Fight or flee instinct for animals

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Fight or flee instinct for animals

Postby Zepar72 » Thu Feb 07, 2019 2:25 pm

As for now, animals can do 3 things when they are hunted: fight back, flee (when low on hp) and . . do absolutely nothing, as you hurl arrows/stones at them from a boat/cliff. My idea is to remove the third behavior - if animal is in combat and can't reach it's target, it should immediately start running away.
I guess it would prevent some cheese hunting, which people defend by saying "it's how ancient people used to hunt". Well, ancient animals weren't so keen on dying, compared to Haven animals, as they are right now.
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Re: Fight or flee instinct for animals

Postby Aceb » Thu Feb 07, 2019 2:28 pm

Don't know if I'm doing something wrong, but animals tend to run after 2 shots and if You didn't trapped them between logs and stuff, it will flee. Unless it's a boar, then it gets fistted into butt until it re-aggros.
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Re: Fight or flee instinct for animals

Postby Hrenli » Thu Feb 07, 2019 3:12 pm

Zepar72 wrote:if animal is in combat and can't reach it's target, it should immediately start running away.


And what happens if you almost immediately make yourself reachable again? Should the animal turn back at you or keep fleeing? Actually, both scenarios seem like even more prone to cheezing than what we have now...
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Re: Fight or flee instinct for animals

Postby Zepar72 » Thu Feb 07, 2019 4:21 pm

Hrenli wrote:
Zepar72 wrote:if animal is in combat and can't reach it's target, it should immediately start running away.


And what happens if you almost immediately make yourself reachable again? Should the animal turn back at you or keep fleeing? Actually, both scenarios seem like even more prone to cheezing than what we have now...


If the animal stops and can't fight you, it starts to flee
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Re: Fight or flee instinct for animals

Postby Hrenli » Thu Feb 07, 2019 4:33 pm

Zepar72 wrote:If the animal stops and can't fight you, it starts to flee


Once again. What happens if you catch up with the animal AFTER that?

1. If it continues to flee it means you don't have to fight at all. All you need to do is make sure that animal can't run too far (either select a proper penis-like map feature or use artificial obstacles like stones/bushes/palisade), initiate combat, hide and than just butcher the poor thing because it now doesn't want to fight back.

2. If it re-initiates combat it just means you can stay in the safe zone by popping in and out of animal reach (almost the same as right now).
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Re: Fight or flee instinct for animals

Postby Lunarius_Haberdash » Thu Feb 07, 2019 5:21 pm

Hrenli wrote:
Zepar72 wrote:If the animal stops and can't fight you, it starts to flee


Once again. What happens if you catch up with the animal AFTER that?

1. If it continues to flee it means you don't have to fight at all. All you need to do is make sure that animal can't run too far (either select a proper penis-like map feature or use artificial obstacles like stones/bushes/palisade), initiate combat, hide and than just butcher the poor thing because it now doesn't want to fight back.

2. If it re-initiates combat it just means you can stay in the safe zone by popping in and out of animal reach (almost the same as right now).


1 - Kind of like what happens now. If the animal flees from you and you successfully catch up with it and damage it, it should reinitiate combat. However, animals should also gain the ability to swim and leap over most obstacles, but mostly be prone to do so when fleeing and unable to escape their tormentor.
2 - This scenario would only happen in the above event, making this tactic irrelevant.
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Re: Fight or flee instinct for animals

Postby Zepar72 » Thu Feb 07, 2019 6:31 pm

Lunarius_Haberdash wrote:
Hrenli wrote:
Zepar72 wrote:If the animal stops and can't fight you, it starts to flee


Once again. What happens if you catch up with the animal AFTER that?

1. If it continues to flee it means you don't have to fight at all. All you need to do is make sure that animal can't run too far (either select a proper penis-like map feature or use artificial obstacles like stones/bushes/palisade), initiate combat, hide and than just butcher the poor thing because it now doesn't want to fight back.

2. If it re-initiates combat it just means you can stay in the safe zone by popping in and out of animal reach (almost the same as right now).


1 - Kind of like what happens now. If the animal flees from you and you successfully catch up with it and damage it, it should reinitiate combat. However, animals should also gain the ability to swim and leap over most obstacles, but mostly be prone to do so when fleeing and unable to escape their tormentor.
2 - This scenario would only happen in the above event, making this tactic irrelevant.


Yup, exactly like this. If you catch up with it, the combat resumes. That would make trapping animals more dangerous i guess, because if you get out of it's reach before you trap it, it runs away on turbo
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Re: Fight or flee instinct for animals

Postby DDDsDD999 » Thu Feb 07, 2019 7:00 pm

Trying to fix cheese hunting is such a non-issue, especially when the "accepted" form of hunting is just wait until your stats get big enough to mindlessly press the same attack key over and over, and the animals still run away because fuck you for playing fair. Cheese hunting takes a lot of patience at low stats and a bit of creativity, and typically isn't worth it. Maybe once there's actual hunting mechanics in the game, cheese hunting might be worth looking at, even though it'll likely serve the same purpose of cheese hunting: inefficiently killing animals above your stat level.

And still, unless the animals start phasing through objects, get mega-speed buffs, can teleport, instant kill people it can't reach, and other complete bullshit, cheesing will still happen. The more bullshit added to the animal AI, the more cryptic the cheesing techniques become and the more inaccessible hunting becomes to the inexperienced players. In addition, the legitimate 1v1 technique will likely get fucked by these changes.
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