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runnybabbit

Vintarian
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  1. That's fair. I was thinking something that wasn't dropped from monsters, so that they remained the 'inefficent hazard' the game seems to be going for, but I get that there's already plenty of special doodads that don't really do anything worthwhile. In my mind's eye I had something that collects upon the ground because compulsively picking things out of dirt under time pressure is a tried and true gameplay mechanic, Stardew Valley et al. This has got me thinking, what if a small number of surface flint and stones replenished after a storm? Could solve the multiplayer flint issue I've seen raised.
  2. I agree this seems like the ideal. The purpose of the original suggestion was to offer a small tweak that had gameplay implications but would not require any system redesigns. I'm not sure how easy it is to mod classes currently, but I would be interested to see if anyone has done something like this and how it turned out. Yeah, I said it's a bit hand-wavey. I had no clue it was feasible a healing class was going to be added. I thought it backed the 'support role' and very slight 'homesteading class' niche.
  3. This got me thinking about some sort of resource that appears during temporal storms and a short time after. If you don't want to engage with the storm you can just wait for it to pass and rush out to grab the things, but going out into the storm will give you more. It should probably be something that's very useful for a lot of things but mostly not critical to progression, kind of like how Hailite and Saltpeter sit currently.
  4. So I've long time been a fan of the tailor. Most of my singleplayer time has been spent with Tailor. I love the theming of during a survival civilization rebuilding situation, people skilled in clothing would be notably crucial. I like the cool clothes and gamberson is my beloved. However, there are complaints and I get them. I've seen a few suggestions for a rebalance, with people pointing out Talior has too many debuffs for the advantages, especially in singleplayer... and yeah, it's probably true. That said, I don't believe that is the issue at heart. Plenty of the classes have rough debuffs, and people have no problem playing around them. Yeah sure, maybe the advantages are a little better but Blackguard and Malefactor's drawbacks are much more punishing... and it doesn't seem to be as much of an issue. I believe this to really be a matter of class identity. Playing tailor just feels too much like playing commoner. It's not that tailored armor and nice clothes aren't necessarily strong enough, it's that they don't lead to unique gameplay. In other words, they don't leave a comprehensive framework of limitations and advantages to make choices within, except maybe what to put the first few harvests of flax towards. My proposal would be to give Tailor a very small buff that a handwave-y lore reason could be contrived for. The point of this slight buff would only be to give the player an option for a slightly more defined playstyle in certain situations. To this end, since we have a time to apply healing items now, I would suggeat a buff to healing item *application*. Not actual regen, but the time it takes to apply a poltice or something. The justification for this is tailors are good at working with fabric and getting between folds I guess. The point is, this would leave put Tailor in a position where the player has a very slightly increased survivability if they do not engage in a intense fight, favoring running away or potentially using wits to draw the fight out. This also means Tailor can act as a quick medic to high-armored friends, further backing their 'muliplayer support' potential role. Even if this is not the right tweak, I suspect it's still fundamentally a class identity problem, which means it's a opportunity to adress it in a cool way that gives more depth to the game. But what do people think? Is Tailor tailor-ey enough? Does the class already come out better in multiplayer and I've missed the point? EDIT: Whoops clicked post before I had finished typing EDIT EDIT: typos
  5. Has the potential for reactive storm intensity been fleshed out? Maybe if you engage with combat by killing a lot of drifters from rifts, the next storm will be heavier. Lore reasons could be drawing the ire of the rust world or something... Of course heaiver storms would bring mobs that drop a bit more. Also, first lurker post hello people.
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