Let's revisit animal traps

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

Re: Let's revisit animal traps

Postby NOOBY93 » Wed May 24, 2017 4:45 pm

Sevenless wrote:
NOOBY93 wrote:
jordancoles wrote:It would be run to agro ("taunt") wild boars and pull them through a series of traps and whatnot

A lot of effort for one kill in the late game, but super fun early worlds imo

Smells like "botted" to me


You think that'd be easier to bot than the current system of QB + cleave?

Yes
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Re: Let's revisit animal traps

Postby Sevenless » Wed May 24, 2017 4:48 pm

Alright, pulling teeth it is then: Why? Could the suggestion be modified in such a way to make it less bottable? Is the concept fundamentally flawed due to the botting issue you see, or is it a minor issue? Are there ways to make the bottability a non issue?

If you're worried about bots sitting on high Q animal nodes: Make quality halved by using traps, problem solved. Anyone who cares about quality bones can kill all the required animals quickly and simply via melee.
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Re: Let's revisit animal traps

Postby NOOBY93 » Wed May 24, 2017 5:58 pm

Sevenless wrote:Alright, pulling teeth it is then: Why? Could the suggestion be modified in such a way to make it less bottable? Is the concept fundamentally flawed due to the botting issue you see, or is it a minor issue? Are there ways to make the bottability a non issue?

If you're worried about bots sitting on high Q animal nodes: Make quality halved by using traps, problem solved. Anyone who cares about quality bones can kill all the required animals quickly and simply via melee.

Because naked alts could drag animals into the traps. It would be pretty easy to patrol every 15 minutes with naked alts on horses and run them through a series of traps for mass production. Obviously high Q nodes would still be manually farmed like they are now
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Re: Let's revisit animal traps

Postby Sevenless » Wed May 24, 2017 6:16 pm

How is that any easier to bot than current hunting though? You'd need path finding, animal recognition, trap recognition and resetting (I'm assuming traps are one time use). You'd also need stats on the alt presumably as well for trap resetting/quality harvesting. Compare that to leveling a 200 stat alt and letting it go around killing things. It needs a touch less botting effort than the above situation. I'm not seeing why this is more bottable, just that the luring can be done with a naked alt as the issue.

I'm not sure I see that as being super abusable personally.
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Re: Let's revisit animal traps

Postby NOOBY93 » Wed May 24, 2017 7:32 pm

Sevenless wrote:How is that any easier to bot than current hunting though? You'd need path finding, animal recognition, trap recognition and resetting (I'm assuming traps are one time use). You'd also need stats on the alt presumably as well for trap resetting/quality harvesting. Compare that to leveling a 200 stat alt and letting it go around killing things. It needs a touch less botting effort than the above situation. I'm not seeing why this is more bottable, just that the luring can be done with a naked alt as the issue.

I'm not sure I see that as being super abusable personally.

You wouldn't need stats on the alt and the only hard part would be trap resetting. Also easily bottable.
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Re: Let's revisit animal traps

Postby DaJovialJove » Thu May 25, 2017 3:12 am

A bit off topic, but the idea of using ropes to kill something reminded me that we need gallows in this game to execute prisoners of war, those who turn against the village, people who don't accept the communist way of government, etc. A dying animation that takes time to complete would be just... beautiful. That'll teach them capitalist pigs to stop ruining our economy.
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Re: Let's revisit animal traps

Postby jordancoles » Thu May 25, 2017 3:47 am

NOOBY93 wrote:
Sevenless wrote:Alright, pulling teeth it is then: Why? Could the suggestion be modified in such a way to make it less bottable? Is the concept fundamentally flawed due to the botting issue you see, or is it a minor issue? Are there ways to make the bottability a non issue?

If you're worried about bots sitting on high Q animal nodes: Make quality halved by using traps, problem solved. Anyone who cares about quality bones can kill all the required animals quickly and simply via melee.

Because naked alts could drag animals into the traps. It would be pretty easy to patrol every 15 minutes with naked alts on horses and run them through a series of traps for mass production. Obviously high Q nodes would still be manually farmed like they are now

Traps could have a chance of breaking or a limited number of uses
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Re: Let's revisit animal traps

Postby Sevenless » Thu May 25, 2017 1:36 pm

DaJovialJove wrote:A bit off topic, but the idea of using ropes to kill something reminded me that we need gallows in this game to execute prisoners of war, those who turn against the village, people who don't accept the communist way of government, etc. A dying animation that takes time to complete would be just... beautiful. That'll teach them capitalist pigs to stop ruining our economy.


Any form of prisoner style stuff has been denied in the past because the potential for abuse is simply too great. I'm inclined to agree with this assessment.
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Re: Let's revisit animal traps

Postby NIKromanzer » Sun Jul 30, 2017 1:36 am

So what about trapping? There were some suggestions that prevent the stuff from being exploited too much, like lowering Q by half for example. Speaking about the mechanics of those traps, I think they shouldn`t be triggered by a respawned animal while it is walking near it. Instead it can yield a corpse of an animal with some probability from time to time. Like with 30% probability a snare will bring a dead rabbit in 6-8 hours after it has been set, with probability 50% it will simply break and with probability 20% it will not bring a corpse but will have to be reset. Smaller game might be stored in the inventory of a trap, while the big game will just lay dead on the ground. Actually this is how these traps are used in real life. The hunter leaves those for some time, then returns to see whether something was caught or not. Nobody tries to lure a deer or a boar in these kinds of traps by scaring them or provoking them by using "attack" command.

I think this makes much more sense, because developed players won`t really bother themselves with this (since someone else can pick their goodies), but for newbies this will be the only option to use on bigger game (except boat exploits, which are much less realistic and I don`t think that hunting is meant to be done this way).

Maybe some restrictions on the amount of traps built in close proximity to each other should be implemented, as was suggested.

And about botting. I am sure farming can be botted very easily. But I don`t think that this is a reason to disable this feature.
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Re: Let's revisit animal traps

Postby jordancoles » Sun Jul 30, 2017 2:39 am

With the way that animal spawning works it would have to be a % chance after a window of time (like between 1-8 hours for example depending on the type of trap) with another chance for the trap to break, yep

I don't know about halving the animal's quality though. I feel that just giving base quality for that animal would be just fine because you need to consider that placing a trap on a q200 lynx node would still give you very high quality hides for a noob or for little effort.

Getting a q30 boar isn't that OP, specially when you consider that noobs can currently walk for 5 minutes and find abandoned bear corpses left by people grinding out combat discoveries
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