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Pup Training And How It Should Work

Pup Training And How It Should Work
Posted 2021-01-16 03:26:09 (edited)
edit in 2022: this post was made before pup training was released, some of the stuff i said no longer matters eg the puppy stat boost thing is already a thing, undoing it will be a net negative for the game now, but i still think the concept of stat favouring being applied for training to be a good thing

As we all know pups and adols are pretty much useless as of now, so here are some ideas me and my friends have come up with


Something that greatly annoys a lot of us have is this:

This is my finisher, why the hell is she gaining 11 smarts? The only stat that really matters for her is strength, there is literally no reason for her to be gaining smarts


So to help with this problem i'd suggest a pup training system that, instead of giving a pup a stat boost at the end, cause a pup to favour gaining stats in certain categories

The reason i think this would be better than a straight up stat boost is because it would not favour older players as much, as older players are able to have had generations upon generations of kids that have gotten stat boosts over a new player, which would make it harder and harder for a newer player to catch up as the game progresses,

In addition, it also helps with an issue a lot of players have: hunting

When it comes to a hunter, only the stats in its particular roles category matters, so any stats gained in any other category is essentially useless, if those points allocated to stats outside of the wolves useful categories  were allocated to the wolves useful stats, the wolf would be a much better hunter

HOW IT WOULD WORK

There would be 5 actions u could make a pup do, each corresponding to one of the stats,

You can send your pup to do that action and it would maybe send them out for 30mins and take away some of their energy 

This action would perhaps be able to be performed about 10 times a day

The more of an action you do, the more it favours gaining that specific stat when it levels up.

Eg. Your wolf just leveled up to level 10, so it will be gaining 20 stats, normally those stats would be randomly allocated between the wolves stats, but since you had trained it to favour both wisdom and smarts highly when it was a puppy, it gained 9 wisdom and 8 smarts whilst the remaining 3 points are randomly allocated

You could choose to make the pup gain stats equally/randomly such as like this:

Or make the pup gain mostly in a few/one particular stat such as this:

These sheets may or may not be visible to the player, instead is a visual representation of how the calculation of the system could be done


In general it would be up to you to pick which a pup will favour, perhaps a small bit of random stat gain from performing the tasks to incentivise continuing to use the pup training system even after brute forcing a pup to mostly favouring a certain stat

Notes:

-This does not cause puppies to start gaining normal leveling experience  early, its a seperate thing, pups will still stay level 1 until they are old enough to take up a normal job to gain exp from

-a stat favourtism WILL NOT cause a pup to gain extra stats on level up, if a wolf is leveling up to lvl 10 it will always gain 20 stats from that level up this suggestion is to make a way to pick which category stats those stats gained from leveling up are allocated 

-this system DOES NOT affect points randomly gained from a job, eg the biome specific stat gain from scouting & the way hunters gain stats for their specific roles, those will still be normal




Ideas Suggested:

-

Edit: oh god what the hell is this stat gain spread 



Derpy
#6646

Posted 2021-01-16 19:44:08

Support! I definitely like the idea of pup training being more for refining which specific one or two stats you want the pup to gain more, rather than just a general stat boost. Giving something like +1 in each of the five available stats is far less useful than being able to give +5 wisdom to a future glacier scout or +5 strength to a future hunting finisher. 

I think it might work well for it to involve a system of:
1: Depending on the task, you pick which stats a pup will favor gains for. I think there would probably have to be a cap put on this specific aspect of training-- maybe, using the post's example of a wolf leveling up and gaining 20 stats, only 50% of those gained stats would go towards the pup training stats-- so a wolf trained in strength only, to the maximum gain level, would get +10 strength and +10 randomly allocated to the remaining stats, while a wolf trained in both strength and wisdom would get +5 strength, +5 wisdom, and +10 randomly allocated to the remaining stats. This would help encourage specialization in pup training, i.e you can't train a pup to the max level in every stat for high gains in all areas, because a pup trained equally in all 5 would only get +2 to each stat in addition to the random allocation. It would also help avoid players being able to obsessively pup train to the point where their strength-trained wolf is getting +20 strength for leveling up in the above example. 

Also, I think there would have to be a limit for how much you can do this, accordingly with the cap on how much can go towards target stats. Say you can do a pup training task five times per rollover at maximum. In that example task per day limit, after 30 training sessions (or 6 days in the real world / 3 months of your wolf's age) it would cut you off from affecting the pup's future stat gains. From then on: 

2: Similarly to how scouts will occasionally get a small stat boost for scouting/rescouting in an area, occasionally pup training would award +1 or +2 of the specific stat, at a slightly higher rates than scouting does. It wouldn't do it every time-- i.e with a five times per rollover task limit, your chosen pup wouldn't be getting +5 every day guaranteed-- but it would be a way to further be able to build your pup's stats without being too overpowered. 

