theHunter: Call of the Wild™

theHunter: Call of the Wild™

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Flyhumpy Jan 25, 2017 @ 4:20pm
Bag limits/Tags and Penalties
I was just wondering if there will be bag limits or tags for purchase (using in game currency of course) that would help incentivize hunters to be patient and wait for the right animal, instead of just shooting anything that crosses their path. I'm not a big fan of just shooting any and all animals (like a small doe or a spike horn buck) and I think tags would make people be more mindful of making too much noise, and properly tracking their quarry.

My second point is penalties. And this is more so for failing to track down an animal that you injured. I've played TheHunter classic (just as a free to play player) off and on for a few years, and there was no penalty for not finding that animal you maimed. You could just give up and go find something else to shoot. I think at the end of the day/hunt, there should be a penalty for not securing your kill. Not too harsh, but harsh enough that it will make players WAY more mindful of the shots they take, think about the weapon they are using and the animal they are shooting (a 200m shot on a Black Bear with a .243 is probably not going to be as effective as the same shot with a .30-06). Again this would keep players from just firing wildly at a group of animals in the hopes they can get 2 or 3 from the herd, instead of identifying the best trophy and taking a good shot.

Those are just a couple of my questions/thoughts. I am entirely too excited for this game and can't wait to get my hands on it!
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Showing 1-6 of 6 comments
Creation Jan 26, 2017 @ 12:50am 
You mean maybe some sort of fine if 24 hours pass and you haven't claimed the animal?
Alf Tupper Jan 26, 2017 @ 7:56am 
I think both ideas are very good. In tHClassic I do generally tend to kill anything and everything I see unless I am dfoing a mission or a competition.

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.
PicSoul Jan 26, 2017 @ 8:27am 
Yep, I've mentioned the tag system before. I think as an option it would add a lot of fun to multiplayer games. It would be a way to kind of setup our own competitions.

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.

Flyhumpy Jan 26, 2017 @ 1:58pm 
Originally posted by RIP Creation:
You mean maybe some sort of fine if 24 hours pass and you haven't claimed the animal?

Yea something like that. A pretty simple concept I think.


Originally posted by Alf Tupper:
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'?

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.




Originally posted by Alf Tupper:
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.

Originally posted by PicSoul:
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 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!
Last edited by Flyhumpy; Jan 26, 2017 @ 1:59pm
Illithid Feb 2, 2017 @ 10:15pm 
A timed based tag system would be bad in my opinion unless it's in a multiplayer session. I guess an houtly thing wouldn't be too bad since it can take a while to stalk and shoot an animal and I do like the OP tag idea. Certain tags like buck only or whatever.
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
Last edited by Illithid; Feb 3, 2017 @ 2:31am
PicSoul Feb 3, 2017 @ 4:46am 
I agree Illithid. I think it would work best as a MP only option such as a server rule. A tag system in SP just doesn't seem like it would be as useful and most people would probably not use it in SP.

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.
Last edited by PicSoul; Feb 3, 2017 @ 5:03am
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Date Posted: Jan 25, 2017 @ 4:20pm
Posts: 6