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14 hours ago, SirToastyToes said:

(From JoeW - Please be careful about posting spoilers. Thanks)

(thanks joe :) )

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Red cloak and shadow magic? What an interesting combination
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  • Wavey 5
16 minutes ago, GelatinousCube said:

So I'm fairly confused. 

As far as I could tell the four main issues people had with this update/beta are as follows:

-that rifts are just endless after defeating cc and they never go away basically sort of punishing you for completing cc. Tons of people wanted a way to beat them or stop them for a while without having to just turn them off and on in world settings each time instead. 

-that all the new gear seemingly served no real purpose other than for making the new content easier/more doable and was an unrewarding gameplay loop

-the whole planar damage/resist mechanics 

And finally and to me most importantly

-the potential the rifts have of destroying aspects of megabases that may have taken countless hours to build and perfect, destruction of non renewables like spiky trees and mushrooms and that walls don't have the building tag to avoid rifts being destructive in decorative areas. 

 

It's really awesome that the devs specifically spoiled some stuff for the next update to help alleviate some of our concerns and give us a bigger picture of what this content is actually for and how it ties in with upcoming updates. 

Now as far as I can tell all they've really addressed and changed is people's worries about planar damage/resist (they've already made it less full on) and our concerns about the new gear being unrewarding and not helping with anything except for the new content. 

Maybe confirming with us that their will be shadow rifts is meant to somehow communicate that this may be a way to keep each portal type in check or to let one side go away for a while (helping one side "win" so only their portals remain for a while or something) but that's a stretch and me just guessing. 

I haven't seen any info or anything whatsoever regarding destruction of megabases and unrenewable resources. I also haven't really seen anything about being able to stop the portals for a while so they aren't just endless. All that has been addressed is the new gear being more useful down the line and planar damage/resist. Joe in regards to only having rifts active when you're ready for them even literally said something along the lines of they'll only appear and start destroying your base when your ready.. ummm I'm not ever going to be ready for my 11k world and megabase to be threatened in the way that the rifts function.. 

Everyone seems placated though and other than two images posted (both in the memes thread I think) directly addressing megabase destruction there is no further discussion. This could just be because the update is out and everyone's too busy playing but this seems bizzarre to me. 

The destructive (in a way that's problematic to MANY players) nature of the rifts hasn't been addressed at all but is no longer being discussed either.

Have walls been given the building tag? Do we have any sort of lunar lightning rod to either attract or repel rifts from certain areas? Have any player suggestions been implemented yet? I'm just really confused why everyone is seemingly placated when they haven't really addressed most of our concerns at all? 

Is it just moving ahead full steam and megabasers and just bases in general be damned? That's the new direction they're taking? That's it? Have I missed something?

Most of your concerns were addressed in their live stream today. They had no intention for our base destruction and it's being worked on. You might want to watch the stream and hopefully ease ur concerns. These updates are kind of a practice in trust and patience. When it all comes out you will have a chance for feedback and suggestions that Klei is good about listening too. They do things for a reason, Right now it's just complaining about stuff we don't have enough information on. I highly doubt Klei would do anything to ruin their game after all these years of updates. so I'd just have fun with it

  • Like 1

I played around with the new update a bit, I have one rift that’s about dead center of my map, however the “Brightshades” seem to roam from this portal regardless of where it spawns and it actively seeks out your base (mines closer to the top of my map) so these plants have a very very long roaming distance, or they’re currently Glitched.. Eitherway there is now a Single Brightshade Plant Trolling my Garden which was unfortunately built close enough to my base that it’s “roots” can travel from my Garden into the base beside it, trying to remove it was Unsuccessful & it 1 hit killed my poor Wilson. This is meant to be late game content though so it’s my fault for toggling it on Early..

That said- the rifts themselves are actually quite fun, they pop in, some adorable little moon monsters spawn from the ground (I think these things are called grazers??) either way they remind ME Of the Ghostbusters movies I watched as a Kid- Particularly they remind me of the Stay Puft Marshmallow Man, I love how these things just “Splat” Into White Marshmallow-like Goo to Resurrect a few seconds later This part of the “Late Game” update, is actually enjoyable for even the most Noob, of Noob Players fighting them off with a Basic Spear. You can easily Kite them away from their Riftcrystals to mine them for a few seconds, rinse repeat till you’ve obtained all the pure brilliance. I had no trouble at all activating these on DAY ONE of my worlds..

Its the “Brightshades” However that are geared towards “End Game” and these Nasty little plants tore me apart in a second. Lol.. they mean Business! 

It makes me realize that these Rifts can be both Early Game (with the cute easily fightable Ghostbusters Marshmellows) and End Game.. with the particularly Nasty Brightshades.

Im not sure WHAT future content plans Klei has in store but I’d love it rifts (& what spawns from them..) can be toggled to be both Enjoyable from Day 1, and Enjoyable as some sort of Post CC End Game by toggling easy/hard mobs that spawn from them.

