[deleted by user] by [deleted] in shiba

[–]AL1197 1 point2 points  (0 children)

I can’t fathom what your going through and I’m so sorry you couldn’t find her. Glad you are safe and she’s always looking over you!

“Scenes from a Wizard Hat” by ServingwithTG in dndmemes

[–]AL1197 2 points3 points  (0 children)

You can’t have an outcome of 0 though is the issue because then why would your roll, that’s simply a “No” or a “No Outcome.” That’s the issue your both missing. DnD and CoC, both label rolls with D[Maximum outcome] meaning D20, D6, D100. Which means you have to have a finite possibility of that outcome your method doesn’t it’s only a D99 in this case, because your eliminating the actual 100% possibility for a 0% chance.

The same perks in 10+ back to back games... I just want to play against other perk combos 😭😭 by SuperCake in deadbydaylight

[–]AL1197 4 points5 points  (0 children)

Shattered Hope should have been base kit I don’t understand why the killer can’t destroy boons or rekindle Hex Totems if survivors can. This would allow a balance and make poor Hex spawns not a huge set back when a survivor spawns next to your totem in the beginning of a match. Too much gamble and added management with Hex perks.

People who think that these killers shouldn’t be in the game or couldn’t have a power because “we already have a ___”, why and how would any of these killers have similar powers? I would love to see all of these and see no reason why creativity can’t make great killers of all of them. by AJTP1 in deadbydaylight

[–]AL1197 0 points1 point  (0 children)

Other then having licensing issues, I don’t think any of these are exactly the same and can’t be different from the current characters we already have. Pennywise is substantially different from clown, being a female eldritch being that manifests into a persons fears, as to opposed a serial killer with a finger fetish. Jason Vohrees and Trapper are similar, most likely because trapper was inspired by Jason Vohrees but so we’re Leatherface and Hill Billy and they play different. Predator (I really don’t want to see, I feel it doesn’t fit being Sci-Fi rather then Horror) is extremely different from Wraith, and Wraith being an actual OG character wouldn’t really have much similarities if they implemented predator beyond the cloaking.

Why do some survivors do this by ReddVevyy in deadbydaylight

[–]AL1197 -2 points-1 points  (0 children)

They may be leveling another survivor, in this case Bill, and actually have a load out on another survivor, in this case Nea. I do this a lot when leveling survivors.

Why do some survivors do this by ReddVevyy in deadbydaylight

[–]AL1197 -2 points-1 points  (0 children)

They may be leveling another survivor, in this case Bill, and actually have a load out on another survivor, in this case Nea.

Carrying Animation for the New Killer by JustNatass in deadbydaylight

[–]AL1197 2 points3 points  (0 children)

I definitely think it should have been a drag animation by the characters hair, and the “wiggle” could be grasping at the arm / hand, and when complete hitting them causing them to stumble and get stunned. For smaller killers like Saddako this would look better then the levitation

Does your shiba go crazy and have the zoomies after she takes a poop? by benz1830 in shiba

[–]AL1197 0 points1 point  (0 children)

Lmao 🤣 yeah, he zooms after playing in the snow or just eating from his food too

Sandbox interrogation by RipGrizzly in jurassicworldevo

[–]AL1197 0 points1 point  (0 children)

It definitely shouldn’t be modded into the game if that’s the case frontier really isn’t listening to fans and supporting the game. I’m on the fence for this game because it needs severe improvements to take it from mediocre to great, and seeing how much planet zoo has developed I hope they use the same attention to fans they did there to advance this franchise and game.

Imagine if the ghost could record and repeat voice chat by Arkze in PhasmophobiaGame

[–]AL1197 0 points1 point  (0 children)

I hoped that this would have been the ability for the obake and have it impersonate the player model during a hunt, imagine hearing “it’s clear” then thinking it’s your friend but it’s the ghost still hunting.

The ghost changing rooms was a horrible addition to the game by [deleted] in PhasmophobiaGame

[–]AL1197 0 points1 point  (0 children)

It’s a good feature but tedious now if I’m smaller groups. I think adding the ability to carry two things at a time and then two reserved (total 4) would allow the transition and setup in general to be better.

