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Do you think using Tentapillar for travel is convenient?


Do you think using Tentapillar for travel is convenient?  

53 members have voted

  1. 1. Do you often use Tentapillar travel?

    • I often use it for travel
      1
    • I only use it occasionally
      11
    • Unless absolutely necessary, it will not be used
      33
    • I will never use it under any circumstances
      8
  2. 2. Do you think using Tentapillar for travel is convenient?

    • Yes, I think it's very convenient
      3
    • No, I think it has many flaws
      45
    • I don't know
      5
  3. 3. How would you improve the Tentapillar to make it more convenient?

    • Adjust the generation position so that the distance between two Tentapillars are not too short
      15
    • Increase its regeneration time and allow for multiple uses over a longer period of time
      14
    • Add special tools that can be used directly with Tentapillar without the need for combat after production
      15
    • Other methods (please comment in the thread)
      7
    • I think it's good now and doesn't need any changes
      2


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The thing that people hate about tentapillars is that they have to kill it again, and again, and again. And also the fact that after defeated, the slimy hole was only opened for a few minutes before the tentapillar came back. Yes, they were dubbed as the "wormhole of the caves" but players shouldn't feel killing them over and over as such a boring, exhausting chore. Even with Fugu Hutch, it would take some time to wittle down the baby tentacles surrounding the area and Hutch could be slapped to death due to them.

Plenty of players want an item which when applied onto said slimy hole, it will remain opened forever. Sure, it may seem like such a band-aid fix but that's the reality of it.

Wait how do tentapillars work in DS:A? I almost exclusive played SW/HAM in singleplayer 

——

when it comes to DST tentapillars the first change should really be that they remain open for like at least 1-2 days 

 

I don't use the surface worms holes very often because they often fail to be useful. The tentipillars have even a less likely chance to lead somewhere I would like to go since the caves are usually just the thing I travel to get to the ruins. They also come back way too soon for the amount of effort they take.

Maybe, like the atrium, most tentipillars lead to a island that is like a hub space. It could be an extra nasty swamp biome that takes some clearing out, but then every normal tentipillar can lead to a normal exit.

8 minutes ago, Ohan said:

Wait how do tentapillars work in DS:A? I almost exclusive played SW/HAM in singleplayer 

——

when it comes to DST tentapillars the first change should really be that they remain open for like at least 1-2 days 

 

The tentapillars of DS are concentrated in the cave swamp, indicating that this is the underground part of the surface swamp, which is the biggest feature of this biome. DST dispersed tentapillars, although adding teleportation function, this also made the cave swamp useless.

If your world has caves that are good for fast travel, tentapillars can be useful, but most of the time, they're just not worth it. The distances between cave exits doesn't correlate to the distance between entrances, so sometimes you can go ten feet in the caves and cross the overworld map, and other times, you'll have a tentapillar that acts like a wormhole between two useful cave exits. That's about the only time tentapillars are actually good.

I think being able to use them for a return trip without having to kill it again five minutes later would make them a lot more useful for that one use case. Anything else would require either stripping the combat element (which kind of makes them a boring wormhole reskin and I'm opposed to it) or making the caves have more worthwhile biomes, which Klei absolutely needs to do eventually and seems to slowly be working on.

7 hours ago, Echsrick said:

are cave swamps not an optional biom? meaning it dont exist every time

Yes, it doesn't necessarily generate cave swamps like DS, but even so, this biome is useless and boring

14 hours ago, Anis5240 said:

The thing that people hate about tentapillars is that they have to kill it again, and again, and again. And also the fact that after defeated, the slimy hole was only opened for a few minutes before the tentapillar came back. Yes, they were dubbed as the "wormhole of the caves" but players shouldn't feel killing them over and over as such a boring, exhausting chore. Even with Fugu Hutch, it would take some time to wittle down the baby tentacles surrounding the area and Hutch could be slapped to death due to them.

Yes yes please! I said this in capital letters during the beta, why oh why, Klei has put that damned cooldown, that seems a bug, when defeating and using a tentapillar. It doesn't make sense when in its design is a variant of the wormholes.

Then, we really don't need a new item, existing only on opening free these tentapillars. It doesn't make sense when the price to use them is fighting instead of -15 sanity. That's also a bad idea especially, again as said in the beta, these exist

image.png.bab3ed0d3f637535a93c5df111bc8c31.pngimage.png.1b63ea3ddd56b1aeb2b54dce4227c980.png

Which are literally the items to use freely tentapillars and are one of the best methods for it! And there are now even more strategies to kill them, especially in modern Don't Starve.

No, the real easy solution to do as of now, is "Increase its regeneration time and allow for multiple uses over a longer period of time". Something along the lines of 3 days cooldown? Maybe 5?

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