Skip to main content
Main Content

Adjusting Illnesses/ Injuries in hunting

Adjusting Illnesses/ Injuries in hunting
Posted 2020-11-03 08:55:44 (edited)

Right now with hunting, the chances of getting any other illness other than Open Wound seems extremely low. While I understand thats probably the most common issue wolves face in the wild too, its starting to get too old to have a bunch of open wounds for your herbalist to deal with. As of now, more than a month after I started on the game, I still have cures that Ive never used. 

What I propose it to adjust the rates of the illnesses to make them slightly more common vs injuries (open wound) to make things more interesting. Not by a great amount since we dont want the lethal stuff to get around too much, but enough to do away with the staleness of only getting open wounds.


For example if the current chance of getting an open wound is 90% vs 10% other illnesses, I suggest it gets changed to something like 70% open wound vs 30% other illnesses when the roll decides for your wolf to get sick/ injured. I am not suggesting a change to how often we get illnesses.


Thalassa
#224

Posted 2020-11-03 23:34:49

This is gonna get deleted, just FYI. You can't make suggestions that overlap in any way.


Orion
#1812

Posted 2020-11-03 23:36:45

How does this overlap? I am suggesting a change in a feature of a single game mechanic.


Thalassa
#224

Posted 2020-11-03 23:40:09

I know, but they're not allowing anything about illness adjustment besides these 2 threads-


wolvden.com

https://www.wolvden.com/chatter/topic/115624



Orion
#1812

Posted 2020-11-03 23:46:22

My suggestion is different; I am not suggesting lowering the chances of illnesses as in fact I believe we don't get enough of them.

What I am suggesting is adjusting the rates of the illnesses we get while hunting so instead of (for example) getting open wounds 90% of the time and 10% other illnesses, we get 60% open wounds and 40% other illnesses when the roll decides that our wolves will get sick/ injured


Thalassa
#224

Posted 2020-11-03 23:47:11

Oh, I didn't quite understand that. Good luck then


Orion
#1812

Posted 2020-11-03 23:49:49

Thank you, I'll add an example in my OP just to make sure no one else gets confused. Maybe I wasn't 100% clear, English isn't my first language. ^^'


Thalassa
#224

Posted 2020-11-04 09:44:27

Tentative support - the constant open wounds are getting pretty boring. I mostly want fewer open wounds, honestly, but having a bit more of the other illnesses sounds like a good trade-off - at least some of the other herbs would get some use!  I still haven't seen most illnesses at all.  (Although I do think some of the worst ones should stay as a very rare event.)


Nika
#10475

Posted 2020-11-04 11:57:58

Thank you! I do agree that the lethals should be at the lowest possible chance, no one wants to lose their wolves D:


Thalassa
#224

Posted 2020-11-04 13:37:31

Another tentative support. I also am constantly making and using diarrhea and open wound cures, but I've only ever used 1 tick, 1 flea, 1 ear mite, and 1 pox cure. Playing almost every day since early access. Cures for anything but diarrhea and open wound also don't really sell, despite many having rarer ingredients. So those cures are worth very little dispite the ingredients being worth a lot. 

So yeah, don't change the contraction chance, but slightly adjusting illness contraction rates within that chance. (And keeping lethal ones low ofc...)


red
#1252

Search Topic