chaosmonkey Posted June 9, 2024 Share Posted June 9, 2024 There's a long list of ocean QoL that remains unaddressed so far in the beta. Only infinite light option on boat is still glowcap. Was really hoping we would get a deck illuminator upgrade with the enlightenment shard. Deck space is at a premium and spending some of it on a glowcap feels bad. Make deck illuminator upgradable with enlightenment crown shard. The deck illuminator art is great, but carrying around fuel and babysitting the light is not. Deck illuminator light radius needs to also be upgraded to glowcap radius. (thanks to folks in the comments for pointing this out) The Archaic Boat storage is nice, but it doesn't solve the boat storage issues by a long shot. Minimally, it needs to be upgradable with an Elastispacer. Should be 5x5 instead of 4x4. Side note on storage, but the new treasure hunting game loop introduces a ton of junk on the ocean which has actually exacerbated the storage issues on boats. Would be nice if we had a trash can that wasn't also a heat source (Scaled Furnace). Steering, anchors, etc. are super slow The actions should go faster on archaic boat Getting on a boat from the oasis during the summer allows wildfires to start in the oasis The wildfire mechanic initiates smouldering within 6 tiles of the player unless the player is in the oasis. However, the wildfire mechanic does not check if the smouldering target is in the oasis. When a player gets on a boat, stuff in the oasis can catch fire. Boat patches should be replaceable with Tree Jam Sometimes we don't have Tree Jam when we need it, and it would be nice to fully fix our boat up when we're back in port Treasure hunting is now RNG (find a bottle) on RNG (hope it reveals a sunken treasure) on RNG (hope the treasure has the thing you want). I have a more detailed thread about this, but just wanted to capture it here as well. The map dropped by pirate captains should point to sunken treasure if their stash on land is already revealed Moon quay pirates should have a 20% chance to drop a map. Crab King should drop 2 more bottles by default Bottles should be closer to 75% chance to reveal sunken treasure rather than only 60%. ie, if we want to spend entire seasons treasure hunting, we should be able to go out and do so without just waiting for bottles to spawn. Sunken Treasures should have a small chance (20%?) to drop a map to another sunken treasure. Pirate bandana is far more useful than the Captain's Tricorn. Tricorn should also give the sailing bonus. Bananas don't grow off screen This makes it impossible to keep a banana farm on Moon Quay island for when you need bananas to un-wonkey yourself. Fish fight waaaaay too much. I spent a whole day catching only 4 fish. Not waiting for them to bite, but simply because they spent so much time fighting me. More often than not they would get further from you and it took some luck to be able to reel for long enough. Fish need stamina instead of a random amount of fight. Less important but would be neat Rock jaws should have a chance to drop a bootleg getaway. Kinda funny thinking they caught someone elses boot/foot and you get it after killing the shark. Need not be a reliable source for bootlegs, just thought it would be a funny thing if it happened occasionally. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/ Share on other sites More sharing options...
Mike23Ua Posted June 9, 2024 Share Posted June 9, 2024 I still want this fixed before the end of the ocean content update beta: the issue with dock bridges, is that boats smash into these like they’re walls, rather than being able to drift under them, these block off river canals, and it’s not fun to fully build a nice decked out boat and run into this player built bridge so you now have to build a new boat on the opposite side of it. Boats, Ocean Fish, Pengul, even those annoying Sea Birds need to be able to drift under these… Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722222 Share on other sites More sharing options...
Antynomity Posted June 9, 2024 Share Posted June 9, 2024 23 minutes ago, chaosmonkey said: Steering, anchors, etc. are super slow The actions should go faster on archaic boat No, don't lock QoL behind RNG, increase the speeds across the board by at least X2, then make it even better for the archaic boat. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722224 Share on other sites More sharing options...
gamehun20 Posted June 9, 2024 Share Posted June 9, 2024 5 minutes ago, Mike23Ua said: the issue with dock bridges, is that boats smash into these like they’re walls, rather than being able to drift under them, these block off river canals, and it’s not fun to fully build a nice decked out boat and run into this player built bridge so you now have to build a new boat on the opposite side of it. Well if you want to cross somewhere that much that this becomes an issue just don't build a bridge there? Also care to explain to me how a mast as tall as a treeguard would go under a dock that's right a top a water surface? Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722226 Share on other sites More sharing options...
