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would you just stop destroying my base pls


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The thing is, megabasers have never said that they want to just make all their structures indestructible. I also strongly believe that the worm boss should be able to destroy structures. But it should come with a reason for it, and a way to mitigate it somehow. Believe it or not, megabasers do actually look forward to new updates. We were anticipating a caves update for a long time. But all we got this update was "We hear you think the caves are boring and you want more content for it, so here's a thing that comes and destroys your base."

Genuinely my only real issue with the worms at the moment, is the fact that they seem to delete things they eat, would be nice if there was a "can't digest" tag for certain items, gems and gears in particular would be great since a worm attack in the ruins could get very very costly.

10 hours ago, grm9 said:

you literally can't if your base's big enough and you'ren't playing as 1 out of 2 characters that can teleport in caves without another player doing some thing for that or going to an immovable structure that you could be too far away from to go through it before it'll spawn

day 100 or more worm waves got a 30 seconds warning iirc so you pretty much need a beefalo to get out of a mega base and even it might not be fast enough

I just cannot fathom how someone can do that and still have fun. To each their own though. I hope Klei adds a way to disable this miniboss from spawning in worlds that way players can choose to allow it or not. I do think the destruction aspect should remain though. Deerclops, Bearger, Antlion, Celestial Champion, Fire Hounds, and many more all cause destruction. Sure Fire Hounds can be avoided via statues and houndius but the other creatures don't care about puny things. This is a massive worm. it not obliterating everything in its path to food seems just wrong.

Actually great depth worm is more devastating than fire hounds, because once the worm spawn inside your base, the destruction is inevitable, unlike fire hounds that can be drawn away from base or dealt with flingomatic.

Although my base is small - well, hardly any - as a lover of pristine environments, I am very concerned about the mechanics of giant worms. I would hate to see a massive collapse of the Mushtree leading to Rot all over the place. And Slurtle Mound could be a problem if it hurts.
Unlike Forest World, Cave World does not have much open space and is very difficult to move around, and many buildings or products are relatively difficult to rebuild or are not renewable at all. In addition, you cannot use Telelocator Staff. An organism that is not born in a specific place but has a powerful destructive force can cause considerable distress.
Just as a Support Pillar is built for Cave-in Boulder, if a giant worm really needs to do a lot of damage, the player should have the means to stop it. If not, like a Powder Monkey or a Marotter, it's better to focus on rummaging through containers to find food.

17 minutes ago, gaymime said:

oooooh, gotcha. i can't get much farther than crab king(old version) so i havent played with any of the new stuff. it is super pretty though!

Even though originally Klei said that it was “End Game” they keep adding more and more content that I’d say at least 50% of the game is locked behind Rifts.

And no I’m not joking about that, you miss out on a lot of cool crafting weapons, armors, structures, base decorations etc.. if you don’t experience rift stuff.

And what annoys me the most about that, is that a lot of the smaller things that are super super easy & would even be doable for a newbie player, is locked behind Late Game.

For this particular example I want to use Wagstaff hologram popping into the game and running off in a direction you can follow to find his hologram loot/left behind scraps.

Theres also a huge lore inconsistency here, since Winona can’t choose a side, and therefore her “Affinity” perks aren’t locked behind needing to kill CC or AFW, then she has access to “late game” things that should be happening in the world, but she has access to them on DAY ONE.

She has a helmet that helps her to find Wagstaffs hologram caches (that disappear if not gathered fast enough) 

But, it doesn’t make sense.. because in a normal play session Wagstaff won’t show up as a Hologram until you activate Moonstorms & help him.

So so soooooo much of the game is locked behind the Rifts that- I love the concept of rifts… but honestly? They should just start naturally happening on their own by about day 5 or so.

at least early game easier versions, and save the Major rifts (something I just made up) to have all the harder end game stuff.

1 hour ago, Memetan said:

Just do the same that all people do when Bearger, Deerclops and Fire hounds are coming to you, run of base.

