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Klei could I please get an answer


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Do you guys plan on touching Wonkey during the whole skill tree update arc?

I mean, it's obvious that every character is getting a skill tree, so I'll just wait with a new world untill a character that I want to play gets theirs, so that I can get the full experience, instead of unlocking all perks after endgame.

Wonkey, however, is not a regular character and I've recently made a world where I'm playing Wonkey day 1. But if you plan on giving them a skill tree then I'd rather wait, instead of putting X amount of hours into a world just so that experience can become irrelevant once Wonkey gets their skill tree.

It would be cool but we would need a new way to respec Insight since you can only do it at the character selection screen (no Wilbur here). And I just wish this would be added way ahead because it would useful even now. Some new idol or something in the Orb recipes.

If I had to guess Klei's answer on this it would be something like:

We have no current plans to create a skill tree for the curse character, but we aren't comfortable saying never to it. If we come up with plans, we would want it to be a surprise because we'd probably want to expand Wonkey's role in the world. It might turn into something more than just adding a skill tree.

2 hours ago, Dextops said:

If he does get a skill tree it’d be funny if it was a bunch of randomized skills from other characters (changes every world) and every skill description is just a bunch of monkey noises.

Or just one big chonky point that has a poop flinging icon, and nothing else

Isn’t Wonkey tied to the character you picked??? Like when you turn into Wonkey as Wendy while wearing a Dress, Wonkey is wearing that same dress when Wendy turns Monkey.

Skill Trees would be locked to the character you actually ARE beneath the Furry Monkey curse, but the likely wouldn’t be useable until you lift said Curse.

As much as I would love for Wonkey to become an actual playable character… That wasn’t Klei’s intentions.

Which is a Shame because Wonkey could’ve been a Better Wilbur, AND even got a Wilbur skin.

What is the point on creating a curse system when the character that is meant to be the curse has a lot of upsides like most characters and is treated like a normal one

At that point just let us pick him from the portal, im still dissapointed with the current wilbur because his only downside is that you no longer have the perks of your character, just a wilson with slightly worse stats, and speed, and monkey neutrality, he should have a very dangerous downside that makes you inminently want to clear the curse

11 minutes ago, Capybara007 said:

What is the point on creating a curse system when the character that is meant to be the curse has a lot of upsides like most characters and is treated like a normal one

At that point just let us pick him from the portal, im still dissapointed with the current wilbur because his only downside is that you no longer have the perks of your character, just a wilson with slightly worse stats, and speed, and monkey neutrality, he should have a very dangerous downside that makes you inminently want to clear the curse

the downside is lenient because the mechanic is pretty much unavoidable.

that said I agree with you that wonkey is not meant to be a character, but rather a punishment

3 hours ago, Szczuku said:

But if you plan on giving them a skill tree then I'd rather wait, instead of putting X amount of hours into a world just so that experience can become irrelevant once Wonkey gets their skill tree.

You need 160 in-game days to get all the 15 insight point you can get, those are 21 hours of playtime.
Klei would probably follow the same update logic they used during reworks, it means content update>rework>content update>rework and so on, putting here and there eventual qol updates or events. I can say that we won't got any other skill tree until october, and, even considering that, a character such as Wonkey will probably be one of the last to get a skill tree if he will actually get it.
With this i want to say that if in this months you are planning to play don't bother to think if he'll get a skill tree or not, so much time will pass that you can "finish" a world with Wonkey and then make a new one when and if he will get a skill tree.

I think Wonkey having a skill tree makes quite a lot of sense, given that if a player is able to survive long enough to build up insight as Wonkey, they are choosing to live with their curse rather than cure it. Plus I just think it's fun to expand the character a little, especially if Klei has no intent to port over Wilbur.

