Extensive Feedback

Disclaimer: I am abundantly aware of the Wish List. Please do not suggest I post there. I did...80+ pages ago (at the time of this post). I'm making this post just to give my feedback with "wishful" thinking sprinkled throughout it. My only wish would be some sort of reassurance that our community wishes (mine in this case) are being read through since 154 pages (at the time of this post) makes the idea that someone is reading and considering all of our ideas even less likely which each passing day.

Addendum: Before you put the kibosh on this for not being in the ether that is the Wish List thread, I wanted to put in on-record that I spent two days putting this together and it would have probably went unnoticed and marked as spam (or something to that likeness) for how lengthy it is even if I did put it in the Wish List thread :|

I've been playing JW:E for a full month now and why I do enjoy the game, that doesn't dismiss any of its faults.

Rangers Can't Tranquilize Dinosaurs

This topic has been done to death but, four islands later, this issue has become too glaring to ignore. I know the argument always comes up that "it might make the ACU Center obsolete" but, that couldn't be any further from the truth. You always need the ACU to extract assets. With the lack of cattle prods in the game, it is worth noting that you actually CAN use the dart gun to deter dinosaurs from attacking perimeters. One or two clean (and unnecessary) shots anywhere on a dino that's attacking a wall will send it panicking for a few seconds to buy the choppers more time but, its such a dumb strategy that it makes me wish Rangers had access to tranquilizers.



This is a screenshot I made as a proof-of-concept for how giving the tranquilizing ability would benefit for Rangers.​

Keep in mind, you still need to have an ACU center to airlift the dinosaurs. Also, here's a screenshot of me trying to get an ACU chopper with 3.0 Accuracy to hit a panicking Gallimimus...



Rangers Can't Use Dart Guns to Resuscitate Wrongfully Tranquilized Dinos

Every once and a while, ACU will accidentally hit the wrong dinosaur and put it to sleep. I shouldn't have to call in a chopper to airlift the dinosaur an inch every time this happens because its a waste of time and resources that make the rangers seem all that more useless.

Rangers Can't Escort Guests Out Of Paddocks
I've seen a few posts here and there about how users don't know how to get guests out of carnivore paddocks so I thought it was time to address that with a joke answer as well as a possible solution.

Whenever I see that a guest is in-danger (despite there being no perimeter breaches), I don't even bother sending out ACU teams. While it probably was a glitch caused by guests managing to clip their way into a paddock by having a jeep startle them 'through' a wall, I (personally) consider that guest as a trespasser that "rightfully" deserves to be Dilophosaurus food because they shouldn't have hopped the fence.

With that being said, Rangers should have the opportunity to pick up guests that managed to find their way into enclosures. Just think of it as a spiritual successor to Planet Coaster's security guards.

Wishful Thinking: Adding security options as well as a the possibility of vandalism.

Bridges Aren't a Thing?

Has anyone ever noticed that there isn't a single map in the game that features a river running through the playable area? Need I say more?

Shoot To Kill?

It's probably common knowledge at this point that the moment a guest has become a loose dino's prey, they're locked into an animation that not even tranquilized will break them out of. Make lethal force an option in the Ranger's interface.

Player-Controlled Rangers Can't Move and Shoot at the Same Time


The AI-controlled Rangers can fire darts while in-motion but, the player-controlled ones can't.​

Wishful Thinking: The InGen Recovery Team matte green (from Lost World) is not a skin for Rangers or ACU or the ACU transport chopper that is automatically unlocked when you visit Isla Sorna for the first time.

Dinosaurs Don't Care If They're In The Way

Working Ranger car horns as a gameplay mechanic would be nice because dinosaurs could care less if they were blocking the path of the player's jeep.

Gyrosphere Paths Can't Overlap or Interchange w/Other Stations (and more)

I know this game isn't Planet Coaster but, the fact that I can't make gyrosphere paths seems like a fundamental thing that should have in the game in 1.0. Not only can there not be overlapping tracks but, you can't connect the the track from one Gyrosphere station to another (in the event you have a paddock large enough that you want to have the ride available at two different ends of said enclosure). The overlapping issue also makes the presence of two gyrosphere stations impossible.

One T.Rex Should NOT Be The Social Limit

I've actually addressed this issue as a bug because I genuinely thought it was. There is no evidence in the films to support the assumption that T.Rexes are solitary. In fact, the image for this bullet point is actually a screenshot of the T.Rex family at the end of Lost World (a buck, a doe, and a child); meaning T.Rexes could live in groups of at least two (3 if you count the presence of the child). Additionally, the novel version of the first park actually had two T.Rexes; not one.

Money Isn't An Object

With the exception of Tacano, there never seems to be any real financial obstacles in the game. I'm not saying ramp up the prices of everything in the game. All the in-game prices for buildings and dinosaurs seem to be rather realistic (reasonably expensive) but, two paddocks and several financial bonuses for park quality later, the game seems like it can't go anywhere but upward. There's nothing the spend the money on and the game eventually devolves into a glorified 'cookie clicker' game. There needs to be more obstacles and chaos to look out for which brings me to my next point...

Park Workers Are Not Expendable

I know there has already been a whole discussion about the plight of the Rangers (which I contributed to) and I wanted to continue here to address the same ethical gripe I had at the time of that post. Park workers (Rangers especially) SHOULD be die. Not because I want them to but, because this is the business of death we're talking about (to quote Roland Tembo). In the first 3 or so minutes of the original Jurassic Park, we witnessed an unfortunate park worker getting pulled into a the raptor cage while dozens of fellow workers attempted to save him to no avail.

I already addressed the fact that money just never seems to fun out and how its impossible to run out of money even if you tried so what 'better' way is there to add a layer of difficulty to the game than by making Rangers NOT invincible to dinosaurs (and tornadoes). On top of losing a $50k ranger team, the player should also have to pay a $25k penalty to compensate the families of the killed workers.

