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Feedback and Suggestions for Knabsack


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I’d like to share some feedback and suggestions regarding the current design of Knabsack, hoping it can contribute to improving the gameplay.

Current Issues with Knabsack

Knabsack occupies an awkward position in the skill tree. While it’s a must-have skill, its practical utility is limited due to the following issues:

  1. Unstable Damage Output: To achieve the maximum damage of 68, players need to carry exactly 100 souls. However, souls are consumable, it's difficult to maintain the number of souls directly carried by the player consistently. To ensure consistent damage, players must carry three soul jars, with two full jars completely untouched. If players want one jar for unrestricted soul usage, they need a fourth jar. This design essentially trades inventory slots for attack power, which feels inefficient and visually unappealing to me. For me, having too many jars in the inventory slots is not very aesthetically pleasing.

  2. Limited Practicality as a Tool: Knabsack cannot selectively pick up specific items, often cluttering the already limited inventory space in Wortex with unwanted items.

Proposed Improvements

  1. Adjust Soul Count or the weight of attack power in the calculation:

    • Reduce the soul requirement for maximum damage from 100 to 80. This would allow players to maintain stable damage with only two fixed jars, freeing up inventory space.

    • Alternatively, reduce the weight of soul count on Knabsack’s damage and increase the weight of inventory capacity. For instance, a full inventory with as few as 60 souls could still yield maximum damage. This would reduce the need to carry multiple unused jars just to maintain damage consistency.

    • Or, instead of calculating damage purely based on the number of souls, make it depend on the number of jars containing souls. As long as the jars aren’t empty, they will have an effect. In this way, players don't need to carry jars solely to increase attack power.

    • Or maybe could introduce a hidden point system to calculate weapon damage. For example, each jar carried in a player’s inventory could be valued at 2 points, and every set of five souls could contribute 1 point. The overall proportion of items in the inventory could also be factored into this scoring system. The hidden points decide the weapon's damage output.

  2. Optimize Pickup Mechanics:

    • Expand Knabsack’s pickup range to help players retrieve items that are otherwise difficult to access (e.g., items dropped in the sea). Even if it only picks up one distant item at a time, it would be more useful than picking up multiple nearby, unwanted items. 

       3. Enhancing the Visual Appeal of Knabsack:

  • I have seen feedback within the player community that the knabsack is not visually appealing.I hope more skins can be introduced or the design can be improved. Currently, the knabsack looks more like a lantern than a bag to me. Could its material be made to look more like krampus sack?

Thank you for considering these suggestions. I appreciate the hard work you put into making the game enjoyable for us all.

4 minutes ago, Anis5240 said:

well there's the Polly Roger's hat but ofc no one really wanna deal with monkey raids so that's that lel

The most annoying thing is to deal with those useless drops from monkey raids but not raid themselves.

7 minutes ago, Anis5240 said:

well there's the Polly Roger's hat but ofc no one really wanna deal with monkey raids so that's that lel

The range doesn’t need to be that far like roger hat.  the Lazy Charm distance is quite sufficient.

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