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Make Hostile Flares create new MacTusk hunting parties


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Being able to farm Deerclops for groups of people solves the issue of such a limited item, the Walking cane isn't as limited but is also a bit world gen dependent.

Being able to mass farm Tusks in worlds with less fortunate world gens or when you need lots of Tusks for a Wanda would be nice.

Nah the mactusks naturally respawn every 3 days in winter and lets say you have bad rng with only one camp, you can also get canes from sunken treasure in any season. I hope they don't buff this flare too much, people need to work for the best items in the games (tusks being the most universally prized resource for all characters)

Deerclops eyes, you normally only get one a year max (2 a year including klaus sack) before the new flare was introduced. Unlike tusks were you already have more options to obtain multiple tusks.

 

I think instead of bandaid fixing the issue they should address the root problem: worlds have a 50% chance to have 4x as many mactusks as the other 50% of worlds. The only variation is either 1 or 4, no in between and nothing other than triple tusk and moonstone. 

2 hours ago, Cheggf said:

I think instead of bandaid fixing the issue they should address the root problem: worlds have a 50% chance to have 4x as many mactusks as the other 50% of worlds. The only variation is either 1 or 4, no in between and nothing other than triple tusk and moonstone. 

There is an inbetween, its called c_spawn ("walrus_camp"), you can always modify your worlds ingame with the console. Unless you are ironically... a console player :wilson_ecstatic:

7 minutes ago, Gashzer said:

There is an inbetween, its called c_spawn ("walrus_camp"), you can always modify your worlds ingame with the console. Unless you are ironically... a console player :wilson_ecstatic:

A single camp is fine for single player and games with my friends, the issues present themselves on public servers where nobody is allowed to cheat and everybody needs a walking cane whether or not they'll use it. 

18 minutes ago, Cheggf said:

A single camp is fine for single player and games with my friends, the issues present themselves on public servers where nobody is allowed to cheat and everybody needs a walking cane whether or not they'll use it. 

Well you gotta fight the mactusks first before everyone else! Its first come, first serve on public servers... or just play wx/wormwood/walter then you don't need a cane.

Another thing you can do to is to increase the respawn rate of MacTusk. Under Forest > World Settings > Hostile Creatures > MacTusk and set it to "Tons" they respawn once a day instead of once every 3 days. This doesn't resolve the issue if you do or don't get the Triple Tusk biome (You can use mods for that if you are on PC) however it does increase your chances from about 5 or 6 to 15 attempts per winter (using default settings).
That is what is great about the world settings, you can adjust it after the world has been made. I personally turn off frogs because I just find them annoying and a waste of time but turn up some other things to compensate for the simplicity. I increased the MacTusk rate after I went a whole winter without getting either Tam or Tusk.
Hope it helps. :love_heart:

Honestly, just increase the drop rate. 50% was ok for single player and I can d*mn we'll see that thing on his face. Does it fall and shatter... Ivory of all things? Maybe some don't brush their teeth idk. But would a 100% drop rate break the game? Not really.

On 8/1/2022 at 1:53 PM, Gashzer said:

hope they don't buff this flare too much, people need to work for the best items in the games

didnt know that work means "waiting the respawn of a mob and pray rng to drop you the item when you kill it"  but "crafting an item to respawn a mob and pray rng to drop the item when you kill it" not

3 hours ago, HowlVoid said:

Honestly, just increase the drop rate. 50% was ok for single player and I can d*mn we'll see that thing on his face. Does it fall and shatter... Ivory of all things? Maybe some don't brush their teeth idk. But would a 100% drop rate break the game? Not really.

I'd rather Klei reconsidered a number of McTusk camps in the world for multiplayer purposes. In the single player, one McTusc was enough. Triple McTusk biome was more of a curse than a blessing. Just one more dangerous area to walk around in winter. In DST, however, the triple McTusk biome is way more desirable because one McTusk is simply not enough. 

I would prefer it if there were 2 guaranteed McTusk camps with a chance for the third one. 

15 minutes ago, maxwell_winters said:

I'd rather Klei reconsidered a number of McTusk camps in the world for multiplayer purposes. In the single player, one McTusc was enough. Triple McTusk biome was more of a curse than a blessing. Just one more dangerous area to walk around in winter. In DST, however, the triple McTusk biome is way more desirable because one McTusk is simply not enough. 

