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Rift should focus on seasonal hazards next update


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I doubt that with 2 updates they are going to make rifts feel like finished... there are still lacking mechanics, weather and other survival effects, mobs and possessions/mutations... unless the next arc is also arround rifts

Maybe is just another thing starter but dont finished like the sea, the caves (since DS...) or the content arround CC quest (enlightement and moonstorms)

 

Klei is like me, loves to start stuff and never finishing them xD

Mmmm the title makes me wonder on what kind hazard.

Like most of the seasons have multiple ways of facing them (termal stone, clothes, staffs)

And there's lunar island that introduced enlightenment but is not truly a hazard.

I'm thinking something like the war on lunar grotto but weather wise. Idk is hard for me to think something about it.

I don't think environmental seasonal hazards is the answer 

Wildfires, lunar hail, acid rain. 

Generally speaking people kind of hate many of the more advanced weather effects, and with the way the gear system works adding more is just cumbersome. 

 

At this point in the development cycle, doubling down on combat is the answer. 

Most people would love more biomes, but I don't see that either with 2 major patches left in the cycle. 

Potentially weather/biomes could be a focus after the rifts, and we'll finally see some of that content from regular DS expansions 

Having different seasons affect different biomes differently would be neat. If biomes had different states depending on seasons (not exclusively for each season; that would be overkill) each year could up very different depending on the permutations.

Lack of eloquence when brainstorming ideas aside, I believe there is tons of untapped potential for making long-term play more varied without introducing too many new or advanced mechanics. The people at Klei are very ingenious and creative and it would be neat if they decided to spruce up the seasons. <3 As mentioned above, I would love to see seasons affect different biomes differently, preferably with some small random factor added.

1 hour ago, WilsonHiggs said:

I doubt that with 2 updates they are going to make rifts feel like finished... there are still lacking mechanics, weather and other survival effects, mobs and possessions/mutations... unless the next arc is also arround rifts

Maybe is just another thing starter but dont finished like the sea, the caves (since DS...) or the content arround CC quest (enlightement and moonstorms)

 

Klei is like me, loves to start stuff and never finishing them xD

I can relate to that last phrase to much xD I am ok with them start stuff since it‘s the same over here but I wish they could dive deeper into something specific ^^

I would rather we have existing environmental hazards strengthened in some way, like with spring rain getting bright-eyed frogs.

(as much as I like the idea of moonglass "snow" flakes falling from the sky like shurikens during winter.)

It’s never been the hazard by itself that makes a season interesting, it’s all the small changes to the world and it’s mob behaviors that made each season unique. And before we add new ones that are tied to late game rift stuff, we should probably overhaul the existing ones with some new interesting mechanics and content.

As just ONE Example, Klei changed Pengull nests and small ponds when walked across so your character slips and falls on their butts if moving to quickly, there was once a glitch where berries plucked from a bush slide across the ground like they were on ice, I’d love to see something like that for Winter.

As far as Late game Rifts go… Id like to see lunar hail and acid rain effecting more stuff, the worms and bats getting aggressive stat boosts is pretty cool but I was hoping to get visual changes to the mobs as well like how Hamlets Pogs look cute and cuddly before becoming terrifying and deadly later.

Thats been the ENTIRE CONCEPT of Lunar Island, chunk of moon crashes into DST ocean terraforming its vegetation and mobs, are we just going to Ret-Con Carrats being Carrots that animated to life as Rats now?

I kinda just want to see lunar hail killing surface shard mobs before the Gashalts posses their corpses changing them into something else or more mutated variants.

9 hours ago, Edible Coal said:

Rift promise us to greatly alter our world but it really doesnt, so i hope they are able to expand on this idea in one of the last two remaining update in this arc

I'd like to see a rework to seasonal hazards depending on which rifts are active. Lunar Rift already kind of does this by buffing Frog Rain & reviving some of the seasonal Giants.

16 hours ago, WilsonHiggs said:

I doubt that with 2 updates they are going to make rifts feel like finished... there are still lacking mechanics, weather and other survival effects, mobs and possessions/mutations... unless the next arc is also arround rifts

Maybe is just another thing starter but dont finished like the sea, the caves (since DS...) or the content arround CC quest (enlightement and moonstorms)

 

Klei is like me, loves to start stuff and never finishing them xD

theres two possible ending really
1.Rift arc completes and something new happens

2.Rift is still on the table but now the war grows bigger 

On 3/18/2025 at 7:29 AM, JaxckLl said:

I'd like to see a rework to seasonal hazards depending on which rifts are active. Lunar Rift already kind of does this by buffing Frog Rain & reviving some of the seasonal Giants.

Currently the weather hazards mostly affect spring. The other 3 seasons rarely have rain so they feel mostly unchanged. Giants are bosses, so they mainly only affect combat. 

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