Drazon Posted April 2, 2016 Share Posted April 2, 2016 How about if wolves could take a note that their kin was killed in a certain area and they'd avoid that area (zone sizeable enough to force the player to make a bit of a walk in order to hunt his next prey, and as such making him vulnerable for some sudden blizzard - always an interesting turn of events out there in the wild) for example three days? Link to comment Share on other sites More sharing options...
Riverotter Posted December 11, 2016 Share Posted December 11, 2016 I am for herd migration and if staker had less wolfs but the animals could be cleaned out completely in one area. Link to comment Share on other sites More sharing options...
mystifeid Posted December 11, 2016 Share Posted December 11, 2016 1 hour ago, Riverotter said: I am for herd migration and if staker had less wolfs but the animals could be cleaned out completely in one area I always get a giggle at this definition. Better to start a new thread imho. Link to comment Share on other sites More sharing options...
Vinceofpyrenees Posted December 13, 2016 Share Posted December 13, 2016 Agree with little less respawn of wildlife. Link to comment Share on other sites More sharing options...
Riverotter Posted December 14, 2016 Share Posted December 14, 2016 On 2/26/2016 at 10:36 AM, shadragon said: I think I saw a suggestion for a series of sliders for a player to modify their game experience. Wildlife spawn frequency could easily become one of them. Environmental factors such as frequency/duration of storms, bitterly cold temperatures, stick/limb/coal spawn frequency, wolf / bear aggressiveness, etc. would all work with variable values. That said, they should not be allowed to be changed once set (say at character generation). Or not allow changes to take effect for 24h or something like that. Did I miss anything? This would be make the game for me even if they didn't add anything else in updates this is all i want . Link to comment Share on other sites More sharing options...
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