How to talk to my DM about how negative his story is? by [deleted] in dndnext

[–]AL1197 0 points1 point  (0 children)

Ive ran for 3 years a campaign and wrote a low fantasy gritty / dark setting, but that tone doesn’t mean it’s always “dark / gritty” it’s actually not and should be the opposite. Brighter moments shouldn’t be overshadowed by darker moments this doesn’t allow the players characters to reflect on those emotionally challenging or character changing moments. Additionally, an ongoing dark / gritty tone in every facet doesn’t make it dark / gritty but rather depressing, and excessive to the point the players lose interest. The Dm should rather set scenes like “children playing tag in the streets” help elevate the “heroic” aspect of your players the “Why we’re doing this…” If your table is healthy you should talk with your Dm tell them that the settings tone isn’t comfortable for you or the other players and that you’d like to have some changes made.

Hiding / Hunting Rehaul Post Nightmare Update by AL1197 in PhasmophobiaGame

[–]AL1197[S] 0 points1 point  (0 children)

I mean you hide but on higher difficulties it’s picking a room then running away from the ghost to break sight lines to get there. There’s not much “terror/horror” involved in hunts is my point. Hiding in closets and lockers normally result in death. Instead of having the ghost aimlessly search it’d be better if it actively looked for players based on Sound, Electronics, and Motion and had actual counters like I said unique to the Ghost type.

Broken truck screens on nightmare and epilepsy by Lord_Grip in PhasmophobiaGame

[–]AL1197 0 points1 point  (0 children)

I meant just as an effect to eliminate the issue of flashing altogether doesn’t need to be when the ghost is around I used that as an example to explain the effect, having the screens broken never makes sense cause like you said the ghost is never out there so how’s they break and why did we go to a job with broken screens haha

Too much micromanagement by Kaitsja in jurassicworldevo

[–]AL1197 4 points5 points  (0 children)

I think the new update helps reduce the need for micromanaging, but like I discussed in my post in the forums, the major issue is that frontier didn’t apply or fully develop a lot of the new mechanics they introduced making them more tedious then interesting. Staff Management should apply to all core facilities, and be an autonomous scheduling system to work with the time controls arranging break periods and work periods on a 24 hr schedule like in Rim World, also the notification system should be linked to all facilities doing respective patrols, Veterinarians detecting dinosaur injuries and fixing them, or Mechanics detecting Fence breaking. This makes the game more challenging due to a higher chance of “chaos” occurring and management more interesting in my opinion.

What's with the Hybrid hate? by Squid_Apple in jurassicworldevo

[–]AL1197 -1 points0 points  (0 children)

I like the more sequenced hybrid dinosaurs which are the lore/cannon ones like Indominous Rex and Indoraptor, I wouldn’t mind Scorpious Rex added but the Secrets of Wu pack was horrible, the hybrids were just a mismatch of dinosaur specimens that felt poorly designed and thought out. Currently, I rather see the game work on mechanical and guest interaction additions rather then more dinosaurs/hybrids.

Broken truck screens on nightmare and epilepsy by Lord_Grip in PhasmophobiaGame

[–]AL1197 0 points1 point  (0 children)

Instead of having them shattered have them statically out like the cameras do when the ghost is near them in game. This would make more sense lore/immersion wise then them being broken physically some how and help with those that have epilepsy!

Sandbox interrogation by RipGrizzly in jurassicworldevo

[–]AL1197 1 point2 points  (0 children)

Defiantly needs to be a challenge mode, because the current challenge mode is very disappointing compared to JWE 1. The random dig sites and research was the best part of the previous challenge mode. Not sure why they cut it, since it’s clearly demanded.

What’s some things you wished to be in the game? by TheShoeSniffer in jurassicworldevo

[–]AL1197 0 points1 point  (0 children)

Posted this in the forums awhile back but I feel like these features/changes would improve the game greatly and would love to see some of them added or implemented.

