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If insight was gained by doing tasks instead of surviving, what should each character do to gain it?


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As the title says, what should each character do if they did gain insight by completing tasks instead of just surviving X amount of days? currently we have Wilson, Wormwood, Woodie, and Wolfgang so what are your suggestions on what it should be for each one?

Personally, mine are as follows:

Wilson: same as it is already, works fine for him and is fitting.

Wormwood: farming X amount of crops maybe? and or killing the Lord of the Fruit Flys.

Woodie: killing X amount of treeguards, or just cutting down trees. But, like, a lot of trees.

Wolfgang: Killing bosses. That's what everyone uses him for anyway, so might as well.

Yes these all involve murder, but such is life in the constant. Murder or be murdered, or something like that. anyway what are your thoughts?

It depends entirely on how early the skills needs to be available for it to be worth it. If you have to kill treeguards to get the effigy (which take living logs to make) that's acceptable. But that's not good for his walking cane and wood hat which need to be available very very early to be of any use.

If the insight Carry over they should make it so you can get the points way faster than 150 days and very specialized activities like those make sense, if not then the activities need to be extremely easy to do and would be just a thematic flair

I agree with something like this if Klei decides to keep the current progression of Insight maintaining between worlds, which I think is likely. However, if Klei listens to feedback and makes Insight unique to each world, I believe it would be wise to make the Insight goals simpler.
My ideas for goals should it be world-exclusive rather than continuous would be:
Wilson gains points for Prototyping at a new station (once per station, max 6 points), learning Rare Blueprints [encourages fighting bosses and taking risks] (max 4 points), surviving (1 point at 10 days, 35 days, and 70 days for a max of 3) and opening Rifts [would also unlock the respective affinities] (max 2, should the Rift setting be turned on by default Wilson starts with the respective amount of Insight).
Wormwood gains points for creating a new giant crop (max 5 points), assembling unique Celestial altars, farming enough of each mushroom in a planter (maybe planting 10 of 1 type of mushroom in a planter is 1 point?), and giving life to varieties of plants (5 new plants = 1 point, max 3 points)
Woodie gains points for spending time in his were-forms (1 day in each were-form = 1 point, max 2 per form for a total of 6), chopping trees (every 100 trees = 1 point, max 5 points), and killing Treeguards (1 point at 1 Treeguard, 5 Treeguards, 20 Treeguards, and 50 Treeguards for a total of 4).
Wolfgang gains points for working out (every 500 mightiness points is 1 point, max of 3 points), killing hostile enemies (every 100 enemies is 1 point, max of 3 points), and defeating Bosses (every boss is 1 Insight for a max of 9 points)
Maybe these would be ramped up should Insight continue to maintain between worlds (other than Wilson's survival one because it works to reward surviving the first hound wave, surviving winter, and surviving the first year) [ex. Wolfgang would need 25000 mightiness per Insight point, or Woodie would need to last 10 total days in each were-form]
Other characters would gain Insight for doing similar activities relating to their abilities. Wortox: Using souls, Walter: Feeding Woby/using his slingshot/prototyping new rounds, Wigfrid: Using songs/killing enemies, etc, etc.
In general I think it's a good idea to have them do tasks to gain Insight rather than just surviving, because while surviving might make sense for Wilson as Mr. Default and the Tutorial character, I think it's a better idea for more advanced characters to have to complete more advanced tasks to gain Insight.

All ideas around killing a boss to get progress might be hard to implement since I guess the character has to be the one to deal the final strike, it goes against the « together ». Instead, just consider to gain point just by fighting specific boss (getting point from being in aggro with the boss, when the boss music plays). In the same way that each character has a favorite food, maybe they should also have a boss preference.

Woodie has to fight multiple tree guards, easy. Or the moose/goose.

Wormwood has to fight the lord of fruit flies, easy association

Walter has to fight bee queen.

Warly has to fight bearger, food related association

Wolfgang has to fight the ancient guardian, it is just about strength association.

Wendy has to fight the twins of terror, association about siblings.

Willow has to fight the dragon fly, fire association.

Wilson has to fight deerclops, first boss for the first character.

I start being short for association: but I guess Wurt/nightmare werepig, Weber/multiple spider queen, wortox/antilion 
 

And boss needing to do long quest like the crabe king, the celestial champ and ancient fuelweaver might be for every champ.

Insights would definitely be better on a per world basis and the timegate to gain them feels bad. I see people proposing the time changes to grinding things or bosses only, but really why does it have to be one or the other.

You could have something like this:


Gain an insight for living x days

Gain an insight for killing a seasonal boss

Gain an insight for killing a tier two boss

Gain an insight for crafting x tier item

Gain an insight for killing x creatures

Gain an insight for cooking x unique dishes

etc.etc

So you could have these all be general things or tie certain types of insights to certain talents

An example of an insight tied to a talent, wolfgangs new mighty tiers, have the talents be unlocked by spending x amount of time at 90-100% mighty. Could mix and match these systems. Say killing certain bosses gives you insights and spending x amount of time mighty unlocks the talent.

They already have some of the talents locked behind killing late game bosses and I like that. They have a powerful perk tied to doing something that takes effort to do.

Of course this is what I as a player would like. If I look at this and ask what is Klei trying to accomplish it appears to me they are adding in choices and flavor with the talent tree so that not all wolfgangs play the same. Of course the trees really need to be competitive or every character will still play exactly the same.

So why do they have the talent points tied to time and not bosses, why do they carry over to new servers? To me this is because they want the trees to be accessible to newer players and for these trees to help the players progress. It is easy to see people doing speed runs and beating endgame bosses with a pickaxe to death and think everyone is living forever, but the truth is many people don't make it through the seasons let alone fight bosses.

So looking at it like that I don't think they are going to take anyone's suggestions to change the insights from time based or to make them not carry over, but perhaps I am wrong.

 

I'd probably do a points system. But I can only speak for woodie as I don't really play the other two. 

I find woodie to be super versatile and there are a litany of tasks he can do to accumulate points.

I'd allocate insight to points depending on what the activities are. Super complicated, but put me at the helm and I'd do it that way.
For all the lucy perks, I'd have him cut with lucy, with the wereform perks, I'd award insight for gnaws as beaver, distance travelled as goose and mobs killed as moose.

I have no idea what I'd do with the other two

 

2 hours ago, chirsg said:

I'd probably do a points system. But I can only speak for woodie as I don't really play the other two. 

I find woodie to be super versatile and there are a litany of tasks he can do to accumulate points.

I'd allocate insight to points depending on what the activities are. Super complicated, but put me at the helm and I'd do it that way.
For all the lucy perks, I'd have him cut with lucy, with the wereform perks, I'd award insight for gnaws as beaver, distance travelled as goose and mobs killed as moose.

I have no idea what I'd do with the other two

 

So Skyrim like progression. I like it. I think I rather have non Wilson characters progress in a similar fashion to how wx or Webber do, through actually doing things and getting results. I guess we're getting skill trees though, so I'll support this way of designing them 

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