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About Klei's 'annoying' habbits


sus amogus  

175 members have voted

  1. 1. Which of these things do you find annoying and bad for the game?

    • Every boss dropping 47 blueprints, sketches, recipes etc.
      37
    • Every character having new meter/crafting tab
      62
    • New content which makes old one obsolete
      44
    • Certain items staying locked behind crafting stations
      13
    • Items in incorrect crafting stations
      44
    • None (oops, forgot about this one)
      51


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There are certain elements in the game which more or less happened at least twice and I consider them kinda annoying.

Now I just wanted to say that it's not like these things are actively ruining the game or anything. It's just that if more of them appear in the future it'd start to get annoying.

If I've missed anything go ahead and write it down, you know how forums work.

Anyway, some explanations:

-Boss drops- the best example is Malbatross which, upon death, drops 3 blueprints (feather canvas, feather sail and waterfoul can), boss statue sketch and advert for a float. All of these are only useful once, unless you're playing with multiple people, yet you have to dispose of them after every fight

-New meters/crafting tabs- I'd just like to say that I'm not opposed to new, character-specific craftables, in fact I like them. To me they are on the same level as characters having unique idle animations. It's just that most of the time these craftables always end up in their own crafting tab. Look at Walter, why does his ammo need a unique tab when fighting tab exists? As for meters- I don't have much to say, I just know that some people find them annoying

-New content vs old content- best example: moon glass farming. In Turn of Tides Klei introduced bath bombs, a very inefficient way to renew moon glass. And so in Forgotten Knowledge they've added Lunar Grotto, a much better way to farm glass, so much so that bath bombs are now useless. And now even CC acts as a better source of moon glass. Too bad that there are barely any uses for it since luanr altars were treated just as a step to the CC fight

-Locked items- Ancient items and turfs make sense since you'd actually need those stations to craft them. But why lock lures and floats behind Tackle Receptacle? It just seems like we're getting more and more crafting stations akin to pseudo-science. So many new tabs, Klei should really rework crafting so that we can also scroll through tabs, not only items

-Items in wrong tabs- some examples: tackle receptacle in structures and not science, bird cage not in food, not moving craftable turfs to the landscaping, Walter's  ammo not in fight. Also I'm pretty sure durring RwyS beta farming tools were in food for some reason.

Well anyway, I'm done. Just felt like ranting to properly end this year on the forums since almost every update ended with ranting around here

2 minutes ago, Szczuku said:

why does his slingshot

His slingshot is in the fight tab.
 

2 minutes ago, Szczuku said:

ammo need a unique tab when fighting tab exists?

I'm not interested in the fight tab being littered with 6 slingshot ammos, and that's excluding the possibility we might get more in the future.

11 minutes ago, Szczuku said:

There are certain elements in the game which more or less happened at least twice and I consider them kinda annoying.

Now I just wanted to say that it's not like these things are actively ruining the game or anything. It's just that if more of them appear in the future it'd start to get annoying.

If I've missed anything go ahead and write it down, you know how forums work.

Anyway, some explanations:

-Boss drops- the best example is Malbatross which, upon death, drops 3 blueprints (feather canvas, feather sail and waterfoul can), boss statue sketch and advert for a float. All of these are only useful once, unless you're playing with multiple people, yet you have to dispose of them after every fight

-New meters/crafting tabs- I'd just like to say that I'm not opposed to new, character-specific craftables, in fact I like them. To me they are on the same level as characters having unique idle animations. It's just that most of the time these craftables always end up in their own crafting tab. Look at Walter, why does his slingshot and ammo need a unique tab when fighting tab exists? As for meters- I don't have much to say, I just know that some people find them annoying

-New content vs old content- best example: moon glass farming. In Turn of Tides Klei introduced bath bombs, a very inefficient way to renew moon glass. And so in Forgotten Knowledge they've added Lunar Grotto, a much better way to farm glass, so much so that bath bombs are now useless. And now even CC acts as a better source of moon glass. Too bad that there are barely any uses for it since luanr altars were treated just as a step to the CC fight

