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5 hours ago, mima_ said:

will there woby cosmetic that tied to walter skin in future pls? 

it is only speculation but considering they made the special place in the skins section for building custom beefalo there might be a chance that it could be used to make special custom wobys as well

16 hours ago, IAmAFurrz said:

im sure people wont like it if this feature is removed (feeding the beef while riding isnt a broken thing, its just the reset timer thats the issue), so i really suggest just removing the timer resetting as a whole for like... any inherrent RISK involved in taming those things, as you essentially just stay on top of em to do most things

keeping track of the buck timer and refreshing via feeding it isn't much easier than getting off and on to reset said timer, it's just significantly less annoying. the only balance aspect of this change I can see possibly complained about is being able to heal the beefalo easily, not this.

  • Like 2
25 minutes ago, ApoIIo said:

keeping track of the buck timer and refreshing via feeding it isn't much easier than getting off and on to reset said timer, it's just significantly less annoying. the only balance aspect of this change I can see possibly complained about is being able to heal the beefalo easily, not this.

it is? getting off ur beefalo takes much longer animation and makes a big difference if you are in a dangerous area, and dont forget your beef still tanks for you during the feed

  • Like 1
On 2/8/2025 at 3:05 AM, ALCRD said:

Things got real! :shock:

I hope this works for Beefalos too if so this is huge QOL

It's not so much of a "QoL change" as it is removing one the few challenged remaining pertaining to handling Beefaloes. x) It streamlines riding for sure but it also means you can completely neglect buck timer when fighting and taming early on. Domesticating a Beefalo will feel more as a mundane task than a fun and rewarding challenge of the early game. With such changes you basically cannot fail with the realization that taming only requires time and zero planning.

15 hours ago, IAmAFurrz said:

(i suggested the removal of timer resetting completely)

Which would completely ruin large part of how much of a QoL this change is for beef taming.

There was never any "risk" or "challenge" with this annoying bucking.

It was just annoyance, pure undiluted annoyance on top of tedium. Beefs are still a resource and time sink.

They are just not as annoying to deal with anymore while taming.

I really hate when people try to force revert or ruin helpful or QoL changes "cus arbitrary difficulty" reasons. Like seriously not long ago someone wanted Wobys speed nerfed cause shes faster than beefalo and now this..

EDIT:

14 minutes ago, Captain_Rage said:

It's not so much of a "QoL change" as it is removing one the few challenged remaining pertaining to handling Beefaloes. x) It streamlines riding for sure but it also means you can completely neglect buck timer when fighting and taming early on. Domesticating a Beefalo will feel more as a mundane task than a fun and rewarding challenge of the early game. With such changes you basically cannot fail with the realization that taming only requires time and zero planning.

Case in point *sigh*

Edited by ALCRD
  • Like 2
34 minutes ago, Edible Coal said:

it is? getting off ur beefalo takes much longer animation and makes a big difference if you are in a dangerous area, and dont forget your beef still tanks for you during the feed

i mean, you refresh the timer once before riding through the wilds and that's about it for passing through a dangerous area without being bucked off. if you get to do that sooner with a shorter buck timer it's not that big of a deal. being able to freely heal your beefalo without cumbersome panfluteing is a different story.

59 minutes ago, IAmAFurrz said:

it is when ppl use it to do stuff in ruins or to clear out hoards of mobs. you needed to prepare before going into something like that

Except people don't usually combat rush ruins with a disobedient/untrained beefalos. Neither do you need a beefalo to rush ruins.

And the animation for feeding while riding is slow so it's not that viable for healing during fights either. (It's signifficantly slower than on foot feeding)

So i don't see why tiny minority of people blow this change out of proporion and want it nerfed for the sake of preserving tedium/arbitrary difficulty they call "challenge".

Edited by ALCRD
  • Like 3
7 hours ago, Captain_Rage said:

It's not so much of a "QoL change" as it is removing one the few challenged remaining pertaining to handling Beefaloes. x) It streamlines riding for sure but it also means you can completely neglect buck timer when fighting and taming early on. Domesticating a Beefalo will feel more as a mundane task than a fun and rewarding challenge of the early game. With such changes you basically cannot fail with the realization that taming only requires time and zero planning.

You need to use extra resources to continuously feed the beefalo, hopping off is cheaper

 

7 hours ago, Captain_Rage said:

Domesticating a Beefalo will feel more as a mundane task than a fun and rewarding challenge of the early game

I don't think I've heard anyone else call the constant dismounting "fun"

  • Like 5
  • Big Ups 1
11 hours ago, ALCRD said:

Except people don't usually combat rush ruins with a disobedient/untrained beefalos. Neither do you need a beefalo to rush ruins.

