xhyom Posted September 30, 2023 Share Posted September 30, 2023 4 minutes ago, chirsg said: How is aporkalypse a base killer, leaving your base to fix a problem at another place destroys your base is that what you're trying to say? I literally pointed a handful of real base destroying things that does not exist in Hamlet and a bunch of things that actively tries to avoid players cities. No one said that Hamlet is a peaceful Stardew Valley simulator, YOU are the one saying that people would interpret it that way. I don't even know why I'm discussing this, it's not even on topic Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668338 Share on other sites More sharing options...
Nnumber3 Posted September 30, 2023 Share Posted September 30, 2023 1 minute ago, chirsg said: My point is that Hamlet is dangerous to base building, but it has contingencies. That's my point. You can make it safe, but out the box, it's hostile and aporkalypse is definitely a base and resources killer. AGAIN, there are contingencies. A lot of which we still don't have in Together. Grass geckos being the number 1 talking point. We can't renew them. As long as tufts are non renewable, we do not have a contingency. Right now, we have hamlet's danger with none of the contingencies. I don't argue to win or lose. I argue to make this game better. Shipwrecked is far more dangerous to buildings then Hamlet. TONS of lighting, plus rarity of gold means if your unlucky, base go bye be Puddles, Literary ruining your buildings and spawning poison mosquitos, making if a puddle spawns at base or a blue crocodog dies in your base, your base becomes inhospite. Mistiming the amount of quake warnings from the volcano, and the volcano is notoriously hard to find, means BYE BASE. and spawning eggs to make those dragoons terrorize your land, setting things on fire. Wind can uproot all your crops and make them sink, losing them forever, also moving items for the same effect. Bye items! Tides, you can't even build near beach's as tides will render your base useless on higher moon cycles. Fire, plus tons of lighting and Obsidian tools... base burning property's, and fire is FAR more dangerous as there's no magic builder to fix it. Sealnado, the Snacher of Backpacks, he WILL destroy your land with the high winds and take all your items and make them sink. Sure you can counter them but you need to go a bit out of your way and keep on top of things and never let your guard down. Sand bags, yet they take a while to sit up in the early game. Volcano finding, and alter of snackrifice is more of a endgame thing. Sure rainbow jelly exist yet only on new moons and don't directly point, more of a general direction. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668339 Share on other sites More sharing options...
chirsg Posted September 30, 2023 Share Posted September 30, 2023 6 minutes ago, Nnumber3 said: Puddles, Literary ruining your buildings and spawning poison mosquitos, making if a puddle spawns at base or a blue crocodog dies in your base, your base becomes inhospite. I like this. It's not permanent and doesn't cause total destruction in the sense that what is done can't be undone, because it certainly can. Puddles are fantastic challenge in my opinion, but have a contingency. It's a bit of a shame it forces you to "civilize" the turf your goods are on, but as a principal, it makes your buildings as good as useless but doesn't outright destroy them. The challenge in that is absolutely fine, as long as there isn't anything that can't be undone. But my point was hamlet. I never said anything about shipwrecked being more or less destructive than hamlet, because I know you're right. But hamlet is no walk in the park in terms of early basebuilding either. 12 minutes ago, HowlVoid said: I didn't even mention Hamlet but rather that they could add some base defense to solve your issue. That's what I want. I'd love a barn for my goats and grass geckos Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668345 Share on other sites More sharing options...
Mysterious box Posted September 30, 2023 Share Posted September 30, 2023 I'm really tired of any content that doesn't side step every old established player farm or building or exploit being labeled as a bad mechanic or Klei hating megabases and anyone against this form of design being this big evil bad guy who hates fun. It's not fun or interesting to have to read everytime that content isn't allowed to shake things up with how we approach it as players or how to survive purely because it changes the status quo it's always the game must adapt to us never us adapting to the game because if we have to adapt the game is bad. What new challenges is Klei allowed to implement? New mechanic that is permanent solved as soon as you start it? How about a boss here or there and there and there and there? What's that cover the whole map with just bosses yea I guess that's a cool survival mechanic just sprinkle a infinite amount of bosses everywhere that's the approved survival way am I right? It's actually amazing how any new mechanic even somewhat related to survival that's added is met with "This isn't hard it's annoying" or "How come we can't turn this off forever?" The whole reason there's this big divide between survival players and megabaser is because one side is saying dst isn't allowed to be a survival game at any point of the game with newer content and that base building should always be the number 1 priority no we don't want bases to explode every five seconds but can we for the love of all that is holy have content that doesn't have to side step your island wide circuses please!? Can we have survival content that actively tries to hinder us? Like ya know a survival game without making Klei the devil? Can I say I enjoyed the bright shade mechanic for example without being turned into a cartoon villain who gains their enjoyment from the suffering of others? Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668346 Share on other sites More sharing options...
