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A buncha suggestions


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At first I was pretty undecided of how this new crafting thing would play out when I saw the announcement before its release, for sure there was no way I make an opinion of just a picture. But well, I got to test it a lot, casually play, and of course had to update my mods to this new format, was nice to see how it's done.
And boi I really like how it turned out. The changes are massive and I feared it might be slower to do things, but getting used to it isn't that big of a deal and pinned recipes helps a lot. I feel like that's the best QoL we got so far, all the changes aside of the crafting stuff improved the game a lot and it's mostly due to the players suggestion that made it into the update, thanks for listening for the community. But sure so many changes will for sure require little tweaks, so here's my little contribution :

 

HUD buttons clickable from the very edge :

I tend to go full savage clicky-clicky around the screen while there's action going, the old crafting UI was pretty handy for this cause the tabs where totally on the edge, which mean I can just wreak the cursor to the full edge and it will still open the tabs. In the current menu, the edge is occupied by a liiittle fragment of the UI which ignore all interactions while sliding on the edge, hope moving it slightly can be considered so this removes the un-required precision :

0-.jpg.a861029d2d1f4c345621d0ef2fd032f2.jpg

 

Free the structure filter from some crafts :

So the problem I always had with the structure tab is how there was massive areas of crafts you would consider just once or twice being much higher than others important crafts, the scrolling was a whole adventure. Now there is much more free space to list everything but the sorting is... still messy.

Event crafts have their own tab which is very handy, however they are at the top of the structure filter and occupy the two first rows to players who've been visiting the different events of the game (which represent fairly everyone as so many players switch between events). I think it would be decent enough to put them at the bottom at least or just make them exclusive to the event filter. It feels pretty unnecessary to make them so visible while other things require to be higher, same applies to prototypers, and actually a bunch of others while the exclusive to the structure filter are often at the very bottom.

I'm really satisfied of the rest but most crafts should be repositioned to something healthier to prevent a necessary scrolling for nearly all crafting needs of this filter.
Also would be cool if mods had a way to resort their recipes in the filters instead of being tossed to the bottom, previous methods changing the sortkey seems to no longer update the craft position, do we have a solution to this problem ?

 

Display the number of item made by one craft :

It's very straightforward and an easy thing to incorporate, I'm sure new players would love to know the Scale Flooring gives you x6 turfs and not just one as you don't know, or just anyone experimented who might tend to forgot or discover modded crafts, let's use some of that fresh new free space with useful informations ! :)

 

Some extra animations for the Ancient Guardians :

Amazing rework, I was always cheesing this boss in the past because even if the old pattern was doable, the HP sack was too long to empty, had no fun play around it and took really long minutes to finish, why bother. Now it feels like the fight is actullaly affordable for both new and experimented players without being bored at all, it's sweet ! However I'd wish there was 2 extra animations to make it more detailed instead of big instant cuts :

  • A special hit animation when he's down, first time I fought him I was unsure why he gets up so fast and... ah no, he doesn't.
  • A transition when he goes to the last phase, most bosses have pretty epic transitions to different phases but here something is really missing.

 

Wolfgang mightiness loss when hits should not ignore armor :

No need for long details, this just makes the mighty form ridiculously difficult to control in certain fights and remove importance to other perks such as using heavy armors if in the first place getting hit destroy your main ability.

 

Improvements to the double click action changes :

For some reason yesterday I was just casually feeding my critter with... uh, good food ? And my character decided to jump into action and attack the hounds of the staff setpiece that were around after the first item. wat ?
I'm sure this can be helpful in some situations but so far I had friends that experimented lots of unexpected scenarios because of this change, trying to stay in a boat with a hammer in hand without destroying everything unintentionally is a very fun challenge. :encouragement:

 

Varg utility in hound waves :

Yeah I know it's supposed to be Varglets or idk how it's gonna be named, but I'm not against the idea of a possible rare varg during hound waves, I'm always up for more diversity into the gameplay, however if this can be kept with a moderate difficulty I'd love it to come with a prize.

Let's say killing a Varg pause hound waves for 20 days, deal ?

That's about it for me, really enjoying it and I'm getting very faithful for the other upcoming updates when it stats that nicely.

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33 minutes ago, ADM said:

Yeah I know it's supposed to be Varglets or idk how it's gonna be named, but I'm not against the idea of a possible rare varg during hound waves, I'm always up for more diversity into the gameplay, however if this can be kept with a moderate difficulty I'd love it to come with a prize.

From the looks of it, Varglets make hound waves easier to deal with, rather than harder. A single Varglet replaces 5 hounds and can summon a total of 3 hounds in its lifetime. Not only does that mean a net decrease in the number of mobs attacking you, but it also means you'll have fewer hounds to deal with at a time, since the Varglet does not summon its own hounds right away as far as I can tell.

 

35 minutes ago, ADM said:

Let's say killing a Varg pause hound waves for 20 days, deal ?

As of the latest patch, past day 100, hound waves have an interval of 11-16 days between them.

44 minutes ago, QuartzBeam said:

From the looks of it, Varglets make hound waves easier to deal with, rather than harder. A single Varglet replaces 5 hounds and can summon a total of 3 hounds in its lifetime. Not only does that mean a net decrease in the number of mobs attacking you, but it also means you'll have fewer hounds to deal with at a time, since the Varglet does not summon its own hounds right away as far as I can tell.

Yeah I've only had those today after I posted this and that's pretty nice, I was only playing yesterday where there was just the Vargs themselves and holy molly this was hell but I still like the idea of having them eventually as a rare spawn ^^
Also saddened they look exactly like vargs, I expected one of those things found in New Home anims.

Also was mostly feeling like adding this reward from the Vargs cause they spawn from tracks and... well there's no good to them if not just gem farming, would be nice way to store them a moment and just getting it kill to be sure you can get rid of waves while you need it. Just ideas. :)

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