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Do you think moon quay can return?


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Moon quay started as a exciting major update to mix up ocean content with new hostile mobs, a good curse mechanic that made you rethink relying heavily on brute forcing combat, and filled what was once a peaceful environment with a sense of danger it definitely had its flaws and needed a bit of rebalancing but the swing was way too far in the other direction. In it's place it became another forgettable loot island filled with neutral mobs who you can ignore by filling your first slots with junk items, a curse that's largely ignored because the mobs who drop the cursed trinkets only fight in self defense and even then off loading them is a revival away, and from my experience noone really cares about pirate raids anymore.

What I've been wondering is does anyone think it can come back to it's former glory or am I just bringing up something nobody has issue with?

the worst part is that already happend (for example when they reverted wendy refresh cuz people couldnt kill spiders afk as fast as before while being 100%hp) and might happend in the future...

i guess the game shouldnt expect us to have armor and weapon on our inventory...

yeah im a little disappointed in the final product from what it was before (coincidentally what happened with the wicker rework) but i don't expect to see a change with it, i just hope with the next update klei can stick to their guns with their beginning product.

7 minutes ago, ArubaroBeefalo said:

the worst part is that already happend (for example when they reverted wendy refresh cuz people couldnt kill spiders afk as fast as before while being 100%hp) and might happend in the future...

i guess the game shouldnt expect us to have armor and weapon on our inventory...

Yea I hated that change as well it made so much more sense when abi was tied to your hp.

 

Just now, Capybara007 said:

although the monkeys are aggresive and not neutral as you say

They don't harm you unless you harm them.

1 minute ago, Mysterious box said:

They don't harm you unless you harm them.

thats literallly not how it works, they are neutral for 4 minutes after giving the queen a banana so you can escape the island, and to reach her you need to go through monkeys that steal all of your items

3 minutes ago, Mysterious box said:

Yea I hated that change as well it made so much more sense when abi was tied to your hp

yes but "omg klei i need to help abi to kill a nest of spiders cuz im afraid of being at 125hp to achieve the same as pre-rework abi, more damage and a bunch of improvements isnt enough, i want to play afk" which funny enough is the same to what happend to the monkeys "i wanna afk chatting cuz ocean is chill" (because is empty lol)

 

settings are for something...

Just now, Capybara007 said:

thats literallly not how it works, they are neutral for 4 minutes after giving the queen a banana so you can escape the island, and to reach her you need to go through monkeys that steal all of your items

I already mentioned they steal as I said you put junk in your first slot and move on your way.

I hope they will revisit it in the next QoL. What I didn't like about the beta is that people complained about raids happening too often but instead of tweaking the number a bit, they were nerfed into the ground 2 days before the official release. I don't like that this is becoming a trend. Same with Wolfgang's rerework. I think the idea of losing mightiness from getting hit had potential but instead of adjusting the numbers, they completely removed it. 

22 minutes ago, Mysterious box said:

Moon quay started as a exciting major update to mix up ocean content with new hostile mobs, a good curse mechanic that made you rethink relying heavily on brute forcing combat, and filled what was once a peaceful environment with a sense of danger it definitely had its flaws and needed a bit of rebalancing but the swing was way too far in the other direction. In it's place it became another forgettable loot island filled with neutral mobs who you can ignore by filling your first slots with junk items, a curse that's largely ignored because the mobs who drop the cursed trinkets only fight in self defense and even then off loading them is a revival away, and from my experience noone really cares about pirate raids anymore.

What I've been wondering is does anyone think it can come back to it's former glory or am I just bringing up something nobody has issue with?

I think most of the ocean content wasn't done very well as there's not much of a reason to go there. Not much of a survival benefit whereas the caves have lots of survival benefits of exploring there. They both come with risks, but the caves are just more beneficial than the ocean as you can get light bulbs, you can go to the ruins, you can go there during summer to stop overheating. The ocean, well it doesn't really have those benefits. It's not that dangerous, but it doesn't get you much and you can easily waste away a whole season looking for one thing. With the fuel weaver story part, you could actually figure out what to do in that story, it gave you reasons too such as really good loot and overall, the game pushes you into doing it. The celestial champion ark wasn't nearly as well done. It doesn't give you a reason to go to the moon island and really the game doesn't push you further into that story, but on top of that the rewards aren't even that good. And it doesn't even give you other stuff like the cave does with its light bulbs, protection and other good loot. The moon quay is the same, nothing at all is pushing you to go there and nothing is giving you hints on where to go. At least the celestial champion had those messages in a bottle with pearl that sorta push you along the story line. At the beginning there were reasons to go to the moon quay, same with the lunar island, but after we knew what was there, there was no reason to go back there. Even with the mangroves with those big trees, it was interesting at first, but after it blew over, no one cares about it and there was no reason to go there.

