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how can I stop the rift cycle


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2 hours ago, NVIANN said:

Is there anything I can do in game or any code to stop rift cycle ?  I don’t want it on my megabase

Currently there is no way to stop them, and with the warning message that comes up before starting them it seems this will be the intended manner for the time being.

They are programmed to try very hard to actively avoid player bases, though. So do note that you shouldn't have any issues with them appearing in your builds.

6 minutes ago, -Variant said:

Currently there is no way to stop them, and with the warning message that comes up before starting them it seems this will be the intended manner for the time being.

They are programmed to try very hard to actively avoid player bases, though. So do note that you shouldn't have any issues with them appearing in your builds.

Well the boulders and rifts won't, but the BS plants kinda try to lol

idk if this post is specific to the cave rifts or just all rifts.

8 hours ago, Shosuko said:

Well the boulders and rifts won't, but the BS plants kinda try to lol

The plants intentionally try to do so, the rifts intentionally try to avoid so. I should've noted that, but they're not destructive anymore aside from killing mobs that're too close.

3 minutes ago, -Variant said:

The plants intentionally try to do so, the rifts intentionally try to avoid so. I should've noted that, but they're not destructive anymore aside from killing mobs that're too close.

That seems incredibly against the idea of playing on default settings, with the Grass Gekkos enabled. In most of my worlds I fence in my grass, twigs and reeds so that once gekkos have spawned I don't need to worry about them. Now they'll get killed by Brightshades

1 hour ago, Szczuku said:

That seems incredibly against the idea of playing on default settings, with the Grass Gekkos enabled. In most of my worlds I fence in my grass, twigs and reeds so that once gekkos have spawned I don't need to worry about them. Now they'll get killed by Brightshades

You don't understand, by destroying your stuff you were working on for eternities this uncompromising survival game provides a challenge, and if you can't deal with it - you have a skill issue. /s

6 hours ago, Szczuku said:

That seems incredibly against the idea of playing on default settings, with the Grass Gekkos enabled. In most of my worlds I fence in my grass, twigs and reeds so that once gekkos have spawned I don't need to worry about them. Now they'll get killed by Brightshades

Why is there this weird obsession with playing with default settings? If you dont like brightshades killing your gekkos. Just turn off the rift in settings. Klei made this options so people that have OCD about protecting every inch of their perfectly crafted megabase can turn off any threats to it. It was very nice of them to give this compromise.

5 hours ago, Duck986 said:

You don't understand, by destroying your stuff you were working on for eternities this uncompromising survival game provides a challenge, and if you can't deal with it - you have a skill issue. /s

You don't understand the creative leash you have now put on Klei because 99% of the community can't handle even the thought of their server wide mega base coming under threat. Klei now cant even think about breaking off and doin crazy wacky things for fear that it could damage peoples megabases. All we will get is more stupid optional raid bosses... no more bosses that come to kill you like the seasonal ones. 

Their is nothing fun klei can implement unless it causes threat to the player... and late game challenges post-CC and post-AF have to threaten the player more than just killing them cause by the late game you will have life-giving amulets and meat effigies a plenty. Also you have a base full of resources to instant gear yourself back up again. So dying isnt a threat in the lategame. A threat in the lategame has to target your base in some way, shape or form.

Duck986 the way you want to play DST by spending eternities building a megabase and forcing klei not to have any sort of creative idea that could possibly threaten that megabase is making DST and its updates boring as f. Thank you so much Duck and everyone else with your mentality for ruining DST.

39 minutes ago, Gashzer said:

Why is there is weird obsession with playing with default settings? If you dont like brightshades killing your gekkos. Just turn off the rift in settings. Klei made this options so people that have OCD about protecting every inch of their perfectly crafted megabase can turn off any threats to it. It was very nice of them to give this compromise.

 

"You can turn it off", how original. If the best way to deal with something is not not deal with it, escape it entirely then it's bad content.

39 minutes ago, Gashzer said:

Their is nothing fun klei can implement unless it causes threat to the player...

Not true. I find year of the catcoon & YOT bunnymen event really fun, but they don't threaten me......yet. Sometimes I just want to do something relaxing like farming, and it's totally fine.

Also *there is

39 minutes ago, Gashzer said:

Duck986 the way you want to play DST by spending eternities building a megabase and forcing klei not to have any sort of creative idea that could possibly threaten that megabase is making the DST and its updates boring as f. Thank you so much Duck and everyone else with your mentality for ruining DST.

