I often go through phases of tremendous activity on these forums and hiatuses. Recently I have been on a tear creating many threads about different ideas, suggestions, and proposals for the game. In fact, I do this so much like much of the community I think we sometimes overlook what is already set to be in the game in our quest for ever more. For this thread I wanted to do something a bit different, I wanted to express my appreciation to Frontier for committing to making Jurassic World Evolution 2 into the premiere Jurassic, park simulator.
Looking back to that first developer stream after the game's announcement, I remember feeling more optimistic and confident in my choice to pre-order the Deluxe Edition. Listening to Rich Newbold discuss all the quality of life features and the plethora of small improvements and additions they made for the sequel was rather reassuring. Frontier was listening and taking the initiative to make the game more in-line with our expectations. Then, with the myriad of gameplay footage that they have slowly released, it's further bolstered my initial impressions that the depth of gameplay and management was going to be greatly improved.
Really, it comes down to all the small details that illustrate a level of care and quality control that they really didn't have to add such as dinosaurs leaving footprints, rubble from fencing and Aviaries from breakouts, the Compy hopping around, the Rexes feeding animation referencing Eddie Carr's sacrifice, the stellar model improvements, the ranger vehicles losing their doors and hoods when damaged, the ability to move built structures, dinosaurs injuring themselves attacking higher security rated fences, sabotage now being a player-controlled risk, contracts being less silly, improved guidelines and snapping for fencing, the multi-delete tool with its toggles, releasing multiple species all at once, etc. My favorite improvement by far though has to be with the genetics system. I can't help but feel that my feedback was taken into consideration by the development team as I spent an exorbitant amount of time putting together ideas for a revamped genetics system and talking about fencing improvements.
The original thread in question: https://forums.frontier.co.uk/threads/genetics-system-dinosaur-behavior.574182/
I loved seeing all the negative effects and behavioral changes to genes during the synthesis process. They are so much more interesting now than mere stat changes, it promises more dynamic gameplay and more interesting dinosaur behavior. I really haven't seen anyone talk about how huge these changes are as most people seemed more focused on seeing marine reptiles, packing hunting, etc. The fact the Chaos Theory gameplay, in particular, had all the major content creators overlooking these overhauls to the genetics system is astonishing. Your everyday gameplay is likely to be impacted far more heavily by these relatively innocuous changes than all the eye candy.
I want to thank Frontier and commend Rich for his direction on the sequel, things are looking quite bright. Despite all our constant complaining and moaning for changes and additions, I think what we are going to get is pretty special and rests on a far more solid foundation that is easily built upon for post-launch support and content releases. The artists, animators, programmers, designers, etc. at Frontier all deserve a lot of credit for their work.
I also might be in the minority, but personally, I really like the maps Frontier's level designers make, it challenges me to play and workaround maps in different ways. I thought Isla Pena and Isla Sorna 93 from RtJP were really interesting maps with interesting topography. I wouldn't want to play on them all the time, but those maps are the ones that stand out in my memory because they are so unique. Were it up to the community every map would just be a giant flat plain. I hope Frontier continues to make these interesting maps, we need the variety they bring, I say this as someone who enjoys the management aspect of the game more than the creative angle.
Looking back to that first developer stream after the game's announcement, I remember feeling more optimistic and confident in my choice to pre-order the Deluxe Edition. Listening to Rich Newbold discuss all the quality of life features and the plethora of small improvements and additions they made for the sequel was rather reassuring. Frontier was listening and taking the initiative to make the game more in-line with our expectations. Then, with the myriad of gameplay footage that they have slowly released, it's further bolstered my initial impressions that the depth of gameplay and management was going to be greatly improved.
Really, it comes down to all the small details that illustrate a level of care and quality control that they really didn't have to add such as dinosaurs leaving footprints, rubble from fencing and Aviaries from breakouts, the Compy hopping around, the Rexes feeding animation referencing Eddie Carr's sacrifice, the stellar model improvements, the ranger vehicles losing their doors and hoods when damaged, the ability to move built structures, dinosaurs injuring themselves attacking higher security rated fences, sabotage now being a player-controlled risk, contracts being less silly, improved guidelines and snapping for fencing, the multi-delete tool with its toggles, releasing multiple species all at once, etc. My favorite improvement by far though has to be with the genetics system. I can't help but feel that my feedback was taken into consideration by the development team as I spent an exorbitant amount of time putting together ideas for a revamped genetics system and talking about fencing improvements.
The original thread in question: https://forums.frontier.co.uk/threads/genetics-system-dinosaur-behavior.574182/
I loved seeing all the negative effects and behavioral changes to genes during the synthesis process. They are so much more interesting now than mere stat changes, it promises more dynamic gameplay and more interesting dinosaur behavior. I really haven't seen anyone talk about how huge these changes are as most people seemed more focused on seeing marine reptiles, packing hunting, etc. The fact the Chaos Theory gameplay, in particular, had all the major content creators overlooking these overhauls to the genetics system is astonishing. Your everyday gameplay is likely to be impacted far more heavily by these relatively innocuous changes than all the eye candy.
I want to thank Frontier and commend Rich for his direction on the sequel, things are looking quite bright. Despite all our constant complaining and moaning for changes and additions, I think what we are going to get is pretty special and rests on a far more solid foundation that is easily built upon for post-launch support and content releases. The artists, animators, programmers, designers, etc. at Frontier all deserve a lot of credit for their work.
I also might be in the minority, but personally, I really like the maps Frontier's level designers make, it challenges me to play and workaround maps in different ways. I thought Isla Pena and Isla Sorna 93 from RtJP were really interesting maps with interesting topography. I wouldn't want to play on them all the time, but those maps are the ones that stand out in my memory because they are so unique. Were it up to the community every map would just be a giant flat plain. I hope Frontier continues to make these interesting maps, we need the variety they bring, I say this as someone who enjoys the management aspect of the game more than the creative angle.
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