Mike23Ua Posted June 9, 2024 Share Posted June 9, 2024 4 minutes ago, gamehun20 said: Well if you want to cross somewhere that much that this becomes an issue just don't build a bridge there? Also care to explain to me how a mast as tall as a treeguard would go under a dock that's right a top a water surface? Game Logic.. same way that they do in other 2D Top Down view video games. It’s just with DST… docks are relatively new, and the rest of the game is not updated to catch up to that. So boats are still smashing into structures, they should otherwise be able to drift right under. Also: For the love of all things holding my sanity together please buff the view radius of the Deck Illuminator and add like I don’t know a fuel depletion bar so we know when it’s about to shut off. Thanks <3 Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722230 Share on other sites More sharing options...
gamehun20 Posted June 9, 2024 Share Posted June 9, 2024 1 minute ago, Mike23Ua said: Game Logic.. same way that they do in other 2D Top Down view video games. It’s just with DST… docks are relatively new, and the rest of the game is not updated to catch up to that. So boats are still smashing into structures, they should otherwise be able to drift right under. First off pretty sure boats and docks were in the same update arc so it's not the game isn't catching up Second it's still not a bridge. It's a dock boats usually don't go under them. Even with game logic. What other structure is there that are boats smashing into that "supposedly" need to be gone under? 13 minutes ago, Antynomity said: No, don't lock QoL behind RNG, increase the speeds across the board by at least X2, then make it even better for the archaic boat. Isn't this kinda what the bandana is for speed up boating actions? Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722232 Share on other sites More sharing options...
Mike23Ua Posted June 9, 2024 Share Posted June 9, 2024 14 minutes ago, Mike23Ua said: For the love of all things holding my sanity together please buff the view radius of the Deck Illuminator and add like I don’t know a fuel depletion bar so we know when it’s about to shut off. Thanks <3 Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722239 Share on other sites More sharing options...
chaosmonkey Posted June 9, 2024 Author Share Posted June 9, 2024 24 minutes ago, Mike23Ua said: please buff the view radius of the Deck Illuminator heh, I actually didn't realize deck illuminator had a tiny area of illumination. I always use glowcap and assumed they were the same. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722242 Share on other sites More sharing options...
GreenBowers Posted June 9, 2024 Share Posted June 9, 2024 Deck illuminator needs some buffs in general before this beta wraps up. If this is the Ocean quality of life update, this is probably our last chance. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722249 Share on other sites More sharing options...
mykenception Posted June 9, 2024 Share Posted June 9, 2024 2 hours ago, Mike23Ua said: I still want this fixed before the end of the ocean content update beta: the issue with dock bridges, is that boats smash into these like they’re walls, rather than being able to drift under them, these block off river canals, and it’s not fun to fully build a nice decked out boat and run into this player built bridge so you now have to build a new boat on the opposite side of it. Boats, Ocean Fish, Pengul, even those annoying Sea Birds need to be able to drift under these… a draw bridge you want a draw bridge Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722297 Share on other sites More sharing options...
. . . Posted June 10, 2024 Share Posted June 10, 2024 I agree with everything you said. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722382 Share on other sites More sharing options...
chirsg Posted June 10, 2024 Share Posted June 10, 2024 7 hours ago, Antynomity said: No, don't lock QoL behind RNG, increase the speeds across the board by at least X2, then make it even better for the archaic boat. I think archaic boat should be faster and more agile than the standard boats. That way, in the future, klei can add future boats that are perhaps smaller and more agile than all the boats we have now, and perhaps a gigantic boat that is slower and less agile as well. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722384 Share on other sites More sharing options...
somethin Posted June 10, 2024 Share Posted June 10, 2024 7 hours ago, chaosmonkey said: heh, I actually didn't realize deck illuminator had a tiny area of illumination. I always use glowcap and assumed they were the same. This is the only reason I never use the illuminator. Even the fire pit is better and it also double as heat source in winter where I usually spend my time sailing. I use oars until I can get Malbatross sails though, so your mileage may vary. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722387 Share on other sites More sharing options...
