Your wishlist (SUGGESTIONS) for Jurassic World Evolution

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I’ve only played for around 10 hours so far, but already feel the game is missing a lot of key things...

1. Automatic response - I actually really do not like the fact that the game alerts you to wall breaches (that seem to occur entirely randomly) and dinosaurs escaping, yet the ranger teams and ACU sit there and don’t respond at all. I understand that some missions are set to allow certain dinosaurs to go on rampages etc, but having an option at these buildings to automatically respond to incidents would provide a much better game-play experience. If players do not wish to utilise this, simply turn the automatic response off at the desired buildings.
2. Power utilisation - I’m on the second island, and almost stuck. There’s a significant power shortage and space to build additional power facilities, and before long, my budget is spent just making the basic park infrastructure. Grant buildings the ability to be assigned power as priority to better manage your parks. Maybe reduce the cost of small power stations too.
3. Financing - my first island park grossed over 15m in funding, but I moved over to the second island and I no longer have that funding, despite the research and genomes I’ve done on the first island being transferred. It doesn’t make sense that you can’t utilise the funding on the next island. Dinosaurs are also your main source of income and if you only have the funding to attempt to bring one Dino into your park to start with, and the incubation fails (even at 80%+ genome it seems to happen too often) you’re basically left bankrupt with the need to start over.
4. Pathways and roads - the ability to build staff-only areas. Jurassic World (the movie) has an entire north side of the island that is a restricted area, and there are restricted roads with which vehicles drive on, yet we can’t build that in the game. If I allocate an area specific for powerstations to manage the power grid, the roads over there should be restricted personnel only... but it turns out, 400+ tourists are happy to spend their afternoon walking around powerstations and pilons.
5. Space - the buildings and structures are huge, and the space to build in is often tiny. Upon first entry to the game, I ended up restarting the first island twice because I didn’t know what space was available to me because the intro tutorial doesn’t help much with instructing you about power or build space.
6. Camera - I’m currently playing on a laptop and the camera management is terrible. Once clicking on a Dino, the camera pans down, and only sometimes it’ll return to the previous view... which then when I was to build something, there’s a good chance I can’t see where I’m placing the building, or what specifically is obstructing it... in short, I end up with a lot of wasted space because there’s no grid-zoning or build view when placing buildings. The camera functionality seems very poorly implemented, but is this because I don’t have a middle mouse button on laptop to fully utilise the camera?
7. Enclosures - the enclosure system is great for the first couple of dinosaurs... but as soon as you get one of the early herbivores that charges the fence even when it’s happy being in the enclosure, it breaks out and causes havoc. You tranq it, put it back in there, and it breaks back out again. Making electric fences around your enclosure utilises way too much power for the small power stations to provide for... so ultimately even though you have access to certain dinosaurs and you keep all of them happy, you’re limited to create only a few of them while you don’t have electrified fences.
8. Sandbox Island - the sandbox island is pretty pointless. There aren’t any real goals other than just throw down whatever you want to the stage you’ve unlocked items, so your park is extremely limited just like the other islands. I suspect the sandbox island is fun when you have everything unlocked, but until then you’re just better off doing the main mission islands.
9. Time-based, with no time control - everything takes time to do anything, yet there’s no control at all over any time parameters. You can’t pause to successfully plan anything, you can’t speed up to pass time quicker when waiting for your profits to allow you to continue building... it’s almost like the design of this game was initially going to be a pay-to-win game on mobile, before the project team realised that there’s no multiplayer aspect so why would anyone want to pay to play?
10. Variety - there’s very little variety in the game right now. It’s either herbivores, or carnivores for land-based creatures and that’s it. Are there plans to introduce sea-building and aviaries?
11. Research/Fossils - I feel like having the player involved more in these processes would be better. As it stands, the digging and analysing the fossils is all done by time-based actions which the player does nothing except click them (yawn) isn’t there anything here that you can implement to actually involve the player? Most of the game time is currently spent sat waiting. Same goes for researching...
12. Dino Release - the animation is great the first time you make a new Dino species... after that, you don’t care to watch the same animal come out of the Hammond facility over and over. It should be automatic to show it the first time only for each species and just release quickly for remaining species members. Releasing multiple dinos at once should also be a thing.
13. Dino age - it makes no sense to release only adult dinos that die of old age pretty quickly. You see infants in the movies, so why don’t we have those in the wild?
14. Herbivore feeding / plant life - I really don’t understand this bit... why do you have a platform with a bush on it, when there’s the option to place foliage? Why can’t we unlock and research new Jurassic euro plantation and provide said plantation in the enclosures for herbivores to eat? Matching what species prefers what foliage should be something that adds to the dinosaurs happiness/comfort ratings, rather than having a generic bush they all share.
15. Sickness - leading on from the last one; sickness is entirely random and it seems no matter what dinos get sick... having the right foliage available to dinos should reduce their risk of becoming sick. As for carnivores, they shouldn’t get sick as often unless they eat the wrong kinds of meats, or if they eat other sick dinosaurs.
16. Mixing enclosures - in Jurassic world, the enclosures are often mixed with predators and herbivores that live in almost harmony where the predators only make kills where necessary when feeding... this doesn’t happen in game. As soon as a herbivore gets released to a carnivore pen, they fight and die instantly.
 
