Sarge wrote:Err, people, this is the way it used to be (largely & principly).
It used to work in a way that if there were zero hearth fires in an x area size, then all animals would have a lvl of X and the more hearth fires the more those animal levels would gravitate towards I. It simulated superbly (imo), as was it intended, the effect of civilization vs the wild. This in turn resulted in a lot more depth than the crap it is now in e.g. that you would need to make some effort to go to an area with lvl X animals for the best animal derived resources and relavent crafts. The more populated the world became the more scarce those areas became which then also further stimulated another type of geographical demand which comes with its own set of advantages/depth/immersion.
You would need to ask those (almost the entire senior player base at that time) why they felt the need to have Mordor destroyed, because I still don't get it. I recall someone saying that "a fox is a fox is a fox" or something to the effect because for some reason apparently, it is really important to rather stick as close as possible to reality at the expense of game play. Fuck you by the way, all of you that supported this, in case I never said so at the time (which, knowing me, I doubt).
Alright but only the quality is changed and the animals are the same size level X or not am I right? Also the amount of items you receive after butchering the animal. I understand that one hide would be generated no matter what but what about the amount of bones and meat and intestines?