Disease, Injuries, & Scars

Can't help but consistently revisit this subject. I have never once felt satisfied with my past suggestions or those others have proposed. We all agree there is a problem here and dinosaur welfare in general is pretty shallow, but how do we fix it? In my mind these thoughts have stirred for months, so I am going to examine three subject areas and what Frontier has done in service of this goal from JWE - JWE2 and what can be done to finally resolve the matter.

As a quick recap, let's put JWE's dinosaur welfare into context before we examine what JWE2 has done. For starters, dinosaur welfare was part of your dinosaur rating which together with your Facilities basically made your star rating. Pretty simple, but what that actually entailed more often than not just amounted to sickness, dead dinosaurs, and low health species irritated by their comfort needs not being met. However, even when broken down its deceptive what is actually done to maintain or lower dinosaur welfare. Disease pretty much just reduces health of an animal until its dead and it jumps to other species seemingly at random and illogically over great distances at time. Doesn't matter what the disease is, does the same thing just with a different name and is mitigated by a research item altogether eliminating it. The Ranger Team is responsible for using medicated darts to heal the animals, you can do this manually for more visceral impact, but 99% of the time you are just going to queue up all the sick animals on a team and send them on their way.

Taking that into consideration, what does the gameplay really look like? As noted, it becomes pretty 1-dimensional, there isn't really any thought, preparation, or concern with dinosaur welfare. In fact, the only range from my experience is a couple of unsatisfying clicks to just an outright nuisance as the stupid thing just keeps jumping faster than the Ranger Teams can medicate them. Occasionally, this frustration would occur because the AI of the Ranger Team acts up and the disease spreads unnecessarily. There is just never any real reason why you need to think about researching cures, the research is usually quick, cheap, and you have so much money you generally just get them all immediately without being forced to make a choice. Same thing with corpses spreading disease, there is literally no reason whatsoever to leave one alone, there is no penalty or difficulty whatsoever to removing a corpse, and you'll be punished for not removing it, it becomes no choice at all, its just a matter of click and forget.

However, in Claire's Sanctuary we began to see Frontier taking notice of the issue, and did something interesting with Respiratory Malaise they made it incurable and there was pressure to act before all the animals died. It might have been a campaign-only condition, but the groundwork for improvement was at hand.




Here we come to JWE2 and the number of improvements is fairly substantial and marginally deeper, but continuing in a much better direction.

Jurassic World Evolution
Jurassic World Evolution 2
Disease​
  • Spreads illogically
  • Diseases behave identically
  • Corpses generate disease
  • Research has no pre-requisites / penalties
  • No mitigation tools available
  • Ranger Team addresses as click & forget
Disease​
  • More logical spread​
  • Disease sources increased​
    • corpses​
    • infected feeders​
    • weather conditions​
  • Research tree introduces penalties to neglecting disease research
  • Vaccinations as a mitigation tool
  • Incurable disease variation introduced
  • MVU removes all purpose role away from Ranger Team
N/A​
Injuries​
  • New category of dinosaur welfare impediment​
  • Social interactions can lead to ailment​
  • Environmental impact from harmful interactions (Ex: Fencing)
  • Minor & Major injury variations introduced
  • Elevated response for major injuries requiring relocation to medical facility
  • MVU required for welfare checks to identify condition
N/A​
Scars​
  • New combat characteristic
  • Presumably for visual distinction of individuals
  • May impact dominance of seasoned combatant

Disease

The table might be a bit of a simplification, but it gets the point across. JWE2 has greatly improved upon JWE and made dinosaur welfare more important. The new research tree mitigates the last minute rush to research cures for disease that was one of the leading causes of the system being trivial in JWE. The other being the economy, both factors have been addressed to varying degrees in JWE2. However, some of the diseases pre-requisites are incredibly vague or entirely too easy to unlock from no deviation from the usual gameplay interactions. This will require some balancing to influence a change in player behavior, so that disease is less click and forget.

Like the research tree, disease also appears to spread more logically, so quarantining a species is much more viable. However, these two items are little more than balancing touches, JWE2 shines more with the new additions that gives me much more hope for where things can go. Disease is much more varied and less homogenous in JWE2, certain diseases have sources they are more likely if not exclusive to spreading from such as E. Coli or Salmonella coming from an infected carnivore feeder. Weather-specific diseases like Silicosis and Frostbite help create more variety and the common cold becoming incurable and being able to morph into Pneumonia makes it not only unique, but helps shape disease into something more interesting.

Finally, vaccinations help give more tools to the player to control certain disease outbreaks, this is a first as its a mitigation tool. However, though all these improvements are fantastic and enrich the game, all we have really done is delay the usual click and forget solution and offloaded work onto the new MVU which identifies new conditions.

