*nods* my thoughts exactly. Modular building would be a nightmare but for god sake let me move the entrance on my hotels so i can make it look less asymmetrical
@@tri-clawgaming7682Exactly, I wish they would keep the unique purpose built buildings and just let us modify those. I shouldn’t have to cycle through fifty Food and drink signs when designing a store.
I would like you to be able to choose a company to work for at the start of the challenges. Each company has different expectations and the gameplay would change. There are perhaps companies that focus on the well-being of visitors rather than dinosaurs, others that pay you much more but in longer intervals. But if you don't satisfy the company, they will fire you and you will lose the challenge. I'm not very good at English so I hope you can understand. Also I'd like to see things from jwe1 again, like max fight settings and herbivore feeders, as well as better terrain modifications, attractions, sauropod and hadrosaur fights, cross-species interactions (even with flying reptiles), flying reptiles walking, amphibians and much more. I find baby dinosaurs complicated, as they will have to recreate more than 100 animals in their young versions.
@@tri-clawgaming7682 i actually did a list of things that id want for almost every animal to improve atmosphere and gameplay. I could share my thughts on that if u want them.
That expanded building system is a must for me. Theres no reason as to why i cant modify the look of hotels and attractions. It feels like a missed opportunity to have them not be customizable. Also give all buildings a small, medium and large size. Also i would like to see different shapes of amenities, lets get a circular one
*nods* totally agree with you about the different shapes thing. I was going to add that, but since i think theres lots of other things i'd like in a different shape, im gunna put it into a misc video at some point
This is a really good list and I hope frontier see it. I also hope the next game has a far batter campaign. I did my own improvements list a couple of werks ago on my own channel but was more focused on sandbox improvements since that's what i love doing best. More customisation options for buildings would really help with sandbox.
Dinosaur Breeding, Sauropods fighting back, more customizable buildings, better terraforming (Deep Lakes = Swimming Dinosaurs and the ability for aquatics to live outside of a Lagoon, and possibly interact with Land Dinosaurs (Also opens up opportunities for new creatures) More Dynamic Animations, better Animal AI Intelligence, and a revamped combat system, instead of the spin around each other boxing match, a more natural form of combat, that can become a drawn out fight, or short skirmish. River Tour, Ability to see our Dinosaurs Pattern and colors before creating them, and not having to either guess or try to remember what we made in the Dinosaur Viewer. These are just a few things.
Better terrain tools like what we have in Planet Zoo. Some decorations do not have hit boxes. So we can add benches and lights to paths. I agree about there being more staff types. Something more like what we have in Planet Zoo where there are many different staff types who does various things. This can then lead to a more park management where you will have to have like janitors around to pick up trash and clean areas. Maybe maintenance staff will auto repair fences unless there is a storm which will require manually repairing fences. Yeah, Jurassic difficulty was more tedious than anything else. It was difficult in the sense that it took so long to actually do anything since everything was slowed down and took so much more money to do.
I can't say I'm on board making the game more complex. JWE2 challenge modes have plenty to keep you busy. I actually prefer the simplicity of JWE1, and by far JPOG; they're much easier to pick up and play.
My issue with that is that these games ar emeant to be park management games. At present the busy work you mention in challenge mode is the sort of busy work you might find in a mobile game, the constant clicking around to do meaningless tasks like refilling feeders, power generators etc. None of that is what i call serious levels of park managment.
You know what I would think my friend now that we've seen some footage of possible Aztec or Maya ruins I'm really hoping that we get to have Aztec in Maya ruins in Jurassic world Evolution 3 as decorations.😊
Parenting, site b mode with mountains, canyons, oceans weather effec, disasters ,caves , grasslands, woodlands , swamps , savannahs, different fighting mechanics, realistic hunting strategies, differently need to wrk on the fighting, need mammalian carnivores from different time, periods
The point about the dinosaur unlock system activated my autism powers™ so have me trying to redesign it on the fly (haha). Animals now get lumped into themed groups, with little flavor names. Not paying attention to names, but yes paying attention to (half remembered) care requirements. Group 1: Flying animals Initial unlock: Jurassic Acrobats: Dimorphodon + variant, Jeholopterus 1A Sleek Fishers: Pteranodon + variant, Maaradactylus 1B South American Beauties: Tapejara, Cereadactylus 1C, Weird and wonderful: Dsungaripterus, Geosternbergia, Barbaridactylus - Research matching letters to unlock: 2AB, Giant of the sky: Tropeognathus, Thanatosdrakon - 3AB, Titan of the sky: Quetzalcoatlus Group 2: Useless Herbivores Initial unlock: Beginners choice: Struthiomimus, Dryosaurus, Parasaurolophus 1A: Tiny Domes: Homalocephale, Dracorex, Microceratus 1B: Big and beautiful: Muttaburrasaurus, Edmontosaurus, Corythosaurus, (Parasaurolophus variant) 1C: Sauropod starter pack: Amargasaurus, Nigersaurus 1D: Ancient Fauna: Lystrosaurus - 2A3: Bird Wannabes: Gallimimus, Archaeornithomimus, Oviraptor 2A2: Fatheads with bald spots: Stygimoloch, Pachycephalosaurus 2B: Slender Duckbills: Olorotitan, Maiasaura, Ouranosaurus + variant 2C: Gentle Giants: Apatosaurus, Diplodocus, Camarasaurus - 3B: Cretaceous Curios: Tsintaosaurus, Iguanodon + variant 3C: Earthquake lizards: Brachiosaurus + variant, Mamenchisaurus, Dreadnoughtus + variant, Alamosaurus Research matching letters to unlock: 3AB: Megatheropods: Therizinosaurus Group 3: Predators