On the surface there are telelocator focus. In caves you might not have enough time if your base is big

A lot of people who needs 500 days to make a shameful homeless camp likes to perform the captain obvious comment like if people who make huge bases were so dumb to think about running

 

23 minutes ago, Mike23Ua said:

Even though originally Klei said that it was “End Game” they keep adding more and more content that I’d say at least 50% of the game is locked behind Rifts.

And no I’m not joking about that, you miss out on a lot of cool crafting weapons, armors, structures, base decorations etc.. if you don’t experience rift stuff.

Damn game that locks 10% of content (maybe for you looks like 50% since you dont experience much content) behind needing to play and beat challenges

12 minutes ago, arubaro said:

On the surface there are telelocator focus. In caves you might not have enough time if your base is big

A lot of people who needs 500 days to make a shameful homeless camp likes to perform the captain obvious comment like if people who make huge bases were so dumb to think about running

I think its also important to mention that fire hounds, while they have a quick warning, only cause serious destruction if they are killed near objects (and are counterable with a flingo), and giants, while very destructive, are consistent encounters (Deerclops can be tracked down to the second it spawns in advance, and bearger has a predictable spawn 20 minute spawn range between 3.75-6-25 days after autumn starts). The great depth warm lacks either of these (it is an inconsistent spawn due to being a wave mob and arguably is more destructive than giants because of the fact it can eat practically any item with very few exceptions off the ground.

1 hour ago, Mike23Ua said:

But, it doesn’t make sense.. because in a normal play session Wagstaff won’t show up as a Hologram until you activate Moonstorms & help him.

He's responsible for the Moon Quay portal, which is available pre-CC. That implies he's not just sitting around waiting on one project.

33 minutes ago, Bumber64 said:

He's responsible for the Moon Quay portal, which is available pre-CC. That implies he's not just sitting around waiting on one project.

Exactly, so unless I’m missing something, why is Wagstaff hologram jumpscares tied to unlocking rifts first?

I have always believed and will continue to believe that the larger the base, the more difficult it is to control it, and your example is proof of this. If you can’t even escape from the base in time, then this is already bad design and your problem personally, not the developer’s

 

 

3 hours ago, _RG_ said:

I have always believed and will continue to believe that the larger the base, the more difficult it is to control it, and your example is proof of this. If you can’t even escape from the base in time, then this is already bad design and your problem personally, not the developer’s

 

 

REAL AND TRUE.

PREACH

 

3 hours ago, _RG_ said:

If you can’t even escape from the base in time, then this is already bad design

???

people make a big base for fun, it's optimal to play without a base so saying that a mega base's suboptimal's pointless because that's obvious

8 minutes ago, grm9 said:

???

people make a big base for fun, it's optimal to play without a base so saying that a mega base's suboptimal's pointless because that's obvious

Do people really build big bases for “fun” or do they build them because the game wasn’t designed in a way to prevent or at the very least.. limit it? Don’t get me wrong I enjoy making a pretty decent sized base same as anyone else, but when your base consists of about 6 of the games biomes…

Maybe that’s a flaw in the way the game is designed?

For comparison sake- WHERE you build your base in other Sandbox Survival games will often single handedly determine what types of mobs, dangers and map hazards are going to happen.

Like for example on Ark Survival Evolved I lived in a swampy area overrun by Kappa Crocodiles, Giant Frogs, And Titanboa snakes.

If I choose to however relocate my base to the Scorched earth DLC, I dealt with Intense Overheating, Rock Golems & Elemental Dragons.

To put it this as short and as politely as I possibly can: DST is too much Sandbox for its own good.

12 minutes ago, Mike23Ua said:

Do people really build big bases for “fun” or do they build them because the game wasn’t designed in a way to prevent or at the very least.. limit it? Don’t get me wrong I enjoy making a pretty decent sized base same as anyone else, but when your base consists of about 6 of the games biomes…

It doesn't matter what game was designed for because players are going to be the reason to change specific mechanics. If game's mechanics are not enjoyable, players will quit.

