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How Do We Feel About Bridges Now?


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Well I know one forum member who’s going to comment on this thread and say they should be made of rock and indestructible. But other than that, I think that since Klei increased its range by twice its original radius that it is only fair that the cheaper crafting recipe (which was adjusted prior to this further range change) should be reverted back to at least half of its original higher cost.

Mid, imo.

The price still feels too high to me. It's 4 boards and 2 rope for one tile. For comparison, cobblestones in their most expensive iteration used to cost 1 board per tile, and docks currently cost effectively 1 board (plus other mats) per tile. That is four times the board cost. I just don't get why it's like this.

Range increase was good, but they did not deal with the larger problem that you can't place a bridge if an item or structure is near any of its edges. This means a lot of gaps (especially in the atrium) that look easily bridgeable are not, and even the most trivial of gaps can be unbridgeable if for example an earthquake drops a rock in the wrong spot.

There's also the fact that they can only go in a straight line. I would've really liked to see the ability to create winding paths and I think it's a shame that this mechanic that could've allowed for so much player creativity is instead constrained in this way.

9 minutes ago, Mike23Ua said:

But other than that, I think that since Klei increased its range by twice its original radius that it is only fair that the cheaper crafting recipe (which was adjusted prior to this further range change) should be reverted back to at least half of its original higher cost.

Just so you know, it costs one kit per tile, if it a gap that have 5 tiles, you need 5 kits.

They increased how long briedges can be, the cost per tile is still the same.

I made this post shortly after the beta released, everything i stated there still aplies the same. Bridges offer very little value, you cant conect byomes with them unless you are extremly lucky, but even nice little shortcuts to make the travel to points of interest more straight forward is a semi-weird ocureance.

If the bridges were added to make up for void walking been removed, I think they should have been designed so they provided the same benefits, which at time of writing they dont.

I dont wanna end on a negative note, so i will say that i dont think the bridges cant be improved to a point where they become usefull, its not a case in which the whole desing is flawed to its fundation:

If bridges costed 1 board pert tile, were able to go infinetly (maybe an added cost for when they go to far away from the main land), didnt get so easily blocked by natural spawning structures(like atriums obelisks,chest etc ) and were able to make turns, they would be perfect gameplay wise.

I would still have prefered they worked with the "walls" theme making tunnels, setting the stage for spelunking mechanics, things coming out of the walls etc. But i also respect their decision of sticking to the void and i understand it might be to late to change it. Plus a lot of cool things can also be made witht the void, like a giant creature that suddenly rises their limps out of the dark depths to attack us in a bridge, an area in which we can porpursely fall to reveal a hidden area etc etc. Excited to see what they do on that regard.

I think they are Okay. Not Great, not Terrible, but Okay.

The 6 tile reach distance does help quite a bit. I do feel there are some gaps that are still impossible to cross and would be nice if you could build the bridge a bit longer (I saw someone mention it could be neat if you had to build the bridge on both sides for longer bridges, and I really like that idea), but 6 is way more realistic to work with than 3 in a caves context.

I think the main issue now is what @Arcwellmentioned, where you can just have issues where its impossible to place them down because there’s an unbreakable object in the way. I hope it does get addressed, since that does limit it’s usefulness in quite a few spots.

5 hours ago, SOS-Ouroboros-K said:

I actually expect them to be upgraded with the addition of Brightshade Husk and Dark Tatters as well as Slimy Salve, just like Lamb Idol.

Don't hold your breath. Just be one of the cool kids and play above the clouds.

On 9/3/2024 at 10:45 AM, Maxil20 said:

where you can just have issues where its impossible to place them down because there’s an unbreakable object in the way. I hope it does get addressed, since that does limit it’s usefulness in quite a few spots.

I know people don't agree with this but personally I feel like that's kind of necessary for the Atrium maze, so you can't just avoid it easily. Yes, I know Lazy Explorer is a thing, but compared to rope and boards, an orange gem is a much bigger investment.

