The idea with animals being "territorial" is actually quite good and corresponds to real life. Let's consider the 2 most common scenarios when an animal attacks a human / hearthling IRL
1.) If you are threatening it by attacking it or just by being in its territory. Then the animal will first warn you and then attack you and its goal is to drive you away from its territory. So let's say the forest it is in. It won't chase you farther away since it completed its goal and thus will de-aggro.
2.) It wants to eat you. So it will chase you until you get away or you're dead (same mechanic as is now). This should be extremely rare though, since even bears don't pick humans as their pray in most cases.
So my suggestion is to implement a mechanic where the animals de-aggro if you run far away from the spot it aggroed you (not far away from the animal itself). Preying animals should only be: A pack of wolves, bears (but with a low chance), trolls. If you want to expand this list then also add badgers (cause badgers don't give a fuck), and goats cause they are vile satanic creatures. Everything else pls put as territorial.
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SovietUnion
- Posts: 266
- Joined: Mon Mar 12, 2012 4:42 am
- Location: Brno, Czech Republic
Re: Game Development: An Arrow to the Knee
Notable characters: Cpt. Danko, Kng. Danko
LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)
"Not really. But meh.. who needs proper communication anyways"
LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)
"Not really. But meh.. who needs proper communication anyways"
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loftar
- Posts: 9093
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: An Arrow to the Knee
It's probably true that boreworms should be reconsidered. I will say, however, that it does not mean "straight out death", because boreworms aren't bloodthirsty enough that the probability of that is particularly large, even with 7 of them at once. But yes, in retrospect it's probably a bit random.Tahlia wrote:So the other day my husband was walking around our mines, and 7 boreworms jumped out of the ground and agro'd him at once. He was KO'd. With these changes it sounds like something we can't see to avoid might mean straight out death?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Artemiswhb
- Posts: 178
- Joined: Thu Jan 02, 2014 7:57 pm
Re: Game Development: An Arrow to the Knee
Does this mean you can no longer take from and give from stockpiles as noted in the previous update?jorb wrote: Small Fixes
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- Barter Poles no longer place items into, or take items from, inventories which the Hands that Take and Give could not themselves, respectively, be placed in.
Because to me that sounds like removed functionality rather than a small fix, making them much more useless.jorb wrote: New Implementations
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- Added "Barter Pole", buildable object .... can then place or take wares processed by the Barter Stand in or from containers or stockpiles within its reach
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Enjoyment_2
- Under curfew
- Posts: 592
- Joined: Mon Oct 19, 2015 12:53 pm
Re: Game Development: An Arrow to the Knee
well, you should consider that "aren't they supposed to have a chance to win?" should be always applied to players too.loftar wrote:It's probably true that boreworms should be reconsidered. I will say, however, that it does not mean "straight out death", because boreworms aren't bloodthirsty enough that the probability of that is particularly large, even with 7 of them at once. But yes, in retrospect it's probably a bit random.Tahlia wrote:So the other day my husband was walking around our mines, and 7 boreworms jumped out of the ground and agro'd him at once. He was KO'd. With these changes it sounds like something we can't see to avoid might mean straight out death?
otherwise, there should be way more events for random death (like food poisoning / lightning strikes / heartattacks etc.) so such particular situations (like spawning 7 boreworms) won't look like bad design.
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Sollar
- Posts: 561
- Joined: Wed May 26, 2010 2:53 pm
Re: Game Development: An Arrow to the Knee
This is a concern. I had once a pack of wolves coming in fast downhill towards me on a steep mountainside. From the moment they appeared on the map and to the moment I got aggroed was like a split second, too quick to even react. I can't but think that if that would cause me to lose some 2month character development I'd break my monitor and never play this game again.jordancoles wrote:Looks like if you're KO'd by a pack of wolves it means 100% death
I support making wildlife a little more dangerous, but not having it pose an unavoidable permadeath.
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loftar
- Posts: 9093
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: An Arrow to the Knee
Right, now that you mention it, it probably does mean that. That was entirely unintentional, the intention was just to disable them from putting items into ovens and such things. I'll have to look at that.Artemiswhb wrote:Does this mean you can no longer take from and give from stockpiles as noted in the previous update?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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LostJustice
- Posts: 691
- Joined: Sun Mar 25, 2012 3:57 am
Re: Game Development: An Arrow to the Knee
While on that topic, could you take a look a cyclic trades with the barter poles? I haven’t been able to reproduce this but I can sometimes get it to happen and most of the times not. If you have a situation where you take and store the same item from an area, the trade item for the buy or sell will not be there and valid. I can’t tell if it the containers locking up or the fact it might be a cyclic trade (like stone for flax fiber and flax fiber for stone in same or different barter stands). I just know it buggy because it isn’t 100% consistent.loftar wrote:Right, now that you mention it, it probably does mean that. That was entirely unintentional, the intention was just to disable them from putting items into ovens and such things. I'll have to look at that.Artemiswhb wrote:Does this mean you can no longer take from and give from stockpiles as noted in the previous update?
Edit: specifically taking and storing poles in same area for a certain item type.

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Austinh15
- Posts: 317
- Joined: Fri Sep 17, 2010 10:45 pm
Re: Game Development: An Arrow to the Knee
Me and my homies after the marksmanship update came 

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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Game Development: An Arrow to the Knee
return back a single slider which will be on one side combat and the other peaceful
losing 55% of stats is extremely punishing and most people tend to just quit after.
also while on the topic of archery instead of just adding constant stupid gimicks to it how about combining it with melee combat?
red green blue yellow moves it could be fairly balanced tbh because you actually need arrows to stay useful. mm would work exactly how ua mc works.
- combat gives 20% griev damage like murderous rage.
- peaceful makes it so you inherit like 80% of your stats back.
losing 55% of stats is extremely punishing and most people tend to just quit after.
also while on the topic of archery instead of just adding constant stupid gimicks to it how about combining it with melee combat?
red green blue yellow moves it could be fairly balanced tbh because you actually need arrows to stay useful. mm would work exactly how ua mc works.
see homo sexuality trending,. do not do that.
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Sacraer
- Posts: 107
- Joined: Thu Oct 25, 2018 11:11 am
Re: Game Development: An Arrow to the Knee
so many tears and whiners in this game... I played with the rage for 7 months and fought in every fight, I fought against HH without rage knowing that they could kill me in battle, and I only can knock out my opponent. But my character is still alive, maybe ppls who is unhappy just worth changing the genre of the game? I want to remind H&H this is hardcore that's why I play this game
for people who can’t avoid the fight, u need know the problem is in you, the combat system is currently twice as beneficial for the person who runs away and with the skill and self-control you can easily avoid the fight. you have speed buffs, animal abuses and other things
for people who can’t avoid the fight, u need know the problem is in you, the combat system is currently twice as beneficial for the person who runs away and with the skill and self-control you can easily avoid the fight. you have speed buffs, animal abuses and other things