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 support
@codyo and agree with
@Plotinus above. I've been playing very low skill characters lately and I agree trapping needs some balancing. For beginners there are skilled character starts available already.
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.
That's why I suggest nerfing trapping against some animals and buffing against others. Also to make trapping more interesting in late game too. I should be a real challenge to lure that elusive bear or wolf finally into a trap.
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.
I have to disagree on this. It would be not fun at all to have islands or areas depopulated of small game
even if that's realistic.Survival with very low (start at 0) skill OR heavy penalties (HHA start scenario) relies on trapping. Fishing has penalties applied (
suggestion: shouldn't be so with nets?). For game balance, it's
good that birds and hares get easily trapped. It's the sort of thing one can always fall back to when things get rough. It would be bad if they would get depopulated.
But with
bigger game, I agree it's too easy. I recently made a suggestion about it too in the buff elk thread. Go like it if you support it:
https://www.unrealworld.fi/forums/index.php?topic=5892.0I think one of the main things what makes trapping so good in game is the huge effect of baits. My character bought 2 turnips. With a single turnip he could keep a group of reindeer in place for days, enough to herd them into sea-ice corners, breathless, one at a time.
I think trap fences in the real past were without bait and mainly for deer sized animals. Reindeers have migratory habits so pits would have been in their known path areas, along with active herding towards the pits.
Also I recently trapped 8 out of 9 wolf pack, with a trapping skill of around 15. See it here:
https://www.unrealworld.fi/forums/index.php?topic=5889.0 Soon I had 5 masterwork axes. Pretty neat for a 16-year old who didn't know
anything couple of monts earlier.
Spoiler: a save for wolf trapping show How I would suggest:
-
I would not make laborious fence-building obsolete by having regions grow scarce with game - only pits for ungulates (elk thread)
- (turnip) baiting strength lessened or even removed for ungulates (it's ok for hares)
- or maybe it should work first, but if the beasts see the character nearby, the individual bait would lose its effect
- valuable big carnivores should be more suspicious of traps so more skill needed with deadfall traps
- make small carnivores (<fox) much more commonly found in deadfall traps:
https://www.unrealworld.fi/forums/index.php?topic=5828.0- I'm not hugely in favor of this, but you could make some traps culturally dependent and/or learnable at a later date (but not the essential light lever for survival)