Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I just hope the devs think this might be worth while to pursue
I don't hate the thought of a hunts being challenging, However, I hate the idea of herbs being impossible to hunt. I think that this would all be fine, if preds had the ability to end a hunt quickly, as in real life larger predator can effectively wrestle a prey down and end it. unless your a pursuit hunter like a hyena or a wild dog, long hunt increasing go into the favor of the herb. For instance a rex would absolute crush a trike spine (it's true, i know not every likes that idea), but as of right now you need to commit many bite to finish off a trike. now that may not be a problem if it is a solo trike vs a solo/duo rex (as you really just need a leg break) but a herd of trikes that's where your impenetrable wall starts forming. There is no possible way a rex player will be able to split a trike from its group, (not happening were humans it makes no sense). In all honesty a rex or multi rexes shouldn't really be able to get through a trike herd. The must optimal thing to do would be to hunt a solo trike one who is growing or living solo. but with your nesting idea, who in there right mind would chose to grow solo when they can be protect by a impenetrable shield for most of there life( in context with a trike since there are sever limits.) what is 30 mins. or a hour of growth time when you have nothing to worry about. Sure this is different for a para and a rex, as a rex would bulldoze through them, but effectively you just cut out a source of prey for creature of similar tiers.
not really much else, other then carno is meant to be nomadic, so it should still have high stamina and fast trot, it is the most human-like predator (in the context of the isle and the way it is meant to hunt and live
If you lower herbs speed for example maia pachy or para,no one will play them,because they will be food for everyone.
Juvs would not be able to run away from big herb with eternal endurance,eating fast growing plants.
People dont play herbs as they mostly feels themselves as predators and play for killing, as most games is about killing. Also playing adult herbs could be quiet boring.
To make herbs more interesting there could be several changes.
1) make seasons,floods etc. That will force to migrate.
2)make it easier for herbs to find their own specie.
3) make different specie to communicate for mixherding. It could be grouped like ceraopsian chat, or hadrosaur chat.
4) make different plant in different location. Maybe some healing plants.
5) give some prize for nesting. Maybe to become a mature adult with better stats, or to spawn after death as sub.
Also all dinos need interesting features and unique mechanics.
But they could be added only after dinos will spot pass through each other, there will be affinity system.
For now, para,pachy and trike need little buff. Apexes need little debuff.
Juvies would have a chance at escape, if you react quickly, are vigillant, and use terrain. ATM you are basically dead in the water the instant you are spotted. No counterplay. I gave them counterplay; an adult Dilo would EASILY be able to ambush a juvi Dilo if it catches it off guard, however, if it simply stumbles across a juvi Dilo it would have the chance to escape. Slower and less endurance... but better turn, for a 30 second window of similar speed to the adult to use to find cover.
It's not only matter of PvP stats or abilities but how people are playing. There is no perfect balance, people will always find a way to find a hole in the system, and since we got what we got, I rather play as underdog than "Zebra on crack chasing Lions across savannah".
Maybe my entire motivation to play some herbies is in beeing chased, weak, harmless ?
Not everyone like to be killing machine.
I really think there is no possible balance to encourage players to drop dinosaurs like Tyrannosaurus Rex and make them play some herbivore species just becouse they recieve buff.
2) herbivore nesting: really like it, makes sense
3) herbi & carni balance:
The general idea is good but I have my doubts if it actually works as intended.
Giving a certain dinosaur (no matter if carni or herbi) great stamina AND trot speed is very dangerous. I think with these changes Herbis might run down carnis like they always did when they were broken as soon as they spot one = carnis eventually running out of stamina and getting crushed.
How do you balance lets say the interaction between a dilo and a para? Will the para be able to run/walk down the dilo if it can't hide? And even if the Dilo manages to hide I don't think that's the interaction we'd like to see. You and I both know that this WILL be abused if possible...
Of course these are just considerations but you get my point.
I still think herbis should fall under the same rule in terms of balance as carnis:
"If I can't escape I gotta be able to fight, if I can't fight I gotta be able to escape"
Of course there are exceptions and not all interactions have to be balanced around basic mobility.
The best example would be aquatic mechanics, we can see how Sucho has an easy time escaping even Gigas when staying near water even though Giga can easily trot down a Sucho. But there are other examples as well like turn-radius/juking, burrows, tree climbing... stuff like that
Still differences between carnis and herbis are clearly needed!
The thing is herbis are easy to survive as when it comes to sustaining yourself, you can hide in the middle of nowhere and munch on a bush. Carnis are more difficult to survive as (well not really atm because AI is busted but that's another topic) and are forced to move.
I think, and that's just my suggestion, in order to even out the amount of carnis and herbis on a server a bit at least the juvie stages of carnivores should generally be "better" than the juvie stages of herbis. The adult versions on the other hand should be balanced properly in terms of power.
I totally agree with you that adult herbis shouldn't be free meals like they are right now, no matter if they are fighters or runners. I'm just afraid your changes might be just as problematic as the current imbalance
PS: The argument many people make that herbis should generally be weaker than carnis AS ADULTS is complete utter BULL****! This is the exact reason why we don't see any herbis right now, not to mention that carnis can easily group up just like them.
I only play carnis but ♥♥♥♥♥♥♥♥ give those herbis some love
But, anyways, if you want to increase the number of herbivores, you generally have to make carnivores, well, harder; a while back, when V3 was first re-introduced, herbivore bushes were REALLY abundant, and there was much less AI then on Thenyaw. So you had roughly 50% of the server as herbivores; herbivores were also fairly viable, at the time, specifically in the case of Parasaurolophus and Triceratops, who are no longer nearly as viable.
So working on the abundance of AI does matter to properly remedy balance between them.
Keep in mind that, herbivores 'running down' carnivores is a lot harder to do than carnivores running down herbivores. I think a good way to figure out how much of a problem it may be would be using Pachy and Dilo as the test dummies;
Pachy is faster but has a slower trot and less stamina than a Dilo;
Dilo is slower but has a better trot and stamina than Pachy;
Some testing to see how easily the Dilo runs down the Pachy would be some fairly good insight, imo, to see if it may or may not be a problem.
Herbivores would also have to contend with how they cannot sniff while trotting, a huge edge carnivores have when tracking - especially because THEY DO have the toolkit herbivores would have; slower speeds but higher trot and stamina.
I also don't want to completely repulse your ideas, you clearly have a point that the game needs some rethinking when it comes to movement.
All I'm saying is that getting too creative with trot speed, stamina and stamina recovery can be very unhealthy for the game's balance! These 3 values are just as important as actual run- and ambush speed.
Though I guess discussing how to even out the amount of carnis and herbis seems rather pointless right now anyway. First we need properly working AI before we can talk about rebalancing any values and the overall difficulty of carnis.
This is so ****ing sad and really hurts to watch... I remember talking to people about AI and how drastically they would impact the game long before they were released. Now we got this absolute mess and I can't be arsed playing this ♥♥♥♥♥♥♥♥ game even though I love it!
this is why a t-rex HAVE to be a lot stronger than an herbs,and this is why an herbs have to group for defend themselves
i feel like theres a fetal flaw but i cant see it yet so thats pretty good
really my only problem is traveling since the maps are fairly big and you can spawn players in major zones where theyll istanly die so its kinda weird if carnivores has low stam