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Ickers sabotaging corridors is a fun idea


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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.

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.

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.

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…

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

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.

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!

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!

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

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.

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.

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?

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).

 

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