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Lol, I agree with you.
But sometimes I spend 30 hours crafting in a go (or 30 hours inside forging ammo at Bleak Inlet) but I still never get the risk for Cabin Fever affliction. I guess I just spend a lot of time outside, exploring, fishing, etc.
There should be situations where i could have an advantage or disavantage interating with then without it being a very substancial advantage. All i see its: Gun good, dont run low on bullet because need bullet to kill wolf without a bunch punishing for attempt to get food.
I thought about maybe when going into building the wolf A.I dont just go away and stick together a bit and kinda round around the building and interact with holes, a window if you let it open and show more agressive ways to interact with stuff if you got bigger amounts of meat. And just give up after a while if you dont have much scent and dont get to close to the places they are checking. Would need more processing power to renderize a bit out of the direct building, but would make other exits and escape routes have a massive tactical advantage and require you to treat homes as an rest are not just being free from all danger until you run low on resources to consume. Maybe even hiding places to put stockpiles, reinforce holes and entrances to block then off, or trap the places they could get in, or bait then. Just somenthing to do not make then just simply ignore you for set time when you enter a building with 5Kg of raw Meat that has holes on the walls.
Of course with proper balancing, i dont want wolves to be even more powerful. But i would like to have more interaction other than:
if X meters from human -> growl, bark randomly, walk sLoWy towards player position
If Y meters from human or atack or aim -> Lock-in and Charge
Then -> run B meters away
After Z time -> Go back hunting hooman
There is obviously more than that, but it has a huge amount of trial and error to learn about somenthing which is purposibly hidden like the coding of ai and how to abuse it. That's not how wolves work, you dont just exploit the way they work, the way their A.I. act. Because it gives the game which should be very immersive and a simulation a very artificial feel. which sends you back to reality that its just an A.I to attack you not an actual Wolf acting like an Wolf would.
Seeing tips like that make me kinda frustrated, i want to play with the mechanics without going any deep into the A.I. Like they acting like that on an specific tick, or when crouch, and decoys make you invisible to them. And the sudden massive chance of wolf reactions when on real life all that little things and tricks you did would do not have a actual solid change on the situation on real life, you STILL are in front of a damn dead deer, just because its on your hand, should do not make it smellier and increase wolf range by massive amounts. they should feel organic animals after all. They should show FEAR show feelings, pain, HUNGER. Afeting their actions after some events. They attack the player and then just ignore what just happened and how they are bleeding and go back to you until they kill thenselfs. I just get the felling they are some guards who just patrol the map to dificult the player life. They should, but at least not into such guardy-ish way
This its just my thoughs, im dreaming high, that sort of interaction prob (I meant ARE ) just way too much and would just change the whole game so 99% there are not gonna any interaction even getting near that. But damn i was thirsty to find an good organic A.I on these wolves
Would be stupid otherwise. Campfire pauses the wildlife only for you to decide what's next.