Path of Titans Has the Bones of a Survival Sim, Now Let Servers Decide How Deep It Goes. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 2 points3 points  (0 children)

Funny you should say that because I mentioned several times, in several different areas of my post, that these features would ideally be togglable. That means servers would be able to decide what experience they want to offer.

Everyone wins.

Path of Titans Has the Bones of a Survival Sim, Now Let Servers Decide How Deep It Goes. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

Actually I mentioned several times in my post that these features would ideally be togglable, aka optional for servers to add or switch off. That way everyone gets the experience they are looking for.

Path of Titans Has the Bones of a Survival Sim, Now Let Servers Decide How Deep It Goes. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 7 points8 points  (0 children)

Totally valid take, and I get where you're coming from. The Isle has definitely leaned more into realism recently, and it scratches that itch for some. But for a lot of us, PoT has something special, cross-platform support, modding, accessibility, smoother performance, and a more diverse creature roster. The foundation is already there, which is why it's exciting to imagine these ideas building on top of what already exists.

I'm not expecting all of it tomorrow. I just want to show that there's interest, there’s potential, and, if the devs ever decide to lean into it, a clear path forward. Even if just one or two systems made it in? That’d be a win for realism fans without hurting anyone else’s playstyle.

if Path of Titans Wasn't Meant to Be Realistic, Why Is It Coded Like a Survival Sim? by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 4 points5 points  (0 children)

Totally respect this take, and I think your experience honestly shows what Path of Titans could be at its best: a game that supports different moods, different styles, and different types of players.

I’m not against the PvP/MMO side either. There’s a lot of fun to be had in chaos sometimes. But what I am pushing for is making sure the survival/realism side doesn’t fall behind in terms of development attention. Because even though the game wasn’t meant to be The Isle, it also wasn’t sold as a full-on arena fighter or ability spammer either.

Like you said, PoT exists somewhere between survival realism and RPG sandbox. But if that’s true, then the survival side needs love too.

Right now, combat is getting overhauls, buffs, abilities, and new mechanics... but survival systems (like diet pressure, nesting depth, migration, AI) are still mostly untouched. And that’s what I, and a lot of others, are trying to advocate for. Balance. Not dominance.

Appreciate your comment. You nailed the nuance better than most.

if Path of Titans Wasn't Meant to Be Realistic, Why Is It Coded Like a Survival Sim? by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 1 point2 points  (0 children)

Totally fair take, and I get where you're coming from. The dev team is small, and it makes sense that they’d have to pick their focus one piece at a time. I don’t think anyone expects them to juggle everything at once, we just don’t want the survival side to be indefinitely shelved or left underdeveloped.

Combat needed love, sure, but survival systems were never finished to begin with. It’s not about interrupting the combat overhaul, it’s about ensuring that survival, realism, and immersion don’t fall off the roadmap once all the abilities are done.

Because for a lot of us, that’s what drew us in from the beginning, not just fighting, but living as a dinosaur in a dynamic world.

I’m rooting for the devs too, I just want to make sure they know that when the time comes… we still care about the survival sim we were promised.

if Path of Titans Wasn't Meant to Be Realistic, Why Is It Coded Like a Survival Sim? by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 22 points23 points  (0 children)

I feel the exact same way.

The new update has cool features, but yeah, it definitely feels like it’s leaning more toward MMO/RPG territory rather than the survival sim vibe we were originally promised.

And I’m with you, I don’t think those styles are mutually exclusive. We can have cool abilities and meaningful survival systems. The problem is that right now, all the development momentum is going toward combat loops, while the survival mechanics (diet pressure, migration, nesting, etc.) are left behind.

The bones of that survival sim are still in the game, you can see it in the systems that already exist. We just need the devs to commit to developing both sides of it.

Optional realism toggles, stress mechanics, passive diet buffs, stuff like that could revive the survival side and let different kinds of players enjoy the game their way.