If by chance you lose one of the two Rangers in a freak carnivore feeder accident or while trying to contain a loose dino, you should be fined a $10k penalty to accommodate the loss of half of a Ranger team. The team could be 'repaired' when they return to Ranger station.

I get some of the devs are a bit iffy about letting park workers die but, to be blunt, this is Jurassic Park. Its a series built on the ideas of ethics and the risks presented with the opportunity to play God or as Ian Malcolm put it so eloquently...
"If there's one thing the history of evolution has taught us, it's that life will not be contained. Life breaks free, it expands to new territories, and crashes through barriers painfully, maybe even dangerously, but, uh, well, there it is."

Not only does the risk of losing Rangers and other park workers make for a challenge that needs to be overcome but, it would also make the game more engaging by making the player want to put in the effort to keep his/her guests and employees alive. Several 'died from old age' dinosaurs laters, I (and probably the majority of the playerbase) have become desensitized by death and losing nameless guests to wild dinosaurs just doesn't leave an impression like it should which brings me to my next point...

Guest Deaths Are Too Trivial

Guest deaths are so trivial to grand scheme of things in this game that I honestly, don't even try to defend them when a dinosaur is loose. Every guest death in the game should take a toll on the players funds because when I lost my first guest, I honestly didn't see any impact in the game beyond a new line of text in the escaped dinosaurs stats. There's stats for kills and infamy but, do they even do anything?

There needs to be a reassessment and overhaul to the reputation and guest casualty system because there's videos of players trying to see how many guests their dinos can eat or trample for sh--s and giggles.

As a rough draft for a potential reworking of the system, I would that each guest death should inflict a $5k penalty while each guest injury results in a $2k penalty. I don't want Claire talking down to me about how guest safety is important if I can 30 casualties without even flinching. We need consequences for our negligence because our consequences for our negligence don't even seem to have consequences (if that makes sense).

Furthermore, guests that have a high guest kill count should have lower popularity and even warrant the selling of the dinosaur in order to avoid negative PR; something I actually did when my first carnivore killed its 3rd guest.

Beyond Repetitive Contracts

Once Isla Muertes' missions are completed, airdropped in dinosaurs should become a part of the game's randomized contracts to keep players on their toes. I was actually surprised (and disappointed) when I discovered that the arrival of sick/injured dinosaurs wasn't a recurring contract once the Muertes missions were completed. Maybe some system reboot (Nedry style "debug") contracts would be fun too just to mix things up even further. Something that would require Rangers to be on stand-by in the event that gates open during the debugging process.

Diseases

Having recently rewatched the first film, I realized how little the diseases actually show visible side effects in the dinosaurs in-game. I think some of them sneeze when they have common colds but, nothing beyond that. In the future, that needs changing. Dinosaur dropping inspections by Rangers could be something. Some sort of action that requires Rangers to get out of their jeep instead of relying on their magic healing gun.

Wishful Thinking: If fossilized flora is ever added, add options for what types of plants can be placed in enclosures that have vary in the likelihood of disease contractions.

Lack of Predictable "Randomized" Weather

Every island has their own set weather condition. Matanceros always has rain, Muertes always has storms, etc. While the addition of weather conditions was a nice notion, the lack of rogue weather conditions is a bit of a disappointment (ergo: the small but possible probability of lightning storms on islands that don't normally have them). We could do without the cyclones though. Those should be once in a blue moon scenarios. Also, there's no random weather option for Nublar (and as of this post, the weather conditions on Nublar are still non-existent).


Also, whatever happened to fogs?​

Wishful Thinking: Time progression with sunsets and sunrises (like Planet Coaster).

Innovations, Science, and Security Centers are Useless

Aside from printing money and looking nice, they don't really serve any real purpose (just like the Wonders in Age of Empires). Their existence in itself is a paradox. They're a waste of money but can be used to generate more money based on your reputation with a specific branch of your team.


Wishful Thinking: Ideally, the three buildings should offer perks (that aren't financial) while also paving the way to new opportunities.
For example:
The original Visitor Center had a built-in restaurant, creation lab (least tangible of the bunch in-game), and a gift shop.
Maybe the Innovations Center can be upgraded to have guest services inside of it. No alterations to the exterior but, maybe the multiple entrances could double as entrances to facilities (via upgrades). That way, the I.C. could offer food and shopping options.

Maybe the I.C. could give the player access to park promotional material.
Example: Clicking on the I.C. would give the option to spend a daily/annual fee to mail out flyers/brochures to increase park attendance rates.

The Security Center could offer research upgrades for stuff like Tranquilizers or Lethal rounds for Rangers that has to be researched at that island's Security Center to make the Ranger Upgrade available at that particular island. While it would take away from the Research Center, it would give the Security Center some functionality.
Maybe the Security Center could double as a shelter (which it currently doesn't and takes damage like any other building).
Maybe you can add a weather upgrade to the S.C. that would display a timer for when the next hurricane/storm is coming.
Etcetera.

The Science Center (which is more-or-less the same as the Innovation Center) could allow the player to mix and match different dinosaurs genomes to make abominations like the ones in Jurassic World: Alive (or whatever its called).

Long story short, all the branch buildings are pointless if they don't have any functionality beyond churning out capital.

Dinosaur Animations (while killing) Needs Work

Oftentimes I catch carnivores missing their meals when they're eating and instead chomp at the ground a good couple of meters passed it. I can't show off the games to my friends anymore because I don't want to accidentally show them how clumsy the animations look.

Dinosaur Spacial Awareness and Collisions Detection is IMPOSSIBLE to Ignore

I shouldn't even have to explain this one. I want to love the game and be immersed but, the pathfinding is so predictable that this is has become the """norm""" (I can't emphasize those quotes enough).

Less Rock-Paper-Scissors Turn-Based Dinosaur Fights

Lets not beat around the bush. The combat system is as riveting as watching to low level starter Pokemon in the original Pokemon games use tackle (in 2018). I can only pray that the combat gets more dynamic and the animations less repetitive (and recycled) in the future. Claiming that its an impossibility could spell out some negativity towards the games future. Also, I've never seen armored herbivores actually use their armor to reduce damage.


