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LtShinySides

Why can't we hop in the Krampus Sack?

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LtShinySides    115

It's full of Krampus slime. You wouldn't want to go in there.

So is the wormhole. But we need to go in them. In my opinion, it would make the Krampus Sack much more desirable compared to what it is now. The 2 extra spaces is a blessing to me but not to a lot of others.

Edit: the wormhole has wormhole slime, not Krampus slime, my mistake. Is the Krampus Slime that repulsive?

Edited by LtShinySides

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mobius187    30

It's full of Krampus slime. You wouldn't want to go in there.

As I've suggested before, the Krampus should be updated. Originally he existed to steal items (and let's be honest, it was primarily FOOD) from players who were hoarding with chests. With the onset of food rot the Krampus' task isn't as necessary as it used to be. As such, I suggest his goals change. Here are my suggestions:1) With the inclusion of walls the Krampus shouldn't "walk" as much, rather it should teleport, allowing it to bypass any defenses the player has setup.2) The Krampus should be immune to blow darts and the reed pipes (i.e. doesn't fall asleep), as I've seen how easy it is to farm him using that method.3) Un-nerf the Krampus' damage.4) Change the motivation of the Krampus. Rather than stealing items he should attack the player and when the player's life drops to 25% or lower he catches them in his sack (i.e. like a naughty child) and carries them off into the wilderness (i.e. far away from where he caught them) and then dumps them out of his sack.So now the player, if caught, is left abandoned far from their camp in an unmarked part of the island (most likely) and they need to make their way back home.

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Symage    569

As I've suggested before, the Krampus should be updated. Originally he existed to steal items (and let's be honest, it was primarily FOOD) from players who were hoarding with chests. With the onset of food rot the Krampus' task isn't as necessary as it used to be. As such, I suggest his goals change. Here are my suggestions:1) With the inclusion of walls the Krampus shouldn't "walk" as much, rather it should teleport, allowing it to bypass any defenses the player has setup.2) The Krampus should be immune to blow darts and the reed pipes (i.e. doesn't fall asleep), as I've seen how easy it is to farm him using that method.3) Un-nerf the Krampus' damage.4) Change the motivation of the Krampus. Rather than stealing items he should attack the player and when the player's life drops to 25% or lower he catches them in his sack (i.e. like a naughty child) and carries them off into the wilderness (i.e. far away from where he caught them) and then dumps them out of his sack.So now the player, if caught, is left abandoned far from their camp in an unmarked part of the island (most likely) and they need to make their way back home.

I love you krampus ideas.The krampus should be more stronger

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mobius187    30

I love you krampus ideas.The krampus should be more stronger

Well the truth, as we know it, is when the Krampus was first added he kicked ass. And that intimidated players... that and the fact that he seemed to punish you for basic survival actions (i.e. hunting rabbits/birds). In fact, I would change it so that the Krampus doesn't need as many "naughty" points to appear, but naughty points should only be awarded to real evil actions: killing smallbirds, killing pig men, killing baby beefalo, burning down an entire forest (15+ trees), and maybe killing treeguards. Are there any other truly evil acts a player can perform? On the flip side, killing rabbits and birds just to survive sounds reasonable to me.The idea for having the Krampus kidnap you in his sack comes from the actual legend of the Krampus, as he would visit the homes of naughty children, snatch them up in his sack, then carry them off to the forest so he could beat them with his switch/stick. I just reversed it so the player would have a chance to avoid being caught by not letting the Krampus beat them up.

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Symage    569

Well the truth, as we know it, is when the Krampus was first added he kicked ass. And that intimidated players... that and the fact that he seemed to punish you for basic survival actions (i.e. hunting rabbits/birds). In fact, I would change it so that the Krampus doesn't need as many "naughty" points to appear, but naughty points should only be awarded to real evil actions: killing smallbirds, killing pig men, killing baby beefalo, burning down an entire forest (15+ trees), and maybe killing treeguards. Are there any other truly evil acts a player can perform? On the flip side, killing rabbits and birds just to survive sounds reasonable to me.The idea for having the Krampus kidnap you in his sack comes from the actual legend of the Krampus, as he would visit the homes of naughty children, snatch them up in his sack, then carry them off to the forest so he could beat them with his switch/stick. I just reversed it so the player would have a chance to avoid being caught by not letting the Krampus beat them up.

Ok, but doesn't eat karmpus the children?

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mobius187    30

Ok, but doesn't eat karmpus the children?

