a little bit of time based growth as you go, but quests will speed up your process by a mile.
okay so for now the quests are a bit tedious, if you won't improve the amount of growth it gives you, then give just a little bit of growth over time, although it would be twice as long to grow if you only did time based, if you do some time based + quests you can make the process reasonable. it helps those players who don't wanna keep doing quests constantly, like those who just want to explore or hunt.
Comments: 75
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27 Nov, '21
DrakinePlease please please. Having some normal time based growth that gets boosted when you do quests is exactly how I wanted this feature to work from the beginning. Some people don't like the quests at all and being forced to do them in order to grow is annoying as hell. But having quest boost means you won't get the "Afk players" everyone seems to hate so much.
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28 Nov, '21
FinchPlus, you HAVE to quest in order to get fancy skins.
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If anything, there should be passive growth for juvenile > adolescent. One you hit adolescent the passive growth will slowly taper off until you hit subadult. Then it stops, forcing you to grind up to adult, making it a "challenge." (though, really, quests are much easier once you're bigger. The current growth system feels backwards at the moment because of this, it should be much easier to raise a juvenile > adolescent than it is a subadult > adult). -
07 Dec, '21
beebee73Definitely should gave some form of passive growth even if is is very slow.
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I agree...currently growth takes waay too long even if you are actively questing. Something needs to change.
If devs don't want add a passive growth how about a boosted growth while questing...like on collecting quests add a growth spurt per item collected. Delivery quest add a spurt every time you deliver an item.
This way growth is STILL quest based but it is more rewarding to actually DO the quests.
As suggested above this additional buff could be higher for juveniles, slightly lower for adolescents and then taper off for a subadult. -
14 Jan, '22
DinksterI completely agree with this. I love the idea of a questing system, it gives players something to do other than simply surviving. That being said, having something as important as growing your character shouldn't be left to solely to completing quests. As it is at the moment for herbivore players, the game has turned into a sort of scavenger hunt, which has made the game a bit tedious. I agree with the idea of having a passive growth, but make quest completion boost that growth speed. It would make completing quests feel rewarding and in my opinion would work better in keeping new players from turning away from what could be an awesome game.
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03 Feb, '22
HathI disagree with this, I think people are forgetting that this is an MMO with survival elements - you don't passively level up on World of Warcraft.
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28 Feb, '22
Vincent HillI agree with this. I get so much kos that I can’t level questing. It’s too dangerous as a juvenile.
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01 Mar, '22
AI don’t agree with this as people will just go afk until they run low on food and water then they get the food and water after camping in a bush growing then go back to being afk until they hit adult.nah
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12 Mar, '22
ViperousDeerI agree with this--im definitely one of the people who don't enjoy questing and it was very discouraging to see PoT go in this direction. I have a handful of friends who have stopped playing because of it. I definitely support adding some level of passive growth.
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02 Apr, '22
Kitsune KyubiYes please!!! It currently takes forever to grow anything beyond Juvenile. KOSers don't help at all and just make things harder than they already are.
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28 May, '22
LyndorielYes please!!
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I hadn't played this game for a few months and I wanted to restart it... I quickly understood why I had stopped... Please!! Stop quests to grow and do it with time! Or that we don't lose xp by dying!! Seriously, I'm trying to grow my eotrik, I take 2 hours to do quests and the first moron who crosses my path kills me and I lose all my progress!! Nah, but what suffering! -
08 Jun, '22
FantineHello, yes please.
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Add growth over time, Thank -
05 Jul, '22
greybonesI understand this game has more of an MMO-lean than a lot of dino games, but the grind doesn't have to feel this terrible.
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- Passive growth, even if it's slow. This makes completing quests more of a boost rather than feeling like you're wasting time by "simply" surviving.
- Special rewards for certain activity types: Reduced food loss for collecting resources (as if packing on weight for a dry/cold season), more progress towards abilities when you hunt/fend off another player, certain tasks to "craft" home items like nest beds.
- Turn the item # in quest tracker into a progress bar instead, immediately feels less arbitrarily gamey if I can't see I need exactly 25 of something.
- Dino-based quest types. Why does a carnivore need to collect nuts and flowers?
