Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
13+ years of playing theHunter Classic and I still get excited when I bag a true trophy animal or place well in a comp. That's something I've never gotten from playing CoTW and probably the reason I only have fun playing this game when playing with friends and not taking the game seriously at all. It's fun for a night with the boys but doesn't have that draw or depth to make me want to play it all the time or by myself very often.
It just feels like it's lacking many things even when compared to their own game from 13 years ago.
Incredibly well stated. I have friends myself who basically do nothing but grind. When they show me their Great Ones, I am like "meh, ok." All they've shown me is that they're willing to waste time.
That's a more polite term than I would use. :)
Completely agree and also why I've been against need zones. I hate spoilers. Didn't even pass the first minute on the video. To your point, about classic, I've always thought that the "persistent" nature of the spawns in COTW was great, now I don't think that so much anymore. Maybe some randomness is still needed to spice things up.
I'm wondering if some mechanic could be introduced, so the spawns won't last forever in the map - right now everything persists until you kill it. Maybe limit the persistence to a fixed number of game days to make up a season. What you kill doesn't re-spawn, only until the start of the next season, when the population is reset to a completely random selection again. Then no grind is worth, only the search for what is out there this "season". And if you didn't bag that great one or rare when you had the chance, or spoiled the shot, what? Life is hard, hope for better luck next season.
Another problem with the persistent nature of spawns is that it opens the game up to exploitation at best, and straight up cheating at worst. The population files can be read programatically. Because of this you see a lot of tools that do just that. These run the spectrum of a more benign scanner to a straight up diamond spawn locator. For their saves/pop files, they use the same format as Just Cause 3, if I remember correctly, and example code to read this format is available on GitHub.
*edit*
If you don't want spawns to persist across sessions, you can delete your population files before you launch the game. I could easily make a tool to do that, or you could do so manually. I have never tried this though to see if it properly clears everything out.
I got a better idea: Limit the number of tents per map to one. No more need zone teleporting, no more industrial slaughter at the lakes.
I agree that the persistent population is part of what is interesting, however, more randomness seems to be needed along a way to remove the need that many feel for grinding.
I think my idea of seasons works best by joining the two mechanics. It might also be that a new season doesn't wipe everything, only a percentage. After all that's life, persistent but with a lot of randomness.
You can't stop people from grinding in general. If someone wants to do 30 hr streams hunting the same animal over and over again, who cares? More power to them. (Shouldn't promote it though... it's very unhealthy)