I Want to Love This Game, But...

Jurassic World Evolution 2 is, in my personal, humble opinion, a hot mess. Here I am going to do my best to lay out exactly why. I have beaten the campaign and have now attempted multiple Chaos Theories, only to have the game literally sabotage hours of painstaking effort in predictable but seemingly unavoidable ways.

1) The Amenities system is broken and far too enigmatic. Yes, I've followed the advice of multiple "How to" videos on Youtube (since the game itself...by way of the designers...doesn't bother to tell you anything regarding their mechanics), and the result is the same frustrating, useless mix of profitable and non-profitable shops that leave me treading water instead of accomplishing in-scenario goals. Yes, I know that supposedly a red path indicates higher traffic/demand and that adjusting your sliders until everything's out of the red supposedly maximizes a given store's profitability. Only it doesn't always work like that. No, all too often I've planted shops down on a red-colored path and configured them just so only to come back and find they're losing upwards of $10,000. And by the same token I've laid a new shop on a blue path and made tens of thousands of $$$ from it, and I have some shops making a profit whose sliders aren't all in the white.

In short, Amenities are an unintuitive mess, and that's inexcusable since they're so integral to completing tasks and scenarios.

2) While storms appear to be less frequent than when JWE2 launched, the way they happen is, quite simply, both unrealistic and frankly cheap. I restarted my latest attempt at the Chaos Theory: Jurassic World twice after the first storm, a tornado, came smack through the center of my park and administrative buildings. On the third attempt it was a far less harmful regular hurricane. But today, roughly 60% through the scenario, another tornado struck, and this one literally followed a direct, DELIBERATE path from east to west across my main thoroughfare working its way in a perfect line to damage every single structure and enclosure. In short, the tornadoes are TARGETING your facilities to do the most expensive damage possible. There's nothing random about them; they're just a cheap and malicious mechanic made to ruin hours of work.

3) You have a couple dozen dinosaurs in your park, but just ONE...a T-Rex...dies from old age and your park immediately goes into an irretrievable financial tailspin. I get that T-Rex would be a huge draw, but between the lopsidedness of its influence on crowd attraction and the fact that the expeditions and incubation for a replacement amount to insane $$$ you almost certainly don't have available when the original dies, it's an instant Game Over.

Oh, and that's without mentioning how several Triceratops, Ankylosaurus, and Gallimimus can also drop dead of old age practically AT THE SAME TIME, as happened to me on one particular attempt. Again, there's nothing that feels remotely natural or "chaotic" about any of these "disasters"; they are methodical, deliberate, malicious, and cheap ways of impeding or outright stopping a player's progress. And when that comes at the cost of hours of work, guys, it commits a cardinal sin of game design: it's no longer FUN.

And here's the real rub where I'm concerned: I couldn't care less about ANY of the half-baked, cheap scenarios in this game. I love the films and just want to make a park and fill it with dinosaurs and flying and marine reptiles, full stop. Ditto the likes of RCT3, Planet Coaster, etc.; I go straight to the Sandbox mode EVERY. SINGLE. TIME. But here, not only are most of the maps locked behind having to endure the frustration of playing through hours of modes I WOULD RATHER NOT PLAY THROUGH, but most of the dinosaurs and facilities are locked behind them as well.

On that note, the Lagoon is so deep in the research tree of the scenarios that I don't know if I'll ever unlock it, especially when I'm being stonewalled by constant cheap storms, medical emergencies, and Amenities whose overall profits never seem to fluctuate regardless of how much I adjust them. And by this point I don't know if it's even worth the effort.

Sometimes the amount of time spent in a given videogame isn't necessarily indicative of how much fun the player is having. Sometimes said player is simply doing his/her best to tolerate and push through a bunch of stuff they'd rather not in order to finally get to what they hope might make it worthwhile. After many hours, such is the case with my personal experience with JWE2. But I only have so much patience and there are, especially this time of year, other games calling for my attention.

I didn't write this post to troll. I want this game to be what I envisioned when I paid for the Deluxe version at launch, to be a park sim I can relax and do whatever I want with, right out of the box. Maybe that doesn't fly with Frontier's vision, but I've done what I can on my end toward compromise in attempting the other modes. If you guys insist on forcing players to go through Chaos Theory and the Challenges to unlock everything for Sandbox Mode, then I strongly suggest you FIX the mechanical problems and downright cheap "Gotcha" disasters that are currently plaguing them, because I suspect that I'm not the only player who's in danger of losing interest in bothering anymore.
 
1) careful for high demand-low population. Catering to 0/25 thirsty guests is “high demand” while catering to 750/880 guests is “low” demand but an additional small amenity could still be profitable here.

