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Feedback from a Veteran Player: PvP Issues, Endgame Problems, and Suggestions to Improve Dino Storm 🎮🦖

X-.JONATHA.-X

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Suggestions for Game Improvements

I would like to share some suggestions and observations as a veteran player who returned to the game after a long time. My intention is to contribute with ideas that could improve the overall experience, increase the player base, and make PvP varied and competitive again as it used to be in the past.


1. Recovery Implant Rework

A rework of the Recovery Implant would be very interesting, since it is currently used very little — to the point where almost no one uses it. This shows that the mechanic has lost its place in the current game meta and could use some adjustments to become a viable option again.


2. Frequency Technology

The Frequency technology also seems to have lost its usefulness. Currently, many players prefer to use a Quality 10 outfit that provides around 1600 frequency, instead of the technology itself that offers 10,800 frequency.


The main reason is that there is no noticeable difference in the firing speed or attack cadence. In practice, the shots do not seem faster, which makes this technology feel practically useless.


3. Dinosaur Damage Reflector

Another problematic mechanic is the Dinosaur Damage Reflector.


When a player uses a Level 55 reflector outfit with around 240 reflect, the effect can activate randomly (RNG) and prevent the player from using abilities for a short period of time.


The problem is that because it is randomly triggered, it can activate at critical moments during a fight. For example, the player might be about to use the (E) ability to recover health, but the reflector activates exactly at that moment, blocking the skill. As a result, the player dies and becomes frustrated with a mechanic that is completely out of their control.


In my opinion, RNG-based mechanics should not block the use of abilities, because this can decide a fight in an unfair way.


4. Endgame and PvP Problems

Unfortunately, Dino Storm’s endgame leaves a lot to be desired. The game has always been heavily focused on PvP, but this PvP has become somewhat less varied and less exciting. It is no surprise that many players seem to have stopped playing or significantly reduced their activity in the game.


Back around 2019, PvP was much more diverse. There were different combat styles, such as:


  • Long-range combat, using technologies like Aim Point, Shock, and Frequency.
  • Close combat, using T-Rex, the bleeding effect from Rex’s skill 1, the burn effect from the Fire Pistol, and health recovery mechanics.

This created different strategies and made battles much more dynamic.


Today, even though weapons are relatively well balanced, PvP feels like it has less variety in playstyles. One of the main reasons, in my opinion, is the issue with weapon frequency and the character’s health recovery.


Currently, after defeating two NPCs, players often have to stop attacking and wait to leave combat mode in order to recover health. This happens because the character’s regeneration is very weak, almost as if it had been nerfed, and it does not restore health efficiently.


It would be interesting for the game developers to analyze how these mechanics worked in the past, especially during periods when there were many more players online. Back then, frequency and recovery technologies actually worked well and were widely used, unlike today where they no longer have the same impact.


Sugestões para aumentar o número de jogadores e reduzir as alianças.

5.1 Reduzir os portais de teletransporte

One possible solution would be reducing the number of teleport portals, leaving around four per map.


Another option would be to keep more portals but limit them strictly to teleportation, without providing additional strategic advantages.


6. Only One Active Mine at a Time (With Rotation)

Another suggestion would be to have only one active mine available for clan competition at a time, turning it into a true conflict point.


It could work like this:


  • Only one active mine per week
  • Each week the mine rotates to a different map

Example:


Week 1 → Mine in Mokon
Week 2 → Mine in Gold Mines
Week 3 → Another map, and so on.


This way, multiple clans would have to fight for the same objective, creating more real PvP encounters.


Additionally, this would make permanent alliances much harder, since there would be only one mine to control.


Currently, while there are multiple mining camps, there will always be:


  • alliances between clans
  • monopolization of resources
  • new players being pushed away

Many new players end up quitting because they simply cannot compete.


7. Convoy Mission Problems

Another issue involves convoy missions.


In the past, when the convoy stopped, new enemies would spawn. This helped players complete the full XP of the mission.


Today, convoys no longer stop, which means not enough enemies spawn to complete the mission XP.


The only workaround currently is to:


  • move away from the convoy
  • force it to stop
  • wait for new enemies to appear

This could easily be fixed by increasing the number of dinosaurs or bandits that spawn during convoy missions.


8. Choosing Missions From NPCs

It would also be very interesting to allow players to choose missions from NPCs.


During the leveling process, some missions are much more efficient than others, but players currently have no option to choose which mission they want to do.


A clear example is the wood delivery mission:


1st delivery → 30%
2nd delivery → 60%
3rd delivery → 90%
4th delivery → only to complete the final 10%



In other words, the player needs to complete four deliveries, when three should already be enough.


It would make much more sense to have:


Three deliveries of five pieces of wood completing 100% progress.


The fourth delivery ends up being unnecessary and tedious.


Final Consideration

Before adding new content, it might be important to review and improve these core mechanics of the game.


Small problems like these accumulate and eventually make the game less friendly for new players.


A game cannot survive with empty servers.
Neither players nor developers benefit from that.


Today the game still has players, but nothing guarantees the future. Even if a new game were created in the future, if it is not handled carefully and with attention to detail, the result could end up being the same.


