Galli, maybe a Carno
If you don't get to choose your engagements then yea you should probably get to heal faster
Galli and carno are high metabolism animals so that doesnt add up, but the ones who can escape or arent supposed to fight a lot (ambush hunters, fast hunters, flight animals) should have slower heal times yes
But my point is more so that it would be make sense for some carnivore to hunt via attrition by outhealing its prey items, probably some bleeder since that affects the healing rate.
Something that wont have a choice if it is spotted or is intended for brawling large enemies shouldnt be punished for doing it
Idk about Galli, I don't see any reason why it should be healing with an above average rate
it's not an animal that can't choose its engagements and it has literally 0 reason to get into a fight with anything, I think it should be one of the slower healers in the game
Carno - depends, if it has a high hunger rate as it does currently then it should be healing quickly
If carno is supposed to be ambushing and finishing off smaller dinos it doesnt need a fast heal rate
but if it has a larger hunger pool then its healing rate should be slow(admittedly it already kind of is)
It isnt supposed ti brawl
Cera should have an above average heal rate, carno below average
It already does - Tenonto outheals it quite hard
Good honestly
iirc it took me 10 minutes to heal up Tenonto from barely any health to full and 15-17 minutes for Carno
It's not really good atm due to its low hunger pool
you have to be hunting pretty much all the time with it
Cera ahould have teno's heal rate and carno should be discouraged from brawling
The hunger pool is ba i agree
Carno ahould only need like 20% of his body weight in food
Not be eating a whole alligator
I remember once playing the game in a manner where I would spend half the time healing up and half the time fighting a Utah pack because I had to balance out the healing and eating
Admittedly locked health was a factor there
Predator food intake values are fucked rn
Yea they are
that's probably the main issue with it right now
so I don't want to make any long-term judgements on the matter
Food intake, and turn radius/bleed issue with utah
they were rather artificially set to 45 minutes for most animals where 45 minutes was a very short hunger pool in the legacy
iirc Ceratorex had a 45 hunger-timer and it was considered as something that had to eat almost constantly
With most animals lasting an hour+ and then the apexes lasting even longer
Should also depend on diets now, if you eat stuff you arent supposed ti then sure your hunger should drain faster, but generally 45min is insane for most predators
Fair point
I personally don't mind having to eat constantly but I do feel that it should be accompanied by a relatively high healing rate
Could see fishers having a faster hunger drain due to easier access but most predators should be able to go longer
otherwise it's kind of bad for solo play
it's fine if you're in a large Carno pack because you don't really take much damage if you're packed with a large number of other Carnos but for solo it's pretty ugh
And admittedly I don't think Carno should be an animal that groups up... like at all
When more smalls are added at least for carno itll make it function more properly
Like galli, mono and pachy
Carno should have a max of like 3 in a group
How about: healing can happen at either a faster or slower speed depending on how full your protein meter is (and healing adds a drain to same) . For herbivores this is usually going to be harder to keep topped up, while carnivores will get tons naturally
I don't see any reason why more Carnos should be in a single pack
Or just how well you follow your diet
Good herbivores going for high quality food won't have issues though
Instead of adding another reason to skip playing herbi
Rn theres clusters of like 10 carnos just terrorizing servers lol
Idk about that, I feel like herbivores offer vastly more value atm.
Whenever I feel like going full PvP deathmatch style I just grow a Tenonto
Atm because a utah needs to eat a mount everest of food per sitting to not starve
People typically pick carnis for pvp, and they even pick carnis to chill because they have pteranodon now
We will just have to wait and see how the diets update plays out, it might change the playing field quite a bit.
If you make herbivores generally shittier at recovering from conflicts it adds another reason to pick carni
I pick carnivores for PvP but atm they are just vastly inferior at it than the herbivores. Tenonto offers the most bang for buck atm so it's my go to whenever I want some senseless slaughter
Im not too hyped for diets but i hope i get a pleasant surprise
In general I wouldn't expect playerbase to ever pick herbivores more than the carnivores simply because the carnivores have the "cool-factor" to them. They also just offer a more interesting gameplay loop in general, but that doesn't change the fact that currently herbivores are just kind of better. The playerbase decision not to play them doesn't have much if anything to do with their viability. Dryo wasn't played at all when it was completely overpowered, simply because people aren't interested in playing this small, green gremlin that runs around squeaking at people.
