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Do you disable Wildfires?


Do you disable Wildfires?  

231 members have voted

  1. 1. Yes or No

    • Yes
      115
    • No
      116


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I leave them on because I can't bring myself to change world settings like that.  I don't play long worlds, usually deleting after 2-300 days max.  2nd summer is usually enough for me XD  Playing solo a luxury fan is usually enough, not just for wild fires but for summer in general (combined with a eyebrella.)  In multi its a nightmare though XD and I can see why megabasers / long term worlds will turn it off.

I really think wildfires and hound waves could use a rework.  Its not that wildfires are bad, its that they are tedious, and monotonous.  They happen constantly, and mean very little.  If they were something more like volcano season, where you'd have a warning and a bit of a mini game dodging flaming boulders from the sky that would be better.  Maybe tie it in with antlion instead of / in addition to his sinkholes.  Give us obsidian for mining them, and some new crafts that use it to combine shadow and lunar magic. (and basic crafts too, I think an obsidian axe could be a cool weapon / axe, giving us a higher damage chopper.  Like maybe it deals dark sword damage, can chop trees like a glass axe, but deals half damage to any shadow / lunar monsters.

I posted about hound waves a long time ago - I think it would be cool if you could do some ritual to summon or pay tribute to a varg boss.  Doing either of these will give you a ~15 day reprieve from hound waves.  Summoning can be done to still get the teeth / gems, while tribute can be used to completely sidestep the fight.

Wildfires were the main reason I was forced to learn how to survive in the caves in first place. If it weren't for them I wouldn't have learned all there is to know about caves, and living in them.

Most of the people I play with nowadays like magabasing in a more relaxed environment so they always request to have them off, and I've been playing without them for a few months only because of that. Before that, I was always the mysterious hermit of the public server that lives in a dark, hard to reach, area in the caves.

I accept wildfires as what they are, a nuisance to deal with. Unlike disease, there are many ways to work around it, so I think they are acceptable, although I understand that they are a direct counter to magabasing (my surface bases are always pretty small, one or 2 flingo range at most.) and it's an even bigger concern in a public server where people that has no idea about summer will most likely let your base burn while you are out. And it's not real griefing, A LOT of people sincerely don't know how to deal with wildfires, or that flingos need to be fueled, etc.

I guess if they added a true global solution, even if expensive, they could probably be more acceptable for everyone: If you play with conservative small bases, or hidden in caves like me, you can live with wildfires, and if you want to megabase, you probably need to focus on rushing "the solution" that causes rains or global sandstorms or whatever, to stop them for good. Or a progression, like to start off with a small scaled flingo-covered/oasis base, then grow big once you can control the weather.

Another solution I've been thinking lately which is far easier to code, is that a fully charged flingo on takes 12-13 days to deplete. So as long as the flingos are fueled and on when the wildfires start happening you won't have to re-fuel them, so it's just one trip across your base turning them on , and probably another one when summer ends to refuel them for next year.
 

i always play with them on. I just get used to sail, do cave stuff or base in the oasis/caves

and now im starting to use giant trees, with the addition of wanda tps, to make some areas of the base like the kitchen, in the sea

I always kind of liked wildfires as the biggest challange of the game (especially if you're playing with newbies on public server), though i always understood their shortcomings.

But then came watering cans - the best firefighter's tool imo.
And then came the giant trees.
And then came Wanda.

Now i have absolutely no problem with wildfires. They feel fair to fight against, (especially when playing as Wanda who can tp to base when a random player accidentally sets something on fire). Obviously it's still not perfect - you don't want to have your only option to be a specific character who can save the base from anywhere in the world. But the modern options that Klei is releasing are going in the right direction.

That said... if Klei reworks them, I wouldn't mind it either. The heat waves, or a more extensive warning both sounds like pretty good suggestions.

1 hour ago, ShadowDuelist said:

Wildfires were the main reason I was forced to learn how to survive in the caves in first place. If it weren't for them I wouldn't have learned all there is to know about caves, and living in them.

I second this statement, and with good reason too.

Wildfires are the sole reason why I have a proper ruins base in my current vanilla world. Technically I go there every summer to set the base up bit by bit, and take my time clearing the ruins as well, coming back to organize / setup whenever the nightmare cycles begin. Being an amateur, it took me literally 1400+ ingame days to completely clear all of ruins (except for atrium).

Using the lame excuse of ignoring the two fatal mechanics during summer (the other one being overheating) by going down under, actually made me progress further throughout the game compared to me surviving in previous worlds by camping in oasis and... fish. Game-changing mods are awesome btw, just that I can be proud of myself when I know that I have passed the challenge of surviving a vanilla world.