Antynomity Posted June 10, 2024 Share Posted June 10, 2024 25 minutes ago, chirsg said: I think archaic boat should be faster and more agile than the standard boats. That way, in the future, klei can add future boats that are perhaps smaller and more agile than all the boats we have now, and perhaps a gigantic boat that is slower and less agile as well. I agree, though let's be honest the default speed is sluggish and feels unresponsive. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722396 Share on other sites More sharing options...
hoxi Posted June 10, 2024 Share Posted June 10, 2024 8 hours ago, chaosmonkey said: Getting on a boat from the oasis during the summer allows wildfires to start in the oasis The wildfire mechanic initiates smouldering within 6 tiles of the player unless the player is in the oasis. However, the wildfire mechanic does not check if the smouldering target is in the oasis. When a player gets on a boat, stuff in the oasis can catch fire. Yeah, I reported this a little while ago along with some other issues with wildfires (or more specifically, the bit about oasis wildfire prevention being based on the player alone and not the wildfire target). I need to update said report, but it's doable to make wildfire candidates check if they're inside an oasis area just like the player. Only problem are platforms (boats and similar) in general, since the player check is based on an area tag defined by tiles. And water tiles near/inside the oasis don't have such tags I think? Could probably be solved by giving said tag to tiles adjacent to the desert, and those surrounded by the desert's tiles, though this would also result in players getting affected by the sandstorm, unless a platform check is also added to what determines that. Either way, pretty good things to point out in here. If I may add a few more, mostly related to pirate monkeys: Pirate Stashes won't stack items. They can take stacks, but if items are separated, they won't try to stack them together. It's why they can get full so easily and started deleting non-irreplaceable items as a result. Improving this would probably better than giving them more inventory size. The game's code implies only one stash is supposed to exist at a time, until it's dug up, yet there are cases of more so something's wrong with that. Instead of just fixing this, properly having multiple stashes (up to a limit to avoid too many) for when one is full would be nice. Less items being deleted, especially if they belonged to players, is good. Pirate Raid scaling is based on all players in a server, instead of players on a specific boat. This affects amount of monkeys and also the timer before they can attack again. There's also a bug that I plan to report along with a bunch of these is that players that disconnect aren't removed from the list of players used by piratespawner. The scaling is also a bit too harsh? 5 monkeys plus the captain can be a nightmare. I can understand if they want to keep the captain as a dangerous melee enemy (they attack fast and hurt a lot, and it feels clunky due to how their hit range and attack chase range works), but that along with how many monkeys feels like raids can be very one-sided a lot of time. There's no prevention to avoid spawning them in the middle of the crab king fight. It's probably less bad with the new fight, but it should still be taken into account. Less of a relevant thing to mention but still significant is that a lot of values in piratespawner are hard-coded into some functions instead of being defined in TUNING. 8 hours ago, chaosmonkey said: Bananas don't grow off screen This makes it impossible to keep a banana farm on Moon Quay island for when you need bananas to un-wonkey yourself. I'll check on this later because this is news to me, I can't recall that being the case so I'm not sure, but I'd think they'd be the same as other plants, weird. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722408 Share on other sites More sharing options...
