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The hostile flares are kinda ill designed


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Gonna throw my opinion into the mix!

Hostile flare is fine, its nice having a way to force pirate raids. As for using it to attract mactusks, feels like its a waste of the flare, just walk to them you lazy bums! 

Being able to fight multiple deerclops for more eyes is cool tho, specially in a mutiplayer setting. Its balanced as glommer goop isn't exactly quickly produced until wayyyy late game or a good wicker with lunar book is present. And ofc you still have to kill deerclops which is easy for pros, not so much for noobs.

I would also like to see different mobs get attracted as well eg attracting pig guards/raiders like the ones we see raid the camp in the wx animation. 

33 minutes ago, BezKa said:

Yeah, love it when you make fun of people by misrepresenting the facts.

Nothing I said was incorrect, also who did I make fun of lol? Fragile much?

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Eyebrella- lasts several days and fixable, so essentially you can have one forever, saves you from rain and heat

Luxury fan- a tool requiring several feathers, several uses, then you need to make another one. One will probably be enough for the entire season, sure, but you will have to keep fighting MG if you want more and then there's all the other crafts you can make with the feathers.

You can have one last several seasons.

You can place a thermal in a fridge and reuse it indefinitely. 

Never did I state that the feather was reusable, only that it did infact make summer a joke. Moose/goose is the single easiest boss fight in the whole game. I think you're misrepresenting what I said by adding things I never said.

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And "silly hat" is still difficult to get for everyone, considering limited amount of beefalo's, so you have to plan for the future to avoid killing them all off.

I have never accidentally killed a beefalo here off by try to get this hat. Btw, you can use a thermal stone and a torch for that whole season.

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And the main point is not, in fact, about one item nullifying a season- if it was, we'd be crying over autumn not needing any item at all. It's about scarcity and cooperation.

Cooperation is improved though, this is a coop game not pvp. Raid bosses exists in this game to improve cooperation, all this does is turn deerclops into a raid boss.

And it totally is about an item nullifying a season lmao??? Otherwise there wouldn't be an outcry about such a "powerful" item needing to be scarce and rare. 

Why would anyone care if a not so season nullifying item was scarce? I'd go back to the front of this thread and reread what people are complaining about.

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Because pubs, whatever low opinion I may have of them, are wild west, unless you get along. I think that's what's fun about DST; each world looks different depending on not only you but other people. In pubs you can fight over rare drops, raid people's firdges, extinguish their fire pits and campfires.

So... It improves cooperation or are you implying that you like the fact that rare items promote griefing?

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With friends, you can share the drops, with my friends we always juggle the rare items between us. Alone, you just get everything to yourself, because you do all the work yourself.

So you want everything in the game balanced around your experience? That's not how things in pubs work, noted by yourself.

"People should play like me like me and my friends and I want the game balanced around how me and my friends play"

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Rare and limited items are a part of the challenge.

What challenge? The seasons are a challenge? Lol. 

Winter- thermal stone+torch

Spring-Umbrella+football helmet

Summer-thermal stone+fridge

You're grasping at straws to try and make your argument valid.

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It leaves a bad taste in my mouth that an item can just get you more of the normally limited drop. I don't know what's best for the game or whatever, but i wish pointless "haha you forgot about item x" while conveniently forgetting about repair kit, or limited uses of "item x" were left out or maybe formed into an actual argument.

I wish people would stop talking about their personal experiences like they are the base line way to play the game. 

"Haha you forgot me and my friends share items and get along so it's not my fault if you don't"

While conveniently forgetting that the world doesn't revolve around them...

...we're left out and formed an actual argument.

This is sounding as controvertial as the 'character swap' mechanic.

If you like it then you're more than welcome to use it. 

If you don't like it, you're more than welcome to not use it. 

That's my 2 cents. 

Personally, I don't like the character swap mechanic because I like the idea of 'overcoming all challenges of the game with a single character', but I wouldn't say it should be removed. People have fun swapping to combat or utility-oriented characters according to what they want to do and that freedom doesn't make me feel like I'm gimping myself. 

