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Do you think 4 badge slots is enough? Would more be better overall, or is it best when limited. Discussion


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So I know it was specifically reduced from 6 to 4, but is it really enough?

It takes 15 points to get all badges, so with 6 points you could get ~40% of the badges, and with 4 you can only get ~25%. Your choices are essensially either 4 lvl1 badges, 2 lvl2s, or 1 lvl2 and 2 lvl1s.

On the other hand, if too much badge points are available, it could make the ability to choose and swap them out irrelevant, or uninteresting. 

Just with that numbers i would think 5 would be good? But i have a concern since im not even sure how woby skills works, do they still work if you are trainning other skills? or do you have to keep the badge activated at all times to get all the effects? If its the latter i wouldnt even try to go for woby skills tbh... and thats a shame cause i would love to have all the 6 points into woby training

I think each advanced training skill should add another badge point to the badge point pool. This wouldn't let you unlock everything, but it would let you add a bit more to your Woby for every skill point you invest into the training section. It wouldn't break even because the advanced skills cost 2 to activate.

5 minutes ago, Ruperstiltskin said:

Just with that numbers i would think 5 would be good? But i have a concern since im not even sure how woby skills works, do they still work if you are trainning other skills? or do you have to keep the badge activated at all times to get all the effects? If its the latter i wouldnt even try to go for woby skills tbh... and thats a shame cause i would love to have all the 6 points into woby training

I am going off of the assumption you need to have it active for it to work, though full honestly, I am not 100% sure. At about 83% with agility in my world atm.

4 minutes ago, GimplyGoose said:

I think each advanced training skill should add another badge point to the badge point pool. This wouldn't let you unlock everything, but it would let you add a bit more to your Woby for every skill point you invest into the training section. It wouldn't break even because the advanced skills cost 2 to activate.

This could be fun. I really really want to be able to put points into Woby, but with the current state of training I can't see much point in getting most of the lvl2s, if you won't be actually using them.

I wanted to withhold this post until training skills themself got some changes, but I think it's worth it to discuss it now, can always revisit this post after any significant changes come.

2 minutes ago, flamboyant wolf said:

I am going off of the assumption you need to have it active for it to work, though full honestly, I am not 100% sure. At about 83% with agility in my world atm.

I dont really see the point of investing insight in skills that you cant even use then? i hope thats simply not true but since its so hard to check ill wait till they change the woby skills

16 minutes ago, Ruperstiltskin said:

Just with that numbers i would think 5 would be good? But i have a concern since im not even sure how woby skills works, do they still work if you are trainning other skills? or do you have to keep the badge activated at all times to get all the effects? If its the latter i wouldnt even try to go for woby skills tbh... and thats a shame cause i would love to have all the 6 points into woby training

They do not sadly if a badge is unequipped you lose the effects of that badge.

Yeah the design of the system in it's current state seems really flawed as if you plan to use Woby as a mount you're obviously taking agility level 2 for speed which leaves 2 points left...

5 minutes ago, Mysterious box said:

They do not sadly if a badge is unequipped you lose the effects of that badge.

Why spend then 6 skills points to get basicly 2 skills that you even have to train prior to get them?

I dont get it tbh hope this get revisited

I would delete the badge slots all together at this point tbh seems really harsh for skills that other characters get for free on day 1

5 minutes ago, Ruperstiltskin said:

Why spend then 6 skills points to get basicly 2 skills that you even have to train prior to get them?

I dont get it tbh hope this get revisited

Honestly as it stands it's not worth it to train Woby over a beefalo but even if you do decide to you're probably better off only unlocking 1 tier 2 skill but I do find it funny that 2 out of the 5 Woby skills encourage you to get a beefalo instead.

to be honest i think it should be 8 otherwise why would you put more than one or 2 points into advanced training. at that point i could at least double dip into 2 for 6 points and pick 2 more at level 1 making 4 things actually active at a time. or if i wanted to have 4 level 4 medels and 0 level 1 then i could do that to and be a slightly better jack of trades for the skill point investment.

