COMMUNITY - FORUMS - GENERAL DISCUSSION
How I think horse senses could be incorporated into CoE

In this post I will be talking about how we can incorporate senses into the behaviour of horses (and subsequently every other animal) into CoE to help build a thriving ecosystem and make hunting, exploring, even day-to-day working with the animal a much more responsive activity.

I understand that we can’t fully replicate the Sensory package of an animal and some of this is purely to help educate you on senses in general but a lot of it can be incorporated into the game.

I will talk about the senses and how they relate to the horse and it’s behaviour as it is a prey animal.

What are the Senses?

Sight – the sight of an animal is controlled via either a compound or non-compound eye, for the purposes of this thread I will only discuss the non-compound eye as the Horse eye has only one lens (which by definition is the non-compound eye).

Sight refers to the ability to see objects by light entering the eye and the message transmitting through the optical nerve into the brains optical lobe which processes the imagery.

Smell – the smell of an animal is controlled via the nose and its connecting nerves which get processed in the orbitofrontal lobe.

The sense of smell is used to detect molecules in the air (which is what constitutes a smell, volatile molecules in the air) which aids animals in processing the surroundings to help the animal travel, hunt or to detect other animals within its species.

Hearing – the hearing of an animal is controlled through the ear of the animal, sound enters the outer ear and gets processed in the middle and inner ear which is then processed in the auditory cortex of the brain

Hearing enables the animal to hear noises and sounds of the environment; this could involve the animal hearing prey, hearing predators, and hearing mating calls from a large distance away.

Touch – the sense of touch in an animal is processed by a special neuron system called the somatosensory system, the four main ‘types’ of ‘touch receptors’ are;

Mechanoreceptors – responsible for the detection of ‘texture’, ‘pressure’ and ‘vibrations’

Thermoreceptors – responsible for detecting temperature and the resulting changes in temperature.

Pain Receptors – responsible for detecting pain.

Proprioceptors – allows animals to ‘feel themselves’ and as such enable them to interact with their own body.

Sight of the Horse

As the horse is a prey animal it’s eyes are on the side of its head enabling it to have peripheral vision on the sides but not behind the hind quarters or directly in front, this enables the horse to scan its surroundings while it grazes for food watching for predators (such as wolves).

As shown above the horse should not be able to see you if you are behind the horse or directly in front (it can however smell still) so this should be thought about when you are hunting horses or even in battle.

The horse’s field of view is put into perspective showing the 148 degree peripheral vision to the sides and the roughly 38-40 degree binocular vision in front (including the blind spots on the front and back).

These horses most likely saw you coming from miles away, try again rookie hunter!

Sense of Smell of the Horse

A horses’ sense of smell although not as acute as a wolves is still multiple times more potent than a humans and as such can still smell scent trails.

Horses don’t need as acute sense of smell as the wolf due to the horse being a prey animal and the wolf needs a long-distance and long-time olfactory inventory, whereas the horse uses its smell for mostly communicational reasons such as;

>A horse identifying another horse via smelling it’s droppings

>Identifying when a mare is in season

>Identifying if another horse is ill

Horse showing behaviours that could be tied to hormones

The horse uses its peripheral vision more than its smell to detect predators coming near. Interestingly the horse relies more on chemical messages (hormones for example) then smells to socially interact and as such they have specialised receptors within their nasal cavity and muzzle to detect these and for example start to release hormones responsible for arousal in stallions.

This could mean in an in-game sense that horses could give visual indicators when a mare is ready for breeding or if a Stallion smells another stallion

Sense of Hearing in the Horse

The horses hearing is much keener than a manns but it has the same range of a mann, making it muss less effective than a wolves, but the horse can focus its hearing more proficiently than that of a wolf due to a single anatomical difference in the ear enabling it to ‘twist’ and as such can focus it’s hearing while it’s grazing, enabling it to detect predators or other animals coming in the horse’s direction.

This means in an in-game sense that the horse can most likely hear you coming unless you are very, very sneaky.

What does this waffle mean for the game?

Good question, it helps to incorporate behaviours of the horse and animals in general that are believable and help to create an immersive world.

For example having a horse having its actual anatomical vision (as much as is possible to program into the game could help with the training of the horse and ties into my previous threads on tack, blinkers could reduce the vision of the horse and make it concentrate on pretty much what is in front of it to make it less likely to spook.

Or observing how a stallion behaves around certain mares whom could be in season for breeding.

There is a multitude of ways it could help the game and I am just stating my opinion on the matter.


7/25/2017 1:09:38 PM #1

Huh. VERY interesting facts!


BATTLECAT!

7/25/2017 1:12:36 PM #2

Posted By Tora at 2:09 PM - Tue Jul 25 2017

Huh. VERY interesting facts!

Thank you, I used my research notes from my first year in university and made it much more lighthearted but informative still.


7/25/2017 1:38:12 PM #3

Nice facts but probably impossible for CoE given its staff size and budget.


7/25/2017 1:46:45 PM #4

Posted By Kalexius at 2:38 PM - Tue Jul 25 2017

Nice facts but probably impossible for CoE given its staff size and budget.

