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The hostile flares are kinda ill designed


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What about adding a weapon that kills everything within one hit to the base game and you need a very low cost? Oh well I hate using it and no one is forcing me to use it.

This is not all about what I want. This is also about the design and fun of the game. If you add a tool so powerful with a too low cost, that would ruin the game play. Who would want to make do with lesser gears if they can get the best ones so easily?

6 minutes ago, Mysterious box said:

Like I keep saying I understand we've discussed the viability of the eye on loop but my question feels like it keeps being ignored I'm not asking how good the eye is I'm asking why specifically of all the bosses it gets special treatment if it's unfair for one person to get boss loot on a team effort.

because it fits the thematic of the flare

56 minutes ago, Mysterious box said:

Like I keep saying I understand we've discussed the viability of the eye on loop but my question feels like it keeps being ignored I'm not asking how good the eye is I'm asking why specifically of all the bosses it gets special treatment if it's unfair for one person to get boss loot on a team effort.

Maybe you need to rephrase your question more clearly, then. Are you asking why he only drops loot for one player? Deerclops isn't a raid boss. He's just a boss. A raid boss is more like Bee Queen (only drops one hat, though) or Fuelweaver (only drops one bone armor, though).

11 minutes ago, cybers2001 said:

Maybe you need to rephrase your question more clearly, then. Are you asking why he only drops loot for one player? Deerclops isn't a raid boss. He's just a boss. A raid boss is more like Bee Queen (only drops one hat, though) or Fuelweaver (only drops one bone armor, though).

No I'm asking what's the justification for the flare spawning him in a multiplayer setting due to sharing vs other bosses not having a similar mechanic which is what i feel has been the main defense of deerclops flare spawn's existence.

 

1 hour ago, ArubaroBeefalo said:

because it fits the thematic of the flare

I beg to differ it makes no sense to me.

1 hour ago, Mysterious box said:

No I'm asking what's the justification for the flare spawning him in a multiplayer setting due to sharing vs other bosses not having a similar mechanic which is what i feel has been the main defense of deerclops flare spawn's existence.

Eh. Pick your reason:  

- Devs are testing the waters with winter for now.

- Deerclops is a unique boss the spawns at the player naturally.  
  
- Thematically the flare only attracts “hunter mobs,” being pirates, mactusk, and deerclops. Bearger, for example, is a forager, and wouldn’t be interested.

2 hours ago, cybers2001 said:

Devs are testing the waters with winter for now.

As disappointing as this one may be to me I can't help but agree I feel like all bosses will eventually have cheesable cooldown timers.

 

2 hours ago, cybers2001 said:

Deerclops is a unique boss the spawns at the player naturally.  

I kind of doubt this being the case personally but i could be wrong.

 

2 hours ago, cybers2001 said:

Thematically the flare only attracts “hunter mobs,” being pirates, mactusk, and deerclops. Bearger, for example, is a forager, and wouldn’t be interested.

My personal issue with this is it raises more questions than answers and really leaves you scratching your head if you think about it.

20 hours ago, Mysterious box said:

No I'm asking what's the justification for the flare spawning him in a multiplayer setting due to sharing vs other bosses not having a similar mechanic which is what i feel has been the main defense of deerclops flare spawn's existence.

Clops is just the most relevant, so the best choice for what to address first. Other bosses could maybe get summoning methods or touchups later down the line with different flavor. At least, the ones that need it.

 

If anyone wants the reasoning I guess:

Spoiler

 

It's the one boss that players are most likely to be familiar with; others require either going out of your way to meet/summon, or can otherwise be ignored. Bearger in particular (since it's the other typically most limited boss) requires sticking with one world beyond a single year; beyond the scope of a lot of casual play. It can also feel more overwhelming mechanically, and is easy to ditch, with few consequences and less aggression. You're almost encouraged not to fight it. Finally, for the matter of farming...it does technically have a way to get multiple drops per season via fur tuft drops, so it could be considered less of a priority that way too.

Similar applies to the drops. Eyebrella is one of the best items to have on hand for two seasons, completely nullifies one,, handy in the caves, is a head slot item...useful to anyone, regardless of playstyle/experience, and an item that players are more likely to have used before and gotten used to having. Not all, but more.

Hibernation vest...less familiarity. Chest slot item, so it competes with backpacks, making swapping less convenient, assuming that it would be considered at all if the player is a horder or just likes to gather a lot. Smaller userbase by default, more considerations to make, results in less demand.

Insulated Pack is l o v e l y. But, like...the Bearger factors still apply. Less relevant boss, less players having used it, less players getting that far, less players think about it existing.

 

Dragonfly's furnace benefits are inherently shared between several players, and fighting Dfly with several players makes it easy to get multiple drops in one fight. (I wish we had more minor player-scaling effects like that.)

Most of that can also be applied to Toad, except the hat blueprints. Which leads into...

Bee Queen's limitedness could be largely solved by adding a blueprint-crafting table, which would be nice anyway for other things. That covers bundling wrap recrafting, anyway. Significant QoL upgrade for groups. But maybe she could also just use a quicker respawn timer, or a way to speed it up? Same investment of effort/resources would still be required.

On that note, I see no issue with just, like...chopping the Atrium portal cooldown down to a quarter and calling it a day. The player still has to go through the Guardian and shadow pieces first. It would certainly benefit though, since bone armor is so neat; but with its position in the game, definitely not a priority. Most people never even see it in-game. Not in demand.

 

TL;DR, people know Clops, people want Eyebrella, other boss stuff isn't as sought after by as many people because reasons. And some boss drops/crafts inherently address multiplayer scarcity.

23 hours ago, Mysterious box said:

No I'm asking what's the justification for the flare spawning him in a multiplayer setting due to sharing vs other bosses not having a similar mechanic which is what i feel has been the main defense of deerclops flare spawn's existence.

 

I beg to differ it makes no sense to me.

other bosses have 20 days cooldown instead of only appearing every year

Imo, to balance this out, I think Eyebrella should have 180 heat insulation, (and so should Summer frest). Is a little silly you can get a single item to help you out so much in both Spring and Summer.

To be more on topic, I think hostile flares are ok.

On 8/7/2022 at 9:23 PM, BezKa said:

 

Makes me think of blind Deerclops, that arrives because the sound lured it in, and doesn't drop an eyeball because it has none. Could have eye stitched the same way Klaus has.

Thi-... This would actually be super interesting. Klei please!!!

 

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