No Gallery/Observation Tower or Monorail View?

There's gyrosphere cameras but, the lack of viewable cameras in the viewing areas seems like missed opportunity (especially after developing Planet Coaster). While this may seem like a "wish", it seems more like a missing game mechanic but, that's just me.

Weird Detection of Guest Services for Viewing Areas

This is probably a bug but, its still something worth addressing on top of the hill of other things addressed in this post.



I think that covers all of the obvious issues but, I honestly hope this isn't just going to be locked and redirected to the Wish List because that thread is getting too long for me to even have any hopes that my feedback is even being looked at (let alone being considered) [where is it]
Does anyone in the Evolution community agree with my points? I would love to get some feedback (that I won't need to comb through 100 pages to find).
 
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Regarding ACU/Ranger: The Base design suggests that the devs wanted to divide responsibilities between the two for game purposes. However, I think it’s far too soon to tell if they’d give in or not to the popular demand to overlap Ranger/ACU capabilities.

Here’s an idea that might work with your suggestions: ACU and Rangers have their separate duties, but building the security center comes with park staff coordination reform under a unified command which then allows Sleep darts for rangers, med darts for ACU, etc.

Oh, and let me also add acu climb and descend in gunner view to your Jeep run-&-gun.
 
All valid points.
Gallery/Observation Tower and Monorail View were confirmed for the next update.

Regarding ACU/Ranger...
Give the ACU a vehicle with lethal force and the ability to resuscitate tranquilized dinosaurs? You could make it destructible if it isn't trademarked...
 
Regarding ACU/Ranger: The Base design suggests that the devs wanted to divide responsibilities between the two for game purposes. However, I think it’s far too soon to tell if they’d give in or not to the popular demand to overlap Ranger/ACU capabilities.

Here’s an idea that might work with your suggestions: ACU and Rangers have their separate duties, but building the security center comes with park staff coordination reform under a unified command which then allows Sleep darts for rangers, med darts for ACU, etc.

Oh, and let me also add acu climb and descend in gunner view to your Jeep run-&-gun.
The issue with that argument is that air support for healthcare wouldn't make a lick of sense. You shouldn't have to be airborne to use a tranquilizer.
I would understand the logic behind making lethal munitions exclusive to ACU because its literally their job to stop dinosaurs from killing guests. In fact, there was a moment at the end of Lost World where the InGen predecessor to the ACU almost used lethal rounds to kill the T.Rex during the San Diego incident just to be 1up'd by Sarah Harding (on the ground) using a tranquilizer to put the T.Rex under.

Rangers could technically use tranquilizers but, my issue is that it isn't even available as an upgrade or a secondary ammo for the Ranger gunners.
Ideally, the A.C.U. choppers are used for cornering loose assets in hard to reach places. Rangers are forced to literally watch loose assets kill guests right in front of them.
Also, in the book, Rangers were able to use tranquilizers. Muldoon and Genarro actually ride out on a jeep to try to tranquilize Rexy. So there's even in-universe evidence of Rangers using tranquilizers.

I get they were trying to imitate Zoo Tycoon's Dinosaur Rescue Team (D.R.T.) but, it only worked in Zoo Tycoon because they didn't have jeeps. It was an admirable attempt but, unlike Zoo Tycoon: Dinosaur Digs, Evolution doesn't have "hit scanning" so a guy in a jeep cosplaying as Muldoon is better than the latter.

Again, even if the Rangers had access to tranquilizers, the A.C.U. would still be required to relocate pacified assets back into their respective enclosures.

Also, there's another couple of issues I had...

Lack of Precision Foliage & Water Placement

These overlapping procedurally generated plants under trees will be the death of me. I swear.
Also, a smaller brush would be nice. >insert reference to how intuitive Planet Coaster was here<


They DON'T Travel in Herds

Using Sorna as the best example, the wild Stegosaurs have a habit of wandering away from their respective herd that they willingly allow their Comfort meters to burn to zero.

No Wide Cheap Path?

Okay, this ones more of a nitpick but seriously.

Wishful Thinking: Dirt paths and path types for things like gyrospheres would be nice.

Washed Out Night Lighting and Dull Guest Building Colors

After taking some time to really look at the lighting effects used for buildings, I started to noticed how dreary and depressing they all looked.
To support this point, here is a pair of Before/After images I made to show how visually appealing the buildings and lighting could look at night.

BEFORE


AFTER


BEFORE


AFTER


From a visual standpoint, all the buildings blend too much with the night colors to the point that they're muted. Also, all the buildings look like they're closed because there's no light in any of the windows and it baffles me how that was approved :|

Wishful Thinking: The ability to research different exteriors for buildings and the ability to change the colors of other buildings (too much blue).
 
All valid points.
Gallery/Observation Tower and Monorail View were confirmed for the next update.


Give the ACU a vehicle with lethal force and the ability to resuscitate tranquilized dinosaurs? You could make it destructible if it isn't trademarked...
Oh thank goodness. Sorry for the delayed response. I spent several hours recoloring screenshots of the game for another issue I had that needs fixing (the color schemes of stuff).
Also, ACU doesn't need to resuscitate . Just pick stuff up that needs to be picked up. I shouldn't need an airlift to give a dinosaur the equivalent to an espresso shot to wake it up.
 
Wow, there are so many things in here I wish I had added to my post on the wishlist.

I especially like the emphasis on meaningful purpose in building with caution to preserve the lives of your guests and staff. It is pretty ridiculous that even the lawsuits for guest deaths in the game are trivial in terms of expense. Furthermore, I think there are some harsh penalties I could outline below that would spice things up:

1) Lawsuits for injured guests (in-game the lawsuits only seem to count for dead guests)
2) Lawsuits should be significant in terms of cost and add up very quickly to be crippling if not handled promptly; you shouldn't be able to have 30 guest fatalities and be completely fine in a couple minutes
3) Staff injuries and deaths should also result in financial penalties in paying compensation to the injured park employees or their families (if say a Rex decided to snatch them up) on top of guest lawsuits
4) Too many incidents in the park should result in an inspection of facilities to ensure optimal safety, failing inspection (Example: You have breakouts, busted fences, power outages, or just dinos not in their enclosures during inspection) should run the risk of having the park closed down essentially giving you a "Game Over."

