Let's revisit animal traps

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

Let's revisit animal traps

Postby jordancoles » Tue May 23, 2017 6:47 am

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Snares:
Small-game snares can be made from the interior strands of parachute cord, braided strands of sinew, or fishing line. Snares stout enough to secure game as large as deer need to be made of rawhide or parachute cord.
Ground Snare:
Position the snare at head height and tie off the end to a tree, a stake in the ground, or a log that the animal can only drag a short distance as the noose tightens. Make snares from cord, fishing line, or wire if available.

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Spring Snare:
This set a trigger that snatches game into the air as it strains against the noose. It's good for rabbits and game as large as deer.

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Deadfall Traps:
Deadfalls that use logs or rocks to squash prey are typically baited, but they also work along trails or outside burrows when a passing animal or bird brushes against the trigger.

Spring Deadfall (above)
One of the easiest traps to make and set, the spring deadfall depends upon the game worrying the bait, so it's best used for carnivorous animals and rodents such as pack rats.

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Tension Traps
Employing fire-hardened spear points under tension, these can be deadly to predator and prey alike. Always set and approach an impaling trap cautiously from behind and use only in an emergency in remote areas, where another human or domestic animals are not going to blunder past.

This trip-wire set is effective for wild pigs, deer, or other game that regularly sticks to defined game trails. Make certain the horizontal thrust of the spear is at a level that will impale the body of the game sought. This is an extremely dangerous trap; use it with caution.

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Birds can be much easier to trap than mammals and should be among your first targets for a meal.

Ojibwa Bird Pole (above)
Set this trap in a large clearing where birds will naturally seek it out as a landing place.
- Step One: Sharpen both ends of a 6-foot pole and drill a small hole near one end. Drive the other end into the ground until it is secure.
- Step Two: Cut a 6-inch-long stick that will loosely fit into the hole. Tie a rock to a thin cord and pass the cord through the hole in the pole, then make a slip noose that drapes over the perch.
- Step Three: Tie an overhand knot in the cord in back of the slip noose and place the stick against the hole. Tension should hold it in position. When a bird flies down and perches, it will displace the stick, the rock will fall, and its feet will be caught as the loop quickly slides through the hole.

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Fish swim next to banks at night or move from deep holes into shallow water to feed. They can often be directed into traps from which they are unlikely to escape.

Funnel Trap (above)
Make the walls of the funnel trap with piled-up stones or tightly spaced sticks driven solidly into the river or lakebed. Close the entrance to the trap, roil the water, then either spear the fish or net them with a seine made by tying a shirt or other cloth between two stout poles.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Let's revisit animal traps

Postby viznew » Tue May 23, 2017 6:59 am

i whould love traps, i think thay should decay kinda fast and mabye take a decent amount time to set up (so dont see just massive feilds spamed with traps)
mabye also repels animals if any caught in trap (for a more tatical setup needed when laying traps)
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Re: Let's revisit animal traps

Postby DDDsDD999 » Tue May 23, 2017 11:03 am

I don't think you covered the most important aspect: How would they grant combat discoveries?
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Re: Let's revisit animal traps

Postby 2d0x » Tue May 23, 2017 11:30 am

DDDsDD999 wrote:...How would they grant combat discoveries?

They will give booty (traps can be used by weak characters). As for the combat discoveries:

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Re: Let's revisit animal traps

Postby jordancoles » Tue May 23, 2017 11:51 am

Basically it would be for new characters to kill boars or foxes and other small animals without needing relatively high ua/mc
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Let's revisit animal traps

Postby Sevenless » Tue May 23, 2017 12:05 pm

There is indeed a lag phase where you want the meat, but lack the access to easily killing them as a beginner. Even if you could boat cheese, a lot of beginners won't understand it. At current it's solved by random corpses from advanced players being left around. But that's only true after the world gets developed.

And I don't see why it needs to give combat cards. The progression system for combat is fine imo.
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Re: Let's revisit animal traps

Postby Headchef » Tue May 23, 2017 2:00 pm

Could be a funny idea.

But definitely has to stay near to animal as of now since they don't walk around when unloaded.
Would also be funny if boar actually wasn't dead when sprucecap tries to skin it, gets back up in new boar rage phase only gotten from failing to kill it with trap :D

Risk free lets put some wood and string and maybe a bait here and there you go dead animals seems too straight forward..
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Re: Let's revisit animal traps

Postby jordancoles » Wed May 24, 2017 4:22 pm

It would be fun to agro ("taunt") wild boars and pull them through a series of traps and whatnot

A lot of effort for one kill in the late game, but super fun early worlds imo
Last edited by jordancoles on Sun Jul 30, 2017 2:26 am, edited 1 time in total.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Let's revisit animal traps

Postby NOOBY93 » Wed May 24, 2017 4:32 pm

jordancoles wrote:It would be run to agro ("taunt") wild boars and pull them through a series of traps and whatnot

A lot of effort for one kill in the late game, but super fun early worlds imo

Smells like "botted" to me
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Re: Let's revisit animal traps

Postby Sevenless » Wed May 24, 2017 4:43 pm

NOOBY93 wrote:
jordancoles wrote:It would be run to agro ("taunt") wild boars and pull them through a series of traps and whatnot

A lot of effort for one kill in the late game, but super fun early worlds imo

Smells like "botted" to me


You think that'd be easier to bot than the current system of QB + cleave?
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