mima_ Posted December 7, 2023 Share Posted December 7, 2023 5 minutes ago, cropo said: Swiyss did not say this, you quoted me x_x i was quoting ur sentence because u said it and she kinda believe what u write . so i requote so he can re read what he praise. and for once keeping blame for megabaser for exist in survival endless game is so bonkers. while the kind of thriving of fighting and dying till endlessly wont be in this kind of game Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686269 Share on other sites More sharing options...
cropo Posted December 7, 2023 Share Posted December 7, 2023 1 minute ago, prettynuggets said: i was quoting ur sentence because u said it and she kinda believe what u write . so i requote so he can re read what he praise. and for once keeping blame for megabaser for exist in survival endless game is so bonkers. while the kind of thriving of fighting and dying till endlessly wont be in this kind of game I got ahead of myself and blatantly misread your entire post, I'm sorry. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686270 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 3 minutes ago, prettynuggets said: and for once keeping blame for megabaser for exist in survival endless game is so bonkers. while the kind of thriving of fighting and dying till endlessly wont be in this kind of game Yeah pretty much you didn't get my point still. I'll keep it simple Me love DST Me play DST and get gud. DST become ez. DST only destiny is big base. Big base has limit. Game limit my creativity Me sad. Me solution is make game bigger/infinite somewhere Can't change game. Can change my view. Me make game fun by creating new world. My solution is a tragedy. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686271 Share on other sites More sharing options...
mima_ Posted December 7, 2023 Share Posted December 7, 2023 Just now, Swiyss said: Yeah pretty much you didn't get my point still. I'll keep it simple Me love DST Me play DST and get gud. DST become ez. DST only destiny is big base. Big base has limit. Game limit my creativity Me sad. sound all this 10 page is U problem then. why tell klei to listen to u that u think survival aspect of the game is dying . while all u know that once survival game is mastered there is no where to go .. other than megabasing . so blaming megabaser they ruin the game is soooooo much out of line. its time to change game since u git gud all. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686272 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 Just now, prettynuggets said: sound all this 10 page is U problem then. why tell klei to listen to u that u think survival aspect of the game is dying . while all u know that once survival game is mastered there is no where to go .. other than megabasing . so blaming megabaser they ruin the game is soooooo much out of line. its time to change game since u git gud all. I megabase. I do megabases. I don't like doing megabases because it limits my creativity. Listen I'm not blaming you, or anyone, I'm blaming the ide being pointless. Get it? Like. My point for the thread/topic is: Willow bad char Willow survive some days Willow now new character Willow now make survival super easier At the cost of surviving itself, instead of doing something more for that. Survival is easy for me but hard for other. My perspective is that you can't have 9 years of difficulty of developing the game made easier in 1 decision of surviving more. It's not "i learn hard way, why you learn easy way?" It's more like " you're being compensated by surviving, but surviving and advancing in game itself gives you benefits. Benefit from day 1 at the start cause you did well once is not a good solution for the problem that reaching endgame takes too long" Right problem, wrong solution. Solution bad because game is easier? No Solution bad because game compensate for easy things. I did not much and earned it = makes game bland. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686273 Share on other sites More sharing options...
