Rare Wild Beasts

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

Re: Rare Wild Beasts

Postby Darkren » Fri May 28, 2010 10:52 am

I didn't even bother to read through all the animals' characteristics and loot, because that's imaginably subject to change majorly.

However, supergrid-wide rare animals? FUCK YES. As for week-long spawns... Maybe a day-long respawn timer is enough, considering the difficulty of searching an ENTIRE SUPERGRID for ONE animal. Consider a few things; One, the size of a supergrid. How long would it take to systematically scan through everything? Imagine with the default client as well. Two, the difficulty of navigating a supergrid. Unless you have insane con and can cross rivers without a boat, you're going to either crawl around carrying a boat, or spend 10 minutes building a boat everytime you get to a river. Three, animals can hide behind trees... 'Nuff said. I do understand the concept of rarity, but week-long respawns might be overdoing it (what with server crashes and all?)

On the note of server crashes, their corpses should be semi-permanent in case of server crash; especially when waiting for your village survivalist to log on to skin it without wasting quality.
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Re: Rare Wild Beasts

Postby niltrias » Fri May 28, 2010 11:36 am

Well, for the SGrid limited critters, I wasnt proposing that they have such limited spawns. Maybe they spawn half as often as the average current animal, or something, but the idea was to add some more local flavor to each area, not to have critters you see once in a lifetime.
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Re: Rare Wild Beasts

Postby Gulluoglu » Fri May 28, 2010 2:18 pm

I like the idea of limited range animals to hunt if only to add more regional variety and options to trade. Right now the only location dependent resources are metals and high quality spots for clay, soil, water.

We need more location dependent raw resources to give trade a bigger boost. I think it would also help alleviate the problem of people complaining about a "lack of mines" because right now, there's not a whole lot of incentive for people sitting on mines to trade with non-miners. Yeah, you'll see people saying they want good quality clay, soil, or water but that demand will eventually decline. Maybe I'm mistaken, but once those brick walls are done, or those awesome orchards planted, there won't be as big a need for them. On the other hand, if I was bringing tiger pelts and ivory from 5 SG's away, that might change.

Obviously a few more SG-dependent animals to hunt isn't the only answer, but it'll help. It's unique too in that you can't plant your base right on top of them like you can the mines. You have to go out and find the animals, which makes it available to everyone in that area. Down the road it would be good to do something similar to this with tree flora and foraging for plants if a lot more were added, which I hope becomes the case anyway even if regional flora were not desired; it gets a bit dull sometimes seeing the same two trees in the massive coniferous forests. :P
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Re: Rare Wild Beasts

Postby Flame » Fri May 28, 2010 2:36 pm

remember that this game is full of nerds, and ONE DAY will be also full of players. Now you play a game with 300 players, but when there will be like 500 players, the supergrids will be more popolated and a single spawned animal could simply spawn inside your walls.

In 4 month, if there is 1 rare animal per day, there will be like 40 player with rare equipmens, and it is really a big number of people. The trading value of this rare items will be too much low.

When i mean rare, i mean RARE. That you are LUCKY to find one, and when you'll be lucky, you'll be advantaged for long time before someone find another cool rare beast.



Anyway, about the loot, are the emprovement of the actual items we already have, the only "special loot" is the Healing Powder of the AlbinoDeer.
And i wanna put some colour on the equipment, like a black or white cape (that mean also a nice strenght) and is nice to see.


If the idea is accepted by devs, i leave to them the choos of what rare beasts they wanna add. When this game will have tons of animals, there will be tons of rare beasts, but ask about wolverine now, isn't usefull i think.
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Re: Rare Wild Beasts

Postby Potjeh » Fri May 28, 2010 2:54 pm

Just say no to instaheal items.
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Re: Rare Wild Beasts

Postby DatOneGuy » Fri May 28, 2010 3:14 pm

Always, say no to insta-heal.

I do understand the concept of them being so rare, because even if a Supergrid is so hard to search people will go out of their way and kill the monster as often as possible. This isn't even mentioning that it'll respawn every wipe unless you make it wait 7 days after the wipe as opposed to spawning one, then waiting 7 days from that one.

Really you're 100% correct (despite what Darkren said also being correct, it willl be hard) people will do it if it's worth the items, and it would have to be worth it for people to bother unless it's just some sort of 'trophy kill' that you do for the hell of it.


Although really even that is pretty common considering, if each SG gets one that's 81 'uniques' spawned per week, and I could right now think of an easy way to get to most of them within a day already.
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Re: Rare Wild Beasts

Postby jorb » Fri May 28, 2010 5:20 pm

Nothing in game should fucking ever be defined by the map's save units. :P
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Re: Rare Wild Beasts

Postby sabinati » Fri May 28, 2010 9:05 pm

jorb wrote:Nothing in game should fucking ever be defined by the map's save units. :P


what does that mean?
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Re: Rare Wild Beasts

Postby jorb » Fri May 28, 2010 11:31 pm

That defining anything apart from mapdata per supergrid is very unconvincing. Animals should spawn from specific points, or patterns, not be restricted to our more or less arbitrary mapsquares.
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Re: Rare Wild Beasts

Postby sabinati » Fri May 28, 2010 11:33 pm

ah, yes. i agree.
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