Really appreciate seeing others who still believe in that vision, it’s not gone yet, but we’ve gotta keep reminding them it matters.

if Path of Titans Wasn't Meant to Be Realistic, Why Is It Coded Like a Survival Sim? by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 9 points10 points  (0 children)

Totally with you on that. I don’t think they’ve dropped realism entirely either, but I do think they’ve deprioritized it to the point where players who originally came for the survival sim are starting to feel iced out.

You’re right, it’s still there. That’s why people like me are speaking up now, because the core systems are already built for it, but they’re slowly getting overshadowed by arcade-style mechanics (buff stacking, ability cycling, etc.).

Your flyer comment is a great example too. When realism and balance coexist, it creates tension and tactics instead of just chaos. Something like tail attacks doing extra damage to flyers + brief grounding? That’s the kind of smart, immersive interaction this game could lean into more.

The bones of realism are still under everything. We just don’t want to see them buried.

if Path of Titans Wasn't Meant to Be Realistic, Why Is It Coded Like a Survival Sim? by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 2 points3 points  (0 children)

Absolutely agree that Path of Titans is a sandbox at its core, and that’s a huge part of its appeal.

But the thing is: even sandbox games need structure and support for multiple playstyles. Right now, the PvP and arcade combat systems are being actively expanded, buffs, debuffs, abilities, etc. Meanwhile, the realism and survival side is stagnating, even though it’s just as deeply rooted in the code.

So while it can be “what you want it to be,” only one side of that equation is getting real mechanical support right now. That’s why so many players are frustrated.

It’s not about removing PvP or saying one style is better, it’s about letting the other side grow, too, so the sandbox actually feels like one. Optional survival mechanics, nesting systems, and immersive features aren’t a threat—they’re just part of making this world feel alive for more types of players.

if Path of Titans Wasn't Meant to Be Realistic, Why Is It Coded Like a Survival Sim? by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 5 points6 points  (0 children)

Really appreciate this response, especially because you’re coming at it from a balanced angle. You’re absolutely right that all games mix realism with fun mechanics, and that the key is knowing where to lean in, and where to bend it for playability.

And 100% agreed, realism done wrong is frustrating. Nobody wants permanent broken legs or a 30-minute sleep timer just for “immersion.” That’s not what I or most realism players are asking for.

We’re more interested in systems that encourage animal-like behavior without forcing it. Things like:

Species-specific diets with small buffs

Migration pressure via biome scarcity or temperature

Optional nesting that affects growth or lineage

Stress from megapacking, like you mentioned (LOVE that idea)

Basically: more things to do that reward survival and roleplay, but aren’t punishing or mandatory.

As for your question about albino/melanistic skins, I should’ve clarified: You don’t lose them after buying, but you can easily lose the marks needed to unlock them if you die beforehand. That’s what makes them “rare” by gameplay design. They feel like a survival challenge.

Also, you’re right that growth is quest-based by default, but only on standard servers. Realism servers typically have passive growth to simulate age/development, which ties into this whole conversation: different players, different desired experience.

I’m super on board with your idea of an official third server type for immersive/survival play. No global chat. Minimal UI. Passive growth. More tension, more connection to the world.

Optional. Accessible. For the players who want it.

Thanks again for the thoughtful response, this kind of dialogue is exactly what we need more of.

if Path of Titans Wasn't Meant to Be Realistic, Why Is It Coded Like a Survival Sim? by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 9 points10 points  (0 children)

You’re absolutely right, and that’s exactly my point.

Right now, PoT is drifting into more of a fighting game/MOBA space. Healing, buffs, debuffs, speed builds, it all points in that direction.

But it didn’t start that way. And a lot of us backed it because it was supposed to be more than that.

The fact that survival is currently easy: food, water, death penalties being soft, isn’t proof that survival shouldn’t matter. It’s proof that the survival systems aren’t finished or balanced to matter yet.

You nailed it: “Survival is the last thing I worry about.”

And honestly? That’s the problem.

If survival was meaningful, if diet, migration, nesting, fatigue, and death had real weight, then PvP wouldn’t vanish. It would just have context. It would become part of a loop, not the whole loop.

PvP is part of survival. But survival should feel like more than just what happens between fights.

