
Only to finally die of old age.ĭoesn't really work. I made three of them to satisfy a research requirement and they proceeded to kill multiple Giga's, T-Rex, Spino's, and three Indominus Rex. I'd like to know what secret sauce they put into acrocanthosaurus genome though. I made my first 5-Star park and just collectively said "fuck it" and got a trainer to infinitely speed up the process. It's just hugely annoying that the game is designed in a way that bogs you down immensely with rather lame management mechanics (exacerbated by the UI taking too many steps to get anything simple done), instead of focusing on actually building your park itself and the dino's. The park building mechanics are fairly decent, and the game looks good. On the bright side, the dinosaur models and audio are great. The maps still seem rather restrictive once you get up and running and really want to build, I haven't tried the largest ones yet though.The amount of steps you need to go through to "treat" an injured/infected species is unnecessary.
This isn't interesting nor is it fun, only expensive and tedious.
You have to "Research" a species, go collect it's fossils, process those fossils, and then play RNG to get good eggs? Doubly so if you want to start modifying your dino's so they're not so temperamental. Who thought this was fun? I babysit scientists more than the dinosaurs. The scientist mechanics in general is just. The amount of flipping through multiple UI menu's to get anything done is tedious as hell. Locking different maps (and species) behind Challenge Mode completion is very annoying. The "campaign" is a lengthy tutorial, not a proper campaign at all. But it's not without a lot of tedium it would have been better off without. "Humble" ironically seems to have the same problem, but at least it does actually reduce exhibit requirements if the dino that has it becomes the alpha. Some dinos will get stuck in dominance fighting loops even up to the point of the same one losing four or five straight fights against the alpha that keeps sending it to the dino hospital, at that rate, just having it die and incubating another batch will probably cost less if it gets organ trauma or internal bleeding more than once. Far as I can tell, avoid the "social" trait on ceratopsians and carnivores, it's worse than useless. Major injuries are way too common compared to minor ones. One of the biggest gripes is veterinary costs combined with the behavior/dominance system. At least on Canada (haven't done Germany or UK yet), my profit peaked at around $200,000 per minute when I hit 3 stars and never went above that due to income tax. It does legitimately feel a lot slower though (fortunately, just like the first game you're not required to meet par time), in the original on Jurassic difficulty by the time you hit the home stretch at around 4.5 stars, you could expect around $350,000 per minute in profit, with any leftover dig sites effectively being piggy banks that'd net you around half a million in profit via selling minerals. But it is a lot less obnoxious than the original with its forced unending contract spam with nonsense like "let Stygimoloch kill Indominus Rex" where you had to eat a loss of half the contract's reward if you wanted one to try and get one that wasn't ridiculous. The start is brutal (right out of the gate you're losing $90,000 per minute, unless one of your starting scientists rolled altruistic salary, then it's probably "only" a loss of around $75,000 per minute). Like, I did my first challenge on Jurassic difficulty (double scientist wages, 75% more expensive research) so my experience probably isn't representative, since you can unlock even all of the cosmetics on hard.
I don't know why you're saying "some people" when the post where I said that isn't that old.