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Pirate Raids are Too Rare Now


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Honestly love the idea of triggering a raid with a flair intentionally. I think that could really fit well IF it serves just as an option to trigger more raids. Not as a solution to the raid frequency itself.

I was adamant about changing raid frequencies and/or putting a minimum cooldown on them, but never wanted them to basically be erased from existence on default settings. In the beta it felt like raids had two major issues, the rates at which they occur being super quick with potentially no cooldown at all between them and the actual contents of the monkey boat being incredibly hard to deal with, and many have both suggested adjustments to the frequencies as well as to how much of a punch a raid does pack for the exact reason of not making them either too infrequent with the same big punishment whenever they do happen or leaving them just as frequent while the monkeys become laughable to deal with.
There needs to be a fine balance between the two aspects in my opinion which currently was missed sadly.

So, I definitely think it'd be neat if being able to intentionally trigger raids was an option for those wanting to get the loot, but without leaving raids to be in their current state.

12 minutes ago, lakhnish said:

What's wrong with trying to find a good balance to how often raids occur?

Sorry but I think you just misunderstood me here and ain't sure why :apologetic:, it's really just what I'm looking for and totally do encourage suggestions on the raid system, so far I've only been a spectator of the beta and changes, with only a bunch of testing from my own but I haven't played an actual survival world (will actually start tomorrow with a couple of friends) so I'm massively thankful of how people try to help on getting a much nicer execution on it for when I'll get the chance to play it truly.

Honestly I feel like raids % of happening was changed because most people just assumed pirate raids could happen anywhere at sea- which if that were true, would make the odds much more understandable.

In it’s current form however: Pirate raids only happen when your around Moon Quay Island, almost as if you have to be Intentionally looking for Pirate Raids. So the low RNG odds of them happening does not make any sense.. MAYBE it’s done this way so players can get to & from Moon Quay Island without getting absolutely obliterated by Monkeys.. but if this is why, there has to be a better solution..

Such as: being Wonkey to avoid raids while going TO the Island, and.. being granted the Moon Quay Queens pardon of War for a limited time when giving her Bananas so you can LEAVE the Island in peace after returning to normal form.

But as it stands right now- my problem with the pirate raids is that they only happen with low RNG odds if your near the island.. leaving the other 95% of the ocean to remain empty, boring, and without any action or potential loot.

1 hour ago, lakhnish said:

I played in the beta and the raids were definitely happening way too often.

Klei made a change when the update went live and now they definitely became too rare.

What's wrong with trying to find a good balance to how often raids occur?

I don't get it since Hornet has been testing this stuff too with their friends during the beta and has been giving appropriate feedback this whole time.

Don't get me wrong during the beta I even said they should have a cooldown of at least 5 days between raids and no more than 1 raid at a time but it's current state is unbearable. My bigger concern though is that the balance keeps swinging in one direction further and further.

This last patch has killed any hype i had for future survival content. Its clear that anything that poses any challenge to most players will be nerfed to be an inconvenience because players dont want to adapt to anything new.

And the raids probably did need to be toned down but then thats where the second problem comes in, klei seemingly has no overall vision for how they want their content to play or its so expendable that they just chuck it out the window as soon as 1 or 2 complaint threads pop up.

Just feels like klei has tied themselves to a rope and the community is on either side playing tug of war to shape the content to their own playstyle

46 minutes ago, sudoku said:

Its clear that anything that poses any challenge to most players will be nerfed to be an inconvenience because players dont want to adapt to anything new.

What about Pearled Crab King? It got omega buffed when it went from beta branch to live and never changed (though the loot is still pretty bad imo).

18 minutes ago, lakhnish said:

What about Pearled Crab King? It got omega buffed when it went from beta branch to live and never changed (though the loot is still pretty bad imo).

Im specifically talking about survival content. Things the player consiously needs to be aware of, threats that loom closer and closer, not bosses you fight when you feel like. Stuff that isnt optional, im always hoping klei adds more seasonal challenges and the like. Pirate raids scratched some of that itch for me, and well weve seen how thats gone.

Though I haven’t been able to play the beta yet due to laptop issues the raids seemed like an amazing concept that has a couple minor issues but I feel they got tuned hard and i hope klei is able to find a sweet spot in all of it where everyone can be happy

On 7/4/2022 at 7:44 PM, sudoku said:

And the raids probably did need to be toned down but then thats where the second problem comes in, klei seemingly has no overall vision for how they want their content to play or its so expendable that they just chuck it out the window as soon as 1 or 2 complaint threads pop up.