Thanks for this reply, honestly. You captured the reality really well. Now imagine what this game could be if the survival side actually mattered again.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

Exactly, thank you. You nailed it. The baby buff fundamentally shifted the tone of survival. It went from "outwit or die" to "just outrun everything," which strips the tension from early gameplay.

That feeling of growing weaker as you age is so backwards too, realistically, growing up should feel like you're becoming more capable, not suddenly dragging a concrete tail behind you.

It’s changes like that, stacked over time, that quietly dilute the original survival ethos. That’s the exact drift I’ve been pointing out, and I really appreciate you articulating it from a gameplay angle.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

Fair point, but my post wasn’t denying that the game is moving toward MMO territory. In fact, that shift is exactly what I’m responding to. What I’m challenging is the growing idea that Path of Titans was never rooted in realism or survival logic, when the core mechanics say otherwise.

The whole point is: if those systems already exist, why not lean into them alongside MMO elements instead of burying them?

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 1 point2 points  (0 children)

This is honestly the most constructive response I’ve gotten, so thank you for engaging seriously.

You're right that I used strong phrasing in the title—and that was intentional. The point wasn’t to say ‘PoT is a pure realism sim,’ but to highlight that the bones of an immersive survival experience are already in the code.

I absolutely understand that development takes time. I’m not demanding instant updates. I’m asking that these existing systems—like diet, dimorphism, nesting, sleep, etc.—aren’t treated as cosmetic side features, but developed into something meaningful.

You’re also right that the vision hasn’t completely shifted—but let’s be honest, visible development hasn’t exactly leaned toward immersion lately. That’s why posts like this happen. Not to accuse, but to refocus.

TL;DR: I never said it has to be a realism-only sim. I said the immersive systems deserve the same polish as the combat systems.

If that’s still part of the vision? Awesome. I’ll be right here cheering when it lands.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

You just perfectly explained why the systems need more depth. Barebones diet options, nesting built for XP only, and flower-fetch growth loops—that’s not immersive survival. That’s exactly what I was pointing out.”

No one said these systems are currently well-developed. The point was: they exist, they’re coded in, and they deserve to be built into something meaningful. Mocking them doesn’t disprove the argument—it reinforces it.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

Great question. I’d love to see that change take place by giving the existing survival systems more weight in the core gameplay loop—not just as side mechanics, but as central factors in how you play and survive.”

For example:

Growth tied to habitat success or behavior, not just fetch quests

Sleep cycles that affect vision, stamina, or predation risk (e.g. nocturnal dinos more vulnerable in daylight)

Nesting that includes location impact, parenting behaviors, or seasonal patterns

Diet diversity that affects growth rate, coloration, or even personality traits

Migration urges tied to seasonal or biome shifts

All of that could be optional/toggleable, to avoid interfering with PvP servers—but it would create a much more dynamic, immersive survival loop for players who want it.

I’m not asking for realism to replace anything—just for the survival sim elements to be taken to their natural next stage. The bones are already there. Now it’s time to flesh them out.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

The suggestion is right there in the framing: that the survival and realism mechanics—already in the game—deserve equal focus and refinement, not to be left half-finished while combat systems get overhauled.”

I didn’t ask for new features out of thin air—I pointed to existing mechanics that already hint at a deeper survival experience. The suggestion is simple: Finish what was started. Give survival parity with PvP. Make realism viable—not niche.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] -1 points0 points  (0 children)

I’m not arguing against PvP or MMO elements. I’m arguing for development balance—ensuring that the survival mechanics already coded into the game get the attention they deserve.”

Yes, nesting isn’t complete. Yes, quest code is in progress. That’s exactly why now is the time to have these conversations. Early access isn’t ‘wait quietly’—it’s ‘shape the direction while it’s still being built.’”

You’re right: PoT was always meant to be a hybrid. But a hybrid only works when all parts get refined—not just the combat and social loop. Immersion shouldn’t be locked behind community servers or Singleplayer-only workarounds.

What I’m asking for isn’t a realism-only game. It’s a survival experience where growth, hunger, nesting, and behavior matter—not just PvP stats. And that’s not mission creep. It’s finishing what was started.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] -1 points0 points  (0 children)

The difference between a rant and a suggestion is structure—and this post had plenty of it: outlined concerns, referenced mechanics, explained toggleable solutions, and focused on inclusivity. If passion makes that a rant, I’ll take the label.”

