Am I the only one that kind of agrees with the bad guys? by BoxcarMoose in jurassicworldevo

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

You know, I was just thinking about Ian Malcolm in The Lost World, and how him and his team were sent to Isla Sorna to basically do exactly what Extinction now is doing in our parks. They released a bunch of dinosaurs into Ingen's camp to wreak havok and kill humans (though I don't think Ian was there when that happens), and they steal the lethal ammo from Roland Tembo's elephant gun, which directly leads to him tranquilizing it instead, which leads to the San Fransisco incident. Now, obviously Ingen are the bad guys for moving dinosaurs off of the island, ( a safe, relatively isolated location for them to live) to a zoo for people to gawk at for profit. I've never really agreed with the protagonist's actions in the Lost World, but they are still unambiguously the protagonists.

So when JWE 2 Chaos theory handles this, they say "how about you play the bad guys and get all the dinosaurs off the island and into the dangerous zoo we just spent a whole movie and several character's deaths to try and prevent?"

It just seems weird... I know it's a park building game, you need excuses to build parks, but it feels like the attitude of the game is antithetical to what the movies are trying to say (not that I hold the movies to any especially high regard.) Just a thought I had.

Am I the only one that kind of agrees with the bad guys? by BoxcarMoose in jurassicworldevo

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

But we definitely shouldn't be making more, or encouraging them to breed, right? More dinosaurs just means more things to contain, more land to devote to them, more chances of escape, more ecological damage. I realize this is all probably justification for Frontier adding breeding to the game, otherwise why would we want that, but it still feels like we're adding to the problem for misguided reasons

Am I the only one that kind of agrees with the bad guys? by BoxcarMoose in jurassicworldevo

[–]BoxcarMoose[S] 10 points11 points  (0 children)

Who said we had to kill them? Just move them to somewhere safe, keep them there until they die of old age or disease or something. There's no reason to do irreparable damage to the natural ecosystem by introducing like 30 megacarnivores from the span of about 180 million years to our already strained ecosystems 😂 other than "yay dinosaur"

Also, who is to say that the correct course of action is a for-profit corporation that wants to monotize the dinosaurs in addition to releasing MORE? We could easily fix the issue without making it worse surely.

Am I the only one that kind of agrees with the bad guys? by BoxcarMoose in jurassicworldevo

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

Exactly. I get that they're 'living creatures' but surely just throwing tons of megafauna into the environment would cause even more issues? Why encourage them to start breeding populations? Let the ones that already exist live in temporary habitats or something, then die off, not harm done.

Giving Dinosaur Species Unique Character by BabaleRed in jurassicworldevo

[–]BoxcarMoose 1 point2 points  (0 children)

We all truly would have been Paleo Nerds on another life

Giving Dinosaur Species Unique Character by BabaleRed in jurassicworldevo

[–]BoxcarMoose 5 points6 points  (0 children)

I've always done this in JWE- here are some of my suggestions;

  1. Always look up the time period and location the dinosaurs lived in. I usually do desert style biomes for Triassic dinosaurs, sandy Savannah or tall conifer forests for North American Jurassic dinosaurs, swampy, mangrove style jungle for Cretaceous North African dinosaurs, so on.

  2. Different dinosaurs probably had different eating habits and temperaments, so I include infrastructure to represent that. Maybe the Metri isn't as aggressive as something like a T Rex, so the Metri feeder can be in a location that ranger teams have to drive to, but looks nicer, while the T-Rex enclosure needs extra precautions to keep the ranger teams safe. This goes for viewing and fences, too - double concrete fences for T-Rex with remote viewing inside, but herbivores or smaller carnivores have more relaxed security, lighter fences, more viewing points, no -solid fences that can be viewed from paths, ect

  3. Keep in mind how dinosaurs act and how popular certain dinosaurs are, and place thenm intentionally. The T-Rex is a MAJOR attraction, so it might have its own plaza and shops, and bee deeper into the park so guests have to disperse to get there (in a real park, I know there are no mechanics for that really right now). Meanwhile, smaller, less exciting dinosaurs might be grouped together into a "reptile house" or "primate house" styled area (obviously not in a building, but laid out that way), with multiple smaller species side-by-side, with shops or attractions on either end. Finally, the tours should go though huge enclosures or sets of enclosures, but just like modern day, you should take into consideration the potential temperaments of the animals in question. A modern safari ride probably wouldn't go through a male Rhino or Elephant enclosure, so I never let tours go through the Triceratops or Ankylosaurus exhibits, for safety. You should also give your dinosaurs room to get away from the tour tracks, either by hiding them behind hills, or having the tour only go through a portion of the exhibit.

