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Game Mechanics Rare Mob hunting rework

Discussion in 'General Suggestions' started by EternalOne, Oct 16, 2026 at 6:55 PM.

?

Good idea?

  1. Yes

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  2. No

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  1. EternalOne

    EternalOne Well-Known Adventurer

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    I posted this yesterday on discord but thought I should also post it here...
    I spend time on off working on this concept for a few months.

    I suggest formalizing rare mob grinding into an endgame activity like how lootruns were formalized in 2.0.3. I would call them Hunting Trip
    I do not think that the current mob grinding system is healthy, and it should not be part of this system. (No teir system like Skyblock slayer... leveling of this kind sucks)

    This activity would be present across the map, and be accessed through hunter camps/cabin. These would be across the entire map in every region, and have a selection of rare mobs depending on the camp/cabin.
    (or it could be job request in every major town)
    Each region would have a selection of rare mobs, minibosses and enemies that are always available, with no rotation.

    There would not be any modifiers like raids or lootrunning. Instead it would focus on a chain of activities to hunt different rare enemies.
    There would be several challenge types for hunting. Each is meant to take around 1-5 minutes... (depending on the players speed and experience)
    The exact challenge varies depending upon the rare mob you are hunting, but its type is fixed for each mob.

    I have 2 system ideas (the challange types would remain the same)
    1. It works like lootrun challenges, with a cap of 10-25 per run... However it would not work based upon pulls, instead each challenge results in the defeated mob giving its rewards.
    2. You talk to the NPC and queue 10 hunts, which you can proceed to track down one by one. (either one at a time or all at once whenever...)

    There would be several types of challenges, the ones you do is dependent upon the type of rare mob you hunt.
    8 challenge types.
    1. Pack hunting
    This is the most straight forward of the challenge types.
    It's finding a swarm of enemies and hunting them down, they would be a group of weaker mobs with chances of dropping rare ingredients, with maybe pack leaders. These would mainly be creatures that are pack hunters like wolves. (this is not really rare mobs but packs of mobs that drop rare ingridents, mainly mob totem ingrdients)

    2. Predator hunting. These are powerful enemies that are aggressive and will hunt the player. This challenge type would include ambushes, from the mob, and involve the player stalking the mob as well... It's about stalking, ambushing, and fighting. (this is for powerful predators that are very aggressive)

    3. Luring/Trapping hunting. This would involve using bait and traps to lure enemies into certain positions, to either catch or butcher them. This can be used to capture smaller enemies, lure other enemies out into the open, or injure larger ones. (for elusive mobs that often go unseen, often scavengers.)

    4. Tracking hunting. The player will follow tracks from a mob, and uncover which direction they need to head in, to find them. Examining things like Footprints, leftover food, and waste will create a trail for the player to follow. (neutral/peaceful mobs like cows, sheep, goats, and other creatures)

    5. Chasing hunting. The player will chase passive and elusive mobs either to butcher or capture them. They flee from the player and cause distractions or bring players through swarms of other enemies to try and make the player lose track of them. (peaceful mobs like rabbits and birds)

    6. Sneaking hunting. The player is careful to avoid enemies and steal valuables and resources they want like eggs, feathers, resources and other things. (basically nest hunting)

    7. Driving hunting. Use the Enviroment and hazards disrupt the path of a mob, and corner them. Directing them into designated areas like kill zones through fear and tactics. (Basically for Deer)

    8. Elite/boss hunting You would track down minibosses and bosses, using the mechanics of the other 7 challanges. Its main difference is that you will have to complete multiple stages. (3-5) before you fight the boss instead. **(like fool eater)** These might drop exclusive gear as well. (The endgame grind)


    This idea is meant to be an endgame activity. (also early and midgame)
    it is meant to make rare ingridents actually able to be obtained by most players.

    (unsure ideas)

    1. Ideally it would also provide non crafted consumables throughout progression.
    2. Underwater hunting/harpooning... (nothing to do in the ocean)
    3. Trophies for killed creatures.
    4. Herding mobs, issue is would this really fit for a hunting activity? Would likely entail rounding up mobs, like a farmer or a pack dog
    5. Maybe a system like outer void merchant trading, with pelts... So you can sell materials you gather without much worry or exchange them for items... (yes i'm ripping off inscription)

    List of insperations

    Dont Starve
    Fantasy Life 3ds
    Rainworld
    Witcher 3
    Monster Hunter
    Old point and click games
    Skyblock (example of what I dont want)
    A few more I forget.

    If anyone has any ideas or feedback let me know.
     
    Last edited: Oct 16, 2026 at 7:12 PM
  2. EternalOne

    EternalOne Well-Known Adventurer

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    I'm wondering if isntead of the challange system like lootruns
    A more intigrated and natural one would work better.
    Via Finding tracks in the wild, finding job requests in towns or by talking to npc's.
     
  3. Biff

    Biff The Bird Man & Fledgeling Day Counter

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    Just remember, mockingbirds don't do one thing but make music for us.

    That's why it's a sin to kill a mocking bird.
     
  4. Elytry

    Elytry Not Passive Only Aggressive

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    What