Ideas for Future Updates

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Re: Ideas for New Episodes V2

Post by Windstrider » Wed Nov 15, 2017 10:48 pm

Definitely seconded, that would make things pretty interesting.

Also, completely random and unrelated but this just popped into my head. How about, if another animal walks or swims through water, their scent trail becomes a bit less visible for a while on the other side of the water feature? And only on certain difficulty settings or for any setting except the easiest?
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Re: Ideas for New Episodes V2

Post by Rustic » Fri Nov 17, 2017 1:54 pm

Got a few more ideas :3

- Have the option to turn off things like 'near by den', 'go hunting!' and the like. It may be useful when you just start playing the game, but I think for the people like me who have been playing this game for years and know the maps and the game missions by heart, those messages are just annoying. Escpecially when you're hunting and the elk stops running right on the border of the den area and you get the message every time you turn. It also does a pretty good job of interrupting gameplay for no reason.

- Make the headcam actually a headcam, and not just scent view in colour. I believe this was actually a thing a long time ago? I can't remember lol. But what I mean with this is have the 'camera' be exactly where the eyes of the wolf are, and not just a bit above the head. Now let's say your wolf picks up a pup, instead of the camera just staying where it is, have it move with the wolf's head so it looks down at the pup. Same goes for eating and emoting (think things like play bow, roll over and howl). I think this could make the headcam a bit more fun and give the player more of a 'looking through the eyes of a wolf' feel.

- Be able to use some emotes while walking and have them all last longer. Wolves don't stop walking if they want to raise their tails or wag them, so it would be nice to be able to move around while using emotes like these in the game. And instead of having them last a certain amount of time, let pressing their button 'trigger' the emote and last till it's pressed again. So when you let your wolf roll onto it's back, they will stay on their back until you press the button again or move the arrow/WASD keys. Tail wagging and the like will just last until you press the button again and won't be cancelled with moving. Unless, maybe, when your wolf is running.

- Be able to use more emotes at once. Like the growl with a raised/tucked tail, wag tail while grinning, whine while averting gaze, ect.

- More ways of resting. Currently you can only make your wolf sit and lay down with their head resting upon their legs. It would be nice if you have an option to let your wolf keep their head upright when laying down and one to let them rest on their side. (maybe even let the pups climb onto you when you're laying on your side and play with you. That would be adorable. And would add some more interaction between you and them.) Another way of resting I think would be nice is for your wolf to curl up and sleep that way.

- Reduce the size differences between wolves. Maybe this is just me but I think the current size difference between a wolf of 0% strength and one of 100% is a bit crazy :')

- More small prey for your wolf to hunt, or at least have hares be a bit more common and not spawn right under your feet. I only see them like once every blue moon unless I go to the 'hare bush'. It would be nice to see one wander about every now and then or pick up their scent and follow it to find one. Basically have them spawn and work a bit more similar to elk.

- Improve host/single player wolf steering. When you join a MP game your wolf's 'turning circle' is just perfect, but when you host a game or play on SP, it's almost like you're controlling a bus instead of a wolf, even when the steering sensitivity is all the way up to high. It makes turning quick enough to respond to something behind you quite hard. If I want to be quick enough to chase a predator behind me, I actually have to walk backwards for a little moment before turning toward it. It really makes me feel like I'm controlling a vehicle xD
a big YES to turning off the nearby den notices....as you nicely stated, this is annoying if hunting near den sites.

That's also a great idea regarding the emotes...to be able to control how long you wag you tail and even as you said combine some..great for rp!!

Also a big YES to the hare spawning...one thing I liked better in the old dos WOLF game was how that scent view showed all animals in the general area you could smell and then trail. This actually may be possible with the upcoming 3.0 anniversary edition as scent view is going to be entirely redone....I'm SOOOO excited!!!

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Re: Ideas for New Episodes V2

Post by Polynesia » Fri Nov 17, 2017 5:18 pm

Suckling!!

https://78.media.tumblr.com/68a966c3f2e ... o1_400.jpg

Even after they move on to regurgitated meat, wolf puppies will continue to suckle, or try to suckle, from their mothers for a while. It would be so cute to see this in the game, and maybe give it a function as well. Maybe the "food for pups" bar would be converted into milk when one of your puppies suckles from you, decreasing the bar by the same amount as if you had fed the puppy by regurgitation.

