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General Consensus

I've been sitting on a couple new ideas for Rotwood as of late, and wanted to share them on the off chance that Klei is listening in on this brilliant mind of mine (I'm not bragging). Some of these ideas, I've had/already shared to some extent, and a couple others are brand new. Without further ado, let's begin.

The Hunter's Journal

This idea is a further elaboration on something I suggested to the devs a while ago. With the introduction of the friendship system being associated with the also new diary where we can view all the characters at camp, and their friendship levels, alongside other info, I thought it would be a great idea to expand on this even more with the introduction of the 'Hunter's Journal." This journal would take some inspiration from "The Codex Of The Underworld" from Hades or the "Scrapbook" from DST, containing different tabs where we can view various different information within Rotwood. One tab could be based on the already existing diary, where we can look into each of the characters and their friendship status, another could contain the different weapons and armor while also giving us a list of all the boons to look further into if need be, and of course, the tab I'd want the most is the BESTIARY. Please Klei, give us a bestiary where we can look into all the different rots and their respective frenzied variants, and don't forget about the bosses! While playing the beta I've also taken note that the "native rots" section for each hunt has been removed, giving all the more reason for this to be featured within the bestiary. This journal would also be much more convenient then having to run over to the diary to view info, instead, players can have the Hunter's Journal handy and binded to some sort of button to be able to view it whenever they see fit. From rot info to friendship status, this journal would have everything a seasoned hunter would need to survive within the Rotwood. 

More Rot Variety

This idea of mine covers a more broader idea with the hunts. What I'm looking into here is the use of the same rots in multiple hunts. The presentation of the hunts in this game seem to be set up in pairs with the map divided into sections containing two hunts each, and it is set up as follows: The Forest, The Swamp, The Tundra Ground, and The Ancient Ground.  These pairs of hunts all have something in common, that being that they share some of the same rots. Bulbins are in both forest hunts, Cottontails are in both tundra hunts, etc. Take a look at this provided link to check out the areas, hunts, and associated rots if it isn't making sense with how I'm explaining it.

https://rotwood.wiki.gg/wiki/Enemies

The design choice of having some of the same rots in their respective areas of the map does make sense to some extent, however, regardless of this fact, it would be really neat if each hunt had all unique rots, and no rots were seen in multiple hunts. This would add more character to each hunt and it would make them stand out more with their own individual rots inhabiting the areas. I thought of a couple of rot ideas for these areas.

Some sort of bird enemy for Nocturne Grove could serve as a nice replacement to the Bulbins found here. I feel that the bird rots could fit this area's theming better since Owlitzer could be seen as the mother to all of them. The birds could maybe use their wings to flap at the player, blowing wind gusts while flying around the rooms dealing projectile based damage.

For the Molded Grave, some sort of serpent rot could be implemented to replace the mothball rot. The serpent rot would specialize in poison based combat, never touching land, and instead navigating through the various poison pools found in each room. It would pop out from under poison, and spew acid towards the play before submerging back into the poison and appearing somewhere else in the room similar to how the Plumpers work.

These are just a couple of ideas for new rots that I had, and just to be clear, they don't necessarily have to replace reused rots and could instead just be additional rots for the hunts to spice it up more. regardless of this, I would love to hear what you guys think, and if you have ideas for new rots, please do pitch them in the comments of this post. I'd love to see all the creative ideas that the Rotwood community has for the game, and I'm sure that Klei would love it as well :) 

Masterful Imbued Boss Rot Gear

I pitched an idea regarding imbued boss rot armor sets a while back, and wanted bring it up again here, because I feel like it has to be brought to the game at some point. With the new "Friendly Beta" now out, we now know that the imbued boss rot gear does qualify as masterful quality gear, or legendary gear as I like to view it (gear with a yellow background). By now we are all likely familiar with the proto weapon crafting system; a system used to craft the big bad boss weapons of the game, acquired from beating an imbued boss rot from a super frenzied hunt without dying. it feels only natural to me that we should get proto armor, which would work the same as proto weapons where you have to beat a super frenzied imbued boss rot without dying to acquire the unique boss rot gear which would provide powerful stats to the player similar to that of the imbued boss weapons. So, imbued boss armor, for example: Mother Treek Armor, or Owlitzer Armor. I wonder what kind of crazy abilities these armor sets could provide? 

Well, this concludes my post for today. I'm hoping Klei might take some consideration about these ideas, and I'm wanting to know what kind of cool ideas other people might have. I'm feeling good about Rotwood's future thanks to this amazing and supportive community, and I hope it gets more content and love even after 1.0 does eventually release.

Oh, and one more thing. I wanted to include this image I took from one of the new mini hunts. I just thought it looked really pretty and wanted to share it with all of you. I swear this update has implemented some new shader system, because the lighting looks so good! Thanks as always for the amazing game Rotwood Team :) And thank you Flitt for always being there to help me through even the roughest of times!2015270_307.jpg.e6c6453abdf3f17fd9c4aed38689f6b3.jpg

 

 

 

 

Edited by Anxiattack
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14 hours ago, Anxiattack said:

it feels only natural to me that we should get proto armor, which would work the same as proto weapons where you have to beat a super frenzied imbued boss rot without dying to acquire the unique boss rot gear which would provide powerful stats to the player similar to that of the imbued boss weapons.

They mentioned in previous streams that boss rot armor is coming eventually. They want to have more (not sure how many) of the boss super frenzies and game progression fleshed to see where putting boss armors in would be the best. It appears that all the imbued heartstones are now used to upgrade weapons (the cap is now 15 instead of 13) so I wonder if this means we will get more SFs soon or boss armor will be completely different in being obtained.

14 hours ago, Anxiattack said:

I wanted to include this image I took from one of the new mini hunts. I just thought it looked really pretty and wanted to share it with all of you. I swear this update has implemented some new shader system, because the lighting looks so good!

My favorite part about the new mini boss hunts is the path to Nocturne Grove progressively gets closer to night through each area. Each one looks absolutely gorgeous as well.

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