New ability: Small Game Snares

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Rias
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New ability: Small Game Snares

Post by Rias »

Per the changelog: New ability: Small Game Snares (available to everyone in public Bushcraft/Tracking training rooms, as well as Adventurer Guild general training rooms or Ranger specialist training rooms.)

Ability info to be found here on the wiki or by typing HELP SMALL GAME SNARES in-game.

A good place for non-Adventurers/Rangers to pick this up would be the Lost Ranger Hunter's Lounge in Shadgard.

These snares can automatically spawn and root one small game animal for a good 24 hours, but once ensnared the small game will be available for anyone to take out, so trappers should check on their snares regularly and probably put them in more out-of-the-way places so others aren't as likely to chance across and potentially steal the ensnared prey. The animals these traps can ensnare are based on which animals can be HUNTed in that room, so it's a good idea to use the HUNT command first just to see what kind of animal tracks are around. And as the ability name suggests, these are for small game animals. No big game like elk or deer (or drakolin).

Those with a better Tracking skill will have greater chances of their snares catching prey more quickly. Presumably they can better determine the ideal spots to put these traps in.

The snare traps require a stake, some thread/cordage, and a hammer-like tool. They are crafted via the BUILD command.

Only 1 snare per character per room, and only 10 snares total per character in the world at any one time. Building another snare when at the limit is possible, but will destroy the oldest previous snare built by that trapper has built (gives a warning and requires a confirmation in such a case).

As always, feedback is appreciated, and I'm sure catch rates and all that will be tweaked over time as things are evaluated by the playerbase. It -is- meant to be a more patient and set-up-then-come-back-later means of securing animal prey, so keep that in mind. Kind of like farming crops.

Also, the actual building process does require the character to know the Tracking skill and Bushcraft skill. So no getting 1 point of those skills just to learn the ability and then unlearning the skills.

P.S. Note to self: add huntable animals to those empty wilderness areas.
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Re: New ability: Small Game Snares

Post by nobody »

Could we get a way to `release critter`? Use cases are benevolent souls and also freeing moles when I'd rather eat jackrabbits.
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Re: New ability: Small Game Snares

Post by Rias »

I almost put the ability to release critters from snares in upon implementation, but then I imagined crusaders dedicating their lives to just wandering the wilderness and releasing ensnared critters, and while I appreciate the sentiment and would be one of the people inclined to release poor ensnared animals I ran across in the wild, it also felt kind of troll-enable-y to allow people to do it. I could look into releasing one's own snares though, I suppose.
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Re: New ability: Small Game Snares

Post by Ephemeralis »

You should consider adding special trapper-only things to kill for special pelts and furs depending on area. Things that are maybe too skittish to come out and about with even the slightest inclination of hunters being present and are time consuming to get in any significant quantity - like thornleaf, but for hunters.
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Re: New ability: Small Game Snares

Post by Navi »

I've been doing a bit of fishing over the past couple days. It's really fun, and reminded me that the land isn't the only place to set up traps for creatures. There are plenty of ways to trap fish, whether it be the ocean, rivers, or lakes. I thought maybe it could be a nice addition to snare traps to also provide a means to capture fish with the ability.

Here's a link for some inspirational ideas as to how they might be set up.
https://survivalskills.guide/best-primi ... ps-how-to/

I personally like the Primitive Funnel Basket Fish Trap, but stone or wood weirs would be nice as well. They would just be limited to probably small streams. The blanket trap that would work anywhere seems to be the trotline. Either way, these all seem really neat to me and something that might add a bit more flavor to bushcrafters and trappers.
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Re: New ability: Small Game Snares

Post by Rias »

I've thought a good amount about this type of thing. I specifically wanted to implement snares so people without any combat skill could still have a way to catch some animals for skinning and leatherworking and butchering and such. We've got two methods of fishing available already that don't require combat (Melee does help with spearfishing, but is not necessary). So for now, I think fishing is in a good enough spot. I also do worry about implementing up too many passive means of acquiring resources. Still, it would be difficult to resist implementing things like lobster and crab traps at some point.
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Re: New ability: Small Game Snares

Post by Navi »

It's awesome to know that this is something you've considered. It only recently occurred to me. Crab or lobster traps would be fantastic! I was just trying to beef up the ability. I haven't gotten it on any of my characters personally, but thought maybe it wouldn't hurt to add some functionality to it.
wander without wanting, thrust into lands unknown. the shadows shift and change, and the worlds with them.
I'm not a soldier but I'm fighting
Can you hear me through the silence?
I won't give up 'cause there will be a day
We'll meet again
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