4a) I love your idea about having to sell dinosaurs responsible for guest fatalities, I think it should be a requirement for failing inspection. I also think it should trigger another event where you are under probation essentially and at random you will undergo another park inspection and failure of the 2nd inspection should result in park closure whereas passing it will lift your probation and the park resumes normal activity


I next wanted to touch on the ACU / Ranger debate that seems to be actively going on.

This is actually something I thought about quite a bit, the Park Rangers really feel limited in their current state, they clearly have the gear for tranquilizing dinosaurs since you even medicate dinos via darts. I think they should be given the ability to tranquilize dinosaurs especially when you have a large park an ACU helicopter isn't sufficient to get the job done before too much harm is done particularly if harsher guest / staff injury/death penalties are implemented. Sure some overlap is created, but that is inevitable. I think giving the ACU the ability to rescue trapped guests in enclosures would actually help differentiate them, I mean it would be logically safer to fly in on a copter and drop a ladder to rescue guests than risk more fatalities in a Jeep or even an armored vehicle. Moreover, the ACU would still be more effective since they have the ability to ignore terrain and a better sight range and most of all it could be more reliable if we can have destructible vehicles which I think everyone wants dearly.

When it comes to retiring dinosaurs I don't think it really adds much, plus, I think Universal has already shot the idea down so that one is dead in the water. Retiring dinosaurs doesn't differentiate itself much from being tranquilized, you could just tranquilize the dino and sell it for some money in return making it more worthwhile than just instantly killing it. Although Frontier really needs to end this nonsense about dinosaurs never waking after being tranquilized which is essentially retiring them anyway. I think Frontier is more perceptive to ideas when you factor in how it impacts gameplay and can build or alter existing gameplay mechanics in our discussions.

I also think it would be great if we could change roles in the Jeep the way we can in the copter, like you can choose to be the driver or the gunner, and it would be more thrilling to be able to tranquilized/medicate dinos while the vehicle is actively in motion. I don't see any real downsides to this so long as its implemented with player choice at the forefront as in you are clearly able to choose to have total control or relinquish some control for the added benefit. In fact, making the Jeep act more like the ACU copter would address a lot of this since you could control the movement while also serving as the gunner.

Finally, and most certainly, one of my favorite bits, the division buildings.

I thought it was an interesting and unique idea to have three buildings tied to specific divisions, but they definitely are quite underwhelming and serve little to no purpose. The Innovation Center is impressive and iconic while the Security Center makes you ponder the possibilities... and the Science Center is dull and makes no impression. The fact they only generate bonus income at all when your reputation is high with a specific division only further limits their usefulness and makes them pointless altogether if your priorities are on something else like trying to unlock a new dino in another division, for instance.

I agree 100% and I think your proposal for the Innovation Center is fantastic and logical, it should really encompass the core of the Entertainment Division and give you benefits and perks that would take several other buildings to accomplish. It would also save you the need to build so many redundant buildings in an area, and space conservation is very important in the game and it might actually making it ideal to have some hotels situated near the Innovation Center to address some guest needs allowing you more freedom to build your park and you can place restaurants and what have you in other parts of the park rather than stacking a ton of them in really close proximity to one another just because guests are super picky about having everything right by their accommodations.

The Security Center is the one I think we can really have some fun with and I do agree this could be a possible solution to Ranger / ACU disconnects. I don't think there is a problem placing a few special upgrades/researches here instead. Another popular suggestion and one I am a fan of is the addition of an ACU Ground Unit, maybe that could be unlocked from here and for the Rangers like was suggested they could gain the ability to tranquilized dinos. Looking at it another way you could also see the ACU Ground Unit as a fusion of the ACU and Rangers, the former provides the skills and equipment while the latter provides the manpower as in the people for the program. You could be required to call for recruitment to form an ACU Ground Unit from the Security Center, this would involve having to replace Rangers that were conscripted into your new unit, so overall park awareness would be essential and dino breakouts would certainly limit the overall size of your force (aside from clear restrictions on ACU Unit Numbers). Other upgrades could mean things like "motion sensors" "invisible perimeter fencing" and "security cameras"

The Science Center is the one I think we can also give a much more dedicated purpose. Genome research, skins, etc. wouldn't be the only thing we could essentially pull over from the Research Center (Still a very crucial building even after moving some things off it to the Security/Science Centers) I also think there are certain "projects" that would require this building and the introduction of rare joint missions offered by the Security & Science divisions in order to access.

Okay, sorry for going on so long. Just really impressed by the things you brought up and I couldn't help myself from adding onto them with my own thoughts. Hope Frontier takes notes of these things.
 
What they could do with the security centre is allow it to prematurely give warnings on dino breakouts and similar things.

For example during a storm my Giga becomes agitated. The security centre gives me a notification of the potential threat and I have time to tranq it before it starts attacking the fence.

Other possibilities could include keeping an eye on needs for example I have a Rex whose feeder is running low. Rather than have it tell me that it needs refilling having a security centre will allow rangers to automatically restock it.
 
Maybe the option to increase the wage of the rangers so they don't tangle themselves in their own parking stalls. Too often I assign a fence repair, or medic run, and later I notice it hasn't been dealt with yet and when I look at my ranger station, the jeeps make a "H" with the one I assigned perpendicular to the two others sandwiching it, not going anywhere. Or the option to sell those useless ranger drivers! Or increase their Intuitive Learning genome!! Lol
 
Wow, there are so many things in here I wish I had added to my post on the wishlist.

