Baffoh Posted March 12, 2023 Share Posted March 12, 2023 Hello again! I'm here to propose yet another suggestion for yall, this time I'll be trying to focus more on explaining how exactly this fix would work exactly and my reasoning onto why I think my concept would work at the least somewhat better than the current implementation of this mechanic, and as usual please let me know what you think about this fix! I always like to improve and hearing yall's feedback is awesome! Anyhow enough blabbering and here's a quick list of the changes I would make for Slurtles along with some other stuff: Slurtles and Snurtles can now be hammered out of hiding. Hammered Slurtles and Slurtles will now have a chance of having their shell slipper out of them when hammered. Slurtles and Snurtles will now use their shell's durability and protection when hiding. Upon exhausting their shells durability, the armor will break and Slurtles along with Snurtles will be beheaving differently. Slurtles and Snurtles both shell's drop rate has been increased to 100% The health of both shell's will go down as Slurtles and Snurtles's armor is damaged, hammer strikes dealt to Slurtles and Snurtles when hiding will not cause the durability of the shells to go down Shelmet's durabilty has been decreased from 525 hp to 275 hp, helmets at 100% hp will be able to be stacked. Introducing the Glamorous Hammer! Both Snurtles and Slurtles can now drop from 2 to 3 Brokens Shells upon their armor being broken. Broken Shells maximum stack size has been increased from 10 to 20. All Slurtle Mounds will now always host 2 Slurtles or Snurtles and regain the lost hp after not being attacked. And now I'll be explaining those changes in detail! Slurtles and Snurtles can now be hammered out of hiding. Slurtles are quite the slow mob, both in actual speed and as in time you have to fight them, this I think is one of the main reason on why people don't want to waste time on killing them, so my solution is just to implement this mechanic to make them come out of hiding earlier, and since I thought this mechanic needed a bit more dept I also think a chance of 50% for the shell to slip out of them would make the fight a bit more engaging than what I previously suggested, also it would be cool to have a separated quote from characters when the Slurtle or Snurtle is hiding on it's shell hinting towards hammering it. Slurtles and Snurtles will now use their shell's durability and protection when hiding. This is not only a solution for players who lack an hammer on them and/or just wants the slime and the broken shells, but also a way to add even more depth to the fight, since Slurtles will behave way more differntly when they are without a Shell, and will use the following behaviour in this order: Runs away from the player at slightly higher speed. If there is a shell avaiable nearby that isn't on the player's or a mob's inventory: Targets the shell and knocks it out even of Backpacks and normal Chests If there is a shell avaiable nearby that is on a player or a mob's inventory: Targets the player or mob with the Shelmet and if the attack is succesful, knocks the Shelmet out of the inventory and on the ground for it to grab If a player without a Shelmet attacks it: attacks back, but starts fleeing again after not being attacked for 8 seconds If there isn't a shell avaiable nearby and a player isn't attacking them: Flees towards the nearest Slurtle Mound (note this wouldn't make a brand new enitity spawn inside the mound instantly, but it would just cut in half the spawn timer of the next avaiable Slurtle or Snurtle) Quite the long list on how they would work, but I think this behaviour would fit the Slurtles really well, as for the Snurtles's behaviour on when their armor breaks or falls off, they would just actively flee to the nearest empty mound, and as a side note, yes when hiding Slurtles will have 90% dmg reduction and Snurtles will have 100% dmg reduction, taken from their Shell armor of course! Slurtles and Snurtles both shell's drop rate has been increased to 100% As I said above, this isn't a complete buff since the durability of the shells will be brought down upon it being hit when used as armor from Slurtles and Snurtles but if a player knows how to handle them I can see this as only a reward for their