LOL but if me not use guilbutus clint, that change is real shit.jorb wrote:It slows me down. I walk large circles around boars now. Doesn't everyone?
if with out ctrl+x and ctrl+n
50% die to boar
bear is too big, i fine too easy, but boar is not
LOL but if me not use guilbutus clint, that change is real shit.jorb wrote:It slows me down. I walk large circles around boars now. Doesn't everyone?
Yes, I have also considered something to that effect. The greatest problem is that the AI code isn't too great and isn't entirely easy to tweak like that. I'd like to rectify that.spectacle wrote:While on the topic of animal AI, I'd like to see boars be mainly territorial. If you manage to run for a while they should be satisfied that you're out of their turf and drop aggro.
I'd add more lower tier enemies. The gap between ant and fox is pretty big, as is fox vs. boar and boar vs. bear. Mouflon and aurochsen are... not something anyone in their right mind would attack directly unless they could one hit them. Same goes for deer, I suppose.loftar wrote:Well, let me phrase the following question, then -- do you think that animals should really go back to being completely harmless? Is there any point in that? Even if I were to go on improving their AI so as to not be 'sploitable, that still wouldn't change their being harmless. Would that be a good thing? Where's the fun in challenging a wilderness that isn't wild? What do you suggest in order to turn the supposed tedium into challenge? Why is it that you don't consider it a challenge in the first place? The 'sploitable AI?Haba wrote:But yeah, there is a difference to challenge and tedium. You've added tedium.
Obviously there is no easy answer.loftar wrote:Well, let me phrase the following question, then -- do you think that animals should really go back to being completely harmless? Is there any point in that? Even if I were to go on improving their AI so as to not be 'sploitable, they'd still be harmless. Would that be a good thing? What do you suggest in order to turn the supposed tedium into challenge? Why is it that you don't consider it a challenge in the first place? The 'sploitable AI?Haba wrote:But yeah, there is a difference to challenge and tedium. You've added tedium.
Definitely. I very much agree, and we do have a couple in stock, actually. It's mostly the current tedium of the AI code that's holding them back.Danno wrote:I'd add more lower tier enemies.
This is certainly a good point, and one that we've considered a couple of times already. I've considered adding to the census system information to keep track of general game and wildlife information, so that animal trapping would be mostly a game of resource management, making it possible to "deplete" an area of certain animals by overhunting them, but perhaps being able to manipulate the population by putting out feed and such things. (It might even be possible to make the system even more advanced, so that one can increase the local population of rabbits by hunting fox, for instance.) That would turn direct hunting of animals into something one does either for LP and/or just to enjoy the fight, hopefully.Haba wrote:I like the fact that you keep us on our toes, but why not make our behavior "intended" design? Let us make spike traps, pits etc. and instead of trying to find a way to prevent us exploiting the AI, focus on reducing the need to repeat the same grindy hunting action.