I'd separate how good something is from how many people play it in this game because the two aren't really all that much connected with one another. Utah despite being a rather poor playable atm is still (not)surprisingly popular.
Animals such as Rex and Utah will always be popular even if they are at a dumpsterfire level of bad.
Yup, same. Easiest to feed, easiest to fight, easiest to find packmates
No need to worry about being cannibalised by hungry packmates
They are just better in every way except maybe speed... But then you have safe rocks so eh
Idk about finding packmates, I play solo whether I'm a herbivore or a carnivore. I typically just charge whichever carnivore I see first as a Tenonto and start a fight with them, if it's a Carno I sometimes have to encourage them to attack me against Utahs I just follow them around until they give up and decide to attack me.
And I'm not a good Tenonto, just to make that clear, it's definitely not a dinosaur for me, its playstyle just seems alien to me and it's clearly designed to play in a way I'm not comfortable with but I see a surprising amount of success with it nevertheless.
Yeah, I'm a bad teno and I can strut around like I own the server
I play with a very good teno who has no hesitation going 1v4 vs carno
All you need is a rock or the right tree for recovering stamina and you can fight very safely
I've ran 1v3 into carnos at times and survived - on other occassions I got 1v2ed though
Good carno are in short supply atm
I did also get soloed once but admittedly that was due to my 200 IQ play of chasing a Carno down into the river
newsflash: Tenonto doesn't do that well in the water
I know someone else who is an amazing carno and they get super frustrated by dead weight packmates
They just follow them around and eat food
It used to be super easy to keep carno fed when you were good, you used to end up with body piles as long as you could stop deino from stealing
There are a few amazing places to retreat to as teno too, where you can force carno to go through narrow gaps and dense brush and get easy tailslam headshots
Pond ramp, pond waterfall, many of the rocks around pond itself too
Caves around center
I barely ever go to the pond, I typically just run at the first Carno I see around the centre as a Tenonto
Is carno even a mid tier
It is, at least it's always been a mid tier
the idea that it's not is pretty new and came up a couple of months ago on the discord
It's always been the weakest mid tier but a mid tier nevertheless
It's definitely not "one of the biggest mid tiers in size" though
It’s the weakest mid tier but is a pretty large mid tier compared to stuff like cera and bary
Honestly. Don't know. It gets clapped by a utah of the same growth.
Idk the new Utah pounce defiantly made it easier to fight off carnos but they made it a lot harder for carnos basically the fastest thing In the game to even get away from them
Corpse debuffs 
Idk whether Cera and bary are mid tiers tbh, I mean... perhaps?
Cera was labeled a small carnivore on the roadmap though
This guy wants carnis to lose damage when theyre full? So punish them for eating if somebody attacks them after lol
Yeah, I know a lot of people are against these ideas... Especially with BoB experiences... But it's an effective tool to discourage body camping herbivores if done right
Corpse debuffs could be abused with either faction getting them
Not anti-kfs, just anti-camping to give scavengers a chance to eat
There are ways to limit abuse, like having them only apply to rotted carrion which can't be dragged
Like if a few allos take down some young sub brachi theyre discouraged from defending their kill which would be annoying
It shouldn't apply to anything capable of eating it in its current state
I could see like something stopping scavengers from eating a decaying body being toxic and pointless to do but i can see ways to abuse it otherwise
Like body droppers in fights to screw over herbis or people just harrassing packs who ate off a kill their worked hard for
Again though, if you make it only apply once the body starts rotting
Juvies and smalls who intentionally die to apply a debuff while the fight is still going. Making it apply only to rotting bodies can probably be fine if anyone can move bodies, since i could still see it being used on nesters
Yeah, nesting has to come with herbivore body dragging
Id totally get myself killed in some herbi/omni nesting site just to debuff them when my body goes rancid if i disliked the person at all
Im a toxic player
Babies are going to die around nests anyway
And predators
They will need some way to manage corpses near nests even without debuffs
Yeah so i wanna be able to toss out dead babies for the compies and not have them stinking up my nest
Exactly
Plus debuff ranges should scale on the body size
IRL example: you are at the beach. Dead seagull? You can ignore it easily. Dead rotting whale? Yeah don't want to be anywhere near that
Nobody will body drop a FG carno unless they are really, really desperate
I've got a pretty robust suggestion for the system but it can wait until after people are used to U4 and compy cleanup
Perhaps for herbis the effect starts in the beginning they should move away. But for Carnivores they can stay by the body as long as they want. But the longer a body sit there the longer the emmision goes that could bring in uninvited guests
If a player already took the effort to deed themselves before logging off i see no reason to punish them upon logging back in
It also punishes adult creatures, whom usually have no reason to afk in a tree for 30 mins
Imagine getting punished for being good at the game because you can feed yourself before you log out
That would be frustrating indeed
Imagine getting punished because you have a life and can't idle in TI 24/7
@tidal obsidian ptera is much smaller and lighter than dryo, and is essentially an animated paper plane.