I feel like the moon quay update is out of place, the colors of the island don't mach the color that the game usually use, the curse is not bad (because you can just kill yourself to get rid of it) but lame, Monkey tails (Reeds) and Banana bushes feels like bait to go to the island because there are 2 things that we wanted to replant since long time, they had to make an item to call the raids because their non exist at all, and the lore behind this is -Ha Ha Ha, Wagstaf did it because he is a jerk. It feels like a mod. Btw I liked the new boat stuff.

Personally the update just really clicked with me in it's first draft it was the first time i actually felt fully engaged in ocean content and loved the chaos of it the idea of raids coming and you needing to fight them off or shoot them with cannons to scare them off it was amazing in a group it's something I wanted to see more of in dst which is part of the reason i dislike how much control we're getting over everything in the world.

8 minutes ago, Memetan said:

I feel like the moon quay update is out of place, the colors of the island don't mach the color that the game usually use

That's the point. It's meant to stick out because it came from another part of the Constant.

12 minutes ago, Memetan said:

Ha Ha Ha, Wagstaf did it because he is a jerk.

God forbid that one of the main antagonists would do anything that make survivor's life worse. He should just stand around there and do nothing. 

12 minutes ago, Memetan said:

I feel like the moon quay update is out of place, the colors of the island don't mach the color that the game usually use

That could be explained with "it is from another world" but yeah, I too dislike it too, they even had some victorian (?) pirates concepts they showed us at the live stream and they were amazing...

But I HATE the curse it's so annoying for the sake of being annoying, c'mon the monkeys are annoying enough, I would happily trade the curses for a fun raid happening more and more

5 minutes ago, Eughstein said:

update would be way better if curse wasn't a thing

 

3 minutes ago, xhyom said:

But I HATE the curse it's so annoying for the sake of being annoying, c'mon the monkeys are annoying enough, I would happily trade the curses for a fun raid happening more and more

The curse should work like this: The more cursed trinkets you have, the more chances to get raid by monkeys. Because now you have to call them to get raid, it feels weird.

1 minute ago, Memetan said:

 

The curse should work like this: The more cursed trinkets you have, the more chances to get raid by monkeys. Because now you have to call them to get raid, it feels weird.

curse isn't really as a curse but just an annoyance, you literally can collect banans from island, which you can also reproduce via this same island, making curse not a problem at all

7 minutes ago, Memetan said:

 

The curse should work like this: The more cursed trinkets you have, the more chances to get raid by monkeys. Because now you have to call them to get raid, it feels weird.

If they went that route I feel like it'd be better if it made it so they raid you on land from anywhere in the world when you have trinkets like rather than being a curse it'd be like a marked for death feature.

10 minutes ago, Eughstein said:

curse isn't really as a curse but just an annoyance, you literally can collect banans from island, which you can also reproduce via this same island, making curse not a problem at all

The curse originally worked because you'd get attacked at sea by them but since that was more or less removed entirely it doesn't make sense anymore neither does putting cannons on your boat to fight off raids...

7 minutes ago, Mysterious box said:

If they went that route I feel like it'd be better if it made it so they raid you on land from anywhere in the world when you have trinkets like rather than being a curse it'd be like a marked for death feature.

The curse originally worked because you'd get attacked at sea by them but since that was more or less removed entirely it doesn't make sense anymore neither does putting cannons on your boat to fight off raids...

i hate how conecpt of pirate raid monkeys that attack you turned into farmable mobs like mctusks that you summon and go to all by yourself and need only for loot

18 minutes ago, Memetan said:

 

The curse should work like this: The more cursed trinkets you have, the more chances to get raid by monkeys. Because now you have to call them to get raid, it feels weird.

why they would atack you more often? makes little sense

6 minutes ago, Eughstein said:

i hate how conecpt of pirate raid monkeys that attack you turned into farmable mobs like mctusks that you summon and go to all by yourself and need only for loot

Honestly, they made the loot too good. Other raid mobs just give you stuff that's kinda meh. Teeth and glow berries have their uses but they aren't nearly as desired as an infinite Lazy Forager. 

14 minutes ago, Eughstein said:

i hate how conecpt of pirate raid monkeys that attack you turned into farmable mobs like mctusks that you summon and go to all by yourself and need only for loot

This is my issue with the hostile flare in general it's turning mobs and a boss known for being predators into prey.

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