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I think the affect range for Atv is around 600 Meters, which means when going somewhere and you actually want to hunt there upon arrival, you should watch distance guage and get off and walk before reaching that 600 meter spot.
Same goes for running, but distance is said to be around 300 meters.
But you also have to factor in the variables of behavior, zone timing and terrain. Remember that all the time you're spooking, they are running, and if you keep behind them, you can drive them a very long way off of their regular daily pathway. It might be better if driving animals isn't your goal, to try to drive as straight a line as possible to your destination, and slowing once every few minutes to allow running animals to circle around behind you, so they can more readily return to their normal daily programming.
So in the area you want to hunt in, depending on how you approached, and other variables, you may find unspooked animals naturally from that area, plus animals which you drove into that area which will likely be on a b-line homeward bound.
However, I've observed driven animals that can choose to begin using a Need Zone in that area if not enough time is available for them to return to the Need Zones programmed into their daily pathways. I've often seen this occur when an animal is spooked out of its Need Zone by a predator. Usually they will try to return, maybe a few times, but at some point, sometimes immediately, and sometimes depending on their regular Need Zone time change, that animal will just go right to another NZ. Also note that, when chased to another zone, if there is still lots of time before Zone Change, they will typically try to return to the Need Zone programmed into their daily pathway.
And regardless of where they might be on the map, they will always return to their programmed pathway when their next zone change is required.
UNLESS, and this is where most people have trouble understanding, unless, the player can tag one of those animals, by binoc/scope spotting OR clicking on one of their tracks while they are in that new zone.
And yes, that means that an animal's daily programmed pathway, can be altered by the player, to have that species/animal begin using that location instead of the one they had been using, thus allowing for players to create certain areas which will be more populated by their favorite quarry in the place they would rather hunt them.
In short, when an animal is connected to a Need Zone anywhere on the map, regardless of its usual programmed pathway and Need Zone Waypoints, it's programming is rewritten to now include that particular Need Zone on a daily basis.
There are some who don't believe this possible, but try it for yourself before arguing. I do this effectively and successfully all the time. And it is this dynamic that creates the greatest need for Zone Management, and what defines it.
So keep that in mind when trying to create new zones specific to certain species, after you know you may have spooked them into the area along way from their vanilla pathway.
I have seen this create animals whose pathways are so lengthy between waypoint Need Zones that it takes more than 24 hours for them to make the journey.
I'm uncertain how such things affect the game mechanics, or even addressed by them. Maybe such driving and Re-Zoning can create unwanted glitches.
So you see, it's really not cut and dry.
200 m you can spook even by walking, 300 m by running. Quad spook range is somewhere at 500-600 m and since you move pretty fast with quad the area of effect gets quite big.
Once you have all outposts unlocked there is very little reason to use quad anymore.