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Looking Ahead: The Next 2 QoLs of 2022


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Taking advantage of the fact that the first Quality of Life (QoL) update is in beta and already well underway, what are the next changes that are not so urgent that they could be implemented in the next ones? Put suggestions here

I'll start by asking attention to the Morning Star weapon, it is very expensive and the durability is very short, it ends faster than the speed of light. Could it have increased durability or be rechargeable? There are great sources of electricity there in the game, like electrical doodad and lightning rods.

10 hours ago, SinancoTheBest said:

I'll just leave this here:

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Also can we get bombegrenades sometime this year? Bombegrenades.png.cbe951fae59f2f613465836fd5f7a99b.png

These are some pretty good suggestions, I especially agree with the night light and pick/axe. The night light could last longer than a firepit, being lit for a little over 2 game days, and the pick/axe just having 2x the amount of durability compared to the luxury axe and pickaxe. 

10 minutes ago, GrapeVruit said:

and the pick/axe just having 2x the amount of durability compared to the luxury axe and pickaxe. 

But it already has 267 (pickaxe) to 800 (axe) uses, gold axe has 400 and gold pickaxe has 134.

If they were gonna do more QOL updates I'd like to see some indepth "focused" ones. Things like oceans, biomes, characters, ruins, world gen etc- updates themed at really going in depth to clean up specific chunks so that the community can really go in depth on the weak points of those things and hopefully get them fine tuned.

Some of those might be going past just QOL and more into rework territory, but something like a bulk mini-refresher for all the characters that might need just minor tweaks rather than in-depth reworks would be really good. Wolfgang is getting his whole thing fine-tuned right now, but some characters like Walter maybe only need a tweak or two. Stuff on par with things like Wormwood getting bee immunity.

11 hours ago, SinancoTheBest said:

I'll just leave this here:

2045476270_Leastusefulcraftables.thumb.png.f6b34ed1a686a21943fc18ff49e4078e.png

 

 

 

 

 

 

 

 

 

 

 

 

 

Also can we get bombegrenades sometime this year? Bombegrenades.png.cbe951fae59f2f613465836fd5f7a99b.png

Moonwalls and pickaxe is already fixed though

Nightlight has great use in the grotto and the moon island

Thermometer is pretty useful when you're learning the game. It does exactly what you pay for

I’ve already said pretty much everything I’d like to see out of future QoLs, there’s no need for me to repeat all of that here like a broken record but the TL:DR of it:

More World Gen options, settings, and control over how I play the game- maybe I want Pig Kings location to truly be randomized? Or maybe I want him to have a chance to not spawn at all?

Most people will just say buy a Pc & make my own mods.. but why?

“Explore randomly generated worlds” that was a selling point of the franchise: Klei should double down on letting me randomize more stuff.

That.. along with Palm Trees in the Oasis is all I can possibly ask for.

15 minutes ago, Mike23Ua said:

More World Gen options, settings, and control over how I play the game- maybe I want Pig Kings location to truly be randomized? Or maybe I want him to have a chance to not spawn at all?

The duality of Mike.

"Give me more options to play the game how I want!"

"These people fight bosses in ways I don't like, we should limit their options!"

2 minutes ago, SomebodyRandom said:

The duality of Mike.

"Give me more options to play the game how I want!"

"These people fight bosses in ways I don't like, we should limit their options!"

Actually it’s more like: “Give me more options to force everyone who joins my world to play how I want them to”

and can you really call pinning a boss in between a lureplant so it can’t reach and attack you a “fight?”

Sure: I may use the twins of terror to kill dragonfly for me.. but understand that I have THREE Bosses in that fight and they aren’t going to just all die at the same time so eventually: I’m left with one or the other still standing to deal with on my own.

To drive home my point further: whenever your game is retrofitting in new content there are vines and such blocking you from going into or exiting out of a Cave… this has its own actual animation while the game retrofits… and on Xbox you can’t host a world without caves enabled- So, having an actual world Gen setting that makes caves or the surface unavailable in much the same way retrofitting does… would FORCE people to stay on the surface or inside a cave.

Which is 10000x better then just saying “You can’t use Caves/Can’t go to Surface” and then hoping people play by your rules.

31 minutes ago, SomebodyRandom said:

The duality of Mike.

"Give me more options to play the game how I want!"

"These people fight bosses in ways I don't like, we should limit their options!"

I mean, using a lureplant to block a boss is an exploit and should be fixed.

Someone who built an ingenious way to farm BeeQueen with a lot of preparations it's fine and cool.

A change to walls so that the higher tier a wall is the more mobs cannot break it. For example maybe spiders would only be able to do damage to hay walls, while warrior spiders could also damage wood but cannot break stone, normal hounds cannot break stone but elemental hounds can, but cannot break thulecite. That sort of thing. While statues do exist i'd appreciate being able to use walls as they tend to be more consistent at keeping mobs penned in, and would make beefalo and voltgoats more straightforward to contain should you want to.

Obligatory "fix the wurt bugs klei!"

Change to how reeds work, if it's not going to be part of the wicker rework. Right now reeds are entirely hit or miss based on worldgen :|

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