Now if I played in a multiplayer world and some random person decided to solo the deerclops to warrant the eyeball for themselves, then you have the option to find another method to avoid Spring rains, or summon a Deerclops to collect your own eyeball. And whichever option you take is completely fine. Or should be, imo

51 minutes ago, HowlVoid said:

You're acting like this is just handed to you on a silver platter or something. All it does is make it so one single person doesn't get all the fun of the hat to themselves. 

I don't know making a very easy to kill mob come straight to you does sound like all it's missing is a side of fries.

27 minutes ago, HowlVoid said:

I have never accidentally killed a beefalo here off by try to get this hat. Btw, you can use a thermal stone and a torch for that whole season.

I've never understood the logic that well you could get by with a weaker item therefore the stronger item being easy to obtain shouldn't matter.

28 minutes ago, HowlVoid said:

What challenge? The seasons are a challenge? Lol. 

Winter- thermal stone+torch

Spring-Umbrella+football helmet

Summer-thermal stone+fridge

You're grasping at straws to try and make your argument valid.

Seasons are so easy for the average player that's why there's so many autumn servers I guess...

28 minutes ago, BezKa said:

I was going to respond seriously, but if you're going to steer the conversation this way you're clearly not capable of talking in public spaces.

You accused me of making fun of people? Something I didn't do. And then said that you wished I "formed an actual argument". Don't blame people for matching your energy. 

25 minutes ago, Mysterious box said:

I don't know making a very easy to kill mob come straight to you does sound like all it's missing is a side of fries.

I don't understand what this is supposed to say...

If you're referencing my ice staff idea, I don't think you can compare a couple of spiders to a boss. I don't even think deerclops can be frozen?

And btw you can panflute Beequeen to death.

Also note, I have been open to the idea of adding variables to it to make weaker such as increasing cost, uses and a charging mechanic 

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I've never understood the logic that well you could get by with a weaker item therefore the stronger item being easy to obtain shouldn't matter.

But I does matter, because the gap in power isn't too large. 

You can stay permanently cool or warm on a boat, at base, or reheat every so often. Based on the balance on other items the weaker versions of this item compared to the now readily available deerclops eyeball make sense in progression.

You're killing a boss for something a bit stronger and more convenient. You're not jumping large amounts of power in use that it suddenly doesn't make sense to be able to farm the item.

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Seasons are so easy for the average player that's why there's so many autumn servers I guess...

They average player isn't going to easily kill deerclops though? 

They can stick to the torch+thermal stone.

As I said above when you think about the progression in power among the items, wether this item is scarce or not does not upset the balance of things. You still have to kill deerclops.

I have no issues with the item and the problem it tries to fix in worlds.

It's just that it's really really cheap.

And I know Killing Deerclops is the hard part, but like, you can summon him somewhere where the environment will deal with him for you. Just make it require Glommers wings tbh, finally gives them a use, and limits how much you can actually use it in a reasonable way.

25 minutes ago, HowlVoid said:

I don't understand what this is supposed to say...

If you're referencing my ice staff idea, I don't think you can compare a couple of spiders to a boss. I don't even think deerclops can be frozen?

And btw you can panflute Beequeen to death.

Also note, I have been open to the idea of adding variables to it to make weaker such as increasing cost, uses and a charging mechanic 

No I wasn't referencing the ice staff idea.(to be completely honest I thought you were talking about mac tusk.)

 

27 minutes ago, HowlVoid said:

But I does matter, because the gap in power isn't too large. 

You can stay permanently cool or warm on a boat, at base, or reheat every so often. Based on the balance on other items the weaker versions of this item compared to the now readily available deerclops eyeball make sense in progression.

You're killing a boss for something a bit stronger and more convenient. You're not jumping large amounts of power in use that it suddenly doesn't make sense to be able to farm the item.

