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I'd like the idea to find living dogs in sandbow and especially in the story mod.

They could have condition like us, hungry, thirsty, etc...

They could travell with us. We could feed them. They could protect us against wolves (like the patou, it's his job in our moutains). It could be the super story.

Alaskan Malamute ?

malamute-de-l-alaska.jpg

 

"Patou" of Pyrenees ? >> (half dog half bear !)....Because he lives in my re(li)gion.

patou.jpg

 

 

Little Patou, gift

petit patou.jpg

Edited by Vinceofpyrenees
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@Raphael van Lierop That's what I thought. The dog is in the way of Hinterland vision we find in the story mod trailer : "Don't let this new world break you...". The dog is a perfect way to

Um... sandbox NPCs are on the roadmap, y'know. Just saying As for the actual topic, some breeds of dogs would make more sense than others, and actually having an animal companion would make gamep

Just throwing some more stuff out there: Carrying: Dogs have historically been used as beasts of burden, so there's no reason a large enough dog can't carry a hatchet or two Wellbeing: Cu

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Clearly. It would be really intense. It reminds me few movies with dogs-human feelings : "White Fang", the end of "The Road", "The Last Trapper" of Nicolas Vannier (Norman Whinter in his true role) and Sully and his dog in "Medicine Woman, Dr Queen"

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15 hours ago, sir ice said:

This is a game about isolation and lonleyness. 

Wrong. It's about how far you will go to survive when civilization falls apart. There aren't any NPC's in sandbox yet so we don't get this idea.

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On 7.9.2016 at 7:18 AM, sir ice said:

This is a game about isolation and lonleyness. 

Um... sandbox NPCs are on the roadmap, y'know. Just saying ;)

As for the actual topic, some breeds of dogs would make more sense than others, and actually having an animal companion would make gameplay so much more interesting, forcing you not only to find food but specific food, water, entertain it, keep it warm etc. In return, you get a loyal companion who warns you of wolves and maybe hunts rabbits for you. I like it! ^_^ (Unless we don't get a "play with dog" button ;)

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@Raphael van Lierop

Quote

 

On 08/09/2016 at 8:04 AM, Wastelander said:

Um... sandbox NPCs are on the roadmap, y'know. Just saying ;)

As for the actual topic, some breeds of dogs would make more sense than others, and actually having an animal companion would make gameplay so much more interesting, forcing you not only to find food but specific food, water, entertain it, keep it warm etc. In return, you get

On 08/09/2016 at 8:04 AM, Wastelander said:

a loyal companion who warns you of wolves and maybe hunts rabbits for you. I like it! ^_^ (Unless we don't get a "play with dog" button ;)

That's what I thought. The dog is in the way of Hinterland vision we find in the story mod trailer : "Don't let this new world break you...". The dog is a perfect way to make choices concerning the humanity character.

I'll try to describe a bit the dog, that it will help DEVS too identify my vision if they read.

 

1. PRESENCE

He's like a NPC. He's physically there, visible for us. He lets fingerprints too, etc...

He has a specific speed of walk and run.

 

2. CONDITION

Like us, he has conditionfatique, stamina for run/etc... (a lot) hunger and thirsty (or regrouped in the same ?), cold (great resistance like he has wolf coat and deer boots, etc...). He can be injured.

 

3. ANIMATIONS and INTERACTIONS

- he has basic's animations, like a wolf : walk, run, sit.

- he can make his "stop pose" to signal wildlife/NPC in his détection's zone, following animals prints animation too.

- he can bark too, when he see a danger (wolf/bear), according to the danger/proximity degre, in the limit of his détection's zone too.

- he has to sleep to recover fatigue and condition. Automatically while our sleep time?

- he follows us automatically (just in front of us to see him :D)

- he can hunt : ability to follow the floow and "smell" with/without presence of drops of blood for example. Reinforced by skill Hunt.

- he can fight, like us in a struggle gameplay. He can attack the wildlife/NPC under order, or attack without order when we are attacked, in any case if ''ennemy" in in the detection zone. In this second case, the first struggle happens with "dog VS wolf" or "us VS wolf", and the second struggle with the second couple. The best way if our link is very strong is that he can fight first. Reinforced by skill Fight.

