Topic: Traps should be nerfed  (Read 645 times)


codyo

« on: November 08, 2019, 02:48:23 AM »
I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

I don't know how the mechanic is supposed to work for traps. It feels like having a trap causes the game to spawn an animal which must be forced to path straight to it and die. Having a dozen more traps must cause this chance for a spawn to go up even more.
On my current character I have 3 light-lever traps scattered across my settlement and I am assured some kind of bird to step in one once a week or more. There is a massive amount of capercillies spawning all the time. Maybe it helps I live by a lake as well. There is old lore that small lakes and rapids can be a source for wildlife to spawn.

I only have 28% Trapping skill and I feel way too lucky with my traps. However the mechanic works, animals shouldn't be running into them so easily. I end up with a lot of furs and meat to survive indefinitely with little effort.
« Last Edit: November 08, 2019, 03:09:59 AM by codyo »

Plotinus

« Reply #1 on: November 08, 2019, 08:56:07 AM »
Traps used to spawn animals directly, but now animals are just spawned in areas that you're spending time, which is usually going to be near your home or trap fence, and then your trapping skill affects what happens from there. If I have very low trapping skill (below 15) then i catch nothing, or animals can get out of my traps very easily. But it is not hard to raise the trapping skill high enough to do well: 20 or 25 is where easy mode starts.

I don't know how lucky a person can expect to be in real life with a trap fence, but I agree with you that the game gets too easy from the moment the first elk visits your trap fence.

I'd support nerfing traps again, but I've been playing for about 12 years and I'm aware that newer players tend to find the game pretty difficult already, and if the learning curve is too steep then maybe newcomers will get too frustrated. It is hard for me to put myself in the shoes of someone new and figure out what would be balanced for them.
« Last Edit: November 08, 2019, 09:01:45 AM by Plotinus »

PALU

« Reply #2 on: November 08, 2019, 02:01:13 PM »
A problem is that lowering the chance for traps to catch something based on trapping ability hits beginning characters that may be struggling a bit already, while having effectively no effect on established characters.

A different approach might be to reduce the spawning rate based on how long the character has been in the area over time or the amount of game caught based on fauna being scared away/depopulated. This would target established characters rather than beginners.

JEB Davis

« Reply #3 on: November 08, 2019, 05:06:34 PM »
...
I'd support nerfing traps again, but I've been playing for about 12 years and I'm aware that newer players tend to find the game pretty difficult already, and if the learning curve is too steep then maybe newcomers will get too frustrated. It is hard for me to put myself in the shoes of someone new and figure out what would be balanced for them.

I wonder if Sami would consider giving players a difficulty option when creating a character?
- Beginner
- Average
- Expert

PALU

« Reply #4 on: November 08, 2019, 05:19:00 PM »
Multiple difficulty levels means multiple levels of balancing, at least if it's intended to affect the whole game, which adds to Sami's workload throughout the rest of the development, and I doubt that's a good trade-off.

It can be noted that you can adjust the difficulty by re-rolling your character until you get in the ballpark of the stats you want, which means that you can intentionally get a weak character as well as a (probably more common) extremely good one. I certainly wouldn't object to allowing the player a higher degree of control over the starting character's properties, though, as that's probably something that can be done with a limited effort as long as the range available is close to the current RNG one.