Thieverpedia Posted December 24, 2015 Share Posted December 24, 2015 Basically, I'm starting this topic to give small suggestions and allowing others the opportunity to post there small ideas to make the little stuff slightly better. Guess I'll list mine now. -Boat torch is a wee bit expensive and doesn't even last that long. I think replacing the planks with twigs would make a bit more sense. -Captain's hat only reduces the rate at which boats naturally degrade, and doesn't even give a small sanity boost. I have two suggestions for it. A little sanity boost slightly under the Top Hat and increased durability. As for the boat degradation, I believe it would benefit players more if it acted as armor of sorts during sea combat. -Sea combat is far deadlier. Boats don't last as long in combat, as you can't kite with their slow sail speed, and if they sink while you have no revival options, it's game over. At least give higher qualities of boats an armor value for damage absorption if we're going to end up tanking the hits. -Waves giving 25 wetness is a bit harsh. This might be a somewhat hardcore survival game, but it only takes 4 waves spawning under you to make you completely wet. At least give a grace period when waves spawn to not hit you. If I'm going to take on wetness from them, then I'd want it to be from my own bad sailing. -On the topic of sailing, why do trawl nets replace the sails? An interesting option for this would be to allow the net to replace the torch slot as well, but there's always the bottle lantern, so it seems too easy... -Portable light seems too easy to get in SW. I easily got a bottle lantern within 2 days, and I always had more fuel for it because bioluminescence spawns in such massive amounts, and they slowly renew themselves. -Ice Machine makes food WAY too easy. At least give it a chance to explode over prolonged use. -I agree that Dry Season became too easy. Perhaps falling rocks can make craters that slowly fill with underground water? Less cheesing the season by going to an empty area away from your base. In the sea, it could create a whirlpool that causes damage to ships while drawing them in. Could probably start vanishing at the start of Mild Season. -I saw a topic about the gas mask and Dry Season, and I agree that inhaling volcanic ash isn't exactly healthy. -Melon on a Stick, just because. -A small meter next to our ship's health telling us the direction of the wind, so we can prepare for the direction the waves are going. -Require hail be refined into ice before crock pot usage. Too much food. -Give rotten fish a chance to become rot instead. Bone shards are too easy to come by. -Surn 'n' Turf seems like a large meal, yet it only restores 37.5 hunger. 50-60 seems a bit more fair. -Larger, more intimidating treeguards in the form of a Jungle Treeguard. Really, I could chop tons of those things and yet not have anything bothering me. -Longer distance seen with the Spyglass. As it stands, it seems like a waste of pigskin as one could explore the same area in 15 seconds. At least double the distance with the Spyglass/Super Spyglass. -Catching a parrot with a silly hat and sticking it in a birdcage doesn't preserve the hat. Just a small thing, but I love the silly hat. -Two out of 3 Speargun components are stackable. Jellyfish are not. Exactly why do Jellyfish need to be alive to make it? We're just going to kill them to make the speargun. -On the topic of jellyfish, dried jellyfish restores the exact same stats as cooked jellyfish. The only difference is that it lasts longer. It could benefit from some sort of boost. That's all the small stuff I've thought up so far. Feel free to post yours! Link to comment https://forums.kleientertainment.com/forums/topic/61324-small-sw-tweaks/ Share on other sites More sharing options...
Cyde042 Posted December 24, 2015 Share Posted December 24, 2015 Pirate hat gives more sanity than top hat and costs 5 silk less. I think the issue with the boat tanking can be resolved if the captain hat also reduced damage taken. Link to comment https://forums.kleientertainment.com/forums/topic/61324-small-sw-tweaks/#findComment-701693 Share on other sites More sharing options...
PeerlessMind Posted December 24, 2015 Share Posted December 24, 2015 -Waves giving 25 wetness is a bit harsh. This might be a somewhat hardcore survival game, but it only takes 4 waves spawning under you to make you completely wet. At least give a grace period when waves spawn to not hit you. If I'm going to take on wetness from them, then I'd want it to be from my own bad sailing. The game already does give you a grace period, no? I've had many waves spawn under me that give me a good second or two to get out of dodge. -Surn 'n' Turf seems like a large meal, yet it only restores 37.5 hunger. 50-60 seems a bit more fair. Oh god no. Surf 'n' Turf is already ridiculously strong, healing 60 health for it's easy to acquire components. This item definitely doesn't need any buffs. Kind of agree with most of the other things you posted though. Link to comment https://forums.kleientertainment.com/forums/topic/61324-small-sw-tweaks/#findComment-701712 Share on other sites More sharing options...
Mday Posted December 24, 2015 Share Posted December 24, 2015 -Two out of 3 Speargun components are stackable. Jellyfish are not. Exactly why do Jellyfish need to be alive to make it? We're just going to kill them to make the speargun.My guess is, you haven't kill the jellyfish. Instead you have ask him nicely to craft the speargun for you. After that you release him into the wild. Link to comment https://forums.kleientertainment.com/forums/topic/61324-small-sw-tweaks/#findComment-701718 Share on other sites More sharing options...
