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You should be able to use dock kits on the Deep ocean


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21 minutes ago, Mr. Tour said:

What is the argumento against It?

Crab king and malbatross unfortunately. 

Theyre entirely designed to combat boats and would be helpless vs a player holding f on a dock near them. Moreso CK than malba. 

i would love to build dock island outposts in the corner of the map near the edge… and random fishing villages in the middle of the ocean. 

Docks are cool and all, but I still wish we could get some endgame item to, like, actually terraform. Make a little lake for AATTs here, make a lil island there, stuff like that. Hell, maybe lock it behind a world setting, so that it doesn't interfere with game balance too much. (tbh I mostly want this so I could plant more AATT, they're too pretty). 

5 minutes ago, Ohan said:

Crab king and malbatross unfortunately. 

Theyre entirely designed to combat boats and would be helpless vs a player holding f on a dock near them. Moreso CK than malba. 

I do feel if this is the case, I feel they could make a mechanic where you just can’t place dock turf within a certain radius of shoals or crab king. In particular, the ancient gateway actually has a mechanic where it completely prevents digging up turf around the gateway itself, so I do feel this would be possible to implement.

6 minutes ago, Ohan said:

Crab king and malbatross unfortunately. 

Theyre entirely designed to combat boats and would be helpless vs a player holding f on a dock near them. Moreso CK than malba.

You are right, though, It could be fixes by not allowing you to place docks on CK territorio

 

I justo wish the dockkits were more usefull

The ocean is too deeeeeeeeeeeeeeeeeeeeep for placing docks. I wouldn't mind an end-game way of creating Sea Stack or some sort of platform out on the ocean. A lighthouse (akin to a Firepit) structure that can be placed on Sea Stacks would be lovely. <3

45 minutes ago, Ohan said:

Crab king and malbatross unfortunately. 

Theyre entirely designed to combat boats and would be helpless vs a player holding f on a dock near them. Moreso CK than malba. 

i would love to build dock island outposts in the corner of the map near the edge… and random fishing villages in the middle of the ocean. 

Malba has a super annoying mechanic where she leaves the instant she touches any sort of land. This includes docks

The main arguments are because of ocean bosses, which could be easily worked around, and removing any uniqueness from farming the few ocean materials like salt or barnacles I guess.

I always built boat bridges from the mainland to all islands of interest. They don't need a special recipe or any special ingredient, can be placed anywhere, and turn a tedious and boring process into a far faster and far more direct process if you're willing to put in the time to gather the resources. No anchors or anything needed, just plop down the boats and, if you're feeling spendy, a couple lightning rods, and you're good to go pretty much.

Which is why when I saw that docks had a limitation on them, all my fun ideas to use them just evaporated instantly. Sure I can expand areas around above average trees and close small gaps in the terrain, but it was very disappointing that the mechanic that seemed intended to replace boat bridges is downright incompatible in the most important regard to me. The only time I was able to use them was when my world's lunar island was supernaturally close in the first place, and it was amazing. It was streamlined and felt like I really accomplished something. But it's just a shame that I was only able to get that one one world where it's generation might as well have just been a random fluke.

What irks me are the Waterlogged and salt biomes. They are shallow water and even if it is connected to a shallow water from the landmass you can't build on those biomes. I feel if there was a different color to differentiate it so players are aware they can't build there it would be beneficial.

This is a theory from another topic about explosion resistance, and I think it applies to docks as well:

On 7/25/2023 at 12:46 AM, goatt said:

I think this is precisely why gunpowder resistance should stay. Let me explain.

(Everything I will be talking about is based on my limited understanding of MDA model in game design explained in this video.)

Basically, game mechanics change how players act, and consequently, change how players feel.

A brief summary: according to this theory, game design should control (in most subtle ways) how players behave, so that it can create exactly the emotions and atmosphere it wants players to feel.

We know farming nitre is boring. But the game doesn't want players to feel boring. And this resistance discourages players from deciding to go through this process in the first place.

This freedom (of using gunpowder freely) is limited by game intentionally to create a feedback loop that repel players from participating in a boring experience that they may or may not know about.

In other words, this resistance can prevent players from the boring nitre farming, in addition to slightly cheesy boss fight. Without this resistance, more people will farm nitre, for sure.

 

1 hour ago, Ohan said:

malba fight starts at 17:03

Yeah, my world doesn't have small docks like that, the entire shallows is covered. If she decides to wander a little bit she could easily end up on the docks and just leave

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