LitulLola Posted September 30, 2023 Share Posted September 30, 2023 2 hours ago, GelatinousCube said: Literally only thing I disagree on are the Brightshades because they don't actually cause any permanent destruction and once killed the plant underneath is still there unharmed. Otherwise AMEN! Really annoying Klei are trying to satisfy these anti-"megabasing", anti-sandbox players who just want wanton destruction and widespread chaos because hurr durr it makes the game better for absolutely nothing to be safe. Forget having a balance or making threats avoidable like every other aspect of the game or having creative threats that are still fun and challenging but don't just completely ruin the game for those who actually commit to long term worlds. These sort of destructive additions btw aren't actually that challenging they are just destructive for the point of being destructive. Zero creativity or actual challenge, just pure destructiveness. I genuinely don't understand those who want hail to eventually render their surface world barren and empty of any wildlife over time. Oh yeah how fun letting beefalo potentially go extinct forever, how fun having every koala, grass gecko, no eyed deer from Klaus you left alive to wander the world etc just go completely extinct. What absolutely genius mechanics. Every single week people make posts about how they want the constant to be more vibrant, more filled with creatures and less monotonous and empty which basically every single participant agrees with but then we get mob destroying hail and all of a sudden it's oh neat all hail the hail. Umm what? So you don't want a more alive and vibrant world at all then I suppose? Just mechanics that kill off everything and ruin a huge aspect of the game for others because screw them right? The umbrallas and oversized trees are just dumb. They don't actually solve the problem. I'm not going to put them up in every single biome and near every single pen and herd and constantly go around repairing every single one every hour to hour and a half, get real what a joke. Im also not relocating and moving every herd or pen to coastline and spending an insane amount of hours setting up oversized trees across my entire world. I don't want my world absolutely covered in them.. maybe I want rain and heat to still be a challenge in some parts of the map also btw without shade from these everywhere. Lastly no I'm not running off to some uninhabited area of the map so the hail doesn't load on anything every single time it occurs, seriously this is the worst one. Oh just don't play the game and get to actually go near anything. Bravo what a genius solution. Bad design, bad mechanics, selfish players supporting these ideas (there are plenty of ways for klei to implement new ACTUAL challenges and content that don't just completely screw over anyone who megabases, actually utilizes the SANDBOX half of the games genre or sticks with long term worlds) and bad Klei for doing this in the first place. It doesn't seem like they're going to stop it damaging mobs cause of the useless band aid "solutions" they've given us so unfortunately it's going to be another turned off forever mechanic for those of us who actually care about our mobs and don't embrace wanton destruction for its own sake and it's artificial "difficulty". I hate turning off mechanics and there are few I do but this one? Yeah 100%. To all those supporting lunar hail knowing well how much this damages the fun so many others get to have with the game and don't care: I hope the skill trees for your mains are the opposite of what you want and let you down massively. I hope moleworms eat all the green gems you ever find and never give them back and for those who support it yet still play long term worlds in the thousands of day count I hope you enjoy the barren surface world's you will eventually have when every fragile mob is eventually gone thanks to your previous hail. I'm A mega baser and I have long term worlds 3000+ and I'm happy that this will change how I play the game. I can no longer leave my base for long periods of time unless I want to rebuild or replenish one of my animals. These aren't all destructive, high powered, AOE killing machines that attack the entire map constantly doing damage and killing mobs to extinction! It's the equivalent of having a rock dropped on your head in a small area around you! You'd have to stand there for day's doing nothing but watch them die to do any real harm, If you visit an area you'd be lucky to kill anything. I think destruction if added up instead of a permanent easy fix would be a new challenge that could fit this game and change the way we play it in the end game. Just plz remember that this isn't finished and Klei could have some cool equipment/stuff/situations we don't know about that could be really cool if we trust them enough to keep going with what they have in mind. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668348 Share on other sites More sharing options...
GelatinousCube Posted September 30, 2023 Share Posted September 30, 2023 1 hour ago, chirsg said: The fact that this post has this many positive reactions goes to show how little people know about Hamlet. Hamlet is by far, the most harmful DLC when it comes to mobs, structures and gardens. Pig guards can light up your base in flames, pogs rummage through chests and iceboxes, Ancient herald drops flaming meteors from the sky and if you happen to like pogs and keep them penned up, they are liable to go extinct without a way to bring them back to life. @xhyom @Lossy15 @Q42 @HeatAndRun @Tortoise Guy @HowlVoid @Memetan I had to tag you all one by one because hamlet is detrimental to bases and shame on all of you for perpetuating that Hamlet is some sort of expansion that coddles your creations from destruction. I'll take a ban for telling the truth if it comes to that. Aren't there literally mobs and structures that the wildlife and mobs themselves wipe out or destroy without any player interaction leading to potential inaccessible resources and whatnot? The jungle mobs wipe each other out, there are other big nasties that destroy stuff constantly etc. You couldn't be more correct. What an incorrect and strange comparison 53 minutes ago, Mysterious box said: Can't we have a game that respects survival players too? Not if it starts to only respect them. There are plenty of ways to force survival mechanics without outright blasting the sandbox half of the game and being extremely destructive to areas that have taken people literal hundreds of hours to set up. They could introduce even harsher summers where spoilage rates go through the roof so food isn't just an absolute walk in the park anymore and anything left on the ground or anywhere other than a fridge, icebox, ice chester or the new lunar bearger item just spoil within 10 or so seconds as one example. That would make food slightly harder again. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668352 Share on other sites More sharing options...
