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How Do We Feel About Bridges Now?


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7 hours ago, Bumber64 said:

Sounds like a meta-game issue. You aren't going to have a use for a lot of things with that playstyle.

Why wouldn't you use lazy explorer if you're rushing? Planning on fighting AFW without one?

My point is that I would've much preferred bridges that suit all portions of the game instead of just the very lategame. Especially considering the tier of science they're unlocked at (alchemy), I do not understand why their cost is so high compared to everything else.

5 hours ago, Milordo said:

1) It's not an answer what you described to me. Like okay, I get it. I like your interest for rushing, but what it added to the point I was making to Jakepeng? The game doesn't force you on defeating as many bosses as you can within a year. It just forces you to understand winter, spring and summer. It's like I'm saying "Several of us continually make worlds on farming all big crops and store them on big chest with wraps and mini-signs as much as possible" Ok...? The game doesn't force me on tending every giant vegetable.  

Let me put it another way then: the game is structured in such a way that if you do not rush the clock, you can be forced to wait (which I'd like to think is the point Jakepeng was getting at). One example is needing to wait 20 days to kill shadow pieces if you do not find all the chess heads in time. Another example is CC and rift timing; depending on what point you defeat CC, you could need to wait a year or longer in order to fight the mutated bosses for loot such as polar bearger bin and howlitzer.

5 hours ago, Milordo said:

2) Emphasis on "partially". Bridges are not that expensive, it's more a problem to upkeep them on megabases (although now that I think of, wouldn't dreadstone pillars be the solution to upkeep them? Or are they too expensive?). If you want to play the game by beating the shadow quest or the lunar quest in a year, it's your choice, not a game's problem. You wouldn't use a lot of items and strategies either way, so what makes bridges the difference here? and I already explicit stated that balance should be around normal runs, not others. Rushing is a challenge, megabasing is a luxury. 

They are that expensive though. I'm not even counting the cost of pillars. A single max length bridge costs 24 boards. That's 12 pig houses worth of wood, or 96 24 fully grown trees. For. One. Bridge. I just don't understand how anyone thinks this is a reasonable price.

I did not say "partially" because the cost isn't a problem, I said partially because they also have other problems, which I described in my first post on page 1.

3 hours ago, Arcwell said:

They are that expensive though. I'm not even counting the cost of pillars. A single max length bridge costs 24 boards. That's 12 pig houses worth of wood, or 96 fully grown trees. For. One. Bridge. I just don't understand how anyone thinks this is a reasonable price.

1 board per tall tree (including stump). 4 trees per bridge segment, 24 trees for max length. Doesn't seem quite as bad with the correct numbers.

36 cut grass, though.

54 minutes ago, Bumber64 said:

1 board per tall tree (including stump). 4 trees per bridge segment, 24 trees for max length. Doesn't seem quite as bad with the correct numbers.

36 cut grass, though.

Derped on that and multiplied twice, thanks for correcting.

On 9/10/2024 at 3:07 AM, Arcwell said:

My point is that I would've much preferred bridges that suit all portions of the game instead of just the very lategame. Especially considering the tier of science they're unlocked at (alchemy), I do not understand why their cost is so high compared to everything else.

Let me put it another way then: the game is structured in such a way that if you do not rush the clock, you can be forced to wait (which I'd like to think is the point Jakepeng was getting at). One example is needing to wait 20 days to kill shadow pieces if you do not find all the chess heads in time. Another example is CC and rift timing; depending on what point you defeat CC, you could need to wait a year or longer in order to fight the mutated bosses for loot such as polar bearger bin and howlitzer.

Ooooh, okay now I follow. I'm still not 100% on board because I really don't see what's the problem on waiting 20 days if you miss new moon, or full moon for gloomer (which happened literally these days to my friend and me six times and we're day 178 without a glommer yet) or winter for deerclops, ecc... when you can do many other things in the game in the meanwhile. They're events and this is a survival sandbox, is part of its nature. You don't die or loose if you miss them. It sucks, but it's not the end of the world. 