2 hours ago, LitulLola said:

Most of your concerns were addressed in their live stream today. They had no intention for our base destruction and it's being worked on. You might want to watch the stream and hopefully ease ur concerns. These updates are kind of a practice in trust and patience. When it all comes out you will have a chance for feedback and suggestions that Klei is good about listening too. They do things for a reason, Right now it's just complaining about stuff we don't have enough information on. I highly doubt Klei would do anything to ruin their game after all these years of updates. so I'd just have fun with it

Ahh ok, I was working and haven't had a chance to watch the live stream yet, it's great to hear that they addressed these concerns on there. I'll have to watch it asap to see what they said.

Thanks for letting me know!

It just seemed like a bit of a disconnect (without the knowledge they addressed stuff on the stream) as Joe's statement and the small reveal of the next update didn't seem to actually address the communities concerns but everyone seemed placated/happy anyway. Evidently many must have watched the stream which helped alleviate their concerns! 

New question, can you hire pigs or bunnymen to help take on the lunar rift threats/mobs?

  • Like 1
54 minutes ago, GelatinousCube said:

Ahh ok, I was working and haven't had a chance to watch the live stream yet, it's great to hear that they addressed these concerns on there. I'll have to watch it asap to see what they said.

Thanks for letting me know!

It just seemed like a bit of a disconnect (without the knowledge they addressed stuff on the stream) as Joe's statement and the small reveal of the next update didn't seem to actually address the communities concerns but everyone seemed placated/happy anyway. Evidently many must have watched the stream which helped alleviate their concerns! 

New question, can you hire pigs or bunnymen to help take on the lunar rift threats/mobs?

From what I've tested in beta, they're unfortunately not the best to take against these guys, especially the brightshades, those things rip them to shreds! It seems better to take them out on our own. 

  • Like 1

"New mechanic in place that will only allow the rifts to begin under a very specific condition that players must directly trigger after defeating the Celestial Champion."

can someone please tell me what this condition is?

  • Like 1
Just now, GelatinousCube said:

"New mechanic in place that will only allow the rifts to begin under a very specific condition that players must directly trigger after defeating the Celestial Champion."

can someone please tell me what this condition is?

Well after CC is defeated, Wagstaff will need to be given a enlightened crown shard (which now drops from the boss) in order to summon the rifts. If you don't give it to him immediately, he'll appear around your world waiting for you to hand it over to him.

  • Thanks 3
Just now, gamehun20 said:

Give crown shard to wagstaff to start rifts

Where's he at? Also a shard of an enlightened crown..? Dayummm... I hoard my crowns, breaking one is going to be painful haha

16 minutes ago, GelatinousCube said:

Where's he at? Also a shard of an enlightened crown..? Dayummm... I hoard my crowns, breaking one is going to be painful haha

At first if you defeat celestial he will be there collecting the energy from the dead guardian and then you can show then give him the extra one shard the boss drops or if you didn't do that he will be somewhere in the world

Edited by gamehun20
4 minutes ago, gamehun20 said:

At first if you defeat celestial he will be there collecting the energy from the dead guardian and then you can show then give him the extra one shard the boss drops or if you didn't do that he will be somewhere in the world

Hang on.. sorry for all the questions but does CC drop a crown shard and a crown now..?

3 minutes ago, GelatinousCube said:

Woah.. Might farm up the resources to fight him a few more times. That's crazy good, how did I miss this. 

It's so you don't instantly start the next "arc"

I know I asked about this in the beta forum before, but I swear to god I can't make myself understand how the planar damage/defense mechanic works. Is there a video on youtube that explains this with examples? The only one I found is from beard but even in that he admits that he doesn't understand it.

This frustrates me because I enjoy learning about this world and understanding the mechanics behind it, but this is just confusing. I don't hate it, I just want to understand.

Also, I noticed that they gave a lot of mobs the shadow tag, but what does it really mean? They don't have shadow defense or shadow damage, right? (The same way brightshade has planar defense/damage). So I can still use the same armor and weapons against them. Or am I wrong?

7 minutes ago, Trots said:

Can you post the Horizontal poster that you added into the game as a loading screen image?

Yes, just go to your item collection on the main menu, go to vignettes, then click on the Vignette for it (make sure it lights up with a Green Check Mark) afterwards it’ll be used as a loading screen, you can also Mark/Unmark other Vignettes so only the ones you Want to show up will be your loading Screens.

  • Like 1
1 hour ago, Roodmas said:

I know I asked about this in the beta forum before, but I swear to god I can't make myself understand how the planar damage/defense mechanic works. Is there a video on youtube that explains this with examples? The only one I found is from beard but even in that he admits that he doesn't understand it.

Planar Damage: Property of some new enemies/weapons/armor (armor as in buff) that ignores your armor (if not planar), and it is extra damage (so total damage from an attack is Normal Damage + Planar Damage).

