Varieties of wildlife

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Varieties of wildlife

Postby Andrew78910 » Sun Oct 20, 2013 10:44 pm

Different sized animals. Small foxes, large foxes, rarely enormous foxes, etc. Also for all animals instead of them all being the same size. The quality could be different for each one and not just go off the skills you have. I just came up with this. The different sized animals could also yield different amounts of items. Anyone agree with me?
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Re: Varieties of wildlife

Postby popfor » Sun Oct 20, 2013 10:51 pm

Andrew78910 wrote:Different sized animals. Small foxes, large foxes, rarely enormous foxes, etc. Also for all animals instead of them all being the same size. The quality could be different for each one and not just go off the skills you have. I just came up with this. The different sized animals could also yield different amounts of items. Anyone agree with me?

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Re: Varieties of wildlife

Postby Andrew78910 » Sun Oct 20, 2013 11:27 pm

Thank you
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Re: Varieties of wildlife

Postby delfer8 » Mon Oct 21, 2013 9:17 am

That idea is nice.
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Re: Varieties of wildlife

Postby FatnessV6 » Fri Oct 25, 2013 11:35 pm

Nice idea you got there :D
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Re: Varieties of wildlife

Postby Andrew78910 » Sat Oct 26, 2013 10:49 pm

Thank you
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Re: Varieties of wildlife

Postby DirtyRider » Thu Oct 31, 2013 8:06 am

you could also add things like turkeys moose caribou stuff like that or more dangerous predators like mountain lions maybe even something to hunt for in the water like beavers or someshit.
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Re: Varieties of wildlife

Postby drakesaint » Thu Oct 31, 2013 4:16 pm

Guys, remember this game is set on Germannia. Wildlife not seen in the immediate location of modern Germany/Britain isles/Eastern Europe is most probably not possible or won't be implemented for flavor reasons.
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Re: Varieties of wildlife

Postby Andrew78910 » Sat Nov 02, 2013 12:44 am

drakesaint wrote:Guys, remember this game is set on Germannia. Wildlife not seen in the immediate location of modern Germany/Britain isles/Eastern Europe is most probably not possible or won't be implemented for flavor reasons.

Why does it have to be so compressed into a small area of the world? Why not add some variety to the game and make it more entertaining? There's so much potential for this game.
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Re: Varieties of wildlife

Postby Sarge » Sat Nov 02, 2013 12:38 pm

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).
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