Alright, so since it's probably going to take a while for devs to make changes so that animals don't run off at speed of light every time:
What's the most efficient way to "fight" animals running away? I know about boat blocking on shallows but that's kinda situational/needs a good spot. What's the best way to break combat and stop animals from running away?
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Grable
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terechgracz
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Re: Hunting, everyworld, same thread for 8 worlds going.
Well, not even close to expensive. We're not in era of clockwork computers XD. And nvm, its just one iteration per server update.DPblH wrote:This means that server should track stamina value for every animal per frame which can be expensive.
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MooCow
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Re: Hunting, everyworld, same thread for 8 worlds going.
Current options for killing animals.
- Use a real weapon, don't let it run
- De-aggro when it runs, follow the blood
- Ride a horse
- Fight the animal where it can't run
- Bring a buddy
- Chase animal while in combat till you run out of stamina, then let them get at max distance before they loose aggro, and when they finally stop running, they are so far away they despawn.
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Grable
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Re: Hunting, everyworld, same thread for 8 worlds going.
I want to bump this thread to reiterate that current hunting mechanics aka chasing after animals with infinite stamina is zero fun.
Animals should progressively run slower when running away wounded.
Animals should progressively run slower when running away wounded.
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Granger
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Re: Hunting, everyworld, same thread for 8 worlds going.
If you have killed enough random shit to get chop.MooCow wrote:Even using just a stone axe you can constantly kill animals that have under 300 hp.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Lightning2
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Re: Hunting, everyworld, same thread for 8 worlds going.
How does "using a real weapon" not let it run?MooCow wrote:Current options for killing animals.
Current options for not killing animals.
- Use a real weapon, don't let it run
- De-aggro when it runs, follow the blood
- Ride a horse
- Fight the animal where it can't run
- Bring a buddy
Even using just a stone axe you can constantly kill animals that have under 300 hp. If you are fighting stuff stronger than a horse, you should just tame a horse.
- Chase animal while in combat till you run out of stamina, then let them get at max distance before they loose aggro, and when they finally stop running, they are so far away they despawn.
Also can you give these fuckers stamina already so we don't have to run a bunch of grids after animals that have basically been cut down and bleeding waterfalls of blood?
And with no technical experience about the current situation I find it rather painful to see people judging performance cost on stamina bars of (apperantly all animals who have to be tracked every server frame?? It's time to stop)
Thanks for reading and please consider Jorb loftar
Ps wolverines suck the most
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Grable
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Re: Hunting, everyworld, same thread for 8 worlds going.
I have Chop. But I only have Quick Barrage as an IP generator. Now imagine fighting a Wolverine:Granger wrote:If you have killed enough random shit to get chop.
- get a few Quick Barrages in to get 25+ red opening
- generate IP
- start throwing punches to get green opening
- bitch runs away
- ok fine let's break combat, look for it 2 grids away, reaggro
- since combat was broken, all IP gone and openings restored
- start generating IP with Quick Barrage and punches for green
- runs away after just taking 8-10 damage. Every single time. I had to let it go and reaggro it like this about 10 times more, since it runs away at speed 4 after taking ~10 damage every time...
How is this fun? I know Wolverines are a bit of a special case as other animal don't run away quite as early, but come on.
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Yasodhara
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Re: Hunting, everyworld, same thread for 8 worlds going.
Pretty sure a lot of people know about this, but for those unaware. You could un-aggro an animal at the start of the combat and immediately re-aggro it after it starts fleeing. It will run back to you, rinse and repeat. Depending on what animal it is and how much damage you did in 1 hit, it may take a couple of cycles of de-aggro re-aggro for it to come back, so you might need to up your clicking game, but it's still better than chasing animal for half an hour.
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MooCow
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Re: Hunting, everyworld, same thread for 8 worlds going.
This is a very good point, but it is a separate problem from animals running away. I just hunt bats and boars till I have enough moves.Granger wrote: If you have killed enough random shit to get chop.
A decent stone axe, or shitty bronze sword will do over 100 damage with a good hit.Lightning2 wrote:
How does "using a real weapon" not let it run?
You hit with weak strikes raising it's openings and lowering it's hp right to before fleeing. You then hit it hard and kill the animal. People have been hunting this way since forever.
Sadly, you don't have the moves required to fight properly with quick barrage. Blue-Red together because cleave, other colours for similar reasons. You also need to keep track of at what hp you should strike atGrable wrote: I have Chop. But I only have Quick Barrage as an IP generator. Now imagine fighting a Wolverine:
- get a few Quick Barrages in to get 25+ red opening
- generate IP
- start throwing punches to get green opening
- bitch runs away
- ok fine let's break combat, look for it 2 grids away, reaggro
- since combat was broken, all IP gone and openings restored
- start generating IP with Quick Barrage and punches for green
- runs away after just taking 8-10 damage. Every single time. I had to let it go and reaggro it like this about 10 times more, since it runs away at speed 4 after taking ~10 damage every time...
How is this fun? I know Wolverines are a bit of a special case as other animal don't run away quite as early, but come on.
You need to wade through the corpses of a ton on bats, boars, and other animals that can't run away before you can fight for real. It could use a lot of polishing, but it is an intended part of the game.
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wildair
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- Location: USA
Re: Hunting, everyworld, same thread for 8 worlds going.
Agreed. If the point is to make the game more 'realistic' then the hunted need to experience stamina or slow from injuries. If the point is to make the hunting experience more challenging, how about some type of a mini-game to hunt the animal back down without it disappearing into no where and despawning.






