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4 minutes ago, Primalflower said:

I don't want to have an argument about the pirate raids, i've said my piece on it, they sucked in actual gameplay both in frequency and in how they actually feel to combat and the devs seem to agree on both fronts. When it comes to the cursed trinkets I'll repeat that it is very silly to imagine someone... dying over and over to x or y thing in order to avoid such a thing, when contextualized with the people arguing this point's vehement adoration of the survival/challenge aspect of this video game, I strongly disagree with the notion that this is something that people dying over and over periodically in order to deal with accursed trinkets is something that will be done over... anything else.

Based on what though the belief that people will engage with a mechanic that people were vocal about not liking being forced to go back to the queen it's not like revival isn't cheap.

 

2 minutes ago, meow meow meow said:

it's really silly. like, if the idea is that the curse needs to be an intense threat or hazard to your survival... why is it completely fine to "solve" that via killing yourself? makes me think of when i was new to the game and would base at the portal and revive myself over and over anytime i starved or died to anything. if making this threat trivial involves dying, then like... the threat just killed you, you just effectively "lost" to it, your survival was ended.

Let me then ask you this why should anything in the game be a threat or hazard to you survival? Why have a hunger meter? Why have sanity? Why have hound waves? why have seasonal bosses? We could very well make it so those things only occur when they're not a annoyance to the player so why not?

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1 minute ago, Mysterious box said:

Let me then ask you this why should anything in the game be a threat or hazard to you survival? Why have a hunger meter? Why have sanity? Why have hound waves? why have seasonal bosses? We could very well make it so those things only occur when they're not a annoyance to the player so why not?

im... not sure what youre getting at here?

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6 minutes ago, Primalflower said:

I don't want to have an argument about the pirate raids, i've said my piece on it, they sucked in actual gameplay both in frequency and in how they actually feel to combat and the devs seem to agree on both fronts. When it comes to the cursed trinkets I'll repeat that it is very silly to imagine someone... dying over and over to x or y thing in order to avoid such a thing, when contextualized with the people arguing this point's vehement adoration of the survival/challenge aspect of this video game, I strongly disagree with the notion that this is something that people dying over and over periodically in order to deal with accursed trinkets is something that will be done over... anything else.

"Periodically", you won't meet that much raids anymore, I played around 30 hours after the update, with most of my time being on the sea, and I never met a single raid after the change. I even made a game where I spammed longupdate not that far from the Moon Quay, and I didn't got any raids after more than 100 days. If people need to use 2 amulets/year to get rid of a trinket they'll do it and just skip a whole trip on the sea. Death is more a tool now than anything else, at best it slows your gameplay for abit, but that's all.

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Posted (edited)

 

17 minutes ago, meow meow meow said:

the threat just killed you, you just effectively "lost" to it, your survival was ended.

That being said this would hold more weight if death wasn't so trivial in dst if you plan for it. 

image.gif

Edited by Mysterious box
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14 minutes ago, meow meow meow said:

it's really silly. like, if the idea is that the curse needs to be an intense threat or hazard to your survival... why is it completely fine to "solve" that via killing yourself? makes me think of when i was new to the game and would base at the portal and revive myself over and over anytime i starved or died to anything. if making this threat trivial involves dying, then like... the threat just killed you, you just effectively "lost" to it, your survival was ended.

The curse isn't meant to be something that kills you, but more like annoy you even after death, I mean, it goes with the whole monkey theme, seems pretty obvious. And I don't think you can consider that someone loose if their death was planned. If someone had to die to have a tons of pig skin with pig torches in the fastest way possible, and makes the problem of farming pig skins trivial, does that mean that their lack of pig butts made them lost the game ? Even tho they have made everything to revive safely without having the risk to have their world reset, or anything going wrong for them and effectively made themselves being in an even better position than before ?

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Posted (edited)

The double standard for what's clever and what's lame around here is so bizarre

Abusing pants-on-head stupid mob behavior is just being smart. It's all in good fun.

Fixing a buggy implementation resulting in people being able to creatively remove what was already probably a mild inconvenience for anyone smart enough to do such a thing? Just throw the damned game to the casual dregs, why don't you?

Edited by Faintly Macabre
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36 minutes ago, Faintly Macabre said:

The double standard for what's clever and what's lame around here is so bizarre

Abusing pants-on-head stupid mob behavior is just being smart. It's all in good fun.

Exactly, sometimes it's cheesing, other times it's gameplay features, like poop farms

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Posted (edited)
44 minutes ago, Faintly Macabre said:

The double standard for what's clever and what's lame around here is so bizarre

Abusing pants-on-head stupid mob behavior is just being smart. It's all in good fun.

