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Ruins generation


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Whenever this topic comes up, I like to bring up the Don't Starve-like Ruins mod. Here's what it does:

ruinscompare.jpg.057217978a63fa0c03591a7842a095ff.jpg

I've highlighted the ruins in red. As you can see, current ruins involve a whole lot of empty, pointless spaghetti bridges and overall are way smaller, which results in both less challenge (there's less clockworks and nightmare lights) and less resources (there's less clockworks, ruined clockworks, and ancient statues). 

Meanwhile, with DS-like ruins, you get much larger ruins biomes overall (the labyrinth just RNG'd to be small in that world), so there's more risk and more reward, and it also gives the ruins more of their own feel by having ruins turf be the main thing you see when travelling in them instead of generic spaghetti bridges. Some of the ruins areas are also just filled with nightmare lights, which makes the peak of the cycle a significant threat even to characters who deal with nightmares well if they're in the wrong place at the wrong time. 

1 hour ago, Larael said:

I wanna know what's better about DS ruins generation? Like the strong points of it vs the actual ruins generation on DST

I hope this post explains it. Basically, the DST ruins have been stripped down to the bare minimum and we're actually missing out on a lot because of it. 

39 minutes ago, DegenerateFurry said:

I hope this post explains it. Basically, the DST ruins have been stripped down to the bare minimum and we're actually missing out on a lot because of it. 

It does and thx for that but personally i think is better for the devs to have a check list like they know we want a ds ruins generation but they can't change everything maybe some aspects of it. As you said the spaghetti bridges are a downside and that can be fixed and so on.
My point is if we give the devs a well made list with the downsides of every aspect we want a change or fix or balance they may see the light in a future, but if we post things so general well is harder.

17 hours ago, DegenerateFurry said:

Whenever this topic comes up, I like to bring up the Don't Starve-like Ruins mod. Here's what it does:

ruinscompare.jpg.057217978a63fa0c03591a7842a095ff.jpg

 both less challenge (there's less clockworks and nightmare lights) and less resources (there's less clockworks, ruined clockworks, and ancient statues). 

I don't really get what Klei wanted to do with this. Less resources for more players, less challenge for more players? That seems pretty weird. Why not increase the reward and challenge when more players are supposed to conquer the ruins? So everyone can have loot?

3 hours ago, Reiko24 said:

I don't really get what Klei wanted to do with this. Less resources for more players, less challenge for more players? That seems pretty weird. Why not increase the reward and challenge when more players are supposed to conquer the ruins? So everyone can have loot?

Yeah, exactly. Also, it just makes the ruins feel less special and unique, too. There's spaghetti bridges everywhere depending on RNG.

1 hour ago, dois raios said:

I say that putting work and effort on something finished and with no grave problems is not wise.

prioritizing new content over ruins generation would be the best.

And I say that making a central part of the game better forever when it's kind of lackluster in comparison to what it could be with some minor changes is a far better use of dev time than adding a gimmicky new mob that has little impact on gameplay like Maurotters. Sure, they're cute and they're yet another thing you can kill for food, but that's kind of it. 

I'm not criticizing the Klei devs for spending their time on new content instead of fixing old stuff, for clarity - but I am saying that new content isn't automatically better than refreshing outdated/flawed content just because of that novelty.

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