Actually, even revamping the quests into more of an 'achievement' system so "do x amount of y task" is a constant gain towards goalposts as you play instead of a specific task in an area could be interesting and less intrusive. -
17 Jul, '22
RaptorWhile I definitely understand why players would want to have overtime growth as to speed up the process, I'm gonna have to disagree. I think it's more rewarding to actually have to earn your growth, instead of quests being an optional thing as a way of speeding it up. By having growth be dependent on questing, the game is prompting you to really explore the map and investigate its resources, which is important as it also further develops your navigation skills. It also makes PoT feel like an actual game compared to other animal survival games, as it requires you to actually use your brain instead of just sitting around and waiting to grow. This makes you growing to full adult feel like a great milestone cause you worked hard to get to a certain point, instead of it just being a given. This is my opinion tho, and I also know that irl animals just grow overtime; however, the way growth works now also reflects the mental growth that irl animals achieve too, not just physical.
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28 Jul, '22
Evl24I just played in a rex group and even with the group the growth was very tedious and delivering stuff still takes forever. They should only make sub adults deliver because its just a grind. And the participation part makes sense but it still got little to no growth. The participation makes the group rush to see who can get more stuff so if you are slow or a baby youre gunna suffer and get much less growth. Personally if youre in a group you should share the growth equally
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31 Jul, '22
BarookI believe that growth over time would be amazing only other thing I would add is herb kills for carnivores should give 2x growth xp then quests currently provide. And same for herb killing a carnivore it makes the game feel more realistic then just gathering nuts as a carnivore
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02 Aug, '22
FlaccidPassive growth would be great but could be easily exploited by Afk players.
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Maybe have a cap on passive growth which can only be increased by completing a quest -
04 Aug, '22
MrPinkAdventuresI strongly disagree! The growth system may be slow yet it's for good reason. They don't want too many full grown dinosaurs walking around in Official Servers! They want a good balance, the people who're fully grown are the people who put the most effort and time into the game you shouldn't get the max growth rate for doing the bare-minimum. If you want to grow more rapidly my friend than I strongly encourage you play in Community Servers where they tend to have this feature increased.
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05 Aug, '22
OrbeiLeveling isn't even that difficult, if you want passive growth play on a custom server. Passive growth just encourages people AFKing, hiding, or just screwing off somewhere. I see it on every custom server I go on. If anything, increase the diversity of quests and create more non-gather quests.
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11 Aug, '22
DAXXAXXTakes too long, and WAY too many pinecone, acorn, sticks, and lychee to grow. I've got several buddies that didn't make it to adult on their first Dino because they didn't wanna pick pinecone for 14 hours. It's ridiculous to believe otherwise.
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17 Aug, '22
Vakuur BairnThe Growth mechanic needs some serious work. It's slow, tedious and after only a few hours the lack of growth for all the menial questing and penalties from dying makes this game almost not worth playing. Why would I invest the time and money when "The Isle" is already doing everything path of titans wants to do?
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23 Aug, '22
GuardianDavisI partially disagree with this. If passive growth were to be implemented, it should only work during time logged in and should be VERY slow, so that it just compliments questing growth gain. No growth should happen while logged out, though. I think the real problem is a need for more quests with greater variety. Add growth reward for things people already do, like joining a group with X amount of members or with a specific variety of number of species included.
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04 Sep, '22
Metra789Some form of passive growth really is a must, especially for slower dinos. Trying to level a sarco when you have to migrate constantly is a pain, especially since you are so slow, and at a major disadvantage out of water.
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13 Sep, '22
King goonI think what would be a good balance for both sides of the spectrum, and to make becoming adult a more rewarding grind, is to add passive growth. But make the exp needed to grow increased to say like just a bar more or two. Only allow passive growth to take effect when the player is full on food and water to atleast 75% then passive growth stops. The rate of passive growth also should be what in seconds alreadys in place but turned into mins so 30 sec of xp u get for doing one quest would take 30 mins of passive growth. If your worried about people sitting around and just collecting exp well they did say it's a role player also so walking with a herd nesting ect passive growing isn't bad I say make it also cap for passive growth it will give u say 50% of ur exp bar for each growth stage and it doesn't regeneration more if u die and lose exp ND make it so u have to change location every 30 mins pushing the location quest more and getting players to move around more
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23 Sep, '22
HumpenstilzchenYes I agree. Growing a dino in this game is a pain. I tried to grow a campto on an official server and after two days of mindnumbingly boring quests and not even reach adulthood I gave up and joined an unofficila server with passive growth and it made the game so mcuh more enjoyable for me.