Fixing a buggy implementation resulting in people being able to creatively remove what was already probably a mild inconvenience for anyone smart enough to do such a thing? Just throw the damned game to the casual dregs, why don't you?

You know the irony of this is that when it's brought up there's usually a lot of back and forth on this with the community usually belittling whoever dares to say cheesing is bad and should be removed much like how people who feel like pirate raids got ruined have been treated lately.... hmmm... 

That being said it's not creative it's just simple.

Edited by Mysterious box
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6 hours ago, Jason said:

The Powder Monkeys and such drop their trinkets on death for example.

Does this mean Powder Monkeys weren't actually monkeys to begin with?

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6 hours ago, Jason said:

Players that die with curses, now drop them and are not cursed anymore.

This should only affect players partially cursed. Full Wonkey players shouldn't lose their Wonkyness upon death.

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6 hours ago, Jason said:

There were some bugs with trinkets and death. When we went to fix them, we realized the real bug was that they were carrying over to begin with. The Powder Monkeys and such drop their trinkets on death for example. 

Actually I do wonder if there's going to be something to replace the whole "staying cursed through death" thing.

I ask because I worry you'll be able to off yourself instead of dealing with the curse the "intended" way. Additionally as others have noted you can make "Wonkey Bombs" now which while funny may not be intended. 

1 minute ago, Kur0u said:

Does this mean Powder Monkeys weren't actually monkeys to begin with?

This is in NO WAY AT ALL confirmed but there were some very minor hints they were (at least the big ones) pigmen at a point during the Rhymes with Play stream. 
There's also this banner concept art with this writing on it! 
Nothing confirmed, but it is food for thought!
image.thumb.png.be2be0a3ae21c14a392852dede750ffa.png

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3 hours ago, meow meow meow said:

it's really silly. like, if the idea is that the curse needs to be an intense threat or hazard to your survival... why is it completely fine to "solve" that via killing yourself? makes me think of when i was new to the game and would base at the portal and revive myself over and over anytime i starved or died to anything. if making this threat trivial involves dying, then like... the threat just killed you, you just effectively "lost" to it, your survival was ended.

are you aware of how cheap is to revive? you lose when you lose the world. Suiciding isnt losing or a lot of people would lose everytime they want to farm bones or decorate with skeletons

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Posted (edited)
3 hours ago, Rafi. said:

"Periodically", you won't meet that much raids anymore, I played around 30 hours after the update, with most of my time being on the sea, and I never met a single raid after the change. I even made a game where I spammed longupdate not that far from the Moon Quay, and I didn't got any raids after more than 100 days. If people need to use 2 amulets/year to get rid of a trinket they'll do it and just skip a whole trip on the sea. Death is more a tool now than anything else, at best it slows your gameplay for abit, but that's all.

Raids simply need to be less random. Like hound waves. Too many and/or too rare is not a good thing.

Edited by Notecja
typos
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11 minutes ago, Notecja said:

Raids simply need to be less random. Like hound waves. Too many and/or too rare is not a good thing.

it should be guaranteed in a period of but in a random day so you don't expect them. Ex: hounds should come atleasr each season but not in a fixed day 

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6 hours ago, Owlrust said:

Although, what's the point of getting the Monkey Queen to remove the curse (or the curse in general for that matter) if you can just remove your inventory and suicide to be rid of it? Wouldn't that be pretty counter-intuitive for a curse? 

That's right, right now I can't imagine someone trying to go to an island infested with monkeys that steal your stuff just to remove a curse when you can do it by yourself.

6 hours ago, meow meow meow said:

I don't understand, do you intend to die and drop the cursed trinkets all over the world and then just permanently never approach that area again...?

Why not? It's the easiest way, or just die on a boat, or even better, die on the portal in public servers new people will take the trinkets, get mad and leave the server with the trinkets, easy and clean.

Right now the curse isn't a curse anymore, it's just a gimmick that turns you into a monkey and make your friends laugh until you suicide near them.

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5 hours ago, Primalflower said:

they sucked in actual gameplay both in frequency and in how they actually feel to combat and the devs seem to agree on both fronts

Did I miss somethng? When did the devs agree on the bolded part?

Because as far as I can see they've done nothing to rectify that issue, except  add some largely inconsequential scaling to the monkey numbers and, apparently, nuke the pirate spawn rates into oblivion.

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Posted (edited)
2 hours ago, -Variant said:

minor hints

yeah like when they said that they were planning pigmen but changed their minds to be monkeys that was a minor hint

 

oooooh you mean oh okay. poor pigs

Edited by h2mk
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