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It has been suggested by several members that wave hounds get scaled, in attack strength and loot, the more players there are in the world. That is, on one hand, good for 64 player servers, if those become a thing. On the other hand, it asumes that all players are in one group, which won't be the case.

 

A better solution would be to simply asyncronise the waves. Simply is kinda misplaced, to be honest, but whatever

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If the devs haven't mentioned changing it, the original dynamic remains.

 

That means, for the moment, the hound attacks are scaled to the player's timer in game and initially will scale based on that for each player the same way Beefalo herds can have separate heat timers if you will. Therefore, those hounds will target that player first, then follow hound aggression tactics which will vary on what the player/environment does. 

 

Yes, it would be horrible if somehow for multiple players a hound wave synched at 100+ days! 

 

 

However, as testing starts, this mechanic might be changed to reflect the multiplayer dynamics more. 

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So, when the hounds come, will each player get their own set of hounds? Or will the hounds split up and attack other players? I mean no one really knows, but, anyone got thoughts on this?

 

If I remember correctly, they said on the last stream that their current thinking is to have hounds work for each player independently, so each player would get their own set that is initially aggro'd on them. Presumably it'd behave the same way around caves and such (if a hound wave was scheduled when you were gone, get it when you come back, but just one, then restart the counter).

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