ZeRoboButler Posted September 5, 2024 Share Posted September 5, 2024 I was doing some testing to check out the new ways the inkblights spawn (still a bit unsatisfied with the fact that they can be replaced my mimics) and I am struggling to figure out what their respawn timer is, Just how long between each kill of the trio are they meant to come back so they can be killed or try to kill you again? Link to comment https://forums.kleientertainment.com/forums/topic/159501-a-question-on-inkblight-respawn-timers/ Share on other sites More sharing options...
grm9 Posted September 5, 2024 Share Posted September 5, 2024 3 days iirc Link to comment https://forums.kleientertainment.com/forums/topic/159501-a-question-on-inkblight-respawn-timers/#findComment-1745832 Share on other sites More sharing options...
00petar00 Posted September 5, 2024 Share Posted September 5, 2024 If klei developers want mimics to spawn at the same time or even without mimics, I have always wanted ink blights to spawn literally on demand. Why is this not the case? Why would this be bad? Link to comment https://forums.kleientertainment.com/forums/topic/159501-a-question-on-inkblight-respawn-timers/#findComment-1745835 Share on other sites More sharing options...
ZeRoboButler Posted September 5, 2024 Author Share Posted September 5, 2024 4 hours ago, grm9 said: 3 days iirc thanks for the info 2 hours ago, 00petar00 said: If klei developers want mimics to spawn at the same time or even without mimics, I have always wanted ink blights to spawn literally on demand. Why is this not the case? Why would this be bad? well... I'm not sure why we exactly don't just have the ability to kill them in mass but... If I had to guess, im assuming it would have something to do with the philosophy and design around that we have experienced for a while now. Quite a few parts of progression and availability in this game have been time gated be it by season or by moon phase, although rather annoying. (until reaching late game then killing cc makes moonphase something we can manipulate) I will say that I will live with the trio being only every so often, that's just how things have been balanced, but for mimics to outright replace them? OOOf i hope that is for testing purposes and not a arbitrary way to reduce the amount of dark tatters and dreadstone we earn. On the side of how this would be bad, I mean... these are late game items with large amounts of power put into them, we have to wait or think carefully about how we kill the possessed mobs to earn powerful items (Food storage,tooth fueled blowdart, mass area refrigeration etc.) with really game changing advantages. The more something changes the game for a player, the more they have to work for it to earn it, It's the basics of delivering satisfaction to the player. (heck if it was too easy it would put the balance of the game in flux, if the player earns it and commits time to it, all good... ideally) Link to comment https://forums.kleientertainment.com/forums/topic/159501-a-question-on-inkblight-respawn-timers/#findComment-1745840 Share on other sites More sharing options...
00petar00 Posted September 6, 2024 Share Posted September 6, 2024 18 hours ago, ZeRoboButler said: thanks for the info well... I'm not sure why we exactly don't just have the ability to kill them in mass but... If I had to guess, im assuming it would have something to do with the philosophy and design around that we have experienced for a while now. Quite a few parts of progression and availability in this game have been time gated be it by season or by moon phase, although rather annoying. (until reaching late game then killing cc makes moonphase something we can manipulate) I will say that I will live with the trio being only every so often, that's just how things have been balanced, but for mimics to outright replace them? OOOf i hope that is for testing purposes and not a arbitrary way to reduce the amount of dark tatters and dreadstone we earn. On the side of how this would be bad, I mean... these are late game items with large amounts of power put into them, we have to wait or think carefully about how we kill the possessed mobs to earn powerful items (Food storage,tooth fueled blowdart, mass area refrigeration etc.) with really game changing advantages. The more something changes the game for a player, the more they have to work for it to earn it, It's the basics of delivering satisfaction to the player. (heck if it was too easy it would put the balance of the game in flux, if the player earns it and commits time to it, all good... ideally) From my understanding klei is trying to move from time gating when they can, why do you think we can summon as many deerclops as we want during winter? Time gating is bad enough in single player but in a multiplayer game it is terrible because they can't kill boss and obtain the item they want when someone else does it first, that's how it was for deerclops/eyebrella for a long time. I don't like how it is with ink blights, pure brillience and elastispacier/other blueprints because when we activate rifts on endless servers I am playing on a lot of the players will go for these resources that you literally need to rush and be there first but everyone else is waiting since it is main priority usually. What do you mean reduce dreadstone we get? We basically get nothing considering how expensive are dreadstone pillars, it is quite funny when the best option to obtain more is to use construction amulets, this really shouldn't be the case. It isn't worth killing nightmare werepig or ink blights for a measly amount of dreadstone compared to your time investment. The only reason it has been fine so far is because dreadstone armor repairs itself. A lot of players including me usually kill nightmare werepig first autumn with one other player because dreadstone helm has an appeal, it seems to be "rushed" in a sense before winter by at least one player so we use construction amulet to make two helms. This is only really a priority for Wanda and Maxwell players but for some reason I've noticed that character choice doesn't matter as much, there's a lot of people playing other characters and still going for dreadstone helm first autumn. I don't think that time gating has anything to do with you having to work hard to earn something. Time gating is very bad because other players can do something so now you are affected because you weren't first. Since DST is multiplayer you can join endless world after rifts have been activated and get best gear and rarest items while not having to put any work to get there, a lot of players on endless servers are builders or do their own thing and don't progress cc/fw quests but only specific players do so it is much easier to wait for someone else to do it while you expand your base and farm materials that you need. Link to comment https://forums.kleientertainment.com/forums/topic/159501-a-question-on-inkblight-respawn-timers/#findComment-1746009 Share on other sites More sharing options...
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