I do because I prefer not losing potentially hours of work because I stepped outside the oaisis for 5 seconds. I also enjoy the ability to base somewhere that isn't comprised of sand bones and cactus. The only reason I have a 2k day world with them turned on is because my friend wants them on for some reason, even though half the time we just rollback any wildfires that actually damage the base.

2 hours ago, TemporarySolutn said:

Im usually really picky with game altering mods and easy modes and **** like I wanna get the best experience without feeling like I cheated to get there, that being said:

 

**** frog rain

**** wildfires

**** disease 

Well tbf, at least Frog rains can give you PLENTY of food if you take advantage of them, plus they can help you take down Moose/Goose

Wildfires and Diseases give you nothing but pain. 

The game offers an incredible amount of ways to counter obstacles, including wildfires. But the only real problem about wildfires is how they activate outside of your view and then you come back to base to see it completely burned. + their sound warning counts as ambient value so if you have it turned off to not hear shadow asmr you will have zero way of knowing if wild fire started. 

I only turn em off in my megabase world, in other scenarios I'll just use water can. 

4 hours ago, Mike23Ua said:

Wow currently there’s more no votes then there are for Yes- I gotta admit I expected more votes for Yes.

I expected less no votes to be honest.

Either way, the fact that this is pretty much a 50/50 split so far is really telling for how well people think it works as a mechanic. At least when it comes to people on the forums.

3 hours ago, Nettalie said:

I expected less no votes to be honest.

Either way, the fact that this is pretty much a 50/50 split so far is really telling for how well people think it works as a mechanic. At least when it comes to people on the forums.

I'm sure there are plenty of people who don't like the mechanic, but still don't turn it off - either because they aren't the hosts, have a split opinion in their group, or possibly just don't change world settings regardless.  I never turned off disease or wildfires despite disliking them because I don't feel good messing around with worldgen like that.

5 hours ago, Nettalie said:

I expected less no votes to be honest.

Either way, the fact that this is pretty much a 50/50 split so far is really telling for how well people think it works as a mechanic. At least when it comes to people on the forums.

I mean tbh, most people ive seen usually just rollback after a wildfire ruined the base. 

So i think the opinion on the matter is far more one sided. 

I don't turn wildfires off, but neither I enjoy them. I just prefer densely packed medium-sized bases, and putting flingomatic in base design wasn't hard to me, + for plants that can wither and bee boxes flingomatic serves another purpose. Also that way base is protected from fire hounds's fires, which is relevant for multiplayer (where newer players can accidently bring fire hound to base despite all advice).

Here is an example of base on my dedicated server:

Spoiler

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I used some modded structures, namely large ice box (has 25 slots, requires more space than regular one to place) and storeroom (80 slots of storage, requires as much space as alchemy engine), but one can replace them with regular ice box and chests respectively, and leave everything else intact on the same places. Then chest zone would need 1 more flingomatic to cover all chests or consist of scaled chests. I wish there was an option in vanilla to put large ice box for appropriate cost and scaled chests were at least as space-efficient as regular ones (right now scaled chests provide less storage slots per area compared to regular ones due to them require more space to place).

I also have zone for farming regular crops and one for weeds, + I relocated volt goat herds, but there are no things that can catch fire, so I didn't include them.

That being said, I absolutely hate the fact that seaweeds can catch fire and start to attack player because of that.

But maintaining 2 fingomatics (would be 3 should I go completely vanilla) isn't hard, it's just annoying when I need to go somewhere and have to unload them and base, which can result in burned structures/resources even when flingos are "on".

6 hours ago, Dollmaker said:

I mean tbh, most people ive seen usually just rollback after a wildfire ruined the base. 

So i think the opinion on the matter is far more one sided. 

 

8 hours ago, Shosuko said:

I'm sure there are plenty of people who don't like the mechanic, but still don't turn it off - either because they aren't the hosts, have a split opinion in their group, or possibly just don't change world settings regardless.  I never turned off disease or wildfires despite disliking them because I don't feel good messing around with worldgen like that.

Oh yeah I can absolutely see that. 

I used to play with settings I don't like enabled as well because I felt bad for disabling things or turning some stuff down I did not like, but as time went on these things just got really annoying or in the way to the point I just didn't have much fun playing.
An example that probably not a lot of people could relate to would be cave ins, I really do not like them personally, but played with them for years because I kept telling myself that this would be unfair, even though realistically I don't think anybody would really care how I play in my world.

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