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I´really dislike that you have to do quests in order to grow. -
04 Oct, '22
MattThe game NEEDS passive growth until at least 50%. I as a new player stuck with juvies cannot I defend myself at all, and the moment I come across someone else I lose more than an hours progress. I understand the idea behind quests to keep you moving but the distances can be unbearable. i dont want to walk across the quarter of the map just to get to a waystone with a trike there ready to kill on sight. As of right now my Amarg has LESS XP than when you leave the tutorial cave and i have zero motivation to go earn 60 marks after picking up 50 lychee just to lose it again. I am done with this game and back to the isle even with its doggie-doo poor framerates. Introduce even just the slowest passive growth in come capacity and i'll be back, but as of right now this game play is not fun when you can't even get off the ground.
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08 Oct, '22
HotPeanutI know some player won't agree with this but what about those solo player like me its hard to do all the quest because some player with bigger dino's chasing me everytime i encounter them not all player will just go afk and wait to grow from juvenile to adolescent we also need to do quest in order to earn marks and unlock skins so i agree to this hope the devs add the based growth
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05 Nov, '22
JoJoGoI agree, what a bad game design...
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24 Nov, '22
CannonBallChuckI think they should add it where every single thing you pick up gives you like a second of growth too. It shouldn’t take a whole day to grow something imo we all trying to play as adults and fight and help other babies grow, which would be better if you didn’t have to do quests for 10 hrs
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08 Dec, '22
DialupI don't really play this game because the quests are dull and the XP they give isn't worth the effort.
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17 Dec, '22
asdlfI'd rather take afk players over mind-numbingly collecting the same 4 resources for an hour only to have a KOSer take that away again in 5 seconds.
This growth system is genuine pain and one of the most anti-fun systems I've ever encountered in a video game. -
20 Dec, '22
Alphathe growth time needs to be increased by alot
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24 Dec, '22
ZenithQuests need more growth a lot more growth it's hard to grow up from a baby. it's hard to play solo.
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11 Jan, '23
SoulsplosionConversely I think a similar benefit would come from just having the growth buff last longer while still giving the same amount of growth to give players more downtime between quests.
Currently with 100% quest-based (or trophy-based) growth it feels like I'm wasting time if not constantly questing. Time spent not questing is time wasted and players feel pressured to be CONSTANTLY questing. Instead, give players more time with the growth buff--even if it still fills the same amount of growth bar--to let them have more downtime to do things besides questing. It should be more feasible to stack up growth from multiple quests, and then you can have time to travel or get food/water or just be silly without feeling like you're wasting time by not questing.
(But also, with this players should retain their unspent growth buff on death, since they'd spend more time with unspent growth) -
12 Jan, '23
TexSo I just hoped back on and after about 30 min I'm off. This questing is terrible and incredibly boring. Just allow us even a little bit of time grow or reduce how long it takes to grow based on quests. Or both now that I think of it.
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15 Jan, '23
James DI'm behind this - you need to survive to grow anyway, but having some reward for simply surviving and being 'well fed' would be good - so as long as your food and water are over half, you have a slow grow over time.
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I'm horrid at quests and also, find them tedious. would rather be exploring the map and staying alive. But nope, I'm always in the same general areas moving back and forth so i can 'quest' and grow up as leaving the area as a child is pointless. -
24 Jan, '23
MysticArcanum13Yeah, the current xp system basically requires exploiting the food/water quests or some other shenanigans to grow a creature in any decent amount of time. And then if you die a huge chunk of that progress is ripped away from you. This isn't the isle where you have one creature until it eventually dies and you move on, if this game is meant to have that more long term mmo feel, it shouldn't try for that by making any semblence of progress feel like an absolute slog to get through.
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04 Feb, '23
TreyMight save the game from imploding. Reality is toxic gamers and KOS for small growing GRINDING dinos is ruining it for the vast majority of people, and being told to go to community servers is not an appropriate answer. The base game, official servers needs to cater to PVPers and Casual players who wanna quest, observe and grow. The game simply isnt fun when you've got people who can KOS back to back to back and most of us can never make progress, games are supposed to be fun and competitive and rewarding. This game currently is not. Merking every juvi dino you see offers NO reward, there for lets make some adjustments to this. I BET you have if not yet, soon more players quitting than coming on board. So lets get right, issues like this have broken bigger more successful mmos... Wow, ESO, The Isle ... Ark, so many more, so lets thing about the player experience before players go elsewhere. Implement fun, and a way to progress well.
