kroban Posted September 13, 2024 Share Posted September 13, 2024 Like damn, I thought bridges were going to be this cool new thing that with some effort in farming materials (for bridges AND pillars) it could make those areas way easier to travel. I don't understand why they got blacklisted, this is one of the few things were bridges could have shine. Its not like they are "cheap", if you want to keep lots you will need stone pillars to protect them, which is essentially farming stacks of stone, wood and grass per area. I play in an endless that has occasional resets, and one of my ideas for next regen was going to be basing near ruins and making atrium and labyrinth easier to travel for everyone on the server, something that could have become a cool proyect for the people that like to base in caves... Edit: And to be fair yeah I can understand if Klei decided to not make atrium possible to connect to mainland, but bridges inside atrium/labyrinth would have been extremely useful Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/ Share on other sites More sharing options...
SilverSpoon Posted September 13, 2024 Share Posted September 13, 2024 For uncompromising something something something Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747774 Share on other sites More sharing options...
arubaro Posted September 13, 2024 Share Posted September 13, 2024 Were designed to connect areas in the caves not to allow the player to walk in a straight line to the core of the labyrinth, i think is fair and lazy explorer exists Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747780 Share on other sites More sharing options...
goblinball Posted September 13, 2024 Share Posted September 13, 2024 2 hours ago, arubaro said: Were designed to connect areas in the caves not to allow the player to walk in a straight line to the core of the labyrinth, i think is fair and lazy explorer exists I don’t think this is really an issue though. No sane individual is going to use bridges their first time exploring the labyrinth (maybe for atrium because it’s so unfun to navigate but that’s atrium’s fault), they’re simply too expensive and navigating the labyrinth really is not challenging at all lol. Like what gameplay are you missing out on by adding bridges? It’s just walking on the edges of spider webs really and the labyrinth only gets easier to deal with the later in progression you get. You’re not missing out on peak gameplay by using bridges, in fact I’d argue the satisfaction you get from forging your own path through the labyrinth is more rewarding and fun than exploring it normally. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747831 Share on other sites More sharing options...
arubaro Posted September 13, 2024 Share Posted September 13, 2024 1 hour ago, goblinball said: I don’t think this is really an issue though. No sane individual is going to use bridges their first time exploring the labyrinth (maybe for atrium because it’s so unfun to navigate but that’s atrium’s fault), they’re simply too expensive and navigating the labyrinth really is not challenging at all lol. Like what gameplay are you missing out on by adding bridges? It’s just walking on the edges of spider webs really and the labyrinth only gets easier to deal with the later in progression you get. You’re not missing out on peak gameplay by using bridges, in fact I’d argue the satisfaction you get from forging your own path through the labyrinth is more rewarding and fun than exploring it normally. I dont agree or disagree on that but i see why klei did the change and makes sense It can be discuss but makes sense because that wanst the goal Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747876 Share on other sites More sharing options...
Evelo Posted September 13, 2024 Share Posted September 13, 2024 6 hours ago, kroban said: And to be fair yeah I can understand if Klei decided to not make atrium possible to connect to mainland, but bridges inside atrium/labyrinth would have been extremely useful I thought they did work? Learning they don't is a real blow to the utility of them. Considering Klei also mentioned they were addressing ways regarding the atrium as a whole and it seems like we didn't get that is pretty disappointing. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747883 Share on other sites More sharing options...
DegenerateFurry Posted September 13, 2024 Share Posted September 13, 2024 Man, the last stages of the Fuelweaver questline really are just a total mess, aren't they? First you have the tentapillar hunt, then you have the atrium maze nobody likes (and which is far more inconvenient than it is difficult or actually dangerous), you've got the fossil grind that nukes the irreplaceable spilagmite population, and then you have the frustrating inventory management mess that is the Fuelweaver fight itself. The whole thing could use a going-over at the very least. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747931 Share on other sites More sharing options...
Balter Posted September 13, 2024 Share Posted September 13, 2024 The ruins and mazes were carved out by the ancients. You can’t build bridges to cross and traverse through rock hard walls, it’s that shrimple. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747932 Share on other sites More sharing options...