- "play/take care/educate". The time would be accelerated too. Two things to understand. First there's a % of succeed the educating session and if it's works that will increase the skill "Link" (see below). Secondly, this interaction not increase the dog's specific skills. It's also a good thing when to avoid boring too.

- feed the dog. He can feed himself (living or died wildlife, dropped meat (according his obedience), but we can give food to him (>> increase link). He aslo can steal food (determined by obedience) if he's totally hungry.

- climbing ? : choose to let him down and he 'll find the "long way" to join us or bring him attached to us and raise him (hard). The question is what would you do in reality ?

- we can give orders, by a second nested "radial menu". Orders are submit to his obedience for the character. Obedience is greatly determined by the value of the Link skill (see below) that give chances (%) to obey. Obedience is also influenced by two things. The "nature of the asked action" (risked, easy) and the eventually dog's skill for this action. Orders have a proper difficulty (% successful) :

*Stay. Easy. It have to be a zone that decide when he automatically joins back for outdoors spaces. And for indoors spaces, he can stay there. Stay has the limits of his non order reactions, happens when starving for example.

*attack, NPC/wildlife Difficult. A high obedience (% influenced by link) helps. Automatically attck herbivorous wildlife if he's really starving ?

*shut, asked to anticipate of encountering of NPC/wildlife. Easy

*bark ? (or by default interaction, automatically, see above), to affraid, that could affraid NPC too (if NPC interactions are in that kind of gameplay of course). Easy

*follow fingerprints to find wildlife, high difficulty. If he's totally starving he can follow automatically herbivorous.

*"you can rest/sleep now" ? sleep also  by our order too (that allow him to recover during we cook for example). Easy

*guard ?(to signal/bark wildlife during outdoors rest/sleep times). It could be automatic too while he's sleeping, and he can wake up at danger presence (high proximity in his detection zone. according too this actual zone where wildlife attack or a little larger zone)

 

4. CHARACTER'S SKILLS and DOG'S SKILLS

.TAMING (character's skill). Of course, there have to be a skill for taming a dog. First, we have to tame when encountering the dog (who are pretty rare in the world). There's a basic % (like 30%) to succeed taming the dog, according to level of the skill (level 1). Give food radically increase chances (+30% ? There are knowledge books for increase taming skill. Then taming worked, dog is with us. Now, it unlocks the skill "Link", and give a basic value : 10/100 for example.

.LINK (character's skill) : it's not a skill like the others. It's reflects the link with a specific dog only. I mean skill will down to zero if the dog dies, but can start again with another. It reflects the link we have with him. It's not express by levels but by only value/100. No books for increase it. This link is determining two distinctives things : obedience (for orders), and non ordered reactions like defend character (% to happens). So it unlocks what he could do for us (actions like hunt, fight, etc...) or the chance of the action success. The link is naturally increased by the time (like +5  for 10 days together). Keep in mind if it falls down to zero, dog leaves us automatically.

So, a good link can make the dog :

- high chances to defend us automaticcly on his decision.

- high obedience, that is high more % to dog obey to orders.

*Actions that increase this LINK (values for example)

- play/take care/educate. >> +1 or 2

- give food/water >> +1 or 2.

- sleep with him (he benefits from the bed/bedroll temperature). Select these option while choosing character's sleep duration. >> +1

- every intense common actions (us with dog) : fight >> 8 or 10, successful hunt >> +5

*Actions that decrease this Link (values for example)

- struggle against him by ourself decision ? >> -20 !

- X consecutives days without an action which increase link >> cancel naturally increase.

.HUNT /DETECTING ZONE (dogs' skill) : value of detection zone, ability value to detect wildlife and to follow track under order, even if drops of blood are already deleted, in limit of detection zone. Also his ability too attack (like wolves), under order or not, determined by link (so obedience).

.FIGHT (dog's skill) : ability to win struggles. Stuggles happens under order (obedience) or not, determined by value of link.

