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Klei do not change the celestial portal until you fix pathfinding bugs, thanks!


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11 minutes ago, MostMerryTomcat said:

KLei seems to be trying to address the late-game Survival faced of DST this year (probably next year as well). Till now I for one.. am not impressed. The Lunar and Horror elements are too thin spread, too toned down. No real progression, on wide-range and with a multitude of effects (new weather patterns, phenomenons, new seasonal mobs, plants, loot etc). But one thing's for sure: fixing pathfinder.. will not lead to more game interactions, but less. A LOT less. And devs would need to implement proverbial tons of content to cover for such a creative lapse.

I mean I don't believe they can as any impact they try to introduce for our survival will be percieved as a chore heck they're getting backlash from adding a mechanic that takes a minimum of a year before it needs maintenance.

On 7/21/2023 at 11:03 PM, Gashzer said:

Forums users need to figure out their priorities. 

There is a topic about changing the celestial portal, a legit mechanic, because it may undermine the importance of player choice for choosing both your character and the new skill trees.

However my issue is, the same people who complain about the celestial portal breaking the game, probably use the straight line wall cheese for dfly or statues/fossils for blocking mobs for farming or to cheese the moon stone event. They might even think voidwalking is ok too. Lureplant to block bosses etc...

I use the wall cheese all the time cause why would i ever fight dfly legit?? These bugs are removing player choice by narrowing the strategies the players WANT to use to overcome the problem. 99% of people will choose the path of least resistance... they will use the wall cheese for dfly over making ice staffs to freeze the larve instead or any other strategy cause its by far the easiest and least resource-intensive strategy to pull off.

These bugs need to be fixed. Either by making the bugs legit etc.. Craftable, infinite health walls to replace statues/fossils. Or removing them entirely. These bugs can completely change how you approach challenges in DST and the worse thing is... they are not intentional! They're bugs!!!

The celestial portal on the otherhand is legit, is not a bug and is 100% intentional! Why has there been such a massive focus on the celestial portal recently when klei still havnt fixed the goofy AI pathfinding?? You guys are so confusing.

My message to Klei and my fellow forums users... just keep your priorities straight.

klei don't add pathfinding cell for all the obstacles, because their generation location is not restricted. Remember? when you place something which can effect the pathfinding (such as wall or the support pillar), its position is limited as snap to grid, and that is for alignment the pathfinding cells.And also you are not allowed to build too close or even overlap with another, otherwise the overlap issue of pathfinding cells will occur.However, these situations are all possible for wild spawned obstacles.

And you can try this mod to play with better pathfinding Don't Blocked Together

, but you should know that, this mod works by register pathfinding walls for more obstacles and making a big record to handle the overlap(it actually written by V2C in nightmarerocks),which may effect game's performance.

Both the Great wall and the "Im not locked in here with you, you're locked in here with me!" strats do not compare to simply walling each lava pool off in a square closed pen. 

Also it's not utilizing any pathfinding "bugs" by doing so. 

My point is that even if pathfinding was "fixed"/changed it wouldn't actually change a thing.. You could just make a pen for yourself and dfly or better yet close off each lava pool in a pen with the exact same result more or less... 

But yes ACTUAL bugs should be fixed INSTEAD (not before) of doing anything to celestial portal. Its not a bug or exploit or anything. It's an intended mechanic and option klei created and want in the game. Don't like it don't use it.

 

Fixing pathfinding would help with followers getting caught on things, too. Many times I've caught Chester being trapped behind something like two ponds that were too close to each-other.

Fixing pathfinding would ruin what a lot of players have been relying on for a long time just for some people to be satisfied because its "inmersion breaking" or that "i dont want ppl to use it against dfly on multiplayer" (in a multiplayer game you always have to adapt to others stategies)

27 minutes ago, Capybara007 said:

Fixing pathfinding would ruin what a lot of players have been relying on for a long time

God forbid dst tries to not be stale and to shake things up

3 hours ago, Szczuku said:

God forbid dst tries to not be stale and to shake things up

agreed, IMO for season 18 Klei should try to target the stagnant meta in the competitive ladder, I'm tired of always seeing the same team compositions in every match

4 hours ago, Szczuku said:

God forbid dst tries to not be stale and to shake things up

Im worried that this thread gets locked but this is the most braindead take imaginable i have ever seen someone replied on a forum post

Imagine klei removing torches so they can shake things up instead of relying on them like weve been doing since 2013

Removing pathfind will not shake things up, dont imply that it will make the experience better

4 hours ago, Capybara007 said:

Im worried that this thread gets locked but this is the most braindead take imaginable i have ever seen someone replied on a forum post

Imagine klei removing torches so they can shake things up instead of relying on them like weve been doing since 2013

Removing pathfind will not shake things up, dont imply that it will make the experience better

I mean Klei could simply remove them and make new features in their place like ancient guardian. Most people relied on the exploit to kill it but I'm sure you would find noone willing to go back now.

