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Discussion: Feeding & Care Changes

Posted 2021-09-13 05:46:31
@MsHachan: Maybe you expanded too fast? I didn't have any trouble feeding my pack when I started out, and looking at yours I'm thinking maybe the difference is that I never bought pups/adols till recently, so the NBWs I found could start earning their keep right away.

Fal - semi hiatus
#43456

Posted 2021-09-13 05:48:13
After reading the post, replies, and gathering some of my thoughts, I wish to convey:
  • I agree the name Processing detracts from lore, feelings of attachment, et cetera only because the items become "Food" "Toy" generic like others have mentioned.  I agree with a name change for that, if Processing moves forward instead of a different idea...

  • Following the former, I do prefer a Stockpile versus Breaking Down the Items.
    I believe I understand what you are aiming for, as in avoiding Red Fox Tails, Acorns, et cetera becoming consumed unintentionally. However, feeding my wolves an elk carcass directly is very satisfying partially because we do not bring down elk "right out the starting gate" so-to-speak.  By then, I have become attached to my wolves and want to see them enjoy a huge proper meal.

  • I do like the fact y'all are considering still allowing people to feed/play on the individual wolf pages as well as from the Hoard; thank you for that consideration and freedom.

  • I also like the fact we would be getting an interface similar to Raccoon Wares - I adore that interface because I have an image, text, and bold, colored outline on the remaining rot timer.  I hope for the size of the information displayed to be adjustable so we can see better, perhaps without making our browser zoomed [mainly pc, on mobile it is pretty easy for me to pick a spot to zoom to].  If this is too much to request, that is fine too.

  • Again, agreement on ensuring additional minimum percentage settings for mood/hunger (likely from FAPA from what I understand of OP? If I am mistaken, that is okay).  I am grateful, too, for the possibility of mood/hunger per cave.  Overall, it looks like a lot of care has been paid to draw up changes, which I am not surprised by at all!


Zeraki
#26932

Posted 2021-09-13 10:12:46
@Fal There are other replies in this thread about issues with feeding their packs. In fact, one is only a couple above my last reply.
But I did not purchase adolescents and pups until a couple weeks after starting. I didn't jump right into filling my pack up early because I knew what was likely to happen. But even holding off until I had a concrete group didn't help. And most of the ones I currently have I bred myself and kept. I have similar numbers on Lioden this far into both games and have no issues on there versus here.
My little sister started around the time I did, has a smaller pack than I do, and she also struggles. So I don't know.

MsHachan
#46888

Posted 2021-09-13 16:39:21 (edited)
The feeding and playing struggle is real on here!
I have friends on Lioden who can't deal with it and they quit playing Wolvden because they could not even feed their small pack on here..
There needs to be more ways to drop food and toys maybe in explore or in events etc...
or more hunts like I mentioned earlier..
I do buy GC frequently but if I didn't need to buy food and toys daily I could spend more GC on fancy wolves, stud fees, custom Decor, fixing up more of my wolves with grove items, etc not just on daily survival of the pack..
I just end up just spending most of it on basic care of my pack..

Donna
#835

Posted 2021-09-13 17:35:18
Reading this literally made my day:
We are also considering additional settings for paid FAPA, including setting the level at which your wolves are fed to/played with - so if you want to keep your wolves at 60% Hunger/Mood then the tool will stop there and more evenly distribute your food and toys.  This would also be on a cave level, so your favorite wolves could be kept topped up to 100% while your workers/less concerned wolves can be left at 50% - or however you'd like to tailor your feeding and playing.

I think some good suggestions have been made by prior posters.
  • Having the ability to select how many uses of the items to process would be critical to those who use items for crafting.
  • I also love the idea of know if I have enough food/toys for distribution. Right now I have to do a daily count to ensure (and that's a little fuzzy since some of the pups don't really eat yet but they're included in the pup count) I have enough when I use the FAPA tool


I'm really excited that this is being explored and can't wait to see what you all come up with!!

However, I also agree with some of the posts above about providing for large packs. Maybe having the ability to reduce some of the consumption by cave would help ease the burden of getting enough food/toys for a large pack? I know some would say I expanded my pack too fast but I don't imagine anyone is opposed to the I've spent to do so.
Now I'm off to find a thread I'm sure exists about increasing the # of hunts allowed as your pack size increases.

