Vargling Posted November 15, 2016 Share Posted November 15, 2016 Ewecus family: Ewecus - Naturally spawning in grasslands with 1 other Ewecus and 1 Ewe-?-. Now neutral. Renewable via Animal Tracks, but are hostile from tracks. - Same drops as always. Ewe-?- - Sheep, basically. - Drops 2 Meat, 1 Wool (not as good as steel wool :D) - Naturally spawns from 2 Ewecus that are next to each other. Ewelet - Babby sheep. Can grow up, but can now die. - Drops 2 Morsels, 1 Wool tuft (5 to make 1 wool. You don't deserve wool. You monster.) - Now naturally spawns from Ewe-?- - WHEN 2 ARE NEAR EACH OTHER. SHIELD YOUR EYES, CHILDREN. - No longer craftable. Ewelet could be adopted by right-clicking them in their family or 'herd' (I think family is way cuter.) - This aggros the rest of the herd, beside Ewecus. It would still be craftable from the Rock Den, though, and when it grows up to a Ewecus, they'd become renewable (Animal Track Ewecus and friendly Ewecus) Ewelet grows into Ewe-?- after a season, and follows you around like some kind of big dog. Ewe-?- grows into a friendly Ewecus after 2 more seasons, and is ridable (permanently. Kinda like a default Beefalo .-.) Ewe-?- would be herdable with either: A trained Shepherd Hound or a Shepherd Girl's staff... hmm. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Varg family: Varg - Naturally spawns by Hound Mounds in the Desert, as a set piece. If it dies, it can respawn from Hound Mounds like the Spider Queen does. Hound/Vargle(?) - As per usual, the same. Though I think a name change could work... - Naturally spawn from Varg. Varg now calls in packs of Varglings, with low power and high stunlock and ability to split up for multiple people. Vargling - Babby hound. Can grow up, but can now die. - Drops 2 Monster Morsels (new food) + 1 Baby Tooth (2 to make one tooth.) - Naturally spawn from Hound/Vargle - Rare chance to spawn lost in forests. (5% chance for one to spawn (at dawn) - Maximum of 4 lost pups.) - No longer craftable. Vargling grows into a Hound if it survives the first Hound attack since you get it. Vargle (friendly hound name, I think. perhaps all hounds could be renamed for consistency.) grows into a Varg after 2 seasons. It will be neutral to it's previous owner, but will walk away and find a new home with his family in the desert. Goodbye old friend :'( Varg changes: Now calls in packs of Varglings (3 in a pack, calls in two at a time) rather than hounds. - Works better for more people, and can stunlock solo-ers better. If it's killed before the Varglings, they'd just wander around, and would be adoptable. Vargle would be trainable into a Shepherd Hound by: ? - Uhh, I'll get back to you on this. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Dragonfly Family: Dragonfly itself - Raid boss that does new stuff - Detailed below ? - Possible older, stronger Broodling. Broodling - No longer craftable, can now die. - Drops 1 Meat, 1 Red Gem - Now has a flame at the very end of it's tail (or does it already... I can't remember, just seems natural.) that gives off light and heat like the Lavae, and will of course set things on fire. Can also be told to stay. - Shoots small fireballs at enemies, like fire Packim Baggins in Shipwrecked. Broodling is life, bro. Lavae - Can be hatched from an egg or trained into your companion. - Sets things on fire when it touches them directly. Can be told to stay by right clicking it. Alt-rightclick will abandon it, where it will walk back to the desert. And cry. You monster, Lavae will grow into Broodling after 14 days of stayin' alive. If you kill DF before killing both the Broodlings, they'll just become enemies. Dragonfly boss changes: Now has a Phase 2 that is triggered by getting it below 5500 + a new 'ultimate' attack Phase 2 - Permanently enraged. No longer summons singular lavae. Ultimate Attack - Summons a lavae from every lava pool, and two Broodlings either side of it to fight for it. It will retreat until they are killed, where it will fight you for 5 minutes, then do the same thing. Ultimate Attack is automatically triggered on Phase 2 start. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- Glommer's sad lonely family (add more glommers pls): Glommer - Works the same, except no longer requires the flower. When the flower is picked it will turn to stone and disintegrate, leaving only ashes in it's wake. The character will comment on this like "I should have read the instructions." or "How peculiar." Glomglom - Now a Glomglom will just hover around the statue when it has a flower (Flower no longer goes away when full moon ends.) - But only when Glommer is not there. Like a child and mother always out of reach. Sad. - Can grow up into Glommer, and dies now. Drops Glommy Goop (new name for Glommer's Goop) occasionally. - When killed, drops 1x Monster Morsel and 1x Glommy Goop Glomglom is both craftable, and adoptable from following a flowered statue. Glommer can be gained either by growing Glomglom, or picking the flower (which would now require mining the statue, to prevent noobs taking it.) Glomglom becomes Glommer when it's fed "Glom's Deluxe" - a new crockpot Recipe (requires 1 Wet Goop, 1 Glommy Goop, and 2 anything - It will deal 40 damage and -80 sanity to whoever eats it. You can't actually be dumb enough to think that's good, right?) Glomglom is now craftable from the Glommer statue, not the Rock Den. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- Kitty Orphanage for abandoned kitties: Catcoon - Works the same usually, when a pet gives items slightly more frequently, and now kills birds, as well as rabbits and other small things. Nothing is sacred to these beasts. Kittycoon - Eats food on the ground. It's a kitten. - Now dies c: - Drops 1x Kitty Tail (2 Kitty tail make 1 Cat Tail) and 1x Morsel Kittycoon becomes Catcoon after meh, 20 days, where it will begin hunting Rabbits, Birds and Insects (it won't eat the things it killed, just things already on the ground. It's cool like that.) Kittycoon is now craftable from the Catcoon den, not the Rock Den. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- Family layout (the largest the family goes/the most optimal family) Sheep family: 2 Ewecus 4 Ewe-?- 2 Ewelet Hound pack: 1 Varg 2 Hound 3 Vargling (1 pack of little guys.) Dragonfly boss battle: 1 Dragonfly (duh) 2 Broodling Up to 5 or 6 lavae. (depends on amount of pools) Glommer's statue buddies: 1 Glommer 1 Glomglom Kitty orphanage: 1 Catcoon 2-6 Kittycoons ---------------------------------------------------------------------------------------------------------------------------------- The Rock Den would be removed from the game, as it's now useless. New items: Glommy Goop (just renamed), Baby Tooth (2 = Hound Tooth), Wool Tuft (5 = Wool), Wool, Monster Morsel New things: Vargle (just renamed), Ewe-?- (undecided name) ---------------------------------------------------------------------------------------------------------------------------------- Glommer now uses the new Critter AI so it doesn't die like the stupid thing it is. I may be adding custom pets/pet ideas below soon. (Beefalo family, Chester family, perhaps more Catcoons or Glommers) Lavae is trained into your companion by feeding it and emoting near it. It's the DS way of showing your love. Ewelet is the only one to become a friendly 'boss', because frankly it sucks and evolving into a herdable sheep is just... sucky. ---------------------------------------------------------------------------------------------------------------------------------- Did I miss anything? Also, bonus screenshot of Ewecus, Ewelet and a "Ewelo" - Winnie mod for proof of concept: http://steamcommunity.com/sharedfiles/filedetails/?id=800333541 ---------------------------------------------------------------------------------------------------------------------------------- Link to comment https://forums.kleientertainment.com/forums/topic/71722-my-more-fleshed-out-ideas-for-animals-pets/ Share on other sites More sharing options...
Ecu Posted November 15, 2016 Share Posted November 15, 2016 I don't mind pets in theory, especially the more nonfunctional cute pet style pets that the new update seem to be having (not sure they do anything beyond look cute). However, I am unsure about adding a bunch of pets like this. The main reason is that we already have a pet that you can tame and work with to make it your friend...and it is almost never used in traditional play. If these pets are supposed to work more like Chester or Glommer, again I must say that I don't really see a whole lot of reason to add an additional layer like this. In my eyes, those are essentially equipment that take up inventory slots rather than equipment slots with the added challenge that they can be killed. Raising creatures (which is what it seems you are suggesting) isn't a bad idea in concept as it could lead to an interesting survival path where you raise a bunch of different animals to acquire resources to survive. However, they would have to work more like farm animals than like chester/glommer. More akin to how beefalo taming works, and such system would have to have a means for you to acquire beneficial resources from them that could replace other methods of survival (food, materials, etc.). I already feel that Klei kind of made a mistake adding the cute pets in the next update, and feel adding more pets that don't actually provide resources would be another mistake. Link to comment https://forums.kleientertainment.com/forums/topic/71722-my-more-fleshed-out-ideas-for-animals-pets/#findComment-837988 Share on other sites More sharing options...