-Locked items- Ancient items and turfs make sense since you'd actually need those stations to craft them. But why lock lures and floats behind Tackle Receptacle? It just seems like we're getting more and more crafting stations akin to pseudo-science. So many new tabs, Klei should really rework crafting so that we can also scroll through tabs, not only items

-Items in wrong tabs- some examples: tackle receptacle in structures and not science, bird cage not in food, not moving craftable turfs to the landscaping, Walter's slingshot and ammo not in fight. Also I'm pretty sure durring RwyS beta farming tools were in food for some reason.

Well anyway, I'm done. Just felt like ranting to properly end this year on the forums since almost every update ended with ranting around here

I just agreed with stuff being in the wrong place, but otherwise this was just a bunch of rambling for me.

Everything you mentioned, but what annoys me the most are meters and new crafting tabs. They were good at the start, but became boring with time.

Please, let reworks take longer to release, but make them unique. So unique that you will think what character you want to play because all of them are awesome.

3 minutes ago, Hornete said:

His slingshot is in the fight tab.

Thanks, changed op

4 minutes ago, Hornete said:

I'm not interested in the fight tab being littered with 6 slingshot ammos, and that's excluding the possibility we might get more in the future.

I suppose that's understandable but wasn't it Klei's intention for Walter to fight with his slingshot as a support-type character? Simply move ammo types to the very end of the tab and keep them there, even in new weapon/armor gets added later on. Now you still have normal access to regular fight items and if you need ammo just scroll a bit further. I don't think it'd be as terrible as you make it seem, afterall structures tab is truly the littered one, especially in a long term world, where one have gone through multiple seasonal events and yet no one seems to talk about it

21 minutes ago, Szczuku said:

Look at Walter, why does his slingshot and ammo need a unique tab when fighting tab exists?

Why not? Its not something bad that this characters specific items are placed in this characters specific tab

Can't say i'm the biggest fan of the Dust Moth Den generation.

So here's a fun fact of the dust moth den generation that messed me up in the head. There's only one den guranteed to spawn in the archives, the rest are pure chance. It's 25% and 8% for all the other rooms of the archives. 25% and 8%. Generally you will get a few more dens because there's a lot of rooms and thus lots of rolls for these 25 and 8 chances, but it still messes me up in the head.

I really wanna use the dust moths, I really do, they're conceptually cool, but they just stink. the thulecite they output for the time and effort put in is extremely abysmal, and then there's the wonderful generation of their dens.

Bottle spawns have always annoyed me, they scale up with players but if you're alone, well stinks for you, only 1 bottle per 1-2 days, and that's even if you catch it when it spawns.

18 minutes ago, Szczuku said:

I suppose that's understandable but wasn't it Klei's intention for Walter to fight with his slingshot as a support-type character? Simply move ammo types to the very end of the tab and keep them there, even in new weapon/armor gets added later on. Now you still have normal access to regular fight items and if you need ammo just scroll a bit further. I don't think it'd be as terrible as you make it seem, afterall structures tab is truly the littered one, especially in a long term world, where one have gone through multiple seasonal events and yet no one seems to talk about it

I will say I've thought it could be neat if sub-tabs were a thing. I'm sure you know of that mechanic in Hamlet where the obsidian, ancient, house decor(?) tabs become sub tabs. We've been getting so many recipes as the game expands and expands so I always thought it could be neat to seperate the tabs further, e.g. Fight tab into Melee, Ranged sub-tabs, a slingshot sub-tab for Walter in the fight tab.

Might make things more disorganized/messy to some though, so I dunno.

6 minutes ago, Hornete said:

So here's a fun fact of the dust moth den generation that messed me up in the head. There's only one den guranteed to spawn in the archives, the rest are pure chance. It's 25% and 8% for all the other rooms of the archives. 25% and 8%. Generally you will get a few more dens because there's a lot of rooms and thus lots of rolls for these 25 and 8 chances, but it still messes me up in the head.

