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What about the concept of endless monster waves in DST?


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Latest character refreshes' direction is buffing characters; making characters more powerful. With the buffs of characters even ruins and the hardest bosses of them all are now not that much challenging. So I suggest the concept of : an endless waves of monsters in limited area, like kinda a combination of the moon stone event and the forge event. Players enter with their supplies and get out with materials for exclusive items with unique ability.

Although the current developing direction is focused on sailing, I'm sure this could be a nice touch to satisfy both beginners and experts. I'm just suggesting the concept of this, and maybe klei might add such a thing some time..

What's you guys' point of view here?

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This is really what I look for now : dangerous zones that require preparation.

Sooo yeah ! that would be perfect to me as long there's not an ultra simple cheesy way to win these sort of survival event, not like it would be too complicated to limit player building area to avoid wall collision abuse, statues with billions of houndius shootius or catapult behind ready for every time you return... that'll just be amazing.

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Personally (in my opinion of course), I'd be against something like that. If you would like to know why, I will put it in a spoiler below:

Spoiler

While true that many of the most-played characters have become stronger with their reworks, and as you put it "even ruins and the hardest bosses of them all are now not that much challenging", most other characters are not quite the same in those regards. Wolfgang can deal up to double damage, Wendy can do 15% extra damage on top of having an AoE jojo stand, and Wigfrid can use incredibly helpful buffs on top of increased damage and armor; these guys are monsters in a combat arena compared to the other survivors and they monopolize it, and I feel like combat is concurrently being made to suit the powerful characters more so than the average ones in order to give them a challenge, which inadvertently makes things even harder for normal characters. For example, if Klei wanted to make an enemy for Wolfgang that would take him some time to kill and they doubled the planned normal health to compensate for his double damage, then the enemy would be nearly 4x harder/longer for normal characters. I also feel that situations that appeal in this manner only help to alienate a vast majority of different playstyles.

On the other hand I would love to see scenarios where other characters are more helpful than the main heavy-hitters. For example, what about an event that requires the cast to escort a creature (maybe to treasure? Idk) and you must heal them every so often; this could make good use of healing sources other than food items, and would also give a lot more utility for Wortox in this scenario with his healing. Another example could be areas that are lit on fire constantly, and you either need to be wearing a Scale Mail or be Willow (which should also help give her some utility as well).

In other words, I feel like the game is starting to become too combat-oriented as opposed to new interesting mechanics and in-game events; almost completely favoring the more powerful combat-focused characters.

Thank you for the post though, suggestions are always welcome. So do take care to take my opinions with a grain of salt.

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i rather prefer ruins like areas that requires exploration, gathering and fighting. Muddy biome is huge and almost empty, klei can expand the ruins adding more threads and ancients lore.

 Im not against another event in the way of the moon rock one if it has cool mechanics. Could be a point of interest in caves/islands to make exploraton and revisiting biomes worth

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Take out the word "endless" and maybe.  I very very VERY much want danger to be clear-outable, not constant (ha ha The Constant ha ha), and for a moment of peace and security to follow a lot of scary running around trying not to die hard work.

So no.

It also REALLY sounds more like an event than normal gameplay.  And even with the new bosses that kept getting unlocked, even the Forge 2.0 had AN ending to the mobs!

edit:  took out the salty/bitter part about the Forge 2.0...but seriously, adding more and more bosses to the end of the already-tiring fight REALLY got to me.  :(

...Notorious

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honestly? i think this idea only has merit because of the limitations of world-gen settings. if we could turn on and off things like houndwaves and earthquakes and boss frequency after the world has been going for a bit there would be no need for this but as it stands since we can only have it as hard as we start i think i would have to be on the side of an endless mode even though i would never personally use it

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BE7A4D7C-E294-44F4-8949-C7AADDF77D6C.gif.63e34e044ee19bba1430a90c455d21c3.gifI brought this up over a year ago but does anyone remember playing Mario Party? More specifically... the Older ones on N64- Mario Party 2 or 3 I think it was.. One of the Mini-Games had you rolling around tiny snowballs till they got larger and larger then you can plow your foes off the cliff.. this was and always has been my favorite Mario party mini game- and a more recent example of this was SMITES limited time mode where after the match ended you had a sudden death match where players fought each other trying to knock each other off the summit, or kill them a top the summit..

Ever since THIS mini game was added to the game: (triggered by trading this belt to pig king) where players get to spend a few minutes mindlessly getting slapped around by pigs carrying gigantic wooden signs- I have wanted a game mode where your surrounded on a circular platform by a body of lava and the goal: Smack the enemies into the lava before being smacked in yourself.

Essentially the TL:DR it’s the Mario Party 3 Snowball rolling Mini-Game Combined with an endless Horde mode to see how long you can survive till be smacked into the lava yourself.

As far as enemies pouring in on me endlessly with no stop in the actual core Sandbox survival mode- Heck no... that’s a hard pass.

Only way I would EVER want that is on an Island full of dead things that no matter what weapon I use on them won’t stay dead.. but Even THEN instead of wasting through resources your probably better off just running.

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4 hours ago, Owlrus said:

For example, if Klei wanted to make an enemy for Wolfgang that would take him some time to kill and they doubled the planned normal health to compensate for his double damage, then the enemy would be nearly 4x harder/longer for normal characters. I also feel that situations that appeal in this manner only help to alienate a vast majority of different playstyles.

Many mobs and bosses have already double or more HP. So, yeah, is already much harder if you're playing solo, or with someone who cant fight.
Also I'm not a fan of hounds/worms waves, so I wouldn't be a fan of endless monster waves.

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Maybe to do this event, we need to do certain tasks to get a npc that have all you need to start the event for the price of certain useless stuff, treat the npc a weird collector character, like stingers, cat tails and ...etc for a new currency, tokens. Area must be cleared out without obstacles, no buildings but can have equipment on the floor...maybe cobblestone turf is allowed. 

Shadow like creatures will spawn that will mimic the current mobs in the constant, all equipment and heals use won't have any loss of durability and will come back, each round get harder and harder maybe spiders first, hounds later, maybe depths worms afterwards. The only thing used up will be food, souls and time. End of each round get a certain no. of tokens. Game ends once u die and u will be revive afterwards. The tokens can be used for stuff like infinite light, stuff that speed up time for like 1.5x in a small area, for farms and bosses spawn like toad stool, bee Queen and dfly or maybe things that might be unrenewable like making touch stone be able to use again, fixing glommer statue, plantable cactus/reeds, mandrake, summon 2 baby beefalo and.... 

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