landromat Posted June 26, 2019 Share Posted June 26, 2019 18 hours ago, SplOrange said: small but significant quality of life change You're making dakness non-existent. This is not qol change. It's just throw balance into the trash can feature. Git Gud Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214350 Share on other sites More sharing options...
ClumsyPenny Posted June 26, 2019 Share Posted June 26, 2019 11 minutes ago, landromat said: You're making dakness non-existent. This is not qol change. It's just throw balance into the trash can feature. Git Gud What balance? Having a light source is already easy, this is just about convenience. I barely see anyone use mushroom lights and there's a reason for that. This is not about "getting good", no one said it's a struggle to have light. Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214354 Share on other sites More sharing options...
MondayNight Posted June 26, 2019 Share Posted June 26, 2019 11 hours ago, Electroely said: OP isn't asking for this for an easier DST. 1 hour ago, HobNob said: Having a light source is .. just about convenience. I barely see anyone use mushroom lights and there's a reason for that. 18 hours ago, HobNob said: The point is that base maintenance sucks, especially when people like building bases that span across the whole world. Imagine having a road going all over the world lined up with mushroom lights and all lit up, it would take a lot of work but it'd be very satisfying if you don't have to refuel them again. Convenience is about ease, ofc implies easy/easier conditions, let's not kid ourselves even when it comes to the sandbox aspect of DST. No one is forcing you to make mega-bases across all world, is a self assumed endeavor. If we are talking about numbers, how many players do go and make mega-bases to need such a wide array of maintenance implying "infinite" as specificity?! I don't know from where you guys are getting the "Toad is hard to fight and has weak loot table" - with 2-3 competent friends is a proverbial "walk in the park" (if you guys are playing solo a.. multiplayer as I suspect.. on well, that's likewise a self assumed endeavor); also is a raid/optional boss made pretty trivial via Winona's catapults for example - and don't even go into "but it needs a lot of time and materials to fight it that way": if you're doing mega-bases across the world, some catapults are nothing in said scope. To me, again, it seems all comes down to "Toad is hard to fight and has weak loot table" - which is not the case. Someone mentioned something akin to "Toad is problematic to locate" - as an explorer/nomad I try in early game to get both Forest and Cave shard maps completely explored, and is quite fun, I reckon that's a purpose of Survival aspect too. Thus both finding and fighting Toad is not a big deal imo. Once more: all this is optional and was optional from the start. In past advanced players complained about the lack of a "really hard boss" and "a cave boss" - then they got it, even its harder variant, the Misery one. In time exploits of Toad take-down popped, later on even a character that can solo it easily with enough materials and preparation even for mid-experienced players. I understand the base-builder point of view as mid-to-late game I switch to this role. In theory I would be thrilled withal to have an infinite light. But thinking more at the upkeep aspect of said sandbox, I do personally feel a "just make it once and forget about it" is leaning too much into "making an aspect of the game too easy/lacking" even if people seem to desire this, and is humanly natural to do so. Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214387 Share on other sites More sharing options...
ClumsyPenny Posted June 26, 2019 Share Posted June 26, 2019 59 minutes ago, x0VERSUS1y said: Convenience is about ease, ofc implies easy/easier conditions, let's not kid ourselves even when it comes to the sandbox aspect of DST. No one is forcing you to make mega-bases across all world, is a self assumed endeavor. If we are talking about numbers, how many players do go and make mega-bases to need such a wide array of maintenance implying "infinite" as specificity?! I don't know from where you guys are getting the "Toad is hard to fight and has weak loot table" - with 2-3 competent friends is a proverbial "walk in the park" (if you guys are playing solo a.. multiplayer as I suspect.. on well, that's likewise a self assumed endeavor); also is a raid/optional boss made pretty trivial via Winona's catapults for example - and don't even go into "but it needs a lot of time and materials to fight it that way": if you're doing mega-bases across the world, some catapults are nothing in said scope. To me, again, it seems all comes down to "Toad is hard to fight and has weak loot table" - which is not the case. Someone mentioned something akin to "Toad is problematic to locate" - as an explorer/nomad I try in early game to get both Forest and Cave shard maps completely explored, and is quite fun, I reckon that's a purpose of Survival aspect too. Thus both finding and fighting Toad is not a big deal imo. Once more: all this is optional and was optional from the start. In past advanced players complained about the lack of a "really hard boss" and "a cave boss" - then they got it, even its harder variant, the Misery one. In time exploits of Toad take-down popped, later on even a character that can solo it easily with enough materials and preparation even for mid-experienced players. I understand the base-builder point of view as mid-to-late game I switch to this role. In theory I would be thrilled withal to have an infinite light. But thinking more at the upkeep aspect of said sandbox, I do personally feel a "just make it once and forget about it" is leaning too much into "making an aspect of the game too easy/lacking" even if people seem to desire this, and is humanly natural to do so. I personally never said Toadstool is too hard, even if playing solo (which I rarely do actually). And I definitely wouldn't complain about finding it or the cost of killing it, like you said if we're talking megabases that's trivial. I always liked its mechanic as a boss, they're a bit more interesting than the usual just avoid attacks by going back and forth. I just want the mushroom lights to be useful in some way and I really dislike maintenance, I don't think infinite light is strong at all and it'd be locked behind a boss anyway. Yes, it would make the game easier in some way, but it's such a silly aspect of the game that, to me, only creates tedium. Other bosses already trivialize other mechanics in the game, a big one being spoilage with bundling wraps. Or the scaled furnace making you save on fuel. That's the kind of reward I like from a boss, something that lets me keep playing in a world while making it less grindy. Keep in mind a lot of players stop playing in a world after killing all the bosses and that's fine, there's not a lot to do in the game after that unless you go out of your way, so why not give players more potential? Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214407 Share on other sites More sharing options...