I especially like the emphasis on meaningful purpose in building with caution to preserve the lives of your guests and staff. It is pretty ridiculous that even the lawsuits for guest deaths in the game are trivial in terms of expense. Furthermore, I think there are some harsh penalties I could outline below that would spice things up:

1) Lawsuits for injured guests (in-game the lawsuits only seem to count for dead guests)
2) Lawsuits should be significant in terms of cost and add up very quickly to be crippling if not handled promptly; you shouldn't be able to have 30 guest fatalities and be completely fine in a couple minutes
3) Staff injuries and deaths should also result in financial penalties in paying compensation to the injured park employees or their families (if say a Rex decided to snatch them up) on top of guest lawsuits
4) Too many incidents in the park should result in an inspection of facilities to ensure optimal safety, failing inspection (Example: You have breakouts, busted fences, power outages, or just dinos not in their enclosures during inspection) should run the risk of having the park closed down essentially giving you a "Game Over."

4a) I love your idea about having to sell dinosaurs responsible for guest fatalities, I think it should be a requirement for failing inspection. I also think it should trigger another event where you are under probation essentially and at random you will undergo another park inspection and failure of the 2nd inspection should result in park closure whereas passing it will lift your probation and the park resumes normal activity


I next wanted to touch on the ACU / Ranger debate that seems to be actively going on.

This is actually something I thought about quite a bit, the Park Rangers really feel limited in their current state, they clearly have the gear for tranquilizing dinosaurs since you even medicate dinos via darts. I think they should be given the ability to tranquilize dinosaurs especially when you have a large park an ACU helicopter isn't sufficient to get the job done before too much harm is done particularly if harsher guest / staff injury/death penalties are implemented. Sure some overlap is created, but that is inevitable. I think giving the ACU the ability to rescue trapped guests in enclosures would actually help differentiate them, I mean it would be logically safer to fly in on a copter and drop a ladder to rescue guests than risk more fatalities in a Jeep or even an armored vehicle. Moreover, the ACU would still be more effective since they have the ability to ignore terrain and a better sight range and most of all it could be more reliable if we can have destructible vehicles which I think everyone wants dearly.

When it comes to retiring dinosaurs I don't think it really adds much, plus, I think Universal has already shot the idea down so that one is dead in the water. Retiring dinosaurs doesn't differentiate itself much from being tranquilized, you could just tranquilize the dino and sell it for some money in return making it more worthwhile than just instantly killing it. Although Frontier really needs to end this nonsense about dinosaurs never waking after being tranquilized which is essentially retiring them anyway. I think Frontier is more perceptive to ideas when you factor in how it impacts gameplay and can build or alter existing gameplay mechanics in our discussions.

I also think it would be great if we could change roles in the Jeep the way we can in the copter, like you can choose to be the driver or the gunner, and it would be more thrilling to be able to tranquilized/medicate dinos while the vehicle is actively in motion. I don't see any real downsides to this so long as its implemented with player choice at the forefront as in you are clearly able to choose to have total control or relinquish some control for the added benefit. In fact, making the Jeep act more like the ACU copter would address a lot of this since you could control the movement while also serving as the gunner.

Finally, and most certainly, one of my favorite bits, the division buildings.

I thought it was an interesting and unique idea to have three buildings tied to specific divisions, but they definitely are quite underwhelming and serve little to no purpose. The Innovation Center is impressive and iconic while the Security Center makes you ponder the possibilities... and the Science Center is dull and makes no impression. The fact they only generate bonus income at all when your reputation is high with a specific division only further limits their usefulness and makes them pointless altogether if your priorities are on something else like trying to unlock a new dino in another division, for instance.

I agree 100% and I think your proposal for the Innovation Center is fantastic and logical, it should really encompass the core of the Entertainment Division and give you benefits and perks that would take several other buildings to accomplish. It would also save you the need to build so many redundant buildings in an area, and space conservation is very important in the game and it might actually making it ideal to have some hotels situated near the Innovation Center to address some guest needs allowing you more freedom to build your park and you can place restaurants and what have you in other parts of the park rather than stacking a ton of them in really close proximity to one another just because guests are super picky about having everything right by their accommodations.

The Security Center is the one I think we can really have some fun with and I do agree this could be a possible solution to Ranger / ACU disconnects. I don't think there is a problem placing a few special upgrades/researches here instead. Another popular suggestion and one I am a fan of is the addition of an ACU Ground Unit, maybe that could be unlocked from here and for the Rangers like was suggested they could gain the ability to tranquilized dinos. Looking at it another way you could also see the ACU Ground Unit as a fusion of the ACU and Rangers, the former provides the skills and equipment while the latter provides the manpower as in the people for the program. You could be required to call for recruitment to form an ACU Ground Unit from the Security Center, this would involve having to replace Rangers that were conscripted into your new unit, so overall park awareness would be essential and dino breakouts would certainly limit the overall size of your force (aside from clear restrictions on ACU Unit Numbers). Other upgrades could mean things like "motion sensors" "invisible perimeter fencing" and "security cameras"

The Science Center is the one I think we can also give a much more dedicated purpose. Genome research, skins, etc. wouldn't be the only thing we could essentially pull over from the Research Center (Still a very crucial building even after moving some things off it to the Security/Science Centers) I also think there are certain "projects" that would require this building and the introduction of rare joint missions offered by the Security & Science divisions in order to access.

Okay, sorry for going on so long. Just really impressed by the things you brought up and I couldn't help myself from adding onto them with my own thoughts. Hope Frontier takes notes of these things.
Yeah I get what you mean. Realistically, the ACU chopper is something that would be used to avoid Ranger casualties.
And your point about all the penalty fees is exactly what I had in mind when I brought up how trivial death feels in the game.
For the first five minutes of gameplay, you feel bad but, two islands down the way, you really stop caring. So fees that need to be paid towards the immediate family of the lost Rangers and guests would be a way to ensure that you always care about guess safety while still feeling like you're trying to preserve the image of your dinosaur business.