It's not some combat animal made for hunting things 50% larger than itself.
ptera eats fish and carrion.
hmm
yes
balance ptera around a bug with fish spawning
10/10 idea
"If they're too far away from rivers"
It's to balance ptera around not playing it the way it's intended
even then
an adult ptera can easily fly from anywhere on the map, to anywhere on the map, in a relatively short amount of time no less
Yes
Hence the many downvotes I guess
Look I miss the little stego killing machine too but just gotta accept ptera has no real combat value outside mixpacks
Ptera is menace of babies and juvies. It one shots baby raptors...
Hypsies are harmless and you can fight them back unlike the "airforce"
fight me coward
hypsi is balanced to be able to defend itself from juvies and help large packs
Just wish it's spit would be more of a cone area rather than snipe. Too hard to spit on anyone that's moving. Especially with the camera angle so low most of the time half the screen is covered by your own head making aiming too difficult
I mean an adult Hypsi can 1v3 a pack of baby raptors if you know what you're doing
The problem is trying to aim its spit attack against most adult dinos is ass
just not a hypsi god
I'd be happy with just some aim assist, maybe make it an option that could be toggled on and off if you so choose.
I adore hypsi and playing animals that aren't the top of the food chain, but even then it gets frustrating when your one form of defense is impossibly hard to use and damn near useless as a result
hypsi is the best defensive dino in the game for herds
what are you gonna do if ones defending a steg
A hypsi shouldn't be defending a stego to begin with lol
their whole shtick is that they're so small they should be relying on using them as meat shields, or completely abandoning them to hide
Symbiotic relationships are a thing in nature lol
Hell yeah
I'm aware, but it doesn't make sense for an animal the size of a toenail actively throwing themselves as well as wasting their spit at carnivores to defend stegos
they make more sense as animals that hide behind the more able bodied dinos
hence why this
I mean, it makes perfect sense
Smart blind hunters run away
In nature, one of the biggest advantages is making something just inconvenient enough that a predator doesn't bother unless its desperate
You don't have to make yourself an impossible target, just a more inconvenient one than the other guy
Pretty sure there's a joke about hiking shoes and bears about this
For smaller carnivores I see it absolutely working, I mean for much larger ones like carnos
guys will can the utah pinn other dinos after patch 4
It can already pin other Dinos
"how do we make utah packs easily op"
Ah yes, four Utahs that take about an hour to grow are supposed to maul a five hour behemoth with spikes to death because muh realism
Balance >>> Realism
balance yes utahs are very balanced now hahahahah
And and you cant pinn down for example stegos when they are at least 2 i mean i almost never see herbis alone sooo
Still. It would make solo stegs fodder. To a Utah that is so much smaller and weaker
i never see solo stegos hahahahha
or any other dinos
and its your fault when you stay alone
yea, cus they are making it a cuddling up game now : ) skill is thrown out
Cause skill was very present in legacy, ofc
hahahahaha
Balancing around herds/packs for survival is bad. That is not a viable counter. There's a difference between grouping up for more power, and grouping up to be viable and survive. And pinning is a questionable mechanic in the first place unless there's some kind of counter, we see this in utah vs utah for that matter.
exactly it was, cus you could stand up against 3-4 dinos. And still win