Hunting, everyworld, same thread for 8 worlds going.

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

Re: Hunting, everyworld, same thread for 8 worlds going.

Postby Grable » Fri Feb 15, 2019 11:22 am

Alright, so since it's probably going to take a while for devs to make changes so that animals don't run off at speed of light every time:

What's the most efficient way to "fight" animals running away? I know about boat blocking on shallows but that's kinda situational/needs a good spot. What's the best way to break combat and stop animals from running away?
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby terechgracz » Fri Feb 15, 2019 5:31 pm

DPblH wrote:This means that server should track stamina value for every animal per frame which can be expensive.


Well, not even close to expensive. We're not in era of clockwork computers XD. And nvm, its just one iteration per server update.
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby MooCow » Fri Feb 15, 2019 9:42 pm

Current options for killing animals.

  • Use a real weapon, don't let it run
  • De-aggro when it runs, follow the blood
  • Ride a horse
  • Fight the animal where it can't run
  • Bring a buddy

Current options for not killing animals.

  • Chase animal while in combat till you run out of stamina, then let them get at max distance before they loose aggro, and when they finally stop running, they are so far away they despawn.

Even using just a stone axe you can constantly kill animals that have under 300 hp. If you are fighting stuff stronger than a horse, you should just tame a horse.
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby Grable » Wed Feb 20, 2019 8:45 am

I want to bump this thread to reiterate that current hunting mechanics aka chasing after animals with infinite stamina is zero fun.

Animals should progressively run slower when running away wounded.
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby Granger » Wed Feb 20, 2019 9:25 am

MooCow wrote:Even using just a stone axe you can constantly kill animals that have under 300 hp.

If you have killed enough random shit to get chop.
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby Lightning2 » Wed Feb 20, 2019 10:34 am

MooCow wrote:Current options for killing animals.

  • Use a real weapon, don't let it run
  • De-aggro when it runs, follow the blood
  • Ride a horse
  • Fight the animal where it can't run
  • Bring a buddy

Current options for not killing animals.

  • Chase animal while in combat till you run out of stamina, then let them get at max distance before they loose aggro, and when they finally stop running, they are so far away they despawn.

Even using just a stone axe you can constantly kill animals that have under 300 hp. If you are fighting stuff stronger than a horse, you should just tame a horse.


How does "using a real weapon" not let it run?

Also can you give these fuckers stamina already so we don't have to run a bunch of grids after animals that have basically been cut down and bleeding waterfalls of blood?

And with no technical experience about the current situation I find it rather painful to see people judging performance cost on stamina bars of (apperantly all animals who have to be tracked every server frame?? It's time to stop)

Thanks for reading and please consider Jorb loftar :D

Ps wolverines suck the most
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby Grable » Wed Feb 20, 2019 10:42 am

Granger wrote:If you have killed enough random shit to get chop.

I have Chop. But I only have Quick Barrage as an IP generator. Now imagine fighting a Wolverine:
- get a few Quick Barrages in to get 25+ red opening
- generate IP
- start throwing punches to get green opening
- bitch runs away
- ok fine let's break combat, look for it 2 grids away, reaggro
- since combat was broken, all IP gone and openings restored
- start generating IP with Quick Barrage and punches for green
- runs away after just taking 8-10 damage. Every single time. I had to let it go and reaggro it like this about 10 times more, since it runs away at speed 4 after taking ~10 damage every time...

How is this fun? I know Wolverines are a bit of a special case as other animal don't run away quite as early, but come on.
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby Yasodhara » Wed Feb 20, 2019 12:17 pm

Pretty sure a lot of people know about this, but for those unaware. You could un-aggro an animal at the start of the combat and immediately re-aggro it after it starts fleeing. It will run back to you, rinse and repeat. Depending on what animal it is and how much damage you did in 1 hit, it may take a couple of cycles of de-aggro re-aggro for it to come back, so you might need to up your clicking game, but it's still better than chasing animal for half an hour.
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby MooCow » Wed Feb 20, 2019 9:37 pm

Granger wrote:If you have killed enough random shit to get chop.


This is a very good point, but it is a separate problem from animals running away. I just hunt bats and boars till I have enough moves.

Lightning2 wrote:
How does "using a real weapon" not let it run?


A decent stone axe, or shitty bronze sword will do over 100 damage with a good hit.
You hit with weak strikes raising it's openings and lowering it's hp right to before fleeing. You then hit it hard and kill the animal. People have been hunting this way since forever.

Grable wrote:I have Chop. But I only have Quick Barrage as an IP generator. Now imagine fighting a Wolverine:
- get a few Quick Barrages in to get 25+ red opening
- generate IP
- start throwing punches to get green opening
- bitch runs away
- ok fine let's break combat, look for it 2 grids away, reaggro
- since combat was broken, all IP gone and openings restored
- start generating IP with Quick Barrage and punches for green
- runs away after just taking 8-10 damage. Every single time. I had to let it go and reaggro it like this about 10 times more, since it runs away at speed 4 after taking ~10 damage every time...

How is this fun? I know Wolverines are a bit of a special case as other animal don't run away quite as early, but come on.


Sadly, you don't have the moves required to fight properly with quick barrage. Blue-Red together because cleave, other colours for similar reasons. You also need to keep track of at what hp you should strike at

You need to wade through the corpses of a ton on bats, boars, and other animals that can't run away before you can fight for real. It could use a lot of polishing, but it is an intended part of the game.
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Re: Hunting, everyworld, same thread for 8 worlds going.

Postby wildair » Thu Feb 21, 2019 1:32 am

Agreed. If the point is to make the game more 'realistic' then the hunted need to experience stamina or slow from injuries. If the point is to make the hunting experience more challenging, how about some type of a mini-game to hunt the animal back down without it disappearing into no where and despawning.
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