#"Hard mode" concept

1 messages · Page 1 of 1 (latest)

covert sparrow
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I call it "hard mode" but it would be more appropriately be call realistic mode. I obviously don't know what goes into the programming of the game and how the animals respond and interact with the need zones. I would like to see a "mode" implemented that would get rid of need zones and allow animals to move more freely around the map. Animals could still have a home range, but having a game mode that would do away with the clockwork mechanics of these animals being in a particular place at a particular time. How great it would be to see a bear taking a drink at high noon just because of random sake. I don't know if the programming would allow a expansion of these zones to encompass larger spaced out areas or the animals begining able to travel at random times during the day.
I have been playing the game since it hit the market and have restarted it many times just to have the experience of a fresh map even though the zones don't really move much. I also play the game without the glow tracks, highlighting of animals, spatial cones, noise clues and anything else I can do to make it as realistic as possible. I'm not carrying an unrealistic amount of multiple weapons or fast traveling to add to emersion of the game. If these animals could be as unpredictable as in real life and be more random on where and when they show up. This game would even more perfect than it already is.
Now before you are jump on me. I'm only saying it would and opptional mode for people who want that more realistic experience. I'm not taking away anything from all of you that enjoy your grinds, jumping from tent to tent, resetting your times and rinsing and repeating your way to diamonds, rares and great ones. I won't play that way because I get more satisfaction from harvesting these animals without all the extra help from glowing tracks and glowing animals.
Try starting fresh without all that stuff and see how much more difficult it is. Especially tracking without a trail of glowing blood.

marsh valley
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I am pretty certain that the game actually requires the need zones to get the animals to move from one place to another. If so, I have thought that there might be a game setting (optional) that hides the zones from the players; you'd not see radioactive grass or masses of footprints at a lake shore, or have an other visual indication of their location beyond matted grass and lots of (normal) footprints. Players could still determine where the zones might be by actively watching the animals and observing their behavior. However, I would also suggest that there be a lot more randomness to the animals' movement. For example, not turning up day after day to a lake at exactly 6.00. One day it might be at 7.52, and other day not at all, because they went to another lake or zone, etc. So it sounds like we are on the same wavelength.

midnight ginkgo
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play classic

modern folio
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A semi-random approach based on probabilities would be my ideal system. I'd keep need zones as a thing, but the animals wouldn't use them on a strict schedule. Rather than whitetails ALWAYS eating from 4:00-8:00 there could instead be something like a 60% chance of eating, 30% chance of drinking, and 10% chance of resting at that time. That way you can have a decent idea of what an animal might be doing at a given time, but you can't be sure. I'd also like to see them choose a zone at random within their home range each time they switch zones. I'm not sure how much the game operates in terms of herds vs. individual animals but that may be the biggest hurdle to what I've described. It would need to occur at a herd level otherwise you would see herds break up after every need zone as they all decide to go to a different place.

covert sparrow
dusk prairie
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Yeah, like WOTH