Animals should be aggressive when reaggroed

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

Re: Animals should be aggressive when reaggroed

Postby Kirche » Fri Feb 03, 2017 11:38 am

In addition to this, animals should enter flee state if they cannot path to their target.
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Re: Animals should be aggressive when reaggroed

Postby Potjeh » Fri Feb 03, 2017 11:41 am

Sounds like a good way to nerf boat hunting, but I'm a bit concerned it'd make taming too easy.
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Re: Animals should be aggressive when reaggroed

Postby sMartins » Fri Feb 03, 2017 11:44 am

Kirche wrote:In addition to this, animals should enter flee state if they cannot path to their target.

Yeah this is good to me and I already tried to suggest this previously. For the taming problem they would not be tamable only entering in flee mode without taking damage or being defeated in combat. Taming based on damage.
Btw probably this
Kirche wrote:... if they cannot path to their target....
is the problem in coding it.
Cause from what i understood untill now....animals don't know where you are at anytime, they only know your last avaible position....in short, probably you only need to step on shallow water and immediately come back to deep water to make them repedeatly enter and exit flee mode....so i guess this is why it's not an avaible option.
The main problem of hunting to me is it requires AI and pathfinding....hard stuff. So I would rather think an alternative way where you are not able to bring animals where you want simply aggroing them. This is why i'm not in favour of OP idea.
Last edited by sMartins on Fri Feb 03, 2017 12:03 pm, edited 8 times in total.
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Re: Animals should be aggressive when reaggroed

Postby Kirche » Fri Feb 03, 2017 11:45 am

Potjeh wrote:Sounds like a good way to nerf boat hunting, but I'm a bit concerned it'd make taming too easy.


Perhaps an alternative flee state that does not award taming points then.
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Re: Animals should be aggressive when reaggroed

Postby Avu » Fri Feb 03, 2017 11:51 am

Traps and snares please.
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Re: Animals should be aggressive when reaggroed

Postby Potjeh » Fri Feb 03, 2017 12:38 pm

sMartins wrote: So I would rather think an alternative way where you are not able to bring animals where you want simply aggroing them. This is why i'm not in favour of OP idea.

But you can already do this. How does my suggestion make this any easier?
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Re: Animals should be aggressive when reaggroed

Postby Kearn » Sun Feb 05, 2017 11:59 pm

theory: hunting would be better if animals would only flee if they initiated combat and started taking damage but would fight to the death if it is the player that started combat

almost every animal in this game irl will opt to kill you to death in an adrenaline-fueled rage if injured and/or cornered, even with mortal wounds. a lot of predatory animals that attack a person will run away if sufficiently intimidated or wounded though. prey animals will just nope out though unless you actually catch them, in which case they probably will try to kick you or gouge you with horns/antlers/tusks/whatever. maybe hunting would be more reasonable if prey animals would try to avoid people but were still possible to catch and would fight to the death in the event they were caught up to, either via some novel stealth mechanic (hey look a use for stealth) or brute force with a boat or horse

a significant damage buff for stealth hunting with a bow would be useful for making ranged weapons relevant again, since almost 100% of hunting historically has been with some kind of ranged weapon

i think perhaps this system would work better by allowing people to fight off aggressive predators while still being able to hunt more skillfully and with no need for exploits or other garbage

if this should be its own thread split it off plz ty
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Re: Animals should be aggressive when reaggroed

Postby Glorthan » Mon Feb 06, 2017 3:09 am

Kearn wrote:a significant damage buff for stealth hunting with a bow would be useful for making ranged weapons relevant again, since almost 100% of hunting historically has been with some kind of ranged weapon

Softcap needs to go before people will even consider ranged hunting for pve.

I like your idea though, it makes sense for most animals, and would make hunting much more enjoyable.
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Re: Animals should be aggressive when reaggroed

Postby MrPunchers » Mon Feb 06, 2017 4:19 am

Glorthan wrote:
Kearn wrote:a significant damage buff for stealth hunting with a bow would be useful for making ranged weapons relevant again, since almost 100% of hunting historically has been with some kind of ranged weapon

Softcap needs to go before people will even consider ranged hunting for pve.

I like your idea though, it makes sense for most animals, and would make hunting much more enjoyable.

Unaware animals get hit for a %damage bonus that is calculated by: Stealth[of player]*3-((Perc/Agi[of animal])*2)=% bonus of damage, so if you had 70 stealth, and the animal had 170 "dodging ability", you'd hit for 40% extra damage. The equation is just for show and in no means should be what actually happens but I would like if this is how it worked if you hit an unaware animal.
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Re: Animals should be aggressive when reaggroed

Postby jorb » Thu Jun 29, 2017 2:00 pm

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