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rift weather hazzards are bland


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They can't really add a whole lot of mechanics to a weather effect upon its introduction (given their monthly schedule).

Lunar hail could eventually turn into charged lunar hail. 

We could have areas be covered by an electrically charged sleet. Where you need gear to get into it (some kind of rubber suit). 

These areas could contain charged mobs with stronger attacks and speed but less hp. They could drop more loot/unique materials. 

But yeah, I hope Klei isn't done implementing more stuff. It may be too early to call it finished.

3 hours ago, Horsheen said:

Me looking up at the lunar glass about to fall on my head and do almost 50% of my health instantly (forumites said it was too easy and should have no counters)

Willem Dafoe Looking Up - Meming Wiki

yes, is too easy to equip/deploy umbralla and not received damage during the few seconds it last. Is suppose to be a hardmode mechanic but has even less impact than acid rain

no, mobs shouldn't receive damage, unless the cover mechanic klei is wastint time on is reliable, because it bring 0 challenge, just free loot and free dps

as variant said, it can add immersion but i dont know if klei will achieve such mechanic without bringing lag, bugs, exploits or be even useful. I dont think is worth the time. Also, if they don't achieve a reliable mechanic, the game will hace another mechanic to make worlds a giant empty place, rift already destroy every rock (wow, free rocks and logs, uncompromising achieve) and now we might lose mobs in places without trees like the geekosbthat usually spawn in the barren rocky biome

7 minutes ago, HowlVoid said:

They can't really add a whole lot of mechanics to a weather effect upon its introduction (given their monthly schedule).

Lunar hail could eventually turn into charged lunar hail. 

We could have areas be covered by an electrically charged sleet. Where you need gear to get into it (some kind of rubber suit). 

These areas could contain charged mobs with stronger attacks and speed but less hp. They could drop more loot/unique materials. 

But yeah, I hope Klei isn't done implementing more stuff. It may be too early to call it finished.

for that we will need more wild mobs than just pigs, spiders and goats...dst feels really empty without destructive mechanics so adding them is a bad idea imo

we need life variety not holocausts

8 hours ago, Mike23Ua said:

No.. you Misunderstand, lol

In the same way that a Beefalos butt will turn red & they will go into heat and become highly hostile during spring, Lunar Hail Storms should Mutate your penned up animals.

DS & DST have ALWAYS been designed like this- Splumonkeys turn hostile when turned to Shadow variants.

So of course I’m going to expect the Grass Geckos & Koelephants to mutate into something else at some point.

 

Mike, what is the point of the person you quoted when you said all of that? What were they saying about Lunar Hail and their interaction with mobs that players like to keep around?

If more things could mutate, that's cool and all, but they don't have to, and the possibility of them mutating doesn't have to mean that other phenomena has to be as inconvenient as it currently is

7 hours ago, arubaro said:

yes, is too easy to equip/deploy umbralla and not received damage during the few seconds it last. Is suppose to be a hardmode mechanic but has even less impact than acid rain

I don’t know what it would achieve if the umbralla wouldn’t be able to counter it, though. You would now either kite around the hail for 90 seconds, stand under a normal tree and/or knobbly tree canopy, or wear armor to reduce the damage inflicted. I don’t see why the umbralla (which requires the opposite rift to snag) shouldn’t be able to counter the hail, especially when it’s shown items of an alignment are stronger against the opposite alignment.

On 11/21/2023 at 12:34 AM, Sanitar said:

The mechanics allow you to mine the infused moon shard without activated lunar storms. Falling fragments fell on me many times and almost killed me. The mechanics add atmosphere to the game, because the consequence of killing the champion is visible

Yet another reason to not use Wilson and his lunar skill.

3 hours ago, Maxil20 said:

I don’t know what it would achieve if the umbralla wouldn’t be able to counter it, though. You would now either kite around the hail for 90 seconds, stand under a normal tree and/or knobbly tree canopy, or wear armor to reduce the damage inflicted. I don’t see why the umbralla (which requires the opposite rift to snag) shouldn’t be able to counter the hail, especially when it’s shown items of an alignment are stronger against the opposite alignment.

and for that i think the mechanic is bad

7 hours ago, arubaro said:

and for that i think the mechanic is bad

But....how?

Because you have to go out of your way to get an item to deal with a threat? Isn't that a repeating pattern of this game? Why is this where you draw the line?

15 minutes ago, Horsheen said:

But....how?