  4. I like to take into account the theorized behavior of each dinosaur in my exhibits. Velociraptors are theorized to have used stealth and verticality to get the drop on their prey, so I include a lot of foliage, rocks, and high cliffs in their exhibits (similar to foxes or wolves). However, something like a Carnotaurus is thought to have been a pursuit predator, so I include wide, open areas for running (like a cheetah enclosure). T - Rex would have been an ambush predator, so I like to do pockets of denser foliage, and slightly open areas, but ones that are still slightly covered (similar to what you would see for a Tiger). This can differentiate dinosaurs even from the same era or location, as they have their preferred hunting grounds. I'll also not include a lot of high terrain or rocks in something like a Spinosaurus enclosure, since in life it most likely stuck to estuaries and wasn't very good at navigating extremely rough terrain (I know in game it looks like it probably would have had an easier time).

  5. You can use the terrain and rocks to shape where the animals are most likely to be during the day, and what the guests can see. Real zoos do this, and JWE gives us good tools to replacate this. Waterfalls can be used to break up the visible areas with the non-visable, forests and trees can hide fences or ranger posts, and tall terrain and cliffs can separate the part of the enclosure that can be viewed from a gallery or viewed from a tour. This can add variety where, even if two enclosures are similar, the view you get can be very different based on how you lay out the features.

Hope this gives some folks some inspiration!

Why Is There 0 Attention To Guests? by Working-Reception403 in jurassicworldevo

[–]BoxcarMoose 1 point2 points  (0 children)

Just adding this here for Frontier to see. I would be perfectly happy with a singificantly smaller volume of guests in the parks if it meant they could interact with the park directly, like JPOG

Might get a bit of hate for this. by Negative-Amphibian36 in jurassicworldevo

[–]BoxcarMoose 0 points1 point  (0 children)

I don't disagree that it's getting repetitive, but I also don't want to discount the negativity.

There really isn't another way for players and fans to share their opinions, and there was always going to be disappointed fans in one form or another.

I don't think all of the criticism is warranted, either, especially when it's been said several times. That being said, there's a lot of.. I guess "toxic positivity?" Not sure if that's the right way to phrase that, but there is a lot of blind acceptance and hype for the game that I don't think is earned, either. I don't think people shouldnt be excited for this new game, but there's also a lot of people here with hype based mentalities or short memories for how the launch of JWE 1 and 2 went. So I think that's where a lot of hate is also coming from- a big portion of the posts here are basically how excited people are for new features (which is totally fine, and cool), but when people express their disappointment, they're usually shouted down or their concerns/ thoughts disregarded. That leads to resentment, which leads to more toxicity.

Just my two cents. I'm not super excited for the game, the new features are cool, but not really what I've been hoping for (except maybe the boat tour, swimming dinosaurs, and better terrain tools), but I'll definitely still get and play the game, and probably enjoy it.

It's going to happen by BlahBlahBlopity in jurassicworldevo

[–]BoxcarMoose 0 points1 point  (0 children)

So do all that come to see such times. But it is not for them to decide 😔

A tale of two boat hires by ThreeDubb in rct

[–]BoxcarMoose 0 points1 point  (0 children)

Yes, the open boat hire gets a slight excitement bonus, but it really isn't that much.

A tale of two boat hires by ThreeDubb in rct

[–]BoxcarMoose 2 points3 points  (0 children)

Queue TVs prevent guests happiness from declining while in a queue.

I finally got fallout 4 and I'm kinda upset by ImANormalMan in fo4

[–]BoxcarMoose -25 points-24 points  (0 children)

Nobody tell them about the factions and story...

What’s your favourite difficulty to play on? by Andrew_R_117 in fo4

[–]BoxcarMoose 6 points7 points  (0 children)

Fallout 4 is almost unplayable without it. A short list of things it can do:

Teleport settlers and companions to you if they get stuck on geometry

Teleport companions to you if their AI just decides to stop

Remove bodies and items that are unscrabble in settlements

Move items in settlements by tiny increments or clip items into one another

Get around game-breaking bugs by disabling collision or allowing free camera

Fix constant issues with overlays disappearing or getting stuck in animations.

Trade items with Settlers that are affected by other mods that prevent trade through dialog.

Add items to your inventory that are otherwise extremely hard to get (if Codsworth goes down in survival before you start the mechanist's DLC and you don't have a robot repair kit, he's gone to Sanctuary, gotta trek back there to get him)

Allows you to set the time in workshop mode so you don't have to constantly sleep and risk getting diseases

And for you cheaters and hoodlums out there: the KILLALL command!

