Onionfighter wrote:I think animal attacks should be brought back.
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Onionfighter
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Re: Wilderness Dangers
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Pacho
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Re: Wilderness Dangers
Some animals should be potentially deadly. Wolves, bears, and maybe boars. What the fuck is the point of the wilderness if it isn't dangerous? We seriously need more ways to die.
Animals should be easier to avoid and outrun beforehand though.
Animals should be easier to avoid and outrun beforehand though.
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Seizure
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Re: Wilderness Dangers
I dont think there needs to be more ways to die... Danger doesnt exactly have to mean death, it could simply be the ability of animals to knock you out. Theres enough of a death threat looming over characters heads with other characters and swimming, imo.Pacho wrote:Some animals should be potentially deadly. Wolves, bears, and maybe boars. What the fuck is the point of the wilderness if it isn't dangerous? We seriously need more ways to die.
Animals should be easier to avoid and outrun beforehand though.
Until you have a base with walls set up, you should have to be at least cautious... Otherwise eventually you will get owned and killed by repeated attacks.
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Pacho
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Re: Wilderness Dangers
Getting knocked out is just annoying, there is no sense of danger involved.
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Winterbrass
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Re: Wilderness Dangers
This.Pacho wrote:Getting knocked out is just annoying, there is no sense of danger involved.
Bears, wolves and boars should auto-attack regardless of civ level or their own level. However, they should treat the light radius of a fire like water and simply not enter it. Torches, not so much, though.
jorb wrote:Haven aims to be hardcore.
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Talvara
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Re: Wilderness Dangers
I've been thinking that perhaps it would be cool if death and rebirth would become a bigger part of the game. somebody posted something about hearthling life cycles, in a way this would create a natural "stat" cap. and being murdered less of a deal... also... perhaps to avoid mass suicide of "elderly" characters a great wyrd bonus could be given if a hearthling dies a natural death and receives a pyre/burial ceremony.
death should be less of a big deal...
but being able to survive should be rewarded...
/end random babling
edit: (I should prolly add that I came from the B12 forum... so the phrase "losing is fun" is imprinted on me)
death should be less of a big deal...
but being able to survive should be rewarded...
/end random babling
edit: (I should prolly add that I came from the B12 forum... so the phrase "losing is fun" is imprinted on me)
Last edited by Talvara on Tue Feb 23, 2010 12:12 am, edited 1 time in total.
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Cookie
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Re: Wilderness Dangers
I had been happily running noob alts into the wilderness for awhile before the devs brought in wilderness spawning, spindley taproot and the new only-bears-attack development. My first thought was "Yay!," followed in very short order by "This is boring..." I'd really been having a lot of fun with those desperate water's edge oddyssys where my terrified character would linger by the stream edge eyeing that one chantrelle that stood between him and starvation and that one wild boar that stood between him and the chantrelle. Making foxes into real foxes instead of the legendary wolves they used to be meant that well, the odd bear attack became no biggie and the whole map is mine all without having to make the hike out from Brodgar.
For my own sake I want the ravening wild beasts back.
But... I'm pretty sure I found a few posts from noobs spawned in the wilderness who freaked out when a bear bit them and then stood behind them drooling and waiting for them to regain consciousness in order to relive the experience and the cliche. I still find lots of skeletons of the poor pathetic settlers who starved and died due to shp damage, stamina drain and injuries. We do need a safer wilderness with inexperienced noobie spawning than the one we had a first. Just not this safe.
Is there a way to link the dangers to the things that characters do? Venturing away from town used to be suicidally fascinating. I wish there was some way to have that mixture of safe place/dangerous place we used to have. Oh how I loved lakes because I could wander for whole minutes without having to come ashore. I don't know a way to arrange it now that civilization is more dangerous than the wilderness but that's what I'd like to see.
For my own sake I want the ravening wild beasts back.
But... I'm pretty sure I found a few posts from noobs spawned in the wilderness who freaked out when a bear bit them and then stood behind them drooling and waiting for them to regain consciousness in order to relive the experience and the cliche. I still find lots of skeletons of the poor pathetic settlers who starved and died due to shp damage, stamina drain and injuries. We do need a safer wilderness with inexperienced noobie spawning than the one we had a first. Just not this safe.
Is there a way to link the dangers to the things that characters do? Venturing away from town used to be suicidally fascinating. I wish there was some way to have that mixture of safe place/dangerous place we used to have. Oh how I loved lakes because I could wander for whole minutes without having to come ashore. I don't know a way to arrange it now that civilization is more dangerous than the wilderness but that's what I'd like to see.
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Bigfish
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Re: Wilderness Dangers
Those were fucking funnyCookie wrote:I'd really been having a lot of fun with those desperate water's edge oddyssys where my terrified character would linger by the stream edge eyeing that one chantrelle that stood between him and starvation and that one wild boar that stood between him and the chantrelle. Making foxes into real foxes instead of the legendary wolves they used to be meant that well, the odd bear attack became no biggie and the whole map is mine all without having to make the hike out from Brodgar.
For my own sake I want the ravening wild beasts back.
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Onionfighter
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Re: Wilderness Dangers
This is what I mean. Traveling used to be exciting. And since it was harder to get around, it was also safer to live in the middle of nowhere.Cookie wrote:I'd really been having a lot of fun with those desperate water's edge oddyssys where my terrified character would linger by the stream edge eyeing that one chantrelle that stood between him and starvation and that one wild boar that stood between him and the chantrelle.
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theTrav
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Re: Wilderness Dangers
Greater civilization given by hearth fires, but also quicker falloff so you only get a short "safe zone"Onionfighter wrote:This is what I mean. Traveling used to be exciting. And since it was harder to get around, it was also safer to live in the middle of nowhere.Cookie wrote:I'd really been having a lot of fun with those desperate water's edge oddyssys where my terrified character would linger by the stream edge eyeing that one chantrelle that stood between him and starvation and that one wild boar that stood between him and the chantrelle.
Animal AI that fears fire but will overcome its fear if provoked / tempted
More ferocious animals at night, but make em even more afraid of fire
Animals that will aggro you but can be escaped either by sprinting, climbing trees, or dropping resources.