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Do you think wildfires can be salvaged?


ouch, burns  

173 members have voted

  1. 1. Do you think wildfires right now are an engaging and fun mechanic?

  2. 2. What do you think Klei should do about wildfires?

    • Keep them in the game as they are right now
    • Rework them
    • Remove them and add a new mechanic instead
    • Remove them and leave summer as is
    • I don't care


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8 hours ago, Szczuku said:

I think wildfires are to blame. They are the most destructive and the most tedious-to-counter mechanic in dst.

Tedious to counter? You have almost 8 hours to get 2 gears. That's all the people who are retreating to the oasis or caves need to protect their little bases. What's to blame for people retreating away from summer is posts like these exaggerating how difficult summer is and encouraging people to just go to the oasis and caves. People go to the oasis and caves because people tell them to go to the oasis and caves. It isn't at all hard to deal with wildfires, and I think that's the issue with them. It isn't a hard mechanic to counter, it's just annoying. You have to put stupid ugly flingos everywhere, an eyesore for larger bases but not really an issue for more typical smaller ones.

2 hours ago, DarkPulse91 said:

The one thing about reworking/updating fires is that they also have to keep in mind items that were designed around fires like the water pump and the luxury fan. If they remove fires/change them in a major way, they will need to change those too so they aren't completely useless

Luxury fan cools the player down and flingomatics prevent crops from withering, so the only item I can think of that would become irrelevant is the fire pump which (as far as I'm aware) is already irrelevant since you can just put a flingomatic on the boat for automatic protection instead of manual protection (which can be done without using space on the boat by hand or with an item like a bstaff or fan).

19 minutes ago, Baark0 said:

wildfire complain thread #204

Guess someone forgot to turn them off before starting their world.. AND because you can now close a world and change those settings at any time you freaking want threads like this shouldn’t exist.

Klei has already put in the work to allow you the player to disable them, they’ve also put in the work for players like me who are crazy enough to toggle them to happen more often.

Going back and “Redesigning” it just defeats all the work and programming they’ve already done for it, Programming that could be put to better use doing newer content, new biomes, new mobs, new game modes.. the remaining reworks.. literally anything besides revisiting something they’ve already given us OPTIONS to deal with on our own.

I get it.. some of you don’t like summer, you don’t find it fun, but my opinion is when mobs in the game are becoming so hot they spontaneously combust into flames… there should be ALOT more Chaos during Summer- I personally would like to see ponds have a “Summer” effect like how they Freeze over in Winter- Maybe they will instead boil up and become lava pools capable during Summer, capable of spawning Larvae or Magma Golems..

THEN after summer the ponds go back to normal during autumn/spring.

7 hours ago, DarkPulse91 said:

One of those being sailing

That's not true, I love spending my entire summers sailing, it's one of the best ways you can spend it. Both Summer and Winter's main challenge comes from the extreme heat conditions locking you to to the base and one of the best ways to deal with is to have the base traveling with you. Be it exotermic or endothermic, whenever the fire pit is burning, you will be safe from the challenge of the corresponding season and having a thermal stone/insulation/seasonal fish allows you to make deep landing missions. Wildfires are easily countered by the fire pump or extinguishing them by hand- since everything closeby, it's easier than ever to prevent wildfires. Pump works perfectly fine when the anchor is down, so spending one aecond to send it down to prevent/stop fires will be sufficient. On top of that, the Waterlogged biome as well as the above average trees prevent their canopy from wildfires and overheating. Wildfires are just a mild nuisence during sailing that shall be dealt with like any challenge in the game.

I don't honestly get why wildfires get so much hate, the only time they are hurtful is when they burn impactfully limited items like reeds and catcoon dens. One should be diligent in walking nearby these objects in summer daytime and Klei should consider addressing the renewability of Catcoon dens and grass tuft tribe.

Compared to similarly hated disease, there are a million ways to prevent, stop or mitigate wildfires, much of the game is designed around it and I think strait up removing it from the game would be very hurtful to the game. I feel like people that are having a hard time dealing with wildfires are not dealing with them properly. In a similar vein; are winter colds, heavy rains and summer heat fun mechanics to deal with? Absolutely not, they serve to make you miserable. Should they be removed or reworked? I don't think so, they are good as they stand and add character to the season. Unlike disease, which had an angle to critisize, wildfires really don't have much to varrant their removal.

39 minutes ago, Hornete said:

Reap What You Sow

Considering the way Klei reworked the equally disliked Disease Mechanic on that update, I wouldn't want to see them 'rework' wildfires like that. The heat wave suggestion is fine thinkering but "less common more infernal" form of wildfires can get to be more annoying if caught in the wrong place at the wrong time. Wouln't want yet another periodical attack type thing myself, wildfires are weak enough to deal with a single ice staff/ watering can.

15 minutes ago, SinancoTheBest said:

Considering the way Klei reworked the equally disliked Disease Mechanic on that update, I wouldn't want to see them 'rework' wildfires like that.

Me neither, but I don't think disease was salvageable as they were imo. They were designed for a now dead expansion(Through The Ages) where the world would change over time and you'd need to adapt to those changes.

