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Since there's been talk about Wurt again there's a problem I'd like to address once more.


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So a long while back a change was made to merms that makes it so they run away from you when you get near them when they're followers this was implemented so they'd stop getting in your way when your trying to build or otherwise do things in base. In theory it was a good change because who wants followers getting in your way but in practice it's terrible on two fronts.

The first problem is merms were given a group feeding perk where feeding 1 merm also counts as feeding other nearby merms but since they keep running away from you it's hard to trigger this at all unless you have merm guards who have a much larger range on this.

The second problem is that when the merms are doing their hunger animation asking for food they'll still run from you trying to feed them potentially losing all loyalty because they refuse to stop and let you feed them.

Now we also got a method to dimiss merms by murdering a fish so I propose Kiel removes the merms running away from you thing and instead when we need them out of the way for projects we just dismiss them with fish murder. What do you all think?

37 minutes ago, Mysterious box said:

So a long while back a change was made to merms that makes it so they run away from you when you get near them when they're followers this was implemented so they'd stop getting in your way when your trying to build or otherwise do things in base. In theory it was a good change because who wants followers getting in your way but in practice it's terrible on two fronts.

The first problem is merms were given a group feeding perk where feeding 1 merm also counts as feeding other nearby merms but since they keep running away from you it's hard to trigger this at all unless you have merm guards who have a much larger range on this.

The second problem is that when the merms are doing their hunger animation asking for food they'll still run from you trying to feed them potentially losing all loyalty because they refuse to stop and let you feed them.

Now we also got a method to dimiss merms by murdering a fish so I propose Kiel removes the merms running away from you thing and instead when we need them out of the way for projects we just dismiss them with fish murder. What do you all think?

Merm who run away from feeding, this is not very convenient and very frustrating

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Since we're on the topic of merm QoL, can they please receive a change on how often they talk when in bigger groups? It would be nice if it was tuned down. Also, can followers' text appear behind UI elements, like chest inventory, as opposed to being in front of them?Also, yeah, merms running away from me is a bit annoying with how it is right now (I guess it's better than being pushed around by them, but still). 

2 hours ago, skile said:

(I guess it's better than being pushed around by them, but still). 

I believe spiders are the only followers who can push you or atleast I've never been pushed by merms no matter how many I've had.

As far as I can tell the issue is the way the AI works. Basically, they're meant to have a check to see if a player is trying to feed them before they run away, but if they are already running away, they won't interupt that action if a player is trying to feed them. In order to feed them RN, you have to wait until they stop running away, and then initiate the feeding action instead of walking toward them, and they will not run away when approached. I haven't looked into the AI enough to determine whether an action can be be easily made to be interupted, but this would be the ideal solution to this particular problem.

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