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The Great Depth Worm could be just what the caves need


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The Caves have always felt much emptier than the Forest, because the Forest has lots of varied biomes, bosses, and resources. What I believe the Caves need is more varied biomes, more bosses, and more unique resources to justify the difficulty of cave basing. The great depth worm could be a great addition, but as a regular boss. The worm is big, its imposing, it is strong, it feels like a boss. If the worm was made a regular boss and given its own area it could add a lot to the Caves. If the worm was given a good unique drop and spawned in a consistent place it could add a lot to the gameplay in the Caves. The Caves don't need another way to be harder than the Forest, but a boss you seek out could be a great incentive. Of course this is just my opinion and it would require a lot of work to implement but I wanted to see if anyone agreed

I just feel like turning it into another boss would just make it end up feeling lame. It hunting you down is what gives it it's flair placing it in some isolated portion of the caves that noone will visit unless they want to farm some new drop attached to it would simply kill all my interest in it and I doubt most people will even remember it a week after it goes live.

43 minutes ago, Mysterious box said:

I just feel like turning it into another boss would just make it end up feeling lame. It hunting you down is what gives it it's flair placing it in some isolated portion of the caves that noone will visit unless they want to farm some new drop attached to it would simply kill all my interest in it and I doubt most people will even remember it a week after it goes live.

There are Bosses that hunt you down in a way. Deerclops , Bearger for example.

Boss in DST doesn't have to mean "just sits in one spot and waits foe player to fight it" or "needs x item to summon"

Seasonal-like bosses that seek you out in caves would be nice.

13 minutes ago, ALCRD said:

There are Bosses that hunt you down in a way. Deerclops , Bearger for example.

Boss in DST doesn't have to mean "just sits in one spot and waits foe player to fight it" or "needs x item to summon"

Seasonal-like bosses that seek you out in caves would be nice.

I mean this would be a cave version and this one feels more epic in the way it does it.

Structure destruction is not enjoyable for 99% of players playing long term and these are probably the only players that will encounter worm boss. Otherwise I think that the design is very interesting but loot needs to be improved.

I don't know If you have noticed but a lot of endless players have moved to cave megabasing because surface has became less hospitable for them with fire hounds,antlion and now brightshades. We didn't have any base destruction in caves that couldn't be countered/stopped completely.

1 hour ago, ALCRD said:

There are Bosses that hunt you down in a way. Deerclops , Bearger for example.

Boss in DST doesn't have to mean "just sits in one spot and waits foe player to fight it" or "needs x item to summon"

Seasonal-like bosses that seek you out in caves would be nice.

The only problem I have with seasonal bosses like Deerclops is their Cooldown timer, or how many hours you’ll have to play the game to get them to start spawning..

I hate bosses in this game.

A Varglet isn’t a boss, and Hunt Surprises aren’t a boss these are things that don’t really give the player ANY Warning that they’re about to show up, and I feel like if we turn the giant worm into another signature “Boss”

That it’s either going to A: Be in a boring location with a obscure method of getting it to spawn only when you WANT to Fight it, or B: It’s going to be a season/wave based boss like Deerclops where you have to play 60 days of three other seasons before it spawns again.

Both solutions to me are Boring.

And I’m just genuinely curious, when people play other sandbox games like Minecraft, 7 Days to Die, Conan Exiles or Ark Survival Evolved….

Do they complain every single time a new destructive feature or mob gets added to the game?

You guys should probably Google “level 300 Super Turkey”

Because THAT was a tiny creature that spawned during a Thanksgiving holiday event that could easily destroy your base and kill every dinosaur you owned.

Regular bosses are treeguards, spiderqueens, deerclops, bearger, moose goose and antlion 

This is the first time klei adds a boss that hunts the player in years (last one was the sinkhole mechanic from antlion...) and is a boss that replaces worm waves (no hunting boss+wave scenario) so no, please, let them keep this boss as it is

Im really tired of having most content being optional bosses. We got more bosses than new mobs and all of them only triggered by the player when they want...even the rift shadows are optional instead of spawning in fissures forced to spawn near the player

I wanted it to be a swamp boss that wandered around, it would be kind of scary to run into one of those out of nowhere. But I would also love for it to stay the same way, when you reach a certain point in the game it would actively go after you like it does now, I hope they add a unique scary sound for when it's coming, I would also increase the time until it comes to create more tension and of course, give us more time to get out of the base.

