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Funeral for Moon Quay


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29 minutes ago, Mysterious box said:

I mean sure if you completely cover your eyes maybe but there have been plenty of people who've said positive things about multiple updates and patches not even just this one so I'm not sure where your coming from on this one.

But to add to this the update is dead for me specifically because most of the other stuff was fluff for me outside of the trawler the now trivalized curse mechanic and things tied to the raid which if the title screen is anything to go by way suppose to be the major focus of the update. Replantable reeds were ok but I generally base near the swamp on most characters so it just niche for me, replantable bananas I thought would be a game changer for when I play Wurt but I found out that bananas can't make meddly anymore so it's more or less just another food option, and I can't see myself using magnets I could pretend I'm satisfied with the update if you want but that would be a lie nothing more.

Admittably could have worded that better, I meant specifically the part of the community that always complains whenever any update is released and has been complaining about specifically what a lot of this update addressed outside of things like the raids and curse, didn't mean everyone.

That being said though I still feel it's a bit cynical to entirely dismiss the whole update just because of the raids having been tuned in a bad way and because you now drop accursed trinkets on death, which I don't really understand how this trivializes the whole mechanic? All the other things that were added are the exact reason why a ton of people have been saying the ocean is bad or doesn't work as well as the one in a different game, and now we basically got a lot of what was requested. Yet I don't see many people who keep calling the ocean bad praise these things. At most it's a sidenote when arguing about the whole update, with just the raids and curse mechanic taking center stage 90% of the time.

36 minutes ago, Mysterious box said:

I can't see why the default setting can't have content balanced and then the other settings can tweak your experience from there seems to be the mindset that anyone unhappy with how the update is just wants a pirate raid every second.

My main point was that those who want the raids to be as challenging as in the beta, as some have said on this very thread mind you, could maybe get closer to that experience with world settings and such IF the raids as a whole are tweaked well enough on the default settings. I'm not saying everyone who asks people to adjust settings to their liking also wants the raids to be as messed up as they were during the beta.
If anything I said that I see world settings usually brought up as a point to why the game in its default state should be way tougher than it is right now because you can adjust it to be easier, yet not many bring up that the opposite also holds true.

 

43 minutes ago, Mysterious box said:

Beta raids weren't in a good spot and everyone agreed on this to a extent but I guess it makes a better argument if we believe anyone against the current state of affairs just wants raids to be the same as beta.

Again, could have worded this a biiit better. Mentioning people who liked raids during the beta probably made you think I only meant that particular part of the playerbase, but that wasn't my intention, this moreso was supposed to just refer to... most people on the forums because a lot of people here have played the game a ton, be it those that liked or dislike more punishing content.

 

46 minutes ago, Mysterious box said:

No I just don't like content being effectively deleted rather than properly balanced.

I mean you say that, but at the same time this isn't how a lot of your posts or threads come off to a lot of people here. Whenever you do elaborate on things you don't really give more feedback than just "it's butchered" or "it's just a challenge", which are both things that are often heard in favor of just making the game harder, so it often gets lumped in with those kinds of arguments, be it subconciously or not. I'm sorry if you felt hurt by how I worded my post or feel that some of the people im addressing don't represent you, but when a majority of posts you make leave people with the same conclusion a lot of the time it just becomes really difficult to distinguish nuances like that, even if that wasn't the only point to my post.

I myself much prefer raids being adjusted in a way that doesn't make them entirely nonexistent, one of my points was that either extreme in this case is not good here. But I also just think we shouldn't jump the shark every time an update takes slightly longer to get to its best possible state and we shouldn't preemptively have an expectation that any future update is gonna end up the same way as this one currently. Especially not when, as I said twice already, all the other content here, even if you personally aren't looking for that content, is so damn good.
Not even saying you can't be personally disappointed, that'd be the opposite of what I want for you to take away from this, I just don't think we should consider this entirely over.

29 minutes ago, Cloakingsumo198 said:

So if you don't want it to be like the beta spawns what are you actually expecting them to do?

Since for the most part I've only ever seen complaints about the loss of a "difficult" encounter and not ways to actually make the encounter better. 