Initial unlock: Welcome to the Jurassic: Dilophosaurus, Segisaurus 1A: Tiny Terrors: Compsognathus, Sinosauropteryx, Moros 1B: Early and angry: Coelophysis, Proceratosaurus, Dimetrodon 1C: Raptors: Velociraptor, Deinonychus, Atrociraptor, Pyroraptor 1D: Medium Carnivores: Ceratosaurus, Majungasaurus, Metriacanthosaurus, Megalosaurus, Allosaurus - 2B: Tropical Terrors: Herrerasaurus, Monolophosaurus, Gigantoraptor 2C: Quick-witted Hunters: Qianzhousaurus, Cryolophosaurus, Utahraptor, Concavenator, Australovenator, Yutyrannus 2D: Rulers of their world: Carnotaurus, Albertosaurus, Acrocanthosaurus, Tarbosaurus, Allosaurus variant 2AD: Piscivores: Baryonyx, Suchomimus, Deinocheirus - 3ABCD: True Monarchs: Tyrannosaurus, Spinosaurus, Carcharodontosaurus, Giganotosaurus + variant - 4ABCD: Theme Park Monsters: Indominus, Indoraptor, Scorpios, Spinoraptor Group 4: Armored Herbivores Initial unlock: Small and spiky: Chungkingosaurus, Chasmosaurus, Huayangosaurus 1A: Starter Ceratopsians: Torosaurus, Sinoceratops 1B: Spiky Stegosaurs: Kentrosaurus 1C: Tiny Tanks: Crichtonsaurus, Polacanthus, Minmi - 2A: Protectors of the herd: Styracosaurus, Triceratops + variant, Pachyrhinosaurus 2B: Huge Stegosaurs: Stegosaurus + variant, Kentrosaurus variant, Wuerhosaurus 2C1: Clubbed buds: Ankylosaurus, Euoplocephalus 2C2: Knobbly and strange: Nodosaurus, Sauropelta - 3A: Temperamental Titans: Pentaceratops, Nasutoceratops 3B: Exotic Stegosaurs: Gigantspinosaurus - (These have special unlock paths:) 4"A": (2B+2A): Stegoceratops: Stegoceratops: Stegoceratops 4"B": (2C1, Useless Herbivores 2D): Ankylodocus: Ankylodocus 4"C": (1A, Predators 3ABCD): Sinospino: Spinoceratops Group 5: Marine Fauna Initial unlock: Seashore Seasellers: Ichthyosaurus 1: Plesiosaurs: Plesiosaurus, Attenborosaurus, Nothosaurus - 2A: Elasmosaurs: Elasmosaurus, Styxosaurus 2B: Marine Hunters: Liopleurodon, Tylosaurus 2C: Curious creatures: Archelon, Shonisaurus - 3B1: Giant of the lagoon: Mosasaurus, Kronosaurus 3B2: Era of fish: Dunkleosteus, Megalodon Some notes! 1. I tried to orient the Categories around the "most of these are from the basegame and their names tend to reflect that, the DLCs mostly try to avoid adding new ones" principle. I tried to keep ratings somewhat in mind, but I barely remember those for one and can't be arsed with them for seconds. 2. I made an effort to group animals by theme, and have animals that could fill similar roles in the same category. I also made an effort to have as few categories as possible while still keeping them coherent, and made an effort to keep a sense of progression as you go further down the tech tree. I also made sure that the player unlocked some "lesser" relatives of famous animals before their counterparts, so they could eek in a little time to shine. This is perhaps most notable with Segisaurus, who gets to be one of three DLC starter animals for solely this reason. I figured, since you still have to dig up the bones anyway, there wouldn't be too much harm in unlocking a lot of options at once, since the fossil menu ui is better than the building menu ui's at not immediately overwhelming the player without giving their eyes anything to focus on (the world map, in this case). A big priority was allowing the player to unlock anything as fast as possible, and conventiently unlock animals they might not ordinarily use otherwise before the big ticket entries. Exceptions apply, most notably Pentaceratops, Gigantspinosaurus (for being utterly weird for one and late game unlocks in JWE1 for seconds) and Tsintaosaurus (for being a community punching bag whenever anybody remembers it) getting unlocked a bit late for something as obscure as they are. 3. You still need to unlock Velociraptor as part of the carnivorous hybrid requirements, but since you have to unlock it for the preceeding category anyway that would moreso be gameplay flavour text than anything. Hybrids have a unique position in this tree, since unlocking all of their donor species actually makes sense for them (unlike the aggressively arbitrary base tech tree system), so I reflected that in the tree, giving all of the ones who deserve it a unique slot in the tree. Emphasis on "all who deserve it". 4. Wasn't sure about the placement of Nasutoceratops and Torosaurus. Nasuto is depicted as rather abrasive in the movies, but in the game it seems to be an early game animal right now. Torosaurus would make sense to be aggressive based on the name and the fact that the real animal is a good deal larger than most of the Ceratopsians, but it is also pretty chill in JWE proper. In the end I settled for making Toro the early unlock (since it is kind of a diet Trike, so unlocking it before Trike gives it time to shine), and settling on the lore that Nasuto is regarded as aggressive, and one of the last armored herbivore unlocks (since it is a still recognizeable animal that while desirable isn't quite as much of a must have as Triceratops or ugly Centrosaurus in my eyes, and with Pentaceratops its category is the two most atypical looking large Ceratopsians in the game now). 5. Therizinosaurus gets the category "Megatheropods" because I headcanon'd that in this version of reality, by the time the Dominion DLC came out, plans to have Deinocheirus and Gigantoraptor were already in the works. Both ended up being moved to the Predator category, Deinocheirus because it was, after all, a Piscivore, which fit its probable rating better, and Gigantoraptor because it ended up being part of the so-called Predator pack. 6. Pachycephalosaurus and Pachycephalosaurus used to be in tier 3 for visual cohesion, but I decided to move them back a tier because unlocking them at the same time as Brachiosaurus and kin felt a little ridiculous in retrospect. 7. Parasaurolophus used to be a tier 1 animal, but I figured that since they appeared in every movie and are boring enough that they got at least two different makeovers in the movies proper, having them early wouldn't hurt. They were also where I decided that some variants would unlock later in the tech tree. Generally, though, the Frontier variant would always come first. If a variant isn't listed, I forgot it exists and it gets to hang with the base animal. They are the biggest zeroth stage unlock animal now.
