Jakepeng99 Posted October 27, 2023 Share Posted October 27, 2023 Idea came from the post that gave suggestions to fix ruins. I will be focusing on the rest of the caves. Main problem with the caves is that most biomes have very little reason to visit. The only biomes that matter is the blue mushtree biome which comes with the grotto, muddy biome and all the ruins biomes. Besides lightbulbs that spawn in many biomes, there is not much reason to visit anything. Here is some suggestions: Sunken Forest (e.g the area you spawn in with slime turf) This biome could use with a unique critter or two. Maybe a new plant not found anywhere else in the cave. Mushtree Biomes Each mushtree biome could have a unique mushgnome varient with different attacks and drops. Something to make going to them more worthwhile. Swamp Biome A unique cave dwelling swamp mob could be added to differ them and make them more special. Other suggestions include making this biome guarinteed and having potential merms live down under. Shadow Tentacle Pillar It would be a shadow tentacle surrounded by ruins turf and some thulicite structures. It would always go to the atrium and save time and make less people want to turn to void walking. Improved Tentacle Pillars They are meant to be the caves wormholes, but they are rarely worth it for that function. They could be improved somewhat. Any other ideas to improve other biomes, feel free to tell. Link to comment https://forums.kleientertainment.com/forums/topic/152017-suggestions-for-caves/ Share on other sites More sharing options...
Masked Koopa Posted October 27, 2023 Share Posted October 27, 2023 I think it is silly that tentipillars regenerate to be honest. Navigating caves is made so much slower by not having a reliable wormhole counterpart. Surely there's a better way to make tentacle drops renewable - maybe let players trade with merms for them. Link to comment https://forums.kleientertainment.com/forums/topic/152017-suggestions-for-caves/#findComment-1675339 Share on other sites More sharing options...
Waynel Posted October 27, 2023 Share Posted October 27, 2023 26 minutes ago, Masked Koopa said: I think it is silly that tentipillars regenerate to be honest. Navigating caves is made so much slower by not having a reliable wormhole counterpart. Surely there's a better way to make tentacle drops renewable - maybe let players trade with merms for them. Well they do have a fair chance of dropping a tentacle spike besides acting as a wormhole and they're not that hard to kill with Fugu Hutch. Link to comment https://forums.kleientertainment.com/forums/topic/152017-suggestions-for-caves/#findComment-1675344 Share on other sites More sharing options...
grm9 Posted October 27, 2023 Share Posted October 27, 2023 18 minutes ago, Masked Koopa said: I think it is silly that tentipillars regenerate to be honest. Navigating caves is made so much slower by not having a reliable wormhole counterpart. Surely there's a better way to make tentacle drops renewable - maybe let players trade with merms for them. They could also be regenerated manually, e.g. exploding a slurtle slime nearby a hole left by the tentapillar or dropping a tentacle spots in it for a new tentapillar to spawn in a day or 10 days or 20 days, could've been instant but it'd be very odd for it to grow out of a spot into a tentapillar instantly. Link to comment https://forums.kleientertainment.com/forums/topic/152017-suggestions-for-caves/#findComment-1675345 Share on other sites More sharing options...
Jakepeng99 Posted October 27, 2023 Author Share Posted October 27, 2023 I believe make tenta pillers drop monster meat so you gain more from killing them, and add more silver bullets to fight them. This game lacks aoe. Link to comment https://forums.kleientertainment.com/forums/topic/152017-suggestions-for-caves/#findComment-1675346 Share on other sites More sharing options...
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