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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


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5 hours ago, 00petar00 said:

-His theme doesn't fit most of the biomes on the surface.

Again, it's not for us to decide where he fits thematically. Stop telling the game's writers how to do their job. No, your game experience doesn't matter when talking about themes and lore.

5 hours ago, 00petar00 said:

-he can spawn anywhere on the map and block areas you may want to build in and its not a good argument to say that he can just be killed when there are biomes in caves that he can spawn in where he wouldn't bother anyone.

DST is not a building game, players are not entitled to be able to build anywhere without any issues. And unlike many objects that already exist in the world, this guy can be moved somewhere else. By the time you're building a megabase, any boss is trivial. This is like complaining that you don't have creative mode with unlimited resources and no danger.

5 hours ago, 00petar00 said:

-You need pick/axe from ruins to be able to fight him.

1) I imagine they will address this by either changing the requirement or improving the loot so it's worth the hassle;

2) Putting him in the caves doesn't even solve it, because now instead of bringing just 1 pick/axe to the surface you have to bring his 2 drops - 2 times the inventory slots.

5 hours ago, 00petar00 said:

-Area on the surface is getting more and more populated that in the next few years in the future it will feel cluttered if klei keeps adding setpieces like this and caves are lacking in content.

A "slippery slope" argument. For all you know, it could be the last thing they add to the surface, and the next 10 years will be entirely focused on the caves. And even if not, it's a bad argument.

This is my last reply to you on this matter, this discussion is too tiring and pointless to keep going. Don't bother replying, or if you do, don't expect an answer. Have a good day.

35 minutes ago, ThymeSpirit said:

Again, it's not for us to decide where he fits thematically. Stop telling the game's writers how to do their job. No, your game experience doesn't matter when talking about themes and lore

lol it does and who are you to ask people to stop a discussion in a discussion forum?

36 minutes ago, ThymeSpirit said:

DST is not a building game

is a shooter

52 minutes ago, ThymeSpirit said:

Again, it's not for us to decide where he fits thematically. Stop telling the game's writers how to do their job.

If you don't want to see people discussing the beta branch why are you in the beta branch forums? 

19 minutes ago, ArubaroBeefalo said:

lol it does and who are you to ask people to stop a discussion in a discussion forum?

3 minutes ago, Cheggf said:

If you don't want to see people discussing the beta branch why are you in the beta branch forums?

Nice overgeneralizations.

1 hour ago, ThymeSpirit said:

Again, it's not for us to decide where he fits thematically. Stop telling the game's writers how to do their job. No, your game experience doesn't matter when talking about themes and lore.

59 minutes ago, ThymeSpirit said:

Nice overgeneralizations.

You literally told me not to give suggestions on a forum that solely exists to give suggestions for the current beta and say this when others correct you, this is kind of funny.

Anyone can comment about anything in the game and I am not the only one that doesn't like how the theme of this boss mixes with the biomes he spawns in.

I never said anything about lore except that it doesn't come close to how important gameplay is and these aren't just my thoughts but how majority of gamers feel as it has already been proven by Elden Ring winning game of the year. 

1 hour ago, ThymeSpirit said:

DST is not a building game, players are not entitled to be able to build anywhere without any issues. And unlike many objects that already exist in the world, this guy can be moved somewhere else. By the time you're building a megabase, any boss is trivial. This is like complaining that you don't have creative mode with unlimited resources and no danger.

A big part of DST is building, I don't know what game you are playing and you are talking as if you only play for 100-150 days and reset the world after killing all the bosses. The reason there are players with thousands of hours on DST is because almost all of them are builders.

It doesn't matter how difficult it is to kill this boss when it doesn't need to be a problem, caves have so much unused space and rarely anyone builds nearly as much there.

1 hour ago, ThymeSpirit said:

1) I imagine they will address this by either changing the requirement or improving the loot so it's worth the hassle;

2) Putting him in the caves doesn't even solve it, because now instead of bringing just 1 pick/axe to the surface you have to bring his 2 drops - 2 times the inventory slots.

I don't think this will be changed as we can all have a pretty good guess that these materials will be getting new crafts in the future and as you said the boss isn't difficult to kill, so having to find ruins first isn't that bad as players do look for ruins just for thulecite gear and gems anyway.

1 hour ago, ThymeSpirit said:

A "slippery slope" argument. For all you know, it could be the last thing they add to the surface, and the next 10 years will be entirely focused on the caves. And even if not, it's a bad argument.

The surface/overworld has had significant changes in the recent years and there is no signs that future updates will be different and I already feel like it is getting a little cramped.

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