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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Colorful Crucible
I can't say I've had a lot of direct experience, but I've always been told to stay well clear of moose since they are supposed to be quite aggressive. Perhaps that refers specifically to their fall rut, but that isn't something I've been explicitly told.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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abt79
- Posts: 1628
- Joined: Thu Feb 06, 2014 1:59 am
- Location: looking for black coal, completely in vein
Re: Game Development: Colorful Crucible
That doesn't mean much to us players since we don't really know how animal aggression works in general. Does the chance for an animal to attack roll every time you come within x distance away from it? Once every x seconds? Only once per animal, or per player, both?jorb wrote:
They are less aggressive than boars, fwiw.
Practically speaking, players only care if an animal is aggressive or isn't, giving a wide berth to any aggressive animals and not taking any such caution for non-aggressive ones.
Last edited by abt79 on Sun Apr 11, 2021 11:05 pm, edited 2 times in total.
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Robertzon
- Posts: 1483
- Joined: Mon Jan 03, 2011 11:51 pm
Re: Game Development: Colorful Crucible
as a hunter IRL I can confirm that moose charge you when threatened
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TheTylerLee
- Posts: 1604
- Joined: Thu Jul 21, 2011 6:00 am
Re: Game Development: Colorful Crucible
Found my first moose last night, I knew to stay away from it. Thing is, moose have been docile in this game all up until now... And it's an easy change to overlook.. I expect many people will learn of this new update in personSoukuw wrote:Literally told my brother this morning I wasn't going near a moose because I don't trust like that. "Oh no they don't aggro"
Clearly a good decision.
Discord: XiliX#2791
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Resture
- Posts: 276
- Joined: Sat May 01, 2010 7:41 am
- Location: Forest
Re: Game Development: Colorful Crucible
As someone who had to wait the 24 hours before leaving my walls after dying because I didn't want to die a second time. Thank you for this change!jorb wrote: [*] You can now bury whole bodies, i.e. you need not wait for them to skeletize before burial.
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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: Game Development: Colorful Crucible
[*] Added variable materials to "Crucible". The Crucible can now burn both coal and ordinary fuel (e.g. wood), but some processes may require coal. We had not intended to make nuggets strictly dependent on coal.
[*] "Plumb-Bob" now requires lead.
[*] "Wishbone" no longer counts as Fine Bone.
[*] Moose can aggro and are occasionally lethal.
LoL how to add more confusion and less access to players
For NO reason. nice troll.
10/10 dev
[*] "Plumb-Bob" now requires lead.
[*] "Wishbone" no longer counts as Fine Bone.
[*] Moose can aggro and are occasionally lethal.
LoL how to add more confusion and less access to players
For NO reason. nice troll.
10/10 dev
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Colorful Crucible
Even whitetail bucks can become very aggressive during the fall rut, and they're the little, cute ones (aka Bambi).loftar wrote:I can't say I've had a lot of direct experience, but I've always been told to stay well clear of moose since they are supposed to be quite aggressive. Perhaps that refers specifically to their fall rut, but that isn't something I've been explicitly told.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Colorful Crucible
Movement adjusted, proximity based, time based.abt79 wrote:That doesn't mean much to us players since we don't really know how animal aggression works in general. Does the chance for an animal to attack roll every time you come within x distance away from it? Once every x seconds? Only once per animal, or per player, both?jorb wrote:
They are less aggressive than boars, fwiw.
Practically speaking, players only care if an animal is aggressive or isn't, giving a wide berth to any aggressive animals and not taking any such caution for non-aggressive ones.
It's not hard to experiment with it when you're not scared of a boar aggroing because you can jog away from it if it attacks.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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RainbowMoostache
- Posts: 172
- Joined: Wed Dec 12, 2012 10:51 am
- Location: Sweden
Re: Game Development: Colorful Crucible
Moose being able to aggro is fine given the way they behave IRL, but the idea of them outright being able to kill you is maybe a bit too much at this stage. There's already plenty of mobs that do, and it will take a good amount of time to get used to an additional animal to veer away from on walks, especially with new people/people who don't read the forums who are consistently behind on what's happening with the game.
Also, if wishbone isn't going to count as a 'fine bone' anymore, then please reconsider buffing its values as a curio to offbalance the change.
Also, if wishbone isn't going to count as a 'fine bone' anymore, then please reconsider buffing its values as a curio to offbalance the change.
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Harthel
- Posts: 52
- Joined: Fri Nov 18, 2016 4:43 am
Re: Game Development: Colorful Crucible
About 30% of the pitbaked goods I make turn to ash, so this is great newsThe "Pitbaked Goods" recipes now take significantly longer to turn to ash, because they always did.