cropo Posted December 7, 2023 Share Posted December 7, 2023 Hopefully they can find a way to find threats to your base in more controllable ways, still more challenging but something that you have to engage with on a slightly more involved level in order to prevent. I like the idea of lunar grazers and brightshades, the problem is that they instinctively know where to go in your base right from the start. I think it would be cool if there was a wandering lunar seeker, it would eventually find your base (obviously, it would need AI in place to prevent it from being able to do anything when not loaded, that's not fair.) Once it sees your base, it tries to flee the area back to the rift that spawns it. If you can't manage to kill it before it makes it back, now the entire lunar army knows where to attack, and it sends an armada of enemies fully intent on wrecking shop and stealing your items. You don't know when a lunar rift spawns, so you have to always be on the lookout for a possible seeker. Then it would actually be your fault for causing it, and you'd only have yourself to blame if you can't manage to fend them off. Their numbers, and types of enemies they spawn can be determined based on an ingame judgement of how much the stuff in your base is ''worth'', if you have a lot of expensive looking decorations, well that's a base they want to steal from, so they'll send their best. For caves you can do it slightly differently, shadows seem to work on offerings and conditional servitude. So a pair of ominous shadow hands will appear at your base, wanting specific tributes, these could range from trinkets(on the condition that trinkets become more available in the caves, could make it randomly spawn in dangerous areas as a miniquest or something.) to valuable items, to even your health/hunger/sanity. Failure to pay would result in the same kind of base attack, only shadow themed. There, your base is destroyed, and it's your fault for letting it happen. No random uncontrollable boulders, no invasive plants that can move their vines long distances and destroy anything in their path, something you need to prevent and deal with. I dunno, is that too ''raidy''? Like a cliche mechanic? I'm sure Klei could think of something to threaten our bases properly. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686281 Share on other sites More sharing options...
Captain_Rage Posted December 7, 2023 Share Posted December 7, 2023 42 minutes ago, cropo said: Survival games will always have the inevitable period where you overcome the challenge, and the world is your oyster. There is no avoiding this, most players see this as a reward. When I kill every boss in Valheim, the only thing I can really do at that point is megabase. When I kill a town of zombies in project zomboid, have my skills leveled, and can mass-produce water and food, I really have nothing to do but megabase. When I conquer every dungeon and PvE encounter in Conan exiles, the only thing left to do is megabase and collect thralls for decoration. This cannot really be prevented, or to be more specific it can't be prevented in a way that makes the game fun. A game has to be designed for long-term continuous gameplay, and this is really only done with MMO's and loot type games, or match-based games. IF Klei ever finishes this shadow/lunar arc, we get all kinds of new threats, cool bosses, etc, it won't change the fact that eventually we will conquer them and be back at the root of the issue. There isn't a way to solve this, and I don't even think it's that big of a problem. I usually just start a new world at that point because I hate megabasing on the level people like Jazzy do. The solution to this shouldn't be removing the players agency and introducing threats that turn the game into a base-management simulator, it would just make things worse. Now not only is there nothing to do, you can't even have fun building your own utopia in the world you conquered. The truth is there is no solution, unless they started adding roguelike dungeons for randomly generated loot with add-on effects that you can grind to get perfect rolls on or something else entirely unfitting for this game. This issue has been argued and debated and this talking point gets brought up constantly. The best way to describe this, without elongating my reply into a bigger textwall to repeat the same things over again would be to summarize it like this. We want Dark Souls 1 difficulty. You want Dark Souls 2 difficulty. Dark Souls 2 is "harder" than ds 1, but it achieves this in griefing, unfair game design, and the entire product suffered just to make it "harder" to keep its reputation as that unforgiving experience, forever tainting the game as the black sheep of the series. This is all true but the issue here is the ridiculous amount of dumbing down and general power creep. When will it end? Currently characters are receiving items that negate the most unforgiving attacks of the late-game bosses in a whim. Why? Soon there won't be any tangible threats left in the game. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686283 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 9 minutes ago, cropo said: Hopefully they can find a way to find threats to your base in more controllable ways, still more challenging but something that you have to engage with on a slightly more involved level in order to prevent. I like the idea of lunar grazers and brightshades, the problem is that they instinctively know where to go in your base right from the start. I think it would be cool if there was a wandering lunar seeker, it would eventually find your base (obviously, it would need AI in place to prevent it from being able to do anything when not loaded, that's not fair.) Once it sees your base, it tries to flee the area back to the rift that spawns it. If you can't manage to kill it before it makes it back, now the entire lunar army knows where to attack, and it sends an armada of enemies fully intent on wrecking shop and stealing your items. You don't know when a lunar rift spawns, so you have to always be on the lookout for a possible seeker. Then it would actually be your fault for causing it, and you'd only have yourself to blame if you can't manage to fend them off. Their numbers, and types of enemies they spawn can be determined based on an ingame judgement of how much the stuff in your base is ''worth'', if you have a lot of expensive looking decorations, well that's a base they want to steal from, so they'll send their best. For caves you can do it slightly differently, shadows seem to work on offerings and conditional servitude. So a pair of ominous shadow hands will appear at your base, wanting specific tributes, these could range from trinkets(on the condition that trinkets become more available in the caves, could make it randomly spawn in dangerous areas as a miniquest or something.) to valuable items, to even your health/hunger/sanity. Failure to pay would result in the same kind of base attack, only shadow themed. There, your base is destroyed, and it's your fault for letting it happen. No random uncontrollable boulders, no invasive plants that can move their vines long distances and destroy anything in their path, something you need to prevent and deal with. I dunno, is that too ''raidy''? Like a cliche mechanic? I'm sure Klei could think of something to threaten our bases properly. I like that actually I have always enjoyed this idea of protecting what you made, but I don't think anyone here would like that. Especially the megabasers, that's why Klei can't add this. I find the idea in which they steal you because you have expensive stuff to be weird. They're monsters, might as well make them destroy everything, like gestalts do when possessing something. I like the offering stuff, and making the shadows mad seems like a really cool Idea. Side with them and gain rewards to fight Them. Fight against shadow and gain their powers. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686291 Share on other sites More sharing options...
chirsg Posted December 7, 2023 Share Posted December 7, 2023 31 minutes ago, Swiyss said: Yeah pretty much you didn't get my point still. I'll keep it simple Me love DST Me play DST and get gud. DST become ez. DST only destiny is big base. Big base has limit. Game limit my creativity Me sad. Me solution is make game bigger/infinite somewhere Can't change game. Can change my view. Me make game fun by creating new world. My solution is a tragedy. solution, they should introduce houses, shops and all the stuff from hamlet. Basically, just bring in hamlet Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686292 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 Just now, chirsg said: solution, they should introduce houses, shops and all the stuff from hamlet. Basically, just bring in hamlet Sure why not. That would be good at first sight. I don't actually see a reason not to. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686293 Share on other sites More sharing options...
cropo Posted December 7, 2023 Share Posted December 7, 2023 1 minute ago, Captain_Rage said: This is all true but the issue here is the ridiculous amount of dumbing down and general power creep. When will it end? Currently characters are receiving items that negate the most unforgiving attacks of the late-game bosses in a whim. Why? Soon there won't be any tangible threats left in the game. I'd say we just have to hold hope that future bosses will be developed with the assumption that players will be at this level of power and be strong enough to contend with it. You might argue that will cause an endless spiral of us vs enemies taking turns getting stronger and I think you'd be right, but in my opinion I see videos of Willows skill tree, and having finally gotten a chance to try it myself, and I am genuinely having more fun. I'm not just kiting, I have a list of abilities and ways to approach different situations. Lunarclops and Lunar Bearger may be easy to beat now, but I find their kits and attacks far more polished and fair than previous bosses. Klei made Bee Queen and Toad stool partially out of spite for solo players beating bosses in their "multiplayer game" (They admitted this) so BQ's kit and Toadstools large health pool were made just to encourage outnumbering them and out-bsing them. Fuelweaver is a good fight, don't get me wrong, but he really streches the limits of what is possible with the current combat system and requires one of the most unfun items to grind to fight with on an even playing field. He's challenging in a way that makes you battle your inventory more than you do him. Ancient Guardians rework was phenomenal, cheesing him is actually a huge waste because it's actually fun to fight him now. With the old system, he wasn't built in a way that he could be fought in a satisfying manner fairly, which encouraged cheesing tactics (Like most of the old-world bosses). Nightmare Werepig is another steep improvement over previous bosses, and I'm sure you can see why. With old-world bosses, after getting over them once or twice I no longer wish to fight them fairly because they just aren't really on a fun level. The new ones though have pushed my combat effectiveness much higher than ever, and I really feel like it's my fault when I lose to them. In terms of survival mechanics, I never really considered fire