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Ideas to improve the Gloombell


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Hello everyone!

I've been thinking of a way to improve the new Gloombell for the beefalo. This extremely late game item feels like an insurance policy more than anything. It's there and when you do need it, it's nice, but otherwise it's serves little to no purpose. For context;

  • The Gloombell allows the beefalo that you've bound to get revived like with a Telltale Heart (though it consumes the bell on use).
  • Makes it so the manure, that your bounded beefalo produces, desintegrate after some time.
  • Costs: Possessed heart, 5 pure horror, 4 dreadstone, 2 dark tatters

I do get that's it's annoying to redomesticate a beefalo when it dies and having an item that allows you to revive it is amazing. But the cost of the bell is just really crazy to me. At least if you compare the potential of that bell vs the lunar item equivalents (looking at you bearger bin).

Here's the ideas that I had to improve it:

  • Make it so that you can summon your beefalo next to you when using the bell. That would be such a great feature I feel like. Let's say you get hit by a knockback source, aka armored bearger, you could summon your beefalo next to you to prevent it of being killed rapidly. Both whatever was attacking your beefalo and your beefalo would lose aggro after the teleportation. Would be a nice way to prevent losing your beefalo in a dire situation. Could cost sanity or have a cooldown behind the summoning.

 

  • Instead of consuming the bell when you revive your beefalo, why not give it a charge the same way the Shadow Maul has? Killing bosses with your beefalo would charge the bell and give you a revive in exchange. Upon using the charge the bell would reset back to it's previous stage and you would need to kill a boss again to charge it. This would justify the cost a little more for me at least.


Otherwise what do you think? Is the Gloombell fine as it is? Or could it get a little more features to spice it up a little bit? Let me know and if you have ideas of your own, share them down below! 

 

 

My idea is just to use Life Giving Amulet or Telltale Heart to launch it.

By the way, maybe not everyone likes the idea of consuming , after all, there are still many people who use beefalo as a means of sanity or transportation.

14 hours ago, Bumber64 said:

My idea was just to repair kit it between uses.

Basically removing beefalo death...

How many times do your beefalo dies? 1 heart per every hundred of days is fair imo. Just wasting, even if were 10 kits, is a joke

5 hours ago, arubaro said:

Basically removing beefalo death...

How many times do your beefalo dies? 1 heart per every hundred of days is fair imo. Just wasting, even if were 10 kits, is a joke

i used to mod for a guy on twitch and back when he still streamed it was nearly a guarantee that at some point during the 3-6 hours he would play at least one beefalo would bite the dust. some people really just struggle with carrying their beefs everywhere but do it anyway.

18 minutes ago, gaymime said:

i used to mod for a guy on twitch and back when he still streamed it was nearly a guarantee that at some point during the 3-6 hours he would play at least one beefalo would bite the dust. some people really just struggle with carrying their beefs everywhere but do it anyway.

Then they will struggle activating rifts in the 1st place 

7 hours ago, arubaro said:

How many times do your beefalo dies?

Well, zero, considering I don't use them in the first place.

My impression is that they're eating machines that will revert to wild if you ignore them for just a few days. Edit: 20 days. (Can I bundle wrap my beef?) Letting your beefalo die, same effect.

So gloombell removes half of that. But given the cost of the bell, might as well start over anyway. Repair kits are doable, and in line with rift weapons.

Perhaps you'd like to craft a new gloomerang or shadow maul each time one breaks? People would just stop using them.

6 minutes ago, Bumber64 said:

they're eating machines that will revert to wild if you ignore them for just a few days

20 days, there's also no reason not to use a beefalo for going to some where since even if you won't fight on it, you can get effective double movement speed in comparison to default player speed through using a rider beefalo with a glossamer saddle

8 minutes ago, Bumber64 said:

My impression is that they're eating machines that will revert to wild if you ignore them for just a few days. (Can I bundle wrap my beef?) Letting your beefalo die, same effect.

You dont need to feed them at all when tamed. Unless you have an ornery where you need obedience to ride it, beefalod have 0 resource upkeep. Riding them counts as feeding basically.

 

You can use salt licks too, but it is unessisary unless you are neglecting it for like aagggeesss.

1 hour ago, Bumber64 said:

Well, zero, considering I don't use them in the first place.

My impression is that they're eating machines that will revert to wild if you ignore them for just a few days. Edit: 20 days. (Can I bundle wrap my beef?) Letting your beefalo die, same effect.

So gloombell removes half of that. But given the cost of the bell, might as well start over anyway. Repair kits are doable, and in line with rift weapons.

Perhaps you'd like to craft a new gloomerang or shadow maul each time one breaks? People would just stop using them.

