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Optimize Gameplay for Inevitable Big Packs

Posted 2020-12-28 16:17:48

I think that the price for territory expansion makes sense and it reasonable. however, I do also think that it should be increased to 2-3 wolves per expansion. 2 seems the most fair. for people who can’t play the game for hours on end, or people who just started, gaining territory is very difficult. there’s not a lot of ways to get SC yet, and because of that it gets pretty difficult to save. (especially if you are trying to gain a good looking pack at the same time)

I also agree 100% that you should be able to send out multiple hunting parties at a time. I don’t have a large pack yet, but it’s definitely not hard to see how that could poorly affect those who do. same with the scouts, i think sending a few out in groups of two would be helpful for those with more wolves. obviously it’s going to take some tweaking so that amusement items and such dont come constantly, but the creators and developers of this game have done an amazing job so far that i’m sure if they did add it they would figure something out. 


Rosesociety {T3 Breeder}
#34545

Posted 2020-12-28 16:27:12

My meager pack of 15 adults still suffers from the tediousness of the feeding/playing feature so I can't imagine it gets better as the packs get bigger. I probably won't expand for a while because I like having a small, lore based pack (especially with bonded pairs now) that I can manage, but I still support for all the people with bigger packs out there, the currency price for expansion is reasonable as they said this would be a hard game but everything else I agree with


Mastatibbs
#10454

Posted 2020-12-28 17:00:51 (edited)

There are some possible problems with this suggestion, as someone else pointed out in a similar thread.

Slots themselves being tied to increase # of herbalists/ scouts / "active" hunting parties... What is going to stop someone from buying the slots and not using them, instead opting to have only the bare minimum?

For example: You can have 3 hunting parties out at once at 200 slots. Realistically, someone can have 6 parties (10hrs a day). Someone opts to have 30 wolves exclusively for hunting (because they bought 200 slots) and send all 6 parties out 10 times a day. That is 60 hunting attempts. Let's assume 50% of those are successful at 10 use carcasses... they just brought back 300 uses of food. More than a couple of people doing that would flood the market with food, and food (and eventually bones) would be completely worthless... That's not good. If the changes are tied only to the # of slots, nothing is stopping someone from maxing it out and taking advantage of the bonus. (Same thing herbalists, too, just with slightly less of a drawback because medicines and herbs are already basically worthless. Scouts depending on the limit could be seen as unfair because of how quickly you can scout new biomes after changing leads? It could drop the value of amusement items slightly? Make item quests easier? And more high-stated wolves? I guess. As long as the limit is no higher than maybe 3 or 4, scouts are probably fine.)

If instead, the number of "active hunting parties" was tied to "# of adults in pack for 7 rollovers" it would be better.... However, the theoretical maximum of even just two hunting parties is around 400 uses of food a day (depending on biome) - enough to (again, theoretically) sustain a pack of 200 already. That doesn't count food earned through exploring. Food is already cheap, so people with large packs could buy food to sustain their numbers, which would keep the game economy flowing.

Amusement items are the limiting factor, one solution is getting and letting carcasses rot.

Slots are expensive to slow people down from getting too many wolves. Which is understandable and a big part of the game. Its high cost is (probably intentionally) off-putting. Changes could lead to newbies getting in over their heads. (Although I am not necessarily opposed to changing it.)

Just some food for thought. :)

I'll completely agree that feeding and playing with wolves is a bit of a slog, though. I've had 30 puppies and 25 wolves and slightly dread having to click through everything each day. It's part of why I cut my pack back.


Miso 🥣
#1101

Posted 2020-12-28 18:12:16 (edited)

If they put the time to grind for all that SC and save the GC for the territory slots then I think the player has a right to play however they want with their own pack? Like that's just something that would come down to the players, imo, and not up to anyone else.

I personally do not care for the TC market or economy on the whole as I like to try and stay self-sufficient. My only interaction with the TC is when I have too much food and price super low to make sure it sells and is off my hands.

I see no point in bothering with studs or pups economies when all they currently do is make me pay resources and will just sit useless if I expand my territory to keep any, as the system currently does not give larger numbers enough room to be helpful to my pack's productivity. I want to be able to play efficiently, and knowing that bigger territory = more wolves sitting idly is not a fun gameplay loop for me personally.

I'd rather have changes so that all my wolves can effectively contributing to my pack / earning their keep and not being left out and doing nothing. If the cost of that is weird edge cases like people taking advantage of the boons, then I'll personally be fine with it.


otterbells
#4284

Posted 2020-12-28 21:32:41

I agree that the number of hunting parties, scouts and herbalists need to be tied to the number of territory slots you have. Even more so if they wouldnt see any of these rewards until they unlock their 50th territory slot. Im currently at 14 territory slots and to unlock #15 I need to pay 355 sc which would be almost 5 gc at the current going rate, it only costs more from here. If a person is willing to grind that hard then I think they should be allowed to send out extra hunting parties even if they dont have a certain number of wolves in their pack. Players should be rewarded for their daily grind. 


Thyra
#2922

Posted 2020-12-28 21:38:46

Support- no questions asked, support.

Bigger packs are extremely hard to manage, which is fair (more wolves should be more work-), but at the same time- just a bit, not the point of the game? It's a bit too impossible for practical use.


Soul
#6229

Posted 2020-12-28 21:42:14 (edited)

Hard agree. I feel like the number of rolls for each job and number of hunting parties that go out SHOULD depend on the number of wolves someone owns.

Perhaps every 20 wolves or so, you are able to send out another hunting party.. or gain another scout slot. Ultimately after a certain threshold, a person won’t be able to level up a large majority of their wolves. Leveling up already takes ages, let alone swapping outs 10 different hunting parties.


Remmie
#8429

Posted 2021-11-20 15:04:24
massive support - especially for a game that is heavily breeding oriented, which can give you up to 6 pups at a time, I dislike having so many wolves just sitting around doing nothing

also, I feel like it would give a little more "use" to the fact that we have to pick out of (sometimes identical) hunting trails. Send your best hunting group after the hardest, weakest after the critters, ect ect. Just another little bit of strategy for players to utilize and spice up hunting a bit

cr0wfeathers
#14965

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