Mysterious box Posted September 30, 2023 Share Posted September 30, 2023 4 minutes ago, GelatinousCube said: They could introduce even harsher summers where spoilage rates go through the roof so food isn't just an absolute walk in the park anymore and anything left on the ground or anywhere other than a fridge, icebox, ice chester or the new lunar bearger item just spoil within 10 or so seconds as one example. That would make food slightly harder again. Actually it wouldn't I'm assuming the 10 seconds thing was hyperbole but with all the tools at our disposal nothing short of a wide spread item and food nerf could make food harder to get again. Besides that would immediately get severe backlash from the community likely even more than all of the current survival mechanics combined. 8 minutes ago, GelatinousCube said: Not if it starts to only respect them. There are plenty of ways to force survival mechanics without outright blasting the sandbox half of the game and being extremely destructive to areas that have taken people literal hundreds of hours to set up. See the problem here is the solution always proposed is to disrespect people looking for a survival experience instead it's why I've pushed so much in the past for the idea of making separate modes for creative and survival play and why I was so hopeful at first when the very idea of the rifts were announced as I assumed it would be a separation point for both types of players. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668358 Share on other sites More sharing options...
xhyom Posted September 30, 2023 Share Posted September 30, 2023 7 minutes ago, Mysterious box said: I'm really tired of any content that doesn't side step every old established player farm or building or exploit being labeled as a bad mechanic or Klei hating megabases and anyone against this form of design being this big evil bad guy who hates fun. It's not fun or interesting to have to read everytime that content isn't allowed to shake things up with how we approach it as players or how to survive purely because it changes the status quo it's always the game must adapt to us never us adapting to the game because if we have to adapt the game is bad. What new challenges is Klei allowed to implement? New mechanic that is permanent solved as soon as you start it? How about a boss here or there and there and there and there? What's that cover the whole map with just bosses yea I guess that's a cool survival mechanic just sprinkle a infinite amount of bosses everywhere that's the approved survival way am I right? It's actually amazing how any new mechanic even somewhat related to survival that's added is met with "This isn't hard it's annoying" or "How come we can't turn this off forever?" The whole reason there's this big divide between survival players and megabaser is because one side is saying dst isn't allowed to be a survival game at any point of the game with newer content and that base building should always be the number 1 priority no we don't want bases to explode every five seconds but can we for the love of all that is holy have content that doesn't have to side step your island wide circuses please!? Can we have survival content that actively tries to hinder us? Like ya know a survival game without making Klei the devil? Can I say I enjoyed the bright shade mechanic for example without being turned into a cartoon villain who gains their enjoyment from the suffering of others? I was even in favor of complaining about these updates in the past, as they were NOTHING but more problems for no reason, you killed the final boss of the game and the reward was more problems. But now the situation is very different, we have a reward that even eliminates one of these annoyances, which is wild fires, so there is a clear benefit at a price. Although this still applies to the caves, you kill the final boss and only receive acid rain and earthquakes... So maybe we'll see an update like this there too, I hope Klei has learned and they release this kind of update at once next time Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668359 Share on other sites More sharing options...
Mysterious box Posted September 30, 2023 Share Posted September 30, 2023 Just now, xhyom said: I was even in favor of complaining about these updates in the past, as they were NOTHING but more problems for no reason, you killed the final boss of the game and the reward was more problems. But now the situation is very different, we have a reward that even eliminates one of these annoyances, which is wild fires, so there is a clear benefit at a price. Although this still applies to the caves, you kill the final boss and only receive acid rain and earthquakes... So maybe we'll see an update like this there too, I hope Klei has learned and they release this kind of update at once next time Personally I'd be fine with items to remove all the old seasonal mechanics to make room for newer harsher ones but I don't want automatic solutions to mechanics they're about to introduce as it just feels like a slap in the face. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668361 Share on other sites More sharing options...
