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Repel and Lure Items

Repel and Lure Items
Posted 2020-11-16 19:34:00

Hello to devs and all you amazing players!

So I (like many of you all, I bet) grew up with rpg style games. One thing made me think that maybe some sort of Repel or Lure items would benefit exploration.

 I know Wolvden has a wonderful variety of both f2p and p2p users who differ in playstyles, specializations, and pack structure. For people who are big stat breeders and builders might want to Lure fighting encounters while exploring, while a collector might want to repel them. A markings collector might want to grind up to level 15 and then encounter as many wolves as possible to try to find those rare NBWs and maybe repel fighting encounters. Someone who just wants to look for herbs and stuff might want to repel either or both.

As for duration, it could be timed (A day? A few hours?) or perhaps it can be per x many explore clicks if there's a way to track that. Like active for 1 day or 2 hours or 200 steps.

I had this idea because I realized even though I'm hitting higher levels in the game, I'm not seeing anything NBW wise so I want to try to get to level 15 and maybe find something. I also have a friend who is doing leaderboard-type wolves and likes to grind for stats while finding NBWs and other encounters are less desired. I feel my idea will allow people to temporarily customize their playstyle and focus on what they love most about Wolvden.

Whether it should be for GC or SC, I think that's up to the devs. I myself am a f2p player at the moment, but Repel and lures might be special enough to warrant trading my coveted SC for some GC.

In order for my idea to get added to the game, I think the following will be required from the devs: artwork for the item, coding to allow the tweaks to NBW or fighting encounter rate positively and negatively during item use as well as setting duration, and writing for the item descriptions.

Thank you for your time and consideration! 

 Iko

🐸Iko🐸
#11498

Posted 2020-11-16 19:46:33

Fully support!! Would be really nice to have an item to encourage higher level encounters, or even a specific type of enemy for quests (ie: raw fish could drag more felines to you!) I think there are a lot of possibilities here


RelevantKoala
#15056

Posted 2020-11-16 19:52:26

Omg fish for cats, honey for bears, small rodent for mustelids, scrap meat for birds, grasses for bovidae etc. It would help that "fight x of this type" quests so much. Also for item hunters!

🐸Iko🐸
#11498

Posted 2020-11-18 18:00:41 (edited)

definitely support this! the very heavy weight of RNG is frustrating across a lot of the game, but as someone who mainly does exploring and is trying to grind to level 15, this is definitely the area where it's the most trying for me. i think this would also be a really nice way to combat instances of bad rng for battling and item quests if you're, say, in a pinch to finish your quest before rollover, or if you just don't have a lot of time to play on the day that you get one.

maybe the use of the repel or lure could be tied to energy expenditure? possibly with different tiers of them that last for greater amounts of energy/travel like in pokemon. eg, you start exploring with your wolf at 80% energy and use a lure or repel that lasts for the equivalent of 100% of energy. once you get down to 0 energy from exploring, the item would have 20% of its usage left, which would then be used the next time you go exploring when your energy refills enough. having it based on a set, static amount of time would also work well imo; i think it's just a matter of how much autonomy the devs would want to allow us and at what cost, were this to be implemented.

there's also the question of how many of these items you would be allowed to have active at once, and if more than one, how many of them, and which ones are and aren't allowed to overlap/be active simultaneously

as a small aside, i think one that restricts enemy encounters to be within 3 levels (+/-) of your lead wolf would be really helpful for leveling, as well!


flambino
#16298

Posted 2020-12-01 21:14:41

Support! This is very helpful for multiple reasons, like grinding and battle quests, and isn’t super out there or unreasonable. 


Basilisk
#15257

Posted 2021-06-21 23:42:57

Support! I was just thinking about how having an item to ward off enemy encounters for X amount of time would be handy. Personally, I get extremely frustrated with battling after a while for a myriad of reasons.

An item to repel enemy encounters would be amazing, especially in regards to the Lunar Event. With having limited essence per day, skipping enemy encounters means completely losing out on possible LT & wasting essence. In addition, It feels like the majority of my encounters are enemy encounters, most being a much higher level than my lead. In that situation, it feels incredibly punishing whether I choose to skip the encounter or fight them. 

That said, a repel item would be lovely. However, I feel that the occasional enemy encounter should still have a chance to rarely pop up while the repel is in effect. I hadn't thought about a lure before finding this post, but I think that is a great idea as well! It would be very handy for when a player wants to focus on levelling via battling. 


Loon
#16890

Posted 2021-06-23 06:50:01

This has my support! I really like this idea


Btw, the text is invisible in dark mode


SleepyMegalosaurus
#36996

Posted 2021-06-29 17:37:39

I support! This would be really nice to see for dong quests!


tacobell101921
#18615

Posted 2021-06-29 17:43:32

Support! This would be helpful for a lot of different playstyles. I mostly explore for food so I would use repels, but lures would be great for trophy hunting or quests.


Lionel
#34199

Posted 2022-06-04 05:14:47
Support

This would also be extra helpful for those who have the awful Trophy quests because one of the biggest problems is not finding enough enemies to battle with the already limited energy you have

🌈Zetonna❄️(they/them)🐉
#23322

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