Animal Population, Animal loot etc

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spytim
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Joined: Thu Feb 19, 2015 2:23 am

Wed Feb 25, 2015 9:29 pm

Now i personally love the animals so far, they are a threat originally not faced but us wanderers here in the dunes... However, with us all hopefully somewhat soon going to move over to the new lands beyond and more features involving the current animals somewhere in the works also, i was wondering... Will there be and SHOULD there be a kind of animal population. Like not random spawns constantly but a set number of animals (a large number if you like but) Meaning that if i went crazy and killed hundreds of animals without giving certain nests time to recover or just wiped them all out totally, I as a person/persons in this "living" world would be affected with that being permanent.

Either it effecting the economies in some area that depend on animal hides/eggs etc OR just plain giving one species an edge in this world. Like for instance if i wiped out the wolf population the beak things might get a huge surge in population becoming a problem... (not enough wolves to naturally keep them in check) I think this might possibly be a really good LATE TERM FEATURE.
(But please i would like to know your guys opinions on this. would this be a feature you would like?)

Now on another related topic. Animal loot. I think that animals when killed should yield some form of organic loot. This could be as in depth as bones and maybe even blood. (pigs blood was used by the Egyptians to strengthen their cement for building.) Or just something like hides or skulls. (a form of trophy maybe? or warning?)
And if that was implemented it would make sense to import poachers and hunters. (Poachers hunting illegally on a factions territory that doesn't want any more hunting. And hunters of course hunting legally in the wild areas of the world..

Anyway those are my thoughts, now i would love some feedback about what you guys think. Should the devs consider this?
(I looked and couldn't find this topic already posted, if so please tell me or delete it. sorry.)

Anyway, your friendly neighborhood wanderer.
-Spytim

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Hatsune_Neko
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Wed Feb 25, 2015 9:33 pm

you will eventually get to make leather from animals. its just not added yet.
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spytim
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Wed Feb 25, 2015 9:37 pm

Hatsune_Neko wrote:you will eventually get to make leather from animals. its just not added yet.
Oh sweet! ^^

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PnzrNorm
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Wed Feb 25, 2015 10:00 pm

Love all of it.

I believe adding bio-loot to animals is a planned feature, but I can't confirm this. Especially since one needs hides to make leather rather than hempen fabric :P

Making the ecosystem that much more dynamic would be an amazing feature. Perhaps one would even stumble across a nest of <insert creature name> and witness them multiply

spytim
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Joined: Thu Feb 19, 2015 2:23 am

Wed Feb 25, 2015 10:18 pm

PnzrNorm wrote: Making the ecosystem that much more dynamic would be an amazing feature. Perhaps one would even stumble across a nest of <insert creature name> and witness them multiply
Lol at first your against 20 creatures, then 20 more hatch? lol XD Then said adventurer is screwed.

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Zeal
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Thu Feb 26, 2015 9:36 am

Hmm.. I'm torn about this. The part of me that enjoys the realism mechanics of the game, and the part of me that wants to play a game... I like large scale warfare in this game, and the beak thing/dog apocalypse is enjoyable for me. Hunkering down in the middle of nowhere, walling myself in just trying to survive. Fight after fight, a constant struggle.. Numbers like this could severely detract from that gameplay... I'd have to turn to some sort of zombie mod.. *shivers...*

If there was indeed a sort of balancing mechanism between populations as a ratio like you mentioned, it could work though. The mass numbers of beak things exchanged for dogs, or skitters... Aslong as i'm still facing that ongoing apocalypse with max sliders, i suppose it could still work... I just don't want the world to become barren and bland, or have days go by without a raid due to certain populations being gone in whatever area i'm in.
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spytim
Posts: 16
Joined: Thu Feb 19, 2015 2:23 am

Thu Feb 26, 2015 4:52 pm

Zeal wrote:Hmm.. I'm torn about this. The part of me that enjoys the realism mechanics of the game, and the part of me that wants to play a game... I like large scale warfare in this game, and the beak thing/dog apocalypse is enjoyable for me. Hunkering down in the middle of nowhere, walling myself in just trying to survive. Fight after fight, a constant struggle.. Numbers like this could severely detract from that gameplay... I'd have to turn to some sort of zombie mod.. *shivers...*

If there was indeed a sort of balancing mechanism between populations as a ratio like you mentioned, it could work though. The mass numbers of beak things exchanged for dogs, or skitters... Aslong as i'm still facing that ongoing apocalypse with max sliders, i suppose it could still work... I just don't want the world to become barren and bland, or have days go by without a raid due to certain populations being gone in whatever area i'm in.
Hmm, maybe the population could be based on ratio but pop is effected by nests destroyed? idk, im sure there could be a balance.

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PnzrNorm
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Fri Feb 27, 2015 2:48 pm

Zeal wrote:If there was indeed a sort of balancing mechanism between populations as a ratio like you mentioned, it could work though. The mass numbers of beak things exchanged for dogs, or skitters... Aslong as i'm still facing that ongoing apocalypse with max sliders, i suppose it could still work... I just don't want the world to become barren and bland, or have days go by without a raid due to certain populations being gone in whatever area i'm in.
I remember seeing a request for a 'respawn mechanism' to replace traders/guards that are killed/missing from their shops in NPC towns, could do the same for any species that has less than a certain # of nests by respawning a nest somewhere in the world.
Could be possible since there is a long-term plan to have dynamically created NPC towns eventually.

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