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Megabases, I don't buy it.


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9 minutes ago, Mike23Ua said:

I’m not sure if maybe I’m building my bases wrong, or if these systems you claim exist don’t apply to Xbox, but I’ve actually had trees sprout up right dead center of my cobblestone path walkways (now it’s not an entire forest mind you..) but it is annoying to have to go chop it down and shovel it out of the way.

They apply to xbox too. I don't think there are many differences in the game's mechanics between playing on PC with a controller, and playing on consoles.

11 minutes ago, Mike23Ua said:

However: im still confused that IF a player has managed to build a base that spans across multiple biomes, how does the game know where it can & can not spawn in content?

Like for example: if someone has built a base in the Swamp Biome, a massive base after having cleared out every single thing in the swamp, but Klei later gives the swamp the same kind of Regrowth features that Catcoon Dens now have- how would the game know where it can/can not spawn in new Swamp Tentacles & Leaky Shacks?

I feel like this is a relevant and highly on topic conversation to be having because this has been my Direct conflicting issue with “MegaBases” 

Okay, I think it would help if I were to define what the game considers a "structure" in this way. Generally things that are considered to be "structures" for this sort of purpose are buildings that you craft yourself and then have to place down with a little green indicator of where you'll be placing it. That means that turf doesn't count as a structure in this way, but your "tree in the road" problem may be solved by building some scattered walls along your road.

Now, about your second thing. The question is how the game knows what is and isn't a base for the purpose of spawning things, yeah? Alright, think of it like this: Imagine that a DST world is a big dartboard. Let's say every 20 days that pass, the game takes a dart from a pile labeled "Lunar Rifts" and throws that dart at the board. That board correlates with your DST map and, once the dart lands somewhere, the game then takes a closer look at that exact area and checks in a range of a few turf tiles to see if there's any structures in that area, be that a chest or science machine or etc. If there IS a structure in that small area, then the game discards that dart and immediately throws another at random, and then checks the spot where THAT one lands for any structures. It repeats this process of throwing darts over and over until it finds a random area where there aren't any structures at all, and then it finally places down a Lunar Rift and stops throwing darts for a while. The game doesn't have an intelligent concept of a "base" at all, it just goes for the simplest option of randomly choosing a spot and checking if there's ANY structure nearby, and not putting the rift there if there is.

Is that a good analogy? Also note of course it's up to random chance, so it's possible (and likely in 99% of worlds) that the first "dart" is going to hit a spot in the middle of a fully-natural biome with no structures in sight. I hope I've explained this well, as I think full understanding of this mechanic could help you feel a lot better about upcoming content :)

25 minutes ago, goodguythatguy said:

That's what I'm saying. Inflation. Debt to GDP ratios.Inverted Yield Curves. These Megabasers are nuts

These mega basers are the reason housing prices are so high. As the population rises less and less bases are being built and private corporations, instead of making cheap affordable bases, decide to make luxury mega bases which a veteran will use and then quit the world. 

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