#ForABetterDinoStorm2026 🦖
 

daniyal

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Hey,
as a fellow player, I only really agree with you on the Recovery Implant part.
Recovery Implant – Agreed
Yeah, this one feels kind of dead. You almost never see anyone running it seriously. If something isn’t even considered as an option anymore, that’s usually a sign it needs love. So on that point, I’m with you.
Frequency Technology – I don’t really agree
I get what you’re saying about it not feeling noticeable, but from a player perspective, not every stat has to feel dramatic. Frequency is more of a “numbers over time” thing. It’s not meant to suddenly make you feel like a machine gun.
Also, if we buff it just because it doesn’t feel impactful enough, we risk going back to a frequency-heavy meta where everyone runs the same setup. I actually like that right now you can choose different builds without frequency being mandatory.
Dinosaur Reflector (RNG) – I disagree here too
Yes, it’s frustrating when it procs at the worst possible moment. We’ve all died to unlucky timing. But honestly, that unpredictability is part of PvP. Sometimes it saves you, sometimes it ruins your play. That’s kind of the nature of competitive fights.
If everything becomes fully predictable and controlled, fights might just turn into whoever presses buttons in the better order with better stats. RNG adds tension and forces you to adapt instead of relying on one fixed combo every time.
Endgame & PvP Variety – I see it differently
I don’t really feel like PvP is less varied now. It’s just different. Back in 2019, things felt fresh because the player base was bigger and people were experimenting more. Now the average player is more experienced, so builds feel more optimized — that doesn’t necessarily mean there’s no variety.
About regeneration being weak: if regen gets stronger, fights could become super dragged out. I personally don’t want endless sustain battles where nobody dies unless someone makes a huge mistake.
My conclusion
As a player, I only strongly agree that the Recovery Implant needs attention. The rest feels more like frustration with specific moments rather than actual broken systems.
PvP will always have annoying mechanics, unlucky timings, and metas that shift. That doesn’t automatically mean they need reworks. For me, the current balance isn’t perfect — but changing frequency, reflector RNG, and regen could easily create bigger problems than the ones we’re trying to fix.



note : that's my opinion please dont take it as a bad remark for you i amjust giving my thought process
 

daniyal

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On Choosing Missions and Wood Delivery: While I understand the frustration with that final 10% on the wood delivery mission, I actually have to disagree with the idea of choosing missions or shortening the delivery count. Here is why:
  • Game Economy and Pacing: The leveling process in Dino Storm is designed to have a specific "rhythm." If we are allowed to cherry-pick only the most efficient missions, it would likely lead to "power-leveling" where everyone ignores 80% of the game content. This eventually makes the world feel smaller and repetitive.
  • The Value of the "Grind": While a fourth delivery might feel tedious, these small increments are part of the game's progression balance. If every mission was perfectly optimized for speed (like changing 4 deliveries to 3), the gap between casual and hardcore players would widen too quickly, and the satisfaction of completing a level might diminish.
  • Variety is Key: Having to do a mix of "efficient" and "less efficient" missions forces us to interact with different parts of the map and different NPCs. If I could choose, I’d probably never leave the easiest zone, which takes away from the adventure aspect of the game.

i forgot to add this point
 

X-.JONATHA.-X

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I understand your points and I partially agree with them. However, when you say that frequency doesn’t deserve attention, I have to disagree. It’s not normal, for example, that an outfit with 1600 frequency has practically the same firing speed as a level 55 technology with 10800 frequency.


To me, this feels like an excessive nerf. I remember how the technology worked in its original state, and today its performance has clearly been reduced. In the end, it doesn’t really matter whether the technology is level 10 or level 55 — in practice, there is barely any real difference. So the question becomes: what is the point of upgrading the technology?


Regarding mission selection, I understand that it could become monotonous and repetitive. But after level 55, which player actually keeps doing missions? In reality, missions are one of the most tiring parts of Dino Storm. Players usually only do them out of obligation, in order to become stronger and unlock implants, dinosaur technologies, and weapons.


Veteran players already find it tiring just to hunt level 53 Smilos to accumulate dinosaur dollars, so imagine continuing to do missions on top of that. And if we talk about new players, it’s even worse: many of them don’t actually know what the missions say. You could probably count on one hand the number of people who truly know what each Ranger says in the missions.


So why keep this mechanic so exhausting if it has so little relevance in the game itself? Very few people actually read what the missions ask for. Most players simply recognize the name of the Ranger who gives the mission, accept it, complete it, and don’t pay attention to what is written or the information it provides.


Because of that, when people say that changes would make missions lose the sense of adventure they provide, I disagree.


In the end, this is just my point of view. What has always moved the servers is PvP. If PvP in Dino Storm isn’t improved or at least polished — even in small details — people simply stop playing, and unfortunately that’s exactly what is happening.


Of course, you may disagree. But the fact is that there are things that, even if they are technically viable, still deserve attention and possible improvements. There is no system that cannot be improved or adjusted.


Anyway, I understand your points and I hope you can also understand mine, even if we disagree. ^^


No fim das contas, esta é apenas a minha opinião . O que sempre movimentou os servidores foi o PvP . Se o PvP em Dino Storm não for melhorado ou pelo menos aprimorado — mesmo que em pequenos detalhes — as pessoas simplesmente param de jogar, e infelizmente é exatamente isso que está acontecendo.


Claro, você pode discordar. Mas o fato é que existem coisas que, mesmo sendo tecnicamente viáveis, ainda merecem atenção e possíveis melhorias. Não existe sistema que não possa ser aprimorado ou ajustado.


De qualquer forma, entendo seus pontos de vista e espero que você também entenda os meus, mesmo que discordemos. ^^
 
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