2) Considering a tornado just squad wiped a whole town off the map a few days ago here in the USA, and I personally stayed in New Orleans for the hurricane earlier this year I think the weather is fine. “Realistic” would be less frequency and more adv. warning, but it’s a well designed game mechanic as is.

3) dino information says it’s life expectancy and current age. When it reaches the end of its lifespan you should be lining up replacements for star assets.

The game isn’t a hot mess. You just haven’t figured it out yet, and each shortcoming snowballs into the next challenge.
 
It took me a while to get through the Jurassic Park Chaos Theory scenario. Some of it is my fault and some of it is not. You don't need to get the dinosaurs to 100% genome in the chaos scenarios to unlock them in sand box. You just have to unlock them in the tech tree and send out an expedition to get some fossils and DNA. You could have one at 50% genome in the scenario and it will be at 100% genome in sandbox mode. This could have saved me a lot of time and money in the JP Chaos Theory scenario, but I didn't know that at the time. The expeditions for dinosaurs like the T-Rex are very expensive. I would even say too expensive. One expedition costing more than 2 million for one dig site and over 3 million in another dig site.

Also, money seemed very tight in the JP Chaos Theory scenario. I completed it a few days ago or so and moved on to The Lost World scenario and I have to say it's much easier. The storms aren't as bad as they were in the JP scenario and money isn't as tight. I have plenty of money, about 30 million or so now. I don't know if that is because of the recent update or not. But so far, it's been a lot easier than the JP scenario. I didn't have any issues with before the recent update though.

The JP scenario is rated 2/5 stars for difficulty making it seem like the easiest one but that's not the case. It's not that easy. BestInSlot, who is a popular YouTuber who covers this game said that the JP scenario is more like a 4/5 in terms of difficulty. I agree with him on that. The JP scenario is way too difficult. I don't know what it's like now with the update.

But the JW scenario is rated a 5/5 for difficulty I believe. It seems like Frontier took people saying the first game was too easy and made some parts of JWE2 too difficult like there is no happy medium between too easy and way too difficult. Like challenging but fun doesn't exist. It's just frustrating difficulty for the sake of being difficult. Yes, I would describe some of the disaster mechanics in Chaos Theory as being cheap. In my first playthrough of the JP CT scenario I got hit with a storm and sick dinosaurs at the same time. The raptors that the game told me to make also escaped. But having to open all the shelters for your park guests causes your money to just drain away. I was at a little over 2 million and I was in the negative by the time the storm was over. I couldn't even afford to fix my park up, treat my dinosaurs or capture the raptors. This was before the update though so hopefully things are better now.

The amenities work the same way as they did in the first game. You have to put them near attractions. You need a food-based amenity, a drink amenity and a shopping amenity. You also need to place down bathrooms and shelters. What I do is I start out with the small amenities and then when they get crowded, I place down some medium ones. If an amenity isn't making money with any of the available options I either just deactivate or demolish it. There was a video I watched on YouTube where a guy explained how the amenities work.

Source: https://youtu.be/vS3y9pMin-4


You don't want to push the module configuration sliders too far into the gray cause it just causes you to lose money at that point. But I found that kind of hard to keep them all so perfect.
 
It took me a while to get through the Jurassic Park Chaos Theory scenario. Some of it is my fault and some of it is not. You don't need to get the dinosaurs to 100% genome in the chaos scenarios to unlock them in sand box. You just have to unlock them in the tech tree and send out an expedition to get some fossils and DNA. You could have one at 50% genome in the scenario and it will be at 100% genome in sandbox mode. This could have saved me a lot of time and money in the JP Chaos Theory scenario, but I didn't know that at the time. The expeditions for dinosaurs like the T-Rex are very expensive. I would even say too expensive. One expedition costing more than 2 million for one dig site and over 3 million in another dig site.

Also, money seemed very tight in the JP Chaos Theory scenario. I completed it a few days ago or so and moved on to The Lost World scenario and I have to say it's much easier. The storms aren't as bad as they were in the JP scenario and money isn't as tight. I have plenty of money, about 30 million or so now. I don't know if that is because of the recent update or not. But so far, it's been a lot easier than the JP scenario. I didn't have any issues with before the recent update though.

The JP scenario is rated 2/5 stars for difficulty making it seem like the easiest one but that's not the case. It's not that easy. BestInSlot, who is a popular YouTuber who covers this game said that the JP scenario is more like a 4/5 in terms of difficulty. I agree with him on that. The JP scenario is way too difficult. I don't know what it's like now with the update.

