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Brightshades are still the worst mechanic in the game


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Normally people complain about an update and after a month everyone just shrugs it off and gets used to it but after many months brightshades are still very annoying and I hate them. You can't farm on surface peacefully any more, you can't have decorative plants in base anymore, you can't have a basic twig/grass farm without fighting 3 brightshades at a time. My surface is infested with brightshades everywhere and i'm too demoralized to even kill them anymore because they're just going to reinfect.

This is on par with disease mechanic where you couldnt do anything except babysit your plants for disease.. Caves are much better because you can use an umbralla/pillar to deal with acid rain and boulders but there is no solution for preventing brightshades.

I don't like brightshades when they infect what I don't want them to infect, but I've been enjoying solutions to managing them. Wigfrid's new skill tree an amount of solutions where dealing with brightshades is almost more fun. Biggest gripe I have is when I decorate with plants and pigmen/bunnymen near them, the brightshades will kill the pigs/bunnies.

But ultimately, it's another chore and I truly think that there should be a preventative measure that isn't something that clashes with art style or design.

 

Like, if it's a structure with no skins, it would be a shame.

Feedback like this can be good though as long as it's structured civilly. 

 

You're not the only one who is annoyed by brightshades and you won't be the last.

At this point all I can hope for is that the last update in this patch is a mechanic that just shuts these things off completely.  Its everything I feared it would be - constant harassment that makes me want to play the game less lol.  I wouldn't fault Klei for saving such a thing for the last update, but its made playing through this period a slog.

They do seem like they'd be a bother don't they. I last played only shortly after they were added, had to deal with a few of them but between a mod nerfing enemy health values and being burnt out from everything leading up to that point and not seeing much value in the content on display I kinda put the game down for a bit so I haven't had the displeasure of an ingame year of brightshade pruning to make me wish i didn't have to.

There's nothing wrong with them. Just like everything else in the game you can learn how it behaves/is coded and manipulate it or use it to your advantage. Brightshades prioritize large groups and farm crop/weeds before anything else. So you can make a large crop farm away from your base and they'll all go there. You can have basic twig/grass farms brightshade free. Wish people would learn the game before complaining and asking Klei to fix what they themselves can already solve in the game.

Also, deal with it. :wilson_cool:

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There's nothing wrong with them. Just like everything else in the game you can learn how it behaves/is coded and manipulate it or use it to your advantage. Brightshades prioritize large groups and farm crop/weeds before anything else. So you can make a large crop farm away from your base and they'll all go there. You can have basic twig/grass farms brightshade free. Wish people would learn the game before complaining and asking Klei to fix what they themselves can already solve in the game.

Also, deal with it. :wilson_cool:

You're talking manipulations that border on glitch level abuse of a system, to counter what seems to be an omnipresent hassle. Like lureplants tend to pop up around your bases from time to time but they are fairly easy to deal with and the delay between spawns is long enough to not be a problem. I'm once again having to remind people that just because there is a solution does not mean it should be the only solution. A new player should not be expected to pick up the game and just know to have a pointless crop farm miles from base to lure hostile mob spawns from bothering their main base. Granted a new player probably also won't get as far as celestial champion but still, there's too many people advocating leaving things alone that have significant room for improvement under the pretense that there is a "solution"

I will say I somewhat disagree with brightshades being "the worst" mechanic, frustrating as they seem. I still would say wildfires and Antlion are worse, the former being needlessly destructive to the games environment with no real internal answer and limited options the player has to answer it with, and the latter being just frustrating busy work or a forced boss encounter at the start of summer, recently having played through shipwrecked I'm not overly fond of "go here and do a thing to buy yourself some time" mechanics.

40 minutes ago, hoppin mandrake said:

So you can make a large crop farm away from your base and they'll all go there

yeah because constantly killing brightshades on top of that bunch of plants every 20 days is extremely fun and everyone likes having to get 40 dragonfruit seeds in any world with lunar rifts opened since they don't want to constantly kill brightshades on their own   

33 minutes ago, hoppin mandrake said:

There's nothing wrong with them. Just like everything else in the game you can learn how it behaves/is coded and manipulate it or use it to your advantage. Brightshades prioritize large groups and farm crop/weeds before anything else. So you can make a large crop farm away from your base and they'll all go there. You can have basic twig/grass farms brightshade free. Wish people would learn the game before complaining and asking Klei to fix what they themselves can already solve in the game.

