-In terms of progression from aging, The Isle's progression system works great with it. You start off as a low level dinosaur, then once you accumulate enough points, you can progress to a higher tier creature.
However, time wise, it be best to reduce how many points it'll take to move up in the clients game, as in the Isle, progression is going to be a long process, as at the moment, it takes 5 hours to get to the adult rex and eventually its going to take even longer, due to that progression points accumulate 1 per minute. (Although that will change in the future)
-In terms of meeting people, The Isle teaches you cant trust just anyone you meet, as if push comes to shove, players tend to think of them self first like in any other survival game. Due to this, the player in the clients vision can be taught that not everyone is going to be your friend (Although in the game, the worst possible outcome is drugs and such, in The Isle its much more graphic as well as loosing possibly hours of work)
However, by picking the right friends, the game becomes more fun and a bit easier.
Here, me and two other players made a pack of Austroraptors (Left) so we could help each other progress to Utharaptor (Right)
-Now something the clients game already has is making choices in what you future holds, in making good or bad decisions. In the Isle, picking between carnivore and herbivore will drastically change how you play the game and interact with other people. So there could be two factions in our game that would influence two styles of game play that may or may not overlap.
Herbivore life (Left) Carnivore life (Right)
In The Isle, because its made in UE4, and the Devs often stream what they do, its been explained what can and can not be done. Such as playable sauropods, as they would need 16+ attacks to have a viable defense against a large predator. Saying this, some game features may sound fun, but in actual game play wise they would not be enjoyable or balanced enough to work.
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