I would prefer it if there were 2 guaranteed McTusk camps with a chance for the third one. 

they can force to spawn one of the biomes from SP that has walrus but currently we only have a chance to get the triple mctusk one when there are many more (very similar tho) that could make the world gen less monotonous

local walrus = {"The hunters", "Waspy The hunters", "Guarded Walrus Desolate", "Walrus Desolate", "Greater Plains", "Lots-o-Tallbirds",}
table.insert(biomelist, walrus[math.random(#walrus)])

something like this will pick one mctusk biome always in the world gen (credits to ADM)

the hostile flares feels like it was made to be a solution to scarce resources, in a server filled with players, it's a very elegant solution because it supplies more of these resources at the cost of fighting several deerclops and it encourages co-operation to deal with and provide these resources to other players that would not have gotten them otherwise, because of the harsh limitation of resources.

mactusk really feels like he should have the same treatment as deerclops, simply spawn him and his family at a chance. i understand that they went with an approach that attracts the mactusks, but that interaction is quite buggy and doesn't make much sense in the context of the hostile flare being able to provide more of the resources you couldn't get before

On 8/1/2022 at 2:22 PM, Cheggf said:

I think instead of bandaid fixing the issue they should address the root problem: worlds have a 50% chance to have 4x as many mactusks as the other 50% of worlds. The only variation is either 1 or 4, no in between and nothing other than triple tusk and moonstone. 

That plus the fact that the tam and especially the tusk drops aren't guaranteed. With how tough the encounter can be for new players and how it can snipe you sometimes if not on your guard as a more experienced player, I think it's only fair to remove that RNG. With the RNG you can average how many you will get given the amount of times Mctusk respawns throughout the winter if you kill it every time it does times the amount of camps there are in the world. That will always be less than if the chance was guaranteed.

I mean, how does NOT getting any loot make the game better, tell me?

23 hours ago, Random Guy000 said:

Am I the only one who thinks that hostile flare is already too good? Why do people want it to get even better?

Given how annoying some mechanics in this game can be, even sub-par solutions that don't actually address the main problem properly, like the Hostile Flares, end up being welcome.

1 hour ago, ZombieDupe said:

Given how annoying some mechanics in this game can be, even sub-par solutions that don't actually address the main problem properly, like the Hostile Flares, end up being welcome.

I just think that the hostile flare introduction creates more problems then it fixes

22 hours ago, ZombieDupe said:

I mean, how does NOT getting any loot make the game better, tell me?

Tam and walking cane are luxury items.... why do you need them so bad? 

Using your logic, krampus should drop a krampus sack 100%, the fact its rng is so low is dumb... we should all be able to get krampus sacks by simply summoning krampus once cause its too tedious to work for it, this will make the game better.........

1 hour ago, Gashzer said:

Tam and walking cane are luxury items.... why do you need them so bad? 

 

srly? 

1 hour ago, Gashzer said:

Using your logic, krampus should drop a krampus sack 100%, the fact its rng is so low is dumb... we should all be able to get krampus sacks by simply summoning krampus once cause its too tedious to work for it, this will make the game better.........

using your logic, mctusk should spawn all the time under certain mechanic without cool downs and not being season locked like krampus...

i still dont see how killing mctusk every 2 and half days in 1 season is working but killing them after farming materials isnt

4 hours ago, Gashzer said:

Tam and walking cane are luxury items.... why do you need them so bad? 

Using your logic, krampus should drop a krampus sack 100%, the fact its rng is so low is dumb... we should all be able to get krampus sacks by simply summoning krampus once cause its too tedious to work for it, this will make the game better.........

Krampus may be one of the only exceptions considering how valuable of a drop it is. We wouldn't need krampus farms if it would always dropped one, or at least stuff to maybe craft it from later, but maybe that's good? Having krampus more tenacious and maybe kick you to the ground and a little smarter could make it more intense and as a possible real punishment of sorts for killing too many innocent mobs. We don't even have guaranteed sack from Klaus though, which is strange to me.

