Monster Baits


Pathfinder Online


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I dreamed today of hunting and woke up with idea which I don't recall seeing in other MMO RPGs yet (aside of specific quests): baits.

Baits could either work by influencing aggro mechanic (increasing aggro radius, increasing aggro intensity, making the affected monster move beyond their regular maximum range) and/or with respawn mechanics (increasing respawn rate of specific types of monsters).

Possible applications:
- increasing effectiveness of hunting - increasing spawn rate of wolves would allow for gathering more hides at the cost of meat required to bait them.

- using monsters as distraction, guards and complication - e.g. baiting trolls to stay in the middle of the road forcing the caravan to change route or engage the trolls and risk wasting resources).

- initiating escalations involving specific monsters - baiting trolls to move near enemy settlement.

- tactical manipulation of monsters - e.g. drawing monster guards away from guarded area to avoid combat or drawing monsters into larger group to fry them with AoE magic.

Goblin Squad Member

I like it. would be cool to add in there.

Goblin Squad Member

I actually kind of like the idea at first glance. :)


Some ideas for baits:

Ripe meat: lures carnivores, repels herbivores. Continuous application increases spawn rate of carnivores.

Shinies (colorful baubles, beads and such): lure goblins and fey.

Salt/sugar sticks: lure random animals.

Troll scent: Produced by alchemists from troll remains. Lure more trolls.

Firecrackers: Repel animals but lure goblins.

Death totems: Attract undead. Possibly give a chance for killed creatures to raise as undeads.


The question that comes to mind is, should it be a mechanic for attraction already spawned creatures, or increase the rate at which certain creatures are spawned?

Having both would contradict each other at times. If there's a goblin infestation and you want to lure goblins away from the caravan paths, you wouldn't want more to spawn all over the place. However, simply having it as an attraction to already spawned creatues maintains the most use.

I think it would make more sense to be a lure for creatures already spawned since it adds more net utility. You could use it to lure away guards or hostile monsters, while also allowing you to do things like hunting or looking for specific creatures. You could also still use it as an offensive tool to pull certain creatures to your enemies. It also makes sense from a logical standpoint.

I think it also rewards players for being vigilant and taking advantage of the situation. Simply letting players spawn whatever creatures they want is a skilless and direct reward instead of making the players earn it. I think it might be a bit more dynamic as well if players would compete for "control" over current populations of creatures, and rival settlements would get in on it too.

Goblin Squad Member

Second Glance:

1. If it is used to lure already spawned, not so bad but possibly used to abuse lower lvl PCs.

2. If it increases spawn rate it will be abused by coin/materials farmers.

Either way, everyone will want it and have to have it. In the end, the same as if no one had it...

Goblin Squad Member

If you never played Monster Hunter, they used this. It was almost required (greatly increased your chance) to get some of the higher up dragons/monsters to come to you. It was a really fun mechanic. Monster Hunter is one of the funner games I have played, from crafting mechanics (using the scales/bone of the beasts you slay to craft your gear, and they actually look the part) to the combat.

Goblin Squad Member

Great stuff. I am all for traps and trapping mechanics.


Bringslite wrote:

Second Glance:

1. If it is used to lure already spawned, not so bad but possibly used to abuse lower lvl PCs.

There could be different types of baits - those that affect aggro and those that affect spawn rates.

Range of attraction from initial spawn point would need some sort of limit to avoid abuse.

Quote:
2. If it increases spawn rate it will be abused by coin/materials farmers.

Here costs of crafting bait kicks in when compared to costs of materials harvested from monsters. In an essence spawn-rate affecting bait would be way of exchanging some materials into others.

Quote:
Either way, everyone will want it and have to have it. In the end, the same as if no one had it...

You mean, just like weapons, armor or any other tools? Not everyone would have use for bait, not everyone could afford it.

Goblin Squad Member

Drejk wrote:
Bringslite wrote:

Second Glance:

1. If it is used to lure already spawned, not so bad but possibly used to abuse lower lvl PCs.

There could be different types of baits - those that affect aggro and those that affect spawn rates.

Range of attraction from initial spawn point would need some sort of limit to avoid abuse.

[quot]2. If it increases spawn rate it will be abused by coin/materials farmers.

Here costs of crafting bait kicks in when compared to costs of materials harvested from monsters. In an essence spawn-rate affecting bait would be way of exchanging some materials into others.

Quote:
Either way, everyone will want it and have to have it. In the end, the same as if no one had it...
You mean, just like weapons, armor or any other tools? Not everyone would have use for bait, not everyone could afford it.

Those are standard tools that are already in the design.

Don't get me wrong, it is a cool idea. Just, how many different types of baits? How much programming for recipes, art, balance, spawn/aggro mechanics? All that goes with those and things that I have no clue about?

There is too much stomping on fresh ideas around here. I do it a lot. It is wrong.

Please elaborate on your idea.

Goblin Squad Member

That came out weird for a "reply" post.


I made an error in on of the tags de-formating one quote. When you quoted my post it entered into synergy with your tags and messed with your post.

Goblin Squad Member

Oh. Hehe

Goblin Squad Member

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Its a good idea, the bandits waiting around for random travelers would have more to do.

I will have to create bait to lure out a red dragon named Drejk. HA

Goblin Squad Member

Well ... you could always throw some heavy armor on the new guy and get him to wander around in front of the lair :D

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