Another way to generate amusement?
Another way to generate amusement?
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Posted 2024-02-28 19:15:25
Since I joined this game, I have struggled to generate enough amusement to keep up with my growing pack; unless I can clock at least 4+ hours of playing a day, I'm always seeming to run out of amusement. It's great that you get a bit from scouting and exploring but unless you can dedicate a significant amount of your day, it's just not enough. In the interest of fairness, here are a few ideas; 1) Simplest suggestion, simply increase the value of amusement found naturally in the game, similar to finding the cow carcasses. This can mean either more amusement period, or the items that can be found have higher amusement values. This has been helped somewhat by one of the recent updates, but now I tend to have far more food than amusement and no way to make it back if I have a day or two where I can't play more than checking on my projects. 2) There could be a role dedicated to finding amusement just as there are roles dedicated to finding food, finding herbs, pupsitting, and even teaching young wolves. A proposed name for this role could be "Gatherers" or a more silly idea; "Magpies." Wolves in this role would work similarly to the foraging that Herbalists do; 20% energy being dedicated to x amount of time gathering with varying levels of success, and having a limited number of wolves in this role. Preferably this limit would be more like hunters, where the number for Gatherers can increase with the number of slots you have, but if the number of times your wolves can gather amusement is frequent enough then just having two (like scouts) or one (like herbalist) would be balanced enough. EDIT: A suggestion from a friend to make the role more versatile: A "toy maker"-esque function where you can take amusement and make combinations that could increase their value. Not at all necessary for the role, but it could add some flavor to the game. 3) In the interest of roles being difficult and time consuming to add (similar to No. 1), this could be a secondary reason to socialize your wolves and/or train apprentices with pup sitters. For every group you socialize, you get amusement. Preferably comparable to the number of wolves you socialize. This would account for the adults in the pack since pups and apprentices can't be socialized at all, and it would still need to be intentionally playing the game. Basically more interactions with existing functions be more rewarding, especially with the increase in finding large amounts of food in explore. 4) On the note of scouts, they already bring in a small amount of amusement, so to me they seem like an amusement gathering role once you have filled out your map. So, maybe they could bring in a larger amount of amusement and then similar to hunters and herbalists, they only use 20% of their energy for each mission. Again on the note of hunters, the time it takes to complete each mission could also depend on location. If I'm busy one day then I often only have time to send my scouts out once or twice a day between the time it takes to scout and the time it takes to regenerate full energy. So as they are, they are not a viable option to generate any significant amount of amusement. I am giving multiple options because making more roles would be difficult, and some of these ideas may work better behind the curtain than others. Mainly it'd be nice if there was a bit more balance. It gets to the point where I don't wanna play cos rather than poking around on forums or dressing up my project wolves with my buddy, all my time has to be spent keeping on top of hunting and scouting or desperately trying to make enough money just so I can amuse my wolves since them running away is a real issue. Thanks for the consideration~ |
YarneLad #126324 |
Posted 2024-02-28 19:27:24
i think an easy/temporary fix would be to up the chances of encountering amusement - similar to the cow carcasses, as you mentioned |
limedevils🍋 #17757 |
Posted 2024-02-28 19:36:21
But yeah, I've been thinking about this for a while... I especially liked your idea for either making a new role or utilizing the other existing roles and/or functions to get amusement. I guess to add my own suggestions, maybe failed hunts can get amusement. Or shreading meat gets you amusement too if they have an amusement item for their animal? Like shredding a grouse carcass will get snall meat and grouse feathers for example. Oooor shredding only gets amusement? |
NamelessOkami #126231 |
Posted 2024-05-17 14:26:46
There are already plenty of ways to generate amusement. > Some biomes in Explore give tons of opportunities to find amusement items. Every biome has different encounters, meaning some are better for different types of things depending on what you need (ex. More battle encounters, encounters that give food, encounters that give amusement) You just need to know where to look. The best biomes for amusement items are the Tundra, and the Prairie at a close second. > Food can be turned into amusement items. Rotting carcasses can be salvaged for bones, and bones are amusement. A single rotting bovine carcass can give you a ton of bones to use as toys for your wolves. > Scouts already bring back a decent amount of amusement items, there's no point in changing it. Especially when you unlock 2 scouts. > Lead wolf talents on their own already made the game way easier than it used to be. I suggest getting the talent that makes your wolves lose mood at a much slower rate. > Socializing boosts your wolves' moods. If you have the "Strong Bonds" talent, and socialize your wolves every time you roll over, this completely eliminates the need for amusement items entirely. The fact that it is possible for you to keep your wolves at 100% mood without using any toys, shows that this game is already too easy and doesn't need to be adjusted in this area. |
Solkryn #3121 |
Posted 2024-05-17 17:13:00
I'm not going into the reasons why, Solkryn covered that pretty well. I'm actually a hater of Strong Bonds, it makes the game too easy lol. |
Whirligig (Hiatus) #11137 |
Posted 2024-05-17 18:02:10
I can only jump on and play for a couple hours a day between work and irl responsibilities- usually more like 30 minutes a day so the socializing boost doesn't help at all since that means I can only socialize a few times a day (and I would need to socialize at least 14 times over the span of 7 hours just for the wolves I do have which I can't do), I already have a talent for losing less mood which again helps as I only have to amuse my adult wolves every other day so long as they aren't nursing. Point is, unless I dedicate all of my free time I frequently find myself with depleted amusement stores. I guess to add a suggestion to my own post, perhaps there can be multiple game modes- so that more people who do find the game too easy can choose a more challenging route to spice things up. Anyway, I'm not asking for the game to be easier, just more accessible to people with busy lives. Having game like this to fall back on is extremely nice after all lol. |
YarneLad #126324 |
Posted 2024-11-26 19:53:40
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Daewnie #69937 |
Posted 2024-11-28 09:43:36
Lead wolf talent + socialising = no need to get any amusement for adult wolves (or that's why I'm buried under tons of toys). Just explore a few minutes more every day and problem solved. |
IceGiant🇵🇱 #144912 |