RFC: Hunting Exploits

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

Re: RFC: Hunting Exploits

Postby Scilly_guy » Thu Jan 24, 2019 11:46 pm

Massa wrote:EDIT: To respond to the idiot who suggested we lose control of our characters in a 'frightened' state because an animal roared: fuck that. Fuck 'crowd control', fuck losing my own autonomy to stupid shit and my own ability to make decisions. Fuck that. That is stupid and a stupid decision in ANY game.

Thank you for such eloquent feedback, I was merely suggesting that a brand new 10 stat alt shouldnt be able to block a bear/mammoth and suggesting that by forcing it to run for... 5 seconds, not even that 2 or 3 would be enough, hardly seems game breaking. And frankly if you can't gain a few points of will then you don't deserve to have free will! Whats more if a newbie really has just stumbled into a bear then giving a quick free bit of stamina could be seen as a nice thing.

I also support bringing back animals killing us, at least more often than never.
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Re: RFC: Hunting Exploits

Postby Massa » Thu Jan 24, 2019 11:50 pm

Scilly_guy wrote:
Massa wrote:EDIT: To respond to the idiot who suggested we lose control of our characters in a 'frightened' state because an animal roared: fuck that. Fuck 'crowd control', fuck losing my own autonomy to stupid shit and my own ability to make decisions. Fuck that. That is stupid and a stupid decision in ANY game.

Thank you for such eloquent feedback, I was merely suggesting that a brand new 10 stat alt shouldnt be able to block a bear/mammoth and suggesting that by forcing it to run for... 5 seconds, not even that 2 or 3 would be enough, hardly seems game breaking. And frankly if you can't gain a few points of will then you don't deserve to have free will! Whats more if a newbie really has just stumbled into a bear then giving a quick free bit of stamina could be seen as a nice thing.

I also support bringing back animals killing us, at least more often than never.

I would rather see animals just fucking off people, or maul them while they're down rather viciously. Adds risk.

But making me lose my own volition and control of my own actions because le scarry doggi went 'boof'? What, come on guy. People are smart, and logical. They run when the situation tells them danger is imminent, are cautious and don't, even when in a precarious one. If a person knows he can make it to safety up a cliff a bear can't climb, and his buddy can (do something) to trap the bear in a compromised position, they'll probably do just that, and not run away because the bear made a noise. Why not have a KOing blow knock someone a few feet forward or something, with collision?
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Re: RFC: Hunting Exploits

Postby MagicManICT » Fri Jan 25, 2019 1:22 am

maze wrote: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.

The only thing that should swim faster than a man rowing would be an aquatic animal--walrus comes to mind, whales (since they were in the video), that new cave angler, etc. A person can most definitely out row a bear... and probably outswim, too.
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Re: RFC: Hunting Exploits

Postby rasln » Fri Jan 25, 2019 1:36 am

IMHO a couple changes could make it better. That i don't know if someone already said, buuuut

First would be animals having a better IA. Like, if i agroo an animal that was doing nothing to anyone and just run away, why the fuck would it chase me for days? Just for the lulz?
If a player agroo a animal and run for too long the animal could just be "bored" and stopping chasing him. Until the player finally attacks the animal and then makes it really want to "defend himself". In another words, if an animal can't attack or reach the player for some reason, it will just run.

"But then how could we 'cheese' them or use our 'smarts'?"

Traps.
If could use some kinds of traps. Rabbit traps, bird traps, and, hell, even bear traps.
The time the traps would work is relativelly to it's Q and the animal "strength". So low q traps would hold bears for seconds while high q ones for minutes. We would still use our "smarts" but without the non-sense of agrooing a boar by calling it names from a boat while using a bow.

i.e.: A bear trap, while using a trap to hold a bear it would be easy to kill it with arrows. But the furious monster could break free at any moment and slash of to death. So it would be "possible" for low levels players, but risky anyways,
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Re: RFC: Hunting Exploits

Postby RedKGB » Fri Jan 25, 2019 3:48 am

Would it be better the have the animal get stronger with more people hitting it. It increases in damage being dealt and have a higher health bar, like at 3 people no buff, at 4 people 25% buff, at 6 people 50% buff, at 8 75% and so on?
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Re: RFC: Hunting Exploits

Postby Massa » Fri Jan 25, 2019 4:32 am

RedKGB wrote:Would it be better the have the animal get stronger with more people hitting it. It increases in damage being dealt and have a higher health bar, like at 3 people no buff, at 4 people 25% buff, at 6 people 50% buff, at 8 75% and so on?

