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thoughts on new content revealed in rhymes with klei?


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The Pugalisk-esque boss is what I have wanted for the Caves for a while. Super happy with it.

I am concerned with the number of weapons being added while combat is still basically "hold F" The boomerang is cool though.

Besides the Worm Boss, the bunny changes I was excited to hear about but saddened about the lack of ability to transplant Rabbit Burrows. So I made a post about it. Maybe in the future it will happen. Over all I am looking forward to the update.

Very fire update. I would hoped for moreee about caves and ruins in total (there is still too much work to do) but I absolutely take what I received. The only thing that I don't like at all and maybe starting into hate is the new bunny king. Not about him, yes it's very random but come on people....it's Klei. That's what we love about them. No, it's about the drop. The free chest. Ewww. Too much early on, too much broken, too much strong, not very game oriented, we didn't need it even again, in terms of balance, it's just all wrong. Like it would already be a BIG step if atleast would be caves-locked, and not day 1 first level on a dumb savanna. 

pretty tame update, not much drastic change besides patching\ void walking so now you actually gotta find the atrium and go thru the maze. Overall pretty dissapointing but we will see how it shapes up after it's fully released

It all seems well done and planned, cool content, but I was like, is that all?... I mean, Klei was releasing this amount of content monthly before, right? I don't know, I always expect something more robust and less random, but it's actually a good update

Just now, ShadowDuelist said:

I was kinda expecting lake/ocean areas in the caves with new areas to explore, but we're getting a lot of new interesting enemies and things to do, I'll have to test it out to have a strong opinion.

im scard of water

I hoped for more exploration and generation dangers for the map, personally. The lot of it feels like like just additions, good ones, but not exactly what I wanted but is fine enough for what I'd get. I hope we get more stuff coming and this isn't just it. I want more cave generation stuff, setpieces, ways to get fossils, ruin additions, etc.

Underwhelmed. 

Void walking being removed was complained about by people who would never leave the game even if it were never removed. Now because those people complained about something that literally was not a problem, klei submitted to their cries. 

In return, we get trash bridges. I hate to do it, but I'm really underwhelmed by the bridge designs. They're toothpicks and floss. 
We should at minimum, get a bridge that is made of stone and marble that has an unlimited range. "Can't build a bridge bigger than 3"

And earthquakes destroy bridges. Hooray. 

 

Yeah. that all can F right off. Caves suck and I'm glad we get gem trees. I was mourning the potential loss of spelunking into the ruins every summer on wild fire off worlds, but there's no guilt. Caves are a means to an end now. The less time spent in them, the better. 

 

 

Worm king is a pugalisk rip off. And the kicker is that Klei MADE the pugalisk. They MADE it. It was perfect.
The Island Adventures team can't finish the Hamlet mod soon enough. 

 

The "otter" planar creature underwhelming. Klei has done incredible art with their mobs and still does continue, even in this patch. The Rabbit king looks so whimsical. It fits into the world like a missing puzzle piece we never knew was missing, but the "otter" clashes really hard.

Sufficing to say, I'm looking forward to the rabbit king minion redesigns. Don't disappoint me, klei, like you disappointed me with the bridge art, worm king art, and the "Otter"
Also, whatever that glob thing is, honestly is so weird. It's grotesque, but without coaxing any emotion of true disgust from it. It's just odd. 

The rabbit horn as a limited durability tool is just bad. Imagine putting something important in the burrow and then losing access to it because the horn broke.

I think the horn should have infinite durability, and the tradeoff being that it's no longer a communal hole. This gives players more portable storage that has a certain inconvenience element to it, similar to the way we just bundle/unbundle things nowadays, and it allows Maxwell's chest to remain relevant.

As a counterpart to Host of Horrors, it's fine. Lunar gets 3 hard mode bosses, Shadow gets a greater number of smaller threats that work together. The new items, while not as powerful as the boss drops, are still plenty useful, and much needed. Upgrades to the batbat, Beefalo saddle and a way to revive Beefalo are much appreciated.

That said I really hope the next from beyond updates go further beyond this. Both shadow and Lunar now have a good set of items, weapons and challenges attatched to them, yet four major content updates into the Shadow v Lunar arc, there's been literally no direct action between the two factions. We got more in ROT so far somehow, with the battle of the lunar grotto and Axiom Vistus.

I question how useful bridges will be outside of some very fringe use cases.

1 minute ago, WenericMember said:

I question how useful bridges will be outside of some very fringe use cases.

They're going to suck. I don't follow the logic behind making them so fragile as to crumbling through a measly earthquake within the context of it's role.

Void walking was a solution to the traversal problems which is present all round in the caves, ABSOLUTELY  not limited to the atrium. 

No teleportation, Great tentacles more often than not, linking to tentacles a screen apart. Void walking offered a solution to the terrible commute in the caves and with that taken away, we're up the creek without a paddle. 

I agree with people saying the bridge sounds bad, like why does even get destroy by earthquakes? It feels like they gonna get rid that downside fast after mega basses-ers complain about it. Also you should be able to make the bridge longer.

8 minutes ago, WenericMember said:

I question how useful bridges will be outside of some very fringe use cases

Personally I see it being very useful for cave basing or cutting down time getting to and from the ruins.

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