I know there's plenty of scientists and generic park workers mixed in with the roaming guests. Maybe there could higher penalty fees (family compensation) for their deaths than those of regular guests.


Another interesting aspect that could be looked into is adding "Training" as research that needs to be done at every park.
For example:
"Raptor Care" - To decrease the likelihood of Velociraptors and Deinonychus from attacking Rangers entering their paddock.
"Carnivore Imprinting" - As a 4-star unlockable research to nullify the chances of carnivores attacking rangers.

These different researches would have to be done on every island in order to ensure your staff is competent with their field on EVERY island.

Motion Sensors could also be interesting. They could automatically dispatch A.C.U. or Rangers to the escaped dinosaur within its vicinity; similar to how the motion sensors in the original Jurassic Park SNES game tracked dinosaurs near Grant's location.

The security cameras could be a feature of every building and gate in the game for the sake of it being a nice feature. It wouldn't really affect gameplay aside from providing fan service though lol

My point behind giving the Innovations Center guest services as upgrades mostly stems from the fact that you need to have Food/Drink and Entertainment near it for guests despite the fact that its THE Entertainment Headquarters. I mean, you could imply that the rotating "Carousel of Progress" presentation explaining how cloning works could double as a "Fun" factor internally.

Ideally, the upgrades for the Innovation Center should influence all the surrounding guest buildings (galleries, observation towers, hotels, etc) within its vicinity (of course).
Kind of like the area of influence for buildings in Cities: Skylines.

Sorry I'm all over the place, I'm going by stream of conscience to answer what I see first/next in your reply lol

While I like the idea of inspections. What about funding cuts for not meeting decent park standards?
Maybe even the ability to increase/decrease the budget for divisions in the financial menu.
Lowering the budget for Science could result in slower response time from Rangers or Creation Lab modules deteriorating and needing repairs if below the 'normal' budget.
 
They also confirmed that the weather on Nublar would be fixed. And I'm pretty sure I also read that guests will no longer enter paddocks.
Hopefully the update drops soon because I'm running out of things to do and I honestly don't feel like bothering with Nublar if its core features aren't working (weather settings). Also, the lack of a "Create a New Park" option in Sandbox is somewhat bothersome cause I don't want to risk losing the park I already made on Nublar.
Wishful Thinking: A "randomize" weather check box would be nice too.
 
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Yeah I get what you mean. Realistically, the ACU chopper is something that would be used to avoid Ranger casualties.
And your point about all the penalty fees is exactly what I had in mind when I brought up how trivial death feels in the game.
For the first five minutes of gameplay, you feel bad but, two islands down the way, you really stop caring. So fees that need to be paid towards the immediate family of the lost Rangers and guests would be a way to ensure that you always care about guess safety while still feeling like you're trying to preserve the image of your dinosaur business.


I know there's plenty of scientists and generic park workers mixed in with the roaming guests. Maybe there could higher penalty fees (family compensation) for their deaths than those of regular guests.


Another interesting aspect that could be looked into is adding "Training" as research that needs to be done at every park.
For example:
"Raptor Care" - To decrease the likelihood of Velociraptors and Deinonychus from attacking Rangers entering their paddock.
"Carnivore Imprinting" - As a 4-star unlockable research to nullify the chances of carnivores attacking rangers.

These different researches would have to be done on every island in order to ensure your staff is competent with their field on EVERY island.

Motion Sensors could also be interesting. They could automatically dispatch A.C.U. or Rangers to the escaped dinosaur within its vicinity; similar to how the motion sensors in the original Jurassic Park SNES game tracked dinosaurs near Grant's location.

The security cameras could be a feature of every building and gate in the game for the sake of it being a nice feature. It wouldn't really affect gameplay aside from providing fan service though lol

My point behind giving the Innovations Center guest services as upgrades mostly stems from the fact that you need to have Food/Drink and Entertainment near it for guests despite the fact that its THE Entertainment Headquarters. I mean, you could imply that the rotating "Carousel of Progress" presentation explaining how cloning works could double as a "Fun" factor internally.

Ideally, the upgrades for the Innovation Center should influence all the surrounding guest buildings (galleries, observation towers, hotels, etc) within its vicinity (of course).
Kind of like the area of influence for buildings in Cities: Skylines.

Sorry I'm all over the place, I'm going by stream of conscience to answer what I see first/next in your reply lol

While I like the idea of inspections. What about funding cuts for not meeting decent park standards?
Maybe even the ability to increase/decrease the budget for divisions in the financial menu.
Lowering the budget for Science could result in slower response time from Rangers or Creation Lab modules deteriorating and needing repairs if below the 'normal' budget.
Definitely feels like it, first few breakouts and guests deaths it feels like something you don't want to repeat, but the progression of the came just outpaces the penalties so its trivial. I mean, honestly, you accumulate too much wealth without much effort in the game. It really feels like something is off here, even if you are just kind of goofing around and doing your own thing the money just seems to flow without reason. I think the player should have to make more of a concerted effort to actually raise money, so I think its a combination of more harsher penalties and making income require a bit of work on the player's part. Being able to leverage fees for park entrance and use of attractions like in JPOG would help and it gives you new options how to run it. You could have the park be completely free to enter, but charges at all the attractions or maybe the reverse. Just something meaningful to manage all these small moving forward to tweak to generate that income which also incentivizes park safety.

Requiring staff compensation ensures that you are always on your toes, it gives you something more interesting to manage as well other than: "Whoops, another feeder needs resupplying better click on all of them before your dinos go and instantly rampage"
I just think its a good contribution very punishing for a park in chaos, but also provides you something to do when you've a little more downtime with everything running smoothly.

