Currently, animals which have been shot and escaped seem to be able to sprint away from the player at the same speed as when they were initially shot, even if they've lost half or more of their blood. While the initial escape can be adequately explained away as the animal's adrenaline response kicking in, adrenaline can only really do so much for so long, and after massive blood loss animals in real life can barely stand let alone run.
This issue could be fixed by forcing the animal to begin hiding and resting once it reaches a certain blood loss threshold to simulate the effects of hypovolemia.
#Injured animal rework
1 messages · Page 1 of 1 (latest)
This would make the hunt signifanctly more ''disturbing'' tho. And seeing that players in cotw sometimes just don't reach the age requirement (16) I don't think they will implement this.
The blood loss/health is already technically in the game. Also I’m not really sure how an animal bedding down after being injured is disturbing? It’s very natural and normal. It would be a good way to prevent the out of render glitches as well.
They could make it so that an animal with a fatal shot (that doesn’t kill within the time limit of the fleeing state) runs as long as it’s in the fleeing behavior, then instead of switching to traveling or continuing to use a zone while nervous like normal, it lays down and goes into the resting state.
As long as you don’t spook it, it would expire there instead of flopping over after miles of sprinting. Little more peaceful compared to the current system imo.
When you put it like that, I agree with you. Sorry, I misunderstood you in your suggestion then.