This is a severe exaggeration. There was much more than just a thread or two in terms of concern, and it took them a good while before they finally responded and made meaningful adjustments. They seemed pretty committed to its previous state of balance, but it was very unpopular and in the end they decided to make some last-minute tweaks. They clearly went too far in the opposite direction, but they had a release scheduled and lots of concerned players to try to figure out how to assuage, and in situations like that the ball's just going to get dropped sometimes. It can still be picked back up.

9 hours ago, QuartzBeam said:

Compromise in my uncompromising game?

What is the world coming to?

We've heard your feedback that raids are still too hard now you must defeat celestial champion and wait 25 in game years for the island to appear but it'll now also explode after 1 season for you to repeat the process we hope this is a adequate balance.

3 minutes ago, Mysterious box said:

We've heard your feedback that raids are still too hard now you must defeat celestial champion and wait 25 in game years for the island to appear but it'll now also explode after 1 season for you to repeat the process we hope this is a adequate balance.

I'LL TAKE THREE!!!

5 hours ago, Mysterious box said:

We've heard your feedback that raids are still too hard now you must defeat celestial champion and wait 25 in game years for the island to appear but it'll now also explode after 1 season for you to repeat the process we hope this is a adequate balance.

Make it so when you die in game you die irl pls game is too easy 

1 minute ago, Eughstein said:

Make it so when you die in game you die irl pls game is too easy 

We will consider it for our next patch however we need to convince the governments to approve of this first make your voice heard and tell your government you wish to help make this the world's most realistic survival game to date.

On 7/4/2022 at 10:32 PM, Owlrust said:

I dunno I'm just bummed honestly. I was so excited for pirate raids and all I saw were posts about how annoying they were, and they got toned down. Then I see posts about people wanting to farm them for loot. I guess I feel like the experience itself is the reward, not necessarily the loot. I don't blame anyone though, it is what it is.

TBH 5 raids in a day was annoying^^ It isn't even difficult by then but just annoying and so much loot lying around and that is rarly a good thing for me. But now they are really rare which is also sad. Some way in the middle would be great. 

On 7/4/2022 at 7:52 PM, Cloakingsumo198 said:

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The forumites to klei when they take more than a day to push out another balance patch.

Y-you don't understand... I've been waiting for 1300 Don't Starve days (since release) without bathroom breaks for this fix... It's been so long and not even one pirate raid.

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I don’t understand why Klei has yet to fully utilize the games features they have readily available to them..

Moon Quay Content actually has world Gen toggle settings- currently I don’t think they’re being used to their fullest potential.

Currently pirate raids happen at such a low frequency and only when near moon quay island that they may as well not be in the game at all.. however- what does changing them to more or tons do?

Should allow them to spawn anywhere on the sea but currently.. world Gen settings are going heavily under looked.

Heres another example: a recent patch has made the curse of Wonkey a completely forgettable minor annoyance- because NOW the player can just die as Wonkey to drop their Accursed Trinkets & revive.

What in the heck was the point in adding a Queen that removes the curse by gifting her banana?????

Solution- World Gen Toggle with Moon Quay Queen toggled ON forces player to need to visit her for curse removal, Moon Quay Queen toggled to OFF allows this stupid highly questionable “Dying to remove curse” method to work.

On a final note: Stop trying to balance your game around one category of player- you either go all in on Veteran/Experienced players or you go all in on the Casual/Relaxed players…

It gets tiresome and annoying to see my favorite game franchise struggling to find its own identity- you will never be able to satisfy both camps of players unless you provide OPTIONS for both camps of players.

And in its current form- I don’t like the options I have for low frequency pirate raids or suicide to remove accursed necklaces, can I please have better options?

12 hours ago, Mike23Ua said:

I don’t understand why Klei has yet to fully utilize the games features they have readily available to them..

Moon Quay Content actually has world Gen toggle settings- currently I don’t think they’re being used to their fullest potential.

Currently pirate raids happen at such a low frequency and only when near moon quay island that they may as well not be in the game at all.. however- what does changing them to more or tons do?

Should allow them to spawn anywhere on the sea but currently.. world Gen settings are going heavily under looked.

Heres another example: a recent patch has made the curse of Wonkey a completely forgettable minor annoyance- because NOW the player can just die as Wonkey to drop their Accursed Trinkets & revive.

What in the heck was the point in adding a Queen that removes the curse by gifting her banana?????

Solution- World Gen Toggle with Moon Quay Queen toggled ON forces player to need to visit her for curse removal, Moon Quay Queen toggled to OFF allows this stupid highly questionable “Dying to remove curse” method to work.

On a final note: Stop trying to balance your game around one category of player- you either go all in on Veteran/Experienced players or you go all in on the Casual/Relaxed players…

It gets tiresome and annoying to see my favorite game franchise struggling to find its own identity- you will never be able to satisfy both camps of players unless you provide OPTIONS for both camps of players.