I'd never advocate for removing wildfires, I think the idea of things suddenly combusting on fire is hilarious, but as they are right now, they are not fun or interesting.

I think Klei is on the right track lately with wildfires. The issue isn't the mechanic itself, it's the lack of fun ways to combat it, and the above-average trees are already such a neat way!! I hope they continue adding more cool options like that, and that the eventual thing that lets you summon rain doesn't completely reign supreme over them all.

edit:

2 hours ago, SinancoTheBest said:

the only time they are hurtful is when they burn impactfully limited items like reeds

  To my knowledge, reeds actually shouldn't be able to start wildfires. The mechanics are... unbelievably complex, but specific rules in them (which I believe are meant to stop grass/saplings/berry bushes from catching wildfires until they've withered first?) should mean that reeds can't start wildfires. Of course there's still the risk of something nearby the reeds starting a wildfire, like seeds or spiky trees, but the reeds themselves are safe if you just clear the area.

An explanation of those rules from a friend, if you don't wanna just trust me saying it no evidence :p

Spoiler

if it has the tags "wildfireprotected", "fire", "burnt", "player", "companion", "NOCLICK", or "INLIMBO", ignore the entity completely

otherwise:
1) does it have the tag "fireimmune", is it under a canopy or is it witherable AND protected by being fertilized or watered = doesn't start wildfires
2) is it pickable? if yes, and it specifically allows wildfires or is withered = starts wildfires
3) if it's not a crop and isn't growable = starts wildfires
4) if it's a crop and is withered OR it's workable and choppable = stats wildfires

 

I have to say that wildfires are purely unfun, and just a nuisance at best in their current state. They are a good contributor to why summer can be boring, but I think the main issue is summer doesn’t add nearly as much content to the surface/caves as winter does.

I don’t think there needs to be more methods to counteract wildfires (yet), I think they should just be mildly reworked. The heatwave idea previously mentioned is not a bad idea, but an alternative (or addition to the heatwave) could be to change the targeting system. I think withered plants and  trees (especially trees) should be the main targets of wildfire. This would make them more easy to predict/navigate and open a window to make them more intense/frequent and to create a real threat to wood supply and connected objects instead of a simple nuisance that is just a punishment for leaving things unchecked. 
I like the music, the shading, and the potential summer has, but it needs a lot of work. 

Wildfires doesnt happend in the first and lasts days of summer, at afternoon and night, under the new giant trees, in the oasis, in the caves, when is raining and things are wet and in wolds with it diseable. Also fires can be fought with watering cans, balloons, feather fans, ice staffs, iceflingomatics, water pumps, ice or manure.

In boats is easier because all the things that can catch on fire are near you. Feather fan's range covers the entire boat

So asking for them being removed is just selfish. If you dont like it just turn them off, if you want to play with them on, there is a lot of ways to fight them easily. If you want a simple game go for it in the edit settings and workshop but we dont need to remove more stuff from the base game, just add more. Now for example we can farm nuts in summer which adds a lot of hours of fun and summer is a good time to do it

 

Diseage only needed a cure instead of being destructive if you dont shovel. They just needed to add an  item like bug b gone from hamlet. Diseage makes you not able to harvest materials unless you cure the plant. Destroying non renewable plants if you dont shovel them was dumb but easily fixeable. I dont want that future for wildfires just because people want to play a non dangerous vanilla world instead of using world settings and stop spaming the same topic over and over

wildfire is the biggest enemy.

————for base designer players

changing the way it occur is a good idea to make a good balance.maybe it can just happend before warning.

unlike the disease, players have some methods against with wilefire, conquering the nature difficulties is the core fun of survial games. but the disease with no solution, players will be defeated by it, it s not fun. so that is why Klei removed the disease on my views.

so remove wildfire totally is not good idea, but it needs be changed indeed.

It's nearly impossible to avoid burnning any Non renewable resources after 4、5 summer,mostly you won't notice something is on fire when you're on road, you just find them burned on your way back.

 

If wildfire can be noticed immediately when it happen, maybe I will accept it.

I just want a small QoL change to wildfire, is that the character will announce something to warn about it. Just a simple " What is that smell?" is sufficient.

( Oh, and maybe slightly rework the thermometer to indicate when the temperature is hot enough for smolder)

I think the value of these threads isn't in the discussion of throw away vs keep, but in the discussion of rework and how. @ArubaroBeefalo is right, disease didn't need to be removed per se, but reworking it to not randomly destroy a non-renewable resource for not digging them up routinely was just plain bad and was the ONLY mechanic I turned off via settings for how bad it was.

Wildfires don't bother me, but then again I can't megabase to save my life and have no issue with going off to caves/oasis/fig trees for a season. So I am aware that they don't bother me specifically because of my preferences. The same preferences that caused disease to be BAD, because I'll leave base for long times and come back to a grove of unsalvageable special berry bushes mocking me.

I'm all for either a rework, or continued new stuff like the above average trees providing interesting and cool new ways to deal with wildfires.