And the animation for feeding while riding is slow so it's not that viable for healing during fights either. (It's signifficantly slower than on foot feeding)

So i don't see why tiny minority of people blow this change out of proporion and want it nerfed for the sake of preserving tedium/arbitrary difficulty they call "challenge".

fair enough. i despise beefalo taming and have stopped doing that since before beta started, i also refuse to do it for when i play wendy as it removes challenge from playing her so i didnt bother testing the feed, assuming the animation is just as fast as feeding when player is on the ground

9 hours ago, aidankocherhans said:

I don't think I've heard anyone else call the constant dismounting "fun"

its not about fun, thats the part of beefalo taming that makes sense since they are very unruly, being bucked off is the part of taming that makes it dangerous (relatively, since youre not always in danger ofc). preparing and positioning yourself out of danger before going in with it is pretty much the most danger you ever have with it. 

side note, pretty sure its only more expensive early on to stay on top the beef, later on its a lot of resources saved when feeding on top of it. tho tbf that does require you being cognizant of the buck timer to really bypass it so i think its fair (still dislike it but its not rlly breaking the game lol)

  • Like 1
9 minutes ago, IAmAFurrz said:

fair enough. i despise beefalo taming and have stopped doing that since before beta started, i also refuse to do it for when i play wendy as it removes challenge from playing her so i didnt bother testing the feed, assuming the animation is just as fast as feeding when player is on the ground

Yea it's quite slower. Your char does the "hand twirling" animation (like the one when you craft/harvest something) before food is applied to beefalo and it starts chewing animation.

As opposed to on foot stuffing food into beefalos mouth instantly dealing with only the short chew animation.

Edited by ALCRD
  • Like 2
3 hours ago, ALCRD said:

Yea it's quite slower. Your char does the "hand twirling" animation (like the one when you craft/harvest something) before food is applied to beefalo and it starts chewing animation.

As opposed to on foot stuffing food into beefalos mouth instantly dealing with only the short chew animation.

bluecaps? yeah off beef is faster, but i think stuff that has high hunger should be slighly better ( maybe) like pies and other healing veggies

On 2/8/2025 at 11:35 PM, IAmAFurrz said:

yes, agreed. just wanted to say that mechanics like that should either be there throughout, or not there at all (i suggested the removal of timer resetting completely)

I get where you're coming from. But I am already frustrated as one could be with constantly being robbed of lightbulbs to feed some guy's cow. Especially when that person is playing a character that doesn't need one at all(WX-78 on the most extreme end). I am just tired of the false dogma of them being allegedly overpowered, and having to fight for compost wraps with a cow. While I would rather have that belief be dismantled, Having that belief proven true is the next best thing for me. At least the sacrifice Wormwoods have to endure would have some merit, instead of being a near pointless waste for half the character cast. Anyways, why are we discussing it under a Walter beta skill tree update?

Edited by FillerText

Congratulations to the devs involved in this skill tree. Is by far the best designed one imo.All the perks are useful and worth taking and there are plenty of combinations.

i wish this skill tree works as reference for future ones and to revisit the previous skill trees and wortox's 

  • Like 1
On 2/9/2025 at 11:21 AM, IDreamerI said:

Congratulations to the Walter miners, now there is a holiday on your street.So I look at the Tree of Wendy and Walter's skills and I think - This is a cool continuation of their ideas as characters and their skills! But when I look at Wortox's skills, I already want to cry, in my opinion, his skills are just patches of his weaknesses and the usual layering of non-synergistic skills that make only the appearance of fullness and versatility., At its core, Worktox with skills and Worktox without them will be played the same way as it was played before this update (I'm exaggerating a lot, since there are few people who will play so as to use all its strengths).It really disappoints me as a Wortox mainer (I'm crying)Because I was waiting for his development as a magical character with unique interactions with souls and unique soul magic.(I'm angry about his lost patent)(Here I whine)-In fact, his unique weapon,,is utter garbage,,which is weak and difficult to use with his mechanics,,inventory levels,,.Vessels for souls (in fact) this plugging his weaknesses, the Moon and Shadow sides are also not really needed, does not fit the character's concept and is difficult to implement (for ordinary players).His Playful and Kind side of character does not synergize with any skill. it just changes the numbers and the attitude of some creatures towards him (Somehow I don't feel the weight of the burden on me).My point is that, if not all, then most of Wortox's skills are a banal reinforcement of his weaknesses or strengths, without adding personality. Why is it so dim compared to the others? I just want it to be worked on, if not better, then at least on a level with others. Please don't forget my beloved imp!

Thanks for your attention! I'm sorry for my English.

I agree

  • Like 1

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