shiguld Posted January 6, 2022 Share Posted January 6, 2022 *Senses a disturbance in the universe* Dropping by to clarify some misconceptions and to add some diversity to the wolfgang comments, it really isnt just a few forum users. Wolfgang hunger is STILL relevant to maintain with might. You DO NOT want to pump to 100 might on anything less than 100 hunger because that will absolutely kill your gains (drop you below mighty) faster than you can kill a spider swarm. I feel that a big problem with the might mechanics now is that the buildup from 0-100 and maintenance is: A. Slow and very resource intensive OR Tethered to a map location (tax on time) B. Requires disengagement from the game in the form of idling every single game day no matter how late game you get. Normally if a perk is this troublesome to access, you simply ignore it (case wendy who doesnt ever chase pipspooks). In wolfgangs case, you are highly driven to maintain this perk 24/7 because Wimpy is very punishing. But on the flip side, when you do manage to maintain it, the payoff is... disappointing, especially when youre not fighting anything or just have a beefalo. I was thinking about a solution to this that might (hehe) be low code, based off of some of the early beta suggestiond. Since we all love character-specific crafts, lets introduce a few more. For example, lets have a consumable/stackable shadow draught/steroid that instantly adds 100 might in exchange for health or sanity(this is to address the 0-100 might annoyance). Also, design a second version of this draught, which we'll call shadow beans, that work like jelly beans on might for long term hassle free maintenance. These function basically like woodie's idols You can make these have expensive ingredients (NOT thulecite, but definitely nightmare fuel) and require a shadow manipulator. Maaaaybe these can be given to other survivors for boosts too... I think this could be a silly little lore tie in, since wolfgang gets strong instantly in the video with max's shadows. Also its a little nod to how bodybuilders can take the easy way out for instant results at the cost of long term health. Would make the gameplay loop more engaging because you hunt down the ingredients for making the draughts instead of idling around. Woops, went a little long here. *Sheepishly shuffles off* Link to comment https://forums.kleientertainment.com/forums/topic/136718-the-hate-against-the-game-vs-the-frustration-against-wolfgangs-dumbbells/page/4/#findComment-1530894 Share on other sites More sharing options...
Blunty_x Posted January 6, 2022 Share Posted January 6, 2022 I've disliked the Rework since I read the patch notes. I decided to give it a chance and it was super disappointing..since the outset though I decided that if this is the direction klei is gonna take they do need to tweak him alot. As other posts have mentioned, a way to gain mightiness passively..chopping, mining, wearing marble suit and piggy back slows loss or atleast doest affect speed while in regular or wimpy. As Wolfgang is, unless your in combat there is absolutely no reason to be in mighty form..he has no real utility...for me bosses harvest my wood, rocks and anything else. I hardly sail and his faster row is negligible at best... I will say thanks too the change I've completely stopped using Wolfgang and have given Wurt a chance and I gotta say I like her alot.. It's unfortunate they killed old Wolf but we need to, as a community come up with ways too improve on what klei is starting to build or stop using Wolf...it's sad but true.. 54 minutes ago, shiguld said: I feel that a big problem with the might mechanics now is that the buildup from 0-100 and maintenance is: A. Slow and very resource intensive OR Tethered to a map location (tax on time) B. Requires disengagement from the game in the form of idling every single game day no matter how late game you get. Normally if a perk is this troublesome to access, you simply ignore it (case wendy who doesnt ever chase pipspooks). In wolfgangs case, you are highly driven to maintain this perk 24/7 because Wimpy is very punishing. But on the flip side, when you do manage to maintain it, the payoff is... disappointing, especially when youre not fighting anything or just have a beefalo. I was thinking about a solution to this that might (hehe) be low code, based off of some of the early beta suggestiond. Since we all love character-specific crafts, lets introduce a few more. For example, lets have a consumable/stackable shadow draught/steroid that instantly adds 100 might in exchange for health or sanity(this is to address the 0-100 might annoyance). Also, design a second version of this draught, which we'll call shadow beans, that work like jelly beans on might for long term hassle free maintenance. These function basically like woodie's idols You can make these have expensive ingredients (NOT thulecite, but definitely nightmare fuel) and require a shadow manipulator. Maaaaybe these can be given to other survivors for boosts too... I don't think adding more items is the answer here..because it's still only useful in a combat scenario, it could save you in a dire situation though like a houndwave or a prolonged boss fight so it has viability, but like you said there is very little reward or utility to mighty because of the time sink in working out and being tied to hunger. This could be remedied by passive gains, if they keep him like this then what's the harm in letting us maintain mighty for as long as we want..chopping? Gains. Fighting? Gains. Mining? Gains. Rowing? Gains. You wanna use the piggyback? Slows the might meter. Same with marble suit. This way mightyform feels viable and doesn't interrupt flow and you have actual incentive to use a piggyback or marble suit.. This is offset by the fact that when your base building or not doing much your might meter drains faster too punish you for not working out or keeping busy...it still gives use too the workout machine by when it's time to head out workout, and still makes it necessary to carry a dumbell in case you wanna top if, like hearing a houndwave or something. Link to comment https://forums.kleientertainment.com/forums/topic/136718-the-hate-against-the-game-vs-the-frustration-against-wolfgangs-dumbbells/page/4/#findComment-1530901 Share on other sites More sharing options...
Kawaw1 Posted January 9, 2022 Share Posted January 9, 2022 There are 2 changes that I really wish for Wolfgang. I do like the changes. The hunger meter in DST is irrelevant. The cuantity and the options for obtaining food made the old wolfgang have no drawbacks. So these are 2 changes that I would like to see: 1 Let me move while training with dumbbells. at the early game, spending the nights training it's okey. But when you actually need to be efficient with your time or if you are in the middle of a fight, being able to move would make it so that you still are playing the game instead of just waiting for a number to fill up. Here is how i would implement it: Normal dumbbell: you dont Gain any mightiness while moving, but with the option of moving you could at least dodge stuff. Goldden dumbell: you dont Loose any mightiness while moving. good for dodging and maintaining mightiness but still no the best option. Gembell: gain mightiness while moving just as much as when standing still. Good for boss fights. This is my biggest change, I'm still surprised that you can really regain mightiness while in the middle of a fight. 2 Just a little change. Make wimpy form drain less food. Less muscle, less energy consumption. Link to comment https://forums.kleientertainment.com/forums/topic/136718-the-hate-against-the-game-vs-the-frustration-against-wolfgangs-dumbbells/page/4/#findComment-1531501 Share on other sites More sharing options...
Gemantri Posted January 17, 2022 Share Posted January 17, 2022 I played some Wolf and I agree that I was wimpy more than ever before. Its not issue when fed and with gembell, its just not easy for start. I like that wimpy wolf has no speed penalty, thats huge buff for me, its what killed me pre-rework most of the times (cant dodge properly when so slow and it takes longer to rub to foodsources so...). I would only change gembell durability or add thulebell (it could drain hunger but be usable while running?), I feel like you should be able to achieve comfort when you play Wolf like traveller and not camper =) or slurperbelt prolonging mightiness? Or tasks like rowing, fighting, chopping, mining to slow drain? Or gym can be made to stop mightiness drain if you reach 100 on it - for day or two - so it has perks making it better than dumbells? Dont know, many (probably already posted) ideas =) Link to comment https://forums.kleientertainment.com/forums/topic/136718-the-hate-against-the-game-vs-the-frustration-against-wolfgangs-dumbbells/page/4/#findComment-1533230 Share on other sites More sharing options...
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