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Walter's ammo crafting station requirement feels very unreasonable


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Okay so after having done a bit more testing with the most recent update how Walter's new crafting requirements were handled feels very weird I already wasn't a fan of the fact that Walter needs to go to the psuedo science station every time he wants to craft cursed rounds but now he has so much more things like that and it really feels unfair.

He has to go to the moon altar every time he wants to craft glass rounds meaning now he has to find the lunar island before he can even start crafting glass rounds.

He has to go to the psuedo science station every time he wants to craft cursed rounds and the thulecite frame the latter feels very harsh for newer and less skilled players in particular even more so when combined with the fact the slingshot can still burn which will delete all the ammo and upgrades that were equipped at the time.

He has to go to the shadowcraft plint every time he wants to craft icker rounds and I imagine the other aligned rounds will require this as well when they're fully implemented this feels even more ridiculous considering the talks about lowering the amount of special rounds he can craft at a time.

I can't understand the thought process behind this like if he actually learned them I'd be okay even if it's still a lot harsher than other characters crafts but this combined with Woby's training feels like he's being given a lot of inconveniences for not much payoff I really hope you reconsider this.

5 hours ago, Mysterious box said:

I already wasn't a fan of the fact that Walter

My guy, this rework isn’t actually supposed to make others who don’t play Walter suddenly have a desire to play Walter. It’s about creating a character more in more in line with the playstyle of individuals who main him. Personally I applaud klei for how they handled Walter’s rework, they were able to still keep his skills grounded and challenging aligned to his quirks while also providing something rewarding for his long term play style without changing any aspects of his character.

1 hour ago, Balter said:

My guy, this rework isn’t actually supposed to make others who don’t play Walter suddenly have a desire to play Walter. It’s about creating a character more in more in line with the playstyle of individuals who main him. Personally I applaud klei for how they handled Walter’s rework, they were able to still keep his skills grounded and challenging aligned to his quirks while also providing something rewarding for his long term play style without changing any aspects of his character.

You do know that these two goals are not mutually exclusive, right? Both can happen, and both can be worked toward. If it is exactly as you say, then Klei is essentially alienating the group of players who don't main the character receiving a skill tree/rework, and catering to a group of elitist main. That is really not how Klei is, and not the point of skill tree/rework.

2 hours ago, Balter said:

My guy, this rework isn’t actually supposed to make others who don’t play Walter suddenly have a desire to play Walter. It’s about creating a character more in more in line with the playstyle of individuals who main him. Personally I applaud klei for how they handled Walter’s rework, they were able to still keep his skills grounded and challenging aligned to his quirks while also providing something rewarding for his long term play style without changing any aspects of his character.

Except Walter is one of my mains explain to me how forcing you to have to go back to the crafting station every time you want to craft each individual ammo improves the player experience? Was Walter so good he specifically needed to be kept in check by this design choice? Or perhaps it was meant to be flavorful? It was but only the first time you do it and every time after that it's just a really bad choice. This is inconvenience for inconvenience's sake and no other character has to deal with this.

7 hours ago, Gashzer said:

Requiring crafting stations is fair....... only if we get a better way to store rounds early to mid game so you can bulk produce.

No this is still a particularly terrible idea especially when it comes to crafting icker rounds which need bottles.

1 hour ago, Mysterious box said:

Except Walter is one of my mains explain to me how forcing you to have to go back to the crafting station every time you want to craft each individual ammo improves the player experience? Was Walter so good he specifically needed to be kept in check by this design choice? Or perhaps it was meant to be flavorful? It was but only the first time you do it and every time after that it's just a really bad choice. This is inconvenience for inconvenience's sake and no other character has to deal with this.

No this is still a particularly terrible idea especially when it comes to crafting icker rounds which need bottles.

Icker rounds will be crafted from shadow rift station? Which multiple can be placed about anywhere. Ah I think its a ok limitation to have as long as they don't try and nerf any of the rounds released so far and just add to them and ofc give us a unique storage option.

35 minutes ago, Gashzer said:

Icker rounds will be crafted from shadow rift station? Which multiple can be placed about anywhere. Ah I think its a ok limitation to have as long as they don't try and nerf any of the rounds released so far and just add to them and ofc give us a unique storage option.

hear me out a marble sack that can hold 3 full stacks of ammo.

now let me cook. it also functions as a melee weapon that does more damage based on how full it is and can be repaired with a sewing kit.

1 minute ago, Soul7k said:

hear me out a marble sack that can hold 3 full stacks of ammo.

now let me cook. it also functions as a melee weapon that does more damage based on how full it is and can be repaired with a sewing kit.

You get a soul jar! And you get a soul jar! Everybody gets a soul jar! Woooo!!!

2 minutes ago, Gashzer said:

You get a soul jar! And you get a soul jar! Everybody gets a soul jar! Woooo!!!

look I'm just saying beating enemies with a sack of marbles makes infinitely more sense than beating them with a sack filled with intangible weightless souls. Weirdly the item makes more sense on Walter :lol:

Just now, Tranoze said:

go for 8 as all other personal storage would hold. Why go as low as 3...

I know I am low balling it, but 8 is a huge amount of ammo for one slot

Just now, Soul7k said:

look I'm just saying beating enemies with a sack of marbles makes infinitely more sense than beating them with a sack filled with intangible weightless souls. Weirdly the item makes more sense on Walter :lol:

Bravery tier 2 badge fully trained woby. Allows big woby to swing marble statues at mobs. The answer to making woby unique was right infront of us the entire time!

Just now, Gashzer said:

Bravery tier 2 badge fully trained woby. Allows big woby to swing marble statues at mobs. The answer to making woby unique was right infront of us the entire time!

That is horrifying, I am down, and Wolfgang is jealous

4 minutes ago, Soul7k said:

I know I am low balling it, but 8 is a huge amount of ammo for one slot

He need to hold different types of ammo for different situation. As ranged combatant, that atleast he should be able to do.

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