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  1. #1
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    A little more thoughts:
    For the unique footprints per hunt. SE would have to design unique footprints per hunt and I think an ground overlay would be easy to show hunters direction.

    Let's say the footprints can only be seen by users who have a specific hunt registered for and only after some prerequisites have been completed.
    • A: Defeat a common enemy to acquire something off a creature the targeted hunt eats.
    • B: That acquired item needs to either be processed to become a bait or pheromone or used in creating some kind of trap.

    Say you created or acquired a bait.
    • A spawn timer would go into effect for your special hunt after you set the bait at a certain location.
    • Remember, that only your group can see or interact in this special hunt.
    • When the hunt is near, a UI Gauge will pulse a light red, the pulse gets slower as it strays and faster if it gets more near.
    • If any members in your party act before the green light zone the enemy will run away and you will need to reset your bait.
    • Would be even more fun if you had to watch which way the enemy is facing and you have to get closer and claim from behind.

    Say you created or acquired a pheromone.
    • A spawn time would go into effect for your special hunt after you loose the pheromone into the air.
    • Remember, that only your group can see or interact in this special hunt.
    • Once the pheromone kicks in, you will be able to see footprints on the map periodically showing a general location of the prey.
    • You have to approach that general area and upon getting there you see footprints on the ground.
    • Any member must go study the footprints to know the direction the hunt is from the group.
    • As you get closer to finding it, you will begin to see the footprints getting fresher.
    • In this moment a UI gauge will simulate a noise radar.
    • Make too much noise and the prey will run, approach slowly and quietly enough under the radar and then you claim the enemy from behind.

    Anytime a hunt is wounded or scared. You will see visual indicators in the environment such as broken branches, blood trails, etc which will help narrow it down to game time. The idea is to hunt using the senses of sight, smell, sound, touch, and feel. I only touched on sight, smell, and sound but I am sure SE could spend more time developing content towards all the senses.
    (2)
    Last edited by Sandpark; 09-12-2017 at 06:34 AM.

  2. #2
    Player
    Raqrie_Tohka's Avatar
    Join Date
    Sep 2015
    Posts
    174
    Character
    Sokhatai Tohka
    World
    Odin
    Main Class
    Archer Lv 80
    Quote Originally Posted by Sandpark View Post
    [*]Make too much noise and the prey will run, approach slowly and quietly enough under the radar and then you claim the enemy from behind.
    So if you start fighting the hunt with too many people it'll make your life hard, you gotta first bait it with a purposefully small party, then pounce the rest of the crowd on it? Totally dynamic behaviour. Totally awesome.
    (1)

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