Animal Spawns

Forum for suggesting changes to Salem.

Are Animal Spawns Too High?

Yes
35
37%
No
60
63%
 
Total votes : 95

Re: Animal Spawns

Postby JohnCarver » Mon Aug 18, 2014 9:51 am

Thor wrote:Yes, instead of decreasing spawns please do something about those gobbling gobblers!


Already gobble less on the test server.
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Re: Animal Spawns

Postby Feone » Mon Aug 18, 2014 10:14 am

JohnCarver wrote:
Thor wrote:Yes, instead of decreasing spawns please do something about those gobbling gobblers!


Already gobble less on the test server.


Yay.
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Re: Animal Spawns

Postby nonsonogiucas » Mon Aug 18, 2014 10:16 am

The amount of animals is ok, makes for a much more varied landscape, what is annoying is the fact that you cannot walk over the tiny critters...
Small animals, perhaps up to bunnies, should not block walking characters and sleds.
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Re: Animal Spawns

Postby Feone » Mon Aug 18, 2014 10:18 am

nonsonogiucas wrote:The amount of animals is ok, makes for a much more varied landscape, what is annoying is the fact that you cannot walk over the tiny critters...
Small animals, perhaps up to bunnies, should not block walking characters and sleds.


That would be nice to have. Maybe even KOing the tiny stuff when run over or causing them to flee further away when a sled/cart approaches.
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Re: Animal Spawns

Postby lachlaan » Mon Aug 18, 2014 10:36 am

Bears seem a bit rare, even in the shrub biome. I have seen maybe 3-4 since the patch hit and i have been hunting quite a bit.

beavers are maybe a bit too common on oak savannah and definetly easy to find along the coast, but what is trickier for an inland player is finding them on river purity spots.

turkeys .. could do with shutting up, so glad they gobble less on the test server, as for their numbers, if wild turkeys in any way affect the rate at which we will be able to get gold eggs and thus bars, then i feel they should stay as prosperous so that more than the giant factions can hope to one day make an admiral's coat.

crickets and bunnies i kind of ignore altogether, but one could argue that there are quite a few of them on most biomes. maybe a small reduction in spawn rate could do them good.

argopelters don't seem to be more common by too much, the one issue i have with them atm is that they need a skill beyond what's needed to kill bears, but bears might still destructify you while argos throw wet noodles at you once you've mastered them. just seems counter-intuitive that the current nastiest of nasties you can hunt is this easy. perhaps add the occasional hydra-pelter, mutated from all the pilgrims' waste, gives many beaks and bigger chance at unthrown branches xD but tougher!

all in all it would be nice if packs had a limitation to 2 packs spawning per map tile, i've sometimes seen 4 beaver packs in the same map tile.
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Re: Animal Spawns

Postby AsPalacesBurn » Mon Aug 18, 2014 10:57 am

*multiple loud turkey noises*

It's enough to drive a man insane
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Re: Animal Spawns

Postby Thor » Mon Aug 18, 2014 11:58 am

Image

Problem solved.
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Re: Animal Spawns

Postby RonPaulFTW » Mon Aug 18, 2014 12:09 pm

lachlaan wrote:Bears seem a bit rare, even in the shrub biome. I have seen maybe 3-4 since the patch hit and i have been hunting quite a bit.

beavers are maybe a bit too common on oak savannah and definetly easy to find along the coast, but what is trickier for an inland player is finding them on river purity spots.

turkeys .. could do with shutting up, so glad they gobble less on the test server, as for their numbers, if wild turkeys in any way affect the rate at which we will be able to get gold eggs and thus bars, then i feel they should stay as prosperous so that more than the giant factions can hope to one day make an admiral's coat.

crickets and bunnies i kind of ignore altogether, but one could argue that there are quite a few of them on most biomes. maybe a small reduction in spawn rate could do them good.

argopelters don't seem to be more common by too much, the one issue i have with them atm is that they need a skill beyond what's needed to kill bears, but bears might still destructify you while argos throw wet noodles at you once you've mastered them. just seems counter-intuitive that the current nastiest of nasties you can hunt is this easy. perhaps add the occasional hydra-pelter, mutated from all the pilgrims' waste, gives many beaks and bigger chance at unthrown branches xD but tougher!

all in all it would be nice if packs had a limitation to 2 packs spawning per map tile, i've sometimes seen 4 beaver packs in the same map tile.


Pretty much this.
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Re: Animal Spawns

Postby LOMS » Mon Aug 18, 2014 12:13 pm

JohnCarver wrote:They will not spawn on pavement. If you pave your area that should decrease their spawns.

That looks like a workaround, not a problem solution. Paved ground is simple, but ugly solution for your plot (especially because grass & trees looks good). Also, we all can pave under field, but a little does so, because... because that's just not right, you can't grow your crops on paving.

Also, In Haven & Hearth animals never spawn on claimed land and animal spawn near cities are not so good, as apart, so you need to go deeper into the wilderness to bring back something really nice. That's a good system.
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Re: Animal Spawns

Postby DarkNacht » Mon Aug 18, 2014 4:42 pm

The bear spawn rate needs to be higher and maybe the deer spawn rate in forests too, and Beavers spawn too much on the coast and not enough on rivers(where beavers should live) everything else seems fine. All though it may make since to reduce the spawn rate on towns and claims as cricket and rabbit hunting is now something that you do passively while you are wandering around your base.
Procne wrote:Too many crickets, turkeys and beavers. Too few crabs.

Every time I walk down the Boston shore there are tons of damn crabs getting in the way.
Last edited by DarkNacht on Mon Aug 18, 2014 6:43 pm, edited 1 time in total.
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