Jump to content

Please stop complaining about challenging content, even if it's annoying


Recommended Posts

20 hours ago, 00petar00 said:

It would make the world feel more out to get you if hail killed a neutral mob and it revived as an aggressive one attacking the player. I do believe that this would be good but at the same time we need protection for mobs that are kept in pens as one interesting mechanic shouldn't invalidate this. The only problem is that we can only build knobby trees on water, if there was something like that but for land all of disagreements about hail would stop and this would alleviate wildfire problem.

I can build a reasonably big base half of it on docks and half on land completely covered in knobby trees but docks are ugly as we can't change turf and it really limits your base location.

Well on the bright side me, you, and the devs are on the same page when it comes to making a shelter system for mobs and they said they're working on something for it.

20 hours ago, 00petar00 said:

I have only stated that once after seeing the recent rise in threads wanting wildfire to burn the whole world down. I don't know why are you generalizing and trying to make all my arguments invalid based on this.

Throughout our conversation you've made multiple talking points about unrealistic solutions and playstyle assumptions to the survival playstyle in fact I've thrown the absurdity of those suggestions back with equally ridiculous solutions and suggestions to show how silly it was.

20 hours ago, 00petar00 said:

If you have never built a decoration mob pen which I believe you mentioned something along those lines, obviously I know what is affecting me and other players who do that. I am not telling you how to feel about the changes I am suggesting, I am just stating that they don't fit the playstyle of some range of players that build these things.

But you've made multiple declarations on how me and other players play and how much it impacts us that is completely what that is.

20 hours ago, 00petar00 said:

Most of the threats can be completely invalidated and that is what DST has been about for so long and it literally still is.

 

I mean that's a rule of any game that's properly designed excluding tower defense or endless horde games that doesn't mean everyone is going to want things to stagnate I'm not asking for mechanics to infinitely stack on to each other it's the reason I've been saying I'd like things to cycle out. For example you've said you hate things like hound waves right? But would it really be terrible if hound waves were to go away for a new mechanic after you've reached a certain stage of the game? Personally I feel like that's a way to freshen up the experience yes there's a limit to how much a player can deal with but if the experience keeps cycling the world can feel a lot fresher. To put it another way just because things can be overcome or aren't super hard doesn't mean there's no fun to be had from them.

19 minutes ago, Mysterious box said:

But you've made multiple declarations on how me and other players play and how much it impacts us that is completely what that is.

Because it is obvious that a lot of the players pushing back against the permanent or better solutions it has almost no impact on. Same with you and dreadstone pillar that I will keep bringing up, while I may have been wrong in saying that it has no impact it is pretty minimal compared to the benefits builders get from having hundreds of them and that is the reason they exist.

21 minutes ago, Mysterious box said:

I mean that's a rule of any game that's properly designed excluding tower defense or endless horde games that doesn't mean everyone is going to want things to stagnate I'm not asking for mechanics to infinitely stack on to each other it's the reason I've been saying I'd like things to cycle out. For example you've said you hate things like hound waves right? But would it really be terrible if hound waves were to go away for a new mechanic after you've reached a certain stage of the game? Personally I feel like that's a way to freshen up the experience yes there's a limit to how much a player can deal with but if the experience keeps cycling the world can feel a lot fresher. To put it another way just because things can be overcome or aren't super hard doesn't mean there's no fun to be had from them.

It isn't simply replacing old for new, boulders were a new mechanic that you didn't want a permanent solution for.

It seems like you have only recently came to this realization that most players wouldn't mind if some in my opinion annoying/repeatable mechanics get replaced with similar functioning mechanics and not just adding more on top of what we have.

1 minute ago, 00petar00 said:

It seems like you have only recently came to this realization that most players wouldn't mind if some in my opinion annoying/repeatable mechanics get replaced with similar functioning mechanics and not just adding more on top of what we have.

It wasn't recent thing I said this a very very long time ago too your free to check it was around the time rifts started.

 

2 minutes ago, 00petar00 said:

It isn't simply replacing old for new, boulders were a new mechanic that you didn't want a permanent solution for.

 

Yea and there's the problem boulders are "new mechanic" I'm talking about removing old mechanics to make room for those new ones not removing the new ones.

 

4 minutes ago, 00petar00 said:

Because it is obvious that a lot of the players pushing back against the permanent or better solutions it has almost no impact on. Same with you and dreadstone pillar that I will keep bringing up, while I may have been wrong in saying that it has no impact it is pretty minimal compared to the benefits builders get from having hundreds of them and that is the reason they exist.

This entire part is just based on your personal assumptions.

On 10/14/2023 at 4:35 PM, Maxil20 said:

People have been constantly asking for a way to tune/counter the brightshades since their release, and we still don’t have any long term counters other then entirely changing the way you build structures.

Blowdart incoming 

1 minute ago, 00petar00 said:

Don't like 50 brightshades spawn each year? how many hound's teeth would it take? Basically impossible without a varg farm.

I have a HUGE Hound den biome that’s right next to my Beefalo Savannah that are in heat.. hounds teeth are practically free and infinite.

20 hours ago, Gi-Go said:

Blowdart incoming 

Ah yes, let me get the 900 hounds teeth per year check (as it takes roughly 20 hounds teeth per brightshade to kill them, and you get around 45 per year) out of the way to deal with brightshades!

Even with the howlitzer, it still takes a good chunk of time (and especially resources) to handle mass brightshade infestations. It also doesn’t exactly address the concerns that if you have a mob pen infested with them in any capacity they are extremely likely to perish from the constant 130 AOE damage hits. 
 

I do think it’s a method to deal with them, but I can’t really see it being great/fun long term to constantly go to a varg farm every year and then deplete all the teeth you get fighting a mob who you don’t need to deal with if you just don’t use plant decor.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...