I really wanna use the dust moths, I really do, they're conceptually cool, but they just stink. the thulecite they output for the time and effort put in is extremely abysmal, and then there's the wonderful generation of their dens.

Maybe adding sealed knowledge that might drop from using moth dens that makes them craftable would help? More sealed knowledge thingies from different sources seems interesting

maybe some malbatross blue prints could be included in some tab so, in that way, reduces the amount of stuff dropped by him and gives a hint of his existence

complaining about crafting tabs... is a crafting game, it helps noobs making things clear and not all of the characters have a meter or a crafting tab lol

what items are behind crafting station? i dont get this. Is because you need to go into the caves to craft ruins stuff? Is the best gear of the game

 im with @Hornete about the dust moths. I dont get why they limit it that much for how underwhelming they are. Even for people who dont know how to reset the ruins will be more worth to just kill DF every time she spawns to farm thulecite

1 thing that annoys me is that the beefalo hat only needs science to prototype, while winter hat and cat hat needs alchemy, wich makes no sense, there are propably some other things i think sould be like science and not alchemy, or some items sould be in other taps, bird cage into food is 1 of them, or tackle receptable into science, to be consistend whit the statue maker being in there

9 minutes ago, Dr.Medic said:

1 thing that annoys me is that the beefalo hat only needs science to prototype, while winter hat and cat hat needs alchemy, wich makes no sense, there are propably some other things i think sould be like science and not alchemy, or some items sould be in other taps, bird cage into food is 1 of them, or tackle receptable into science, to be consistend whit the statue maker being in there

Well, i always thought that it was like that because winter hat is easier to make, so klei made it harder by putting it higher on crafting level, and beefalo hat, being generally harder to make, was easier to craft, rewarding people who put time in massacring beefalos for their horns

I think the crafting tabs should have subsections for a little more tidiness as they are getting a bit long. 

For example when clicking on tools, you get two sub sections, one with a shovel icon for actual tools and a saddle icon for misc stuff or just beef stuff. As Klei adds more and more recipes the tabs get longer and longer.

I would like for Klei to take a look at older items that have become outdated and get some love. Things like the nightlight, mushroom planters, fun caps, Ice cube, etc could be made tiny bit more useful or just be tiny bit more fun.

Just my two cents. 

Characters having their own crafting tab is completely fine in my eyes. Makes it easier to find em and doesn't make them too long so you have to scroll through a whole book of recipes.
Could you imagine scrolling all the way down at the build or survival tab to find all the Webber switcherdoodles? Or his items in the tools tab?

What i don't understand is all the hate about meters. Willow never got a bernie meter, nor did webber and a spider meter, Winona, Wes, Woodie already had wood meters before the canada creature meters. 

For those who actually got meters it just makes it easier to control them. Abigail to see her hp and upgrades, Wolfgang and his might instead of looking at your hunger 99% of the time. Wigfrid to see if she has enough power for songs. Like, imagine if they added the might mechanics but there would be no phyical way of seeing it. You'd be completely and utterly clueless. Meters help no matter how you look at it, if you're tired of em or not. They only give meters for powers that makes it easier to control them.

In my eyes its a really overrated complain.
 

20 minutes ago, Random Guy000 said:

Well, i always thought that it was like that because winter hat is easier to make, so klei made it harder by putting it higher on crafting level, and beefalo hat, being generally harder to make, was easier to craft, rewarding people who put time in massacring beefalos for their horns

That doesn’t make sense: if the item is BETTER it should be further down the unlock/crafting list.

But aside from bosses dropping the same blueprints a billion times: I’m okay with everything else.

This game is labeled and sold as a Survival Crafting Game- To NOT expect every character to get a crafting tab is pure blasphemy.