I just hope they add more ways that will effectively cut down on the timer for pirate spawns.

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Arriving on the island, sending out a flare, getting spotted by lookouts, hitting a water trap, or a "frenzied" pirate event.

Literally anything else except messing with the original timer so that way gameplay can actually affect how likely you'll be targeted.

Either by purposely getting caught or making mistakes.

And actually reworking the powder monkies so they make an actual coordinated attack on boats as a group so that they can be kited instead of just tanking them away.

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If they end up being allowed to swim then you'd need to actually target them with your cannons instead of just sinking their whole ship away cause then they could just swim onto your boat for revenge.

Or they'd be allowed to jump off your boat to avoid your attacks while their mates run up to attack it would make more room on the boat to actually kite and focus on just 1 at a time.

They could literally be given bat ai attacking pattern and they would be a way better than them coming as a ball of death.

There is a reason why people don't just allow themselves to get swarmed even when fighting just a few spiders it's not fun or resource efficient.

But that's all just wishful thinking.

My original ideas on how to start balancing it was to keep the raids at 4 powder monkey and 1 captain, cap raids at 1 at a time, increase powder monkey pirate attack cooldowns by around 1 second and add about a 5 day cool down between when raids could spawn personally I feel while 5 powder monkeys is doable it's abit too much at once I don't  mind monkeys staying at 3 in the first 15 days though. I also believe the captain should have a slight attack speed and range drop I'm not sure if this would completely fix the difficulty of raids but it would a good start even though I started giving ideas for slight nerfs to the raids I later became afraid to voice any opinion in that direction as things started to seem like they'd head in the direction they ended up even more so with people in the beta intentionally misrepresenting the content.

Another idea why not make it so the falling asleep animation and the wake up animation takes more time for powder monkeys making sleep darts more useful to temporarily lowering the amount of attackers mid fight? During the beta I'd use sleep darts to disable one of them in that animation cycle while I fought the others but considering it isn't a big window I understand why it didn't catch on.

53 minutes ago, Mysterious box said:

Snip

Muuuccch better, weeelllll said you've made a point, gave your reasonings, explained your perspective, and offered an alternative solution.

Spoiler

Without any pessimism or player blaming.

Hopefully klei will still do something about those pirates.

1 hour ago, Nettalie said:

because you now drop accursed trinkets on death, which I don't really understand how this trivializes the whole mechanic?

The way I see the trinket change is like if kiel added a new weapon to the science machine called the End All with a crafting recipe of 1 twig and 3 flint that had the effect if hitting a boss with it would instantly kill the boss. Now you could still fight the boss the same as normal but knowing there's such a easily accessible out with no work involved makes the mechanic/boss feel cheap and hollow or at least that's how I feel on the subject 

32 minutes ago, Cloakingsumo198 said:

Muuuccch better, weeelllll said you've made a point, gave your reasonings, explained your perspective, and offered an alternative solution.

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Without any pessimism or player blaming.

Hopefully klei will still do something about those pirates.

I mean most of that was solutions I already offered during the beta.

11 minutes ago, Mysterious box said:

The way I see the trinket change is like if kiel added a new weapon to the science machine called the End All with a crafting recipe of 1 twig and 3 flint that had the effect if hitting a boss with it would instantly kill the boss. Now you could still fight the boss the same as normal but knowing there's such a easily accessible out with no work involved makes the mechanic/boss feel cheap and hollow or at least that's how I feel on the subject

So let me get this straight. Dropping trinkets on death, which the player CAN use to their advantage if they know how, have ready access to revives, are in need of removing the curse and just don't want to go to the moon quay to get it removed for like, 3 bananas, is equivalent to literally trivializing the game's entire combat system on day one? What?

