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What was the point of making cursed trinkets drop on death?


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I don't understand this change. What is the purpose of it? Was it to make it more "realistic" to the other monkeys? I don't really see that as a strong enough reason to essentially punish other players for your actions. Am I missing something? Is there some actual benefit to it working this way, as opposed to the trinkets being bound to the player that obtained them?

4 minutes ago, Dr. Safety said:

I don't understand this change. What is the purpose of it? Was it to make it more "realistic" to the other monkeys? I don't really see that as a strong enough reason to essentially punish other players for your actions. Am I missing something? Is there some actual benefit to it working this way, as opposed to the trinkets being bound to the player that obtained them?

Honestly I think it’s probably a secretive way for players who want to remain as Wonkey forever to be able to acquire thousands of trinkets to do so..

Which makes me question what would happen if you actually gathered thousands of trinkets and then died leaving them in an area if picking them back up would not immediately crash the game.

I personally don’t like it because of the griefing potential such a feature has behind it that Klei never took the time to consider- 

Example: If I intentionally die with these necklaces in a circle around Dragonfly, then I just effectively forced anyone who wants to fight her to have to play as Wonkey while fighting her- because there’s a literal “wall” of cursed necklaces blocking off that content.

while I personally wouldn’t do that.. I can easily see it being possible-

They added spawn protection around the florid to prevent dropping them off there, but exactly what is stopping the determined griefers from going right outside of the Griefing protection radius and then boxing that in?

 

13 minutes ago, Dr. Safety said:

Is there some actual benefit to it working this way, as opposed to the trinkets being bound to the player that obtained them?

To Stealth erase the mechanic like pirate raids.

29 minutes ago, Mysterious box said:

To Stealth erase the mechanic like pirate raids.

Makes me seriously question if Klei will cave in to pier pressure and give Wolfgang back his movement speed or nerf Wendy.

Pretty sure the real reason they drop was a technical glitch- and hopefully this is just a temporary fix, otherwise the whole mechanic of taking banana to the Queen to remove necklaces is kinda pointless..

1 hour ago, BezKa said:

Mostly due to bugs that resulted from holding onto them. Then devs decided monkeys drop theirs when they die, so it's consistent for you to drop them too.

If it's bug related, that makes more sense and I wish they would have just said that, possibly open the floor to suggestions, because this is too destructive as is imo. Just imagine a wonkey player dying in a boss fight where they were fighting alongside a Webber with a spider army, or a Wanda who was being the glass cannon, now being forced into a low health character and likely no way of healing since they could only use watches.

It just seems like a silly change to me

23 minutes ago, BezKa said:

 

They did.

I remember reading that now, so scratch what I said about them not stating it was bug related. Although I'm still a bit confused by that response. Is he saying that the original plan was to have the trinkets drop on death? If he is, then I stand by my criticism of this feature, since making the cursed player remain cursed until they fix it is MUCH better than passing the curse onto someone else who did nothing to deserve it. And as @Mike23Ua said, it makes the mechanic of using the monkey queen to remove the curse pointless.

15 minutes ago, Dr. Safety said:

I remember reading that now, so scratch what I said about them not stating it was bug related. Although I'm still a bit confused by that response. Is he saying that the original plan was to have the trinkets drop on death? If he is, then I stand by my criticism of this feature, since making the cursed player remain cursed until they fix it is MUCH better than passing the curse onto someone else who did nothing to deserve it. And as @Mike23Ua said, it makes the mechanic of using the monkey queen to remove the curse pointless.

Someone mentioned dropping only one trinket when you die, and I think that would be a cool middle ground. If you must, kill yourself 10 times (or more) and waste revival items, or go to the monkey queen and pay your due.

That doesn't fix all the bugs they wanted to avoid in the first place though, so I think the decision has been made at this point

I think gameplay should be prioritized over lore. While it does make sense that you drop them on death from a lore standpoint I really don't think griefing people whether on accident or purpose because you died next to them is good gameplay (even if it is funny). It also makes getting rid of the curse extremely easy and basically removes the curse as a downside altogether. 

Honestly I didn't want to instantly jump at anything but having played with it, it's really bizarre. 

