by 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.