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Klei please now that we're focusing on Wurt again PLEASE REVERT THIS CHANGE!


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So a long time back a change was made to make merms run away from Wurt so as to make the base building experience easier for people who didn't want to dismiss their merms but still build without them getting in the way. The change was to make followers run away from the player when Wurt would approach them and this has lead to massive frustration in recruiting merms before you get access to merm guards because when you try to feed a normal merm who shows that he's hungry not only does he often try to run away from you while your trying to give him food but the merms around him do as well completely ruining the benefit of sharing loyalty between other normal merms. Merm guards somewhat alleviate this issue but that's only because their recruitment range is fairly large.

With the addition of the bloodshot this problem is only becoming more noticeable as even with the updated ai merms will still try to run away from you when you try to give them the shot.

So I'm begging please remove this feature and stop merm followers from fleeing from Wurt or if it's too much trouble at least make the recruitment range of normal merms match that of merm guards just anything to make the pre merm king follower experience more tolerable.

But please don’t get rid of the function entirely. Just make it easier to feed merms. I really appreciate that they run away from the player because they can really be annoying just crowded around. 

15 hours ago, cameron8800 said:

But please don’t get rid of the function entirely. Just make it easier to feed merms. I really appreciate that they run away from the player because they can really be annoying just crowded around. 

they can work like the pigs, that stand still if you have something in your cursor while you target them.

1 minute ago, Valase said:

they can work like the pigs, that stand still if you have something in your cursor while you target them.

Interestingly this is how they're designed to work however it conflicts with their ai to move away from Wurt you can even see it sometimes as they'll stop doing what their doing if you click on them from a distance but when you start getting close they begin trying to distance themselves. Even if they fixed this though it wouldn't be a complete solution because their fleeing from Wurt mechanic makes it hard to take advantage of her group feeding perk with normal merms and trying to use merms on boats. In the multi feeding scenario the other 2 merms will try to flee even before you finish approaching the first one. In the boat scenario they'll try as hard as they can to keep away from you on a boat often leading to them constantly jumping off the boat if there's a chance to do so then jumping back on because they got too far from you. Another issue that comes from this albeit on the smaller side is accidently scaring them into dangerous mobs or work areas you don't want them to go.

With the update going live next week and us likely putting a book end on Wurt after this I must ask one more time could we please get this fleeing ai removed or at least revised to be less frustrating...

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