GelatinousCube Posted September 30, 2023 Share Posted September 30, 2023 36 minutes ago, Mysterious box said: I'm really tired of any content that doesn't side step every old established player farm or building or exploit being labeled as a bad mechanic or Klei hating megabases and anyone against this form of design being this big evil bad guy who hates fun. It's not fun or interesting to have to read everytime that content isn't allowed to shake things up with how we approach it as players or how to survive purely because it changes the status quo it's always the game must adapt to us never us adapting to the game because if we have to adapt the game is bad. What new challenges is Klei allowed to implement? New mechanic that is permanent solved as soon as you start it? How about a boss here or there and there and there and there? What's that cover the whole map with just bosses yea I guess that's a cool survival mechanic just sprinkle a infinite amount of bosses everywhere that's the approved survival way am I right? It's actually amazing how any new mechanic even somewhat related to survival that's added is met with "This isn't hard it's annoying" or "How come we can't turn this off forever?" The whole reason there's this big divide between survival players and megabaser is because one side is saying dst isn't allowed to be a survival game at any point of the game with newer content and that base building should always be the number 1 priority no we don't want bases to explode every five seconds but can we for the love of all that is holy have content that doesn't have to side step your island wide circuses please!? Can we have survival content that actively tries to hinder us? Like ya know a survival game without making Klei the devil? Can I say I enjoyed the bright shade mechanic for example without being turned into a cartoon villain who gains their enjoyment from the suffering of others? I'm sick of players like you and Klei not being creative enough to come up with stuff that does pose a new challenge without being outright destructive and just undoing hours of work literally just so you have to do it again and rebuild. Yeah real challenge buddy, more like just a time killer. SOOOO challenging having to rebuild stuff with the plethora or resources we have saved up. I play the game to play the game not rebuild my base every in-game year. We are just as sick of destruction for destructions sake as you are of us "megabasers" Yeah no I don't want it to not be a survival game at any point or have base building as the number 1 priority I just want new creative mechanics and additions that aren't just hurr durr your base is partially destroyed now or all your mobs are dead now have fun spending a stupid amount of mind numbing time literally just setting it all back up. That's so Creative, so fun, so Survival. There has ALWAYS been a balance up until recently between the two types of play but recently Klei have just been doing some real questionable stupid stuff, oh non stop boulders every 5 seconds in the cave cluttering up the entire shard and requiring you to waste time destroying them how fun! so fun! Oh Lunar Hail that just decimates mobs and makes the world even more empty and barren and boring, yeah totally, that's exactly what people have been asking for with all the ENDLESS posts asking for the world to be more full and vibrant that literally every single player agrees with, yeah 100%. I've said this a thousand times but throughout the games entire history basically every threat of destruction - wildfires, giants, sinkholes etc have ALWAYS had reasonable or creative workarounds. You have always been able to avoid or minimize certain threats that are highly destructive in multiple ways with incentives for tackling certain content, bosses etc in order to obtain the workarounds. Lately instead its just oh well the pirate raids didn't work out like we wanted so lets just nerf them to death instead or basically accept that the vast majority of players turn them off. Oh instead of making the new earthquakes far more spaced out or somehow different we'll keep them happening every 5 seconds but instead they just won't drop when players are near structures... I WANT the new earthquakes but they way they both first implemented them and then changed them are both just a complete joke. Why not make them dangerous as hell but spaced out and they basically almost one hit you if they actually get you but each one has dreadstone in it or some actually valuable or useful resource rather than just more goddamn rocks and flint. Or don't even give us valuable resources but just make them really spaced out yet highly dangerous, why not make them fall specifically after you fight the ink trio so its an additional hazard you need to prepare for once the fight ends. Lets put in Lunar Hail that can just completely **** up anyone who puts absolutely any value in mobs, mob pens or making their world more lively oh but we'll let those coastline-only take ages to grow and requires a trip out to sea big trees provide protection or you can make a tiny area safe with umbrallas that require refueling pretty damn often. Oh what's that players that actually stick with a world often have a ton of different pens or even just random herds of animals roaming around their world? Oh well, screw them, lets undo all their hard work and passion for the game because thats real difficulty and new mechanics. Yeah no its terrible design and spitting in the face of megabasers/sandbox aspect of the game/late game players. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668365 Share on other sites More sharing options...
Mike23Ua Posted September 30, 2023 Share Posted September 30, 2023 6 minutes ago, Mysterious box said: Personally I'd be fine with items to remove all the old seasonal mechanics to make room for newer harsher ones but I don't want automatic solutions to mechanics they're about to introduce as it just feels like a slap in the face. This is sadly the game we are stuck playing now.. we can’t have really cool sh** happen anymore like lightning strikes randomly animating to life body parts of an Iron Hulk which then proceed to bounce around the map with is AoE pounces and Lazer eye attacks whipping every mob it comes in contact with into extinction.. We can’t have that, BECAUSE people are to damn comfortable with their Base Building “End Game” I actually love Hamlet, I can build a base that’s safe from ever being destroyed, full it with all my loots I’ve gathered, but at the same exact time… things like Iron Hulk reanimated body parts make the worlds mobs go extinct. I will never forget when I had a world that only spawned in a handful of Pog.. and then lightning brings the Hulk to life & it proceeds to end their cute existence. <\3 Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668367 Share on other sites More sharing options...
