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we still need an atrium change


grm9

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just a reminder that we're supposed to get an atrium change before the update's release, otherwise looking for it without void walking's going to be miserable, maybe make keeping an item or multiple in inventory show atrium tentacle pillar's location on the map e.g. ancient key, shadow atrium or thulecite medallion? or make shadow atrium work as a divining rod for it, beating faster the closer you're to the atrium tentacle pillar?

38 minutes ago, grm9 said:

going to be miserable

How come? It's not more tedious than any other part of the game. Exploring and discovering things is more fun than getting everything pointed out, plus once you find it that exploration part is over on that world.

20 minutes ago, Captain_Rage said:

How come? It's not more tedious than any other part of the game. Exploring and discovering things is more fun than getting everything pointed out, plus once you find it that exploration part is over on that world.

How is it hard to understand? Checking and killing every single tentapillar just to get to atrium isn't fun for 99% of the players, why do you think void walking was used so much?

20 minutes ago, Captain_Rage said:

How come? It's not more tedious than any other part of the game. Exploring and discovering things is more fun than getting everything pointed out, plus once you find it that exploration part is over on that world.

Agree but there is a problem. Exploring the caves is beyond boring because there isnt anything interesting besides ruins, grotto and the atrium (and this one only because FW, the place is really underwhelming)

26 minutes ago, 00petar00 said:

How is it hard to understand? Checking and killing every single tentapillar just to get to atrium isn't fun for 99% of the players, why do you think void walking was used so much?

Still more fun than Pearl quests.

I think the real issue, though, unlike Pearl, is you’re expected to have to use the tentapillar every time you want to fight Fuelweaver, and every time you’re leaving the atrium, too. The atrium itself is also extremely annoying with hazards and obelisks, making the lazy explorer essentially mandatory. This ultimately results in a situation where you either hope for ideal map generation, like a single telepoof to and from the arena, or just play a subset of characters that can teleport directly to the arena.

One short-term fix could be to make it where the tentapiller that leads to the atrium never respawns.

6 minutes ago, cybers2001 said:

One short-term fix could be to make it where the tentapiller that leads to the atrium never respawns.

If only we can use the spritz to stop the tentapillar from coming back... too bad klei never thought of it.

Traveling through and into atrium is annoying and been annoying, would be nice some kind of change or some way to guarantee that tentapillar is in specific biome to reach it to get there at least imo. Either warp or other way, anything works.

Maybe the tentipillars could have some sort of puzzle to them, like slight differences and a diagram in the ruins that implies where each one leads. You could brute force the puzzle like now or you could go to the ruins and figure it out.

The more we dive into the specifics problems of specific parts of the caves, the more we reach the same conclusion: the caves as a whole. We desperately need a caves refresh/rework. In my caves,  70% of the maple is literally useless, bc it's just repeating biomes that have nothing to do. The pillars are not used bc they basically lead us nowhere important besides the atrium, so might as well make the atrium pilar "corrupted". There would still be exploring, but you don't need to kill all of them to figure out, but again, the caves are in desperate need of big changes

5 hours ago, Captain_Rage said:

How come? It's not more tedious than any other part of the game. Exploring and discovering things is more fun than getting everything pointed out, plus once you find it that exploration part is over on that world.

Its like exploring the underside of a dusty shelf for a key you may have lost.

 

 

I am really worried that Klei is going to attempt to engineer a soft rework of the Atrium/Ancient Fuelweaver that is going to take months to develop and will release in a completely unrelated update just because that's when they had time to fit it in to their schedule, and not do anything in the meanwhile.

If they could just put in any temporary stopgap to help things be less frustrating, that would be great. The tentapillar not respawning would help a lot. Having a way to distinguish it from the others would be great. (Maybe if you are very low on sanity, it looks corrupted by shadows? IDK. You typically use a nightmare amulet to help fight FW anyway...) It won't solve the issue of finding it in the first place, but it would do something.

I don't even use exploits/voidwalking. I just hate finding the Atrium because of how boring exploring the caves is to me.

12 hours ago, 00petar00 said:

why do you think void walking was used so much?

Well let's be real, it was the easiest bug in the game to execute and take advantage of since the rescue function just placed you next to the nearest spot of land. 

