animal hunting improvement

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

animal hunting improvement

Postby xzo » Sat Apr 17, 2021 4:50 pm

first I want to say that new miner perk is absolutely amazing, I will definitely get into mining soon after hearing from my friends how great that credo is and how related to a role, its good to make credo to improve role that people want to undertake in the game.

with that being said I think it would be amazing addition to the game if there was set of skills that would help with hunting and tracking specific animals, for example Mammoths, Whales, Orcas, Bears, and so on, maybe even birds, critters.
so what I suggest is addition of animal tracking spells, something similar to fisherman request, or mining song, but those would affect hunting, the way it would work would be super easy and possibly even fun.

-First, player would have to set up what animals does he want to track(additional menu in game would be required ), he would either have to previously flay that animal, so his character knows the smell of it or whatever, some lore stuff, animals could be described too via parchments.

-Second, player would use a spell and this will unlock the buff that lasts 30 minutes and within that time player would get a hint if animal is in specific radius (not visible by player but perhaps in 2-3x range of what player can see )
once animal scent is spotted player would get a notification that this animal is somewhere around or maybe even some pointers like when tracking scents or meteor.

-Thirdly and lastly, player can go and kill that animal, and if he have any time left on buff, he can continue hunting

all of that could be addition to hunter/strider/nomad credo, just to make less accessible/OP. I know there are people that would hate this being implemented as a credo perk but I think it would be too op for whale scout boots, and very fair to players that want to actually "hunt" the pray, maybe even add a credo - tracker, just so there is no rework of credos people are doing this word
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Re: animal hunting improvement

Postby meus » Sun Apr 18, 2021 1:23 pm

That was in Life is Feudal, but in HnH it would mean you can/have to know whether there is an animal e.g. 5 grids away, and spawn it even before the map is loaded.

Your best bet is checking out the biomes and map and settling near one that has higher presense of specific animals you'd like to hunt.
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Re: animal hunting improvement

Postby Archiplex » Sun Apr 18, 2021 1:37 pm

animal baits and lures would be cool too, i.e box traps for rabbits (for pre-breeding purposes), live bait for a chance to lure bigger game (i.e using a rabbit corpse to lure foxes, bears and other)

live 'hunting' is a cool idea too but i think it'd require revamping some stuff, as i don't think spawns are predetermined per unloaded chunk, so you'd need to have some sort of system to tag the spawns, or just force an animal to spawn there
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Re: animal hunting improvement

Postby Kaios » Fri Aug 19, 2022 3:22 pm

Archiplex wrote:animal baits and lures would be cool too, i.e box traps for rabbits (for pre-breeding purposes), live bait for a chance to lure bigger game (i.e using a rabbit corpse to lure foxes, bears and other)

live 'hunting' is a cool idea too but i think it'd require revamping some stuff, as i don't think spawns are predetermined per unloaded chunk, so you'd need to have some sort of system to tag the spawns, or just force an animal to spawn there


A simple implementation might be something like carrying around meat or berries for when you come across a herbivore/carnivore and then you would drop the food on the ground in order to attract them to the spot. When they start eating you would then have more time to aim and fire an arrow at the animal and perhaps you get a bonus to damage/armor penetration when firing at them while they are in this unguarded state too. Though that's more an idea intended for archery I suppose.
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