This is a rather substantial list. As much as i like it, it still seems very much restricted to a tech tree system, which is what im not advocating for. In my system i see it much more like JWE1's system, where you can choose what to unlock at any time without needing to progress through a tech tree, however instead of every animal being singular, there would be some that would be combined into a single unlock to make it less time consuming. I do however prefer your list up there to the way the game does it currently
@@tri-clawgaming7682 Yeah, I did get that. I'd rather not have a tech tree at all for the next game too, this was purely a "What if" exercise for the current game, haha My brain is kinda prickling in a good way at an unlock system that looks like the old hologram picture from the old JW website, the one that the movie got in minor controversy trouble for because it used stolen art, back in the day? I didn't consider the new, improved version too deeply but now I want to make a second, stupidly long list, grouping animals together (because if you had everybody individually that would just look stupidly bloated, assuming they take over most of the roster again) based on similarity. So long story short, I made a second long list, based on the "unlock at wish" system. It is a bit further below so you have time to turn your brain off and scroll past if you don't want to read it. The design would, of course, still use the classic honeycomb pattern. Each Honeycomb has tiny silhouettes of the dinosaur, but now they come in different shades of grey-blue. Depending on the honeycomb, Dinosaurs get to share a honeycomb together, with the larger/spikier dinosaur in the back, and their smaller relative in the front, with the two leaning up or down if necessary. I'm gonna go through this thing in clusters! Each cluster is a slight bit away from the Cluster 1 is at the top right. As this place draws the eye, we'll put animal groups that make for good starting material here. Lambeosaurines is the first entry. Parasaurolophus in the back, rearing up, over Corythosaurus. This unlocks them, the undepicted extras are Tsintaosaurus, and Olorotitan. - Stegosaurs 1 is to their right. Camp cretaceous style Kentrosaurus towers over a Chungkingosaurus. The extras are Huayangosaurus and Gigantspinosaurus. This one is mostly for the slender Stegosaur archetype, but Pierce makes the picture look more interesting. - One further to the right are the Centrosaurines 1. Nasutoceratops' head grazes in the left corner while Sinoceratops takes over most of the image. Also contains Pachyrhinosaurus, this is for the movie famous Centrosaurines. Styracosaurus is excluded. - Rounding out the top row is the Ornithomimids, with Gallimimus, Struthiomimus and Archaeornithomimus all struggling to fit onto the silhouette, in a kind of "angry chattering" pose. The second row begins with Nodosaurs, where Minmi is happily frolicking in front of Sauropelta. Polacanthus is also unlocked here. - Then, we have the Early Theropods. Dilophosaurus looks at us with its frill extended standing at the right edge, with Monolophosaurus rushing into frame on the left. Also contains Coelophysis, Herrerasaurus, Proceratosaurus and Cryolophosaurus. - Third, we have the Saurolophines. Edmontosaurus strides in the back, with Maiasaura in front, both in a neutral pose, with the latters head turned downwards somewhat. Tiny Theropods is the first on the third row. Compsognathus in a jumping pose in the front, Sinosauropteryx trying to peek under it with the tail pointed up behind. Extras are Segisaurus and Moros. - Next is "Small and strange", a wastebasket. Oviraptor is strutting in front of Lystrosaurus, and Microceratus peeks out from behind Lystro. These are the only basegame unlocks. Finally, at the bottom of cluster 1, we have the Diplodocines 1. Nigersaurus is slouching at the front and the left, while Amargasaurus is trying its best to stand tall just behind. Cluster 2 is at the bottom right, a place the eye likes to skip. Since people will be explicitly looking for them if they ever desire any, this is where we shall group the marine reptiles. Lonely at the top are the Ichthyosaurs. Ichthyosaurus floats in front of Shonisaurus's face. The second cluster has Plesiosaurs at the start. Attenborosaurus is diving low in the front, Styxosaurus is diving high in the back, forming a sort of oval together. Elasmosaurus and Plesiosaurus are the extras here. - The third is next, with the Pliosaurs. Liopleurodon alone represents them for having a unique silhouette, but Kronosaurus is unlocked here, too. Third row begins the Mosasaurs. Tylosaurus a bit lower and in front, Mosasaurus in the back. - Next, we have the "Other Reptiles". Archelon at the bottom, with Nothosaurus above, looking like it is trying to "land" on its shell. - Predatory fish is last. The Dunk is taking up the designated spot, with the Meg being only an ominous large body and hind fin behind it. Cluster 3 is at the Bottom below the giant "Cluster 5" that contains most of the animals. This one is for the hybrids. The Indo hybrids are unlocked together, I.rex standing above a slinking Indoraptor. Otherwise, everybody gets their own little honeycomb with picture here, due to the nature of the hybrids. Cluster 4 is at the top right, another otherwise easily skipped place for a coherent group. First and leftmost, we have Pteranodontids, represented by Pteranodon only. Geosternbergia and Barbaridactylus are unlocked here. - Second, we have Rhamphorhynchines, represented by Dimorphodon and featuring nothing else, at least for now. - Third, we have Ornithocheirids, represented by Tropeognathus, and also unlocking Maaradactylus and Cereadactylus. - Fourth and final, we have Azhdarchids, represented by Quetzalcoatlus, also unlocking Thanatosdrakon. The second row starts with small Pterosaurs, picturing and containing Jeholopterus. - Second in second are the Tapejarids, which is represented by Tapejara and contains nothing else for now. - The second row ends with Dsungaripterids, again represented by and only containing Dsungaripterus. Cluster 5, or the Mega-cluster, stretches across most of the screen, into the bottom right. I have no specific ideas on how to group this, but I wouldn't mind if it bordered directly on the first cluster. Centrosaurines 2 depicts Styracosaurus, looking directly at us, currently being the sole member. - Chasmosaurines is headed by Triceratops. It also unlocks Chasmosaurus, Pentaceratops, and Torosaurus. - Pachycephalosaurs 1 depicts Pachycephalosaurus looming high and Homalocephale scuttling in front. - Pachycephalosaurs 2 depicts Stygymoloch looming high, and Dracorex scuttling in front. - Diplodocines 2 depicts Apatosaurus, neck turned towards us in that iconic pose. Diplodocus is also unlocked here, and I could see it working well peeking out from behind its cousin. - Macronarians has Brachiosaurus in the back and Camarasaurus in the front. Their neutral poses kinda compliment each other so no fancy movement needed. - Other Sauropods has a picture of Mamenchisaurus Frontier version in front of the Mamenchisaurus TLW variant (pls Frontier pls). Contains only Mamenchisaurus for now. - Titanosaurs is Alamosaurus walking casually in front of the Dominion Dreadnoughtus. These two (and obviously regular Dreadnoughtus) are unlocked here. - Ankylosaurs depicts Ankylosaurus only (because