splorange Posted June 26, 2019 Author Share Posted June 26, 2019 3 hours ago, landromat said: You're making dakness non-existent. This is not qol change. It's just throw balance into the trash can feature. Git Gud Yes by placing down a lamp that covers around a 1-2 tile radius I am making darkness non-existent, may as well disable night then, right? It's quite ironic that you tell me to "git gud" yet you think that darkness is so much of a threat that a small infinite light that requires killing a boss is enough to throw balance out the window. Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214409 Share on other sites More sharing options...
MondayNight Posted June 26, 2019 Share Posted June 26, 2019 12 minutes ago, HobNob said: Other bosses already trivialize other mechanics in the game, a big one being spoilage with bundling wraps. Or the scaled furnace making you save on fuel. That's the kind of reward I like from a boss, something that lets me keep playing in a world while making it less grindy. Keep in mind a lot of players stop playing in a world after killing all the bosses and that's fine, there's not a lot to do in the game after that unless you go out of your way, so why not give players more potential? Hmmm. Actually a compromise could come to mind in same line of "bundling wraps stop spoilage" and "fridge conserves ice indefinitely": Glowcaps could stop indefinitely the spoilage of Mushroom Spores and spores alone - both to prevent players from actually preserving this way (without any auxiliary materials-cost) Light Bulbs, Glow Berries, and Lesser Glow Berries (these have multiple uses, Spores only 2), plus keeping it consistent with mentioned already-in-place mechanics. Yeah, I for one would be on board with this: only Mushroom Spores provide infinite light/don't spoil in Glowcaps - would both alleviate the maintenance issue and not completely "making an aspect of the game too easy/lacking" (in addition to not providing an adjacent cost-free way of conserving Light Bulbs/Glow Berries/Lesser Glow Berries). Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214420 Share on other sites More sharing options...
csc_unit Posted June 26, 2019 Share Posted June 26, 2019 10 hours ago, HobNob said: You're missing the whole point. I know that I can bundle light bulbs and such, the point is that this only really works fine in a decently sized base. What I find really fun about the game is getting the most out of the whole world, so what we're talking about here is managing up to hundreds of mushroom lights, not just around 10 to light up your base. Also I don't see how you can find maintenance to be very welcomed, disease is all about maintenance but most of the community agrees it's a bad mechanic and straight up disables it. Most of the players will never put down a 100 mushlights in a world. For the average joe, it would simply make obsolete most of other light sources. At the point you're at, surely you are already tweaking a bit your game with mods that fit your style. Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214604 Share on other sites More sharing options...
Christo1 Posted June 26, 2019 Share Posted June 26, 2019 11 hours ago, HobNob said: The mushrooms lights ARE behind a "boss-wall", I don't understand your point. New players wouldn't know how to rush toadstool if they have trouble with having torch materials. If you read my post I am talking about two different variations of infinite lights. Lamp posts are from dont starve Hamlet and are fairly cheap to make. No boss necessary. I was responding to the idea that Lamp posts would be ok for the balance of DST. In the sentence immediately after I said " am not 100% opposed to the idea of light bulb lamps being infinite, but doubt that Klei will revise something like that, but instead might consider offering a different boss/additional boss for the purposes of infinite light". I am not saying that new players will rush toadstool, but rather they would rush to get the materials required for lamp posts everywhere. I only disagree with OP in the concept of revising a feature already established in the game [because Klei doesn't tend to do this]. If the item that you put into the mushroom lights was a little more rare than light bulbs, I would be 100% down with this. If you still don't understand the differences between a lamp post and mushroom lamp, look at these: https://dontstarve.fandom.com/wiki/Lamp_Post <-- Lamp post https://dontstarve.fandom.com/wiki/Mushroom_Lights <-- Mushroom lamps Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214612 Share on other sites More sharing options...
MondayNight Posted June 26, 2019 Share Posted June 26, 2019 Ah, for anyone interested in spoiler-free Mushlights/Glowcaps, here's a mod: Eternal Glowcaps & Mushlights. Link to comment https://forums.kleientertainment.com/forums/topic/107924-why-glowcaps-and-mushlights-should-provide-an-infinite-light-source/page/2/#findComment-1214617 Share on other sites More sharing options...
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