Palworld

Palworld

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Give Humans more usefulness
so i caught a human in a pal ball today, it was a Syndicate Thug so don't get on me too much about it. It's a better fate than death.

Anyways
i'm surprised to see all he has is "handiwork".

could you please give humans the "Transporting" and maybe "Gathering" at least make them useful for hauling resources around the base.
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Showing 16-23 of 23 comments
Maybe they're trying to disinsentivize catching humans, but I second that they should be more useful.
Firstly, they should be able to do everything the player can do.
Secondly, the player should be able to do more. The player can use many basic work stations but for some reason no more advanced work stations like the electric stove or electric medicine table.

Human pals having a handicraft equivalent of small bipedal creatures with no fingers is rather rediculous.
Pretty sure the point of humans sucking as pals is because they are not pals, they're people, and the game doesnt want to encourage human slavery- you know, one of those "just because you can does not mean you should" options
(you got a game about catching cool monsters that can do cool stuff and comparatively, people are kinda lame and very limited. Even at a high level your pc without any gear is frail, harmless, and will die incredibly easily. They WANT you to use the cool monsters they worked so hard on)
i think they should keep humans as is but have them be able to equip armor and weapons just like players

and remove their pal abilities cuz das dum dum
Last edited by Khergit Horse Archer; Feb 1 @ 10:57pm
Yuriqa Feb 2 @ 12:30am 
That would be neat but keep them skill low level so they dont out shine the pals..
Killial Feb 2 @ 1:17am 
Originally posted by Anderic:
Originally posted by Killial:
I would definitely like to see more of a job area for humans too. I think transporting and gathering would be pretty enough, even at level 1.
For particularly big guys (with machine guns), even level 2 transporting is possible.

Also, I think it wouldn't hurt to make separate animations for this, instead of just fingers taps, and apparently this is not a development priority yet, since the game is still about pals.

i can easily see not giving humans too much, making them too capable, as it would outshine the concept of catching the Pals.

Players would start ignoring the Pals and just focus on catching the humans. which would be counterproductive for a game that focuses on catching Pals. Afterall catching humans is considered quite the crime.

They don't need to be too capable.
As far as I understand, it's all about fun and more immersion (or roleplay).

With minor changes, catching humans will never be a higher priority than catching pals for a number of reasons that already exist and are not up for discussion.

- Humans don't have a partner skill - this already significantly makes them a lower priority than pals.
- You can't breed humans - accordingly, you will almost never get a good set of perks, and you will never have many legendary perks either, which also makes them a lower priority than pals.
- There is no request to give humans a really high level of job suitability, which also does not make them a higher priority than pals. Especially against the background of other shortcomings.
- The chance of catching humans is still very low, which makes their capture less profitable and more resource intensive than pals.
- They have no elements if I'm not mistaken, which makes them useless for many sets, even if you seriously use them for combat.

And yet, despite the concept of crime - we ALREADY gave this opportunity, and at that, so far, almost without consequences, so there is no problem here either.
Turning humans into slaves and making them work and breed together until they croak and then replacing them with their offspring while I spend time exploring with my pals was my goal a few days before this game came out. I wanted to do the exact opposite of what this game offered.

You cant imagine how disappointed I was when I saw how useless humans are in this game... So yeah, I totally agree with OP. Im not gonna ask for humans that can do anything, but giving different humans different uses would be nice.

All human NPCs should keep their handiwork work suitability but some humans would be able to do other things as well. For example:

Some humans have flamethrowers, so those could have the Kindling work suitability.

Merchant NPCs like the Pal Merchants, Wandering merchants, the Black Marketeers could have the transporting work suitability.

Some humans in the Fisherman's village could have the watering work suitability.

Some humans in the desert village could have the lumbering work suitability.

In the Small Settlement area, some humans could have the mining work suitability.

Some humans in the 3 villages listed above could have the planting, gathering, medicine production, farming work suitabilities.

The PAL Genetic Research Unit NPCs could have the generating electricity and cooling work suitabilities.

Etc. Etc.

The work suitability of Human NPCs could start at level 1 and the longer they work, the higher the level would increase and if they dont work for some time or if they get the "injured" status effect, their work suitability would go back to level 1.
Originally posted by Xaelon:
If they didn't take up a base slot and could use firearms, they would make decent guards.

Personally I think they should let you spend gold to hire mercenaries, shopkeepers or other human NPCs that will permanently stay at a base until killed WITHOUT filling a base slot.

You can capture humans who already have firearms, and they will use them if there is an attack.

For example, sneaks with machine guns, flamethrowers and gatlings. Or cultists with electric crossbows.

So that they don't take up space at the base, you can release them in the observation cage. That's what I do with the vendors I meet.
Last edited by FSHerrante; Feb 2 @ 3:16am
Cleaver.
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Date Posted: Jan 31 @ 6:21pm
Posts: 23