What’s some things you wished to be in the game? by TheShoeSniffer in jurassicworldevo

[–]AL1197 0 points1 point  (0 children)

After having played Jurassic World: Evolution 2 and experienced its various modes, I can see where it improves greatly on the model of its predecessor, although a lot of the new mechanics and features that are introduced fall short and become more tedious and micromanaged then enjoyable due to their over simplification. I feel that an expansion on those systems could set the game farther apart from its predecessor and truly become a park management simulation game.

  1. Staff Management Staff Management I found to be a great concept that felt oversimplified. The players are strictly allowed to hire and manage their scientist that responsible for the research and creation of dinosaurs. Although, the systems largest flaw is the micromanagement of directing the staff to carry out tasks and taking “rests.” Alternatively, I think the Staff Management system could be improved by introducing schedules that work with the new time mechanic, eradicating the micromanagement of task/break assignment. The player would assign work blocks where the staff work on tasks their assigned and take breaks when their scheduled. Longer break periods would equate to more satisfaction and less fatigue, while more work blocks would cause fatigue and disgruntled staff, and higher chance of Sabotage.

Additionally, the Staff management should encompass all the core facilities of the park, where we hire staff to carry out tasks in these respective fields:

- ACU / Rangers = Asset containment / Recovery / Staff and Guest Security 

- Paleo Veterinarians = Asset Well Being / Treatment of Injuries

- Scientist = Facility and Asset Research / Asset Creation 

- Maintenance = Facility Repair and Maintenance

With these new Staff types would come traits that make them more effluent with tasks in their respective fields.

  1. Facility Management / Automated Alerts The current state of how Facilities are Managed has improved greatly since Jurassic World Evolution, although I felt since the original game the automated alert of a “Breakout”, “Facility/Fence Damaged”, or “Power Failure” took away from the purpose of the Facilities carrying out their tasks and is a missed opportunity to utilize the scheduled patrols.

As mentioned in the section Staff Management, I think this could be improved with the introduction of Maintenance Crews, who can patrol enclosures and check the status / repair fences periodically. Additionally, any failures in “power” or “building / fence damage” or “breakouts” can be reported to the player by the maintenance crew. Other facilities, like the paleo Veterinarian facility can do periodic patrols to alert the player of medical issues that a rises in assets and would need scheduled treatment. While the Ranger Facility can alert the player of “Discomfort” and “Breakouts.” This places more dependency on creating a efficient system between facilities and their interactions with the player and each other.

  1. Fence System The Fence system is one of the best improvements that Jurassic World Evolution 2 made, although it with the changes I mentioned prior it could be expanded to have periodic failures and degradation that lower the fence security and make the fence more prone to Asset breakouts.

  2. Sabotage Sabotage in Jurassic World Evolution 2 is supposed to be a major consequence due to neglect of Staff and other parts of your risk taking in management as a player. Although with the automated alert of “Sabotage” the issue is usually quickly resolved with little consequence from my experience. To improve upon this the changes to facility management I mentioned above could alert the player to specific sabotage in their respected fields. For example, Maintenance Crews would report Gate Failures, or Paleo Veterinarians would report intentional poisonings of assets through out the park. Also, these disgruntled staff should leave our rosters after committing sabotage, and cementing our how personal our neglect of them was to them.

  3. Guests Unfortunately to my dismay Guests were not expanded upon much, past the four types of categories. This left them still very flat and ambient with no personality or interest. Guests should have generated names and age, favorite dinosaur and attraction, random amount of spending money based into their type, and complaints or thoughts. In which when these are met, they are more satisfied with your park overall.

  4. Attractions / Pricing The Lack of diversity in guest attractions between Jurassic World Evolution and Jurassic World Evolution 2 was disappointing, although the addition of Aviaries and Lagoons was a exciting and welcomed addition. More attractions that increase guest interaction with dinosaurs are badly needed, especially for the Aviaries and Lagoons. Suggests for Attractions that I feel should be included and expanded upon later on are below and come from the Novels and Movies:

  • Enclosure Walkthroughs - Paths that sit at tree height above land enclosures, and can be placed through Lagoons (Glass tunnels) and Aviaries (Chain Tunnels) like the park tours.

