- Intelligence (softcap),
- Exploration (softcap),
- Stealth (could be either soft or hardcapped. A strong argument could be made for either. Hardcap for realism, Softcap for playability)
- Perception (hardcap),
- Survival (hardcap)
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CaddoPuma
- Posts: 236
- Joined: Tue Jan 16, 2018 1:56 am
- Location: Shreveport,Louisiana, USA
A better way to handle animal quality?
Currently the idea of quality nodes strikes me as unrealistic. I propose we dispense with animal q nodes and have animal qual be a function of the animal's age, capped by the stats of the hunter. In other words, the longer an animal survives without being wounded by a Hearthling, the higher it's quality. Some or all of these hunter stats could be applied:
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: A better way to handle animal quality?
AFAIK animals spawns only if player is within area / range. Unless something was changed / I was wrong the entire time. Which renders idea bad since if You go too far or your prey walks too far, it will just despawn eventually, so age idea goes away, anyway it would be abused as hell. Imagine anyone being possible to trap a prey inside their pali, walled and left afk char for X time to let it soak with the top Q.
Not to say how some statistic are semi-easy to get to certain level, even if You lower it to 3-digit number.
Not to say how some statistic are semi-easy to get to certain level, even if You lower it to 3-digit number.
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pppp
- Posts: 403
- Joined: Sun Jun 20, 2010 7:30 pm
Re: A better way to handle animal quality?
I think using wave interference would generate a nice everchanging quality field. 3-4 wave sources located outside of the map generating waves of frequency in single game days and wavelength of 1 to few minimaps should do the trick.
http://www.falstad.com/ripple/
https://en.wikipedia.org/wiki/Wave_interference
If there is a need to complicate things, one can use 2D Perlin noise instead of sine wave.
http://www.falstad.com/ripple/
https://en.wikipedia.org/wiki/Wave_interference
If there is a need to complicate things, one can use 2D Perlin noise instead of sine wave.
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CaddoPuma
- Posts: 236
- Joined: Tue Jan 16, 2018 1:56 am
- Location: Shreveport,Louisiana, USA
Re: A better way to handle animal quality?
I have no argument for this.Aceb wrote:AFAIK animals spawns only if player is within area / range. Unless something was changed / I was wrong the entire time. Which renders idea bad since if You go too far or your prey walks too far, it will just despawn eventually, so age idea goes away,
So starving to death waiting for 1 animal to q up an unknown amount over an unknown space of time would be abuse, but claiming off a known highq animal node isnt? I think if a Hearthling is hungry or needing leather, curios, bones, etc; he's going to take that animal when he needs it, regardless of its q or age. But if he knows where a node is, he'll go to that place first instead of taking the first animal he finds, the way a true hunter would.Aceb wrote:anyway it would be abused as hell. Imagine anyone being possible to trap a prey inside their pali, walled and left afk char for X time to let it soak with the top Q.
You've already complicated it above my head. And with all that complication, it's still node based.pppp wrote:I think using wave interference...If there is a need to complicate things...
Last edited by CaddoPuma on Mon Nov 12, 2018 3:00 pm, edited 1 time in total.
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Mario_Demorez
- Posts: 599
- Joined: Sun Jan 11, 2015 9:32 pm
Re: A better way to handle animal quality?
At one point there was a rumor going around that animals spawn less when heartfires exist in an area. So bears would not spawn near big villages. They could incorporate this into the game. The less active areas spawn higher quality Animals. the nodes stay in the game because thats fucking haven and fucking hearth. But the nodes is the baseline quality, if the place is extremely active the quality will just be the node quality. But these areas where no one lives thats "Wild" area the animals, foragables, and anything else would slowly rise in quaity.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: A better way to handle animal quality?
LOL no. Hunters don't wanna waste their tag on a 4 point buck.CaddoPuma wrote:instead of taking the first animal he finds, the way a true hunter would.
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CaddoPuma
- Posts: 236
- Joined: Tue Jan 16, 2018 1:56 am
- Location: Shreveport,Louisiana, USA
Re: A better way to handle animal quality?
That's where the stats caps come in. If he lacks the perception to count the points or the intelligence to realize deer dont roar, then he deserves whatever he gets...or whatever gets him.Potjeh wrote:LOL no. Hunters don't wanna waste their tag on a 4 point buck.CaddoPuma wrote:instead of taking the first animal he finds, the way a true hunter would.
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: A better way to handle animal quality?
If highQ node is claimed, nothing spawns. Nothing spawns on claimed area. Also, isn't that another resource jorb would wanted us to fight over, kek.
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pppp
- Posts: 403
- Joined: Sun Jun 20, 2010 7:30 pm
Re: A better way to handle animal quality?
CaddoPuma wrote: claiming off a known highq animal node
Isn't it that your real problem is nodes can be claimed and you are denied access to them ?CaddoPuma wrote:And with all that complication, it's still node based.
I suggested a simple way to make purity animals show up in random areas so there is no one high Q place one can claim but still places with temporarily higher purity can be found, which would be another incentive to travel further away.
IIRC there was such a thing in legacy.Mario_Demorez wrote:At one point there was a rumor going around that animals spawn less when heartfires exist in an area. So bears would not spawn near big villages.
Node can not be claimed but can be donuted with a village claim.Aceb wrote:If highQ node is claimed, nothing spawns. Nothing spawns on claimed area. Also, isn't that another resource jorb would wanted us to fight over, kek.
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: A better way to handle animal quality?
No, claiming that area would not be abuse even were it possible, it would be a historically accurate way of managing important hunting areas. Ever heard of a 'King's Forest'? Ever watched Robin Hood? Sure instead of magical claims, they had sheriff's who investigated the crimes and patrolled the forest, but we have magical claims and people can choose to leave criminal scents if they want to hunt there so badly. Then the Sheriff of Rottingham can come run them down.CaddoPuma wrote:So starving to death waiting for 1 animal to q up an unknown amount over an unknown space of time would be abuse, but claiming off a known highq animal node isnt? I think if a Hearthling is hungry or needing leather, curios, bones, etc; he's going to take that animal when he needs it, regardless of its q or age. But if he knows where a node is, he'll go to that place first instead of taking the first animal he finds, the way a true hunter would.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
