Jump to content

Brightshades should spawn near the Lunar Rift instead of player-planted crops


Recommended Posts

In DST, players usually seek out and kill mobs to improve their quality of life, and there are few mobs that will reduce their quality of life if they are not killed. Even mobs like Deerclop can be easily escaped, but Brightshade is an exception. If Brightshade is not killed, it will always affect the harvest of crops in the player's base, making the later stages of the game boring and cramped due to repeated confrontations with Brightshade.The spawning of Brightshades should be changed to be similar to Ink Blight.

8 hours ago, Lisgen said:

In DST, players usually seek out and kill mobs to improve their quality of life

Which is a detrimental path for a survival game. We have enough optional content waiting for you to be prepare to kill them with 100% guaranteed danger free. 

8 hours ago, Lisgen said:

Even mobs like Deerclop can be easily escaped, but Brightshade is an exception

They are stationary... Is a shame that the few bosses that come at us dont even directly aggro the player when they are in the wilds. 

8 hours ago, Lisgen said:

If Brightshade is not killed, it will always affect the harvest of crops in the player's base, making the later stages of the game boring and cramped due to repeated confrontations with Brightshade

You can wax them. If you are using them for food then enjoy the new survival mechanic

8 hours ago, Lisgen said:

The spawning of Brightshades should be changed to be similar to Ink Blight

No, more like ink blights and rictus should be changed to something similar to BS instead of the shameful spawn mechanic they have

We went throw being a survival game to becoming a social arpg with tons of optional bosses rather than new survival content and now it should be a kind social game where there are optional weak mobs that ask you politely if you wanna hang out?

1 hour ago, WilsonHiggs said:

Which is a detrimental path for a survival game. We have enough optional content waiting for you to be prepare to kill them with 100% guaranteed danger free. 

Said it well, diva.

Base sitting should be discouraged.

1 hour ago, Echsrick said:

the one big reason, and glass rain, of me never wanting to start moon rift

It’s an “end game” weather effect triggered after defeating a major boss, that isn’t even anywhere near as difficult as the seasons of the shipwrecked and hamlet dlc expansions.

If you want my honest opinion… lunar hail should be raining glass shards out the sky damaging all mobs caught up in it until it forced them to mutate into nastier or unfriendly variants.

Kinda like how “Shattered Spiders” kinda just Imply that Moon Glass impaled their bodies and mutated them..?

As the weather effect stands right now, it doesn’t even damage butterflies.. and only harms the player because that is what the “games forums of fans” rage cried for…

Silly rain from sky go Bonk! *yawn*
Seriously…? And this is supposed to compare to hamlets strong winds blowing my resources clean off the side of the map to disappear forever???

1 minute ago, Mike23Ua said:

If you want my honest opinion… lunar hail should be raining glass shards out the sky damaging all mobs caught up in it until it forced them to mutate into nastier or unfriendly variants

That would only serve as a way to make people uninstall the game

Limiting options isnt good and this suggestion doesnt bring any challenge but reduces the gameplay choices

People who reaches this stage of the game have beaten FW and CC. Some mutated mobs arent nothing and will only create a gameplay where having mobs arround is forbidden so the player simply needs to extinguish everything arround and rely only on mobs-less farms

I would rather we get a new lunar thrall to mix things up so it's not JUST Brightshades coming to us every few days.

Maybe Winter and Summer can get their own thralls (which would probably still drop husks), and then Brightshades can stay in Fall and Spring?

4 minutes ago, Mike23Ua said:

As the weather effect stands right now, it doesn’t even damage butterflies.. and only harms the player because that is what the “games forums of fans” rage cried for

And do you need the hail to damage butterflies because you need their healing? Tell me where is the difficulty on gathering the loot of enemies that are killed by the hail?

Ofc the fans rage cried, because some people know when something is difficult and when something is just flashy and annoying. 

This statement is ironic comming from someone who has always cried about how difficult are the enemies in this game

1 minute ago, WilsonHiggs said:

That would only serve as a way to make people uninstall the game

Limiting options isnt good and this suggestion doesnt bring any challenge but reduces the gameplay choices

People who reaches this stage of the game have beaten FW and CC. Some mutated mobs arent nothing and will only create a gameplay where having mobs arround is forbidden so the player simply needs to extinguish everything arround and rely only on mobs-less farms

Somehow I don’t think killing AFW and CC was meant to be this ultimate challenge. But …. If you add new weather to the game that changes the mobs, resources and when/where we can gather “food supplies” then the whole game gets flipped upside down on its head.

