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ColeAkrenach
- Posts: 20
- Joined: Sat Apr 11, 2015 8:20 pm
Re: Un-Jesus-ify animals
So, when is this happening? This is still a major problem that affects hunting.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Un-Jesus-ify animals
A bit reluctant to add more work per animal, but meh, I guess. I kind of like that they almost always beat the player in races over water, though.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Un-Jesus-ify animals
I kind of think that you're quite lonely with that feeling.jorb wrote:I kind of like that they almost always beat the player in races over water, though.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Ukhata
- Posts: 712
- Joined: Wed Jan 29, 2014 9:20 am
Re: Un-Jesus-ify animals
well, theres sorta 2 of emGranger wrote:I kind of think that you're quite lonely with that feeling.jorb wrote:I kind of like that they almost always beat the player in races over water, though.
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ekzarh
- Posts: 336
- Joined: Tue Dec 20, 2011 9:42 pm
Re: Un-Jesus-ify animals
I'd agree with making water affecting animal speed under one condition - boat hunting nerfed accordingly.
I'd go for these things:
1) Boat speed quickly degrades with damage. After 1-2 hits of any animal it's speed is the same as animal's in shallow water
2) Animal attack affects both player and 'mount' (boat, horse, knarr, wagon)
3) Player cannot attack animal from knarr - it's too high, really.
4) Transport can be repaired only after dismounting it. (and maybe only out of combat)
I'd go for these things:
1) Boat speed quickly degrades with damage. After 1-2 hits of any animal it's speed is the same as animal's in shallow water
2) Animal attack affects both player and 'mount' (boat, horse, knarr, wagon)
3) Player cannot attack animal from knarr - it's too high, really.
4) Transport can be repaired only after dismounting it. (and maybe only out of combat)
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Un-Jesus-ify animals
Additional please give the boats some inertia, so you can't go from zero to full steam in an instant but have to build up speed (same with stopping and turning), the boat should come to a standstill after 5-6 tiles when rowing ceases (for example by jumping out). This should (in concert with the list above) remove the rest of boat cheesing (twitch exploit), plus it would give way nicer visuals for water travel.ekzarh wrote:I'd agree with making water affecting animal speed under one condition - boat hunting nerfed accordingly.
I'd go for these things:
1) Boat speed quickly degrades with damage. After 1-2 hits of any animal it's speed is the same as animal's in shallow water
2) Animal attack affects both player and 'mount' (boat, horse, knarr, wagon)
3) Player cannot attack animal from knarr - it's too high, really.
4) Transport can be repaired only after dismounting it. (and maybe only out of combat)
#3 should allow attacking of animals with ranged weapons, with the drawback of animals then wrecking the knarr as of #2.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020