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https://steamcommunity.com/app/926990/discussions/0/3201496371578692661/?ctp=104#c6589424052366000654
HOWEVER! I have more!
My friend and I have noticed issues with mates refusing to attack both prey and attackers. Instead, they will just stand there and do nothing. When I was being attacked (see above link) my mate would often just stand around without doing anything. My friend's mate, meanwhile, refused to hunt an elk calf despite her attacking it as well.
This seems to be more of a bug, potentially the AI getting confused. But, to add onto the above link-
Even when biting and proving that you are willing to defend your own, coyotes and wolves will be extremely stubborn to run even on easy mode (this also goes with dogs for LR). I have, not even joking, had to kill members of the attack coyote or wolf pack to make them run, and in the case of coyotes, I can take out 2 of them before the last one runs. THIS feels extremely odd to me, as it is like their AI is not registering "hey a member of my group just got destroyed," and instead carrying on like that didn't happen.
Again, I think this is a bug more than anything, but it should be addressed!
That being said, I love the QoL things in the game. From more clear hexes to being able to play with your pups, and generally pack affinity feeling easier to maintain and gain is extremely nice. I can't say much about post-growing pups though, as I have not managed to get that far into the game because of the above issues.
Thank you guys so much for continuing to work on this game! It's was my childhood and it's something I will continue to play. It's just there's a few bumps in the road we gotta smooth out!
Smol Edit: I understand and agree that starting a pack should be something that is a bit harder, BUT I don't think to this extent on easy mode. I think adjusting some levels for easy mode may strike a good balance, while keeping Challenging and Accurate at the bumped difficulty scale.
It does sound a bit like easy may be a bit too steep at the moment, but i haven't yet touched it to know for certain.
I even have the perk that supposedly makes chasing off competitors easier but I'm not seeing it have any effect.
I really think coyotes should be easier to scare off. It seems like other people who even play in easy are having this issue as well.
You can't grow your pack beyond the pups of the year if all your pups of the year run out of the tall grass and directly into the mouth of a coyote while you're wresting with two others.
1: I've had something strange happen where the name-tags turn off on their own. But I'm not sure this is Saga based, since I had it happen twice before the Saga came out. Once, I noticed my mate wasn't showing up, although I always have them on, and the second time the pups were coming out of the den, and I realized the name-tags were off. I didn't send in bug reports because one time I was very busy and the first time I thought I might have turned it off by accident (having doubts by the second time). Both times happened within one-game-day of each other, if I remember correctly.
Then, playing with the Saga Beta the other day, it happened again. I had just met some pack wolves while seeing if I could take-over a pack, and they chased me off (normal). I returned a couple times, they chased me off both times. When I'd first met them, I'd turned name-tags on. They remained on, like usual. The last time I ran off, into another wolf's territory, and into a hex of theirs on the other side, they caught up with me again. But I couldn't tell who they were because the name-tags weren't on. I actually sent in a bug report about it, before realizing that the name-tags had turned themselves off again.
And yes, I understand that I might have accidentally turned them off, but I've never had it happen before and I almost always keep them on, so it seems strange that recently it would happen more then once.
2: Also, with the Saga Beta, I seem to have to get close enough to bite other wolves before their name, age, etc... show up on the Known Wolves list. Which is very annoying, given that I'm used to trying to meet all the dispersals, name them, and then watch and see what happens to them. But I don't want to have to attack them, or seem like I'm going to, for that too happen. If this is a bug, please fix it, and if it isn't, please consider changing it back.
Yes, I know you have to get rather close to them to meet them, but never as close as I had to get yesterday while playing the Saga.
The hunting seems a little more difficult than when I first played . The Elk Cow's protect their little ones a lot better when they get separated from the Herd. Also I like chasing an Elk until it collapses which wasn't in the last time I played.
This is the first time I've had a mate that was really effective in hunting. I had a leg injury and my mate picked up the slack. This is much improved AI behavior.
If you Howl, do Dispersal Wolves come towards you anymore or do you always have to go and find them?
Loving it!
The only note I have is that I wonder why Scent View, a very important feature, needs to switch to 1st Person and grayscale?
The Scent Colors are bright so you don't need the grayscale to make them stand out.
The monochrome with the lower FOV makes it so you can miss things on your periphery if the wind is blowing so you can't smell them. Something that is supposed to help becomes a bit of a hindrance.
Why not just have the scents and footprints a toggle in the regular view? "The Hunter" has a similar tracking system.
