RFC: Hunting Exploits

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

Re: RFC: Hunting Exploits

Postby TheUltimateC » Thu Jan 24, 2019 9:15 am

The way i see it, with tactics involving trapping of an animal. The animal should not limit itself to going after the target that aggrod it alone, but instead if it is already aggresive, it should aggro onto other hearthlings that come close too. This would prevent them from blocking the animal with logs/boats/their body. An animal that gets cornered is one that generaly should be watched out for, predator or not, and this might mean that it lashes out at anyone around it. So it's a matter of more aggroing or changing targets really that can stop non aggrod targets from just walking up to them.

The AOE attacks that have been suggested to counter alt ganking seem perfect for stopping them against bears, and from what i've noticed mammoths already have these.
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Re: RFC: Hunting Exploits

Postby Vert » Thu Jan 24, 2019 10:18 am

i dont know
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Re: RFC: Hunting Exploits

Postby Damon_Cooper » Thu Jan 24, 2019 10:23 am

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Re: RFC: Hunting Exploits

Postby NOOBY93 » Thu Jan 24, 2019 10:24 am

.
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Re: RFC: Hunting Exploits

Postby MagicManICT » Thu Jan 24, 2019 10:39 am

Add the ranged nerf to weapons and fists. Quality of fists are always 10. (Ok, maybe we can make it equal to survival skill.) Has anyone actually thought about what beating an animal to death does to the pelt, other soft tissues, and bones? Ever try to butcher a roadkill deer or other large animal? (I'm being half serious here, half sarcastic. If this is added, I'll probably shoot myself for posting it.)
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Re: RFC: Hunting Exploits

Postby Damon_Cooper » Thu Jan 24, 2019 11:01 am

MagicManICT wrote:Add the ranged nerf to weapons and fists. Quality of fists are always 10. (Ok, maybe we can make it equal to survival skill.) Has anyone actually thought about what beating an animal to death does to the pelt, other soft tissues, and bones? Ever try to butcher a roadkill deer or other large animal? (I'm being half serious here, half sarcastic. If this is added, I'll probably shoot myself for posting it.)

I bet it was discussed in the same update thread they introduced archery nerf as "dumb as fuck" because of chances to save killed game properly between ranged and melee" but "meh, realism?"
But generally, make it so every punch will soft cap animal with your melee AND surv... :D You don't need only a good tool but a skill to use it
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Re: RFC: Hunting Exploits

Postby Hrenli » Thu Jan 24, 2019 11:25 am

MagicManICT wrote:Has anyone actually thought about what beating an animal to death does to the ... soft tissues


Makes it yummy? :)
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Re: RFC: Hunting Exploits

Postby Scilly_guy » Thu Jan 24, 2019 12:02 pm

Meat shields and punch and run seem to be the least liked cheeses, I'd consider some form of terrifying mechanic, perhaps:
Boars(?), Bears, Mammoths, Moose(?) have attacks which increase a new fear debuf, basically a roar AOE attack. This attack is less effective the higher your Will. Once your fear is at 100%, adrenaline kicks in and you uncontrollable flee from the animal for X seconds, due to the adrenaline your stamina meter is untouched. This may be a bit ugly in that you "lose control" of your character briefly but acts similar to the drift mechanic for Knarrs so they cannot be used as walls. I see no reason that large enough animals should not be able to damage boats, as for logs, can you place them on water? I know you can fell a tree so it falls on water but TBH that seems like fair play if you can manage to trap an animal by felling a tree. Although on land perhaps animals should not collide with logs? I know Seatribe logs have sometimes had collision some times not, I certainly like being able to pick a log up if I can touch any part of it, don't get rid of that at any cost.
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Re: RFC: Hunting Exploits

Postby Vraatjuh » Thu Jan 24, 2019 12:19 pm

MagicManICT wrote:Add the ranged nerf to weapons and fists. Quality of fists are always 10. (Ok, maybe we can make it equal to survival skill.) Has anyone actually thought about what beating an animal to death does to the pelt, other soft tissues, and bones? Ever try to butcher a roadkill deer or other large animal? (I'm being half serious here, half sarcastic. If this is added, I'll probably shoot myself for posting it.)


Although an insane solution, I was actually thinking along the same way. Cap quality with UA/MC or something. It will get rid of all alt hunting early on or makes the time spend vs outcome more fair since quality of materials will be lower but you can still get the bones/hide for early game items like bear-necklace / bear-cape.

It also makes it harder to find high Q animal nodes early on and takes away the stupid advantage that finding a high Q bear/moose gives you on the first week.
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Re: RFC: Hunting Exploits

Postby Granger » Thu Jan 24, 2019 12:35 pm

Scilly_guy wrote:Meat shields and punch and run seem to be the least liked cheeses, I'd consider some form of terrifying mechanic, perhaps:
Boars(?), Bears, Mammoths, Moose(?) have attacks which increase a new fear debuf, basically a roar AOE attack. This attack is less effective the higher your Will. Once your fear is at 100%, adrenaline kicks in and you uncontrollable flee from the animal for X seconds, due to the adrenaline your stamina meter is untouched.

Would be a nice solution against early world cheesing, plus it would give will a meaning.
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