Not only is that one of the biggest exaggerations I've heard in a long time, but also I don't see how revives are all that cheap? Like I get it a telltale heart costs a bit of grass and a spider gland, but that also means having to wait to get revived by a player as well as making booster shots because of the health penalty. If you have ready access to meat effigies then you probably farmed monkeys in the ruins unless you're specifically wilson, and farming monkeys takes quite some time to set up properly as well as experience, so if you choose to spend them on this I don't see how that's all that bad. Life giving amulets take red gems which you get from hounds, but also nightmarefuel which more often than not needs to be farmed if you want to have a steady supply, as well as gold of which sure you can get quantities lasting entire ingame years, but that also requires clearing out the ruins and I don't think it's far fetched to say that if you can do these things regularly enough to have a steady supply of all of these to use them so disposably that you'd rather intentionally die than sacrifice a few bananas and travelling to a certain part of the map, then you worked for that. At that point it's literally just another option to deal with it, one that you have accumulated the needed materials for and set up the necessary steps to have it work reliably.
Why is that a bad thing? This is not like the hypothetical you gave that just entirely removes a gigantic aspect of the game for basically free, this is just using a tool for a different purpose than before, a purpose which can also be handled with a few bananas and a little time to go back to the moon quay.

11 minutes ago, Nettalie said:

So let me get this straight. Dropping trinkets on death, which the player CAN use to their advantage if they know how, have ready access to revives, are in need of removing the curse and just don't want to go to the moon quay to get it removed for like, 3 bananas, is equivalent to literally trivializing the game's entire combat system on day one? What?

Not only is that one of the biggest exaggerations I've heard in a long time, but also I don't see how revives are all that cheap? Like I get it a telltale heart costs a bit of grass and a spider gland, but that also means having to wait to get revived by a player as well as making booster shots because of the health penalty. If you have ready access to meat effigies then you probably farmed monkeys in the ruins unless you're specifically wilson, and farming monkeys takes quite some time to set up properly as well as experience, so if you choose to spend them on this I don't see how that's all that bad. Life giving amulets take red gems which you get from hounds, but also nightmarefuel which more often than not needs to be farmed if you want to have a steady supply, as well as gold of which sure you can get quantities lasting entire ingame years, but that also requires clearing out the ruins and I don't think it's far fetched to say that if you can do these things regularly enough to have a steady supply of all of these to use them so disposably that you'd rather intentionally die than sacrifice a few bananas and travelling to a certain part of the map, then you worked for that. At that point it's literally just another option to deal with it, one that you have accumulated the needed materials for and set up the necessary steps to have it work reliably.
Why is that a bad thing? This is not like the hypothetical you gave that just entirely removes a gigantic aspect of the game for basically free, this is just using a tool for a different purpose than before, a purpose which can also be handled with a few bananas and a little time to go back to the moon quay.

If your talking about beard hair as a somewhat Willow main (top 3 most played) you can get that stuff just from murdering rabbits on the surface while insane. (It’s needed in crafting Bernie dolls)

Also- Being able to remove the trinkets just by dying causes a SLEW of problems the game did NOT have until Klei made this highly dumb decision.. example: I find someone’s fully decked out boat- I then stand on it as Wonkey when they are not around, I eat bad stuff and die: They become Wonkey getting back on their boat. OR- since the florid portal is spawn protected, I leave a circle of these necklaces just outside of the spawn protective area so anyone joining the game losses their protection and becomes Wonkey. OR.. I leave them all at a boss or in a narrow hallway you have no choice but to walk through- such as ruins maze.

All of these problems did not exist until Klei added this lazy way of removing the Wonkey Curse.

Players should be forced to go to Moon Quay Queen to trade bananas for trinket removal OR the Trinkets should be bound to the player and slowly remove themselves from the players inventory when the player is not killing monkeys.

I therefore purpose a Trinket Rework: instead of being able to acquire multiple cursed necklaces- make the maximum ONE however with a Durability like wearing a hat, when the player kills a Monkey it starts out at low Durability, (like 1-5%) and if the player kills enough for 10 trinkets it climbs to 100% you can trade banana to remove some of the % faster, OR you can not kill Monkeys for the % to slowly drain on its own over time- Once it reaches 0% the necklace becomes too weak to maintain its grip on the player, and the player can CHOOSE to break the necklace or not to keep or remove the Monkey curse.

1 minute ago, Nettalie said:

So let me get this straight. Dropping trinkets on death, which the player CAN use to their advantage if they know how, have ready access to revives, are in need of removing the curse and just don't want to go to the moon quay to get it removed for like, 3 bananas, is equivalent to literally trivializing the game's entire combat system on day one? What?

