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per our previous conversation, and as i noticed in another, perhaps the answer isn't increasing resources but adding more difficult pieces to the recipe. things that you can get when you're level 80+ that you can only get at 50-60 if you're a skilled player.
perhaps, also, they might be a little too overpowered if you're experiencing too much ease in difficult tames or caves. i am only just now getting ready to use MK3, but it took 5 or 6 MK2 to drop a level 9 steg and that felt like a lot to me (i also am not a good aim so not everything hit the head).
Edit: And so we are clear the servers harvest rate is only on 2x so no it has nothing to do with my harvest rates being to high.
The proposed change is as follows:
Narcotic MkII - Narcotic x1, Narcoberry x10 (sleep), Sparkpowder x4 (relax)
Narcotic MkIII - Narcotic MkII x1, Leech Blood or Horns x1 (sleep), Sap x2 (relax)
Narcotic MkIV - Narcotic MkIII x1, Bio Toxin x2 (sleep), Honey x1 (relax)
Narcotic MkV - Narcotic MkIV x1, Ammonite Bile x2 (sleep), Angler Gel x2 (relax)
Instead of having to farm berries constantly, a small amount of rarer resources is needed. Narcotic MkIII is unlocked at level 46, which is fairly easy to reach at this point. Leeches aren't a tough kill, and you can get them early if you're careful, or you can wait until you've got a bigger dino.
The next gap is bio toxin--cnidaria are a bit of a pain, but also obtainable by level 66, if you're careful. Honey is also difficult to obtain, but once you're situated, beehives produce a bit of it.
Finally, ammonite bile and angler gel require you to go to the bottom of the ocean, if you really want those strong tranqs.
Effectively, the proposed recipe changes would be tiers of challenge, requiring few resources for each item. The difficulty isn't so much in gathering the items as it is being capable of gathering the items.
I don't know that I'd say they're "overpowered" so much as having a tranq that's almost 3x as effective require only like 20 narcoberries and 50 amarberries is a bit off. You get a lot more than you put in. With the adjusted recipes, the effort is paid in reaching the point where you can collect the resources. At least to me, it would feel like I accomplished something, and I can now upgrade my tranqs a little bit.
In regards to the stego, MkII arrows are only ~1.8x as effective as regular tranq arrows, but they're also quite cheap. I think 5-6 arrows kinda makes sense, at least to me.
Edited:Don't use this post setting this value too true lead to neither working as ether predicted in the comment below.
I could set it to specifically leech blood, but that would cause issues on Scorched Earth, where there is no leech blood. On the other hand, needing 1x deathworm horn is already pretty bad...
I might adjust it to leech blood specifically, then limit it to that resource, which should stop ammonite bile from applying. That may cause problems on Scorched Earth, but I can't think of a good way around that.
Maybe you could utilize alternate recipes with stuff like organic polymer, titanboa venom, and megalania toxin? Or since the trophy venoms only give you a little at once, maybe there could be recipes that turn them into an equivalent? Like one titanboa venom is ten biotoxin or something as an example! Megalania venom and deathworm horns turned into stuff for MKV.
I'm going to have to think this one through a bit more, but you've given me a good direction to ponder in. I hadn't considered kill trophies to be applicable resources, but given how many things Scorched Earth lacks, it might be a good substitute.
What I would be torn on, though, is whether those items should craft into, say, bio toxin and leech blood, or if those items AND bio toxin and leech blood would craft into a new item, that would then be used to make the narcotics.
I see an issue with both approaches. For the former, you could use this mod to "exploit" certain resources to gain access to bio toxin or leech blood without needing to get it from its source, for use in other items that aren't related to this mod. For the latter, it's a bit unintuitive and adds another layer of crafting and crafting time.
I think the options are...lemme see. This is gonna be a bit rambly, sorry in advance I'm just brainstorming.
1. Honestly just...leave the formulas as they are? They seem really balanced to me! And to be fair, you already can't get above tranq darts on scorched by design, so this mod would still be useful there and it sort of fits. It's only really bad IF you're playing ONLY on scorched and can't transfer to get the items, which seems unlikely and if you are you probably want the challenge anyways.
2. Make an ingredient you can craft with EITHER item. Like say for MKIV you need say 'potent venom' and you can craft it 1:1 for leech blood or 1:5 for titanoboa venom, as an example!
This is a bit complicated, though, and leaves you missing angler gel still...
3. Utilize leech blood OR titanoboa venom, maybe? Hard to get, still, but not nearly as hard as horns XD.
Edit: IDK why I made this all so complicated, I shouldn't reply to threads when I'm 1/2 asleep lmfao. I also don't know why I got fixated on scorched earth.
I really think the first option is the best tbh, but as a side note the sheer AESTHETIC of using titanoboa venom for like MKV is /so good/. Could be a grind, but then again for MKV that's sort of the intent I think. And it could always be like 2 MKIV and 1 venom makes 2 MKV lol.
I will continue to look into how this mod should be handled on Scorched Earth.
@Hollowstyx Sorry, I must have forgotten to reply! Thank you for the suggestions! I think the third suggestion might be the best way to approach this, though I don't want to add too many extra crafting steps if they can be avoided. That said, titanoboa venom is pretty clever as a tranquilizer! I'll give it that!