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Reduce the chances for vargs alot after riffs


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FOR CONTEXT, almost every single hunt when a riff is active will result in a varg. It is overkill and rather annoying. It would be nice to reduce the chances please since you only need 1 varg killed a year.

Also i am not seeing any more splits in hunts anymore, did they remove those? Those seemed like a better option than boosting varg spawn rates.

Edited by Jakepeng99
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I haven’t really minded the boosted varg spawn rates during a rift. I much prefer being able to consistently get a varg when a rift is up then having the chance to do so, and it’s not like you are really hunting for koala’s for food during a post-rift world anyway (and if you are, you even get a few meat bits in the ground as a bonus that you can take while they are busy eating the carcass)

As for the splits, they were boosted to be guaranteed during the beta for testing, and were nerfed afterwards as that wasn’t the intended spawnrate for them. They should still be in the game, however, they just can’t spawn during rifts.

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1 hour ago, Maxil20 said:

I haven’t really minded the boosted varg spawn rates during a rift. I much prefer being able to consistently get a varg when a rift is up then having the chance to do so, and it’s not like you are really hunting for koala’s for food during a post-rift world anyway (and if you are, you even get a few meat bits in the ground as a bonus that you can take while they are busy eating the carcass)

As for the splits, they were boosted to be guaranteed during the beta for testing, and were nerfed afterwards as that wasn’t the intended spawnrate for them. They should still be in the game, however, they just can’t spawn during rifts.

I dont get why though since instead the varg could be found on split paths. I use koalaphants as food late game, they are good.

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I'd say it's good to have more vargs, because you need a lot of hound tooth for howlitzer, I can finally build a 12 core varg farm without spending hours looking for vargs.

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3 hours ago, Jakepeng99 said:

Also i am not seeing any more splits in hunts anymore, did they remove those? Those seemed like a better option than boosting varg spawn rates.

As long as the rift is OPEN, you'll only get Vargs, no forks/splits either.

During the rifts downtime when it's close, you'll be able to hunt for other animals.

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17 hours ago, -Variant said:

As long as the rift is OPEN, you'll only get Vargs, no forks/splits either.

During the rifts downtime when it's close, you'll be able to hunt for other animals.

Riff is open most the time.

18 hours ago, _zwb said:

I'd say it's good to have more vargs, because you need a lot of hound tooth for howlitzer, I can finally build a 12 core varg farm without spending hours looking for vargs.

Thats why i mentioned the splits.

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Do you need that many vargs?
I thought it was strange because the vargs rate from the footprints after the lift was high, so I was just checking it out.
I'd rather have elephants than vargs.
I was thinking of defeating all the bosses and enjoying the end content to some extent, then relaxing and looking for elephants and creating a paradise for animals.

If the probability becomes 0, I will have to erase the 2000-day 3000-day world in which Rifts have been released and start over from scratch.

Not everyone wants vargs.
Not everyone thinks it's all about combat.
When a new weapon comes, some people use it and some people don't.

It's a pity that there is no split system.
People who want vargs on farms etc. can follow dangerous footprints, and people who don't can follow normal footprints, it will be peaceful.

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7 minutes ago, ryukamiya said:

Do you need that many vargs?
I thought it was strange because the vargs rate from the footprints after the lift was high, so I was just checking it out.
I'd rather have elephants than vargs.
I was thinking of defeating all the bosses and enjoying the end content to some extent, then relaxing and looking for elephants and creating a paradise for animals.

If the probability becomes 0, I will have to erase the 2000-day 3000-day world in which Rifts have been released and start over from scratch.

Not everyone wants vargs.
Not everyone thinks it's all about combat.
When a new weapon comes, some people use it and some people don't.

It's a pity that there is no split system.
People who want vargs on farms etc. can follow dangerous footprints, and people who don't can follow normal footprints, it will be peaceful.

Normally people use 5 vargs for varg farms.

 

A varg every hunt is overkill, i dont like this mechanic.

With the split system and the dangerous path marker, you can already find a varg easily by continuing your day to day buisness and checking out any danger paths.

Klei should instead increase chances for splits into dangerous paths during riffs so we have options.

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20 minutes ago, Jakepeng99 said:

Normally people use 5 vargs for varg farms.

 

A varg every hunt is overkill, i dont like this mechanic.

With the split system and the dangerous path marker, you can already find a varg easily by continuing your day to day buisness and checking out any danger paths.

