Giving hunting an new dimension

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

Giving hunting an new dimension

Postby pheonix » Fri Jan 15, 2016 6:50 pm

Dear loftar and Jorb the following ideas are ones that my villagemates and i have been discussing for a while to help add more end game to play around with for at least a few months and would become a core part of hafen. I speak as someone who loves to fight and hunt and what i believe would give people a reason to log on and leave their walls for days on end encouraging more social interaction and danger as you would expect in this world.

The Following list is that of animals that could be added to the game using current models that can be easily recoloured/resized/changed stat wise by you and would provide innumerable hours of gameplay experience hunting each type down.

Polar Bear - a bear seldom found in the snow biome on mountains is a recoloured bear to a white has 1.5x stats of current bear due to being so tough from the cold and harshness of the mountain.

Gives same as a normal bear but hides are white and make a recoloured teddy bear that yield more lp
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Black Bear - a bear that is found in caves and primarily dark forest terrain is 2x the strength of normal bears and scaled to be a little larger to make look more imposing. this bear would also have a special attack at say 10 ip called "pat of the black paw" that would ignore armor making it crucial to beat it as fast as possible or use steal thunder or else you will get rekt.

Same as of the polar bear with the black teddy bear giving nice lp but also adding a curio that could give 20-40k lp over 24-48 hours (Heart of the Black Beast) making these animals a risky fight, but overall rewarding and something you wish to set out to find and engage.
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Baby Bear - a resized version of any bear that spawns with the parent bear in numbers of 1-3 and will fight when engaged but runs when hit once. yields less, has less stats. this is a great way for newbies and weaklings to fight a bear and get bear skins (x1) but risky if they aggro the parent.

added feature to baby bear, chance for a maw on butcher this would help with those of us that have trouble getting maws and we can also have more recipes that use maws and goldbeaters and a new source for maws on top of just farming.

Black/Yellow/Green/Red Deer - an expanded recolour of current deer giving each deer more stats and varying base q. for example Black deer are 50q base but 2x stats of red current deer, yellow is 1.5, green is 1.2, red is current deer. also each stage yields more meat, so if you are out hunting you can decide do you want a harder fight and more meat or an easier fight and less meat.

new curio deer doll - uses hide wool and antlers to make a respective black/yellow/green/red deer.

Bambi Deer- smaller version of deer, ai path finding makes them run randomly around and making them hard to catch and fight, yields a maw.

Wolves- recoloured version of current fox model to grey spawns in packs of 3-6 (the derpy bounding is a must because of how funny it would be getting chased by them). Spawns on mountains, grasslands and that red coloured biome or the yellow one.

Their pathfinding is a follow the leader style where one is in the alpha and if engaged and defeated the others will fight each other or run away making the fight become that of bring your friends and take each 1v1 or tank them all and zerg down the leader fast. Can yield wolf cape down the track, but for time being meat and wolf skull. stat wise these are a about as tough as a badger if not more. too strong and they become gank squads too weak and they become groupies.

Giant Toad - spawns in swamps only. tough SOB and is same model as a current toad and attack animation is the its current jump animation. stats about 100-200ua 50-100 hits etc.

unique type loot as its a swamp creature and can be rare, it would also make sense that its loot is also quite good such as butchering only yielding toadstools(1-10) crowns(1-10) bluebells(0-2) dragonflies (1-5) and also toad eyes/tongue for curio or ingredient for something.

Giant Spider - uses the model of itsy bittsy spider scaled up and spawns in caves, strong scary creature.

Yields spiderlegs(food) fangs(arrow) and poison sac (curio) silk sac (boil for silk thread/spiderweb). Chance on death to be mother spider and releases tons of itsybitsy spiders that you have a few seconds to grab as many as you can before they despawn.

Ancient Knight- now this might sound very crappy idea, but these use same sprites as players so you dont know if they are a player when you encounter one unless you notice armour and even then it could be a player wearing the armour.

As any mob the best thing about this is the armour can be very good or crap and the shield it carry's could be different colours or models and a way to insert randomly rare items into the game for example tower shields or maces helmets etc, but for time being its just a standard fighter wearing steel/ bronze /leather.

Haunted Chest - with the addition of Wraiths thanks to latest patch we can now have chests spawn in the map randomly that are guarded by a Wraith or varying strength. the wraith gives no loot as you want the chest and the chest can yield potentially anything from curios/food/weapons and armor to absolutely nothing.

added bonus is its a LC recoloured black or silver so that even if you find nothing the fact its a different coloured chest would be enough imo to risk it.
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Re: Giving hunting an new dimension

Postby Bowshot125 » Fri Jan 15, 2016 7:26 pm

Jorbtar already slashed their remaining realism with wraiths so why not?
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Re: Giving hunting an new dimension

Postby shubla » Fri Jan 15, 2016 7:32 pm

Bowshot125 wrote:Jorbtar already slashed their remaining realism with wraiths so why not?

