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So, I've been wanting more characters like Winona, Wurt, and Warly. I absolutely love the idea of making an object that's sole purpose is to help multiple people. One reason why I really really like the Wendy rework was because of her sisturn.. even though it was a very minute thing added for her rework, but it helped everyone and if you liked to play by yourself it was still a thing that helped you. I'm actually hoping for a character that can craft devices that can do multiple things to help people, and the better you want it, the more expensive it gets. I know there are a lot of characters that can craft things, but I'm looking for a character that solely crafts and place objects. Maybe that's just me. What do you think?

Rereading my fisherman post made me realize that I just really wanted a character that can craft around certain things

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Slagger    1516

If you are talking about "aesthetic" purposed buildings, that will not make sense that much. I mean you will have to get this player in team for a nice base, then he will lose his point.
That kind of non-survival and non-neceasery activities should be for allplayers.
So the thing i want to say is this, I want to get more building but not for a specific character, for everyone.

Edited by Slagger

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2 hours ago, cantbeatdaboss said:

I'm disappointed to see the klei forum community is objectifying characters now :chargrined:

 

 

On a serious note I made a whole topic about this but I really don't want characters who are entirely dependant on building stuff and then using the stuff they built.  Not only does this result in characters that people switch to, place the structures/make the crafts, then switch off of when done incorrectly (Winona and Warly were done incorrectly IMO) but it also creates a playstyle that I personally don't enjoy, that being having a playstyle that is completely standard unless you are within range of your built structures (warly can be an exception to this if you play him with a ruleset that says you can't use the celestial portal, but that's not exactly the "best" way to play, which means a lot of people don't play that way).  I'm not saying that having a character with specific structures is bad, but I think that adding a character focused entirely around crafting structures with no other perks to make them interesting while outside of base would be bad for the game, but that's just my opinion

That's a very valid thought. I can see why it would be obnoxious to place something and then switch to a different player and still gain the benefit of such a device. I feel like that's more of an issue with Celestial portal being very strong. One way you could make it work is that if the survivor is the only one who can activate the device. But, that still might add problems

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Szczuku    14909
1 hour ago, Zeklo said:

I just think it would be really neat to assemble a base which has been given life by each of the characters.

Couldn't say it better.

I said a while ago that I like that every character rework gives characters some new, specific craftable items/structures.

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GetNerfedOn    6510

in contrast, winona suffers from this sort of mentality as her entire character is based upon making structures which benefit everyone, which people just exploit by logging in as winona once, place catapult traps and make tape, and log out.

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Pikapikap    1463
2 hours ago, Zeklo said:

Honestly I wish every character would have 1-2 structures specific to them that they can contribute to the base. Plus, of course, a useful perk and interesting con to make staying as them fun.

I just think it would be really neat to assemble a base which has been given life by each of the characters.

+1

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Well-met    4472
5 hours ago, Zeklo said:

Honestly I wish every character would have 1-2 structures specific to them that they can contribute to the base. Plus, of course, a useful perk and interesting con to make staying as them fun.

I just think it would be really neat to assemble a base which has been given life by each of the characters.

and then every game turns out to be one single player using the moon portal and deploying all of these him/herself

so much for teamwork

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ArubaroBeefalo    6308
11 minutes ago, Well-met said:

and then every game turns out to be one single player using the moon portal and deploying all of these him/herself

so much for teamwork

If people want to use the portal are in their choice but not all the people play with wolfgang supported by all the other characters

The portal should be different but that doesnt mean that all characters should be made thinking in how people exploit it

Warly, for example, is a great character but then you read here that he has bad desing just because the portal is op

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ryvrdrgn14    188

One thing I can think of is that the character who made the structures buff those structures if they are present in the game (not just beside it). It would probably be something significant, but not so much that the structures are useless. These values are off the top of my head and aren't meant to be solid numbers for good gameplay. These are just examples of what I am thinking.

  • Winona Catapults fire 25% slower when she's not present in the world.
  • Siturn restores only 10 sanity / minute when Wendy isn't in the world or
  • Wurt Merms need an extra 2-4 days to respawn if Wurt is not in the world.

Warly might be tricky since you can't really use his structures so you'd have to edit his food and bundling wraps exist so any time limits on food generally won't work. Maybe make it so any Warly buff food eaten when Warly isn't around only has half strength or half duration or both.

This is pretty restrictive though and I am not against people who like swapping with the portal. I'd rather this just be a setting you can turn on/off when generating a world.

Edited by ryvrdrgn14

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GetNerfedOn    6510

the caveat here i can think of is that a character ultimately needs to actively contribute to a group's success through their gameplay, instead of passively through structures 

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