Wander89 Posted June 10, 2024 Share Posted June 10, 2024 15 hours ago, chaosmonkey said: There's a long list of ocean QoL that remains unaddressed so far in the beta. Only infinite light option on boat is still glowcap. Was really hoping we would get a deck illuminator upgrade with the enlightenment shard. Deck space is at a premium and spending some of it on a glowcap feels bad. Make deck illuminator upgradable with enlightenment crown shard. The deck illuminator art is great, but carrying around fuel and babysitting the light is not. The Archaic Boat storage is nice, but it doesn't solve the boat storage issues by a long shot. Minimally, it needs to be upgradable with an Elastispacer. Should be 5x5 instead of 4x4. Side note on storage, but the new treasure hunting game loop introduces a ton of junk on the ocean which has actually exacerbated the storage issues on boats. Would be nice if we had a trash can that wasn't also a heat source (Scaled Furnace). Steering, anchors, etc. are super slow The actions should go faster on archaic boat Getting on a boat from the oasis during the summer allows wildfires to start in the oasis The wildfire mechanic initiates smouldering within 6 tiles of the player unless the player is in the oasis. However, the wildfire mechanic does not check if the smouldering target is in the oasis. When a player gets on a boat, stuff in the oasis can catch fire. Boat patches should be replaceable with Tree Jam Sometimes we don't have Tree Jam when we need it, and it would be nice to fully fix our boat up when we're back in port Treasure hunting is now RNG (find a bottle) on RNG (hope it reveals a sunken treasure) on RNG (hope the treasure has the thing you want). I have a more detailed thread about this, but just wanted to capture it here as well. The map dropped by pirate captains should point to sunken treasure if their stash on land is already revealed Moon quay pirates should have a 20% chance to drop a map. Crab King should drop 2 more bottles by default Bottles should be closer to 75% chance to reveal sunken treasure rather than only 60%. ie, if we want to spend entire seasons treasure hunting, we should be able to go out and do so without just waiting for bottles to spawn. Sunken Treasures should have a small chance (20%?) to drop a map to another sunken treasure. Pirate bandana is far more useful than the Captain's Tricorn. Tricorn should also give the sailing bonus. Bananas don't grow off screen This makes it impossible to keep a banana farm on Moon Quay island for when you need bananas to un-wonkey yourself. Fish fight waaaaay too much. I spent a whole day catching only 4 fish. Not waiting for them to bite, but simply because they spent so much time fighting me. More often than not they would get further from you and it took some luck to be able to reel for long enough. Fish need stamina instead of a random amount of fight. Less important but would be neat Rock jaws should have a chance to drop a bootleg getaway. Kinda funny thinking they caught someone elses boot/foot and you get it after killing the shark. Need not be a reliable source for bootlegs, just thought it would be a funny thing if it happened occasionally. There's a long list of ocean QoL that remains unaddressed so far in the beta. Only infinite light option on boat is still glowcap. Was really hoping we would get a deck illuminator upgrade with the enlightenment shard. Deck space is at a premium and spending some of it on a glowcap feels bad. Make deck illuminator upgradable with enlightenment crown shard. The deck illuminator art is great, but carrying around fuel and babysitting the light is not. Great Idea and it is balanced by cost. The Archaic Boat storage is nice, but it doesn't solve the boat storage issues by a long shot. Minimally, it needs to be upgradable with an Elastispacer. Should be 5x5 instead of 4x4. Side note on storage, but the new treasure hunting game loop introduces a ton of junk on the ocean which has actually exacerbated the storage issues on boats. Would be nice if we had a trash can that wasn't also a heat source (Scaled Furnace). A good Idea aswell, it is the best boat in the game and you have to use an Elastispacer, so it is balanced. Steering, anchors, etc. are super slow The actions should go faster on archaic boat Exactly! The actions should be as fast as with the pirate bandana. That would make ocean traveling not only bearable but fun. Getting on a boat from the oasis during the summer allows wildfires to start in the oasis The wildfire mechanic initiates smouldering within 6 tiles of the player unless the player is in the oasis. However, the wildfire mechanic does not check if the smouldering target is in the oasis. When a player gets on a boat, stuff in the oasis can catch fire. Boat patches should be replaceable with Tree Jam Sometimes we don't have Tree Jam when we need it, and it would be nice to fully fix our boat up when we're back in port Good Idea. Treasure hunting is now RNG (find a bottle) on RNG (hope it reveals a sunken treasure) on RNG (hope the treasure has the thing you want). I have a more detailed thread about this, but just wanted to capture it here as well. The map dropped by pirate captains should point to sunken treasure if their stash on land is already revealed Moon quay pirates should have a 20% chance to drop a map. Crab King should drop 2 more bottles by default Bottles should be closer to 75% chance to reveal sunken treasure rather than only 60%. ie, if we want to spend entire seasons treasure hunting, we should be able to