chirsg Posted September 30, 2023 Share Posted September 30, 2023 I don't know, for me, I didn't console test the new bosses and went in blind, Albeit in a 10000 day world with a litany of gear, healing and red amulets, but still blind and I have to say, I was still fighting for my life. As "low" as the stakes are, avoiding death was an absolute priority and it brought back a terror I didn't have in a while. I actually had fun going back into the unknown. Lots of fun. The whole battle against bearger was set in the forest I plopped him in and that is his domain. The whole entire mandrake forest belongs to him (Which happens to be where I have based as well) and it was really fun fighting his second form in his home. It was almost poetic. I died to bearger once Deerclops, I fought too and also almost died twice. It was great value and super enjoyable. Hail on the other hand does not provide such fun or terror. Maybe it's thrilling to scramble to dodge 30 damage pellets, but it starts getting old when passive mobs are thrown in the mix. Having said that, I'll probably figure out where to put my geckos and glommer now that there is a threat of them dying, but I don't like them being in designated locations so specific, namely under a big tree permanently. Super limiting. I want a barn. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668369 Share on other sites More sharing options...
GelatinousCube Posted September 30, 2023 Share Posted September 30, 2023 15 minutes ago, Mysterious box said: Actually it wouldn't I'm assuming the 10 seconds thing was hyperbole but with all the tools at our disposal nothing short of a wide spread item and food nerf could make food harder to get again. Besides that would immediately get severe backlash from the community likely even more than all of the current survival mechanics combined. See the problem here is the solution always proposed is to disrespect people looking for a survival experience instead it's why I've pushed so much in the past for the idea of making separate modes for creative and survival play and why I was so hopeful at first when the very idea of the rifts were announced as I assumed it would be a separation point for both types of players. It actually wasn't hyperbole. It wouldn't destroy your food sources just make them near useless just like Summer currently does with withering plants. Imagine all the various meat farms and whatnot basically being rendered near useless with any food drops basically being three quarters of the way spoiled by the time you pick them up and manage to cook them in the crockpot. I'm pretty sure that would make food more challenging. No berry or banana bushes, no crops (even summer ones) during the Mega Summer heatwave, basically no nothing except for what you have already saved up and the food you can managed to pick up and cook quickly enough and immediately eat (highly increase spoil time on crockpot meals as well). Nothing would be permanently destroyed and all those withered crops etc would come back to life after the heatwave ends but you'd still be challenged. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668371 Share on other sites More sharing options...
Mysterious box Posted September 30, 2023 Share Posted September 30, 2023 10 minutes ago, GelatinousCube said: I'm sick of players like you and Klei not being creative enough to come up with stuff that does pose a new challenge without being outright destructive and just undoing hours of work literally just so you have to do it again and rebuild. Yeah real challenge buddy, more like just a time killer. SOOOO challenging having to rebuild stuff with the plethora or resources we have saved up. I play the game to play the game not rebuild my base every in-game year. My issue here is why not try to adapt new builds with the current end game in mind rather than focusing on keeping old builds with the old status quo in mind it's not like hail is destroying structures? Again I'm not asking for bases to blow up but I'm also not saying every build idea from pre rift should have to be protected. 13 minutes ago, GelatinousCube said: Yeah no I don't want it to not be a survival game at any point or have base building as the number 1 priority I just want new creative mechanics and additions that aren't just hurr durr your base is partially destroyed now or all your mobs are dead now have fun spending a stupid amount of mind numbing time literally just setting it all back up. That's so Creative, so fun, so Survival. Why not just not use mob pens in late game worlds? We have new decorations and I'm sure newer building options will slowly start to take center stage. 15 minutes ago, GelatinousCube said: oh non stop boulders every 5 seconds in the cave cluttering up the entire shard and requiring you to waste time destroying them how fun! so fun! I will admit this was a bad idea. 16 minutes ago, GelatinousCube said: There has ALWAYS been a balance up until recently between the two types of play Disagree here though I feel it's been pretty commonly said survival has taken a back seat in dst in the past outside of you not knowing what to do. 18 minutes ago, GelatinousCube said: Lately instead its just oh well the pirate raids didn't work out like we wanted so lets just nerf them to death instead or basically accept that the vast majority of players turn them off. Oh instead of making the new earthquakes far more spaced out or somehow different we'll keep them happening every 5 seconds but instead they just won't drop when players are near structures... I WANT the new earthquakes but they way they both first implemented them and then changed them are both just a complete joke. I do completely agree here as well as I've said many times in the past I'd rather a mechanic be completely scrapped then butchered/given a lazy work around in fact I kept saying I would have rathered boulders and acid rain be removed from the game and replaced with something more interesting than the solutions they came up with for them. 21 minutes ago, GelatinousCube said: they basically almost one hit To the surprised of some maybe I'm 100% not a fan of instant or near instant kill gimmicks in rougelikes. 18 minutes ago, GelatinousCube said: It actually wasn't hyperbole. It wouldn't destroy your food sources just make them near useless just like Summer currently does with withering plants. Imagine all the various meat farms and whatnot basically being rendered near useless with any food drops basically being three quarters of the way spoiled by the time you pick them up and manage to cook them in the crockpot. I'm pretty sure that would make food more challenging. No berry or banana bushes, no crops (even summer ones) during the Mega Summer heatwave, basically no nothing except for what you have already saved up and the food you can managed to pick up and cook quickly enough and immediately eat (highly increase spoil time on crockpot meals as well). Nothing would be permanently destroyed and all those withered crops etc would come back to life after the heatwave ends but you'd still be challenged. Then you have to realize most people would take serious issue with this in the same way you do with the current design trend yea it won't be you making this "the reason you suck" post but it will be someone else and that's really the issue here it's one thing to say be creative but it's another thing to actually make something that won't really piss anyone off in another way. If you want my most honest opinion that ignores the realistic restrictions preventing it I feel like the best way to improve the survival experience would have been a large scale rework to how you obtain materials, food, and gear at the fundamental level as well as a rework to things like structures. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668380 Share on other sites More sharing options...
