Hunting skill could provide creature drops
Jul 18, 2017 19:27:41 GMT -5
drunkensolamnic and fen like this
Post by Kitsunenotsume on Jul 18, 2017 19:27:41 GMT -5
It occurred to me the other day that Hunting, as a skill, is pretty ignorable. You get passive benefits that require a few hurdles to become useful: having a Bestiary entry, having the right tools, having enough Hunting rank to get a noticeable boon, and a hard usefulness cap without investment (over rank 50 grants no benefit without a particular ability line).
Following Kitara through the Jungle, as I mused on this we were fighting Tarantulas. We beat them soundly, and I poked their corpses to find no loot. Same with the snakes, and various other critters about. Proceed lightbulb, as one matter provided at least a partial resolution to the other.
My consideration was tying creature drops to Hunting skill, similar to Detect and loot-nodes. More experienced hunters would reasonably know better how to harvest the organs and entrails of their prey, recovering intact reagents more reliably and efficiently collecting higher quantities of fuel.
Clearly, these benefits would be more useful if more things had drops: with the poison system, we could look at providing the reagents now, even if the poison-crafting won't come until later. Spider-fangs, Snake-venom, Ackhest-Brain-Juice, Animate-Sap, Wolf-Steaks, Fish-Fillet*, etc. could be made available as potential drops on existing mobs, even if they can't get used until recipes get implemented. If nothing else, it would allow investment into Hunting to provide a tangible return, even if it only gets used as RP flavor or cheap sellables.
There are a couple options I can see for implementation:
- Reagents could have a percent chance to drop based on Hunting (EX. 1% every 2 ranks, max 50%)
- Fuels could have a drop multiplier based on Hunting (EX. 1-2% more fuel per rank)
- Hunting could have an ability line that grants drop chance/quantity (EX. 10% drop chance per ability)
- Some combination of above (EX. 1% every 4 ranks, +5% per ability)
From an economical standpoint, making reagent-drops require Hunting ability investment (or at least significantly easier with it) would encourage crafters (or, well, alchemists) to coordinate with hunters to reliably obtain ingredients for potions and such, while making buff consumables less RNG-based and without invalidating resource scarcity. Flavor-wise, it would also permit better 'Witcher' style chars, who could take both alchemy and hunting to sustain their own buff supplies.
*: I jest, partially, but cooking as crafting recipes (and thereby food to poison) would be a pretty cool angle to use. Deserves a suggestion thread of its own.
Following Kitara through the Jungle, as I mused on this we were fighting Tarantulas. We beat them soundly, and I poked their corpses to find no loot. Same with the snakes, and various other critters about. Proceed lightbulb, as one matter provided at least a partial resolution to the other.
My consideration was tying creature drops to Hunting skill, similar to Detect and loot-nodes. More experienced hunters would reasonably know better how to harvest the organs and entrails of their prey, recovering intact reagents more reliably and efficiently collecting higher quantities of fuel.
Clearly, these benefits would be more useful if more things had drops: with the poison system, we could look at providing the reagents now, even if the poison-crafting won't come until later. Spider-fangs, Snake-venom, Ackhest-Brain-Juice, Animate-Sap, Wolf-Steaks, Fish-Fillet*, etc. could be made available as potential drops on existing mobs, even if they can't get used until recipes get implemented. If nothing else, it would allow investment into Hunting to provide a tangible return, even if it only gets used as RP flavor or cheap sellables.
There are a couple options I can see for implementation:
- Reagents could have a percent chance to drop based on Hunting (EX. 1% every 2 ranks, max 50%)
- Fuels could have a drop multiplier based on Hunting (EX. 1-2% more fuel per rank)
- Hunting could have an ability line that grants drop chance/quantity (EX. 10% drop chance per ability)
- Some combination of above (EX. 1% every 4 ranks, +5% per ability)
From an economical standpoint, making reagent-drops require Hunting ability investment (or at least significantly easier with it) would encourage crafters (or, well, alchemists) to coordinate with hunters to reliably obtain ingredients for potions and such, while making buff consumables less RNG-based and without invalidating resource scarcity. Flavor-wise, it would also permit better 'Witcher' style chars, who could take both alchemy and hunting to sustain their own buff supplies.
*: I jest, partially, but cooking as crafting recipes (and thereby food to poison) would be a pretty cool angle to use. Deserves a suggestion thread of its own.