effort, as a side note I would also add cracks to their armors to show how much damage it has taken, the cracks would become more the hp of the armor decreases. Shelmet's durabilty has been decreased from 525 hp to 275 hp, helmets at 100% hp will be able to be stacked. Since this fix makes getting a Shelmet more easy I had to balance it someway and I decided to keep it's great damage reduction but drastically decreasing it's hp, but since I thought the Shell needed a slightly higher boost I also made it stackable at 100%, this would also give the player much more needed space used to bring all the stuff they've gathered undeground back to the surface. Introducing the Glamorous Hammer! As I've been talking about hammering a ton in this post, might as well introduce the Glamorous Hammer! Made from 5 twigs, 4 gold nuggets and 9 cut grass it boasts 4 times the durability of a regular hammer! I know this isn't really on topic, but I think it would have been a good addition along with these fixes. Both Snurtles and Slurtles can now drop from 2 to 3 Brokens Shells upon their armor being broken. Self explanatory enough, an increase in shards would make Shell Bumpers a slightly better option for exploring the ocean and also who had the idea to keep the maximum stack being 10 after adding Boat Bumpers? Like come on... All Slurtle Mounds will now always host 2 Slurtles or Snurtles and regain the lost hp after not being attacked. This is odd, from what I understand everytime you start a server, the number of maximum entities inside the mound can go between from 1 to 2, I really don't understand on why it would change everytime you start a new server but a change to make them have always the maximum number of entities in the mounds would be great, also since Slurtle Mounds can't be relocated or renewed it would be great to at the least have them regenarate hp overtime, this would avoid unfortunate incidents (alias hitting a mound with your lantern 35 times) that you can't really fix in any way besides a rollback. And here's the end to my suggestion, thanks for reading and as I said before, lemme know what you think about it, if you like those changes or if you have any other way of fixing Slurtles and Snurtles let me know, for now I'll be going and yes I've gone insane after typing Slurtles and Snurtles so many times, goodbye now, have a good time! Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/ Share on other sites More sharing options...
Antynomity Posted March 12, 2023 Share Posted March 12, 2023 Yes please! Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624875 Share on other sites More sharing options...
MondayNight Posted March 12, 2023 Share Posted March 12, 2023 So, if I understand well your proposal, if not using a hammer you pretty much get from "yeeting" Snails... broken shells and slime? Next the 1/2 decrease of loot-gear's HP.. coupled with, when you get the Armor and Helmet via fighting, in your "refurbishment" they would be already pretty damaged, to the point of superfluousness?! Then there's this: ..that painfully reminds me of this meme-mod: Toptoptoptoptoptoptoptop Hat. Yeah, trololol meme, funny moments - but as an official game mechanic? Just looks at this: ..and sincerely think if such a thing would be desirable in official capacity? DS/T might have its silliness but this... is a whole 'nother level of crazy. Though yes to Snail Mounds regenerating HP. And have their force attack priority lowered as much as possible - I frankly see no valid scenario where someone would prioritize attacking them over hostile mobs of any sort. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624883 Share on other sites More sharing options...
BeeClops Posted March 12, 2023 Share Posted March 12, 2023 did you know the tail'o cats scares them out of their hiding and stuns them for a couple seconds after? makes killing them pretty easy and quick, and hoards of them are trivial to farm with abigail and the tail'o(it has aoe scares multiple out at once). Hammering them out would eliminate one of the very few good uses of that item, so for that reason I would say no. I'm all for snail mounds regenerating hp of course. And a more durable hammer would be nice too. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624884 Share on other sites More sharing options...