Anyone can survive without a base indefinitely but is that fun? For most people they don't find satisfaction just surviving after they can do so easily.

14 minutes ago, Mike23Ua said:

For comparison sake- WHERE you build your base in other Sandbox Survival games will often single handedly determine what types of mobs, dangers and map hazards are going to happen.

DST is one of the most unfriendly games for megabasers, most other sandbox games have more options and everything can be countered or ignored. To be fair it is only a few mobs that are causing this issue otherwise DST would be pretty much perfect for this playstyle.

15 minutes ago, Mike23Ua said:

To put it this as short and as politely as I possibly can: DST is too much Sandbox for its own good.

I don't think it matters, it just ruins your fantasy when someone can build a megabase spanning multiple biomes while you think everyone should barely be able to make a base and it should be destroyed over time.

Game can be designed so that survival is hard but megabasing is possible without pointless destruction or what I would like to see is two main gamemodes survival and sandbox since I don't think most people on the forums that want more annoying and tedious mechanics will ever come to agreement with sandbox players that want a more relaxed gameplay.

4 hours ago, _RG_ said:

I have always believed and will continue to believe that the larger the base, the more difficult it is to control it, and your example is proof of this. If you can’t even escape from the base in time, then this is already bad design and your problem personally, not the developer’s

 

 

So did you tried to think about what brings being able to build huge builds and what brings destruction? 

And your limited way of thinking isnt even considering that these kind of dumb destructive mechanic not only limits how and where a base needs to be build but also limits which spots like boss arenas can be built

If you dont build destruction doesnt bring anything interesting for you other than flashy things that would entertain you like how a baby would be entertained by flashy colourful cartoons and toys while, for those who build,  it wont neither bring anything interesting other than losing interest of playing 

59 minutes ago, Mike23Ua said:

Do people really build big bases for “fun” or do they build them because the game wasn’t designed in a way to prevent or at the very least.. limit it? Don’t get me wrong I enjoy making a pretty decent sized base same as anyone else, but when your base consists of about 6 of the games biomes…

Maybe that’s a flaw in the way the game is designed?

For comparison sake- WHERE you build your base in other Sandbox Survival games will often single handedly determine what types of mobs, dangers and map hazards are going to happen.

Like for example on Ark Survival Evolved I lived in a swampy area overrun by Kappa Crocodiles, Giant Frogs, And Titanboa snakes.

If I choose to however relocate my base to the Scorched earth DLC, I dealt with Intense Overheating, Rock Golems & Elemental Dragons.

To put it this as short and as politely as I possibly can: DST is too much Sandbox for its own good.

I shouldn't be answering to such non sense but for the sake of trying to make you see the truth instead of your biased superstitious way of thinking about building

I build on dst because, unlike in games that are very friendly to player structures like terraria, i enjoy that the game's difficulty doesnt drop dramatically (atleast before skill trees and ranged weapons were added) while also having a fighting area that is reset, the ruins which you never visited, and most bosses are still as useful as hard as in day one even in deep lategame

That made dst the perfect game for every kind of mood since i can fight, build, farm, whatever in any stage of the game instead of just building indestructible bases while one shotting bland enemies with a diamon demon sword or whatever is called the higher tier in most sandbox games

I think it's pretty reasonable to have players build panic rooms throughout their bases to account for things that are destructive, like fire hounds or the new depth worm. I'm not even really annoyed about that, specifically. I do think it's bad lore to have ambush mobs show up in hound waves (even the most related real-world creature, the angler fish, is a solitary animal that doesn't actively hunt prey), and I also think the greater depths worm could be more creatively introduced to the player in a way that's more of an ambush style (especially in a situation where the player is their must vulnerable like scrambling for moggles fuel), but by the same token, seeing someone's total map sprawl of a base that seems to have crockpots and drying racks every 3 screens does make me somehow irrationally angry, lol. There should be a middle ground between pointless destruction and claiming the entire map is off-limits to new mobs because the entire map is your base.

