theHunter: Call of the Wild™

theHunter: Call of the Wild™

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KaiEr Mar 3, 2018 @ 6:06am
Scent Eliminator
Was the "update" to the scent eliminator simply typing the text "120 minutes" over the previous "XX", or was there an actual change? Because there's no way it was 120 minutes before.

And a counter would still be nice. I have no idea how many of them I have (or first aid kits either).
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Showing 1-15 of 26 comments
insert coin (Banned) Mar 3, 2018 @ 6:40am 
Originally posted by KaiEr:
And a counter would still be nice. I have no idea how many of them I have (or first aid kits either).

Absolutely right. And why so secretive. It also does not apply for ammunition or scents in general.
RamMack Mar 3, 2018 @ 7:07am 
Ya, I don't get it either.
Darage Mar 3, 2018 @ 7:14am 
It's a joke - nothing has changed
KaiEr Mar 3, 2018 @ 7:15am 
Originally posted by Jason:
It's a joke - nothing has changed

Yeah, I just had does come up to me after I sprayed myself, but about 5 minutes later they were spooking getting anywhere near me.
god_zeke_satan Mar 3, 2018 @ 7:28am 
Originally posted by KaiEr:
Was the "update" to the scent eliminator simply typing the text "120 minutes" over the previous "XX", or was there an actual change? Because there's no way it was 120 minutes before.

And a counter would still be nice. I have no idea how many of them I have (or first aid kits either).

Hey there. Yes, the update was simply adding the time to the description. It has always been 120 in-game minutes or 30 real-time minutes.
Lexor76 (Banned) Mar 3, 2018 @ 9:19am 
Finally an answer to a question that has been asked innumerable times over a period of one year. I really appreciate this info and the team really needs to work on their communication with the community.
BaeBee Mar 3, 2018 @ 10:11am 
When I was doing Mr. Black mission, I sprayed it every 2 mins real time. Lol
KaiEr Mar 3, 2018 @ 6:27pm 
Originally posted by BaeBee:
When I was doing Mr. Black mission, I sprayed it every 2 mins real time. Lol

Both before and after the update I still spray quite often (not every 2 minutes). In my experience (again, both before and after the update), it still is nowhere near 120/30 minutes - at least not for me. Maybe it's a user specific type issue, but I can see an obvious difference in the movement of animals in a far shorter period of time when it comes to my scent.

I'm not upset about it - it's good to know what it should be. I'll use them the same way I have. I can adjust my use while I play - not a problem. I just really wish to have a counter. I still buy them by the hundreds so that I don't run out while hunting.
southofpegasus Mar 3, 2018 @ 11:06pm 
I don't really care how long it lasts because I spray it on quite frequently since I don't pay attention to the time but it would certainly be nice to know how much is left in the bottle. I don't really understand why they chose not to provide that information on the scent blocker. The least they could do is let me know how many bottles I have. I think developers are perhaps afraid they'll offend gamers or something if they don't include dumb elements like not letting you know how much scent blocker you have, charging 60,000 for a rifle, or making it pay 20,000 to harvest a field in simulation games. I bet they would be surprised to find more people would likely be happy if those kind of elements were more realistic than would be upset. I mean, the whole point of a simulation game is to simulate an experience, not shoot for the high score.
76561198088759410 Mar 3, 2018 @ 11:07pm 
Originally posted by zeke_difficulty_5-medium:
Originally posted by KaiEr:
Was the "update" to the scent eliminator simply typing the text "120 minutes" over the previous "XX", or was there an actual change? Because there's no way it was 120 minutes before.

And a counter would still be nice. I have no idea how many of them I have (or first aid kits either).

Hey there. Yes, the update was simply adding the time to the description. It has always been 120 in-game minutes or 30 real-time minutes.

No way! after test, it last only 5 mins, then the bear was spooked...

2 possible reasons:

1. animal detects scent as a sum amount
2. scent eliminator effect decreases by time, maybe from 10% to 9% 8% 5% 3%....

or something we dont know....
KaiEr Mar 3, 2018 @ 11:38pm 
Originally posted by southofpegasus:
I don't really care how long it lasts because I spray it on quite frequently since I don't pay attention to the time but it would certainly be nice to know how much is left in the bottle. I don't really understand why they chose not to provide that information on the scent blocker. The least they could do is let me know how many bottles I have. I think developers are perhaps afraid they'll offend gamers or something if they don't include dumb elements like not letting you know how much scent blocker you have, charging 60,000 for a rifle, or making it pay 20,000 to harvest a field in simulation games. I bet they would be surprised to find more people would likely be happy if those kind of elements were more realistic than would be upset. I mean, the whole point of a simulation game is to simulate an experience, not shoot for the high score.

Well, when it comes to the cost of things in game, I don't think there can be any realism to it. Money is made from harvesting, but that's not something that's done with most people (It's actually illegal for the most part in the US).

But yeah... the counter is really needed. I've made a few posts about this before. With them costing 3,000 a piece, and with how important they are to those who use them, it's a must. It's the worst thing in the world to be in the middle of an hour long stalk of a trophy, or set up in an ambush situation far from an outpost/tent, and run out. This leads to either just dealing with running out all the time, keeping count on a piece of paper, repeatedly buying some before you go out (which would end up with who knows how many in your inventory), or buying hundreds at a time and waiting for those to run out (so you don't have to run back and forth as often).