Vargling Posted November 15, 2016 Author Share Posted November 15, 2016 4 minutes ago, Ecu said: I don't mind pets in theory, especially the more nonfunctional cute pet style pets that the new update seem to be having (not sure they do anything beyond look cute). However, I am unsure about adding a bunch of pets like this. The main reason is that we already have a pet that you can tame and work with to make it your friend...and it is almost never used in traditional play. If these pets are supposed to work more like Chester or Glommer, again I must say that I don't really see a whole lot of reason to add an additional layer like this. In my eyes, those are essentially equipment that take up inventory slots rather than equipment slots with the added challenge that they can be killed. Raising creatures (which is what it seems you are suggesting) isn't a bad idea in concept as it could lead to an interesting survival path where you raise a bunch of different animals to acquire resources to survive. However, they would have to work more like farm animals than like chester/glommer. More akin to how beefalo taming works, and such system would have to have a means for you to acquire beneficial resources from them that could replace other methods of survival (food, materials, etc.). I already feel that Klei kind of made a mistake adding the cute pets in the next update, and feel adding more pets that don't actually provide resources would be another mistake. These pets are already added. This adds literally one more... - The pets do literally nothing right now, and Glommer and Chester are bad. - 1 in each world, for 6 (normal world) to 64 (theoretical max) is utterly terrible. My idea is removing the stupid rock den, it's dumb, and making the pets require challenge to get, not a monster lasagne and some spare teeth. - They should do something, and this gives them a cost. Link to comment https://forums.kleientertainment.com/forums/topic/71722-my-more-fleshed-out-ideas-for-animals-pets/#findComment-837992 Share on other sites More sharing options...
Ecu Posted November 15, 2016 Share Posted November 15, 2016 2 minutes ago, Vargling said: These pets are already added. This adds literally one more... - The pets do literally nothing right now, and Glommer and Chester are bad. - 1 in each world, for 6 (normal world) to 64 (theoretical max) is utterly terrible. My idea is removing the stupid rock den, it's dumb, and making the pets require challenge to get, not a monster lasagne and some spare teeth. - They should do something, and this gives them a cost. Let me ask you something...do you actually play the game in survival mode? I ask because having only one Chester and one Glommer is not an issue in survival mode. In fact, especially in the case of PvP, it is an added challenge. To see if you can gather them before others and gain the benefit. I also really wonder if you're confusing DS with DST...they are not the same game or designed as the same exact experience. In DST a server has one main world and one caves world and that's it. There is no multiple worlds like you mention at all. Something to realize is that DST is not purely multiplayer DS, as it resets the world after everyone has died. This means that it is more of a group challenge to see how long you can last before people have to quit. Generally speaking, when you go to log onto the server again, it will be reset. Generally speaking, this is avoided by server mods on some servers or by setting the server to endless mode. However, given a majority of the servers are survival mode and even Klei's own official servers are survival mode, it is reasonable to say that the game is designed and intended for such play style. I agree about it being better to give raised creatures a cost to do so and I feel it should be akin to the Beefalo, whereas you have to tame an animal over a period of time, investing resources to do so. However, the tamed creation should then, in turn, provide resources to aid in surviving. This way you could choose to raise animals instead of hunting for meat or gathering tons of berries. Some ideas could include allowing a tamed beefalo to be shaved without destroying it's loyalty and instead just making to slow until it's fur grows back. Another could be say allowing a creature to be milked. Perhaps tamed Tallbirds, once grown reasonably, may lay eggs that are infertile, but able to be used as a food source. Various ideas like this would actually add to the survival aspect of the game and allow for the player to focus on being a farmer, if they so chose. I would however keep drawbacks akin to bees going angry or beefalo getting pink butt. That way you have your own challenges as a farmer. Simply adding intermediary pets for the existing pets seems kinda silly to me. Link to comment https://forums.kleientertainment.com/forums/topic/71722-my-more-fleshed-out-ideas-for-animals-pets/#findComment-838001 Share on other sites More sharing options...
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