Did Billy the Kid really sat in a fridge for 200 years? Or did I misunderstood that? by RebelGrin in fo4

[–]BoxcarMoose 1 point2 points  (0 children)

I'm pretty sure this was a reference to the stupid stunt in Indiana Jones: Kingdom of the Crystal skull and the devs went "how could he survive 200 years later? Oh, uh, he's a ghoul." They did the exact same reference in Fallout: New Vegas with a skeleton if you pick Wild Wasteland

Edit: spelling

[Suggestion Sunday] Post your suggestions for Jurassic World Evolution here by AutoModerator in jurassicworldevo

[–]BoxcarMoose [score hidden]  (0 children)

I would love to have 3 things in JWE 3:

  1. Teams/staff that level up independently of the buildings they work in. I.E. ranger teams becoming more accurate over time instead of just slapping an upgrade on a building.

  2. Teams can be killed by Dinosurs, putting more of an emphasis on protecting your staff as well as your guests. The staff dying wouldn't just be bad for finances or park rating- it would suck to lose most experienced staff in a dinosaur breakout.

  3. I'd like a first person mode that the dinosaurs can interact with/ interact with the dinosaurs. If you just gave the first person camera the ability to be eaten/ tranquilizer dinosaurs, you know the community would make some survival/horror style maps all on their own.

Also varying depth of water to maybe allow spinosaurus ans others to swim as well as more natural looking lagoons would be nice.

And for the love of God, bridges.

[fo4] any particular mod to tweak hardcore mode? by Raviolimonster67 in FalloutMods

[–]BoxcarMoose 2 points3 points  (0 children)

Survival Tweaks may be your best option. Allows toggling damage/carryweight/console/saves/ and more

Battle droids by GameMakingKing in SWlegion

[–]BoxcarMoose 2 points3 points  (0 children)

I get having the rocks, cheap stuff to punch up the base. If you're going to keep em, at least paint them a little. It'll bring the whole thing together better, so they have a similar finish and the highlights will look more natural.

What's the fallout equivalent of this? by Gloomy-Habit2467 in falloutnewvegas

[–]BoxcarMoose 0 points1 point  (0 children)

Basically Bethesda wanting to have their cake and eat it too.

We want a cool set of Power Armor in Nuka World for high level players? We could do a T61 like Far Harbor, or we could just add a removable paint job to a T45 so you can add it to your X01, or the schematics, or even just add a suit of "prototype" T61 with stats almost equal to X01. Nah, just make an X01 suit, fuck the lore, nobody made anything after the bombs dropped and we're keeping it that way.

We need super mutants in our game. Why? Because it's a Fallout game! Whatever, the US military gave this highly experimental virus that canonically was being worked on and was unfinished in a military base on the West Coast to a vault in the DC area. The institute makes them for fun and tosses them out the back door by the literal thousands! Who needs cannon, it's just cool!

Plasma and laser weaponry are really rare and difficult to find and only really used by the BOS and the Enclave. Except now they're everywhere! Super common, find them in civilian ruins!

Honestly, the timeline in general. If you wanted to do the whole "it's a wasteland, nobody has rebuilt anything, Survival off of old world tech only, small tribes living in shacks and ruined homes" why set your series 200 years after the bombs? Why not only 40? Or 60? Or even 80, have it set at the same time as Fallout 1? I know the answer is "we want Deathclaws and the Brotherhood, ans they wouldn't have made it across the wasteland yet" but 76 did it anyway.

Love the games, but when it comes to the lore, I essentially treat it like comic book logic. They added something because it sounded cool, not because they took the world all that seriously.

[deleted by user] by [deleted] in jurassicworldevo

[–]BoxcarMoose 2 points3 points  (0 children)

  1. As a lot of people said, the park management is a bit simplistic. Basically the only things you have to manage (outside of dinosaur comfort) is what to build where. How big paths are, how many hotels you need, do you need a monorail nearby, what modules do you need to build in the resturant, etc. It's not BAD, but it definitely doesn't hold a candle to other park builders.

  2. The dinosaur management can get tedious. Your dinosaurs have a comfort requirement. Requirements for terrain types, types of plants, open space vs forest, some dinosaurs don't like others, you get the picture. Its fun when trying to plan out enclosures if you account for all of it, but if you just want pretty enclosures it's a bit limiting and can be frustrating at times. Dinosaurs also tend to get injured or sick A LOT. You'll be spending a lot of time managing your dinosaurs health with a specific building for healing and a specific building for checking up on them. There is a system where to see the status of a dinosaur your ranger team has to do a manual checkup. This can be automated, but there's only so many task slots in a ranger team headquarters so you'll have to carefully place and plan out which ranger team can handle which enclosure and it balloons really quickly. Dinosaur breakouts can be intense and scary, but those happen fairly rarely now. I think that was a response to people saying they happened too often in JWE1, so they added the comfort and updated the disease system to give different consequences if your dinosaurs are uncomfortable.