.SWIMMING ? (as the character for the future with moving waters ?). Independent to link skill.

*Actions that increase the specifics dog's skills :values for example

- for hunts, succeed hunt with him or by him >> increase detecting zone (%)

- for fights, a common fight (attacking wildlife/NPC) >> increase fight skill (%)

 

That's all I think about for the moment.

Maybe Link skill could benefit has the same gameplay that Hinterland team developps for NPC and their interactions ?

i-am-legend.jpg

Edited by Vinceofpyrenees
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On 8/9/2016 at 11:59 AM, Vinceofpyrenees said:

@Raphael van Lierop

That's what I thought. The dog is in the way of Hinterland vision we find in the story mod trailer : "Don't let this new world break you...". The dog is a perfect way to make choices concerning the humanity character.

I'll try to describe a bit the dog, that it will help DEVS too identify my vision if they read.

 

1. PRESENCE

He's like a NPC. He's physically there, visible for us. He lets fingerprints too, etc...

He has a specific speed of walk and run.

 

2. CONDITION

Like us, he has conditionfatique, stamina for run/etc... (a lot) hunger and thirsty (or regrouped in the same ?), cold (great resistance like he has wolf coat and deer boots, etc...). He can be injured.

 

3. ANIMATIONS and INTERACTIONS

- he has basic's animations, like a wolf : walk, run, sit.

- he can make his "stop pose" to signal wildlife/NPC in his détection's zone, following animals prints animation too.

- he can bark too, when he see a danger (wolf/bear), according to the danger/proximity degre, in the limit of his détection's zone too.

- he has to sleep to recover fatigue and condition. Automatically while our sleep time?

- he follows us automatically (just in front of us to see him :D)

- he can hunt : ability to follow the floow and "smell" with/without presence of drops of blood for example. Reinforced by skill Hunt.

- he can fight, like us in a struggle gameplay. He can attack the wildlife/NPC under order, or attack without order when we are attacked, in any case if ''ennemy" in in the detection zone. In this second case, the first struggle happens with "dog VS wolf" or "us VS wolf", and the second struggle with the second couple. The best way if our link is very strong is that he can fight first. Reinforced by skill Fight.

- "play/take care/educate". The time would be accelerated too. Two things to understand. First there's a % of succeed the educating session and if it's works that will increase the skill "Link" (see below). Secondly, this interaction not increase the dog's specific skills. It's also a good thing when to avoid boring too.

- feed the dog. He can feed himself (living or died wildlife, dropped meat (according his obedience), but we can give food to him (>> increase link). He aslo can steal food (determined by obedience) if he's totally hungry.

- climbing ? : choose to let him down and he 'll find the "long way" to join us or bring him attached to us and raise him (hard). The question is what would you do in reality ?

- we can give orders, by a second nested "radial menu". Orders are submit to his obedience for the character. Obedience is greatly determined by the value of the Link skill (see below) that give chances (%) to obey. Obedience is also influenced by two things. The "nature of the asked action" (risked, easy) and the eventually dog's skill for this action. Orders have a proper difficulty (% successful) :

*Stay. Easy. It have to be a zone that decide when he automatically joins back for outdoors spaces. And for indoors spaces, he can stay there. Stay has the limits of his non order reactions, happens when starving for example.

*attack, NPC/wildlife Difficult. A high obedience (% influenced by link) helps. Automatically attck herbivorous wildlife if he's really starving ?

*shut, asked to anticipate of encountering of NPC/wildlife. Easy

*bark ? (or by default interaction, automatically, see above), to affraid, that could affraid NPC too (if NPC interactions are in that kind of gameplay of course). Easy

*follow fingerprints to find wildlife, high difficulty. If he's totally starving he can follow automatically herbivorous.

