Wolf Packs

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Wolf Packs

Postby Itanu » Mon May 16, 2016 7:35 am

Granger wrote:
jorb wrote:Model already made. Awaiting AI.


As a start: Give them the herd behavior of legacy auerochs, a rage when damaged like bears, individual behaviors along how the ghosts in pacman work. Then enable them to swim through deep water.


YES. Things need to be able to swim. Also, they need armor piercing attacks, so that you cant just easily tank as soon as you have a bit of AC. Combined with a good AI, wolf packs could be some seriously scary stuff that would require a coordinated team effort to take down without losses.
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Re: Wolf Packs

Postby ZeraTustrA » Tue May 24, 2016 10:41 am

Still waiting AI?
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Re: Wolf Packs

Postby Karede » Tue May 24, 2016 5:12 pm

In case you haven't been keeping up with updates they're working on more important things. Fluff is probably not high on the priority list
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Re: Wolf Packs

Postby xdragonlord18 » Tue May 24, 2016 5:42 pm

Granger wrote:
jorb wrote:Model already made. Awaiting AI.


As a start: Give them the herd behavior of legacy auerochs, a rage when damaged like bears, individual behaviors along how the ghosts in pacman work. Then enable them to swim through deep water.

woah there satan relax

jorb wrote:Model already made. Awaiting AI.


just say you added them to like 1 forest biome but dont actaully add them to the game
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Re: Wolf Packs

Postby ZeraTustrA » Tue May 24, 2016 8:22 pm

Karede wrote:...more important things...
Like hedgehogs?
xdragonlord18 wrote:just say you added them to like 1 forest biome but dont actaully add them to the game

You make my night!
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Re: Wolf Packs

Postby Karede » Tue May 24, 2016 9:59 pm

You think sanic is less important than your wolf wankery?
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Re: Wolf Packs

Postby Thedrah » Tue May 24, 2016 10:54 pm

have you guys seen wolves fight? when one gets hit or hurt it will back off and re-enter combat after some time and circling around. i say 3+ wolves that circle a player and attack together. the higher quality the wolves the more there are. instead of swimming, make them fear water

if players outnumber the wolves, they run away at 2.5 speed of a horse
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Re: Wolf Packs

Postby xdragonlord18 » Tue May 24, 2016 10:57 pm

Thedrah wrote:have you guys seen wolves fight? when one gets hit or hurt it will back off and re-enter combat after some time and circling around. i say 3+ wolves that circle a player and attack together. the higher quality the wolves the more there are. instead of swimming, make them fear water

if players outnumber the wolves, they run away at 2.5 speed of a horse

i know i complained about them being able to swim but making them unable to swim/range attack kinda defeats the purpose of making their ai difficult
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Re: Wolf Packs

Postby Granger » Tue May 24, 2016 11:21 pm

xdragonlord18 wrote:
Thedrah wrote:have you guys seen wolves fight? when one gets hit or hurt it will back off and re-enter combat after some time and circling around. i say 3+ wolves that circle a player and attack together. the higher quality the wolves the more there are. instead of swimming, make them fear water

if players outnumber the wolves, they run away at 2.5 speed of a horse

i know i complained about them being able to swim but making them unable to swim/range attack kinda defeats the purpose of making their ai difficult


They could simply run in case they see you on water or near the shore, so you wouldn't be able to farm them using the usual techniques...
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Re: Wolf Packs

Postby xdragonlord18 » Wed May 25, 2016 1:04 am

Granger wrote:
xdragonlord18 wrote:
Thedrah wrote:have you guys seen wolves fight? when one gets hit or hurt it will back off and re-enter combat after some time and circling around. i say 3+ wolves that circle a player and attack together. the higher quality the wolves the more there are. instead of swimming, make them fear water

if players outnumber the wolves, they run away at 2.5 speed of a horse

i know i complained about them being able to swim but making them unable to swim/range attack kinda defeats the purpose of making their ai difficult


They could simply run in case they see you on water or near the shore, so you wouldn't be able to farm them using the usual techniques...

it would pretty much have to be if you're in water because being near water would be infuriating depending on the terrain you find them also it would require very specific fleeing ai because as it is now animals wont flee if they cant path an escape route so it wouldnt be impossible to hunt them from a boat but it would make it pretty hard

tldr
they would need to flee if they see you in water and they would have to be able to path through obstacles or not count breakable obstacles when calculating the path they take for fleeing
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