Would also like to see elevated footpaths. Allow guests to walk up above enclosures. As an added concern, an agitated dinosaur who's strong enough could attack and break the foundations, sending guests plummeting into the enclosure. Scary!
 
My personal suggestions
I guess it would be really cool if we could interact more with the guests, when i played RC Tycoon back in the days i used to like reading what guests think about my park. I'd like to see people using the itens they purchase like the hats and food. Moving guests would be a blast, whenever a guest dislikes my dinos i'd like to put them inside the fence
Move guests
See what guests think about everything in the park
See what they purchase from my stores (Hats, lunchs..)
 
Hi, Game is good so far, but there's always room for improvements! :)

What I am suggesting is an immersion asset.

The paddocks are good and yes you can put multiple dinosaurs in 1 paddock, But some people like myself like to for some dinosaurs only have 1 type of dinosaur in a paddock.

I am suggesting to add a fairly sized model of the cement Paddock signs like old Isla Nublar had, one for each dinosaur available. It would add immersion to the player, the islands and help the "visitors" see which dinosaur(s) are in said Paddock(s) when they are far away from the fences. The Paddock sign models I am referring to are here:

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jurassic_park_carnotaurus_pen3_by_onipunisher-d3l9wvm.jpg


latest


What do you think? just my thoughts. :)
 
~ modding support for the game would also be nice, so you can ensure that the game will be replayed for years to come.
I'm pretty sure it's Universal that have said no to this, in which case there's little to no chance of us ever getting it. That said, with continued game support from Frontier, JWE will continue to be replayed in years to come, just as Planet Coaster still is. :)
 
To quickly summarise what I've also wrote here.

  • Giganotosaurus & Spinosaurus need to be larger - a common request it seems.
  • Dino's need to live longer, they're all dying (naturally, via old age) too quick, even when they've got a good genome.
  • Guest Interactions need more work.
  • Aquatic & Avian Dinosaurs
  • Resting (not sleeping) Dinosaur Animation/Feature
  • Ascetics - Fountains, Benches, Bins, Toilets, Statues etc
 
I actually got this idea from the first island glitch regarding guests in the enclosure:

Potential events regarding guests misbehaving would be very interesting, and add a bit of flavor so long as they were rare, and didn't happen often to devalue the moment. Zoos have dozens of warning labels, signs, and zookeepers to warn and remind guests to not feed the animals, do certain things around the animals, and most importantly to not jump on railings. Jurassic Park was no different with signs saying things such as:
dGvW7.png


If the guests were to ever get an overhaul, or more interaction and personality given to them to let the player know how they're enjoying the experience I would like to see something similar implemented in the form of a few scenarios (Of course they're just me throwing ideas out):

Flash Photography: Animals interact with the viewing gallery differently, sometimes a naughty guest might trigger a T-Rex into hitting the glass; potentially scaring guests but increasing the dinosaurs rating. Safety would go down for a bit, maybe a repair or two, but the Dinosaur would become a 'thriller'. This can also work for more open ended enclosures, possibly causing a dinosaur to panic and hit a wall or the Indominus to make an escape attempt etc...

