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Too Many Wolves, Not Enough Roles.

Too Many Wolves, Not Enough Roles.
Posted 2024-06-19 14:57:50 (edited)
I've wanted to talk about this for a while now since I recently ran into this issue.
Most people generally know that there is a cap on the number of certain roles. You can only have 2 scouts and 1 herbalist. You can have several hunting parties, but only a select few can go out at a time depending on your territory size so it's a bit of a waste to have more hunting parties than are able to go out at a time. You can have unlimited pupsitters and mentors though.
I have 50 cave slots, which means I can send out 3 hunting parties at a time (15 wolves). 2 scouts makes 17 wolves and add an herbalist to that and you get 18. Let's say I have 5 pupsitters and 3 mentors (which is a very underused role and probably not even necessary) which gives me 26.

What are the other 24 wolves supposed to be doing?

Having an extra hunting party for them would be a waste. I can't make them scout or herbalist. Adding 24 extra pupsitters or mentors would just be insane.

So again, what are the extra 24 wolves supposed to be doing?

I understand that some people keep extra "useless" wolves due to lore purposes, but in the end it comes up to whether the SC you're spending on feeding and amusing them is worth their place in the pack. If I have 20 pupsitters that aren't even doing anything because the ratio of pupsitter to puppy is an immense difference, I'm just wasting extra food and amusement on these "useless" wolves that could go to players who actually need it. This also means there's no point in expanding your pack beyond 75 wolves or 100 because you could have over 40 "useless" wolves that are doing nothing except consuming food and amusement and taking up space in your pack. (The max amount of adult wolves possible in a pack is 200. This means you could have over 150 "useless" wolves that don't do anything. That is ridiculous.)

There has to be a way to solve this issue. There should be more role options for more wolves or at least different roles because this is a serious heartache I've had to deal with. The only way I've figured out how to solve the issue is to expand your pack to a certain goal and then not meet it (for example, have your pack expanded to 50 but only use 35 of your slots so that you can have 3 hunting parties) but that means spending your SC on expanding your pack just to not use that extra space.


What solutions do you guys propose, and how do you cope?

Edit: I did the math that 1 wolf consumes 52 uses of food and 26 uses of amusement every in-game year. If I kept the extra 24 wolves, I'd be losing over 1,200 uses of food a month (or in-game year) and 600+ uses of amusement a month on wolves that aren't doing anything. That is insanity.

🦊Skulk🦊
#46971

Posted 2024-06-19 16:51:50
I would love if there could be more than 2 scouts and/or more than 1 herbalist.

⛺Campbell🔔 Cat🐈
#88841

Posted 2024-06-19 20:54:03
I agree with that. They could also add a few hunting patrols to the max and let you start with 2. There should also be some new and unique roles added to the game, for example:
Guard: "Without a team of at least 2 guards, predators and/or rival packs could steal your food! The larger your pack grows, the more guards you will need!"

That idea might be annoying to some people but I like it <3

⋆ĐØØΜŞĐΔ¥☾
#133944

Posted 2024-06-20 02:58:57 (edited)
Guard is an excellent idea! I love this one! This could open totally new filed in wolvden, roles such as:  tactician, guard, medic (something like lower herbalist that heals guards 5 hp everyday), trainers.. It could even make wolvden lore much more interesting, good job ⋆ĐØØΜŞĐΔ¥☾ !
TheKubex
#139988

Posted 2024-06-20 07:32:06
Support! I don't get on enough to get through all my hunts for one party, so having more hunting wolves is less useful to me. Maybe an 'explorer' role that lets you send out a handful of wolves to collect small prey/amusement items every couple hours? It would help new players and large pack players who need resources

Ilexlio
#3855

Posted 2024-06-20 09:15:51
I love the guard idea that Doomsday mentioned! I'd like to add:

I passed the 75 slots literally today. Before then, I had 9 hunting parties that I sent out in rotations which worked well for me. Right now I'm still trying to build up to 12 hunting parties so that I can resume my old rotation method properly. But that's just me. I do think that it is really beneficial to have more hunting parties, however that isn't the point of this thread and it is up to the player, ultimately.

In terms of more scouts, I think that there are only 2 scouts because the devs didn't want us to be able to expand too quickly, it'd kind of ruin the point of the scouts and biome exploration. I think the same could be said for herbalist, although in this case I think it is possible to perhaps split the herbalist role into 2: one that forages, another that mixes medicine. However we encounter the same problem: getting too quickly through medicine discovery and herb collection.

As for other roles, besides the guard idea, introducing new roles has the potential to sort of shift the balance slightly, so when we do consider new roles, we have to think of the impact this will have on the rest of the game and how it works.