Those are just my example ideas for how you could make something like this function while remaining balanced, though! Either way, I definitely support the concept of pup training being able to help target what the wolf's future stat gains will look like rather than just adding stats outright without anything else to it.


Thistle ⭐ [He/Him]
#29533

Posted 2021-01-17 01:17:45

Yea for the first part, its a minor detail in the graphs  but for the all rounded graph, al stats had 5 points but in the specialised graph strength had 9 and the rest had 4, i feel like i didnt make this part clear enough that it doesnt just cause ur wolf to gain absurd stats in all categories if it gets trained alot, however im not too sure how i could explain that part

as for the second part, yea i mentioned it at the end though i think it should not be higher than a scouts random stat gain bc then it would pretty much make pups gain a somewhat large stat boost for doing so which would cancel the point of making a system that avoids causing major power creep, so maybe 1/10 chance for a +1?


Derpy
#6646

Posted 2021-01-20 12:01:07

Interesting idea for pup training ^ ^ 

I would love a training method for both teens/adols and pups to Not be useless so i can support this as all my pups when born have about equal stats rn and since i can't do squat with them i have to just wait and come up with my own ideas to sort them out myself which can get annoying esp when my dice RNG rolls decides to argue with me :"D


Fangx
#12206

Posted 2021-01-20 17:38:26

I’m not sure I fully understand the idea, the phrasing is a bit confusing. If I understood correctly, you’re suggesting that as a pup you train them to favor a stat, so as an adult they get more stat boosts to that one? 

Although, depending on what role they have, they generally get bigger stat boosts to the necessary stats for that role anyways, so I don’t fully see why this would be necessary. Could you explain this a bit more to me, please?


Starling 🏳️‍🌈
#17827

Posted 2021-01-21 01:01:17

I meant on level up, because right now its kinda whacky eg the image of my finisher gaining 10 smarts on lvlup instead of strength which would have been useful


Derpy
#6646

Posted 2021-01-21 05:33:34

So are you leveling up the pup or adult? And the pup levels up for the hunter doing things or?


Starling 🏳️‍🌈
#17827

Posted 2021-01-21 08:27:25 (edited)

I don't think I support. If those pups go on to be sold, and I don't want them for the position they've been groomed for... Will I have the option of reversing these 'favoured' stats? Will I be able to see that they've been set to favour these stats before I buy? What if I change my mind down the line? Its not uncommon for me (and I'm sure other players too) to move my wolves between jobs depending on who I need to gain the most exp, who I need to gain certain stats, etc etc

I'd much sooner they just level as normal.

EDIT: also, as far as I'm aware, each job already has a specific percentage of what stat goes where. If that coding is already in place, would it even be possible for this to work?


Closet
#4068

Posted 2021-01-21 10:01:18 (edited)

this post is talkin about the stats u obtain from the LEVELUP BUTTON not all the extra ones you get from doing jobs,YOUR PUPS STAT GAIN FROM JOBS WILL NOT BE AFFECTED eg if u wanted to have your finisher start being your stalker, it will still be able to gain random stats from the role,HOWEVER when you hit the level up button it will still get mostly the stats it was trained to favour as a pup

im unsure if changing this preference for gaining will be a thing but if anything, it would have given atleast a small amount of extra control to a pups owner bc currently it seems to be either random, or some invisible factor determined at birth though i think its the second option because it seems like a wolf will consistently gain stats in a certain category that cannot be seen as of now(eg, my finisher has consistently gained a lot of smarts from lvling up)

Also, training a wolf to be all rounded is an option for those that do not wish to specialise their wolves, i think this would actually be the better option than random as it is now because this random tends to give a lot to certain stats and about nothing to others and this would provide a nice bit of consistency 

Edit another note:Pups do not gain stats other than random bits and pieces here and there from completing the favouring task, pups DO NOT LEVELUP whilst in this mode,  


Derpy
#6646

Posted 2021-01-21 10:29:43

As for if its going to be visible, i was thinking some sort of bar like for job proficiency  

eg

strength (bar that depicts 60%)

smarts (bar that depicts 10%)

wisdom(bar that depicts 10%)

speed (bar that depicts 0%)

agility(bar that depicts 20%)


Derpy
#6646

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