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Hostile flair conflict opinions? (Solutions)


Hostile flair conflict opinions? (Solutions)  

86 members have voted

  1. 1. Opinion on hostile flair deerclops spawn?

    • It's perfect as is!
      24
    • I'm indifferent
      21
    • Could use some tweaking
      13
    • Needs nerfing! (see next question)
      23
    • I've been living under a rock
      5
  2. 2. What changes would you like to see?

    • Remove the hostile flair deerclops spawn ENTIRELY!
      17
    • A cool down between deerclops summons
      15
    • Make hostile flairs reduce respawn time of deerclops instead
      9
    • A lesser chance to spawn deerclops with a hostile flair
      8
    • I have no clue
      10
    • I didn't answer needs nerfing lol
      41


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Add possibility to summon varg to annoy every side: deerclops enoyjers, because varg is going to mess up things; flare nerfers because you can still summon deerclops, then varg, then two more deerclops; indifferent because they are in middle of that mess. 

42 minutes ago, Notecja said:

Add possibility to summon varg to annoy every side: deerclops enoyjers, because varg is going to mess up things; flare nerfers because you can still summon deerclops, then varg, then two more deerclops; indifferent because they are in middle of that mess. 

If it can summon vargs, it would make it easier to set up a varg farm then having to rely on hunts and its 1/3 roll

50 minutes ago, Gi-Go said:

Can someone actually explain what this thing does? I made in once and all it did was an epic bang sound 

It have chance to summon either Deerclops or a Mactusk on land and Pirate Raid in ocean. Since Eyebrella stopped being rare item in multiplayer  controversy appearered about hostile flare balance.

Am I the only person who thinks it needs to be able to summon many other things besides of what it does in winter? Like summoning more bosses and mobs all year round.

I'd leave what it  currently does alone too. Works wonders when playing with many other players.

59 minutes ago, Gi-Go said:

Can someone actually explain what this thing does? I made in once and all it did was an epic bang sound 

It has a 60% chance to summon deerclops or a mactusk hunting party during winter and a pirate raid on the ocean

I am of the belief (unfortunately and I don't really want to say it) but the flare itself seems a bit like a "band-aid" fix to the pirate raid situation, I think that other solutions were possible, like having chest filled with gold in each slot or hunting for the pirates yourself via trails at sea (kind of like whales in shipwrecked). 

Ultimately this seemed like the perfect way to stich up the problem and move on to the next thing, which I am sure they have a lot on their plate already with some reworks and other content planned, you can't dedicate all that time to trying to satisfy a community who can't agree on a question of "less or more".

This was probably the way to give everyone a little something so people didn't feel so bad about the outcome, perhaps the additional features where added to accommodate or perhaps they had the idea in the back log and just applied it here. It does seem a bit strange to summon deerclops, summoning the tusk is okay i suppose, I really wouldn't mind however some sort of tool for tracking things like wheeler does in some way.

like if you want to find the monkeys, grab a banana and track those Pilfering Pillaging Prime-apes. Perhaps you want to find the chess pieces to fight the shadow knight, rook and bishop, put a chunk of marble in there and pursue with your local strongman/canine beast companion/Beefalo of choice.

I just think there are more fun options rather then just, "Boom, here is the thing you wanted", I am of the impression that gratification comes in far more quantity when you have to do something to get it, not just... waiting for a bug to poop I guess. 

(I find it both unfortunate and funny that if some one should want a glommer pet now, it actively works to the detriment of this new system potentially)  

1 hour ago, ZeRoboButler said:

but the flare itself seems a bit like a "band-aid" fix to the pirate raid situation

That's probably my main worry with this, instead of looking at the root problems of pirate raids Klei just gave us a way to summon them and called it a day, which, is alright I guess? At least I don't have to sit around boringly waiting for raids so I can experiment with polly rogers, but it does feel a like a bit of a cop out. I like the idea of attracting/summoning raids in some capacity I just wish it wasn't considered the "solution" which is seemingly what it is designed to be.

To quote myself from a previous thread...

Quote

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.

After further reflection and playing around. I actually dislike the Pirate summoning feature. I feel like the pirates are either a feast or famine situation. I had 4 pirate raids back to back and died twice. (I rolled back because I never got Polly Roger before and I wanted to try it! >:C )
However because of the flare you turn into Wonkey which, it IS a curse so I get the idea, but you are then cursed with no idea where the curse cure is. Without the use of the flare, you find the island and therefore find the cure to the curse. (or at least have a general idea of where it is, why is it always next to Pearls Island for me?) I feel like the Hostile Flare could be useful for other reasons. A nerf? No more of a tweak or even rework. I love the usage for MacTusk and even getting an extra Deerclops, it just needs a little more direction.
I'm not saying it should be removed or nerf, more expanded upon for further potential usages.

21 hours ago, Evelo said:

However because of the flare you turn into Wonkey which, it IS a curse so I get the idea, but you are then cursed with no idea where the curse cure is. Without the use of the flare, you find the island and therefore find the cure to the curse.

I kinda like this as punishment for being an ocean flare abuser, though really I can’t imagine anyone accidentally stumbling into this predicament, since you’d have to not only know and prototype the hostile flare, but also decide to try it while out on a boat.  I defer my criticism on the whole curse aspect of the moon quay update, though, as I’m sure Klei will expand more on it in future updates.

