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Late game hounds attack


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Hounds attacks in the late game happen way to often with way to many hounds, it ends in just sitting in my base instead of doing something in the world.

Hounds purpose was to add some anti turtling mechanic and they fail at that so much, they make me sit more in base close to field of tooth traps, there is nothing in the wild that can stop late game hounds.

If I sit in base with tooth trap field I can survive for ages, if you try to leave the base it will end in cheap death to hounds that attack you every 2 or 3 days. It's annoying at best and should be changed.

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Hounds attacks in the late game happen way to often with way to many hounds, it ends in just sitting in my base instead of doing something in the world.

Hounds purpose was to add some anti turtling mechanic and they fail at that so much, they make me sit more in base close to field of tooth traps, there is nothing in the wild that can stop late game hounds.

If I sit in base with tooth trap field I can survive for ages, if you try to leave the base it will end in cheap death to hounds that attack you every 2 or 3 days. It's annoying at best and should be changed.

I think I've made a similar post, saying how hounds should be very, very, very, VERY, much less common and with less hounds, and for there to be more dangers just wandering about.

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Hounds attacks in the late game happen way to often with way to many hounds, it ends in just sitting in my base instead of doing something in the world.

Hounds purpose was to add some anti turtling mechanic and they fail at that so much, they make me sit more in base close to field of tooth traps, there is nothing in the wild that can stop late game hounds.

If I sit in base with tooth trap field I can survive for ages, if you try to leave the base it will end in cheap death to hounds that attack you every 2 or 3 days. It's annoying at best and should be changed.

 

Yes, I agree. A nice change to the gamplay's dynamic would be to force the player to do the opposite. We should meet some conditions that would make us do some kind of expeditions but in a way that it doesn't become a hectic chore. You might be interested in this thread as it also touches this problem by making a cool suggestion:

 

http://forums.kleientertainment.com/topic/34706-creatures-from-the-caves-that-hunt-you/

 

I think a cool solution would be to have a bit of both - classic hound attacks and a more active type of defence. The mechanic might change from year to year or have some randomness to it.

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If I want to explore I always take a pig escort with me or a lot of darts.

I wish there would be more dangerous and different monsters that would assist the hounds instead of just spamming them.

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I don't know if it's technically possible to do it (although I vaguely remember reading about something similar for giants), but would it be a good idea if the hound attacks had high chances of happening if we spent too much time in our camp ? For example, if we spent X time near at least Y structures, then there would be Z chance that hounds would come at us? That would make exploring a bit safer and if we wanted to turtle, then we'd have to face hounds regularly. Maybe there could also be a significantly smaller chance for them to come at us if we're out exploring, since we (at least I) don't want to feel perfectly safe anywhere. Just a thought.

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By the late game you should have some pigs, bunneymen, or rock lobsters to help. If you don't you are kind of guilty of no preparing. Just like summer or winter, the late game hound attacks are something you need to prepare for. Hounds are easy to outrun too.

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By the late game you should have some pigs, bunneymen, or rock lobsters to help. If you don't you are kind of guilty of no preparing..

To be fair, those all 3 have significant disadvantages.    I haven't really played RoG far enough to comment much on the late game hounds.  In vanilla I would often have a secondary trap field on a commonly travelled route.  But ice hounds and McTusks occured basically twice as much in Vanilla as they do now, so I don't know how viable that will be in RoG.    There are certainly other ways besides tooth traps though.  I've been experimenting some with using lureplants for hound defense.  Though they're unreliable in terms of when they appear.  And bee mines should not be discounted, though they're a pain to tote around.  But it *is* the late game, after all.  I don't really think there's any need to reduce the hounds, really.

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Hounds that jump over tooth traps is no solution to anything, it still won't give incentive to go exploring.

You should be able to stay several days in the wild without taking much with you, surviving with what you find, but like it was mentioned, there's nothing on the wilderness to help with hounds. The best thing against them is dropped by them, so...

 

Either less hounds or less waves. If you're exploring I think you can kite 4 hounds with only a spear and no armor, but more than that is just reason to go running to base.

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Does this count?

GOUUuWf.jpg

 

I would love if their animations were really slow flowy movements, while they move their legs back and forward ecstatically, trying to steer with almost no results but slight movements in the directions of the player, like little blimps with teeth.

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I would love if their animations were really slow flowy movements, while they move their legs back and forward ecstatically, trying to steer with almost no results but slight movements in the directions of the player, like little blimps with teeth.

That's the idea. Except for the slight motion part, since they are in mid air they can't move (unless you attack them, popping the balloon).

They're a real mob in the Up and Away mod. Not a serious one, though, since their inability to move makes them harmless.

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Just need to rework whole hound raids mechanic, cause now it makes no sense at all (it was always like that), with hound mounds on map its a little more logical, but still sending 20+ hounds at player just to force kill him is lame. If they want to limit game play time they can just add limited number of days abd then display game over screen. From day 60 hounds attacks happened every 2-3 days, and you HAVE TO keep pigs with you all the time to survive, not to mention it was summer and cursed ice cube hat slows you down. You can lose some hounds on things like spider dens or tentacles, beefalos but they will survive and if you want to get back to that area you must face them again. I'm tired of hounds attacks, they are just to frequent its not even a surprise it should be.

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Just need to rework whole hound raids mechanic, cause now it makes no sense at all (it was always like that), with hound mounds on map its a little more logical, but still sending 20+ hounds at player just to force kill him is lame. If they want to limit game play time they can just add limited number of days abd then display game over screen. From day 60 hounds attacks happened every 2-3 days, and you HAVE TO keep pigs with you all the time to survive, not to mention it was summer and cursed ice cube hat slows you down. You can lose some hounds on things like spider dens or tentacles, beefalos but they will survive and if you want to get back to that area you must face them again. I'm tired of hounds attacks, they are just to frequent its not even a surprise it should be.

The game loses perspective by that point, doesn't it? 

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I got an idea.

 

How about some kind of special hound mound appears by your base. This is where hounds from waves actually come from, instead of just spawning off-screen. You can destroy these hound mounds to affect the amount of hounds that pop out. Of course, they would be heavily guarded, possibly by a huge variety of hounds. These hounds would have bad eyesight so you can sneak up on one and take him out. Thus making it a "puzzle" of sorts. With the occasional hound that can and will just beat you up.

 

This new object is surrounded with a special turf. Placing lureplants, spider eggs, etc. in a certain radius around the area will cause a Warg to come out and kill it. This new type of Warg could be able to stomp out eyeplants instantly by walking on them.

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