3 hours ago, TheFat said:

我只想对野火进行一个小的 QoL 更改,即角色会宣布一些警告。只是一个简单的“那是什么味道?” 足够了。

(哦,也许可以稍微修改温度计以指示温度何时足以闷烧)

wes thinks it's f*cking good.

I think fire should be reworked. As a weapon it's mediocre and boring. In wildfire form it only encourages running away from the problem or gluing yourself to a flingomatic, punishing large bases and exploration. It's not an interesting challenge, and it's only difficulty is in its tedious and persistent nature.

I don't want it removed, I think it serves a good purpose in the game, but in its current form, its boring.

As much as I love everything being on fire yeah wildfires are kind of more an annoyance than mechanic. Others have made great! Points like sailing and such. 

When summer hits you essentially have 2 options. Cave or just stay in your base with flingers(unless you want your entire world wilted or in flames). Other than the heat there’s really nothing sadly. I’d think they’d need to just rework summer, new mobs events etc. 

15 minutes ago, xhyom said:

Up Next: Freezing is an annoyance and should be completely removed.

You can actually turn all that stuff off, I was in someone’s game the other day where they had it set to autumn only and 24/7 daylight- I don’t understand how people can play the game like that.. but not to discredit this guy- he was on like day 1000 and already spawned the moon storm (something I’ve never done) 

1 hour ago, xDarkSoul18x said:

As much as I love everything being on fire yeah wildfires are kind of more an annoyance than mechanic. Others have made great! Points like sailing and such. 

When summer hits you essentially have 2 options. Cave or just stay in your base with flingers(unless you want your entire world wilted or in flames). Other than the heat there’s really nothing sadly. I’d think they’d need to just rework summer, new mobs events etc. 

I just wish that you didn't have to load in an area with withered plants just so that they un-wither once fall rolls around. It'd be great if like, five days into fall the game would check for any plants that are still withered and, well, un-wither them.

I usually create worlds with default settings. The only modification I ever made to the game when generating a new world was to turn off disease. That was never a good mechanic and may it rot in hell for the rest of eternity.

Wildfires are an OG setting. They've been in the original single player games and are a real threat even in the real world.

However, in the real world, this is usually a bigger danger for forests and unlike the real world, you don't fix a forest fire in a similar fashion you do with wildfires in this game; walking away from them until they're unloaded.


As is stands, the methods we have for firefighting are very bare, rudimentary, underpowered and in cases of something going out of control in large structural plots, not good enough. Don't starve together is no longer just a survival game. It's a social game. You get a brain for this game and in a lot of cases, no matter how much you artificially increase the difficulty, it gets figured out.

 

But staying onto the point of it being a social game, there are cases where what happens to ambitious builds where the worst takes place and everything gets destroyed, primarily by fire, 
- There's no guarantee a player who doesn't value a build won't see a smoulder until it's too late.

- A malicious player setting fire to structures

- Strangers allowing a wildfire take a non renewable berry bush or other resources such as reeds and cacti

- Fire hounds.

Wildfires are a fact of life and are a challenge to overcome, but the methods of overcoming that challenge are extremely primitive and non productive.

 

I hate having to turn them off. It's an OG mechanic and I feel like i'm cheating the game, but it's a necessary evil to mitigate the carelessness, stupidity, and dismissiveness of newer players to destruction that takes place in my world all because they don't need to care.

Wildfires don't need to be reworked, the whole entire fire fighting system does. What we have isn't good enough. Lux fans suck at fighting fires, watering cans are worse and spreading flingos around many builds clashes severely with decor.

We need a malbatross fan specifically designed for fire. Larger extinguish radius, trade off being little to no body temperature change when used.
Maybe a mob that helps extinguish fires.

Actually, a good idea would be to have a transformative item that can be used on a pig house to give them a "job" as fire fighter. Could be extended to bunnymen and merms too. Not only have them be a source of food, but give them jobs. Doesn't just need to be firefighters, but i'll make another thread about it later on.

Some people would rather make it rain than have to deal with fires, but in a social game, it would be very hard to implement without robbing other players of their right to dryness. It's also a solution I prefer over fires, but understandably, not everyone does.

 

6 hours ago, AlternateMew said:

disease didn't need to be removed per se

The removal of disease was the death of the greatest evil this game has ever seen. It did need to be removed and no one knew it did until it was gone.

To add, repairing structures destroyed by fire would be helpful. Even if the cost is more than the structure destroyed itself. When replacing a structure ravaged by fire, in some cases, you must demolish 17,000 surrounding structures to replace what is burned.

6 hours ago, chirsg said:

The removal of disease was the death of the greatest evil this game has ever seen. It did need to be removed and no one knew it did until it was gone.

I think everyone knew it had to be either removed or reworked. And the path taken was to remove it, and everyone rejoiced. 

I do not miss it and will not miss it. Just acknowledging that it could have been reworked into something not as horribly awful.Wildfires are up there right now, but disease was unconditionally worse and nothing of value was lost by choosing to remove it. As a matter of fact, much of value was spared!

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