Planar Defense: Property of new Brightshade and Dreadstone armors that protects you against Planar Damage. In enemies it protects them from normal damage (your weapons without planar damage make less damage against them) and also protects them from some player's Planar Damage.

1 hour ago, Roodmas said:

Also, I noticed that they gave a lot of mobs the shadow tag, but what does it really mean? They don't have shadow defense or shadow damage, right? (The same way brightshade has planar defense/damage). So I can still use the same armor and weapons against them. Or am I wrong?

Shadow/Lunar Alignement (<- Is that the correct word guys?) : New tag assigned to most Lunar and Shadow entities, respectively, depending on which Wilson Skill you choose, it will give 10% of defense against those creatures and 10% more damage against their counterparts. (e.g.: you have "Shadow Courtier" then you get 10% less damage from Shadow Aligned creatures and you deal 10% more damage against Lunar Aligned creatures.

It is important to remember that it only affects a Wilson with those skills as for now.

 

Or at least is what I understand reading information from people and making my own tests. (if I have incorrect information let me know so I can edit this comment to provide better information)

Edited by Ulisesvolador
8 hours ago, GelatinousCube said:

Everyone seems placated though and other than two images posted (both in the memes thread I think) directly addressing megabase destruction there is no further discussion. This could just be because the update is out and everyone's too busy playing but this seems bizzarre to me. 

The destructive (in a way that's problematic to MANY players) nature of the rifts hasn't been addressed at all but is no longer being discussed either.

Have walls been given the building tag? Do we have any sort of lunar lightning rod to either attract or repel rifts from certain areas? Have any player suggestions been implemented yet? I'm just really confused why everyone is seemingly placated when they haven't really addressed most of our concerns at all? 

Is it just moving ahead full steam and megabasers and just bases in general be damned? That's the new direction they're taking? That's it? Have I missed something?

What was in beta is now released.  Until we're in a state of beta again, there isn't much point to continuing those conversations.  In the Klei stream they addressed some concerns, but not all and in a way exacerbated some issues.

Base destruction - they said they will patch this, probably in the next hotfix.  idk how they are going to do it exactly, but they stated their intention is not to harm bases at all.

As for the other parts:

Rifts will be a permanent feature that once started will be an endless cycle.  Consider it more busy work like wildfires, lightning, hound waves, etc.

The new gear is not only required for new content, but it is also going to be powered up to become much more OP with future content.

I still don't like this direction.  I want an end game like what we've had, adding more busy work doesn't sound appealing to me at all, and being forced to use certain gear no matter how OP it becomes feels very janky.  To me these are pretty thoughtless changes that make DST actively worse then it has been - but the patch has landed, we're getting what we get, and until the next beta there isn't much point in bickering about it.

Edited by Shosuko
  • Like 1
  • Wavey 1
1 hour ago, Ulisesvolador said:

Shadow/Lunar Alignement (<- Is that the correct word guys?) : New tag assigned to most Lunar and Shadow entities, respectively, depending on which Wilson Skill you choose, it will give 10% of defense against those creatures and 10% more damage against their counterparts.

Alright, so there are the 3 new dummies we can build, are the two special ones lunar/shadow aligned? Or are they supposed to have planar defense?

The reason I'm asking is because I built them in my Wilson world, I had the lunar alignment, attacked all 3 with a walking cane, and they all showed different damage. I understand that with the lunar alignemtn I'm supposed to deal more damage to shadow aligned mobs, but then the lunar and normal dummies should have shown the same result, right?

So then they must have planar defense, but if that's the case, does the shadow dummy have a second type of planar defense that might be more relevant in the next update?

Thank you for the explanation by the way, you made it clearer for me, it's these numbers that still don't make sense to me.

12 minutes ago, Roodmas said:

Alright, so there are the 3 new dummies we can build, are the two special ones lunar/shadow aligned? Or are they supposed to have planar defense?

They are lunar/shadow aligned and yes, they have planar defense. It does make it confusing since we lack the option to hit mobs that are lunar/shadow aligned but don't have planar defense.

We don't have any info if planar defense is going to be added to the new shadow mobs as well, but they might given that this shadow boxer has planar defense.

  • Like 3
5 hours ago, Mike23Ua said:

Yes, just go to your item collection on the main menu, go to vignettes, then click on the Vignette for it (make sure it lights up with a Green Check Mark) afterwards it’ll be used as a loading screen, you can also Mark/Unmark other Vignettes so only the ones you Want to show up will be your loading Screens.

I mean, to post the image in here so it becomes available to download

7 hours ago, Roodmas said:

I know I asked about this in the beta forum before, but I swear to god I can't make myself understand how the planar damage/defense mechanic works. Is there a video on youtube that explains this with examples? The only one I found is from beard but even in that he admits that he doesn't understand it.

What really helped me is constructing the new luner/shadow punching bags. They tell you how much damage you are doing and can wear the armor so you can see how much each one protects based on the damage done by diff weapons. Hope this helps!

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