Dinosaurs Carnivores, 1 attack animation, 1 kill on herbivores, needs to be improved

Your Feature Request / Idea
I find this the most numbing part of all the animations. The fact that every carnivore can take down an edmontosaur or corythosaur, with the same animation and ALWAYS succeed.

I think there should be:
- chance of failure.
- multiple attempts, depending on the size difference.

This was in JPOG! They had this way back then.
 
I'm not entirely sure about this. In that game (Jurassic Park: Operation Genesis) the AI for the dinosaurs is random like this: Run over to a herbivore and, within range, play the attack animation.

Here, in Jurassic World Evolution, it's not random in that way. It's random by what the predator decides to kill, yes. But, the kill and death animations for those sequences are scripted to be so. Like this: the two dinos have to be in certain position first before the animations for both the hunter and the hunted to play at the same time. If not, the two dinos will not interact directly with each other.
 
Actually, you're a little right. I'm giving JPOG too much credit, the animations were very basic, but it did have the concept of failure. When a herbivore was attacked, sometimes it would go down, and then it'd be able to get up again, and run. That part part can definitely be a takeaway.

The herding now in this game is light years better than back then, after the updates.

And yes! you are right, it is not random, it's scripted, but that's make it so boring and unnatural. It just looks weird. It's the same thing, that happens over and over again. To be honest enough in JPOG it felt more real cause of the more than one animation part, it still was scripted. Everything had a precise move for a precise action. I understanding we're not building real AI here, but a range of animations atleast for a kill, would be nice, and definitely some chance for the herbivore to get away, injured or unscathed.
 
OH I just got a flashback, I remember a herd of dilophosaurus or gallimimus I think? they used to run around when a T-Rex was chasing, and the t-rex would have to struggle to find its prey. They were way faster, so it was always out run, cause the rex had limited stamina! It was such a thrill watching and finding out which one would actually end up being prey. I can't even begin to tell you how much fun was had in just that! Watching them come to life, albeit not perfect.

In this game, still, for the most part, the receiving dinos, accept their death fate always. The animation always ends in the herbivore dying. A fight always ends in one or the other dying, never a backing off and running away situation. (if an alpha fights a carnivore, then it shouldnt back off, if anything else, there should be a random chance, that the dino panicks and runs away... its just not big enough right now)
 
My last point there isn't completely true, sometimes the dinos in a fight do back off, but only if between two carnivores, and the chance of that happening is either low, or a very narrow parameter. (which seems unrealistic)
 
On the other hand, I will give some more credit to this game. In JPOG, the big carnivores would always do a typical 'strike' down from the side of every herbivore. And sometimes it took 1-3 strikes to take one down. This game has a more compelling animation. But I wish, the chase + failure mechanism + the beautiful animations from this game could meld! That would make the perfect hunt / fint animations.
 
The keywords here are variety and believability. That's it. With that end goal in mind, I think they can bring the best to the table with what they already did right + what a successful game from 10 years ago already did right.
 
One alternative I have in mind is to have a script sequence when a predator misses their prey, to decrease the chance of dino death by another dino to some small degree.

I have one idea in mind myself, but it's still being thought of to see how it would work if something like it were to be added in this particular game.
 
Your Feature Request / Idea
I find this the most numbing part of all the animations. The fact that every carnivore can take down an edmontosaur or corythosaur, with the same animation and ALWAYS succeed.

I think there should be:
- chance of failure.
- multiple attempts, depending on the size difference.

This was in JPOG! They had this way back then.

This isn't a JPOG sequel.

However, I agree that the chance of failure on an attack would be a cool addition.
 
This isn't a JPOG sequel.

I know it isn't a sequel but my reputation on reddit was ruined my simply saying that line xD. I can understand why people want to it be exactly the same as JPOG but the ones that do treat the game as a sequel and want many similar mechanics. Don't get me wrong, JPOG has many essential things the JWE needs like the AI but besides that? You are probably better off playing JPOG.
 
This isn't a JPOG sequel.

However, I agree that the chance of failure on an attack would be a cool addition.

I know it's not a sequel either. I'm just saying taking the best out of another game that already succeeded is a good thing. JPOG may not have done everything right, but it did something right for its time.

Why are we reinventing the wheel? Take the good stuff, improve it, mix it with your own take on it = better game right? I'm not saying copy it exactly. I'm saying they should atleast question, hey, what did they do right? and why did it work?
 
I know it isn't a sequel but my reputation on reddit was ruined my simply saying that line xD. I can understand why people want to it be exactly the same as JPOG but the ones that do treat the game as a sequel and want many similar mechanics. Don't get me wrong, JPOG has many essential things the JWE needs like the AI but besides that? You are probably better off playing JPOG.

I know it's not a sequel either. I'm just saying taking the best out of another game that already succeeded is a good thing. JPOG may not have done everything right, but it did something right for its time.

Why are we reinventing the wheel? Take the good stuff, improve it, mix it with your own take on it = better game right? I'm not saying copy it exactly. I'm saying they should atleast question, hey, what did they do right? and why did it work?

I kinda don't understand why people would want it to be the same. It's clearly a very different game. And honestly, I found JPOG a bit boring.
But of course, if there are good ideas in JPOG that could be used in JWE, I'm all for it. Which is why I agreed that failed hunting attempts is a good idea. I just mean to say, just because something was in JPOG doesn't mean it should be in JWE.
 
I kinda don't understand why people would want it to be the same. It's clearly a very different game. And honestly, I found JPOG a bit boring.
But of course, if there are good ideas in JPOG that could be used in JWE, I'm all for it. Which is why I agreed that failed hunting attempts is a good idea. I just mean to say, just because something was in JPOG doesn't mean it should be in JWE.

Completely agree!

That is the one sentiment, I actually don't like. Just because it was in JPOG doesn't mean it should be in JWE. I agree with you on that. We should assess what was good and take it possibly, and what was bad, possibly unnecessary / boring and leave it behind.
 
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