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[Poll] Should the Celestial tribute be removed from CK's loot? (Please read everything before voting)


The celestial tribute and Crab King  

85 members have voted

  1. 1. Should the celestial tribute be removed from CK loot?

    • Yes, relocate it.
    • No, leave it as it is.
    • Remove the pearl requirement.


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The Current Lunar boss requires a couple of things be completed before given a chance to fight it.

1. Find Pearl's island and complete her demands to increase her happiness. (May take several seasons) 

2. Explore the Caves and uncover the Ancient Archives. (May take a few days)

3. Complete the lunar event and obtain a iridescent gem. (May take more than 1 season)

4. Defeat Crab King, a very resource intensive fight.(May take more than 1 season)

5. Transport and place all three altars. (May take several days)

6. Complete Wagstaff's event. (May take a few days)

7. Defeat Beequeen for bundles to insure you can keep the charged moon shards fresh.

8. You still have to fight and defeat the Champion. 

Here is a couple of points to help the discussion:

We know Crab King has lore connections to the moon overlords, but given how pearl's quests unfold, is the gameplay and theme consistent? (His fight does not contain moon elements, the moon stuff occurs in the background. His and pearls quest mostly revolves around their relationship and her loneliness. The other events also revolve around exploration and meddling in the unknown vs Pearl's event is more of tasks.)

Given Crab King's drops, does obtaining the pearl feel unrewarding?

Given the length it takes to obtain Pearl's pearl, would it be more appropriate to just take the pearl out of the equation?

How does it compare to Fuelweaver, which only requires 3 major steps (atrium, fossils, shadow pieces). Should they be compared at all?

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Personally, I think it makes sense to have Crab King drop the tribute without the need of Pearl's pearl. The pearl is a symbol of their relationship and should be up to the player if they want to explore what occurred in that relationship. Gating content behind a story arc/side mission can work if done correctly but Pearl's quests are just a series of menial tasks. You get a couple of strings of texts and due to the lack of story telling elements in the game, it gets repetitive. I believe this is a nice middle ground for everyone involved.

Also, Klei can allow us to use 3 iridescent gems as substitute to keep the (approximately) same level of difficulty (Doesn't increase number of time you have to do the lunar event either since there are two gems in the archives already).

its unfortunate just how much you need to do to craft the lunar siphonator, just to have a simple chance to beat the boss ... I think that the first thing to be changed should be all of that ... wagstaff is cool and all but needing to bundle things just to play and needing to do this pretty cumbersome event like 3 or 4 times is sad...

4 minutes ago, Lbphero said:

its unfortunate just how much you need to do to craft the lunar siphonator, just to have a simple chance to beat the boss ... I think that the first thing to be changed should be all of that ... wagstaff is cool and all but needing to bundle things just to play and needing to do this pretty cumbersome event like 3 or 4 times is sad...

Sorry, I'm a console player. You need to redo Wagstaff's event every time you lose to the Champion? 

5 minutes ago, HowlVoid said:

Sorry, I'm a console player. You need to redo Wagstaff's event every time you lose to the Champion? 

the celestial champion is summoned by way of the lunar siphonator, and it is destroyed when you fully summon it... however it doesnt seem to like, run away when you fail at it, so its just there forever until you can revive and then go back at it...could be completely wrong about it not running away though ...

What is the problem of it needing time to be completed? I prefer it instead of being a thing that i can do in few minutes and later go back to the repetitive rutine...

1 hour ago, ArubaroBeefalo said:

What is the problem of it needing time to be completed? I prefer it instead of being a thing that i can do in few minutes and later go back to the repetitive rutine...

Yeah, I'm so glad Klei made this entire quest-line, it's more than the Fuelweaver and I really hope there will be more of that, even if we get closer to the end of RoT, that portal in the Archive could get such a process :) It's just better when we have stuff to do on a long period

9 minutes ago, O_Atoba_Azul said:

It should be kept as is, but CK should absolutely have improvements, it is the only boss where cheesing is the is the only way to beat it solo.

 

isnt the most fun fight (i already shared my opinion in other topics) but you dont need to cheese him

also, with some practise, darts, a malbatross row, weather pains,  and a lot of patience you can fight him as intended

So this is basically a complain along the lines of "end-game takes too long/needs too long game-play"?

Isn't playing the game for a long time, multiple sessions, a good thing?

If I remember correctly, quite a number of players in past expressed the desire of game having events, elements and whatnot past first 1-3 in-game years to keep interest alive in said playthroughs. That's why people are enthusiast about progression. I for one find the long-play mechanics introduced by "Return of Them" till now refreshing, long-term goals. They can leisurely be achieved.

On the other hand, saw a certain post recently of someone demanding "more acceptable speed-run times" for Celestial Champion fight. Really? Game needs to gravitate around speed-runners comfortability?!

Or healthy, long-term end-game content as end-game should be: requiring time and dedication? Since is complex (or, at least, should be) and demanding.

1 hour ago, x0-VERSUS-1y said:

So this is basically a complain along the lines of "end-game takes too long/needs too long game-play"?

Isn't playing the game for a long time, multiple sessions, a good thing?

If I remember correctly, quite a number of players in past expressed the desire of game having events, elements and whatnot past first 1-3 in-game years to keep interest alive in said playthroughs. That's why people are enthusiast about progression. I for one find the long-play mechanics introduced by "Return of Them" till now refreshing, long-term goals. They can leisurely be achieved.

On the other hand, saw a certain post recently of someone demanding "more acceptable speed-run times" for Celestial Champion fight. Really? Game needs to gravitate around speed-runners comfortability?!

Or healthy, long-term end-game content as end-game should be: requiring time and dedication? Since is complex (or, at least, should be) and demanding.

I was thinking more along the lines of separating the two contents. One way to look at it too is that Pearl and her island can be fleshed out more without pushing the Champion back behind more timed restraints. In fact I would appreciate more meaningful interactions and trades with Pearl.

Its mostly my personal opinion that Pearls tasks are currently mundane and should be optional. I don't think that would hurt the game's endgame at all. If someone is inclined to do further interactions with pearl than they can do so. I am not suggesting to outright remove it. Though I think the majority of players never return to her, if they visit her at all. To me getting Pearl's pearl and how it ties in with the lunar portions of the game seems forced. 

Also, I think the end game is usually how long you can survive without losing interest. Content or no content nothing can change that fact. As long as there are updates that garner interest the game will have a long and healthy life span.

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