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Darnok

Darnok's creature suggestions

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After killing hell mob, instead of "butchering" and later "bury" option, we should have just one option to "burn" body with a torch, the basic one moss + tar + shaft.

Instead of meat, we would get tar and charcoal.

Heart of hell creature would be an additional drop, as long as the heart is hot, blood can be squeezed out of it with a press.

Quality of the items would depend on Firemaking skill.

 

After drinking blood, player would get new status with some bonuses for several hours (depending on the ql of the heart and blood):

- decorations marks on the skin similar to those of hell horses,

- eating raw meat is just as nutritious as eating breakfast,

- all hell creatures become non-aggressive, but all others are aggressive (unicorns, horses, sheep, bulls, etc. become aggressive),

- while hell blood status is active, player can hitch hell horses that are over 29 months old to any vehicle and they will be hitched for duration of hell blood status,

 

EDIT
- while blood status is active bonus skill gain for firemaking and coalmaking skills,

 

The followers of Lib can squeeze more blood than the rest from hot hearts and can squeeze blood out of already cold hearts.

 

 

Edited by Darnok

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If the oak is within the range of any altar, oak spirits spawns nearby (even on a deed).

They are non-aggressive and quite weak ~20 FS. Their melee attacks immobilize character for a few seconds, then spirit moves away and uses ranged attacks.

Drop essence after killing.

Fo followers can get essence by praying to spirit if they have an active bowl.

 

After drinking, the essence gives player a new status for a few hours with few bonuses:

- eating raw fruits or vegetables is as nutritious as eating breakfast,

- bonus skill gain for forestry, gardening, forage, botanizing,

- wolves, bears, crocodiles, anacondas, crabs become non-aggressive,

- unicorns can be lead on rope and hitch to vehicles just like horses,

 

 

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Easy to kill and farm.. for ql100 meat/bits with butchering imbue on your b.knife and you do not need much skill to get ql100 items always.

 

Free constant buff from "heart-juicing"?

tar's useless, easy to get, coal just as easy to butcher now without making torches like a mad man for every hell spawn.

* this seems to give players a lot( A LOT ) more coal if meat yield is replaced by more tar/charcoal.

 

~Pointless to cook(for random hunger refill with HQ breakfast) as long one finds bbq hell/lava creature, these are not hard to kill for new players("Guards!" and it's dead, dinner's served)

 

Most creatures aren't lava/hell.. it's not much of a difference if they become aggressive with just red or w/e outline, if they charge for you once you're in aggro range.. sure easier FS and material farming for the most part, vs having to go within melee range of hell/lava ones - perfect.. not much of a change at all for melee characters, players normally walk/drive/ride to all creatures anyway.

 

Pointless? You probably do not expect to have 5minute buff from 1 blood at ql100.. at best it's going to be something short... aff buffs wipe on server crossing, probably other will too, which limits usage a bit.. I see it as pointless to be able to hitch hhs to carts for 1-5minutes, expecting to get such or higher timers with no side effects from such buff usage is unrealistic.

* I'd like a mechanic allowing 'taming' of hhs to be permanently hitched regardless of their age, can't see it happening any time soon; tedious rune usage to lower age is intended to be what it is.

 

You've completely butchered the explanation of 'hot' and 'cold' hearts, no details for this, one can only assume it's butchered vs burn by torch or it's time based or.. players have to re-heat up the hearts to burn cold into hot one etc,.. etc.. etc..

 

It's not explained what the buff is supposed to be, beside turning player model into a living torch for a short time period.

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29 minutes ago, atazs said:

-1

 

Unfortunately, -1 doesn't mean anything, you could use some argument about what you don't like about this idea (preferably for every idea that you didn't like 🙂).

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26 minutes ago, Finnn said:

 

tar's useless, easy to get, coal just as easy to butcher now without making torches like a mad man for every hell spawn.

 

 

Torches do not wear out that quickly.

 

26 minutes ago, Finnn said:

* this seems to give players a lot( A LOT ) more coal if meat yield is replaced by more tar/charcoal.

 

It's a matter of balance, so it doesn't make sense to specify specific values.

 

26 minutes ago, Finnn said:

~Pointless to cook(for random hunger refill with HQ breakfast) as long one finds bbq hell/lava creature, these are not hard to kill for new players("Guards!" and it's dead, dinner's served)

 

Well, I do not know if a novice player would deal with the hell mob so easily, it would rather be a food source for medium level fighters.