But the JW scenario is rated a 5/5 for difficulty I believe. It seems like Frontier took people saying the first game was too easy and made some parts of JWE2 too difficult like there is no happy medium between too easy and way too difficult. Like challenging but fun doesn't exist. It's just frustrating difficulty for the sake of being difficult. Yes, I would describe some of the disaster mechanics in Chaos Theory as being cheap. In my first playthrough of the JP CT scenario I got hit with a storm and sick dinosaurs at the same time. The raptors that the game told me to make also escaped. But having to open all the shelters for your park guests causes your money to just drain away. I was at a little over 2 million and I was in the negative by the time the storm was over. I couldn't even afford to fix my park up, treat my dinosaurs or capture the raptors. This was before the update though so hopefully things are better now.

The amenities work the same way as they did in the first game. You have to put them near attractions. You need a food-based amenity, a drink amenity and a shopping amenity. You also need to place down bathrooms and shelters. What I do is I start out with the small amenities and then when they get crowded, I place down some medium ones. If an amenity isn't making money with any of the available options I either just deactivate or demolish it. There was a video I watched on YouTube where a guy explained how the amenities work.

Source: https://youtu.be/vS3y9pMin-4


You don't want to push the module configuration sliders too far into the gray cause it just causes you to lose money at that point. But I found that kind of hard to keep them all so perfect.

If they wanted to make the game more difficult cause players complained that the first game was too easy, then they should reserve that for the harder Challenge Mode difficulties, not regular modes that you need to play in order to unlock non-cosmetic items for Sandbox.
 
I understand that frustration well.

Its a real balancing act, but a great deal of problems were largely my fault. Aesthetics and too much resources sunk into research screwed my earliest attempts on the Jurassic World Chaos Theory. I had to start over since I dug myself into a hole, focused more on getting dino rating up and the income has been flowing a lot better. This is critical to withstand storm damage and to be able to afford the more expensive star attractions.

You have to keep the Rex's age in mind early on and work to get your income up quickly, so its not going to be such a deathblow if it dies of old age. The storms are devastating and actually feel like a threat compared to the first game, this is a good thing; however, I got to admit I am not too happy about the balance of income in the game. We are just continuously dancing around a foundational problem, the guests don't behave organically they are pretty much an artificial representation of guests that leads to wild seesawing income spikes and the game doesn't give you any leeway after a storm for things to stabilize, it will plunge you into the red right away unless you have a cushy bank to sit on.

1) careful for high demand-low population. Catering to 0/25 thirsty guests is “high demand” while catering to 750/880 guests is “low” demand but an additional small amenity could still be profitable here.

2) Considering a tornado just squad wiped a whole town off the map a few days ago here in the USA, and I personally stayed in New Orleans for the hurricane earlier this year I think the weather is fine. “Realistic” would be less frequency and more adv. warning, but it’s a well designed game mechanic as is.

3) dino information says it’s life expectancy and current age. When it reaches the end of its lifespan you should be lining up replacements for star assets.

The game isn’t a hot mess. You just haven’t figured it out yet, and each shortcoming snowballs into the next challenge.

1) Useful, but I will agree with the OP, the amenities are janky. They are symptomatic of an underlying system that is trying to make calculations second by second leading to weird income swings. If you lose power temporarily such as to fix or upgrade the grid or you are waiting for your guests to filter back out around the park, your income can be in the red and you are eating huge losses then suddenly swing back into the black. The game doesn't communicate this well to the player and the fact your amenities can be bleeding cash like mad until this stabilizes is , sometimes this alone is enough to kill you off.

There is no grace period at all in the game, its very rigid.

2) Agreed, I love that the storms actually pose a threat rather than just being a nuisance. That said, the game really needs a weather forecasting system, by time you are alerted to an incoming storm its pretty much on top of you. Sure, you can pause the game and line up some tasks and what not, but by time those tasks are carried out you already have a tornado barreling through your park.

These are the worst when it comes to how unforgiving the game can be. You should open all your shelters to prevent massive lawsuits, but we are still battling the same issue from the first game except this time its more punishing. Its harmful whether you open the shelters or not, all we changed was the punishment for ignoring them. You bleed too much money during and immediately after a storm while your guests filter back out, this is why most players didn't even bother building them at all in JWE since the income hit just wasn't worth it.

3) Going to disagree with you here. Yes, it can be worked around, but the tuning is still off. The Rex definitely has too much representation in your rating and trying to replace it requires you get to 3 stars and spend millions on extremely expensive dig sites, then spend another million or so for synthesis and a couple million after that for incubation. To get a new Rex into your park is outrageously expensive, a digsite costing 3.4 million with the probability of not getting any fossils is just punishing, price should cap at 2.5 at most. There are tons of weird balancing issues jWE2 has that need to be worked through.

