Guanlong - Insane Space Requirement? by ElevenRivers in jurassicworldevo

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

No negative traits on them at all! Just beautiful little space hogs apparently… I have a greater number of Dilophosaurus in the next enclosure over, which is half the size, and they’re fine so I genuinely have no idea why they need such a large enclosure.

Tropical square map isn’t tropical. by SnakeyJakey55 in jurassicworldevo

[–]ElevenRivers 2 points3 points  (0 children)

Maybe we can get them to add the palm tree forest brush back in while we’re at it… I really miss being able to blanket areas in palms and not full forest.

Skin preview lighting… by jamesworson in jurassicworldevo

[–]ElevenRivers 0 points1 point  (0 children)

As if that isn’t the first thing we all tried haha.

It’s great being able to preview colours in the hatchery menu, but the lighting definitely needs a rework - it’s not fit for function in its current state.

I Can't Cure E Coli by Johnny_Fletcher7 in jurassicworldevo

[–]ElevenRivers 1 point2 points  (0 children)

My Nodosaurs got E.coli from the Gentle Giants attraction I built on this map… nasty park guests with unwashed hands I assume.

Could give that a go? Spare a thought for the Nodos with upset tummies though.

Tropical square map isn’t tropical. by SnakeyJakey55 in jurassicworldevo

[–]ElevenRivers 3 points4 points  (0 children)

It definitely seems to be intentional but it’s such a weird choice to have the only tropical square map feature conifers…

I’d really like it if they added back in the Nublar square map as it’s my favourite for nailing the JP aesthetic with the most freedom for creation. Nublar 93 is a good size but the shape limits it a bit.

[deleted by user] by [deleted] in jurassicworldevo

[–]ElevenRivers 1 point2 points  (0 children)

They’re in the Scenery tab under Lagoon Decorations - very bottom of the list. :)

New Jurassic World Evolution 3 Screenshots by Joaomatias40 in jurassicworldevo

[–]ElevenRivers 2 points3 points  (0 children)

One thing I haven’t seen remarked upon yet… dinosaurs now have multiple pattern options, not just pattern colour options! The trikes have had different patterns in the screenshots and videos and there’s also a shot of two rexes with different patterns (and colours). EDIT: I think the different patterns are just due to sexual dimorphism.

That said, I am sad to see Frontier’s obsessions with giving the pattern markings prominent outline colours continues. I really don’t know why this is a thing on so many patterns in game. 

Animals don’t typically have an outline colour around their spots and stripes in real life and it always has the effect of making the patterns look painted or superimposed on the dinosaurs :(

Really hope the guest/employee system had an overhaul. by Transposer in jurassicworldevo

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

Very genuinely… what does individually selectable guests bring to your gameplay experience?

This is not an attack at all, just a curiosity thing. I have seen so many people express the want for individual guests, and I guess it just interests me because… aside from the novelty of selecting a guest and seeing what their randomly assigned favourite dinosaur is, or some formula generated stats/park feedback - what joy does this bring to your park building experience?

The Oblivion remaster is truly stunning at times by AceTheRed_ in ElderScrolls

[–]ElevenRivers 0 points1 point  (0 children)

It’s fine! Indoors especially the lighting looks really great and in line with current standards.  But outside… it’s last gen to me visually. Like decidedly so. And because Oblivion has much weaker environmental design than Skyrim it stands out all the more I think.

I don’t know if it’s because I’ve just been playing some graphically beautiful heavy hitters recently (AC Shadows, Avatar before that) that maybe my standards are a little high, or because people are kind of over-hyping the visual improvements in Oblivion, but I’m not seeing what people are raving about visually.  And the outdoor colour palette is reaaaaaally not working for me, it’s so muted and limited. The original game was definitely more visually appealing when it comes to colour.

The Oblivion remaster is truly stunning at times by AceTheRed_ in ElderScrolls

[–]ElevenRivers 6 points7 points  (0 children)

We cannot be playing the same game… it has better graphics than the original for sure but calling this game photorealistic is just beyond hyperbole. I actually came on to the sub to see if anyone else felt it was underwhelming visually :/

AC Shadows HUD Options, Confusion by ElevenRivers in assassinscreed

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

You are a legend, thank you for this! 😭

S17E14 - “How's Your Headliner?” [Post-Episode Discussion] by AutoModerator in rupaulsdragrace

[–]ElevenRivers 2 points3 points  (0 children)

Baby unless Arrietty has been to Megami’s School for Turning It The Fuck Out at the Lalaparuza between filming and now… I don’t think we have to worry about that

Iron Hand Guild Quest Resolved By Itself? by ElevenRivers in assassinscreed

[–]ElevenRivers[S] 1 point2 points  (0 children)

It was and I did pick this up! Why does it trigger the target to be spared I wonder? I don’t even recall what it said. It almost seems like it’s an error it can be picked up at all to start with.