it is a very busy looking animal). It also unlocks Crichtonsaurus and Euoplocephalus. - Therizinosaurs depicts and unlocks Therizinosaurus. - Large Omnivores depicts and unlocks Deinocheirus, in a back, with Gigantoraptor in front of it, hunched over to yell either at the ground or a barely offscreen goat. - Spinosaurs features Spinosaurus in the back, Baryonyx (turned towards us again) in front, and unlocks Suchomimus. - Ceratosaurs depicts Carnotaurus standing behind Ceratosaurus, with the former rearing up a bit. Also unlocks Majungasaurus. - Carnosaurs depicts the Big Rock Allosaurus in front of Concavenator. Also unlocks Metriacanthosaurus, Australovenator and Megalosaurus; and Becklespinax if Frontier includes it by basegame launch (Lmao, yeah right). - Tyrannosaurs 1 depicts Qianzhousaurus in front of Albertosaurus. Also unlocks Yutyrannus. - Tyrannosaurs 2 depicts Tyrannosaurus in some nice fancy pose. Also unlocks Tarbosaurus. - Carcharodontosaurs depicts the Dominion Giga, and also unlocks Carcharodontosaurus and Acrocanthosaurus. - Raptors 1 depicts Velociraptor standing tall and straight, with Atrociraptor behind it trying to peek at the camera. Also unlocks Deinonychus and Troodon. - Raptors 2 depicts Pyroraptor, maybe mid-jump, I don't know. Also unlocks Utahraptor. "Feathered Raptors", basically. - Stegosaurs 2 depicts Stegosaurus, and unlocks both it and Wuerhosaurus. - Iguanodonts 1 is shared between Dryosaurus (front, bounding) and Muttaburrasaurus (back, running). - Iguanodonts 2 depicts an Ouranosaurus striding behind a Dominion Iguanodon, and unlocks both of those animals. - Synapsids depicts and contains Dimetrodon. There should be enough space left over to have good dozen extra honeycomb spaces left for weird groups added by DLC animals. Finally, if Cenozoic creatures are the new marketable gimmick for JWE3, the Mega-cluster will have a hole in the middle, and in there is where the new fancy mammals go, with a little buffer so they don't have to touch the dinosaurs or whatever. If JWE2 is any indication we'll get exactly 7 cenozoic creatures for the basegame, have my prediction I guess for that here as a bonus. Birds: Gastornis behind a Dodo, contains only those two. Pachyderms: Wooly Mammoth behind Embolotherium. Again, only those two. Embolotherium is a Deluxe edition animal, mocking those filthy peasantly poors from the research screen whenever they dare open it. Xenarthrans: Megatherium looming behind Doedicurus. You know the drill. Carnivores: Smilodon is lonely. (Please keep in mind that I am not yet sold on mammals being the "thing" for JWE3, and if it becomes the thing chances are something will pop up in Chaos Theory season 2 or that new movie. But I guess chances are we'll be safe from whatever animal that ends up being until DLC time comes around, anyway)
I wish they wouldn’t have a staff system at all. You play as the Park director. Dua, Clement, and Lambert are supposed to manage science, entertainment, and security staff.
Even if you have managers, you still have to manage those managers. Staff Management is a vital part of any park building game. I feel that JWE and JWE2 have always struggled to figure out the sort of game they want to be.
Can we just please have the ability to basically have a survival mode? Meaning...you can POV your character and be eaten, shoot dinosaurs, dinosaurs can destroy cars now, etc? Like just come on already...also, needs to have the ability for people to fall into lagoons and be eaten.
Since I have recently played JWE2 and played the campaign tutorial in Arizona stage for a little and haven’t beaten that tutorial yet, I would like to see players choose sides, such as Ingen or Biosyn. And have the ability be on foot as humans and control them since players are able to drive them. And maybe play as Alan, Ellie and Ian just for fun. Add a versus fighting mode similar to Warpath: Jurassic Park how you can control dinosaurs and fight each other and have it play like Godzilla pipeworks trilogy and 2005 King Kong game. And have King Kong as a playable character and even a joke and Easter egg since in the first film Ian Malcolm referenced King Kong. And maybe also add Jaws the great white shark as a fish animal and Easter egg. Reason why I brought up King Kong and Jaws is because they are both universal properties. After creating the buildings, have the ability to go inside the locations. Show more death variations of dinosaurs eating humans and other species. In short, improve all the stuff and include this stuff in JWE3 but improve, expand and enhance everything from first two games and transfer them to JWE3.
@ Yeah, I’m just now recently finished the first campaign mission in JWE2 and now understanding the concept a bit more. I thought maybe like when you play as the ranger or other workers for example if you have to fix a fence players would actually see the fence being made in that camera perspective. All that other stuff I wrote above was just like little mini-games or just more details of what it can do to expand the build a park concept. And if they haven’t done it yet maybe have a choice to be ingen or Biosyn. Sorry pardon me for the confusion or misunderstanding.
I so wanted to engage with the staff and research systems but they're utterly terrible and now I typically just turn them off, which is a shame. Research as you mentioned, is particularly odd in its implementation. It's very unlikely I'll be purchasing the game for the first couple years of its life, if I get it at all. Frankly, Frontier would have to make a sizable effort to expand and improve their existing systems for me to consider it. Given the reported time until the game must release, I doubt they'll have enough time to do more than iterate on what's already present.
Hey Tri Claw Gaming, if u reading this comment of mine, I have a SUPER HUGE improvements wishlist for the JWE 3...Soo if u ready for me to list them down... respond it on this comment...Thank you..!!!
I just want Dinosaur Breeding and Sauropods that can fight back
Second point is a big want for me. A system not a complicated as modular building but still allowing us to create parks that don’t all feel the same.
*nods* my thoughts exactly. Modular building would be a nightmare but for god sake let me move the entrance on my hotels so i can make it look less asymmetrical
@@tri-clawgaming7682Exactly, I wish they would keep the unique purpose built buildings and just let us modify those. I shouldn’t have to cycle through fifty Food and drink signs when designing a store.
I would like you to be able to choose a company to work for at the start of the challenges. Each company has different expectations and the gameplay would change. There are perhaps companies that focus on the well-being of visitors rather than dinosaurs, others that pay you much more but in longer intervals. But if you don't satisfy the company, they will fire you and you will lose the challenge. I'm not very good at English so I hope you can understand. Also I'd like to see things from jwe1 again, like max fight settings and herbivore feeders, as well as better terrain modifications, attractions, sauropod and hadrosaur fights, cross-species interactions (even with flying reptiles), flying reptiles walking, amphibians and much more. I find baby dinosaurs complicated, as they will have to recreate more than 100 animals in their young versions.