*"you can rest/sleep now" ? sleep also  by our order too (that allow him to recover during we cook for example). Easy

*guard ?(to signal/bark wildlife during outdoors rest/sleep times). It could be automatic too while he's sleeping, and he can wake up at danger presence (high proximity in his detection zone. according too this actual zone where wildlife attack or a little larger zone)

 

4. CHARACTER'S SKILLS and DOG'S SKILLS

.TAMING (character's skill). Of course, there have to be a skill for taming a dog. First, we have to tame when encountering the dog (who are pretty rare in the world). There's a basic % (like 30%) to succeed taming the dog, according to level of the skill (level 1). Give food radically increase chances (+30% ? There are knowledge books for increase taming skill. Then taming worked, dog is with us. Now, it unlocks the skill "Link", and give a basic value : 10/100 for example.

.LINK (character's skill) : it's not a skill like the others. It's reflects the link with a specific dog only. I mean skill will down to zero if the dog dies, but can start again with another. It reflects the link we have with him. It's not express by levels but by only value/100. No books for increase it. This link is determining two distinctives things : obedience (for orders), and non ordered reactions like defend character (% to happens). So it unlocks what he could do for us (actions like hunt, fight, etc...) or the chance of the action success. The link is naturally increased by the time (like +5  for 10 days together). Keep in mind if it falls down to zero, dog leaves us automatically.

So, a good link can make the dog :

- high chances to defend us automaticcly on his decision.

- high obedience, that is high more % to dog obey to orders.

*Actions that increase this LINK (values for example)

- play/take care/educate. >> +1 or 2

- give food/water >> +1 or 2.

- sleep with him (he benefits from the bed/bedroll temperature). Select these option while choosing character's sleep duration. >> +1

- every intense common actions (us with dog) : fight >> 8 or 10, successful hunt >> +5

*Actions that decrease this Link (values for example)

- struggle against him by ourself decision ? >> -20 !

- X consecutives days without an action which increase link >> cancel naturally increase.

.HUNT /DETECTING ZONE (dogs' skill) : value of detection zone, ability value to detect wildlife and to follow track under order, even if drops of blood are already deleted, in limit of detection zone. Also his ability too attack (like wolves), under order or not, determined by link (so obedience).

.FIGHT (dog's skill) : ability to win struggles. Stuggles happens under order (obedience) or not, determined by value of link.

.SWIMMING ? (as the character for the future with moving waters ?). Independent to link skill.

*Actions that increase the specifics dog's skills :values for example

- for hunts, succeed hunt with him or by him >> increase detecting zone (%)

- for fights, a common fight (attacking wildlife/NPC) >> increase fight skill (%)

 

That's all I think about for the moment.

Maybe Link skill could benefit has the same gameplay that Hinterland team developps for NPC and their interactions ?

i-am-legend.jpg

This man should get a nice cookie. Dogs should really be added in-game but very rare.

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8 hours ago, sir ice said:

But its feel is isolation. 

yes but if wolves are still there, maybe dogs could too. It's not "the long dark lonely" so it's not off topic. And we'll have NPCs, so !

And in this vidéo we can hear one dog...

So my suggestion is just for a vision for help Devs if they want implement them.

 

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1 hour ago, thekillergreece said:

This man should get a nice cookie. Dogs should really be added in-game but very rare.

Me ? Not a cookie lol. Just devs who read me. I would to know if it's interesting or for them, if it's possible to create it or not, if they want or not, if they technically could or not. That's the reason to be of every whishlist topic.

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On 8.9.2016 at 10:59 AM, Vinceofpyrenees said:

@Raphael van Lierop

That's what I thought. The dog is in the way of Hinterland vision we find in the story mod trailer : "Don't let this new world break you...". The dog is a perfect way to make choices concerning the humanity character.

I'll try to describe a bit the dog, that it will help DEVS too identify my vision if they read.

 

1. PRESENCE

He's like a NPC. He's physically there, visible for us. He lets fingerprints too, etc...

He has a specific speed of walk and run.

 

2. CONDITION

Like us, he has conditionfatique, stamina for run/etc... (a lot) hunger and thirsty (or regrouped in the same ?), cold (great resistance like he has wolf coat and deer boots, etc...). He can be injured.