Feeding: If the gate is close enough to the path, perhaps guests could feed the dinosaurs (Potential mechanic requiring us to section off slight areas as 'no mans land' to avoid this?) so a small herbivore could interact with guests gently and boost their fun as well as the dinosaur comfort and hunger. Petting zoo of sorts, of course this could go wrong with Carnivores say a raptor biting an arm and you getting sued for not properly warning guests (More in-depth than you probably can make it, but alas ideas!)

Trouble Makers: Just bad guests. They are louder than they should be, ignore signs and rules, and are a threat to your park. They can be handled with a ranger team if you're not busy (Or a new building for security?) but with thousands of guests you're bound to get them to slip through the cracks. They can also just appear anywhere, anytime. Who's to say they /didn't/ read the warning sign, and they just don't care much for these seemingly docile beasts? These guests can die and you suffer a minimal impact if any depending on scenario and 'history' of events (If they did it multiple times cost would go down on our end, much like photography). Hell, maybe one of them thought because the Dilo's seemed so cuddly they went to climb the steel fence. Can't say you didn't warn him now could you?

Things like this occasionally happening or having mechanics based around them could add some more depth to the management. Perhaps guest screening could be an option for those more security minded, and as a result upkeep is high but safety is priority. A 'coupon day' could allow more trouble makers and incidents with the benefit of high profits. Maybe your park is scheduled for inspection and you could be hit for serious fines based on how your animals are kept, some Dino protection group cross over post release?

At the moment guests do a nice and serviceable job, but interaction with them and our dinosaurs would be a great step forward if time was dedicated to it. There is beauty in watching them point out a dinosaur next to the fence and taking pictures, or being in awe as a highly rated dino appears but there could be more, and I think it'd make for some great consumer feedback.

With that being said, I do hope money becomes a challenge from time to time too. Break outs can be DEVASTATING but I'd like us to face financial burdens elsewhere. Costa Rican tax, Foreign investors pulling out, maybe us selling a dinosaur allowed a competitor park to steal our profits for x amount of time before their own incident puts us back up there (That one might be way harder because I think you want to stick mostly to lore, and there is only one dinopark, ours, at the moment).
 
Increased Lifespan

I want to name my dinosaurs and treat them well, but if they don't last 1 day in real time, what's the point? It feels a bit disconnected. I was hoping to have dinosaurs last for a lot longer, maybe weeks.
 
1) a COMPLETE Isla Nublar map, not just a tiny portion of the island like we have now.

2) all JP '93 assets, including visitors center, bunker, etc

3) to go with the JP '93 assets, a novel style safari lodge skin for the hotel
 
So I am really enjoying Jurassic World Evolution so much but there's a few minor QoL features I would've loved for example:

-Keyboard shortcuts for Dig Sites & Fossils

-A way to move dinosaurs with 1 action so it tranqs and moves to the selected destination without me needing to wait inbetween

-More detailed information on Dino comforts such as numbers telling me just how many dinosaurs they like / don't like

-This will be unpopular but an option to allow rangers to take pictures automatically. This stems from my inability to manually operate the vehicles due to my physical disability

-An option to turn off Dino Aging. I understand dinosaurs aren't immortal but it's a tad annoying have dinos die of old age after a few hours
 
Where to start... there's a lot I miss from the game (although being a good base game), especially coming from the hyper-cared-loved Planet Coaster. Let me list some of the most essential things I miss here, although most have been already mentioned.

1 - Better Guests Management

I say better, but I could say just "guest management" since at the moment you know nothing about your visitors, no opinions, no thinkings, no interactions, nothing. Compared to the universe they are in Planet Coaster, and considering in the end this game is about building a theme park, I believe they should be more important and prominent within the game. Come on! we don't even have a visitor counter in the UI :(

I think the whole side of guest/visitor management needs to be expanded a LOT to be in balance with other theme park sims and what we were used to in them.