Injuries

Arguably the largest addition to dinosaur welfare, the MVU really demonstrates how new things really are because of this prolific new addition. Now disease isn't the only threat to your animals, but they are threats to one another thanks to injuries and their new dominance and territorial systems that enable them. Together with disease we have really pieced together the missing half that welfare really needed in JWE. The fact your animals can injure themselves in failed escape attempts makes the dynamic more engaging during gameplay; however, there is no worse balanced feature in the game even post-patch. The MVU in many regards paid dearly because of the frequency of injuries being so overtuned it begs the question if there was any QA testing occurring prior to launch.

In general, balance is the only bad thing I have to say about injuries, they offer fresh variety and they come in two variations. Minor injuries which are more frequent, but usually harmless and Major injuries which require the afflicted animal be transported to the medical facility for treatment. I also appreciate the information gathering component introduced by the addition of the MVU which also better defines the role of the Ranger Team in narrowing its scope.


Scars

Wish I could say more about scars, but they are very vague and nebulous. I can only presume the game factors scars in as some form of dominance multiplier as part of the Infamy system, but I confess its so unnoticeable that in its current iteration it might as well not exist. Scars feel like a last second addition and is in dire need of fleshing out, right now its just a number on a spread sheet with no noticeable difference from other dominance generating variables.




Injury Improvements

Now that we have taken a glimpse back and acknowledged the strides JWE2 made over its predecessor, I feel more comfortable in the following proposals to reinforce the strengths and mitigating the repetitive and boring click & forget gameplay loop.

To this point I have spoken pretty minimally about the MVU despite what a large change it brings to the game. Partially this is since the subject has been covered extensively already, and because I feel a good portion of the blame actually lies with the balance of injuries rather than the MVU. Still, the correction Frontier employed in Update 1 really did more harm than good. The way the MVU originally worked was more ideal, and I think Frontier moved to change the MVU too early and instead simplified its function to the game's detriment.

I propose some changes to the frequency of injuries
(50% chance Minor Injury; 25% chance Major Injury) and the reclassification of certain injuries to accommodate the reversion of the MVU to its original state. One caveat being that the MVU will heal Minor Injuries if identified during a welfare check automatically. The reduction in the probability of Major Injuries and reclassification of other conditions such as Concussions would make the relocating of a severely injured animal far more special and less like an expensive and vexing chore. Speaking of concussions they either need to be downgraded to a Minor Injury, or advance like the Common Cold to a worse condition that can result in death such as Comatose. The Common Cold in its current incarnation is actually one of the best diseases, I think Concussions have that same potential, but not as it presently exists.

I think an escalation of a
Surface Wounds to an Infected Wound similar to how a Broken Claw can escalate into an Ingrown Claw serves as another example of an escalation that is easy to cope with early, but a pain later. This would allow you to ignore most Minor Injuries as they are fairly frequent while a small number of them having escalation potential if ignored. Certain species being more prone to certain conditions like a Broken Claw or Wing like dromaeosaurs or pterosaurs means they have a higher probability of injuries escalating than other species as well, so there is a lot to think about when making an enclosure.

  • MVU reverted to launch functions
  • MVU treats Minor Injuries from welfare checks automatically
  • Injury % Chance reduced to 50% Minor Injury | 25% Major Injury
  • Concussion reclassified to Minor Injury; escalates to Comatose
  • Surface Wounds can escalate to an Infected Wound (Example)



Disease Improvements

Additionally, Frontier has done great by introducing new sources of disease, the solutions, however, failed to evolve with them. An infected feeder is no issue whatsoever, in fact, it is arguably even easier now that herbivores no longer have feeders at all. It's about as click and forget as one can get. You get a large notification on your UI and then just assign a Ranger Team and the infected feeder is gone, at most you also have to send the MVU if an animal got infected. The feeder having certain diseases and being susceptible to infection in itself is a great idea still, but the gameplay comes from how you interact with it rather than it simply existing.

A good first step is to prevent the deletion of an infected feeder this will force a gameplay response rather than an easy solution. Next, get rid of the notification on the UI altogether, there is absolutely no reason the game should handhold you so much about every potential problem. The Ranger Teams perform status checks at Ranger Posts to collect information for you about your animals as it is, this is completely redundant and unnecessary. You can even assign Capture Teams & MVUs, for added utility, the game has provided sufficient tools without the notification. The Ranger Team & MVU will be able to identify a problem with an animal and the ailment. Then using the Database or your memory, you can then identify the issue as stemming from a feeder because a condition like E. Coli sources from them. Finally, you'll need a research that branches off the main tree on the cures menu, this means you will need to invest some effort to address it, and if you haven't done so, you need to work around it until your long term solution is in place.

