Hunting!

Post » Fri May 13, 2011 10:51 am

I think a good idea would be after you hunted your food, if you ate it right away, yes it could give you health and damage something else,
but the option to cook your hard earned kill, would give you more health and damage nothing. Just my opinion.

I want hunting to be more rewarding as well and support the idea of cooking items to add/change effects. Like Venison typically gives "Restore Health" as an effect but if you cook it you get an added "Restore Magicka" effect, for example.

Elements like this would really make RPing my woodsman character awesome. A self-sufficient Nord living out in the wilderness only venturing into town to sell his hard earned wares and stock up for his next trek.

Along these same lines, I hope that woodcutting will allow us two things. 1. Make camp anywhere we choose (given there are no enemies nearby) and 2. Allow us to craft our own arrows.
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joseluis perez
 
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Post » Fri May 13, 2011 7:22 pm

I just hope all of the "mundane" jobs that they mentioned are immersive and not just a crappy minigame.
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Marguerite Dabrin
 
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Post » Fri May 13, 2011 4:47 pm

Seeing as there's not really any chance of a hunter skill (and rightly so) what about a tracker perk? That would just be awesome. Advantages could be detect animals (deer, elk and the like) at a further distances, make animal footprints last longer, give extra bonuses to meat, improve night vision by 10% and give a 25% attack/accuracy advantage to bows on deer elk etc. Wha'd'ya reckon?
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Erin S
 
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Post » Fri May 13, 2011 5:10 pm

Seeing as there's not really any chance of a hunter skill (and rightly so) what about a tracker perk? That would just be awesome. Advantages could be detect animals (deer, elk and the like) at a further distances, make animal footprints last longer, give extra bonuses to meat, improve night vision by 10% and give a 25% attack/accuracy advantage to bows on deer elk etc. Wha'd'ya reckon?


I asume that if hunting is in it woun't be a skill, but a profession, as alchemy now is obviously.
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ImmaTakeYour
 
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Post » Fri May 13, 2011 9:34 am

They did have the house with display cases in Obl. I bet they also do something like your saying this time.
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Enny Labinjo
 
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Post » Fri May 13, 2011 8:03 am

I think I would put this on the list of "cool, but the resources required to make it could be better spent elsewhere". I'd rahter have them spend the time to make a few more quests, or a few more dungeons.
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Niisha
 
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Post » Fri May 13, 2011 6:22 pm

Im hoping they have a hardcoe mode where you have to eat and I'd like to be hunting for my meals while Im out
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Alex [AK]
 
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Post » Fri May 13, 2011 4:33 am

I asume that if hunting is in it woun't be a skill, but a profession, as alchemy now is obviously.

Is it confirmed that alchemy is no longer a skill??
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Astargoth Rockin' Design
 
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Post » Fri May 13, 2011 5:41 am

Is it confirmed that alchemy is no longer a skill??

im pretty sure that alchemy has been confirmed as a skill from one of the screen shots
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Andrea P
 
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Post » Fri May 13, 2011 7:09 pm

I agree with your line of thinking. In Gothic II, you were able to learn ways to take trophies- such as pelts, claws, horns, teeth, scales, etc.- and sell them or mount some of them. However, you had to learn the specific skill in order to harvest that particular trophy from the prey. It was a really cool feature that could be handled with the perk system, I think.


Love this idea. If Hunting was a skill (with Oblivion "perk mechanics" and survival mechanics), I would do it like this:
Hunting: Skill governs the price you get for the fallen prey and as a price modifier to the parts you obtain from the level perks, as well as a meat quality when you need to prepare a meal from your prey (depending also on a cooking skill). The perks would be:
25 - Apprentice : Acquire Pelts, Skins, Scales.
50 - Journeyman : Acquire Claws, Teeth, Horns.
75 - Expert : Acquire Items of magical properties if present (like a unicorn horn).
100 - Master : Your able to stuff your prey and sell it as a trophy at great prices.

Means that animals are no longer a source of alchemy ingredients until you are expert in hunting. I prefer the term Herb Lore over Alchemy anyways since we're never dealing with metals.

Prices. You either sell your prey for 1-5gp or cook it for nutrition. At Apprentice, you're able to kill with better precision increasing price of prey to 3-8gp. At Master, there is no blood spoilage anywhere and price goes up to 20-30. However, at Apprentice you also get to acquire additional stuff which you can sell, i.e. a Pelt. At Master, your skinning technique is well improved and increases the value of the Pelt. This goes for the rest too. So a Master Hunter would be able to obtain 100-300gp selling parts, or 250-350 selling the full trophy but there is the risk you fumble the process and ruins everything :P Myself, I'm a Master Fumbler :D

Oh, and there is no freebies. Fell a dear and carry it, no big deal. Fell a Minotaur however, and you'll need a cart to drag it around. Never liked the Simon the Sorceror approach to encumbrance and how much you can fit into your magic hat.

The items you get can be further increased in value with Crafting skill. Turn pelts into clothes or rugs, or convert teeth to jewelery. I would love being able to craft my own neckless showing off to the world how many ogres I've killed :D
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Nany Smith
 
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