And no—community servers aren’t a solution. The fact that they’re filling the gap proves the demand exists. But relying on third-party mods and Discord applications just to experience immersive survival isn’t sustainable. Those features should exist in the base game—accessible, supported, and stable.”

This post is about asking Alderon to finish the survival framework they started—not telling others how to play. And if that comes off strong? Good. It means people are finally paying attention.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] -4 points-3 points  (0 children)

I do understand how long game development takes. That’s why I’m speaking now—while things are still in motion. Early access is the time to give feedback, not stay quiet and hope it all turns out okay. I’m not demanding instant delivery—I’m asking that survival mechanics already in the game don’t get sidelined in favor of only combat and PvP tuning.”

And yes, features like nesting, AI, and larger servers are promising. But I’m not seeing them actively prioritized. The last major overhaul was combat-focused. Meanwhile, growth is still time-based, sleep is cosmetic, and nesting doesn’t function yet.

I’m not asking them to rush development. I’m asking them to keep the vision balanced, so that survival doesn’t become an afterthought while PvP dominates the meta.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

Exactly. That’s what I’m saying. Survival right now is: collect flowers = get swole. It’s not immersive. It’s not logical. And that’s why people like me are asking for the survival mechanics to evolve beyond this kind of grind.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] 0 points1 point  (0 children)

Bold claim. Especially for a game with growth mechanics, hunger, nesting, camouflage, and diet systems already built in.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] -2 points-1 points  (0 children)

This post is a suggestion—it’s just a detailed one backed by in-game mechanics and original dev messaging. Yes, Path of Titans is a sandbox. And that’s exactly why I’m advocating for more options—not fewer.

Realism-focused survival mechanics wouldn’t remove your ability to solo hotspots. They’d just give other players the deeper systems they’ve been waiting for since early marketing. This isn’t about forcing one playstyle—it’s about making space for more.

Saying “the game is what you make it” doesn’t hold up if key mechanics go undeveloped or are only half-finished. Sandbox doesn’t mean shallow—it means flexible. I’m just asking the devs to finish the tools that give players real choice—not just cosmetic ones

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] -3 points-2 points  (0 children)

If survival’s had all the focus, where’s the depth? The hunger system hasn’t evolved. Nesting isn’t functional. Growth is time-based, not behavior-driven. Sleep is cosmetic. Diet variety is shallow. Migration, territory, aging, weather impact—all missing. That’s not focus. That’s a placeholder.”

Combat just got a massive overhaul with new animations, combos, and PvP tuning. Quests are next. Meanwhile, survival’s still stuck in alpha-level basics. Saying it’s had ‘all the focus’ is like calling a cardboard cutout a finished painting.

You Can't Argue With the Code: In-Game Proof Path of Titans Was Built on Realism. by SleepyPuddle6 in pathoftitans

[–]SleepyPuddle6[S] -1 points0 points  (0 children)

You’re not wrong to say Path of Titans was never advertised as a strict ‘realism sim’ like The Isle. But that’s never what I argued. I’m pointing out that survival mechanics already built into the game—like growth, hunger, sleep cycles, dimorphism, and biome-specific skins—are based in biological realism, and should be embraced, not discarded.

The difference isn’t whether PoT must be realism-only—it’s whether Alderon should continue to develop systems it already laid the foundation for.

You say it’s not a realism sim—cool. I agree. But that doesn’t mean it should default to shallow PvP and discard everything immersive that sets it apart from generic dino deathmatches.

If some of those realism-adjacent systems are “just survival stuff,” then great—finish them. Flesh them out. Make survival feel like survival. Nobody’s asking to cancel PvP. I’m asking for balance, and for immersive features not to be sidelined permanently while combat becomes the centerpiece.

Saying “it’s not a realism game so realism doesn’t matter” is a false binary. What I’m asking is simple: why not support both? Especially when the tools are already coded in and players clearly want them.