Wormboi Posted August 23, 2024 Share Posted August 23, 2024 27 minutes ago, chincer said: at this point we need a way that isnt setting related to activate rifts before killing the supposedly laike game bosses, since so much content is gear behind them. Honestly we more things we can to do before the rifts like, why does all the cool stuff get lock away behind 100+ hours or the menu setting? Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1741992 Share on other sites More sharing options...
Theukon-dos Posted August 23, 2024 Share Posted August 23, 2024 26 minutes ago, Mysterious box said: I know I'm gonna get flack for saying this not from you specifically but probably others and I say this as someone who has enjoyed the skill trees and refreshes quite a bit. The main reason dst is leaning so hard into combat is because characters are being designed in a way that trivializes content outside of combat. We have a character who can skip a good majority of the reason to make a boat, characters who ignore seasonal mechanics, characters who ignore limited time event restrictions, characters who ignore food systems, storage systems, bypass the follower system, and so on with so many abilities that trivialize so many aspects of the game the main universal improvement left becomes combat and even that is becoming trivialized as time goes on so now we're getting lots of weapons that are trying to play catch up and a system to weaken alternatives to refocus it. Basically power creep is pushing the survival out of don't starve together. I would argue the opposite actually. Historically, combat-focused characters have been pretty centralizing. Fighting can solve a lot other problems in the game, from environmental, to sanity, to hunger. And when DST was released and generally succeeded DS, most enemies in the game had their health multiplied by magnitudes, or where outright designed with tens of thousands of HP in mind. So characters who could deal more damage did noticeably better against these guys than characters with default damage. You could make a character that could just completely ignore every season and it's challenges, and they'd still be less popular than Wolfgang because "Unga bunga hambat go bonk" That being said, if the problem was that combat was over-centralizing. The solution should have been "make combat less dominant", not "make everyone good at combat". I do agree about power creep though. At the current rate they may aswell just make endless mode the default to get it over with. Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1741993 Share on other sites More sharing options...
Waoling Posted August 23, 2024 Share Posted August 23, 2024 I think everyone forget the fact that, everything that can be done about the game will eventually be done, Klei isn't done with Dst anytime soon, and unless that change within the next few years, DST will get more update. Dst will end after the story is finished, or they abandon it for some reason. Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1741997 Share on other sites More sharing options...
Mysterious box Posted August 23, 2024 Share Posted August 23, 2024 10 minutes ago, Theukon-dos said: I would argue the opposite actually. Historically, combat-focused characters have been pretty centralizing. Fighting can solve a lot other problems in the game, from environmental, to sanity, to hunger. And when DST was released and generally succeeded DS, most enemies in the game had their health multiplied by magnitudes, or where outright designed with tens of thousands of HP in mind. So characters who could deal more damage did noticeably better against these guys than characters with default damage. You could make a character that could just completely ignore every season and it's challenges, and they'd still be less popular than Wolfgang because "Unga bunga hambat go bonk" That being said, if the problem was that combat was over-centralizing. The solution should have been "make combat less dominant", not "make everyone good at combat". I do agree about power creep though. At the current rate they may aswell just make endless mode the default to get it over with. While I get where you're coming from I kind of disagree when I think about the popularity Wx and Wickerbottom used to share as well. Sure they had some benefits to combat but most people picked them for their abilities that carried beyond combat. Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1742002 Share on other sites More sharing options...
Anis5240 Posted August 23, 2024 Share Posted August 23, 2024 2 hours ago, xhyom said: it's not tiring, it's actually infuriating this is what I'd say "classic klei moment" Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1742034 Share on other sites More sharing options...
Evelo Posted August 23, 2024 Share Posted August 23, 2024 5 hours ago, Mike23Ua said: it’s easier to get Brightshade Armor then it is fighting Pigmen for Pigskin to make Helmets and Hambats. Feed a pig 4 monster meat then hold the attack button while using a Spear or better. If it roars, dodge. Alternatively wall off a pig butt so the pigs are attracted to it. During full moon just start smackin the werepigs. Bring armor just in case. Certainly is not easier. Not hard, true, but not easier. Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1742155 Share on other sites More sharing options...
