Let's revisit animal traps

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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tyrtix
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Re: Let's revisit animal traps

Post by tyrtix »

make it so the trap ql gives also the animal ql, and is okay, thou by the number of times ppl proposes about traps everytime, and devs not making them or even try, i don't think we'll ever have passive hunting items like in UnReal World
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jordancoles
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Re: Let's revisit animal traps

Post by jordancoles »

tyrtix wrote:make it so the trap ql gives also the animal ql, and is okay, thou by the number of times ppl proposes about traps everytime, and devs not making them or even try, i don't think we'll ever have passive hunting items like in UnReal World
Na, we'll likely get it at some point

I think the main issue is just with the way that animals spawn in when a player loads the area by entering into it. It's not exactly smooth to have trapped animals appear out of thin air but it's pretty much the only option that I can see
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tyrtix
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Re: Let's revisit animal traps

Post by tyrtix »

jordancoles wrote:
tyrtix wrote:make it so the trap ql gives also the animal ql, and is okay, thou by the number of times ppl proposes about traps everytime, and devs not making them or even try, i don't think we'll ever have passive hunting items like in UnReal World
Na, we'll likely get it at some point

I think the main issue is just with the way that animals spawn in when a player loads the area by entering into it. It's not exactly smooth to have trapped animals appear out of thin air but it's pretty much the only option that I can see
That because ppl keeps concentrating onto actual spawning animals, wich may not be true also for the trap ones. At coding level, nothing tells you to use the already spawning animals, it is entirely possible to just spawn a full trap after a certain time.
creeperus
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Re: Let's revisit animal traps

Post by creeperus »

Maybe the trap just "spawn" inside animal or dead body with some % after some time(and some % of breaking or not capturing animal)(this need to be able unload trap from map and do your things) and to exploit this you can only build many traps, but this can be restricted by minimal distance between traps, q maybe can be softcaped by q trap.
NIKromanzer
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Re: Let's revisit animal traps

Post by NIKromanzer »

I hope devs will visit this thread at some point. Because the idea doesn`t seem to be very hard to implement given current mechanics (of course I haven`t seen the code, but still). And it will divercify the gameplay.
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Redkat
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Re: Let's revisit animal traps

Post by Redkat »

I find the fish trap idea very useful. Eel ruses especially i'd love to see but that may be a bit more advanced than the shown fish traps.

I tried pole fishing 2 days ago and the score was me 4 fish and the fish 9 special baits. That does seem a bit much in favour of the fish.

The bushcraft fishing works much better though.
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tyrtix
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Re: Let's revisit animal traps

Post by tyrtix »

at lower levels, surely is better the basic fishing, especially if you use entrails and silk eggs for fishing. But the chance to be able to select what to fish beats it in the long run, when you have enough skill.
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jorb
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Re: Let's revisit animal traps

Post by jorb »

Would like traps (no puns intended), but I'm not convinced of any mechanic for them. On my thinking ab00t it list.
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GamingRAM
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Re: Let's revisit animal traps

Post by GamingRAM »

jorb wrote:Would like traps (no puns intended), but I'm not convinced of any mechanic for them. On my thinking ab00t it list.
If an animal walks on the trap, there is a chance of it being captured/killed. The chances are dependent on animal Quality and trap Quality (Animal Quality reduces chance of being caught, while trap Quality increases chance of being caught).
Bait? (Carrots for rabbits, Ores for moles?)
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tyrtix
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Re: Let's revisit animal traps

Post by tyrtix »

i would even like a form of trap that puts a debuff on animals, like he cannot move for some time or just put a lingering wound on it wich would not kill it. Most of the unfun part of hunting here is from two things: animals running away that are hard to catch again and marksmanship skill beign nerfed to level tha now basically anyone just hunt with melee weapons; both problems players deal with some form of unintended workaround, from using terrain features to trap animals, to unbreakable items for trapping them and so on. These are basically the same effects that a trap will reproduce, except at least a trap needs some materials to build and the game will gain from more items to trade and build. Same goes for fishtraps that may requires lures for working and will catch only basic fishes but will give a chance for players with less time for play to get something good.

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