Dingle Posted September 10, 2024 Share Posted September 10, 2024 I really want a way to avoid the atrium tentapillar hunt that isn't based solely on luck. I find it excruciating, because if you're unlucky, you could get stuck finding all 7 tentapillars in order to find the Atrium. This could involve exploring most of the empty underground map, and then finding it in a tiny spot you didn't uncover. This is made worse by how there seems to be even less consistent logic for tentapillar spawning than there is for wormhole spawning. This is my pet issue for this update. I've been trying to think of simple solutions that don't involve new art or resources, as the beta has been going on for awhile, so I'm guessing it's nearly over. Here's my favorite idea so far: If you drop a Shadow Atrium on the ground that you get from the Shadow Pieces fight, and you're underground, it will spawn Woven Shadows (the little healer guys in the Fuelweaver fight) The Woven Shadows will try to crawl straight towards the Tentapillar that leads to the Atrium If you're in the Atrium Area itself, doing this will cause the Woven Shadows to try to crawl straight to the Fuelweaver Arena They will just get stuck on pits, or despawn if they hit a pit, as opposed to trying to path around As an extra exploit precaution, these could maybe not drop souls for Wortox I think a lot of people share the sentiment of wanting to avoid the atrium tentapillar hunt at all costs. I've been noticing a lot of people, especially streamers/video makers that cover Don't Starve Together, just use void walking to avoid the entire pixel hunt for the tentapillar that leads to the atrium. Void walking covered up this problem a little, but now that's being fixed. I've seen other threads that end up talking about how the Atrium Tentapillar should have new art. Or just replacing the tiles around it with Atrium tiles. This would be nice too, but doesn't do anything for the way bigger problem: finding the Tentapillar on the map in the first place. Link to comment https://forums.kleientertainment.com/forums/topic/159616-idea-have-the-shadow-atrium-spawn-woven-shadows-that-crawl-towards-the-atrium-tentapillar/ Share on other sites More sharing options...
Lovens Posted September 10, 2024 Share Posted September 10, 2024 At this point I will support any idea that speeds up finding the Atrium entrance. Mainly because I usually know from the very first autumn ruins visit where Atrium is located. So do a lot of experienced players. It's always this small triangular-shaped little dead-end connected via small cave bridge to the rest of the wilds biome, with exactly one cave hole, a few lightbulbs and lichens. It is very recognizable and often can be found between two ruins branches, or near one. Whenever I find it, I know right away that Atrium is there and would check if it spawned close enough to be lazy explorer accessible. More often than not it's too far so I do need to find a proper entrance, and it's often boring and too time consuming to look for it. It's as if you could locate lunar island by noticing the straight edges pointing towards it (or seeing its terrain close to main land) but then would need to locate all wormholes and only one would lead to lunar. Although on the surface it's usually a lot more beneficial to explore the entire map, unlike underground where most biomes are not worth visiting at all. Link to comment https://forums.kleientertainment.com/forums/topic/159616-idea-have-the-shadow-atrium-spawn-woven-shadows-that-crawl-towards-the-atrium-tentapillar/#findComment-1747031 Share on other sites More sharing options...
SOS-Ouroboros-K Posted September 11, 2024 Share Posted September 11, 2024 It seems to make sense: Link to comment https://forums.kleientertainment.com/forums/topic/159616-idea-have-the-shadow-atrium-spawn-woven-shadows-that-crawl-towards-the-atrium-tentapillar/#findComment-1747052 Share on other sites More sharing options...
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