pedregales

  • Content Count

    314
  • Joined

  • Last visited

Community Reputation

493 Excellent

1 Follower

About pedregales

  • Rank
    Senior Member
...

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. I find it fascinating that you decided to pick on that one topic and used it as the core example of my entire comment despite there being many more. That one that I already mentioned has little to no relevance. I called it a pointless change specifically. Either way you are wrong: As I said in my first comment in this post (which I assume you have read since you quoted it): this change is pointless. This balloons deal so little damage they are not worth using as traps. They are only for decoration. So there is really no need to keep discussing this specific topic forward I will quote the wiki on this (which I linked in my first comment anyway): This means: Wes, like any other character with regular hunger drain, now loses 75 hunger every 8 minutes (in-game day). Since he now has 75 hunger his stomach empties after 8 minutes. Wes used to lose 93.75 hunger every 8 minutes. Since he used to have 113 hunger, after 8 minutes he would still have some hunger left (19 hunger specifically). Now Wes needs to eat more often to keep his hunger from killing him. Ergo, it is an overall nerf to his hunger stat. Fighting giants is also now harder as you have to take special attention to his now diminished stats. He is more frail and dies on fewer hits, he is more likely to starve while fighting giants and he is more likely to be overcome by shadows near huge sanity drains (like most giants). I already explained the 100 balloon limit. But I also mentioned it is pretty pointless in general. Now then, can you tell me how my opinion is unfounded? Because sure. At the end of the day it is an opinion, and by it's nature it is subjective. But I believe I have given more than enough data to make it rather "solid". I do admit "defeat" on the party balloon though. It is still rather mediocre IMO, but is not as bad as I thought. Specially since QuartzBeam mentioned they can be used to store sanity and they scale by number of players. [1] Yes, that is the point of playing Wes. But having a character that takes longer to do so many things, while being able to do nothing else well... Yeah, that is the problem Wes has for multi-player, and I expected his re-work (if this is really it) to alleviate it. I am disappointed on the re-work, even if I don't mind how it ended up. [2] Yeah, I was considering that use (decoration). Even then, it is a pretty pointless change overall, as that could be easily circumvented with a mod, which many decorators use anyway for more decorations. This change is going to be noticeable only for decorators that don't like/use mods (except for a few key mods like geometric placement) and console players. Which I believe should still be a large portion of people. @QuartzBeam Sadly, the wiki does not have this info, and I haven't found a video about it yet; even then I will try with spawned characters. But if this is true, then it is much better than I thought. Still mediocre, but at least they are useful in multi-player. And it is interesting the idea to use them as sanity storage. After trying with spawned characters I noticed almost no difference, I got on average 18-20 sanity with 4 party balloons regardless of the amount of spawned characters (between 1 and 3) + Wes in the confetti cloud, even with Wes alone I got roughly that same sanity. Maybe spawned characters don't count since they are not players? Or maybe I couldn't get the spawned characters inside the AoE properly? Regardless, the sanity storage could still be a nice tool for emergencies.
  2. This is the worst argument you could have used to discredit my comment as it shows you didn't even bother to read what I wrote. Either that or you are trolling and I felt for the bait. Oh well, whatever the case may be, serves me right for giving you the benefit of doubt. As a final note, that is my opinion of the whole re-work and I will just leave it at that.
  3. Sadly, the first 2 perks doesn't mean anything to a new player (what does talking have to do with the game? What is balloonomancy?). And the last 2 perks might indicate he is a support character in some way (if he is not a fighter, he has to be a support, no?). I mean (and looking at it from the perspective of a new player, like I was at some point) the character has to be able to do something, right? Well... not in this case. He is just a joke character. I already explained what "weird" means in my comment. It is in the nice pretty list just before that line. I don't need to explain what is "weird" if I already made a nice pretty list explaining what is "weird". But I will entertain you anyway. Basically the whole re-work is a contradiction of itself: Removal of faster hunger drain, but reduced hunger stat. And at the end of the day Wes loses the totality of his hunger points faster than before. We are also ignoring that he takes longer to do most actions: chopping, mining and hammering; so at the end of the day you waste more time doing those actions, and also lose more hunger doing them. Removal of 100 balloon limit, but reduced sanity. Before you could blow 30 balloons before you needed to recover your sanity, now you can only blow 15 balloons before you need to heal your sanity. The overall cost is the same though, but you have to waste more time filling your sanity. The party balloon is not strong enough to make Wes a sanity support. And the speedy balloon, while nice, is not good enough to make Wes a decent support.