It's just meh imo.  It defo has it's uses, like someone else said I can defo see me using it for the atrium maze, I mean you can just walk on the edges of the web but it still provides a use I guess. Whether they were indestructible or not, they're not really something I'd go out of my way to make but say someone had already made a few and gave me a couple - yeah I'd find some uses I guess 

I am disappointed that characters don't fall down when getting too close to the void without having built a bridge....I thought that was meant by "cavewalls" being gone now.

So........my opinion about bridges themselves hasn't changed. I am just disappointed they didn't come with the danger of falling into a void when you walk close to the edge without one being present.

16 hours ago, 00petar00 said:

Bridges are really subpar. They need to be so much cheaper and range needs to be unlimited while we should also be able to change directions or split bridge in the other three directions from one tile.

They don't need to be cheaper now that they can be protected by pillars. There should be some kind of limit (like docks with coastal water) to prevent you from bridging all the way to the edge of the map, causing whatever unintended consequences. Also need to consider being able to attack enemies with impunity because they can't access the bridge you're standing on.

Edit: There's probably issues allowing free building of bridges (to make a pier) and then telepoofing to your destination. Current restrictions mitigate this because the other end of the bridge can be blocked.

34 minutes ago, NPCMaxwell said:

I am disappointed that characters don't fall down when getting too close to the void without having built a bridge....I thought that was meant by "cavewalls" being gone now.

So........my opinion about bridges themselves hasn't changed. I am just disappointed they didn't come with the danger of falling into a void when you walk close to the edge without one being present.

Doesn't happen with ocean, so it shouldn't happen with void. Maybe knockback could be made to send you falling, though.

19 minutes ago, Bumber64 said:

They don't need to be cheaper now that they can be protected by pillars. There should be some kind of limit (like docks with coastal water) to prevent you from bridging all the way to the edge of the map, causing whatever unintended consequences. Also need to consider being able to attack enemies with impunity because they can't access the bridge you're standing on.

Doesn't happen with ocean, so it shouldn't happen with void. Maybe knockback could be made to send you falling, though.

^^ OK I get where you're comming from. I wonder if I may find a mod that will enable both 'dangers' (and knockback too) with a mod for ocean and for void.

31 minutes ago, Bumber64 said:

They don't need to be cheaper now that they can be protected by pillars. There should be some kind of limit (like docks with coastal water) to prevent you from bridging all the way to the edge of the map, causing whatever unintended consequences. Also need to consider being able to attack enemies with impunity because they can't access the bridge you're standing on.

They probably shouldnt be destroyed in the first place. There is no good point. This isnt the kind of item that should have a resource upkeep, at least pillars needing an upkeep makes sense because they are protection. This is just a small time decrease you use every so often. (Lets face it, even if permanent, most will barely need to walk over them since most people dont visit the caves often besides for lightbulbs. Just once every rare time for the ruins or something) maybe you will use it twice in its lifespan, it is highly unlikely you will be going to these bridges to repair them unless you live in the caves so they will just break. Yeah pillars exist (boss locked, little expensive, and still need maintained) but this is still kinda dumb.

 

Add an extremely cheap grass birdge that gets destroyed instead as a replacement for the quick bridge niche, that can be protected with pillars incase you like how they look. A quick way to get over land.

34 minutes ago, Jakepeng99 said:

They probably shouldnt be destroyed in the first place.

[...]

Add an extremely cheap grass birdge that gets destroyed instead as a replacement for the quick bridge niche, that can be protected with pillars incase you like how they look. A quick way to get over land.

Logically, they're structures, they should take damage in the same way as other structures. IDK if they're handled in some kind of special way, since I'm only working off of what's been discussed on the forums. (I know people use them to avoid Ickers. Cost per tile is equivalent to a log suit plus 8 logs, or 2 wooden gates. That's not too bad, but there's a high demand for grass elsewhere.)

The cheap bridge is supposed to be Winona's shadow thing. Hers should probably be buffed to 6 tiles, and the grass one could have the old 3 tile limit for being flimsy.

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