Speed of fleeing animals need a nerf

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Re: Speed of fleeing animals need a nerf

Postby SacreDoom » Mon Jan 23, 2017 8:36 am

Avu wrote:Animals should slow down the more they are damaged and should bleed out the more they are damaged.


This really feels like the best and most obvious solution. It makes no sense for an animal beat within an inch of its life to sprint away like it's got a rocket up its ass.
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Re: Speed of fleeing animals need a nerf

Postby Necroliter » Mon Jan 23, 2017 3:18 pm

You can chase foxes and badgers to death, as well as mouflons. Just kill them on terrain that allows 4th speed. Usually 1 chop is enough to finish them and foxes/badgers can be chased on 3rd speed for long enough to give you 1 chop.

In the forest, though, stamina drain is immense and not being able to sprint on 4th speed means that one obstacle will ruin your hunt. You still can chase on 3rd speed in straight line.

So yea, while i manage to hunt escaping animals, looking for suitable fighting ground is not much fun.
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Re: Speed of fleeing animals need a nerf

Postby Granger » Mon Jan 23, 2017 4:02 pm

Necroliter wrote:So yea, while i manage to hunt escaping animals, looking for suitable fighting ground is not much fun.


Finding a suitable fighting ground is impossible for flying stuff that, when deciding to flee, goes on it's merry way at sprint speed.
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Re: Speed of fleeing animals need a nerf

Postby Hrenli » Mon Jan 23, 2017 4:07 pm

Granger wrote:Finding a suitable fighting ground is impossible for flying stuff that, when deciding to flee, goes on it's merry way at sprint speed.


Well, if we are talking swans - they don't flee before taking ~70-80 damage. So it's enough to punch/kick them up till 50+, make sure you aren't standing in the water and deliver one nice swift killing blow. No need at all to make them flee. Ducks are another story, but it's actually quite fun mini-game to hunt them. And it all makes sense with the fliers. It's the land-runners which are a headache...
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Re: Speed of fleeing animals need a nerf

Postby Granger » Mon Jan 23, 2017 4:11 pm

Hrenli wrote:
Granger wrote:Finding a suitable fighting ground is impossible for flying stuff that, when deciding to flee, goes on it's merry way at sprint speed.


Well, if we are talking swans - they don't flee before taking ~70-80 damage. So it's enough to punch/kick them up till 50+, make sure you aren't standing in the water and deliver one nice swift killing blow. No need at all to make them flee. Ducks are another story, but it's actually quite fun mini-game to hunt them. And it all makes sense with the fliers. It's the land-runners which are a headache...


In case 'fliers' wouldn't be able to ista-start (in the way that they would have to move some tiles to gain speed for takeoff) it could be fun, as it is it's *meh*.
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Re: Speed of fleeing animals need a nerf

Postby Moonpoppy » Mon Jan 23, 2017 4:42 pm

It's annoying, but the majority of time it's preventable... I usually just make it so the animal is between me and the water! That way they have to bounce off and come (kinda) back towards you. Also using cliffs works. Bats in caves are to easy not even worth mentioning.

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Re: Speed of fleeing animals need a nerf

Postby Avu » Mon Jan 23, 2017 9:38 pm

So you're saying exploiting them helps?
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Re: Speed of fleeing animals need a nerf

Postby riker88 » Tue Jan 24, 2017 8:49 pm

I think wounded animals who flee should slowly bleed out and die, maybe a short burst of fleeing speed followed by a crawl speed as they die. They should only flee when at 90% health, no more fleeing and having to keep re-aggroing that is unrealistic.

Hunting with bows should do the damage they use to prior to their nerf. It's bad enough the quality of the animal is now capped by the arrow quality but hunting has traditionally been a one shot kill sport.
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Re: Speed of fleeing animals need a nerf

Postby MadNomad » Tue Jan 24, 2017 8:54 pm

indeed, we shouldn't even make any effort to get profit, devs should just spawn a lot of dead animal corpses around the world :roll:
this thread is silly
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Re: Speed of fleeing animals need a nerf

Postby Kearn » Sat Jan 28, 2017 5:31 am

bleed damage is far too slow to be useful outside of very, very near death animals, and if an animal is so mortally wounded that it is bleeding out it should not be able to sprint nearly indefinitely

tracking animals via blood trail is basically useless because the blood drops are not only relatively infrequent but difficult to spot and as such leave an incoherent trail that does not indicate direction at all

if bears still have 800 hp like they used to, doing 400 damage to one before it escaped and letting it bleed at like 4 damage every 30 seconds or w/e it is would require about an hour of trailing it waiting for it to keel over
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