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Klei I really gotta ask you about this really old game design choice with walls and statues/structure path finding


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some mobs(like hounds) purposly target walls so i don't use them for much more than baitboxes and garden borders. it is such a pain to get caught off-guard in base and then some mob or another spawns close enough to thrash something off in the corner

15 hours ago, grm9 said:

How many attempts did u rolled this back till u got one fight that the werepigs had the damage bugged time enough to not make it to the moonstone lmao

5 hours ago, RozeMeteor said:

I never did the moonstone event, still have anyone tried just planting pinecones, let em grow and them set them on fire during the event to scare mobs ? i remember seeing that somewhere but i don't have any more proof. Walls sound more like trouble than anything userfull unless it's a farm or decoration. But i personally don't see much players using it for defense as well even if they buffed they hp, i mean why they would ? you can deal with anything not spending resources on them unless i'm missing something them feel free to correct me please.

First - try doing moonstone event, secondly - what I want walls to have a DPS check or something that walls who can resist certain mob damage would totally resist it fully and make them passive against them, while those with higher damage would be able to smash them. In that way we would be able to defend against hounds or other creatures and even make zoos with creatures stored in. It will depend on the material used for making walls, highest tiers being thulecite moon rock and highest is dreadstone.

5 hours ago, Mr Giggio said:

How many attempts did u rolled this back till u got one fight that the werepigs had the damage bugged time enough to not make it to the moonstone lmao

the recording's from a year ago, iirc 1 or 2

On 8/15/2024 at 2:21 PM, Maxil20 said:

I don’t personally mind sculptures/structures serving as unbreakable walls, but I do agree it would be nice if normal walls got a special effect of reducing damage they take specifically from mob attacks, with high multipliers for moonrock/thulecite (and maybe just making dreadstone impossible to break from traditional mob attacks, or have some sort of regen mechanic to repair them to the wall state they were in).

 

I thought of an idea ages ago where walls need a minimum damage to be dealt within a short time to register as damage. Obviously higher tier walls need higher amounts to be dealt.

Grass walls could be effective really only against spiders by requiring (say, for instance) 30 damage within 2 seconds before they start degrading

Stone walls could require 60 or more damage within 2 seconds

Ect.

It would act like a baseline armour that can handle small amounts of damage indefinitely, but is risky against large numbers of mobs or damage.

8 hours ago, W0l0l0 said:

It would act like a baseline armour that can handle small amounts of damage indefinitely, but is risky against large numbers of mobs or damage.

Would probably be easiest to just have them recover health up to the current build stage. Once it falls below the given threshold, its max HP reduces until repaired (with dreadstone not doing that).

I mean at this point we either keep this as a mechanic and a joke at the game or eventually look into it and have creatures attempt to push against the walls instead of trying to path find. 

I think part of the issue comes when creatures try to path find first over trying to get through walls? If they can break walls they'll try to break walls, if they can go around they will but also probably will try attacking walls regardless.

Would be neat to have highest tier walls having highest resistance to much of mob damage too, maybe having a passive stat check while adding like +5 armor per tier.

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