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I want to keep the Greater Worm as part of the wave


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So I know there are people who want to make this latest enemy a boss in some random part of the cave we'll never visit but honestly that'd be really disappointing the idea of a giant worm who can devour you hunting you down every so many days is just a awesome concept and a lot of the impact would be lost if it just became a standard boss at least in my opinion it gives a more dangerous and mysterious atmosphere to the caves.

This doesn't mean however that the Worm couldn't use some tweaks I think the damage output for being eaten should definitely be dropped. Also when it's about to be spawned there should be a very distinct indicator and a longer than usual windup before the fight starts. The chewing animation should also be increased for non mob/player objects not to the extent of eating a player/mob though. I'd also love if what was already suggested by others about giving more unique interactions with what the boss ate like gunpowder and the like was added.

37 minutes ago, Mysterious box said:

Also when it's about to be spawned there should be a very distinct indicator and a longer than usual windup before the fight starts

Yes please. I love having a hard wave kind of enemy but is so destructive,  i would love to have some time to leave builds because their hit box affects larger areas than other bosses like deerclops or bearger which are easily manageable 

Would suck to turn this mob into another optional piece of content that you only engage with when you are overprepare to defeat them...enough of that, this is a survival game not p2w asian arpg

1 hour ago, arubaro said:

Yes please. I love having a hard wave kind of enemy but is so destructive,  i would love to have some time to leave builds because their hit box affects larger areas than other bosses like deerclops or bearger which are easily manageable 

Would suck to turn this mob into another optional piece of content that you only engage with when you are overprepare to defeat them...enough of that, this is a survival game not p2w asian arpg

Not that I condone such degeneracy, but some players like turning the entire ruins biome into a base build. It would be real hard to get out of range of destructible things if you're in the middle of a ruins clear during a depth worm wave.

I just need to confirm something: it's meant to be wet normally, isn't it? Normal depths worms are and this is just a really big one, so it should be wet too. When I spawn it in, it isn't wet, but a normal depths worm is. 

It being wet (like it should be since it's a depths worm) massively changes Warly's interaction with it, so this is very important. 

2 hours ago, cybers2001 said:

Not that I condone such degeneracy, but some players like turning the entire ruins biome into a base build. It would be real hard to get out of range of destructible things if you're in the middle of a ruins clear during a depth worm wave.

We need some kind of telelocator staff so we can leave areas quick. In the surface is what i do for bearger and deerclops since i dont have enough time to leave when im in one side

1 hour ago, SapoLover said:

Yeah, I like it coming after you. It was really horrifying when I saw him in the stream, in a good way. Imagine not knowing, ushh....

Could create the same high intensity situations without the destructiveness (actually, I would argue there are ways to make it even more horrifying in the process).

Say, for example, the boss is a 5% encounter whenever you harvest a lesser glowberry. This could be startling (and devastating), when you’re already in a high stress situation like frantically tracking down glowberries in the lichen biome with your moggles below 10%.

After so many depth worm waves, having to run away from your base at the possibility of it being a giant worm would become annoying moreso than horrifying. Imagine if every hound wave, there’s a 10% chance of it being bearger instead.

My specific problem with it being a part of the wave is the overall state of the caves. Teleportation, aside from telelocator, is locked behind a few specific characters. On the surface, telelocator lets us have a panic room if we don't plan ahead for deer clops. Well, there's no telelocator in the caves, and there's no planning ahead for the depths worms boss. The waves are pretty random unless you use one of the cheaty client mods that tells you when the waves will come.

So, being part of the wave means that if you happen to be in a densely built part of your caves that something will end up being destroyed.

Few solutions to this might be

  1. able to trigger a depths worms waves so you can plan a few days without having to worry about it
  2. adding telelocator to caves so you can tp yourself to an arena
  3. non character specific teleportation
  4. making it a boss you have the option to seek out, potentially triggered by somtehing like lesser glowberries. Could be a real DST moment if you were picking them unaware of what can happen and all of a sudden you trigger this big scary boss.
5 minutes ago, cybers2001 said:

Could create the same high intensity situations without the destructiveness (actually, I would argue there are ways to make it even more horrifying in the process).

Say, for example, the boss is a 5% encounter whenever you harvest a lesser glowberry. This could be startling (and devastating), when you’re already in a high stress situation like frantically tracking down glowberries in the lichen biome with your moggles below 10%.

After so many depth worm waves, having to run away from your base at the possibility of it being a giant worm would become annoying moreso than horrifying. Imagine if every hound wave, there’s a 10% chance of it being bearger instead.

