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Monkey Trinket Rework (Plus minor wonkey thing)


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This is part two of the pirate raid rework thing.

 

Wonkey trinkets have always been the 1. Provlem everyone sees in moon quay content, though they have good potential and concept. This will aim to make them less annoying and more fair. These will be from my experience and some other player's complaints.

 

General Changes

After gaining 10 trinkets, you will turn into Wonkey after 1 minute instead of instantly.

-This gives the player a better chance to deal with surrounding threats to avoid being stun locked, or losing essential followers so instantly. If the player is quick, they can rush and remove some trinkets to prevent turning into Wonkey.

 

Trinkets now despawn after 10 days of being on the ground.

-This was toxic in multiplayer, where you can become cursed from a bunch of trinkets another player has left.

 

Players no longer drops trinkets on death

-This change is essential due to also being toxic in multiplayer due to being a bandaid fix. Previoisly, If a cursed player dies near another player (intentional or not), those trinkets will bound to the other player, causing stress, pain and misery.

A new way to remove trinkets will be added to compensate.

 

Monkey Pirates from Raids no longer drop trinkets, BUT...

-Their will now be a chest on the boat which has all of the pirates main loot, opening the chest will give you trinkets instead.

 

Banana Shrine

A new craftable structure. It comes in two varients, as a normal structure and a mast upgrade. They both function the same, the mast upgrade being ideal for saving space on a boat. Giving this shrine a banana will remove 5 trinkets from the player's inventory, slightly more efficent than the moon quay queen. Having to go all the way to the moonquay as the only way to remove trinkets was very annoying, and is part of why many disliked pirate raids, so this should hopefully fix that.

It comes with another bonus which makes Wonkey stronger. Any Wonkey players nearby gain attack, speed, and stat buffs aswell as being better at rowing and managing boat equipment. This conditional buff can make the curse useful if you have a shrine on your boat, or in a certain area. The amount of stats gained, or what should be gained would have to be balanced in testing so this is a rough concept. Maybe shrines give small amount of stats, but they stack with each other, or maybe they do not stack and give a decent amount of stats?

Obtaining: I am uncertain. Though, it would be interesting if you could steal them from the monkey pirates instead of crafting. Other ways could be getting a blue print from the queen, finding it in treasure, finding it on the island, or just being a normal craft.

Ingredients: Up to interperation, it would be interesting if it costed trinkets to craft.

Nah - I think a better part going along with your pirate boat re-work would be to have the curses come from raiding the boat.  Don't give a curse just from fighting off monkeys.  They attacked you first, its only fair.  We should get the curse from raiding their boats, which would have some amount of treasure on them too.  This is more thematic imo b/c its always the treasure that is cursed in stories, it also makes it more a player choice - its an added cost / penalty for taking the loot, but its not forced on the player just for boating and running into monkeys.  Probably not too many every time either.  Like for small treasures have 1-2 trinkets, but there could be loots including ruins stuff like lazy explorers, ruins gems, etc that give a full stack of trinkets instantly.

This would give us the pirate fantasy, and more to do on the ocean as we'd be taking risks and looting ships by choice to get their gears.

Same as I said in the other one - the first map found from killing a monkey pirate should reveal the moon quay island, and only after you've reached the island will they show treasure spots just like bottles with pearl's island.

6 hours ago, Jakepeng99 said:

After gaining 10 trinkets, you will turn into Wonkey after 1 minute instead of instantly.

-This gives the player a better chance to deal with surrounding threats to avoid being stun locked, or losing essential followers so instantly. If the player is quick, they can rush and remove some trinkets to prevent turning into Wonkey.

This is the opposite of what this kind of mechanics needs

Is like people asking for iframes during Wolfgang form transitions

19 minutes ago, Yuuko said:

but there could be loots including ruins stuff like lazy explorers, ruins gems, etc that give a full stack of trinkets instantly

that's still 10 bananas for a lazy explorer assuming the moon quay isn't far enough for that to need to be considered as part of the price 

22 minutes ago, arubaro said:

This is the opposite of what this kind of mechanics needs

Is like people asking for iframes during Wolfgang form transitions

Wolfgang's transitions are fast, controlled and super benficial.

25 minutes ago, Yuuko said:

Nah - I think a better part going along with your pirate boat re-work would be to have the curses come from raiding the boat.  Don't give a curse just from fighting off monkeys.  They attacked you first, its only fair.  We should get the curse from raiding their boats, which would have some amount of treasure on them too.  This is more thematic imo b/c its always the treasure that is cursed in stories, it also makes it more a player choice - its an added cost / penalty for taking the loot, but its not forced on the player just for boating and running into monkeys.  Probably not too many every time either.  Like for small treasures have 1-2 trinkets, but there could be loots including ruins stuff like lazy explorers, ruins gems, etc that give a full stack of trinkets instantly.

This would give us the pirate fantasy, and more to do on the ocean as we'd be taking risks and looting ships by choice to get their gears.

Same as I said in the other one - the first map found from killing a monkey pirate should reveal the moon quay island, and only after you've reached the island will they show treasure spots just like bottles with pearl's island.

I agree. Ima change some of my post.

25 minutes ago, arubaro said:

you have a minute so you arent punished

That's basically what smouldering does, don't tell me that you think DS fire spread is a good mechanic.

This one minute delay isn't solving trinkets problem though.

