#The Casual Player Great One Suggestion

1 messages · Page 1 of 1 (latest)

fossil brook
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The game tracks stats for each player & their harvests & displays number tallies for total kills, percent hit, quantity per trophy type, etc.

Casual players most likely have both lower trophy amounts (less diamonds) & fewer kills for their time invested, while having a larger animal variety (non-repeated animals) compared to grinders.

I propose creating an algorithm to look at these various harvest stats in relation to invested player time & have the RNG chance value for spawning a GO increase over time.

Say the RNG value is 5% of a GO spawning. If after 100 hours of gameplay & hundreds of harvests later (including animals like coyotes, rabbits, pigs, etc) the value increases to a 10% chance of a GO spawning. But the trigger for the GO HAS to be from an appropriate GO animal class. (ie, red deer, fallow deer, etc). This would continue to climb over time & kills until a GO eventually spawns for the player.  Once spawned then the process would RESET & start all over again.

It'd be nice if the algorithm could calculate separately for each reserve, but if not, then it would be on the reserve the player is currently on if possible. (ie, Vurhonga won't now, but would if a GO is added there). If not, then the next reserve meeting the conditions would spawn a GO immediately after an appropriate kill. Understand, there's no guarantee you'll know when or where a GO has spawned. Also, if not found, eventually the player could have multiple GOs scattered across their reserves.

This shouldn't affect grinders in any way because they are already mass killing animals on a large basis & in a shorter time which means they'll still be getting their GO trophies at a much higher rate than a casual player.  But the process should increase the chance of a casual player getting a GO trophy for themselves a bit quicker.

charred dirge
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I like this idea. It would make grinding feel like you're actually working towards something instead of rolling dice every time

south citrus
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I personally like how rare GOs are(even though I'm casual), but doing it this way would lower the rarity of a GO if the spawn rate increased with any kill. People could just kill low class animals until the spawn rate increased. Doesn't make sense.

fluid zenith
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Grinders exploited the game mechanics, and everyone paid the price…
But having almost a guarantee that as a casual player I will see a G1 just because I've played several hundred hours would completely diminish the value of that G1 trophy for me. 😕

charred dirge
south citrus
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RNG adds a surprise factor.

charred dirge
fluid zenith
south citrus
rocky acorn
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Thanks for the suggestion, it’s great that people take the time to offer their thoughts on possible additions to the game. On a side note, the way I play the game, I probably won’t get to see a G1 spawn, I’ve been gaming for over forty years and played games where a lot of invested time is needed to get that achievement or trophy and sometimes the time it takes to reach the goal has the opposite effect of value, when the goal is reached. I guess it’s trying to get the right balance of sense of achievement over time invested.

foggy rock
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rare should remain rare, guaranteed or increased odds for great ones would just make them less valuable/special

rough drum
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I'll have to disagree on this one, as well as try to explain how the RNG works in this game. G1's regardless of whether you're grinding or casually shooting animals even of the targeted G1 species has no percentage chance tied to it. It is completely a random dice roll. Some grinds will take 10 kills before a G1 spawns my WT was under 300 kills, Whilst others could take tens of thousands of kills my Red Deer took 7500+ kills.

Rare furs on the other hand do have a percentage chance tied to the RNG. For example(I don't recall the exact numbers but this is someting close) let's say say a Piebald Red Deer has a 0.15% chance of spawning, and a more rare fur like Melanistic has a 0.10% chance of spawning. While still RNG based, unlike the G1 is actually has a percentage.

0.15% equates to 1/666 odds, and 0.10 equates to 1/1000 odds. This doesn't mean that you're guaranteed a Mela after 1000 kills. It means that EVERY kill rolls a 1000 sided dice and you hope it lands on your number. With G1's, it's an infinite sided dice.

So the proposed change will not affect anyone casual or grinder, and will simply devalue trophies and great ones by guaranteeing them if you put in enough hours. Moreover, for people that don't have that amount of time to put into the game, effectively decreasing their chances(compared to others). This is not a viable solution.

foggy rock
rough drum
foggy rock
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there's no such thing as pure random rng, but even if there was it would still have a % chance

rough drum
foggy rock
# rough drum I don't know what to say other than that is incorrect. I can only suggest that y...