I think more large aggressive dinosaurs should damage buildings decorations and attack guests. Herbis included. Herbis should have guest kills tbh.
Good idea. might add it to the animals list that will be in a different video
@@tri-clawgaming7682 i actually did a list of things that id want for almost every animal to improve atmosphere and gameplay. I could share my thughts on that if u want them.
Bring back the 5 deaths
Agreed
That expanded building system is a must for me. Theres no reason as to why i cant modify the look of hotels and attractions. It feels like a missed opportunity to have them not be customizable. Also give all buildings a small, medium and large size. Also i would like to see different shapes of amenities, lets get a circular one
*nods* totally agree with you about the different shapes thing. I was going to add that, but since i think theres lots of other things i'd like in a different shape, im gunna put it into a misc video at some point
@@tri-clawgaming7682 I'll be waiting to see the other videos then hah
This is a really good list and I hope frontier see it. I also hope the next game has a far batter campaign. I did my own improvements list a couple of werks ago on my own channel but was more focused on sandbox improvements since that's what i love doing best. More customisation options for buildings would really help with sandbox.
So ill be doing videos on other aspects. I think next ill be doing a video on game modes
Dinosaur Breeding, Sauropods fighting back, more customizable buildings, better terraforming (Deep Lakes = Swimming Dinosaurs and the ability for aquatics to live outside of a Lagoon, and possibly interact with Land Dinosaurs (Also opens up opportunities for new creatures)
More Dynamic Animations, better Animal AI Intelligence, and a revamped combat system, instead of the spin around each other boxing match, a more natural form of combat, that can become a drawn out fight, or short skirmish. River Tour, Ability to see our Dinosaurs Pattern and colors before creating them, and not having to either guess or try to remember what we made in the Dinosaur Viewer.
These are just a few things.
These are all good ideas but bnot many of them relate to gameplay but ill be tackling other elements in other videos
Maybe add some cosmetics based on both CGI and animatronic dinosaurs too.
Better terrain tools like what we have in Planet Zoo.
Some decorations do not have hit boxes. So we can add benches and lights to paths.
I agree about there being more staff types. Something more like what we have in Planet Zoo where there are many different staff types who does various things. This can then lead to a more park management where you will have to have like janitors around to pick up trash and clean areas. Maybe maintenance staff will auto repair fences unless there is a storm which will require manually repairing fences.
Yeah, Jurassic difficulty was more tedious than anything else. It was difficult in the sense that it took so long to actually do anything since everything was slowed down and took so much more money to do.
I just want sauropods and hadrosaur fighting back and MAYBE breeding/babies (at least for the og ones like jp trilogy and ones we have models for)
I can't say I'm on board making the game more complex. JWE2 challenge modes have plenty to keep you busy. I actually prefer the simplicity of JWE1, and by far JPOG; they're much easier to pick up and play.
My issue with that is that these games ar emeant to be park management games. At present the busy work you mention in challenge mode is the sort of busy work you might find in a mobile game, the constant clicking around to do meaningless tasks like refilling feeders, power generators etc. None of that is what i call serious levels of park managment.
You know what I would think my friend now that we've seen some footage of possible Aztec or Maya ruins I'm really hoping that we get to have Aztec in Maya ruins in Jurassic world Evolution 3 as decorations.😊
Parenting, site b mode with mountains, canyons, oceans weather effec, disasters ,caves , grasslands, woodlands , swamps , savannahs, different fighting mechanics, realistic hunting strategies, differently need to wrk on the fighting, need mammalian carnivores from different time, periods
So none of these really relate to game play but ill be looking at the other aspects of any possiable aJWE3 in future videos
I just want, that the different tours can cross and that the paths can have bridges
I would be completely happy with baby dinosaurs and modular signs
The point about the dinosaur unlock system activated my autism powers™ so have me trying to redesign it on the fly (haha). Animals now get lumped into themed groups, with little flavor names. Not paying attention to names, but yes paying attention to (half remembered) care requirements.
Group 1: Flying animals
Initial unlock: Jurassic Acrobats: Dimorphodon + variant, Jeholopterus
1A Sleek Fishers: Pteranodon + variant, Maaradactylus
1B South American Beauties: Tapejara, Cereadactylus
1C, Weird and wonderful: Dsungaripterus, Geosternbergia, Barbaridactylus
-
Research matching letters to unlock:
2AB, Giant of the sky: Tropeognathus, Thanatosdrakon
-
3AB, Titan of the sky: Quetzalcoatlus
Group 2: Useless Herbivores
Initial unlock: Beginners choice: Struthiomimus, Dryosaurus, Parasaurolophus
1A: Tiny Domes: Homalocephale, Dracorex, Microceratus
1B: Big and beautiful: Muttaburrasaurus, Edmontosaurus, Corythosaurus, (Parasaurolophus variant)
1C: Sauropod starter pack: Amargasaurus, Nigersaurus
1D: Ancient Fauna: Lystrosaurus
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2A3: Bird Wannabes: Gallimimus, Archaeornithomimus, Oviraptor
2A2: Fatheads with bald spots: Stygimoloch, Pachycephalosaurus
2B: Slender Duckbills: Olorotitan, Maiasaura, Ouranosaurus + variant
2C: Gentle Giants: Apatosaurus, Diplodocus, Camarasaurus
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3B: Cretaceous Curios: Tsintaosaurus, Iguanodon + variant
3C: Earthquake lizards: Brachiosaurus + variant, Mamenchisaurus, Dreadnoughtus + variant, Alamosaurus
Research matching letters to unlock:
3AB: Megatheropods: Therizinosaurus
Group 3: Predators
Initial unlock: Welcome to the Jurassic: Dilophosaurus, Segisaurus
1A: Tiny Terrors: Compsognathus, Sinosauropteryx, Moros
1B: Early and angry: Coelophysis, Proceratosaurus, Dimetrodon
1C: Raptors: Velociraptor, Deinonychus, Atrociraptor, Pyroraptor
1D: Medium Carnivores: Ceratosaurus, Majungasaurus, Metriacanthosaurus, Megalosaurus, Allosaurus
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2B: Tropical Terrors: Herrerasaurus, Monolophosaurus, Gigantoraptor
2C: Quick-witted Hunters: Qianzhousaurus, Cryolophosaurus, Utahraptor, Concavenator, Australovenator, Yutyrannus
2D: Rulers of their world: Carnotaurus, Albertosaurus, Acrocanthosaurus, Tarbosaurus, Allosaurus variant
