WolfQuest: Anniversary Edition

WolfQuest: Anniversary Edition

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Ideas & Suggestions v2
Since the original thread was getting to be a few years old, and because the WolfQuest Saga plans will include many of the ideas from it, we felt it was time for a new thread, to reflect these changes.

Please See These Videos Before Posting a Suggestion
https://www.youtube.com/watch?v=R8FK9q5bwlA
https://www.youtube.com/watch?v=dx-X2fL-3oE
https://www.youtube.com/watch?v=NfEMcqeL8vY
https://www.youtube.com/watch?v=TeJ2K7xoHk8

NO TIME TO WATCH? A Quick List of Upcoming Features:
        
  • "Saga" - The rest of the wolf life cycle. Pups will become adolescent yearlings, and will join on hunts and assist with later litters as they grow before they disperse on their own. This will be a free update.
        
  • Hellroaring Map (DLC) - A new map area in the Northern Region of Yellowstone.
        
  • Dynamic Pack System - An overhaul of the wolf pack system.

Things NOT coming to the game

Seeing Pup Personalities
More Commands (for Mates/Pups)
Clothing/Fantasy Accessories (hats, scarves, wings, domestic collars, wings etc).
This has pretty much been a "no" since the start of WolfQuest.
Game Mods / Modding the Game
Not in the plans for WolfQuest
Killing the pups of Rival Packs
Caching Food
Playing as Other Animals
(source)[cdn.discordapp.com]
Albino Coats
(source)[cdn.discordapp.com]
Dogs Joining Your Pack/Wolfdogs
Not in the plans for WolfQuest[media.discordapp.net]

Also, please don't simply quote ideas to 'bump' or 'boost' them if you aren't adding onto it or adding your own perspective to it.

This thread is not for asking game questions (they will just get buried here...). If you have a question about a feature in the game, please make a separate thread for them.
Terakhir diedit oleh Loach; 13 Nov 2023 @ 5:29pm
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Menampilkan 1,156-1,170 dari 1,557 komentar
It'd be great if your ironwolf had a hidden second save, so that if the system detects your first file as corrupted, it would trigger the second save, so that your save isn't forever ruined. An ironwolf of mine recently got a corrupted save, and it'd really help.
Biggest wish right now is a map replay of the territories once you finish a playthrough. Id love a speedplay of how the territories change over the course of the specific game to see how each territory has grown and where your own homesite has moved, etc. I think itd be neat.:Happy_Pup:
peanut 3 Feb 2024 @ 2:15pm 
I understand this probally isnt even a actual idea, but I was thinking of being able to cross roads at night/dusk. Being in yellowstone ive seen multiple wolves crossing at night and at dusk. Also, wolves do den in dried creek beds, which i would really like to see sometime soon. And this is just a plain idea, not expecting this to be added at all, but having other map settings such as being able to start in Lamar directly, in unclaimed hexes, if that makes sense. Again, these are just ideas, but i would like to see even something like these. From Wolfquest's biggest fan, peanut <3
Diposting pertama kali oleh Acroyutex:
I posted this in general discussion when I didn't notice this thread existed:

I think that the family tree display in My Wolves should have the entire family tree of a wolf (maybe excluding other litters of parents) instead of just the wolf's parents and offspring. I mean grandparents, great grandparents, grandchildren, siblings, etc. Maybe there could be an "extended family tree" button to show the entire tree.

I personally really like this, I see people make family tree's and posting them on the art forum thing and I think people would really like an extended family tree option!
Diposting pertama kali oleh Im_A_Star_Boy:
When we get to the point our pups are dispersing, I've had a couple ideas.