24 minutes ago, Mysterious box said:

I mean Klei could simply remove them and make new features in their place like ancient guardian. Most people relied on the exploit to kill it but I'm sure you would find noone willing to go back now.

Until they add a feature that is 1 on 1 with current pathfind manipulation like statues then pathfinding should and will stay as it is

1 hour ago, Capybara007 said:

Until they add a feature that is 1 on 1 with current pathfind manipulation like statues then pathfinding should and will stay as it is

It doesn't need to be 1 to 1 so long as it's unique and interesting.

21 hours ago, Capybara007 said:

Fixing pathfinding would ruin what a lot of players have been relying on for a long time just for some people to be satisfied because its "inmersion breaking" or that "i dont want ppl to use it against dfly on multiplayer" (in a multiplayer game you always have to adapt to others stategies)

Tbh this is the most braindead take i have ever seen.

Just because 99% players now rely on a bug to skip half of dflys mechanics doesnt mean that the bug shouldnt get fixed and dfly also needs to be reworked to make the larve stage of the fight more engaging or remove it for another mechanic. 99% of players also relied on a bug to kill old ancient guardian an it got fixed.

All. Bugs. Need. Fixed. Period.

Mobs getting stuck on lureplants or statues or in ponds/magma pools all looks really really dumb. Klei can fix this then buff walls. Klei could introduce a trap door wall that automatically closes if a mob passes it, this trap wall could be used to funnel mobs one at a time for you to kill. They can introduce an invincible late game wall to replace the buggy ass statues. There are plenty of ways to replace this bug in legit ways.

5 hours ago, Capybara007 said:

Current pathfinding is already unique and interesting

Bahahahahahahahah its not unique its really stupid and its a disgrace that such an old game as DST has had these glaring bugs for so long. Klei should be ashamed of themselves for the immense lack of polish.

Dragonfly is a pretty iconic fight in DST being the first big boss you will wonder into but having its whole fight strategy defined by an easy to use pathfinding bug is just sad.

Dragonfly is balanced around having 3-5 players fighting. Dodging swipes is hard and you must concede hits in the fight. It's too intensive to do it hitless and better value to get hit, and that's with walls. 

It still requires skill when using walls.

Doing it with no walls does demand an ice staff as one of the methods. It's not a bad way, but the timing is unforgiving. 

Also, cancelling the enraged phase is a reasonable requirement in the solo fight.

 

Comparing dragonfly and old guardian is an unfair comparison. 

The old guardian fight was creatively fixed to avoid the whole fight going to what we have now from literally hold + f.

I can't state it enough. It was a literal hold F.

 

I'm going to state it again just to make it as clear as possible. Old Ancient Guardian fight was a literal hold F. 

 

Dragonfly is no such fight, even with walls. If you mess up positioning, larvae will still pathfind their way into you and if your dodge patterns stray too far from the spawn point, the fight will end and there is involvement to ensure that the enrage doesn't become a near unmanageable problem. 

To this day, there are still players that find difficulty in fighting dragonfly. Often you'll find dragonfly left alive well into spring because it's not an easy fight for everyone. 

 

Basically, "fixing" pathfinding means a difficulty spike. And for what? Just so the game won't be "silly"?

 

I won't be ashamed to say that as a player, I feel threatened if a change of this nature takes place. Dragonfly is, if not, my weakest fight in the game. I'm not good at maintaining the 6 hit pattern and I've tried using the ice staff, no wall method and even then, the timing is strict and I personally am liable to break multiple ice staves because I've already frozen a functionally 'dead' larvae. 

 

I hope pathfinding changes aren't even in the question unless an alternative is patched in beforehand. 

 

Because even if pathfinding gets changed to the point of walls being literally the only thing that stops mobs, what is going to happen is parts of the game will simply not be engaged with.

 

The reward for killing dragonfly is honestly a small luxury rather than a necessity. I find the gems to be far more valuable than the scale or the furnace. I would gladly sink the two drops into the ocean. 

 

 

"Fixing" pathfinding is not feasible because the reward yielded from functionally raising the difficulty of the bosses for no reason is juice that isn't worth the squeeze. Why would I ever fight dragonfly if I needed to get into the zone for each fight?

 

I risk my life for a convenience. 

This would be like having to go out and crabfish on treacherous ocean, just so I could drink a cold glass of coca cola.

I wouldn't want to live in a world without coca cola, but I'm not going to risk drowning just for a drink.

 

 

3 hours ago, Gashzer said:

Tbh this is the most braindead take i have ever seen.

At this point I'm just waiting for image.png.0607299f00c6a359dee980e9f6967333.png

3 hours ago, Gashzer said:

players now rely on a bug to skip half of dflys mechanics doesnt mean that the bug shouldnt get fixed

Is it a bug though? afaik is that larvae have no interactions with walls and they can't attack or bypass walls, so everything is working as it should even if it wasn't intended to work that way.