I postulate Wilson, being larger than the average child, is too large to eat. So the Krampus just punishes him by carrying him off and abandoning him in the woods...

the krampus is an evil, magic creature from the nightmares of german children, wilson is no-magic/eviil creature

Yes, the Krampus is the one who punishes children for being naughty, just as Saint Nicholas (Santa Claus) rewards children for being good. Currently the Krampus is summoned to cause trouble for the player whenever they are really naughty... and I mean super naughty (due to nerfing). I suggest we just redefine what constitutes "naughty" and focus on having the Krampus appear sooner should Wilson go on a GTA-inspired killing spree.Another suggestion, grave robbing (i.e. digging up graves)? That should be considered "naughty" too.

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Suspicious    10

As I've suggested before, the Krampus should be updated. Originally he existed to steal items (and let's be honest, it was primarily FOOD) from players who were hoarding with chests. With the onset of food rot the Krampus' task isn't as necessary as it used to be. As such, I suggest his goals change. Here are my suggestions:1) With the inclusion of walls the Krampus shouldn't "walk" as much, rather it should teleport, allowing it to bypass any defenses the player has setup.2) The Krampus should be immune to blow darts and the reed pipes (i.e. doesn't fall asleep), as I've seen how easy it is to farm him using that method.3) Un-nerf the Krampus' damage.4) Change the motivation of the Krampus. Rather than stealing items he should attack the player and when the player's life drops to 25% or lower he catches them in his sack (i.e. like a naughty child) and carries them off into the wilderness (i.e. far away from where he caught them) and then dumps them out of his sack.So now the player, if caught, is left abandoned far from their camp in an unmarked part of the island (most likely) and they need to make their way back home.

Krampus in his current state exists only to be farmed and you can really only summon him by going out of your way to do so. Murdering pigmen and butchering many beefallo to spite him and challenging him to try and touch you. I have NEVER, even before learning he was a thing in the game, had to deal with him. So I like your suggestion of him taking you away in his sack, however if he remains as he and is something players tempt fate to summon why not step it up in adventure mode? I propose getting snatched up in the sack does not simply relocate you, but gets you dumped back to the previous level with the map blacked out and the portal machine smashed by the angry devil.

Another suggestion, grave robbing (i.e. digging up graves)? That should be considered "naughty" too.

I want to agree with this but currently grave robbing is already a nigh pointless exercise punishable to ghost spawns and sanity loss. Until something in those graves becomes worth my time they really only exist as an easy way to lower my sanity some should I hanker for madness induced hallucination gladiatorial passtime.

2) The Krampus should be immune to blow darts and the reed pipes (i.e. doesn't fall asleep), as I've seen how easy it is to farm him using that method.

I'd prefer blowdarts only slowing him so you can actually catch the bugger but still have him able to put up a fight.

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mobius187    30

So I like your suggestion of him taking you away in his sack, however if he remains as he and is something players tempt fate to summon why not step it up in adventure mode? I propose getting snatched up in the sack does not simply relocate you, but gets you dumped back to the previous level with the map blacked out and the portal machine smashed by the angry devil.

Maybe, but that begs the question? How do you reconstruct the portal machine if the Krampus destroyed it? Currently we find the fragments of the device and do not construct them... so if they're destroyed we would be in trouble.

I want to agree with this but currently grave robbing is already a nigh pointless exercise punishable to ghost spawns and sanity loss. Until something in those graves becomes worth my time they really only exist as an easy way to lower my sanity some should I hanker for madness induced hallucination gladiatorial passtime.

Well, I make suggestions based on the whole picture, as I see it through a series of threads. For example, in other threads I've suggested that ghosts wouldn't randomly spawn when a player digs up a grave, but rather a ghost would spawn at night from every grave the player had dug up and these ghosts would head towards wherever the player was... but disappear at dawn, unless it's a foggy day (i.e. weather suggestion thread).

As for the items being dug up there have been plenty of suggestions on re-purposing those items. The suggestions include, but are not entirely limited to:

[*]Abigail's Toys - Wendy can give any toy she finds in a grave to Abigail and depending on the toy Abigail gains a different power, which lasts until sunrise.

[*]Portal Fragment - Hide one of the pieces to the portal machine inside a grave.

[*]Unique Inventions/Locations - Create unique locations, like an ancient obelisk covered in Cthulhian glyphs, that allows a player to examine it and unlock a new invention at the cost of sanity. One component in the invention would be an item from the graves, such as the old wires or dentures. Yes, dentures... picture it: Stick + String (refined Silk, another suggestion) + Dentures = Rabbit Snagger, you just find a rabbit hole, "fish", and bring up a rabbit. ;)

There's even a thread where a forum member made suggestions on things these items could be used for.

I'd prefer blowdarts only slowing him so you can actually catch the bugger but still have him able to put up a fight.

Question: Would he run away? I think the revamped Krampus would atack the player head on, so blow darts would be to slow him down so the player could escape.

