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 Feone » Fri Aug 22, 2014 11:36 pm

Icon wrote:I'm going to catch heat for this, but.... Deer and beaver spawns are perfect, IF, the value of their hides are reversed, deer should be 12 beavers 4.

Drop turkeys by maybe 25%, they shouldn't be rare, but I shouldn't hear turkeys making that noise in my dreams at night


I agree on the turkeys, dropping it by 25% seems like a good way to do it.
Also I guess it'd make more sense if beavers only spawned in marshland areas. I doubt there's a distinction between ocean and other beach.
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Re: Animal Spawns

Postby vienradzis » Wed Aug 27, 2014 9:36 pm

This isnt retarded

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Re: Animal Spawns

Postby DarkNacht » Wed Aug 27, 2014 10:18 pm

vienradzis wrote:This isnt retarded

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Its not as bad as the tumble weed spawn rate.
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Re: Animal Spawns

Postby kai » Thu Aug 28, 2014 1:43 am

Only turkeys i have a issue with. far too many of them. sometimes 3 or 4 packs next to each other.
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Re: Animal Spawns

Postby Potjeh » Thu Aug 28, 2014 6:52 pm

IMO they should be this way in darkness, but not in civilization. But then darkness and civilization should occur on a more localized scale, so it's not a 6 hour trip to the hunting grounds.
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Re: Animal Spawns

Postby Rifmaster » Thu Aug 28, 2014 7:33 pm

Potjeh wrote:IMO they should be this way in darkness, but not in civilization. But then darkness and civilization should occur on a more localized scale, so it's not a 6 hour trip to the hunting grounds.


Or just make it so that certain places have a higher spawn rate of certain animals, f.e the beach on a lake somewhere would happen to have a higher spawn rate of beavers, than the one in boston.
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Re: Animal Spawns

Postby Darwoth » Fri Aug 29, 2014 10:17 am

the only reason fertile turkeys are now "a thing" and as such golden geese is due to the increased turkey spawns, i would much rather be tripping over animals than having to spend 20 minutes between spawns as under the old system.
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Re: Animal Spawns

Postby nonsonogiucas » Fri Aug 29, 2014 11:47 am

Potjeh wrote:IMO they should be this way in darkness, but not in civilization. But then darkness and civilization should occur on a more localized scale, so it's not a 6 hour trip to the hunting grounds.


Savagery vs Civilization could be a whole new mechanic, independent (relatively at least) from darkness vs light.

Biomes could have a set starting savagery value influencing spawns.
Then every active claim and town would create a field of civilization around it, effectively dampening the savagery of the lands directly around it.

It could also depend on things like how many trees have been cut or how many animals have been killed on a certain tile in the last week. This way you would be required to change your hunting ground from time to time if didn't want to deplete the savagery value of an area.
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