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Mothling vs other Pets


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Anyone else find it's weird that it emit light which give a reason to take it over other pets?

I think it defeat the purpose of the pet and favor some pets over other because the function not because the player preferences.

Even through the light that it give is small but it's still better than other and a more than a reason for players to choose it.

So what do you think?

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56 minutes ago, minespatch said:

Vargling could be a great tracker for animal tracks if implemented.

Move that to the ewelet and make Vargling howl if fed & hounds are about to come (about to come = 2-4 min before they actually come, depending how much he ate).

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46 minutes ago, minespatch said:

Vargling could be a great tracker for animal tracks if implemented.

That sounds cool. Very useful when following tracks into the forest or at night.

Some idea for the other pets:

  • Kittykit - Coughs up random items like Catcoons when fed.
  • Broodling - Provides a little warmth.
  • Glomglom - Poops Glomglom's Goop every few days (half effectiveness from Glommer's Goop).
  • Giblet - Attracts nearby Gobblers and prevent them from eating berries.
  • Ewelet - Drops Phlegm? No idea for this one.
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I have some ideas of my own.

Every Critter should have two different helpful abilities, which you will be able to get access if you take adequade care of it, in other words, if well fed and happy (by petting). You will get access to them by levels of loyalty:

-Level 1: all start at this level (just follow you around)
-Level 2: access to first abiity (well fed or happy)
-Level 3: access to first and second ability (well fed and happy)

Kittykit
-Level 2: jumps on small mobs (like mobs and moleworms) stuning them (allowing you to pick or kill them)
-Level 3: occasionally gives you trinkets or items.

Vargling
-Level 2: follows suspicious dirt tracks (and make a diferent expresion at the begining of the trail for each animal, fearful for Varg, growling for Ewecus and happy for Koalefant)
-Level 3: helps you attack tracked animal (as long as you keep attacking he wont he wont draw agro for 5 seconds, will run away if attacked once, come back after a cool down)

Ewelet
-Level 2: will shed 1 steel wool every now and then
-Level 3: will spit phlegm at agresive mobs that attack you

Broodling
-Level 2: gives warm aura in winter and spring (like a hot termal stone)
-Level 3: will attack mobs agresive to you (fire damage?)

Glomglom
-Level 2: gives off sanity aura
-Level 3: negates insanity aura of boses

Giblet
-Level 2: will pick and give you seeds, berrys and carrots laying around
-Level 3: will give you seeds if feed vegetables and eggs if feed meat (portable bird in cage)

Mothling
-Level 2: will glow at night (same as currently)
-Level 3: will put hostile mobs to sleep (good for hound and deepworm raids)

 

what do you think?

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22 minutes ago, FuffledBeeQueen said:

Prepare to burn your base down with that one + hound attack

yeah, precisely because of that im questioning the fire damage. It would suck if the broodling burn all the loot from your enemies. Maybe it would be better for him to have a skydive attack, not been able to attack with fire because its too young

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Meh, I would prefer the pets don't have any function besides looking cute. And if one of them does and the rest don't, I don't care. Not everything needs to be equal or have a function and I don't think it's something worth "fixing". It's okay if some things just are.

By the time you are able to get mothling, light really isn't the biggest struggle so it's not really much if a perk. More of a cool thing to look/laugh over.

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18 hours ago, UnknowX said:

Vargling
-Level 2: follows suspicious dirt tracks (and make a diferent expresion at the begining of the trail for each animal, fearful for Varg, growling for Ewecus and happy for Koalefant)
-Level 3: helps you attack tracked animal (as long as you keep attacking he wont he wont draw agro for 5 seconds, will run away if attacked once, come back after a cool down

I'm thinking like small benefits for each pet to give them some value, while also keeping the idea of them the same as decorative choices. I (in particular) enjoy this idea for the Vargling, but am against the attacking feature; at that point I would argue it should have health to counter-act the infinite damage no penalty possibility. That is to say of course big changes are a little..much. I like where the Mothling is right now, giving a tiny but useful benefit, I think the aim should be to give each pet an advantage the other ones don't; or rather, no one pet should be far more vital to have from a gameplay perspective.  

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On 02/08/2019 at 12:54 AM, UnknowX said:

fearful for Varg, growling for Ewecus and happy for Koalefant

This is the second cutest thing I've imagined today, OH MY GOD KLEI PLEASE  A A AA  A


That being said, I'd love to see the Critters having some extra, even if said extra was just a Sanity Aura or occasionally fetching items.

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Some ideas, complete them if you want to:

  • Kittykit
    • Normal:
    • Scrappy: Jumps on enemies stunning them for short (& distracting them: You'll be safe if you hide yourself in a Bush Hat, even if they already saw you)
    • Crafty: Harvests nearby Saplings, Grass Tufts & drops them to the ground (only if the user is harvesting; harvests them 50% slower)
    • Playful:
    • Well-fed: Same as Normal but looses hunger slower
  • Vargling
    • Normal: Starts howling 2-4 min (depending on hunger) before Hounds invade - feed him before traveling to make sure that you're not in danger
    • Scrappy:
    • Crafty:
    • Playful:
    • Well-fed: "
  • Ewelet
    • Normal:
    • Scrappy:
    • Crafty:
    • Playful:
    • Well-fed: "
  • Broodling
    • Normal:
    • Scrappy:
    • Crafty:
    • Playful:
    • Well-fed: "
  • Glomglom
    • Normal: Grants a small sanity boost, depending on hunger
    • Scrappy: Reduces the insanity aura of nearby mobs (Or: Grants sanity depending on the insanity of nearby mobs)
    • Crafty: Grants 0.2 Sanity for each action you do (harvesting Grass or Twigs, crafting, etc.)
    • Playful: Increased sanity boost per nearby critter + players (0.5 / min for each critter + player in range)
    • Well-fed: "
  • Giblet
    • Normal:
    • Scrappy:
    • Crafty:
    • Playful:
    • Well-fed: "
  • Mothling
    • Normal: Acts like a light source
    • Scrappy: Illuminates nearby enemies
    • Crafty: Illuminates nearby ressources (Saplings, Grass, etc.)
    • Playful: Illuminates players if they'e fully in darkness
    • Well-fed: "
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