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Some Quality-of-Life Suggestions


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For Wortox, directly consuming souls to restore hunger is more resource-efficient. To fully satiate him requires consecutively eating 7 souls, but the lengthy animations make this process tedious. Perhaps adjusting the soul-eating duration to match that of eating vegetables would be preferable. Since consuming souls only affects hunger and not health, this adjustment should maintain balance while reducing player waiting time.

eatingsouls.gif.18db95fdb3f07261825cc11bcd4ea827.gif

 

The crafting recipe for Spectral Cure-All should remove the Telltale Heart requirement and instead directly deduct 50 health from Wendy. This design (from Uncompromising Mode) streamlines mass-production for Wendy players. As balance for removing the spider gland and grass costs, the health cost is 10 points higher than the original Telltale Heart crafting penalty.

https://uncompromisingmode.wiki.gg/wiki/Character_Rebalances#Wendy

 

A preset button could be added to the skill tree interface, allowing players to quickly select optimized builds for specific situations after respeccing.

 

Map pins. Similar to Hollow Knight's system.

pushpin.png.f64f8e630615b19e1c0d01db3f59671d.png

While the game already has Mooneyes:

In multiplayer, players often spam them everywhere (having to reset them repeatedly can be tedious)

They risk being eaten by Eyeplants (though flooring prevents this, it feels forced)

Few carry Mooneyes routinely, forcing extra trips

As for trap - it lacks map highlights. This issue worsens with skinned Wormholes that become harder to distinguish on maps. therefore, ensure all Wormholes (including skinned variants) maintain map highlights please.

wormhole.png.da910c83927987b06e2e21b63f667b78.pngwormhole(skinned).png.71b02338ee36107a59745ac5cd9338e9.png

19 minutes ago, kikia said:

For Wortox, directly consuming souls to restore hunger is more resource-efficient. To fully satiate him requires consecutively eating 7 souls, but the lengthy animations make this process tedious. Perhaps adjusting the soul-eating duration to match that of eating vegetables would be preferable. Since consuming souls only affects hunger and not health, this adjustment should maintain balance while reducing player waiting time.

eatingsouls.gif.18db95fdb3f07261825cc11bcd4ea827.gif

I highly disagree with this suggestion. If he ate it as fast as a vegetable, it would remove how messy and vicious it is.

20 minutes ago, kikia said:

A preset button could be added to the skill tree interface, allowing players to quickly select optimized builds for specific situations after respeccing.

I agree.

21 minutes ago, kikia said:

Map pins. Similar to Hollow Knight's system.

pushpin.png.f64f8e630615b19e1c0d01db3f59671d.png

While the game already has Mooneyes:

In multiplayer, players often spam them everywhere (having to reset them repeatedly can be tedious)

They risk being eaten by Eyeplants (though flooring prevents this, it feels forced)

Few carry Mooneyes routinely, forcing extra trips

As for trap - it lacks map highlights. This issue worsens with skinned Wormholes that become harder to distinguish on maps. therefore, ensure all Wormholes (including skinned variants) maintain map highlights please.

I dont think they will add this sadly.

19 minutes ago, Jakepeng99 said:

I highly disagree with this suggestion. If he ate it as fast as a vegetable, it would remove how messy and vicious it is.

Oh, I understand and respect that.:angel:

20 minutes ago, Jakepeng99 said:

I dont think they will add this sadly.

:wilson_cry:I just want to protect my eyes. Another similar issue is that I've always found the winter and summer filters in the game to be extremely harsh on the eyes. Not that stylized filters are bad—on the contrary, I really love the ones in HM and SW, which are both stylized and visually pleasing. I truly hope they make some adjustments regarding this.

Personally I like how map markers are in-world, they don't need to be wasteful adding a new feature since you can just use existing features. A LOT of items in together show up on the map and there's mods to increase your options too. While I wouldn't be against this I don't think it's a particularly important thing. Also I like how Wendy has to use a telltale heart, I just love items without much going on increasing in application and there's utility to be had in precrafting hearts if, say, you have a bunch of pierogis about to go stale, before you collect the mourning glories

1 hour ago, kikia said:

Oh, I understand and respect that.:angel:

:wilson_cry:I just want to protect my eyes. Another similar issue is that I've always found the winter and summer filters in the game to be extremely harsh on the eyes. Not that stylized filters are bad—on the contrary, I really love the ones in HM and SW, which are both stylized and visually pleasing. I truly hope they make some adjustments regarding this.

I wish they would highlight important objects.

6 hours ago, kikia said:

The crafting recipe for Spectral Cure-All should remove the Telltale Heart requirement and instead directly deduct 50 health from Wendy. This design (from Uncompromising Mode) streamlines mass-production for Wendy players. As balance for removing the spider gland and grass costs, the health cost is 10 points higher than the original Telltale Heart crafting penalty.

Uncompromising Mode changed its recipe because the recipe of Telltale Heart in UM required long pig (dropped from skeleton), which was not that easy to mass-produce. I think it's ok to use telltale heart as recipe of Spectral Cure-All without UM.

non-skilltree related qol that i want is

brighter/highlighted icon on map such as
- x for sunken chest (this one is needed, it put strain in my eye looking for the x from the bottle i just opened)
-wormholes
-cave entrance
(this might not so much but if can it would be so nice)

45 minutes ago, ColdHeaven said:

don't we already have map pin? they just cost resources. moonlens are pins no?

some of the inconveniences of mooneyes have been mentioned.

20 minutes ago, loopuleasa said:

Maybe add animation to "Nice" inclination wortox of looking sad after having to eat a soul

And Evil wortox make him have an evil grin

:wilson_blush:That's a clever idea. I appreciate any design that helps make characters feel more alive.

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