Carrie
#45194

Posted 2021-09-14 10:53:32
Great call, I think these sound fair and reasonable!

ytre365
#41230

Posted 2021-09-14 17:28:39 (edited)
I'm late to the party and I agree with a lot of what was said! I definitely welcome the change. It would also make it easier to set up and buy trades when you just have one big stack of meat that you could easily see how much is there, instead of having to add up... Ok... One 8 use carcass, four 16 use carcasses, one 24 use... Etc. Which is difficult and increases the chance of scamming (either deliberately or just by an honest mistake or misclick).

I don't have much to add other than I like some name other than "processing" (maybe shred?) and that I think carcasses and toys should still remain usable.

This is somewhat of a tangent but I think it deserves a mention: lots of people are concerned about leaving 1 use of common items to craft with - either decor or nesting materials.

I think an easy solution to that would be for the crafting to count the total number of uses instead of the total number of items.

I currently make all my nests from 1 use feathers. It's extremely tedious. Here's how it goes:
1) go to horde menu.
2) select feather.
3) Play with all but one use of feather.
4) Bury 1 use feather.
5) get kicked to main horde menu.
6) repeat steps 2-5 until all wolves played with.
That is so many button clicks @.@

Then when I am running out of nesting materials:
1) bury all herbs and feathers
2) unbury just the one-use feathers. This could be literally hundreds of button clicks to select all the checkboxes.
3) make neasting materials.
4) unbury the herbs and feathers.

It's SO ANNOYING and I hardly ever find the time to do it. It doesn't add meaningful difficulty to the game, it just makes me dread nesting material creation day and I put it off constantly.

Likewise, with crafting. Let's say I want to make a bone decor recipe. I can do the above and whittle my bones down to 1 use, then make a decor out of 5 uses of amusement. OR, I don't bother, and instead make a bone decor out of 5 full bones, and use 25 uses if amusement, wasting 20. That makes no sense how you could get the same output from vastly different inputs, except that one is more tedious to achieve.

It would be wonderful if crafting for decors and nesting materials counted the total number of uses from am item, with the amounts required adjusted as necessary on a case-by-csse basis to keep game balance.

For example, the fox base applicator needs 10 fox tails. Each tail is 4 uses. That could be changed to 40 uses of fox tail, which is essentially the same. You would still need 10 fox tails. Some decors like the bone one could be kept to 5 uses. That way you could use an entire bone to make it, which is mechanically the same as the five one-use bones, because bones are not a rare item and it's usually not the lack of bones that prevents people from making the decor. More rare backgrounds like the desert tortise one, could be changed to 80 uses of tortise shell, so you would still need 10 of them. This would be at the admin's discretion, but would be very useful as part of this big QOL overhaul and stop people from needing to whittle their items down to get the most out of them.

Zea
#27549

Posted 2021-09-15 06:42:00
This would be perfect I'm always struuggling to keep my growing pack happy! So this possible feature would be great!
Gankee
#43948

Posted 2021-09-15 08:02:48
I agree with Websteak's post that crafting should require certain uses of items rather than how many separate items we have regardless of how they're stacked. Crafting requirements for particular items should be multiplied by the amount of their full uses.

We should lean toward making food and amusement items to be either full use or none, except for processed ones and bones. Consuming only a part of an item is a micromanagement which frustrates players in the long run, not only those doing so, but also those who view items in the TC to check how many uses each item has. Decors and medicine have the similar problem when viewing them in the TC. I think a proper solution is to display total uses of items put on trade instead of the amount of separate items.

This change of crafting mechanic might be disadvantageous for those who already store 1-use items as ingredients for crafting, especially amusement trophies. I think all food and amusement items except for bones (because non-full use bones can be obtained by other means) should be replenished to their full use along with the change. This solution also helps players to get used to the mechanic that traded food and amusement items except for bones will also be full use regardless if they're from before the change.

Dżanek
#24018

Posted 2021-09-15 08:03:56
@Websteak that is a great idea re: the crafting system!

🌠 Ꮚ𝘺𝘳𝘥𝘸𝘶𝘭𝘧 🌌
#27999