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Temporary Freeze/Immortality Item (for Wolves)

Posted 2021-07-07 16:53:42 (edited)

Support! I've often wanted an item like this.

Re: freezing high-stat wolves and/or leaderboard concerns: I don't think this is likely to be a huge issue, for a couple reasons.

  • The leaderboard consistently trends upwards over time (source). If someone froze a 900-stat leaderboard wolf back in January, they'd be incredibly behind the stat curve now and unable to catch up.
  • New dev features may help with this! For instance, pup training gives every pup born today a +63 stat boost. This is huge. The children of the current leaderboard wolves will absolutely grow up to surpass their parents. Eventually, when adol training is released, the same thing will happen; and who knows what the devs have planned after that?
  • If someone froze their lead wolf, they wouldn't be able to explore and would be locked out of events. That's a pretty strong disincentive. Granted, they could just unfreeze them every time an event rolled around (see: late-stage Emperor), but then they'd be getting older and would eventually pass away.

(Having said all that, I'm not super-opposed to removing frozen wolves from leaderboard contention. I just don't think it matters much in the long run.)


Lionel
#34199

Posted 2021-11-17 22:22:22
I love the idea of a shard of glacier ice being like magical and it cryogens your wolf. Of course you'd then have to have more slots for wolves in cryogen or use immortal wolf slots. This encourages gc spending and the purchasing of gc. So it benefits the site

🧊IceOrthrus🧊
#15164

Posted 2021-11-17 23:55:43 (edited)
@[Lionel] hell yeah! Those are all great points, and honestly, I wouldn't be opposed to "frozen" status being ineligible for the leaderboards either. Granted, I initially thought this item more of an item to use for a future lead (ie. you have a great candidate, but by the time your current lead dies, the candidate will have have aged significantly, thus cutting down their leading time / your territories reset time), and not able to be used on your current lead (bc I feel like that'd just complicate / possibly break things?)

@[IceOrthrus] yeah, that'd be cool! I'd imagine it'd kinda look like that, too xD And yes, encouraging GC purchases are always a benefit!

Someday, I'll compile everyone's great points into a more organized suggestion c:

Evil 💀
#4049

Posted 2021-12-15 15:29:11
I support.

Maybe in order to make it harder to abuse the system, you could only freeze a wolf if it's younger than 1 year? And/or each account can only freeze one wolf at a time?

Katie
#28191

Posted 2021-12-16 08:18:25
@Katie I think instead there should be Frozen slots that cost gc as well as the freezing item itself costing gc. This benefits the site, helps them earn income and makes it feel similar to Immortal slots. The pricing could even be the same or greater. I think there should also be an item you have to use to unfreeze a wolf much like how theres OSHA and variant remover. OR a wolf is frozen for a certain amount of time though I despise this idea and Im sure yall can agree.

For an added penalty, bc this is an extremely user friendly tool would be to cause wolves to contract influenza when unfroze (or if frostbite or some other disease is added later). This gives the wolf an energy penalty and a chance of dying if its not cured before rollover which given the protection of the freeze I think is fair. So basically a player would want to make sure they have a flu cure or cure for all before unfreezing a wolf

🧊IceOrthrus🧊
#15164

Posted 2021-12-20 20:42:28
I didn't see this thread, posted a similar one and it got locked, so copypasting the contents of my thread here although obviously large parts will have been mentioned already:

Hello! I want to suggest a site-supported freezing mechanic. For those who don't know, freezing a wolf is giving it to a user who won't be rolling often so that it doesn't age. This is done to stop high stat wolves from being wasted, to preserve the young age of valuable heir wolves born/acquired before they're set to take over the pack, and to align wolves with their intended breeding partners. It's not done super often, only when really needed.

This is apparently confirmed to be legal, as long as the freezing user is not in your household (I imagine it veers too close to multiaccounting/account sharing), but is done at the user's own risk of not getting their wolves back and totally unsupported by the site.

I want to suggest an official mechanic to replace this. Why?

a) it's "functionality" that is harder to access if you're not very social on this site. It's technically available to anyone, but there are soft limitations on people who are less gregarious.

b) it makes the game more enjoyable and less stressful knowing you can put certain wolves away for later, rather than having to "waste" them if you want to keep rolling/playing.

c) if it involved a small GC cost, it'd help out the game's income.