Some players would be able to solve this as easily as now if they have the research based on the decisions they make for how to build their park, many won't, so infected feeders would still be an involved challenge and importantly, it creates organic gameplay that is highly replayable.


While on the subject of disease sources, there is also the matter of corpses. Naturally, there isn't much in terms of incentive for keeping corpses, after all, they do already provide some minimal food for carnivores. I will continue to die on the hill of free-roaming Compy scavengers as corpses could be beneficial for feeding Compies at no expense and raising a new hygiene park mechanic. That aside, I think the process of corpse removal being so easy is the actual problem. The bloody helicopter has always been the game's go-to for inconvenient problems, so simply requiring a ground team be dispatched on a cooldown to remove the corpse increases the odds of them causing disease and taxing resources, so that they have a more realistic opportunity of contributing in some way rather than being this mythical feature no one ever sees without intentional testing.
  • Infected feeders cannot be deleted
  • No UI notification for infected feeders
  • More disease exclusive source occurrences (Ex: weather, feeder, etc.)
  • More progressive disease escalations
  • New alternative research tree branches for treatments/cures
  • Ranger Team cooldown for corpse removal (Transport helicopter corpse removal feature disabled)



Scar Improvements

Scars in the grand scheme of things shouldn't ever really be anything more than a minor system that adds some flavor and personality to your dinosaurs. Right away, a clear improvement would be permanent and sensible scarring, the only time you see them are during dinosaur combat and they appear over the entire body. This is more of a long term improvement as its so low priority, yet a high workload that I have opted to talk about these improvements last.

Beyond that, I think it is feasible for there to be some variable when calculating injuries for there to be a scar chance. A scar chance itself is a fraction of a fraction of a chance of occurring; that is to say a Minor (lesser chance) or Major (greater chance) injury has a chance of leaving behind a scar. Each scar then adds a nice bump in dominance for the animal, meaning an animal with many scars is as its visual indicates, a seasoned combatant. This is another way of viewing a dinosaur's Infamy level at a glance and just adds a lot more flavor to the game. Right now, its basically impossible to tell what animal has a scar without checking its details.

This is truly an aspirational improvement and also one I feel is much less important, but can still be somewhat integrated into the wider dinosaur welfare system.

  • Visual indication of scars
  • Large dominance scaling with scar #
  • % Chance Minor/Major injuries can produce a scar



I am open to hearing some more ideas. However, we really need to get away from the handholding, the game provides way too much information to the point it trivializes itself. No more click & forget gameplay, we can add things all day long, but if they never have any depth or variety in gameplay response from the player, it will age like milk. Then before we know it we will be right back here writing more forum posts scratching our heads and wondering why doesn't this game feel as compelling to revisit and play through than the feeling many people get from JPOG.
 
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To be honest I'd rather they just ditch the MVU unit and go back to what we had in JWE1, where rangers and helicopters could do everything. All the medical unit feels like is a contextual excuse to undo a fantastic QoL feature from the first game.
 
To be honest I'd rather they just ditch the MVU unit and go back to what we had in JWE1, where rangers and helicopters could do everything. All the medical unit feels like is a contextual excuse to undo a fantastic QoL feature from the first game.

Couldn't disagree with you more. I think doing that is just a step backwards into making the game overly simplistic, it was at its worst in Return to Jurassic Park when the roles of the ACU and Ranger Team overlapped so much that there really was no point to either of them. The MVU as an idea is a good one, the execution has not been, it feels like more busy work right now thanks to the frequency of injuries and the fact you are never tasked to do anything differently. I understand why players feel that way, it can be frustrating and annoying to use the MVU as its current gameplay loop is pretty much just added clicks for something you could do before, that is why I wanted to try and change the conditions it interacts with to some degree.

I have another thread proposing the MVU could load up small dinosaurs for transportation without the Capture Team, I like to think of this thread as symbiotic with my prior one on the MVU. I think minds would change if this take of the MVU was given a chance.

https://forums.frontier.co.uk/threads/mobile-veterinary-unit-expanded-functionality.592163/
 
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To be honest I'd rather they just ditch the MVU unit and go back to what we had in JWE1, where rangers and helicopters could do everything. All the medical unit feels like is a contextual excuse to undo a fantastic QoL feature from the first game.
I personally like it
 
Addendum #1 - Species Behavioral Response



I must revisit this subject as I forgot to include a few crucial details that will diversify conditions and give more hints as to what ails a specimen. Before that though I also want to thank Frontier, Update 2 will allow the MVU to be assigned to Ranger Posts to automatically treat Minor Injuries & heal low health animals. Common Cold outbreaks are going to be far less annoying thanks to this change if anyone wondered.