 

3. ANIMATIONS and INTERACTIONS

- he has basic's animations, like a wolf : walk, run, sit.

- he can make his "stop pose" to signal wildlife/NPC in his détection's zone, following animals prints animation too.

- he can bark too, when he see a danger (wolf/bear), according to the danger/proximity degre, in the limit of his détection's zone too.

- he has to sleep to recover fatigue and condition. Automatically while our sleep time?

- he follows us automatically (just in front of us to see him :D)

- he can hunt : ability to follow the floow and "smell" with/without presence of drops of blood for example. Reinforced by skill Hunt.

- he can fight, like us in a struggle gameplay. He can attack the wildlife/NPC under order, or attack without order when we are attacked, in any case if ''ennemy" in in the detection zone. In this second case, the first struggle happens with "dog VS wolf" or "us VS wolf", and the second struggle with the second couple. The best way if our link is very strong is that he can fight first. Reinforced by skill Fight.

- "play/take care/educate". The time would be accelerated too. Two things to understand. First there's a % of succeed the educating session and if it's works that will increase the skill "Link" (see below). Secondly, this interaction not increase the dog's specific skills. It's also a good thing when to avoid boring too.

- feed the dog. He can feed himself (living or died wildlife, dropped meat (according his obedience), but we can give food to him (>> increase link). He aslo can steal food (determined by obedience) if he's totally hungry.

- climbing ? : choose to let him down and he 'll find the "long way" to join us or bring him attached to us and raise him (hard). The question is what would you do in reality ?

- we can give orders, by a second nested "radial menu". Orders are submit to his obedience for the character. Obedience is greatly determined by the value of the Link skill (see below) that give chances (%) to obey. Obedience is also influenced by two things. The "nature of the asked action" (risked, easy) and the eventually dog's skill for this action. Orders have a proper difficulty (% successful) :

*Stay. Easy. It have to be a zone that decide when he automatically joins back for outdoors spaces. And for indoors spaces, he can stay there. Stay has the limits of his non order reactions, happens when starving for example.

*attack, NPC/wildlife Difficult. A high obedience (% influenced by link) helps. Automatically attck herbivorous wildlife if he's really starving ?

*shut, asked to anticipate of encountering of NPC/wildlife. Easy

*bark ? (or by default interaction, automatically, see above), to affraid, that could affraid NPC too (if NPC interactions are in that kind of gameplay of course). Easy

*follow fingerprints to find wildlife, high difficulty. If he's totally starving he can follow automatically herbivorous.

*"you can rest/sleep now" ? sleep also  by our order too (that allow him to recover during we cook for example). Easy

*guard ?(to signal/bark wildlife during outdoors rest/sleep times). It could be automatic too while he's sleeping, and he can wake up at danger presence (high proximity in his detection zone. according too this actual zone where wildlife attack or a little larger zone)

 

4. CHARACTER'S SKILLS and DOG'S SKILLS

.TAMING (character's skill). Of course, there have to be a skill for taming a dog. First, we have to tame when encountering the dog (who are pretty rare in the world). There's a basic % (like 30%) to succeed taming the dog, according to level of the skill (level 1). Give food radically increase chances (+30% ? There are knowledge books for increase taming skill. Then taming worked, dog is with us. Now, it unlocks the skill "Link", and give a basic value : 10/100 for example.

.LINK (character's skill) : it's not a skill like the others. It's reflects the link with a specific dog only. I mean skill will down to zero if the dog dies, but can start again with another. It reflects the link we have with him. It's not express by levels but by only value/100. No books for increase it. This link is determining two distinctives things : obedience (for orders), and non ordered reactions like defend character (% to happens). So it unlocks what he could do for us (actions like hunt, fight, etc...) or the chance of the action success. The link is naturally increased by the time (like +5  for 10 days together). Keep in mind if it falls down to zero, dog leaves us automatically.

So, a good link can make the dog :

- high chances to defend us automaticcly on his decision.

- high obedience, that is high more % to dog obey to orders.

*Actions that increase this LINK (values for example)

- play/take care/educate. >> +1 or 2

- give food/water >> +1 or 2.