2 - Park decoration and flexibility

Again, we're in front of a theme park builder, but you don't feel like it, but rather spending all your time on I+D and dinosaurs, since the posibilities of decorating your park are non-existent at the moment other than placing a building here & there (a pre-made building, which cannot be modified at all). One of the things that makes Planet Coaster wonderful is the ability to walk in your park or get close to the ground and just observe what you've created. Here you can do that as well, but it always feels sort of pre-fab and there's not much of you in there... No trees (individual ones, not just bunch of trees poping), no benches, no illumination, no signs... I expected WAY MORE in this side coming from Frontier... and I still hope we'll see a lot of this in future updates.

I don't think something as complex as Planet Coaster makes sense here since the target people is not so technical or not the same (here we've got JP fans who wants to build something easily, and that's perfectly fine), but on the other hand, a theme park builder when you cannot build almost anything out of what it includes... is a bit weird.

3 - UI and Interface

The overall UI is well done, however there are many bad UX during the gameplay. I.e. not being able to watch how many pieces you've got left from a feeder without clicking on it, and loosing focuss on what you're working on. Also, there's requirements for dinos on how their enviroment shoud be (which makes total sense as some are more water-based, others are more junglish, etc...) but when you're building fences, you don't get any clue of the current extension of the area nor the specs it has, so you can foresee if that place is good or not for your dinos.

The fact of having to ask or switch contracts and the fact that they're different from the main missions is a bit missleading, especially at the beginning (I noticed I could switch to a security mission too late... and I discovered it by mistake digging through the menus). At some points there is the sensation of having a lack of feedback as well on how to unlock things or how to progress other than keep doing what the 3 depts asks you to do.

4 - Park features

One thing that worried me and continues worrying me is the fact that you cannot sepparate staff areas from public areas. If you go to a theme park (or watch JP/JPW), the public areas doesn't look like the staff ones, usually the latest ones are more functional while the first are more towards decoration and fancy-looking. In here you start with a park which has several staff buildings around the entrance... which is not what you'd expect visiting a theme park (these areas are usually far from the entrance, not visible and not accesible by visitors). I can understand the fosil lab, and some other buildings might make sense in a public area (in which case I'd expect them to be more marketing/decorative focused), but for some others, such as guards, UAC, expeditions, etc... I don't think it makes sense to place them in a public area, but rather fill that area with entertainment buildings.

On the other hand, the interaction between visitors and dinos is very limited. Walkpaths close to fences doesn't seem to increase visibility (at least not shown like that on the info maps), but the only real way visitors have to visit your dinos is to build view points (only 1 style and all looking the same), attractions (only 3 of them?) or a transport which goes over these areas. But I believe if you were in a park like that, you should be able to get closer to fences and use them as viewing point, so anywhere there's a fence and a path nearby is actually a viewing point. Also, based on movies there were lots more of attractions and ways to interact with the jurassic universe which are not in the game.

Of course, not to mention all the park management related stuff that has been avoided here, such as entertainers, cleaning staff, mechanics (yes, these are the guards nowadays, but I believe there should be a mechanics dept + guards and leave these second only for security and care stuff)...

===========================================

Overall I'm enjoying the game a lot, must say, but can't deny I'm missing some of these things, specially the lack of park customization.
 
my whislist

All things from the old Park of 93. The old Gate, the old Visitors Center, the Bunker, Raptor Feeding Paddock, Ford Explorer and and and
 
Hi, Game is good so far, but there's always room for improvements! :)

What I am suggesting is an immersion asset.

The paddocks are good and yes you can put multiple dinosaurs in 1 paddock, But some people like myself like to for some dinosaurs only have 1 type of dinosaur in a paddock.

I am suggesting to add a fairly sized model of the cement Paddock signs like old Isla Nublar had, one for each dinosaur available. It would add immersion to the player, the islands and help the "visitors" see which dinosaur(s) are in said Paddock(s) when they are far away from the fences. The Paddock sign models I am referring to are here:







What do you think? just my thoughts. :)

Yes!
 
As requested by mod, I'm posting here:

Auto-focus
Please could we get rid of this auto-focus thing that game does when you click on a building? A menu option for this would be perfect. It's gotten in the way of what I'm doing more than once. If there is an option for this, I'm blind; haha.