Because you have to go out of your way to get an item to deal with a threat? Isn't that a repeating pattern of this game? Why is this where you draw the line?

because is something that is suppose to be a hardmode threat but is completly countered by a single item

less impactful than earthquakes

1 hour ago, arubaro said:

because is something that is suppose to be a hardmode threat but is completly countered by a single item

 

Threats can have counters. In fact, I feel like they should. Even hard mode threats.

Historically, people didn't like threats without many reasonable counters. I can list Wildfires, Disease,  and... probably Antlion. I see people 50/50 on her.

Anyhow, I think wanting a counter entirely gone isn't the best way to go about it. Maybe you can ask for it to be harder to obtain and manage, that'd be slightly more reasonable.
Being stuck with unavoidable impossible to counter threats isn't ever ideal.

5 minutes ago, -Variant said:

Threats can have counters. In fact, I feel like they should. Even hard mode threats.

Historically, people didn't like threats without many reasonable counters. I can list Wildfires, Disease,  and... probably Antlion. I see people 50/50 on her.

Anyhow, I think wanting a counter entirely gone isn't the best way to go about it. Maybe you can ask for it to be harder to obtain and manage, that'd be slightly more reasonable.
Being stuck with unavoidable impossible to counter threats isn't ever ideal.

you can counter hail the same way people were countering earthquakes ever since they got added to DS, no?

43 minutes ago, grm9 said:

you can counter hail the same way people were countering earthquakes ever since they got added to DS, no?

Of course, and whilst I -personally- feel like that's okay, I know a lot of people who didn't even enjoy earthquakes to begin with.

There's new ways to counter both, and since there's no sure-fire way to permanently, or, for long term, deal with them, I think are fine.
Dreadstone pillars are one of my favorite examples, they're fairly late game but they finally let you deal with a day-1 threat.
Like I said earlier, if you feel the other methods, such as Umbralla, are too early to obtain, that's understandable. I feel the existing counters for both Earthquakes and Hail reasonable, since there's not a whole lot of them. 

I think lunar hails should last much longer. Maybe dropping slightly less shards but keeping the lethality levels high from a prolonged time of staying out of covers. Could also make acid rain overtune clockworks, either make clockwork piles more dangerous of make acid puddles/lakes or generally flooding caves in some areas. Land bridges could feel a lot more rocky and clogged, maybe some cave areas turning unstable to pass through and noise or players walking would make rocks fall from new grown stalagmites or whatever they be called. 

On the surface there could be glass formations of sorts, making more dangerous paths to tread where players have not tamed. Maybe making rockjaw into a glassjaw once killed and reanimated, gnarwhale too. Or mutate some kinds of sea creatures into a giant monster boss. 

Y'know what we haven't had proper yet? A swarm as a boss. Moslings, moose and fuelweaver don't count much, bee queen and spider sure but I mean as the entity itself being one single being in many. Maybe fish turning rabid and protecting something idk.

I have too many cool ideas writing now all this rambling cuz short on time byeeeeee

4 hours ago, -Variant said:

I can list Wildfires, Disease,  and... probably Antlion. I see people 50/50 on her.

but hail isnt a thread towards bases. Im with that threads like the ones you are mentioning needs multiple ways to deal with them but i don't think that " short durantion surface earthquakes without screen shake" should hace multiple ways to be countered, less when is as simple as holding an item to entirely neglect it

is like to neglect overheating you just hold a thermal stone that is cold forever... why even bother to add the mechanic?

14 minutes ago, Frosty_Mentos said:

I think lunar hails should last much longer. Maybe dropping slightly less shards but keeping the lethality levels high from a prolonged time of staying out of covers

agree

that way there might be moments when it matters. right now, even in boss fights, feels dumb and anticlimactic. Just waiting few seconds isnt a fun and engaging mechanic

idk what are people doing the people who said here that they are suffering from it

i can see how the mechanic can be problematic if you, for some reason, defeat CC and open the rifts before beating FW but normally that is a weird route to take outside of specific boss runs, challenges or experiments

48 minutes ago, Frosty_Mentos said:

Y'know what we haven't had proper yet? A swarm as a boss. Moslings, moose and fuelweaver don't count much, bee queen and spider sure but I mean as the entity itself being one single being in many. Maybe fish turning rabid and protecting something idk.

The return of slipstor? :???:

I think it would be awesome if the lunar rifts activated varied seasons. Each season would have 3 to 4 different levels all with new weather mechanics, mobs and flora. The one's we have now would be the easy base version of the season while the others would each increase in difficulty. I'd be rolled for each change of season so you never know which one you would get, making each year unique. There would be a ton of potential for interesting and new weather mechanics. I'm not sure how to fit it into the rift lore tho, other than "the rifts are affecting the whole world"

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