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12 Feb, '23
EnvirobridgeThe best way to do this I think is to make passive growth tied to the amount of food and water someone has. This combined with ai Dinos, would be, I think, a good idea. Especially if the passive growth didn’t occur if you didn’t maintain a certain level of hunger.
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13 Feb, '23
El ALFAIt took me 5 hours to get to a teenager... Mission-based growth is tedious and you lose more than you gain when you die. That time in which no missions are done is an absolute loss.
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18 Feb, '23
NameI am against that. No AFK grow!
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24 Feb, '23
FjornBoarI have to say, PoT is not an MMO, it’s a survival game. MMO’s have story quests and rewards for new players to work towards as they level up. PoT’s system only rewards players who have 20+ hours in the game. It’s super discouraging to new players, because it takes too long for them to feel accomplished. In an MMO, you can get cool items during the first few minutes playing. For PoT, you don’t get anything, just a minuscule amount of xp. PoT should have rewards for players to work towards, during all stages of growth. For example, in an MMO new players will enter dungeons to earn armor and hp potions. The stuff they get in level 1 dungeons isn’t very good in terms of stats, but they feel like they’ve accomplished something after spending their time. That’s what PoT has to do in order to make this game an MMO. New players should be rewarded for playing the game, otherwise the hardcore players on official servers will scare them off.
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01 Mar, '23
WolfgangWolvesWe really need this as a feature!!!!
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04 Mar, '23
MangledMangoMaybe there could be a lot of passive growth for juvis, a medium amount for adolescents, and no passive growth for sub-adults. That way you can’t just afk the whole time, but it still gives juvis a chance to survive.
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11 Apr, '23
DI have a few ideas;
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-When you get 100% in a zone, you get some boosted XP Bonus
-You should be able to decorate your home base, with items that boost your exp
-Nesting, allow your babies to work for you- Can send them out to do automated quests which in turn reward passive exp over time, or rare items to decorate your cave with. This allows the babies to grow and open up harder quests where you need to set them in teams for higher rewards vs risk of losing and starting over again with them.
-groups should not close on death, its annoying as hell if you team mate dies you get spammed with another invite from them right after. -
02 May, '23
AmalgaI think an passive growth should be kind of insignificant so there aren't a ton of adult trolls running around KOSing. It could still there and based on distance travelled (so people can't just park their dino at the edge of the map and grow). Quests should still be the main way you get growth to encourage travel and conflict. I've played for many hours and survived large distances but still can't grow efficiently with quests, just a small amount of passive growth would make me feel less discouraged from trying.
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15 May, '23
SunnyI agree with this. Seeing passive growth would be cool especially if it gradually lessens the higher the growth stage you are. I think that would be fair combined with the quests.
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28 May, '23
YorkshireGobboI agree with the suggestion of adding slow passive growth significantly boosted by completing quests, perhaps stopping at Sub Adult to make reaching the Adult stage more of a challemge with a reward.
As the growth system currently is its incredibly disheartening to lose an hours growth due to running into one KOSer, because you had to earn ALL the growth that was taken away. Adding in slow passive growth would help take the sting out of this very common negative experience, which would be a big boost to the long term health of the game in my opinion.
I'd like to add I really like having the growth system revolve around quests, it makes you go out and interact with the world, but as it currently stands I feel its a bump in the gameplay loop that cpuld be easily smoothed out. The fact most Community Servers have some form of passive growth shpuld be the biggest indicator of the playerbases desire for it. -
17 Jun, '23
John GallantI do don’t like this, I like playing a baby Dino & this would kill that aspect of the game, push for faster questing rather than just getting growth, or if they add it in, give us the option to turn it off.
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28 Jun, '23
YorkshireGobboHaving played the game a lot more regularly since my previous comment, and getting my first creature to adult, i've changed my opinion on this topic.
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I think the current system of questing for growth is a good design as it is, and speeding it up via passive growth would simply shorten the gameplay loop for a creature, to the games detriment.
With the current death penalty being so light, and Adult not taking very long to reach with the current system, I actually think passive growth would be a detriment to core game, rather than an improvement. -
30 Jun, '23
HeimdarmI support a slow passive growth instead or next to the quest system.
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