gaymime Posted August 15, 2024 Share Posted August 15, 2024 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 Link to comment https://forums.kleientertainment.com/forums/topic/159040-klei-i-really-gotta-ask-you-about-this-really-old-game-design-choice-with-walls-and-statuesstructure-path-finding/page/2/#findComment-1740944 Share on other sites More sharing options...
Mr Giggio Posted August 16, 2024 Share Posted August 16, 2024 15 hours ago, grm9 said: it's not nearly as bad as how people make it seem 2023-12-1923-26-27.mp4.5e404a79de69b3df97230f0a11476085.mp4 11.23 MB · 0 downloads 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 Link to comment https://forums.kleientertainment.com/forums/topic/159040-klei-i-really-gotta-ask-you-about-this-really-old-game-design-choice-with-walls-and-statuesstructure-path-finding/page/2/#findComment-1740966 Share on other sites More sharing options...
Frosty_Mentos Posted August 16, 2024 Author Share Posted August 16, 2024 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. Link to comment https://forums.kleientertainment.com/forums/topic/159040-klei-i-really-gotta-ask-you-about-this-really-old-game-design-choice-with-walls-and-statuesstructure-path-finding/page/2/#findComment-1740971 Share on other sites More sharing options...
grm9 Posted August 16, 2024 Share Posted August 16, 2024 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 Link to comment https://forums.kleientertainment.com/forums/topic/159040-klei-i-really-gotta-ask-you-about-this-really-old-game-design-choice-with-walls-and-statuesstructure-path-finding/page/2/#findComment-1740984 Share on other sites More sharing options...
W0l0l0 Posted August 16, 2024 Share Posted August 16, 2024 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. Link to comment https://forums.kleientertainment.com/forums/topic/159040-klei-i-really-gotta-ask-you-about-this-really-old-game-design-choice-with-walls-and-statuesstructure-path-finding/page/2/#findComment-1740986 Share on other sites More sharing options...
Bumber64 Posted August 16, 2024 Share Posted August 16, 2024 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). Link to comment https://forums.kleientertainment.com/forums/topic/159040-klei-i-really-gotta-ask-you-about-this-really-old-game-design-choice-with-walls-and-statuesstructure-path-finding/page/2/#findComment-1741033 Share on other sites More sharing options...
Frosty_Mentos Posted August 16, 2024 Author Share Posted August 16, 2024 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. Link to comment https://forums.kleientertainment.com/forums/topic/159040-klei-i-really-gotta-ask-you-about-this-really-old-game-design-choice-with-walls-and-statuesstructure-path-finding/page/2/#findComment-1741049 Share on other sites More sharing options...
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