I think it would be a neat feature to be able to dictate who can stay in the pack, by some means. I know that some wolves chase other wolves out of the pack, I'm not sure if its a reintroduction thing tho because the example I'm going off is Druid Peak in the early days. Either way, I think there should be some kind of way of chasing pups out if, for some reason or another, you don't want them there, whether it be a thing where, like how there will be a favorite system, theres a least favorite, and if you antagonize a certain member enough they'll leave. Not the nicest way but, yk, wolves.
The other option for this specific feature I had would be when you play as a pup in the family tree menu, it could disperse the pup from the pack. I'm also assuming, to play pups from the family tree you'll have to successfully rear them to 2 years, and if you want to play a pup in your pack that is older, they'll also be older in the menu.

One other idea I had would be escorting subordinates while there are dispersals around. I think it would be fun if, on the rare occasion while on an outing with pack members, a dispersal could approach and you can either choose to chase them off or sit with your pack member while they court the dispersal. It definitely would be a small thing that most wouldn't enjoy, but I think it would be a lot of fun to just sit and watch the two interact, plus you could get a moment of satisfaction if they leave and you can know who your pups became mates with lol.
I really like that last idea, it would be like how you can find a group of pack wolves where one is interested in courtship and the other isn’t, and the non-interested one just watches while you court the other one. I’d love to see that in our own packs, too!
Starkwolf 5 Feb 2024 @ 7:59am 
Diposting pertama kali oleh Im_A_Star_Boy:
When we get to the point our pups are dispersing, I've had a couple ideas.

I think it would be a neat feature to be able to dictate who can stay in the pack, by some means. I know that some wolves chase other wolves out of the pack, I'm not sure if its a reintroduction thing tho because the example I'm going off is Druid Peak in the early days. Either way, I think there should be some kind of way of chasing pups out if, for some reason or another, you don't want them there, whether it be a thing where, like how there will be a favorite system, theres a least favorite, and if you antagonize a certain member enough they'll leave. Not the nicest way but, yk, wolves.
The other option for this specific feature I had would be when you play as a pup in the family tree menu, it could disperse the pup from the pack. I'm also assuming, to play pups from the family tree you'll have to successfully rear them to 2 years, and if you want to play a pup in your pack that is older, they'll also be older in the menu.

One other idea I had would be escorting subordinates while there are dispersals around. I think it would be fun if, on the rare occasion while on an outing with pack members, a dispersal could approach and you can either choose to chase them off or sit with your pack member while they court the dispersal. It definitely would be a small thing that most wouldn't enjoy, but I think it would be a lot of fun to just sit and watch the two interact, plus you could get a moment of satisfaction if they leave and you can know who your pups became mates with lol.

Gameplay-wise, might also help alleviate some of the difficulty difference in playing males vs females if some packs will be okay with you courting some females.
Diposting pertama kali oleh Mamba:
Diposting pertama kali oleh Im_A_Star_Boy:

This!! I think it would be a lot of fun if there was a brief period where you had to care for your mate on your own while the pups are newborn. Iirc the breeding female won't leave the pups alone for a while and needs to be brought food the same way pups are once they can leave the den. Maybe an early spring period where we're up-keeping the territory on our own, affinity drops slower, and we're bringing our mate food! Once you get a multi-generation pack it'd be easier since you're not hunting and tending to territory alone, but it really would encourage getting that multi-generational pack going since that initial period was tough! Plus it would make the flea load slightly more difficult and require your pack moving dens at some point since, if you're smart about it, you can keep the flea load below 65% before you have to move to the rendezvous site, at least on challenging. Plus it would add a lot to the dynamic day-night cycle since you get such an abrupt jump from when the pups are born to when you resume gameplay in a new season.
I personally think this would be quite boring. It would just be hunting, marking territory, chasing off stranger wolves, repeat, except without the help of your mate and without the bonus of getting to see cute puppies. I could understand if it was only for like, a few in game days-- maybe four of five sleeps? But beyond that it would definitely deter me from playing.
Oh yeah, it would be a fun feature but I wouldn't want it to last too long. On the upside, when the pups leave the den they're 3-5 pounds, and newborn pups are roughly one pound, so assuming we'd follow the same logic of, "something changes depending on the pups weight," it would probably only end up being maybe 1-2.5 hours of gameplay, considering a full run of the game is roughly 8 hours or so.
ARTTIE 9 Feb 2024 @ 6:36am 
Honestly just a way to make the mark territory part of the game more bearable. It's just so very boring and I've let playthroughs fall because I got frustrated by how slow it is. The fact that you can't risk sleeping to gain stamina because other packs will advance and steal your territory, or your hexes slowly falling in percentage while you're trying to mark other hexes, forcing you to turn back and remark it.

