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Why did Bridges get stealth nerfed?


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I was preparing to make a bunch of bridges for my atrium/labyrinth, and I was unable to. After speaking with a friend about it, they looked into the code, and found out that in the transition from the beta to main branch, they specifically added code to prevent the placing of bridges in the Labyrinth, Aitrium, and the Archives:

 

function Map:CanDeployBridgeAtPointWithFilter(pt, inst, mouseover, tilefilterfn)
    if tilefilterfn then
        local tile = self:GetTileAtPoint(pt.x, pt.y, pt.z)
        if not tilefilterfn(self, tile) then
            return false
        end
    end

    local id, index = self:GetTopologyIDAtPoint(pt.x, pt.y, pt.z)
    if id and (id:find("Archive") or id:find("Labyrinth") or id:find("Atrium")) then
        return false
    end



I'm a bit confused why this change was made. It seems like a neat application of the bridges, and it was one of the things people were most excited for. It already didn't help that people's perception of the aitrium was not exactly positive, and the fact they removed one of the only ways to access the aitrium without telepoofing/using the aitrium tentacle is very unfortunate.

I hope this change can be looked into to revert or at least adjust the change. It doesn't feel very good to specifically make it so it's impossible to place the bridges in the 3 biomes the bridges would be most useful for.

4 minutes ago, Mike23Ua said:

Random question but: are those the 3 biomes Icker blobs can spawn in? If so then there’s your answer.

They are the only 3 biomes (apart from the grotto, which shouldn't really have thin bridge-like formations in the first place?) Ickers can't spawn in....

1 hour ago, Cassielu said:

Why not?  What's the point of a maze if you can jump it with a little wood and rope.

You say this as if the Labyrinth doesn't generate with one close-to-straight path almost every time.

6 hours ago, Maxil20 said:

I was preparing to make a bunch of bridges for my atrium/labyrinth, and I was unable to. After speaking with a friend about it, they looked into the code, and found out that in the transition from the beta to main branch, they specifically added code to prevent the placing of bridges in the Labyrinth, Aitrium, and the Archives:

Bruh, after all the bridges are now mostly useless after this change.

@Maxil20 and for everyone else confused, it's very simple why they did it. It's classic videogame design. I'm surprised many of you didn't catch on this. Those locations: labyrinth, atrium and archives are special game locations and events for the game progression. You shouldn't bypass those important locations with ease with bridges that cut completely the sense of those places, when you should explore them. From the perspective of a developer this makes very much sense and, don't put me on pitchforks for this, I agree with it. I wouldn't be opposed if you guys push on change it but I totally agree with Klei vision. Plus maybe they did it for the volatile reason that "caves have walls"? And such labyrinth and archives do have walls. Don't know about atrium tho...          

I'm not surprised tho that this was a shadow change, all the patch is a shadow release, as we didn't knew it was going to be released today and with all the changes. 

1 hour ago, Kacpert25 said:

Bruh, after all the bridges are now mostly useless after this change.

Not if we push more Klei in more caves reworks, into reworking biomes.

I understand wanting to maintain the original experience of the Archives and Labyrinth, as bridges are available almost immediately. But really that just means we need something akin to Dreadstone Pillar, available post-Fuelweaver. Because right now repeat trips to the Atrium are absolutely miserable - I can get some sense of adventure the first time, but every subsequent time just feels like the game punishing you for not using Wortox/Wanda/Winona. It has gotten to the point where my friends and I use Meat Effigies to teleport to and from Atrium.


This could also be a prime opportunity to provide some of the features people want out of normal bridges - extra range, perhaps larger width, cobblestone-level speed, etc.

Yeah Im really sad about this, putting bridge on those areas could have become another useful proyect for the players, like the **** ton of uses boats and docks have brought on the surface.

I play in an endless with ocassional resets and my plan next reset was going to be exactly this, going for a base near ruins and making bridges on those areas, probably even connecting main cave to atrium had it spawned close enough. It could have looked really cool and it would have helped everyone on the server.

And I can understand Klei not wanting people to connect atrium to the main cave, but inside the atrium?? Everyone hates that area, specially if you are not using characters with TPs...

They could add destructible objects to block bridges until you reach the other side. Not sure how much object count and overcrowding would be an issue with this solution.

There could also be a thing you do after solving the maze, etc., that unlocks building bridges in the biome.

2 hours ago, ADM said:

There's no logical reason as for why those places would be unable to host bridges… unless… cave walls soon ?:eek-new:

I'd hope, but it doesn't make sense to me for klei to make assets for bridges only to replace all of it in a few updates.

2 hours ago, ADM said:

There's no logical reason as for why those places would be unable to host bridges… unless… cave walls soon ?:eek-new:

I wish... i dont care about bridges in the mazes but bugs me how the cave walls lore was ditch... if there is no cave walls then they should make more interesting world gen shapes than the ones we have with rooms and corridors

4 minutes ago, arubaro said:

bugs me how the cave walls lore was ditch... if there is no cave walls

There's always been a mixture of both walls and void in the lore.

It's never always been just walls, some of the old trailers show both, and even the one that came out yesterday had both cave walls and void!

1 minute ago, -Variant said:

There's always been a mixture of both walls and void in the lore.

It's never always been just walls, some of the old trailers show both, and even the one that came out yesterday had both cave walls and void!

Yes but the void was never shown as rooms next to each other

There are several cave entrace which are big caves that connect to the center via corridor as shown in maxwell's refresh or in the grotto trailer. There are no fissures splitting the terrain like in last trailer unless we considere the small gaps in the ruins' rooms fissures

And the bridges will be used to connect these rooms which, lore wise, arent connected because there is rock in between

1 hour ago, Echsrick said:

why would they make something worse then it could have been? there was a choice and they activly pick the worse choice by not allowing bridges in the one area people would actualy make them worth for

For me they are really worth (a lot considering they are damn cheap), they allow me to save a lot of walk time and made me able to expand my base to other biomes and even use one of them as an arena for the tapeworm which is their desing, not making dangerous areas easy 

Honestly, I wouldn't have a problem with this change if we had an upgraded bridge that could be used in these locations. Make the improved bridge a blueprint dropped by Ancient Fuelweaver, so that we're forced to do Atrium properly at least once, just please give us a caves equivalent of dock tiles late-game.

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