And in its current form- I don’t like the options I have for low frequency pirate raids or suicide to remove accursed necklaces, can I please have better options?

You are being too harsh. The world gen and world settings allow you to do so much in this game and shape a world and game experience exactly how you want it. With certain limitations obviously. 

While it would be nice to have a new option/setting to increase where raids can take place it isn't the end of the world and hey we very well may get this at some point.

My point is that the world settings are not being heavily underlooked or underused or whatever. There are very few games like DST where your experience and preferences are so highly customisable. We should be praising Klei not complaining every time there's an update about what we can't do.

All this Wonkey business is getting really old.. it's a CURSE. Not a new fancy playable character and it's not Wilbur. Its meant to be punishing.. and it's meant to be something you want to avoid/undo.

While I don't have a solid opinion on the whole death thing it sort of makes sense as otherwise less capable players would be stuck as Wonkey forever and again it's not MEANT to be permanent and a new character, it's a CURSE and a punishment that you're meant to undo.

What do you mean what is the point of the queen if you can suicide to remove trinkets? Many if not most players avoid death as it too is a punishment (or in certain server setups the end of the server!) Plus the trinkets still exist and can re-curse you. By giving bananas to the queen you get rid of the trinkets forever and don't have to die. She also gives blueprints and can give you limited amnesty from monkey attacks on the island. She serves multiple purposes.

There is zero need to have a toggle to turn her off in world settings.. with her existing or not if the only way to remove the curse was via death which doesnt even get rid of the trinkets properly that would be insanely dumb.

The day they stop balancing the game around both newer casual players and more experienced players and the "late game" is the day this game starts to die.

If they balance purely around casuals the game will be abandoned by many veterans. If they balance around veterans/late game (Which personally if I had to choose between the two without a doubt this would hands down be my choice and probably the majority of the forum users would agree - I could be wrong) then it's going to be harder to pull in New players and sales and many of the kids and "newbies" that play the game may stop playing. You know all those players that just do the same loop of playing through Autumn then through part of winter only to die over and over again, quit the server and start the process over again. I'm not going to get into a whole thing but to be completely honest I can't stand those players. They're missing out on most of what the game has to offer and don't seem to want to learn how to get better and actually progress, why even play the game at all? They should go play like animal crossing or Minecraft or something instead.

They don't really have any option but to balance the game around both types of players or they're only going to shoot themselves in the foot unfortunately.

That being said the early game is massively fleshed out and in my opinion really doesn't need more work.. each time we get new content sure there should be some minor focus on early game/casuals but at this point in the games lifespan most new content should be primarily mid to late game focused. What other games have dlc and expansions that focus on early game? Next to none. DLC and expansions generally take place after a main campaign and as the next thing to do once you finish the game.

DST has one of the most unique identities of games out there. It has a distinct art style, rich lore even if it is mysterious and a fairly unique gameplay/style even amongst survival games. 

Yes the whole pirate/curse/trinket situation needs tuning but it isn't that bad right now other than pirate raids being extremely rare - I haven't seen one yet.

7 hours ago, GelatinousCube said:

What do you mean what is the point of the queen if you can suicide to remove trinkets? Many if not most players avoid death as it too is a punishment

This is mainly only the case to new players even casual players know how to revive when they're prepared yes a unprepared death is punishing but that's not what we're talking about and sucide for benefit has been a strat for awhile more recent examples being webbers suciding to unlock spider nurses and people doing it to farm bone shards.

7 hours ago, GelatinousCube said:

Plus the trinkets still exist and can re-curse you.

Boats exist and at least for now eye plants can delete them the ocean is too vast for you not to have a dump spot that noone will visit ever.

 

7 hours ago, GelatinousCube said:

By giving bananas to the queen you get rid of the trinkets forever and don't have to die. She also gives blueprints and can give you limited amnesty from monkey attacks on the island. She serves multiple purposes.

After looting her island to a satisfactory degree and getting her blueprints there is absolutely zero reason to return to the island and considering nothing on the island will kill you unless you attack you could say it's now a safer lunar island version 2.

 

7 hours ago, GelatinousCube said:

The day they stop balancing the game around both newer casual players and more experienced players and the "late game" is the day this game starts to die.

players we got a taste of how slightly harder content could go with moon quay and if the fact every aspect of it has been nerfed into the ground is anything to go by I'm not expecting much more on the more experienced player front aside from more boss fights or heavily gated/nerfed content. It's possible they may do another tweak but if I'm being honestly I have very little love left for this update which is sad to me considering how in love with it I was initially.

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