16 minutes ago, arubaro said:

Regular bosses are treeguards, spiderqueens, deerclops, bearger, moose goose and antlion 

This is the first time klei adds a boss that hunts the player in years (last one was the sinkhole mechanic from antlion...) and is a boss that replaces worm waves (no hunting boss+wave scenario) so no, please, let them keep this boss as it is

Im really tired of having most content being optional bosses. We got more bosses than new mobs and all of them only triggered by the player when they want...even the rift shadows are optional instead of spawning in fissures forced to spawn near the player

That makes no sense, so we should have a new boss or mob that hunts players every year or every few years? How long before players get even more overwhelmed compared to how they currently are? These things wouldn't be a problem If they only spawned when we aren't doing anything but they can spawn at any time and mess your boss fights. A lot of us don't enjoy being forced to deal with a literal boss on regular basis that we didn't seek on our own. 

What If I am fighting misery toadstool, nightmare werepig or any future cave boss and this this 5000 hp boss spawns?

We have barely managed to avoid cave base destruction but now it is getting added even when so many people were against cave boulders before pillars were added.

2 minutes ago, 00petar00 said:

That makes no sense, so we should have a new boss or mob that hunts players every year or every few years? How long before players get even more overwhelmed compared to how they currently are? These things wouldn't be a problem If they only spawned when we aren't doing anything but they can spawn at any time and mess your boss fights. A lot of us don't enjoy being forced to deal with a literal boss on regular basis that we didn't seek on our own. 

What If I am fighting misery toadstool, nightmare werepig or any future cave boss and this this 5000 hp boss spawns?

We have barely managed to avoid cave base destruction but now it is getting added even when so many people were against cave boulders before pillars were added.

They spawning during other boss fight is the most interesting thing they can offer, enjoy it while getting good

Obvious tip: You can make bosses damage each other :)

Just now, arubaro said:

They spawning during other boss fight is the most interesting thing they can offer, enjoy it while getting good

Obvious tip: You can make bosses damage each other :)

Its not about getting good but being unlucky, I don't want to overprepare for a boss fight and I know the amount of resources I need to kill a boss.

What If I don't want to have bosses kill each other?

5 minutes ago, 00petar00 said:

Its not about getting good but being unlucky, I don't want to overprepare for a boss fight and I know the amount of resources I need to kill a boss.

What If I don't want to have bosses kill each other?

Then kill them by your hand (?)

Stuff happing when you are doing other stuff is a key part of the game. Not everything can be under your total control, this is not that game.

Didnt you experience frog rains during BQ? Depthsworms during AG? Hounds during klaus? Maybe this isnt your kind of game. Is a survival game not an arpg where nothing surprise you while fighting a boss

This thing also spawns in the caves, is suppose to be harder than the surface

You can always wait until a wave before fighting a boss if you dont have what is needed

 

Edit. What a sh*tty rift content await us with such complains about difficulty in every topic and about every thing requiring more skill than the average content... people complaining about this worm, fw or bq instead of complaining about mctusks, moonrock base or shadow chess pieces... not surprise the game is getting easier with each skill tree and weapon added

1 minute ago, arubaro said:

Didnt you experience frog rains during BQ? Depthsworms during AG? Hounds during klaus? Maybe this isnt your kind of game. Is a survival game not an arpg where nothing surprise you while fighting a boss

I don't really fight BQ in spring so not really, AG is a joke difficulty compared to other bosses in the game so it doesn't really matter. I have played DST since beta so it is pretty much my game and there are only a couple of mobs/bosses that spawn on player, deerclops is predictable while we only had hound and worm waves before now.

Maybe DST isn't your kind of a game since it isn't difficult enough?

3 minutes ago, 00petar00 said:

. I have played DST since beta so it is pretty much my game and there are only a couple of mobs/bosses that spawn on player, deerclops is predictable while we only had hound and worm waves before now.

 

Maybe that is the problem, you are against stuff making you leave you confort zone. This boss can work similar to deerclops as other users are suggesting 

4 minutes ago, 00petar00 said:

Maybe DST isn't your kind of a game since it isn't difficult enough?

You are the one wanting a nerf

6 minutes ago, 00petar00 said:

Its not about getting good but being unlucky, I don't want to overprepare for a boss fight and I know the amount of resources I need to kill a boss.

What If I don't want to have bosses kill each other?

Lol.. your supposed to plan ahead of time before fighting a extremely high health points boss.

And I mean every possible scenario too, playing as Woodie? You’ll need to factor in Moon Cycles and be sure to have the correct totem to force the transformation you WANT to happen to You or get stuck as funny helpless goose.