First, I had a very frightening bear den raid with the pups running all over, and me getting minor and major jaw injuries. Everyone did survive.
After that, I went to go hunt, my health having healed through sleeping but my injuries still in place, but found a BISON carcass very close to the den. Moved tons of chunks to the den site and I haven't had to hunt since (and I'm about half-way through Sep). That was really lucky.
And then, and here is where I have something to say, although I had two den raids, one stranger wolves and one coyotes, and was able to win without loosing any pups both times, both times I had to kill one wolf/coyote before the other considered running. It seems strange that I had to kill them, since in previous games I only kill the attackers if I want to, and usually they run off before I get close.
Being on easy difficulty, that should only make them easier to chase off, right? So why did I have to kill them. It didn't affect me very much, but usually I would never kill a Sub from another pack and I was kind-of forced to since they wouldn't leave.
Just wanted to share what had happened, and suggest that the predators run sooner so we aren't forced to kill them. With coyotes I don't care, but I shouldn't be forced to kill stranger wolves.
I wish there were a way to toggle the intensity/frequency of attacks, or maybe instead make it so that moving dens/ shelters more frequently reduces or eliminates the chance of an attack? Either way I for one feel like any fun changes are overshadowed by just how difficult it is to play now, to a point where it's not even fun in a challenging way, just a frustrating way. Maybe growing the remaining pups to a point where they can help out will make it a bit less stressful, but for now it's certainly not too enjoyable when you're starting out.
- Smaller litters are unbelievably less stressful, even the Growing Pups quest is relaxing. Bigger litters are less stressful if you have older pups. If you have a big litter and no older pups, I would just expect most of them to die and accept it.
- Without older pups, den raids, specifically coyotes and stranger wolves, are frustrating. Once you have older pups, it's much more reasonable. (Coyotes, my new biggest enemy, will just run away when they realize there are four wolves rather than two.)
- With older pups, fleas aren't nearly as much of an issue either with older pups because young pups will spend much more time out of the den. You also don't have to worry about affinity going down too much or the pups getting into too much trouble.
- A few older pups are helpful in fights and hunts, unsurprisingly.
- The older pups seem to do more than my mate. They've been the ones to go out hunting and marking.
- However, trying to feed a young litter and older pups is more difficult. More mouths to feed.
- A lot of older pups in fights and hunts is way more of a downside than it is an advantage. They get in the way and you're just worrying the whole time about their health, and sometimes they don't listen when you tell them to back off. (Survival of the smartest I guess)
- Trying to get older pups to eat is a nightmare. They're way too polite, waiting for some space on the carcass. There should be some more urgency in NPCs when a pup is at 1% health and 13% fullness.
Overall I would say it's good as long as you're not a gray-coated wolf with a 4-star mate.
Basic info: New game, ironwolf, challenging, stats: +1 health/stamina, -1 strength speed, age perks: youthful prowess, fun parent, pup sickness is on, mate permadeath is on. I am at the rendezvous loafing quest, lost 2 out of 6 pups due to coyote den raids, and have yet to experience a single sickness. Mate is 3 star diversity, Kk, I am kk.
1. Biggest issue overall: the scaling/potency of danger. Den raids, especially coyotes, seem to be scaled under the assumption that you have more than 2 adult wolves. This works fine for subsequent litters, but for your first litter, it feels too difficult and unfair. I actually think it would be better if den raids and hex takeovers and basically any predator attack scaled by both difficulty AND number of wolves in your pack/on your excursion, capped by pc specs/graphics settings.
2. Coyotes in particular seem incredibly difficult to almost impossible to intimidate. Coupled with the fact that now three coyotes always spawn for den raids, instead of just 2 like before, it makes them the most deadly den raid actually. I know the intention is probably that each parent wolf takes a coyote so that the third can kill a pup that will leave the den from the chaos but that seems like overkill to me. I already have sickness death on, I am already opting in to random deaths. Turning every predator up to 11 to ensure that the requisite number of pups die to maintain both realism and performance seems very unfair, especially when we have a dispersal mechanic as well. The game wants us to be attached to our pups, so that we feel emotional/feel like we earned their survival but at this point, because predators are so aggressive right now, I don't even bother naming pups.
