Jump to content

Prototyping cursed rounds is too good and undeserved


Recommended Posts

Why should Walter be able to learn such crafts while every other ancient craft like pick/axe becomes locked through the pseudo structure?

This doesn’t make any sense and goes against the general idea that thlucite gear is rare and strenuous to craft.

This addition will only encourage a Walter player to hoard all the thlucite for themselves.

9 minutes ago, Balter said:

Why should Walter be able to learn such crafts while every other ancient craft like pick/axe becomes locked through the pseudo structure?

Because it’s inconvenient to have to take a trip to the ruins every single time you need to craft that ammo and unlike other items (pick/axe, gem staves, armor) they don’t last half as long and you can’t dupe them with green magic

14 minutes ago, Balter said:

Why should Walter be able to learn such crafts while every other ancient craft like pick/axe becomes locked through the pseudo structure?

This doesn’t make any sense and goes against the general idea that thlucite gear is rare and strenuous to craft.

This addition will only encourage a Walter player to hoard all the thlucite for themselves.

Wouldn't this rule have already been broken by Wanda? Also it'd be impossible for a Walter to use up all the fragments in without intentionally trying to do so and at that point he may as well feed them to a rock lobster instead of using them on crafts.

For thulecite rounds being prototypeable i agree that it shouldnt. All things from that ruins station are crafted there only and its one of the only things keeping some relevance for ruins after looting, atleast in early. And I know how much of a bother it was making like 2k thulecite rounds, but I think that the inventory QoL of ammo stacks being 120 kind of solved the issue already. The image below is memey as hell but, thats 1.2k rounds on the inventory, 540 more on Woby, and I brought all of those to my base on bundling wraps, which was like, 5 bundles. So I can see why Klei did the change (its mostly a QoL to make Walter more playable).

For moonglass I think it makes sense tho, like, you are just using glass, even considering its from the moon and **** its not as "magical" as thulecite

Spoiler

Old base of like a year ago, sorry for the turf, it was cheap for walter kek

20240225042726_1.jpg.6580a38abe74c75f986f32c9792c3972.jpg

 

 

12 minutes ago, kroban said:

For thulecite rounds being prototypeable i agree that it shouldnt. All things from that ruins station are crafted there only and its one of the only things keeping some relevance for ruins after looting, atleast in early. And I know how much of a bother it was making like 2k thulecite rounds, but I think that the inventory QoL of ammo stacks being 120 kind of solved the issue already. The image below is memey as hell but, thats 1.2k rounds on the inventory, 540 more on Woby, and I brought all of those to my base on bundling wraps, which was like, 5 bundles. So I can see why Klei did the change (its mostly a QoL to make Walter more playable).

For moonglass I think it makes sense tho, like, you are just using glass, even considering its from the moon and **** its not as "magical" as thulecite

  Hide contents

Old base of like a year ago, sorry for the turf, it was cheap for walter kek

20240225042726_1.jpg.6580a38abe74c75f986f32c9792c3972.jpg

 

 

please let me steal this image for something!

1 hour ago, Mysterious box said:

Wouldn't this rule have already been broken by Wanda? Also it'd be impossible for a Walter to use up all the fragments in without intentionally trying to do so and at that point he may as well feed them to a rock lobster instead of using them on crafts.

 

2 minutes ago, Natsuki Bamboo said:

Tell me, then, why Wolfgang was able to use his potato head to know the recipe for making a dumbbell from thulium and purple gems with just one twig?

Just cuz those items require thulcite as a material such as astral detector that doesn’t mean they are pseudo crafts which should unprototypable.

When you think about it, Walter's cursed rounds are just him hucking thulecite fragments at his enemy, with only a 50:50 chance of them actually producing any magic. From that perspective it kinda makes sense that he can make them on his own after doing it once. Even the other characters comment on how rough and sloppily made they are.

1 hour ago, kroban said:

moonglass I think it makes sense tho

No moonglass should also be locked at the lunar alter like the blades and whatnot, it’s not that hard to clear out the whole lunar island. All you have to do is empty your inventory on a boat a few times and then sail away with all that ammo.

i for one am ok with cursed rounds being prototypable. i freaking love pick/axe and have since i first started playing dst but i only, only use them when they are a lootdrop from treasure chests because going down to the alter and making a bunch bundling them and bringing them back up is absolute hot bumcheeks :/ the time i save having a pick/axe is negated by the time it takes to go craft the bloody freakin thing. i get legitimately irate thinking about how much the game doesn't want me to go craft this item that i personally love the look of and feel has great value as a space-saver on two items i only infrequently need but do still need. let walter have a win. let him crunch up some pretty rocks to throw at stuff without it being a lost art known only to the ancients

His rounds are not a very sophisticated craft, and as everyone else mentioned it was incredibly annoying having to travel to some place to craft a thing that you will use up a stack of every 20 seconds to fight everything. Thul and glass rounds are not even his endgame ammo anymore.
Also TBH having 4 chests of thulecite or glass rounds somewhere at base is annoying for non-walters.
 

3 hours ago, Balter said:

This addition will only encourage a Walter player to hoard all the thlucite for themselves.

who cares about thulecite fragments? ive never seen non-wanda/walter care about hammering thulecite walls

3 hours ago, kroban said:

For thulecite rounds being prototypeable i agree that it shouldnt. All things from that ruins station are crafted there only and its one of the only things keeping some relevance for ruins after looting, atleast in early. And I know how much of a bother it was making like 2k thulecite rounds, but I think that the inventory QoL of ammo stacks being 120 kind of solved the issue already. The image below is memey as hell but, thats 1.2k rounds on the inventory, 540 more on Woby, and I brought all of those to my base on bundling wraps, which was like, 5 bundles. So I can see why Klei did the change (its mostly a QoL to make Walter more playable).

For moonglass I think it makes sense tho, like, you are just using glass, even considering its from the moon and **** its not as "magical" as thulecite

  Hide contents

Old base of like a year ago, sorry for the turf, it was cheap for walter kek

20240225042726_1.jpg.6580a38abe74c75f986f32c9792c3972.jpg

 

 

This isn't true at all the glass comes from the moon itself while thulecite comes from a creatures poop it's definitely more magicial and Walter still has enough inventory problems already with his rounds unless you're almost exclusively carrying rounds as you play or just using 1 or 2 types of rounds.

2 hours ago, Balter said:

 

Just cuz those items require thulcite as a material such as astral detector that doesn’t mean they are pseudo crafts which should unprototypable.

So why specifically should Walter's even require the station at all considering he's just splitting fragments not adding any magic into them.

8 hours ago, Balter said:

Why should Walter be able to learn such crafts while every other ancient craft like pick/axe becomes locked through the pseudo structure?

This doesn’t make any sense and goes against the general idea that thlucite gear is rare and strenuous to craft.

This addition will only encourage a Walter player to hoard all the thlucite for themselves.

It might make sense if all character items that use resources associated with a special station would require those stations to be prototyped. 
Then would be some consistency, i.e. "Items to be crafted by each character - not prototypable", "Items unique only for given characters - prototypable".
Then Wanda would unfortunately have a harder start, because she would need a pseudo science station to prototype her time pieces. But it wouldn't be, it's probably too big a problem, because it can be solved rather quickly.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...