Jump to content

Spawn Location Nightmare Werepig


Spawn Location Nightmare Werepig  

124 members have voted

  1. 1. Where should the Nightmare Werepig spawn?

    • Caves
      59
    • Surface
      25
    • Ruins
      11
    • Mosaic and Rocky Biomes
      23
    • Other
      6


Recommended Posts

I have read a lot about the new boss and opinions about him. One thing the community discusses a lot is that it just feels out of place. I feel the same and think it just doesn't fit the surface world with it's nightmare veins and colours from the ruins. Maybe the surface spawn is just for testing purposes, but I think it should change. Of course Klei could explain it lorewise but that doesn't change the out of place look.

 

What do you think?

Move him to the meteorite biome. We already cant use that for building and it makes sense as a punishment from Charlie (mostly kidding with this). I would love this as a caves boss too, but in that case there should be a new tool for finding him again easily enough (or maybe give the useless compass item this functionality in the caves?). Due to the generation of the caves it would be rather annoying to find him there every 20 days otherwise.

I'd like it if he'd spawn in something themed around him, so if it has to be aboveground maybe make it apart of a new marble set piece or something.
Perhaps in the Moon Stone, Mandrake, or one of those other Dark Forests which usually house a mix of Pigs & Spiders already.
If being underground isn't out of the question then maybe the sinkhole that tends to always spawn in the Pig King Biome could lead to a sunken forest which he can be found in?

I mean isn't cave only items already needed to even fight him? If the intention is to give content to those who play without caves due to lag, this doesn't seem to help much... I also don't understand why this boss during Wilson's update? It looks like it's half done, I mean the boss is amazing and super well done, but it feels like it's part of something bigger and it's so weird to see this little piece out of nowhere, I'd rather it came in a slightly bigger future update focused on that.

Tho I really doubt they will change that, there's probably a cinematic about it already I guess

8 hours ago, Nweeky said:

Move him to the meteorite biome. We already cant use that for building and it makes sense as a punishment from Charlie (mostly kidding with this). I would love this as a caves boss too, but in that case there should be a new tool for finding him again easily enough (or maybe give the useless compass item this functionality in the caves?). Due to the generation of the caves it would be rather annoying to find him there every 20 days otherwise.

you can build arround when you dont want to refight him

that biome would be the worst for such cool set piece 

Him being "out of place" on the surface seems to be his entire point - he's called "daywalker" because he's a permanent werepig in the day. He is corrupted by some nightmarish power into something unlike anything else in the Constant, the resources he drops can't be found even in the ruins. I would only agree that maybe a few more decorative structures and effects could spawn around him and disappear when he's defeated.

There's already an annoyance with loot stash spawning quite close to your buildings. We don't need more bosses that will just appear in areas that you might want to build and caves to lack a lot of content.

Either he should be in the caves locked to 1 biome and that could be literally almost any biome except ruins and archives, there wouldn't be a problem if he was put in mud biome so that anyone going to ruins should be able to find him.

Another option is to put him in the Mosaic/Rockyland biome on the surface as that is a place where players don't build because of the meteors but I would really prefer if he was in the caves as everyone excent Wolfgang or Warly needs to get pick/axe to fight the boss anyway.

3 hours ago, ThymeSpirit said:

Him being "out of place" on the surface seems to be his entire point - he's called "daywalker" because he's a permanent werepig in the day. He is corrupted by some nightmarish power into something unlike anything else in the Constant, the resources he drops can't be found even in the ruins. I would only agree that maybe a few more decorative structures and effects could spawn around him and disappear when he's defeated.

He would still be a daywalker in the caves. It'd actually be even more apparent since they never automatically transform in the caves. 

2 hours ago, 00petar00 said:

everyone excent Wolfgang or Warly needs to get pick/axe to fight the boss anyway

I'm pretty sure they changed it so mightyness and honey spice don't substitute pick/axe anymore.
As for the inconvenient spawners - by the time you're building a megabase the fight with him is likely trivial, and after defeating him you can block the spawner like you would with the klaus sack. Maybe potential spawners should be marked by certain turf patterns like it is with antlion, so you can block ahead of time if you want to build there. Either way, it's not that big of a problem, he doesn't wander or anything, so you can even build around him and let him be a decoration if you don't care about the loot.

Another idea I had is that there could be several small islands where he could potentially spawn. But maybe people would want to build there too, I don't know.

 

4 minutes ago, Cheggf said:

He would still be a daywalker in the caves. It'd actually be even more apparent since they never automatically transform in the caves. 

Well, I'm not Klei, I don't know if they agree with this or not. I'm just responding to people saying "he is out of place on the surface, put him into caves where it makes more sense". Your argument seems to be different though.

i get the caves is lacking, but I feel like it's pointless to put him in the caves. The main benefit of the new boss is the new armor sets, and they are already very similar to thulecite set. So placing both armor sets in the same shard would just give less incentive to hunt down the pig. Specially since currently you still need to go to the ruins to get a pick/axe to start the fight, a mechanic that I really don't support. 

i'd rather see him in a set piece that fits his looks on the surface.

I'd like for him to stay on the surface, but in a set or biome point instead of it being another large scale scavenger hunt.

Some guaranteed biome that players don't have much reason to revisit as his new home would be great. The Mandrake Forest, maybe.

39 minutes ago, ArubaroBeefalo said:

sinkholes

Only place in caves that gets any daylight is the spawn biome which would be an awful silly place to find him I think lol.

Bit of a stretch anyway. He was made for the surface and that’s where he belongs. Caves desperately need more content but this boss would not make a single difference down there. Need to put something besides mush trees and rocks so it’s actually interesting to explore before anything imo.

I do think limiting him to rocky biomes on the surface could be interesting. Maybe the deserts as well or something, somewhere that’s usually pretty empty. (RIP oasis basers)

5 minutes ago, Vinja said:

Only place in caves that gets any daylight is the spawn biome which would be an awful silly place to find him I think lol.

the atrium gate is under a sinkhole

i wish klei removed half of the initial cave biomes for new ones

6 minutes ago, ArubaroBeefalo said:

the atrium gate is under a sinkhole

i wish klei removed half of the initial cave biomes for new ones

I don’t think FW would enjoy the company lol

I think that would be a good start but we also need less mush tree forests and various rock biomes, and please get rid of that mosaic tree biome where there’s all 3 mush tree types in one

5 minutes ago, Vinja said:

I don’t think FW would enjoy the company lol

I think that would be a good start but we also need less mush tree forests and various rock biomes, and please get rid of that mosaic tree biome where there’s all 3 mush tree types in one

i wasnt talking about moving the pig over the gateway xD

I definitely feel like he would fit a lot better in the caves or ruins as a failed experiment by Maxwell.

Not only it feels very out of place and weird to see some big chained up werepig on the overworld, but the places he can spawn it just doesn't blend well with him being there.

It would look a lot more fitting if he spawned in the ruins (or caves) with a sinkhole right above him shining light on him during the day. It would make encountering him feel instead of random and out of place to epic and foreboding.

 

Also with his name being Daywalker it still makes sense if he spawns in the ruins/caves especially if a sinkhole is right above him shining daylight on him.

And I think the caves need more content and love. Compared to the overworld it's missing a lot... this guy can be a good step in the right direction to make the caves over time into a place equal in content with the over world :D

8 hours ago, Vinja said:

Only place in caves that gets any daylight is the spawn biome which would be an awful silly place to find him I think lol.

The only place that doesn't get any daylight is the ruins. Grassy, muddy, & swampy all get light. And why are you guys so hung up on his prefab name that you can't even see in-game?

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...