go out and do so without just waiting for bottles to spawn. Sunken Treasures should have a small chance (20%?) to drop a map to another sunken treasure. I agree with that. The chance for seeds should also be raised early on, there a many players that don't have worlds last 200 hours, the seeds also have an extemly long growing phase. Unless you use treejam, but that might be a bug. Crab King dropping bottles make him a bit of a Quacken, I really enjoy that. Dropping 4x bottles instead of 2x would make refighting him even more desirable. (4x 100% bottles) Pirate bandana is far more useful than the Captain's Tricorn. Tricorn should also give the sailing bonus. Aye! Bananas don't grow off screen This makes it impossible to keep a banana farm on Moon Quay island for when you need bananas to un-wonkey yourself. Fish fight waaaaay too much. I spent a whole day catching only 4 fish. Not waiting for them to bite, but simply because they spent so much time fighting me. More often than not they would get further from you and it took some luck to be able to reel for long enough. Fish need stamina instead of a random amount of fight. I agree. Fishing is not very useful in the first place and the lack of stamina makes it unnecessarily annoying. Less important but would be neat Rock jaws should have a chance to drop a bootleg getaway. Kinda funny thinking they caught someone elses boot/foot and you get it after killing the shark. Need not be a reliable source for bootlegs, just thought it would be a funny thing if it happened occasionally. Rock jaws have no desirable drop right now, so killing them isn't really fun. They sure need something. Shark teeth, shark fin, bootlegs...the need something. Good ideas pal! P.S. In addition the ocean is in need of more life and smaller stuff to make it more divers. - Crab cannons in the wider vicinity to the crab king (you would find him easier and that would give you an additional source of cannonballs) - little islands (1-3 land tiles) in the ocean with small crabs (more life in the ocean and the option to expand those island with docks for ocean bases) Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722520 Share on other sites More sharing options...
GreenBowers Posted June 10, 2024 Share Posted June 10, 2024 I think base, the deck illuminator's radius needs to be a lot wider. A glowcap lamp covers more area seemingly than the boat light structure. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722614 Share on other sites More sharing options...
chaosmonkey Posted June 10, 2024 Author Share Posted June 10, 2024 11 hours ago, hoxi said: Yeah, I reported this a little while ago along with some other issues with wildfires (or more specifically, the bit about oasis wildfire prevention being based on the player alone and not the wildfire target). I need to update said report, but it's doable to make wildfire candidates check if they're inside an oasis area just like the player. Only problem are platforms (boats and similar) in general, since the player check is based on an area tag defined by tiles. And water tiles near/inside the oasis don't have such tags I think? Could probably be solved by giving said tag to tiles adjacent to the desert, and those surrounded by the desert's tiles, though this would also result in players getting affected by the sandstorm, unless a platform check is also added to what determines that. When I looked into the code for this, it seemed like one more conditional on "is target in sandstorm" before triggering the smoldering. If you're on the water just outside the oasis, wouldn't the items/structures within the oasis still return truthy to such a check? I thought the sandstorm was a property of the tile rather than something that's only active when the player is also in it. Not sure I follow your suggestion for extending the sandstorm out further. The real problem here (aside from the weird logic that things in the oasis can burn if you're not in there) is that our mitigration to it, waterlogged trees, has a smaller radius than the wildfire check radius around the player. This means that even if you try and protect, there's still 2 tiles of radius in the oasis that can ignite as soon as you touch a dock/boat. I'd also love for Ice Crystaleyezer to get a little love for purposes of wildfire protection, but pretty much given up hopes on that one. 11 hours ago, hoxi said: The scaling is also a bit too harsh? 5 monkeys plus the captain can be a nightmare. I can understand if they want to keep the captain as a dangerous melee enemy (they attack fast and hurt a lot, and it feels clunky due to how their hit range and attack chase range works), but that along with how many monkeys feels like raids can be very one-sided a lot of time. I don't mind the pirate raid difficulty personally. The rewards just need to match the difficulty. Providing some maps to sunken treasures (maybe captain map could reveal more than 1?) would certainly help in that regard. 11 hours ago, hoxi said: I'll check on this later because this is news to me, I can't recall that being the case so I'm not sure, but I'd think they'd be the same as other plants, weird. Yeah, what happens is they can grow up to 1 stage off screen, but banana bushes on Moon Quay are going to generally always be off screen. I think they also don't remember what stage they are in during a server restart and will start over. Mine are always in the 1st growing stage as a result. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722631 Share on other sites More sharing options...
