3 fruit limit is wayyyy too low. Tucking on a fort sometimes takes a lot longer than 6 minutes usually, not sure if going through the hassle of collecting the fruit is even worth it.
Making it a toggle would honestly be pretty stupid Not only would going to settings just to change it be annoying, it'd ruin the balance that Merfruit has and prevent people from forgetting their mermaid is off
@@decepticonsoundwave297 Perhaps I should word it better. Merfruit, AS A CONCEPT, is stupid. The mechanic behind just "making the mermaid go away" shouldn't be a consumable, it should just be a toggle in your menu to make them go away. It's the direction rare has been heading in for so long now about making them not show up when you don't want them to. It's clear rare doesn't like the merms current implementation, as they are too problematic for Rares liking as far as stealth-play goes. If it wasn't, they wouldnt keep trying to fix them over the course of multiple seasons like they have been. If you manually went out of your way to flip a toggle in your menu to make the mermaid go away, and then later you find yourself twittling your thumbs trying to figure out "durrrr, duhhh, why merm no spawn" cause you forgot you toggled them off and aren't smart enough to check the toggle anyways when running into this issue. . . then I'm sorry d00d, that's a skill issue.
@@RareThief Here is my full take: - Food should be for health. If you eat it, it heals you. If you drink it, it gives you a status effect (like drunk/dizzy). - Adding more slots just makes the inventory more clunky. This goes doubly so on controller. - Rare is doing everything to make mermaids not show up when you don't want them to (suggesting that the current implementation of merms are undesired by the devs). Those are my main take-aways with how things "should be" in general. With that in mind, if they can't just cross that line and make merms be less problematic in total, then I think Merfruit should be a bait type. Cooked merfruit does 1 worms worth of food, uncooked merfruit does half a worms worth of food. I also think that you should be able to bait a hook with uncooked merfruit to summon a merm at the fishing line (does not work in locations where island hoppers or pond fish could be caught). Uncooked summons merms (via fishing) where as cooked makes them go away (via eating). The reason why it should be bait is it allows for you to carry more merfruit since bait can hold like, what, a stack of 10? I think having a max of 1hr is way more reasonable considering that you can't loot cooked merfruit, only uncooked. This is especially reasonable given that it has the drawback of no worm healing while tucking without losing potential timer extensions. I also think we need a 3rd weapon slot for "equipment/weaker side-arms". No one is going to main a throwing knife. The slots are just too valuable to waste on such a lesser tool. As such, "lesser weapons"/tools should have their own sider-arm slot separate from primary and secondary weaponry. This slot would be reserved for the dagger, the grapple or the blowdart where the main weapons of the game could not be equipped to. Idk if the double pistol should be there or not but I could see the argument both ways. The problem is the devs are adding stuff and are making sure the new stuff ain't meta, meaning you would never choose it as a result. Give them their own slot, reduce the ammo cap by half for that third (sidearm) slot, and you would have something much more reasonable to equip. You could still equip it to your primary or secondary to get full ammo instead of half-ammo.