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Suggestion for Warly's eventual skill tree


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A lot of trees try to make the beginner/intermediate friendly characters more appealing to experienced players, such as Woodie, Wortox, and Wigfrid. With Warly, I think they need to do the opposite. Warly is a scary character to get into if you don't know what you're doing. Assuming that his tree will also rework his hunger system to encourage variety, I think giving Warly a fully filled in list of all the dishes in a cookbook could be beneficial to help new players. Realistically, most players by this point are using the wiki to figure out how exactly to make each dish. I figure there's pretty much no player who both wants to play Warly and doesn't know the recipes already so I don't think this hurts anyone, it just increases the amount of people who might be interested to play the guy. Additionally I'm pretty sure Warly's special dishes aren't hinted at anywhere. This would be a good opportunity to do so.

This could be in the form of a skill point that new players can take and experienced players can ditch, or a part of his base kit. Either way, I think it's good.

I'd say this is probably the single best way Klei could make Warly friendly to new players. His downside shouldn't be lessened (the same-food penalty needs to be more impactful, if anything), but just having his cooking expertise be a source of more information for players? Like you said, it wouldn't impact anyone who already plays him, but it'd make a world of difference for newbies. 

Honestly I was thinking about this recently, but I think probably the best way to make his downside more interesting is just giving him lots of ways to gather specialty foods in low rate ways to make rarely cooking certain dishes at a low rate a lot more appealing. If you always are making a new thing for the practical reason of that's what was ready that day, that leads to playing around his disadvantage being automatic/almost guaranteed.

Think like rather than having a single godlike farm that simply produces so much food that you never have to worry about food, you have specialty production methods that are too slow to viably be your sole food source, but they provide the interesting neat ingredients on a long cooldown that makes it so you aren't so married to a small handful of dishes.

More the sustainable green garden approach rather than the industrial farming we have now in many cases.
Less "I'll feed the team" in wormwoods mass farming energy and more "I have the cool foods in my backyard just please don't take them all."


I'm thinking like.

  • Grafting certain fruit seeds to deciduous trees for very slow low effort supplies of high value fruits, with soft limits on having too many grafted trees of a given type. (IE: A birch nutter risk for concentrating grafted trees too much, so its more like low rate artisan production that supports random cravings rather than a primary food source.)
    • Being able to stunt a birchnut tree so it can be picked without cutting it down. (Possibly same skill)
    • A catcoon feeder that takes birchnuts/morsels and accumulates catcoon gifts when catcoons visit.
    • (Teaching powder monkeys to man an orchard maybe to give him a unique species he can befriend.)
  • Converting a few mushroom spots into truffles locations, which are more cheaply renewable than a proper mushroom farm but slower.
    • Being able to task friendly pigs to a truffle farm for a share of the proceeds. They do the farming which takes a bit of your share but this grants you a reward for building food sources away from your base, as the gardeners you employee give you your share when you visit them.
  • Learning about the volt goat lifestyle in depth and learning how to care for a small herd of them properly. If this man doesn't learn how to domesticate volt goats I'll be very sad.
  • Being able to master the burrowing horn to make herb gardens where certain spices and root vegetables sustainably multiply without human input at a far below market rate. 
    • Similar ability with rabbit men being able to friendly employee one who will tend to remote gardens and give you a share when you come visit them to encourage remote micro farms away from your main base.
    • These gardens also work as a fast/improved way of domesticating the few helpful species of weeds. Making this an exception to Warley getting slower/lower maintenance farming options.
    • The root vegetable part is sort of a deliberate inclusion just to make the thought of trading with the rabbit king for horns less of a painful cost.
  • Capstones: Maybe reliving some of his shipwrecked survivor experiences to bring back the GOAT farming method (fish farms, but more balanced this time.)

Employeer/gardening perks also grant you bonuses to befriending their respective species outside of the employer relationship (Improved timers, being able serve a meal to the rabbit/pig king to gain a discounted/nearly free build of their respective species houses with a diminishing cooldown as more and more rabbit/pig houses are placed down.)

Mind you this is just the thinking of a single artisan type branch for the dude. (The volt goats mind you I would love to have their own branch.)

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