Webberdidnothingwrong Posted September 14, 2014 Share Posted September 14, 2014 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? Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted September 14, 2014 Share Posted September 14, 2014 I'd imagine the hounds would come in greater numbers and go after the first player they encounter, the initial spawn target being a random player. Link to comment Share on other sites More sharing options...
Mobbstar Posted September 14, 2014 Share Posted September 14, 2014 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 Link to comment Share on other sites More sharing options...
the truthseeker Posted September 14, 2014 Share Posted September 14, 2014 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. Link to comment Share on other sites More sharing options...
rezecib Posted September 14, 2014 Share Posted September 14, 2014 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). Link to comment Share on other sites More sharing options...
Zeklo Posted September 14, 2014 Share Posted September 14, 2014 Last I've heard about this, is that they plan to keep hounds for individual players. Link to comment Share on other sites More sharing options...
Pyromailmann Posted September 14, 2014 Share Posted September 14, 2014 This is easily solvable. The hound number increases per-playerExample: 1 player: 2 hounds2 players: 4 houndsMath= h=number of hounds p=number of playersh x p= total hounds. Link to comment Share on other sites More sharing options...
Palpetinus Posted September 15, 2014 Share Posted September 15, 2014 I don't get why it should be changed.Each player should get their own time and hound amount, if players are clumped they'll get more attacks, if not they'll get a proper amount of hounds.I can barely see a problem with that. Link to comment Share on other sites More sharing options...
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