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Temporary Freeze/Immortality Item (for Wolves)

Posted 2021-12-25 11:36:11
To be clear, I certainly don't object to a cheaper method of freezing wolves. Cheap stuff is great!

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
@IceOrthus it's just an opposite-end extreme example, there's plenty of reasons to freeze a wolf in between "high value stud" and "offset heat for a few days" (ex. very valuable wolves you're not sure if you're keeping, wolf you want to train but have no spots for, project wolf that needs a pairbond you don't have yet, aligning the ages of two wolves who are supposed to be pairbonded, etc.) Though I already do the heat thing by not rolling for a bit if I know who I'm waiting for. Also I misinterpreted the meaning of that note as your reply still read to me as if you hadn't fully read what I'd said, sorry, I genuinely was trying to avoid repeating myself.

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
@unsknown, I must agree I would much appreciate it being a determined price instead of a rising price, though I do think each slot should cost between 5-10gc plus the freezing item on top

🧊 Krampus🧊
#15164

Posted 2021-12-26 20:05:19
Huge support - I think adding some means, any means, to stop a wolf from aging temporarily would make the game a ton more fun. In particular, you could do so many cool breeding projects that currently are just not possible, because you can only train up a very limited amount of wolves. With role stats being as important as they are in this game, it makes raising up "compatible" pairs very difficult (especially past the first generation). And even if you're happy to use an outside stud which depending on the project may not be the case, it's super frustrating to have put a lot of time+effort into a wolf with "perfect" stats/attributes and then find no decent stud is available to match that wolf with. All that effort ends up going down the drain.

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
I think a feature like this would be too prone to possible exploits.  For example, there may be an issue if stat-gaining items are ever released (which I think is likely). In normal gameplay, the stat gain you can get by these items is limited by the amount you can obtain in the wolves lifespan. (More generally, the amount of stat a wolf can gain is limited by their lifespan.) But if it's possible to freeze a wolf and keep playing and rolling over as normal, you would collect a large amount of stat-gaining items and apply them to the wolf at once, essentially bypassing the "lifespan" limit on stat gain, allowing for possible unlimited gain of stats.  Even if it was ridiculously expensive, it would still be possible, and player with enough money may be tempted to give it a try.  You could limit the number of times a wolf could be frozen, maybe only allowing them to be frozen once in their life for some maximum amount of time, but their could still be exploits related to upcoming features.

Keycatt
#1226

Posted 2022-01-05 12:12:22 (edited)
@Keycatt

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
Haven't read all the replies (I'm sorry if this has been said ;;) but I think the item should have two big limitations:

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
I support this cause if you get a heir or stub you like you'll be able to keep it till the lead or stub dies. I had couple pups would had loved has a heir in the past of my Alpha now and had to either sell or chase them. This would be very helpful.
Scream
#9176

Posted 2023-10-23 09:34:26
Big support! I don't think it's particularly useful now unless someone's trying to get slots/jellyfish for a lethal, but in the future when hybrids and other highly valuable mutations get added, not being able to "freeze" your wolves is going to become a big deal. The hybrid breeding on Lioden more or less revolves around the ability to use a second account as a freezer so the owner can build up resources needed to max out the chances of the mut passing on each breeding. I think there'd be a lot of rule breaking happening should similar mutations ever be added to Wolvden without some sort of "legal" solution.

Dr. Disco
#6355

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