goblinball Posted August 30, 2024 Share Posted August 30, 2024 I really love the idea of taking advantage of the terrain to create unique combat encounters. Taking advantage of the narrow corridors to create icker blockades you can’t just walk around is such a fun idea. I hope klei uses world gen to make more unique and fun combat encounters in the future. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/ Share on other sites More sharing options...
Jakepeng99 Posted August 30, 2024 Share Posted August 30, 2024 I agree. I wish they had a unique reason to kill them. Maybe have a pre riff and post riff varient. Pre riff varient has a small chance of dropping any magic item, post riff adds void gear to the table. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745000 Share on other sites More sharing options...
Mike23Ua Posted August 30, 2024 Share Posted August 30, 2024 with the addition of docks, and boats players can ignore navigational challenges by creating an alternative path past them. And now that Caves have Bridges, the same rules are going to apply. Klei would have to take extra caution to ensure that each of their terrain based “challenges” can’t just be overcome by Bypassing the area with the structures and tools they’ve added over the years. I may not be a game developer, I may know next to literally NOTHING about game programming or Coding, but what I do Know, and Know extremely well… is how map design works, If a game had a Map Creator Mode I’ve had 20+ years of experience in perfecting creating map layouts and how I intend for players to navigate those maps. And when it comes to navigation based challenges (such as the Icker) they would need to make sure that the player can’t just plop down a couple bridges to bypass having to go through them. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745009 Share on other sites More sharing options...
BalkanCockroach Posted August 30, 2024 Share Posted August 30, 2024 8 minutes ago, Mike23Ua said: with the addition of docks, and boats players can ignore navigational challenges by creating an alternative path past them. And now that Caves have Bridges, the same rules are going to apply. Klei would have to take extra caution to ensure that each of their terrain based “challenges” can’t just be overcome by Bypassing the area with the structures and tools they’ve added over the years. I may not be a game developer, I may know next to literally NOTHING about game programming or Coding, but what I do Know, and Know extremely well… is how map design works, If a game had a Map Creator Mode I’ve had 20+ years of experience in perfecting creating map layouts and how I intend for players to navigate those maps. And when it comes to navigation based challenges (such as the Icker) they would need to make sure that the player can’t just plop down a couple bridges to bypass having to go through them. Yeah but you don't know if you're getting ambushed or not. Also you can't just connect bridges anywhere at some point you're gonna get ambushed. Icker is inevitable. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745011 Share on other sites More sharing options...
ADM Posted August 30, 2024 Share Posted August 30, 2024 I really like this if not for the fact it probably means Ruins generation has significantly less chance of being reworked :o) I dislike those roads that connect basically just squares together. But if they have some creatures of their own now… Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745018 Share on other sites More sharing options...
arubaro Posted August 30, 2024 Share Posted August 30, 2024 1 hour ago, Mike23Ua said: with the addition of docks, and boats players can ignore navigational challenges by creating an alternative path past them. And now that Caves have Bridges, the same rules are going to apply. Klei would have to take extra caution to ensure that each of their terrain based “challenges” can’t just be overcome by Bypassing the area with the structures and tools they’ve added over the years. I may not be a game developer, I may know next to literally NOTHING about game programming or Coding, but what I do Know, and Know extremely well… is how map design works, If a game had a Map Creator Mode I’ve had 20+ years of experience in perfecting creating map layouts and how I intend for players to navigate those maps. And when it comes to navigation based challenges (such as the Icker) they would need to make sure that the player can’t just plop down a couple bridges to bypass having to go through them. Nobody is going to grind and waste time placing bridges and pillars over their common paths just to evade interacting with content neithet will people carry boards to "just in case" and even if they do, well they earned it Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745019 Share on other sites More sharing options...
goblinball Posted August 30, 2024 Author Share Posted August 30, 2024 1 hour ago, Mike23Ua said: with the addition of docks, and boats players can ignore navigational challenges by creating an alternative path past them. And now that Caves have Bridges, the same rules are going to apply. I think this is good too! rewarding players for thinking outside the box and bringing bridges to the ruins of all places to circumnavigate ickers is good. I never even thought about this, it’s a very clever way to deal with them and I like stuff like that. The challenge is still present, you just have multiple solutions. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745023 Share on other sites More sharing options...
SOS-Ouroboros-K Posted August 30, 2024 Share Posted August 30, 2024 Maybe the rift in the cave is the work of Icker's corrosion. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745033 Share on other sites More sharing options...
-Variant Posted August 30, 2024 Share Posted August 30, 2024 2 hours ago, Mike23Ua said: Klei would have to take extra caution to ensure that each of their terrain based “challenges” can’t just be overcome by Bypassing the area with the structures and tools they’ve added over the years. Ickers spawn in cave tunnels which usually don't connect to much currently anyways. Something to note is that they currently spawn in groups of 5-10 every few seconds in these tunnels. These aren't something you can bridge around easily, not at a laughably absurdly expensive cost if anything. Bridges are too expensive and they spawn too fast too many to avoid with them, I love where they're at now. A real threat! Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745036 Share on other sites More sharing options...