Speed befalos dont eat at all if you dont want to fight but you can feel the 4 stick dish to the ornery tendency...salt licks are cheap if you want to ignore them for a while(like when sailing)... i think you should try using them,  you will see how unnecessary is to ask for buffs as huges as the one you suggested.

Suggestion you made without experience on beefalos...if someone is gonna give feedback is better to have a minimum of idea of the topic... more when the feedback is used to suggest such huge buff

12 minutes ago, arubaro said:

Suggestion you made without experience on beefalos...if someone is gonna give feedback is better to have a minimum of idea of the topic... more when the feedback is used to suggest such huge buff

I think I can know that beefalos aren't late game, and that the other rift items don't incur a repeating possessed atrium cost.

The repair cost for rift items was decided as repair kits. Like or dislike that fact, but it ought to be consistent.

10 minutes ago, Bumber64 said:

I think I can know that beefalos aren't late game, and that the other rift items don't incur a repeating possessed atrium cost.

The repair cost for rift items was decided as repair kits. Like or dislike that fact, but it ought to be consistent.

I dont see how it should be consistent with a reviving item and, just because they made a bad decision, shouldn't be spread around all items

Pd. Beefalos were already useful in late game because speed and they just added an item to buff them for post rift fights 

Think some kind of re-usable gloombell would be the right thing to do. It is good QoL. Maybe refilling it with pure horror or dread stone. Using telltale hearts or life giving amulets to revive them would have also sufficed, but for the sake of competition and sheer tediousness to even get the thing up and running I am not sure if it being a one and done use is quite practical.

This is a multiplayer game after all and you don't want people sucking up all the atriums or having to roll back every time a lag spike happens or any other minor mistake happens. Getting 3 for each of the weapons per person who might want all the stuff is already a sink enough.

I get wanting a reason to keep needing to get atriums for a craft, but I am not sure if the revive was the item for it. Idk what it could have been on that note since most post rift items don't need to constantly be remade.

4 hours ago, gaymime said:

doubtful. he liked to show off by rushing to celestial x''D skill at fighting a boss and skill at keeping your pet safe are not the same skill

Then they have the skill to easily farm atriums until they learn all the mistakes to avoid when taking care of a beef

I like the summoning idea, it's been a feature I've been wanting for a while and the shadow bell is a perfect opportunity to make it a reality.

The main reason I don't like using beefalos is their behavior when following you. I feel like they get in the way too much, block too much of the screen, and when you drop the bell they tend to run towards you and cause issues.

Being able to ring the bell to both dismiss and summon the beefalo (maybe through some sort of shadow portal?) fits the theme of the item and it's goal of providing beefalo QOL (removing poop and life insurance).

1 hour ago, splorange said:

I like the summoning idea, it's been a feature I've been wanting for a while and the shadow bell is a perfect opportunity to make it a reality.

The main reason I don't like using beefalos is their behavior when following you. I feel like they get in the way too much, block too much of the screen, and when you drop the bell they tend to run towards you and cause issues.

Being able to ring the bell to both dismiss and summon the beefalo (maybe through some sort of shadow portal?) fits the theme of the item and it's goal of providing beefalo QOL (removing poop and life insurance).

If so, we could even train a few more mounts.

Spoiler

Koalefant, where are you? I made you the best saddle ever!

 

20 hours ago, Bumber64 said:

I think I can know that beefalos aren't late game, and that the other rift items don't incur a repeating possessed atrium cost.

The repair cost for rift items was decided as repair kits. Like or dislike that fact, but it ought to be consistent.

Hows it consistent? Its a consumable item.

Also, you need to at least try beefalos out.

3 hours ago, Jakepeng99 said:

Hows it consistent? Its a consumable item.

Also, you need to at least try beefalos out.

Not all consumable items disappear when depleted. I don't think there's a consumable with a remotely similar cost in the game, given napsacks can be deconstructed.

I might later. I've heard of beefalo aggro'ing mobs and getting themselves killed, so I'll be using my mod that makes bonded beefalo invulnerable while unridden if I do. Not wasting any of my time on that.

How long do the beefalo corpses stick around for? Do they ever despawn? I'm thinking gloombells could be used as 'cold' storage for beefalos as is.

In a single long term world I might tame up multiple beefalo with different tendencies and upkeeping the salt licks is not so fun for me. If I could just store the corpses of the beefalo and revive them when I want to use a different tendency, that would be pretty cool.

Doing this would require two things to be true that I haven't had a chance to test yet: beefalos corpses don't ever despawn when bonded to a bell and beefalos don't lose domestication while dead.

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