Wraiths actually fit in game lore very good.
Jorb and loftar know what this game is themed about better than you probably :lol:
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Re: Giving hunting an new dimension

Postby dafels » Fri Jan 15, 2016 7:33 pm

Love the ideas, animals are now kinda useless, because they don't give anything rewarding, except for bear hides from which you can craft teddy bears. Mooses was nice addition, but it still was useless since the curios they give is crap and their hide is useless unless its great quality. And more challenging,rewarding animals that are not just 2 hits for me to kill would be great.
These kind of things would make me actually leave my walls once a day on my strong characters not on some shitty forage alt/hunt alt and would give more reason for people to go out there, explore while hunting the animals. And would make certain biomes actually useful, such as mountains and swamps, since they have basically no uses right now. Might as well replace the stupid fate system which gives curios that I sometimes wonder about their existence in the game and those curios are not even that good. Should make that animals on swamps and mountains are dropping the good curios such as edels and bluebells, so it wouldn't be so bottable(I think this was one of the main reasons why fate was even made) and remove the stupidity of fate.

WTB THIS LOFTAR&JORB
Last edited by dafels on Fri Jan 15, 2016 8:04 pm, edited 3 times in total.
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Re: Giving hunting an new dimension

Postby xTrainx » Fri Jan 15, 2016 7:40 pm

honestly i have been having the idea of adding tamable wolfs that helps with hunting, either by stalling the prey so they dont run away (aggroing and setting up defenses) so they dont run away as much, and that can carry some corpse on their own
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Re: Giving hunting an new dimension

Postby Kaios » Fri Jan 15, 2016 7:51 pm

All these ideas are awesome

dafels wrote:And more challenging,rewarding animals that are not just 2 hits for me to kill would be great.


*and they don't run away at mach speed after a tiny 50 damage punch
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Re: Giving hunting an new dimension

Postby Bowshot125 » Fri Jan 15, 2016 8:53 pm

shubla wrote:
Bowshot125 wrote:Jorbtar already slashed their remaining realism with wraiths so why not?

Wraiths actually fit in game lore very good.
Jorb and loftar know what this game is themed about better than you probably :lol:

Cause wraiths really went around killing thieves right? Right.
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Re: Giving hunting an new dimension

Postby stya » Sat Jan 16, 2016 1:38 am

Bowshot125 wrote:
shubla wrote:
Bowshot125 wrote:Jorbtar already slashed their remaining realism with wraiths so why not?

Wraiths actually fit in game lore very good.
Jorb and loftar know what this game is themed about better than you probably :lol:

Cause wraiths really went around killing thieves right? Right.


The more important word is "lore", not reality, do you harvest dreams from dream catchers and hold them in your palm ? :P
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Re: Giving hunting an new dimension

Postby DaniAngione » Sat Jan 16, 2016 2:48 am

shubla wrote:Jorb and loftar know what this game is themed about better than you probably :lol:


Cleave for 4,520 damage.

Good job, Shubla.

I like some of the suggestion, like the bear types. I'm not really into the colored deers or the knight, but who knows? Some kind of humanoid enemy would be interesting, like Draugr. Maybe leaving skeletons on the wild could eventually 'spawn' Draugrs, forcing us to deal with the dead somehow.

Bonus: throwing skeletons on the water would create Drowned Draugrs that attack your boats, so no cheating!
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Re: Giving hunting an new dimension

Postby Bowshot125 » Sat Jan 16, 2016 6:47 am

DaniAngione wrote:
shubla wrote:Jorb and loftar know what this game is themed about better than you probably :lol:


Cleave for 4,520 damage.

Good job, Shubla.

I like some of the suggestion, like the bear types. I'm not really into the colored deers or the knight, but who knows? Some kind of humanoid enemy would be interesting, like Draugr. Maybe leaving skeletons on the wild could eventually 'spawn' Draugrs, forcing us to deal with the dead somehow.

Bonus: throwing skeletons on the water would create Drowned Draugrs that attack your boats, so no cheating!


Shield block for 4,520 damage.

I never said I knew more lore than anyone, and your little jabbing is a bit rude dont ya'think?

Skeletons of fallen players should eventually rise due to hearth magic everywhere. Maybe removing the skull would prevent this. I see a lot of dead corpses with skulls attached, so why not.
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