Everything else however, like mctusk drops, tentacle spots from tentacles, horns from goats and beefalo and so on just make the game a more annoying experience with RNG to drop either the item you want or even need or absolutely nothing as the possibility. Just inflates the grind and gameplay hours up if anything and that's not time spent having fun if you just keep repeating the same task without breaks to focus on something else and rewards in-between.

Depending on how you look at the Fuel Weaver fight, a cane isn't exactly a luxury item but one for progression almost, since it's required for the lazy explorer crafting. There may be other ways to get it, but this is by far the most reliable for any player, the guardian won't respawn to give you a chance for an explorer until you kill Fuel Weaver again. The tam may be a luxury item, maybe.

19 minutes ago, ZombieDupe said:

Everything else however, like mctusk drops, tentacle spots from tentacles, horns from goats and beefalo and so on just make the game a more annoying experience with RNG to drop either the item you want or even need or absolutely nothing as the possibility. Just inflates the grind and gameplay hours up if anything and that's not time spent having fun if you just keep repeating the same task without breaks to focus on something else and rewards in-between.

the rng is meant to make the rare items... rare

with your logic crafting a torch only once should be enough because getting more grass and twigs just makes it more grindy

1 hour ago, Capybara007 said:

the rng is meant to make the rare items... rare

with your logic crafting a torch only once should be enough because getting more grass and twigs just makes it more grindy

Rare items aren't made rare well with RNG. They are made rare well if they are guaranteed through hard to obtain methods, like the bone armor from killing the Fuel Weaver, which is a long hurdle or huge in difficulty depending on what you prioritize to get there. That is how you do proper progression and scarcity of rare items.

And no, my logic is not flawed. You do not have a 20% chance to get grass every time you pick some, you get exactly 1 grass every time and you can craft the torch when you have enough no problem. Depletion of resources has nothing to do with RNG to likely drop nothing, it's about acquisition.

On 8/2/2022 at 8:35 AM, maxwell_winters said:

I'd rather Klei reconsidered a number of McTusk camps in the world for multiplayer purposes. In the single player, one McTusc was enough. Triple McTusk biome was more of a curse than a blessing. Just one more dangerous area to walk around in winter. In DST, however, the triple McTusk biome is way more desirable because one McTusk is simply not enough. 

I would prefer it if there were 2 guaranteed McTusk camps with a chance for the third one. 

You would rather have a 50-25% chance to get 0-2 tusks than 1 guaranteed? 

One gives you guaranteed 5 tusks in a single winter.

Two camps with current odds gives

6.2% chance to get 4 every 6ish days

Three camps with current odds

12.5% chance to get 3 every 3ish days

With two camps you'll average out to 5 tusks in a winter.

With three camps you'll average out to 7.5 in a single winter. With no guarantee to those numbers, you may get more, you may get less. 

5 guranteed per winter is almost the same as two on average with odds of doing FAR WORSE. With three camps you may average out to 7.5 but you have to visit them every single winter and not miss a single day or miss the respawn timer window by too much. You also still have the odds of doing worse, on average you'll only net gain 2 (50% to a third). Wouldn't you rather plan out 5 guranteed ones? 

Also note that because 3 take a while to fight you may be unable to perfectly plan out the 2.5 timer and will require more team members to do so. With a guranteed tusk per 1 Mctusk, a single person can do it and it becomes easier after the first because they will always have a walking cane. With the other two the whole team may come back empty handed the first try. 

Also with 5 guranteed, you can easily stop after 2 and plan out who will benefit from walking speed the most and give them tasks accordingly. Other members can do jobs that may not benefit from the added speed very much, like cooking. After the second Winter EVERYONE will have a walking cane and a Wanda can solo Mctusk for more if she wants more teleporting watches. 

It benefits solo the most with one guranteed drop. For online, with multiple camps and a chance of 50%, the whole group has to be focused on Mctusk and not everyone is guranteed to have one at the end of it all (though on average they "might").

6 hours ago, HowlVoid said:

a lot of math

All I said is that there should be more than one guaranteed McTusk camp in the world. I didn't do the exact math. I'm bad at math. I don't like math. I just gave an example. 

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