A Nasutoceratops has a Security Rating of 5, that is insane, feels like they just assigned ratings without much thought to them. Also, the fact so many large carnivores have Security Rating 6 is also dumb, the point of the Heavy Fence feels defeated at that point. Indominus Rex being a 6 makes sense, but I am just in awe about all these little issues.
 
I understand that frustration well.

Its a real balancing act, but a great deal of problems were largely my fault. Aesthetics and too much resources sunk into research screwed my earliest attempts on the Jurassic World Chaos Theory. I had to start over since I dug myself into a hole, focused more on getting dino rating up and the income has been flowing a lot better. This is critical to withstand storm damage and to be able to afford the more expensive star attractions.

You have to keep the Rex's age in mind early on and work to get your income up quickly, so its not going to be such a deathblow if it dies of old age. The storms are devastating and actually feel like a threat compared to the first game, this is a good thing; however, I got to admit I am not too happy about the balance of income in the game. We are just continuously dancing around a foundational problem, the guests don't behave organically they are pretty much an artificial representation of guests that leads to wild seesawing income spikes and the game doesn't give you any leeway after a storm for things to stabilize, it will plunge you into the red right away unless you have a cushy bank to sit on.



1) Useful, but I will agree with the OP, the amenities are janky. They are symptomatic of an underlying system that is trying to make calculations second by second leading to weird income swings. If you lose power temporarily such as to fix or upgrade the grid or you are waiting for your guests to filter back out around the park, your income can be in the red and you are eating huge losses then suddenly swing back into the black. The game doesn't communicate this well to the player and the fact your amenities can be bleeding cash like mad until this stabilizes is , sometimes this alone is enough to kill you off.

There is no grace period at all in the game, its very rigid.

2) Agreed, I love that the storms actually pose a threat rather than just being a nuisance. That said, the game really needs a weather forecasting system, by time you are alerted to an incoming storm its pretty much on top of you. Sure, you can pause the game and line up some tasks and what not, but by time those tasks are carried out you already have a tornado barreling through your park.

These are the worst when it comes to how unforgiving the game can be. You should open all your shelters to prevent massive lawsuits, but we are still battling the same issue from the first game except this time its more punishing. Its harmful whether you open the shelters or not, all we changed was the punishment for ignoring them. You bleed too much money during and immediately after a storm while your guests filter back out, this is why most players didn't even bother building them at all in JWE since the income hit just wasn't worth it.

3) Going to disagree with you here. Yes, it can be worked around, but the tuning is still off. The Rex definitely has too much representation in your rating and trying to replace it requires you get to 3 stars and spend millions on extremely expensive dig sites, then spend another million or so for synthesis and a couple million after that for incubation. To get a new Rex into your park is outrageously expensive, a digsite costing 3.4 million with the probability of not getting any fossils is just punishing, price should cap at 2.5 at most. There are tons of weird balancing issues jWE2 has that need to be worked through.

A Nasutoceratops has a Security Rating of 5, that is insane, feels like they just assigned ratings without much thought to them. Also, the fact so many large carnivores have Security Rating 6 is also dumb, the point of the Heavy Fence feels defeated at that point. Indominus Rex being a 6 makes sense, but I am just in awe about all these little issues.
1) I find things are pretty stable. In order to get a lot of instability you would have to (a) be treating internal modules as purely cosmetic and not realizing they increase running costs so that sometimes the best thing is to not have any, (b) you are somehow able to dramatically change what type of guests are attracted to specific areas or the park in general while not bothering to update internal modules to maximize profits with the new demographics, (c) you're having frequent escape issues, including just replacing fencing and nobody got eaten, which ruins your safety reputation and causes a major hit to income, or (d) your dino visibility coverage is poor, leading to famine and feast for the whole park as your high-appeal dinos wander in and out of guest visibility (additions and subtractions to park appeal are tracked in the park rating screen).

2) Literally save money for a rainy day. Storms don't seem as bad when you go into it with 2M in the bank vs. 200K cause you bought something you wanted as soon as you had the money for it.

3) Replacing assets 1 for 1 does not require dig site expeditions: it'll get you longer life out of the next one, but it's as necessary now as it was when you decided to hatch the one you're replacing. If you could afford the first one, but can't afford the second one even if the first is still alive and making you money, then I'm sorry: that's not the game's fault; you did something wrong somewhere. I agree the game can be unforgiving, but that isn't a flaw.
 
