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  1. #1
    [Moved from other thread by Guide Forcas]

    Note that the biggest problem with critters and cliffs isn't so much that they run full speed up cliffs, but that they can go up cliffs that players can't climb. Unless critter speed going up vertical slopes is slowed to a crawl, this will not affect game play much, i.e. when a player can get one more bow shot to finish a wounded critter as it slows to climb a cliff.

    Critters that can't get to a player on a rock or a wall should not run off and reset. If they cannot get to a melee player they should wander off after 15-30 seconds. If they are being hit by ranged and cannot hit back, they should run off immediately but not reset.

    Allowing critters to regain hp fast would make cooking and fires (i.e. most of Jordi's work for 2014) much less useful.


    Having critters vacate the area if they can't get to a player could be exploited to make an area temporarily safe. Say you want to scavenge a junk pile, but there are three big shadow bears there. If you could agro them, climb up on a rock and then they would all run away, you would make that area temporarily safe at little risk to yourself.

    In rebalancing critter stats, look at lowering the speed of attack on rats, the damage moderation on marmots, and possibly the hp's on small mutants.

    Note that the primary target for players training melee will probably remain revs.
    Last edited by GuideForcas; 02-06-2015 at 04:58 PM.

  2. #2
    IMO, animals should be afraid of fire, if a campfire is made, it should keep animals away. I dont know if this has already been posted.. but just my 2 copper

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