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Could you suggest some sort of viable tag system? Eg: you get three tags for red deer; these will renew each hour, so in effect you're limited to three kills per hour Or tag stags/bucks only, hinds/does are 'free'?
Your second point - very much so. In tHC I suggested you are fined in $GMs for every missed harvest. If you hit zero or negative $GMs then you're sin binned for an hour. There may be other ways of penalising players?
I know we'd get the "I couldn't harvest cos of a bug/server crash/got kicked out of a game" argument but I still think there needs to be a proper incentive to both harvest, and harvest ethically.
I also agree that there should be some type of penalty for not harvesting a wounded animal but how to implement it is question I don't have a good answer for.
Yea something like that. A pretty simple concept I think.
I think it could be something like this: In the tutorial you start with X amount of tags for the available species involved in the tutorial (Roe and Fallow deer and Red Fox). By the time you complete the tutorial you should have some money saved up, and then you can go to the Store and purchase new tags. In my mind I see tags being a daily (in game day of course) purchase, kind of like a daily quest. So for common species like Roe, Fallow, or White tail (when the NA map is introduced), you can buy, lets say, 5 Tags per day. There could also be a clause where you can only use 3 of those 5 tags on females.
Rarer species like Bison and Moose may have fewer daily tags available, like 1-2, however, the cash reward of tagging one should be higher than getting a Roe deer (from what I've seen in the beta videos all kills get you the same range of cash reward which I think is not right).
As for small game I think no tags are needed to be purchased, but maybe a license that covers all in the area, or the small game can just act as cash flow for those who have no money for tags. So maybe rabbits and pheasants would have a daily bag limit of like 10-15.
Again, in my opinion, I think this would add a greater dynamic to decision making for the players. Because I feel like getting the best weapons, gear and skills/perks is not going to take a long time to get (obviously just based on Beta videos, who knows what kind of grind it will be). I don't want this game to be a grind fest, but there should be some mediocre form of grind.
This is a hunting game, and hunting is all about waiting for the right shot. Tags/Bag limits would improve upon this aspect.
Yea I know there would be incidents of the game crashing and causing them to lose their animal, but I think the penalty should be mediocre, so it doesn't kill your progress if it happens to you once or twice, but it will if you constantly shot animals and forget about them. I think with the way the game looks in the Beta, a simple monetary fine could be placed. Maybe a timed restriction (one that cannot be skipped by resting in the cabin) to certain species of big game?
I think more realistic additions will make this game more fun than it already looks.
And I agree with you PicSoul on how tags could provide for fun competition between friends. The more ways to have fun the better!
I like having to buy tags (in game cash of course) when you run out for immersion but if I sit down to play a marathon session and I enjoy stalking and shooting a certain species/tag I don't want to be told nope.. Go kill something else for a while then come back. JMO
I do support the idea of a penalty for not claiming a kill though! Even if you get bugged or real life makes you quit it's not that big of a deal, but it shouldn't be a huge fine that takes all your money...stuff happens
The question then becomes, is it worth adding? If it's just a simple server rule that the host controls... maybe. If it's a complete system where EW would have to add items to the shop and players actually have to buy the tags from said shop it seems like it might be more work than it's worth.