Captain_Rage Posted August 30, 2024 Share Posted August 30, 2024 4 hours ago, goblinball said: I really love the idea of taking advantage of the terrain to create unique combat encounters. Taking advantage of the narrow corridors to create icker blockades you can’t just walk around is such a fun idea. I hope klei uses world gen to make more unique and fun combat encounters in the future. Like a troll guarding a bridge in folklore. It's a neat concept indeed! Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745037 Share on other sites More sharing options...
arubaro Posted August 31, 2024 Share Posted August 31, 2024 Not exactly the same but i loved vine walls from hamlet for the same reason. You needed to deal with all the regular survival while having the risk of being trapped by damaging walls I hope klei keep adding these kind of original and interesting mechanics Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745073 Share on other sites More sharing options...
cybers2001 Posted August 31, 2024 Share Posted August 31, 2024 Even if a player opts to bridge around them… so? Something something more than one solution to an obstacle is healthy for the game? Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745096 Share on other sites More sharing options...
Cruvimaster Posted August 31, 2024 Share Posted August 31, 2024 If Klei keeps them this way, they'll be the best monsters in this beta. And they'll also be an incentive for players to do Spelunker's Bridge. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745122 Share on other sites More sharing options...
Maxil20 Posted August 31, 2024 Share Posted August 31, 2024 I think my only 1 (one) minor gripe I have is it’s behavior with structures, where while they don”t spawn on top of and cannot destroy structures, will spawn very close to them and can be a bit cumbersome to avoid depending on how many things are on the bridge path, and unless you fill the entire road with strutrues/items to prevent them from spawning too close (which is not very practical and doesn’t look nice?) you will need to deal with them continuously. I personally would want a way for them to avoid an area if the location has enough structures/walls around, though I am not sure how people would feel about that and I understand it’s mostly a basing issue in the first place. I think apart from this, it’s a very neat concept for the mob. Turning the bridges, the most common side effect the cave get into something that has purpose/a hazard is a very neat idea, and I think the execution works well. Great source of nightmare fuel too if you wanna spend a minute or two wacking them with a rift weapon, as well. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745133 Share on other sites More sharing options...
goblinball Posted August 31, 2024 Author Share Posted August 31, 2024 1 hour ago, Maxil20 said: I think my only 1 (one) minor gripe I have is it’s behavior with structures, where while they don”t spawn on top of and cannot destroy structures, will spawn very close to them and can be a bit cumbersome to avoid depending on how many things are on the bridge path, and unless you fill the entire road with strutrues/items to prevent them from spawning too close (which is not very practical and doesn’t look nice?) you will need to deal with them continuously. I personally would want a way for them to avoid an area if the location has enough structures/walls around, though I am not sure how people would feel about that and I understand it’s mostly a basing issue in the first place. I agree this would be nice, especially for megabasers and just long-lasting worlds in general. I love the idea of taking the ruins, arguably the most dangerous area in dst, and making it your own and making it infinitely safer and easier to farm, so ickers getting in the way of that is definitely a small problem. I think the solution you proposed is good. There’d probably be some initial pushback because “oh you can just cheese them by placing structures everywhere” but really this doesn’t seem like the type of cheese I imagine most players using and it’s not like the ickers are a main boss or anything. Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745144 Share on other sites More sharing options...
arubaro Posted August 31, 2024 Share Posted August 31, 2024 3 hours ago, Maxil20 said: I think my only 1 (one) minor gripe I have is it’s behavior with structures, where while they don”t spawn on top of and cannot destroy structures, will spawn very close to them and can be a bit cumbersome to avoid depending on how many things are on the bridge path, and unless you fill the entire road with strutrues/items to prevent them from spawning too close (which is not very practical and doesn’t look nice?) you will need to deal with them continuously. I personally would want a way for them to avoid an area if the location has enough structures/walls around, though I am not sure how people would feel about that and I understand it’s mostly a basing issue in the first place. I think apart from this, it’s a very neat concept for the mob. Turning the bridges, the most common side effect the cave get into something that has purpose/a hazard is a very neat idea, and I think the execution works well. Great source of nightmare fuel too if you wanna spend a minute or two wacking them with a rift weapon, as well. What about a cooldown per area so you still interact with them and wont be nullified by placing cheap structures in common paths while making them not annoying if a paths is part of your base? Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745165 Share on other sites More sharing options...
Maxil20 Posted August 31, 2024 Share Posted August 31, 2024 13 minutes ago, arubaro said: What about a cooldown per area so you still interact with them and wont be nullified by placing cheap structures in common paths while making them not annoying if a paths is part of your base? I was thinking of a more middling approach where 1-2 structures don’t block them (since this is particularly easy to handle in that case), but having enough structures in a radius would prevent them from going to it (similar to how you need a decent amount of structures nearby deers to keep them from despawning). Your approach would also be sufficient if it only occurred once-twice or so per rift “cycle” (which is roughly around every 20 days). Link to comment https://forums.kleientertainment.com/forums/topic/159430-ickers-sabotaging-corridors-is-a-fun-idea/#findComment-1745168 Share on other sites More sharing options...
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