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Ideas for warly's skilltree to improve his gameplay loop


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Hi, I saw a post earlier talking about how Warly has major downsides that make him very hard to play compared to other characters, and requiring a lot of grinding to reach even half of other characters potential. And whilst I think that warly's downsides should stick around, he is meant to be a more challenging character, it wouldn't hurt to give him more options instead of just being forced to be a farmer.

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Experienced Chef Skill I

Increases the food value of items belonging to a group by .25 when warly puts them into his special crockpots. aka a morsel in his crockpot would be 0.75 meat value and a monster meat would be 1.25 meat and monster value, same thing for fruits and vegetables

Experienced Chef Skill II

The same as the above but increases it once more by 0.25, so a single meat would be 1.5 and a mm would be 1.5 meat and monster and a morsel would be 1 meat value same thing with vegetables and fruits

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Desperate

Allows Warly to eat basic foods such as carrots / berries, but only gains 40% of their stats

A different approach could also be that he has the same downside for basic / small foods, such as needing to not eat a small food again for another half a day to be able to gain full stats from it

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Butcherer

Upon killing a animal such as beefalo, volt goat, koalefant, and pigman/werepig ( not all mobs ), warly can then use a knife to butcher the corpse that is left to obtain increased drops, such as more meat and an extra horn for koalefants and voltgoats

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Sous chef part ( this part includes stuff warly tools / equipment warly can make to aid in his cooking/gathering process )

 

Portable Fridge

Allows warly to make a mini icebox attachment to his chef backpack, allowing him to store 4 spoilable foods (carrots, meat, meatballs, glowberries, etc. )

they spoil a bit slower than if they were in an icebox, and it's like 4 extra inventory slots that only accept food.

also his backpack should be buffed to the 8 inventory slots that normal backpacks have

Kitchenware I

Gives warly 3 new tools that he can craft, 1 being the knife (as mentioned before) , a peeler which can be used on vegetables to give scraps, scraps can then be used in crockpots as fillers that are always accepted, and I haven't been able to figure out what a 3rd tool would be.

Kitchenware II

Gives warly the ability to craft a semi oven thing? what it is isn't as important as what it does, it can be used to mass cook food (meat, vegetables) but at a much better spoilage conversion than other sources, (usually when cooking stuff that's almost spoiled, it makes it almost above stale, with this oven thing it would be more like 90-80% freshness.)

also another cooking structure that I can't decide on rn

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Fresh Love I

When a crock pot food is just made by Warly, it has increased stats, these stats go down over time until it goes back to the dish's original stats.

Fresh Love II

Same Concept, Better stats.

For example, at Fresh Love I, Meatballs that had just been made would give 78 hunger instead of 62.5 and 6.25 sanity instead of 5 and 4 health instead of 3 (so it's 25% better stats when it's just fresh off the crockpot, goes down gradually over the span of 4 minutes)

Fresh Love II is the same thing just with a stronger percentage multiplier.

(maybe goes down over 6 minutes instead?)

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That's all the ideas I have for now, Warly definitely needs some skills to improve his farming capabilities, and I also think that some changes OUTSIDE of his skilltree would do wonders, an easier way to acquire Glowberries for all survivors would be a welcome change for sure.

What are your thoughts on these suggestions? and what would you suggest as other changes instead?

 

 

Bravo!
I absolutely love the Experienced Chef idea, makes ingredients more potent and useful.
I would add:

  • Make the "Desperate" skill also give him a sanity drain akin to that you get from raw meats.
  • Rework the chef pouch to be a similar type of storage to Maxwell's top hat he can put ingredients and cookware, in this case chef tools, in, but this works too!
  • Make the Fresh Love II also increase potency and duration of buffs, even more so if Warly himself eats/forcefeeds it. It could also make them not deplete while in Warly's inventory, but immediately run out if bundled or placed in icker storage.
  • Carrying the crock pot on his head while cooking like in shipwrecked trailers!!
  • 3rd tool could be like, Trawler's Rod, infinite durability, fishes in sea and pond, uses bait with a high chance of not wasting it, if bait is used in a pond the fish time will always be as if there are max fish, lets him reel in items from further away in the ocean + bull kelp and ranged animal catching too because why not, and the ability to catch multiple fish at once because why not
  • Add niche uses to the knife, like chopping up big meats into small meats, also adding monster meat morsels for this purpose
  • 1:1 spice crafting, maybe even 1:3?
  • More special dishes and spices
  • Biddobams Serves up and Aromas idea
  • Spiced Hambats
  • Goat Ranching, treat them like minecraft livestock
  • Klei's ability to come up with random other shenanigans that are really cool
7 hours ago, thesooz9000 said:

