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Walter skill-tree Tweaks


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The new Walter skill tree is fantastic!

The entire skill tree greatly enhances Walter's nomadic play style and allows for extensive exploration, which is amazing.

After playing with it, I have some small optional adjustments:

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  • Calling Woby Back: We need a way to call Woby back after we command her to sit (I'm not sure if we can do this with the locked skill), perhaps by clicking her hunger meter to call her.

  • Opening Woby's Inventory: In the same branch, it would be useful to open her inventory like a backpack, allowing management while moving. It's awkward to mount and then have to open the inventory, so I suggest adding the "open inventory" option under the meter. This would also call her to run to you, so you can access the inventory while on the move, instead of just moving Walter.

  • Less Rock and Roll + Campfire Enthusiasts: Using the slingshot in the dark, at night, or in caves is challenging. I suggest giving her the ability to carry a lantern on her drying racks slots (maybe too powerful, but it allows using the slingshot without having to drop a light source).

  • Twine Twirler: This skill is underwhelming compared to others. I suggest it also provides better grass boats with graphical enhancements, making them look sturdier and preventing constant durability loss. Additionally, allow patching holes with grass.

  • Hard-Headed: I like that Woby can transform at will, from Big Woby to Small Woby, but it's more beneficial to transform her into Big Woby. With the final skill, Hard-Headed, allow Woby to transform from Small Woby to Big Woby at will, at the cost of the same hunger as a dash. If she has max hunger and you transform her into Small Woby, you don't need to feed her again to transform her back into Big Woby; her hunger just drops.

  • Pioneer Panache: Allow Woby to use the Pine Tree Pioneer Hat, reducing the likelihood of her dropping you. You would need to take more damage for her to throw you off, similar to the old skill. The hat would lose durability per hit until it breaks. Also, when Walter has this skill unlocked, the Pine Tree Pioneer Hat shouldn't lose durability over time, only when you get hit.

  • Ammo Hoarder: This skill is great if you have lots of rounds, but it should function like a backpack and not appear in the middle of the screen. I suggest placing it in the corner of the inventory, allowing ammo changes as if using a backpack. It should prioritize setting and replacing ammo directly into the hoarder, not the inventory. This way, you can open the inventory and keep it open while moving and performing other actions, changing ammo on the go or in combat. Currently, if you move, the inventory closes, and changing ammo places the replaced ammo in your inventory instead of the hoarder slots, which is inconvenient in combat.

 

I miss the Woby training building, but I understand it was for the best.

thanks for reading have a good day!

 

 

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1 minute ago, Quikin said:
  • Less Rock and Roll + Campfire Enthusiasts: Using the slingshot in the dark, at night, or in caves is challenging. I suggest giving her the ability to carry a lantern on her drying racks slots (maybe too powerful, but it allows using the slingshot without having to drop a light source).

I don't really see this as a issue it just means using the miner's hat, night berries, or other equivalents I don't think Woby needs her own source of light.

 

I suggested the lantern because I compare it to Beefalo, which has a melee attack that allows players to use a light source like a torch or lantern in the hand slot while attacking, and Beefalo protects the player from taking damage, whereas Woby does not. so I think that having a light source for Woby would be a good option to facilitate Walter ranged attacks (since you can only do those on Woby) and the teleport/dash mechanic in combat without having to drop a light source or use a miner's hat, which doesn't provide armor.

Similar to the drying rack, I suggest that this feature work only with Big Woby. so you're sacrificing a meat slot for it, so I believe it's kinda balanced. I really enjoy the new playstyle of being a permanently mounted character so i want the all in one tipe of deal.

59 minutes ago, Quikin said:

I suggested the lantern because I compare it to Beefalo, which has a melee attack that allows players to use a light source like a torch or lantern in the hand slot while attacking, and Beefalo protects the player from taking damage, whereas Woby does not. so I think that having a light source for Woby would be a good option to facilitate Walter ranged attacks (since you can only do those on Woby) and the teleport/dash mechanic in combat without having to drop a light source or use a miner's hat, which doesn't provide armor.

Similar to the drying rack, I suggest that this feature work only with Big Woby. so you're sacrificing a meat slot for it, so I believe it's kinda balanced. I really enjoy the new playstyle of being a permanently mounted character so i want the all in one tipe of deal.

While this is a valid point, i believe it would be kinda hard to balance. Walter needs to see the enemy to initiate the attack (unless you are trying your luck with charged shot), and since he's ranged, there is a rather high demand for a clear, broad vision... And maybe this is the reason why so many players get moggles before attempting a ruins rush. 

So in this case... the lighting range would either need to be big enough to let him see everything or become totally replaceable with lanterns and miners hat. And how are you gonna recharge it? Opening woby UI, clicking Open and adding fuel seems far more inconvenient than just holding and dropping a lantern i guess.

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