Animals Quality

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

Re: Balance Idea: Animal Quality Spawns

Postby shubla » Tue Jan 09, 2018 7:36 am

jorb wrote:
Sevenless wrote:Personal preference? Add seasons. Make max animal Q based on said season. Bears peak in summer, moose peaks in fall, mammoth in winter etc. Within that framework animal quality is RNG, and all big animal types become best in the world in their given season.


This could be interesting.

Idk. I'm torn on this. I like the fact that I know where a couple of good bear and moose spots are, but I can see it becoming busted for a higher faction that checks the q500 mammoth spot all day erry day. Not sure what the meaningful inbetween is.

Maybe the good spots could change their location every now and then. As you hunt all the good ones, there are only bad ones left.
This way there could still be some spots that yield good quality animals, but they would not be permanent, which would make just alt checking them a bit more difficult as you would have to find new ones when they move and so on.
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Re: Balance Idea: Animal Quality Spawns

Postby Raiga » Tue Jan 09, 2018 8:21 am

jorb wrote:Idk. I'm torn on this. I like the fact that I know where a couple of good bear and moose spots are, but I can see it becoming busted for a higher faction that checks the q500 mammoth spot all day erry day. Not sure what the meaningful inbetween is.

Animal q can be hardcapped at the moment it spawns by survival (or lore?) of the character who triggered it: AnimalCap=max(AnimalBaseQ,CharacterSkill). This also means q60 bears at day 1. Slower progression yay!
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Re: Balance Idea: Animal Quality Spawns

Postby Granger » Tue Jan 09, 2018 10:24 am

Raiga wrote:
jorb wrote:Idk. I'm torn on this. I like the fact that I know where a couple of good bear and moose spots are, but I can see it becoming busted for a higher faction that checks the q500 mammoth spot all day erry day. Not sure what the meaningful inbetween is.

Animal q can be hardcapped at the moment it spawns by survival (or lore?) of the character who triggered it: AnimalCap=max(AnimalBaseQ,CharacterSkill). This also means q60 bears at day 1. Slower progression yay!

This sounds like a good solution to early world cheesing.
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Re: Balance Idea: Animal Quality Spawns

Postby Raiga » Tue Jan 09, 2018 12:01 pm

Granger wrote:This sounds like a good solution to early world cheesing.

Why's that? You will be only able to spawn base quality animals by walking around as a fresh alt. That means that only dedicated hunter can spot high quality animals that can spawn in high quality spot.
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Re: Balance Idea: Animal Quality Spawns

Postby Granger » Tue Jan 09, 2018 1:14 pm

Just wanted to point out the effect for the beginning, these don't contradict the ones it'll have later.
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Re: Balance Idea: Animal Quality Spawns

Postby Potjeh » Tue Jan 09, 2018 2:17 pm

How about manually creating hunting nodes? Ie all animals are normally at their base q, but you can setup feeders to boost wildlife q in an area.
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Animals Quality

Postby sMartins » Sat Jan 13, 2018 2:51 am

While I love the quality system based on nodes for forageable and many other stuff to incetivate exploration, etc.., I dislike it for animals ... I think would be way more exciting not knowing the quality of wild animals untill you hunt them.
I realize that would be a relevant change, but I think also that would be more satisfying and unpredictable that way. I mean, you can feel more the reward once you hunt a good prey. (maybe their stats related to quality also, so when you are fighting you can feel somewhat if it's strong, good quality, or weak, bad quality ... low quality will flee sooner, etc.. etc.. you get the point)
So yeah, in short, random quality for wild animals.
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Re: Animals Quality

Postby Granger » Sat Jan 13, 2018 7:58 am

Already discussed and discarded as boring, as it would be a simple slot machine and give the incentive to just slaughter everything that moves because there wouldn't be a way to learn anything.
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Re: Animals Quality

Postby sMartins » Sat Jan 13, 2018 2:11 pm

Well, I thought about that, and what I think it's that is already happening for quality in restricted areas, dead zones, where there is not any sign of life .... and for combat moves where you find a lot of dead bodies .... I think with random quality at least the "dead zones" would be more spread out over the map.
The only negative point I can see about random quality for animals is that you cannot find a good quality at your will, that I think is reasonable for hunting, in contrast with foraging.
As I said, I think that way would be more rewarding when you manage to find a good quality animal ... instead of knowing for sure that there is good quality in that spot ... I mean animals move around, they are not vegetables.
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Re: Animals Quality

Postby Granger » Sat Jan 13, 2018 2:57 pm

Merged with the relevant topic, please read up on why your suggestion had been discarded prior to you making it.
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