For example: If a Wigfrid Player was overly relying upon killing Catcoons or Tallbirds for Meat, having new Mutant Varglike Catmando monsters now removed Wigfrids previous easy food source.

When your farms stop working because the resource you built the farm for no longer drops from the “elite variant” of the mob- The game becomes a survival game again.

10 minutes ago, WilsonHiggs said:

And do you need the hail to damage butterflies because you need their healing? Tell me where is the difficulty on gathering the loot of enemies that are killed by the hail.

I mean if non-lunar entities got hit by the hail it could justify the hazard being even stronger to the player.

A lot of the really interesting mechanics to DST is that what happens to you almost symmetrically effects the npcs (Aside from charlie/insanity/temperature.)
The inventory drop affects inventory haver npc's in exactly the same way it impacts you.
Being wet makes you both weak to electricity (Of course, enemies don't really use electricity outside of hamlet.)
Nearly every entity that is hostile is an enemy of the various sapient species of the constant, like the are to you.

So a harsher hailstorm that can be used as a tool is more interesting than a non tool hailstorm that is just hug a tree and get a few free moonshards afterwards.

4 minutes ago, Mike23Ua said:

Somehow I don’t think killing AFW and CC was meant to be this ultimate challenge. But …. If you add new weather to the game that changes the mobs, resources and when/where we can gather “food supplies” then the whole game gets flipped upside down on its head.

For example: If a Wigfrid Player was overly relying upon killing Catcoons or Tallbirds for Meat, having new Mutant Varglike Catmando monsters now removed Wigfrids previous easy food source.

When your farms stop working because the resource you built the farm for no longer drops from the “elite variant” of the mob- The game becomes a survival game again.

I think you should improve and kill these bosses to know what you are suggesting makes no sense

A mediocre player as Wigfrid can kill most bosses without preparation, wont change much ruining farms

You dont need to set any farm to beat this game, just killing spiders is enough except for wurt...

2 minutes ago, Walrusst said:

I mean if non-lunar entities got hit by the hail it could justify the hazard being even stronger to the player.

A lot of the really interesting mechanics to DST is that what happens to you almost symmetrically effects the npcs (Aside from charlie/insanity/temperature.)
The inventory drop affects inventory haver npc's in exactly the same way it impacts you.
Being wet makes you both weak to electricity (Of course, enemies don't really use electricity outside of hamlet.
Nearly every entity that is hostile is an enemy of the various sapient species of the constant, like the are to you.

So a harsher hailstorm that can be used as a tool is more interesting than a non tool hailstorm that is just hug a tree and get a few free moonshards afterwards.

Dont compare making mobs wet to killing mobs... what challenges bring that? If anything, the hail helps to kill those mobs. Isnt that hard to understand and was experienced in the iteration while the hail damaged mobs... hound waves were even more of a joke, farming spiders were easier, bird's loot all arround..

I think that people who recomment this need to think it deeply instead of just thinking "wow shiny explosions!!1!" "Fuaaa such cool destruction!!1!!1" "death everywhere!1!1!1"

It sounds like some edgy kid mechanic rather than something rational

Not taking even account the limitation at using mobs as decoration. Why crustaceans from moon quay, loabsters, deers, geekos and grasgators, etc should die?

Just now, WilsonHiggs said:

I think you should improve and kill these bosses to know what you are suggesting makes no sense

A mediocre player as Wigfrid can kill most bosses without preparation, wont change much ruining farms

You dont need to set any farm to beat this game, just killing spiders is enough except for wurt...

Your missing my point… You just said that killing spiders wins the game, I suggested something new and actually interesting like:

Letting Lunar Hail turn them into Shattered Spiders, AND removing the “meat” from said spiders loot pool so killing it only gives you moon glass or something.

Alternatively, Brightshades could “ensnare” mobs that come near to them, rooting them in place using the same animations that are already in the game for a certain character, and possessing the captured creatures to “infect” into plantlike spider creatures or whatever.

we’re reaching the end of the from beyond story arch, and both lunar hail AND Acid rain & their associated “Rifts” barely actually do anything.

22 minutes ago, WilsonHiggs said:

Dont compare making mobs wet to killing mobs... what challenges bring that? If anything, the hail helps to kill those mobs. Isnt that hard to understand and was experienced in the iteration while the hail damaged mobs... hound waves were even more of a joke, farming spiders were easier, bird's loot all arround..

