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About feeding beefalo while riding


About feeding beefalos while riding change  

132 members have voted

  1. 1. Just a simple poll. Just want to see how many people like/hate the ability to now heal and reset the buck timer by feeding the beefalo while riding it without needing to get off.

    • I like it. It's a great change.
      115
    • I don't like it. I wish they reverted it.
      10
    • It should be tweaked and I'll explain in comments why.
      7


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14 minutes ago, ALCRD said:

Well according to some posts i seen it supposedly ruins "challenge" of taming beefalos.

Which inspired me to make this poll.

I always feel confusing about why someone would think Beefalo has balance issue by its' permanent feature. According to some argument it seems that the "duration of weapon/armor" should be a "challenge" to force you go find resources of DST.

But I never found what consumable weapon/armor for daily combat could be a "challenge" for collecting them...

I like it, butt less for taming and more for healing during fights.

As a consoleplayer it was so annoying to jump of beefalo „midfight“ only to not being able to feed it, because the game decided to target the manure my beefalo just pooped the moment i jumped off. By now the enemy caught up and the game decided to target the hounds that are currently attacking my beefalo. And to add insult to injury i cant even remount, because my ornerybeefalo (or half-tamed beefalo) lacks obedience to run away again, because the game denies me feeding it…

For taming its nice but im sure i will regulary forget to feed the beefalo while riding it, so the process won‘t be this much different.

In the same vein it would be "more convenient" if armors never broke, if crafting items didn't require materials, if you would start the game with five Enlightened Crowns, if healing items would automatically activate upon taking damage, if Hounds never spawned to attack the player, if crops simply grew without any interaction and never rotted. As a bonus you could boast to your 8 year old cousin how you beat the final boss while on a 10 min visit to the lavatory. Sure, it's convenient, but why do all changes lately cater to lazy and inept playstyle? Don't Starve Together could still be fun but at this rate the game is starting to feel extremely mundane. Still hoping that the giant werepig story line will provide more balanced challenged which require some sort of trade-offs or planning.

33 minutes ago, Captain_Rage said:

why do all changes lately cater to lazy and inept playstyle?

I prefer that than changes that cater to niche of masochistic "uncompromising" playstyles where line between "annoying slog and tedium" and "challenging but fun" is completely blurred / doesn't exist at all and any Quality of Life changes are viewed as "cheating" and nonsensically compared to as such.

6 minutes ago, ALCRD said:

I prefer that than changes that cater to niche of masochistic "uncompromising" playstyles where line between "annoying slog and tedium" and "challenging but fun" is completely blurred / doesn't exist at all and any Quality of Life changes are viewed as "cheating" and nonsensically compared to as such.

Neither do I. Neither extreme is desirable. The first iteration of the game felt super difficult at the beginning, before figuring things out. It was exciting and rewarding to overcome a hurdle. Later it felt rewarding to optimize different sub-goals you set for yourself. The current direction is that enemies are rather easy and there is not much of a need to figure out how to survive since there is barely any need to plan how to manage resources or anything. Now the game is leaning way too much towards being easy.

45 minutes ago, Captain_Rage said:

In the same vein it would be "more convenient" if armors never broke, if crafting items didn't require materials, if you would start the game with five Enlightened Crowns, if healing items would automatically activate upon taking damage, if Hounds never spawned to attack the player, if crops simply grew without any interaction and never rotted. As a bonus you could boast to your 8 year old cousin how you beat the final boss while on a 10 min visit to the lavatory. Sure, it's convenient, but why do all changes lately cater to lazy and inept playstyle? Don't Starve Together could still be fun but at this rate the game is starting to feel extremely mundane. Still hoping that the giant werepig story line will provide more balanced challenged which require some sort of trade-offs or planning.

I think these are rather dishonest arguments, and unfair comparisons that blow this change out of proportion... This change doesn't really heavily impact beefalos in a way that makes them substantially better due to their limitations compared to a player on foot
Beefalo are great, but they do not enable the player to do things that they can't do on foot for most characters in this game... They really boil down to convenience and this change just mirrors that

They should remove the x4 healing bonus. Makes no sense now that we can heal them during mid combat.

Also they should ajust a lost of damage sources to affect the rider like earthquakes and hail. And some enemies could have mix damage affecting the rider and the beefalo.

Anyway, the easier and faster thing to change is the healing bonus. Makes no sense to heal a beef for 80 health with just a tomato without the risk of unmounting

2 minutes ago, Catuna_ said:

This change doesn't really heavily impact beefalos in a way that makes them substantially better due to their limitations compared to a player on foot
Beefalo are great, but they do not enable the player to do things that they can't do on foot for most characters in this game... They really boil down to convenience and this change just mirrors that

No? A Beefalo lets you tank hoards of small mobs without taking damage, losing armor or wasting weapon durability just by holding the attack key, and it will regenerate light to medium damage in a matter of moments. This has massive implications in making the game even easier. Well.....

... in most cases dismounting and mounting not very critical but it used to mean that you had to choose risking getting flanked by the Dragonfly or Klaus in a very prolonged battle. Now even that tiny risk of shade is gone.

The same goes with HP bars and similar. Of course it makes the game easier if you know exactly when it is safe to attack or when it's not worth the risk and it is more prudent to disengage. Still, it gets branded as convenience.

Why stop here, though? Why not make the player immune to gunpowder explosions because it is inconvenient to take damage? I am simply curious where to draw the line. Every new post calls for buffs of all sorts, namely buffs that should be readily available without having any tradeoffs. I do enjoy the game even though at this point big parts of it border of being an auto battler. The same goes for maintaining a big base (or rather lack of maintenance).

I'm in the it needs tweaks camp it was definitely a needed change but considering how powerful beefalo are it's definitely a very powerful buff lowering the already low drawbacks of beefalo taming. That being said I'd be really hard pressed to come up with something to tweak it without outright messing up the beefalo experience so I'll just let it go.

2 hours ago, mima_ said:

make feeding while mounted less effective but still reset buck timer, all happy 
for someone who never let beef low hp concern about how easy feeding them back to health never really a problem.
 

Keep in mind. The feeding while riding still has animation time. It's not instant. It's quite slow actually compared to on foot feeding if you'd want to use that for healing during fights.

3 hours ago, Captain_Rage said:

Neither do I. Neither extreme is desirable. The first iteration of the game felt super difficult at the beginning, before figuring things out. It was exciting and rewarding to overcome a hurdle. Later it felt rewarding to optimize different sub-goals you set for yourself. The current direction is that enemies are rather easy and there is not much of a need to figure out how to survive since there is barely any need to plan how to manage resources or anything. Now the game is leaning way too much towards being easy.

I mean any game gets easy the more you play it. And with don't starves nature its one of those as you learn all the challenge goes out the window.

Just now, DVGMedia said:

I mean any game gets easy the more you play it. And with don't starves nature its one of those as you learn all the challenge goes out the window.

I think their point is that they wish the current endgame content arc did something to revitalize that first experience, perhaps like how Mojang tried to revitalize the first night experience in the Ancient City of Minecraft, or like how DS singleplayer challenged the player with Adventure Mode, a survival experience, instead of a bunch of bosses.

Using tedium/annoyance as a balancing feature seems like a pretty bad way to balance something. Don't Starve Together leans on that as a crutch too much sometimes.

It seems perfectly fine if taming does get a little easier and more adopted by players in the long run, as the devs have been subtly or not so subtly nerfing beefalo for quite awhile now. Mostly with the post rift content, so far.

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