Milordo Posted August 23, 2024 Share Posted August 23, 2024 5 hours ago, Mysterious box said: I know I'm gonna get flack for saying this not from you specifically but probably others and I say this as someone who has enjoyed the skill trees and refreshes quite a bit. The main reason dst is leaning so hard into combat is because characters are being designed in a way that trivializes content outside of combat. We have a character who can skip a good majority of the reason to make a boat, characters who ignore seasonal mechanics, characters who ignore limited time event restrictions, characters who ignore food systems, storage systems, bypass the follower system, and so on with so many abilities that trivialize so many aspects of the game the main universal improvement left becomes combat and even that is becoming trivialized as time goes on so now we're getting lots of weapons that are trying to play catch up and a system to weaken alternatives to refocus it. Basically power creep is pushing the survival out of don't starve together. 5 hours ago, Theukon-dos said: That being said, if the problem was that combat was over-centralizing. The solution should have been "make combat less dominant", not "make everyone good at combat". I do agree about power creep though. At the current rate they may aswell just make endless mode the default to get it over with. Not only that, you can even change that by expanding the world and its challenges. Challenges that can't be dealt with unga bunga but maybe by your mind like the farm plants? Just to put a random thought on the table. So that the other 4 elements of ds shine; crafting, building, exploring and especially the weakened farming (to not be confuse with complicate farms designed by players). There are tons of ways to fix this. Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1742167 Share on other sites More sharing options...
Milordo Posted August 23, 2024 Share Posted August 23, 2024 7 hours ago, Milordo said: OH MY GOD, I didn't even think about it! How it will interact with these bosses? It is a potential cheese or pure chaos? So many questions and potential dreams/nightmares..? Cool news, tried with a normal vanilla generated bunnymen village. It's very douable together with them and it seems from what I'm testing that yes, it does substitute all the deepth worms in the wave. It's strange but instead of a quality life that was the varglets, this feels more a videogamey challenge and it does seems more "now the waves can have bosses!!" So if you have problem with him, you can try in your runs to farm and create bunnymen villages. Still, didn't tried in a multiplayer setting....... Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1742211 Share on other sites More sharing options...
Milordo Posted August 23, 2024 Share Posted August 23, 2024 A summary of my discoveries about the "depth worm boss" to give more informations to all you people <3 << Yes for the run away (it's more slow than you think) and it happened once with the bunnymens where he switched target to them, so you can even leave him to other animals (thinking about rock lobster since they're so much strong in the caves) but one important thing to notice. It seems, for a weird reason, to have the same A.i of Bee Queen. What I mean by this? It prefers to target the players a LOT. So be careful to be seen or it will attack you immediately. Ok, I have VERY bad news and maybe good news...? Good sweet news. They added a new type of attack in don't starve that was never added. When the depth worm boss (i will call it like this for now) eats you, if you don't have any armor, anything at all (I was naked Wilson) or maybe you're very low health, he will be forced to leave you at 1 hp. Meaning that it will not kill you at all, if you have been eat, giving you a second chance. Strange but cool and very ironic! It means Gasherz strategy could really work! BUT BEWARE!!! When it spits you from his bum (lol) the knockback range is completely random, meaning that he can spits you to his spikes, leading to a certain death if 1 hp. So yeah! ******** rng spits can happen = it's a 50/50 second chance. Another discovery is, if the depth worm boss eats a lot (don't know the quantity, if even they coded a quality weight also for the food it eats) it will literally "digest" it and poop three manure ahahah. This is tecnically revolutionary because the second level of the game finally have a way to have naturally manure, without the player artificially doing it with the beefalo bell or go to the Ruins. The problem is, he's too far lethal, dangerous and destructive to be left alone. So I don't know if this new feature will be at all used by players since there is the much better alternative of splumonkeys. Very BAD news. It is considered as A RANGE attack (it kinda make sense tho since it goes up to you) so it will EATS you if you're riding a beefalo. So together with bishops, spitters, macktusks, we have now big bad meanie depth worms as a list of disavantages for the beefalo riding. Also while during tests to learn how to fight him (it is very difficult for how strange and new this type of enemy is) I lured him too much inside the bunnymen village or maybe a bunnymen lured him too much inside and destroyed it. No. He devastated it. The point is I want to emphasis the destruction capabilities of him. It is too much that, not only I can already imagine megabase players suffering inside, but don't get why at this point we don't re-introduce the old bell. He literally destroys tons of trees (new farming method?) and structures at a fast pace that it can be nasty very fast, if not controlled. Also, is this a way for Klei to nerf walls tecnique against depth worms? Because now all anti-depth worms walls are obsolete if this gentleman destroys them as cookie crumbs >> Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1742269 Share on other sites More sharing options...
kroban Posted August 23, 2024 Share Posted August 23, 2024 9 hours ago, Radicaljoe said: Yeah, I was really disheartened when I saw that none of the lesser biomes were getting anything. Like, Guano biome hasn't been touched in years, could have been cool to add something new to those vast expanses of nothingness between ruins, atrium and bulb biome. A bat-like miniboss in that Guano biome would have been cool as hell, perhaps even make it so it has a harder mode post-rift. Link to comment https://forums.kleientertainment.com/forums/topic/159150-cave-update-doesnt-tackle-problems-with-caves/page/2/#findComment-1742275 Share on other sites More sharing options...
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