I don't see them as equal no but clearly it got the point across right?

 

2 minutes ago, Nettalie said:

If you have ready access to meat effigies then you probably farmed monkeys in the ruins unless you're specifically wilson, and farming monkeys takes quite some time to set up properly as well as experience,

Bunnymen drop beard hair as well and red gems become quite plentiful during the mid to end game and beside how often are you expecting someone to be cursed considering how rare raids are and the fact you can smash the houses on the main island.

 

5 minutes ago, Nettalie said:

so if you choose to spend them on this I don't see how that's all that bad.

Because death itself is trival in dst if you specifically plan to die.

7 minutes ago, Nettalie said:

Life giving amulets take red gems which you get from hounds, but also nightmarefuel which more often than not needs to be farmed if you want to have a steady supply

Making a life giving amulet doesn't take a lot of fuel and I want to believe getting nightmare fuel isn't a super high level skill.

 

10 minutes ago, Nettalie said:

as well as gold of which sure you can get quantities lasting entire ingame years, but that also requires clearing out the ruins

I want to believe people know you can give meat and eggs to the pig king for gold going out of your way to clear the ruins specifically for gold is putting the cart before the horse.

 

14 minutes ago, Nettalie said:

I don't think it's far fetched to say that if you can do these things regularly enough to have a steady supply of all of these to use them so disposably that you'd rather intentionally die than sacrifice a few bananas and travelling to a certain part of the map, then you worked for that.

Casting aside your exaggerated example to substitute my own what your saying is if you can do x you shouldn't have to do y and I'll ask why is that ok? If I can kill dragonfly why can't i use a weapon that can 1 shot deerclopes? If I can kill fuel weaver why can't I use a weapon that can 1 shot dragonfly? It's not even like don't starve hasn't had a mechanic like this so while it's a silly example I don't think it's a unreasonable comparison.

 

21 minutes ago, Nettalie said:

This is not like the hypothetical you gave that just entirely removes a gigantic aspect of the game for basically free, this is just using a tool for a different purpose than before, a purpose which can also be handled with a few bananas and a little time to go back to the moon quay.

But what that reads as is the mechanic isn't important enough to have the same weight so ignoring how it works is fine.

30 minutes ago, Nettalie said:

Life giving amulets take red gems which you get from hounds, but also nightmarefuel which more often than not needs to be farmed if you want to have a steady supply, as well as gold of which sure you can get quantities lasting entire ingame years, but that also requires clearing out the ruins and I don't think it's far fetched to say that if you can do these things regularly enough to have a steady supply of all of these to use them so disposably that you'd rather intentionally die than sacrifice a few bananas and travelling to a certain part of the map, then you worked for that.

you dont need to work to get LGA, they come at you while doing other stuff like cleaning the ruins, fighting klaus, mining stalagmites, earthquakes, mining hot springs (if the player isnt experienced enough to clean the ruins and kill CC i can imagine them mining those to get glass)...

13 minutes ago, Mike23Ua said:

Also- Being able to remove the trinkets just by dying causes a SLEW of problems the game did NOT have until Klei made this highly dumb decision.. example: I find someone’s fully decked out boat- I then stand on it as Wonkey when they are not around, I eat bad stuff and die: They become Wonkey getting back on their boat. OR- since the florid portal is spawn protected, I leave a circle of these necklaces just outside of the spawn protective area so anyone joining the game losses their protection and becomes Wonkey. OR.. I leave them all at a boss or in a narrow hallway you have no choice but to walk through- such as ruins maze.

It's not even always just griefers imagine someone who likes Wonkey dying at a boss fight alongside a webber with spitters anad nurses or a wortox who loses all his souls for example.

1 minute ago, ArubaroBeefalo said:

you dont need to work to get LGA, they come at you while doing other stuff like cleaning the ruins, fighting klaus, mining stalagmites, earthquakes, mining hot springs (if the player isnt experienced enough to clean the ruins and kill CC i can imagine them mining those to get glass)...

