theHunter: Call of the Wild™

theHunter: Call of the Wild™

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Vyrex Aug 7, 2022 @ 4:11pm
How long does spooked animals need to return with teh squad bike?
I drive to a lake and just get out and wait but how long does it usually take for them to come back to drink water or jsut to chill there?
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Showing 1-7 of 7 comments
Rumpelcrutchskin Aug 7, 2022 @ 4:39pm 
Usually I use quad only to unlock outposts and points of interest and then move to some other map for a while. Quad messes up the normal patterns quite a lot and spooks half the map.
Last edited by Rumpelcrutchskin; Aug 7, 2022 @ 4:40pm
Vyrex Aug 7, 2022 @ 4:41pm 
Originally posted by Rumpelcrutchskin:
Usually I use quad only to unlock outposts and points of interest and then move to some other map for a while. Quad messes up the normal patterns quite a lot and spooks half the map.
hmm but i play 2 games at the same time i would jsut lay down play 1-2 match of WT and come back roughyl 15-20mins and they show up but i thought i wanted a more accurate time frame.
Geronimo Aug 8, 2022 @ 8:54am 
It's hard to pinpoint because of the variables involved like animal difficulty levels, area hunting pressure, Need Zone timing, etc.

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.
Last edited by Geronimo; Aug 8, 2022 @ 9:09am
Vyrex Aug 8, 2022 @ 4:32pm 
Originally posted by Geronimo:
It's hard to pinpoint because of the variables involved like animal difficulty levels, area hunting pressure, Need Zone timing, etc.

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.
how known is the sound indicator? Cause i was curios how far exactly the sound indicator indicates, for example i read 1 each white bar is 10m so maxium to 30m and 1 each red bar is 50m so overall 150m if you run. And apparently Quad bike was doing 300m and i have been playing to this indication. But i could never see any difference as i never really go too close to test it i just usually shot them at around 200-400m already by foot.
jjs82x Aug 9, 2022 @ 10:37pm 
Quads may spook out to 200 meters, maybe 300 meters (I've heard both). Dumb animanls may come back in 20 in-game minutes, but most take longer. Bottom line, Using quad to get to some place to ambush hunt is typically going to take a lot more patience than zoning in to a nearby tent and climbing into a tripod a few minutes before the need zone goes active.
Rumpelcrutchskin Aug 10, 2022 @ 8:35pm 
Originally posted by jjs82x:
Quads may spook out to 200 meters, maybe 300 meters (I've heard both). Dumb animanls may come back in 20 in-game minutes, but most take longer. Bottom line, Using quad to get to some place to ambush hunt is typically going to take a lot more patience than zoning in to a nearby tent and climbing into a tripod a few minutes before the need zone goes active.

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.
Yuccasu Aug 11, 2022 @ 1:16pm 
Originally posted by Vyrex:
how known is the sound indicator? Cause i was curios how far exactly the sound indicator indicates [..]
AFAIK it depends on the animal and its level - therefore there is no exact conversion from bars to meters. Some diamonds may spook 200m away while walking whereas some female roe will not spook even running 50m in front of them.
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Date Posted: Aug 7, 2022 @ 4:11pm
Posts: 7