Also I finished JW chaos theory after 5 easy challenge modes, I don't see it too hard other than the storm also it require a little bit more effort to get to 4.5-5. All the other chaos theories are very easy.

I would suggest ppl to try challenge first then you will find all chaos theory are easy.
 
I understand that frustration well.

Its a real balancing act, but a great deal of problems were largely my fault. Aesthetics and too much resources sunk into research screwed my earliest attempts on the Jurassic World Chaos Theory. I had to start over since I dug myself into a hole, focused more on getting dino rating up and the income has been flowing a lot better. This is critical to withstand storm damage and to be able to afford the more expensive star attractions.

You have to keep the Rex's age in mind early on and work to get your income up quickly, so its not going to be such a deathblow if it dies of old age. The storms are devastating and actually feel like a threat compared to the first game, this is a good thing; however, I got to admit I am not too happy about the balance of income in the game. We are just continuously dancing around a foundational problem, the guests don't behave organically they are pretty much an artificial representation of guests that leads to wild seesawing income spikes and the game doesn't give you any leeway after a storm for things to stabilize, it will plunge you into the red right away unless you have a cushy bank to sit on.



1) Useful, but I will agree with the OP, the amenities are janky. They are symptomatic of an underlying system that is trying to make calculations second by second leading to weird income swings. If you lose power temporarily such as to fix or upgrade the grid or you are waiting for your guests to filter back out around the park, your income can be in the red and you are eating huge losses then suddenly swing back into the black. The game doesn't communicate this well to the player and the fact your amenities can be bleeding cash like mad until this stabilizes is , sometimes this alone is enough to kill you off.

There is no grace period at all in the game, its very rigid.

2) Agreed, I love that the storms actually pose a threat rather than just being a nuisance. That said, the game really needs a weather forecasting system, by time you are alerted to an incoming storm its pretty much on top of you. Sure, you can pause the game and line up some tasks and what not, but by time those tasks are carried out you already have a tornado barreling through your park.

These are the worst when it comes to how unforgiving the game can be. You should open all your shelters to prevent massive lawsuits, but we are still battling the same issue from the first game except this time its more punishing. Its harmful whether you open the shelters or not, all we changed was the punishment for ignoring them. You bleed too much money during and immediately after a storm while your guests filter back out, this is why most players didn't even bother building them at all in JWE since the income hit just wasn't worth it.

3) Going to disagree with you here. Yes, it can be worked around, but the tuning is still off. The Rex definitely has too much representation in your rating and trying to replace it requires you get to 3 stars and spend millions on extremely expensive dig sites, then spend another million or so for synthesis and a couple million after that for incubation. To get a new Rex into your park is outrageously expensive, a digsite costing 3.4 million with the probability of not getting any fossils is just punishing, price should cap at 2.5 at most. There are tons of weird balancing issues jWE2 has that need to be worked through.

A Nasutoceratops has a Security Rating of 5, that is insane, feels like they just assigned ratings without much thought to them. Also, the fact so many large carnivores have Security Rating 6 is also dumb, the point of the Heavy Fence feels defeated at that point. Indominus Rex being a 6 makes sense, but I am just in awe about all these little issues.

There are definitely issues with the economy in this game. The Rex is way too expensive. Like you said a dig site for the Rex cost over 3 million. That is way too much. But even 2.5 million would be way too much. 2 million should be the cap. 2 million or less. Yes, it is very painful to send out an expedition to one of these overpriced dig sites and the team comes back with no fossils. Then you have all the scientists needed to get the Rex dig sites unlocked. It's a ridiculously high expense and it shouldn't be that way.

This game doesn't feel fun or challenging and fun at times. It just feels cheap and overly difficult for the sake of being difficult. Like they said, "oh you found the first game too easy, well we will make JWE2 way too hard". It's not good balancing. Just throwing a switch one way or another is not how you balance a game.
 
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This is my map of JW when reached 5 stars.



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I found that after the update, when I load in the star dropped to 4 so I had to take some time to get it back, and the T-Rex died of old age, but I already have 2 new ones.
 
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1) I find things are pretty stable. In order to get a lot of instability you would have to (a) be treating internal modules as purely cosmetic and not realizing they increase running costs so that sometimes the best thing is to not have any, (b) you are somehow able to dramatically change what type of guests are attracted to specific areas or the park in general while not bothering to update internal modules to maximize profits with the new demographics, (c) you're having frequent escape issues, including just replacing fencing and nobody got eaten, which ruins your safety reputation and causes a major hit to income, or (d) your dino visibility coverage is poor, leading to famine and feast for the whole park as your high-appeal dinos wander in and out of guest visibility (additions and subtractions to park appeal are tracked in the park rating screen).