Its also labeled & Sold to me with the description “Explore randomly generated worlds full of things that hate you & want you to die”

The only thing I am genuinely upset with at this point with Klei- is THAT.. they promised Randomly generated worlds: When the Majority of content they churn out is Another Giant Boss fight…

Dont believe me? Just go look at the World Generation Tab and count how many “Giants” you can turn on/off- I remember a world without “Giants”… -Sigh-

I Understand WHY they do it: Because making some simple Mob with unique mechanics with enough Health Points for a whole server full of people to fight is the fastest & easiest way to add new content to the game or Better yet: further avoid Providing us with new & exciting ways of interacting with the Content that’s already in the game.

I mean Really: How hard would it be to remove Boat Kits & The Oar from the Boating Tab & add an Achipelago style world Gen where all I need is 4 planks & one piece of wood to sail to another island for more resources?

Leaving the Boat UPGRADES in their own exclusive crafting station (mast, Steering Wheel, Anchor Etc..)

THAT is what I’m annoyed with: And I’m willing to beat they’ll do even more “Giants” because people find those most fun and can’t careless about the general Survival part of the game of just wandering around in truly randomly generated hostile Environments.

You wanted a rant.. THERE’S your Rant OP :evil:

 

3 hours ago, Szczuku said:

-New meters/crafting tabs-

3 hours ago, Szczuku said:

-Locked items-

3 hours ago, Szczuku said:

-Items in wrong tabs

 

2 hours ago, Hornete said:

sub-tabs

I HAVE BEEN SUMMONED

 

Ok, real talk.
This has been bothering me enough lately that I ended up writing a basic design document for the ideas I was having just to...clean this up and making crafting a bit smoother.

Keep in mind, this isn't perfect, fully reviewed, or nearly complete; I'm just throwing my general concept out here.

 

 

Create a scrolling system for recipes in the crafting menu, like skins have.
This can be used to consolidate similar items with different recipes into one menu slot.
Can also be used in cases where one item is an upgrade/sidegrade to another.
Use your judgement.

Also, items can just have different possible crafting materials, in the case of really similar items...like using Bearger Fur to make a Fur Roll.
 i have too much Bearger fur lmao

Menu descriptions of items should change to the corresponding item that is scrolled to.

Character specific crafts should always be at the front of the line.
Otherwise, follow the standards of what the player is most likely to be able to craft first, while trying to keep items in order of power.


...aside from that central concept, crafting itself should be reapproached.

Allow for organization, like making all unlocked Turfs available from the Terra Firma Tamper tab, regardless of type.
Similarly, all prototyped Weapons should be craftable via the Fight tab.
 Make basic objects like the Glass Cutter prototypable, and show in Fight once prototyped in Celestial.
Make more use of temporary crafting tabs for the purposes of Prototyping.
 This design philosophy behind this is that you'll immediately see what you don't have.
 But once Prototyped, the recipes will be easily accessible from your normal menus.
Make more use of building kits.
 Crafting stations should all be storable in the normal building fashion, and all be under Science (Or a similar, new tab that replaces it? Hm.).
 Non-crafting buildings like Thermal Measurer, Rainometer, Tent could be Kits.
 Thus, once they're crafted, there's no menu navigating; they're readily available.

Also, implement a search bar that can be popped out at the top of the crafting menu.
We already have text entry in the game.
Regardless of what designs are used, this will still help.