I know the game lets you keep the same territory when raising a new litter. It is a blessing. But as realistic as it is, the loop is not fun at all. Maybe lowering the minimum amount of hexes and dens you need to advance to the raising pups mission would help this issue.
First of all, love the game! I always play on accurate Ironwolf with mate permadeath on and I wish it was a bit more accurate and tougher. It seems once you get to 2 pups, the game gets easier with less attacks and much better odds with illness. I even had a KK runt pup live to adulthood which is very rare (I love her tho). For accurate settings I wish the difficulties remained the same no matter how many pups there are.
I had a really cool idea earlier of creating siblings for your wolf... maybe 2 or 3 siblings being the limit, and when you get a mate your wolf's siblings could join you and your mate! I've seen it in a Yellowstone wolf documentary where a lone female wolf was looking for a mate, and their mate had some other brothers and they all joined that lone female, but there was still one breeding pair in that pack. And the female wolf was also very fond of her mate's brothers.

When creating a new wolf you'd get a popup saying "create siblings for this wolf?" and you can select yes or no or something and select the amount of siblings you want and create them! And being a lone wolf would still be an option. I think it would make the Learn to Hunt quest much easier, especially on higher difficulties! and it would also be a big help with raising the first litter of pups, and teaching the yearlings how to hunt better and things like that. I did make a feedback report on this a while ago, but I decided throw my suggestion over here.

I thought this would be a great suggestion because dispersal wolves can have their siblings join them, but the player has no other option but to be a lone wolf. and you could also select their age, the limit being 4 years old because I think the oldest of the dispersals always tend to be 4 years old.
Terakhir diedit oleh Katiekat_2015; 12 Feb 2024 @ 10:56pm
Diposting pertama kali oleh Katiekat_2015:
I had a really cool idea earlier of creating siblings for your wolf... maybe 2 or 3 siblings being the limit, and when you get a mate your wolf's siblings could join you and your mate! I've seen it in a Yellowstone wolf documentary where a lone female wolf was looking for a mate, and their mate had some other brothers and they all joined that lone female, but there was still one breeding pair in that pack. And the female wolf was also very fond of her mate's brothers.

When creating a new wolf you'd get a popup saying "create siblings for this wolf?" and you can select yes or no or something and select the amount of siblings you want and create them! And being a lone wolf would still be an option. I think it would make the Learn to Hunt quest much easier, especially on higher difficulties! and it would also be a big help with raising the first litter of pups, and teaching the yearlings how to hunt better and things like that. I did make a feedback report on this a while ago, but I decided throw my suggestion over here.

I thought this would be a great suggestion because dispersal wolves can have their siblings join them, but the player has no other option but to be a lone wolf. and you could also select their age, the limit being 4 years old because I think the oldest of the dispersals always tend to be 4 years old.
I'd love this a lot! I think it could be a really fun thing to add in the game and honestly! Especially for some early-game help with a new pack and the pups, whether it be your siblings or siblings your mate brought with them.
StinkyFeet 14 Feb 2024 @ 11:47am 
Diposting pertama kali oleh Katiekat_2015:
I had a really cool idea earlier of creating siblings for your wolf... maybe 2 or 3 siblings being the limit, and when you get a mate your wolf's siblings could join you and your mate! I've seen it in a Yellowstone wolf documentary where a lone female wolf was looking for a mate, and their mate had some other brothers and they all joined that lone female, but there was still one breeding pair in that pack. And the female wolf was also very fond of her mate's brothers.

