Animals Quality

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

Re: Animals Quality

Postby sMartins » Sat Jan 13, 2018 3:12 pm

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

Thx, I will.

EDIT:

Well after reading the previous discussion, that turns out I had already read in the past, but forgot about it :D .... I have some considerations.

So the main topic was pretty much about exploiting/camping sites/botting .... factions advantages or whatever. Those things are all not really interesting to me, cause, as always, my line of thoughts is the game needs to be beautiful/fun first and only then efficient, of course better if both.
Considering this I still think that random quality for animals woul be more fun/exciting for the average player, the feeling of being rewarded would be better that way ... after you hunt some animals and finally you get a good one would be a good feeling for the game and fun, kinda slot machine like someone already said.

Tou I can see now, how implementing random quality would mean no limit in the numbers of quality animals you can hunt indefinately ... while, right now, having nodes, once there are no more animals on the node you cannot hunt anymore/move to new location if you manage to find a new one.
So yes, this could lead to problematic behaviors from people with no life that will keep hunting 24/7 , or bots.

So, in short, the main problematic to me is finding a way to limit the number of animals you can hunt combined with a random quality system, that as I said woul be more enjoable/rewarding ... and fitting more the hunt concept, in contrast with foraging.

My personal solution to this would be making hunting slower paced than what right now it is, don't get me wrong .... I think hunting has already improved a lot, now animals start to flee also when you lure them in deep water, that's great ... slowly exploits are being addressed.
Adding to this, I'd love to see some more tactics involved, instead of being just mobs to beat ... so yeah, stealth mechanics to approach them, landing hits/shoots on them when they are not aware in contrast of what we have right now where an "attack" option simply transform them in mobs to beat.
I know this could appear difficult to accomplish but I have a solution I'd like you to consider:

Make archery/throwing weapons the way to hunt .. so that we finally find a good place for archery and at the same time we can improve hunting a lot, having to land our shoots instead of having animals aggroing us simple with an "attack" option.
UA and MC could still be used to defend ourselves from aggresive animals and from animals that attack us while hunting, but not to finalize our hunts.
No more hunting with shield and swords, we just need to be able to dodge/defend ourself from the animal we are hunting, but the fatal blow/damage should be with ranged weapons ( better if in combination with some kind of stealth mechanic)
In my opinion this is a good idea, let me know. ( of course then archery could still be used for pvp, but of course weaker effects in comparison to hunting)
P.S. Also, in combination with a slower paced hunting system, animal corps should maybe provide a bit more resources each units, that sounds legit.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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