Palaeofeeder Mechanics....Seam a bit constrictive

Just getting through Clair's missions.

Everything fun so far. But the Paleofeeder system is already concerning. With upgrades you can grow up to 5 different plants. And you can only have 1 greenhouse on an island.

There are 14 different plants. So I'm wondering how are you supposed to be growing all the plants you require for multiple species. Am I to replace plants all the time with ones I need? wasting money and time each go? Having to go back and forth with replacement each time a feeder needs stocking?

Or are we now having to constrict ourselves to limited herbivore variety on each island?

Am i missing something that comes late game?
 
If my understanding is correct, normal feeders still suffice, so your not limited in what herbivores you can have, but which herbies you can boost with paleobotany is limited.
 
I actually kind of like how you have to replace the different plants. It keeps me engaged and focused. Considering the buffs to rating and lifespan, I feel as if it would be too easy if you were able to grow every plant then forget about it.
 
Yeah it's an interesting idea, but when most combinations are good for some but bad for others it will limit the types of animals I keep together in an enclosure. So, yeah, I don't see myself using the new feeders much.
 
it's a good idea, but very poorly executed. Zoo Tycoon got it right years ago - have it so certain creatures prefer certain plants in their environments... rotten wood - put some logs in the enclosure - ferns... put ferns... etc. The paleobotany building and feeders is just cumbersome and the fact that the food they output all looks identical is just lazy.
 
I have a couple ideas for fixing this honestly. The first, which may be less than ideal, is allowing 6 total plants at any given time. Which will let you cater to 2 or 3 dinosaur groups simultaneously. i.e. having plants which feed Hadrosaurs, Ceratopsians and Stegosaurs (as there is overlap between them). Or give us extended Paleo-feeders, as they will allow us to spend less time switching out plant types. One thing I found a tad frustrating was the 'removing plant' mechanic. It takes almost as long as it takes to make the new plant, and feels awkward. Also, has anyone thought of presets for the Greenhouse. Like, I should be able to open the greenhouse and select a Dinosaur group, and then it just spits out the three plants suited for those species.
 
So they designed it to have interesting upsides and downsides so that you actually have to manage how you implement it in your park, and you're complaining? Restricting how much plants you can have is what makes it interesting. This is how game design works. Just giving every option and it loses nearly all challenge.

So really, for the campaigns it's completely fine as it is.
For sandbox, I suppose removing the restriction is fine. So perhaps being able to place several greenhouses in sandbox might be a fun idea. But definitely not for the rest of the game.
 
What does it add though? some stat changes? You can literally ignore it and nothing changes. It's a half bake idea, and most likely recycled content that was rejected from the core game.

Adding complexity with no tangible reward is a waste of time.
 
Also, has anyone thought of presets for the Greenhouse. Like, I should be able to open the greenhouse and select a Dinosaur group, and then it just spits out the three plants suited for those species.

Sounds like some sorting system is needed there. Lucky we didn't get +60 different plant species too. Hoping for a sorting system in the dinosaur selection screen on the Hammond Creation Labs next ;p

i just figured most people are on sandbox by this point and dont care... i mean it is a year after release.

Also, don't forget those of us who don't give a damn about the Campaign or Challenge modes... having said that, I did like the idea of the Greenhouse and paleobotany, although they should have been made into placeable scenery items, not just charges for new feeders. If it just were made so, and perhaps implementing the grazing behaviour, the DLC would have been perfect. I'm glad I'm waited this time.

I agree on the "recycled content that was rejected from the core game", though, that makes it worse the six month silence gap.
 
It's just a mini game cycling plant combinations before sending out ranger teams. I prefer the extended feeders so I don't have to send rangers out so often. Maybe if these could be extended I might use them more for the extra benefits when/if they don't negatively impact (restrict) the dinosaur combinations in my enclosures.
 
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Sounds like some sorting system is needed there. Lucky we didn't get +60 different plant species too. Hoping for a sorting system in the dinosaur selection screen on the Hammond Creation Labs next ;p



Also, don't forget those of us who don't give a damn about the Campaign or Challenge modes... having said that, I did like the idea of the Greenhouse and paleobotany, although they should have been made into placeable scenery items, not just charges for new feeders. If it just were made so, and perhaps implementing the grazing behaviour, the DLC would have been perfect. I'm glad I'm waited this time.

I agree on the "recycled content that was rejected from the core game", though, that makes it worse the six month silence gap.

exactly. all of the botany items would make great scenery. hollowed out logs, ferns, fruit trees - make it happen frontier - the decorations tab is sadly very empty and full of potential.
 
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