Please, keep the discussion on topic and stop attacking others.

8 minutes ago, _zwb said:

Not true. I find year of the catcoon & YOT bunnymen event really fun, but they don't threaten me......yet. Sometimes I just want to do something relaxing like farming, and it's totally fun.

None of the seasonal updates are meant to be a danger tho? 

I mean... Can you turn off Hardmode in Terraria? The actions have consequences and there is a warning when you want to activate them. This update is not finished yet, so it will add even more "hardmode" enemies and items, and maybe it will look more like "hardmode" then. Actions in this game have consequences, and always had, so I like it that Klei finally started making something that has them again.

1 minute ago, gamehun20 said:

He meant in actual updates not time limited ones

Then farming is an perfect counter example, the only threat is lord of the fruit flies, which can be easily countered if you just teleport it away (only 1 can exist in a shard). Fun. Not threatening.

1 hour ago, Gashzer said:

Why is there is weird obsession with playing with default settings? If you dont like brightshades killing your gekkos. Just turn off the rift in settings. Klei made this options so people that have OCD about protecting every inch of their perfectly crafted megabase can turn off any threats to it. It was very nice of them to give this compromise.

You don't understand the creative leash you have now put on Klei because 99% of the community can't handle even the thought of their server wide mega base coming under threat. Klei now cant even think about breaking off and doin crazy wacking things for fear that it could damage peoples megabases. All we will get is more stupid optional raid bosses... no more bosses that come to kill you like the seasonal ones. 

Their is nothing fun klei can implement unless it causes threat to the player... and late game challenges post-CC and post-AF have to threaten the player more than just killing them cause by the late game you will have life-giving amulets and meat effigies a plenty. Also you have a base full of resources to instant gear yourself back up again. So dying isnt a threat in the lategame. A threat in the lategame has to target your base in some way, shape or form.

Duck986 the way you want to play DST by spending eternities building a megabase and forcing klei not to have any sort of creative idea that could possibly threaten that megabase is making the DST and its updates boring as f. Thank you so much Duck and everyone else with your mentality for ruining DST.

People don't "not want brightshades."  They do want new content - they just don't want their base getting smashed by it.  And rightly so, unless the "end game" of DST is to destroy the world, removing extended play in the save, it simply must end in sandbox allowing you to become creative.

Ultimately DST is made to be a sandbox anyway, from the ground up.  It has plenty of food, lots of easy res items, and optional bosses all from the start of its launch.  Not like DS where you need to wear an LGA when you die to be resed by it, activate a touch stone ahead of time, or build the meat effigy and endure its health penalty...  If anything - as I've said many times - what Klei needs to do is NOT tack on dumb things that destroy bases out of spite just because its easy to have 100000 lga to res, but rather re-work the game from the beginning.  Adjust how easy it is to res, what the penalties are for death, food and resource availability etc.  How things fight, so that the fights are challenges not just counting hits and stepping back slightly.  I mean you can get rezed super easy with just a spider gland, and sure it brings a health penalty but that goes away with a few bee stingers, rot and nitre - not exactly tough stuff.  This was added when the game was young though, the late game materials we had even before this BS stuff didn't exist to make it harder.

If the problem is that dying isn't punishing enough for making a mistake, then fix THAT - don't just smash things randomly.

One of the things I've wanted in DST from the beginning was a world-gen setting that enforced classic DS resing - ie wearing the LGA, activate the touch stone, build the meat effigy ahead of time and live with the health penalty - instead of this ghosting stuff b/c I recognize that ghosting and unlimited res (not as easy on solo but EXTREMELY easy in multiplayer) removes most of the difficulty of survival.  What I typically do is I play "hard core mode."  If I die I wipe the world and start over.  Its not an official thing, but it makes the game make the most sense to me.

41 minutes ago, _zwb said:

Then farming is a perfect counter example, the only threat is lord of the fruit flies, which can be easily countered if you just teleport it away (only 1 can exist in a shard). Fun. Not threatening.

 I don’t mean to be rude or anything but I don’t play a survival game, clearly labeled as and sold as a Survival Game- to do Non-Survival activities such as Year of Events.

Sure those events are “fun” when I’m bored and maybe don’t want to have my survival Challenged.. but I did not buy a Survival Game to play Farming Simulator.

Its Ironic that you Praise RWYS though- Because even that added SOME Survival Mechanics in the form of Unattended plants, Fire Neddles/Forget Me Lots & the King of Fruit Flies boss that spawns from Neglected Farm Plots.

