Yesterday, I read up to woodlands, so i decided to take a break from reading and do it piece by piece. (contrary to my first post). Im not going to talk about bullet damage, because its very hard to get a feel for the actual fight and difficulty from them.
Do you think the map will be big enough? I couldn’t find the tile size of the current realm, and i know the elder realm is intended to be larger, but at the same time, just from reading the ocean layer, the biomes seem huge! Although, this im only including as a minor point because maps and map sized can just be shuffled around a bit.
Can monoliths be destroyed btw? i see thet have high defense and high hp, but they dont seem to heal. Im assuming “striking” means hitting it, although the description says “touching”, which sort of implies getting close to it.
Consumables: I really like adding a variety of consumables in to keep things interesting, however, there are a few things that i dislike about them:
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varied power difference. Primarily, im looking at the blue coral juice and primordial ooze. Ooze literally functions as a worse mp pot- it does the same mp regeneration, takes inventory space and also applies a debuff? Surely having it do 200mp or 300mp, or perhaps 50 mp every second over x seconds would be more appropriate, so it at least has some good features as well as bad?
Also, i think a potion doing water walking for 90 seconds is a bit overpowered when compared to abilites that do it for 4.5 seconds. I suppose it really depends on how rare it will be to get. If its quite rare, its not too much of an issue, but if its slightly more common, I think it negates too much of the affects of water and also renders the UTs with water walk less useful.
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Different use in the normal realm and elder realm. currently these only apply to the elder scrip and ancient sry. If you have to nerf it in a dungeon or realm, then that probably means its too powerful in an elder realm, especially since both the ancient scry and elder scrip do nothing in a normal realm (15 range seems to be approxiately your normal range? give or take a few tiles). Sure, the ancient scry would be excellent in pathfinding in dungeons, but it is a rare drop, so maybe its use should be allowed? For the elder scrip, my idea would be that elder scrips can only hold consumables (or maybe even consumables minus pots, hence buff and healing items only). This way, you are allowed more swapouts, but then it affects the normal realms less because it cannot just be used to horde more items.
Also, I’d suggest calling lil gurgle pet skin, rather than pet stone. Aren’t pet stones now the inventory pets that spawn themselves on use? (looking at the pet rock / first pet stone).
Right, the rest of this is about gurgle. I can’t tell if you seriously have half a mind to cut it out, or if you are simply venting a disgust for urglekind. Regardless, i sort of found the gurgle’s trap system to be underwhelming. I mean, the trap is the most well known weapon of the urgle, so i sort of felt that the gurgle needed a better, improved trap system. I know it has slightly different diagonals, but that doesnt seem much to me.
While thinking about this i came up with three solutions, but multiple could be done at once. I dont know for sure how many trap elements the urgle has active at once. I’m assuming the normal urgle does twelve, forming the verticies of three squares with different side length.
The simplest would be to have a different, more complicated geometric pattern with more overlaps. The gurgle could have twelve, lets say, but with one hexagon pattern and two trangles, or four triangles, or something In fact, due to the current way the urgle spawns traps, the traps don’t even meet at the verticies and you can walk right through it.
my second idea for it would be to have the traps to something like slowly rotate. For example, the outside square rotates clockwise slowly, the middle square rotates anticlockwise, and the inner square rotates clockwise, but slightly faster. This just something fancy to help differentiate it from the normal urgle.
Finally, this isnt much of a change to the traps, but more of the gurgle behavorial difference. Lore-wise, the urgle (and hence, gurgle), is a hunter that preys on weak animals (even before the realm eye’s description, it is sort of implies as it uses traps, and what else uses traps but hunters?). This is the basic idea: the gurgle is stationary and invisible, before players come in a certain range. Once in range, the gurgle fires its trap system around the player rather than itself. It then slowly moves towards the centre of the trap configuration, while attacking. Anyway, I will talk more about the elder realm once ive read more about it.