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Increase Hunting Parties in Progress

Increase Hunting Parties in Progress
Posted 2023-10-10 23:07:02
Hunting has it's own way of challenging players to get more adult pack slots. However, this stops until you buy or get to Slot 75, and it allows 4 hunting parties to be send out at a time. While you can still buy more slots to house wolves, there isn't a benefit to hunting.

My suggestion is to allow more huntings in progress even after the 75 slots & 4 hunts. It'll work the same as it is now, every 25 slots will allow one more hunting party to go out.
The next suggestion is to allow the home biome to have multiple parties hunting at the same time. This will only open at the 100 adult slot bought. Every 25 slots will also open another biome (the closest nearby / next down the list) to hold multiple hunts.

Ex. At slot 157, 7 hunts can be in progress and 3 biomes can have 2 hunting parties.
If 25 seems like too little then every 50 slots works, but I'm not sure if that will unmotivate players to buy more slots.

This shouldn't create much of a "richer gets richer" problem given that they'll only get food which ends up rotting anyway. I can't see much of a problem otherwise, and casual players still have the same chance of having massive amounts of food with just 4 hunts in progress.

The main reason I would like this to be implemented is to level up more wolves while still casual playing through the day. Again, this is mostly for those who would like to have a big pack and level up wolves as much and fast as possible

πŸ‡ Uva πŸ‡
#100703

Posted 2023-10-15 06:51:22
Honestly I was grinding to get to 4 hunts but now I have a few wolves that just sit around my den and look pretty. This would be awesome.
Rabid Syn
#2611

Posted 2023-10-15 07:18:38
I love the idea of being able to send two packs out to hunt at the same time in the same biome! Having it open at 100 slots as a reward for reaching that milestone seems fitting. Every 50th slot after seems good to me

While I have 110 slots, but not a lot of wolves (and after my little purge, I'll be at around 44), I still have way too many to be able to give all of them a role that can keep them active during my time online. This would honestly encourage me to save up GC to be able to buy more territory slots, despite probably never using them

As a stat breeder, it would actually become a priority to get all 200 slots for me

Heru
#965

Posted 2023-10-15 12:54:28
Thank you guys for the support!
I started to come across the issue of not having enough roles for my wolves, and I really do believe this can help us all out for those who want lots of wolves.

πŸ‡ Uva πŸ‡
#100703

Posted 2023-10-19 14:23:47
An alternative to this--- because I really like the concept--- Is maybe instead of multiple parties in the same biome, maybe theres an increase to rewards. This could be as simple as raising the success rate, or maybe have a "rare" table of food items that you can receive only by those 25-slot markers.

ΰΌΊβ›§π”Έπ•–π•Ÿπ• π•”π•ͺπ• π•Ÿβ›§ΰΌ»
#65468

Posted 2023-10-27 12:44:14
I def suppot this. So many of my wolves have no jobs because I don't really breed. To me there is no point in breeding because the game is flooded with so many for sale.
I would love to be able to hunt with more wolves. I'm tired of running out of food and having to buy from other players.
Palecat5
#19396

Posted 2023-11-07 14:53:56 (edited)
This is pretty in depth and if I overlooked another mechanic or extra with the Hunting Role or how it operates- let me know! But overall I see this causing more problems unless the issues are addressed. Maybe only the first 4 hunting parties can train adolescents? Wolvden making more recipes that use many many bones per recipe? I'm not against having more (hunter) pack roles and more active hunts in general. But, I think the effect of that happening (without modifications in response) causes issues.

"...While you can still buy more slots to house wolves, there isn't a benefit to hunting."
My response is that hunting is primarily to feed wolves because there is a constant hunger mechanic. And I believe that is what should be considered first. Anything that comes with hunting beyond food use is extra. I think to break this idea down per feature of hunting concludes my end thoughts to be against the idea:

What Hunting (Currently) Does:
  • Food: awards food sources in response to hunger mechanic

  • Amusement: when salvaging rots in response to a mood mechanic

  • Remants: on specific smaller carcasses for crafting recipes

  • Income: when selling excess

  • Wolf Role: places a role value onto wolves who hunt

  • Stat Gain/Leveling: increases stats and level for each wolf hunting

  • Include Apprentices: to train new hunters for yourself or to sell

  • Uses Medicine/Salves: a sink when a wolf gets sick or injured

  • Fetch Quests: when the snake or event NPC asks for certain carcasses

  • Balancing Effect: where you sell your excess to others who have a food deficit

Positives or Neutral Effect of Idea:
  • NEUTRAL Scaled Food: More food to cover more wolves is appropriate

  • NEUTRALΒ  Scaled Amusement: More amusement to cover more wolves

  • POSITIVE Wolf Role: more roles for more wolves is a cosmetic change but liked by userbase

  • NEUTRAL Stat Gain/Leveling: more wolves per user who gain stats/levels

  • POSITIVE GC: a GC sink for the site when buying more slots, which is positive

Negative Perspective
  • NEGATIVE Food: Those who hunt a lot will still end up with extra food at a scaled up level

  • NEGATIVE Amusement: We will still be drowning in bones at a scaled up level

  • NEGATIVE Income: selling even more on TC causes oversaturation and is annoying to browse casually. The other side to this that I don't think will be a big problem is making more currency from sales in the economy. But, if more folks start to max out the Raccoon's SC buying threshold then it might have a bigger economic impact?

  • NEGATIVE Include Apprentices: People who train adols to hunt may make very little on TC now that folks can train more adols across the board? This is a possibility but who knows what the exact effect would be.