It’s just so sad to me to see a franchise I bought and enjoyed for being a punishing survival Rogue-Like, become Whatever the hell Klei is transforming the franchise into today.

I lived long enough to see the Resident Evil Franchise go from Survival Horror/Puzzle Solving, to full Blown Action Shooter with QuickTime events- Before the developers FINALLY realized People who like Resident Evil Liked it for what it WAS, not Whatever they ended up turning it into- I’m glad they returned to those Survival Horror/Puzzle Solving Roots & Ditched the full blown Action Shooter QTE direction they were headed in.

I fear the same thing will happen with the Dont Starve Franchise-

DST will end up straying so far away from what the franchise was, we may even get several “Bad” Games in the franchise before Klei realizes people loved DS (& it’s DLCs) for the experience it offered.

I have my gripes about DST- But it’s not too late to add the types of weather seasons and challenges fans of DS/SW/Ham enjoyed the franchise for.

Therefore- If you don’t like the late game challenges that the “Rifts” are intended to bring, simply toggle them off. Yes that is an Option, Yes more people should use the options available to them.

No- Content should not Actively try to politely avoid your base in a Survival Rogue-Lite.

But ultimately.. Klei is the ones making all the decisions- I only plea that they don’t end up making the Dont Starve franchise unrecognizable by becoming something it originally wasn’t to begin with.

51 minutes ago, Shosuko said:

If I die I wipe the world and start over.  It’s not an official thing, but it makes the game make the most sense to me.

You know those settings you don’t like to use or look at? It IS An Actual Thing and it deletes your world Instantly upon death. :wilson_love:

17 minutes ago, Mike23Ua said:

 I don’t mean to be rude or anything but I don’t play a survival game, clearly labeled as and sold as a Survival Game- to do Non-Survival activities such as Year of Events.

Sure those events are “fun” when I’m bored and maybe don’t want to have my survival Challenged.. but I did not buy a Survival Game to play Farming Simulator.

Its Ironic that you Praise RWYS though- Because even that added SOME Survival Mechanics in the form of Unattended plants, Fire Neddles/Forget Me Lots & the King of Fruit Flies boss that spawns from Neglected Farm Plots

 

Yes, those events and stuff are optional, but the point is, there's a place for a chill&relaxed play style.

After surviving long enough you would have the solution to everything, survival is no longer an issue(Have you ever find deerclops challenging after you've killed her hundreds of times?), and you just survive for the sake of surviving. At this point Don't Starve has entered the sandbox stage, a real life simulator where "what should I do now?" has no definite answer: you have to find it out yourself.

I don't really see the weed and plant stress stuff 100% survival mechanics, more like a punishment for being a terrible gardener. And I'm totally fine with those survival challenges, it's all fair game.

A possible solution is to place structure or wall every 14 tiles in the areas where the Rift can spawn, for the Lunar Rift is the entire mainland, for the Shadow Rift is the red blue green mushroom forest (cave pillars will prevent it spawn in other biomes).

9 minutes ago, Cassielu said:

A possible solution is to place structure or wall every 14 tiles in the areas where the Rift can spawn, for the Lunar Rift is the entire mainland, for the Shadow Rift is the red blue green mushroom forest (cave pillars will prevent it spawn in other biomes).

Time to fill the entire world with signs:wilson_wink:

3 hours ago, _zwb said:

"You can turn it off", how original. If the best way to deal with something is not not deal with it, escape it entirely then it's bad content.

Not true. I find year of the catcoon & YOT bunnymen event really fun, but they don't threaten me......yet. Sometimes I just want to do something relaxing like farming, and it's totally fine.

Also *there is

Please, keep the discussion on topic and stop attacking others.

Its better to have fun, challenging content that the "uncompromising survival" player base likes and the megabasers can just turn off than to have content that is butchered with compromises that ends up disappointing everyone. 

Otherwise Klei needs to focus on megabasing, release more cosmetic structures and turf and more. And stop trying to half ass content like acid rain/boulders. Like they are trying to find a middle ground and failing badly.

All the updates so far, have had compromises to keep megabasers/streamers happy which is reducing the quality of the updates, that is why im blaming all of you guys with a megabaser mentality for the terrible updates. 

Klei either go the survival route and make harder, more dangerous challenges or go the megabaser route and make more passive mini games (kinda like the new farming) and cosmetic structures. This "on the fence" business is crippling the updates.

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