I'd hate this change since the only time I use glow berries is when I use Warly meaning I'd almost never see it unless I was specifically looking for it.

1 hour ago, Mysterious box said:

I'd hate this change since the only time I use glow berries is when I use Warly meaning I'd almost never see it unless I was specifically looking for it.

Well, seems reasonable that if you want to experience the depth-worms themed boss, you interact with the depth-worms themed content. With the number of lesser glowberries you can find in a single mud biome, a 5% chance would be easy enough to proc the boss if you were trying for it. Would be like saying Ewecus should be a mob that can spawn instead of hound waves because I don't interact with suspicious dirt piles.

1 hour ago, chaosmonkey said:

My specific problem with it being a part of the wave is the overall state of the caves. Teleportation, aside from telelocator, is locked behind a few specific characters. On the surface, telelocator lets us have a panic room if we don't plan ahead for deer clops. Well, there's no telelocator in the caves, and there's no planning ahead for the depths worms boss. The waves are pretty random unless you use one of the cheaty client mods that tells you when the waves will come.

So, being part of the wave means that if you happen to be in a densely built part of your caves that something will end up being destroyed.

Few solutions to this might be

  1. able to trigger a depths worms waves so you can plan a few days without having to worry about it
  2. adding telelocator to caves so you can tp yourself to an arena
  3. non character specific teleportation
  4. making it a boss you have the option to seek out, potentially triggered by somtehing like lesser glowberries. Could be a real DST moment if you were picking them unaware of what can happen and all of a sudden you trigger this big scary boss.

I would like telelocator working on caves (anyways a lighting rod already breakes the lore behind being teleporter by a thunder) or making it not destroy stuff which would look weird but atleast won't be another source of free work like bearger, rifts, etc

Just now, cybers2001 said:

Well, seems reasonable that if you want to experience the depth-worms themed boss, you interact with the depth-worms themed content. With the number of lesser glowberries you can find in a single mud biome, a 5% chance would be easy enough to proc the boss if you were trying for it.

Ye but makes more sense to be ambushed by a tough enemy in a non new player friendly area in a game with 90% of combats being optional and triggered when the player wants 

I can see, as a extra thing, not a substitute mechanic, to trigger this boss when you harvest on of the depthworm berries instead of the regular worm. But as said, without removing the ambush 

 

They can give a good ammount of time so the player can telepuff to a safe place 

7 minutes ago, cybers2001 said:

Well, seems reasonable that if you want to experience the depth-worms themed boss, you interact with the depth-worms themed content. With the number of lesser glowberries you can find in a single mud biome, a 5% chance would be easy enough to proc the boss if you were trying for it. Would be like saying Ewecus should be a mob that can spawn instead of hound waves because I don't interact with suspicious dirt piles.

I’m really sick of a survival game where all the survival aspects are completely optional…

You got any idea how many times I’ve ever actually seen Malbatross?? It’s as rare to me as one of those mythical bird Pokémon from the 90’s.

Why? Because I have to be looking around in specific Areas for it & fishing in shoals.

Toadstool or BeeQueen? You never even know exist unless you bring a specific tool to summon them with.

Id even vouch for letting Werepig break free of its chains if the player stays around too long in its area instead of being something we have to intentionally free from its shackles ourselves.

Please don’t ruin the new worm… as much as I HATE completely optional bosses, I deeply look forward to the things that Are NOT so Optional.

14 minutes ago, cybers2001 said:

Well, seems reasonable that if you want to experience the depth-worms themed boss, you interact with the depth-worms themed content. With the number of lesser glowberries you can find in a single mud biome, a 5% chance would be easy enough to proc the boss if you were trying for it. Would be like saying Ewecus should be a mob that can spawn instead of hound waves because I don't interact with suspicious dirt piles.

No it would be like saying in order to face toadstool you need to face a frog rain it doesn't need to connect just simply because they exist.

22 minutes ago, arubaro said:

I would like telelocator working on caves (anyways a lighting rod already breakes the lore behind being teleporter by a thunder) or making it not destroy stuff which would look weird but atleast won't be another source of free work like bearger, rifts, etc

Ye but makes more sense to be ambushed by a tough enemy in a non new player friendly area in a game with 90% of combats being optional and triggered when the player wants 

I can see, as a extra thing, not a substitute mechanic, to trigger this boss when you harvest on of the depthworm berries instead of the regular worm. But as said, without removing the ambush 

 

They can give a good ammount of time so the player can telepuff to a safe place 

Again, random encounters that happen frequently are annoying more than anything else. There's a reason why players in longer worlds just telelocate Bearger to a moon island or force-spawn Deerclops with hostile flares to fight him on their terms. If there can only be one giant worm and I can lure him to the corner of the map and ignore him, then fine, I'm open to the idea.