Klei should instead increase chances for splits into dangerous paths during riffs so we have options.

i really dislike split paths. Is suppose to be a surprise, already feels weird to follow paths that tells you that you will encounter a varg even if the prints look cool

i rather prefer if they rework hunts depending of biome or whatever, but giving the choice feels artificial and goes against the point of the mechanic

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17 minutes ago, MoonWormwood said:

but giving the choice feels artificial and goes against the point of the mechanic

Honestly, yeah. At this point I'm too numb to complain most of the time, but I don't really get the idea of splitting the tracks.

Some people might want the dangerous surprise, but off the top of my head- if you leave a hambat on the ground for a day, once you leave the area the hambat will despawn and varg tracks will appear where it was laying. You're free not to follow them.

Something similar for ewecus.

But still allow normal tracks to spawn them as surprises.

 

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1 hour ago, MoonWormwood said:

i really dislike split paths. Is suppose to be a surprise, already feels weird to follow paths that tells you that you will encounter a varg even if the prints look cool

i rather prefer if they rework hunts depending of biome or whatever, but giving the choice feels artificial and goes against the point of the mechanic

Hunt suprises still exist on the safe paths, the only thing it does is make finding ewcus and varg easier.

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1 hour ago, Jakepeng99 said:

Hunt suprises still exist on the safe paths, the only thing it does is make finding ewcus and varg easier.

breaks the immersion

i dont see the problem of having easier time to get a varg during opened rifts

or they can make it so you get the new prints when the surprise is a varg so you can abandon the hunt if you spot regular prints but you were looking for the varg ones

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14 minutes ago, MoonWormwood said:

breaks the immersion

i dont see the problem of having easier time to get a varg during opened rifts

or they can make it so you get the new prints when the surprise is a varg so you can abandon the hunt if you spot regular prints but you were looking for the varg ones

It is only vargs when the riffs are activated, and riffs are active most the time.

7 minutes ago, Mike23Ua said:

“End Game” content.. Im pretty sure ALOT of things are about to get annoying for a lot of people.

Idk this one just seems overkill.

Edited by Jakepeng99
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4 hours ago, Jakepeng99 said:

Riff is open most the time.

 

That's the big problem I'm running into.

Acid rain doesn't make things wet which gets in the way of doing toad, now rifts block ewicus spawns?  This arc is disruptive in the wrong way.

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11 minutes ago, Mike23Ua said:

“End Game” content.. Im pretty sure ALOT of things are about to get annoying for a lot of people.

learn what late game means before insinuating your silly agenda

6 minutes ago, Jakepeng99 said:

It is only vargs when the riffs are activated, and riffs are active most the time.

Idk this one just seems overkill.

ye, for that i wont be against them not beingg guaranteed 

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1 minute ago, Shosuko said:

That's the big problem I'm running into.

Acid rain doesn't make things wet which gets in the way of doing toad, now rifts block ewicus spawns?  This arc is disruptive in the wrong way.

I think lunar hail blocks normal rain too, i can not remember if they changed that.

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Just now, Shosuko said:

That's the big problem I'm running into.

Acid rain doesn't make things wet which gets in the way of doing toad, now rifts block ewicus spawns?  This arc is disruptive in the wrong way.

i dont get why acid rain doesnt make everything wet. Would be double challenge for the player because you will get damage over time plus wetness. Real life acid rain is made of water and pollution... exactly what dst acid rain is

seems like a cheap way of nerfing electric damage because they had the horrible idea of adding a 300% additive damage boost instead of making a dish that gives flat damage or any other mechanic with more sense...

3 minutes ago, Jakepeng99 said:

I think lunar hail blocks normal rain too, i can not remember if they changed that.

yes but i think acid raid last way longer which i like because hail sometimes feels like is too short to have impact

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Honestly, it might be unintended- perhaps it was set this way for beta testing, since we were supposed to fight the varg to check it out and they forgot to change it?

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46 minutes ago, BezKa said:

Honestly, it might be unintended- perhaps it was set this way for beta testing, since we were supposed to fight the varg to check it out and they forgot to change it?

I really wouldn’t see why this would be the case, though. Making the varg RNG when you need to kill it for the spark arc crafts would get extremely annoying quickly, especially since hunts can be fairly inconsistent if you want them or not. 

Given the responses in this thread, I do feel the best course of action would be implementing consistent split paths during rifts, and following the “danger” one always leads to a varg, where the normal one leads to a standard hunt. 

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19 hours ago, BezKa said:

Honestly, it might be unintended- perhaps it was set this way for beta testing, since we were supposed to fight the varg to check it out and they forgot to change it?

Potentially because the varg is the one you need to worry about finding the least.

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Sorry I didn't see this sooner, but you're only supposed have a guaranteed Varg hunt when the Rift is open and you are currently on that step of the quest.  That will be fixed in our next patch.

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