BalkanCockroach Posted September 14, 2024 Share Posted September 14, 2024 3 hours ago, DegenerateFurry said: Man, the last stages of the Fuelweaver questline really are just a total mess, aren't they? First you have the tentapillar hunt, then you have the atrium maze nobody likes (and which is far more inconvenient than it is difficult or actually dangerous), you've got the fossil grind that nukes the irreplaceable spilagmite population, and then you have the frustrating inventory management mess that is the Fuelweaver fight itself. The whole thing could use a going-over at the very least. What's interesting about fuelweaver to me is that since there's no boss scaling why does this boss have mechanics that make solo harder instead of multiplayer harder? Shouldn't it be the opposite? This game hates people who don't have friends lmao. I've accepted the fight as it is and i don't think a rework is necessary, a couple of tweaks would be enough imo. 2 hours ago, Balter said: The ruins and mazes were carved out by the ancients. You can’t build bridges to cross and traverse through rock hard walls, it’s that shrimple. They can just retcon it to have gaps, they retcon everything. Convenience > established logic. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747938 Share on other sites More sharing options...
DegenerateFurry Posted September 14, 2024 Share Posted September 14, 2024 59 minutes ago, BalkanCockroach said: What's interesting about fuelweaver to me is that since there's no boss scaling why does this boss have mechanics that make solo harder instead of multiplayer harder? Shouldn't it be the opposite? This game hates people who don't have friends lmao. I've accepted the fight as it is and i don't think a rework is necessary, a couple of tweaks would be enough imo. They can just retcon it to have gaps, they retcon everything. Convenience > established logic. The trailers show a mix of gaps and walls, which I wish the caves actually had. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1747941 Share on other sites More sharing options...
Milordo Posted September 14, 2024 Share Posted September 14, 2024 10 hours ago, DegenerateFurry said: you've got the fossil grind that nukes the irreplaceable spilagmite population Atleast that is kinda covered now if you don't want to wipe out the entire spilagmite population, thanks to the big worm boi (and us) Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1748002 Share on other sites More sharing options...
Lovens Posted September 14, 2024 Share Posted September 14, 2024 Weren't bridges supposed to replace the void walking they took away from the players? If so, then it's unfair to not allow them to be used in places that caused people to use void walking in the first place. Especially Atrium with its incredibly boring and time-consuming tentapillar hunt which nobody likes. Plus it's not like we can't do it already. Lazy explorers exist, Wigfrid's spear dash exists, Winona got her bridges, and Wortox teleports as well. All this change did was restricting other characters for no good reason. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1748053 Share on other sites More sharing options...
Mr.Oshiro Posted September 14, 2024 Share Posted September 14, 2024 Not only labyrinth and atrium, but also the archives cannot build bridges. It is obvious that Klei wants to maintain the "objective gameplay" of maze area, which involves exploring narrow and unknown roads, and facing various challenges, such as try to bypass the spider webs, maintaining triple Status, controlling obelisks, and dealing with monsters or Ancient Sentrypede. These are all based on your normal walking in the maze. Once the bridge is used, these can all be skipped. The problem is that the "target gameplay" can be easily broken through, and the most obvious one is that you can avoid spider webs by walking on the edge of the maze. I guess Klei didn't pay attention to this when he first designed it, and the random effect influence of opening the chest was not obvious. The battles in the atrium maze are tough and boring, especially after defeating Fuelweaver for the first time, which is almost a punishment. And then they didn't consider other factors, such as using lazy explorers, Winona's Vine Bridge, and so on. In such a situation, banning the use of bridges alone would seem ridiculous, and they should first address other more important issues. Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1748187 Share on other sites More sharing options...
Edible Coal Posted September 15, 2024 Share Posted September 15, 2024 i mean a lot of game have a design where they can pull a leaver which pull down a bridge after finishing the maze so you can go back to it quicker, they can implement this so they can keep their maze design and also be less annoying Link to comment https://forums.kleientertainment.com/forums/topic/159693-why-were-bridges-blacklisted-from-atriumlabyrinth/#findComment-1748252 Share on other sites More sharing options...
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