This really feels like the best and most obvious solution. It makes no sense for an animal beat within an inch of its life to sprint away like it's got a rocket up its ass.Avu wrote:Animals should slow down the more they are damaged and should bleed out the more they are damaged.
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SacreDoom
- Posts: 2590
- Joined: Tue Apr 06, 2010 3:14 pm
Re: Speed of fleeing animals need a nerf
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Necroliter
- Posts: 207
- Joined: Wed Sep 21, 2011 8:29 pm
Re: Speed of fleeing animals need a nerf
You can chase foxes and badgers to death, as well as mouflons. Just kill them on terrain that allows 4th speed. Usually 1 chop is enough to finish them and foxes/badgers can be chased on 3rd speed for long enough to give you 1 chop.
In the forest, though, stamina drain is immense and not being able to sprint on 4th speed means that one obstacle will ruin your hunt. You still can chase on 3rd speed in straight line.
So yea, while i manage to hunt escaping animals, looking for suitable fighting ground is not much fun.
In the forest, though, stamina drain is immense and not being able to sprint on 4th speed means that one obstacle will ruin your hunt. You still can chase on 3rd speed in straight line.
So yea, while i manage to hunt escaping animals, looking for suitable fighting ground is not much fun.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Speed of fleeing animals need a nerf
Finding a suitable fighting ground is impossible for flying stuff that, when deciding to flee, goes on it's merry way at sprint speed.Necroliter wrote:So yea, while i manage to hunt escaping animals, looking for suitable fighting ground is not much fun.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Hrenli
- Posts: 1169
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Re: Speed of fleeing animals need a nerf
Well, if we are talking swans - they don't flee before taking ~70-80 damage. So it's enough to punch/kick them up till 50+, make sure you aren't standing in the water and deliver one nice swift killing blow. No need at all to make them flee. Ducks are another story, but it's actually quite fun mini-game to hunt them. And it all makes sense with the fliers. It's the land-runners which are a headache...Granger wrote:Finding a suitable fighting ground is impossible for flying stuff that, when deciding to flee, goes on it's merry way at sprint speed.
Too old to rock-n-roll, too young to die.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Speed of fleeing animals need a nerf
In case 'fliers' wouldn't be able to ista-start (in the way that they would have to move some tiles to gain speed for takeoff) it could be fun, as it is it's *meh*.Hrenli wrote:Well, if we are talking swans - they don't flee before taking ~70-80 damage. So it's enough to punch/kick them up till 50+, make sure you aren't standing in the water and deliver one nice swift killing blow. No need at all to make them flee. Ducks are another story, but it's actually quite fun mini-game to hunt them. And it all makes sense with the fliers. It's the land-runners which are a headache...Granger wrote:Finding a suitable fighting ground is impossible for flying stuff that, when deciding to flee, goes on it's merry way at sprint speed.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Moonpoppy
- Posts: 130
- Joined: Sat Jan 07, 2017 1:37 pm
Re: Speed of fleeing animals need a nerf
It's annoying, but the majority of time it's preventable... I usually just make it so the animal is between me and the water! That way they have to bounce off and come (kinda) back towards you. Also using cliffs works. Bats in caves are to easy not even worth mentioning.
Ps send nudes
Ps send nudes
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Speed of fleeing animals need a nerf
So you're saying exploiting them helps?
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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riker88
- Posts: 182
- Joined: Wed Sep 16, 2015 9:38 pm
- Location: Phoenix - Arizona -=USA=-
Re: Speed of fleeing animals need a nerf
I think wounded animals who flee should slowly bleed out and die, maybe a short burst of fleeing speed followed by a crawl speed as they die. They should only flee when at 90% health, no more fleeing and having to keep re-aggroing that is unrealistic.
Hunting with bows should do the damage they use to prior to their nerf. It's bad enough the quality of the animal is now capped by the arrow quality but hunting has traditionally been a one shot kill sport.
Hunting with bows should do the damage they use to prior to their nerf. It's bad enough the quality of the animal is now capped by the arrow quality but hunting has traditionally been a one shot kill sport.
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MadNomad
- Posts: 2158
- Joined: Fri Mar 11, 2016 11:13 pm
Re: Speed of fleeing animals need a nerf
indeed, we shouldn't even make any effort to get profit, devs should just spawn a lot of dead animal corpses around the world 
this thread is silly
this thread is silly
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Kearn
- Posts: 605
- Joined: Thu Jun 24, 2010 2:09 am
Re: Speed of fleeing animals need a nerf
bleed damage is far too slow to be useful outside of very, very near death animals, and if an animal is so mortally wounded that it is bleeding out it should not be able to sprint nearly indefinitely
tracking animals via blood trail is basically useless because the blood drops are not only relatively infrequent but difficult to spot and as such leave an incoherent trail that does not indicate direction at all
if bears still have 800 hp like they used to, doing 400 damage to one before it escaped and letting it bleed at like 4 damage every 30 seconds or w/e it is would require about an hour of trailing it waiting for it to keel over
tracking animals via blood trail is basically useless because the blood drops are not only relatively infrequent but difficult to spot and as such leave an incoherent trail that does not indicate direction at all
if bears still have 800 hp like they used to, doing 400 damage to one before it escaped and letting it bleed at like 4 damage every 30 seconds or w/e it is would require about an hour of trailing it waiting for it to keel over