to be a ''serious threat'', and I do think if a player picks a character specifically tailored around a specific area they should be able to trivialize it. When I play Wendy I trivialize a lot of areas in the game, when I stopped dying in Winter back in I think 2014 or 2013? I started picking Webber because he trivialized food gathering.when he released with RoG and Wigfrid REALLY trivialized combat. To top it off, Willow imo has a downside that actually has a noticeable effect ingame. Being able to be frozen quicker will be a big deal if further lunar mobs continue their ice-theme and freezing much faster can limit her in some areas. She can't get wet in the caves because she freezes incredibly easy, and when she does her health drops FAST to the point you can't just ignore it. Even after Winter ends. I guess I just don't feel that Willows new perks come at any real cost in terms of ruining the learning experience for players, and the new threats they've been making in terms of enemy variety are LEAGUES above anything they've ever designed pre-rift, and ideally will continue to improve in both threat and polish. I have no doubt that once more stuff starts getting added, things like acid-rain and lunar hail will be revisted to be even better threats as well. Sorry for the disorganized reply, but speaking for myself none of the environmental threats have been what put me in a grave in this game, and I don't think having a specific character that trivializes the fire system when she is thematically made to do so is harmful to the game, I really don't think fire was ever that big of a deal even in Singleplayer and having a mechanic I feel was never hard made ''even easier'' is a fine tradeoff for what I feel is the most fun state I've ever played Willow in. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686297 Share on other sites More sharing options...
Captain_Rage Posted December 7, 2023 Share Posted December 7, 2023 Indeed I am hoping future updates will accommodate for the current power creep. I have mentioned that before. The current beta brings the game to a questionable state as things are playing out now. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686309 Share on other sites More sharing options...
grm9 Posted December 7, 2023 Share Posted December 7, 2023 22 minutes ago, cropo said: Fuelweaver is a good fight, don't get me wrong, but he really streches the limits of what is possible with the current combat system and requires one of the most unfun items to grind to fight with on an even playing field. He's challenging in a way that makes you battle your inventory more than you do him do him with just sanity food, healing, magi, insanity food, armor and a weapon then, it's possible and very fun Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686317 Share on other sites More sharing options...
cropo Posted December 7, 2023 Share Posted December 7, 2023 4 minutes ago, grm9 said: do him with just sanity food, healing, magi, insanity food, armor and a weapon then, that's possible and very fun I don't really think it is, you have to jank him around the arena so he can't hug his children and it makes the fight last much longer which makes a single mistake add entire minutes to the fight if he manages to eat one. Unless there's a tactic I'm unaware of where you can actually ''engage'' with him and not seduce him around the arena for entire minutes at length without a lazy explorer and weather pain. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686320 Share on other sites More sharing options...
grm9 Posted December 7, 2023 Share Posted December 7, 2023 29 minutes ago, cropo said: I'd say we just have to hold hope that future bosses will be developed with the assumption that players will be at this level of power and be strong enough to contend with it. You might argue that will cause an endless spiral of us vs enemies taking turns getting stronger and I think you'd be right, but in my opinion I see videos of Willows skill tree, and having finally gotten a chance to try it myself, and I am genuinely having more fun. I'm not just kiting, I have a list of abilities and ways to approach different situations. Lunarclops and Lunar Bearger may be easy to beat now, but I find their kits and attacks far more polished and fair than previous bosses. Klei made Bee Queen and Toad stool partially out of spite for solo players beating bosses in their "multiplayer game" (They admitted this) so BQ's kit and Toadstools large health pool were made just to encourage outnumbering them and out-bsing them there are many creative strats for BQ tho, wigfrid song, shadow prison, moon shrooms, bramble husk, lunar fire, bunnymen, abigail, pan flute spam etc., that's the good thing about ANR bosses, a lot of strats for most bosses depending on character and the order of killing bosses 3 minutes ago, cropo said: I don't really think it is, you have to jank him around the arena so he can't hug his children and it makes the fight last much longer which makes a single mistake add entire minutes to the fight if he manages to eat one. Unless there's a tactic I'm aware of where you can actually ''engage'' with him and not seduce him around the arena for entire minutes at length without a lazy explorer and weather pain. that's your choice, bring more stuff or learn how to kill the boss without that stuff, yes it's longer and less forgiving but that's the fun part, dodging bone cages, luring him away from woven shadows and putting yourself in a good position to prevent him from walking into woven shadows before you get mind controlled Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686321 Share on other sites More sharing options...