50 minutes ago, arubaro said:

I build on dst because, unlike in games that are very friendly to player structures like terraria, i enjoy that the game's difficulty doesnt drop dramatically (atleast before skill trees and ranged weapons were added) while also having a fighting area that is reset, the ruins which you never visited, and most bosses are still as useful as hard as in day one even in deep lategame

Most of what you said is true but terraria is more friendly to builders. There are too many things that can destroy your structures in DST that it is becoming overwhelming when even more is added with rifts.

15 minutes ago, cybers2001 said:

I think it's pretty reasonable to have players build panic rooms throughout their bases to account for things that are destructive, like fire hounds or the new depth worm. I'm not even really annoyed about that, specifically. I do think it's bad lore to have ambush mobs show up in hound waves (even the most related real-world creature, the angler fish, is a solitary animal that doesn't actively hunt prey), and I also think the greater depths worm could be more creatively introduced to the player in a way that's more of an ambush style (especially in a situation where the player is their must vulnerable like scrambling for moggles fuel), but by the same token, seeing someone's total map sprawl of a base that seems to have crockpots and drying racks every 3 screens does make me somehow irrationally angry, lol. There should be a middle ground between pointless destruction and claiming the entire map is off-limits to new mobs because the entire map is your base.

Defense/panic rooms aren't fun, its the same as being required to build lightning rods everywhere it just makes your build design much worse because lightning rod may not fit the theme and no one likes having to build them all over the base.

Why should there be a limit to how much players can build? Why does it matter to you if someone builds a base that covers 3 biomes? I don't really understand why they shouldn't be able to have their fun just because you think that there should be some kind of a limit.

This isn't affecting you or players that don't want to build excessively but why should players that enjoy that not be able to do it?

10 minutes ago, 00petar00 said:

Most of what you said is true but terraria is more friendly to builders. There are too many things that can destroy your structures in DST that it is becoming overwhelming when even more is added with rifts.

That is what i said. Mike always critics how friendly is dst to builders but apparently he never played other sandboxes 

Dst is really unfriendly to structures but most of the time there is a work arround or simply we surrend and try something else in other places

22 minutes ago, 00petar00 said:

Most of what you said is true but terraria is more friendly to builders. There are too many things that can destroy your structures in DST that it is becoming overwhelming when even more is added with rifts.

Defense/panic rooms aren't fun, its the same as being required to build lightning rods everywhere it just makes your build design much worse because lightning rod may not fit the theme and no one likes having to build them all over the base.

Why should there be a limit to how much players can build? Why does it matter to you if someone builds a base that covers 3 biomes? I don't really understand why they shouldn't be able to have their fun just because you think that there should be some kind of a limit.

This isn't affecting you or players that don't want to build excessively but why should players that enjoy that not be able to do it?

Yeah see from my point of view every time Klei updates the game with new content that ISNT some optional raid boss, (such as the Otters for example) the game becomes indirectly harder for base builders.

Players who use to base on the once peaceful ocean, came to the forums and complained when their mostly peaceful fishing adventures were now being interrupted by newly added RockJaw Sharks and Monkey Pirates.

Players who built bases just at the edge of the shore, now have Maruotters to contend against.

And it’s like that with every single update.

So.. let’s just throw some imaginary (but very possible) scenarios into the mix-

What if Klei was to update the game so that Hound Mounds and Beehives/Killer Bee Hives respawned just like Catcoon dens now do?

What if they decided to add Shipwrecked Flurp fish as a mob that randomly spawns while you walk around in Swampy Biomes?

My point is simple: When the game has to be designed around your already established 6 or more biome spanning mega-base, it limits what Klei can do with the game world, it’s mobs, it’s weather effects ETC to accommodate for the base you established 9 years ago.

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