2AD: Piscivores: Baryonyx, Suchomimus, Deinocheirus
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3ABCD: True Monarchs: Tyrannosaurus, Spinosaurus, Carcharodontosaurus, Giganotosaurus + variant
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4ABCD: Theme Park Monsters: Indominus, Indoraptor, Scorpios, Spinoraptor
Group 4: Armored Herbivores
Initial unlock: Small and spiky: Chungkingosaurus, Chasmosaurus, Huayangosaurus
1A: Starter Ceratopsians: Torosaurus, Sinoceratops
1B: Spiky Stegosaurs: Kentrosaurus
1C: Tiny Tanks: Crichtonsaurus, Polacanthus, Minmi
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2A: Protectors of the herd: Styracosaurus, Triceratops + variant, Pachyrhinosaurus
2B: Huge Stegosaurs: Stegosaurus + variant, Kentrosaurus variant, Wuerhosaurus
2C1: Clubbed buds: Ankylosaurus, Euoplocephalus
2C2: Knobbly and strange: Nodosaurus, Sauropelta
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3A: Temperamental Titans: Pentaceratops, Nasutoceratops
3B: Exotic Stegosaurs: Gigantspinosaurus
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(These have special unlock paths:)
4"A": (2B+2A): Stegoceratops: Stegoceratops: Stegoceratops
4"B": (2C1, Useless Herbivores 2D): Ankylodocus: Ankylodocus
4"C": (1A, Predators 3ABCD): Sinospino: Spinoceratops
Group 5: Marine Fauna
Initial unlock: Seashore Seasellers: Ichthyosaurus
1: Plesiosaurs: Plesiosaurus, Attenborosaurus, Nothosaurus
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2A: Elasmosaurs: Elasmosaurus, Styxosaurus
2B: Marine Hunters: Liopleurodon, Tylosaurus
2C: Curious creatures: Archelon, Shonisaurus
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3B1: Giant of the lagoon: Mosasaurus, Kronosaurus
3B2: Era of fish: Dunkleosteus, Megalodon
Some notes!
1. I tried to orient the Categories around the "most of these are from the basegame and their names tend to reflect that, the DLCs mostly try to avoid adding new ones" principle. I tried to keep ratings somewhat in mind, but I barely remember those for one and can't be arsed with them for seconds.
2. I made an effort to group animals by theme, and have animals that could fill similar roles in the same category. I also made an effort to have as few categories as possible while still keeping them coherent, and made an effort to keep a sense of progression as you go further down the tech tree. I also made sure that the player unlocked some "lesser" relatives of famous animals before their counterparts, so they could eek in a little time to shine. This is perhaps most notable with Segisaurus, who gets to be one of three DLC starter animals for solely this reason.
I figured, since you still have to dig up the bones anyway, there wouldn't be too much harm in unlocking a lot of options at once, since the fossil menu ui is better than the building menu ui's at not immediately overwhelming the player without giving their eyes anything to focus on (the world map, in this case).
A big priority was allowing the player to unlock anything as fast as possible, and conventiently unlock animals they might not ordinarily use otherwise before the big ticket entries. Exceptions apply, most notably Pentaceratops, Gigantspinosaurus (for being utterly weird for one and late game unlocks in JWE1 for seconds) and Tsintaosaurus (for being a community punching bag whenever anybody remembers it) getting unlocked a bit late for something as obscure as they are.
3. You still need to unlock Velociraptor as part of the carnivorous hybrid requirements, but since you have to unlock it for the preceeding category anyway that would moreso be gameplay flavour text than anything.
Hybrids have a unique position in this tree, since unlocking all of their donor species actually makes sense for them (unlike the aggressively arbitrary base tech tree system), so I reflected that in the tree, giving all of the ones who deserve it a unique slot in the tree. Emphasis on "all who deserve it".
4. Wasn't sure about the placement of Nasutoceratops and Torosaurus. Nasuto is depicted as rather abrasive in the movies, but in the game it seems to be an early game animal right now. Torosaurus would make sense to be aggressive based on the name and the fact that the real animal is a good deal larger than most of the Ceratopsians, but it is also pretty chill in JWE proper.
In the end I settled for making Toro the early unlock (since it is kind of a diet Trike, so unlocking it before Trike gives it time to shine), and settling on the lore that Nasuto is regarded as aggressive, and one of the last armored herbivore unlocks (since it is a still recognizeable animal that while desirable isn't quite as much of a must have as Triceratops or ugly Centrosaurus in my eyes, and with Pentaceratops its category is the two most atypical looking large Ceratopsians in the game now).
5. Therizinosaurus gets the category "Megatheropods" because I headcanon'd that in this version of reality, by the time the Dominion DLC came out, plans to have Deinocheirus and Gigantoraptor were already in the works. Both ended up being moved to the Predator category, Deinocheirus because it was, after all, a Piscivore, which fit its probable rating better, and Gigantoraptor because it ended up being part of the so-called Predator pack.
6. Pachycephalosaurus and Pachycephalosaurus used to be in tier 3 for visual cohesion, but I decided to move them back a tier because unlocking them at the same time as Brachiosaurus and kin felt a little ridiculous in retrospect.
7. Parasaurolophus used to be a tier 1 animal, but I figured that since they appeared in every movie and are boring enough that they got at least two different makeovers in the movies proper, having them early wouldn't hurt. They were also where I decided that some variants would unlock later in the tech tree. Generally, though, the Frontier variant would always come first. If a variant isn't listed, I forgot it exists and it gets to hang with the base animal. They are the biggest zeroth stage unlock animal now.
This is a rather substantial list. As much as i like it, it still seems very much restricted to a tech tree system, which is what im not advocating for. In my system i see it much more like JWE1's system, where you can choose what to unlock at any time without needing to progress through a tech tree, however instead of every animal being singular, there would be some that would be combined into a single unlock to make it less time consuming. I do however prefer your list up there to the way the game does it currently
@@tri-clawgaming7682 Yeah, I did get that. I'd rather not have a tech tree at all for the next game too, this was purely a "What if" exercise for the current game, haha
My brain is kinda prickling in a good way at an unlock system that looks like the old hologram picture from the old JW website, the one that the movie got in minor controversy trouble for because it used stolen art, back in the day?