You can get fully built LGA from shoveling up graves if they haven’t been dug up yet, it’s like lots of people think it requires a ton of work to get easy to get items and resources lol.

Im still questioning why Moon Quay turf requires Marble to craft which isn’t hard to get but also wastes my resources for marble armor on building purely cosmetic ground turf, meanwhile Cobblestone Roads which provide a speed boost are cheaper to craft.

I could respond with the usual "You're just super experienced" phrase again, but you know what I think I've reached the point where I'd rather be doing anything else right now.

In fact I think I might need a break from the forums this is getting unhealthy.

5 minutes ago, ArubaroBeefalo said:

like yourself when you complained non stop to nerf wanda second chance clock ;)

My problem with the second chance clock was that it was free healing, without a durability or cost, which was patched when they made the clock break when Wanda haunts it. It’s still completely free reviving for other players which makes Wanda probably the most powerful character in the game- you can literally accomplish anything with a persistent group of Wilson’s so long as you revive them.

BUT that’s slightly off topic and I would instead like to discuss the Moon Quay Curse (or current lack thereof..) to become Wonkey you had to intentionally be seeking out their island, and once you became Wonkey… Monkey Pirates became passive to you, which allowed you to go to their island with minimal threat, to exchange banana with the Queen to revert back to normal. 
 

This mechanic was simple enough.. Be Wonkey to remove Wonkey Curse. 
but NOW..

You can skip that whole phase by just kicking the bucket and Respawning dropping the necklaces: which causes NEW problems the game did not have- such as leaving a trail of these things in a ruin maze either intentionally or by just wanting to be monkey but being terrible at it- 

Maybe the Wilbur lovers want to be Wonkey 24/7.. but they go with you to a boss fight and they die.. You were playing Wolfgang but now guess what? Your Wonkey.

Its in all honesty a horrible design decision for a Multiplayer game.. and it needs a better solution.

I feel like there's this weird mindset that the only way someone would know how to do anything beyond walking is to have thousands of hours in the game and I really can't get where this comes from like yea some casual players play the game and new players pick it up all the time but I'm willing to bet this isn't everyone's first video game and that they don't need to all invest thousands of hours to grasp how to revive and such.

54 minutes ago, Mysterious box said:

Casting aside your exaggerated example to substitute my own what your saying is if you can do x you shouldn't have to do y and I'll ask why is that ok? If I can kill dragonfly why can't i use a weapon that can 1 shot deerclopes? If I can kill fuel weaver why can't I use a weapon that can 1 shot dragonfly? It's not even like don't starve hasn't had a mechanic like this so while it's a silly example I don't think it's a unreasonable comparison.

No, it’s a very unreasonable comparison. A more accurate comparison would be setting up a dfly wall. Is it easier than doing the fight normally? Yes, however it’s still a hassle to set up and costs a ton of stone. Being able to 1 shot one boss because you killed another unrelated boss is entirely nonsensical and completely different from using death to your advantage in a creative way in order to remove the monkey curse.


Also, reviving yourself is not as easy as you claim. Before ruins you really can only get red gems from graveyards and dfly, the former of which is a finite resource and the latter of which respawns every 20 days. Yes, fire hounds exist, however they don’t spawn in big enough quantities until you reach your 2nd in-game year for them to be a reliable source of red gems. Furthermore, you won’t be using red gems only to remove your monkey curse. Revival amulets are extremely useful, and red gems have other uses, too. If you haven’t gotten a surplus of red gems yet then using an amulet just to remove the curse might seem wasteful to some players. Telltale hearts exist, yes, however booster shots are a pain to get and telltale hearts don’t work in multiplayer, the latter of which is such a massive drawback to the point that I don’t think telltale hearts are worth discussing further.

2 minutes ago, goblinball said:

No, it’s a very unreasonable comparison. A more accurate comparison would be setting up a dfly wall. Is it easier than doing the fight normally? Yes, however it’s still a hassle to set up and costs a ton of stone. Being able to 1 shot one boss because you killed another unrelated boss is entirely nonsensical and completely different from using death to your advantage in a creative way in order to remove the monkey curse.


