[Critique] Running & Bleeding

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[Critique] Running & Bleeding

Postby kemil88 » Wed Oct 12, 2016 3:51 pm

So, finally I was able to fight against a Fox, what happend? When I am about to kill it, it just run away, I did have to follow it for something like 5 minutes before he died from bleeding reciving 0-1 damage, and when pursuing him he was faster than me even when I was running, so he always escaped and I had to find him again, just to start the fight and see him escaping again bleeding, this was really stressfull!

P.S. Can I learn skills from a dead animal who died from bleeding?
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Re: [Critique] Running & Bleeding

Postby azrid » Wed Oct 12, 2016 4:20 pm

Increase bleeding damage!
I don't think you get discoveries if you aren't fighting it.
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Re: [Critique] Running & Bleeding

Postby ydex » Wed Oct 12, 2016 4:21 pm

kemil88 wrote:P.S. Can I learn skills from a dead animal who died from bleeding?


if u are still in combat if i remember correctly.

And yes, it is very annoying that the devs seam to want to encourage us to not cheese the system and trap with boats etc. and then as soon as you try to fight fair the animals run after like one chop lands for 80 dmg and then u will never see that lynx again :roll:
Last edited by ydex on Wed Oct 12, 2016 4:26 pm, edited 1 time in total.
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Re: [Critique] Running & Bleeding

Postby kemil88 » Wed Oct 12, 2016 4:24 pm

Well the problem is that I was not in ight with the Fox when it died, I just found it dead after running toward the direction it was..
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Re: [Critique] Running & Bleeding

Postby ydex » Wed Oct 12, 2016 4:26 pm

yes, so until fleeing is fixed -trap animals on rivers or cliffs :(
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Re: [Critique] Running & Bleeding

Postby ricky » Wed Oct 12, 2016 6:02 pm

I've had this problem as well.

the only reasonable option I can think of is to give animals a stamina meter once theyre wounded and flee. let's be realistic for a second, if you just beat the shit out of a fox and he decides to run away while wounded, he shouldnt be able to make it that far.

so either:
cripple wounded animals and nerf their running speeds
give wounded animals a small stamina bar, so once they run so far they'll have to slow down
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Re: [Critique] Running & Bleeding

Postby tyrtix » Wed Oct 12, 2016 6:45 pm

ricky wrote:I've had this problem as well.

the only reasonable option I can think of is to give animals a stamina meter once theyre wounded and flee. let's be realistic for a second, if you just beat the shit out of a fox and he decides to run away while wounded, he shouldnt be able to make it that far.

so either:
cripple wounded animals and nerf their running speeds
give wounded animals a small stamina bar, so once they run so far they'll have to slow down


I hink that may be cool if in pve there will be a chance of a critical hit to the animal that may cripple it! At least the various moves could have different critical effects, may give that difference in pve combats that we still miss.
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Re: [Critique] Running & Bleeding

Postby Granger » Wed Oct 12, 2016 7:03 pm

ricky wrote:give wounded animals a small stamina bar, so once they run so far they'll have to slow down

This.
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Re: [Critique] Running & Bleeding

Postby shubla » Wed Oct 12, 2016 7:06 pm

And make them leave bloodtracks to follow.
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Re: [Critique] Running & Bleeding

Postby sMartins » Wed Oct 12, 2016 7:12 pm

I have already suggested to implement a new hunting system, based on the historycal persistence hunting...so animals need stamina and the ability to swim, rest and drink from rivers/lake to restore stamina....and you have to track their footsteps trying to fatigue them.
Non aggressive animals should flee at your sight, fighting you back when they are out of stamina....
Moreover animals range (aggressive and not) should be at least the max distance view...you should only be able to see them while fleeing and on the minimap...then start the hunt trying to wound them with ranged weapons to slow themdown (using stealth or such) and then the chase began.
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