RFC: Hunting Exploits

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

Re: RFC: Hunting Exploits

Postby Lunarius_Haberdash » Thu Feb 07, 2019 5:38 pm

ErdTod wrote:Restrictions on players like not allowing to attack from boat aren't fun and realistic


Melee, he said melee from a boat. Essentially you'd have to do archery from a boat, and hope you killed it, or it'd run like hell.
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Re: RFC: Hunting Exploits

Postby Makzul78 » Fri Feb 15, 2019 1:12 pm

I am not sure if this is intended, but looks very op.
Image
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Re: RFC: Hunting Exploits

Postby razfen » Fri Feb 15, 2019 6:23 pm

As many others have posted, the big issue is that animals just zoom away at the speed of light after getting some damage in. If you're lucky, you can catch it 3 supergrids away from where you originally found it, only to reaggro the animal to make it run 3 more supergrids again. These mechanics are not fun at all.

Tackle this problem first, then we can start talking about how to stop cheesing.

Here are my observations and suggestions:

Animals just have way too many advantages over the player. Most of them are faster than players on foot. That's fine as long as the animal has a stamina bar. Persistence hunting was a thing in this period of time. So how about giving animals a stamina bar?

On the same note tied to persistence hunting, fleeing animals already leave blood trails behind, but often times it's not enough to do anything. Doubling the frequency at which a fleeing animal leaves blood trails behind could help, as well as increasing the bleeding damage animals take while fleeing.

Also: It's incredibly bothersome that animals are jesus incarnate, they can walk on shallow water and swamps at the same speed as on land. Reducing their movement speed in water would also be rather nice.
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Re: RFC: Hunting Exploits

Postby Omnipotent » Fri Feb 15, 2019 8:37 pm

razfen wrote:Here are my observations and suggestions:

Animals just have way too many advantages over the player. Most of them are faster than players on foot. That's fine as long as the animal has a stamina bar. Persistence hunting was a thing in this period of time. So how about giving animals a stamina bar?

On the same note tied to persistence hunting, fleeing animals already leave blood trails behind, but often times it's not enough to do anything. Doubling the frequency at which a fleeing animal leaves blood trails behind could help, as well as increasing the bleeding damage animals take while fleeing.

Also: It's incredibly bothersome that animals are jesus incarnate, they can walk on shallow water and swamps at the same speed as on land. Reducing their movement speed in water would also be rather nice.

+1 to these suggestions. Make animals more realistic.

We would have no reason to trap animals if they weren't impossible to catch.

The stamina bar makes perfect sense. Why should animals be allowed to run indefinitely? If we have a stamina bar, they should too.

More frequent blood trails might be nice. Or at least add some way to track from one blood stain to the next, maybe make it like roadsigns where you right click one and hit follow and it starts following the trail?

I also agree it makes no sense that animals can run in water at the same speed. They should have their maximum run speeds get lowered/capped by terrain just like we do. I can understand some water animals like walrus not getting slowed in shallow water, but if we can't sprint through it then a boar should not be able to sprint through it.
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Re: RFC: Hunting Exploits

Postby TerraSleet » Sat Feb 16, 2019 2:17 pm

+1 to animals having a stamina/fatigue bar that drops them to crawling speed when it's empty. This seems to be a unanimous decision among the community. Persistence hunting should be the main method of hunting IMO, especially for lower level players. Hunting is easy with cheesing methods, the problem is that it's near-impossible without cheesing so everyone resorts to it. Rabbits / squirrels should have a particularly small stamina bar, to introduce newbies to the stamina mechanic.
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Re: RFC: Hunting Exploits

Postby Lojka » Sat Feb 16, 2019 5:32 pm

if only we have combat move to cripple run speed...

or we can place traps, with makes the same
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Re: RFC: Hunting Exploits

Postby Lunarius_Haberdash » Sat Feb 16, 2019 8:16 pm

Omnipotent wrote:The stamina bar makes perfect sense. Why should animals be allowed to run indefinitely? If we have a stamina bar, they should too.

More frequent blood trails might be nice. Or at least add some way to track from one blood stain to the next, maybe make it like roadsigns where you right click one and hit follow and it starts following the trail?


These two ideas would go a LONG way in making it unnecessary to cheese animals.
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Re: RFC: Hunting Exploits

Postby razfen » Sat Feb 16, 2019 8:32 pm

@jorbtar:

Let's be honest here. You guys can't fix every exploit with the amount of time you guys have for development. Players can and WILL optimize everything, and by patching a hole on a sinking ship, you also open 3 other holes. This has been happening since the game's existence.

There needs to be a paradigm change in the way you guys handle exploits. Always ask the question: is this [insert any development/change/whatever here] FUN? Our goal as players is ultimately to have fun playing. Removing cheese mechanics is not going to make the game more fun, it'll just cause people to look for different exploits and cheese mechanics, and they'll find them. It'd be a lot better to simply have good hunting mechanics in the game. The moment hunting becomes enjoyable, people will probably stop cheesing animals.

It goes without saying, this applies to everything about the game, not just hunting. There's a lot of areas that would need improving (questing comes to mind instantly), because there are people out there who don't want to do anything but raise their stats and stay competitive. Having to cheese animals is not fun, but it's the optimal thing to do when your armor can break, animals run away, etc.
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