In the OP I touched briefly on how to identify diseases based on disease source in my examples primarily infected feeders. However, for some players that is still not enough, and it will still be somewhat easy to get confused. So, I propose pushing some behavioral responses to disease, some will be clearer tells than others, but the tools are still there that I feel even more casual players will have the resources to solve these problems. In some ways it'll be a detective-mystery game to identify disease, its source, and begin to employ countermeasures. It will reward experienced players who pay attention to their dino's behavior saving time without punishing new players who can wait to run through the database [New Species Viewer could be expanded to have disease susceptibility stats for added detail] or allow the MVU/Ranger Team to identify some sort of condition.

So, all that said, let me run you through some examples of injuries and diseases that manifest in behavioral responses:


ConcussionAnimal spends significantly more time resting and sleeping risking falling comatose
Foot & MouthAnimal both refuses to eat and begins limping
RabiesAnimal refuses to drink and becomes hyper aggression even if docile
E. ColiAnimal suffers from vomiting and diarrhea
SalmonellaAnimal suffers from vomiting and diarrhea (identical to E. Coli, so MVU identification essential)
Minor FractureAnimal walks with a limp
Major FractureAnimal becomes immobile
Broken WingFlying Reptile is rendered unable to take flight
Organ TraumaAnimal becomes more anti-social and isolated and is at high risk of spontaneous death

I am sure there are many more that people can think of, but these are just a few examples of behavioral changes that may indicate a health problem effecting your animals. A few of these may already be present within the game, and we may need some new animation work to demonstrate the gastrointestinal issues, but I think its feasible. Similarly, for a laceration or internal bleeding we could have a bleed effect visual to coincide with their rapidly dropping health. Might not be the highest priority on the list, but this adds a little more variety to the game and better distinguishes injuries and diseases from one another. They don't all need to have unique behavior, overlapping conditions or asymptomatic conditions if used carefully can be interesting in their own right.

There are so many conditions between both JWE & JWE2 to pick from that I am certain we could expand upon this system if it seems at all worthwhile to anyone else.
 
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Addendum - Species Behavioral Response



I must revisit this subject as I forgot to include a few crucial details that will diversify conditions and give more hints as to what ails a specimen. Before that though I also want to thank Frontier, Update 2 will allow the MVU to be assigned to Ranger Posts to automatically treat Minor Injuries & heal low health animals. Common Cold outbreaks are going to be far less annoying thanks to this change if anyone wondered.

In the OP I touched briefly on how to identify diseases based on disease source in my examples primarily infected feeders. However, for some players that is still not enough, and it will still be somewhat easy to get confused. So, I propose pushing some behavioral responses to disease, some will be clearer tells than others, but the tools are still there that I feel even more casual players will have the resources to solve these problems. In some ways it'll be a detective-mystery game to identify disease, its source, and begin to employ countermeasures. It will reward experienced players who pay attention to their dino's behavior saving time without punishing new players who can wait to run through the database [New Species Viewer could be expanded to have disease susceptibility stats for added detail] or allow the MVU/Ranger Team to identify some sort of condition.

So, all that said, let me run you through some examples of injuries and diseases that manifest in behavioral responses:


ConcussionAnimal spends significantly more time resting and sleeping risking falling comatose
Foot & MouthAnimal both refuses to eat and begins limping
RabiesAnimal refuses to drink and becomes hyper aggression even if docile
E. ColiAnimal suffers from vomiting and diarrhea
SalmonellaAnimal suffers from vomiting and diarrhea (identical to E. Coli, so MVU identification essential)
Minor FractureAnimal walks with a limp
Major FractureAnimal becomes immobile
Broken WingFlying Reptile is rendered unable to take flight
Organ TraumaAnimal becomes more anti-social and isolated and is at high risk of spontaneous death

I am sure there are many more that people can think of, but these are just a few examples of behavioral changes that may indicate a health problem effecting your animals. A few of these may already be present within the game, and we may need some new animation work to demonstrate the gastrointestinal issues, but I think its feasible. Similarly, for a laceration or internal bleeding we could have a bleed effect visual to coincide with their rapidly dropping health. Might not be the highest priority on the list, but this adds a little more variety to the game and better distinguishes injuries and diseases from one another. They don't all need to have unique behavior, overlapping conditions or none at all if used carefully can be interesting in their own right.