hoxi Posted June 10, 2024 Share Posted June 10, 2024 4 hours ago, chaosmonkey said: When I looked into the code for this, it seemed like one more conditional on "is target in sandstorm" before triggering the smoldering. If you're on the water just outside the oasis, wouldn't the items/structures within the oasis still return truthy to such a check? I thought the sandstorm was a property of the tile rather than something that's only active when the player is also in it. Not sure I follow your suggestion for extending the sandstorm out further. Yeah, the sandstorm is a property of the tile. The tiles from the oasis desert have a "sandstorm" tag, for wildfires, this is only used to check if the player is in one to prevent wildfires from triggering for said player, if there's a sandstorm active. Water tiles around or inside the desert don't have said tag (well, they don't even count as a node), which is why wildfires can still happen when on a boat, and why the sandstorm effect goes away completely when on a boat inside or near the desert. Ideally, the game should be checking if a wildfire target is inside the sandstorm area, and the player inside sandstorm check should be removed entirely. Only issue as I said is, things that are on a boat or on water, even if literally inside the desert, won't count as such and will catch on fire. Just like how now if you set foot on a boat inside the desert, things will catch on fire, same as when you're just outside the desert on land, things outside and inside it can catch on fire. 4 hours ago, chaosmonkey said: I don't mind the pirate raid difficulty personally. The rewards just need to match the difficulty. Providing some maps to sunken treasures (maybe captain map could reveal more than 1?) would certainly help in that regard. Honestly I'd be happy with having the player scaling and player related code in piratespawner be fixed, right now it's kinda funky, and having new players on the server can mean all attacks can be less harsh. I'll be making some reports of a bunch of stuff in that file when I can soon. 4 hours ago, chaosmonkey said: Yeah, what happens is they can grow up to 1 stage off screen, but banana bushes on Moon Quay are going to generally always be off screen. I think they also don't remember what stage they are in during a server restart and will start over. Mine are always in the 1st growing stage as a result. Huh.. I never noticed. And yeah, it seems to be because their regen is handled by a growable component due to having multiple stages. Said component needs a variable to be set to true to allow offscreen growing. This affects stone fruit bushes and a lot of other plants too, except for crops, weeds, and halloween living trees. If they have a target time defined, they will grow one stage when awakened/loaded again (if enough time passed, otherwise they'll use a timer with time left until then). Rather than allowing offscreen growing since that's a huge optimization, the code that handles this could maybe be reworked a bit to allow more than one growth if enough time has passed, but if it's harmless enough, it could just be allowed on some of these. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722804 Share on other sites More sharing options...
