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For Musk deer I hunt the tundra and walk perpendicular to the wind in open areas adjacent to the tree lines while spraying the scent lure every 50-100 meters as I go. Then I just periodically stop and check my back trail. The lures effectiveness is 15-20 game min (I've heard both time frames). Musk will walk out and stop right at the spray point (moose too if you use the moose lure) giving you an easy shot.
https://youtu.be/pdaNvNMKK3U the vid and they do chase other animals all the time (not things like lynx they are too small and do not spook anythign from what i know) so i allways shoot the pumas in axis deer hotspot same thing for other preditors if i see alot of lions at a good for sprinkbok i ill all the lions in the area and from what ive seen preditors are even attracted to animal carcases my freind shot a mountain goat and a mountain lion/puma came up to it
It would be a glitch of timing, or coincidence, coding conflicts or something beyond the normal.
Remember these streamers are trying to garner attention for numbers and donations.
You cant rely on every word.
If predators could kill it would be a constant problem for our hunting. No track would be worth following. Every rare and trophy would be without guarantee.
Would you create a game for hunters where they have to spend hours hunting for game, and then add something into the game that makes all their time wasted?
So basically I've just been having bad luck encountering anything else but moose and lynxes xD Thanks though ^-^
I'd like to know where you got this info, and if you can offer confirmation or are you just assuming.
I have seen predators chase and harass game, but never kill. That doesnt mean it's not possible and I have come across an unclaimable harvest, but maybe twice in over 6000 hours of stealthily hunting these reserves.
Now I've seen EW make alot of mistakes in its evolution and years of correcting issues, but this is a No-Brainer; nobody would design a game based on a player having to spend hours trying to kill a trophy, design all sorts of mechanics and programming to make that players quest as enjoyable and immersive as possible, and then add in a dynamic which basically defies all of that hard work by a random AI that would cause every customer to NNOW that it's a waste of time bothering to track or hunt anything. Given that any amount of effort could easily end up useless after a quarry that could at any time get taken out of the game.
Pic this is a game changer. You could be responsible for dealing the death blow to this game. I'm sure TK would want to be able to follow up on this with more than a casual assumption.
And after spending years of my life at this game, burying this post wont keep me from bringing this to the media elsewhere.
I'm pissed to say the least. So help me out here, dont make it worse and cost me something I enjoy immensely.
If someone did actually design such a thing into the game it can be changed, and stupidity never surprises me. But when someone makes casual remarks as though with authority that provide not only false information but information that could destroy their own product than I can only hope that somebody is able to step up with resolution before it's too late.
If banned because I'm calling foul here you can be certain that many other sources will have this brought to their attention.
Please, confirmation along with serious discussion about how this affects the further life of the game and our enjoyment of it, is what's needed here. NOT banning a longtime customer and trying to sweep it under the rug or hiding the post in an obscure group.
I'm not trying to be an a**hole, but why does this bother you so much? I've had a bobcat scare away a whitetail buck I'd been stalking for an hour irl. It sucks and it's rare but it happens. If it happens irl it should happen in the game. That's what simulations are all about.
Scared off doesnt mean eliminated from game. Who would spend hours tracking a cripple that could get eliminated five minutes before you finally catch up to it?
I wont.
Who would go through hours of tracking a trophy just to finally get it in your sights just to watch it get taken out by a bear.
I wont.
And I have never had to make the choice because I didnt think it was a possibility , and still dont.
For example, if an animal is being tracked or is connected to an unlocked zone, than it cant be killed by predator.
Or if an animal or its track-sign has been tagged than it cannot be killed by predator for at least 6 hours real time.
If these kills can be made for realistic appeal than they can also be programmed to be random visuals that do not involve the actual hsrvestable game for our hunting.
So I guess that is the confirmation needed to resolve this and if not then those are the considerations necessary to reprogram whatever needs it to accommodate.
And not in 2 years from now.
Veterans need to know!
I'm not sure why you're being so hostile but it's not needed.
Here is the source, straight from a developer, which basically states the same as I've said above.
https://www.reddit.com/r/theHunter/comments/c8f8i7/so_lions_and_pumas_actually_kill_other_animals/esnitue/?utm_source=reddit&utm_medium=web2x&context=3
Also, as pointed out, "They tried to make them about as successful in-game as they are in real life, which means they don't manage to kill things very often, but when they do, you will find a downed animal that you can not claim."
So.... the fact that you have "over 6000 hours" in the game and have not noticed this behavior (because it is so rare) tends to lead me to believe you don't need to get so worked up about it and you should be continuing without giving it a thought.
TLDR: If you have 6000 hours and have never witnessed this, I wouldn't be too concerned about it.