I didn't consider the new, improved version too deeply but now I want to make a second, stupidly long list, grouping animals together (because if you had everybody individually that would just look stupidly bloated, assuming they take over most of the roster again) based on similarity.
So long story short, I made a second long list, based on the "unlock at wish" system. It is a bit further below so you have time to turn your brain off and scroll past if you don't want to read it.
The design would, of course, still use the classic honeycomb pattern. Each Honeycomb has tiny silhouettes of the dinosaur, but now they come in different shades of grey-blue. Depending on the honeycomb, Dinosaurs get to share a honeycomb together, with the larger/spikier dinosaur in the back, and their smaller relative in the front, with the two leaning up or down if necessary. I'm gonna go through this thing in clusters! Each cluster is a slight bit away from the
Cluster 1 is at the top right. As this place draws the eye, we'll put animal groups that make for good starting material here.
Lambeosaurines is the first entry. Parasaurolophus in the back, rearing up, over Corythosaurus. This unlocks them, the undepicted extras are Tsintaosaurus, and Olorotitan.
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Stegosaurs 1 is to their right. Camp cretaceous style Kentrosaurus towers over a Chungkingosaurus. The extras are Huayangosaurus and Gigantspinosaurus.
This one is mostly for the slender Stegosaur archetype, but Pierce makes the picture look more interesting.
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One further to the right are the Centrosaurines 1. Nasutoceratops' head grazes in the left corner while Sinoceratops takes over most of the image.
Also contains Pachyrhinosaurus, this is for the movie famous Centrosaurines. Styracosaurus is excluded.
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Rounding out the top row is the Ornithomimids, with Gallimimus, Struthiomimus and Archaeornithomimus all struggling to fit onto the silhouette, in a kind of "angry chattering" pose.
The second row begins with Nodosaurs, where Minmi is happily frolicking in front of Sauropelta. Polacanthus is also unlocked here.
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Then, we have the Early Theropods. Dilophosaurus looks at us with its frill extended standing at the right edge, with Monolophosaurus rushing into frame on the left.
Also contains Coelophysis, Herrerasaurus, Proceratosaurus and Cryolophosaurus.
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Third, we have the Saurolophines. Edmontosaurus strides in the back, with Maiasaura in front, both in a neutral pose, with the latters head turned downwards somewhat.
Tiny Theropods is the first on the third row. Compsognathus in a jumping pose in the front, Sinosauropteryx trying to peek under it with the tail pointed up behind.
Extras are Segisaurus and Moros.
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Next is "Small and strange", a wastebasket. Oviraptor is strutting in front of Lystrosaurus, and Microceratus peeks out from behind Lystro. These are the only basegame unlocks.
Finally, at the bottom of cluster 1, we have the Diplodocines 1. Nigersaurus is slouching at the front and the left, while Amargasaurus is trying its best to stand tall just behind.
Cluster 2 is at the bottom right, a place the eye likes to skip. Since people will be explicitly looking for them if they ever desire any, this is where we shall group the marine reptiles.
Lonely at the top are the Ichthyosaurs. Ichthyosaurus floats in front of Shonisaurus's face.
The second cluster has Plesiosaurs at the start. Attenborosaurus is diving low in the front, Styxosaurus is diving high in the back, forming a sort of oval together. Elasmosaurus and Plesiosaurus are the extras here.
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The third is next, with the Pliosaurs. Liopleurodon alone represents them for having a unique silhouette, but Kronosaurus is unlocked here, too.
Third row begins the Mosasaurs. Tylosaurus a bit lower and in front, Mosasaurus in the back.
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Next, we have the "Other Reptiles". Archelon at the bottom, with Nothosaurus above, looking like it is trying to "land" on its shell.
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Predatory fish is last. The Dunk is taking up the designated spot, with the Meg being only an ominous large body and hind fin behind it.
Cluster 3 is at the Bottom below the giant "Cluster 5" that contains most of the animals. This one is for the hybrids.
The Indo hybrids are unlocked together, I.rex standing above a slinking Indoraptor. Otherwise, everybody gets their own little honeycomb with picture here, due to the nature of the hybrids.
Cluster 4 is at the top right, another otherwise easily skipped place for a coherent group.
First and leftmost, we have Pteranodontids, represented by Pteranodon only. Geosternbergia and Barbaridactylus are unlocked here.
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Second, we have Rhamphorhynchines, represented by Dimorphodon and featuring nothing else, at least for now.
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Third, we have Ornithocheirids, represented by Tropeognathus, and also unlocking Maaradactylus and Cereadactylus.
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Fourth and final, we have Azhdarchids, represented by Quetzalcoatlus, also unlocking Thanatosdrakon.
The second row starts with small Pterosaurs, picturing and containing Jeholopterus.
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Second in second are the Tapejarids, which is represented by Tapejara and contains nothing else for now.
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The second row ends with Dsungaripterids, again represented by and only containing Dsungaripterus.
Cluster 5, or the Mega-cluster, stretches across most of the screen, into the bottom right. I have no specific ideas on how to group this, but I wouldn't mind if it bordered directly on the first cluster.
Centrosaurines 2 depicts Styracosaurus, looking directly at us, currently being the sole member.
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Chasmosaurines is headed by Triceratops. It also unlocks Chasmosaurus, Pentaceratops, and Torosaurus.
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Pachycephalosaurs 1 depicts Pachycephalosaurus looming high and Homalocephale scuttling in front.
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Pachycephalosaurs 2 depicts Stygymoloch looming high, and Dracorex scuttling in front.
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Diplodocines 2 depicts Apatosaurus, neck turned towards us in that iconic pose. Diplodocus is also unlocked here, and I could see it working well peeking out from behind its cousin.
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Macronarians has Brachiosaurus in the back and Camarasaurus in the front. Their neutral poses kinda compliment each other so no fancy movement needed.
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Other Sauropods has a picture of Mamenchisaurus Frontier version in front of the Mamenchisaurus TLW variant (pls Frontier pls). Contains only Mamenchisaurus for now.
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Titanosaurs is Alamosaurus walking casually in front of the Dominion Dreadnoughtus. These two (and obviously regular Dreadnoughtus) are unlocked here.
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Ankylosaurs depicts Ankylosaurus only (because it is a very busy looking animal). It also unlocks Crichtonsaurus and Euoplocephalus.
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Therizinosaurs depicts and unlocks Therizinosaurus.
