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Actionable Walter Changes


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I made another long winded post about how to improve Walter overall, but I wanted to make a more concise post about actual things that could be added to his tree/base kit that would be beneficial/fun.

Skill Tree Nodes:

  • Woby Whistle  - Basically an item that allows Walter to command Woby to do certain tasks, will tie in to other bullet points.
  • Woby Fetch! - Allow Walter to command Woby to collect a specific item or harvest node (grass, twigs, seaweed, tumbleweed). Allows a fun psuedo-rts gathering experience early game as well as easily fetching some seaweed/messages in a bottle as you explore.
  • Woby Speak! - Allow Walter to command Big Woby to bark loudly, startling nearby enemies into a short fear, opening up an on-foot kiting playstyle.
  • Stabilizing Grip - A slingshot grip that allows Walter to very slowly move during his shooting animation, or, similarly to Kalista in League of Legends, hop after each shot to reposition (depending on which is easier/more feasible to implement). A new, more fluid, but still balanced form of on foot kiting for Walter.
  • Faster Gathering either for Walter himself (like Woodie's skill) or allowing Woby to collect grass/twigs through using the Woby Whistle, allowing Walter to more quickly amass materials to set up drying racks and tents/etc to help his team and help himself.
  • Better Tool Efficiency Node - A similar effect to Wes' weakness giving tools a longer lifespan, except without the downside of lowing their effectiveness. Walter already probably wont be using melee weapons a ton anyways so this should make him a much more effective boyscout at doing boyscout things in the wilderness.
  • Stronger/Healing Campfire Stories - One of the coolest/most involved team abilities in the game, and it is currently useless (and the stories don't finish unless you're in Winter usually). Allow Walter to tap into a little constant magic like Wigfrid does and rejuvenate his allies with his fun harrowing tales by the campfire. Very helpful/massive boon for new players, and a satisfying payoff for veteran players who usually never sit around campfires at night anymore. Also much less annoying than wailing on a punching bag with everyone with Wigfrid.
  • Upgraded Pinetree Pioneer Hat - Adds damage reduction to Walter's hat (perhaps around 50%), making it an actual useful tool against Walter's downside instead of literally worse than a football helmet at protecting sanity. Like most of his kit, Walter's hat is fair on paper, but in practice it is just too weak to be usable, this will make it at least usable.
  • Personal Drying Rack/Rucksack - An homage to the Uncompromising mod (which admittedly I've barely played) to a neat idea they had allowing Walter to dry meats on the go. Jerky is a fantastic counter to Walter's drawback and very on theme for a boy scout.
  • Woby Swimming Badge - Sugessted in a Lardee video on the topic, giving Big Woby the ability to carry Walter in the water to be able to explore the ocean, similar to Woodie Goose form, while also creating great meme potential for fleeing from sharks in a panic on a Hungry Woby.

Base Kit Changes:

  • Woby Hunger Meter - QoL, seems kind of free, would be visible when riding Woby.
  • (Optional) Increase in strength to tree sanity gain, perhaps even healing when around trees, and/or personal healing from being next to a campfire, similar to Wurt regen when wet - Controversial, but new Walter players need some sort of stabilizing mechanic outside of the skill tree for chip damage in the early game if Klei wants more people to play him.


Anyways, let me know what you guys think!

I like the suggestions! Shooting while moving was something I wanted with Walter, but I admit it would probably be a little busted. Also, while I don't feel too strongly about a life-raft Woby, I do wish Woby could swim, because there have been situations where I accidentally left her behind on an island somewhere. I had to go back because she became stuck there until I returned.

I'm most hopeful for a Woby Fuel Meter, I need to know when my car is getting low on gas.

1 hour ago, MisterBilly said:

I like the suggestions! Shooting while moving was something I wanted with Walter, but I admit it would probably be a little busted. Also, while I don't feel too strongly about a life-raft Woby, I do wish Woby could swim, because there have been situations where I accidentally left her behind on an island somewhere. I had to go back because she became stuck there until I returned.

I'm most hopeful for a Woby Fuel Meter, I need to know when my car is getting low on gas.

To be honest I completely forgot Woby floating around in a life ring was just a part of the Shipwrecked mod, she definitely should be able to swim in her small form at least!

i'm not a strong walter player. i played him for a while when he was new and a little bit this month as well so i cant really tell at all when woby runs out of energy. it would be nice to see a tiny little meter in the corner that says how long she has left

11 hours ago, Dyzrespect said:

I made another long winded post about how to improve Walter overall, but I wanted to make a more concise post about actual things that could be added to his tree/base kit that would be beneficial/fun.

