Jump to content

Wormwood doesn't need to be able to craft Monkeytails


Recommended Posts

Reeds exist on the mainland, infinite number of monkeytails can be gotten from the unnatural portal. Monkeytails are a plant that Wormwood didn't have anything to do with, so why would he be able to craft it, if it isn't even from his dimension

Moon Quay is one of the few reasons to try and engage with the ocean content

On default settings replanted grass will turn into gekkos, which will then be killed by brightshades. You cannot renew grass tufts unless you depend on regrowth, but saplings and berries fall under the same cathegory, so why would they be craftable but grass wouldn't be. So a much better craft would be Grass

Remove Monkeytails and allow him to craft grass instead

4 minutes ago, 00petar00 said:

Moon Quay isn't easy to find and you have to bring bananas because of cursed trinkets.

Another reason is because grass and monkey tails aren't the same rarity, if you want grass it should replace berry bush.

It shouldn't replace it, why does Klei love to just bandaid fix all bad updates like Moon Quay instead of actually making them good? It's been nearly a year since it came out and it hasn't been improved after the beta.

Monkey tails is the only plant craft that has any chance of making a gameplay difference. Because WW actually makes use of reeds in poultice and night armor. 

If instead of monkeytails it was the regular swamp reeds skin this thread would probably not exist. Its just optics i think.
 

Crafting grass tufts, saplings and all three berrybushes should be grouped up into 1 skill. These skills will never have any gameplay impact outside of decorating. Wasting 4 skill slots so mega basers can finally craft berrybushes is beyond absurd. 

You have a lot of reeds in your world, and once you get moon storms you can get infinite monkey tails, this is simply not needed and takes away from the bare bones moon storms and moon quay.

1 minute ago, Ohan said:

Monkey tails is the only plant craft that has any chance of making a gameplay difference. Because WW actually makes use of reeds in poultice and night armor. 

If instead of monkeytails it was the regular swamp reeds skin this thread would not exist. Its just optics. 
 

Crafting grass tufts, saplings and all three berrybushes should be grouped up into 1 skill. These skills will never have any gameplay impact outside of decorating. Wasting 4 skill slots so mega basers can finally craft berrybushes is beyond absurd. 

Agreed with the merge though, especially since the left side of his tree is underwhelming.

18 minutes ago, Antynomity said:

this is simply not needed

None of the plant crafts are needed.

Im saying monkey tails is the only one that has the slightest chance of having an impact on gameplay. 

And even then it costs 4 reeds so the plant only becomes net positive after like 12 days lol. Basically relegated to late game busywork since sacrificing papyrus in the early game to craft these is dumb not to mention u need to go farm bananas in the ruins. People dont bring this up enough. 

If they can dumpster all the plant crafts including monkey tails and give actual useful, interesting skills then go right ahead but i doubt thats gonna happen considering they made new arm chopping animations. 

Would it be op broken if ww can craft stonefruit bushes?

 

It's just another source of veggies. If you push a stack of kelpfonds to the shore the avocado's aren't even anything special if we're talking veggie filler for the crock pot.

1 minute ago, Ohan said:

None of the plant crafts are needed.

Im saying monkey tails is the only one that has the slightest chance of having an impact on gameplay. 

And even then it costs 4 reeds so u the plant only becomes net positive after 15 days lol. Basically relegated to late game busywork since sacrificing papyrus in the early game to craft these is dumb. People dont bring this up enough. 

If they can dumpster all the plant crafts including monkey tails and give actual useful, interesting skills then go right ahead but i doubt thats gonna happen considering they made new arm chopping animations. 

Fair enough, still, Klei, for Their sake, stop abandoning updates and whole areas of the game.

1 hour ago, Szczuku said:

Reeds exist on the mainland, infinite number of monkeytails can be gotten from the unnatural portal. Monkeytails are a plant that Wormwood didn't have anything to do with, so why would he be able to craft it, if it isn't even from his dimension

Moon Quay is one of the few reasons to try and engage with the ocean content

On default settings replanted grass will turn into gekkos, which will then be killed by brightshades. You cannot renew grass tufts unless you depend on regrowth, but saplings and berries fall under the same cathegory, so why would they be craftable but grass wouldn't be. So a much better craft would be Grass

Remove Monkeytails and allow him to craft grass instead

I totally agree with you! I suggested replacing bananas in the Palmcone Scale recipe, but this will only slightly solve the problem. Replacing monkey tails with tufts of grass is ingenious and simple. Monkey tails are already renewable, but there are no tufts of grass, + monkey tails are plants from another world, so it would be more logical if he grew grass

44 minutes ago, Danila6300 said:

If someone does not like this ability, then he can not pump it.

He suggests replacing it with bunches of grass, so this is an incorrect suggestion on your part

26 minutes ago, Ohan said:

Monkey tails is the only plant craft that has any chance of making a gameplay difference. Because WW actually makes use of reeds in poultice and night armo

Yes, but monkey tails upset the balance, the most important thing is a plant from another world. It's like wormwood growing fire flowers from terraria

1 hour ago, Antynomity said:

Modern game feedback be like, IF YOU DON'T LIKE IT... DON'T USE IT!!!!!!