Right now I don't have any ideas but if you give me a minute I'll be able to come up with some XD

blacklight
#131787

Posted 2024-06-20 13:24:06
@blacklight

While having multiple hunting parties might be useful in terms of food, it's not really useful in terms of proficiency gain and leveling (especially, for example, if you have a heir or certain wolf you want to level up quickly but you have to keep rotating them out of place).

And I agree with that, I think certain roles can alter the game so you have to be careful when picking certain roles to add to the game. But it doesn't have to be in a bad way, and more roles can make the game more engaging.

🦊Skulk🦊
#46971

Posted 2024-06-20 19:02:35
alchemist role before gta 6?????


but like i think the +1 hunting parties that are capped at 4 isn't enough
It should be like
15 slots- 1 party
30 slots- 2 parties
25 slots- 3 parties
50 slots- 4 parties
75 slots- 5 parties
And so on and so forth until 200 slots, which then it caps at 10

I know it's like "but but but ppl would have too much food too quickly" idc we have freeloaders to feed

🦡Ferretwhisper🦡
#128200

Posted 2024-06-20 19:08:28
There was a mention of having the Herbalist Role split into 2 a few months ago? It was something like 1 wolf would focus on foraging herbs and the other mixing the medicine, although I haven't read anything else mentioning it since then.

🌈Rayne🌦Storm⚡️
#47855

Posted 2024-06-20 19:25:37 (edited)
I fully support the idea of more roles, or just something extra to make having a large pack viable. I know people like keeping pretty wolves for breeding and lore, but when they can't do anything else and still consume resources it feels very taxing to keep up with if you don't have a lot of resources to spare. People rotate hunting parties, but that isn't super viable either. Being able to send out more hunting parties like Ferretwhisper said I think is a good compromise, having it scale up with cave slots helps a lot, the bigger your pack the more food you need so it just feels like it makes sense to allow more than three, especially when not all hunts are successful. If there's a concern for food balance lowering the amount of food recieved through other means (i.e exploring) could help a little.

Doomsday's guards suggestion is a cool one too, it adds an extra dynamic, maybe making it an optional thing you can turn on might help with it potentially being annoying for some players, idk, I think it would be fun personally. And as they said this could offer extra roles to suppliment guards like medics and the like (and maybe for the other roles as well, like roles that act as boosters, like assistants to other roles).

For other roles, maybe expanding the mentor role might help too, it would make that viable as an option. Right now it feels kind of useless.

Maybe adding more scouts would help to make more useful wolves, it takes so long to scout higher difficulty areas, and I know that's intentional, but when all your scouting gets undone when your lead dies it makes it incredibly tedious, especially when scouting takes long and consumes 100% energy. Maybe having four scouts but only two can scout at a time would help with this. I don't think it would be unreasonable to lower the amount of exploration that gets done per one explore to balance it a little more, but it would at least open up more role options.

Maybe for herbalist as your pack grows they could get "aides" of some kind that help speed up research/production time or can forage while the herbalist creates/researches. To balance things they may not be able to research or make medicines, but they can forage or be assigned to something the herbalist is working on to reduce production time? Or they can accompany the herbalist while foraging to reduce time it takes/increase the amount of herbs they get. This role could maybe cap at two or three so it's not ridiculous, and it could scale with pack size like hunting parties do.

Another role idea: scavengers, they could work like hunters but with a focus on collecting amusement items, they scale with pack size as well. While scouts can rescout for amusement items, you get so few of them and they expend all their energy to scout, so amusement items can be difficult to get in bulk if you aren't on top of it (or exploring with your lead), especially if you haven't explored everything, then you have to balance whether to scout a new location or rescout for amusement items (which can be fine for a challenge perspective, but with bigger packs having an easier, more dedicated amusement item collection could help). Adjusting the amount of amusement items gained through explore and rescouts can also balance this, but it would help for people wanting larger packs. They could probably have lower numbers that can be sent out at once than hunting parties to balance things, you can send out fewer, and like hunting there's a possibility of failure for low stats/low synergy and also the difficulty of the location. You can have sub roles in scavenger parties too, not sure what they'd be off the top of my head, or they can just be parties of maybe three wolves, and personalities tie into their effectiveness like hunting parties.
Edit: other addition to scavenger roles, they can have a chance to find things other than amusement items, like trophies, remnants, or even SC and event items, could makes things a little more interesting for people who aren't on enough to really explore a ton with their lead. They can still get some items you could find through explore. (Again, to balance, the chances of finding these things can be low, and maybe even the chance to find them in explore can be adjusted too.)

Ashealath (She/Her)
#18653

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