Temporary Freeze/Immortality Item (for Wolves)
Posted 2021-12-25 11:36:11
I suggested using immortal slots because (1) it's easier for the devs to use an existing feature instead of making a whole new kind of slot, and (2) I was mostly thinking of long-term freezing for high-value wolves. For example: - You have two great stud candidates around the same age. You could freeze one of them for several months while the other one lives out his life as stud, and then switch to the other. - You have two great chaser pups, both of whom are from a bloodline you're sentimentally attached to, but only one chaser slot on your hunting team. You could freeze one of the pups for a couple months until a new slot opens up on the team. For these kind of situations, I wouldn't mind paying for a new immortal slot (disclaimer: I have four immortals already). I'd consider it an investment, because once I unfreeze the wolf, I can re-use the immortal slot for a different wolf. |
Lionel #34199 |
Posted 2021-12-25 16:39:33
Anyway, I've already explained why I'd prefer they chose a different method (preferably the version w a flat priced temporary item and no specific slots,) but I'd like to add that implementing it via immortal slots may as well be done by simply making immortal wolves themselves de-immortal-able (not a criticism, just something I realized.) @Lionel - Tbh I'd be content with this version over Nothing At All i just prefer other options (regardless of how it's priced.) Btw from a coding perspective "slots" are just a number that they check your amount of wolves doesn't exceed unless WD is really unusual in some way. |
unsknown #21142 |
Posted 2021-12-25 18:48:39
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🧊 Krampus🧊 #15164 |
Posted 2021-12-26 20:05:19
I think this is a feature that would give a lot of people new, long term stuff to do, and that it'd make a ton of people super happy. |
🐾Alymiell🐾 #18317 |
Posted 2022-01-05 12:07:18
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Keycatt #1226 |
Posted 2022-01-05 12:12:22 (edited)
This could be fixed by setting a limit on how many stat items wolves can be given in a day, which for general balancing should be put into place anyway because you could dump a massive amount of stat items onto a wolf anyway regardless of if it had been frozen or not. Another thing that helps prevent this is making stat gain items food instead of amusement, this means it expires and forces the players to use it within a certain amount of time. I also agree with only being able to freeze a wolf once as I think this feature should be reserved for gem wolves or next gen statters that you want to wait to place them into their role. Realistically this should only require freezing the wolf once, then it could have a tag "Has wolf been froze: Y/N" Edit: If stat items are only from amusement or food that itself gives a limit on how many can be given a day as you cannot play with a wolf whose mood doesnt need to be boosted and cannot feed an already fed wolf. The only problem is food items with your lead as you can lose hunger in explore. Although I'd imagine the drop rate would be low enough for this to not become an issue |
🧊 Krampus🧊 #15164 |
Posted 2022-02-17 16:54:24
1. any given wolf can only have this item used on it ONCE in its lifetime 2. using this item puts the player on a cooldown for using another one (like once they use one, they can't use another for x-number of rollovers) This would discourage cheating the system, encourage players to think wisely about the wolf they use it on, & preventing users who buy with real money from abusing the system by freezing entire packs c: |
BeastOfTheyRoad #52596 |
Posted 2022-02-21 02:54:37
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Scream #9176 |
Posted 2023-10-23 09:34:26
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Dr. Disco #6355 |