Ideally I like a journey that is worth spending time on but people will always try to take the shortest route possible, especially in a time consuming game like dst and when the method of locating the atrium is as lame as it is. No disrespect to the devs but it does feel like the tentapillar method of finding the atrium was just a way to make the pillars not seem so unimportant.

I would have hoped for something a bit more thematic, where ancient guardian is just the first thing we kill on our way to the atrium and then a second boss blocks the entrance to the atrium. A couple of fun fights would have jazzed it up I think, rather then, kill guardian, wander around till you get lucky, wander around till you find a path to cross to the heart. 

I do think that the introduction of the bridges will make some of this easier yes but that doesn't mean I won't want more from the experience. If I think about it, I would not be surprised if they touch up on it later in some way, heck this was a rift update lets be real not a caves update. That could mean that the caves update is yet to arrive so by all means, let that constructive criticism flow.

AFW nerf as well please.

We need to kill him twice now to access mimics in a vanilla setting world.

QOL to force shadow chess pieces to spawn outside of new moons. (Dreadstone statues could be hammered at anytime to spawn them? Also dreadstone versions for all statues would look so cool for base decor)

These with finding atrium QOL would make the entire AFW questline smoother.

 

1 hour ago, Gashzer said:

AFW nerf as well please.

We need to kill him twice now to access mimics in a vanilla setting world.

Admittedly you do get the “nerf” for the second kill already, given you get the thurible (which greatly helps with the micromanaging, even with one) and the void gear is pretty good for the fight as well (robe is a great way to negate the aura, and the reaper/cowl will deal more damage then weapons like the dark sword if you haven’t done lunar rifts).

QOL for getting to the fight would be appreciated however, especially with alleviating the new moon requirement for shadow pieces, at least after the first clear of the trio.

3 hours ago, Maxil20 said:

Admittedly you do get the “nerf” for the second kill already, given you get the thurible (which greatly helps with the micromanaging, even with one) and the void gear is pretty good for the fight as well (robe is a great way to negate the aura, and the reaper/cowl will deal more damage then weapons like the dark sword if you haven’t done lunar rifts).

QOL for getting to the fight would be appreciated however, especially with alleviating the new moon requirement for shadow pieces, at least after the first clear of the trio.

Nerf current AFW and give him a new possessed atrium hardmode form.

We all win.

5 hours ago, Gashzer said:

AFW nerf as well please.

We need to kill him twice now to access mimics in a vanilla setting world.

QOL to force shadow chess pieces to spawn outside of new moons. (Dreadstone statues could be hammered at anytime to spawn them? Also dreadstone versions for all statues would look so cool for base decor)

These with finding atrium QOL would make the entire AFW questline smoother.

 

You already got many nerfs for him and for every piece of combat

If you want mimics just get good

1 hour ago, Gashzer said:

Or simply nerf AFW and give him a possessed atrium hard mode version.

We all win :wilsoalmostangelic:

I feel like we would just see a cycle of, "hard fuelweaver too hard, please nerf". If you got a good reason for a nerf, It would help your case but at the moment, I can't see any good reason to nerf fuelweaver at all. (I mean the guy is supposed to be hard)

4 hours ago, Gashzer said:

Or simply nerf AFW and give him a possessed atrium hard mode version.

We all win :wilsoalmostangelic:

That is dumb. Again, everything is nerfed with character refreshes, skill trees, new food sources, new items... do you need more nerfs on top of that? If have problems dealing with FW after +4 years of powercreep maybe you shouldn't experience rift content. Or what, you ruin the best boss in the game and come in 2 years asking to nerf rift content because is very hard for you?

3 hours ago, ZeRoboButler said:

I feel like we would just see a cycle of, "hard fuelweaver too hard, please nerf". If you got a good reason for a nerf, It would help your case but at the moment, I can't see any good reason to nerf fuelweaver at all. (I mean the guy is supposed to be hard)

Yeah, and imagine these people if klei finally adds something hard to the rifts... CC and FW are gatekeepers

2 hours ago, arubaro said:

That is dumb. Again, everything is nerfed with character refreshes, skill trees, new food sources, new items... do you need more nerfs on top of that? If have problems dealing with FW after +4 years of powercreep maybe you shouldn't experience rift content. Or what, you ruin the best boss in the game and come in 2 years asking to nerf rift content because is very hard for you?