Oh, definitely, I think staff compensation should be higher than guests, they are exposed to the dangers more regularly as part of their work. Moreover, and I know its referenced to death, the cut boardroom scene from the Lost World causes you to really see just how much the families of InGen employees were given, they were in the millions. While that scaling wouldn't work in JWE, it should be a risk that causes to keep an eye on your rangers entering dangerous paddocks. This is where your "Training" idea comes in and I think its a good addition. If you are going to include all these new threats to your Rangers for general park upkeep I think there should be mitigating factors, this also creates more unpredictability for some fun dynamics. While we are on the subject, maybe Rangers with the proper training would have an alternative way of feeding raptors, for instance. Maybe with the training you can feed them via crane similar to how they were fed in the holding pen from the first film.

I actually mentioned this one in my Wishlist, I think the motion sensors would be great for helping you detect dinos who may imminently breakout. It will give you a little forewarning before you hear the thudding when a dino is already smashing your fence before you can even rally the ACU or Rangers. Also, what do you think of the "Invisible Fencing" from Jurassic World? I think it would be a great zoning tool and could open up play for a Site B Mode. I am all for added security cameras though, maybe you would need both the motion sensors and security cameras to trigger an automatic Ranger response. It would require some maintenance time to install them though and they would be expensive to counterbalance the benefit. Further, maybe we can tie these to the Security Center and a high reputation with the Security Division in exchange. It kind of opens up a new playstyle if you dedicate yourself to a specific division.

Agreed, I only mentioned the hotels as an example. I think the Innovation Center should have a sizeable influence on its surroundings to address guest needs. My thinking was that for the more out of the way viewing areas we could just have food kiosks or something that are small and could serve to address guest hunger needs. The Innovation Center seems more like something right in the heart of your facilities as a hub and you would still balance it with traditional building like restaurants and then the smaller kiosks.

It's all right though, I am the same way. Ah, let me link my post on the Wishlist since i keep bringing it up. Its on page 151, you can't miss it, lots of colorful font. I credited you as an influence since i included a ton of your ideas from this thread.

https://forums.frontier.co.uk/showthread.php/420613-Your-wishlist-(SUGGESTIONS)-for-Jurassic-World-Evolution/page151


P.S. I absolutely agree with more airdropped dinos as contracts is needed. It was a highlight of Muerta and kind of sad not to see again. The missions and contracts are another area that is badly needed for improvement. I can see replayability going way up and encouraging new playthroughs if we have enough random events like "Disasters" "Sabotages" and "Missions & Contracts" particularly for players like myself who don't enjoy a purely open sandbox without some events like these now and again. I will also periodically update my Wishlist based on ideas I come up with or stumble across around the forums and elsewhere.
 
Definitely feels like it, first few breakouts and guests deaths it feels like something you don't want to repeat, but the progression of the came just outpaces the penalties so its trivial. I mean, honestly, you accumulate too much wealth without much effort in the game. It really feels like something is off here, even if you are just kind of goofing around and doing your own thing the money just seems to flow without reason. I think the player should have to make more of a concerted effort to actually raise money, so I think its a combination of more harsher penalties and making income require a bit of work on the player's part. Being able to leverage fees for park entrance and use of attractions like in JPOG would help and it gives you new options how to run it. You could have the park be completely free to enter, but charges at all the attractions or maybe the reverse. Just something meaningful to manage all these small moving forward to tweak to generate that income which also incentivizes park safety.

Requiring staff compensation ensures that you are always on your toes, it gives you something more interesting to manage as well other than: "Whoops, another feeder needs resupplying better click on all of them before your dinos go and instantly rampage"
I just think its a good contribution very punishing for a park in chaos, but also provides you something to do when you've a little more downtime with everything running smoothly.

Oh, definitely, I think staff compensation should be higher than guests, they are exposed to the dangers more regularly as part of their work. Moreover, and I know its referenced to death, the cut boardroom scene from the Lost World causes you to really see just how much the families of InGen employees were given, they were in the millions. While that scaling wouldn't work in JWE, it should be a risk that causes to keep an eye on your rangers entering dangerous paddocks. This is where your "Training" idea comes in and I think its a good addition. If you are going to include all these new threats to your Rangers for general park upkeep I think there should be mitigating factors, this also creates more unpredictability for some fun dynamics. While we are on the subject, maybe Rangers with the proper training would have an alternative way of feeding raptors, for instance. Maybe with the training you can feed them via crane similar to how they were fed in the holding pen from the first film.

I actually mentioned this one in my Wishlist, I think the motion sensors would be great for helping you detect dinos who may imminently breakout. It will give you a little forewarning before you hear the thudding when a dino is already smashing your fence before you can even rally the ACU or Rangers. Also, what do you think of the "Invisible Fencing" from Jurassic World? I think it would be a great zoning tool and could open up play for a Site B Mode. I am all for added security cameras though, maybe you would need both the motion sensors and security cameras to trigger an automatic Ranger response. It would require some maintenance time to install them though and they would be expensive to counterbalance the benefit. Further, maybe we can tie these to the Security Center and a high reputation with the Security Division in exchange. It kind of opens up a new playstyle if you dedicate yourself to a specific division.

Agreed, I only mentioned the hotels as an example. I think the Innovation Center should have a sizeable influence on its surroundings to address guest needs. My thinking was that for the more out of the way viewing areas we could just have food kiosks or something that are small and could serve to address guest hunger needs. The Innovation Center seems more like something right in the heart of your facilities as a hub and you would still balance it with traditional building like restaurants and then the smaller kiosks.

It's all right though, I am the same way. Ah, let me link my post on the Wishlist since i keep bringing it up. Its on page 151, you can't miss it, lots of colorful font. I credited you as an influence since i included a ton of your ideas from this thread.

https://forums.frontier.co.uk/showthread.php/420613-Your-wishlist-(SUGGESTIONS)-for-Jurassic-World-Evolution/page151


P.S. I absolutely agree with more airdropped dinos as contracts is needed. It was a highlight of Muerta and kind of sad not to see again. The missions and contracts are another area that is badly needed for improvement. I can see replayability going way up and encouraging new playthroughs if we have enough random events like "Disasters" "Sabotages" and "Missions & Contracts" particularly for players like myself who don't enjoy a purely open sandbox without some events like these now and again. I will also periodically update my Wishlist based on ideas I come up with or stumble across around the forums and elsewhere.
I'm not entirely sure what you mean by Invisible Fencing. You mean using the Motion Sensors to call Rangers to herd dinos back into their territories? I know that the presence of Rangers in enclosures spooks dinosaurs but, with enough work done to the pathfinding, I think a herding mechanic could be possible.