Desperate

Allows Warly to eat basic foods such as carrots / berries, but only gains 40% of their stats

A different approach could also be that he has the same downside for basic / small foods, such as needing to not eat a small food again for another half a day to be able to gain full stats from it

Please, no. His downsides are half of what makes him an interesting character

 

 

2 hours ago, Shining Galaxy said:

These perks are just what Warly already enjoys in DS. Warly is one of the few characters who got nerfed when moving from DS to DST, which is a result of the conservative early design philosophy. Nowadays, the tendency in character design is to acquire "strange new powers". If you're not satisfied, just play Wes; don't ruin other characters.

Until they ruin Wes, of course.

13 hours ago, thesooz9000 said:

Hi, I saw a post earlier talking about how Warly has major downsides that make him very hard to play compared to other characters, and requiring a lot of grinding to reach even half of other characters potential. And whilst I think that warly's downsides should stick around, he is meant to be a more challenging character, it wouldn't hurt to give him more options instead of just being forced to be a farmer.

------

Experienced Chef Skill I

Increases the food value of items belonging to a group by .25 when warly puts them into his special crockpots. aka a morsel in his crockpot would be 0.75 meat value and a monster meat would be 1.25 meat and monster value, same thing for fruits and vegetables

Experienced Chef Skill II

The same as the above but increases it once more by 0.25, so a single meat would be 1.5 and a mm would be 1.5 meat and monster and a morsel would be 1 meat value same thing with vegetables and fruits

------

Desperate

Allows Warly to eat basic foods such as carrots / berries, but only gains 40% of their stats

A different approach could also be that he has the same downside for basic / small foods, such as needing to not eat a small food again for another half a day to be able to gain full stats from it

------

Butcherer

Upon killing a animal such as beefalo, volt goat, koalefant, and pigman/werepig ( not all mobs ), warly can then use a knife to butcher the corpse that is left to obtain increased drops, such as more meat and an extra horn for koalefants and voltgoats

------

Sous chef part ( this part includes stuff warly tools / equipment warly can make to aid in his cooking/gathering process )

 

Portable Fridge

Allows warly to make a mini icebox attachment to his chef backpack, allowing him to store 4 spoilable foods (carrots, meat, meatballs, glowberries, etc. )

they spoil a bit slower than if they were in an icebox, and it's like 4 extra inventory slots that only accept food.

also his backpack should be buffed to the 8 inventory slots that normal backpacks have

Kitchenware I

Gives warly 3 new tools that he can craft, 1 being the knife (as mentioned before) , a peeler which can be used on vegetables to give scraps, scraps can then be used in crockpots as fillers that are always accepted, and I haven't been able to figure out what a 3rd tool would be.

Kitchenware II

Gives warly the ability to craft a semi oven thing? what it is isn't as important as what it does, it can be used to mass cook food (meat, vegetables) but at a much better spoilage conversion than other sources, (usually when cooking stuff that's almost spoiled, it makes it almost above stale, with this oven thing it would be more like 90-80% freshness.)

also another cooking structure that I can't decide on rn

------

Fresh Love I

When a crock pot food is just made by Warly, it has increased stats, these stats go down over time until it goes back to the dish's original stats.

Fresh Love II

Same Concept, Better stats.

For example, at Fresh Love I, Meatballs that had just been made would give 78 hunger instead of 62.5 and 6.25 sanity instead of 5 and 4 health instead of 3 (so it's 25% better stats when it's just fresh off the crockpot, goes down gradually over the span of 4 minutes)

Fresh Love II is the same thing just with a stronger percentage multiplier.

(maybe goes down over 6 minutes instead?)

------

That's all the ideas I have for now, Warly definitely needs some skills to improve his farming capabilities, and I also think that some changes OUTSIDE of his skilltree would do wonders, an easier way to acquire Glowberries for all survivors would be a welcome change for sure.

What are your thoughts on these suggestions? and what would you suggest as other changes instead?

