Bladerunner1 wrote: »
There could be a recurring or random contract from the Undaunted for the zones across Tamriel sending people out to track and hunt down a large beast or daedra that has been terrorizing an area.
TheWhiteDarkness wrote: »Hunting would be a great way to discover more of the world, when you're following tracks and suddenly you find yourself in a spot you've never been before. Though I do like the idea of also having an instanced zone. As stated above, if there was a quest, it would be cool to tie-in Hircine and his hunting grounds somehow (that could become the instanced area)
There have already been several quests that involve tracking, I think in Grahtwood Greenshade there was a quest like that."The Senche" quest in Greenshade
Bladerunner1 wrote: »A hunting aspect to the game could be a lot of fun.
There could be a recurring or random contract from the Undaunted for the zones across Tamriel sending people out to track and hunt down a large beast or daedra that has been terrorizing an area. It would be really cool to add RNG to the quest, so it never leads to the same place as last time and the target is always different.
Or maybe a new skill line could be added to the game that let's a player randomly discover tracks in the open world. The hunting skill line could also introduce a passive that assists with fishing.
I would definitely love this and my bosmer would have the time of her life
They couldadd a small guild and have some introductory quests to teach you how to hunt. Maybe even unlock a skill tree with 1 or 2 active abilities and some passives.
There could also be daily quests that could give new motifs (kind of how mages/fighters/undaunted guild daily quests work).
It's really simple idea - make more animals respawn, and give them more HP (not 1hit = dead). Make them drop more things like housing items (hide of a boar etc.) and gold, maybe add more animals. What do you think?
New parts of the idea:
Avran_Sylt
could even have these animals be kind of like the current resource nodes, except they move. You could even shift it into a different crafting skill, "Tanning". "Hunting" animals would drop more raw leather, and the current animals that drop it would drop less. Then Clothier would be Light Armor, Tanning would be Med armor, Smiths would be heavy armor.
xeNNNNN
hunting skilline
(maybe some traps? nets? buffs?)
Me
costume making from hides
maybe new zone - hircine's realm - to hunt
Rohamad_Ali
A tracking skill for finding the type of animal you are hunting . The system is already Ingame so it could be done a little easier . Maybe have rare animals drop more valuable resources in larger quantities ?
Bladerunner1
There could be a recurring or random contract from the Undaunted for the zones across Tamriel sending people out to track and hunt down a large beast or daedra that has been terrorizing an area. It would be really cool to add RNG to the quest, so it never leads to the same place as last time and the target is always different.
Or maybe a new skill line could be added to the game that let's a player randomly discover tracks in the open world. The hunting skill line could also introduce a passive that assists with fishing.
NewBlacksmurf
Actually this should just be the new One Tamriel format for instead of scaled zones, let's the spawns and zone determine the mats
Seems ppl want choices not scaled forced results only.
-Cloth
-Leather
-Provisioning (fish, meat, eggs, etc.)
-fishing
I don't think there is a need for any new skill lines, however let's replace existing crafting skill lines with parts of this
itehache
They couldadd a small guild and have some introductory quests to teach you how to hunt. Maybe even unlock a skill tree with 1 or 2 active abilities and some passives.
There could also be daily quests that could give new motifs (kind of how mages/fighters/undaunted guild daily quests work
scorpiodog wrote: »It's really simple idea - make more animals respawn, and give them more HP (not 1hit = dead). Make them drop more things like housing items (hide of a boar etc.) and gold, maybe add more animals. What do you think?
New parts of the idea:
Avran_Sylt
could even have these animals be kind of like the current resource nodes, except they move. You could even shift it into a different crafting skill, "Tanning". "Hunting" animals would drop more raw leather, and the current animals that drop it would drop less. Then Clothier would be Light Armor, Tanning would be Med armor, Smiths would be heavy armor.
xeNNNNN
hunting skilline
(maybe some traps? nets? buffs?)
Me
costume making from hides
maybe new zone - hircine's realm - to hunt
Rohamad_Ali
A tracking skill for finding the type of animal you are hunting . The system is already Ingame so it could be done a little easier . Maybe have rare animals drop more valuable resources in larger quantities ?
Bladerunner1
There could be a recurring or random contract from the Undaunted for the zones across Tamriel sending people out to track and hunt down a large beast or daedra that has been terrorizing an area. It would be really cool to add RNG to the quest, so it never leads to the same place as last time and the target is always different.
Or maybe a new skill line could be added to the game that let's a player randomly discover tracks in the open world. The hunting skill line could also introduce a passive that assists with fishing.
NewBlacksmurf
Actually this should just be the new One Tamriel format for instead of scaled zones, let's the spawns and zone determine the mats
Seems ppl want choices not scaled forced results only.
-Cloth
-Leather
-Provisioning (fish, meat, eggs, etc.)
-fishing
I don't think there is a need for any new skill lines, however let's replace existing crafting skill lines with parts of this
itehache
They couldadd a small guild and have some introductory quests to teach you how to hunt. Maybe even unlock a skill tree with 1 or 2 active abilities and some passives.
There could also be daily quests that could give new motifs (kind of how mages/fighters/undaunted guild daily quests work
While we're discussing this - why do mudcrabs carry destruction staves?