Baffoh Posted March 12, 2023 Author Share Posted March 12, 2023 49 minutes ago, BeeClops said: did you know the tail'o cats scares them out of their hiding and stuns them for a couple seconds after? makes killing them pretty easy and quick, and hoards of them are trivial to farm with abigail and the tail'o(it has aoe scares multiple out at once). Hammering them out would eliminate one of the very few good uses of that item, so for that reason I would say no. I'm all for snail mounds regenerating hp of course. And a more durable hammer would be nice too. Yes I'm aware of this metod of stunlocking Slurtles and I've used it in the past, it's quite fun for the first time, but it gets old really quickly, especially with the really low drop rate for Shellmets, I also love the Tail o' Three Cats and I know that my solution would damage the userate of this item quite a bit, but that doesn't mean that any item that has just one small niche should have dibs on that niche if you know what I'm saying. Well in short the Tail' o' Three Cats is a whole other can of worms to open and make more useful to use, it also deserves some changes in my opinion aside from covering one small niche, also thanks for the feedback! 1 hour ago, MostMerryTomcat said: So, if I understand well your proposal, if not using a hammer you pretty much get from "yeeting" Snails... broken shells an slime? Then the 1/2 decrease of loot-gear's HP.. coupled with, when you get the Armor and Helmet via fighting, in your "refurbishment" they would be already pretty damaged, to the point of superfluousness?! Then there's this: ..that painfully reminds me of this meme-mod: Toptoptoptoptoptoptoptop Hat. Yeah, trololol meme, funny moments - but as an official game mechanic? Just looks at this: ..and sincerely think if such a thing would be desirable in official capacity? DS/T might have its silliness but this... is a whole 'nother level of crazy. Though yes to Snail Mounds regenerating HP. And have their force attack priority lowered as much as possible - I frankly see no valid scenario where someone would prioritize attacking them over hostile mobs of any sort. Alright I understand your point of view and I'll explain my reasoning for this changes: You can still fight Slurtles and Snurtles the normal way, just avoid attacking them in their hiding phase of course, the decrease in health for the Shelmet was very much needed since in my post I modified the drop rate from 10% to 100%, which was lower than a Tam o' Shanter and killing a mob with 1200 health, that you find mostly at a rather far distance from cave entrances, that you either have to wait for to come out of hiding everytime or use an item which you prepared in advanced which is also a bit of a pain to get, only to have a 1/10 of a chance to get it everytime is really demoralizing to be honest, so that's why I thought my changes were fair, as for the stacked hats, yes it's a joke, I should've said that, what I meant by that originally is that the armor would be able to be stacked on one another like grass and twigs to spare some space instead of having Shelmets cluttering your inventory, thanks for the feedback and sorry for not wording my post well enough, I was kinda tired when I made it haha. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624888 Share on other sites More sharing options...
Tranoze Posted March 12, 2023 Share Posted March 12, 2023 What does this "fix" again? Slurtles are perfectly fine. you just dont know how to properly farm them. Also 275 hp? 2 hit from boss destroy it. And each fail hit from you decrease durability so it cant stack? you cant event auto farm it if it drop that way, which make all shelmet you farm be manual farm, which is much more terrible. I'd rather have slime hat a hard to get armor but have decent stats, instead of easy to get but get destroy easily. Just like nobody use grass suit late game, having slime hat easier to farm is nice, but over time, there will be a point it not worth it to spend time farming slime hat again as they are too inferior to other helmets. Instead, best of both world, make a craftable helmet using broken shell with same stats as football helm. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624897 Share on other sites More sharing options...
MondayNight Posted March 12, 2023 Share Posted March 12, 2023 1 hour ago, Baffoh said: You can still fight Slurtles and Snurtles the normal way, just avoid attacking them in their hiding phase of course, the decrease in health for the Shelmet was very much needed since in my post I modified the drop rate from 10% to 100%, which was lower than a Tam o' Shanter and killing a mob with 1200 health, that you find mostly at a rather far distance from cave entrances, that you either have to wait for to come out of hiding everytime or use an item which you prepared in advanced which is also a bit of a pain to get, only to have a 1/10 of a chance to get it everytime is really demoralizing to be honest, so that's why I thought my changes were fair, as for the stacked hats, yes it's a joke, I should've said that, what I meant by that originally is that the armor would be able to be stacked on one another like grass and twigs to spare some space instead of having Shelmets cluttering your inventory, thanks for the feedback and sorry for not wording my post well enough, I was kinda tired when I made it haha. No biggie. This Snails affair made me ponder if said armor (both head & body items) could be made repairable via some item "synthesized" from, par example, Snail Shell Fragments and Tree Jam or another type of adhesive, perhaps one made of Snail Slime?! Thus its rarity could be somewhat mitigated through another route not involving a complete re-balance of the critter/mob. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624902 Share on other sites More sharing options...