14 hours ago, Capybara007 said:

What is the point on creating a curse system when the character that is meant to be the curse has a lot of upsides like most characters and is treated like a normal one

14 hours ago, Well-met said:

wonkey is not meant to be a character, but rather a punishment

Wonkey is meant to be both a curse and:

image.png.cdaccc3e4642dd5b259c9ddaf1a555b1.png 

17 hours ago, ADM said:

It would be cool but we would need a new way to respec Insight since you can only do it at the character selection screen

3 hours ago, Empa505 said:

Wonkey not having a skilltree makes it more of a curse/punishment. You losing your skilltree makes players more scared of the curse... or not. 

I've actually got an idea how Wonkey's skill tree could work, tackling all of your issues:

  • It only has 15 perks that are auto-filled upon transformation. No need to come up with a mechanic of respecing your points
  • No affinities. Wonkey doesn't side neither with Wagstaff nor with Charlie. Instead siding with its fellow monkey bretheren. This would cause its curse to grow in strength

Some general ideas for perks:

-Moneky branch: can start running immediately after stopping running if you move within 1 second, 2x faster harvesting, any banana food gives extra 15 sanity, can poop and throw poop, running no longer consumes extra hunger

-Pirate branch: craftable hats, pirate hats (including Polly's) last 2x longer, craftable battle paddle, pirate flag and pirate ship

-Curse branch: trinkets stay with you after death, trinkets now stack up to 20, monkey queen removes only 2 trinkets per banana, every 2 days you generate an additional trinket untill your inventory has at least 20

And there you go. Wonkey would be both a better curse and a better new perspective on life. A skill tree like this would make some players go "(sigh) sure might as well stay as the monkey while I'm doing /something/" as Wonkey wouldn't be as big of a perk-letdown. But at the same time players would no longer be able to die via eyeplants as a way to delete trinkets and would be punished for not having enough bananas to remove the curse immediately, as they'd slowly start 'regenerating' trinkets

1 hour ago, Szczuku said:

I've actually got an idea how Wonkey's skill tree could work, tackling all of your issues:

...

I actually had an idea for a Wonkey skill tree that was near identical to yours in the bottom of page 1 of this thread. Only difference was that I had a different way of dealing with the "is it a curse or is it a character" debacle, and I incorporated lunar/shadow affinities.

In not-so-short, the curse/character thing was to have a perk that must be unlocked in order to access the rest of the skill tree. This perk would remove the need to have 10 trinkets on you to be wonkey, and you would be unable to change out of wonkey without using the celestial portal. Wonkey would be allowed to be chosen from the start only if this perk was active. Otherwise, wonkey is locked. If you become Wonkey via trinkets rather than portal, you can still unlock insight but you can't use them. The skill tree is only active if you start as him.

This kinda makes wonkey the first unlockable character since in order to start with him, you need to be cursed for 15 days to get that first insight.

The shadow and lunar perks were basically follower based, where you could recruit splumonkeys if siding with shadow (they have ties to shadows/ruins) or powder monkeys if siding with lunar (they have ties to Wagstaff via the unnatural portal). Shadows would be better for general combat while powder monkeys would be better for ocean combat and could help with sailing.

Very funny that the idea of a curse/punishment character in modern DST is just Wonkey, a character that is basically just a weaker single player character that has never received 7 years of huge buffs and powercreeps unlike (almost) all the rest of the cast.

 

The biggest problem with wonkey is just that pirate raids in general are designed horribly and all of the counterplay for them and the accursed trinkets are really dumb and unfun

10 hours ago, pyroisshy said:

Very funny that the idea of a curse/punishment character in modern DST is just Wonkey, a character that is basically just a weaker single player character that has never received 7 years of huge buffs and powercreeps unlike (almost) all the rest of the cast.

 

The biggest problem with wonkey is just that pirate raids in general are designed horribly and all of the counterplay for them and the accursed trinkets are really dumb and unfun

If Wonkey and the curse did not exist, the Moon Quay would be good.

11 hours ago, Jakepeng99 said:

If Wonkey and the curse did not exist, the Moon Quay would be good.

I mean Pirate Raids do also destroy most boat structures as well as steal and then permanently delete items in a pirate stash with almost no counterplay but moon quay would be a great update if they fixed... like half the update lol

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