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Remove/Repurpose the Think Tank?


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With the crafting UI overhauled, this structure seems pretty pointless now. It enables a relatively small number of recipes and doesn't require any particularly interesting components to make, so now it just feels like another research station taking up space and putting another 4 boards between them and the sea. I'd just as soon see it disappear, but repurposing it could also be okay. My only thematic idea would be maybe a small sanity aura that only functions on a boat and scales with the number of players on it or something ("think tanks" are groups of people coming together to brainstorm solutions to problems).

I'd really just wish they add more seafaring crafts more than anything, we've seen so many things that didn't make it in the game just yet for boats that I'd love to see implemented. Other than that I guess it's fine, many games of this kind have countless stations to craft things when it's slightly themed around a gameplay part differing from the rest, DST is far from abusing it to a bothering level since those can prototype recipes in general (some could argue it's useless when the station come so cheap), just yeah wish there was more added, which is likely to happen, right ? :distracted:

I have one of the most beautiful skins Klei has ever put out for this game- and it’s a lighthouse skin for the Think Tank your wanting removed…

Just like when people wanted Willow to be reworked to be some kind of Mutant who can control fire with her mind and suggested her to be able to hold floating fireballs as a light source in her hand: I bought a cool Willows Lighter skin that would effectively be taken away if the lighter no longer had use.

You have to think about something before we can just out right “remove” it.

Some people may want a more detailed highly in depth cooking system rework like how Fishing & Farming got Reworked and how Klei removed the old farm plot from the game completely and replaced it with a the digamajig and new gardening stuff or whatever…

Back THEN it was fine because as far as I know of.. the old Farm plot did not have a skin… but- To rework cooking… People actually buy Crockpot skins ya know?

Thats something Klei has to take into account before they can just “remove/repurpose” anything..

Too many people complain about Pet Den Critters crying for food and being useless? Let’s Remove them! Oh but wait.. aren’t there several different skins for KittyKit, Varglet, Broodling etc?

The Think Tank is fine as a structure.. so let’s not remove anything that already has a skin someone may have bought? K that’d be great.

20 minutes ago, Mike23Ua said:

things

It's a good thing you came in so fervently opposed to one of two possibilities I gave. I am in fact in charge and could have made the decision to axe it on my own.

Or you could have just, you know... said that stuff without the combative tone. Didn't realize the thing had skins. Okay, don't remove it. But it's not "fine" as a structure just because it has skins and other games leave useless crap in them all the time. It's obviously a relic of a limitation of a system that we just did away with, so all it does now is take up space, give you something to skin, and put another 16 logs on an already fairly heavy list of busywork just to get moving on the water.

5 minutes ago, Faintly Macabre said:

It's a good thing you came in so fervently opposed to one of two possibilities I gave. I am in fact in charge and could have made the decision to axe it on my own.

Or you could have just, you know... said that stuff without the combative tone. Didn't realize the thing had skins. Okay, don't remove it. But it's not "fine" as a structure just because it has skins and other games leave useless crap in them all the time. It's obviously a relic of a limitation of a system that we just did away with, so all it does now is take up space, give you something to skin, and put another 16 logs on an already fairly heavy list of busywork just to get moving on the water.

How is it any different from using a science machine only long enough to build an Alchemy Engine?

If I actually needed a science machine for various crafts that could NOT be crafted at a Alchemy or higher tier crafting station: then Science Machine would still have a purpose beyond cool skins..

But currently: It’s only there until you get a better tier- same with many other items in the game.

The Think Tank is actually fine.. it doesn’t need removed or repurposed- it does it’s intended job.

18 minutes ago, Mike23Ua said:

How is it any different from using a science machine only long enough to build an Alchemy Engine?

If I actually needed a science machine for various crafts that could NOT be crafted at a Alchemy or higher tier crafting station: then Science Machine would still have a purpose beyond cool skins..

But currently: It’s only there until you get a better tier- same with many other items in the game.

The Think Tank is actually fine.. it doesn’t need removed or repurposed- it does it’s intended job.