Skill Tree Nodes:

  • Woby Whistle  - Basically an item that allows Walter to command Woby to do certain tasks, will tie in to other bullet points.
  • Woby Fetch! - Allow Walter to command Woby to collect a specific item or harvest node (grass, twigs, seaweed, tumbleweed). Allows a fun psuedo-rts gathering experience early game as well as easily fetching some seaweed/messages in a bottle as you explore.
  • Woby Speak! - Allow Walter to command Big Woby to bark loudly, startling nearby enemies into a short fear, opening up an on-foot kiting playstyle.
  • Stabilizing Grip - A slingshot grip that allows Walter to very slowly move during his shooting animation, or, similarly to Kalista in League of Legends, hop after each shot to reposition (depending on which is easier/more feasible to implement). A new, more fluid, but still balanced form of on foot kiting for Walter.
  • Faster Gathering either for Walter himself (like Woodie's skill) or allowing Woby to collect grass/twigs through using the Woby Whistle, allowing Walter to more quickly amass materials to set up drying racks and tents/etc to help his team and help himself.
  • Better Tool Efficiency Node - A similar effect to Wes' weakness giving tools a longer lifespan, except without the downside of lowing their effectiveness. Walter already probably wont be using melee weapons a ton anyways so this should make him a much more effective boyscout at doing boyscout things in the wilderness.
  • Stronger/Healing Campfire Stories - One of the coolest/most involved team abilities in the game, and it is currently useless (and the stories don't finish unless you're in Winter usually). Allow Walter to tap into a little constant magic like Wigfrid does and rejuvenate his allies with his fun harrowing tales by the campfire. Very helpful/massive boon for new players, and a satisfying payoff for veteran players who usually never sit around campfires at night anymore. Also much less annoying than wailing on a punching bag with everyone with Wigfrid.
  • Upgraded Pinetree Pioneer Hat - Adds damage reduction to Walter's hat (perhaps around 50%), making it an actual useful tool against Walter's downside instead of literally worse than a football helmet at protecting sanity. Like most of his kit, Walter's hat is fair on paper, but in practice it is just too weak to be usable, this will make it at least usable.
  • Personal Drying Rack/Rucksack - An homage to the Uncompromising mod (which admittedly I've barely played) to a neat idea they had allowing Walter to dry meats on the go. Jerky is a fantastic counter to Walter's drawback and very on theme for a boy scout.
  • Woby Swimming Badge - Sugessted in a Lardee video on the topic, giving Big Woby the ability to carry Walter in the water to be able to explore the ocean, similar to Woodie Goose form, while also creating great meme potential for fleeing from sharks in a panic on a Hungry Woby.

Base Kit Changes:

  • Woby Hunger Meter - QoL, seems kind of free, would be visible when riding Woby.
  • (Optional) Increase in strength to tree sanity gain, perhaps even healing when around trees, and/or personal healing from being next to a campfire, similar to Wurt regen when wet - Controversial, but new Walter players need some sort of stabilizing mechanic outside of the skill tree for chip damage in the early game if Klei wants more people to play him.


Anyways, let me know what you guys think!

Honestly I more or less like these changes though I think swimming and moving while shooting might be too much I do thing a nice middle ground could be to make it so Walter doesn't lose his firing rate buff until he stops firing for 2 seconds to give a better window for dodging or repositioning between different targets.

27 minutes ago, Chewabacca said:

Woby absolutely needs a hunger meter, I don't like the game forcing me to try and keep track of it between play sessions or guessing based on the vibes of her speed, which already changes based on how far along she is with agility.

A permanent solution to her hunger would be nice, in general. I made a suggestion in another thread that she will eat any monster foods inside of her storage whenever she reaches 34 hunger, automatically. The downside is that it's potentially a bit wasteful, which seems fine to me in exchange. I don't really care if it's base kit, a skill, or toggle-able or not. But it would fix the problem. The hunger issue is just a nuisance, and I don't think it adds anything to the Walter experience. I'm not sure if it's a common opinion, but it would be great to see the whole micromanagement thing phased out. I just don't think it does anything to make Walter feel fun or rewarding.

Otherwise, at the very least, I think a meter would be helpful. I really don't like using Show Me or Insight mods besides for testing, since the info they provide can sometimes be game-changing. I'm not sure if there's a mod specifically dedicated to Woby hunger. I think I'd prefer an officially supported solution to the problem though.

12 hours ago, OMEGASCRUFF said:

A permanent solution to her hunger would be nice, in general. I made a suggestion in another thread that she will eat any monster foods inside of her storage whenever she reaches 34 hunger, automatically. The downside is that it's potentially a bit wasteful, which seems fine to me in exchange. I don't really care if it's base kit, a skill, or toggle-able or not. But it would fix the problem. The hunger issue is just a nuisance, and I don't think it adds anything to the Walter experience. I'm not sure if it's a common opinion, but it would be great to see the whole micromanagement thing phased out. I just don't think it does anything to make Walter feel fun or rewarding.

Otherwise, at the very least, I think a meter would be helpful. I really don't like using Show Me or Insight mods besides for testing, since the info they provide can sometimes be game-changing. I'm not sure if there's a mod specifically dedicated to Woby hunger. I think I'd prefer an officially supported solution to the problem though.

I always viewed it as a 'balancing' mechanic similar to having to deal with a beefalo's buck timer or feeding an ornery before you could ride it. Follows Walter's unfortunate theme of "overbalanced and underwhelming". That being said a hunger meter is a no brainer at the very least, similar to Wig's inspiration or Wolf's Mightiness. I think Beefalo in general would benefit from a mounted feed/soothe option, even if the animation is long. Getting on and off the Beefalo all the time is extremely annoying especially early on when taming, and similarly annoying trying to keep Woby topped up based on vibes. In general I don't like when Klei uses inconvenience/anti-QoL as a balancing lever.

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