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The destructive power of the Great Depths Worm is immense and irreversible


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5 hours ago, ansuman said:

we can turn off the giant depth worth from world settings, game shouldnt be balanced around mega-bases in a survival game.

Yeah, the game with an entire filter for decorative items and structures, doesnt need to be balance to allow the use of those items, the game that has bosses whose drops are entirly for decoration, should not have into account base building. The game whose 95% of its dlcs are skins for more variety of creative building, should actively encourage you to disable parts of the content to use said skins.

5 hours ago, DegenerateFurry said:

Can't you just run out of your base when the worms start to grumble?

The problem is when your base its so big that you dont have enough time to get out before the worm spawns

3 hours ago, Mike23Ua said:

The “challenge” is in needing to go gather resources to rebuild whatever gets destroyed.

It is "get out off base in 30 seconds" OR needing to go gather resources to rebuild whatever gets destroyed.

The latter is the result of your failure in this ridiculous "challenge". Just as the challenge from Hounds and Spider isn't that you need to find a Touch Stone.

In my opinion there's two changes that will solve this issue:

- make it spawn under the player as suggested, so we at least have a reliable way to pinpoint it

- give us a reliable teleportation method in the caves. Then we can designate a worm battle arena we can reach easily no matter when/where it decides to spawn.

  Make it have crazy space requirements if we need to prevent it from being setup in the atrium or labirynth, hell, it can even be a POI that spawns once per map so you can decide whether to build a base around it instead.

2 hours ago, ADM said:

I guess the only problem with it is you can never really tell if it will be basic worms or the big boi. Because I'm not complaining about getting Deerclops or Bearger generally, I'll just move out and be back on my things whenever I finished, and sometimes there's the round two because of Lunar Rifts (or if I don't want there's generally a torch laying around)... so I just treat worm waves exactly the same now and really I'm fine to have to fight things momentally, I'd want more in fact. Only disappointment is having to wait away for kinda "nothing" if it's just basic worms. Even if ideally you never want any worm whatsoever in your base at least that better be my case since I play with other players and they wouldn't want a worm hanging right about the staircase.

Yes, Deerclops and Beargers are much more forgiving, and they also have a longer reaction time.

But I still feel bad about the "get out off base" approach to dealing with them. I can kill them in a minute and have enough resources to build whatever defenses I want, but eventually I had to run timed runs to protect my base... for pure game logic reasons.

20 minutes ago, Malfario said:

Yeah, the game with an entire filter for decorative items and structures, doesnt need to be balance to allow the use of those items, the game that has bosses whose drops are entirly for decoration, should not have into account base building. The game whose 95% of its dlcs are skins for more variety of creative building, should actively encourage you to disable parts of the content to use said skins.

The problem is when your base its so big that you dont have enough time to get out before the worm spawns

Not only that but most stuff in the caves is non renewable.  Biomes will look barren because of these kind of content like already happens in the surface (in my experience the cave rift only is spawning in mush biomes so they regenerate)

1 hour ago, arubaro said:

Not only that but most stuff in the caves is non renewable.  Biomes will look barren because of these kind of content like already happens in the surface (in my experience the cave rift only is spawning in mush biomes so they regenerate)

Did they change it? It used to spawn in spider and guano biomes as well, destroying stalagmites and spilagmites which both are not renewable. 

7 minutes ago, Lovens said:

Did they change it? It used to spawn in spider and guano biomes as well, destroying stalagmites and spilagmites which both are not renewable. 

no idea, in the world i play only spawns in the 3 mush biomes

You could always disable the Greatworm from spawning if you can't handle it; no shame in using world settings for it... they're there for a reason. So, if your cave base is so large that you can't physically run out of it in time, then there's already a way to prevent damage to that carefully constructed diorama megabase. 

Edit: Having read the rest of the comments, I'll say that having some more time leeway for its spawning and having it spawn directly underneath the player (provided a good telegraph for it is in place, of course) are good ideas and would be a good way to make the Greatworm more practical to handle for megabase builders. Of course, there's bound to be a few with bases spanning the entire Caves, but it'd be unreasonable to make sweeping changes just for those fringe cases, given my original comment.

There is a reason the bosses are called giants and they need to be destructive, agree with having warning and spawning nearby but there should always be an element of threat and reward attached. Does a boss covering the entire screen do a single tile of damage make any sense and have no AOE.

2 hours ago, Quadratordo said:

You could always disable the Greatworm from spawning if you can't handle it; no shame in using world settings for it... they're there for a reason. So, if your cave base is so large that you can't physically run out of it in time, then there's already a way to prevent damage to that carefully constructed diorama megabase. 

Edit: Having read the rest of the comments, I'll say that having some more time leeway for its spawning and having it spawn directly underneath the player (provided a good telegraph for it is in place, of course) are good ideas and would be a good way to make the Greatworm more practical to handle for megabase builders. Of course, there's bound to be a few with bases spanning the entire Caves, but it'd be unreasonable to make sweeping changes just for those fringe cases, given my original comment.

They probably need to learn how to just disable it TBH, and I’m not even trying to sound mean on this but the entire concept of “make it spawn directly under the player” is so horribly flawed in a Multiplayer setting, that your just begging for Trolls to kite this thing into your base.

And what’s Worse because it’s NOT a seasonal boss like Deerclops or Bearger, you can’t pinpoint when it’ll spawn. And it doesn’t have a 60 day waiting period between it spawning again. (Like Deerclops) 

It doesn’t even have the 20 day cooldown (like Dragonfly) it’s not even a BOSS in that sense..

