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The Worm boss implementation is a mess.


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First to say, we didn´t need a warglet mechanic for the worms. Initially i had written a rant about the hound waves to make a comparison between the two, but i want to keep this focused so i will just say the warglet was needed in the case of the hound waves because by they design the hounds become invencible if there are enough of them, giving us a bottle neck for how many can spawn and controlling the rate at which they spawn was enough to make late game waves fisable.

Now, the worms to this day were the best designed wave in the entire saga, they are better than the crockodiles from shipwrecked, the bats from hamlet and obviously the hounds. The worms desing is perfect because it doesnt matter how many they are a single player can take them down, making the amount of worms only a problem time wise because the more you get the less hits you can land and the longer the encounter gets, but their waves never got bad enough to reach that point. Not only that but their loot was actually usefull, the amount of monster meat you get unlike with the hounds is plenty enough to relay on it for food, plus monster meat is ironically more rare on the caves so it make sense, and the glowberries before we got better options for light was extremly viable for mogles, but even now they are prpbably the best thing for cave visbility until you get gloomethorns wich takes a couple hundread of days.

Good loot fitting the playstyle of a cave baser, fair and balanced for single player as well for groups, and my favourite part, a big cataloge of options to take them down, so many pieces of armor makes you interact so diferently with the waves its insane, i can justify a use and strategy for almost any weapon and armor in the game, post rift included.

And now we got the great worm.....

You get less glowberries from the waves now, as the worm only drops one and i dont think regular worms spawn near by it, it makes the waves destructive. In fact, the worm is worse than fire hounds, because the fire hounds you can lure into a safe zone, but the worm destroys everything as it moves. It forces to carry a stack of edible items to bait it, requiring a lot of space to do so, rsulting in that, if you make a zone packed with structures you are basicallly forced to destroy it or to fight it or to lure it out and fight it in an empty place.

Also, this boss made me realice how many none renewable things are on the caves, hope you dont like farming slurtles because after a few raids on their byome your world will run out of them.

So basically, now the cave raids are not only destructive for megabasers but in general, making you want to stay in the caves as little as posible so you decrease the destruction of none reneable natural resources, and their rewards have been decreased to the point where they made the waves not been worth to enable in your world.

I want to believe that this mob is still a WIP, i want to believe the destruction of it is not intentional and that its loot is gonna be worth it.

I hope this concerns can be adressed, thanks for reading.

Yeah! I think this boss is best addition, but:
-make it setpieces for him to spawn (this makes exploration in caves more enjoyable)
-make it become shadow variant after losing 5000 health like AG after rifts are opened
-if you kill shadow variant only then you could get blueprints for the new gear
-make it consume only LIVE mobs to make fight more unique in terms of fighting and preparation

2 hours ago, Malfario said:

First to say, we didn´t need a warglet mechanic for the worms. Initially i had written a rant about why the hound waves to make a comparison between the two, but i want to keep this focused so i will just say the warglet was needed in the case of the hound waves because by they design the hounds become invencible if there are enough of them, giving us a bottle neck for how many can spawn and controlling the rate at which they spawn was enough to make late game waves fisable.

Now, the worms to this day were the best designed wave in the entire saga, they are better than the crockodiles from shipwrecked, the bats from hamlet and obviously the hounds. The worms desing is perfect because it doesnt matter how many they are a single player can take them down, making the amount of worms only a problem time wise because the more you get the less hits you can land and the longer the encounter gets, but their waves never got bad enough to reach that point. Not only that but their loot was actually usefull, the amount of monster meat you get unlike with the hounds is plenty enough to relay on it for food, plus monster meat is ironically more rare on the caves so it make sense, and the glowberries before we got better options for light was extremly viable for mogles, but even now they are prpbably the best thing for cave visbility until you get gloomethorns wich takes a couple hundread of days.

Good loot fitting the playstyle of a cave baser, fair and balanced for single player as well for groups, and my favourite part, a big cataloge of options to take them down, so many pieces of armor makes you interact so diferently with the waves its insane, i can justify a use and strategy for almost any weapon and armor in the game, post rift included.

And now we got the great worm.....

You get less glowberries from the waves now, as the worm only drops one and i dont think regular worms spawn near by it, it makes the waves destructive. In fact, the worm is worse than fire hounds, because the fire hounds you can lure into a safe zone, but the worm destroys everything as it moves. It forces to carry a stack of edible items to bait it, requiring a lot of space to do so, rsulting in that, if you make a zone packed with structures you are basicallly force it to destroy it either to fight it or to lure it out and fight it in an empty place.

Also, this boss made me realice how many none renewable things are on the caves, hope you dont like farming slurtles because after a few raids on their byome your world will run out of them.

So basically, now the cave raids are not only destructive for megabasers but in general, making you want to stay in the caves as little as posible so you decrease the destruction of none reneable natural resources, and their rewards have been decreased to the point where they made the waves not been worth to enable in your world.

I want to believe that this mob is still a WIP, i want to believe the destruction of it is not intentional and that its loot is gonna be worth it.

I hope this concerns can be adressed, thanks for reading.

I was fine with the worm at first, only flaw is feeling that it didnt really have much point and didnt help fix the caves, but you make a very good point and argue it well.

 

It seems like everything added in the caves so far is just risk with less rewards that overall makes you want to stay away with the caves. I still want the worm to be an outcome from waves though, but it needs unique drops. I also believe that it should go into "bait mode" like the other mobs when there are no creatures nearby. This will let players try prepare for the fight. If you walk near the bait, it will eat you.

I also want these big worms to spawn naturally in the cave swamps.

2 hours ago, Malfario said:

Also, this boss made me realice how many none renewable things are on the caves, hope you dont like farming slurtles because after a few raids on their byome your world will run out of them.

Eventually cave will be an empty space due to this new boss and falling boulders..

Just now, HeatAndRun said:

Eventually cave will be an empty space due to this new boss and falling boulders..

I am still annoyed that slurtles were not made renewable yet. It feels like an inside joke at this point because they have the hostile mob tag.

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