Just now, Ruperstiltskin said:

I dont really see the point of investing insight in skills that you cant even use then? i hope thats simply not true but since its so hard to check ill wait till they change the woby skills

Based on a few things mentioned in the cliffnotes post, mostly the HK inspiration behind the mechanic, I think the idea is that you would change the badges while in game to suit your needs, which I want to say CAN absolutely work! But for this, the badges would need to be able to learnt quicker(probably coming?), and I would say the lvl1s and 2s might need to be a bit more individual? Like, so that there's more situations where you would activate only 1 of the badges out of a conscious decision, and not just cause you had a leftover point and decided to take a random lvl1 badge, or because lvl 2 is just strictly more value than lvl 1. Also the badges need to be more equal in value, not necessarily applicable in all contexts, but useful enough that you would consider putting them on if you know you're going to do something. Idk if I'm making sense lol. 

Basically what I'm saying, is that for players to actually engage with the mechanic actively, the badges need to:

1) Be useful enough to warrant going to the training station and switching up your build for a given scenario(for example getting stuff like bravery and support when going for a big fight, or to a dangerous place, or getting skills like fetch and dig when going out to gather resources, assuming they get better)

2) Be different enough so that there's an actual difference in what you use, if we are to keep 4 points, and 5 badges with 2 levels, players need to have actual variety in what they can choose.

3) Be independent. Synergy between badge levels is good! But you shouldn't require another level of the skill for it to work well, or be practical in any capacity. Otherwise it cuts down on the actual amount of practical badge combinations.

 

1 minute ago, flamboyant wolf said:

Based on a few things mentioned in the cliffnotes post, mostly the HK inspiration behind the mechanic, I think the idea is that you would change the badges while in game to suit your needs, which I want to say CAN absolutely work! But for this, the badges would need to be able to learnt quicker(probably coming?), and I would say the lvl1s and 2s might need to be a bit more individual? Like, so that there's more situations where you would activate only 1 of the badges out of a conscious decision, and not just cause you had a leftover point and decided to take a random lvl1 badge, or because lvl 2 is just strictly more value than lvl 1. Also the badges need to be more equal in value, not necessarily applicable in all contexts, but useful enough that you would consider putting them on if you know you're going to do something. Idk if I'm making sense lol. 

Basically what I'm saying, is that for players to actually engage with the mechanic actively, the badges need to:

1) Be useful enough to warrant going to the training station and switching up your build for a given scenario(for example getting stuff like bravery and support when going for a big fight, or to a dangerous place, or getting skills like fetch and dig when going out to gather resources, assuming they get better)

2) Be different enough so that there's an actual difference in what you use, if we are to keep 4 points, and 5 badges with 2 levels, players need to have actual variety in what they can choose.

3) Be independent. Synergy between badge levels is good! But you shouldn't require another level of the skill for it to work well, or be practical in any capacity. Otherwise it cuts down on the actual amount of practical badge combinations.

 

As for my suggestions to the badges themselves:

I think Support and Bravery should indeed be combined as mentioned somewhere by Mysterious Box(I think?), because while they're both nice, support is way too dependent on bravery. With freed space, some other badges could be added, perhaps sniffing and looking for items as other have suggested before, perhaps something to do with storage(though this seems like it would be more fitting as a skill outside the badge system, if at all), maybe some badges that would aid in a specific niche, but that's a whole other discussion. Back to The Bravery/Support, with them now being combined and therefore more potent, they're already a more worthy competitor for the badge slots, so we're one step closer to 4 badge slots being more justified.

Agility then could have a little something extra(not to make it much stronger, as it is already pretty decent by the nature of speed being very valuable in the game, but to make it a bit more interesting). 

Fetch. Fetch needs work, that much has been said by just about everyone. I don't think it's fundamentally flawed, as picking up items can be convenient, and for 1 point? Sure, I'll take it. It just need to be... better. Make Woby pick up items that are in her inventory automatically, maybe? If it's at decent speed, it will be pretty nice. As for Tier 2 of Fetching, I think it needs to do something different, my only thought rn is being able to gather grass tufts, saplings, bushes and the like, based on her inventory like with fetching 1, but I am not sure if that's a good enough or a fitting idea.

Digging. I am... not really sure on this one. I think having big woby be able to dig too would be good? I think dig 1 and 2 should be more reliable when used without eachother, and maybe they could have something more to them, even if just a bit.(I'm wondering if having Woby help with digging up stumps and stuff could fit here? idk, it's probably a bit too random and niche heh.)

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