2) Literally save money for a rainy day. Storms don't seem as bad when you go into it with 2M in the bank vs. 200K cause you bought something you wanted as soon as you had the money for it.

3) Replacing assets 1 for 1 does not require dig site expeditions: it'll get you longer life out of the next one, but it's as necessary now as it was when you decided to hatch the one you're replacing. If you could afford the first one, but can't afford the second one even if the first is still alive and making you money, then I'm sorry: that's not the game's fault; you did something wrong somewhere. I agree the game can be unforgiving, but that isn't a flaw.

1) You would assume that, but there is an uncanny amount of balance to be done to maximize guest comfort. This requires fine tuning as you add exhibits to increase profits for the myriad of needs at any one time. Slapping down a few small amenities near a few congested areas helps, but doesn't erase the fluctuation problem this is exacerbated by the fact you don't have the same guest types in your park all the time. You want to cater to as many as possible to have stable income, but this balance also means trading off optimal profitability for amenities that can bleed a lot of money when said guests aren't presently in the park at the numbers previously required.

I beat the drum of new guest attractions to help tailor your park to guest types as essential because of this kind of situation. Your amenities currently have the burden of managing everything. Whereas if I could have a more proper set of guest attractions I could stabilize the park's guest types rather than the more fickle nature of amenities which have a natural ebb and flow to them. Having this sort of control is ideal not only for variety in park design, but also because its tedious as hell to manage amenities and not really fulfilling.

2) Easier said than done, the guest type fluctuations can lead to your park's profitability erratically jumping up and down leaving your profits less stable than desirable. This makes it harder to branch out to rectify the problem to prevent the bleed out while banking cash. Too many times you hear players having to restart these scenarios because the problem takes a while to become apparent as a pit. A lot of people wind up running into situations where all those initial dinosaurs starting to die of old age and it screws with their park rating the Rex being the worst offender given its disproportionate appeal can absolutely tank a previously profitable park.

Getting a replacement Rex is very expensive as previously noted, and goes against saving a bank to avoid storm damage. Yet, if you try to bank money and that Rex happens to die, you aren't likely to have saved enough money for all the costly expeditions, synthesis and incubation stages necessary to replace the Rex. Dinosaur lifespan becomes a huge problem, there is a lot of player error in this area, but it is also pretty punishing. The level of difficulty feels like a Jurassic Challenge Mode mission rather than part of the narrative Chaos Theory mode.

3) That would be the case only if you were given at least 50% genome for the initial dinosaurs given to you which you are not. Meaning you have to invest the money to get your star rating up to 3 stars before the Rex/Giga are unlocked on the expedition map. Then you need 1-2 digs depending on how lucky you are to get at least 50% Rex genome, then about a million to synthesize the Rex and around 2 million to incubate it. I didn't even mention these star attractions have high scientist skill requirements and the scientist themselves are one of your largest expenditures.

So I hope that clarifies the situation. No one is talking about you releasing a Rex and it dying, this whole discussion was about the mission Rex you are given near the start of the Jurassic World Chaos Theory. Also, there is a fine line between being challenging and punishing. Generally, punishing is reserved for the highest difficulties where players know what to expect. There are also some instances where a game is punishing because of poor balancing or design decisions, in JWE2's case I would saw that it feels like the game has some slight balancing issues and lacking a tool to better manage your guests and tedium / waiting is not a good thing. No one enjoys messing with amenities over and over again and sitting and waiting for your income to go up.

There are definitely issues with the economy in this game. The Rex is way too expensive. Like you said a dig site for the Rex cost over 3 million. That is way too much. But even 2.5 million would be way too much. 2 million should be the cap. 2 million or less. Yes, it is very painful to send out an expedition to one of these overpriced dig sites and the team comes back with no fossils. Then you have all the scientists needed to get the Rex dig sites unlocked. It's a ridiculously high expense and it shouldn't be that way.

This game doesn't feel fun or challenging and fun at times. It just feels cheap and overly difficult for the sake of being difficult. Like they said, "oh you found the first game too easy, well we will make JWE2 way too hard". It's not good balancing. Just throwing a switch one way or another is not how you balance a game.

I understand why Frontier placed the Rex at such a high threshold, they want it to feel impactful and thus they can't make it too easier to obtain. That said, I wouldn't mind the max being set at 2 million, this would also reduce some other digsites that have no right being as expensive as they are presently. Sad part, is that when they come back with no fossils they don't even usually bring back valuable resources you can sell to pay for the expedition, so it winds up being a net loss for no reason. If the price weren't so high, a failed expedition wouldn't be so bad, so this is a matter of balance.

