Nerf Cave Anglers

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

Nerf Cave Anglers

Postby Vraatjuh » Wed Feb 26, 2020 2:53 pm

Cave anglers spawn in high qualities (Q200+++) from any cave level and can be cheesed from really early on.
With the possibility of refreshing the spawn area every ~20 minutes or so, you can get insane quality stuff in high quantities early on with little effort.
I had access to a big river on L1 with Q250~Q300 cave anglers from day 1 this world, giving me high quality bone/leather/hides/strings and a decent curio from the start. Only being capped by my survival.
By checking the river every +- 30 minutes I got 2~3 cave anglers an hour on average.

Reduce either the maximum quality of cave anglers, reduce their spawn rate or cap their max quality based on cave level. Cave anglers are OP!
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Re: Nerf Cave Anglers

Postby flashshark » Wed Feb 26, 2020 2:56 pm

flashshark wrote:So I put my vclaim on some random land, dig some minehole, and there it is: q450 cave angler spawn, right under me. What does my enemy get? q80, cause fuck them.

Zero skill, just RNG.
Would be nice if animals didn't have quality nodes, but rather random qualities every time. Or something like (base quality + accumulated bonus from quests + the random extra quality).
Just animals :)
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Re: Nerf Cave Anglers

Postby Lunarius_Haberdash » Wed Feb 26, 2020 3:04 pm

flashshark wrote:Zero skill, just RNG.
Would be nice if animals didn't have quality nodes, but rather random qualities every time. Or something like (base quality + accumulated bonus from quests + the random extra quality).
Just animals :)


... Man oh man. I have so much love and hate for this idea. Would be kinda awesome to have animal Q cycle with the seasons though.
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Re: Nerf Cave Anglers

Postby Zepar72 » Thu Feb 27, 2020 3:36 pm

I think quality nodes are what makes this game what it is. The problem with anglers is, how small and obvious their spawns are and how terribly easy it is to chase them.
Maybe give them a projectile attack?
Make water scary again!
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Re: Nerf Cave Anglers

Postby rye130 » Thu Feb 27, 2020 3:37 pm

Zepar72 wrote:I think quality nodes are what makes this game what it is. The problem with anglers is, how small and obvious their spawns are and how terribly easy it is to chase them.
Maybe give them a projectile attack?
Make water scary again!


They have a ranged attack
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Re: Nerf Cave Anglers

Postby fallout » Thu Feb 27, 2020 3:42 pm

Indeed hunting cave anglers should not be easier than moose and bears like it is/was in the first weeks of the world. You at least found Q200-300 anglers that are too easy of a bone+hide+learning points+food sources. The fleeing mechanic needs work to avoid hearthlings imo, I should not be able to stand at the shore waiting for the fish to swim back into my sting after he bounces off a few walls.
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Re: Nerf Cave Anglers

Postby Hrenli » Thu Feb 27, 2020 3:45 pm

rye130 wrote:They have a ranged attack


Which they don't use.
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Re: Nerf Cave Anglers

Postby fallout » Thu Feb 27, 2020 3:50 pm

It gives large blue openings early but not with enough repetition or damage to stop a couple of week old characters from bullying.
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Re: Nerf Cave Anglers

Postby Zepar72 » Thu Feb 27, 2020 3:52 pm

Totally forgot about that "ranged" attack . .
I guess it's more about the AI then.
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Re: Nerf Cave Anglers

Postby Vraatjuh » Thu Feb 27, 2020 3:54 pm

Plus you can easily walk outside of his ranged attack range, since it is very limited.
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