Also, reviving yourself is not as easy as you claim. Before ruins you really can only get red gems from graveyards and dfly, the former of which is a finite resource and the latter of which respawns every 20 days. Yes, fire hounds exist, however they don’t spawn in big enough quantities until you reach your 2nd in-game year for them to be a reliable source of red gems. Furthermore, you won’t be using red gems only to remove your monkey curse. Revival amulets are extremely useful, and red gems have other uses, too. If you haven’t gotten a surplus of red gems yet then using an amulet just to remove the curse might seem wasteful to some players. Telltale hearts exist, yes, however booster shots are a pain to get and telltale hearts don’t work in multiplayer, the latter of which is such a massive drawback to the point that I don’t think telltale hearts are worth discussing further.

What about stalagmites and sunken chests? And meat effigies still exist 

49 minutes ago, Mysterious box said:

And meat effigies still exist 

Nobody uses them, and for good reason. Good luck getting beard hair if you aren’t wilson. Attempting to kill bunnymen is just not worth it.

 

50 minutes ago, Mysterious box said:

sunken chests?

How desperate for red gem sources do you have to be to bring up sunken chests???

9 minutes ago, goblinball said:

Attempting to kill bunnymen is just not worth it.

Why not? Also killing a bunnyman isn't worth it but playing wilson specifically for beard hair is I'm confused on the logic.

 

9 minutes ago, goblinball said:

How desperate for red gem sources do you have to be to bring up sunken chests???

Depends on how badly you want red gems I'm not particually desperate  for them but I guess your assuming a player is getting cursed every second and many other examples were already brought up honestly I'm not quite sure what your argument here is anymore.

10 minutes ago, goblinball said:

Nobody uses them, and for good reason. Good luck getting beard hair if you aren’t wilson. Attempting to kill bunnymen is just not worth it.

 

?? i do. Is the safest revival mechanic. Just place it and drop armor, light and weapons arround so you are ready to go instanly. Good luck reviving with a LGA  in total darkness in the caves or against mobs that cant be put to sleep or their sleep time is so short. Is the best way to keep a survival world forever

beard hair is as easy as killing monkeys which have very little hp

15 minutes ago, goblinball said:

Nobody uses them, and for good reason. Good luck getting beard hair if you aren’t wilson. Attempting to kill bunnymen is just not worth it.

 

How desperate for red gem sources do you have to be to bring up sunken chests???

You can get beard hair from surface rabbits, not Bunnymen just normal rabbits, in fact you can capture them all while sane in rabbit traps and then eat some sanity messing up foods (or just stand near a Pipspook for extended period of time as anyone besides Wendy) once your sanity drops low enough (40% I think?) all your trapped rabbits become Beardlings, you can then murder them for chance at beard hairs- easy and passive.

Red Gems are even more simple than that, as someone who has A LOT of time clocked in as Winona… Gems will fall from the heavens right at your feet during cave earthquakes.

10 hours ago, Mike23Ua said:

I mean is it really cool loot though? I only ever encountered 2/3 pirate boats in all the time I’ve played since the update but even with that few ship invasions I still ended up with more Cutless, and bandana then I could ever possibly want..

I was hoping to be able to burn all the extra hats as campfire/deck Illuminator fuel.

I like the captain's hat and parrot hat but okay, if you don't think the loot is good, that's valid.

But if you aren't actually challenged by the raids, and you don't care about the loot, then what are you complaining about??

1 minute ago, Mike23Ua said:

You can get beard hair from surface rabbits, not Bunnymen just normal rabbits, in fact you can capture them all while sane in rabbit traps and then eat some sanity messing up foods (or just stand near a Pipspook for extended period of time as anyone besides Wendy) once your sanity drops low enough (40% I think?) all your trapped rabbits become Beardlings, you can then murder them for chance at beard hairs- easy and passive.

Red Gems are even more simple than that, as someone who has A LOT of time clocked in as Winona… Gems will fall from the heavens right at your feet during cave earthquakes.

true, i forgot about bearlings. Is how i revive back in DS when i learned how to craft tier1 hat machine when they cost roasted large meat and reduced your max hp

even a 20h noob as i was can learn how to revive easily xD

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