Quote

why is it always next to Pearls Island for me?

I haven’t tried new world gens, but mine is pretty much as far away from Pearl’s island as possible. ¯\_(ツ)_/¯


Like others have mentioned, I considered the idea of mixing varg/hounds in as another spawnable event from the flare. If Deerclops spawn chance dropped to maybe 10%, with a 1 day cooldown on the flare, that would seem balanced to me. 1 guaranteed eye from winter, with another chance for an eye from Klaus and 15 chances for eyes from the flare.

I think everything should spawn from the flare at a 10% chance rolled independently. If you were very (un?)lucky you would get deerclops, mactusk, a varg, a varglets, a ewecus, a koalephant, a volt goat, a werepig, and monkeys crashing their boat onto the land all coming after you. Actually just make all of that a 100% chance from the flare. 

I really like the Hostile Flare.

Don't think it needs any nerfing and I'd actually like for it to have other new uses during the other three seasons. 

As far as the concern for getting multiple Eyebrellas. Wicker can turn rain off and on at will with her new book and you can craft it first spring if you kill a Moose/Goose or even just some of its babies. With the new bookcase you can regen a couple of books and use them all the time to turn rain off and on at will. Also so long as you aren't playing WX rain is really not that bad of an effect or challenge to overcome. Umbrella plus Football Helmet will do the same thing as an Eyebrella you just can't use a handslot item but you can always swap between the Umbrella and whatever hand slot item you wish to use and dry off at a fire pit afterwards. Then you have Wurt and Wormwood who are fairly rain resistant and don't suffer any sanity penalties and can only be negatively effected by rain if it causes them to start freezing or with Wormwood dropping slippery tools/weapons (Wurt has strong grip perk). 

Yes the Eyebrella is also amazing for Summer but honestly I think all Summer solutions absolutely pail in comparison to Ice Chester and two thermals. You never have to use Endothermic fires and can avoid ever losing durability from either thermal stone if you keep an eye on them and swap them out whenever necessary. Considering Ice Chester also keeps food nice and fresh hes an absolute asset and essentially shuts down summer heat and makes all your food last longer if you store it in him. Yes this isn't a super viable solution first Summer (I mean it certainly is possible - you can get him early and if you manage to get the blue gems you could definitely get him set up by the first summer) but once you do have it set up it absolutely outshines the Eyebrella or any other method of combating the summer heat by a ton. 

The Lightning immunity is a great perk however and there isn't really anything that can do the same... I mean y'know except for bloody Lightning Rods which are extremely cheap and easy to set up across your base and any outposts or mini bases you might have. Sure you can get hit by Lightning away from your base and the Eyebrella helps defend against that but again as far as I'm aware any type of insulated clothing will stop you from taking damage from a lightning strike so you could simply have an umbrella and any type of headwear with insulation and bam you're safe from lightning.

Basically TLDR; Yeah the Eyebrella is an amazing item but it isn't God Mode. Mid to late game its only really necessary for rain as there are better options for Summer heat. As far as Lightning goes it generally occurs the most frequently in Spring during heavy downpours when you would likely be using the Eyebrella anyway so I don't really consider it that great a perk in the grand scheme of things. Basically I only use the Eyebrella for rain and while yes it completely shuts rain down you can't wear a Mining Helmet/Enlightened Crown or head armor at the same time so it does have minor drawbacks.

As far as Walrus Tusks/Tam O Shanter goes the Hostile Flare pulls existing MacTusks from your world and is dependant on their respawn timer too so all it really does is save you from travelling to their camp to farm them. You can't get "more" McTusks than you already would during Winter via the Flare it literally just allows you to fight them where you want instead of near their house.
One thing I've noticed with summoning MacTusk via Flares is that it actually makes the fight much harder because MacTusk won't just stop to try and walk back to his home allowing you to kill him easily and without resistance once you chase him a certain distance because he is no longer anchored to his home and will continue to run and attack/evade you constantly until you either kill him or attempt escape. Basically summoned MacTusks can't just be easily cheesed and you need some form of ranged weapon or some other strategy to kill him (Panflute etc).

I just don't think the Flare and being able to Summon extra Deerclops and/or cutting out the walking to MacTusk camps is that big of a deal and as game breaking as some seem to think it is. In multiplayer servers more than a single player gets an Eyebrella now in the first year which I think is a good thing and you still have to fight and kill Deerclops each time (yes I know hes super easy and even easier than he used to be). Walking Canes and Tams are slightly easier to farm/obtain now but the MacTusk fight becomes harder. Houndius Shootius doesn't even come into the picture because you still need a Horn for each one and Thul so its not like this really makes them any easier to get as most players are unlikely to reset ruins more than once per in game year anyway. 

Honestly I'm going to be using the Flare the most literally just for an extra 8 pieces of meat and for the excitement of the fight and to farm spiders via making Deerclops fight them. OHHH I also saw on another thread it'll be great for farming Red Festive Lights if you turn Winters Feast on. 

I also don't think that the hostile flare even begins to compare to stuff like the Farming Overhaul or other big changes as far as making the game easier is concerned. 

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