  4. This re-work was... whatever. It is an overall nerf across the board for a character that was already pretty bad to begin with: Lower stats across the board. And I mean, much lower stats. Fighting giants will be a headache in order to keep his sanity and hunger high enough for the whole duration (which takes longer playing as Wes, as he hits less hard than the rest of characters). No longer has faster hunger drain. Super nice. Oh... but he now has a smaller stomach. Yeah... his hunger drain is faster now if we go by the wiki's info on hunger. With normal hunger rate, characters lose 75 hunger per in-game day, or Wes new hunger stat. Single-player Wes with x1.25 hunger rate losses roughly 94 hunger per in-game day, or 83% of his 113 hunger stat. They removed the 100 balloon limit! Oh... But now he has half his sanity. To be fair, this was a pointless change either way. Vulnerable to overheating, freezing, lightning, aggro mobs more easily... I don't mind this bunch of downsides all that much. But when combined with the other changes they make Wes much less forgiving to play. More of a "newb trap". Takes longer to mine, chop, and hammer. Just one question: Why? This re-work is so weird that I am almost positive it is an April's Fools joke despite it being functional. Benefits? 5 sanity cost walking cane. Super nice, but super easy to replace. Only advantage this gives is in high density multiplayer games were getting a walrus tusk for everyone might not be possible due to RNG. Although I expect a nerf to the walking cane after seeing this change... Life vest. For those rare occasions you want to venture to sea. Which makes it risky seeing the stats of Wes. A nice balloon hat that protects Wes from lightning and a balloon party that heals sanity. Overall. The character is relatively the same. But looking more in-depth, the character is much worse as he is pretty much unable to do anything solo unless you play perfectly. Just a single mistake is deadlier than before. This mistakes include forgetting to prepare for a hound attack or a thunderstorm. As expected, the re-work didn't change my interest in ever trying the character (I mean, I did try him before and also now, just to make sure, but the overall feeling is the same and I won't use him again anytime soon). I also feel this re-work and the pantomimed tools skin set were a lost opportunity: Wes is a mime. But his in-game skills are more similar to those of a party clown. Instead of skins, the pantomimed tools should have been tools Wes could make and use for 5 sanity (keeping up the theme). They would take slightly longer to get the job done than normal tools and would dissipate after a quarter of an in-game day (2 minutes), or after being dropped to the ground. This would make Wes far more forgiving early game, and even mildly QoL useful late-game as he could just sacrifice 5 sanity for a quick hammer to get rid of a structure instead of having to go get the hammer somewhere or the materials.
  5. I was thinking just about this while playing the beta, "it would be cool if we could keep those giant crops as pure decoration without the produce scale... the plants would also be cool to 'petrify' in any growth stage, some of the flowers are kinda pretty, like pomegranate and potato". So cool to see it added without mentioning it (just in case: I know we can not "petrify" crop plants and this is only for giant crops, but it is still pretty cool!). I didn't think about the registry registering the weight of plants weighted, but it is very nice and makes the produce scale more interesting to use! Specially since beeswaxing would have the similar effect of preventing the giant crop from spoiling and serving as decoration. Overall, this has been the best update for me (well... maybe after Willow's rework). And funnily enough this farm re-work also serves as a "Wormwood re-work" (given how many changes were added to them) and indirectly improves Wurt and Warly, which I believe would have an easier time getting food or making dishes respectively. Thanks for this update!
  6. Ok, I can now shut up about the recipe book and Warly has become a much better option. Thanks Klei :D!
