Stoneshard

Stoneshard

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Gulons (and wildlife) encounters
Any word if there is going to be some change in spawning wildlife in future updates?

Absolutely hate how common they are around and how easily they are triggered.. just finished the dungeon, did my homework with preparation for it, killed the dungeon boss and overcame all dangers.. on way back to city (btw exactly same way as I traveled to dungeon couple game hours before) I encountered some mages and bandits - fair enough, I was out of medicine but could deal with them.. though my shape was nto perfect. And exactly one tile next to Brynn runned into duo of Gulons - immediately made step back but they agroed instantly.. dashed to me and killed me, I had clsoe to zero chance. SO now all the time effectively wasted, all joy from complete dungeon gone.


I was nto catched during some exploration of distant areas, in fact had to go through several ambushes on route to city that was already cleared. Really anyone think this is good design that make game better in any way?
Alkuperäinen julkaisija: Wayfinder:
Včelí medvídek lähetti viestin:
Wayfinder lähetti viestin:
We don't plan changing it currently. It adds at least some tension to travelling, because otherwise walking would be completely devoid of any danger whatsoever. Will be walking empty roads and fields more fun?

Ambushes are likely to be reworked though.
I do not call for empty roads. but even those spawn rates on paths that were jsut traveled dont add so much to immersion or fun. I brought one example but later it is in fact very very common that superior groups and wildlife are spawning simply too much. Making some zones that would affect spawning in relation to distance from city would be only good.
It already works like this. Tiles in close vicinity to the settlements have a greatly reduced spawnrates. But even a very small chance is bound to trigger at some point of time.

Global tiles also regenerate every 3-4 days, so if these gulons weren't around during your first visit to that tile, that means enough time has passed for animals to spawn.

I think we'll revisit this aspect when we'll be working on the random encounters.
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Wayfinder  [kehittäjä] 6.2.2024 klo 13.13 
We don't plan changing it currently. It adds at least some tension to travelling, because otherwise walking would be completely devoid of any danger whatsoever. Will be walking empty roads and fields more fun?

Ambushes are likely to be reworked though.
Wayfinder lähetti viestin:
We don't plan changing it currently. It adds at least some tension to travelling, because otherwise walking would be completely devoid of any danger whatsoever. Will be walking empty roads and fields more fun?

Ambushes are likely to be reworked though.
I do not call for empty roads. but even those spawn rates on paths that were jsut traveled dont add so much to immersion or fun. I brought one example but later it is in fact very very common that superior groups and wildlife are spawning simply too much. Making some zones that would affect spawning in relation to distance from city would be only good.
Tämän ketjun aloittaja on ilmaissut julkaisun vastaavaan alkuperäiseen aiheeseen.
Wayfinder  [kehittäjä] 6.2.2024 klo 13.34 
Včelí medvídek lähetti viestin:
Wayfinder lähetti viestin:
We don't plan changing it currently. It adds at least some tension to travelling, because otherwise walking would be completely devoid of any danger whatsoever. Will be walking empty roads and fields more fun?

Ambushes are likely to be reworked though.
I do not call for empty roads. but even those spawn rates on paths that were jsut traveled dont add so much to immersion or fun. I brought one example but later it is in fact very very common that superior groups and wildlife are spawning simply too much. Making some zones that would affect spawning in relation to distance from city would be only good.
It already works like this. Tiles in close vicinity to the settlements have a greatly reduced spawnrates. But even a very small chance is bound to trigger at some point of time.

Global tiles also regenerate every 3-4 days, so if these gulons weren't around during your first visit to that tile, that means enough time has passed for animals to spawn.

I think we'll revisit this aspect when we'll be working on the random encounters.
Viimeisin muokkaaja on Wayfinder; 6.2.2024 klo 13.36
Wayfinder lähetti viestin:
Global tiles also regenerate every 3-4 days, so if these gulons weren't around during your first visit to that tile, that means enough time has passed for animals to spawn.
.
Ok, but this really dont match my general experience.. I am encountering new enemies on recently (~1 in game day) traveled tiles way too much..
Včelí medvídek lähetti viestin:
Wayfinder lähetti viestin:
Global tiles also regenerate every 3-4 days, so if these gulons weren't around during your first visit to that tile, that means enough time has passed for animals to spawn.
.
Ok, but this really dont match my general experience.. I am encountering new enemies on recently (~1 in game day) traveled tiles way too much..
I'm gonna guess they spawned on a different side of the map when you entered it, and they were wandering around elsewhere when you first passed through it. On your way back the two Gulons probably were chasing after a rabbit so they were at the map edge where you showed up... Just bad luck really.

I don't know the exact rules for random encounter spawns, but if you died and reloaded and perfectly traced all the steps you took, the exact positions of all enemies would change slightly. There seems to be some kind of factor that changes their spawn position, or if they spawn at all. Dungeon encounters are fixed for now, but overworld encounters seem to change. Especially herbivore wildlife (deers, rabbits etc). Unless it is a hunting trail.