9 minutes ago, _zwb said:

This one minute delay isn't solving trinkets problem though.

Neither makes sense, fits thematically or is intuitive

9 minutes ago, _zwb said:

That's basically what smouldering does, don't tell me that you think DS fire spread is a good mechanic.

It fits because is how fire work instead of DS world that seems covered in gasoline... also trinkets cant destroy entire biomes

 

The only problem trinckets have are multiplayer griefers (torches exist..) and that you can get raided when you are leaving the moonquay island

3 minutes ago, arubaro said:

The only problem trinckets have are multiplayer griefers (torches exists..) and that you can get raided when you are leaving the moonquay island

iirc the raids can spawn if you're fighting CK too if moon quay is close enough, although i've never had that happen myself    

Just now, grm9 said:

iirc the raids can spawn if you're fighting CK too if moon quay is close enough, although i've never had that happen myself    

Well, tecnically that isnt a problem with trickets but with world gen/CK fight

I've always wanted it so that trinkets didn't just go towards players, but other mobs! Like pigman/merms and transformed them accordingly(into Prime Mates in the case of hunchbacks). It's possibly implied that the monkeys weren't monkeys originally either and were first cursed as the mechanic goes, so trinkets not affecting any other being besides players always felt a little silly to me.

You'd bring along some followers like pigmen and have them tank cursed trinket pickups, jaja, which then leads to some funny scenarios with these mobs/npc's being horrified at what they've turned into.

I just want wonkey as an unlockable character or at least remove the trinkets when you get cursed and to get cured you go back to the queen. :(

the 1 less slot is still worth it to embrace monkey, eat banana yum! :yaypigs:

1 hour ago, arubaro said:

Neither makes sense, fits thematically or is intuitive

You slowly transform into Wonkey instead of suddenly poofing.

1 hour ago, arubaro said:

The only problem trinckets have are multiplayer griefers (torches exist..) and that you can get raided when you are leaving the moonquay island

People can easily die by accident when fighting as a team. 

1 hour ago, arubaro said:

What is the point of being punish but "here you have a minute so you arent punished"?

You have a minute warning until you are punished.

1 hour ago, arubaro said:

It fits because is how fire work instead of DS world that seems covered in gasoline... also trinkets cant destroy entire biomes

Wasn't your problem with the 1 minute delay that you "have a minute so you aren't punished"? rather than it not thematically fitting? Would you be fine with the delay if given a lore explanation then?

26 minutes ago, _zwb said:

Wasn't your problem with the 1 minute delay that you "have a minute so you aren't punished"? rather than it not thematically fitting? Would you be fine with the delay if given a lore explanation then?

Reread


I like the idea of trinkets being in the chests. Perhaps it could even give the player trinkets based on how many items you take, while still having a penalty for just opening the chest (to prevent take-backsies).

All they need to do is make it work like it did on the animated short: make the trinkets only return to you if you picked them up manually in the first place.

That one little change could instantly make the whole concept so much less garbage.

22 minutes ago, Ryusuta said:

All they need to do is make it work like it did on the animated short: make the trinkets only return to you if you picked them up manually in the first place.

That one little change could instantly make the whole concept so much less garbage.

That would make them aimless though.

6 hours ago, Jakepeng99 said:

That would make them aimless though.

They already are. That's part of the problem. At least this way they wouldn't be actively player-hostile and give back some level of agency in the situation.

Honestly, the entirety of Moon Quay was absolute garbage and should never have existed. But this would help shore up some of the worst of it.

7 hours ago, Ryusuta said:

All they need to do is make it work like it did on the animated short: make the trinkets only return to you if you picked them up manually in the first place.

That one little change could instantly make the whole concept so much less garbage.

And what would be the point?

1 minute ago, Ryusuta said:

They already are. That's part of the problem. At least this way they wouldn't be actively player-hostile and give back some level of agency in the situation.

Honestly, the entirety of Moon Quay was absolute garbage and should never have existed. But this would help shore up some of the worst of it.

Moon quay added so much cool stuff that what is close to garbage is your claim

1 minute ago, arubaro said:

And what would be the point?

To make it less obnoxious and player-hostile to deal with. I honestly don't know how much more clearly I can explain this to you.

Quote

Moon quay added so much cool stuff that what is close to garbage is your claim

It added docks. That's about all I will give it in terms of genuinely unique and interesting stuff.

22 minutes ago, Ryusuta said:

They already are. That's part of the problem. At least this way they wouldn't be actively player-hostile and give back some level of agency in the situation.

Honestly, the entirety of Moon Quay was absolute garbage and should never have existed. But this would help shore up some of the worst of it.

Personally I feel like removing trinkets being dropped on death just makes the curse overall less interesting I don't think they should have a 100% trinket drop rate but being cursed from fighting these cursed pirates definitely fits much better.

7 minutes ago, Mysterious box said:

Personally I feel like removing trinkets being dropped on death just makes the curse overall less interesting I don't think they should have a 100% trinket drop rate but being cursed from fighting these cursed pirates definitely fits much better.

It's not interesting to begin with.

4 hours ago, Ryusuta said:

They already are. That's part of the problem. At least this way they wouldn't be actively player-hostile and give back some level of agency in the situation.

Honestly, the entirety of Moon Quay was absolute garbage and should never have existed. But this would help shore up some of the worst of

It is like having the option to take damahe or not. Obviously you choose not to take damage.

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