Remove cheesy/glitchy hunting

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Remove cheesy/glitchy hunting

Postby Strandmullen » Sun Oct 04, 2015 11:53 pm

I want to remove all cheesy, overly easy and glitchy ways to hunt animals. This is because I find a lot of enjoyment in killing animals the fair way, but then I miss out on the bonuses of doing it the easy way.

Issue 1. You can attack animals through cliffs and by only attacking in between their "twitches" (attempts to pathfind) the animals can't attack you.
Solution 1. Make animals pathfind around cliffs of any size.
Solution 2. Make animals walk/jump/climb over cliffs.

Issue 2. You can aggro an animal in one level and enter another level such as a cave or a house without dropping aggro. When you are in that other level you can put up defenses but not have to worry about being attacked. Stepping into the animal's level will then allow you to get a few attacks in before going inside the other level again to repeat the process.
Solution 1. Make animals drop aggro when entering other levels such as caves.
Solution 2. Only allow a player to put up defenses when the animal is visible.

Issue 3. It is possible to safely kill an animal by waiting for it to try and pathfind ("twitch") whilst sitting in a boat in deep water. As soon as it twitches, move onto the shore where the animal is, attack it, and then move into the deep water with the boat again.
Solution 1. Give animals the ability to swim.
Solution 2. Make animals pathfind more often, as in every second, or whenever the player moves.

I know some or even maybe all of these things are difficult to fix but I haven't heard from Jorb or Loftar if they want it the way it is or if it's too difficult to fix.
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Re: Remove cheesy/glitchy hunting

Postby jorb » Sun Oct 04, 2015 11:54 pm

Nice summary. Thanks.
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Re: Remove cheesy/glitchy hunting

Postby maze » Mon Oct 05, 2015 12:08 am

Cliffs- pathfind

Horses & boats remove hit box of boat and horse and only have box around middle player

House- deaggro
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Re: Remove cheesy/glitchy hunting

Postby Vigilance » Mon Oct 05, 2015 1:22 am

maze wrote:Horses & boats remove hit box of boat and horse and only have box around middle player

that sounds to be a
recipe for disaster
walljumps incoming
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Re: Remove cheesy/glitchy hunting

Postby Jackard » Mon Oct 05, 2015 2:00 am

Give all animals wings so they dont have to pathfind around cliffs or rivers.
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Re: Remove cheesy/glitchy hunting

Postby DaniAngione » Mon Oct 05, 2015 5:30 am

Another solution - not sure if it would be possible codewise, though - is this: if an animal is attacked (ranged attack) but can't seem to pathfind/reach you, they'll choose to flee instead. However, unlike their escape when they're wounded, if you try to chase, they could turn around and attack.

I know it's a bit weird to have a bear flee from you just because it can't reach you, but I think it's far more realistic (and healthier for the game) than animals that stand still while being peppered by arrows :P
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Re: Remove cheesy/glitchy hunting

Postby Maiden » Mon Oct 05, 2015 8:15 am

DaniAngione wrote:Another solution - not sure if it would be possible codewise, though - is this: if an animal is attacked (ranged attack) but can't seem to pathfind/reach you, they'll choose to flee instead. However, unlike their escape when they're wounded, if you try to chase, they could turn around and attack.

I know it's a bit weird to have a bear flee from you just because it can't reach you, but I think it's far more realistic (and healthier for the game) than animals that stand still while being peppered by arrows :P



If you're going for realism though, the first arrow that hits should either kill the animal, wound it enough to slow it, or the animal runs away with a flesh wound and you have to try again. All this cheeses bow fighting is more true to life than bravely taking animals down in single combat.


In other words, realism arguments are dumb
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Re: Remove cheesy/glitchy hunting

Postby DaniAngione » Mon Oct 05, 2015 7:19 pm

Maiden wrote: ...realism arguments are dumb


There's a thing in design and all its areas (Game Design included) called intuitivity. Every item you craft in the game is lost forever if you go and throw it on a lake or river. However, when you build your first Rowboat, you simply lift it and drop it on the water. You are SURE it will not disappear, even though the game has never told you so. From your game experience, you should be 100% sure it would disappear. But it does not.

Why? Because you know it is a boat, and boats ARE EXPECTED to float. This is intuitivity - it's when the gameplay experience is designed to fit the expectations of the player based on their own life experience/knowledge, on realism.
No, boats are not realistic in the game. They are too fast, they turn and stop instantly. But they work as you'd expect a boat to work based on your impression of what a real boat is: it travels across water bodies.

So, when I say...

DaniAngione wrote:...but I think it's far more realistic (and healthier for the game) than animals that stand still while being peppered by arrows.


...I'm not saying I want realistic hunting. I never said I want that. All the things you mentioned would be far more realistic but wouldn't be realistic hunting either. Because my idea was never to request it to be realistic, just to say that INTUITIVELY, an animal that can't reach you in no way would rather run instead of standing there like "OH PLS KILL MEH".
And being intuitively, it would, yes, be more realistic. Doesn't mean the whole hunting system needs to be realistic and also doesn't mean that I requested it.
Did I expect everyone to understand all this from what I said? Of course not - but the general meaning of the phrase is quite clear. And it's not hard for a normal person to understand that I'm not asking for realistic hunting as a whole.

So, no, it's not a dumb argument. An argument can be valid - or not valid. But not dumb; no argument is dumb when you're smart enough to get it.

;)

*ahem*
That said, I still think animals should run if they can't path to you.
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Re: Remove cheesy/glitchy hunting

Postby Lunarius_Haberdash » Mon Oct 05, 2015 8:07 pm

DaniAngione wrote:Another solution - not sure if it would be possible codewise, though - is this: if an animal is attacked (ranged attack) but can't seem to pathfind/reach you, they'll choose to flee instead. However, unlike their escape when they're wounded, if you try to chase, they could turn around and attack.

I know it's a bit weird to have a bear flee from you just because it can't reach you, but I think it's far more realistic (and healthier for the game) than animals that stand still while being peppered by arrows :P


Agreed
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Re: Remove cheesy/glitchy hunting

Postby Phizuol » Mon Oct 05, 2015 8:46 pm

DaniAngione wrote:There's a thing in design and all its areas (Game Design included) called intuitivity.


To me it's intuitive that most animals in the game would behave with the rabbit AI except with a larger startle radius. You wouldn't even see the majority of the bears that spawn near you since they'd sense you first and flee. Poor pathing AI is no more ridiculous than killing a deer with a sword to me.
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