The scientists definitely require a high amount of skill to even synthesize & incubate the Rex which means whether through training or hiring you are spending a fortunate on the scientist just to enable you to start the process of getting it into the park. People underestimate just how much income per minute is eaten by these greedy scientists and that is a huge strain on your finances.

Both games have too much waiting involved. In the first game it was mostly waiting on timers to countdown for missions to complete and amenity spamming creating some hideous parks as every square inch needed to be precisely covered to get that 5 star rating. Now in JWE2 I am still having a lot of times where I am waiting, but now its for my income to crawl up and banking it for the next anticipated storm to come and wreck the park and blow the whole bank to repair the insane damage. However, without the Storm Defense Station its worse in JWE2, the storms are now properly threatening, but the repair costs are extortionate, but you need to repair things or your guest comfort and thus profits won't recover.

A few storm defense upgrades on buildings don't cut it either, not all the buildings have it and more than enough that are exposed suffer from relatively high repair costs if damaged. I suggested some sort of return of this building as an early warning system and a grace period while your guests enter/exit the emergency shelters in order for your income to avoid getting beat up too badly when you are doing what you are supposed to do.

This bit here is unfairly punishing since you aren't given the time to properly respond to the incoming storm to mitigate damage without taking a huge dive in your income which in itself is already a loss. The storm doesn't even have to do much damage if you pull the trigger on the shelters too early you can already hurt your income pretty badly that the end result is the same.

Hence, my three recommendations:

  • Storm Defense Station (Returns) - Weather Forecasting
  • Emergency Shelters (opening/closing) - Grace Period
  • Guest Themed Attractions (Guest Types) - Create profit stability by exercising more control over what guest types enter the park

The balance changes honestly aren't even worth being on the bulleted list, they just need to be addressed or at least with these changes maybe its easier to tolerate them if more tools are in our hands.
 
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I think the price of T-Rex was ok, the 3 fights won is annoying.

But I remember it's not required in JW Chaos Theory, and both Indomius Rex and Mosasaurus are a lot cheaper than challenge mode.
 
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There are definitely issues with the economy in this game. The Rex is way too expensive. Like you said a dig site for the Rex cost over 3 million. That is way too much. But even 2.5 million would be way too much. 2 million should be the cap. 2 million or less. Yes, it is very painful to send out an expedition to one of these overpriced dig sites and the team comes back with no fossils. Then you have all the scientists needed to get the Rex dig sites unlocked. It's a ridiculously high expense and it shouldn't be that way.

This game doesn't feel fun or challenging and fun at times. It just feels cheap and overly difficult for the sake of being difficult. Like they said, "oh you found the first game too easy, well we will make JWE2 way too hard". It's not good balancing. Just throwing a switch one way or another is not how you balance a game.

T-Rex is a late game animal and when you get it at that point you'll already be swimming in money again unless you set something up wrong and so those few million will barely make a dent in your bank. Infact whenever I got to the Rex I made back the money it cost by the time the expedition completed and the fossils were extracted, so I don't think it's overpriced at all and not finding something everytime you go out is pretty realistic as well. You also only need two maybe three specialized scientists for each category in the game and you're all set and those don't cost the world unless you're playing the last challenge mode on hard or jurassic.

The game's not hard at all, just has a different mechanic when it comes to the income from visitors than the first game, get that right and you'll make at least 400k/min if not more very soon. Use wide paths as soon as you can, put down bathroom, hotel, shelter and one of each amenity next to an attraction or two of sorts, go through modules until the stop giving you more money, done. That's literally all you gotta do and unless something changes regarding the dinos/attractions in that area you won't have to worry much about it again. And I know some people have had terrible storm luck but the only time in all my challenge (finished all on hard and jurassic) and chaos playthroughs I only had to restart once when a storm hit very early on and that was only because at the same time some sabotage theft happened for no reason and I went from 1mil to -900k in a second, so not really the storms fault at all. Every other time the storms weren't any worse than in the first game and it was no problem to come back from them either.

I actually find the way too common untreatable cold way more annyoing to deal with, or disease in general really because they just happen so frequently and it's tedious to deal with it over and over and click on every dino again. But yeah, that's also more annyoing than anything else, no real issue when it comes to profit or whatnot.
 
T-Rex is a late game animal and when you get it at that point you'll already be swimming in money again unless you set something up wrong and so those few million will barely make a dent in your bank. Infact whenever I got to the Rex I made back the money it cost by the time the expedition completed and the fossils were extracted, so I don't think it's overpriced at all and not finding something everytime you go out is pretty realistic as well. You also only need two maybe three specialized scientists for each category in the game and you're all set and those don't cost the world unless you're playing the last challenge mode on hard or jurassic.