@Pic, being frustrated and passionate about an issue is not being hostile. My statements about continuing the discussion elsewhere was not threatening, but trying to get you to allow the post to remain. Which I appreciate BTW.
You and others seem to belittle the efforts made by your predecessors like Dan, Karin and Obert, who spent countless hours struggling to create an environment where the player could rely on very detailed dynamics of AI in order to accomplish the main goal of bringing their hunt to a successful finale.
Not to mention belittling the point I am trying to make, which is sound and logical.
It may not matter as much to chance encounter players who dont spend much time strategizing and, since the demise of Consequent Kills probably dont even bother to track down cripples anymore.
But does it matter to EW that their product was designed by technicians who put alot of effort into creating a game that can be played in much more realistic depth and immersion than just starting at an outpost, walking and shooting anything that comes into view?
Does that hard work mean anything now that the product had been successful , in part due to that extra effort?
To many players, that extra dimension of game opportunity is what made it a winner, and for those players, such belittling that dynamic of the game as inconsequential just because less intense players dont get that involved, is like telling chess players to just play checkers instead
Now, I made some valid points about how there needs to be some guarantee of reliability on game mechanics in order to take advantage of the more strategic dynamics offered by the games designers. Being able to know that once you start following a certain animal, hunting it, that if you use your skills properly, you will be rewarded in the end.
That expectation is no different than expecting that your hunt and effort will not be victimized by a glitch or coding conflict. Are you suggesting that there is also no need to bother trying to fix glitches in your product just because some players dont put as much effort into their hunting as others?
Maybe this non- chalant attitude answers alot of questions about why so many bugs have been left unaddressed for so long. I can only hope not.
PIC, I do not mean to come across ss hostile nor trouble-making. My many efforts here to offer assistance to new and veteran players alike over the years should prove that.
My concern here is simply trying to get some unconcerned developers to realize that the game has a much more dynamic involvement to many of their customers, who appreciate and take advantage of the hard work that some designing developers made available to all those who become adept enough at the game to really enjoy the immersion possibilities.
Some Minecraft players are satisfied to just play easy mode and build a cabin. Does that mean that none of the deeper offerings of the game should be of concern?
Well, this seems to be what you are telling us when you belittle our deserving of a game without bugs, and without unnecessary coding that conflicts with deeper game mechanics and the reliability of certain features of game philosophy.
If, in order to provide reliable game mechanics, all that you have to do is rewrite a few command prompts, or avoid unnecessary changes to ballistics, than why not make those efforts, if not in respect for the effort of hose designers involved, than in appreciation for all those customers who have gallantly applauded and supported your success in the market.
It might seem like alot of trouble over nothing to you, but to many of us these issues make or break the full potential of the game.
In World of Warcraft a player wants to be able to rely on knowing that all their grinding will be rewarded by that trophy piece of armor.
In COTW we want to know that our effort will be likewise reliably rewarded.
The appropriate response would be affirmation and respect for valid concerns, not callous disconcern suggesting that your product doesnt have to fully live up to its advertised potential.
My points are valid to all those who simply want to put alot of extra immersion into the game, which it was designed to offer.
Accommodating those who dont utilize that extra game opportunity takes no effort, and acknowledges no obligation. But dismissing the valid concerns of those who do utilize the games fullest potential as hostile trouble-makers speaks volumes to your discredit.
And this discussions validity does not rest upon the number of hours played by the person bearing the points of contention.
That I can play so many hours without having one particular incident ruined by a code conflict is NOT an excuse to dismiss the issue.
Many intelligent minds at EW will know this.
They will also know if simple code changing can eliminate a bug, for the improvement of the game, than it should not be too much to expect.
After all, are there not many people working there right now, doing just that?
All I ask for is the easily resolved and produced guarantee, that should be expected by any gamer that grinds and farms their souls out, of knowing before we venture out on that long quest, that the treasure we strive so hard to acquire will not be lost to unnecessary and illogical predation, or defective coding.
Now, please, tell us all again, how our good luck at not having lost that treasure 'YET' is a reason to not be concerned about the unnecessary and easily resolved unreliability, which causes every player,regardless of the depth of their immersion, to have to decide whether it's worth the effort to take up that next quest or grind!!!!
Many will just cherry pick this effort and derail it.
If I am the only person who has these concerns and expectations, as the only player that puts such extra effort into his game, than this post will be a grand waste of time, similar to every hours long quest that ends in unnecessary, unreliable failure.
If i am, then i concede to your resulting disinterest due to the lack of customer expectations. But dare I remind EW that this forum comprises a tiny percentage of their customer base, and that after great costs in advertising and promotion, the direction of their business decisions should not be based upon this forum.
I know that defeats my entire effort but I hope in return some intellectual actually reading this will in turn become obligated to address the valid points made.