The suckling behaviour could be most common in the beginning of the puppy missions, and gradually become less frequent as the Slough Creek arc progresses.
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Re: Ideas for New Episodes V2

Post by openlyinsecure » Sat Nov 18, 2017 1:40 pm

There should be a falling mechanic in the new Wolfquest versions. Seeing as Tower Fall has A LOT of steep cliffs this will add to the game :). It has always broken the immersion when you are walking by some mountains (or the waterfall in Lost River,) when you are suddenly stopped by an invisible wall. Another thing is by Canyon Cliffs in Slough Creek when you just walk like spiderman vertically down a cliff and your wolf brushes it off like it's nothing. The invisible walls should be taken off from cliffs, and if you walk off of the cliff you will plummet to the ground. Hitting the ground can be fatal, if you fall from a high enough height. If you fall from a medium height it will take off a chunk of your health, and possible make you limp for 1-2 minutes in real time. If you fall from a small height, your wolf will just yip and get going. When you fall and hit the ground from a medium-high height, you will be winded for a second before your wolf slowly picks itself back up. This will make players wary of the human structures in Lost River, as wolves normally would be. This also would keep wolves from sitting by a potentially dangerous cliff edge. If you made it this far, thank you for reading :')

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Re: Ideas for New Episodes V2

Post by BlueIceWolves » Fri Nov 24, 2017 9:48 am

If the number of pups can be more or less,the game would be more excited.
And how about a wolf which is grey back and white tummy?

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Re: Ideas for New Episodes V2

Post by Polynesia » Sun Nov 26, 2017 5:58 pm

It would be nice if attacking had natural sound effects. There is a pretty popular mobile game called "Wolf" which has a really cool variety of wolf attack sounds (snarls, growls, and snaps) and it's randomized every time you attack, so you don't make the same sound twice in a row. Because of it any attacking sequence sounds awesome and realistic!
BlueIceWolves wrote:If the number of pups can be more or less,the game would be more excited.
And how about a wolf which is grey back and white tummy?


Sounds cute! Kind of hard to find on google images but I found one with a beautiful winter coat!
https://i.pinimg.com/736x/f5/a8/44/f5a8 ... y-wolf.jpg

Another one!
https://southcoastherald.co.za/wp-conte ... 198177.jpg

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Re: Ideas for New Episodes V2

Post by roguemoon » Thu Nov 30, 2017 9:12 pm

Ravens in the game help us find carcasses and herds, why not take it further? Players could encounter ravens or perhaps they would fly past us and circle to get our attention, and following them would lead to a carcass or herd. It would be a really cool thing to see and reflect the real-life symbiotic relationship between wolves and ravens.
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Re: Ideas for New Episodes V2

Post by DreamerLife » Sat Dec 02, 2017 11:47 am

I have some suggestions for the game:
-Choose your wolf species (northern rocky mountain wolf, grey wolf, etc)
-Spring should come more gradually, instead of the press of a button.
-Joining packs (happens rarely, but sometimes I don't wanna be the alpha)
-Pregnancy (during these stages the wolf is hungrier, which adds difficulty)
-Add a hunger bar instead of only the health & possibly thirst
-Dragging the carcasses (takes a lot of energy, but that way you can have a carcass close to your den)
-Carrying smaller carcasses
-Fishing (wolves enjoy fishing more than hunting, and even though its not a common part of their diet, it still should be a little snack)


* :D PLEASE CONSIDER THESE :D *

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Re: Ideas for New Episodes V2

Post by 7KodaWolf7 » Mon Dec 04, 2017 5:07 pm

DreamerLife wrote: -Choose your wolf species (northern rocky mountain wolf, grey wolf, etc)
This wouldn't be any sort of helpful addition to the game, especially since the first one that you mentioned is a subspecies of grey wolf. There's just no beneficial point in putting it in there; I feel like it would just confuse people about what a subspecies is versus a species. While subspecies do have some genetic differences, they also live in different areas. The Iberian wolf, for example, is a subspecies of gray wolf that resides in the Iberian Peninsula of Spain. There just wouldn't be a wide enough variety of subspecies to include, since the WQ games all take place in Yellowstone. In addition, where subspecies' geographic ranges overlap, their genetic distinctions become even more muddled, as they will interbred with one another without such discrimination.
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Re: Ideas for New Episodes V2

Post by Phasoli » Mon Dec 04, 2017 5:44 pm

7KodaWolf7 wrote:
DreamerLife wrote: -Choose your wolf species (northern rocky mountain wolf, grey wolf, etc)
This wouldn't be any sort of helpful addition to the game, especially since the first one that you mentioned is a subspecies of grey wolf. There's just no beneficial point in putting it in there; I feel like it would just confuse people about what a subspecies is versus a species. While subspecies do have some genetic differences, they also live in different areas. The Iberian wolf, for example, is a subspecies of gray wolf that resides in the Iberian Peninsula of Spain. There just wouldn't be a wide enough variety of subspecies to include, since the WQ games all take place in Yellowstone. In addition, where subspecies' geographic ranges overlap, their genetic distinctions become even more muddled, as they will interbred with one another without such discrimination.
Perhaps, instead of simply choosing a species, there could be a new episode visiting the lives of these subspecies within in their respective locations. I remember reading a post about Dave wanting to do an Arctic Wolf episode in the distant future. I'm not opposed to this idea!
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Re: Ideas for New Episodes V2

Post by Windstrider » Mon Dec 04, 2017 8:24 pm

DreamerLife wrote:
-Dragging the carcasses (takes a lot of energy, but that way you can have a carcass close to your den)
-Carrying smaller carcasses
-Fishing (wolves enjoy fishing more than hunting, and even though its not a common part of their diet, it still should be a little snack)


* :D PLEASE CONSIDER THESE :D *
I definitely second those ideas! Especially the fishing, that would be an interesting addition!
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Re: Ideas for New Episodes V2

Post by Spaceboy » Mon Dec 04, 2017 9:04 pm

I grew up on wolfquest, started when I was 13 years old and was so happy to see that they were making an official game. Wolfquest has been my child and now at the age of 19 I was super excited to see they updated the game with customization in regards to pelts and scars. I also absolute love the mechanism that you require certain amount of elk hunting exp to be able to get a mate.

