Tap Faster! or Lose: The Broken Truth About Speed Ties in JWA
- IDGT902
- May 4
- 3 min read

In Jurassic World Alive, speed ties are broken by whoever taps fastest. But realistically, it comes down to device performance, screen responsiveness, and even internet connection, not strategy. This outdated system creates frustration in high-stakes matches, where a single tap can decide the outcome of an entire tournament or battle. For a game built on tactics and team composition, speed ties remain one of the last mechanics still favoring reflexes over actual planning, and it's time for that to change.
Why Speed Ties Hurt the Game
At its core, Jurassic World Alive is a game about strategy. Building a well-rounded team, predicting your opponent’s moves, and using the best counters. But all of that planning can fall apart in a speed tie. When two creatures with the same speed stat face off, battles are often decided by something completely outside the player’s control: how fast they can tap their screen, or worse, how fast their phone responds.
This issue affects all game modes, but it’s especially brutal in:
Tournaments, where one lost tie can knock a player out of top rankings.
Arena matches, not as prevalent here, but it's been happening more recently.
Brawl mode, where ties often happen back-to-back and swing the entire outcome of a match.
The impact is felt most in Skilled Tournaments, where boosts are removed and creatures battle at their base stats. In these formats, speed becomes the only deciding stat, and there’s no way for players to avoid or address a tie. You can’t counter it, outplay it, or build around it. The outcome comes down entirely to reflexes and hardware.
It creates a competitive imbalance that favors players with:
Faster phones
Lower latency connections
Better touchscreen responsiveness
That’s not skill. That’s hardware advantage, and it undermines the spirit of fair competition.
How to Fix Speed Ties in Jurassic World Alive
Fixing speed ties doesn’t require reinventing the game. Just rethinking what priority should actually represent. Here are a few clear and realistic solutions that could make speed ties fair, strategic, and be better for the health of the game:
1. Alternating Priority System
If two creatures tie in speed, priority alternates every turn. The first turn could be random or given to a player based on a coin flip at the start, and then it switches each time a tie occurs.
Why it works:
Creates fairness over the course of a match.
Encourages long-term planning, not just winning one tap war.
Simple to understand and implement.
2. Randomized Priority on Speed Ties
When two creatures have the same speed, who moves first is randomly determined each turn.
Why it works:
No player has a consistent advantage.
Removes device and connection-based bias entirely.
Already proven to work in other similar games.
3. Priority Based on HP or Status
Tie goes to the creature with the lower current HP, or to the creature not under a debuff (like vulnerability or distraction).
Why it works:
Rewards tactical play and comeback potential.
Adds another layer of decision-making, players might try to manipulate priority.
Gives new purpose to managing HP thresholds mid-battle.
4: Built-In Priority Shuffle
Each battle starts with a randomized priority table for tied creatures, behind the scenes. In the case of a tie, it follows this internal order rather than tapping speed.
Why it works:
Completely removes reflex/tap timing from the equation.
Keeps speed relevant but makes ties deterministic and fair.
Invisible to players but keeps results consistent.
Conclusion: Its Long Overdue
Any of these solutions would be a massive improvement over what we currently have in Jurassic World Alive. Speed ties have been a problem for years, and the fact that we’re still relying on the same outdated tap mechanic to decide some of the most important battles in the game is, frankly, absurd.
This fix doesn’t require a full battle rework. It just requires a willingness to prioritize fairness and gameplay balance. Whether it’s alternating turns, randomizing priority, or using a hidden priority shuffle, literally any of these systems would be fairer than the reflex-based system we have today.
Personally, I’d prefer a solution that isn’t random. The alternating priority system feels like the most balanced option: fair, predictable, and still strategic over multiple turns. It gives both players an equal chance and removes the frustration of losing to a faster tap.
It’s time to move beyond finger speed and give players a system that rewards actual strategy.
Why my comment was deleted? I was tryed to introduce my solution that was highly appreciated.
Ye this is definitely an issue, I've lost a lotta annoying games due to speed ties and faster tappers, my internet's pretty bad already so I basically always lose. However, whilst all these strategies are decent to reduce the negative effect of speed ties, u do think that the practical benefits aren't huge, though there aren't rlly much downsides. In brawl, this would be a huge fix, seeing as the creatures are mainly the same and in the recent brawl, whoever armbrusters wolf was the fastest usually won, though some modifiers prevented an insta win. Arena is more annoy I ng then devastating to loose a speed tie, sure it's bad luck but just win another battle. And in tournament,…
I like all of these ideas. I think that they could make skill tournaments with small pools of creatures a lot more fun. Also, what is the general view of Dodge as an effect? I see it as extremely underpowered and overpowered at the same time. It's underpowered because it's luck-based, and anything that is luck-based is not fun, and also that a large portion of moves either bypass or remove it, making it obsolete. On the other hand, it's overpowered because it can make glass cannons survive crucial hits and fire back with insane damage (looking at you, Compsov, Thylos, Nomingia, and Nominrex). I feel like if fewer moves were ignored and the damage reduction was reduced, then it…
You’re forgetting the distance to server: i’m based in Australia and we’re the farther from the server, so we’re always at a disadvantage. Speed ties put us at a disadvantage; it’s a matter of fairness
I have to say that I kind of disagree on the speed tie topic.
Yes it is a “problem”, and device, reaction, technical anything or internet speed are a factor that is set and not really under your control. But online gaming has been like this for decades.
If your faster… you win.
It is what it is.
I also think that we do not need more rng in the game. We already got enough of it.
I ll take the chance of winning/losing a tie over n rng based winner anytime.
I don’t see how n rng based decision to decide the winner of a match would be an improvement.
E.g. option 1: what if it is only one…