RFC: Hunting Exploits

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

Re: RFC: Hunting Exploits

Postby Lyrroth » Thu Jan 24, 2019 12:55 pm

Granger wrote:
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.


only if i can control to where my character have to run off, increasing distance, instead of random direction

lets get this straight, cheesing is not fun, yeah maybe a itchy bitchy tiny bit above side-swipe until black cloud, but for fuck sake, its not fun if a group of faction or bigger village gang on defenseless bear, kill it and then fed its stuff into character that did not even participated in the kill, providing nice STR increase plus bear bones giving STR gilding bonus and guess fucking what, not even 1 hour into world progression and you have already 50 str characters digging metal or some rage chars killing all others who werent either lucky finding a bear or chosed not to cheese anything above boar, not including boar itself since it takes a bit of experience to kill that shit with just fresh character as long as you know what you are doing, on top of that. even alone bear gives you a chance to gain 20-40 str from eating it, plus gilding, compared to sad boar which gives you flat 8 str, this is assuming 1 roasted meat = 1 point. getting better bone saw right from get go, some lp from cheesing killing animals, it all fucking sums up and give you fucking advantage that normally you shouldnt be able to have. for literally no loss. yeah 10 stone,clay, board and 20 block of woods is really huge amount to pay for killing a bear

also massa if you dont know how to kill a bear using single character or even better, common practice using 1 alt at least, its ur problem
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Re: RFC: Hunting Exploits

Postby iamahh » Thu Jan 24, 2019 12:57 pm

gotta confess on 1st day I like to run rabbits into cliffs so they have no where to go but my inventoryyyy
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Re: RFC: Hunting Exploits

Postby MagicManICT » Thu Jan 24, 2019 2:33 pm

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


Makes it yummy? :)

If you like blood sausage, sure.
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Re: RFC: Hunting Exploits

Postby Fierce_Deity » Thu Jan 24, 2019 4:29 pm

There are a number of methods I'd use. Some are already mentioned but I think i'll explain them anyways.

The most common hunting exploit seems to be the usage of water and boats behind the animals to prevent them from fleeing. Lure the animal to a even slightly pointy bit of water, and have your friends or an alt place boats behind the animal. Smack until dead. We were even often able to find a 'sweet spot' where the driver could position the boat so that the animal in question could not attack him, but both passengers could freely attack the animal without ever taking a hit. Possible Solutions: 1. Animals that can't swim have no right entering shallow water 2. Let fleeing animals destroy boats, stockpiles, and liftable boulders.

A method that works for any animals, but especially walrus was to lure them to a U shaped cliff structure and jump up top. As long as the structure is long enough they won't attempt to path around, so you use an alt to place stockpiles across the opening. Then you proceed to smack them at your leisure. Possible Solutions: 1. Let some creatures climb cliffs. 2. Increase the area searched when trying to find a path to the player. 3. Why would a walrus ever chase anyone multiple grids from the water anyways? Water creatures should give up the chase easier if you run on to land. 4. Let fleeing animals destroy boats, stockpiles, and liftable boulders.

Our method for mammoths that was seldom used was to lure one to a palisade and smack it through it. Even better if its trapped inside. This method works for most animals too, but we primarily used it on bears or taming. Possible Solutions: 1. Non-Tamable animals have no place passing through a palisade gate, claimed or no. Maybe make that appear as a wall in their pathing.
Animals in general may need to be given the ability to walk over/through dead bodies.

I don't really consider outpacing an animal on horse much of an exploit, but it is there. I think wild horses should be made worse for hunting in general. Its not a trained horse, it has no right being okay with me kiting boars and bears with it. Making wild horses bad for hunting would at least delay this until people have earned it by taming a horse.
On the note of taming, you should require the player be within several tiles of the animal being tamed. This run between two boulders shit is dumb, or any other variation that may be used. It should be a 1v1 ManvsPig kind of fight, if you move away that should be failure in that session of taming.
Caves can be used to some extent for fighting animals, but it is a bit riskier as sometimes you can't get back in. Either way, mammoths on the outside could trigger a small rock fall or something on the inside.

I like the idea of fist & survival affecting animal quality the same way bows do. Some additional hunting skills or perks to the hunting credo line of things could be added to alleviate how much survival you need.