It is a large jump you go from needing multiple different things to needing just one item to manage most of 2 seasons it's the difference between killing something with a spear and killing something with a dark sword.

 

29 minutes ago, HowlVoid said:

They average player isn't going to easily kill deerclops though? 

They can stick to the torch+thermal stone.

As I said above when you think about the progression in power among the items, wether this item is scarce or not does not upset the balance of things. You still have to kill deerclops.

Yes the average player is what your thinking of is a new player even people who can't kill him head to head tend to kill them on tentacles.

28 minutes ago, Erineyes7 said:

I have no issues with the item and the problem it tries to fix in worlds.

It's just that it's really really cheap.

And I know Killing Deerclops is the hard part, but like, you can summon him somewhere where the environment will deal with him for you. Just make it require Glommers wings tbh, finally gives them a use, and limits how much you can actually use it in a reasonable way.

This is a very fair point, I don't have an issue with summoning deerclops either. 

The item being so cheap is a valid argument though. As most bosses have a respawn timer. 

Killing glommer would only allow 2 more summons though :/ and deerclops isn't guaranteed. 

A recipe change could go about making more people happy with the change.

Maybe x amount of figs as I believe deerclops is a herbivore. You'd need to visit the mangrove biome before every spawn as they spoil very fast so you have to go out of your way and collect the necessary ingredients for your boss spawning item.

17 minutes ago, Mysterious box said:

 

It is a large jump you go from needing multiple different things to needing just one item to manage most of 2 seasons it's the difference between killing something with a spear and killing something with a dark sword.

You can kill deerclops with a spear...

An umbrella + football helmet can be acquired by just killing a few pigs... You reduce the amount of items from 2 to 1, while also giving up some advantages (protection). 

Deerclops is a 4,000 hp boss with fuelweaver levels of sanity drain, so unless you're somewhat skilled, it requires preparation.

I think the progression is balanced.

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Yes the average player is what your thinking of is a new player even people who can't kill him head to head tend to kill them on tentacles.

So maybe you think deerclops is too easy?

Would it satisfy you if he was made harder? 

Killing multiple deerclops on tentacles is going to be hard to reproduce consistently, even on tree guards. 

I think Klei wants everyone to have a decent chance at boss loot. It's why in dst Dragonfly was given a multiplayer friendly item (furnace), why multiple moose spawn, why bearer sheds his fur.

I think the grievance people have with this item could be mended if the means by which to summon deerclops was different. 

So what if he had his own spawning item? Like in terraria, how one spawns the eye of Cthulhu. Maybe an item that requires an ocuvigil, or a recipe added to the pseudoscience station? 

You aren't skipping years of waiting by waiting instead for glommer to poop. Would it be better if the player had to work for it?

I still think that things should be discovered on your own, at least at the very beginning. If you want the mob loot, go explore it or wait for it to spawn. You are not so capable to control them at your will when you are new to the Constant, right? Over time as you explore you find even more powerful tools, and you know ways to summon them at your will. Or it does not require to discover its blueprint on your own but it needs an ingredient that necessiates adequate exploration. No pain no gain.

i think the hostile flare is fine and i think its very nice that theres a way to get more than one eyebrella per world. It sucks a lot that only one person got to have it in a 70 day period. It's not any better for there to be a small chance for one more person to get another through klaus.

Also to the people whos saying that the Eyebrella shouldnt be given to just one person, remember that Klaus is still a thing, sure its not a PERFECT solution (Since its RNG) but its still something to take note of.

3 hours ago, BezKa said:

It's about scarcity and cooperation. Because pubs, whatever low opinion I may have of them, are wild west, unless you get along.

Collecting deerclops eyes, especially on public servers, will still require cooperation. I can’t speak for everyone, but I would never fight deerclops a few times all by myself just to give the eyes to random ppl on a pub server. Instead, I’d ask who wants eyebrellas, rally them all up, and fight some deerclopses together. (is this really the plural form of deerclops?) There’s still a lot of cooperation here, I’d argue alot more than simply doing /roll. 

