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This was my first encounter with a wolf (that I thought was a dog) and the struggle mechanic (that took me several seconds just to figure out), during my early time with the game. I was rather enjoying myself until that moment - after (and during) which I was just in a bad mood. You may as well put a beware the silent wolf sign on the door, rather than just in the forums ;) Speaking of which, maybe put guide for a dealing with wolves in the game.
And some people are saying this is a survival game without monsters? Tsk.
*Soapbox*: I had to play the game to realise I don't much like it (which has happened with a lot of games recently), but it has made me hungry for a similar game with a larger, preferably procedurally generated world, a much more genuine usage of the word 'simulation' and much more sophisticated game design (something the industry is badly lacking) - and a bigger price tag obviously. I wouldn't want much replayability from this game, just a few enjoyable hours (some more game options could cater to this). Nice wind sounds, and some other things though.
Being a three day old alpha, it would be understandable (kinda expected, really) that this game will be more fleshed out and accurate* in the future.
*I've found that some of the complaints that surface inmediately after a game is released adressing lack of realism stem from the fact that the game is not doing what the player is expecting would like, which is a fair reason for a complaint from a gaming standpoint, but not because of lack of realism. The previous system (or lack thereof) was more realistic, in that I have my doubts about an unarmed human's ability to take on a wolf in a fight. Wolf pounces on you, you die. Easy as that.
Then again, this is a game after all, and what's important is not so much realism as just a game being fun and having sense on itself. So yeah, ask for changes in the Struggle system if you want (you're certainly not the only one to ask for them), but please ask for something fun to play, not something *realistic*.
As of right now the wolf AI is fairly binary, and can be summed up into "patroling" and "attacking". I say this because after multiple wolf encounters I haven't once witnessed one go into a "stalk" mode at all. When I have gotten within range of a wolf it's been pretty much a bark and then having it immedatelly start running towards me. This is the first I've heard they even have a stage between the two.
As you guys start to work more on the wolf AI behavior I would like to see you guys put some thought into the wolf's "purpose" for it's decision making. For example, there can be multiple reasons that a wolf would attack a human, ranging from hunger, territory, fear or even disease. A lone wolf that is starving would be more likely to attack a human on sight, a rabid wolf far more likely. In contrast, a wolf that is secure with a pack and has just fed on a fresh deer should be more likely to move to avoid the human at semi-parrallel path to keep it's eye on the player, or perhaps stand it's ground and growl to give warming and ward the intruder off it's territory, but with no intent to attack unless provoked.
Basically this can be summed up, why would a healthy and fed wolf have any reason to attack a human unless it felt threatened? And you can use this thought-process on any of the wildlife or other AI might have for possible behaviors. You can even go deeper with this and have behaviours change for AI that are in groups instead of being alone.
For wolves specifically, I would actually like to see them be overall less aggressive and perhaps take on more of a scavenging role when interacting with the player on a more regular basis. They should still remain dangerious predators, but they can be difficult in other ways than just outright attacking on sight. If, for example, players are ever allowed to "store" food in the snow to keep it fresh longer, there is the risk that wolves may find it, or even having a very rare chance a wolf may get inside your shelter and sniff around for any non-canned goods it's nose will lead it to. These encounters would likely result in the wolf running away when caught (if it isn't already long gone) with little to no chance of the player being physically attacked, but there is still difficulty and damage to the player.
But as of right now, these are just thoughts I wanted to share, and I'd be happy to elaborate more if anybody is interested. Otherwise my goal is not to try and dilute the difficulty of the game, but instead to provide some thoughts on how the difficulty can have more quality. :)
The other thing with wolves is that most won't attack an adult human if they have no need to do so. Obviously the game needs a threat here, but one could add in more threats such as mountain lions and bobcats, which would present different kinds of threats.
Thanks!
You misunderstand. Lets just say I don't think this game should describe itself as a simulation, at all. I'm not saying I want *this* game to be one so much (it doesn't have room for that, I think, not without being pretty much a different game). But some realism in various areas could only increase the fun. Of course we want it to be fun *sigh*, the example I gave earlier showed how much the opposite of fun this wolf stuff can get. (though no doubt some people would think even that was fun).
The previous system wasn't realistic. A guaranteed canned pounce-on from a silent wolf (even on a hard floor) within a certain range, followed by a button mashing red bar buildup? Not to mention having to read the little tutorial to figure it out (hold or button mash? Oh I see. Ah I'm dead). That's more the opposite of realism for someone who isn't frozen in fear. As for the lamp, 'putting it back in your backpack' (unequipping) isn't exactly realistic either.
Good design is difficult, sometimes very difficult (and I'm not doing it for them). Bad design is easy, and common - and often defended by people who can't see beyond it or are invested in believing it to be good.
I know it's not a finished game yet but... we'll see. I'm not exactly filled with confidence. And hey, enjoy it if you can ;)
Apparently the wolves have been affected by whatever caused all the technology to fail, or so I read. That needs making clearer it seems (and maybe optional).
Not everyone needs 'monsters' in the game. Some just/mostly want to struggle against the elements. Not necessarily saying I'm one of them, or that you would presume such ;)
The long dark is survival game. And just being told what to do, What not to do. How to avoid the wolf in the dam. How to get to the hunting lodge ect ect. Being outright told what to do simply defeats the entire point of the exercise. In survival games you have to survive. you need to learn and you need to learn fast. and maybe you will fail the first bunch of times. But you will learn from those mistakes and say to yourself "Lets do this again, and proberly this time"
Saying stuff like "maybe put guide for dealing with wolves in the game" Is like saying. "Dont be a survival game" You dont know how to deal with wolves in the game, and you are supposed to learn. Not be told. That is the beauty of this genre.
I "rofl" after reading this because I remembered that it happened to me once as I thought that I was gona be attacked by the wolf but instead the wolf ignored me and kept hunting the deer ^_^
Thank you for the full explanation on "Wolves" Hinterland and wishing all the best
Wolves in the game are extremely hungry ;)