GelatinousCube Posted September 30, 2023 Share Posted September 30, 2023 13 minutes ago, Mysterious box said: snip sounds we like actually agree on a lot of points and disagree on certain others. I actually also want harder more punishing mechanics and more survival mechanics just not super over the top destructive ones that start to wipe out bases or creatures across your world. I'm actually really excited for the new Lunar Bearger and Lunar Varg fights being rather difficult - I fight Toad, Misery Toad, Werepig, Crabking etc fairly regularly. Sorry for how heated I get and thanks for staying more level headed than me I just absolutely hate this new hail mechanic as it currently stands and just do not understand the need for it to damage mobs. I predominantly play one very long term world and this hail will wipe out so many creatures for me and basically ruin my enjoyment of the game and decimate my server to a degree that is just out of control. I've literally terraformed my rockylands biome into a huge forest filled with countless Koalaphants and all sorts of other mobs and I don't want it to just melt away to nothingness. Same goes for my Gator pen/farm, Grass Gecko farms and various other pens/farms/herds I have painstaking made over hundreds of hours. I really just do not see the need for that at all but I also don't like turning off mechanics altogether. Maybe they can even just add a toggle for the hail: tame - severe - punishing. Tame only damages players and not mobs, severe operates as it does currently in the beta right now and punishing damages players and mobs by A LOT making it extremely necessary to protect your mobs and wildlife constantly for them to survive. This would make all camps happy. Those who don't want it wiping out mobs, those who like it as it is and those who want a hellish landscape where nothing but bosses survive unless players directly intervene regularly. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668384 Share on other sites More sharing options...
00petar00 Posted September 30, 2023 Share Posted September 30, 2023 1 hour ago, xhyom said: I was even in favor of complaining about these updates in the past, as they were NOTHING but more problems for no reason, you killed the final boss of the game and the reward was more problems. But now the situation is very different, we have a reward that even eliminates one of these annoyances, which is wild fires, so there is a clear benefit at a price. So because we get bandaid fix for a terrible game mechanic we should put up with another bad mechanic that will kill creatures in the world? I am so tired of leaving base to escape dealing with mechanics, every summer I have to leave base and stay in caves if I don't build at oasis or place docks and build on them so that I have knobby trees cover it. Frog rain (now even worse) just run around because you can't stop them and they are purely annoying. Endless waves of brightshades that won't ever be fun to play with for anyone that has the rifts on for a few hundred hours. No decoration plants or more likely you are not going to use any plant that they target. Now we have hail and have to escape the base again, basically just stay away from it whole spring. That's 2 seasons that you have to be away from base if you don't want to deal with the mechanics that basically have no good solutions. Umbralla and knobby tree aren't solutions that are acceptable, Umbrella has to be activated and by the time you do your creatures will take damage and there are a lot of mobs that don't regenerate health and knobby trees for the same reason they aren't great for wildfires is because you can't place them on land and that severely limits your options on base design while it is ugly to have half or more of your base covered in docks. EDIT: Just want to add that honestly hail would be a good addition to the game if only it didn't destroy items or hurt anything else except the player. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668385 Share on other sites More sharing options...
xhyom Posted September 30, 2023 Share Posted September 30, 2023 4 minutes ago, 00petar00 said: I don't know what we should do then, if rain is a problem, lighting is antifun, wild fire is a problem, rain of frogs ruins my day, meteors make the game unplayable, boulders are even worse, antillion should not exist, hounds kills the game and if they catch fire even worse, brightshades? delete this game. Lightning rod is a band-aid too, along with the scaled furnace and the umbrella. I really don't know what exactly is supposed to happen in this game, I just see a lot of quotes about possible routes they could have taken, without even briefly mentioning what those routes even look like? How do these updates that focus on survival and at the same time let people stay calmly in their bases without having to leave at any time work? This is literally the hard mode of the game, and yet they along added purely decorative things, thinking about people who focus on making bases full of things, if you don't want to interact with ANYTHING that makes your gameplay difficult, how about not activating the portals? "Ah but then I won't interact with new things" Well, if you don't like ANY of the new content that is focused on something OTHER than your base I don't think you need a super endgame craft to take care of your base, it's literally optional, if you don't want to be forced to do difficult survival content don't force others to the opposite too, and as always, it is possible to always disable these things, but there is no way to do the opposite and activate something removed. And it's not like a brief rain that causes damage in random areas would RUIN and DESTROY people's bases too, let's be honest... Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668394 Share on other sites More sharing options...
