A New Difficulty--REALISTIC


Cosmoline

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.... Having a recently fed wolf simply growl and menace or simply trot off would be a nice change of pace. Instead of the kill switch being stuck in the ON position.

I like where this is going. But... how do you see it being implemented? Would a player be able to tell if a wolf is hungry or not? Some sort of behavioral cue might work I suppose? e.g. sated = slow walk, sleeping, having a bath etc, hungry = sniffing the air, howling, sniffing&following tracks in the snow, faster walking.. etc

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.... Having a recently fed wolf simply growl and menace or simply trot off would be a nice change of pace. Instead of the kill switch being stuck in the ON position.

I like where this is going. But... how do you see it being implemented? Would a player be able to tell if a wolf is hungry or not? Some sort of behavioral cue might work I suppose? e.g. sated = slow walk, sleeping, having a bath etc, hungry = sniffing the air, howling, sniffing&following tracks in the snow, faster walking.. etc

The dead give away would be walking up on a wolf after chowing down on something. Would a rabbit be enough? Or would it need a brace of rabbits?

Back to the satiated wolf, there might not be any obvious clue at this stage of the game. They could just be trotting from point A to B and the player makes an unexpected appearance. The wolf decides to skirt the player and keeps going, or stops and growls, etc. If a satiated wolf saw a player, having them not make a beeline for the player might be a sign. Then the player has to wonder did the wolf even see them OR are they just full.

On a side note, having wolves chow down on carrion would also change the pace a bit. But would they eat frozen carrion? Dunno.

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If they added a random action into the mix, say every 20 seconds or so, it would change completely. The bear mope off after you for a bit and then: continues on at pace, wanders off, runs off, charges, stands still, etc. Now kiting has become problematic at best. You get to close and the bear charges, all bets are off.

Varied response modes like this with all predatory wildlife would be a perfect tool to keep encounters scary instead of feeling gimmicky, predictable, and frustrating. Much more believable bear behavior, too. Two thumbs up.

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Finally people, who give a shit about realism.

+1 for realism mode.Well not really a mode, I mean most of these thing should be in all difficulties.Again difficulty should come from how frequent bad weather comes not how many wolves there are.Loot amount is fine.

Wishlist:

Weather patterns to be noticable and storms not appear out of nothing.

No certain wolf territory, but a den, where new wolves spawn after only 2 wold remain on the map.

Player can control animal population.There should definitely be more deer that wolves.There are currently more predators than there are prey.

Water to freeze.

Body temperature control mechanic including managing sweat.

Wolves to actually guard their meat instead of completely abandoning it after you provoke them.

Wolves to eat in packs.

Wolves to actually eat the decoy you leave behind, unless its canned or somehow encased.

Wolves to not attack after they've just eaten.

You shouldn't be able to forage wood while a wolf is outside the fishing hut.

Being able to make traps with ripped clothes alongside gut.

Wolves to be more passive is all the other changes here are applied.Just have the weather and other mechanics be the difficult part.

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On 7/3/2015 at 0:02 AM, pulkmees said:

Player can control animal population.There should definitely be more deer that wolves.There are currently more predators than there are prey.

True, in real life prey outnumber predators one to ten.

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