I think that people who recomment this need to think it deeply instead of just thinking "wow shiny explosions!!1!" "Fuaaa such cool destruction!!1!!1" "death everywhere!1!1!1"

It sounds like some edgy kid mechanic rather than something rational

Not taking even account the limitation at using mobs as decoration. Why crustaceans from moon quay, loabsters, deers, geekos and grasgators, etc should die?

I mean you can still have half a hound wave get eaten because you ran by a frog pond and a mutual aggro cycle happened.
Your gekko pen getting damaged isn't that different from brightshades eating the flowers you planted for your bees. Its a cost of living in a harsh environment thats offset by the resources that show up (Like the moon shards.)

Sure, butterflies getting hit is free resources, but it also is something you get from being out somewhere instead of basesitting (Since you know, the  total base sitters are getting eaten by the brightshade, your hard work does an amazing job of keeping the wild plants alive and spawning stuff for you.)
 

Mob extinctions like, the one major concern that is really troubling, but you still see worlds where the oasis literally boarders a swamp/beehell and you can see in 5 minutes as the entire species exterminates itself on some tentacles on day 3  (I've had this for like, four back to back worlds recently...)
As much as I love all the extinctables, I would rather have tallbirds/bees/tentacles have a consistent behavior and get wildlife conservation activities later than panic about how every little thing threatens them. Everything in the constants already endangered and really more to do with struggling like hell to keep what is alive and helpful still alive and helpful would be engaging especially as the world gets more dangerous.

Yes, the volt goats fate tortures me, but thats an opportunity for an interesting player activity rather than campaigning for their elemental immortality.

14 minutes ago, Walrusst said:

Mob extinctions like, the one major concern that is really troubling, but you still see worlds where the oasis literally boarders a swamp/beehell and you can see in 5 minutes as the entire species exterminates itself on some tentacles on day 3  (I've had this for like, four back to back worlds recently...)
As much as I love all the extinctables, I would rather have tallbirds/bees/tentacles have a consistent behavior and get wildlife conservation activities later than panic about how every little thing threatens them.

Mobs don't destroy housings. So the bees will keep spawning.
You can always get tentacle spots from the tentarpillars in the caves, build the celestial portal, switch to Wicker and spawn new tentacles if you want them.
Volt goats is a bit trickier as you have to have a hunt end in the oasis in spring while it is raining to have a chance for a new goat. In practise I used this quite often to get additional herds. Works well.

In general don't worry. At this stage almost anything in DST is renewable. And as long as nobody is actively griefing the server you are playing on it is damn hard to make that necessary in the first place.

1 minute ago, Prinha said:

Mobs don't destroy housings. So the only thing that permanently dies in that scenario are the tentacles.
You can always get tentacle spots from the tentarpillars in the caves, build the celestial portal, switch to Wicker and spawn new tentacles if you want new ones.

In general don't worry. At this stage almost anything in DST is renewable. And as long as nobody is actively griefing the server you are playing on it is damn hard to make that necessary in the first place.

I could swear if the last goat dies the pack doesn't respawn, aside from the rare hunt trick.

1 minute ago, Walrusst said:

I could swear if the last goat dies the pack doesn't respawn, unless they changed this recently.

I edited my previous post. Goats are renewable through hunts.

However it takes a long time for them to die anyway, I would simply move the herd if it's constantly fighting. They don't fight when you are not there.

13 minutes ago, Prinha said:

I edited my previous post. Goats are renewable through hunts.

However it takes a long time for them to die anyway, I would simply move the herd if it's constantly fighting. They don't fight when you are not there.

One of the world there was no good spots really, the other I had no use for them and it was just funny.
STILL.
STILL.

The world where I had a paper thin oasis desert stuck between hounds/dragonfly and a huge wall of tentacles and mosquitos made me almost instantly break out laughing simply because the gods had made their verdict there. No milk.

4 hours ago, Mike23Ua said:

It’s an “end game” weather effect triggered after defeating a major boss,

meanwhile shadow rifts not goin out of its way to make your live miserable as the moon, i am a shadow team supporter!

I actually like that Brightshade Plants target player-planted though, it makes for some interesting Pure Brilliance/Shade Husk farm that Ink Creatures just don't have. I'm a sucker for anything mechanically interesting

5 hours ago, Well-met said:

literally the entire point of rifts is to inconvenience people. If you don't like it, you can turn it off.

I mean, the combat of Brightshades is passable, and the Brightshades drops are very useful in the early days after the rift, but after the material overflow, clearing Brightshades becomes more like work than game.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...