There are so many conditions between both JWE & JWE2 to pick from that I am certain we could expand upon this system if it seems at all worthwhile to anyone else.
Good detailed, cool
 
The game has become almost unplayable for me after the March Update.
I have been clearing the Challenge modes on Jurassic difficulty. I have only one left to complete, South West USA.
Since the March update, my animals seem to be fighting and spontaneously developing injuries far more frequently than before. I am spending 90% of my time tranquilising dinosaurs, shipping them to Paleo Medical Facilities, and then shipping them back to their enclosures.
I've completed every other Challenge map on Jurassic (albeit prior to the March update). My enclosures have all my dinosaurs at 100% Comfort and 100% health. Many of them have Resilient trait.
Is this just coincidence or have incidences of serious injuries requiring Paleo Medical Center treatment been tweaked? Being able to assign MVUs to Ranger Posts has been a HUGE quality of life improvement, but it is killing my desire to play the game having to micromanage all these "serious" ailments which I have absolutely no ability to prevent or even reduce.
Can we at least talk about buffing the Resilient trait?
 
The game has become almost unplayable for me after the March Update.
I have been clearing the Challenge modes on Jurassic difficulty. I have only one left to complete, South West USA.
Since the March update, my animals seem to be fighting and spontaneously developing injuries far more frequently than before. I am spending 90% of my time tranquilising dinosaurs, shipping them to Paleo Medical Facilities, and then shipping them back to their enclosures.
I've completed every other Challenge map on Jurassic (albeit prior to the March update). My enclosures have all my dinosaurs at 100% Comfort and 100% health. Many of them have Resilient trait.
Is this just coincidence or have incidences of serious injuries requiring Paleo Medical Center treatment been tweaked? Being able to assign MVUs to Ranger Posts has been a HUGE quality of life improvement, but it is killing my desire to play the game having to micromanage all these "serious" ailments which I have absolutely no ability to prevent or even reduce.
Can we at least talk about buffing the Resilient trait?

I was mostly getting at gameplay systems and ideas. The balance is definitely off and has been for some time, there are mods that can mediate the problem in the near term, but it will probably be a while before everything about this update is fully known. If they changed injury frequency, it was not in the patch notes.
 
Addendum #2 - Corpse Disposal
  • Corpses can no longer be airlifted
  • Corpses provide more to food needs
  • Corpses persist longer than a feeder (excluding refills)
  • Prey/Hunting need is better met with live dinosaurs
  • Adventure Guests are thrilled by live hunts
I have spent a considerable amount of time collecting my thoughts on the subject of corpse removal. While I wasn't happy with my initial conclusions, a ground team as an option should probably still exist, but not an ideal one. However, the very nature of being able to airlift your problems away is worse, so I think this option should just go away. A more elegant implementation is reviewing the cost-benefit ratio of keeping corpses. Right now a corpse provides some food for carnivores and that is about it. However, thanks to feeders it is rarely a wise decision to leave them in your enclosure, the benefit just isn't there to offset the risk.

Prey dinosaurs and live bait should both retain disease potential. However, in the case of dinosaurs they satisfy both the prey/hunting need of carnivores, provide a greater amount of food, and persist for longer. If we find the right balance the cost of feeding some Struthis to a Ceratosaurus, for instance, might be more efficient than a feeder, and the player should feel that.

Finally, Dinosaur Welfare as a stat needs some reworking. Dinosaur Welfare should feel like its most critical to Nature Guests and least critical to Adventure Guests. This creates a good balance where you will fail to attract many Nature Guests because they are appalled at the animal cruelty, but Adventure guests will flood your parks in droves due to the excitement of live hunts. General Guests fall in the middle with tolerance for live hunts, but if you compromise too much on the Dinosaur Welfare you are going to find your parks hurting for rating and cash even if you commit totally to Adventure Guests. Moreover, this limitation would determine what you can/cannot have in your park. This leaves Luxury Guests which are slightly put off by the spectacle, but not as much as Nature Guests.
  • Nature Guests - Dinosaur Welfare - very important
  • Luxury Guests - Dinosaur Welfare - important
  • General Guests - Dinosaur Welfare - somewhat important
  • Adventure Guests - Dinosaur Welfare - not very important

The net result is that in some park scenarios there is reason to leave corpses in your exhibits thereby rectifying the non-decision of instantly removing the corpses. The corpses have a decent balance to offset the cost of the prey, especially if it results in combat prior to death which raises infamy and further attracts Adventure Guests to your park. Now players have the capability to tailor their parks to their interests and needs and select which risks to take on versus to ignore.

References: Potential of Compsognathus, Live Bait Feeders & Hunting Behavior, Guest Management - Comprehensive Overhaul
 
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