Suggestions for how Bestiary should be incorporated into the core game

I think by this point we're all pretty sure Bestiary is going to be rolled into the core game in some form or the other. So I thought we might as well start discussing how they can do that while minimizing the problematic aspects of the league so that we eventually come to see it as a positive addition to the game. Please note that this thread is NOT meant to be about discussing whether it will/should be incorporated or not (for the sake of argument, just assume it is) and also NOT about just shitting all over the league again (there's plenty of other threads for that). So, without further ado, here's 10 adjustments that, imo, would make the league a lot better as a core part of the game:

1) No reduction in the spawn rate of red beasts. They're rare enough as it is without needing a further decrease in spawns. You can, optionally, make them show up only in maps.

2) Einhar can be invited to our hideout, and our stash and guild stash are available in the Menagerie.

3) All Beastcrafting recipes are automatically unlocked as soon as you receive your Menagerie. You'll still need to actually capture the Beasts to use them, after all. Also this should get rid of the need for those annoying popups that come up whenever you capture a new Beast or unlock a new recipe, so those are removed.

4) All captured Beasts display not just which other recipes they're used in when you mouse over them (as they do now), but ALSO which of those recipes they're core to versus which they're simply filler for (say with red text for core recipes and yellow for filler).

5) All Beastcrafting categories are made collapsible, such that if you don't want to see the leveling recipes, you don't have to. This saves on excessive scrolling.

6) A new Help screen is added that tells you what the Beast you just captured is used for. This is NOT implemented in the form of a pop-up upon capturing the Beast, but rather is available upon asking for it from Einhar (via dialogue option) after he's finished his little capture animation. You should also be able to get to this screen upon clicking the beast in your Menagerie.

7) Upon completion of Beastcrafting, all enemy mobs are despawned from the Blood Altar area, similar to how they do when the Elreon mission timer finishes. This is to prevent the issues that've been arising with Beasts who summon tons of adds.

8) All recipes that require a Beast of a certain level are standardized i.e. they all have the same level requirement, say 75 or 80. This way you no longer need to remember a couple different zone level cutoffs - you're either in an area that can spawn these high value beasts or you're not. This is actually similar to the existing chaos orb recipe versus regal orb recipe issue wherein over ilvl 75 items give you regals instead, however that issue was solved via loot filters informing you of the same. We don't have that option with Beasts, so just simplifying what we have to keep in mind is called for.

9) The ability to freely remove Beasts from our Menagerie should be added, and be easily available from wherever via the Bestiary screen (plus also via selecting the Beasts themselves in the Menagerie - more control options is always good, for similar reasons as why you can execute a command in a program like Word or Photoshop via hotkeys, toolbar buttons and menus).

10) Nets items are done away with entirely in favor of netting just being made into a command with its own key, similar to the corpse targeting or detonate mines key. Alternately, maybe netting can be turned into a support gem that we can attach to our utility skills (still won't work on beasts that can't be netted, although the chatbox info telling us this every time will have to be disabled in case of this option being taken).

Well, that's it. Feel free to make your own suggestions for things I missed or which you disagree with or would tweak somehow. And let's try to keep this thread constructive, guys! :)
Last edited by Exile009#1139 on May 3, 2018, 1:26:21 PM
Last bumped on May 3, 2018, 8:57:51 PM
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there is a suggestion forum

edit: ok
Last edited by Farfan#7597 on May 3, 2018, 1:28:43 PM
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Farfan wrote:
there is a suggestion forum


"So I thought we might as well start discussing..."
Good list. I'd vote for you if this was a democracy. It's not. We either live with what we get or we quit. I'm pretty much resigned to the fact that I'll be quitting.
How it should be incorpotated in the core game? Not at all

There. Fixed
I think its gotten a lot smoother since initial release but I think the biggest issue I have still is just in beast management, so anything that improves that would be appreciated.

Specifically the ability to kick out junk beasts would be great, and better filtering for value vs filler beasts would definitely be cool. Maybe have an ability to flag certain recipes as "favorites" that would then give an indicator on the beast that it was integral to one of those favs.

I could care less about nets really, although imho there is an absurd number of level variants that are entirely useless and add nothing. Just having cheap "nets" and rare "necro nets" would be plenty.
Nah... they can add it. But they have to get rid of the nets or I'm out. Things like the pop-ups and crafting lists are just quality of life issues. Nets ruin it for me. The idea of lugging stuff around as we go out running doesn't work for me. Portal scrolls and Wisdom scrolls are fine, because you're going to find them anyway. They don't take up an extra slot... they take up their slot. Nets don't. Fuck nets.

They could adjust rates how ever they want and it wouldn't make or break the game. They can make red beasts stronger than map bosses or weaken them to be more in-line with say essence mobs... either way I'd be fine with it. Those types of detail don't affect my interest in the league.

1) Remove targeting for capture. Some builds rely on targeting and others don't. It's a huge burden for some to target the beast to capture while targeting others to die. Huge. Capture should be marked before combat begins, or done automatically.

2) Remove the penalty for killing your capture. Make the thing immortal. Something. trying to NOT kill something is totally against what we're trying to do here. It's not fun. Necro-nets were a stupid solution to this problem.

3) Fuck nets. They have no place at all in this game... and if you insist on putting them in the game, you have to give us a separate inventory area for currency items which could accept nets to get them out of our active inventory.
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Shagsbeard wrote:
Good list. I'd vote for you if this was a democracy. It's not. We either live with what we get or we quit. I'm pretty much resigned to the fact that I'll be quitting.


You're not allowed to quit...

-cheers
"Another... Solwitch thread." AST
Current Games: :::City Skylines:::Elite Dangerous::: Division 2

"...our most seemingly ironclad beliefs about our own agency and conscious experience can be dead wrong." -Adam Bear
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arknath wrote:
How it should be incorpotated in the core game? Not at all

There. Fixed


Seriously, do people not bother reading first before replying anymore? - "Please note that this thread is NOT meant to be about discussing whether it will/should be incorporated or not..." It's even bolded, italicised, underlined and colored for your benefit. I honestly don't know what more to do to get the message across. Or were you just that determined to ignore the purpose of this thread so as to throw your weight around?
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KalAthar wrote:
I think its gotten a lot smoother since initial release but I think the biggest issue I have still is just in beast management, so anything that improves that would be appreciated.

Specifically the ability to kick out junk beasts would be great, and better filtering for value vs filler beasts would definitely be cool. Maybe have an ability to flag certain recipes as "favorites" that would then give an indicator on the beast that it was integral to one of those favs.

I could care less about nets really, although imho there is an absurd number of level variants that are entirely useless and add nothing. Just having cheap "nets" and rare "necro nets" would be plenty.


Yeah, point 9 is about adding the ability to freely remove beasts. Adding a favoriting system would indeed be another great addition, especially if catching those favorites were informed to you on the fly as you make the capture rather than just being confined to showing up in the Bestiary booklet when you go looking for them. That could easily be incorporated into the Help screen mentioned in point 6, maybe with as simply as an asterisk or something right next to the Beasts name shown in there.

I don't think the tiers of nets is that much of a problem really, since you eventually end up just carrying 1-2 of them anyway. And they drop so much that you don't even have to worry about manually upgrading them much either. If they're going to change the net system, I think a deeper shift to simply get rid of them as items in the first place would be better. Although not exactly a high priority, it does at least free up a bit of inventory and stash space.

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