Jump to content

what are your biggest criticisms of the new beta


Recommended Posts

On 8/23/2024 at 5:17 AM, zhangsheng said:

This is not an update specifically for the 'cave', it's just a QOL update

They specified heavily this is not a qol update.

What they did specifiy specifically, was it was a cave update.

I love the update overall and I think that Klei always ends up doing an awesome job, but I do have some criticism about this update:

I think that for a "cave update" theres some HUGE missed opportunities. Klei should have added something pre-rift on the emptier biomes from caves, like Guano or Red Mushtree. Just 1 single small new creature with an interesting mechanic in those areas could add A LOT, let alone some new plants or ingredients for new recipes etc.

Also, why not adding a new boss or something? It doesnt have to be some grandiose epic boss, cave already has that. "Farmable" bosses are something that caves REALLY lacks compared to surface. Surface has lots from whom you can get decent loot to help you throughout the game: 4 seasonal bosses, Dragonfly, Bee Queen, Shark, Eye and Twins, and the list goes on up to what is essentially 15 bosses total. Caves has...4? And 2 of those are Fuelweaver and Misery which are not "farmable" at all. 

I think the Great Depths Worm is AWESOME and looks really cool but, why not make it a proper boss? Another person here threw an awesome idea, make it something that spawns from a big berry plant in X biome and drops an unique loot that you would want to farm, like a hide for a thorns armor craft, or lichen bushes to replant but only on caves.

I should hope that there is more content coming and it just didn't make it in yet, our previous updates felt like they had more oomph.

Bridge gaps, cool, winona functionality added, void walking exploit removed, complaints about atrium hunting (admittedly, atrium hunting should have been less random and had more player agency in the form of a craft of some sort)

Giant worm, cool in concept, late game gem delivery system, no way to see it deliberately 

4 shadow crafts, requires shadow heart, odd boomerang but useful, maul with level up and tree chopping ability as it levels along with life steal, beef saddle with strong stats and beef revival.

shadow rouge with creepy smile, cool but seems to not be finished enough to make much of a judgment on, the idea is there gotta wait to see how it executes

Rabbit king? odd, enderchest with a key of 3 uses, hat for rabbit collection? (has some nice uses I suppose) carrot vest for bunnymen followers, weird inky black cane weapon with bonus dmg to beardlords? 

Writing it out and analyzing it, it seems like a lot of content, but the thing is in comparison to what was delivered before, its a bit of disappointment. With the added time to make things through release schedule as well as the size and impact of the previous updates (ocean was quite nice combined with skill trees to invite new ways to play), this update just doesn't feel anywhere near as good. 

I really want to like the update and to be excited for it but... it feels small, as well as not adding anything that changes the overall experience that much in a meaningful way, the weird ender-chest thing with the rabbit horn is cool. I can see that item affecting everyone who plays now but... everything else just doesn't make the same splash as stuff like, CK being reworked and the ocean being improved, I expected a update for the caves to update the caves themselves. 

Adding more rift centered content is cool, I like that the shadow side is being looked at but, the actual caves themselves are the point of contention. Much like the ocean before a lot of changes, we had not much in it or reason to interact outside of the necessities for progression, but now with the caves we see a similar situation arising. A whole heap of spaces, filled with some visually appealing things like mushtrees, spiders and bunnymen, but we still have a lot of areas with either nothing in or no reason to go there outside of collection of stone (and the stone is finite, you mine it out and it's done, dead biome)

Im pretty sad there wasn't a skill tree either, I know some people hate em' but you gotta understand, for those of us that like them, they are great. The skill trees often have introduced new ways to play and approach the game, and the fact that we have to pick and choose the perks makes the player make a critical decision on what is more important to them. I appreciate the hard work but at the moment, I think the worm mini-boss is cool visually and gameplay wise, the rabbit kings horn will be a nice item to use throughout a play through but... that's kinda it. I guess this update just, doesn't change enough, it adds some stuff but some of it was just unnecessary and I feel that it may have detracted from some potentially more important cave updates.  

56 minutes ago, chirsg said:

My biggest criticism is that the people are willing to settle with something less with mediocre and it gives klei the greenlight to output garbage.

So real. I can't believe we players have to settle for mediocrity instead of genuine fun.

3 hours ago, chirsg said:

 

My biggest criticism is that the people are willing to settle with something less with mediocre and it gives klei the greenlight to output garbage.

 

“My biggest criticism is people disagree with me and enjoy things”

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...