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infectedking
- Posts: 1472
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Re: Balance Idea: Animal Quality Spawns
Seems Goo has also forgot about how High ql water, good leather/wax (which noobs also don't have access to), good cauldron and most importantly Really good string, which not everyone has access to either a super high survival char, super high animals and a superhigh cutting tool. Even if you do, the UA/MC boost from CTC isn't really too much compared to how much stats people have now anyway, if you gave someone a q300 CTC at the start, then sure since it would more than double the UA/MC/Agi, but now it's like 500ua +15.
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LadyGoo
- Posts: 2767
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Re: Balance Idea: Animal Quality Spawns
This is what I am suggesting. Just keep the spawn locations, but make it random for q. They might as well randomise some high tier animal spawns too, like bears and mammoths (to prevent further abuse). But for little animals, it would be nice to know where you could normally find them.Sevenless wrote:Dumb question. Why have quality nodes at all anymore if we want RNG in hunting? Why not move it back to purely random per kill? That way every bear you see has a chance of being valuable.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Balance Idea: Animal Quality Spawns
Possibly the animal nodes should not be static but move - or not be single nodes but the effect of plenty of dynamic factors (all of them changing independently with different cycles) that overlay each other.
Variables to determine quality of spawned animal could be (after location had been determined):
- distance to certain biomes/objects, could be the animal trails, water, certain trees/boulders whatnot
- time of day
- moonphase
- effect from a static node (somewhat as is)
- effect from a dynamic node (one of many that wander over the whole map, wrapping around to not have them coagulate in the corners)
- amount of animals of that kind the character that is triggering the spawn has slaughtered in recent history
Add these all up (or multiply, sqr, whatever) for the final quality. This -when implemented in a reasonable way- would lead to knowledge of the local area still being beneficial, as would repeated visits to an area (which could lead to locating dynamic nodes and following them) and general knowledge of the system (as time based patterns could be determined and -up to a point- be used as an advantage).
PS: the civilisation modifier from legacy could also make a return and add to this.
Variables to determine quality of spawned animal could be (after location had been determined):
- distance to certain biomes/objects, could be the animal trails, water, certain trees/boulders whatnot
- time of day
- moonphase
- effect from a static node (somewhat as is)
- effect from a dynamic node (one of many that wander over the whole map, wrapping around to not have them coagulate in the corners)
- amount of animals of that kind the character that is triggering the spawn has slaughtered in recent history
Add these all up (or multiply, sqr, whatever) for the final quality. This -when implemented in a reasonable way- would lead to knowledge of the local area still being beneficial, as would repeated visits to an area (which could lead to locating dynamic nodes and following them) and general knowledge of the system (as time based patterns could be determined and -up to a point- be used as an advantage).
PS: the civilisation modifier from legacy could also make a return and add to this.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Vert
- Posts: 280
- Joined: Thu Nov 10, 2011 6:59 am
Re: Balance Idea: Animal Quality Spawns
falseSo, it's not a secret that animals have got spawn points and fixed quality per spawn point. That has been abused and being abused by the factions a lot: people look for higher quality nodes, then re-check them with the alts. That leads to significant community imbalance:
false they can find high q spot- hunters from smaller villages cannot count on being lucky and getting a hq prey they could sell for goods.
false, only 1 big faction have this problem- If the hq animal spawns would be random, big factions would rely more on good relationships with their neighbour nabs and trades
ep if you have master plan and work every day on it, you will get advantage- big factions get the advantage on bone kilns and tree planters pots, forges or whatever by simply farming those hq nodes day by day. Even the animal meat and intestines could be used for composting and upgrading your trees. Hides - cutthroat cuirass (I am still not so happy that the armour out of leather and wax is better than the one made of 6 pieces of steel + leather)
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LadyGoo
- Posts: 2767
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Re: Balance Idea: Animal Quality Spawns
@Vert, so you are saying that people should keep being able to bot the hq nodes massively? Looks like an owner of a hq node is spotted 
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Balance Idea: Animal Quality Spawns
i own a real nice node that isnt botted but i know of people who do check with alts and bot it, tbh i think random spawns would just be much better instead of camping the exact same spots............................. anything to get people outside walls doing stuff more sounds gr8 2 me heh...
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Vert
- Posts: 280
- Joined: Thu Nov 10, 2011 6:59 am
Re: Balance Idea: Animal Quality Spawns
i didnt see problem to farm 10000000 animals to increase your random chance.
big faction will do it, moreover they can just make huge area with bot hunters.
big faction will do it, moreover they can just make huge area with bot hunters.
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infectedking
- Posts: 1472
- Joined: Sat Dec 08, 2012 4:59 am
Re: Balance Idea: Animal Quality Spawns
What about the discussion about just having a set animal quality cap, w7 was: boar 30, bear 200, deer 40, troll lvl5 300. That system allowed noobs to be able to trade animals and everything to anyone.Vert wrote:i didnt see problem to farm 10000000 animals to increase your random chance.
big faction will do it, moreover they can just make huge area with bot hunters.
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LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Balance Idea: Animal Quality Spawns
Erm, that is just stupid. Your arguements are a nonsense. First of all, to bot high-quality prey like mammoths you won't risk your high tier character. You've gotta do it manually. Even the bears and the moose are hard to commit to a good character with a bot. Not to mention that you would have to wall of an insane area and have all the problems with pathfinding, bot running servers and etc. Meanwhile, you have got 90 people playing in your village and the majority of them are hunters. Guess what? It's better to use that hunting potential rather than do some shit for 0 reward.Vert wrote:i didnt see problem to farm 10000000 animals to increase your random chance.
big faction will do it, moreover they can just make huge area with bot hunters.
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Balance Idea: Animal Quality Spawns
thatd be LAME AFinfectedking wrote:What about the discussion about just having a set animal quality cap, w7 was: boar 30, bear 200, deer 40, troll lvl5 300. That system allowed noobs to be able to trade animals and everything to anyone.Vert wrote:i didnt see problem to farm 10000000 animals to increase your random chance.
big faction will do it, moreover they can just make huge area with bot hunters.
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