When creating a new wolf you'd get a popup saying "create siblings for this wolf?" and you can select yes or no or something and select the amount of siblings you want and create them! And being a lone wolf would still be an option. I think it would make the Learn to Hunt quest much easier, especially on higher difficulties! and it would also be a big help with raising the first litter of pups, and teaching the yearlings how to hunt better and things like that. I did make a feedback report on this a while ago, but I decided throw my suggestion over here.

I thought this would be a great suggestion because dispersal wolves can have their siblings join them, but the player has no other option but to be a lone wolf. and you could also select their age, the limit being 4 years old because I think the oldest of the dispersals always tend to be 4 years old.

Cool idea! Adding onto this, it would be neat if this "create siblings" feature was unlocked through a quest - maybe you have to raise a litter of pups, or get a wolf to a certain age, or live out a wolf's entire life including the elder stage and natural death, before you can unlock starting with a sibling or two. That way you'd have to play through the "base" game a few times, and also have something to work toward.

It would be cool if the siblings could randomly decide to go off on their own - so even if you start with siblings, it's not guaranteed that they'll stick around to help with your pack, and every game will play out differently.

I definitely think if starting with siblings were added, it should be an unlockable perk and should be rather difficult to unlock.
StinkyFeet 14 Feb 2024 @ 11:57am 
Diposting pertama kali oleh ARTTIE:
Honestly just a way to make the mark territory part of the game more bearable. It's just so very boring and I've let playthroughs fall because I got frustrated by how slow it is. The fact that you can't risk sleeping to gain stamina because other packs will advance and steal your territory, or your hexes slowly falling in percentage while you're trying to mark other hexes, forcing you to turn back and remark it.

I know the game lets you keep the same territory when raising a new litter. It is a blessing. But as realistic as it is, the loop is not fun at all. Maybe lowering the minimum amount of hexes and dens you need to advance to the raising pups mission would help this issue.

Yes. PLEASE. I tried playing WQ last night after a couple months' break, and I started a game in winter with a wolf who already had a mate. I marked like 6 hexes and got bored out of my mind and quit the game.

Animal survival games tend to suffer from prolonged slow periods. Slow periods are great - but if they last too long, players get bored and frustrated. Marking territory is just a super frustrating quest and it's made worse because your wolf runs slower in the snow.

Marking territory, unlike hunting and chasing off predators and rival wolves, doesn't take skill, and it's not engaging or interesting. It takes time. A lot of time, where you're running slowly through snow and don't have stamina to hunt or do anything fun because sleeping will just prolong the quest. Marking territory is vastly different from every other quest, and not in a good way. It's a slog.

It would be great if marking territory could be just, a montage or something. Mark a few hexes and poof that sums up marking territory, now pick a few hexes to automatically claim. OR you just have to mark outer hexes as a boundary, and the game automatically fills in the interior hexes.

Editing to add another idea:
Make marking territory a minigame. Make it fast and exciting somehow, with howling, cool views, making a few scent posts. I don't exactly know how it would work as a minigame - but a short minigame with fun music would be much more engaging than running through the snow with no stamina to make a scent post in 15 hexes.
Terakhir diedit oleh StinkyFeet; 14 Feb 2024 @ 12:00pm
Diposting pertama kali oleh StinkyFeet:
Diposting pertama kali oleh ARTTIE:
Honestly just a way to make the mark territory part of the game more bearable. It's just so very boring and I've let playthroughs fall because I got frustrated by how slow it is. The fact that you can't risk sleeping to gain stamina because other packs will advance and steal your territory, or your hexes slowly falling in percentage while you're trying to mark other hexes, forcing you to turn back and remark it.

