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I love rifts and the new planar damage/defense mechanic, but...


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As per the title, I personally think that the rifts and planar damage/defense mechanic was one of the most interesting additions Klei has made to the game in a few years. 
It gave me back that feeling of uncompromising survival that Don't Starve gave me so many years ago, way back in 2013!
However, I firmly believe that the player shouldn't be the one to trigger the rifts... they should trigger themselves after, I don't know, 300/400 days? 
They should be a catastrophic event that comes along that you can only prepare for to the best of your ability, not a problem that the player has to actively bring on themselves. I find it counterintuitive like that. Why in a survival game would I deliberately compromise my survival?
So Klei, if you're reading this, consider making rifts a threat that comes regardless, and perverts the Constant regardless of player actions!

8 minutes ago, Pop Guy said:

a problem that the player has to actively bring on themselves

because some people DON'T want to deal with such nuisance. giving players a choice to pursue the later content is much better. most things in the game are already being pursued by the players themselves.

i like the idea of the war starting aka shadow vs lunar vs charlie vs wagstaff like even if you ignore it 100% it migth actually break out it migth have to be a randomised feature maybe like a terraria style gamemode where bosses actively hunt you down if you do anything (eye of cthulu and the mecha bosses) but instead its rifts and idk maybe the big werepig goes to run your pockets because you didnt save him

Maybe i'm not the average player, but i do find rifts to take kind of long to start, usually being around day 60-80 when i have both setup so imo 300-400 is a lil too long for me, but that being said i actually do feel they should start from the beginning, but maybe not fully, and definitely in a weaker state due to annoyance and difficulty that they can be in their current state.

 

The reason i believe it should start immediately is that the revive that Deerclops, Vargs, and Bearger have actually made these bosses more riskier and challenging to kill, and imo could be a great way to make these bosses feel interesting to fight as imo 2 bosses are ignored until later use for farming and the other dies from a light breeze(Deerclops).

 

I understand this idea in the rifts current state may not work, but maybe down the line we get some proper ways to defend against the rifts, and prevention from brightshades infestations and more mutated enemies.

 

*Edit added 2 words*

3 hours ago, Anis5240 said:

because some people DON'T want to deal with such nuisance. giving players a choice to pursue the later content is much better. most things in the game are already being pursued by the players themselves.

They can turn it off if they don’t went to experience the rift content 

3 hours ago, Pop Guy said:

As per the title, I personally think that the rifts and planar damage/defense mechanic was one of the most interesting additions Klei has made to the game in a few years. 
It gave me back that feeling of uncompromising survival that Don't Starve gave me so many years ago, way back in 2013!
However, I firmly believe that the player shouldn't be the one to trigger the rifts... they should trigger themselves after, I don't know, 300/400 days? 
They should be a catastrophic event that comes along that you can only prepare for to the best of your ability, not a problem that the player has to actively bring on themselves. I find it counterintuitive like that. Why in a survival game would I deliberately compromise my survival?
So Klei, if you're reading this, consider making rifts a threat that comes regardless, and perverts the Constant regardless of player actions!

You might disagree but I think this should start at your second year because most people might quit before they reach 300 days in their world and to make it so your second year have special content in it + I always find it weird that you have to turn the rifts yourself it’s like if summer need a player output to start most people will simply ignore summer or only activate it when they have enough loot to handle it

31 minutes ago, Anis5240 said:

not big deal to you. for others?

It’s more like winter and summer and spring should we make it automatic or only happen if the player chooses to ? they might have some struggles against the rifts content but just like when they adapt to the 4 seasons they can for sure adapt to the rift content 

19 minutes ago, dst_lover said:

they might have some struggles against the rifts content but just like when they adapt to the 4 seasons they can for sure adapt to the rift content 

look I've played tons in pubs and even within my group of friends who all are having over 3k+ hours, they still don't want such intrusions. "Oh just play Wormwood and go plant those dragonfruits near the lava ponds ahahaha" but no. you might as well call those who did the same thing (not turning rifts on after over hundreds or even thousands of days) as cowards. but is it cowardly when such things are legitimately annoying to deal on a regular basis, as seen with the ickers? or masqued mobs?

some people just want to have a good old regular run and chill with friends. gather grass and twigs without any intrusions. or getting tons of crops. giving players choices for turning such event on is in fact a good decision by Klei.

I am  huge fan of planar invasions and supernatural wars and have been looking forward to these since hearing AFW's words in 2017.

It's just that these new planar threats... it doesn't like the classic threat like Depths Worm/Deerclops/Pig/Winter thing you can be in many ways to interact with them, they will be fighting with player in or do their own things do. But the new planar threat basically has only fight and run two options, and these mob simply roams around until the player gets close... too narrow.

I had expected to see the survivors struggling between two powerful forces, pitting one against the other, rather than killing every new thing they meet.

11 hours ago, Pop Guy said:

As per the title, I personally think that the rifts and planar damage/defense mechanic was one of the most interesting additions Klei has made to the game in a few years. 
It gave me back that feeling of uncompromising survival that Don't Starve gave me so many years ago, way back in 2013!
However, I firmly believe that the player shouldn't be the one to trigger the rifts... they should trigger themselves after, I don't know, 300/400 days? 
They should be a catastrophic event that comes along that you can only prepare for to the best of your ability, not a problem that the player has to actively bring on themselves. I find it counterintuitive like that. Why in a survival game would I deliberately compromise my survival?
So Klei, if you're reading this, consider making rifts a threat that comes regardless, and perverts the Constant regardless of player actions!