Playing as Wendy? You’ll want to pay attention to the Time of Day & take advantage of Abigail when she’s at her strongest.

Fighting Bee Queen near a Pig Village? Better hope it’s not a full moon night..

this game is designed to INTENTIONALLY screw you over- As all RogueLites are…

Fighting CrabKing using the Bees Method when two random Rockjaws decide they want to spawn and take away the bees aggro?

Tough luck. Try again!

Players can start chopping the trees in your base and all of a sudden those trees turn into Birchnut Guardians.

Players can neglect crops and cause a gardening boss to spawn.

Players can go on a hunt for Koalephant and instead spawn a Varg or Ewecus..

Random tumble weeds can catch on fire in summer and roll into your base..

I mean, A gigantic cave worm isn’t going to be anything “new” to me..

It’s DS/DST shenanigans at its finest. & honestly??? That’s what makes the game so addictive and enjoyable.

The unpredictable nature of what might happen while your trying to do something else.

 

2 minutes ago, 00petar00 said:

Its not about getting good but being unlucky, I don't want to overprepare for a boss fight and I know the amount of resources I need to kill a boss.

You know that just like any of the seasonal bosses on the surface, you can simply run away to not deal with it. Even has the benefit of despawning which varglets from hound waves don't even do.
Like it or not, it's part of the Don't Starve charm (at least to me) that you are never 100% safe and that the game will bring some danger to you whether you are ready for it or not. This has been comedy gold for me in playthroughs with friends, where Deerclops would spawn with a hound wave immediately after when my friends were not prepared at all while I was away from base so I just heard the chaos unfold.
It can however be annoying if it destroys a lot of structures you've built. Even if one were to move away, reaction might be late and you are close enough to your base for the game to decides to spawn it in the middle of your base. Had that happen with a Bearger spawn. But the beauty of this game is how configurable it is, if something is too destructive then you have the freedom to turn it off. As long as the giant depth worms can be turned off, I see no problem in their destructiveness.

20 minutes ago, 00petar00 said:

Its not about getting good but being unlucky, I don't want to overprepare for a boss fight and I know the amount of resources I need to kill a boss.

What If I don't want to have bosses kill each other?

Wasn't that a selling point?

4 minutes ago, Mike23Ua said:

And I mean every possible scenario too, playing as Woodie? You’ll need to factor in Moon Cycles and be sure to have the correct totem to force the transformation you WANT to happen to You or get stuck as funny helpless goose.

I recently started playing as Woodie when playing with friends and it's always funny when I forget to look at what moon cycle it is and I transform into something random. If I'm a Beaver then the forest we're at is gonna be gone. Moose, nearest spider nests should say their final prayers. Goose, uh, explore parts of the ocean that are still covered by fog of war to fill out my map.

4 hours ago, Mysterious box said:

I just feel like turning it into another boss would just make it end up feeling lame. It hunting you down is what gives it it's flair placing it in some isolated portion of the caves that noone will visit unless they want to farm some new drop attached to it would simply kill all my interest in it and I doubt most people will even remember it a week after it goes live.

I still stand by my previous argument that farming glowberries should trigger the fight. Depth worms are meant to be ambush threats, hence why they lie underground with their lures out. Fits the theme of the mobs and can create plenty of surprise interactions that can mess up an unsuspecting player.

4 minutes ago, cybers2001 said:

I still stand by my previous argument that farming glowberries should trigger the fight. Depth worms are meant to be ambush threats, hence why they lie underground with their lures out. Fits the theme of the mobs and can create plenty of surprise interactions that can mess up an unsuspecting player.

I still stand by my response to it. That it'll lead to frustration for people who actually wanted to face it and just become another forgotten boss for almost everyone else since not that many people go around picking glowberries. Also depthworms don't just sit around all day waiting for food they can and do actively hunt for it when they are hungry.

That being said it's okay to disagree.

It’s not just Woodie, a lot of things in this game can go very wrong… very fast..

Fighting Moose/Goose as Wanda? that’s great.. until frog rain starts, you get licked by a frog, drop your anti-aging watch, a catcoon snatches it up off the ground and Carry’s it back to his tree stump.

THATS the kind of game your playing… that’s Don’t Starve…

And it’s a game of “Uncompromising” nature (it’s even in the product description!)

And for so many years players have been using exploits, path finding bugs or just building bases in areas where nothing ever happens to avoid the “uncompromising” part of the game.