You offered one answer to your own question already without knowing it I guess: the Think Tank is not a stepping stone or intermediate, like the Science Machine. It is purely a gate, and not even an interesting one. At least for the Science Machine you have to track down some gold. The Think Tank is literally just 4 boards and a place you have to build/come back to on the few occasions that you need to prototype something new. It's purely a nuisance, and I suspect/hope that being a nuisance is not actually its intended job.

5 hours ago, Faintly Macabre said:

With the crafting UI overhauled, this structure seems pretty pointless now.

Everything you said applies just as much to the previous crafting UI. If enabling you to make boats is just an annoying hurdle then it always has been.

6 minutes ago, Cheggf said:

Everything you said applies just as much to the previous crafting UI. If enabling you to make boats is just an annoying hurdle then it always has been.

I guess I figured it existed to justify a whole new crafting tab, but I suppose that's not necessarily true, now that you mention it. Still, it really does seem superfluous. All the other research stations expect some sort of progression of play out of the player, even if it becomes relatively trivial as you get more accustomed to the game.

I feel you, the Think Tank could use a QOL.. Even the devs themselves tried to move boat recipe out of it during beta.

Right now, it has a few problems that brings weird game experiences. Firstly, the theme doesn't stand out from science, unlike magic whose crafting recipe for the basic station is suggesting it's about a whole new area.

In the old crafting UI, Think Tank somewhat serves a purpose to unlock a new tab, and even that is gone now. Without much to imply that the TT is about a new system or to divide itself from science, not even its own crafting recipe, it just gives no reason to not have all its unlocks unlockable from a Science Machine, where TT itself is unlocked from.

Too little stuff to prototype is another issue that contributes to it's low sense of "theme" problem, especially when Klei changed a bunch of crafts to not require the Think Tank anymore.

I believe, at first, the Think Tank was designed to be set up on the boats, so that you can unlock every tool in time when you need them during travel. Yet, the problem is that you'll have to craft one on land to make a boat. However, since they are not portable, so what you end up doing is 'craft a TT' (-4 boards), 'craft a boat' (-4 boards), 'craft a TT for the boat'(-4 boards). And you just wasted a big pile of logs (and time) without any notable progression.

Lastly, if they are ment to be a boat structure, TT should not take so much space as they currently do (and better become portable in some way). We've got a small small boat after all.

tbh i think think tank would be 100 time better if it required 1-2 boards instead of 4(or maybe even just logs)
cost of think tank really feels counting that you really need to already get a lot of boards to craft fully functional boat, also it really makes you waste a lot of resources if you want to move think tank, for example on boat

10 minutes ago, Capybara007 said:

devs said that boat changes should be made on a proper update and not in "just a recipe change"

does it mean boat updates, or even better, boat mechanics overhaul?

ok so what if
wilson rework will be actually boat rework?
like if we believe maxwell's quotes wilson created think tank
so what if in his own rework wilson will just do more things for boats

5 hours ago, Eughstein said:

tbh i think think tank would be 100 time better if it required 1-2 boards instead of 4(or maybe even just logs)
cost of think tank really feels counting that you really need to already get a lot of boards to craft fully functional boat, also it really makes you waste a lot of resources if you want to move think tank, for example on boat

Hiring as little as two pigs will help you get more wood then you can possibly know what to do with.. 4 planks is fine- you just gotta know how to play the game, and stop wanting things crafting costs reduced to so little that the game pretty much plays itself.

Common sense should say if a lot of work needs to be done: Hire extra hands, or hoofs, or claws.. or err whatever you get the idea.

3 minutes ago, Mike23Ua said:

Hiring as little as two pigs will help you get more wood then you can possibly know what to do with.. 4 planks is fine- you just gotta know how to play the game, and stop wanting things crafting costs reduced to so little that the game pretty much plays itself.

Common sense should say if a lot of work needs to be done: Hire extra hands, or hoofs, or claws.. or err whatever you get the idea.

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