 

26 minutes ago, Finnn said:

Most creatures aren't lava/hell.. it's not much of a difference if they become aggressive with just red or w/e outline, if they charge for you once you're in aggro range.. sure easier FS and material farming for the most part, vs having to go within melee range of hell/lava ones - perfect.. not much of a change at all for melee characters, players normally walk/drive/ride to all creatures anyway.

 

This is a combat mechanics problem.

 

26 minutes ago, Finnn said:

Pointless? You probably do not expect to have 5minute buff from 1 blood at ql100.. at best it's going to be something short... aff buffs wipe on server crossing, probably other will too, which limits usage a bit.. I see it as pointless to be able to hitch hhs to carts for 1-5minutes, expecting to get such or higher timers with no side effects from such buff usage is unrealistic.

 

Why? After all, "status" would also have a big disadvantage that would change the player's style of play for the duration of the new status, that is, for several hours.

 

26 minutes ago, Finnn said:

* I'd like a mechanic allowing 'taming' of hhs to be permanently hitched regardless of their age, can't see it happening any time soon; tedious rune usage to lower age is intended to be what it is.

 

You've completely butchered the explanation of 'hot' and 'cold' hearts, no details for this, one can only assume it's butchered vs burn by torch or it's time based or.. players have to re-heat up the hearts to burn cold into hot one etc,.. etc.. etc..

 

When heart cools down, only follower of Lib can squeeze blood out of it, for the rest it will be useless in that matter, but hell hearth itself could have different usage.

 

 

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None of this makes sense. 

 

Are you suggesting that the entire nutrition system be ignored for milk, the existing bonuses get doubled, and that followers become mini priests? All for having a few twigs near an altar? 

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And which breakfast? It's dependent on the ingredients, and can be quite complex. 

 

Darnok, do you play wurm? 

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I don't think the bonuses have been thought out at all, minimalizes a lot of effort done in the cooking department and priest department to provide some bonuses.

Also, Oaks kill other trees and are already the tree of choice for many a closet griefers. Lets not give people reason to plant them -everywhere-.

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1 hour ago, Archaed said:

Darnok, do you play wurm?

 

Nah.

 

On subject: 

As per the elaborate suggestion, it would be resulting in a veg in a bowl cooked in an oven. 1 garlic results in 0.05kg breakfast, at 99ql it might give some negligible nutrition (ignoring CCFP and affinities).

You would stuff yourself silly with raw pumpkins instead of cooking 10kg breakfast, without having any skill at all because who needs progress?

 

Similarly with some of the recent suggestions from the same person:

 

Screw people who have been grinding coalmaking for years, 100ql charcoal from burnt trees for everyone!

Killing hell mobs lets you do the same as above except with meat because who needs the entire cooking skill tree? 

Grinding skills? pfft! that's so 2020!

 

This person does not play Wurm, i don't know what game he's playing but it's not WO. 

 

Just for sake of entertaining the thought that this gets implemented:

 

I have Oak forests.

Proposed spirits are weak mobs with 20FS (naked newbie can take them on)

No matter how often they respawn, infinite nutrition for me, without cooking, without sacrificing rares.

nearly 100 HFC no longer needed, ever. Same with the rest of cooking sub skills. 

Tracking of hitched animal timers and who hitched them to every single vehicle in the world needs to be added.

I don't know why would anyone want to hitch unis temporarily but after few hours the bonus wears off and people are stranded in the middle of nowhere because the excessively complex system unhitched their animals, all at the same time, because the buff wore off.

 

Only good things can come from this.

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2 hours ago, Locath said:

 

I don't know why would anyone want to hitch unis temporarily but after few hours the bonus wears off and people are stranded in the middle of nowhere because the excessively complex system unhitched their animals, all at the same time, because the buff wore off.

 

 

..yeah, or... OR...

 

OP didn't plan on unicorns unhitching themselves and was intending their proposal to be even more OP than it is (infinitely hitched unicorns)

Edited by Sheffie

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On 9/4/2021 at 4:37 PM, Darnok said:

So why is this section on forum? If suggestions do not change anything, it would be better for everyone to remove entire section from forum.

 

Gosh, what a riddle.

 

I mean who knows?

- maybe some suggestions are more popular than others

- perhaps so that the devs can assess suggestions in terms of practicality, cost, and benefit before deciding what to implement

- possibly the rest of the player base doesn't want the same things that you do

 

It's a mystery wrapped up in an enigma.

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I’ve stopped reading the suggestions thread because it is now literally just Darnok writing down their life aspirations in the form of unnecessary ideas for this game. 

 

Go make your own blog for this, dude.

 

I miss the real content. 

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