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Large Omnivores depicts and unlocks Deinocheirus, in a back, with Gigantoraptor in front of it, hunched over to yell either at the ground or a barely offscreen goat.
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Spinosaurs features Spinosaurus in the back, Baryonyx (turned towards us again) in front, and unlocks Suchomimus.
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Ceratosaurs depicts Carnotaurus standing behind Ceratosaurus, with the former rearing up a bit. Also unlocks Majungasaurus.
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Carnosaurs depicts the Big Rock Allosaurus in front of Concavenator. Also unlocks Metriacanthosaurus, Australovenator and Megalosaurus; and Becklespinax if Frontier includes it by basegame launch (Lmao, yeah right).
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Tyrannosaurs 1 depicts Qianzhousaurus in front of Albertosaurus. Also unlocks Yutyrannus.
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Tyrannosaurs 2 depicts Tyrannosaurus in some nice fancy pose. Also unlocks Tarbosaurus.
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Carcharodontosaurs depicts the Dominion Giga, and also unlocks Carcharodontosaurus and Acrocanthosaurus.
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Raptors 1 depicts Velociraptor standing tall and straight, with Atrociraptor behind it trying to peek at the camera. Also unlocks Deinonychus and Troodon.
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Raptors 2 depicts Pyroraptor, maybe mid-jump, I don't know. Also unlocks Utahraptor. "Feathered Raptors", basically.
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Stegosaurs 2 depicts Stegosaurus, and unlocks both it and Wuerhosaurus.
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Iguanodonts 1 is shared between Dryosaurus (front, bounding) and Muttaburrasaurus (back, running).
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Iguanodonts 2 depicts an Ouranosaurus striding behind a Dominion Iguanodon, and unlocks both of those animals.
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Synapsids depicts and contains Dimetrodon.
There should be enough space left over to have good dozen extra honeycomb spaces left for weird groups added by DLC animals.
Finally, if Cenozoic creatures are the new marketable gimmick for JWE3, the Mega-cluster will have a hole in the middle, and in there is where the new fancy mammals go, with a little buffer so they don't have to touch the dinosaurs or whatever. If JWE2 is any indication we'll get exactly 7 cenozoic creatures for the basegame, have my prediction I guess for that here as a bonus.
Birds: Gastornis behind a Dodo, contains only those two.
Pachyderms: Wooly Mammoth behind Embolotherium. Again, only those two. Embolotherium is a Deluxe edition animal, mocking those filthy peasantly poors from the research screen whenever they dare open it.
Xenarthrans: Megatherium looming behind Doedicurus. You know the drill.
Carnivores: Smilodon is lonely.
(Please keep in mind that I am not yet sold on mammals being the "thing" for JWE3, and if it becomes the thing chances are something will pop up in Chaos Theory season 2 or that new movie. But I guess chances are we'll be safe from whatever animal that ends up being until DLC time comes around, anyway)
Bigger maps
I wish they wouldn’t have a staff system at all. You play as the Park director. Dua, Clement, and Lambert are supposed to manage science, entertainment, and security staff.
Erm...maybe in the first game...not really in the second game...
@@tri-clawgaming7682 In the second game you play as a law bending Bureaucrat-- I guess staff management is part of that job.
Even if you have managers, you still have to manage those managers. Staff Management is a vital part of any park building game. I feel that JWE and JWE2 have always struggled to figure out the sort of game they want to be.
Just give me sauropods fighting back that's all I want
Nice Video
Can we just please have the ability to basically have a survival mode? Meaning...you can POV your character and be eaten, shoot dinosaurs, dinosaurs can destroy cars now, etc? Like just come on already...also, needs to have the ability for people to fall into lagoons and be eaten.
I don't want breeding, and I don't want a hard stressful game.
Well i would like there to be more challenge because JWE2 is just too easy
Let’s goo! First one to like the video!!
Thank you ^^
Since I have recently played JWE2 and played the campaign tutorial in Arizona stage for a little and haven’t beaten that tutorial yet, I would like to see players choose sides, such as Ingen or Biosyn. And have the ability be on foot as humans and control them since players are able to drive them. And maybe play as Alan, Ellie and Ian just for fun. Add a versus fighting mode similar to Warpath: Jurassic Park how you can control dinosaurs and fight each other and have it play like Godzilla pipeworks trilogy and 2005 King Kong game. And have King Kong as a playable character and even a joke and Easter egg since in the first film Ian Malcolm referenced King Kong. And maybe also add Jaws the great white shark as a fish animal and Easter egg. Reason why I brought up King Kong and Jaws is because they are both universal properties. After creating the buildings, have the ability to go inside the locations. Show more death variations of dinosaurs eating humans and other species. In short, improve all the stuff and include this stuff in JWE3 but improve, expand and enhance everything from first two games and transfer them to JWE3.
You do understand that the point of the game is to...build parks right?
@ Yeah, I’m just now recently finished the first campaign mission in JWE2 and now understanding the concept a bit more. I thought maybe like when you play as the ranger or other workers for example if you have to fix a fence players would actually see the fence being made in that camera perspective. All that other stuff I wrote above was just like little mini-games or just more details of what it can do to expand the build a park concept. And if they haven’t done it yet maybe have a choice to be ingen or Biosyn. Sorry pardon me for the confusion or misunderstanding.
I so wanted to engage with the staff and research systems but they're utterly terrible and now I typically just turn them off, which is a shame. Research as you mentioned, is particularly odd in its implementation.
It's very unlikely I'll be purchasing the game for the first couple years of its life, if I get it at all.
Frankly, Frontier would have to make a sizable effort to expand and improve their existing systems for me to consider it. Given the reported time until the game must release, I doubt they'll have enough time to do more than iterate on what's already present.
Yeah i mean they really are going to have to earn my buying the next game this time round. JWE2 was, in my eyes, a failure in many respects
I want the CPU to be lower than jwe2.
Hey Tri Claw Gaming, if u reading this comment of mine, I have a SUPER HUGE improvements wishlist for the JWE 3...Soo if u ready for me to list them down... respond it on this comment...Thank you..!!!
More than happy to check out your list
People are always going to clamor for more species but without good core buildings and interesting mechanics, they’re just boring
Yeah that is my feelings about it too
Deep ocean site b for the aquatics , deep caves n trenches, weather effects n mechanics powerful storms, tsunami, high waves hurricane 🌀
Need to change how they run to
Im gunna be talking about animation quality in a different video