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Two-Mode Realistic Breeding System

Posted 2020-11-19 21:41:49

Considering the the style of game play which lets us have many packmembers that aren't related to the breeding pair, the Casanova suggestion is on point!

In the wild, packs are two wolves and their biological family members.  At Yellowstone they put random wolves together and created artificial packs, where many wolves were not related to each other(many behaviors studied here, aren't seen in the true wild packs).  Yellowstone is just like here on wolvden, where there are many wolves that aren't related to each other.  It makes sense to adopt a Casanova breeding system.


trahana🌈
#10405

Posted 2020-12-18 07:39:22

So! Since the adoption of the new pair bond breeding system, a lot of my complaints about the stud male system have pretty much vanished. I'm coming to understand that changing the "one stud male per pack" thing really isn't likely to be something the devs and admins do -- there's too much money and interest tied up in the stud market as it currently exists. While I personally have mixed feelings about that, I totally understand that it's probably not something they'll going to change, and I've made my peace with it.

That said... in a certain light, "stud male" might as well be another term for "casanova"! XD Differences in puppy survival chance aren't involved in the current system, and significantly more pairs are allowed than one every ten territory slots or whatever, but this is much, much closer to the system I've proposed here than we started with. 

With that in mind... is there anything in the plan proposed here which people feel would still be an interesting contribution to the site and hasn't already been included?


🌿ɛlɛutheriahaswon🌿
#2410

Posted 2020-12-28 15:54:53

Honestly, I didn't like the idea at all. this will limit all reproduction resources that exist in the game, it will limit players' income from Stud and puppy sales, literally one of the greatest ways to earn money that players have in Wolvden. If people have many cubs of their wolves on the site, it is because this wolf is in a pattern so good that people like it very much and has the total right to let his male generate as many generations as he wants. It will harm people who wants to create a Lore and it will DRASTICALLY decrease the chances of, for example, getting a carrier, since the effort to keep a single puppy outside the breeding couple would be absurd, not just carriers but any other type of wolf too . This idea will end most people's interest in the game, putting an extremely exaggerated difficulty without any need, if they want the game to be different from Lioden, they at least need to do it without ruining the player's experience with Wolvden.

Pixote
#19385

Posted 2021-12-14 20:32:46
See, I like the idea.... but for my gameplay lore-wise... I've kinda cannoned that each of my caves is a small pack that is within a larger group of wolves (main pack)

although I have kinda had a rough patch with lack of food and amusement... having said that I do feel like pupsitters starting at 60% survival of pups is quite high when pups are around 50% survival when born is kinda... maybe I'm petty but I feel like that's way too high -my pups tend to die from not being protected...I had a pupsitting tribe before a lot of my wolves ran, so I do think it would be interesting for a "casanova" breeding system,

so for me, the current breeding pairs outlook is ideal... would find it interesting if you could still have the stud but breeding to a stud reduced the survivability of the pups -so in the same way but pair bonds worked different... like, you can have x number of pair bonded wolves with y number of adult slots in the pack -pair bonded wolves currently are the only wolves to be able to adopt -how would that be affected with the system you're suggesting?

I know that's biased because of my play but atm there's no limit (as far as i'm aware) of how many pair bonds you can have and they can be same sex -something I really like because I have shipped a few of my wolves together that were same sex like my starting wolves (lead and first other wolf except the other wolf has run three times so I think I should let her go...)... I guess I would do it that you could breed non-paired wolves except like -if there was a relationships tab so like you can have wolves that have encounters with each other and have friends/enemies -'cause personality clashes exist in game i think it would be fair that if non-pairbonded wolves mated with wolves from other packs (or within the pack) that they could be attacked for it -which could worst case scenario have a female miscarry/have premature pups -but more likely to give an injury depending how the fight goes and a change in the relationship -so it could affect a hunting team...

But maybe I like the lore side too much- and I suppose that change would be hated by studs -but this is why i say a breeding male (hell, maybe a breeding female) roles would still exist but that would be the only stud with protection from having the relationships with other wolves affected -pups would still have a slightly lower chance of survival but not the same lowness as true casanova pairings - which is why there would be x number of pair bonds for y number of adult wolves so that a player can prioritise who's pups have the higher survival chance - pupsitter protective stats would be 10% energy for pairbonded pups, 15% energy for breeding male pups, and 20% for casanova pups -but the protection level would be the same (the increase in energy is because the pupsitter has to protect the pups from the other wolves in the pack too -they cannotrefuse to look after a pup tho -even if the pupsitter doesn't get on with the parents)


... but again, probs focussed on a headcanoned lore for that haha....
KittenWolf
#7713

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