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 Terp65 » Mon Aug 18, 2014 6:24 pm

I much prefer the new rates to the old pre update rates but i do believe they need tweaked down just slightly. some of the fun of hunting has been removed from the game. animals are insanely abundant and the meat stores are overflowing. i fear the game is becoming one dimensional - kill beaver and buy what you need, kill beaver and buy what you need, kill beaver and buy what you need. survival and hunting were very a important aspect for the puritans when they came to the new world seems this is now gone from the game. gourds, singing logs and other items are overdone as well, i dont even pick them up, seems the fun of wandering and getting the little average day to day rewards is gone and everything is just click click click. not a good long term attention keeper. so i do believe a small decrease would be good for the game and add back a little more realism.

1. bears seem about the same and are spawning fine as they are.

2. deer are spawning a bit frequently, i generally see no fewer than 4-5 if i step outside my gates. not a bad rate as i never have to actually hunt them but i'm so overloaded with meat i just skin, brain and bones, plus any extras. i guess fine as is, maybe a very slight decrease.

3. beaver seem to be spawning a bit too much in some areas. some just hunt beaver all day long, wonder how long that will be fun until their clicking arm gets tired and they quit. the rates in some of the inland biomes seem better.

4. turkey are over done and need cut back a bit, i hate to see fertile turkey rates decreased further though. i can see literally 20+ turkeys at any given time and am overrun with them and their gobbling.

5. bunnies seem up alot but are ok. turkeys still outnumber them 4 to 1. maybe a slight decrease.

6. crickets seem about the same maybe slightly up but they are fine as is. they are bugs after all.
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Re: Animal Spawns

Postby DarkNacht » Mon Aug 18, 2014 6:49 pm

Terp65 wrote:2. deer are spawning a bit frequently, i generally see no fewer than 4-5 if i step outside my gates. not a bad rate as i never have to actually hunt them but i'm so overloaded with meat i just skin, brain and bones, plus any extras. i guess fine as is, maybe a very slight decrease.

I probably see an average of 4 per-hour when hunting in forests and that seems a little low and figuring that deer are now necessary for good storage I don't think very many people would want them reduced.
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Re: Animal Spawns

Postby neored9 » Mon Aug 18, 2014 6:56 pm

There are so many rare drops from animals the spawn rate needs to be on the high side. That being said I think a change in the reliability or need of rarer drops would greatly reduced the grind now currently in the hunting system.
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Re: Animal Spawns

Postby Kandarim » Mon Aug 18, 2014 7:03 pm

personally, I would rather have less spawns with the rare drops being more frequent (ie same "rare" spawn per minimap). With the current limit on gluttony (and in general, not many pieces use it) meat is plentiful, but getting the rarer drops is proving troublesome. That way, there would be less irritation over hooves/paws.
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Re: Animal Spawns

Postby KruskDaMangled » Mon Aug 18, 2014 7:06 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.


Clearly, we need some of the teased darkness creatures they did models for earlier, but didn't get the AI and stuff worked out for.

And vicious, NPC Indians and Highwaymen, in the same spirit as the obnoxious Bandits from Ultima Online. (Kinda tough for newbs, and troublesome if you act like an idiot if you are moderately powerful, but ultimately kind of passe because they are in the end, just NPC's, even if they hit pretty hard.)

They would be a good way for people to get a feel for fighting real players and have the occasional interesting drop. A lot of them would have clubs and stuff, some might have swords, and a few would probably have muskets and/or pistol.

I feel like the most annoying sort of "Highwayman" or bandit would probably be on a horse, and have a pistol and/or sword, that they might effectively hound you and snare you like an ******* with the pistol. (In that vein one kind of nasty Darkness creature or gribbly would be Headless Horsmen (Or one. Maybe he just spawns occasionally and hassles people. Comes with nifty mask/decorative if you actually win. he kills you like achump if you don't.)
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Re: Animal Spawns

Postby alagar » Mon Aug 18, 2014 9:49 pm

I really prefer the animals found only in some biomes, otherwise biomes will be only to make the map colored. Also making it spawn so much lose the "magic", i agree with the other guy, raises rare drops and low spawn, i really don't like this over populated world.

Also you should think of making crickets noisy too ¦]
Last edited by alagar on Mon Aug 18, 2014 9:52 pm, edited 1 time in total.
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Re: Animal Spawns

Postby Feone » Mon Aug 18, 2014 9:51 pm

alagar wrote:
Also you should think of making crickets noisy too ¦]


The horror.
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Re: Animal Spawns

Postby alagar » Mon Aug 18, 2014 9:57 pm

Feone wrote:
alagar wrote:
Also you should think of making crickets noisy too ¦]


The horror.


XD

Maybe he can do the cricket noisy only in the crickets main biome, like swamps.
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Re: Animal Spawns

Postby KruskDaMangled » Mon Aug 18, 2014 10:33 pm

alagar wrote:
Feone wrote:
alagar wrote:
Also you should think of making crickets noisy too ¦]


The horror.


XD

Maybe he can do the cricket noisy only in the crickets main biome, like swamps.


Why stop there? Make frogs noisy too.

And increase the spawn rate in swamps so you can't get anywhere near them without being bombarded by incessant frog croaking.
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Re: Animal Spawns

Postby ImpalerWrG » Tue Aug 19, 2014 1:56 am

I might as well reiterate my idea from the Anouncements thread.

Animals spawn less BUT your time investment needed to find an kill an animal is not increased because their are new foragables called 'animal tracks' that spawn in place of the animal, the tracks come in a different type for each animal and act like scents for finding the remaining animal spawns. This both makes the world seem less crowded and makes the hunting process more interesting.

I also agree that rare-drops from animals being mandatory for things like sheds is bad, I'd add some alternate means of making animal glue like from hide which is how it's actually made, so the hoof drop is more like a bonus glue material rather then it's only source. The glue needs of a shed could be raised to balance the cheaper glue.
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