4 minutes ago, Ulisesvolador said:

At this point I'm just waiting for image.png.0607299f00c6a359dee980e9f6967333.png

Here i was just parroting what Capybara said. :wilsoalmostangelic:

Ive said what ive needed to say so if it gets locked im all good with that.

 

6 hours ago, Gashzer said:

All. Bugs. Need. Fixed. Period.

Not true and never has been

YOU want all bugs fixed period

most games have a collection of unfixed bugs, some games have relatively famous bugs.

but people play those games anyway

bugs dont stop players from liking and playing games, therefore: games dont need every bug hunted down.

i could even go as far as to say: players like certain bugs, so it’s generally worth keeping a inconsequential bug over fixing it, even if it could be fixed easily.

On 7/21/2023 at 11:57 AM, Gashzer said:

Yeah but its dont starve TOGETHER. If i play with others on pubs. I cant force them not to use bugs for boss fights. Like the example in my previous comment. Then in these cases cheese strats are being forced on to me.

K wait looking back at this thread, and because you don’t like “cheese strats” being forced on you you instead want everyone to be forced play how you want to? Is this not extremely hypocritical?

Its insane how this community cannot handle exploits that dont affect them in the slightest to be fixed so badly meanwhile in the other sandbox games communities you have iron golems that spawn out of thin air to be killed seconds after by lava and nobody complains ""it looks goofy i dont like it!""

8 hours ago, Gashzer said:

Tbh this is the most braindead take i have ever seen.

The person i replied to with this said that removing pathfind would shake things up which is a thought made purely because they dont like pathfinding exploits and not because they want the game to have new strategies

Removing pathfinding will make the game worse because there will be less strategies, accept it or not

Its like when klei removed the wendy boat bee queen cheese it added nothing, it just removed a strategy

8 hours ago, Gashzer said:

Just because 99% players now rely on a bug to skip half of dflys mechanics doesnt mean that the bug shouldnt get fixed and dfly also needs to be reworked to make the larve stage of the fight more engaging or remove it for another mechanic. 99% of players also relied on a bug to kill old ancient guardian an it got fixed.

You are comparing all of pathfinding tech into one of the worst bosses klei has put in dst, im all for a dfly rework if it means larvae will destroy walls or jump them or whatever

8 hours ago, Gashzer said:

All. Bugs. Need. Fixed. Period.

Bugs only must be adressed when they are a problem for the player that doesnt want to play with exploits, exploits that arent intrusive to the average player and allow for new strategies should stay as they are

8 hours ago, Gashzer said:

Bahahahahahahahah its not unique its really stupid and its a disgrace that such an old game as DST has had these glaring bugs for so long. Klei should be ashamed of themselves for the immense lack of polish.

Ok man i didnt want to make you cry just take a breath

Would you say that any game that has exploits players can use has an "inmense lack of polish" like minecraft iron farms?

8 hours ago, Gashzer said:

Dragonfly is a pretty iconic fight in DST being the first big boss you will wonder into but having its whole fight strategy defined by an easy to use pathfinding bug is just sad.

Mfw the "most iconic boss" is so garbage the players have to come up with unintended strategies and exploits to make it bearable and fun

46 minutes ago, Mysterious box said:

It really isn't just looks silly.

It allows the player to make farms that can take a lot of intelligence to make and pay off really well, just search any varg gem farm on youtube

All of pathfinding exploits isnt just cheese dfly

And who cares if it looks silly

Anyways maybe this could be the last post of this thread, pathfinding is good pls dont change it klei and all pathfinding exploits deniers are stinkies

On 9/16/2023 at 12:46 PM, Capybara007 said:

Im worried that this thread gets locked but this is the most braindead take imaginable i have ever seen someone replied on a forum post

Imagine klei removing torches so they can shake things up instead of relying on them like weve been doing since 2013

Removing pathfind will not shake things up, dont imply that it will make the experience better

wasn't aware torches make artificial intelligence not behave as intended thanks

1 hour ago, Well-met said:

wasn't aware torches make artificial intelligence not behave as intended thanks

Explain to me why fixing pathfinding will shake things up or make the game better for everyone

6 hours ago, Capybara007 said:

It allows the player to make farms that can take a lot of intelligence to make and pay off really well, just search any varg gem farm on youtube

All of pathfinding exploits isnt just cheese dfly

And who cares if it looks silly

Anyways maybe this could be the last post of this thread, pathfinding is good pls dont change it klei and all pathfinding exploits deniers are stinkies

I mean finding exploits usually takes a lot of work in any game I don't really see why they can't just be worked into actual mechanics in different ways I get you enjoy it but that doesn't mean it's automatically good. I don't think it should be top priority though there's many other things that could use more attention. That being said all pathfinding exploits are in fact cheese there's really no debating that it's abusing the limited a.i. to your advantage not saying anyone should feel bad for doing it or something but it is what it is.

3 hours ago, Capybara007 said:

Explain to me why fixing pathfinding will shake things up or make the game better for everyone

Introducing new mechanics that are interesting and look more appealing in their place with in fact improve the experience for a number of people believe it or not people like when things look nice.

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