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Posted

I started the game recently and have been enjoying it quite a lot. I love the visuals, the gameplay, the crafting, the mods, the multiplayer, everything. Almost nothing I particularly dislike. One of the very few things I have found a problem with though is Hunting.

The animals are incredibly janky to kill as they're extremely tanky relative to your damage output in the early to mid game. Prey animals lead you on overly long and tedious chases through terrain and LOS breakers as you chip away at them piece by piece, and Predator animals are so dangerous that you're incentivized to cheese their AI via water, holes, or getting somewhere unreachable. 

Over my few dozen hours playing thus far one of the things I've wished for the most is some kind of mechanic that adds interactivity to the hunt to circumvent the need for those aforementioned problems. Obviously not everyone sees them as problems, but I came to dislike them. 

While doing a lot of hunting for my multiplayer sessions with friends I came up with a spitball idea to theoretically solve this problem: A Wound Mechanic. 

Every animal gets a secondary health like bar that emulates wounds, and all bladed weapons get a secondary "wound" damage stat that applies exclusively to it. Upon being wounded all animals begin bleed leaving trails behind them (purely visual), and are slowed down. The amount of blood left behind and the strength of the slow both increase the more damage is dealt to the wound bar. 

Upon reaching a certain threshold the animal will then be inflicted with a fatal wound where the wound bar will begin to drain until it reaches zero, at which point the animal will die. Additional damage can be applied to secure the kill quicker but they can also be left to bleed out on their own. Excessive damage can also theoretically bypass everything entirely and just kill the animal outright. If desired, additional effects can be added at this point to make it even more interactive. Deer could get 1 last fast sprint off before dying, and Bears could become enraged making them aggressive and dangerous in their last moments. 

The idea is to make the gameplay more interactive and a bit more immersive. 

 

  • Like 1
Posted

Welcome to the forums and the game!

13 minutes ago, OreEnthusiast said:

A Wound Mechanic. 

I daresay this is something we'll see when the status effect system finally gets added to the game. It only makes sense that wounds would be covered by such a system, and I think animals will likely be able to inflict wounds on players almost as easily as players can wound them.

In the meantime, you might try out this mod: https://mods.vintagestory.at/bloodtrail

While it doesn't make the animals bleed to death, it does make tracking them down a little easier.

  • Like 2
Posted

I've just written about this topic on a very busy, contentious discussion thread, and I'd love to put it more clearly, somewhere more relevant and constructive. Also, I love the blood-trail mod, and I think it is a good addition to the game.

As hunters IRL, both me and my brother enjoy V.S. hunting as it is, but if it needs improving this is what I'd do: In real life, most wounds to an animal will be fatal eventually, but unless the wound drops the animal immediately, you're going to spend the rest of the day looking for it. A deer can run kilometers with a fatal wound. To stop that sort of thing happening hunters will aim for a cluster of arteries just above the heart, at about the top of the shoulder blade. If it hits, blood leaves the animal's brain instantly, killing it on the spot. If they miss the general spot they hit the heart, lungs or break the shoulder blades, which kills the animal almost as fast, or at the least drops it. Any other area, even with a high powered rifle, will allow the animal to run or scramble a good way away (we're talking goats and deer here, not rabbits). To reflect that:

  • Add a instant-kill hitbox inside the center of animal's chests. It would have to be small enough to be hard to hit, and only be able to be hit with piercing style weapons (arrows, spears, swords).
  • Reward instant kills with more meat. If you're hitting an animal with multiple wounds, or god forbid, wailing on an animal with a tool intended to tear into rust-foe, you're going to damage the meat and spoil some of it. If an animal is dropped in one hit, it yields more meat. 
  • Ensure that arrows are more accurate than spears. That way spears can still outpace bows in damage, but bows become better hunting weapons because they can drop an animal instantly, more often.
  • Keep the current damage system alongside. Currently animals run away when injured, then lie down for a rest. Keep it, or make them slightly more intelligent about where they hide, but that might be too punishing? There's no need to go full realism, and have them scramble into unreachable bracken to die. 

There are a few caveats.

  • Wild pigs are notoriously tough to kill IRL, so I would make the instant-kill hitbox only available from the front, so you can have them run on your boar spear, medieval style. 
  • Bears are too big to reach the heart spot (or at least, I feel like they need to remain a boss-level threat, so lets say they are).
  • Small animals really shouldn't be able to survive a hit from any of the weapons in the game. I've shot at a rabbit, missed, and it died of shock anyway. Give small animals an instant-kill hitbox which takes up the whole front half of their body. 
  • Like 5
Posted
On 2/13/2026 at 1:29 AM, Bruno Willis said:

I've just written about this topic on a very busy, contentious discussion thread, and I'd love to put it more clearly, somewhere more relevant and constructive. Also, I love the blood-trail mod, and I think it is a good addition to the game.

