Too Many Wolves, Not Enough Roles.
Posted 2024-06-21 05:04:33
I fully agree. Lowering the amount of food in explore would be a great compromise to have more hunting parties (and I don't know about you, but those random Bovine carcass encounters are starting to get a little weird. Like why is there a cow in glacier?? Rainforest? Swamp? They should get rid of that encounter or at least make it a little less common, because I can find like three bovine carcasses in a row sometimes). |
🦊Skulk🦊 #46971 |
Posted 2024-06-21 08:41:08
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veqoia 🌻 #49939 |
Posted 2024-06-21 12:23:51
to be fair, that depends on how you care for puppies and distribute them to them pupsitters yourself. My pupsitters have varied amounts of puppies under their care ranging from 2 to 8, and I have quite a few puppies on a consistent basis. Currently, theyre all protected to 100%. @Skulk I agree with you! Don't get me wrong, I support this fully! I'm just saying that when brainstorming ideas we shouldn't get too excited and neglect to think of the consequences. I've seen some wonderful ideas here already. And hopefully that alchemist role will cone out in the next couple months! |
blacklight #131787 |
Posted 2024-06-21 16:33:41
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DetectivePurple #2186 |
Posted 2024-06-21 17:26:26
I have 50 territory slots, but I generally keep around 35-40 adults... because I simply have no idea what I would do if I had more. I feel bad when my wolves are just sitting idle, not doing anything in particular. Some sort of a guard, as was previously mentioned, sounds like an excellent idea! It would add an interesting dynamic to the game, not just from a gameplay standpoint. I mean, who even guards our pack territories now? Our lead is constantly away from home, hopping from one biome to another. The same applies to our scouts and hunters. Don't try to tell me that those three lvl. 1 wolves that I keep as sentimentals are in charge of defending my pack's borders I can understand why we are allowed to have only two scouts. I'm probably in the minority here, but I wouldn't bump up the number of scouts unless we got some sort of a map expansion. Likewise, I'll refrain from commenting on herbalists, since there was an announcement about them getting a possible update. If that's still happening, I'm on board. Furthermore, I'd add more ways for adult wolves to gain experience and stats. As of now, stat gain equals to stat pain. If you want to train your wolves, the only reliable ways of doing so is via hunting or scouting (and since our number of scouts is limited, hunting is usually the only viable option). Making them into a pupsitter or a herbalist is out of question, since the exp. gain for those roles is abysmal (I'm still curious how we are supposed to get a lvl. 20 herbalist/pupsitter, given the semi-recent achievements... the only way I can think of is making a wolf that's already lvl. 20 into a herbalist/pupsitter lol). Perhaps an expansion of the mentor role would be worth considering? Training sessions for adult wolves? Anyway, supporting! |
Elli #112843 |
Posted 2024-06-21 17:38:48
I really think that guard idea has potential, we should definitely expand on it more! Let's hope the devs agree too |
blacklight #131787 |
Posted 2024-06-21 17:40:04 (edited)
I do the same, around 35 to 40 wolves but 50 slots seems to be the only way to have each wolf be useful instead of having 15 wolves doing nothing. As for pupsitters, I'm not sure it's even a possibility to level one to level 20 without help from other roles For herbalists, you can craft 5 medicines overnight daily and that seems to level them quickly enough, but herbalists don't actually depend on stats for their jobs, they only depend on proficiency levels, so it's probably just a waste of time to grind out their stats when they don't actually use them. (Which is so weird because herbalist HAVE dominant stats, wisdom and smarts, so they should definitely get to use them). I guess the only real plus to having a level 20 herbalist besides the achievement is bragging rights. I also like the idea of training for adult wolves, especially what you proposed @blacklight. Having older/senior hunters train the younger ones would be a great addition to the game. And it would also make the mentor role a little more useful. Mentor role is definitely the slowest to level up, you can have them be teaching pups for 3 hours and only get 50 exp. Like you can get just as much, maybe even more, from socializing, which takes half an hour. |
🦊Skulk🦊 #46971 |
Posted 2024-06-21 19:08:21
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🦊Skulk🦊 #46971 |
Posted 2024-06-22 08:19:47
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†Salem Trials †#6510 |
Posted 2024-06-22 10:38:42
So personally, I've never really had an issue with "not enough roles." I tend to breed my wolves in larger batches, which can leave with like 40+ pups that need sitters, so having 20+ puppysitters actually has been necessary for me lol Even with at least a good 75-90% of said pups getting thrown to the Enclave, the next batch of breeding is usually going by the time I've narrowed down to keepers and R&C-worthy pups. Mind you, I'm sitting here with around 70 wolves on average (I try to keep it to 20 less than capacity, but that never happens for me). Now, this is just me, because of my style of breeding, playing, and projects, but on the other hand, I do absolutely agree with the statement there needs to be some more roles. Honestly, I think if there were more roles, I'd probably adjust my style a bit, which let's face it, would probably be better for my sanity lol I know there was talks of splitting Herbalist up by the devs (a few polls about it at least), and it would be nice to get a few more roles with some sort of functionality, the problem I think is mainly figuring out that functionality. |
Darklily #1058 |