Hunting balances

Because there are too many crafting/profession skills for each to have its own forum.
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Rias
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Joined: Sun Sep 03, 2017 4:06 pm
Location: Wandering Temicotli

Hunting balances

Post by Rias »

Hunting was a little too much of an effortless and endless experience-gain: You needed only go one room into the wilderness and use the HUNT command to track animals over and over, without even having to finish tracking, let alone take a hunted animal down. There was literally no cost to this easily-repeatable action, in energy or resources or risk. Well, okay - there was the negligible energy/food cost of moving into a single wilderness room.

In an attempt to address these issues, the following have been implemented:
- The initial animal signs discovery event and the repeating tracking phase of hunting now yield less experience, and diminishing experience returns within a short time period.
- Each time a hunter discovers signs of an animal in a room, it temporarily reduces chances for finding additional animal signs in that same room, meaning hunters should move around a bit in the wilderness.
- There is now a small energy cost associated with the tracking phase.
- On the other hand, defeating an animal you've spawned by hunting grants bonus experience, to reward following through with the entire process.

NOTE: Skill practice does not suffer diminishing returns like the experience yield does. Practice will be gained even if no experience is.
<Rias> PUT ON PANTS
<Fellborn> NO
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