What is with these ideas?

If anything, animals get much less intimidating when there are more people distracting and attacking it.
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Re: RFC: Hunting Exploits

Postby RedKGB » Fri Jan 25, 2019 4:49 am

Massa wrote:
RedKGB wrote:Would it be better the have the animal get stronger with more people hitting it. It increases in damage being dealt and have a higher health bar, like at 3 people no buff, at 4 people 25% buff, at 6 people 50% buff, at 8 75% and so on?

What is with these ideas?

If anything, animals get much less intimidating when there are more people distracting and attacking it.


If anything, animals become more dangerous when cornered and surrounded. I been on many deer drives using dogs, when a buck is cornered, it will use its antlers to attack with while trying to escape. Also hog hunts are the same way, when you wound a hog with dogs, if you try to get too close to delivery the killing shot, you are at the most risk for injury.

This system I original describe would punish zerg attacking of animals, while still allowing the small team approach to hunting.

If you add in both logs and boats being able to be destroyed by animals, you fix a lot of the ways hunting is done.

Also please, all ready mentioned, if an animal is wounded, it should not be able to run a marathon with no side effects, if the animal has a bleed on it, then running will make it die faster, just father way.
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Re: RFC: Hunting Exploits

Postby Massa » Fri Jan 25, 2019 5:19 am

RedKGB wrote:
Massa wrote:
RedKGB wrote:Would it be better the have the animal get stronger with more people hitting it. It increases in damage being dealt and have a higher health bar, like at 3 people no buff, at 4 people 25% buff, at 6 people 50% buff, at 8 75% and so on?

What is with these ideas?

If anything, animals get much less intimidating when there are more people distracting and attacking it.


If anything, animals become more dangerous when cornered and surrounded. I been on many deer drives using dogs, when a buck is cornered, it will use its antlers to attack with while trying to escape. Also hog hunts are the same way, when you wound a hog with dogs, if you try to get too close to delivery the killing shot, you are at the most risk for injury.

This system I original describe would punish zerg attacking of animals, while still allowing the small team approach to hunting.

If you add in both logs and boats being able to be destroyed by animals, you fix a lot of the ways hunting is done.

Also please, all ready mentioned, if an animal is wounded, it should not be able to run a marathon with no side effects, if the animal has a bleed on it, then running will make it die faster, just father way.

I guess this is fair, but I'd still like a way to STOP a running animal. Realistically, and concisely.
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Re: RFC: Hunting Exploits

Postby Thrawn00 » Fri Jan 25, 2019 6:50 am

I've personally used logs to build a pin to trap an animal along a cliff. Pole fence doesn't work animal busts through, but palisades can work expensive to build though for the process. I would have a palisade built along a cliff let the animal wander in or chase me in and run around or have a friend close the gate. Then it's safe range killing. Logs laid as a fence was easiest to do without cost. While the loot would take a major q hit, even a minor boost in having decent q bones to make an early saw I can see unbalancing things.
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Re: RFC: Hunting Exploits

Postby DauntlessGolem » Fri Jan 25, 2019 7:43 am

Palisade cheesing and the like should go, but boat hunting seems reasonable and is a close real world equivalent on actual hunting. Maybe if they didn't run away so much faster than you after taking 100+ damage it would feel better to hunt. People will always try to cheese it because wounds can be crippling, especially when there's no way to heal them early on. (Bats and Something Broken *grumble grumble*)
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
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