The game's not hard at all, just has a different mechanic when it comes to the income from visitors than the first game, get that right and you'll make at least 400k/min if not more very soon. Use wide paths as soon as you can, put down bathroom, hotel, shelter and one of each amenity next to an attraction or two of sorts, go through modules until the stop giving you more money, done. That's literally all you gotta do and unless something changes regarding the dinos/attractions in that area you won't have to worry much about it again. And I know some people have had terrible storm luck but the only time in all my challenge (finished all on hard and jurassic) and chaos playthroughs I only had to restart once when a storm hit very early on and that was only because at the same time some sabotage theft happened for no reason and I went from 1mil to -900k in a second, so not really the storms fault at all. Every other time the storms weren't any worse than in the first game and it was no problem to come back from them either.

I actually find the way too common untreatable cold way more annyoing to deal with, or disease in general really because they just happen so frequently and it's tedious to deal with it over and over and click on every dino again. But yeah, that's also more annyoing than anything else, no real issue when it comes to profit or whatnot.

I don't know what game you were playing but money in the JP Chaos Theory scenario was not easy to come by.
 
I don't know what game you were playing but money in the JP Chaos Theory scenario was not easy to come by.
Think I could ask you the same thing because I played that three times now and except for the very first one where my amenities somehow bugged out I never had any trouble getting money and completing it.

If you have such problems maybe you can post some screenshots of your park, sometimes a small change in layout and how/ when you expand makes all the difference.
 
Complainers have already made them alter their game in a bad way. This is a good game! Now we don't scan a Dino to see whats wrong with it because ppl cried it's too many steps! Now we just psychically know all ailments. Hopefully they make it a sandbox setting to switch on and off.
 
Complainers have already made them alter their game in a bad way. This is a good game! Now we don't scan a Dino to see whats wrong with it because ppl cried it's too many steps! Now we just psychically know all ailments. Hopefully they make it a sandbox setting to switch on and off.

Yes, you do, the only change is that you don't have to keep scanning for the same disease repeatedly.

The only difference is literally an additional click of a mouse/button was removed. You will still have to have encountered the disease/injury at least once first. Let's not pretend that the system was the deepest thing in the world to begin with we want organic gameplay with depth not the illusion of depth.
 
Yes, you do, the only change is that you don't have to keep scanning for the same disease repeatedly.

The only difference is literally an additional click of a mouse/button was removed. You will still have to have encountered the disease/injury at least once first. Let's not pretend that the system was the deepest thing in the world to begin with we want organic gameplay with depth not the illusion of depth.
Yea, but the problem wasn’t that new ailments were a mystery- it was that you had to manually order scan and then manually order to medicate rather than one click handling the issue if treatment was available. What they’ve done is removed a majority of an entire gameplay loop for the sake of a mild inconvenience.
 
Yea, but the problem wasn’t that new ailments were a mystery- it was that you had to manually order scan and then manually order to medicate rather than one click handling the issue if treatment was available. What they’ve done is removed a majority of an entire gameplay loop for the sake of a mild inconvenience.

I'll give you that, the execution was off.

Considering, it was the frequency of injuries/disease from dominance fighting and the common cold in particular that constituted the majority of the problem of repetitive clicks, simply making it one click to treat after identifying a treatable ailment would have sufficed. There still wasn't much of a gameplay loop there though especially since there isn't much of an obstacle to obtaining the treatment for the disease. Oftentimes its just take a photo or identify x number of species with the condition. It would have been more satisfying if they could have made the actual process of treatment more involved.

It's either tranq and send to medical facility or click again to heal with a treatment that is researched instantly. Maybe if the diseases did something differently from one another rather than just ticking down health and spreading. I proposed environmental modifications before as a possible function, and you only quarantine the most deadly diseases. There are roots of an idea there what with feeders becoming infected, but functionally the diseases do nothing differently and the injuries are much the same.

Quarantine deadly diseases, modify the environment for prolific recurring diseases and vaccinate the animals, and some sort of shelter subsystem playing a role in certain medical conditions. For instance, shade would naturally help combat heatstroke, etc. It would also be mildly more interesting if disease killed more that way we could make more use of diseased carcasses or at the very least if there was some incentive not to immediately remove the corpse. Maybe it provides more nourishment than a feeder and could help your animals build a resistance to certain diseases, or something.

Anyway, I went off on a tangent, but still the system is too mild for there to be a loop, but I do wish they listened to the community's request rather than alter it forthright as they have.
 
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