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Ideas for a better accesibility to the Atrium/Fuelweaver


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After watching the dev stream and hearing that they are going to discuss a way to make Atrium "easier" to find, I want to throw some of my ideas about how Klei could handle this and open the discussion if someone else wants to comment their own, in hopium that perhaps some Dev reads it:

- A different looking tentacle: Why not just make the atrium tentacle different? Its so bothersome to have to inspect all tentacles in caves during early, and even more so if you are playing as a character that can't deal with them easily. Also it would help remembering which one IS the atrium pathway. It would be more of a QoL fix, its not like the average player would just straight up rush Fuelweaver if they find it at day 2. This would be only a net gain change considering the void walk fix.

- Thulecite Medallion "shows you the way": Just like the medallion shows where the ancient key is, make it so it also shows you, atleast, which one is the atrium tentacle.

- Making atrium entrance closer to the main cave: So players would be able to telepoof into it, and set up bridges to no longer need to use the tentacle as much as it is required.

- Integrating atrium directly into main cave?: I get that this would take way more effort in coding and time, so it wouldn't be a "quick fix". But something I have seen throughtout the years is that... most players just ignore atrium as a whole, EVEN the loot, and the insane amount of void walking made this very clear. Why not just integrate it as part of the ruins? That way some players would even consider farming atrium to get ruins loot in times where ruins are "empty".

20 minutes ago, WenericMember said:

I think it might be worth reworking the tentapillars slightly too. I feel like they're too strong of an enemy currently to be gatekeepers of Fast travel in the caves.

 

Is it really that hard? You don't even really that much damage and you barely need any armor since mini tentacles deal only 5 dmg each every few seconds. I think the point of tentapillars is to teach players that sometimes you can't just facetank everything and you need to find openings and be smart. (in the case of tentapillars just running to the other side after hitting a few times)

5 minutes ago, MatthewLovesYou said:

Is it really that hard? You don't even really that much damage and you barely need any armor since mini tentacles deal only 5 dmg each every few seconds. I think the point of tentapillars is to teach players that sometimes you can't just facetank everything and you need to find openings and be smart. (in the case of tentapillars just running to the other side after hitting a few times)

That would be fine... If it wasn't gating fast travel. What's the point of fast travel if you have to have fight an enemy that dies at a really slow pace to do so.

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