For me? Spider Queens became harder to fight when they also started spawning with nurse spiders.

But that’s just what DST is- it’s a game that’s always getting changes and updates, and a certain way of playing is only going to work for so long until new mobs, weather, seasons, gameplay mechanics etc changes that.

Case in point- In Solo DS there was once a time where bees, birds and rabbits in the players inventory did not ever spoil, but in DST those things can starve to death and die if not feed.

 

3 minutes ago, Mysterious box said:

I still stand by my response to it. That it'll lead to frustration for people who actually wanted to face it and just become another forgotten boss for almost everyone else since not that many people go around picking glowberries. Also depthworms don't just sit around all day waiting for food they can and do actively hunt for it when they are hungry.

Who’s this hypothetical group of players that don’t collect glowberries yet yearn to fight this boss that currently doesnt serve a benefit to fight and doesn’t even exist outside of beta that you champion for?

12 minutes ago, arubaro said:

You are the one wanting a nerf

Like you are asking for gloomerang?

9 minutes ago, Mike23Ua said:

Lol.. your supposed to plan ahead of time before fighting a extremely high health points boss.

 

Bosses already take a lot more time to prepare for, I don't see why it should be expected of me to overprepare for instances where I would be really unlucky and this new boss is probably instant rollback when fighting misery toadstool.

There's a reason worm waves can't spawn/spawn out of the arena when you are fighting FW.

11 minutes ago, Mike23Ua said:

And I mean every possible scenario too, playing as Woodie? You’ll need to factor in Moon Cycles and be sure to have the correct totem to force the transformation you WANT to happen to You or get stuck as funny helpless goose.

Playing as Wendy? You’ll want to pay attention to the Time of Day & take advantage of Abigail when she’s at her strongest.

Fighting Bee Queen near a Pig Village? Better hope it’s not a full moon night..

These things are predictable, worm and hound waves are not. You can have an idea on when they might spawn but it is not worth waiting it out in most cases and they are not impossible to kill while fighting a raid boss but this new boss is on another level.

10 minutes ago, Kevinnator said:

You know that just like any of the seasonal bosses on the surface, you can simply run away to not deal with it. Even has the benefit of despawning which varglets from hound waves don't even do.

Deerclops is predictable, bearger can be left alone/teleported to one of the smaller lunar islands so he doesn't spawn anymore.

11 minutes ago, Kevinnator said:

Like it or not, it's part of the Don't Starve charm (at least to me) that you are never 100% safe and that the game will bring some danger to you whether you are ready for it or not. This has been comedy gold for me in playthroughs with friends, where Deerclops would spawn with a hound wave immediately after when my friends were not prepared at all while I was away from base so I just heard the chaos unfold.

It is one thing for there to always be danger that most experienced players can take care of anyway but a completely different issue when it happens in the middle of a boss fight, luckily hound and worm waves weren't impossible to kill and weren't bosses.

We never had anything as unpredictable and strong as a worm boss randomly spawn on player.

13 minutes ago, Kevinnator said:

It can however be annoying if it destroys a lot of structures you've built. Even if one were to move away, reaction might be late and you are close enough to your base for the game to decides to spawn it in the middle of your base. Had that happen with a Bearger spawn. But the beauty of this game is how configurable it is, if something is too destructive then you have the freedom to turn it off. As long as the giant depth worms can be turned off, I see no problem in their destructiveness.

I already talked about bearger, settings shouldn't be used as an excuse for something destructive to stay in the game just because someone can turn it off.

 

1 minute ago, Mike23Ua said:

And it’s a game of “Uncompromising” nature (it’s even in the product description!)

I don't even think this needs to be listed for this to matter rougelites are games where things can go wrong fast if your not paying attention it's likely the reason they originally were against making the game multiplayer leaving everything under our control down to the last inch goes against the nature of the game. This isn't to say unavoidable destruction should be allowed but that's not something they've done since they fixed portals spawning on base.

1 minute ago, cybers2001 said:

Who’s this hypothetical group of players that don’t collect glowberries yet yearn to fight this boss that currently doesnt serve a benefit to fight and doesn’t even exist outside of beta that you champion for?

I'm one but explain to me if your not using moggles what point do you have to pick glow berries? The fight servers no purpose only if your someone who is playing just for whatever a thing gives you and not for the experience but if you are playing for the experience what joy is there in randomly running around every single glowberry in the caves for the chance to maybe fight this worm? 

Your idea works for someone who doesn't want to engage but not someone who does.

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