As for your mentioning of the board room scene, that's precisely what I was thinking of with the guest death penalties. Right now, guest deaths doesn't even provoke so much as a slap on the wrist for the damage and loss of human life the players caused through their negligence that I think fines could effectively fix that.

Now that you mentioned the hotels, that was another thing that bothered me when it came to the Guest Service tier system.
The Hotel (aside from a lack of design variety) doesn't have a lower tier equivalent (a smaller structure with Guest Bungalows). Also, the of all the things, Hotels don't actually generate any revenue; just more people. You would think that they would have a "manage staff" mechanic to increase the capacity like the other buildings but they don't. They don't even have a visible statistic for how many guests they contain. On top of all that, I find it hard to believe that Hotels don't have any built-in restaurants.

To further that thought, I realized that there's only one beverage building: The Bar. How were Cafes not considered as a lower tier beverage distributor?
Instead, its straight to the ol' bottle and Sangrias lol

Also, I don't think all full grown adults want to go to Arcades. The lack of Dance Clubs or Movie Theaters seems like a missed opportunity as well. Granted the game's only a month and an half old. It doesn't even have teeth yet ;)

Maybe there will be more stuff down the line that's actually substantial (aside from all the obvious fan service stuff like the Park Drive, the Visitor Center, etc).

Before I blather on any further, I will say that I definitely hope they consider adding air drops and more corporate espionage-esque contracts to the game because the contracts have already surpassed the point of monotony.
 
I would argue again for Med copter because if they make vehicles destructible and generally make safety more important then using the helicopter to service carnivore pens would become the safer method. You wanna risk 2 Park Rangers and a $40,000 Jeep to treat a paddock full of raptors with rabies or just have an ex-special forces sniper in the higher hide take care of it? And I include refilling feeders in this; the helicopter would be more capable of actually carrying 10 goats than the Jeep anyway.

Oh, and two notes on lawsuit reform (which I favor):
-Employees would’ve signed certain waivers as part of a work agreement so while a worker death would cost the company a hefty sum, it would be a lot less than a guest casualty and cost a (mostly) fixed amount beginning through late game. Rangers signed up for the hazardous work they do while guests have an expectation of complete security.
-lawsuit awards tend to scale with the defendants’ ability to pay which is a ready-made way to scale pay-outs with the park’s success and keep safety important in the late game.

Edit: oh! Two more things:
1) Arcades are fun for adults: the one in game was modeled on the Dave & Busters in the film and Dave&Busters caters to adults. But +1 for dance club and movie theater anyway.
2) “Invisible fence” is probably a reference to the devices in JPOG (which in turn referenced a method of dino control introduced in TLW novel) which used sound to repel dinos from an area around it with 3 settings (herb only, carnos only, all dinos). For example; placing a string of them along the safari route allowed the jeeps to tour large pens with mixed dino ecosystems and also keep carnos at a safe viewing distance.
 
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I would argue again for Med copter because if they make vehicles destructible and generally make safety more important then using the helicopter to service carnivore pens would become the safer method. You wanna risk 2 Park Rangers and a $40,000 Jeep to treat a paddock full of raptors with rabies or just have an ex-special forces sniper in the higher hide take care of it? And I include refilling feeders in this; the helicopter would be more capable of actually carrying 10 goats than the Jeep anyway.

Oh, and two notes on lawsuit reform (which I favor):
-Employees would’ve signed certain waivers as part of a work agreement so while a worker death would cost the company a hefty sum, it would be a lot less than a guest casualty and cost a (mostly) fixed amount beginning through late game. Rangers signed up for the hazardous work they do while guests have an expectation of complete security.
-lawsuit awards tend to scale with the defendants’ ability to pay which is a ready-made way to scale pay-outs with the park’s success and keep safety important in the late game.

Edit: oh! Two more things:
1) Arcades are fun for adults: the one in game was modeled on the Dave & Busters in the film and Dave&Busters caters to adults. But +1 for dance club and movie theater anyway.
2) “Invisible fence” is probably a reference to the devices in JPOG (which in turn referenced a method of dino control introduced in TLW novel) which used sound to repel dinos from an area around it with 3 settings (herb only, carnos only, all dinos). For example; placing a string of them along the safari route allowed the jeeps to tour large pens with mixed dino ecosystems and also keep carnos at a safe viewing distance.
Still a no on the magical health copter because it would take away 3/4s of the Ranger's functionality. Again, the ACU has the monopoly on moving dinosaurs so it would be okay if tranquilizers were available as an upgrade at the Ranger Station. Also, Rangers should get access to tranquilizers so we can drive around doing this...

As for the scaling on the casualty penalties, you're over analyzing it a bit too much. All I'm saying is that there should be financial penalties to guest and staff deaths.
We're not looking for a whole Phoenix Wright Ace Attorney mini game for casualties; just simple scale system for how much you would lose for your negligence as a player.
For example:
Guest: $15k per death / $5k per injury
Park Workers: $20k per death / $10k per injury
Scientist: $25k per death / $15k per injury
Rangers: $50k per death / $25k if one of the two die (because they have more value as player controlled assets)

As for the Arcades, I'm aware of Dave&Busters and Yestercades but, the in-game Arcades don't sell drinks (but it could make for an interesting upgrade).

I never played Genesis. I was a Zoo Tycoon fella that only played them for the Dinosaur expansion packs lol
The sensor things could work I guess but, I'm not the one to make that call. I'm just trying to address stuff in the game that needs fixing and including my two cents here and there if there's an idea I have related to the points that need fixing.
 
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