Yes we do need more nerfs. So many people have trouble or think the fight isn't fun. I can kill AFW but he's not a fun fight. I have no desire to kill him anymore times that is absolutely necessary and the fact mimics are now forcing me to kill a tedious boss a second time is just very bad on klei's part.

It isn't difficult to nerf AFW in ways which is temporary like my moonlight shackle idea: https://forums.kleientertainment.com/forums/topic/158295-moonlight-shackle-new-celestial-altar-craft-suggestion-afw-nerf/

You can keep ur "best" boss intact and the moonlight shackle allows others to optionally nerf him using an expensive iridescent gem. If you say that's a bland solution, that's perfectly OK but it still doesn't change the fact that the craft won't affect your gameplay in the slightest, so you going against the moonlight shackle idea is nothing but pure selfishness on your part.

And we can make the "best" boss in the game ever better by buffing him with the possessed shadow atrium to become the ultimate end game boss once more.

 

18 hours ago, ZeRoboButler said:

Ideally I like a journey that is worth spending time on but people will always try to take the shortest route possible, especially in a time consuming game like dst and when the method of locating the atrium is as lame as it is. No disrespect to the devs but it does feel like the tentapillar method of finding the atrium was just a way to make the pillars not seem so unimportant.

I would have hoped for something a bit more thematic, where ancient guardian is just the first thing we kill on our way to the atrium and then a second boss blocks the entrance to the atrium. A couple of fun fights would have jazzed it up I think, rather then, kill guardian, wander around till you get lucky, wander around till you find a path to cross to the heart. 

 

Which is why I dig soooo much Ridley's idea --->

On 9/8/2024 at 5:28 PM, Ridley said:

Maybe the tentipillars could have some sort of puzzle to them, like slight differences and a diagram in the ruins that implies where each one leads. You could brute force the puzzle like now or you could go to the ruins and figure it out.

Or yours too, with after defeating Ancient Guardians, maybe a new magic road appears that links the labyrinth and this new place glued with the Atrium and all the rest you said. I would love too if it wasn't also just fighting, but puzzles and the other 4 elements of ds being used: exploration, crafting, building and farming. I should stop dreaming tho. Klei would never do such things for my precious Ruins and shadows   :c 

4 hours ago, Milordo said:

Which is why I dig soooo much Ridley's idea --->

Or yours too, with after defeating Ancient Guardians, maybe a new magic road appears that links the labyrinth and this new place glued with the Atrium and all the rest you said. I would love too if it wasn't also just fighting, but puzzles and the other 4 elements of ds being used: exploration, crafting, building and farming. I should stop dreaming tho. Klei would never do such things for my precious Ruins and shadows   :c 

Ahh don't get too discouraged, I'm certain that a caves update will occur in future, when that will happen... yeah that's the part im uncertain on ha. 

Also that Idea for the puzzle inclusion could be very fun, it could have a ui similar to how winona's mini game with the cache boxes works, ooh and it could use stuff the from the old ruins puzzle we solved way back when. Man that would be as awesome as it is thematic. 

In game integrated cyclum and metheus puzzles... one can dream...

6 minutes ago, ZeRoboButler said:

Ahh don't get too discouraged, I'm certain that a caves update will occur in future, when that will happen... yeah that's the part im uncertain on ha. 

But this is already the caves rework update lol. Klei just didn't gave them the full respect, like the ocean one, because obviously Klei being Klei, discriminate caves and ruins more than the ocean. We can hope for another I guess....but I will repeat it ad nauseam. To fully fix caves, ruins and ocean there should be 3-4 big updates. Just one can't do it, by today standards of Klei. Because obviously a real big one update of Don't Starve pre-2019 would have been sufficient. 

11 minutes ago, ZeRoboButler said:

Also that Idea for the puzzle inclusion could be very fun, it could have a ui similar to how winona's mini game with the cache boxes works, ooh and it could use stuff the from the old ruins puzzle we solved way back when. Man that would be as awesome as it is thematic. 

In game integrated cyclum and metheus puzzles... one can dream...

And the puzzle would have been after defeating Ancient Guardian, in the "new" place after the labyrinth and would have opened the gates to the Atrium.

Maaaaaaannnnnn................

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