Battle Helm > Football Helmet > Cookie Cutter Cap
Grass Suit > Log Suit > Marble Suit
Battle Spear > Spear > Glass Cutter
Tools > Golden Tools > Glass Tools
Campfire > Firepit > Scaled Furnace
Endothermic Fire > Endothermic Firepit
Mushlight > Glowcap
Willow's Lighter > Torch > Silk Lantern (Vanilla Expansion) > Lantern
Miner Hat > Moggles
Blow Dart > Sleep Dart > Fire Dart > Electric Dart
Oar > Driftwood Oar
Fishing Rod > Sea Fishing Rod
Mast > Winged Sail
Saddle > Glossamer Saddle > War Saddle
Tent > Siesta Lean-to > Sea Shelter (Dried Kelp variant of Siesta from Vanilla Expansion)
Tent Roll > Straw Roll > Fur Roll > Fur Roll (Thick Fur from Bearger)
Trap > Bird Trap
Ice Box > Salt Box
Red Funcap > Green Funcap > Blue Funcap
Pinetree Pioneer Hat > Top Hat
Rabbit Earmuffs > Cat Cap > Winter Hat > Beefalo Hat
Fashion Goggles > Desert Goggles > Astroggles
Fashion Melon > Ice Cube
Straw Hat > Rain Hat > Eyebrella
Breezy Vest > Puffy Vest > Hibearnation Vest
Summer Frest > Floral Shirt
Backpack > Piggyback > Insulated Pack
Chest > Scaled Chest
Science Machine > Alchemy Engine
Prestihatitator > Shadow Manipulator
Craftsmerm House > Merm Flort-ifications > Pig House > Rabbit Hutch
Hay Wall > Wood Wall > Stone Wall > Moonrock Wall
Wood Fence > Wood Gate
Mini Sign > Sign > Directional Sign
Potted Fern > Potted Succulent
Healing Salve > Honey Poultice > Tilweed Salve

Cobblestones > Wooden Flooring > Carpeted Flooring > Checkered Flooring > Scaled Flooring

 

Only chose "Every boss dropping 47 blueprints, sketches, recipes etc.". Just make the same blueprints and sketches stackable please.

More crafting tabs only bothers me when using c_freecrafting(), there is way too much clutter at the bottom. Doesn't affect the normal game though.

I can't say I'm annoyed by any of these - in fact I wish they used character specific crafting tabs 100% over existing tabs for character specific crafts.  Finding Woodie's idols in magic is thematic, but it means when I pick Woodie for the first time I might not recognize these even exist.  I didn't realize Willow could craft new lighters and bernie bears for a few months after release b/c I just played her and didn't read the patch notes.  I find this most annoying with Warly as I have to scroll to the bottom of the food tab to remember what it takes to craft his spice and seasoning items, and extra portable crock pots - I'm new with Warly and this slows me down.  idk, I don't sit there just scrolling through crafting tabs much...

The only thing that annoys me is middle-crafting items like Electrical Doodads.  If the middle craft only has 1 final craft it feels like its just a step in the way, and if the final craft includes more of the materials used in the middle craft like...  WHY?  If you want 6 gold and 3 stone you can tell me.  Crafting that stone into cut stone?  Okay, but then that cut stone into a doodad and MORE gold?  ugh...  And the malbatross sail like, the feathery canvass does 1 thing.  Either just let me craft the sail or come out with another use for the canvass.

 

1 hour ago, Shosuko said:

And the malbatross sail like, the feathery canvass does 1 thing.  Either just let me craft the sail or come out with another use for the canvass.

 

shhhh dont say that, we can use it later as excuse for a malbatross's feathers rug xD

I HATE that they are ditching their old lore like the Gorge, Forge and other stories without giving them a complete end, what happened to Mumsy and Billy? What is the Alter FOR? How can Charlie use the Alter? I want to know if they will pick back up on those ideas as it's like: "New content time to ditch our lore for new lore that could of been focused on finishing our other story before starting a new one! Oh well!"

3 hours ago, Pinkamena11FazP said:

I HATE that they are ditching their old lore like the Gorge, Forge and other stories without giving them a complete end, what happened to Mumsy and Billy? What is the Alter FOR? How can Charlie use the Alter? I want to know if they will pick back up on those ideas as it's like: "New content time to ditch our lore for new lore that could of been focused on finishing our other story before starting a new one! Oh well!"

Wasn't it confirmed that Warly ate Bumsy and Milly?

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