I just don't see why it (and first aid kids) are any different than scents or ammo.
southofpegasus Mar 4, 2018 @ 1:26am 
Originally posted by KaiEr:

Well, when it comes to the cost of things in game, I don't think there can be any realism to it. Money is made from harvesting, but that's not something that's done with most people (It's actually illegal for the most part in the US).

But yeah... the counter is really needed. I've made a few posts about this before. With them costing 3,000 a piece, and with how important they are to those who use them, it's a must. It's the worst thing in the world to be in the middle of an hour long stalk of a trophy, or set up in an ambush situation far from an outpost/tent, and run out. This leads to either just dealing with running out all the time, keeping count on a piece of paper, repeatedly buying some before you go out (which would end up with who knows how many in your inventory), or buying hundreds at a time and waiting for those to run out (so you don't have to run back and forth as often).

I just don't see why it (and first aid kids) are any different than scents or ammo.

We both agree on the scent for sure. And I would wager the fast majority of players have the same view. There's no sound reasoning for why they have chosen not to show the amount. It just a decision pulled out of thin air.

But I would argue the financial and experience aspects could be made to be more realistic. For example...

The weight of the animal could equate to a small portion of experience points whether at a percentage value or one to one ratio. The weight is perfect for that considering the many restrictions around selling the meat of wild game. - Weight = 25% Experience

The hide of the animal could be sold for cash. Determining the value would be as simple as going to a place like http://www.furbuyer.com/. They only need to equate weight categories to hide sizes. And to take it up a notch from there, hide value could decrease according to hide damage which could be determined by things such as numbers of shots over one, larger caliber ammunition than necessary, use of shotgun (more holes) etc. These would give a small amount of experience points as well based on the hide value. - Hide = X Cash + 25% Experience

The antlers, horns, tusks, skulls, claws, teeth, etc (trophy items) could be sold for cash just using a simple value chart based on the trophy rating. The value would be determined same as above. These would also give the biggest portion of experience points based on the trophy rating. - Trophy Item = X Cash + 50% Experience

They could simply browse a few prices for the weapons, ammunition, and other items and take an average price to determine the cost for each.

Then they could do away with the arbitrary and asinine integrity, quick kill, and consecutive harvest bologna and base the Bronze, Silver, Gold, and Diamond ratings off the weight, hide value, and trophy items values.

If they're worried some people wouldn't like this because the numbers aren't big enough, they could simply make it where you can choose between arcade setting (for big numbers) and simulation setting (for realistic numbers).

This got me thinking of something else that could done as well which might satisfy the want for a trophy room and compliment a scoring and monetary system like such as well. They could create individual trophy rooms for each profile. Players could then choose to send any harvested animal to the taxidermist. They would have to pay for the services which could include types such as full mount, shoulder mount, or European mount in various positions. The mounts could include statistics like weight, trophy rating, etc. Then they could display those in their trophy room which they could keep private or choose to make publicly view-able through some sort of in-game browser or something. To keep file sizes down, they could limit the size of the trophy room and allow for the selling of mounts so you could get rid of one in exchange for game cash if you shoot something bigger. They could even make the capacity of your trophy room dependent on experience level.

Anyways, that's just spit balling a way to make the monetary and experience aspects less gamey (pun intended) and more realistic. Personally I think they should do something like that as the graphics yearn for the most true-to-life simulation as possible in all aspects.
Last edited by southofpegasus; Mar 4, 2018 @ 1:28am
per.oqvist Mar 7, 2018 @ 2:37pm 
Doesnt feel like the scent eliminator last 30 minutes but a lot of psychologue going on
Tommy Mar 8, 2018 @ 1:16am 
Originally posted by 不屑忍者及打擊最速OP角:
Originally posted by zeke_difficulty_5-medium:

Hey there. Yes, the update was simply adding the time to the description. It has always been 120 in-game minutes or 30 real-time minutes.

No way! after test, it last only 5 mins, then the bear was spooked...

2 possible reasons:

1. animal detects scent as a sum amount
2. scent eliminator effect decreases by time, maybe from 10% to 9% 8% 5% 3%....

or something we dont know....

3. You spooked it via sight or sound.
4. Scent eliminator only masks x% of your scent and the bear picked this up.
5. Something else...


There is no way one can test these things in game with any certainly.
Lexor76 (Banned) Mar 8, 2018 @ 1:20am 
Originally posted by Tommy:
Originally posted by 不屑忍者及打擊最速OP角:

No way! after test, it last only 5 mins, then the bear was spooked...

2 possible reasons:

1. animal detects scent as a sum amount
2. scent eliminator effect decreases by time, maybe from 10% to 9% 8% 5% 3%....

or something we dont know....

3. You spooked it via sight or sound.
4. Scent eliminator only masks x% of your scent and the bear picked this up.
5. Something else...


There is no way one can test these things in game with any certainly.
Yeah and the only reason for us being unable to do proper testing is because the dev keep vital information like they were some kind of national tresure, instead of openly communicating how the mechanic works ingame.
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Date Posted: Mar 3, 2018 @ 6:06am
Posts: 26