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Link to my other topics:
Troodon
https://steamcommunity.com/app/376210/discussions/14/3171072251346022594/
Herrerasaurus
https://steamcommunity.com/app/376210/discussions/14/3076496088112481431/
Pachycephalosaurus
https://steamcommunity.com/app/376210/discussions/14/3076496088122634672/
https://m.youtube.com/watch?v=y7jSOp2mr2s
As for the types of venom, I really hope the venom has an initial base that doesn’t require a particular time of day to activate, but rather see perks effect this. This would allow the Dillo to be less restrictive when balancing while also allowing it to be equally effective on servers that might disable or limit the night cycle. As for the perk that enables the venoms “night time” effect, have it so this perk also takes effect while inside a cave or dark building.
Lastly, back when showing the possible N-Type strains the concept art for the N-Type Dillo showed it had some bioluminescence going as well as being an apt swimmer. If the devs are still going down this road it’d be great to see some perks that actually lean toward being a semi-aquatic and possible piscivore. This doesn’t make sense from a realistic standpoint, but does from a “genetically modified” one that could lead to unlocking this unique strain, or at least fulfilling a similar function. It would allow Dillo to fill a niche roll as a smaller aquatic predator alongside the larger Deino and even larger Spino. If not semi-aquatic it would at least be nice to see perks that relate more toward getting more nutritional value from fish as well as increasing their “stealth” when approaching fish if they’re dead set on making Dillo a specialized nocturnal hunter. This would give them an alternate food source by allowing them to be adept fishers.
The latter. As said in the mechanic's description, the level of bleed isn't incredibly high, but the time it takes to heal it is greatly increased as opposed to a wound inflicted by a non-venomous predator.
So for example, a Dilophosaurus does roughly similar bleed with a bite as a Utahraptor does... except most things will heal a bite from a raptor in... let's just 2 minutes for now, considering bleed is getting some adjustments and we don't know exacts at the moment.
2 minutes to heal bleed from a single raptor bite.
2 minutes after a bite from a Dilophosaurus... you're still going to be bleeding. 3 minutes, you are bleeding. 4 minutes, bleeding. 5 minutes, finally slowing down.
The time it takes to heal is increasing per bite both because of bleed inflicted and severity increased per bite.
This can be both passively and actively altered. Passive changes to how long it takes for the bleed to cease can be tied to the different healing rates of each animal. So if we take a Giganotosaurus for example, assuming it retains its godly level of bleed heal, it may recover faster than a Tyrannosaurus would.
Active changes to how long it takes can be done via the Wallow mechanic. It won't fully stop it, but it will reduce it and can therefore assist your animal in recovering faster, including the Severity.
Again, I will not and cannot give any exact estimates at the moment until I see how bleed functions with the next update, but that is the general gist of what I want to do with it.
Too broad for me to give an exact answer. This latest iteration of Hemotoxic venom with Dilophosaurus? Roughly 30-35 hours of actually working on it. Working on Hemotoxic with all the versions and drafts I've made, edited, and discarded to get to this final product?
Well, I've been doing that since I made the oldest version of the system seen here:
https://steamcommunity.com/app/376210/discussions/14/1749021985764968037/
That is from February of 2020.
If you're asking me for how long it takes to make these suggestions in general.... well, it depends. Some are more complex and demand more detail than others. One I have yet to post for example, Parasaurolophus, took me about 14 hours to complete. Herrerasaurus by contrast, took about double that.
In my opinion all max speed numbers should be only achieved while in special sprint\ambush, with extreme stamina drain. To simply simulate real animals. Every animal in real life will achieve maximum speed only for few seconds.
So we could have legacy style charged sprint but for every dinosaur - called "Ambush" for carnivores and "Escape" for herbivores. It would also add extra balancing tool where some animals would be good at " normal " running but had barely better sprint, while others would be extremely fast in charged sprint while having preety bad normal run, or having longer\shorter sprint lenght etc. Ton of options just with that.
But in the game we got this weird system where they used estimated maximum speed for all species and used this number for normal run speed with SHIFT key.
Not a fan of simply slapping onto Carnotaurus 60+ km\h and calling it - Done.
It looks stupid when they zoom from one place to another like a sports car that uses horsepower and fuel.
I know that The Isle isn't super realistic :) but it shoulnd't be like an arcade game either.
Dilo can increase the Severity of its venom by 15 for every bite, and 10 bites will give you a Severity of 160. Reason being is that Dosage is not included in the Parentheses and PEMDAS is king.
I don't know if this was intentional or not-or really, what I mean is that I don't know if you want Dosage to be included when you multiply # of Bites or if you specifically want Dilo to have a Severity of 215 at 10 bites. For it to come close-and actually over shoot-the formula needs to look like this:
S=n((D-t)+P) or S=n(D-t+P)
Which will give you 250S at 10n
That said, is 160S at 10n good enough for you? I need to check how you treat Severity. Anywho, you know I overall agree with the idea. Not much else for me to say besides keep trucking on with the good math.
Stop finding my errors damn it.
But yeah, I see what happened. That is from my last set of values I used and forgot to change 20. Thanks.
All and all, what exactly is the difference between a Severity of 160 and 215 in your book? The most I got out of Hemotoxin is that it reduces one's ability to heal bleed and it doesn't inherently give diminishing returns.
What does Hemo (fun fact, my auto correct said Hemp) Severity do in terms of numbers.
Nero Severity has a Lethality point, but not Hemo Severity.
So, like I said earlier, it's tied to your bleed and affects how you can heal it. As long as you are bleeding, you are dying, even if it's lower than what it was in Legacy.
Your Severity is determining how long it's going to last. So you have low Severity, it's taking X time and when you have high Severity it's taking Y time (Y time being greater than X, obviously).
So you get bit by a Raptor and you have 10 bleed. As long as you have this bleed you are dying... but it doesn't mean you are a kill confirmed. It takes say 2 minutes to heal this bleed, and you'll still have enough left in you to stay alive.
You get bit by a Dilophosaurus and you have 11 or 12 bleed. Not a significant difference, but instead of taking 2 minutes to heal this level of bleed, it's taking 6 minutes. You are still dying at about the same rate, but now the time that rate is going to last is extended.
So think about it like how in Legacy, if you were an Allosaurus and you got bit by a raptor... you're dying as long as the bleed lasts, but it doesn't last very long. So you're not worried. Switch scenario, you're bit by a Dilophosaurus. You are dying as long as the bleed lasts, but unlike the raptor's bleed, this bleed IS lasting very long.
All Severity is doing is taking your bleed heal, and making it longer. This is in regards to blood coagulation disruption.
In relation to the hallucinations, it's just going to increase the frequency at which you're being ♥♥♥♥♥♥ with. So, low Severity - you hear a false call every 20-30 seconds; and then as Severity increases, 20-25, 15-20, 10-15 and so on.
Like I said before, I'm not going to try for exacts given bleed is being changed some, so until then this is the best I can give.
I also hope this reintroduces the old Bleed Drop Icon as you touch on something that can be taken as Bleed Tiers. Severity determines what time it'll take to heal, but these times can be given specific icons such as X and Y to place them in category. So 160 and 215 could both be Y if you chose to make that the scope or 160 could be X and 215 be Y. Why does that matter? I just think it's cool and fits with Hemo Lethality controlling your Bleed Heal while making it simple to gauge. So