3. Intimidation in general seems to be a little broken? Is youthful prowess working correctly? Before the Saga, I was able to target the weakest coyote/dog/wolf in a den raid or territory scuffle and if they were sufficiently intimidated enough, all of them would leave. Now, it's like I have to max out the flight meter on each individual in order to get all of them to leave, and because you need to bite after a while to raise the flee meter, emotes are no longer enough, it makes using emotes at ALL a waste of time - the winning strategy is to attack attack attack, and that usually leads to me HAVING to kill at LEAST one coyote/dog/wolf before the entire pack will leave me alone. I know the number one killer of wolves in Yellowstone are other wolves, but this seems excessive. Animals are very picky about how much they are willing to lay their lives on the line, which I know you guys try to showcase, so it's weird that the player has the luxury of being cautious and picking their battles, but the other animals are almost suicidally brave.
4? I think? Anyway, every threat IN GENERAL seems just...Too Much. Like, over the top cartoonish in how much of a threat it is at every stage of the Saga. We have deadly sickness, hyped up in devblogs. We have bolder and stronger predators and prey. We have the growth period where starvation occurs. But it's like all happening at once, or one after another. The player never gets any breathing room, and this has nothing to do with the frequency of den raids. I don't think a player should ever totally relax, but it feels like the game is going too hard hammering in THE WORLD IS DANGEROUS FOR A WOLF. Animals are cautious, yes, but this feels like Life of a Wolf: Anxiety Simulator almost. I feel like I have to be hypervigilant to everything. If I wanted this level of constant danger, I would play Accurate (but honestly this doesn't seem too fair for Accurate either.) I'm on Challenging and not easy because I WANT the risk of Ironwolf. I like the edge. But this isn't an edge, this is guaranteed death at almost every stage of raising a litter.
5. There doesn't seem to be any skill anymore to having your pups survive, even without mentioning the random sickness thing (this isn't relevant to this complaint). The ability to have all of your litter survive is pure random chance now, with how intense the dangers are. The game is pre-scripted to make sure your pups die and that kind of removes the incentive to, well, play, because there is nothing you can do to strategize or play differently or learn a new tactic. I don't mind random deaths being actually random - again, I have that turned on - but I do mind the game being SO required to kill AS MANY PUPS AS POSSIBLE that even fighting off den raids seems futile.
I DO like the IDEA of the Saga. The mate AI has improved a LOT. Playing with pups is adorable. (Although it gives you mixed messages about whether you, the player, are SUPPOSED to get emotionally attached to them or not.) The increased danger level is fine for years AFTER the first year, when you have more adult wolves in your pack who can help you. I love the ability to just run after elk with your pack in the winter. I love that diversity really finally matters - you either go for max diversity for max number of "lives", or try to get small litters for easy management. I love that pups disperse and come and go and I love that Wolfquest finally reached its thematic goal that it wanted to showcase ever since its inception. There's just a lot of implementation that needs tweaking.
One of the things I am worried about, to the point of being a little nervous mentioning it here, is that one of the strategies for coping with den raids is to just...be at the den as little as possible, up to and including not sleeping there. Now obviously that isn't what the devs want/intended, nor is it fun for the player because they miss out on all the cute pup bonding moments AND have to deal with the flea load/even more chaos if they attempt denless. But what has me so concerned is the potential dev response to this - I worry that instead of making being at the den less stressful/making the den raids more manageable (again, this is NOT about frequency. Even just one den raid for the entire raising pups quest would be awful because the experience of fending off den raids right now is more tedious than fun), what they will do instead is make it so you HAVE to be at the den/find some way to nerf/remove the temporary stopgap of being able to sleep a few days away from the den to avoid the predictable agonizing den raid.
Because the devs have A Vision for WQ:AE, and they do everything in their power to make sure that players are playing the way they think it ought to be played. Somebody on another platform compared it to playing DND, where the game is the DM, and I like that analogy! It's just that a lot of the time....the game is a RAILROADY DM. It has a set plot that you are going to follow whether you like it or not. The story needs a certain number of pups to die, because The Story Says So. Again, I get it. I am fine with my pups dying. That's why I have opted into deadly sickness. If the game wants to throw me a curveball, it can do that. But I should be able to use/gain skills as a player, through experience and strategy, to help keep my pups alive.
People shouldn't be losing all of their pups on Easy due to how aggro the predators are. (As of writing this, that may have been toned down, and as I am on Challenging, I cannot attest to how accurate that is, because it has not been my experience.)
At the end of the day, if you're skilled enough at the game, the den raids are survivable.
Aaaand as a somewhat active member of this community, I can say that the devs aren't set on forcing people to play the game how they want. Maybe some things they want players to experience, but at the end of the day, if people are upset or frustrated over a feature, the devs will change it to make it better.