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Many items from the skill trees have no durability and are cheap to craft. Their crafting recipes should be made more complex, or they should be made to break or out of charges.

This list includes items such as WX-78’s drones, Wurt’s Moon and Shadow allegiance staves, Walter’s slingshot upgrades, and a number of other items I can’t recall right now.

1 hour ago, Krom said:

Why?

you are reducing the number of people who are going to engage for 0 benefit to anyone. i get that you are familliar enough with the game to want it to be more tedious and difficult for you personally but this is not a reasonable way to do it

  • Like 2
10 minutes ago, gaymime said:

you are reducing the number of people who are going to engage for 0 benefit to anyone. i get that you are familliar enough with the game to want it to be more tedious and difficult for you personally but this is not a reasonable way to do it

Before the skill trees, this was characteristic only of items related to the lore (like Lucy), highly specialized ones (the Razor), or items where durability would simply be a hindrance (the Cane, the Beefalo Bell) possessed such a property. As it stands, many characters have access to easily obtainable, infinite tools—although even the stick used to remove saddles from Beefalo has durability. There’s nothing stopping the developers from adding durability to WX’s delivery drones, for instance; given how cheap they are to craft, you could simply build a new one to replace the old. Allowing infinite use undermines the game mechanic where your tools might break at a critical moment, causing you to lose access to their functions until you can restore them.

In any case, this won't scare many people away from the game, since item breakage is a core mechanic, but it will mean less whining about it from people like me.

1 hour ago, Primalflower said:

many of the items in skill trees are specifically balanced to be gotten early

True, but that doesn't rule out the possibility of using them indefinitely. 

Edited by Krom
57 minutes ago, Krom said:

Before the skill trees, this was characteristic only of items related to the lore (like Lucy), highly specialized ones (the Razor), or items where durability would simply be a hindrance (the Cane, the Beefalo Bell) possessed such a property. As it stands, many characters have access to easily obtainable, infinite tools—although even the stick used to remove saddles from Beefalo has durability. There’s nothing stopping the developers from adding durability to WX’s delivery drones, for instance; given how cheap they are to craft, you could simply build a new one to replace the old. Allowing infinite use undermines the game mechanic where your tools might break at a critical moment, causing you to lose access to their functions until you can restore them.

In any case, this won't scare many people away from the game, since item breakage is a core mechanic, but it will mean less whining about it from people like me.

True, but that doesn't rule out the possibility of using them indefinitely. 

you said a lot of things that dont support or refute either of our positions. for sure having infinite items undermines nothing as it is just as much a part of the game as breakable items. both are just part of the game and have always been part of the game. razor and hedgeclippers come to mind. both do the same thing to hedges but one is infinite the other is not. both serve the function and are fine for what they offer the player

Edited by gaymime
  • Like 2

The thing about character kits and now also skill trees, is that the largest majority of these abilities are just early game unique access to items that by normal means as any other character would require a lot more effort and work to unlock.

Examples being Woodies protective Helmet & wooden can = Football Helm & Walking Cane.

Willows Fireball = Starcaller Staff

Wes’s Balloon-O-Mancy = Boat Life Preserve & Rain Hat

Walter has early access to Tents.

You can’t count something like Willows Lunar Flame because THAT is an ability that’s locked behind killing one of the two End Game bosses & should be powerful & unique.

56 minutes ago, Mike23Ua said:

The thing about character kits and now also skill trees, is that the largest majority of these abilities are just early game unique access to items that by normal means as any other character would require a lot more effort and work to unlock.

Examples being Woodies protective Helmet & wooden can = Football Helm & Walking Cane.

Willows Fireball = Starcaller Staff

Wes’s Balloon-O-Mancy = Boat Life Preserve & Rain Hat

Walter has early access to Tents.

You can’t count something like Willows Lunar Flame because THAT is an ability that’s locked behind killing one of the two End Game bosses & should be powerful & unique.

I was referring to items and tools that can function indefinitely without needing repair or replacement. Everything you listed eventually runs out and requires resources to replenish; I wasn't complaining about those things at all

4 hours ago, NNOUS said:

its kinda insane to ready that ur wilson skilltree ideas boost even more powercreeping into the system at same time vocal about nerfing character specific crafts

The developers might reject certain ideas for one reason or another, so I am proposing a variety of options. My sole goal is balance between characters; in any case, some characters need to be nerfed—for example, WX-78 and Wortox.

Edited by Krom

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