Look I understand you put time and thought into your comment, but it's impossible for something with a chance to spawn to not have a % chance tied to it idk how else to say it 😅
People doing their own research is what can lead to things like The Flat Earth Society, so take anyone's own research with a grain of salt. I'll just stick to what I've been taught while studying game development and learned working in the field for a few years.

rough drum
# foggy rock Look I understand you put time and thought into your comment, but it's impossibl...

There's no reason to get defensive, or go on the attack and compare people doing their own research with the "Flat earth society" or pseudo-science. These things don't have a factual basis, and that reserch does not follow proper research, investigation, or scientific method. I don't understand why it was even brought into the discussion other than "I don't have a proper retort so I'll denegrate you by comparing it to something silly". This is not how you make yourself sound intelligent, or prove a point.

foggy rock
fossil brook
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I appreciate the viewpoints being brought up here, but honestly none of it matters. Not even my suggestion on this topic. Why?

We're discussing the issue like we're all watching the RNG numbers as they happen. As if we're all watching the spawns as they occur. Like we see exactly when someone gets a GO to appear. But it's all really a personal perception thing.

The devs could take this idea and actually implement it, but if they never tell us then we're just assuming it's business as usual and are just happy when we do see a GO appear on our map thinking it's done because of RNG and we finally got lucky, not knowing are chances increased over time.

Or they could give us a placebo, say they implement this feature but not actually do it and then once a GO spawns we think, finally, because the chance increased as they stated were able to be happy we got our GO when actually nothing every changed.

Or they could implement it, tell us, and we still have the same division. Or, not implement it and not tell us, and same division.

It's all about our personal perception and how we think the game is working and how we desire it to work, regardless of how it'll help or hinder other players. Ultimately we each want it to be our way. We don't really care if it'll help or hinder others as long as we get what we want.

This is just a suggestion. It's up to the devs to figure out if they want to use it or not. Regardless, we should enjoy just playing the game. Be grateful we even have a game to play. Me personally, yes, I would like to have a GO, but I'm going to enjoy the hunt if it's made easier or not.

foggy rock
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We would definitely notice the increase especially with big 5% leaps, but I still think rare should remain rare. Increased probability would just make them less valuable

fossil brook
# foggy rock We would definitely notice the increase especially with big 5% leaps, but I stil...

I get it. 5% jumps were just an arbitrary value thrown out as an example. The devs would need to work on the finer details. And I agree, rares and diamond spawns shouldn't be affected. Their fine the way they are. The idea was strictly for GOs and geared more for the casual hunter than the grinding hunter since casual hunter are least likely to get a GO trophy in a game that's marketed for trophy hunting. It's penalizing a player base who should still have the joy of obtaining them as well.

foggy rock
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Yeah I don't agree that they should have that enjoyment, not seeing something very rare isn't a penalization but rather just the nature of something that's very rare. A very rare spawn is meant to be exactly that, any amount of increases in probability would just instantly decrease their value.

rough drum
# fossil brook I get it. 5% jumps were just an arbitrary value thrown out as an example. The de...

I'm guessing what I said above didn't come across clearly. Grinders hunting a drink zone and shooting 10 males of a G1 species have the exact same chance as a "casual" player running the map and shooting 10 males. It can come in 10 kills or 10K+ kills. It's completely RNG. I would argue that people running and gunning and not worry about HM are going to get more kills than someone who is cycling through a set number of animals and being picky about what they shoot to refine their population would have better chance at a G1. That is neither here nor there in this discussion though.

Literally the only advantage to grinding and HM is not to get a G1. It is to know where all of your animals are, and refine your respawns into larger animals, thus giving you a better chance at diamonds and Super Rares. Period. There is no other advantage. I would also argue that this is more realistic than "Casual" or "Running and gunning". IRL you are limited by tags as to what you can shoot. You want to get the best genes for larger animals by managing what animals you harvest. You're going to observe these animals. Learn their habits, and set up on places they're going to be.