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I think we all agree that what we know about wurt’s skills so far is very underwhelming, so I wanted to throw my ideas out there for what could be improved. 

Mosquito skills were such a miscalculation. The three we know about so far (fertilizer, lil itchy, and mosquito bombs) could all be axed and we wouldn’t be missing out.

Instead they should be replaced with skills that build on the Merm Kingdom. one such skill could unlock a storage item that when placed in range of both craftmerm huts and farming plots causes merms to harvest crops and plant seeds. Other associated farming tasks like fertilization and tilling would still fall on the player. This would also at least justify the mosquito fertilizer skill. 
 

Another idea to add functionality to the craftmerm huts (which currently become obsolete very quickly) would be to allow players to give them paddles and they could help row boats similarly to the monkey pirates. But this would be an alternative to swimming which we may or may not get. 
 

if Klei does decide to give us swimming, I have a few ideas for how this should be implemented. 
 

If nothing else, we should be able to swim in coastal waters. A potential upgrade to this would be to craft arm floaties from mosquito sacks in order to swim in deeper ocean waters. 

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5 hours ago, cameron8800 said:

I think we all agree that what we know about wurt’s skills so far is very overwhelming, so I wanted to throw my ideas out there for what could be improved. 

Mosquito skills were such a miscalculation. The three we know about so far (fertilizer, lil itchy, and mosquito bombs) could all be axed and we wouldn’t be missing out.

Instead they should be replaced with skills that build on the Merm Kingdom. one such skill could unlock a storage item that when placed in range of both craftmerm huts and farming plots causes merms to harvest crops and plant seeds. Other associated farming tasks like fertilization and tilling would still fall on the player. This would also at least justify the mosquito fertilizer skill. 
 

Another idea to add functionality to the craftmerm huts (which currently become obsolete very quickly) would be to allow players to give them paddles and they could help row boats similarly to the monkey pirates. But this would be an alternative to swimming which we may or may not get. 

I like these ideas, also if they actually do give Wurt the ability to swim, I hope they also give it to her Merms as well because it'll be super lame if they can't swim with her and be as problematic as them not following Wurt into the caves, at least they fix the Merm King issue with the caves..

5 hours ago, cameron8800 said:

A potential upgrade to this would be to craft arm floaties from mosquito sacks in order to swim in deeper ocean waters. 

Jakepeng99: whY noT lET alL of tHE SUrVivOrs CraFT iT?

14 hours ago, cameron8800 said:

Instead they should be replaced with skills that build on the Merm Kingdom. one such skill could unlock a storage item that when placed in range of both craftmerm huts and farming plots causes merms to harvest crops and plant seeds. Other associated farming tasks like fertilization and tilling would still fall on the player. This would also at least justify the mosquito fertilizer skill. 

Every new merm should have an associated skill that lets wurt or them do an extra thing.

Ocean merms that can swim? A skill that lets you craft them a trident for throwing and fishing.

Farmerms? A composter, which they collect mosquito sacks to put into for said fertilizer.

Archermerms? A mosquito den so they may make waterballoons for putting out fires.

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