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LondorShade

Vintarian
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Wolf Bait

Wolf Bait (1/9)

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  1. True. I made a class mod for BG3 with the idea of pushing boundaries and making new spells and mechanics that are different from what you can find in the base game and you really have to be in the trenches to realize just how technically complicated a seemingly innocuous change can be. Both in the sense of technical dept and in balance. I should probably crack the game open and learn a little about how it works so I can give better feedback. The hunger is probably fine as is. I think I might have been having a problem from extraneous circumstances. I was playing on iron man mode so huger problems are more severe than normal play and wolves are probably not supposed to be spawning as much as they were for me. When I say there were a lot of wolves I mean there were a LOT found in any biome so traveling involved a lot of navigating around wolves and I had to account for them a lot when hunting. This was probably making the process of gathering food harder then the intended balance. This would probably work a lot better than my "passive unless cubs are present". The gung ho aggression of the wolves had a extended problem because being attacked and chased can lead to running into another wolf. With that factor I had to be extremely careful about being detected and pass up hunting and gathering opportunities but receiving a growl as a warning before being attacked would be a good solution. I also like the idea of unpredictable aggression so their is a risk factor when you choose to enter a wolves aggro range to access resources, you can't get to too confident in how tolerant a wolf will be of your presence but maybe a mechanic where you can buy tolerance by throwing them meat?
  2. What mod's do you use. I'm planning to lightly mod the game this time around. Saw a hunting mod that looks great and would love for bears and wolves to be more complex, in the vanilla game it's on sight with them like I insulted their mother. Playing iron man mainly makes you more realistically cautious which I enjoy in survival games where preparation is large factor. That would probably play into the issues I'm having since for a normal respawning playthrough starving is basically a bummer got to respawn. On iron man starving is a "I must find food or all is lost". And the conquest for food is primarily what pushes me into having friction with the other design choices I don't like. That being the lack of hunting mechanics and the fact that black air force energy does not solve a wolf problem so you have to avoid avoid infringing on their personal space entirely.
  3. I should make my stance very clear, the only part of the game I think should be easier is the day time travel solely from the removal of hostile wolves peppered around. I've played a couple words but only really explored 3 worlds so far so I might have quincedentally had ridiculous wolf spawns but I run into wolves everywhere, keeping an eye out for wolves and skirting around them is something I have to do constantly when traveling and it's not really dangerous just an almost constant inconvenience while playing the game. I don't want them to be friendly but I do what them to not attack on sight without a reason. I've found their presence to overshadow the temporal monsters. I don't want the world to be a peacful paradise. What I mean is that the world should sell the feeling that "If it weren't for the temporal monsters this worlds would be paradise." But the temporal monsters are really relegated to set dressing and the normal wildlife "wolves and bears" are the main threat. I've played 3 worlds (That I actually got established and didn't die in the first few days) because I'm choosing to play on iron man so I actually fear death. I lost the first one chasing a deer into a wolf then fled into another wolf, lost the second one to getting snuck up on by a bear without enough health to tank a hit, and lost the last one today from cornering a deer and thinking I had the cojones. I did not... Main point is, the temporal monsters have only killed me in situations were I was very foolish or unprepared for virtue of my world only being a day old. The monsters fail to be a serious threat once your foundationally prepared. Talking about the realism of needing to eat a lot, it's also a real thing that people can survive 3 weeks without food. Asterisk; malnutrition sets in in about 4 days and a human is basically dysfunctional after 7 days without food. I more meant to say that it feels like you have to eat constantly because getting food can become very time consuming due to the difficulty of hunting and constant presence of wolves combined with the fact that you can't afford to neglect it at all or you'll flat die. In my latest world I'd had a half completed house for in game months because I couldn't spare the time to finish it. I needed food and resources much more urgently and loose a lot of time to handling the threats of the world. [massive disclaimer, I was trying to build a proper stone foundation with a cellar and waddle and daub walls while also still being relatively new to the game so a "skill issue" is also involved.]
  4. First off, this game is amazing. The progression is extremely fun and satisfying and the lore I'm starting to pick up on is very intriguing. But, the core design of the survival aspect and some particular design decisions are getting in the way of everything. You need to eat a lot, or at least it feels like you need to eat a lot with how much of a chore it is to hunt and the fact that you start to straight up die if you don't sustain a saturation bar good for only a day. The balance of things is almost good but I believe failing to maintain your saturation should come with deabuff that with time can grow debilitating enough for other threats to kill you rather than you starving to death after 36 hours without food. On the side of hunting, their needs to be some trail left by wounded animals and the heath pool of pray animals is too high. I personally would add bleeding to the game and sneak attacks along side a small reduction in the heath of pray. The bleeding and sneak attacks would serve to make many interactions in the game more interesting and hunting animals would be much less tedious A change that I think the game desperately needs is that wolves and bears should not be this hostile. You flat out shouldn't be scared of the predators in this game, what you should be scared of is a wolf pup or a bear cub because that is the only real life situation where being attacked by a bear or wolf is a serious risk. The predators should largely avoid you, only attacking to defend their young. Not just for the realism but also because the predators completely overshadow the temporal, eldritch monstrosities that seep from inexplicable rifts which defy understanding. The temporal monsters are only a mild inconvenience while being spotted by a bear is a DEFCON 1 emergency situation. If it were up to me the roll of the wolves as a threat would be removed and the bears roll as a threat would be replaced by a rare and very dangerous temporal monster (more dangerous than even a bear) that is not subtle about it's presence so you may realize one is near by and have to choose to either stay and watch your back or clear out to come back to the area later. because I feel like no part of the natural world should be a major threat, it should be the temporal monsters who taint a world that would otherwise be a paradise with their absence. The presence of temporal monsters themselves is straight up perfect in that they come from the darkness of caves or rifts with what I'm noticing is a pattern and not random spawning. The world exploration in broad daylight I believe should be almost entirely safe baring the areas around caves, temporal storms, the predators hostile behavior only around cubs, and the rare very dangerous temporal monster that I proposed. As the game is now, the threats of the world at their safest (above ground during the day) are like walking on a treadmill while someone is placing LEGO's onto the track. Your not really gonna step on them but the jig you have to do to avoid them is a novelty that starts to grow tiering. I'd much rather journey in peace during the day to have a brake from the danger somewhere and for the temporal monsters to have a stronger presence as the scourge upon a paradise.
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