If people got it to spawn under them, it would effectively be a WORSE version of the Eye of Terror or Twins of Terror, it’s going to pick a random player in the caves to spawn on.. and UNLIKE the EoT & ToT which have the boss rule of having a Cooldown period in how often it can spawn.

THIS DOES NOT.

I absolutely love how most this forum community instantly discredits and rejects the things I say often saying things like “you can’t even play in betas you shouldn’t have an opinion.”

No… no I can’t play in Betas, but what I CAN do is compare what’s IN a Beta to the rest of the way the game works and think to myself…

”ROFL yeah.. let’s let it spawn under the player in a multiplayer game full of trolls when people ALREADY complained about the EoT/TOT playing date night spin the bottle on a random player… That’s a GREAT Idea.”

 

12 minutes ago, Mike23Ua said:

They probably need to learn how to just disable it TBH, and I’m not even trying to sound mean on this but the entire concept of “make it spawn directly under the player” is so horribly flawed in a Multiplayer setting, that your just begging for Trolls to kite this thing into your base.

And what’s Worse because it’s NOT a seasonal boss like Deerclops or Bearger, you can’t pinpoint when it’ll spawn. And it doesn’t have a 60 day waiting period between it spawning again. (Like Deerclops) 

It doesn’t even have the 20 day cooldown (like Dragonfly) it’s not even a BOSS in that sense..

If people got it to spawn under them, it would effectively be a WORSE version of the Eye of Terror or Twins of Terror, it’s going to pick a random player in the caves to spawn on.. and UNLIKE the EoT & ToT which have the boss rule of having a Cooldown period in how often it can spawn.

THIS DOES NOT.

I absolutely love how most this forum community instantly discredits and rejects the things I say often saying things like “you can’t even play in betas you shouldn’t have an opinion.”

No… no I can’t play in Betas, but what I CAN do is compare what’s IN a Beta to the rest of the way the game works and think to myself…

”ROFL yeah.. let’s let it spawn under the player in a multiplayer game full of trolls when people ALREADY complained about the EoT/TOT playing date night spin the bottle on a random player… That’s a GREAT Idea.”

 

you can grief with the worm without the need of it spawning under you...do you know worms move?

you dont need to play the beta to know that you can lure giants into bases since deerclops were added

people complain about EoT and ToT for a completly different reason 

Sounds like what Klei should do to fix this problem, and to give everyone (not just megabasers) a more convenient way to travel in the caves, is add some kind of late-game ability to make tentapillars or wormholes. 

11 hours ago, 00petar00 said:

Survival players mostly aren't affected by destruction mechanics so it doesn't really matter to them besides wanting to spite megabasers with such mechanics.

 

Not to go on a long winded discussion again but this isn't true and has never been true.

14 minutes ago, DegenerateFurry said:

Sounds like what Klei should do to fix this problem, and to give everyone (not just megabasers) a more convenient way to travel in the caves, is add some kind of late-game ability to make tentapillars or wormholes. 

Wouldn't it be nice if the big worm have us a way to travel faster in the caves? A new blueprint for a wormhole-like structure made out of bone shards, tentacle spots and maybe fossils? Heck, it could even have some kind of unique big worm body material similar to shoom skins dropped by Toad as a part of the craft.

One could only dream...

27 minutes ago, Mike23Ua said:

They probably need to learn how to just disable it TBH, and I’m not even trying to sound mean on this but the entire concept of “make it spawn directly under the player” is so horribly flawed in a Multiplayer setting, that your just begging for Trolls to kite this thing into your base.

To be honest, if I wanted to grief other players' base, a hammer and a torch would be much more practical than baiting the Greatworm into doing the same, so that doesn't seem like a big deal to me. There's a new thread that suggests having the worm dangle from *above* instead, now that'd be a fun spin to the warning.

29 minutes ago, Mike23Ua said:

If people got it to spawn under them, it would effectively be a WORSE version of the Eye of Terror or Twins of Terror, it’s going to pick a random player in the caves to spawn on.. and UNLIKE the EoT & ToT which have the boss rule of having a Cooldown period in how often it can spawn.

On that note, perhaps EoT/Twins could be changed to prioritize the player who interact with the Terrarium, and be neutral against other players even when unaggroed by the summoner, unless attacked of course. That'd take care of the current annoyance caused by how their summoning works, even though I personally never found it particularly annoying. But that's something for another thread I guess.

17 minutes ago, Mysterious box said:

Not to go on a long winded discussion again but this isn't true and has never been true

that has always been true as long as you had any goal except surviving because reaching it's often faster with only like 1 or 2 structures at base

35 minutes ago, grm9 said:

that has always been true as long as you had any goal except surviving because reaching it's often faster with only like 1 or 2 structures at base

Cool but most people don't just play with 2 structures I get it you know a handful of players who you think represent some large base of players but not everyone sits around without a base. It's just blatantly misrepresentation.

33 minutes ago, Mysterious box said:

Cool but most people don't just play with 2 structures I get it you know a handful of players who you think represent some large base of players

no, i don't and i know that most people play with a base but that's suboptimal and they won't die after it'll get destroyed, most of them only do that for fun or because of wanting crock pot food for optional content

1 minute ago, grm9 said:

no, i don't and i know that most people play with a base but they all won't die after their base'll get destroyed and i don't see the point of adding some thing that only punishes newbies and mega basers

This is once again a intentional misrepresentation as it assumes those are the only two types of players who care about their bases.

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