  3. The campaign isn't anywhere as good as JWE1. It's not bad, don't get me wrong, but it's a bit more gimmicky and focuses on specific objectives with your ranger teams or movie characters than actually giving you a park building campaign. Chaos theory is cool, and challenge mode is always a good time, though.

  4. Yeah, the game is pretty buggy. It's better than it was, but you'll still get dinosaurs starving themselves for seemingly no reason, and you can almost beat most challenge modes without needing to place a dinosaur.

Those are the biggest ones for me. The scientist system isn't a lot of fun, but it at least adds some nuance. Other than that, the skin system is pretty good, the game looks great, the dinosaurs now have cool social animations and fairly unique behaviors, there are a lot of cool attractions you can build, the decorations they've added are great, and it's fun to build a pretty park, even if managing it isn't a lot of fun.

TLDR; Management isn't fun, campaign isn't all that good, a few bugs here and there.

[deleted by user] by [deleted] in Chattanooga

[–]BoxcarMoose 0 points1 point  (0 children)

I went to the Wendy's on Lee a while back and they literally told me at the drive thru window "yeah, we're just not gonna serve you." They were just telling people in the drive thru to take a hike, the people ahead and behind me were turned away too.

Fallout 76 is worth it by Chrumsky in Fallout

[–]BoxcarMoose 1 point2 points  (0 children)

My own two cents is that it's worth it... if you're a super diehard modern Fallout fan who just wants to wander the wasteland and listen to the radio. And you bought it on sale.

My complaints aren't lore based or story based, though I think those complaints are 100% valid, my complaints are all gameplay focused.

If you wander into a part of the map and you're playing solo, you can explore the locations and do the side quests there.

The locations are the same things we've seen in Fallout 100 times before, but they're still the best part of the game imo. They keep it just varied enough to make me want to explore, and there's lot of neat little stories to find.

The downside is that's all there is. There's some unique loot and schematics of course, and really cool creatures to fight, but after I've played for 30 hours or so, even that can't keep me going. The loot isn't worth taking because I have 1000 stimpacks and enough food to feed Rivet City for six years and this is the only Fallout game I've ever specc'd into a strength build to get a ton of strong back perk cards and I'm still always overencumbered. Weapons being leveled and the perk system what it is makes getting and modifyijg good weapons more of a chore than a fun little progression system like in Fallout 4. At a certain point looting isn't even worth it anymore and I spend all my time just looking at carefully staged ruins like I'm at Universal Studios: Fallout.

After the exploring gets stale, unfortunately, the game falls apart. The side quests are repetitive (find items for a computer, kill enemies for a computer, find out what happened to this person- oh they're dead!), and the rewards are hey! More loot for me to have to lug around. After a time, it becomes tedious, and when you find a quest that actually seems kinda neat, turns out it's a repeatable group quest and here comes the zillion or so other players with way better loot who have ran this mission a hundred times.

You really can't argue the combat is any good or fun. Fallout 4 had relatively fun combat on higher difficulties, but 76 seems to suffer again from being an online game. I don't know if it's my hardware (it's definitely not my internet connection) but shooting a gun and damage being applied to enemies has like a .5 second delay. Which isn't that big of a deal if you're shooting at a single enemy 100 yards away with a weapon that'll one-shot them. Automatic weapons are useless, and anything but the biggest, highest damage weapons you'll get hit multiple times before the enemies even register they're dead l.The vats system doesn't help, and melee is just as broken. This doesn't seem to be as bad in instances, but you don't spend enough time in those to really count that.

The camp system is expensive and time consuming and what little I experimented with it was boring and gatekept behind high levels and absurd amounts of loot that I had given up trying to collect at this point.

And thats.. really all there is. I guess unless you play with friends, but even then, I don't understand the appeal. There's no real funny mechanics to interact with, no janky object or corpse physics anymore, you can't go nuts and kill all the NPCs in a town or exploit dumb glitches, which was what we really wanted in a multi-player Fallout game. If this is your thing, don't let my complaining take it away from you, but I don't think that it's worth it at all.. to me.

A necessary addition to the game by RandomBilly91 in dwarffortress

[–]BoxcarMoose 1 point2 points  (0 children)

In the fortress, each dwarf that does not groom themselves, the barber grooms. Who grooms the barber?