A few issues I have with the Hostile Flare:

1) It summons Deerclops before day 30.
2) It can summon both MacTusk and Deerclops at the same time, decentivising its use for a convenient MacTusk gather.
3) It uses the Pre-existing MacTusk in the world instead of generating a new one that isn't tied to the Igloo.
4) The only interaction with the Ocean is spawning the Pirates and nothing else (ie. Malbatross)
5) It is only useful on land during winter and no other season. (afaik)

What I like about the Hostile Flare:

1) It summons a Deerclops which is great for Multiplayer settings (though I exclusively play solo so not that big of a deal for me)
2) It summons Pirates anywhere in the Ocean so you can actually get the rewards without finding the island.
3) It gives a purpose to Flares and Glommer Goop (besides Tree Jam)

One of the big things I really like about it, is as a solo player I can get 2 eyeballs in the first winter allowing me to explore the ocean with reckless abandon with no fear of missing out on the crucial 2nd eyeball for a Houndius Shootius.

7 hours ago, lakhnish said:

But you can predict not only when deerclops will spawn but every deerclops spawn after that?

Technically yes, but can you tell me right now what day the 4th deerclops spawns, then? If you can't, then its spawn is effectively unpredictable for you.

8 hours ago, ArubaroBeefalo said:

fighting pigs and spiders and gathering grass to craft straw hat+umbrella = god damn hardcore experience

fighting multiple deerclops in one season = it makes the game easier it's of course well received.

Not a meme, though. Having to commit 2 slots instead of one to stay dry is a pretty huge handicap.

14 minutes ago, cybers2001 said:

Not a meme, though. Having to commit 2 slots instead of one to stay dry is a pretty huge handicap.

Alternatively there is the Rain Coat made from Rope + 2 Tentacle Spots + some Bone Shards, 100% rain protection. Sure it sacrifices a backpack slot but you can put it on to dry off quickly with a campfire.

2 minutes ago, Evelo said:

Alternatively there is the Rain Coat made from Rope + 2 Tentacle Spots + some Bone Shards, 100% rain protection. Sure it sacrifices a backpack slot but you can put it on to dry off quickly with a campfire.

Yeah was about to add that but my edit didn’t go through. I am somewhat of a body-slot enjoyer so I would rock a tam + raincoat early game, but it is amusing how, for many, giving up a backpack is simply out of the question.

13 hours ago, cybers2001 said:

You should never be able to summon seasonal giants, imo. The scarcity of the loot and unpredictability of the encounter are huge parts of the experience.

He comes in the span of day 30, 31 32

that unpredictability is lost after the first time

13 hours ago, Rylanor said:

Hostile flare is very bad addition to the game, people who want more giants in a season should just set them in world settings to "More" and have fun, what even the reason of adding it? Making already OP Eyebrella and Walking Cane/Tam'o'Shenter even easier to get in big amounts? Its just... never should be implemented in a first place, its just would make even more players optimize fun out of the game

if it's this much of an issue why can't it be a blueprint from the monkey queen or something

3 minutes ago, Seero said:

He comes in the span of day 30, 31 32

that unpredictability is lost after the first time

if it's this much of an issue why can't it be a blueprint from the monkey queen or something

If you only ever experience one winter, then sure, deerclops is very predictable.

6 hours ago, Seero said:

He comes in the span of day 30, 31 32

that unpredictability is lost after the first time

It takes one visit to the caves to mess up Deerclops/Bearger timer, the longer you play in the world the less and less predictable bosses become

1 hour ago, Seero said:

He comes in the span of day 30, 31 32

that unpredictability is lost after the first time

Not true. He spawns based on when you kill him, and he can fail to spawn because of a variety of criteria. If you know exactly how he spawns, which the vast majority of players do not, then his subsequent spawns are predictable but otherwise they're not (as you have shown, he does not always spawn on those days and even if he does exactly when during that day he does will be different). Only the first spawn is easily predictable, but even that can be different if something causes him to not spawn. 

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