It comes up a lot that crabs aren't really worth screwing with because of the wound they deal. I just wanted to put it out there that jellyfish, despite dealing a wound, are something I am begrudgingly fond of. The curio is long lasting (not many wounds required to sustain someone), gloves feel very effective (maybe 1/10 stings when wearing poor man gloves?), and its LP/hr/weight value is very attractive early game when it is also possible to reasonably mitigate the damage they deal. If we're going to have more wound mechanics, and if we're going to revisit craps--- errr crabs, this is the balance that feels good to a player.
Does anyone else agree or am I just addled by jellyfish venom?
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Sevenless
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Jellyfish are well balanced wound vs reward wise
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MadNomad
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Re: Jellyfish are well balanced wound vs reward wise
jellyfish are awful curios, the wound is very weak too, but why would anyone go outside and collect trash?
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tetradigem
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Re: Jellyfish are well balanced wound vs reward wise
theyre not...too bad. the problem is how long they take to study for me, but they have a low enough mental weight that its generally not an issue. i also dont mind the wounds they apply, as they tend to fade rather quickly, faster than midge bites in fact. hell, im just now finishing the load of them i grabbed when they were launched. to be fair, i havent SEEN any since then either, while that day i was finding them everywhere in massive groups.
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Sevenless
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Re: Jellyfish are well balanced wound vs reward wise
By Q20, which is pretty common, they hit 50 lp/hr/weight. That's pretty good stuff early game. Sure it starts to be underwhelming with 75 or more int, but there's a lot of scrubs like myself that appreciate efficient curios by weight.MadNomad wrote:jellyfish are awful curios, the wound is very weak too, but why would anyone go outside and collect trash?
As for running time, longer is better...? Means you need less study desk slots filled for replacement.
Lucky: haven is so quirky
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MadNomad
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Re: Jellyfish are well balanced wound vs reward wise
int weight is not really that important at this point! and the lp/h is very low anywaySevenless wrote:By Q20, which is pretty common, they hit 50 lp/hr/weight. That's pretty good stuff early game. Sure it starts to be underwhelming with 75 or more int, but there's a lot of scrubs like myself that appreciate efficient curios by weight.MadNomad wrote:jellyfish are awful curios, the wound is very weak too, but why would anyone go outside and collect trash?
As for running time, longer is better...? Means you need less study desk slots filled for replacement.
jellyfish are awful
I think you are far behind noobs, because many noobs use better curios right now
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ewlol
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Re: Jellyfish are well balanced wound vs reward wise
Such as?MadNomad wrote:int weight is not really that important at this point! and the lp/h is very low anywaySevenless wrote:By Q20, which is pretty common, they hit 50 lp/hr/weight. That's pretty good stuff early game. Sure it starts to be underwhelming with 75 or more int, but there's a lot of scrubs like myself that appreciate efficient curios by weight.MadNomad wrote:jellyfish are awful curios, the wound is very weak too, but why would anyone go outside and collect trash?
As for running time, longer is better...? Means you need less study desk slots filled for replacement.
jellyfish are awful
I think you are far behind noobs, because many noobs use better curios right now
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Sevenless
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Re: Jellyfish are well balanced wound vs reward wise
I'm running 64/75 int, 3000-4000LP per hour. I can assure you most hermits are doing worse. It's one of my weaker curios at 150lp/hour, but it's easily maintainable filler curio with reasonable weight. I'm just at the stage where I'm looking to hit up 10-20 weight curios to replace what I'm currently using. One ocean trip usually nets me 5ish, which is 3-4 days.
Last edited by Sevenless on Mon Mar 04, 2019 4:37 pm, edited 1 time in total.
Lucky: haven is so quirky
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Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
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Audiosmurf
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Re: Jellyfish are well balanced wound vs reward wise
Yeah, they're fine. Wound is small enough and % is low enough that the benefits of picking them up feel like they generally outweigh it. There are much worse curios to use when you're worrying about filling 7-8 peoples' study desks.
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MadNomad
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Re: Jellyfish are well balanced wound vs reward wise
metal curios, bluebells(if you completed credo), bat wings, cave angler light etc.ewlol wrote:Such as?MadNomad wrote: int weight is not really that important at this point! and the lp/h is very low anyway
jellyfish are awful
I think you are far behind noobs, because many noobs use better curios right now
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Sevenless
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Re: Jellyfish are well balanced wound vs reward wise
With 2-3 active foragers in a "village" of 3 we can only keep bluebells running about 1/4 the time, no one on my island has that credo done. Beyond that you're suggesting that every noob has 100+ int and a fully fledged metal industry capable of producing useful metal curios at this stage? Most noobs/hermits never get a proper metal industry and trade for metal.
Like I agree a solidly competant village can run that, but you have an odd definition of "noob".
Like I agree a solidly competant village can run that, but you have an odd definition of "noob".
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
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Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system