Just giving my opinion and knowledge on equine senses and as the devs have said that animals have there own personalities as well it could help to form those behaviours


7/25/2017 1:52:42 PM #5

So what would be specifically required for horses @Kalexius? All animals behave differently during mating season, how else would breeding work at all? And all will have some "engagement range", that marks when they percieve you.


The truth is born in argument

7/25/2017 1:59:50 PM #6

Posted By Luminios at 2:52 PM - Tue Jul 25 2017

So what would be specifically required for horses @Kalexius? All animals behave differently during mating season, and will have some "engagement range", that marks when they percieve you.

It could be different as in the backend each animal could have different stats for it, so a dog can smell you from miles away, horse can smell you/hear you from a set distance away based on a number of factors.

I wouldn't know how they would implement blindspots but it would be nice to be able to exploit them.

It could be incorporated into herd mechanics, in most herds there is one horse that always have it's head up scanning for predators.


7/25/2017 2:03:47 PM #7

But in the end it will just be a different number on a mechanic that will have to be there anyways.


The truth is born in argument

7/25/2017 2:04:50 PM #8

Posted By Luminios at 3:03 PM - Tue Jul 25 2017

But in the end it will just be a different number on a mechanic that will have to be there anyways.

Exactly, but it would be nice to get the mechanic as accurate and responsive as possible to suit many playstyles ranging from hunters to tamers, to rider and cavalrymen.


7/25/2017 2:21:25 PM #9

nice infos. I do not know if they plan on developing actual sensory map for NPCs and animals/monsters, but they should at least be able to detect things in their sensory range and then react according to that.

A guard dog that can not detect intruders is not really a good guard dog :)

In the wild, at camp, when your horse start to act spooky you have a good hint you should grab your weapon.

Might all get reduced to a detection range 360° for the animal/monster and some intuition stat to check againt stealth of the incoming element, but i'd love to see a real sensory map for npcs and animals too.


7/25/2017 2:24:12 PM #10

Posted By markof at 3:21 PM - Tue Jul 25 2017

nice infos. I do not know if they plan on developing actual sensory map for NPCs and animals/monsters, but they should at least be able to detect things in their sensory range and then react according to that.

A guard dog that can not detect intruders is not really a good guard dog :)

In the wild, at camp, when your horse start to act spooky you have a good hint you should grab your weapon.

Might all get reduced to a detection range 360° for the animal/monster and some intuition stat to check againt stealth of the incoming element, but i'd love to see a real sensory map for npcs and animals too.

I agree entirely it is one of the pledge goals and planned feature of the game, sensory maps for players, why not extend it to animals?


7/25/2017 2:43:58 PM #11

Interesting facts and ideas


7/25/2017 2:46:08 PM #12

Posted By Mr_Plunkett at 3:43 PM - Tue Jul 25 2017

Interesting facts and ideas

Yes and they are all workable with the current features the devs have announced.


7/25/2017 2:50:55 PM #13

Posted By Maulvorn at 10:24 AM - Tue Jul 25 2017

Posted By markof at 3:21 PM - Tue Jul 25 2017

nice infos. I do not know if they plan on developing actual sensory map for NPCs and animals/monsters, but they should at least be able to detect things in their sensory range and then react according to that.

A guard dog that can not detect intruders is not really a good guard dog :)

In the wild, at camp, when your horse start to act spooky you have a good hint you should grab your weapon.

Might all get reduced to a detection range 360° for the animal/monster and some intuition stat to check againt stealth of the incoming element, but i'd love to see a real sensory map for npcs and animals too.

I agree entirely it is one of the pledge goals and planned feature of the game, sensory maps for players, why not extend it to animals?

No sensory map. Remember, we didn't hit it but they gave us the goal minus the sensory map.


I don't know anymore.

7/25/2017 2:53:40 PM #14

Posted By Takeda_Shinukage at 3:50 PM - Tue Jul 25 2017

Posted By Maulvorn at 10:24 AM - Tue Jul 25 2017

Posted By markof at 3:21 PM - Tue Jul 25 2017

nice infos. I do not know if they plan on developing actual sensory map for NPCs and animals/monsters, but they should at least be able to detect things in their sensory range and then react according to that.

A guard dog that can not detect intruders is not really a good guard dog :)

In the wild, at camp, when your horse start to act spooky you have a good hint you should grab your weapon.

Might all get reduced to a detection range 360° for the animal/monster and some intuition stat to check againt stealth of the incoming element, but i'd love to see a real sensory map for npcs and animals too.

I agree entirely it is one of the pledge goals and planned feature of the game, sensory maps for players, why not extend it to animals?

No sensory map. Remember, we didn't hit it but they gave us the goal minus the sensory map.

Sensory maps will be in the game, just not at launch date, everything in that list will be in-game.


7/25/2017 3:00:29 PM #15

More great horse reads!

I definitely think mounts should react to predators or threats. I also remember in a QnA it was said horses would react differently to say a Kypiq vs a Yoru. Wish I could remember which one it was so I could cite it.

Would also be nice to see animals behave as herds as opposed to individual entities. Someone in past posts mentioned how mating changes behavior - I agree that it should.