00petar00 Posted September 30, 2023 Share Posted September 30, 2023 10 minutes ago, xhyom said: I don't know what we should do then, if rain is a problem, lighting is antifun, wild fire is a problem, rain of frogs ruins my day, meteors make the game unplayable, boulders are even worse, antillion should not exist, hounds kills the game and if they catch fire even worse, brightshades? delete this game. Lightning rod is a band-aid too, along with the scaled furnace and the umbrella. The issue is that you can only have so many chores that players are willing to do, this is not a job and we are supposed to have fun and I know that everyone has different expectations but all of the players I know don't like chores and have been conditioned by the game to just use lighting rods and not see it as one. Boulders aren't that much of a problem as we have good solutions but it is another chore. Hounds aren't a problem in that sense but in general you are not able to go afk because of them. Antlion is annoying to do every year and it isn't fun. Wildfires have no good solutions until now but it it takes a year to get one structure with lightning rod radius. Frog rain is like a hound wave, who finds this fun? Brightshades just remove farming and usage of any plant that they infest as there is no reason for a player to bother with them when they can use honey which was already the best food source before brightshades were added to the game. 10 minutes ago, xhyom said: I really don't know what exactly is supposed to happen in this game, I just see a lot of quotes about possible routes they could have taken, without even briefly mentioning what those routes even look like? How do these updates that focus on survival and at the same time let people stay calmly in their bases without having to leave at any time work? Why shouldn't you be allowed to stay in your base? Most sandbox games I play give me that option if I advance enough to be able to sustain myself. I don't see this as a problem in any way. DST has evolved and isn't a simple game anymore that you can just kill everything in a few hours, there are overarching quests CC,Rifts. 14 minutes ago, xhyom said: This is literally the hard mode of the game, and yet they along added purely decorative things, thinking about people who focus on making bases full of things, if you don't want to interact with ANYTHING that makes your gameplay difficult, how about not activating the portals? "Ah but then I won't interact with new things" Well, if you don't like ANY of the new content that is focused on something OTHER than your base I don't think you need a super endgame craft to take care of your base, it's literally optional, if you don't want to be forced to do difficult survival content don't force others to the opposite too, and as always, it is possible to always disable these things, but there is no way to do the opposite and activate something removed. Have you played Terraria? The hardmode in that game doesn't damage your builds in any way that you can't counter and I see this as a perfect example of what a hardmode can be like. How many people have just said "Don't activate the rifts?? Why do you do it if you don't enjoy punishment??" When that is the new content and you are supposed to ignore everything else that klei adds to that and DST is also a multiplayer game so you may not even have the option to not activate them if you want to when another player wants to interact with new content and you can't really blame them. The player that doesn't like rifts will be missing out of months of content that developers added, how is this a good solution? Who knows how much more content will be added to rifts in the future too, from my observation it seems like it will take a lot of development time that some players will be forced to ignore completely if they don't want to have more chores added to the game that they can't currently deal with and reach a satisfied enough outcome. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668399 Share on other sites More sharing options...
Baark0 Posted September 30, 2023 Share Posted September 30, 2023 11 minutes ago, 00petar00 said: Have you played Terraria? The hardmode in that game doesn't damage your builds in any way that you can't counter and I see this as a perfect example of what a hardmode can be like. I mean technically your builds can be corrupted/crimsified, but this doesn't actually damage the builds, just needs you to purify it in order for npcs to move back in. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668404 Share on other sites More sharing options...
