Ammo Quality Decreasing Animals Quality

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Re: Ammo Quality Decreasing Animals Quality

Postby jorb » Tue Jan 31, 2017 9:41 pm

I agree entirely that we should start looking more at melee combat now that ranged combat is under control.
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Re: Ammo Quality Decreasing Animals Quality

Postby shubla » Tue Jan 31, 2017 9:42 pm

jorb wrote:I agree entirel that we should start looking more at melee combat now that ranged combat is under control.

You should completely rework hunting instead of just nerfing already broken mechanics.
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Re: Ammo Quality Decreasing Animals Quality

Postby jorb » Tue Jan 31, 2017 9:43 pm

Animals need to be more dangerous, and other than that I'm not convinced that it is particularly broken.
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Re: Ammo Quality Decreasing Animals Quality

Postby linkfanpc » Tue Jan 31, 2017 9:52 pm

jorb wrote:Animals need to be more dangerous, and other than that I'm not convinced that it is particularly broken.

It isn't, it's just a couple things should be tweaked or changed, for instance:

Fleeing animals are slower.
Various animals such as deer run away when attacked, or at least flee quicker than hostile ones like boars and bears.
Animals take more bleeding damage. Maybe...5-10 damage each tick. Maybe depending on quality of weapon used.
When an animal is fleeing and can't get away, it will bash the nearest destroyable things until it can find an escape route.
Animals will eventually give up if they can't reach you.

I could go on. I in no way think hunting is broken, i just think it could be made much better.
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Re: Ammo Quality Decreasing Animals Quality

Postby jorb » Tue Jan 31, 2017 9:56 pm

Some things like that could certainly be reasonable.
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Re: Ammo Quality Decreasing Animals Quality

Postby SacreDoom » Tue Jan 31, 2017 10:18 pm

jorb wrote:Animals need to be more dangerous, and other than that I'm not convinced that it is particularly broken.


But couldn't you start focusing on making them more dangerous once you've presented viable, working-as-intended alternatives to hunting them that don't involve abusing the systems?

I feel like you're taking away the few tools left for hunting animals (not that I support the current bugged methods) before focusing on creating a replacement.

Concerning this, I'd like to know what stats you'd find it fair for the average player to have before expecting to be able to take animals like badgers or boars, once you've "looked at melee combat".
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Re: Ammo Quality Decreasing Animals Quality

Postby xdragonlord18 » Tue Jan 31, 2017 10:26 pm

SacreDoom wrote:
jorb wrote:Animals need to be more dangerous, and other than that I'm not convinced that it is particularly broken.


But couldn't you start focusing on making them more dangerous once you've presented viable, working-as-intended alternatives to hunting them that don't involve abusing the systems?

I feel like you're taking away the few tools left for hunting animals (not that I support the current bugged methods) before focusing on creating a replacement.

Concerning this, I'd like to know what stats you'd find it fair for the average player to have before expecting to be able to take animals like badgers or boars, once you've "looked at melee combat".


what the developers expect a players progression timeline to look like would be quite interesting and might help other people give better suggestions
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Re: Ammo Quality Decreasing Animals Quality

Postby Giggidy » Wed Feb 01, 2017 12:04 am

If you really wanted animals to be dangerous you would have just allowed all of them to swim already. Fixes the problem of boat poke hunting right there. Maybe make using a combat move on a cliff force an attempt to jump down to fix cliff hunting. Not sure how you can fix hidey hole/building use to remove openings without danger though. Maybe you should just make buildable traps (bear traps which require hard metal, snares with strings and branches, wooden or metal spike pits that check for a large change in elevation and takes leaves as part of crafting to cover the top), and then make melee fighting nuke the quality of the animal as well, since it's equally or more prone to abuse than ranged hunting. Either way, the total deligitimization of ranged hunting is a really shitty implementation. It hurts people who want to play the game legitimately, it ONLY slowed progression down for hermits and for new players, and did nothing to slow progression for large villages or dedicated players who know the exploits. Similarly, any largescale change to hunting at this point is yet another advantage to the villages who have already abused the current system to level characters easily. It's disheartening to see a dev say they're happy with an implementation that almost solely targets those inexperienced and solo players who are already disadvantaged.
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Re: Ammo Quality Decreasing Animals Quality

Postby Beezer12Washingbeard » Wed Feb 01, 2017 12:32 am

Giggidy wrote:If you really wanted animals to be dangerous you would have just allowed all of them to swim already. Fixes the problem of boat poke hunting right there. Maybe make using a combat move on a cliff force an attempt to jump down to fix cliff hunting. Not sure how you can fix hidey hole/building use to remove openings without danger though. Maybe you should just make buildable traps (bear traps which require hard metal, snares with strings and branches, wooden or metal spike pits that check for a large change in elevation and takes leaves as part of crafting to cover the top), and then make melee fighting nuke the quality of the animal as well, since it's equally or more prone to abuse than ranged hunting. Either way, the total deligitimization of ranged hunting is a really shitty implementation. It hurts people who want to play the game legitimately, it ONLY slowed progression down for hermits and for new players, and did nothing to slow progression for large villages or dedicated players who know the exploits. Similarly, any largescale change to hunting at this point is yet another advantage to the villages who have already abused the current system to level characters easily. It's disheartening to see a dev say they're happy with an implementation that almost solely targets those inexperienced and solo players who are already disadvantaged.

Why do all that when it's easier to just make an existing mechanic worse ¦]
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