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Too Many Wolves, Not Enough Roles.

Posted 2024-07-18 17:47:10
I genuinely find it odd that there are not more roles for wolves to do still? That's insane to me.

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
I think we should have more scouts.  I never have enough amusement.
starrygrapes
#125600

Posted 2024-08-06 23:55:42
More scouts would  be amazing

DetectivePurple
#2186

Posted 2024-08-26 21:58:28
It might be me, but I don't understand the pint of mentors.  They don't do anything aside from the few times you can use one to train pups in certain skills.
starrygrapes
#125600

Posted 2024-08-27 13:43:21
What if we could have a tournament fights with wolves from a different users
TheKubex
#139988

Posted 2024-08-27 13:47:46
Hmm.
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
I haven't read all of the replies, so forgive me if I mention something someone else has, but what about a "digger" role? A wolf that is in charge of burying food so it won't rot as fast. Perhaps making carcasses last twice as much as they do? With a limit of how many holes they can dig, or how many carcasses they can store?

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!

I would love to see another companion role to the Herbalist (and another Herbalist)! The more roles, the better. Expanding on the Florist role that was proposed above, they could have a garden with a limited number of plots that can be unlocked through proficiency. Instead of generating resources swiftly, like at the Fayre, these plots would require time and effort to grow plants. I really enjoyed that mini-game, though… Alternatively, without the garden plots, which is probably much easier to implement, they'd functionally act just like the herbalist just with their own role equivalent (foraging, crafting, etc.)

Seeds could be introduced to the game. Seeds would be found through Lead/Florist exploration and be either common or rare. Herbs could be sacrificed into seeds as well, but the rare seeds can only be found through the Florist. Rare seeds would then produce rare plants that can be used in combination with the Alchemist/Herbalist's skills. A unique Alchemist brew, or a new type of medicine, or whatever. Or, no rare plants. Seeds could also have a heavy "fail" option with low proficiency, meaning they produce at least a 1:1 ratio but could fail to generate a positive. Herb generation could be capped at, oh, I don't know, 3/per. You don't want to break the game, so generation vs activity time would need to be balanced and that's above my comprehension.

As for Guard/Sentinel, or Patrols/Scavengers, which were also mentioned above, I would be incredibly excited to see these roles added into the game. I don't want them necessarily tied to protecting food, but I wouldn't mind that as flavor text or implemented to some degree, such as the loss of a single carcass. I would also like to see Guards/Patrols being a mixture of scout/hunter and tied to the home biome. And, please, lore! Flavor text! Personality details!

Expanding on Patrols a little bit, I imagine this being a 5 member team with three new roles - similar to hunters, but perhaps with a heavier lean on STR instead of SPD/AGL. I think it could be potentially capped at two parties with pack slot expansion, but I'd be happy with one. They'd follow operationally to how hunting already works, but the amount of time they spend doing the activity is closer to scouting or med-difficult hunting. Implementation could be a reason to have a second herbalist, especially if they have the ability to come back ill or wounded (getting into fights with other packs or animals, getting caught in a storm, etc.) You'd need to be able to generate more cures! Or even unique cures. Ideally, EXP gain would operate similarly to hunting. You could have 'Warrior' studs instead of 'Finisher' studs, although the stats would be the same…

And, I agree with the above, I'd like to see Patrols be able to scavenge some amusement items, pick up a cool unique item, or come back with a few trophies from when they defeated a threat to the territory. SMR/WIS (Tactician), STR (Tank/Warrior), SPD/AGL (IDK). Or, mix up the stats a bit somehow. Proficiency, personality, and stat tied success.

Functionally, I have issues with Pupsitters and Mentors - but I don't think this is the place to discuss right now.

m.egaera
#4995

Posted 2024-08-27 20:33:43
I personally think that it would be cool to have a role where one Wolf could steal prey from other packs and packs could make alliances with each other. It be a whole new idea for the game and I'm not sure what the role would be called but it seems like something some players would enjoy.

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#133944

Posted 2024-09-04 18:07:15
I keep loose hunters to fill in gaps in hunting parties so a pregnant wolf is not punishing me or if a member of a hunting party dies I have a replacement ready to go
Wulfraptor
#51918

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