After playing for the whole week, I decided I am done with the game in its current state. I love it, but it's basically a game that fights against me so I don't do what I actually want to do.
Before anything else, I'd like to state somethings:
After that, I want to link the first feedback I posted on Reddit after playing for many hours in the launch day. Now, many hours later, I wouldn't change a thing I said.
Source: https://www.reddit.com/r/jurassicworldevo/comments/qquiv4/jwe2_feels_like_jwe_not_in_a_good_way/
But, as I said in the beginning of this post, I am done with the game as it currently is. Whenever you reach the ~2,5 stars and ~50 dinosaurs mark at every park, the game stops being about building a park (adding dinosaurs, building and starts) and becomes a micromanagement clicker, bringing the park to a halt (spending all your money to cure/heal dinosaurs, not having money to breed new dinosaurs before a storm comes and makes you stop gaining money, etc)
Don't get me wrong, the game is fun, but with - in my opinion - many wrong design decisions and that, together with the many bugs currently ingame, adds to the frustration and makes the game not fun at all. Therefore, I came up with a list of suggestions/feedback/criticism and this will be my last comment on the game until we receive any news on patches and upgrades.
NEEDS URGENT FIXES
BUGS
QOL SUGGESTIONS:
STORM PROTECTION BUILDINGS
RESCUE TEAM HELICOPTER
- Automatically Tranq any injured dinosaur they see while patroling;
VET UNITS
PALEO-MEDICAL FACILITY
VIEWING GALLERIES AND PLATFORMS
- Automatically Check status of any dinosaurs in range, encouraging park builders to maximize Visibility;
ENCLOSURES:
HATCHERIES:
SCIENTIST SYSTEM:
NEW BUILDINGS/SYSTEMS
MAP UI:
- Add color indicators to the dinosaur icons (ie Yellow for
DETAILING FOR BETTER IMMERSION
GATE:
- Not open by proximity, change the AI to only open when the vehicles will actually use it;
FEEDERS
- Add variety of animals to be Prey, and add to the feeding mechanic dinosaurs, like Pigs (who will make dinosaurs fatter (unfit modifier) and Chicken (fit modifier).
GUEST ATTRACTIONS
- Different sizes for more customization in parks;
GUESTS
- Visual improvements for guests;
DINOSAURS
- Add variety of height and weight.
Before anything else, I'd like to state somethings:
- I understand the Scientist system, with the action points representing human workforce and having them rest simulating the needs of each one. However, that system is not good and seems to only cause an increase in the micromanagement requirements and makes playing the game more tiring than fun. I want to look at my park and dinosaurs, not at the many windows the game forces me to look at.
- I understand the Dominance system, making us breed the Alpha and the Betas of each species. However, the system is counter intuitive to the systems you implemented in JWE2. In JWE1, where we breeded one dinosaur a time, it made a whole lot of sense if you were to breed them as it would take a different configuration each time. When we breed more than one dinosaur at a time, and we select the genomes for the whole batch at once, you are forced to breed at least two times for each dinosaur, so you can select different modifiers in the genomes. That implies in utilizing more money and time, and translates to being less fun as well.
- I am not a sandbox-andy who wants everything unlocked from the start. In JWE1, for instance, my favorite game mode was the campaign, which had you slowly go from park to park researching new dinos and dinosaurs and going back to old parks to upgrade them.
After that, I want to link the first feedback I posted on Reddit after playing for many hours in the launch day. Now, many hours later, I wouldn't change a thing I said.
Source: https://www.reddit.com/r/jurassicworldevo/comments/qquiv4/jwe2_feels_like_jwe_not_in_a_good_way/
But, as I said in the beginning of this post, I am done with the game as it currently is. Whenever you reach the ~2,5 stars and ~50 dinosaurs mark at every park, the game stops being about building a park (adding dinosaurs, building and starts) and becomes a micromanagement clicker, bringing the park to a halt (spending all your money to cure/heal dinosaurs, not having money to breed new dinosaurs before a storm comes and makes you stop gaining money, etc)
Don't get me wrong, the game is fun, but with - in my opinion - many wrong design decisions and that, together with the many bugs currently ingame, adds to the frustration and makes the game not fun at all. Therefore, I came up with a list of suggestions/feedback/criticism and this will be my last comment on the game until we receive any news on patches and upgrades.