However unlike world gen settings that have a "default" for what was intended to be the setting, in the skill selections we must always omit something.  In these cases "If you don't like it, don't use it" is a great answer because they could just do something else.

7 minutes ago, Shosuko said:

However unlike world gen settings that have a "default" for what was intended to be the setting, in the skill selections we must always omit something.  In these cases "If you don't like it, don't use it" is a great answer because they could just do something else.

My comment is still true, a lot of video game feedback is like that nowadays lol, and in most cases it's useless in that form this being an exception.

1 hour ago, Antynomity said:

It shouldn't replace it, why does Klei love to just bandaid fix all bad updates like Moon Quay instead of actually making them good? It's been nearly a year since it came out and it hasn't been improved after the beta.

You are heavily punished by engaging with the content or actually fighting monkey raids because of the Wonkey curse. They need to do some rework to it.:(

39 minutes ago, Shosuko said:

However unlike world gen settings that have a "default" for what was intended to be the setting, in the skill selections we must always omit something.  In these cases "If you don't like it, don't use it" is a great answer because they could just do something else.

I think they were commenting on the design which is much different.

1 hour ago, Jakepeng99 said:

You are heavily punished by engaging with the content or actually fighting monkey raids because of the Wonkey curse. They need to do some rework to it.:(

That's what I've been trying to advocate for, that update was horrendous on release and there were no major changes to it since outside of there being a low limit on how much the pirate stash can hold which made them even less appealing to interact with. I wonder if the issue with stuff near pirate raid boats disappearing, once had to rollback as I had no intention in fighting CC again just to get back my only enlightened crown at the time because my entire boat and everything on it despawned since I had to abandon ship and it was right next to theirs.

4 hours ago, Antynomity said:

Modern game feedback be like, IF YOU DON'T LIKE IT... DON'T USE IT!!!!!!

Truly "muordern" gamer feedback be like "If I don't like it... NO ONE SHOULD HAVE ACCESS TO IT!"

 

But yes, strange such a valuable and rare resource can be... crafted by a character. Makes searching for (a rather hard to find) Monkey Island even more unnecessary since people sail for it pretty much just for Monkeytails and Banana Bushes (MQ blueprints too, yes, but that's a 1 time engagement per player).

Don't play much wormwood, eh? 

Easily the ONLY plant craft that matters and I'm very glad Ohan pointed it out.

Night armor is Wormwoods best early game armor, after which is marble.

He can offset the sanity drain and pairs well with bat bat, that 95% protection makes a HUGE difference.

I don't use many poultices in favor of healing salve and jelly beans but more novice wormwood players will.

Grass would make very little to no gameplay difference to wormwood.

3 hours ago, Shosuko said:

However unlike world gen settings that have a "default" for what was intended to be the setting, in the skill selections we must always omit something.  In these cases "If you don't like it, don't use it" is a great answer because they could just do something else.

This still doesn't make sense to me it feels like a arbitrary distinction to justify one but not the other it's the same as saying anyone who didn't like the end game content could just not engage with it rather than not liking it.

 

Even in the skill selections things like Wormwood's plant crafts will impact gameplay and Wormwood. One he's cheated out of having legitimately useful or flavorful passives that could have been in their place. And two it once again tells the player you really don't need to engage with content. It's a lose lose in my opinion and I don't think Kiel is gonna stop what happens when Wigfrid gets the ability to craft thulecite gear without thulecite using items on the mainland. As I keep saying this is just a low blow on Wormwood that only exists to as filler but if people are so desperate for things like this at least detach them from Wormwood.

 

1 minute ago, Danila6300 said:

I'm sorry if this seemed rude to someone, but I still don't want to lose monkey tails.

But you wouldn't they're on moon quay...

2 hours ago, Mysterious box said:

But you wouldn't they're on moon quay...

I know it. But why can't there be an alternative. I very rarely see Wormwood and I think this innovation would attract more people to this character.

1 minute ago, Danila6300 said:

I know it. But why can't there be an alternative. I very rarely see Wormwood and I think this innovation would attract more people to this character.

Why can't he have skills that attract people to them because they think he's fun rather than because he bypasses exploration though?

10 minutes ago, HowlVoid said:

Don't play much wormwood, eh? 

Easily the ONLY plant craft that matters

I have a 2000 days world as Wormwood.

Reeds from swamp are more than enough and perfectly reliable until you're comfortable enough to find Moon Quay.

Or what, is walking to a biome to collect resources now considered too much effort required from the average dst player?

1 minute ago, Mysterious box said:

Why can't he have skills that attract people to them because they think he's fun rather than because he bypasses exploration though?

Would it be more acceptable if it was normal reeds and not monkey tails then? Because I'm open for that change.

2 hours ago, Mysterious box said:

Why can't he have skills that attract people to them because they think he's fun rather than because he bypasses exploration though?

I don't think it's fun for everyone to sail the sea and look for this tiny island.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...