Animal update ideas

Forum for suggesting changes to Salem.

Animal update ideas

Postby rustles » Tue Jul 21, 2015 8:07 pm

I have some suggestions that might improve animals.

1. Give animals a 12-24 hour immunity after being cured so they don't get chain-sick
2. Houses can keep animals warm and can serve as a mini barn. Perhaps only as long as the stove is running.
3. Makeshift barns/animal shelters that don't require 100+ timber piles, 100 iron bars, ect
4. Animal poop stays on ground until picked up, and being around poop increases change of getting sick(both animals and players)
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Re: Animal update ideas

Postby KruskDaMangled » Thu Jul 23, 2015 3:10 am

rustles wrote:I have some suggestions that might improve animals.

1. Give animals a 12-24 hour immunity after being cured so they don't get chain-sick
2. Houses can keep animals warm and can serve as a mini barn. Perhaps only as long as the stove is running.
3. Makeshift barns/animal shelters that don't require 100+ timber piles, 100 iron bars, ect
4. Animal poop stays on ground until picked up, and being around poop increases change of getting sick(both animals and players)


Yeah, some period, or a genetic factor that makes them hardier assuming that isn't a thing we just haven't figured out of course. It might be. I can see that being a highly desirable trait. Along with general temperament and productivity of course. In fact if there are about 3 good traits that's what I figure they would be, generally.

Also somewhat agree, people did actually have their animals stay in their houses with them historically, both for the sake of the animals and themselves, so both of them stayed warm.

Also makes sense, we have tiers of housing, and the "Big Barn" is bigger and more expensive than pretty much any people house, for all the utility and space it has non withstanding. If it was too much of a balance issue I would even settle for "this isn't perfectly good against cold/you have to do stuff to keep it warm" as a balancing factor, although I would prefer just having something like house tiers. It's basically a house, for animals. If you have like, 3 animals you don't need a barn bigger than your largest possible house for them.

Maybe, although I feel like it would have to get pretty bad before you or the animals were in real danger. I would also perversely like for it to passively mess up water in a fairly large radius necessitating boiling or the manufacture of beer, but that's a whole other thing. (Animal run off into water sources is a big way to degrade water quality and get diseases. If you are making potions or other stuff from animal with animal filth in it, that might not be so healthy. The dung would be great for farming.)
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Re: Animal update ideas

Postby DWT47 » Fri Jul 24, 2015 12:38 am

What about buffalo and buffalo hunting.
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Re: Animal update ideas

Postby DWT47 » Fri Jul 24, 2015 12:42 am

The offset is the White Buffalo. Vary rare.
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Re: Animal update ideas

Postby DWT47 » Fri Jul 24, 2015 12:46 am

Make a blowdart with stun ability.
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Re: Animal update ideas

Postby Brego » Sat Jul 25, 2015 3:09 am

rustles wrote:I have some suggestions that might improve animals.

1. Give animals a 12-24 hour immunity after being cured so they don't get chain-sick
2. Houses can keep animals warm and can serve as a mini barn. Perhaps only as long as the stove is running.
3. Makeshift barns/animal shelters that don't require 100+ timber piles, 100 iron bars, ect
4. Animal poop stays on ground until picked up, and being around poop increases change of getting sick(both animals and players)


.as i noticed small animals kids can getting sick during a cold snap without barn ,older animals have a less chance to get sick but maybe i can be wrong so i'm not sure if we need this immunity .Animals inside house is weird idea ,the best way is to ask dev's make us something like small barn fo max 5-6 animals because maybe someone prefer to grow just pigs ,or sheep ,someone who is living like a hermit and prefer to play alone at small base ,because i''m really do not see any sense to add a BARN with 2000 dry boards ,1000 planed and 250 nails ,its for big cities ,but if so easy to get pig ,sheep skills ,i want to ask dev's what was the sense to add big barn ?
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Re: Animal update ideas

Postby Judaism » Sat Jul 25, 2015 4:43 pm

Brego wrote:because i''m really do not see any sense to add a BARN with 2000 dry boards ,1000 planed and 250 nails ,its for big cities ,but if so easy to get pig ,sheep skills ,i want to ask dev's what was the sense to add big barn ?


Then I want to get a refund for the barn already made.
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Re: Animal update ideas

Postby LOMS » Sat Jul 25, 2015 6:30 pm

Brego wrote:
rustles wrote:I have some suggestions that might improve animals.

1. Give animals a 12-24 hour immunity after being cured so they don't get chain-sick
2. Houses can keep animals warm and can serve as a mini barn. Perhaps only as long as the stove is running.
3. Makeshift barns/animal shelters that don't require 100+ timber piles, 100 iron bars, ect
4. Animal poop stays on ground until picked up, and being around poop increases change of getting sick(both animals and players)


.as i noticed small animals kids can getting sick during a cold snap without barn ,older animals have a less chance to get sick but maybe i can be wrong so i'm not sure if we need this immunity .Animals inside house is weird idea ,the best way is to ask dev's make us something like small barn fo max 5-6 animals because maybe someone prefer to grow just pigs ,or sheep ,someone who is living like a hermit and prefer to play alone at small base ,because i''m really do not see any sense to add a BARN with 2000 dry boards ,1000 planed and 250 nails ,its for big cities ,but if so easy to get pig ,sheep skills ,i want to ask dev's what was the sense to add big barn ?


Animal husbandry is yet another inducement for players to coop. You like big cities, or do you?
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Re: Animal update ideas

Postby Brego » Sat Jul 25, 2015 9:45 pm

LOMS wrote:
Brego wrote:
rustles wrote:I have some suggestions that might improve animals.

1. Give animals a 12-24 hour immunity after being cured so they don't get chain-sick
2. Houses can keep animals warm and can serve as a mini barn. Perhaps only as long as the stove is running.
3. Makeshift barns/animal shelters that don't require 100+ timber piles, 100 iron bars, ect
4. Animal poop stays on ground until picked up, and being around poop increases change of getting sick(both animals and players)


.as i noticed small animals kids can getting sick during a cold snap without barn ,older animals have a less chance to get sick but maybe i can be wrong so i'm not sure if we need this immunity .Animals inside house is weird idea ,the best way is to ask dev's make us something like small barn fo max 5-6 animals because maybe someone prefer to grow just pigs ,or sheep ,someone who is living like a hermit and prefer to play alone at small base ,because i''m really do not see any sense to add a BARN with 2000 dry boards ,1000 planed and 250 nails ,its for big cities ,but if so easy to get pig ,sheep skills ,i want to ask dev's what was the sense to add big barn ?


Animal husbandry is yet another inducement for players to coop. You like big cities, or do you?


i do love big cities ,but what about hermit players who plays about 3-4 hours per day who wants to get some animals ,same pigs ,where need just 75 flora skill ,do they need to build this barn just for pig produce ?
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Re: Animal update ideas

Postby LOMS » Sun Jul 26, 2015 1:25 am

Brego wrote:
i do love big cities ,but what about hermit players who plays about 3-4 hours per day who wants to get some animals ,same pigs ,where need just 75 flora skill ,do they need to build this barn just for pig produce ?

Low cost of the skill (for Cows - not so low) is because town can recruit new players, which can help with the animals... at least, with pigs.

If hermit want animals - he can stop being a hermit and join a town with a barn. If he don't want to join a town - he can buy meat and milk from those who have animals and barn. Hermit isn't supposed to do everything in this game, but if he can - he can prove it by building a barn.
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