I know the game lets you keep the same territory when raising a new litter. It is a blessing. But as realistic as it is, the loop is not fun at all. Maybe lowering the minimum amount of hexes and dens you need to advance to the raising pups mission would help this issue.

Yes. PLEASE. I tried playing WQ last night after a couple months' break, and I started a game in winter with a wolf who already had a mate. I marked like 6 hexes and got bored out of my mind and quit the game.

Animal survival games tend to suffer from prolonged slow periods. Slow periods are great - but if they last too long, players get bored and frustrated. Marking territory is just a super frustrating quest and it's made worse because your wolf runs slower in the snow.

Marking territory, unlike hunting and chasing off predators and rival wolves, doesn't take skill, and it's not engaging or interesting. It takes time. A lot of time, where you're running slowly through snow and don't have stamina to hunt or do anything fun because sleeping will just prolong the quest. Marking territory is vastly different from every other quest, and not in a good way. It's a slog.

It would be great if marking territory could be just, a montage or something. Mark a few hexes and poof that sums up marking territory, now pick a few hexes to automatically claim. OR you just have to mark outer hexes as a boundary, and the game automatically fills in the interior hexes.

Editing to add another idea:
Make marking territory a minigame. Make it fast and exciting somehow, with howling, cool views, making a few scent posts. I don't exactly know how it would work as a minigame - but a short minigame with fun music would be much more engaging than running through the snow with no stamina to make a scent post in 15 hexes.


+1 on this 😍
Also can the bunnies have burrows or something as home base 😅 feel like it'll be fun to try and catch them before they dive in their burrows.
Terakhir diedit oleh Auzzie Sausage; 15 Feb 2024 @ 12:53am
Ninta 18 Feb 2024 @ 3:44am 
Diposting pertama kali oleh StinkyFeet:
Diposting pertama kali oleh ARTTIE:
Honestly just a way to make the mark territory part of the game more bearable. It's just so very boring and I've let playthroughs fall because I got frustrated by how slow it is. The fact that you can't risk sleeping to gain stamina because other packs will advance and steal your territory, or your hexes slowly falling in percentage while you're trying to mark other hexes, forcing you to turn back and remark it.

I know the game lets you keep the same territory when raising a new litter. It is a blessing. But as realistic as it is, the loop is not fun at all. Maybe lowering the minimum amount of hexes and dens you need to advance to the raising pups mission would help this issue.

Yes. PLEASE. I tried playing WQ last night after a couple months' break, and I started a game in winter with a wolf who already had a mate. I marked like 6 hexes and got bored out of my mind and quit the game.

Animal survival games tend to suffer from prolonged slow periods. Slow periods are great - but if they last too long, players get bored and frustrated. Marking territory is just a super frustrating quest and it's made worse because your wolf runs slower in the snow.

Marking territory, unlike hunting and chasing off predators and rival wolves, doesn't take skill, and it's not engaging or interesting. It takes time. A lot of time, where you're running slowly through snow and don't have stamina to hunt or do anything fun because sleeping will just prolong the quest. Marking territory is vastly different from every other quest, and not in a good way. It's a slog.

It would be great if marking territory could be just, a montage or something. Mark a few hexes and poof that sums up marking territory, now pick a few hexes to automatically claim. OR you just have to mark outer hexes as a boundary, and the game automatically fills in the interior hexes.

Editing to add another idea:
Make marking territory a minigame. Make it fast and exciting somehow, with howling, cool views, making a few scent posts. I don't exactly know how it would work as a minigame - but a short minigame with fun music would be much more engaging than running through the snow with no stamina to make a scent post in 15 hexes.

I love the game and honestly don't mind the territory marking game myself, but I do agree that it's not the best game design. Especially after they added the deep snow, marking territory can take quite a long time and I'm afraid it could push new gamers away from the game. I don't think a minigame would be the solution, though. It just wouldn't fit the game's feel and would break the immersion. Only having to mark the outer hexes is a good idea, though!
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