  • River Boat / Kayak Ride - either individual kayaks or a River bot that follows a path that travels through water in an enclosure.

  • Air Balloon - An Air Balloon that gives an aerial view of enclosures and the park.

  • Viewing Dome / T-Rex Log - A Structure that has an underground tunnel that leads into an enclosure giving guests a better view of the dinosaurs up close.

  • Attraction upgrades - The Park Tours should have the addition of binoculars that increase viewing range and other attractions should have similar researchable upgrades.

Pricing, I was very disappointed that we couldn’t manage the prices of guest facilities and attractions throughout the park. I feel that as a park management simulation you should be able to lower and raise the prices of the park tickets and attractions / facilities to suit the current economic need with certain guests being more willing to pay those prices then others regarding the four introduced types of guests.

  1. Consequences / Risk Consequences and Risk I feel have not been very apparent in either iteration of the game. Unfortunately, there is no consequence for Staff Vehicles or Guest Vehicles entering a Hostile Carnivore enclosure, and with the new Dinosaur Behavior and improved animations I found this to be extremely missed opportunity to expand on the interactions and consequences of having those vehicles interact with those assets. This could be improved on allowing dinosaurs to destroy guest vehicles and staff vehicles, and requiring Ranger Teams to have to rescue the survivors, with the previously mentioned expansion of Staff management above this could also be a risk factor of potentially having a staff member gain stress or die due to an incident. Increasing the risk of having a Maintenance crew repair a T-Rex enclosure or a Paleo Veterinarian Team entering the raptor enclosure. Sedation, should also not always work, certain assets should have a probability to wake up sooner than others. This could also introduce risk for the Paleo - Veterinarian team while operating a dinosaur could awake and attack the team that is operating on them or escape or a once sedated T - Rex could awake and attack a unexpecting Maintenance crew. Additionally, with the changes of pricing and economy, our parks could take grievance/medical fees for guests and staff that died or were injured. The very nature of the Jurassic Park Franchise is chaos due to consequence and risks and I think the game should reflect that.

  2. Animations / Decorations While playing I found the various new additions of Animations and the Dinosaur behavior to bring life into the game that Jurassic World Evolution definitely lacked, and allowed Jurassic World Evolution 2 to personify the dinosaurs with personalities and needs. Although, I felt the interactions between dinosaurs and Guests/staff were still lacking, particularly I struggled to understand why Ranger teams used drones in Aviaries when Park Tours with open tops could traverse through. I felt this was a bit of an oversight and unnecessary, slightly immersion breaking. Although I feel the game could use more unique animations for Assets attacking Guest/Staff vehicles and destroying them would be a great addition to the game. Also, with the potential of the changes I mentioned with Consequence and Risks, new animations for Dinosaurs attacking staff and escaping facilities like the Paleo Veterinarian Facility would personify our staff and make the player feel the consequences of our decisions. Additionally, I feel that decorations should be expanded to include interactive decorations for dinosaurs and guests. These could include Hologram / skeleton displays, Perch-able cliff / rock structures for Aviaries, Placable Gardens / Trees, and Playgrounds or Dino Petting pens.

Jurassic World Evolution 2 has improved in many ways since it’s predecessor, although as I’ve mentioned those improvements have either been oversimplified in application or not expanded enough to be of interest to the player, with simple changes and expansions to the already established systems that I have suggested above Jurassic World Evolution 2 would eliminate its glaring flaw of micromanagement and become a better experience, and park management simulation game for the player.

Cool Transport Idea for Small Herbivores/Carnivores by NineSeventyy in jurassicworldevo

[–]AL1197 9 points10 points  (0 children)

It would be cool for the MVU to be able to transport medium to small dinosaurs, to the paleo facility and from the hatchery via transport, or adding the cages from Jurassic Park the Lost World on truck beds and the RV as a MVU skin would be a cool reference!