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More Scouts per Pack adults

Posted 2021-05-20 15:08:11

Support. Honestly, people with larger packs are going to struggle getting enough amusement for their wolves. I can't see why only two are allowed, it would make sense to me that it increases with the number of wolves you do (or can) own.


Flower
#3196

Posted 2021-06-29 13:19:11

Full support! As someone who is constantly struggling to find amusement items, it would be amazing to have another scout or two to help me out. 

ᴊᴀᴇᴅᴀ
#1206

Posted 2021-07-18 19:38:48

I support! I'm currently in a bind for managing my pack amusement wise and having even just 1 more scout slot would help out greatly


Breezy [Hiatus]
#4307

Posted 2021-07-23 04:50:55

hugely support this!

If nothing else, I do find it a useful mechanic for level grinding — i.e. some ten hunts to equal one good, high proficiency scout, in some cases. My scouts will inevitably always climb level/stat higher and quicker than any of my hunters (re: which i do think needs balancing, but that's a different thread in of itself).

it's not as to propose it would or should ever be proficient to swap them day to day for this, but rather, that i like the availability to more of my pack than just two wolves.  it gives me more that i want to work with in the end (re: on top of disproportionate xp gain i do also second that the current one-at-a-time hunting system is a real pain when you're expected to have so many hunters, so it's a lot of picking and choosing constantly who gets what when there isn't a lot to give), and also makes biome discovery far less of a chore. as to say, it takes a while to max efficiency, level sufficiently, and relates to a number of stat-related efforts (assuming you have the opportunity/time to build and breed for the needed stats with hunters or sitters) to bolster this, right? and still: i take an 850+ max prof scout out to a far biome and chunk away at 2%. waiting for both scout time and energy recharge takes hours — just to chunk away again at that 2% out of 100%. and of course, it's not always so low, but it can definitely be tasking to continuously go back and forth with it. between biome discocery at the moment, i often don't feel as if i have the time to search for amusement items, and have the same problem as others with lacking. too, the idea i will have to do this all over again when i inevitably switch leads is ... not something i look forward to.

but that does bring me to another utility this may have: training younger scouts. yes, you can always swap haphazardly or retire your full prof scout in favour of another, but realistically? if the wolf fits the bill (for any number of purposes, could be as simplistic as lore), why would you want to remove them? i have no desire to change my current scouts, although do worry about the future, since they are not terribly far in age. yes: i could always retire them into mentors when they turn 5 or just quit when they hit 20. it just feels like wasted potential and utility though, like i could be doing more in the meantime to prepare myself for things like my lead dying or even just an older scout passing, and i miss a lot in pre-existing wolves like this to begin with. i'm fortunate to have had young wolves i liked for the slots, but not everybody is, and namely not new players who, say, want to buy a wolf with full proficiency just to start getting out a little faster than bare minimum would. all in thought likewise: your leader might honestly die sooner than you discover everything if you're not particularly dedicated to the game.

a tertiary scout (at minimum, i like the idea of 20:1 or 30:1) would be nice!


_miri
#45280

Posted 2021-08-08 16:23:37
I support too. Scale it depending on territory size or perhaps lead level (although w/ the death of a lead, that would remove one).

Orion
#6210

Posted 2022-08-04 11:41:31
I think it would be cool if we could have, at least, one scout per biome. so each time we open a biome we can add a scout. Curb how successful they are based on how often they go to the same biome. i.e. A wolf that is just starting a set biome may only be as good enough to get 1 item. 50% experienced in said biome would get 2 items. 75% 3 items and 100% 4 items. maybe a slight increase chance to find rare items once you reach 100%. Change proficiency to be based on biome instead of overall scouting proficiency.

if proficiency per biome doesn't control how much we get, perhaps it could control how fast the scout is able to search through the biome for items.
Quiet Voices
#1558

Posted 2022-08-14 11:08:00
Hello!

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Posted 2022-09-08 02:54:58
Support, but I would just be happy to have the scout limited to just +2 slot making it 4  (so you can have 4 scouting at a time). That way you can either just have 4 wolves for scouting or have 8 or more and switch them in and out for stats/leveling. Depending on how you play.

Sunny Scorpio
#68745

Posted 2022-12-08 18:55:21
I think that's amazing and they should definitely do that for the game. I would love to have more of my wolves become scouts, and more hunting to go out except for just 2. And maybe at least 2 herbalist available
Shadow
#55002

Posted 2022-12-17 17:30:55
I likewise like this concept of more pack slots allowing more wolves in each role. They added more hunting parties being able to hunt at once thus it should work that way for every role besides the lead.

Sabueso
#3306

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