Baffoh Posted March 12, 2023 Author Share Posted March 12, 2023 16 minutes ago, Tranoze said: What does this "fix" again? Slurtles are perfectly fine. you just dont know how to properly farm them. Also 275 hp? 2 hit from boss destroy it. And each fail hit from you decrease durability so it cant stack? you cant event auto farm it if it drop that way, which make all shelmet you farm be manual farm, which is much more terrible. I'd rather have slime hat a hard to get armor but have decent stats, instead of easy to get but get destroy easily. Just like nobody use grass suit late game, having slime hat easier to farm is nice, but over time, there will be a point it not worth it to spend time farming slime hat again as they are too inferior to other helmets. May I know how you properly farm them then exactly? Also as of right now, the drop rate for a Shelmet is 1/10, which means on average you should kill at the least 10 Slurtles to get a single Shelmet which by the way, only has 525 hp which is just 250 hp away from the version I proposed, now sure, with the changes I proposed you could hit the armor by mistake and lose durability, but after some time dealing with them, you should be able to memorize the timing on your hits and avoid breaking the armor, also nobody uses grass suit not only for it's low durability but also for it's low damage reduction, with half the damage you take going to your health bar, I thought having an armor which can take a hits well but has a low durabilty as a trade-off would be a good way to rework this headpiece, but alright, thanks for letting me know whatcha think! 5 minutes ago, MostMerryTomcat said: No biggie. This Snails affair made me ponder if said armor (both head & body items) could be made repairable via some item "synthesized" from, par example, Snail Shell Fragments and Tree Jam or another type of adhesive, perhaps one made of Snail Slime?! Thus its rarity could be somewhat mitigated through another route not involving a complete re-balance of the critter/mob. Yeah you've read my mind, I was thinking of an item like this in the past, but I didn't knew well enough how it could work, my concept was that the crafting ingridients should be able to be gathered easily in early game and it also should be able to be gifted to Pearl's since it fits the theme quite well and she very much needs more quests. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624905 Share on other sites More sharing options...
MondayNight Posted March 12, 2023 Share Posted March 12, 2023 33 minutes ago, Baffoh said: May I know how you properly farm them then exactly? Tentacle-farm probably, it's quite automated as opposed to the Fire-Ice staff ones (but can be coupled with them) - simple design in spoiler below. Spoiler Bonus - for fun factor, if having a Tentapillar close to Snail Mounds: Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624915 Share on other sites More sharing options...
Tranoze Posted March 13, 2023 Share Posted March 13, 2023 8 hours ago, Baffoh said: May I know how you properly farm them then exactly? If you play in a public server, all you need is 4 anenemy, 4 wall, a stone fruit. Look for spots with most slime den, and build the trap in center of it. If you have more anenemy, you can build mulitple of it in area. As player walk pass by and earth quake hit, slime will natural die after 1500 secs. If you play solo, do the same, but instead, this time, use slime to manually summon earthquake instead. About 10~12 slime is enough to summon one earthquake by burning them. After that, you can either kill it manually, let it die naturally, or use any mob (tentacles, Abigail) you want to kill them faster. For more advanced anenemy kill, put statues right on top of it (so there are more slime stand in kill range of 2 anenemy at once instead of 1) and they die after 750 secs. Stone fruit as bait because they dont get destroyed by earthquake. I think recently marble also work too. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624973 Share on other sites More sharing options...
Spino43 Posted March 13, 2023 Share Posted March 13, 2023 For me, a simple fix would be reducing slurtles' health, like, 1200 hp for a chance of a discount thulecite crown is never worth it imo. Link to comment https://forums.kleientertainment.com/forums/topic/146457-a-quick-fix-for-slurtles-and-also-snurtles/#findComment-1624987 Share on other sites More sharing options...
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