GreenBowers Posted June 10, 2024 Share Posted June 10, 2024 I'm legitimately hoping some of these QoL changes come in the next patch, like the captain's hat also having a bonus to steering, the illuminator buff, and my personal hope, being able to use Seedshells as Cannon ammo, for a unique and new ammo type. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722811 Share on other sites More sharing options...
chaosmonkey Posted June 10, 2024 Author Share Posted June 10, 2024 13 minutes ago, hoxi said: Yeah, the sandstorm is a property of the tile. The tiles from the oasis desert have a "sandstorm" tag, for wildfires, this is only used to check if the player is in one to prevent wildfires from triggering for said player, if there's a sandstorm active. Water tiles around or inside the desert don't have said tag (well, they don't even count as a node), which is why wildfires can still happen when on a boat, and why the sandstorm effect goes away completely when on a boat inside or near the desert. Ideally, the game should be checking if a wildfire target is inside the sandstorm area, and the player inside sandstorm check should be removed entirely. Only issue as I said is, things that are on a boat or on water, even if literally inside the desert, won't count as such and will catch on fire. Just like how now if you set foot on a boat inside the desert, things will catch on fire, same as when you're just outside the desert on land, things outside and inside it can catch on fire. Major downside of removing the player check is not being able to go near the edge of your oasis during summer, but I would happily make that trade if it meant sandstorm actually protected everything inside. I actually think it's fine if wildfires start on a boat just outside the oasis. You can put waterlogged trees there for protection. Players have agency in this and can build around that limitation. The problematic bit today is that even if you have a waterlogged tree handy, the radius is too small to cover the whole wildfire start check radius, and items on an oasis tile can still ignite. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722819 Share on other sites More sharing options...
hoxi Posted June 10, 2024 Share Posted June 10, 2024 28 minutes ago, chaosmonkey said: Major downside of removing the player check is not being able to go near the edge of your oasis during summer, but I would happily make that trade if it meant sandstorm actually protected everything inside. Yeah I'd rather have it be more intuitive and consistent than how it currently works right now. 29 minutes ago, chaosmonkey said: I actually think it's fine if wildfires start on a boat just outside the oasis. You can put waterlogged trees there for protection. Players have agency in this and can build around that limitation. The problematic bit today is that even if you have a waterlogged tree handy, the radius is too small to cover the whole wildfire start check radius, and items on an oasis tile can still ignite. Given that waterlogged trees prevent wildfires in a radius around them, they could increase it along with the visuals a little bit, but the latter would take more work I think. Also I forgot to mention another huge QoL change regarding pirates. They shouldn't be allowed to raid during winter. Why? Powder Monkeys stay inside their huts and never come out during winter, it doesn't make sense that they're still around sailing and trying to raid other boats. Plus, having a season where it's safe to sail around without worrying about pirates would be nice for a change. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722833 Share on other sites More sharing options...
ButterStuffed Posted June 10, 2024 Share Posted June 10, 2024 On 6/9/2024 at 1:15 PM, chaosmonkey said: Fish fight waaaaay too much. I spent a whole day catching only 4 fish. Not waiting for them to bite, but simply because they spent so much time fighting me. More often than not they would get further from you and it took some luck to be able to reel for long enough. Fish need stamina instead of a random amount of fight. Unless I am mistaken, fish already have a stamina system in place. Also Spoiler You don't even need to fight the fish. Fishing does need some love regardless. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722927 Share on other sites More sharing options...
chaosmonkey Posted June 10, 2024 Author Share Posted June 10, 2024 32 minutes ago, ButterStuffed said: Unless I am mistaken, fish already have a stamina system in place. That could be; I am not familiar with the fish code. If that's the case, sounds like a tuning problem to slow their stamina regen or reduce overall stamina. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1722934 Share on other sites More sharing options...
MarkBlocos Posted June 13, 2024 Share Posted June 13, 2024 Agreeing with everything to keep the post up as well. Especially the anchor/steering/sail speed, I thought this was gonna be the main QoL change tbh. Link to comment https://forums.kleientertainment.com/forums/topic/156808-ocean-qol-patch-is-missing-key-qol/#findComment-1724542 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.