Post-note, it worries me more that bridges cost 36 cut grass than boards.

 

 

7 hours ago, Milordo said:

Ooooh, okay now I follow. I'm still not 100% on board because I really don't see what's the problem on waiting 20 days if you miss new moon, or full moon for gloomer (which happened literally these days to my friend and me six times and we're day 178 without a glommer yet) or winter for deerclops, ecc... when you can do many other things in the game in the meanwhile. They're events and this is a survival sandbox, is part of its nature. You don't die or loose if you miss them. It sucks, but it's not the end of the world. 

Post-note, it worries me more that bridges cost 36 cut grass than boards.

You have no idea how much time other players have to play games, how is it reasonable to expect of someone to wait 20 game days or 160 real life minutes? You can do other things but now we have items tied to shadow atrium after rifts are open so its easily a priority.

I don't like being forced to put that much effort into counting days and making sure I am there for shadow pieces even later in the game.

Bridges are so terrible compared to voidwalking, why do they need so much wood? Why can't we split and expand them in 3 directions at once?

1 hour ago, 00petar00 said:

You have no idea how much time other players have to play games, how is it reasonable to expect of someone to wait 20 game days or 160 real life minutes? You can do other things but now we have items tied to shadow atrium after rifts are open so its easily a priority.

I don't like being forced to put that much effort into counting days and making sure I am there for shadow pieces even later in the game.

"have" "must" "forced" such strong words for a videogame meant to be enjoyed and played. Why these players "have" to play games like that? 

You may have missed also the part where I said "I'm not 100% on board.." as If I disagree completely with what Arcwell said.

On 9/9/2024 at 7:48 PM, Mike23Ua said:

Honestly I don’t think so, I mean the lore set about walls and all that was set decades ago, and there was literally a different ruler on the nightmare throne of the constant back then.

if decades means months, then yeah. Watch the new trailers, specially maxwell's....

On 9/12/2024 at 8:16 AM, 00petar00 said:

Bridges are so terrible compared to voidwalking

obv

I built a couple of new bridges in the caves and they are so meh design-wise. First of all, it's very logical that if someone decides to build a bridge to connect the two biomes with such an expensive craft, they will likely want it to stay for a long time and get used a lot. Right now it requires an expensive pillar in addition to it so it protects it from earthquakes. Secondly, a lot of people will try to build roads to this bridge because that would speed up if it's being used often. Most people build roads two tile wide, but the bridge looks very off connected to a two tile wide cobblestone road and. If you connect it to one tile width road it also looks bad. Docks have the same issue but at least you can double dock bridges making it wider and match the width of the road. With cave bridge it's not allowed and you are stuck with this weird asymmetrical mismatched bridge and road. 

And yeah it sucks so much that they don't allow bridges in the Atrium, labyrinth and archives. I really don't know understand why. 

16 minutes ago, Bumber64 said:

Do bridges just not get damaged by gunpowder? I was trying to destroy one and ended up having to detonate stacks of the stuff. It seems like the bridge only eventually collapsed due to the resulting earthquakes.

Correct.

As of right now the only way to remove them is to let them get hit by 4 earthquakes while not being protected by a pillar.

19 minutes ago, Ohan said:

Do bridges deteriorate even if theyre unloaded while an earthquake happens?
 

Or do you have to be near a bridge for it to take damage? 

They do take earthquake damage even while unloaded:

Though as far as I can tell, earthquakes don't occur if there are no players in the caves.

A bit bummed that we can no longer smooth over the RNG on Labyrinth generation (sometimes it's a straight shot to AG, sometimes takes an entire lap around the zone to reach its arena), but seeing that the basis for me accepting the loss of void walking is thinking 'Klei has the right to not want a whole chunk of their time and effort spent adding a feature to the game be treated like something players can pretend doesn't exist', I will accept them wanting the player to fully engage with the labyrinths.

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