Also, deal with it. :wilson_cool:

The problem here is that this severely nerfs farming of crops, aka Warly. I hope he of all people gets a countermeasure because farming is very important to him if you want to thrive, growing in the caves just isnt good enough unless you want to use starcallers all the time. So either you use a starcaller all the time (lasts up to 60 days but you have to go redo it so often), kill brightshades every 3 days, or just learn to live without Moqueca, Bone Boullion, Hot dragon chili salad, fish cordon bleu, asparagazpacho, garlic powder or chili flakes. A mechanic shouldnt be obnoxious to the point of requiring you to do a chore every 3 days to hide it for a bit, and instead of providing proper challenge it just locks you out of your crops and plants and a bunch of other vital resources. This has genuinely led me to not feel that exited about any of the new rift stuff, brightshades just block part of the game every three days.

1 hour ago, hoppin mandrake said:

There's nothing wrong with them. Just like everything else in the game you can learn how it behaves/is coded and manipulate it or use it to your advantage. Brightshades prioritize large groups and farm crop/weeds before anything else. So you can make a large crop farm away from your base and they'll all go there. You can have basic twig/grass farms brightshade free. Wish people would learn the game before complaining and asking Klei to fix what they themselves can already solve in the game.

Also, deal with it. :wilson_cool:

Its more problems then that imo.  Even when you set up an auto-farm for them you still end up with an absolute mess of bright shade mats.  They're worse then hounds teeth were and b/c the BS gear all repairs super cheap I end up with stacks flooding my base and the ones at dfly are a chore to clean up I just leave them.  imo it feels very bad to the play experience no matter how they are dealt with.

5 hours ago, nimzowitsch10 said:

Normally people complain about an update and after a month everyone just shrugs it off and gets used to it but after many months brightshades are still very annoying and I hate them. You can't farm on surface peacefully any more, you can't have decorative plants in base anymore, you can't have a basic twig/grass farm without fighting 3 brightshades at a time. My surface is infested with brightshades everywhere and i'm too demoralized to even kill them anymore because they're just going to reinfect.

This is on par with disease mechanic where you couldnt do anything except babysit your plants for disease.. Caves are much better because you can use an umbralla/pillar to deal with acid rain and boulders but there is no solution for preventing brightshades.

Wrong. Pirate raids. 

2 hours ago, Yuuko said:

Its more problems then that imo.  Even when you set up an auto-farm for them you still end up with an absolute mess of bright shade mats.  They're worse then hounds teeth were and b/c the BS gear all repairs super cheap I end up with stacks flooding my base and the ones at dfly are a chore to clean up I just leave them.  imo it feels very bad to the play experience no matter how they are dealt with.

IMO a fun solution to husks building up could be to add a brightshade thorn craft, which acts as an alternative ammo for the howlizter, 1 husk for 10 thorns or so.

16 minutes ago, landromat said:

Peace was never an option. fight for your life. Show them lunar grass who's the boss. drink their dew, eat their leaves

problem is that this is easy enough to do for people to consider it as much of a chore as chopping, mining etc.                                         

I think you’re just using Brightshades in all the wrong ways if you want my honest opinion about it. Personally I’ve come to LOVE their inclusion into the game..

But then again- I don’t build a Mega Base and horde every resource in the game into one area…

If you have yet to do so yet: I Urge you to try playing with Brightshades on while playing the game in a Nomadic playstyle (Aka not moving Berry bushes, twigs, grass tufts etc from their naturally spawning habitat.)

Brightshades will infect things YOU plant/move and the extra especially prioritize garden plots or large groups of replanted resources, they don’t just Infest every resource you haven’t relocated.

Wormwood can actually “Manipulate” Brightshades to spawn off his crop plots so he can spawn them exactly where he wants them to.

After that… you can kite a boss near the Brightshade & then target the Brightshade with a Boomerang to activate its AoE spike dealing massive damages to all foes that dare get near it.

29 minutes ago, Mike23Ua said:

try playing with Brightshades on while playing the game in a Nomadic playstyle (Aka not moving Berry bushes, twigs, grass tufts etc from their naturally spawning habitat.)

that just results in nothing happening because you'd just stop playing before they spawn because there's nothing to do other than waiting 15 days for them to spawn after CC dies or they'll spawn randomly and you'll need to search for them which won't be fun 

32 minutes ago, Mike23Ua said:

target the Brightshade with a Boomerang to activate its AoE spike dealing massive damages

it's 130 damage, you deal more damage by attacking using a dark sword twice   

My biggest problem with them is that they spawn so often that their loot litters your chests pretty quickly making cleaning them pointless because anyway they will infest the same plants few minutes later 

 

If funny how the community had been complaining about wildfires being a boring and unfair mechanic (unfair cuz it happens outside of player vision) and klei, instead of fixing it and make summer more appealing,  added a mechanic that is more tiresome.