I do see the angle about how cheesing is like actual hunting, but atm the cheese is just too easy. If all of these exploits are fixed then some concessions should be made. Damaged animals should not flee at max speed, other ways to slow animals could be added, actual traps could be added. Spears could be planted in the ground so a boar impales itself. I feel like if some of these issues are fixed arrows could potentially come into play a bit more. Maybe animals can take several arrows before the q decrease begins, or maybe a credo can let us shoot without as much q decrease.
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Re: RFC: Hunting Exploits

Postby Bauta » Thu Jan 24, 2019 4:53 pm

Lots of nice ideas even though jorb didn't ask for them.
I will give my +1 to give animals soak since that is getting ignored.
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Re: RFC: Hunting Exploits

Postby joojoo1975 » Thu Jan 24, 2019 5:28 pm

you want to stop the exploits?

stop the Alt abuse

How about making the Wilderness Beacon like a Quest or something like that. where if you want to make one of those you got to do a quest to understand the principalities of the Wilderness Beacon. make the Quest take an hour or whatnot(Bonus you could have the quest be along the lines of what a new character would be doing in the first place) and after said Wilderness beacon has been built, that character cannot build another one, a one time only thing. if you want more then your alt will have to do the quest and so on and so on
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Re: RFC: Hunting Exploits

Postby Mafious » Thu Jan 24, 2019 5:36 pm

joojoo1975 wrote:you want to stop the exploits?

stop the Alt abuse

How about making the Wilderness Beacon like a Quest or something like that. where if you want to make one of those you got to do a quest to understand the principalities of the Wilderness Beacon. make the Quest take an hour or whatnot(Bonus you could have the quest be along the lines of what a new character would be doing in the first place) and after said Wilderness beacon has been built, that character cannot build another one, a one time only thing. if you want more then your alt will have to do the quest and so on and so on


and in the process make get togheter with friends a pain in the ass for anyone else. no thank you i rather mammots getting gang banged.

as people before have stated, cheesing stuff is a product of that sucking, if anything sucks enough an alt will be made to take the bullet make harvesting stuff from a beehive suck and a beekeeper alt would be born, make animals either bleedout faster when running and i mean so they can't run more than a minimap or two away, or run way slower. as a noob i can't kill bears without boats but i don't care about hunting anything i can't trap because you spend half your day running around chasing an animal that takes one or two punches more to kill, it either needs to die faster on its own from blood loss or internal injuries or run way slower. there is nothing challenging about chasin a fleeing animal, just boring and anoying.
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Re: RFC: Hunting Exploits

Postby xdragonlord18 » Thu Jan 24, 2019 6:06 pm

joojoo1975 wrote:you want to stop the exploits?

stop the Alt abuse

How about making the Wilderness Beacon like a Quest or something like that. where if you want to make one of those you got to do a quest to understand the principalities of the Wilderness Beacon. make the Quest take an hour or whatnot(Bonus you could have the quest be along the lines of what a new character would be doing in the first place) and after said Wilderness beacon has been built, that character cannot build another one, a one time only thing. if you want more then your alt will have to do the quest and so on and so on


people make bots cuz stuff is tedious if u make more stuff tedious then ur just going 2 get more bots and more alts not less use ur brain pls
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Re: RFC: Hunting Exploits

Postby linkfanpc » Thu Jan 24, 2019 6:56 pm

shubla wrote:additional ideas to previous post as It accidentally came early:

If an animal kills any character, lower quality of products that you get from the animal(depending on the stats of the character that it killed, less stats=more quality penalty), or make it completely impossible to get anything off the animal when you butcher it, if it has killed somebody. This would make using alts to lure animals etc. more difficult or impossible.

Animals should have passive counter-strikes for players. When a player hits an animal with melee attack, the animal hits back always. This would make it difficult to kill animals in close combat in early game by some abuses.

Animals should be able to swim, all of them, faster than boats of course. As many exploits use boats.

Completely disable archery from boats. (They wobble too much anyway with waves, center of mass and all!) This would fix many things

Add the mechanic from salem or something similar: Bears should have large range AOE attacks, like bear roars and your character loses hp.

Caves and houses... Preventing the player completely from going in/out of them when aggroed by animal would work to prevent abuse at least. Other option is to make the animal follow you to caves and houses.


I honestly like most of these ideas. (#5 is a bit much. Maybe just significantly reduce strength and agility?)
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Re: RFC: Hunting Exploits

Postby maze » Thu Jan 24, 2019 8:55 pm

shubla wrote:additional ideas to previous post as It accidentally came early:

If an animal kills any character, lower quality of products that you get from the animal(depending on the stats of the character that it killed, less stats=more quality penalty), or make it completely impossible to get anything off the animal when you butcher it, if it has killed somebody. This would make using alts to lure animals etc. more difficult or impossible.

Animals should have passive counter-strikes for players. When a player hits an animal with melee attack, the animal hits back always. This would make it difficult to kill animals in close combat in early game by some abuses.

Animals should be able to swim, all of them, faster than boats of course. As many exploits use boats.

Completely disable archery from boats. (They wobble too much anyway with waves, center of mass and all!) This would fix many things

Add the mechanic from salem or something similar: Bears should have large range AOE attacks, like bear roars and your character loses hp.

Caves and houses... Preventing the player completely from going in/out of them when aggroed by animal would work to prevent abuse at least. Other option is to make the animal follow you to caves and houses.


if the swim speed of animals is faster then boats. I would ask for animals to not randomly aggro people in boats unless attacked.
rather it would be better if they just run away unless it's a bear.

if you go in to a cave. animals should follow. but houses should be deaggro.
if an animal can't hit you ever 8 sec. they should just fk off and run away.
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