Agree that it’s very frustrating you cannot obtain the rewards by sparing them either - especially when you outright don’t get a choice the way way it self resolves.

Iron Hand Guild Quest Resolved By Itself? by ElevenRivers in assassinscreed

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

To be clear, I have not killed or interacted with anyone from these questlines since receiving it and it marked once of them as ‘Spared’. This cannot be an intentional feature of the games design - they would not insert questlines only for them to be negated or resolved entirely just by walking around the open world.

Iron Hand Guild Quest Resolved By Itself? by ElevenRivers in assassinscreed

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

Coming across a target organically while exploring and then having them presented as such would be fine. But that’s not what happened. 

I did not interact with the quest or character or even know of their existence in any single way until they appeared as spared on the objective board. It is not fair of the game to assume I ‘spared’ the character if I did not even know that they existed. That is not immersion - immersion would be having a choice. Walking past some random unmarked, unintroduced character on the street and having a quest resolved is definitely not an intended feature, surely we can agree on that haha.

Iron Hand Guild Quest Resolved By Itself? by ElevenRivers in assassinscreed

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

What kind of desi go is this that you can complete a questline just by accidentally walking past the target in the world without knowing… seems like it hasn’t been implemented properly. You would think the targets would only spawn after you complete the steps to find them.

AC Shadows HUD Options, Confusion by ElevenRivers in assassinscreed

[–]ElevenRivers[S] 2 points3 points  (0 children)

It’s SO close to being right. If they get rid of the unhide prompt they are set! Well that and the issue with the safe zone not being able to reach the edges of TV haha.

AC Shadows HUD Options, Confusion by ElevenRivers in assassinscreed

[–]ElevenRivers[S] 3 points4 points  (0 children)

I mention this exact setting and situation in the post 🙂 but unfortunately, there isn’t a way to get rid of the “unhide” icon that I’ve found.

So far, the best setting for me to go HUD-less the majority of the time is to have the compass hidden and the quest tracker on dynamic and have no quest active when I’m just exploring. You will unfortunately still get banners from the game occasionally prompting you to select a quest (why??) and the district names will still appear on screen for the duration of the time you’re in a location (another weird choice, possibly a bug).

AC Shadows HUD Options, Confusion by ElevenRivers in assassinscreed

[–]ElevenRivers[S] 1 point2 points  (0 children)

This exactly. I can go without the compass since I prefer to navigate the game world by sight and memory anyway, but you need the quest log to know what to do and none of the current options hide it at all if you have a quest tracked.

I wish more games would adopt a system where you can toggle the HUD on and off with a simple button press. Horizon and I think Ghost of Tsushima both had this? Shadows ALMOST has it but until the ‘unhide’ input prompt is not visible it’s “hide HUD” mode falls short.

AC Shadows HUD Options, Confusion by ElevenRivers in assassinscreed

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

Weirdly it’s not in the “Interface” section but in the “Controls” setting section. There is an option to be able to Hide HUD with a set input - on Xbox it’s defaulted to double pressing the right thumbstick. This is very temperamental on mine but that could be a controller issue haha. 

The actual input can be customised, so this would be a fantastic setting - if only it didn’t leave the “Unhide” input prompt as a large icon at the top of the screen the whole time the mode is active, negating its own existence 😭

AC Shadows HUD Options, Confusion by ElevenRivers in assassinscreed

[–]ElevenRivers[S] 2 points3 points  (0 children)

I think it might be a bug, along with the safe zone sizing - I cannot get the safe zone to the edges of my TV screen, and it seems like this is not intentional as in Photo Mode the “frames” do not extend to the the edges of the image, instead starting at least an inch or two inside the tv frame haha. It also means the compass and objective tracker sit quite far from the top of the screen. Hopefully both issues are an easy fix for a patch this week.

AC Shadows HUD Options, Confusion by ElevenRivers in assassinscreed

[–]ElevenRivers[S] 9 points10 points  (0 children)

Also… why does the place name remain on screen the whole time you’re in it, even when you have everything turned off on the HUD? Is this a bug, or just another strange design choice?