As hunters IRL, both me and my brother enjoy V.S. hunting as it is, but if it needs improving this is what I'd do: In real life, most wounds to an animal will be fatal eventually, but unless the wound drops the animal immediately, you're going to spend the rest of the day looking for it. A deer can run kilometers with a fatal wound. To stop that sort of thing happening hunters will aim for a cluster of arteries just above the heart, at about the top of the shoulder blade. If it hits, blood leaves the animal's brain instantly, killing it on the spot. If they miss the general spot they hit the heart, lungs or break the shoulder blades, which kills the animal almost as fast, or at the least drops it. Any other area, even with a high powered rifle, will allow the animal to run or scramble a good way away (we're talking goats and deer here, not rabbits). To reflect that:

  • Add a instant-kill hitbox inside the center of animal's chests. It would have to be small enough to be hard to hit, and only be able to be hit with piercing style weapons (arrows, spears, swords).
  • Reward instant kills with more meat. If you're hitting an animal with multiple wounds, or god forbid, wailing on an animal with a tool intended to tear into rust-foe, you're going to damage the meat and spoil some of it. If an animal is dropped in one hit, it yields more meat. 
  • Ensure that arrows are more accurate than spears. That way spears can still outpace bows in damage, but bows become better hunting weapons because they can drop an animal instantly, more often.
  • Keep the current damage system alongside. Currently animals run away when injured, then lie down for a rest. Keep it, or make them slightly more intelligent about where they hide, but that might be too punishing? There's no need to go full realism, and have them scramble into unreachable bracken to die. 

There are a few caveats.

  • Wild pigs are notoriously tough to kill IRL, so I would make the instant-kill hitbox only available from the front, so you can have them run on your boar spear, medieval style. 
  • Bears are too big to reach the heart spot (or at least, I feel like they need to remain a boss-level threat, so lets say they are).
  • Small animals really shouldn't be able to survive a hit from any of the weapons in the game. I've shot at a rabbit, missed, and it died of shock anyway. Give small animals an instant-kill hitbox which takes up the whole front half of their body. 

I thought of the same thing as well but because there doesn't seem to be the framework for selective hitboxes I assumed it'd be pointless to suggest as that'd be a mountain of work to implement. Status effects just seem easier to implement from a coding standpoint, however if possible I do think your idea is better.

  • Like 2
Posted
On 2/15/2026 at 11:15 AM, OreEnthusiast said:

I thought of the same thing as well but because there doesn't seem to be the framework for selective hitboxes I assumed it'd be pointless to suggest as that'd be a mountain of work to implement. Status effects just seem easier to implement from a coding standpoint, however if possible I do think your idea is better.

I'm not sure it would be so hard to implement, might actually be useful for various other projects if they worked out such a framework.. 

 

I'm pretty sure combat overhaul has a selective hitbox setup for serephs.

 

Posted

Keep in mind that the easier you make hunting, the less reason there is to bother with animal husbandry. It's already hard to justify the time and resources involved, as there is enough protein on just predators to keep a handful of players topped up.

Posted
30 minutes ago, Thorfinn said:

Keep in mind that the easier you make hunting, the less reason there is to bother with animal husbandry. It's already hard to justify the time and resources involved, as there is enough protein on just predators to keep a handful of players topped up.

Hence why if dispatching hunted animals is made easier, I would expect hunting itself to overall be made more difficult to compensate. With the current balance, larger animals take multiple hits to kill, but are also quite easy to find and tend to ignore the player's approach, to an extent. If the target can be killed in a single hit though, then I'd wager the animals will become harder to find but occur in larger groups(with herding animals), as well as be more inclined to notice a player's approach much sooner and start moving away to avoid said player.

Overall, I think it's more a matter of...where do most players want to put in their effort, when it comes to hunting. Is it in finding a creature to actually hunt and taking time to set up the perfect killshot, knowing that may be the only chance they have for a while(but a decent chunk of product if they succeed)? Or is it more in having lots of opportunities available at the cost of more hits needed to kill the target, with a slightly lower drop rate? I do agree, there needs to be some tradeoff to hunting in order to help encourage players to acquire at least some livestock, aside from just the dairy nutrition. Livestock's primary strength is having lots of animal products with very little risk or effort, at the cost of requiring quite a bit of effort up front to get going. Hunting's strong point is that it doesn't require much investment up front and can be done almost anywhere/anytime, with the main drawback of requiring more overall investment from the player long term.

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