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Please remove living logs from the ancient tab recipes


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So in general, it seems like the items in the ancient tab are made with materials found in the ruins. Gems and thulecite are mined from statues, and nightmare fuel can be collected easier than usual from the numerous extra nightmare creatures. And this makes sense game design wise, since these items can only be crafted in the ruins.

And yet for some reason, a few seemingly arbitrary recipes require living logs. This is annoying for 2 reasons. One, it is completely inconsistent and random which recipes require them (it doesn't have any particular logical basis either). Two, it requires you to lug living logs down to the ruins to craft certain items. Not only is this going to always be annoying, but newer players will not know that they should have brought living logs with them to be able to even make the valuable materials they collected into useful items.

Well you're not exactly meant to rush the ruins, so by the time you would be ready to go there you would have gotten at least a few living logs from tree guards alone. Living logs have limited uses anyways so we would be losing crafting recipes for them if we removed them from the ancient recipes. Plus, if you have a wormwood on your team your problem is solved.

34 minutes ago, Dat_Das said:

One, it is completely inconsistent and random which recipes require them (it doesn't have any particular logical basis either).

Two staffs and the club use living logs, and this is because there is a visually wooden part of the texture itself. The only ancient tab staff to not use them is the lazy explorer, as it's staff is seemingly crafted using the walking cane itself. Hope this clears it up.

1 hour ago, Dat_Das said:

Not only is this going to always be annoying, but newer players will not know that they should have brought living logs with them to be able to even make the valuable materials they collected into useful items

the first time, the second they will know that they need living logs so i dont get this

how is it annoying when you already might visit the blue biome for healing before going to the ruins? kill some gnomes in the grotto

Take magic stick make magic-er stick. If anything were to change about the log cost I would want it to be a reduction, not removal, of the amount of logs the club takes. They really burn through 'em. But it's fine how it is now.

2 hours ago, Dat_Das said:

but newer players will not know that they should have brought living logs with them to be able to even make the valuable materials they collected into useful items.

I don't feel like any point that uses new players really works due to how anti-new player friendly this game is already. How are new players meant to know what food does what? How are new players meant to know what crockpot recipes do what? How are new players meant to know Antlion attacks you in summer? How are new players meant to know how to summon certain fights? (celestial champion, malbatross, etc), How are new players meant to know what the kiting patterns for hostile mobs are? The list can just go on and on, especially when we're using the ruins as the complaint example, a location thats meant to be done much later in the game (you're encouraged during summer). The entire game without using guides or having people help you understand is experimenting with how things work. A new player isn't even going to know a crafting station exists in the ruins.

absolutely not. its not even hard to rush ruins with living logs to begin with, plus they are meant to gate content. 3 living logs is all you need and you can create even more by deconstructing t clubs

1 hour ago, Guille6785 said:

now I wouldn't mind if the thule club didn't require living logs

please klei I beg please I love the club but it's so fkin expensive

t club recipe is good because it allows living logs multiplication in a rush

7 hours ago, Guille6785 said:

now I wouldn't mind if the thule club didn't require living logs

please klei I beg please I love the club but it's so fkin expensive

Yeah get rid of the living logs in thelucite clubs!

Spoiler

And replace it with your soul.

 

9 hours ago, Guille6785 said:

now I wouldn't mind if the thule club didn't require living logs

I wouldn't mind this as well (or at least reduce the living log cost). One of the reasons I rarely make it is because even with a construction amulet, you still use 2 living logs, and without it you need 3. Dropping the cost to 0-2 would go a long way into helping it out.
 

Spoiler

Minor tangent (and also probably doesn't really matter), I also wish it got the shadow weapon property since it always amused me Wanda doesn't get a damage boost from the club despite being a shadow-themed weapon.

 

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