This may have been mentioned before but I wanted to get my thoughts / ideas out there. Note that this is aimed at pve, I don't do pvp - so I'm not taking into account how it would affect pvp. (Separate the two for all I care)
Currently, the scenting system is suboptimal. Let's take a look at how it works first:
- By 'default', the apex predators we're playing as do not smell anything whatsoever and rely only on sight
- If they do want to smell something, they have to spend around 7 seconds intently sniffing the ground and air while stationary
- Upon doing so we'll get a direction for each scent within a relatively close range, but no distance, or, if close enough, a small smoke plume on the thing we're smelling
- We can follow a scent for like 10 seconds and then we are once again clueless as to where the thing we were tracking is
In my opinion, none of these are great both in terms of (fantasy) realism and gameplay. Hunting through scenting feels like a hassle and likely involves turning around when you realize you walked past the crab at least once, possibly followed by walking in circles for a bit trying to find the actual crab in the foliage.
Some suggestions to overhaul and improve this system, both to increase realism and make it easier and more fun to use, roughly listed from simple tweak to complex overhaul:
- Scenting can be done while walking or maybe even running (not sprinting). Unless trying to smell something highly specific or at a specific location, there's really no reason to have to stand still for THAT long when we're just trying to get an idea of the scents around you
- Intensity of scent trails indicates distance (low intensity color = far away, high intensity = almost on top of) and the maximum distance you can scent something is (much) higher
- Low intensity / far away scents are less accurate and become more and more accurate as you get closer. Aka you don't walk in a straight line to something that's far away.
- While scent is 'active', scent sources receive a smoke plume when we get close enough to them and the plume is much more obvious. This helps suggest that we do still have a nose after finishing the scenting animation, so we will notice when we've moved closer to a source, and given that we're so close to it, it's very noticeable
- When scent runs out, scenting again to resume your hunt is much quicker than the initial one (thinking like a brief window after scents fade that makes your scent complete much faster if you start it during that window). After all, you've been following this scent for a while already and it should be easy to continue following it.
These suggestions aim to stay close to the current system while improving it at different points (specifically point 2, 3 and 4 I listed earlier). I personally think the following could be nice too:
- At all times (or with a toggle, in case it's redundant / annoying) our dragons do have the ability to smell things and inform us of this passively. Perhaps smaller, less noticeable variants of scent indications can occur naturally. Imagine walking through a bush and catching the scent of a carcass not far away, which might pique your interest (I am a bit hungry) or serve as a warning (someone has been here and I'm a tiny vulnerable hatchie)
- I'd love to see a more complex / interesting scenting system overall, like.. there's a difference between catching a scent in the air (depends on the wind, source hasn't necessarily been here) or catching a scent on the ground (something has walked here, following this trail would not be necessarily a straight line but rather follow their path). Haven't worked out an exact system for how this could work and might not even be desirable on account of it being too complex, but just throwing it out there.
That's all the time (and message space) I have, I enjoyed 'hunting' when I first started playing and would love for it to remain something interesting when we get more and better AI