I agree with you 100% but the chances of this happening are close to 0.

How about a world setting for it? The default stays players having to activate them. We have the option to enable them from day one. A new world setting could make them enable themselves on, say, day 250.

I just think there shouldn't be such confirmation for them. They're clearly supposed to be a wall of flesh-esque hard mode mechanic, but the fact that you can just leave wagstaff/charlie waiting for until you're ready seems to make people think otherwise. the confirmation window was supposed to be temporary, anyway

8 minutes ago, Primalflower said:

I just think there shouldn't be such confirmation for them. They're clearly supposed to be a wall of flesh-esque hard mode mechanic, but the fact that you can just leave wagstaff/charlie waiting for until you're ready seems to make people think otherwise. the confirmation window was supposed to be temporary, anyway

To be fair, the Wall of Flesh can be spawned entirely by accident if you're just not careful while fighting voodoo demons. 

3 hours ago, Cassielu said:

I am  huge fan of planar invasions and supernatural wars and have been looking forward to these since hearing AFW's words in 2017.

It's just that these new planar threats... it doesn't like the classic threat like Depths Worm/Deerclops/Pig/Winter thing you can be in many ways to interact with them, they will be fighting with player in or do their own things do. But the new planar threat basically has only fight and run two options, and these mob simply roams around until the player gets close... too narrow.

I had expected to see the survivors struggling between two powerful forces, pitting one against the other, rather than killing every new thing they meet.

Not a post-rifts thing but related to how some things have shifted in update tone: this is one of my big issues (among many) with the Rabbit King who pops out if you kill too many rabbits or bunnymen. Most other "punishment" monsters have different ways to defend yourself against them than just combat. You can appease treeguards by planting saplings, you can run away from spider queens and wait for them to become dens again, you can let Krampus take the stuff on the floor. You don't even need to fight Deerclops, strictly speaking: you can let it destroy your base and rebuild afterwards, or you can lure it away and let it take its anger out on some poor pigs' village. The only monsters that you'll come across that you actually need to regularly kill to protect yourself are the hounds and depth worms, whether by direct combat or other means. Meanwhile, the "options" for the rabbit king are: kill him, or set up a way to revive yourself. One of the things I love in DST is how it encourages creative problem-solving, and it's a shame when it becomes just another get-good-at-combat game.

1 minute ago, DegenerateFurry said:

To be fair, the Wall of Flesh can be spawned entirely by accident if you're just not careful while fighting voodoo demons. 

Does this change anything about my statement or is it just a little sidenote? Either way, the minutia of the mechanics matters a little less than the overall idea that they stand for. I feel like as far as game concepts go, Overarching boss that you defeat and thereby unlock several changes to your existing world that make it harder, as a sort of "B-side" is something that wall of flesh is known for. that's like, The Wall of Flesh Mechanic in my head, even if you can stumble into it.

22 minutes ago, Primalflower said:

Does this change anything about my statement or is it just a little sidenote? Either way, the minutia of the mechanics matters a little less than the overall idea that they stand for. I feel like as far as game concepts go, Overarching boss that you defeat and thereby unlock several changes to your existing world that make it harder, as a sort of "B-side" is something that wall of flesh is known for. that's like, The Wall of Flesh Mechanic in my head, even if you can stumble into it.

I guess I'm saying that it's a neat idea to have it be possible for the player to unintentionally enable hard mode or for it to start by itself, and I wish it was at least an option.

9 minutes ago, DegenerateFurry said:

I guess I'm saying that it's a neat idea to have it be possible for the player to unintentionally enable hard mode or for it to start by itself, and I wish it was at least an option.

Ohhh then yeah i kinda do totally agree

40 minutes ago, Well-met said:

All this talk about wanting the rifts to start from day one.... that's already an option in the worldgen...

Did you read what anyone's saying? Because that's not what anyone's saying. Pop Guy suggested them triggering themselves "after, I don't know, 300/400 days". I suggested them activating without player intervention on day 250 as a worldgen option. 

In case it's still not clear, the difference is that they wouldn't start on day one with this suggestion. They'd instead just turn on a few hundred days into a world whether or not you've killed Celestial Champion/Fuelweaver.

3 hours ago, Primalflower said:

the confirmation window was supposed to be temporary, anyway

I thought it was the opposite where they were originally supposed to start on their own, but the reception of taking root was extremely polarizing initially to the point they added the optimal quest/confirmation prompt to prevent the rifts starting on their own after the respective boss dies.

Nowdays I feel people are a lot more in favor of rifts, so the extra step/confirmation probably doesn’t have to stay, especially since you can still manually change world options to prevent them if they are not your preference.

1 hour ago, Chewabacca said:

If they wanted an experience in which after a few years the difficulty ramped up naturally instead of something that only turned on when they were ready for it, as per the first post in the thread.

you know 90% of the players despise portal turf and brightshades, right?

Now imagine if you forced this into a time limit race. It'd just be considered an expiration date to your world.

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