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Acid Rain Is Under Developed Because The Devs Accidently Remade An Old Mechanic


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I had a revelation recently, Acid Rain is just rain from single player before Reign of Giants came out. For those of you who don't know, which I assume is most of you. In single player vanilla rain worked differently, It did not have a wetness meter, It only had one solution in the hand slot (I KNOW THIS WAS CHANGED IN THE RECENT PATCH AND IT"S NOT A GOOD ENOUGH FIX), and it drained one meter unless you had said solution. Sound familiar? It's Acid Rain. Of course Acid Rain has some key differences like burning away at water resistant clothes, bats being buffed, and ponds solidifying into nitre. But on release of this Beta the main mechanics were more or less the same as rain almost a decade ago.

I think the main issue is Klei needs to slow down here, These recent updates have mostly been nothing but complaints here because this is supposed to be series of updates that technically part of the same big update, and because we're receiving the content in chunks it feels half-baked. I have said this before and I will say it again. For this specific series of updates I would rather one larger update that will take more time than smaller ones that feel worse.

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3 minutes ago, devourerofsugar said:

If they released all that content in one go, though, then the testing would take a lot longer and be more chaotic. People will always grumble initially. Klei is honestly doing amazing.

If they released all the content in one go then people wouldn't come back so often to buy the delicious skin drops.

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Nothing but complaints? the first release of the beta, sure. after the latest changes I'm good with most of he stuff. some minor tweaks won't hurt, but its decent enough content for what DST has always provided in terms of gameplay. 

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What I think is frustrating about acid rain is that it both changes the game, while also not changing it, in all the wrong ways XD

Like it doesn't change the game b/c the rain threat is about the same as its always been, it just front loads the risk of damage where normal rain's damage threat comes as getting wet makes you cold.  But it doesn't change the game at all in that you just use rain protection.  Considering *only* your character, between acid rain and normal rain there is literally no difference if you have rain protection aside from an extra durability tax.  This doesn't create any new opportunities for interaction or challenge.  When they re-worked both Wes and Wolfgang one of the things they pointed to when crafting their reworks is how taxing food didn't really make the game harder, yet here we are lol.  A tax, or just upgrade to umbraella or cowl.  Cowl actually comes off as an upgrade because it doesn't lose durability at all.

Where it does change the game is that you don't get wet anymore, and neither does anything else.  Traveling through the mudlands and you see a lesser glowberry, is it safe to pick or will a depthworm bite you?  With acid rain that entire little trick is disarmed completely.  Also electric damage which has worked as a decent counter for the obscenely tanky misery toad is gone.  These were player interactions that were fun and interesting and now they are basically deleted.

I hope Klei rethinks a lot of these new additions to look for more interaction and options, not less.

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56 minutes ago, Shosuko said:

What I think is frustrating about acid rain is that it both changes the game, while also not changing it, in all the wrong ways XD

Like it doesn't change the game b/c the rain threat is about the same as its always been, it just front loads the risk of damage where normal rain's damage threat comes as getting wet makes you cold.  But it doesn't change the game at all in that you just use rain protection.  Considering *only* your character, between acid rain and normal rain there is literally no difference if you have rain protection aside from an extra durability tax.  This doesn't create any new opportunities for interaction or challenge.  When they re-worked both Wes and Wolfgang one of the things they pointed to when crafting their reworks is how taxing food didn't really make the game harder, yet here we are lol.  A tax, or just upgrade to umbraella or cowl.  Cowl actually comes off as an upgrade because it doesn't lose durability at all.

Where it does change the game is that you don't get wet anymore, and neither does anything else.  Traveling through the mudlands and you see a lesser glowberry, is it safe to pick or will a depthworm bite you?  With acid rain that entire little trick is disarmed completely.  Also electric damage which has worked as a decent counter for the obscenely tanky misery toad is gone.  These were player interactions that were fun and interesting and now they are basically deleted.

I hope Klei rethinks a lot of these new additions to look for more interaction and options, not less.

Honestly I didn't even think about this and honestly I can agree part of my issue with the other mechanic pretty much comes from similar place both mechanics in general aren't changing anything they're just hitting harder with afew offshoots.

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