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Wohweli    10

it should be able to go in but your screen would be same as you are holding a torch but you couldn't survive night over there and you would lose sanity and it would work same as that berry hat

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Epitri    10

As I've suggested before, the Krampus should be updated. Originally he existed to steal items (and let's be honest, it was primarily FOOD) from players who were hoarding with chests. With the onset of food rot the Krampus' task isn't as necessary as it used to be. As such, I suggest his goals change. Here are my suggestions:1) With the inclusion of walls the Krampus shouldn't "walk" as much, rather it should teleport, allowing it to bypass any defenses the player has setup.2) The Krampus should be immune to blow darts and the reed pipes (i.e. doesn't fall asleep), as I've seen how easy it is to farm him using that method.3) Un-nerf the Krampus' damage.4) Change the motivation of the Krampus. Rather than stealing items he should attack the player and when the player's life drops to 25% or lower he catches them in his sack (i.e. like a naughty child) and carries them off into the wilderness (i.e. far away from where he caught them) and then dumps them out of his sack.So now the player, if caught, is left abandoned far from their camp in an unmarked part of the island (most likely) and they need to make their way back home.

Absolutely an amazing idea.

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Epitri    10

Well, I make suggestions based on the whole picture, as I see it through a series of threads. For example, in other threads I've suggested that ghosts wouldn't randomly spawn when a player digs up a grave, but rather a ghost would spawn at night from every grave the player had dug up and these ghosts would head towards wherever the player was... but disappear at dawn, unless it's a foggy day (i.e. weather suggestion thread).

As for the items being dug up there have been plenty of suggestions on re-purposing those items. The suggestions include, but are not entirely limited to:

[*]Abigail's Toys - Wendy can give any toy she finds in a grave to Abigail and depending on the toy Abigail gains a different power, which lasts until sunrise.

[*]Portal Fragment - Hide one of the pieces to the portal machine inside a grave.

[*]Unique Inventions/Locations - Create unique locations, like an ancient obelisk covered in Cthulhian glyphs, that allows a player to examine it and unlock a new invention at the cost of sanity. One component in the invention would be an item from the graves, such as the old wires or dentures. Yes, dentures... picture it: Stick + String (refined Silk, another suggestion) + Dentures = Rabbit Snagger, you just find a rabbit hole, "fish", and bring up a rabbit. ;)

There's even a thread where a forum member made suggestions on things these items could be used for.

Question: Would he run away? I think the revamped Krampus would atack the player head on, so blow darts would be to slow him down so the player could escape.

I love your ideas.

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I think I functionally forgot the Krampus was even in the game. It's such a pain to summon him.The Krampus sack having teleporting related powers sounds good. Kidnapping Wilson and putting him away from his base sounds better than just stealing stuff, but I'd still like him to steal stuff or at least get better at stealing.If the Krampus sack could teleport players it should function like a wormhole but send them to a random wormhole on the map.

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mobius187    30

Absolutely an amazing idea.

Thanks. I've seen plenty of videos of people farming the Krampus or read threads listing complaints. While not every one of my suggestions may meet everyone's approval I'm hoping that positive changes can be made to the Krampus to improve it.

I love your ideas.

Thanks again, of course mixed in with my suggestions are ones mentioned by other forum members, so I can't take all the credit.

I think I functionally forgot the Krampus was even in the game. It's such a pain to summon him.

True. First he was too easy to summon (not to mention multiple Krampus' at once) and kicked ass, then after the complaints rolled in it became the opposite.

The Krampus sack having teleporting related powers sounds good.

I suggested it primarily as a way for the Krampus to avoid walls and traps, as I've heard tales of how bee mines and hound tooth traps can kill the Krampus with relative ease. The other option si to have it that the Krampus only teleports once, appearing very close to the player rather than walking in from off screen.

Kidnapping Wilson and putting him away from his base sounds better than just stealing stuff, but I'd still like him to steal stuff or at least get better at stealing.

The Devs could always create a new scavenger creature whose purpose could be just to steal from the player's camp. The Krampus, on the other hand, only appears when we've been naughty.

If the Krampus sack could teleport players it should function like a wormhole but send them to a random wormhole on the map.

Hmm, that's possible, but it might be confusing as to why he pops out one end, but if he jumps back in it wouldn't take him back home. I pictured it more like the Krampus captures you, disappears, reappears elsewhere (moving the camera with it), then dumps you out on the ground and disappears into its sack.

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Epitri    10

Thanks. I've seen plenty of videos of people farming the Krampus or read threads listing complaints. While not every one of my suggestions may meet everyone's approval I'm hoping that positive changes can be made to the Krampus to improve it.

Love ideas

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