- sleep with him (he benefits from the bed/bedroll temperature). Select these option while choosing character's sleep duration. >> +1

- every intense common actions (us with dog) : fight >> 8 or 10, successful hunt >> +5

*Actions that decrease this Link (values for example)

- struggle against him by ourself decision ? >> -20 !

- X consecutives days without an action which increase link >> cancel naturally increase.

.HUNT /DETECTING ZONE (dogs' skill) : value of detection zone, ability value to detect wildlife and to follow track under order, even if drops of blood are already deleted, in limit of detection zone. Also his ability too attack (like wolves), under order or not, determined by link (so obedience).

.FIGHT (dog's skill) : ability to win struggles. Stuggles happens under order (obedience) or not, determined by value of link.

.SWIMMING ? (as the character for the future with moving waters ?). Independent to link skill.

*Actions that increase the specifics dog's skills :values for example

- for hunts, succeed hunt with him or by him >> increase detecting zone (%)

- for fights, a common fight (attacking wildlife/NPC) >> increase fight skill (%)

 

That's all I think about for the moment.

Maybe Link skill could benefit has the same gameplay that Hinterland team developps for NPC and their interactions ?

i-am-legend.jpg

This is one of the, if not the best thing I ever read on the wishlist forums. Well thought-out, well done, awesome! The devs would bring shame upon their names if they didn't read this ;)

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2 minutes ago, Vinceofpyrenees said:

Euh...thanks. I thought about this 3 consecutives hours. We could build a better suggestion about dogs by collecting everybody ideas and puttin them in the same wish concept in a organized one in all.

Another nice idea. Where do you take those from? What is your secret? Speak, Heretic :D 

I just thought of another use for dogs - they can warm you, provided they're well fed and relatively obedient. (Also, I want a first-person animation for hugging the doggo)

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"I just thought of another use for dogs - they can warm you, provided they're well fed and relatively obedient. (Also, I want a first-person animation for hugging the doggo) "

 

Oh f*** of course ! If they could sleep while we sleep too, and with us for increase the link, so why they couldn't warm us ? Yes. I think it can be easy to build beacause it could works technically like a fire with a area/zone of warm effect. So We could hope this too. 

So, the best way to centralize your idea for example, to start, it that I can integrate it in my developped suggestion we are seeing, in a word/pdf/excel document file on my computer. And also add your idea directly by editing my post ? (with a mention it's yours of course)

Thanks to you if you have ideas when they come to you, it's especially more serious wish-plan for dogs wish.

Otherway, I am used to do that, I have built 3 board games (one on conquests in an fantastic world ''Artanta", one on "How did you make the War of Gauls ?", and another on "cycling tour"). So I LOOOVE dissects ideas to bring them incorporated efficienly in a pre existing game mechanic. 

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Just throwing some more stuff out there:

  • Carrying: Dogs have historically been used as beasts of burden, so there's no reason a large enough dog can't carry a hatchet or two
  • Wellbeing: Cute dog is cute.
  • Cabin fever: Dogs should be even more suspectible to cabin fever
  • Parasites: Dogs should have a lowered chance of getting parasites. Maybe make the effects worse on them to balance it
  • Death: The impact a dog's death has on the player should be tied to how long the player had said dog. Also, eating the meat of such a dog should come with a hefty wellbeing-penalty.
  • First aid: The Survivor is no veterinarian, so first aid on dogs should be more difficult than on the player.
  • Watch out what you feed him: Chocolate is deadly for dogs.
  • Disobedience: Sometimes, dogs just do random stuff like raiding your pantry. Imagine coming home after a short loot-trip and finding your precious food-storage all messed up and your dog staring at you, acting innocent :D
  • Passive defense: A dog could mark it's territory, giving a chance of driving off wolves in the area for 1-2 days, depending on the weather.
  • Finding stuff: Your dog could sniff out things that have a relatively strong smell e.g. lamp oil, rifle rounds, food etc.
  • Some breeds of dogs can actually become quite a threat to bears
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1 minute ago, Vinceofpyrenees said:

Ok well You're a lot of ideas. My god . So, what I'm doing :

 

I homebrew pen&paper RPGs because I am too stingy to buy official ones and I don't like the magic/combat systems most use, so I know a thing or two about game design, and my current project has rules about animal companions :D 

Anyway, this looks very professional and promising. I think you're onto something there!

