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Yea, i don't understand why they don't force all eggs to be public and the layer of said eggs can accept or deny requests. But i haven't even seen a single egg yet. Not that i was looking to nest in, but still. Seems weird.
B) The chances of finding someone to nest with are very slim. They need to be your species, the opposite gender, fully (or almost fully) grown, able to put in the hours necessary to grow kids, and willing to even put in the effort in the first place. Which brings me to the third point:
C) Game is structured around PvP and that's what the majority of players are interested in. They'd rather go out and fight stuff than sit around a nest waiting. (Plus, they already spent enough time waiting to grow their own dino).
D) Nesting provides no benefits. In Legacy it was useful as a spawn point, but in Evrima we have the option of spawning somewhere there's food and a high likelihood of finding a group. So all it does is increase the time until you reach adult and actually get to play the game.
E) Even when people decide to nest AND make their eggs public, it's unlikely you'll know since for some incomprehensible reason eggs are only accessible from the respawn screen. Everything needs to align perfectly for an egg to be available exactly during those 5 seconds you spend deciding what to play as next.
I think you made valid point as to why nobody is nesting.
A) Hunger is decreasing indeed to quickly. As Carno or Utah you have constantly to get food. AI food is too sparse globally and focused on few areas, what is another issue on its own. Its distribution is strange and does lead to hotspot gatherings, that can lead to an overpopulation of one species due to one successful pair nesting a quarter of servers population. (while it is funny for a while to zerg as a swarm of Utahs like locusts, it is a bad sign for balance reasons)
I think there is the need of a framwork for "trophical" variables that changes with server population, amount of certain species and should spawn AI in zones to inspire a fair, constant spread of healthy sized packs over the map.
It should be balanced in a way that one Zone could sustain up to 3 Adult Carnos or a Pair and their 5 (?) offsprings till they leave juvi stage. (Carnos may have the need to patrol several zones to be sure to get good diet, ensuring conflict with other packs)
B) The obstacles to get to nesting are too high, and also high are the chances that those commited players are not willing to share those fruits of their success with randoms, who potentially could sabotage the family by griefing. I think the time it takes in theory is okay, but in praxis becomes more tedious because of food distribution and would hopefully be adressed by changes (like I point out in A) )
Another thing that could fix this issue, maybe if you are the only player of your species on that server you might become a hermaphrodite or have the option of parthenogenesis. "Life finds a way".
C) I see that point and could agree, that many people are conditioned to play pvp. Since that is the only thing you can effectively do besides walking or idling around, I see that as an slight issue, since nesting itself does give an experience many people are craving for.
D) There should be incentives for nesting others publicly. I thought about a Buff like "Maternal Instinct", that only increases with amount of public nested players (to a cap limit). Also I would increase the basic growth rate of nested players in general and even more so for publicly nested ones, so there is a benefit for them being nested. There should also be a Buff if you become Grandparents, like a Great Matriarch/Patriarch title.
btw. I disagree to your notion about what is the part where you start to actually play. IMO growing your dino is the most essential and actually fun part of the game, especially as a "naturally grown" family unit, not the adult stage alone.
Many players seem not to have fun being stealthy in games. All those adrenalin inducing moments, where I was lucky not to be seen/sniffed out. Priceless!
E) I would not appreciate Dinos dying around or even dissappearing because someone is not satisfied with their skin color or got bored to grow a slow growing dinosaur. There would be a big chance of denying predators their prey by just quickly selecting an egg (and deleting the Biomass). But I see that there is a need to let people know that certain eggs or nesting groups are avaiable.
Add something like having players up to 3 or 5 slots of active dinosaurs per server, so they could switch onto an egg. But devs should make the progress in such a way, that the dinosaur you are leaving behind need to get to a safelog state (where it stays for several minutes being potentially vulnerable) while you already start with your new hatchling.
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I see several problems with the game regarding a combination of several factors.
One is server population (few with full population and many more empty ones), the size of the map, the distribution of places of interest, leading to either remote and empty spots or those hotspots (like the "cuddle rock").
1) On an empty server you do not starve due to having acces to all AI or Plants on the server. If the server gets populated you will find your Carno or Deino cannibalising or being cannibalised by others soon. While this is good in general to check overpopulation it has become a standard for certain players to just kill same species on sight.
There is no reason for a Carno to not hunt down a random solo carno, since carno is an easier kill than stego or teno (and for those you have AI alternatives to avoid risky fights).
This lead to Carno and Deino eggs being extremely rare.
2) Though I love the map with their secret places. Seriously, dependent in which areas you are patroling, the map either feels too small or you find yourself getting lost in those secluded mountain and forest regions. (which barely spawn food for anyone).
You are not rewarded by exploring the map, even punished for it by starving or even dying on thirst. Most places of that Map are remote and useless, other regions destined to become Mix-/Megapack hotspots.
Only some changes in spawning plants and AI at some more areas of the map could already lure more players from those hotspots . The distribution of food being spawned needs to adapt to the amount of players on the server and should ensure players being in reach but fairly spreaded.
3) I think the biggest limitating factor for The Isle to become a consistent and great experience for everyone is the cap limit of servers. I do not know what Unreal engine is capable of, but a 100 Player server with a full roster of species in the future is gonna need a lot of balance work to prevent everybody just choosing Apex species.
I think a global growth factor could help, which is dependent on the amount of players on server playing that species, acting as a Growth-Debuff by overpopulation and as a buff if your species is rare!
https://www.youtube.com/watch?v=G83hzKAdQ6M&t=139s&ab_channel=Mombie
Just something about a noisy nest out in the open that seems like a bad idea xD
https://www.youtube.com/watch?v=i8LZZcB0hls&ab_channel=Mombie