No. My real issue is I find it very unrealistic that you can only find ...to borrow an analogy used by someone else earlier... a 16 point buck in a specific region of the world. In the real world, the same forest which "spawns" 16 point bucks also "spawn" what hunters call "points".pppp wrote:CaddoPuma wrote: claiming off a known highq animal nodeCaddoPuma wrote:And with all that complication, it's still node based.
Isn't it that your real problem is nodes can be claimed and you are denied access to them ?
Good point. I never looked at it that way. But claiming them off or donuting them or w/e isnt really my issue. As stated above, it isnt realistic to me to have "trophy animals" only spawn in a specific area when lesser animals of the same species spawn all over.Lunarius_Haberdash wrote:CaddoPuma wrote:So starving to death waiting for 1 animal to q up an unknown amount over an unknown space of time would be abuse, but claiming off a known highq animal node isnt? I think if a Hearthling is hungry or needing leather, curios, bones, etc; he's going to take that animal when he needs it, regardless of its q or age. But if he knows where a node is, he'll go to that place first instead of taking the first animal he finds, the way a true hunter would.
No, claiming that area would not be abuse even were it possible, it would be a historically accurate way of managing important hunting areas.
But at the end of the day, all of this is pointless, seeing how the mechanics dont work the way I thought they did and the very thing I do have an issue with...nodes...is part and parcel of what H&H has always been. I still think it's a good idea, but it isnt a good idea for this game. Maybe when I learn coding, I'll make my game that doesnt have nodes. But until that happens, I'll continue enjoying H&H.