 

 

This is a good version of a warly skill tree and it helps encapsulate what he's about while not removing his downside and keeping him interesting and powerful 

@thesooz9000good job

5 hours ago, arubaro said:

Please, no. His downsides are half of what makes him an interesting character

 

 

Brotha forgot about the diminishing return :skull

8 hours ago, Just Ragnar said:

Bravo!
I absolutely love the Experienced Chef idea, makes ingredients more potent and useful.
I would add:

  • Make the "Desperate" skill also give him a sanity drain akin to that you get from raw meats.
  • Rework the chef pouch to be a similar type of storage to Maxwell's top hat he can put ingredients and cookware, in this case chef tools, in, but this works too!
  • Make the Fresh Love II also increase potency and duration of buffs, even more so if Warly himself eats/forcefeeds it. It could also make them not deplete while in Warly's inventory, but immediately run out if bundled or placed in icker storage.
  • Carrying the crock pot on his head while cooking like in shipwrecked trailers!!
  • 3rd tool could be like, Trawler's Rod, infinite durability, fishes in sea and pond, uses bait with a high chance of not wasting it, if bait is used in a pond the fish time will always be as if there are max fish, lets him reel in items from further away in the ocean + bull kelp and ranged animal catching too because why not, and the ability to catch multiple fish at once because why not
  • Add niche uses to the knife, like chopping up big meats into small meats, also adding monster meat morsels for this purpose
  • 1:1 spice crafting, maybe even 1:3?
  • More special dishes and spices
  • Biddobams Serves up and Aromas idea
  • Spiced Hambats
  • Goat Ranching, treat them like minecraft livestock
  • Klei's ability to come up with random other shenanigans that are really cool

Great ideas, I love what you have in mind aswell, I just wanna be able to as warly, go around the world and cook stuff whilst exploring, the chef's pouch sucks for that as of now however :(

14 hours ago, thesooz9000 said:

Desperate

Allows Warly to eat basic foods such as carrots / berries, but only gains 40% of their stats

A different approach could also be that he has the same downside for basic / small foods, such as needing to not eat a small food again for another half a day to be able to gain full stats from it

well, a thought added onto what ragnar already said;

instead of half hunger value why not all crockpot foods give +5 sanity on top of their default and all non-crockpot foods give -5 sanity on top of their default? so a meatball gives 10 sanity instead of five but cooked greencap gives 10 sanity instead of 15? it also makes raw/monster foods a real risk because he is eating into his sanity in a notable way when he consumes those? it is also a way to nm farm without dealing with caves

also a good "fresh" option is that crockpot foods by warly always come out fresh instead being based on the cumulative freshness of the ingredients like it currently is for everyone

7 hours ago, Shining Galaxy said:

These perks are just what Warly already enjoys in DS. Warly is one of the few characters who got nerfed when moving from DS to DST, which is a result of the conservative early design philosophy. Nowadays, the tendency in character design is to acquire "strange new powers". If you're not satisfied, just play Wes; don't ruin other characters.

In ds is basically wilson with better stats from dishes. In dst he has more and the no eating ingredients is what makes him very interesting to play but ofc the tendency of suggestions has become removing downsides while adding more power...

2 hours ago, Cats_On_Fire said:

Brotha forgot about the diminishing return :skull

??? Is still removing a downside 

i think warly's downsides should not be touched at all.

Leave them where they are, just make him gain like +15% stats on the first time he eats something like it used to do in shipwrecked (not 33% because it'd be too high).

 

I don't feel too strongly about the desperate perk being added or removed, it's something that I feel would only be used in VERY rare scenarios since the foods would have almost 50% of their stats and have diminishing returns, it's just a desperate thing a player could do (as mentioned by the skill name)

 

I do however, have a new idea for kitchenware II

a mini portable crockpot you can keep in your inventory whilst it cooks food  (open it up, and use logs / twigs as fuel for it). , you can make crockpot recipes in it, but it would take twice as long to cook foods than if they were in a portable crockpot (or maybe even 1.5x the time, numbers are up to changes)

 

1 hour ago, arubaro said:

In ds is basically wilson with better stats from dishes. In dst he has more and the no eating ingredients is what makes him very interesting to play but ofc the tendency of suggestions has become removing downsides while adding more power...

??? Is still removing a downside 

So umm it starts like this you eat a food and get 40% of its food value. Then you get 90% of that 40%. Then 80% of the 40%. Then 60% of the 40%. Then 40% of the 40%. Then 10% of the 40%. You ain't gonna want to chug the blue caps

11 minutes ago, Well-met said:

I've said it before but Winter should disable gardens for everyone except Warly's crops.