xhyom Posted September 30, 2023 Share Posted September 30, 2023 1 hour ago, 00petar00 said: Why shouldn't you be allowed to stay in your base? Most sandbox games I play give me that option if I advance enough to be able to sustain myself. I don't see this as a problem in any way. DST has evolved and isn't a simple game anymore that you can just kill everything in a few hours, there are overarching quests CC,Rifts. I never said at any point that people should be nomads and have no base, but there is no hardmode survival if nothing happens at your base at any time. I asked how to make an update that focuses on creating challenges in the survival aspect without creating difficulties that come to you. It's not survival if things only happen when you pull a lever in a safe arena away from your things when you are prepared. 1 hour ago, 00petar00 said: How many people have just said "Don't activate the rifts?? Why do you do it if you don't enjoy punishment??" When that is the new content and you are supposed to ignore everything else that klei adds to that and DST is also a multiplayer game so you may not even have the option to not activate them if you want to when another player wants to interact with new content and you can't really blame them. The player that doesn't like rifts will be missing out of months of content that developers added, how is this a good solution? Who knows how much more content will be added to rifts in the future too, from my observation it seems like it will take a lot of development time that some players will be forced to ignore completely if they don't want to have more chores added to the game that they can't currently deal with and reach a satisfied enough outcome. I agree that simply disabling it is not the best solution in the world, but I don't see any alternative, simply never releasing content for this part of the playerbase, not even after the endgame is even worse. It's not like it's bad or poorly made, it just doesn't appeal to a certain part of the playerbase. For me personally I would like biomes and exploration, but if I have the option of not being affected by it I simply accept not being affected and move on, there will be something for me in the future hopefully. There's a large portion of the playerbase that doesn't fight bosses, and they added two, what are we going to do? Nerf them so they can participate? You can just disable the rain and enjoy everything else that you like, but you can't do the opposite and create a new challenge without modding. 1 hour ago, 00petar00 said: The issue is that you can only have so many chores that players are willing to do, this is not a job and we are supposed to have fun and I know that everyone has different expectations but all of the players I know don't like chores and have been conditioned by the game to just use lighting rods and not see it as one. I agree that there is a limit, but with solutions to other past problems it is not too much, I would prefer as they said here that there was a drastic change that removed things so that new and more dangerous ones could take their place, but as this is not the case unfortunately I am left with the bland solutions, even though I think this rain is not that relevant, not like the brightshades invading bases in the first days of beta. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668411 Share on other sites More sharing options...
BB Marioni Posted September 30, 2023 Share Posted September 30, 2023 At first, I thought the idea of the hailstorm being able to hit creatures might be bad. But, realizing that the hail only hits where a player is located, similar to earthquakes, this means you can have an umbralla on standby and deploy them in your gekko pen/ etc whenever a storm hits and you are in that area. Player protection options seem decent enough having umbralla, trees, and umbrella being able to protect you. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668416 Share on other sites More sharing options...
GelatinousCube Posted September 30, 2023 Share Posted September 30, 2023 19 minutes ago, xhyom said: You can just disable the rain and enjoy everything else that you like, but you can't do the opposite and create a new challenge without modding. Just to play devils advocate we don't know for sure they will add turning off the hail to world settings. I'm pretty damn sure they will with all the feedback they are getting but we don't know for a fact this will be the case yet. Just now, BB Marioni said: At first, I thought the idea of the hailstorm being able to hit creatures might be bad. But, realizing that the hail only hits where a player is located, similar to earthquakes, this means you can have an umbralla on standby and deploy them in your gekko pen/ etc whenever a storm hits and you are in that area. Player protection options seem decent enough having umbralla, trees, and umbrella being able to protect you. Apparently they affect roughly 15 tiles which is a very large area, Umbralla protects a rather small to moderate area. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668417 Share on other sites More sharing options...
BB Marioni Posted September 30, 2023 Share Posted September 30, 2023 3 minutes ago, GelatinousCube said: Apparently they affect roughly 15 tiles which is a very large area, Umbralla protects a rather small to moderate area. Maybe a range buff to the umbralla would be a better solution then? Although to be fair, they are not difficult to craft multiple of. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668419 Share on other sites More sharing options...
LitulLola Posted September 30, 2023 Share Posted September 30, 2023 Have ANY one of you actually experienced one of your mobs becoming extinct or had your entire base obliterated? Your acting like it's this powerful AOE that is killing mobs into extinction all over the map the entire time. They aren't a barrage of meteors being blasted all over the map. Or like a rift opening in the middle of your base. The damage is the equivalent of a rock (small rock not boulder) dropped on your head and only a few drops are actually glass shards in A small area around you. I'm sure if you sit there for day's doing nothing but watch the mob die eventually it'll happen but then that's on you to replace. This is endgame content it can't be under the same rules that state your base is safe no matter what like the early to mid game. We can't have endgame content and sandbox at the same time. Klei has made the entire game sandbox, now they are working on endgame content. It's weird that we expect our bases to be safe zones in a survival game. If you are worried about grass geckos then gift wrap a stack of grass tufts. I don't think you'll ever need to use them, but there your safe from running out. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668421 Share on other sites More sharing options...
GelatinousCube Posted September 30, 2023 Share Posted September 30, 2023 2 minutes ago, BB Marioni said: Maybe a range buff to the umbralla would be a better solution then? Although to be fair, they are not difficult to craft multiple of. If it's buffed to protect an entire biome worth of area and its overall range is bigger than the hail range then sure! That ain't going to happen though. Link to comment https://forums.kleientertainment.com/forums/topic/151286-klei-how-long-are-you-going-to-try-to-ruin-my-base-and-other-suggestions/page/3/#findComment-1668424 Share on other sites More sharing options...
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