5 minutes ago, Mysterious box said:

No it would be like saying in order to face toadstool you need to face a frog rain it doesn't need to connect just simply because they exist.

I'm confused. Are you saying that toadstool should be a chance encounter that the player can't avoid, or are you agreeing with me that players should be able to opt into fighting it?

10 minutes ago, Mike23Ua said:

I’m really sick of a survival game where all the survival aspects are completely optional…

I think if you spent more than 5 seconds reading my original suggestion, you'd find it might agree with your "uncompromising" ideology more than you realize.

4 minutes ago, cybers2001 said:

I'm confused. Are you saying that toadstool should be a chance encounter that the player can't avoid, or are you agreeing with me that players should be able to opt into fighting it?

No I'm explaining why your explanation didn't make sense

8 minutes ago, cybers2001 said:

If there can only be one giant worm and I can lure him to the corner of the map and ignore him, then fine, I'm open to the idea.

I would be fine with this though just having as the waves can only spawn one and future waves won't spawn any if the current one isn't killed.

15 minutes ago, Mike23Ua said:

I’m really sick of a survival game where all the survival aspects are completely optional…

I actually think deerclops is a great pattern that could be embraced for bosses like this depths worms boss. Deerclops will come and attack your base at some point during winter no matter what. However, we have the hostile flare now to proactively deal with it in a place of your choosing. It's not optional whatsoever, but as an advanced player you can deal with it intelligently.

New depths worms boss could be the same way. Don't want to go try and summon it? Alright, randomly deal with it at the next depths worms wave. Adding a mechanic like "5% chance to spawn when picking a lesser glowberry" would let a motivated player go pick all the glowberries in the lichen biome to proactively face the boss. Also kinda funny in the case of unknowing players being able to accidentally summon a 5,000 HP boss.

In either case, you still have to deal with the boss, but now you can deal with it somewhat intelligently.

3 minutes ago, chaosmonkey said:

Adding a mechanic like "5% chance to spawn when picking a lesser glowberry" would let a motivated player go pick all the glowberries in the lichen biome to proactively face the boss. Also kinda funny in the case of unknowing players being able to accidentally summon a 5,000 HP boss.

Idk people didn't seem to think to highly when they did the same for mabaross.

4 minutes ago, Mysterious box said:

Idk people didn't seem to think to highly when they did the same for mabaross.

I think you're conflating different things, though.

Do people hate malbatross because its RNG, or do they hate malbatross because fishing always seemed like a slow and terribly inconvenient task, especially when there was little incentive except to spawn malbatross?

1 minute ago, cybers2001 said:

I think you're conflating different things, though.

Do people hate malbatross because its RNG, or do they hate malbatross because fishing always seemed like a slow and terribly inconvenient task, especially when there was little incentive except to spawn malbatross?

Am I? People have complained about rng quite a bit even beyond mabaross.

5 minutes ago, Mysterious box said:

Idk people didn't seem to think to highly when they did the same for mabaross.

This is missing the point; could be another non-RNG way to summon the boss proactively before it's forced on you in a worm wave.

Do you honestly believe people would be happy locating every single glowberry in the caves to hope for a chance to spawn a boss at a 5% chance for a optional fight? It would guarantee next to noone ever experiences it.

1 minute ago, chaosmonkey said:

This is missing the point; could be another non-RNG way to summon the boss proactively before it's forced on you in a worm wave.

I would aim for a different way but I'd be okay with being able to force it's spawn to prevent it in the wave temporarily. But if the terraina conversation is anything to go by I don't think picking glowberries to spawn it would go over well for the average player.

 

1 minute ago, chaosmonkey said:

This is missing the point; could be another non-RNG way to summon the boss proactively before it's forced on you in a worm wave.

This is a thing I've always really hated about the forums, honestly. Instead of people following up with an idea and thinking of ways to enhance it, they just immediately try to shoot it down. Like here's a thought: make the probability go up after every glowberry picked? A lot of the RNG in this game could benefit from a scaling probabilistic system, tbh.

5 minutes ago, Mysterious box said:

Do you honestly believe people would be happy locating every single glowberry in the caves to hope for a chance to spawn a boss at a 5% chance for a optional fight? It would guarantee next to noone ever experiences it.

Doubt.

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