Too Many Wolves, Not Enough Roles.
Posted 2024-07-18 17:47:10
There could be the Guard role or Patrol mentioned earlier in thread. I wouldn't really tie it to protecting food. Instead they would be a mixture of scout/hunter where they may get into fights while on patrol and potentially bring back spoils from those fights (be it meat scraps or claws or other drops). It would be a position with a higher chance of injury that would give your herbalist stuff to do. Unlike hunting parties and scouts that can go anywhere they are restricted to your home biome and can only bring back items found within it - giving you a higher chance to get potential rare drops you might be struggling to find on your own in explore encounters (and provide an incentive to spend time in other biomes). Also feel like Pupsitter can be expanded upon into teams, rather than be singular wolves. This lets you benefit from having a few more on hand, rather than having to juggle pups around for max survivability between individuals. If you have a lot of wolves you can make teams that can watch more pups at slower exp or proficiency gain, or choose to play more strategically with smaller teams or solo sitters for faster EXP. Or to just give extra wolves something to do other than sitting around. Surprised there is no companion role to Herbalist yet, like some sort of Florist that can grow herbs native to your biome for you rather than solely relying on the herbalist to go pick a handful at a time, and occasionally find an oddball item when checking out the gardens that may be really hard to find anywhere else. It may take a few roll-overs for these herbs to grow but it would be a steady supply of a resource. Or even an Expedition function where you can sort 5 wolves of any faction to go check out the territory or another biome for a bit, and like a D&D group their skillsets can influence how well they survive encounters on the trip or whatever goodies they bring back to you. IDK there's just a lot of room for other roles or how the roles can interact so that bigger packs can do engaging things with all their wolves that I'm genuinely surprised has not happened yet? It also really goes without saying that Scouts and Herbalists should have their slots bumped up a bit as your territory gets bigger, like with hunting parties. Not a huge amount, but enough that the tasks feel reasonable for the amount of wolves that can actually be taking up space in your caves. |
otterbells #4284 |
Posted 2024-08-06 17:39:42
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starrygrapes #125600 |
Posted 2024-08-06 23:55:42
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DetectivePurple #2186 |
Posted 2024-08-26 21:58:28
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starrygrapes #125600 |
Posted 2024-08-27 13:43:21
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TheKubex #139988 |
Posted 2024-08-27 13:47:46
That'd be a cool concept but it doesn't really make sense in terms of Wolvden's gameplay, and it also doesn't solve the roles issue mentioned in this suggestion thread. |
blacklight #131787 |
Posted 2024-08-27 13:52:58
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Berenos #2759 |
Posted 2024-08-27 20:11:50
While there should be some sort of new role added to the game in the future (Alchemist), I wholeheartedly agree that I'd like to see a lot more added into the game. This is from a leveling/stat perspective and a lore-based one! |
m.egaera #4995 |
Posted 2024-08-27 20:33:43
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⋆ĐØØΜŞĐΔ¥☾ #133944 |
Posted 2024-09-04 18:07:15
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Wulfraptor #51918 |