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Possible QoL Improvements to Control Merms / Catapults Better


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1. Merms need to RUN while chopping or mining, rather than slowly walk towards it. It's painfully hard to wait for the merms. Why they run all the time following you, but suddenly become much slower right at the moment they do some tasks? You can frequently see hordes of merms slowly walk just to harvest that one boulder or tree stump,

2. Wurt needs merm-versions of Webby Whistle. The merms are so easily distracted by enemies, and it's sheer chaos once they're agrroed to other hostile creatures unexpectedly. All the other characters use followers have at least more than one ways to call back their followers.

3. Winona's remote should contain the function to "deactivate" the catapults. Sometimes you need to stop attacking with your catapults. "Turning off" the catapults are obviously required in certain cases like dealing with fire hounds, avoiding unnecessary fights with neutral creatures, or retreating from an overwhelming combat situations. You still can turn off all the catapults once by dismantle the generators, but I do prefer fancier ways to control the catapults.

4. The maximum queue of remote's "Targeting" ability is required. If you fight with fast creatures, they are not where the rocks land. And follow their movement with the "target" feature is pretty hard because the targeting queue stacks indefinitely when you spam click it. Limiting the maximum queue up to 2 or 3 will improve the experience of targeting feature.

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