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Its a really cool idea for a tool, unfortunately the idea has some issues that drag it down as a reward

Downsides:

- You have to use it as a headgear, so you either give up using moggles, miner hat, eyebrella, or armor, which wouldn't be such a big deal unless it is night time, the better view is completely engulfed in darkness. generally, you could just use it for morning/dusk but certain seasons have extremely long nights

- Strangely bad reward for progression: it requires going to the ruins, getting a pick/axe, and getting through the fight with NMWP, THEN wait 10 days, fight ScrappyWP and you get your reward. that solidly puts it in midgame. It does help with exploration as you likely haven't explored everything yet, but the 10 day wait makes it extremely long, and often times means you only have the ocean/caves left to look through (caves is mostly darkness, you can see why the goggles wouldnt matter, the only spots with decent light are lightbulb field in the middle of the caves which doesn't have anything interesting to look for, or stairway grasslands which are small enough that you'd be able to see what their adjacent biomes are). That leaves only the ocean, which it functions ok in, but still has darkness as a huge weakness, alongside the fact that there are extremely few things that are of interest to the player. a REWARD for beating 2 bosses is only for day/dusk ocean exploration, it is clear why people undervalue it and only use it for collecting bottles for pearl

After discussing the item with some others, we've gotten a good idea for how to enhance what it does and make it show a story without telling it, my favorite method of subtle storytelling:

1. Make its function for exploration more pronounced, allow it to show items that appear near you on an overlay. This can be done 2 ways for 2 types of things that are of interest to players while exploring: items, and locations.

-Items: make them appear on the sides of the screen, either using already existing assets like the bubble showing nearby players/important entity examinations for when it is lacking in the scrapbook, or creating something new to fit the more tech-y vibe since it is supposed to be Wagstaff's tech afterall. This will still occur during night so that you'll still get use out of the larger field of vision for items such as bottles, salt, driftwoodsuspicious marble pieces/statues, moonstone and such

-Locations: the same idea as above, but with locations of interest to Wagstaff, things that might/does interest him in his research to assist him in finding more sources of dark magic/lunar energy such as lunar island, moonquay island, pearl's islandthe ruins, fumarole biome, nightmare werepig's spawn location, atrium's tentapillarthe mushroom grotto+archives, and the sanctum (this would have to point to the whirlpool). The upside to this is not only story telling for previously added things but for future betas to utilize and show the player more clearly how to find it, to make the process of finding it less confusing

2. Adding additional functions, i would suggest more than just a sandstorm/moonstorm immune headgear but that's the only additional function we came up with

An addition i came up with during writing this is to have a breaking mechanic for it, for whenever the goggles get too wet (like wx) it spasms and loses durability much faster even without equipping it, and the only way to fix it is to dry it off. You can also make it rechargable with Winona's generators, fixable with some sort of WX78 action (with a menu that shows required items to fix, like with Pearl's house/Incomplete experiment)

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