Indirect buff + helps tackle ridiculous over-abundance

I wish this is how it worked when the update came out, but people and I myself have gotten used to growing crops in winter, even if you believe it's a good change to "buff" Warly (by making other characters worse at farming) it would never be accepted well. Would also be curious how wormwood is affected by this, do his crops not grow in winter either?

25 minutes ago, Cats_On_Fire said:

So umm it starts like this you eat a food and get 40% of its food value. Then you get 90% of that 40%. Then 80% of the 40%. Then 60% of the 40%. Then 40% of the 40%. Then 10% of the 40%. You ain't gonna want to chug the blue caps

So? 

6 minutes ago, arubaro said:

So? 

it means you would get 8 health from the first blue cap, 7.2 from the second, 4.8 from the third, you've officially used 3 blue caps to get the health value of one, and if you keep chugging the stats get worse.

24 minutes ago, Well-met said:

I've said it before but Winter should disable gardens for everyone except Warly's crops.

Indirect buff + helps tackle ridiculous over-abundance

But it wont make sense... also pepper is a Warly's food so it wont even make less sense to grow in winter but only if warly is involved 

Gardens arent the problem. People usually beat the game before some random gets enough seeds to produce healing and sanity from farms. Meat is easier to acquire and shoveling mushrooms doesnt have any real downside

If they need to nerf gardens then 90% of food sources are first. Atleast farms are atacked by brightshades and requires more work than holding F during full moon, going to mush biome with a shovel or killing some spiders

Just now, thesooz9000 said:

it means you would get 8 health from the first blue cap, 7.2 from the second, 4.8 from the third, you've officially used 3 blue caps to get the health value of one, and if you keep chugging the stats get worse.

Again, so? Why removing a downside to add such thing? It wont make warly more interesting 

5 minutes ago, arubaro said:

But it wont make sense... also pepper is a Warly's food so it wont even make less sense to grow in winter but only if warly is involved 

Gardens arent the problem. People usually beat the game before some random gets enough seeds to produce healing and sanity from farms. Meat is easier to acquire and shoveling mushrooms doesnt have any real downside

If they need to nerf gardens then 90% of food sources are first. Atleast farms are atacked by brightshades and requires more work than holding F during full moon, going to mush biome with a shovel or killing some spiders

Again, so? Why removing a downside to add such thing? It wont make warly more interesting 

A. What the hell's are you talking about and B.  Why is gaining 50% and then massive diminishing returns a problem

6 minutes ago, arubaro said:

But it wont make sense... also pepper is a Warly's food so it wont even make less sense to grow in winter but only if warly is involved 

Gardens arent the problem. People usually beat the game before some random gets enough seeds to produce healing and sanity from farms. Meat is easier to acquire and shoveling mushrooms doesnt have any real downside

If they need to nerf gardens then 90% of food sources are first. Atleast farms are atacked by brightshades and requires more work than holding F during full moon, going to mush biome with a shovel or killing some spiders

Again, so? Why removing a downside to add such thing? It wont make warly more interesting 

cause it's ridicolous to me that even thought warly would eat these foods in og don't starve, he refuses to eat them even when it's eat or die in dst.

Just now, thesooz9000 said:

cause it's ridicolous to me that even thought warly would eat these foods in og don't starve, he refuses to eat them even when it's eat or die in dst.

just like wigfrid. This isn't anything new.

I don't know where this trend of keeping things "realistic" comes from but I think there is some confusion about the game you're playing here.

17 minutes ago, Well-met said:

just like wigfrid. This isn't anything new.

I don't know where this trend of keeping things "realistic" comes from but I think there is some confusion about the game you're playing here.

Yea but he used to eat them in don't starve, anywho, the desperate perk def isn't the biggest deal, i think i could live with it not being added obv, the rest of the suggestions are much cooler anyway

29 minutes ago, Well-met said:

just like wigfrid. This isn't anything new.

I don't know where this trend of keeping things "realistic" comes from but I think there is some confusion about the game you're playing here.

 

39 minutes ago, arubaro said:

But it wont make sense... also pepper is a Warly's food so it wont even make less sense to grow in winter but only if warly is involved 

Gardens arent the problem. People usually beat the game before some random gets enough seeds to produce healing and sanity from farms. Meat is easier to acquire and shoveling mushrooms doesnt have any real downside

If they need to nerf gardens then 90% of food sources are first. Atleast farms are atacked by brightshades and requires more work than holding F during full moon, going to mush biome with a shovel or killing some spiders

Again, so? Why removing a downside to add such thing? It wont make warly more interesting 

what do you guys think about the other perks?

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