One thing however i was very disappointed in was that it never went further, even with updating the game and allowing it to be bought. It was very repetitive with just two simple goals in mind. Mate and bring pups to the end point.

I would hope with the new update you would be allowed a little more beyond that. The raising of pups into adult hood would be amazing. Perhaps teaching them how to hunt and having to gain certain experience points for them to be a fully fledged adult in your pack.

There can be a number limit based on the average number of wolves in a pack that you cant exceed in the game and you can send wolves away when you want more pups. Or eventually when the wolves reach a certain age some will leave on their own.

Another exciting mechanism can be the choice to try and take over another packs territories which is sometimes done in the wild. A previous packs den-site/territory VS your own, and vice versa with some other wolves trying ot take YOUR pack territory over.

The game would be a lot more exciting to play and less repetitive that way and would include more insight to the nature of wolves.

It would also be really neat to have calf animals that could be a bonus prey to hunt. For example its easy to kill however you would have to try and sneak in to not get attacked by the mother elk and try not to risk getting chased off by the bull elk.

The Lost River was admittedly one of my most favorite things about this latest update to WolfQuest. It had a whole distopian feel to it that made it exciting to explore. It would be neat to be able to migrate there with your mate or your pack. Perhaps more bonus areas to it, the writing on some of the houses was so interesting and almost spooky to see. I absolutely loved it.

Customization of stats on your chosen mated wolf would be neat too. Choosing their STRENGTH, STAMINA, and SPEED. The resulting offspring would be a combined generalization of your stats and your mates.

Thats all I can really think about at the moment. Really the idea of having more goals and quests than just the same two over and over again would be so much more preferred.

Other than that well done on the game guys! absolutely beautifully done. Excited to see new changes to it.

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Re: Ideas for New Episodes V2

Post by DreamerLife » Tue Dec 12, 2017 11:29 am

I didn't add this to my original post, but GENERATIONS. Your pups would grow up, go on your same journey, and have their own mate and pups. In pack stats you could add a family tree! :D

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More Questions Answered

Post by Selvin novaraptor » Wed Dec 20, 2017 6:24 pm

1, specialists
You can choose your wolf to take less damage, have stronger finishing blow, have bigger appetite or something
Faster wolves usually chasing prey or something in SP
2, stamina
All living entities gets stamina
Cougars, elks, bisons etc fleeing when out of stamina.
3, turn radius
Bears larger, hooved animals smaller
4, entities
Visible, chaseable fish
Beavers, whitetails, bisons
Hunger meter
5, poop
Your wolves can poop invisible poop with message 'wolf A has pooped'.
Poops and footprints to track prey
6, mini quests suggestions
Play fights, 'go to ceartin place', 'get water', 'raid emptied camps'
7, events
Coyote pack raiding your den or carcass so you have to fight 3~7 at once, stranger wolf wants to join your pack but you have to reject him/her. Dig-to-search Tiny bones or feathers to use as a toy
8, Sleeping will deplete your hunger

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Re: Ideas for New Episodes V2

Post by Arcturus221B » Thu Dec 21, 2017 5:32 am

openlyinsecure wrote:There should be a falling mechanic in the new Wolfquest versions. Seeing as Tower Fall has A LOT of steep cliffs this will add to the game :). It has always broken the immersion when you are walking by some mountains (or the waterfall in Lost River,) when you are suddenly stopped by an invisible wall. Another thing is by Canyon Cliffs in Slough Creek when you just walk like spiderman vertically down a cliff and your wolf brushes it off like it's nothing. The invisible walls should be taken off from cliffs, and if you walk off of the cliff you will plummet to the ground. Hitting the ground can be fatal, if you fall from a high enough height. If you fall from a medium height it will take off a chunk of your health, and possible make you limp for 1-2 minutes in real time. If you fall from a small height, your wolf will just yip and get going. When you fall and hit the ground from a medium-high height, you will be winded for a second before your wolf slowly picks itself back up. This will make players wary of the human structures in Lost River, as wolves normally would be. This also would keep wolves from sitting by a potentially dangerous cliff edge. If you made it this far, thank you for reading :')
Yes to this! It's still so weird to see a wolf stick to the cliffs and trot all the way up or down a mountain like a gecko, haha. I think with the new maps it can make players more wary of the cliffs, adding realism. It could also encourage players to find differnt ways around steep terrain and explore the maps more, rather than just going straight toward their goal.
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