  7. The changes are nice. I don't like 2 changes, but "We Are Never Satisfied" TM. I don't like the inventory loss (inventory management is simply boring, as much as a "skill" it is), and I don't like the art change (I preferred her more depressed, it gives her a more "don't starvy" look, because you know, almost all characters have a gloomy look). For the first one I just have to adapt (I guess), and the second one is not really bad at all (I mean, it doesn't change how she plays, which is the important part). But I am glad she got her health reduced and her pew-matic nerfed. Her speed bonus could still use a little tweak IMO: instead of having inherent 5% speed boost and getting +1% per empty inventory slot, she could have inherent 15% speed boost, but get -1% per filled inventory slot (including backpacks and other containers); but the character cannot get to 0.8 speed multiplier (or -20% speed boost) from this. That way it becomes more like a faustian bargain, the player is encouraged to travel light in order to take advantage of the speed boost, but discourages the use of ever so useful backpacks. People have been mentioning how "evil" speed boost is since charged WX and coffee, heck, maybe since walking cane. It is nothing new really. Some even have asked for a slight nerf for coffee. Plus coffee is something you have to get, she gets free 5% speed boost that she can utilize for kiting (unlike Wilbur who needs to walk for a while to get it, and he loses hunger akin to the amount of speed boost he gets), and then she can get 12% more speed through empty inventory (something many are disregarding when saying "5% is not noticeable", well, 10% is noticeable and you get that from just 5 empty inventory slots). And then, to make it even better: she can use coffee, tea, walking cane, and all other methods of speed boost. She is among the 3 best kiters (the others being charged WX, and full-belly Wolfgang), but her condition is easier to fulfill AND maintain than the other 2; and she has dodge. There is a good reason people are calling out that speed boost.
  8. I have probably not played enough, but I can say: That I really hate her crafting costing hunger. An alchemy engine: 55 hunger (+5 from the science machine), spear and log armor 25 hunger, everytime you make a tool or a torch: 5 hunger down. This perk just makes crafting a chore (I mean, more than it already is). Though maybe late game it is not too annoying? I honestly doubt it. Her catapult is nice. Against too many mobs (like a hound wave) they are a bit lackluster as they take a bit too long to kill them (they deal 43 damage, so they kill spiders and bees in 3 hits and hounds in 4, but they have a very slow attack speed), they do draw aggro from them (if they are too many some will attack them), and they can be destroyed by them (though that is very unlikely as they have a decent amount of health in 400, plus they heal themselves*; but the biggest wasted opportunity here is that you cannot "fix" them with trusty tape...). But against few enemies (like bosses) it is really effective as it is almost free extra damage; careful with bosses though, since most destroy them in 1 hit. It should be extra useful against antlion since it doesn't move (though I don't know if the range is enough to hit it without being broken by the spikes). I did find the AoE to be very small though (I think it is half the light radius of the spotlight). I liked the spotlight but found it incomplete. They let you do things at night in your base without the need for a torch or campfire on (just a bit of nitre/gems). They also make fighting at night possible while keeping your headslot free from the miner hat (although the radius is a bit too small for it to be convenient). Of course, it is easily distracted by players (so if you are doing something, and someone gets just a little closer, you lose your light) and ghosts are illuminated too! And they are always on (becoming not only wasteful, as you said, but annoying). If you place more than 1 close enough, they will both target the closest player, which could be the same player, despite being able to target another player. For solo play the spotlight is good, for team play is very wonky. The generators not being able to be turned on/off is a big turn-off, pun intended (I mean, this alone greatly impacts the catapult and the spotlight effectiveness). It is also a letdown that we cannot turn off machines that are connected to them (I surely don't need that spotlight during the day... although that one should turn off by itself during the day and turn on during night and while a player is within range, similar to Bernie with insane players). Finally, as I expected, the GEMerator outclasses quite quickly the generator, although gems are not 6 times as effective as nitre (as I assumed), but rather between 3 to 4 times as effective as nitre (still quite a lot), since 1 gem equals 2 days, while 1 nitre equals slightly over half a day. *Show Me mod gives a lot of answers to my questions... Plus I played creative for a bit to test most things out, and also played regular to test a few other things out.
  9. Warbuck's doesn't need a sanity reduction though... only to tone down his immense coin sanity restoration. Maybe even make it only work after he has 10 coins minimum.
  10. I cannot give much help in terms of code, but maybe you would like to go into Bernie and bone armor's files; both do what you are looking for (have health, but stay after it reaches 0), and the bone armor is even an armor (the prefab name is "armorskeleton" BTW).