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-Carrying : yes ! (how devs could developp that i don't know lol). Because stuffs could be visible on dog's "back-pack like" ?

- Wellbeing ? What impacts to gameplay ?

- Cabin fever : I say yes, but in the case of devs created them as equal as character's mechanics (for NPC's I'm not sure they would have cabin fever too) 

- Parasites : idem above

- Death: why not. Thats seems ttoo much subjectiv to be developped no ? It's can not please every player that.

- First aid: of course i'v forgot first aid (same logic of mechanic than cabin fever and parasites but more important too : a dog that could fight have to be injured potentially)

- Watch out what you feed him: Chocolate is deadly for dogs. >>yes of course, if dogs would be developpe, this is a way of realism.

- Disobedience : yes i thought that to. Of course i could eat outside stored meat. If the link is not strong enough ? or if we have not play/take care/educate him ? That would be another reason to play/take care/educate exists.

- Passive defense : yes in a automatic way, he could works like the actually hidden mechanics of the wolf coat : repel (in some mesure)

- Finding stuff : I think food especially (or only) (raw or cooked)

 

- Some breeds of dogs can actually become quite a threat to bears : I'm not agree. Even our Pyrenies "Patou" dogs have hard working against wolves. You know one who actually afraid bears ? not grizzly I Think lol.

 

 

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Just now, Vinceofpyrenees said:

-Carrying : yes ! (how devs could developp that i don't know lol). Because stuffs could be visible on dog's "back-pack like" ?

 

Simple, give the dog a small backpack and make it a mobile container.

1 minute ago, Vinceofpyrenees said:

- Wellbeing ? What impacts to gameplay ?

 

A wellbeing-system is on the roadmap, so that'd be a future-thing

1 minute ago, Vinceofpyrenees said:

- Death: why not. Thats seems ttoo much subjectiv to be developped no ? It's can not please every player that.

 

Well, the devs will never please everybody - that's something noone has ever done before and noone ever will do.

2 minutes ago, Vinceofpyrenees said:

- Passive defense : yes in a automatic way, he could works like the actually hidden mechanics of the wolf coat : repel (in some mesure)

 

Yep, that's a good idea.

2 minutes ago, Vinceofpyrenees said:

- Some breeds of dogs can actually become quite a threat to bears : I'm not agree. Even our Pyrenies "Patou" dogs have hard working against wolves. You know one who actually afraid bears ? not grizzly I Think lol.

 

I have to admit, the particular dog breed that was used against bears in Germany isn't bred anymore, so I guess you're right.

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13 minutes ago, Wastelander said:

I homebrew pen&paper RPGs because I am too stingy to buy official ones and I don't like the magic/combat systems most use, so I know a thing or two about game design, and my current project has rules about animal companions :D 

Anyway, this looks very professional and promising. I think you're onto something there!

So t's your thing too !  

But, there's few chances that we'll see dogs I think, because it will have to be very developped and requires a lot of mechanics. Some are existing I think with "warm area", "repel wildlife power, carrynig, etc...A hard work for Devs and the game should rename "The Long Dark with your dog" if it becomes as we have in our mind.

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- "Simple, give the dog a small backpack and make it a mobile container. " LOOL (without a backpack so !) If you click on him, you can store things. 5kg ?

- "A wellbeing-system is on the roadmap, so that'd be a future-thing" Ok so it could

And - "Well, the devs will never please everybody - that's something noone has ever done before and noone ever will do. " I agree, I hope...

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Just now, Vinceofpyrenees said:

If you click on him, you can store things. 5kg

I'd say that's a good value with which the dog can still move comfortably, yes. Should be able to "overload" it though, just like the Survivor can overload themselves, with the same effects.

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