Action Buttons
Could we get action buttons on info cards? For example, if a feeder is empty, would it not be simpler to click on the feeder and click on a "Resupply" button which will auto-select a Ranger from the nearest Ranger Station. Or a "Repair" button on a section of fence. Or a "Dart" button on a sick dinosaur. Or a "Remove" button on a dead one? Etc.
EDIT: Expanded on this, the ability to do this from the map view would be perfect.

Triggered Events - trivial request; purely for "funs"
Something I do is double up my fences as an extra security precaution. With that, I have a double-set of gates. It would be neat if I could link gates to open asynchronously; meaning the Jeep will drive through Gate 1, wait for Gate 1 to close and only then will Gate 2 open (reverse this when exiting the paddock).

Other
Tranquillised dinosaurs should wake up after a certain period of time; e.g.: 5 minutes.

Source (open for discussion): https://forums.frontier.co.uk/showt...focus-amp-Action-Buttons-amp-Triggered-Events
 
I see.. 85% of the whishes are ignored, it seems that all of the budget went into animation and graphics plus license..
Even Zoo Tycoon Dino Digs got more Content then this.
Stop this micro management ingame and and some proper Dino herd AI, they walking away from the group get sad and trolling my visitors...
 
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I want to name my dinosaurs and treat them well, but if they don't last 1 day in real time, what's the point? It feels a bit disconnected. I was hoping to have dinosaurs last for a lot longer, maybe weeks.
1) a COMPLETE Isla Nublar map, not just a tiny portion of the island like we have now.
I find myself in agreement with these points.

Unrealname's suggestion on Guest Events is a good one too.

Oh and if modding is completely out of the question then a map creation tool would be a great addition
Unless they increase Nublar, I can see them introducing an island-creation feature in the not-so-distant future, although Nublar should serve a purpose, so they'd be better off just opening that map up - a lot.

I see.. 85% of the whishes are ignored, it seems that all the budget went into animation and graphics plus license.. Even Zoo Tycoon Dino Digs got more Content then this. Stop this micro management ingame and and some proper Dino herd AI, they walking away from the group get sad and trolling my visitors...
Well yeah. If they accepted 85% of requests, the game would be a mess. Not every suggestion is a good one - they're going to have to access what is feasible and what isn't and accommodate the majority best they can.

Scaling of the Spino for example - a common request and (what should be) an easy fix. Someone asking for herding AI or kill animations is going to take a bit more time, whilst someone who asks for their favourite Dinosaur [that isn't in the game] is likely going to be ignored for (at least) some time.
 
LARGER ISLAND SIZE (et al.)

Larger island sizes... Nublar's size is a bit of a joke. I'm pretty sure the islands in JP Operation Genesis were bigger!

A list of others
- tweak other management aspects like park entrance fee, attraction costs, etc
- proper upkeep costs for amenities.. restaurants and shops should have a base running cost plus the cost of product.
- decorations, customization, maybe even a few modular attachments or different sized buildings depending on guest needs.. for example not EVERY enclosure needs a giant viewing building. They're so oversized
- task-scheduling automation, so I can schedule my rangers to auto-refill feeders among other tiny micro-managing things
- vehicles should be destructible. Once I realized my rex cannot harm the jeeps, the thrill of going into an enclosure to take photos was lost. This was something that was in JPOG!!
- more angle-snap options for paths, like 15 and 45 degrees.

and:
- a non-career "continuous" mode where you get a big island that's not one of the canon islands. You can customize the size, climate, and risks, and just unlock everything from ground up.
 
-Larger maps-Better path tools (Same as Planet Coaster)
-Better Terrain tools (Same as Planet Coaster)
-Day/Night cycle (Same as Planet Coaster)
-More decor options (benches, light posts, garbage cans, flower beds, animated scenic objects. (Like Planet Coaster)
-Ability to build customized buildings/decor. (Like Planet Coaster)-Maybe not have the Ranger Team's Truck sound like it's going to blow up lol. (Not sure why it sounds like it has no muffler).
-When rotating buildings/object. Sometimes it rotates (before you build) at like 90 degrees at a time. Have the ability for us to build buildings/objects at any angle.
-The power lines are kind of hard on the eyes. Maybe add the ability to build power lines underground? Then again that would defeat the purpose of them getting damaged in a store?

You guys did a great job with the Dinos. Now focus on park building stuff and customization stuff!
 
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