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Out of the last 7 pups who have gotten sick, only 1 died from Sickness.
Even if you have an option to turn it off, it still limits you by 1-2 pups which is utterly bs.
And actually, there is a chance to have 7 pups survive with all RNG deaths on. It's just rare.
And you won't be able to get 100% achievements if you have unknown fate turned off. I won't spoil the hidden achievement, but just so you know, there is a benefit to playing with it on.
I'm actually gonna continue this thought- people tend to hate unknown fates and complain about it because when it happens, it's sudden and pre-determined, punishing to players- both new and veteran, devs didn't say a word, and most importantly, the limit contradicts itself.
and you must be wondering- how does it contradict itself? the game wants you to have 5 pups live per year, yes BUT it'll still kill pups, even if you have 5 total for a litter, this becomes more apparent with unknown fates turned on. I had a friend with 5 pups and they lost one to unknown fate, essentially punishing them for having the game limit amount of pups live.
also, if the game wants to limit you on how many pups you have because of pack and litter size- how come people still get big packs made up of around 20 wolves when the purpose of unknown fates is to prevent people from having big packs??? this makes it POINTLESS to have, both as a death and a game feature.
even if the patch notes said the pup w/ unknown fate can reappear- that doesn't mean anything, you'd have to be lucky for them to even do so.
I would much rather have them cap 4 star diversity to 5 pups and just remove the ability to have 7 pups altogether, keep sickness toggle the way it is, and increase dispersal rate, along with informational loading screen tidbits that mention pup mortality facts.
I think saying "we have a toggle about it so stop complaining" is also a little unfair, but I do think that BECAUSE we have a toggle about it, it's clearly unfortunately in the game to stay.
Everybody always harps on about how "Well, in the wild pups die" but to me, it's not even about that. It's that Unknown Fate is BORING and doesn't actually HAVE gameplay around it except for the spoiler achievement, which FEELS like it was added specifically because the dev team doesn't like the fact that many people are probably going to turn Unknown Fate off and want to encourage you to keep it on.
They weren't really happy about making a sickness toggle either - the intended gameplay experience is that you have 7 pups, ideally, and that only 5/7 make it if you are a skilled player. I understand that that is the experience the devs want, and I'm okay having that experience - I have RNG deaths on for everything - but I also understand that not everybody wants that experience either, and I think it's kind of unfair for the game to basically punish you for wanting to customize your own experience.
If the devs capped max litter for EVERYBODY at 5 pups, then at least EVERYBODY has to work around that, and they could still customize their experience for harder challenges if they wanted.
And while I am fine with RNG deaths on, I do wish that at the very least they would add a little bit more of a text blurb beyond "unknown fate." It's just overall boring for the game to just be like "ooh, pup disappeared" without gameplay attached to it. Give us a random cause of disappearance at the very least.
Anyway I recently turned off RNG deaths. I stuck through it for three litters with it on, and sickness was brutal and staying with sick pups was boring. The latest litter I did with all RNG off was more relaxing and less worrying. Personally I prefer to keep combat, hunting, and juggling the various needs of your pack as the challenging part of the game, but leave out the boring + sad chore of sitting by a sick pup.
This particular devblog goes further into detail on this: https://www.youtube.com/watch?v=1PC9MoXmJDI
I don't mind this new death type; for me at least, i'm relatively experienced, so pup deaths before the Saga were becoming increasingly less common (i'm talking full-sized 7 pup litters making it to Endless Summer across multiple Accurate saves). With my current main wolf, I'm currently raising his fourth litter of pups, and I only JUST experienced my first unknown death. And the thing is, this pup was 1. a part of a 7 pup litter, and we had just moved to a rendezvous site, 2. my previous litters, only 1 pup died for the first 2; third litter, 2/5 died. So besides 3 pups who dispersed, we have a relatively large pack consisting of 10 adults (including me and my mate).
I also understand this is not everyone's same situation though.
Again, i do understand the frustration, confusion, etc. overall mixed feelings about this mechanic. It all really comes down to balance, performance, and realism purposes, not punishment. At the same time, maybe improvements or tweaks will come along -- who knows. Although, with this mechanic, i believe there's also a hidden achievement where there is a chance a pup who suffered from an unknown fate can return again as an adult.
Realism should not come at the cost of gameplay, especially when they bend on many other things for gameplay purposes.
RNG deaths do in fact make 7 pup litters obsolete. If the devs need game balance, they should have just capped everybody at 5. Because now the people who do have 7 pups survive are playing an unbalanced game thanks to pure luck.
The achievement was implemented because the developers don't want people to deviate from the way they think the game ought to be played and are trying to entice you towards what they think the "correct" game experience is.
If you are approaching pack size limit, dispersal is a thing, that is both realistic, equally random, and has actual gameplay tied to it in the form of multiple achievements, an ability to see them around on the map, and to track them in known wolves. It has more gameplay features than unknown fate does. Sickness has more gameplay than unknown fate does.
The problem with Unknown Fate is not pups dying, it's not the realism or lackethereof, its that in a game about raising wolf pups, it's boring to have them just poof disappear out of the blue.
But because the devs want 5 pups to be the magic number, this feels like a solution that would actually realistically happen vs wishful thinking.
Edit: Also, to be quite honest, the issue isn't really about Unknown Fate. The issue is that the developers have what they feel is a Correct, Proper Way to play WolfQuest: Anniversary Edition and the things they choose to add or remove or tweak reflect that.
For whatever reason, the dev team thinks it's completely unacceptable for somebody's personal, individual single player game that they spent money on to have an unbalanced larger than intended pack of wolves that makes the game difficulty super easy, even if the rest of us play as intended. Same thing with anti-cheat measures about the unlockable coats.
I just can't figure out why letting a few individuals go nuts with their own personal games is such a problem when the vast majority of players DO agree with the dev vision - myself included! - and play in the proper way.
(Although sometimes I do wish I could cheat unlock the coats, because boy has the Saga made unlocking them difficult now, haha.)
It's why I can't really call the system itself "punishing". It's just rolling dice. There'd need to be some pretty specific things for it to look like that to me, and the game has deliberately avoided all of those things.