cropo Posted December 7, 2023 Share Posted December 7, 2023 1 minute ago, grm9 said: wigfrid song, shadow prison, moon shrooms, bramble husk Some of these were introduced as part of the ''power creep'' problem and are character specific. 2 minutes ago, grm9 said: bunnymen, So it's not so much of a fight as it is outnumbering her BS with your own BS. I'm not condemning it mind you, but it goes to show what level most players have to stoop to because her moveset is not fun to fight against traditionally. All of the newer bosses as of late can be fought true sword-and-board and their attacks have fair hitboxes, imagine what future bosses designed around skill-tree level survivors will bring to the table knowing that Wigfrid can block, Willow and Maxwell can CC, Wortox and Wendy can buff(no doubt when they get their own skill trees). I think this old content has had its run, it has been consumed and enjoyed(and hated), and I'm kind of willing to sacrifice it for the future. New players who aren't playing the designated "makes this part of the game easier" character will still have their trials and tribulations, they might reach the point of comfortably beating stuff a bit earlier but I think that's a fair price to pay for what we stand to gain in the future. I dunno man, I am having A LOT more fun and enjoyment with Willows skill tree than without, and look forward to the future even if it comes at the cost of the past. I don't think many of these older bosses are really worth preserving in their current states, their rework of AG was a huge step up in quality and I would even be happy if bosses like BQ and Dfly had some improvements to their kits, hopefully they can be ''gestalted'' in a future update and have kits designed more for a traditional fight to the point players won't even want to cheese them. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686328 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 41 minutes ago, cropo said: I'd say we just have to hold hope that future bosses will be developed with the assumption that players will be at this level of power and be strong enough to contend with it. You might argue that will cause an endless spiral of us vs enemies taking turns getting stronger and I think you'd be right, but in my opinion I see videos of Willows skill tree, and having finally gotten a chance to try it myself, and I am genuinely having more fun. I'm not just kiting, I have a list of abilities and ways to approach different situations. Lunarclops and Lunar Bearger may be easy to beat now, but I find their kits and attacks far more polished and fair than previous bosses. Klei made Bee Queen and Toad stool partially out of spite for solo players beating bosses in their "multiplayer game" (They admitted this) so BQ's kit and Toadstools large health pool were made just to encourage outnumbering them and out-bsing them. Fuelweaver is a good fight, don't get me wrong, but he really streches the limits of what is possible with the current combat system and requires one of the most unfun items to grind to fight with on an even playing field. He's challenging in a way that makes you battle your inventory more than you do him. Ancient Guardians rework was phenomenal, cheesing him is actually a huge waste because it's actually fun to fight him now. With the old system, he wasn't built in a way that he could be fought in a satisfying manner fairly, which encouraged cheesing tactics (Like most of the old-world bosses). Nightmare Werepig is another steep improvement over previous bosses, and I'm sure you can see why. With old-world bosses, after getting over them once or twice I no longer wish to fight them fairly because they just aren't really on a fun level. The new ones though have pushed my combat effectiveness much higher than ever, and I really feel like it's my fault when I lose to them. In terms of survival mechanics, I never really considered fire to be a ''serious threat'', and I do think if a player picks a character specifically tailored around a specific area they should be able to trivialize it. When I play Wendy I trivialize a lot of areas in the game, when I stopped dying in Winter back in I think 2014 or 2013? I started picking Webber because he trivialized food gathering.when he released with RoG and Wigfrid REALLY trivialized combat. To top it off, Willow imo has a downside that actually has a noticeable effect ingame. Being able to be frozen quicker will be a big deal if further lunar mobs continue their ice-theme and freezing much faster can limit her in some areas. She can't get wet in the caves because she freezes incredibly