I... confess, I'm a bit lost.
I'm almost dead certain they've said they would fix/adjust them in 'the next update' TWICE now. I can attest to the first, at least.
This has happened like, twice now where they said they'd work on something and then pull up something new out of the blue.

I'm hoping they get to them... sooner, than later. I love their design, and their fight, so it'd be nice to not have as many people hating them eventually!

3 hours ago, -Variant said:

I... confess, I'm a bit lost.
I'm almost dead certain they've said they would fix/adjust them in 'the next update' TWICE now. I can attest to the first, at least.
This has happened like, twice now where they said they'd work on something and then pull up something new out of the blue.

I'm hoping they get to them... sooner, than later. I love their design, and their fight, so it'd be nice to not have as many people hating them eventually!

They should sometimes corrupt ponds instead of plants.

5 hours ago, Mike23Ua said:

Brightshades will infect things YOU plant/move and the extra especially prioritize garden plots or large groups of replanted resources, they don’t just Infest every resource you haven’t relocated.

Yes they will infect wild plants you haven't relocated if there's nothing else planted by a player for them to infect. I've played in a world where I didn't relocate a single grass tuft, berry bush (except for Pearl) or sapling. They started spawning on Moose Goose berry bushes that grow in groups of three, in pig village tight grass/berry patches and on random grass tufts and saplings all over the map. The worst part about Brightshades is that once you activate Lunar Rifts, you can't ignore them and do something else. If you ignore Brightshades, they take over the entire constant over time and you won't move a step without seeing one on screen. They don't have any spawn limits. They don't give a **** about spawning near already existing Brightshades (I had a group of 3 spawn on top of my bait farm already infested with 3 Brightshades, making it total of 6 on top of each other. Good luck living in a world where you can't pick up any non-relocated grass/twigs without being harassed, where your daily tasks (like fighting surface bosses or resource gathering) are interrupted by fighting these annoying plants. Have "fun" repeating Wagstaff minigames with Brightshades everywhere, on top of moonstorms. "Enjoy" seeing your Beefalos go extinct because you happened to pass them while they were in heat and a couple of Brightshades took out the entire herd. 

It's like a never-ending subscription to the loot you don't need (usually I end up with way more brightshade husks than I could use) that you can't cancel. There is no good option to stop or prevent their spawns after you went through fighting over 1000s of them and bored/annoyed to the point you don't want to play in this world anymore. The only two methods I know are blocking all rifts spawns (too expensive and time-consuming, also makes the world ugly) or turning Lunar rifts off in the settings (lame, what's the point of content if you just turn it off because it's unplayable after a while?). Brightshades spawn too frequently and it's annoying as heck to fight them frequently instead of having fun with whatever else you want to do in the game. Either they need to have a spawn limit (like, more than 20 can't exist in the world at once), either there should be a mechanic that repels them/disables rifts altogether. Like, give Wagstaff another crown shard or two to fix the rifts and revert it back like it didn't happen. 

That's not a good solution, the player already has to worry about keeping fling-o-matics fueled, and upkeep on dozens of different resource sinks, having to also farm nightmare fuel to keep a nightlight going near 24/7 is more effort than its worth, even if the nightlight could use some love for its obvious lack of use.

46 minutes ago, ADM said:

What have you done...

2_.png.d82d4e1b61c4446033334f08001d73e9.png

No, like make the frogs summon the corrupted frogs.

15 minutes ago, Gotheran said:

farm nightmare fuel to keep a nightlight going near 24/7 is more effort than its worth

They should make it more efficent tbh. It is the same efficency as using logs for a fire pit.

15 hours ago, nimzowitsch10 said:

Normally people complain about an update and after a month everyone just shrugs it off and gets used to it

Not really I mean the ocean in general is still complained about to this day in various aspects, as are skill trees, and planar damage I think the community accepts very few things the devs haven't caved on in some way.

That aside personally I still enjoy brightshades.

6 hours ago, -Variant said:

I... confess, I'm a bit lost.
I'm almost dead certain they've said they would fix/adjust them in 'the next update' TWICE now. I can attest to the first, at least.
This has happened like, twice now where they said they'd work on something and then pull up something new out of the blue.

I'm hoping they get to them... sooner, than later. I love their design, and their fight, so it'd be nice to not have as many people hating them eventually!

They sorta did just not enough content to see a difference yet they said what happens is when a gesalt thing possesses one of the new bosses it's removed from the brightshade count which I'd assume means as we get more gestalt possessed mobs we'll naturally see less brightshades though the question probably becomes would you rather face brightshades or their alternatives.

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