  • NEGATIVE Uses Medicine/Salves: Herbalist role would have to be modified in response to scaled up use of medicines


Trippy
#123143

Posted 2023-11-07 15:15:31 (edited)
I support this idea!
With more hunting parties in progress, casual players will be able to get enough food. Competitive players will be able to level up many more pack wolves.


As a response to @Trippy's post:
I disagree that more hunting parties = not much benefit to hunting. (See spoilers.)


  • More hunting parties will allow casual players (who can't send out hunting parties many times every RO) to get enough food and amusement for their packs.

  • This will also let competitive players level up many more wolves.

  • As a result, scaled food, scaled amuse, and increased stat gain/levels are huge positives to me.


These will not make a big impact. More hunting parties is optional.

  • Food/amuse buildup -
    It's true that active players who choose to have more parties will build up more food/amuse. This may affect the food/amuse economy. However, I don't believe there are enough players this active to make a big difference. Food/amuse also doesn't have to be used - you can just let it sit in your hoard.

  • Apprentices -
    You can already train 4 parties x 5 roles x 10 hunts per party = 200 apprentices a day (or more if you have 4+ parties) and trained apprentices aren't a hot commodity. This will not make an impact.

  • Medicines/salves -
    Hunting parties are optional. The more you hunt, the more injuries you get. I send out 40 hunts a day and keep up with injuries just fine - if you're active enough to send out that many hunts, you should be able to cure all illnesses from hunting. This will not make an impact.


al80798
#119040

Posted 2023-11-07 16:02:18
@al80798
Your points are appreciated! :) I think my overall thoughts have to do almost solely with how Wolvden's entire site economy works in relation to items, currency and usage. I believe the positives and negatives reflect more of what impact it will have on the site vs. what it will have on an individual player's experience.

More levelled wolves would increase pups bred between parents in terms of stats on offspring. But, to me, there is no use in doing so because I buy wolves from others usually. Granted, I should also be taking consideration of those who only breed within pack and eventually folks need hunters to replace old ones.

Response to Concerning Food/Amuse:
My thoughts are that it's not good for a site to just let things build up into a glut when they can help it. Bones and carcasses aren't necessarily affecting the economy and wouldn't have a direct impact per se. But, letting large amounts of resources accumulate, even just to sit, is not a great practice (for Wolvden). I myself, am a hoarder at heart so I don't really care on a personal level. But that means if there is ever to be other uses for bones or carcasses (depending on the future use) it might create issue.

Response Adol Training
This is true.Β  That is a lot of training potential and I hadn't thought to math it out.

Response Meds/Salves
I also do just fine with medicines and salves on hunts but others do not, could let certain afflictions spread or not have enough Herbalist resources. It's rather subjective to how people play. Granted, you'd think most folks would indeed keep up their Herbalists by queuing meds and not have to buy medicine on TC. But they do or they can't explore enough to maintain it.

The other side of this is that assuming slots are obtained by continuing to pay GC, will it still be 3GC per slot or will that scale up? Or? I'm curious for folks' thoughts on the matter.

Trippy
#123143

Posted 2023-11-07 19:14:48
Thanks Trippy and Al for your feedback! There were great in depth points brought up that I hadn't mentioned.

Food:
I already had been having a problem with too much food, but this also allowed me to max out the racoon wares daily for the past 2 weeks (just started doing so because I got tired of my wolves getting sick constantly). I understand that not everyone might want to sell their rotting/close to rotting food to the raccon, but it is an option that will benefit Wolvden. There are also plenty of people who give away food which might not benefit wolvden itself but the players.
This of course is an alternative option if your wolves are completely fed yet have left over food. I still use a large sum of food for my necessary wolves and some "throw away" wolves that I breed with my stud for a project. While this doesn't apply to every player, it becomes an option for those with extra food to keep increasing their wolf count.
More wolves = more slots = more currency for Wolvden

Amusement:
I am drowning in amusement, but I cannot see how this is a negative? I understand this being seen as not fair by starting players however it is understandable that a 2 year long player will have a lot more saved in their hoard than a month long player.
Amusement has been asked by a lot of quests in the events recently, so this can come in handy to trade for currency in events. Players also can use amusement to max out raccon wares along with giving it away to other players.
I could also change my post to ask wolvden for more amusement quests, amusement decor?

Income/TC:
TC is always overpriced for the most part, and it is annoying to see 20 titles all saying "100 uses ...", but active players can always start a new trend to sale out raccons first before selling on TC.
It is pretty common for newbies to reach out to active or older players for advice, so they can easily advise them to sell out the raccons first.
Looking at it long run, the TC will eventually stop having many food/amusement sales. It won't seem as much of a profit as we think of it right now.

Adol training:
To be completely honest, I doubt this will change the price or profit for adol selling. There are many players who do not care to trian their pups yet they're still bought out. I always try to train my selling wolves for better stats, but the TC usually never has trained pups/adols because they're put up so early. Wolf selling in the TC is also rare/uncommon unless it's rare NBWs. Adols get overlooked most of the time

Meds:
Feeding rotting food to your wolves will definitely create a problem and probably est through your med stacks. This is why I started selling my rotting food to raccon, I had a medicine shop that I stopped around August because of the rotting food sickness.
I did pretty well before then but like Trippy said, it's based off each individual player's game style.

I'm not sure on how the GC slots pricing goes, but I will try to check on that. I think it's starts with 2GC and it goes up eventually after you reach a certain Slot. Same as with the SC but on a bigger scale, not every single slot goes up one GC.

πŸ‡ Uva πŸ‡
#100703

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