The method I suggest for this is a mystical item fed to a wolf that prevents the progression of aging, cooldowns and heat cycles. This effect could last either a set period of time, until a different item is fed to the wolf to remove the effect, or both (whatever works better.) Frozen wolves would be marked with a symbol visible from the den page and noted on their own pages.

Frozen wolves would still consume food and amusement - I picture it as a magical effect rather than a literal hibernation or freezing. Frozen wolves would not be able to have roles or gain XP or stats in any way. Your breeding male and lead would not be able to be frozen, nor would pregnant wolves. To prevent this cheaper feature from being used in place of jellyfish for lethals, the effect could be specified in lore to be only safe for adult wolves. If the effect is one that runs out and must be re-applied, there could be a limit on the number of times it can be applied to one wolf so as to prevent it from being a substitute for adult wolf immortalization.

Alternatively, it could be styled more like a supernaturally induced hibernation or trance, in which case wolves could be moved to a separate "hibernation list" similar in style to the dynasty. This would de-incentivize using it as an alternative to immortalization, as the frozen wolves would be hidden from view - not displayed as part of your den like an immortal wolf.

Lastly, sometimes you want to freeze a wolf for ingame years, and sometimes it's just a few days. Having a long term and a short term option would be good, with each being more cost-effective for their intended purpose.

I think a mechanic like this would make the game fairer to shy players (as you don't need to know or talk to anyone to use it), less stressful overall, eliminate the need for this sort of promise "transaction", and decrease the amount of reasons not to roll over. I don't like feeling like I can't roll over! I'd love it if the game's features gave me no reason not to. :D


A friend of mine got warned for keeping wolves frozen on a household member's account, but the warning said it was alright to send wolves to an outside user's account, just that the functionality was completely unsupported by staff and wolves wouldn't be retrieved if something went wrong.

unsknown
#21142

Posted 2021-12-20 20:55:01
So you could pay someone for say to freeze your wolf at your own risk

🧊IceOrthrus🧊
#15164

Posted 2021-12-20 20:58:10
I think so, but I'd ask to be sure. I just know they don't punish people for purposefully giving wolves to less active players.

unsknown
#21142

Posted 2021-12-20 22:20:26
I love your ideas, Unsknown! And when I can, I will def add your details to my original post I'm too distracted to do that at the moment

I especially like the idea of "feeding" a mystical item to the wolf you wanna freeze, and then having to feed another item to them to unfreeze them. These items I'd definitely see costing some form on GC (maybe 5- 10 GC? Plus a potential "frozen slot" if they wanted to implement something like that), so that'd benefit the game definitely.

Evil 💀
#4049

Posted 2021-12-20 23:47:15 (edited)
Thank you! :D IMO it should be a cheap raccoon wares SC item to unfreeze, like how the variant removal scoll is cheap, so that WD gets the money upfront and there's less chance of being "stuck" with a frozen wolf if you somehow have no currency when you need to unfreeze it and can't make any in time (not likely, but always a possibility.)

Now that you mention it, I would personally want it to be maybe 10 gc max for an indefinite item and like 2 gc for one that freezes for only a short time? Maybe for an IRL week? So if you freeze a wolf for longer than 35 days (aka about one and a half game years) it would start costing more than if you just paid for them to be frozen indefinitely but you don't have to pay as much to offset a wolf's age. Given that freezing is currently "free", I hope they wouldn't make it too expensive (or people would probably just uhh,... continue doing it the old fashioned way i think, or feel hard done by.)

I would personally prefer the cost be rolled into the freezing item itself than have frozen slots, and have the frozen wolves take up regular den space, since the amount of frozen wolves one might have at a time could fluctuate wildly and not feel 'worth it' to buy slots from a Consumer Perspective(tm) (or to me at least anyway lol.) If 'frozen' (unaging?) wolves still needed  food and amusement it wouldn't be different for overall game balance than having a not-frozen wolf taking up that same den slot. I think. If it was on a separate page it probably definitely should have purchaseable slots though or it might result in confusion for people who forgot they had wolves some frozen on a separate page, lol.

unsknown
#21142

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