Btw Gulons are b****es, don't feel bad if you died to them. I hate them too. They killed my level 23 Jorgrim DW axes just two days ago. Absolutely brutal creatures, those things. But Young Troll is worse...
Viimeisin muokkaaja on funkmonster7; 6.2.2024 klo 22.07
funkmonster7 lähetti viestin:
I'm gonna guess they spawned on a different side of the map when you entered it, and they were wandering around elsewhere when you first passed through it. On your way back the two Gulons probably were chasing after a rabbit so they were at the map edge where you showed up... Just bad luck really.

I'm going to second this. Gulon do not go instantly aggro UNLESS they were already attacking something. The instant aggro tells me that they chased something off the map before you got there. So you had the (Incredibly unlucky) situation of running into them, when they had chased something else off the map, at the exact place you had passed through earlier.
most open world encounters can be avoided for the most part. the game pauses as soon as an enemy is in your line of vision and you can back off, unless you are aimlessly running ahead and not paying attention. I agree with the dev on this one. If there was no enemies in the way people would complain that it's too barren and that it's a running simulator. However caravan update should alleviate some of this I would think, I believe it is gonna change travel in this game significantly... at least from what I've gathered.
1ButtonDash lähetti viestin:
most open world encounters can be avoided for the most part. the game pauses as soon as an enemy is in your line of vision and you can back off, unless you are aimlessly running ahead and not paying attention.
What are you talking about? (Many) people playing at x3-x10 speed (by CheatEngine) - of course they did not pay attention, have not read log messages and did not see majority of those game alarming thing. How dare you to imply their foolishness. :lunar2019grinningpig:
ZobrAZ lähetti viestin:
1ButtonDash lähetti viestin:
most open world encounters can be avoided for the most part. the game pauses as soon as an enemy is in your line of vision and you can back off, unless you are aimlessly running ahead and not paying attention.
What are you talking about? (Many) people playing at x3-x10 speed (by CheatEngine) - of course they did not pay attention, have not read log messages and did not see majority of those game alarming thing. How dare you to imply their foolishness. :lunar2019grinningpig:
I do not use any cheat and in aprticular gulon seems be triggered qutie often on first view and immediate step back does not help. I dont know if they have increased agro range or anything but it happen quite regularly. With other wildlife it is not so common. Mostly just moose or bear when I come from behind tree too close.. it happens, but gulons are agrgesive from large distance on plain.
Viimeisin muokkaaja on Včelí medvídek; 8.2.2024 klo 6.52
https://youtu.be/xUGGixH87TE?t=1962

Gulons were already attacking something. Gulons killed it. You can see me inspect the closer Gulon, he's Unaware. The other is Alarmed, indicated by yellow ???
Včelí medvídek lähetti viestin:
I dont know if they have increased agro range or anything but it happen quite regularly. With other wildlife it is not so common. Mostly just moose or bear when I come from behind tree too close.. it happens, but gulons are agrgesive from large distance on plain.
The simplest answer I can give you about Gulons is they are b*tches. They are aggressive as hell. They're not bears who will give you a fairly good amount of time before actually attacking you. Gulons will give you a really short time before they give chase. You almost have to break line of sight with them for an extended period of time before they actually get lost and mind their own business.

Otherwise, even if you can't see them but they can see you, they will give chase after a short time. But usually they're outside of the 5-tile distance so you can hop over to the next map tile and they can't follow after you as long as you don't re-enter that map tile you just left.

But if you're saying you entered the new map tile and they're right in front of you? They will aggro right away because you're right in their faces. That is just plain bad luck. That is why I said if they were chasing a rabbit that ran off the map tile but you entered the map tile exactly where that rabbit had escaped from them, thereby putting you right in front of the Gulons' faces; then yes, they will aggro instantly and if they're 5 tiles away from you then you're just basically dead unless you can Dash away to gain distance and gtfo of there.

This has happened to me before too. So, don't get too bothered by this. Just remember, don't treat Gulons like they're bears or wolves, who are docile compared to Gulons. Like I keep saying: Gulons are b*tches.

Btw, if you entered a map tile and a bear is literally 2 tiles away from you right from the start, it will also aggro instantly.
Viimeisin muokkaaja on funkmonster7; 9.2.2024 klo 1.56
funkmonster7 lähetti viestin:

But if you're saying you entered the new map tile and they're right in front of you? They will aggro right away because you're right in their faces. That is just plain bad luck..
Yeah, this is clear and happen with all wildlife - yet it is not so common to highlight it.

But the gullons are b*tches as you say, even if I meet them at my visual range, they often (i would say at least 1/3 but likely 1/2 of cases) go for attack evne if I try go out of their sight right away.

Anyway the whole point of my original post was not at all remove wildlife or encounters completely, just tune their spawn chance and level by zone and distance from the city. Do you know Battle brothers? it works exactly like that there even with scaling by levels too. In Stoneshard meet mythical beasts like gulons or small trolls right behind city gate or every few steps dont feel as good setup and immersion.

I would like much better if you ahve eg areas where live wolves and other where live trolls - and ofc. some higher tier dungeons is in the troll area, but it make nature barriers more sensible way.
Viimeisin muokkaaja on Včelí medvídek; 9.2.2024 klo 6.43
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