X-.JONATHA.-X
New member
- Joined
- Mar 4, 2026
- Messages
- 5
- Reaction score
- 7
- Server
- America_3
- Main Char
- -.JONATHA.-
- Clan
- hellforce
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:
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:
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:
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:
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
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