NEEDS URGENT FIXES
- Make screens them OVERLAYS which don't pause the game!!!;
- Rework SOCIAL trait not to have dominance
- Add DOMINANT/SUBSERVIENT trait;
- Reduce probability of Major injuries so the "endgame" of the park isn't CONSTANTLY healing the same dinosaurs over and over again;
- Overall, reduce quantity of Clicks to do almost everything ingame;
- Rebalance Interior Modules and Guest Interests so not everything wants Aquarium/Ice Cream/etc;
- Rebalance costs for almost everything but scientists salaries;
BUGS
- Frozen dinosaurs who don't eat nor drink;
- Vehicle collision;
- Vehicle pathing AI;
- Security Rating in map view being completely crazy;
QOL SUGGESTIONS:
- Hold Tab to see map icons such as Injured, Dead in the overworld (not only when close to the dinosaur)
- M opens Map, Shift+M opens Vehicles Map, Ctrl+M opens Dinosaur Maps
- Toggle for Buildings to attach to road angle;
- Different colored helipads for each building to help differentiate where to click (I know there's the hotkey)
STORM PROTECTION BUILDINGS
- Port them from JWE1
- Remove upgrades that replaced this functionality
RESCUE TEAM HELICOPTER
- Automatically Tranq any injured dinosaur they see while patroling;
VET UNITS
- Assign Vet Units to Ranger Posts and they will Heal any dino in range IF a Ranger has performed a Status Check;
- Vet Units can also Tranq. and are the ones responsible to move SMALL dinosaurs (so if they scan one and detect a major injury, they automatically tranq it and move it to the Facility);
PALEO-MEDICAL FACILITY
- Add the Cargo Helicopter to it, they will be the ones who move MEDIUM and LARGE animals around, instead of appearing/disappearing out of nowhere (like Expedition helicopters in the first game);
- Automatically moves dinosaurs back to where they were taken to be healed;
- ADDITIONAL IDEA: Add a range surrounding the facility and if any dinosaur dies in range they will automatically remove the corpses;
VIEWING GALLERIES AND PLATFORMS
- Automatically Check status of any dinosaurs in range, encouraging park builders to maximize Visibility;
ENCLOSURES:
- Add diversity by adding Cameras attachments to the fences, who will also do Status check
- New system: temperature, adding Sprinklers or Heaters to keep dinosaurs healthy during heat periods or snowstorms;
HATCHERIES:
- Add a Info button when dinosaur is ready for incubation which shows up a summary of important information: Dinosaur Needs, Likes/Dislikes, Territory Needs, Environmental Needs, Cohabitation preferences;
- Queue more than one AIRLIFT release!;
- Randomize skins. It's amazing to have 6 new dinosaurs released at once... but not if they look the same!
SCIENTIST SYSTEM:
- Assign "Chief Officers" for each one of the areas;
- Chief Operations Officer - defines max quantities of ground vehicles per building (1 vehicle every 5 Logistics);
- Chief Expeditioneer - defines max level of Expeditions you can do. Maybe also add a bonus to quantity/quality of the fossils found
- Chief Paleontologist - defines max level of Extraction Slots you have available. Maybe also adds a bonus to the % they will add;
- Chief Medical Officers - defines times it takes for healing dinosaurs;
- Assistant scientists - the ones you want average stats for, they will automatically add their stats to the other operations
NEW BUILDINGS/SYSTEMS
- Helicopter Hangar which provides "helicopter units" to the buildings in game. Maximum helicopter is defined by Logistics of Chief Operations Officer (5 Cargo helicopters/2 Rescue helicopters per 5 Logistics);
- If FUELING is something too important to the game, create a new Deposit building which connects to the Arrival Point and keeps the stations fueled up (and with enough food)
- ROAD paths for vehicles separate from Walkable Paths, adding to the challenge of designing the park;
- Bridges and Viewing platforms for paths, also adding to park design possibilities;
MAP UI:
- Add color indicators to the dinosaur icons (ie Yellow for
DETAILING FOR BETTER IMMERSION
GATE:
- Not open by proximity, change the AI to only open when the vehicles will actually use it;
FEEDERS
- Add variety of animals to be Prey, and add to the feeding mechanic dinosaurs, like Pigs (who will make dinosaurs fatter (unfit modifier) and Chicken (fit modifier).
GUEST ATTRACTIONS
- Different sizes for more customization in parks;
GUESTS
- Visual improvements for guests;
DINOSAURS
- Add variety of height and weight.
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