Currently, the "Hunting" loop feels more like a sensless grind than an actual profession. The process of killing generic mobs repeatedly just to hope for a 5% "huntable" spawn is not very engaging. Furthermore, the interaction of "petting it to death" (pressing a key on a docile target) lacks some depth, but I guess it's a "placeholder" perhaps ?
- What: The current hunting cycle relies on "forcing" spawns through mass killing.
- Why it matters: It feels disconnected from the world. Instead of feeling like a hunter tracking prey, it feels like a RNG-based chore.
- How it affects gameplay: It makes the profession feel "soulless" and tedious, especially for players who enjoy the gathering/husbandry aspect but don't want to mindlessly grind mobs just to see a interactable creature appear.
The current system isn't engaging at all, and plus, comparatively to other armors craft (plate and cloth that are more based on herbalism and mining) it's way more difficult to find raw materials.
- Perhaps a system more akin to World of Warcraft’s skinning, where every beast killed can be harvested for basic materials?
- Should "taming", aka when you harvest a horse for example, that can be tamed, be a distinct, skill-based mini-game (like filling a capture gauge or using specific baits) rather than just clicking an interact button?
I really love the concept of finding rare creatures for Animal Husbandry, and the world of Verra looks stunning. However, I feel that the current "Hunting" implementation is missing that "tracker" fantasy.
In conclusion, instead of just killing mobs to force a spawn, perhaps we could have a Skinning system for regular loot (hides/meat) from all beasts, while Rare Taming could be a more involved process. For example, finding a rare beast could trigger a mini-game or require specific tools to successfully capture/tame it. This would make the discovery of a rare creature feel like a true achievement rather than just a lucky RNG proc after a grind.