easy, and when she does her health drops FAST to the point you can't just ignore it. Even after Winter ends. I guess I just don't feel that Willows new perks come at any real cost in terms of ruining the learning experience for players, and the new threats they've been making in terms of enemy variety are LEAGUES above anything they've ever designed pre-rift, and ideally will continue to improve in both threat and polish. I have no doubt that once more stuff starts getting added, things like acid-rain and lunar hail will be revisted to be even better threats as well. Sorry for the disorganized reply, but speaking for myself none of the environmental threats have been what put me in a grave in this game, and I don't think having a specific character that trivializes the fire system when she is thematically made to do so is harmful to the game, I really don't think fire was ever that big of a deal even in Singleplayer and having a mechanic I feel was never hard made ''even easier'' is a fine tradeoff for what I feel is the most fun state I've ever played Willow in. Even after rushing cc on her and coming back to create a new world, I still think she is kinda out of place, the skill could benefit being more red or yellow, and her current spells could do something unique or different instead of making already existing items in her kit. 7 minutes ago, cropo said: they might reach the point of comfortably beating stuff a bit earlier but I think that's a fair price to pay for what we stand to gain in the future. I think there are better balanced solutions to this. Early game shouldnt be compromised because late game got stronger, and having those skills day 1 will not only make things easier, but it will also not make getting close to late game any faster since most late game tasks consist in knowledge and exploration rather than combat. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686329 Share on other sites More sharing options...
arubaro Posted December 7, 2023 Share Posted December 7, 2023 10 hours ago, GelatinousCube said: Food is rarely if ever an issue these days even early game. funny enough, you can always read posts about reducing boss HP based on players but no ask to scale food for 1 player when there is enough food for 6 players in default worlds Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686346 Share on other sites More sharing options...
grm9 Posted December 7, 2023 Share Posted December 7, 2023 23 minutes ago, cropo said: Some of these were introduced as part of the ''power creep'' problem and are character specific character-specific in case of boss design that focuses on allowing people to invent strats isn't bad 24 minutes ago, cropo said: So it's not so much of a fight as it is outnumbering her BS with your own BS. I'm not condemning it mind you, but it goes to show what level most players have to stoop to because her moveset is not fun to fight against traditionally. All of the newer bosses as of late can be fought true sword-and-board and their attacks have fair hitboxes, imagine what future bosses designed around skill-tree level survivors will bring to the table knowing that Wigfrid can block, Willow and Maxwell can CC, Wortox and Wendy can buff(no doubt when they get their own skill trees). I think this old content has had its run, it has been consumed and enjoyed(and hated), and I'm kind of willing to sacrifice it for the future. New players who aren't playing the designated "makes this part of the game easier" character will still have their trials and tribulations, they might reach the point of comfortably beating stuff a bit earlier but I think that's a fair price to pay for what we stand to gain in the future. I dunno man, I am having A LOT more fun and enjoyment with Willows skill tree than without, and look forward to the future even if it comes at the cost of the past. I don't think many of these older bosses are really worth preserving in their current states, their rework of AG was a huge step up in quality and I would even be happy if bosses like BQ and Dfly had some improvements to their kits, hopefully they can be ''gestalted'' in a future update and have kits designed more for a traditional fight to the point players won't even want to cheese them. new bosses suck because there aren't any strats to invent for them and if i want complex combat and dodging i'll go play DS3, all bosses they've added are very easy to do hitless in comparison to most bosses in games that were designed around having complex combat Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686350 Share on other sites More sharing options...
