Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Maybe the "meta" for combat could be traps that debuff their movement or daze them. Like snare them in a net trap, hit them with some throwing sticks (boomerangs) and wear them down until you can walk up and kill them like you do with trapped small game.
Or some kind of chasing mechanic, persistence hunting style. Animals can sprint really fast but, they don't sweat. If we could somehow exhaust predators, either by making them chase us or chasing them, or as I mentioned above with nets and snares of different types. Maybe they would have to "struggle" more with each additional device, and after a certain amount they would be "exhausted" for a time, laying down unable to move since they can't cool down by perspiring.
Also maybe we could make terrain that they couldn't navigate easily. Think a net, suspended taught about 3 inches from the ground, that a boar or wolf might struggle to walk over without expending a lot of energy or moving very slowly. Maybe a sling, like the one from the bible story, essentially a length of cordage with a pouch in the middle. In the right hands, those things can send a pebble at some pretty incredible speeds.
Suggestions to test: Reduce Wolf model size 10%, slow the wolf movement or increase player speed 10%. Perhaps implement a combat mode? zoom in and shrink model sizes to allow for combat "dancing"
I agree, Tab targeting, lock on to the target and fire away. Work difficulty balancing backwards, make combat easy to start and balance for difficulty from there. At least it's "working" while you figure things out.