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Some ocean adjustments


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Short summary (If you want to do fewer changes and just basic number adjustments): Ocean mobs' health/dmg in general should be lowered, as well as keep their aggro consistent cuz they just lose aggro so easily (feels like an attempt at making the mobs not so unforgiving but they just make TRYING to kill them awful as well).

The ocean experience wouldn't be so miserable if these changes are made:
1. Rockjaw: make it 250hp, or have only 1 combo of 4 hits (that are already too big for an aoe attack as well as too damaging), as well as lower dmg to 15, or an in between so this mob won't take more than a day to kill + added frustration with dumb aggro loss. I suggest a smaller % chance of them spawning on a school of fish, along with schools of fish spawning more often, to give players more schools to fish without interruption.

1.5. Skittersquid: make them aggro onto you if you're fishing so that they don't just run away and are hard to chase down. As of now they serve no purpose other than a rare lightbulb.

2. Gnarwhails: this thing also could use a health and dmg decrease, but theres a few cooler ways to change em. You could keep those stats the same but adjust some things when befriended such as its fish killing ability to be faster (i have noticed they also fling items to the boat you're on as i play in the beta, but when they kill a fish they just dodle around doing nothing, and the fish drop just get eaten by the other fish in the same school...) so why not have them kill AND fling the food to the boat, that'd make it more worth befriending and make it actually GOOD at giving the player food

You can also have the gnarwhails attack be a lunge when attacking things on the ocean from far away to catch up, as well as having a melee attack with the horn doing a good amount of dmg when up close (i also suggest just removing the 'puncturing the boat' attack from the gnarwhail, as it doesn't require any skill, nor is it interesting as it just deaggros after that). Same attack should be applied to it attacking the player, but first it should dash away as a defense mechanism, then lunge in to both attack and get into melee range (could add boat dmg to the lunge), and having dash away be on a timer so it periodically goes in and out, giving time for players to fix up the boat and reposition dealing with other threats. The aggressive lunge should only have small waves as to not push the boat away from the mob... making it spam this attack would be miserable (aka what it does rn)

2.5. Gnarwhails having aggro on Rockjaws is often a bad thing as it constantly attacks with cannonballs causing waves to disrupt you just sailing/fishing, even when you disengage and the 2 don't even pay attention to you which is just bad. If yall change Gnarwhails then at LEAST this interaction would be gone

3. Pirate raids: make the Powder Monkeys less tanky, more backswing (they are stuck after attacking for slightly longer), make Prime Mate's attack rate lower and dmg lower cuz jesus ******* christ it attacks so fast, with SIXTY DMG PER HIT and attack rate of ONE! What were you THINKING making that a thing.... at 350hp no less. The raid is a swarm of enemies that are super damaging with fast attack rate. Best you CAN do is either abuse ocean trawler's hitbox to stop them from chasing, or fight them with panflute, lure a few Powder Monkeys onto your boat, and kill some before jumping onto the other boat, but if you aren't prepared with a good weapon, you get attacked with few options other than tanking or losing all your stuff to a randomly spawning mechanic tied to a RANDOMLY PLACED ISLAND IN THE OCEAN, that you CAN'T KNOW ABOUT UNTIL ITS TOO LATE. No other swarm mechanic gives so little time to prepare, little possibility of escape unlike everything on the surface, and so punishing if you even TRIED to fight back with the prize of a successful fight being some mediocre swords that are only good for fuel, a pirate treasure anywhere on the mainland that gives random stuff that doesn't help by that point, and a Polly Roger's hat (woohoo /s).

The risk-reward is the 2nd worst in the game, only better than fighting the dumb Rockjaw... another ocean mob.

Side note: make the Moonquay Island not spawn near Pearl or Lunar Island, and ESPECIALLY not Crabking please... no one likes their supposedly-1-minute trip/bossfight to be interrupted by this shitty mechanic

4. Marotters: they are WAY too tanky + fast + damaging for something that spawns SO often near the border + everywhere. Tone its dmg down to 20 as they already come in groups of 2 (many times 4 because they randomly spawn SO near eachother that its just another swarm). and health can be lowered too, maybe to 250. Reward should be toned down as well, since no one really cares about morsels when they drop big meat already, it just clutters the boat with stuff that they stole.

Crabking has already been changed for the better :D so i suggest the only OTHER ocean boss that still needs fixing:

5. Malbatross: Currently it doesn't feel like an ocean battle, it's just a bad boss on top of the ocean. Dumb spawn mechanic, dumb aggro, attack is boring and simple, which is fine but basically requires you to row + raise anchor a lot to chase down this dumb boss as it's constantly putting out waves to slow down the fight (woohoo more fun /s). The boss when you put it in the middle of a boat is fine, it doesn't move the boat much but it covers a huge area (if it's deep enough it can cover all) of the boat so make its hitbox a cone too like Bearger and Deerclops, as well as Malba sending out smaller waves/fewer waves, but sends more often with room for you to weave in between so you just have to dodge with the boat you're on (a fun thing to do) instead of just rowing towards it manically to just chase it down and not make the fight go on longer.

To make it feel more like an ocean battle, I think the waves should impact small boats more whereas bigger ones aren't sent back as much but is more likely to be hit so it's up to the player to decide whether they want harder to be sent away, or more agility, making deciding which boat to use in this fight more interesting (in short: smaller boat = lighter, more knockback but easier to dodge with, bigger boat = heavier, harder to dodge but less knockback on boat)

5.5. Small change to mobs' wetness status: make them wet whenever they dip in water, it doesn't make sense why they aren't???? They're in the OCEAN??? Crabking can stay dry as the part we hit him in is always above water, and make it so Malba can get wet, but has an attack where it dries itself off to communicate that it's not wet

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