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Right now, vargs just sit there until you enter their aggro range.  They're not threatening unless triggered, and even if triggered by accident, they don't spell the inevitable death a ewecus does against a lone player, and even the ewecus moves around on his own.  If you aggro a varg by accident, simply run to the nearest wormhole, or to the beefalo, or any other mob capable of in-fighting it.  Shouldn't the king of wolves be a little bit more scary?

 

What I'm thinking is a varg that actually hunts players.  When he spawns, if unaggroed, he'll wander around, sniffing out where the player(s) hang out. [could code be added to find out where players spend their time?  If not, use structures, I guess] He'll eventually find your base, tiptoeing around tooth traps (unless aggroed,), and steal meat from your fridge, before sneaking off again.  He'll track down and attack lone players.  He may come to the campfire's edge at night, growling, and run off before dawn allows you to fight him.  He may attack a beefalo, and separate it from the herd like a human hunter would.  Maybe update his follower hound AI as well, so there's a bit more coordination between the 2, with the hounds trying to chase targets toward the Varg.

 

This would need quite a bit of code overhaul, to add truly wandering creatures to the world, rather than having all creatures sit perfectly still and do nothing when not rendered by a player.  I guess this could be done by making the game treat wandering creatures as players, when it comes to world updating.  By wandering creatures, I mean creatures that like to roam around randomly; Bearger, Kolafant, ewecus, and hopefully the Varg.

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11 hours ago, asheil0830 said:

just add a nice howl sound for a player when they are being actively hunted (or whatever instrument could make a good howl sound) so they have a chance to prepare for battle, flee to allies or throw down a quick campfire for the battle to come

Like some canine Sir, You Are Being Hunted popup?

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