I do like that the change was to make it more in-line with the lore, since Powder Monkeys drop them on death, but in practice it feels... aimless.
The map is massive, and reviving is cheap. If you get cursed I really don't expect people to go to the island to have it remove over just offing themselves in a small box to remove it. 
The cost to sail to the island and remove it compared to using some gold and a red gem is uh... very far apart. 
(Not to mention no more Wonkey ghost! :{)

They also apparently put in an anti-Wonkey bomb cooldown for when you die, it feels. I haven't checked the code but in a server I was in, I'd die and my trinkets wouldn't zoom to nearby players, but if they manually pick them up it'd curse them. It led new players to being bombed anyways since they had no idea what it is which seems against the point of the cooldown/spawn protection.


This is a bug but I felt I should note that using an LGA near any Trinkets will put you in the hit state and cancel the LGA's sleep effect leading to near instant deaths after revival which feels off.

I suppose it was to make it more 'realistic' since pirate monkeys drop theirs upon death. 

The thing is that this decision basically invalidates the existance of the monkey queen. Now, I haven't checked this but if eyeplants can eat cursed trinkets, then the simplest way to get rid of the curse is to empty ur inventory and then die to an eyeplant.

Klei could always make an actual reason to keep the ghost Wonkey. Say somepting like 'The pirate monkeys are just that- monkeys. They use the trinkets to show that they belong to the pirate gang. It's only once the trinket comes into someone else's possession that weird stuff happens' and that'd be a genuine explanation behind trinkets sticking to our characters even after death.

But at the end of the day... Wonkey is just bland and people won't really care if they have to off themselves or sail to get rid of it. It's not interesting enough to be considered a new character, that people would actually want to play as. Some changes could include:

Spoiler

-Replace original character's quotes with oohs and eees

-Produce and throw poop. For shi*s and giggles

-Craftable monkey huts, pirate flags, maybe some other new Wonkey-specific items (even decorations would be alright)

-Some extra interactions with the Queen. Maybe if you gave her certain items as Wonkey she'd give you something else in return

-A small grace period after running where you'd immediately start running again. If you, for example, stopped to pick up something

Wonkey isn't a good curse either, just an inconvenience. There's no real incentive to go to the Queen other than 'I want to be back as the other guy'

A good curse-type mechanic would be:

Spoiler

-Every morning you forget one of your learned recipes

-Every time you take damage your max healt is reduced by half of the damage taken

-Durable items inside your inventory loose 1% of durability every clock's segment

 

4 minutes ago, Szczuku said:

The thing is that this decision basically invalidates the existance of the monkey queen

they reduced the impact of the queen which was already low once you learn the recipes... she had one job

 

4 minutes ago, Szczuku said:

A good curse-type mechanic would be:

  Hide contents

-Every morning you forget one of your learned recipes

-Every time you take damage your max healt is reduced by half of the damage taken

-Durable items inside your inventory loose 1% of durability every clock's segment

i wont describe that as a good curse...

edit: and who said a curse should be only punishment? see woodie and with woodie we can take a look at all literature that mentions curses which inspired woodie, some of them have upsides and downsides instead of just downsides

 

2 hours ago, Szczuku said:

-Every time you take damage your max healt is reduced by half of the damage taken

-Durable items inside your inventory loose 1% of durability every clock's segment

No no no no no no no and no thank you for reading that is all.

7 hours ago, ArubaroBeefalo said:

she had one job

And now she has 0. I’d like to see her give some trades or something more for bananas so she isn’t like a lot of other ocean content where it’s a one time thing and you never mess with it again 

3 hours ago, Dextops said:

And now she has 0. I’d like to see her give some trades or something more for bananas so she isn’t like a lot of other ocean content where it’s a one time thing and you never mess with it again 

Easy to point out problems. Difficult to come up with good solutions...

There are actually very few "sticky" things in the game (ie. things/places you have to frequently return to, to interact with something specific). Only thing that comes to mind are the ruins research stations, and those are in a class of their own given their usefulness and unique design of the ruins concept overall. Maybe you could include pearl and her shells/other trade items. Maybe you can also toss in lunar island for the CC fights (oh hey 2/3 kind of relevant examples are ocean content :O ). 

11 hours ago, PetulantPansy said:

Easy to point out problems. Difficult to come up with good solutions...

One idea I had in mind would be that something could be traded with the Queen for 'banana core' (or whatever) which would be a key ingredient for one of Wonkey's unique crafts: Plunderin' Hut.

Basically a powder monkey hut but on the ground and monkey that comes out of it has a smaller agro range unto players and with 20 or so slots to spare would go around picking up items and harvesting plants and then at the end of the day or when full depositing the spoils at the hut. So you just plop it next to ur grass, twigs and monkey tails farms and it auto-harvests for you.

The catch? Only Wonkey can empty the hut, other characters would have to hammer it down

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