cropo Posted December 7, 2023 Share Posted December 7, 2023 Just now, grm9 said: new bosses suck because there aren't any strats to invent for them and if i want complex combat and dodging i'll go play DS3, all bosses they've added are very easy to do hitless in comparison to most bosses in games that were designed around having complex combat So far* But I guess that's a difference of our opinions, I don't think the vast majority of players who play this game take many of the bosses seriously and just find ways to cheese them, the new bosses actually have a level of engagement with them that's not just finding a way to avoid dealing with their mechanics. ANR bosses are pretty much the only ones that asked this of the player and they were made at a time Klei wanted to restrict bosses to party play. I don't think being able to shoot a fire stream at Bee Queen is that big of a deal. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686357 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 3 minutes ago, grm9 said: character-specific in case of boss design that focuses on allowing people to invent strats isn't bad new bosses suck because there aren't any strats to invent for them and if i want complex combat and dodging i'll go play DS3, all bosses they've added are very easy to do hitless in comparison to most bosses in games that were designed around having complex combat I agree they should make bosses have better combat related mechanics, I like that they added a way to stun daywalker, and him hitting the ground is the way to break marble pillars. Also the butt slam by bearger and ice throw by deerclops is already a good sign that we are probably going to see more of it in the future. Also new sharkboi attacks are superb. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686358 Share on other sites More sharing options...
grm9 Posted December 7, 2023 Share Posted December 7, 2023 8 minutes ago, Swiyss said: I agree they should make bosses have better combat related mechanics, I like that they added a way to stun daywalker, and him hitting the ground is the way to break marble pillars. Also the butt slam by bearger and ice throw by deerclops is already a good sign that we are probably going to see more of it in the future. Also new sharkboi attacks are superb. they're still too easy though, even easier than minimal gear FW 8 minutes ago, cropo said: So far* But I guess that's a difference of our opinions, I don't think the vast majority of players who play this game take many of the bosses seriously and just find ways to cheese them, the new bosses actually have a level of engagement with them that's not just finding a way to avoid dealing with their mechanics. ANR bosses are pretty much the only ones that asked this of the player and they were made at a time Klei wanted to restrict bosses to party play. I don't think being able to shoot a fire stream at Bee Queen is that big of a deal you aren't really cheesing ANR bosses, shadow prison, lunar fire etc. still require practice to do and it's fun to choose a route for killing bosses since some bosses' drops make killing other bosses easier and, in case of some, quicker, e.g. bundling wraps for moonstorms, BQ crown for FW etc. and you can't just do all bosses that make the fight that you're planning to do easier anytime as any character, so you need to change the route or do that fight without the loot from that boss, FW is the most enjoyable boss to fight in the game but he was added in an ANR update Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686365 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 2 minutes ago, grm9 said: they're still too easy though, even easier than minimal gear FW I agree completely. I fought them in the betas without any stun logic, so I just walked around deerclops for 2 whole days until finding out a torch could stun him, so for someone without this knowledge the fight would be near impossible. Then after killing him once, every subsequent fight became super easy, so I think fights should have insane hard inventory slot managment and dodging reaction. But I learned to be a little in the middle with things yn? Even though I want elden ring difficulty in dst I also understand people will complain the boss is top hard. Thats sad. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686370 Share on other sites More sharing options...
_zwb Posted December 7, 2023 Share Posted December 7, 2023 26 minutes ago, arubaro said: no ask to scale food for 1 player when there is enough food for 6 players in default worlds You can make things like berry bushes generate less in the world settings already. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686372 Share on other sites More sharing options...
Swiyss Posted December 7, 2023 Author Share Posted December 7, 2023 44 minutes ago, arubaro said: funny enough, you can always read posts about reducing boss HP based on players but no ask to scale food for 1 player when there is enough food for 6 players in default worlds I think the whole Idea of the health bar is that you can kill the boss whenever you want, and 1 person vs 6 people wont change their health, but you cant change world generation just because no one is playing with you. Link to comment https://forums.kleientertainment.com/forums/topic/152920-klei-please-listen-the-survival-aspect-of-the-game-is-dying-slowly/page/10/#findComment-1686382 Share on other sites More sharing options...
Recommended Posts
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.