jrista Posted December 24, 2015 Share Posted December 24, 2015 Basically, I'm starting this topic to give small suggestions and allowing others the opportunity to post there small ideas to make the little stuff slightly better. Guess I'll list mine now. -Boat torch is a wee bit expensive and doesn't even last that long. I think replacing the planks with twigs would make a bit more sense. I think there needs to be some challenge to lighting your boat at night. I haven't found the current boat torch length to be too short, and there are better lighting options (the bottle lantern) which can be used instead of boat torches. -Sea combat is far deadlier. Boats don't last as long in combat, as you can't kite with their slow sail speed, and if they sink while you have no revival options, it's game over. At least give higher qualities of boats an armor value for damage absorption if we're going to end up tanking the hits. Definitely deadlier. I think that is a reasonable challenge, however I do find it rather unrealistic that you drown if your boat is destroyed when your right off shore. I would say even if you don't have a life vest, and your boat is chomped right off shore, then you should be able to "swim to safety" (or rather, wade to safety, since that's really what it would be) and end up on the shore of the nearest island, completely wet and losing sanity of course. -Waves giving 25 wetness is a bit harsh. This might be a somewhat hardcore survival game, but it only takes 4 waves spawning under you to make you completely wet. At least give a grace period when waves spawn to not hit you. If I'm going to take on wetness from them, then I'd want it to be from my own bad sailing. I think the waves are easy enough to dodge at the moment. They used to cause wetness the moment they touched you if you weren't surfing them before. Now there is a few second period where you can redirect your boat before they cause any damage. Since the latest update, I haven't taken any damage from waves at all, which seem to defeat the point of them causing damage at all. Some balance between what we have now, and what we had originally, is probably warranted. -On the topic of sailing, why do trawl nets replace the sails? An interesting option for this would be to allow the net to replace the torch slot as well, but there's always the bottle lantern, so it seems too easy... I think trawl nets replacing sails is reasonable. Note that the more you have in your net, the slower your boat moves, which seems realistic to me. I don't think a sail would help much there, so replacing the sail with the net seems reasonable. Especially if you want to go out at night hunting for bio-luminescence...then you need both the net and the lamp, so replacing the lamp wouldn't really work. -Ice Machine makes food WAY too easy. At least give it a chance to explode over prolonged use. I'd say overheat and stop working for a while rather than explode. Maybe when it overheats you get wet. -I agree that Dry Season became too easy. Perhaps falling rocks can make craters that slowly fill with underground water? Less cheesing the season by going to an empty area away from your base. In the sea, it could create a whirlpool that causes damage to ships while drawing them in. Could probably start vanishing at the start of Mild Season. I think pyroclastic bombs should last longer each eruption, for sure. Summer is obsidian farming season, so I'm pretty much away from my base farming it anyway. I don't seem to get nearly as much obsidian as before the update...I farmed an entire summer season and picked up 3 obsidian. It might make it more interesting and challenging if you could mostly only obsidian by farming the sea where pyroclastic bombs were hitting, while they were hitting. Outside of the active eruptions, the drop rate for obsidian would be reduced. I like the whirlpool idea, but maybe only in the deeper seas, not the shallow sea. -I saw a topic about the gas mask and Dry Season, and I agree that inhaling volcanic ash isn't exactly healthy. Ditto. -Require hail be refined into ice before crock pot usage. Too much food. Agreed. -Give rotten fish a chance to become rot instead. Bone shards are too easy to come by. Agreed. -Larger, more intimidating treeguards in the form of a Jungle Treeguard. Really, I could chop tons of those things and yet not have anything bothering me. Don't the treeguards work as they always have? If you keep planting replacements, that throttles back the chance they will come? If you never plant replacement trees, then the chance of a jungle treeguard appearing should start increasing exponentially. Maybe always have a random throw of the dice kind of chance as well, so they would occur a few times just regardless. (Seems to be the case with the palm guards, I had a whole island roaming with several sets of those once. ) -Catching a parrot with a silly hat and sticking it in a birdcage doesn't preserve the hat. Just a small thing, but I love the silly hat. Ditto! -On the topic of jellyfish, dried jellyfish restores the exact same stats as cooked jellyfish. The only difference is that it lasts longer. It could benefit from some sort of boost. A small sanity boost would probably do the trick, like small dried meat. ----- My own: - Make the crabs less easy to catch just by chasing them down till they bury and dropping a trap over them. It would still be plenty easy to chase them down till they bury, then drop a trap with bait nearby, and move off. - Eliminate the issue with walls and hail during hurricane season. Walls should degrade, but it should be scaled based on the type of wall. Hay walls should barely last. Wood walls should last longer, but should still degrade throughout the season and require repairs or replacement. Stone and better walls should certainly last much longer, but I agree there should be some degradation throughout the season. Limestone walls are actually quite good, they are the next best thing to thucelite walls. They should last a good long time (the coral they come from certainly survives the hurricanes), but they should be a bit more costly to make than they are now. - Fix wall repair. It takes several wall pieces to repair a level 1 wall, when it took only one wall piece to make it in the first place. Seems unrealistic to say the least. - Gold magma piles frequently seem to give only rocks, no gold and only one flint, when dug up. The regular magma piles always give rocks and flint and usually 1 niter. If a magma pile shows gold in it, you should get at least one gold from it. Seems strange that sometimes you get nothing but rocks. - Snake skin drop rate seems a bit high. In my current world I set my base up on an island with spiders. The spiders and the snakes war with each other every night, and in the morning, there are another 8-10 snake skins. I have 120 snake skins stacked up now, several snakeskin sails, a whole set of snakeskin rain hats and coats, and still the snake skins roll in. The drop rates should probably be tweaked so that the snakes drop monster meat more often than snake skins, so that the spider snake wars don't give you too much of a very useful item. There needs to be some challenge here. - Add an option to craft a fire pit shield or something like that? When the pit is shielded, wind during hurricane season would reduce the fire more slowly, but it would still reduce the fire. Crafting the shield should require some kind of rarer material, so it isn't super easy to craft. 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