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Cave Bridges, Still Upsetting?


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Now that the Depths of Duplicity update is farther gone and everyone has had a chance to play with the bridges in real games, how we feel? 

Personally still upset. They're so damn expensive, and break for no decent reason. Not to mention the pitiful 6 tile maximum. 

Also, side tangent, still very upset they removed the ability to use them in atrium/archives. It was possible the entire beta then just pulled the rug out from under me after it was released. (with nothing in the patchnotes saying it happened so I went to atrium with 20 bridge pieces I couldnt use!)

What do you fellas think? Or has no one used these horrible wastes of lumber like I think they haven't?

Im Happy with them. Allows a lot of possibilities to make cave bases but i do Big bases and can affort pillars nearby to protect them

For a short run they could be useful to reach certain áreas but i would use a lazy Explorer which is more convinient and i would carry It anyways

Just now, CrimsonStrider said:

I've never felt the need to use them, and hate that void walking was changed because I've been knocked into the void and died or lost things many times since the change because of AFW, statues rocks and AG

oh yeah, I remember getting pushed outside the atrium by the pillars growing and throwing me out into the void. instead of putting me in a safe place, it dropped me in a triple bishop corner. So that was fun.

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32 minutes ago, Radicaljoe said:

oh yeah, I remember getting pushed outside the atrium by the pillars growing and throwing me out into the void. instead of putting me in a safe place, it dropped me in a triple bishop corner. So that was fun.

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Same exact experience. Fun and fair!

Mostly I just haven't remembered they're a thing, but also they break too quickly for me to want to use them much. If they were either much less expensive or much more durable I'd probably use them a lot more

For the current crafting cost I think you should get at least 2 kits, if not more, or they should be permanent/last for a year or so

reinforced pillars aren't that expensive if you're considering using a bridge a lot. i've never had a reinforced pillar break before, and i'm unsure whether they take damage while unloaded or if the caves shard isn't active

the bridges are pretty expensive early-game though 

Definitely too expensive, dock kits are expensive but at least you craft them 4 at a time, there it's 16 woods per tile, which is ridiculous grind only feasible if you're Maxwell, Wurt, or leading Bearger around for 20 minutes dodging treeguards. I'd rather they use some more rare materials in the recipe but in exchange they're crafted 4 by 4. I also wouldn't be against a dreadstone variant of the bridge that repairs itself automatically (so no need to place huge pillars nearby), with that version being able to be put in the atrium.

Also I'm begging you Klei, make dreadstone walls repair themselves.

i still really, really dislike how they break. They're annoying enough to not go out of my way for, and having to build a pillar by them defeats the point of creating my own shortcuts by significantly increasing the cost. Any time I would've saved by creating a bridge is completely nullified by the effort needed to craft them

Mostly just wish that they didn't have a limit on how long they could be and where they could be placed. What is the point of making them so expensive if I can't build a comically long bridge from near my base to a point in the ruins? I like that you can repair them with wood and that they have visible cracks when damaged, though.

7 minutes ago, Guille6785 said:

really stupid how voidwalking died for this terrible feature, idk why we couldn't just get an official item that lets you voidwalk, walking over the abyss thematically sounds like the perfect thing for a shadow item to allow you to do

The only valid justification for voidwalking was finding the Atrium, and now the correct tentapillar is clearly identified. Every other argument in favor of voidwalking is a weird cope, and the comments underneath this video seething about the change show that the overwhelming majority of the community considers it an indefensible glitch. To be clear though, I'm in favor of ways to make the atrium itself more pleasant to traverse, but void walking isn't the solution and Klei was right in removing it.

 

3 minutes ago, Dwight34 said:

The only valid justification for voidwalking was finding the Atrium, and now the correct tentapillar is clearly identified. Every other argument in favor of voidwalking is a weird cope, and the comments underneath this video seething about the change show that the overwhelming majority of the community considers it an indefensible glitch. To be clear though, I'm in favor of ways to make the atrium itself more pleasant to traverse, but void walking isn't the solution and Klei was right in removing it.

I literally never mentioned the atrium once in my post, wth does this have to do with anything I said??

6 minutes ago, Guille6785 said:

I literally never mentioned the atrium once in my post, wth does this have to do with anything I said??

Because you defend voidwalking, and finding the atrium was the only valid argument ever made in favor of voidwalking.

The way I see exploits, and this may sound rough, but regardless of what the community thinks, developers completely have the right to remove exploits or unintended features they do not want in their game. You can appreciate if they do not patch out an exploit, but you can never be upset if they decide they do not want it in their game.

2 minutes ago, Dwight34 said:

Because you defend voidwalking, and finding the atrium was the only valid argument ever made in favor of voidwalking.

1. My argument wasn't that voidwalking was either good or bad, but that what replaced it wasn't more fun or interesting to use

2. "finding the atrium was the only valid argument ever made in favor of voidwalking" according to who??? the use case of voidwalking I care the most about wasn't finding the atrium, it was cheaply reducing the time it takes to traverse between different land branches in the caves without detouring to the muddy area first, e.g. if you have the blue mushtree forest directly across from sacred you could voidwalk from there to reduce travel time, which made the game more fun because walking for 2 more minutes in a completely empty area is a waste of time. Klei could've added some sort of abyss teleporter that warps you in a straight line across from the void to the first land it collides with, effectively enabling this same mechanic but even faster in worlds that can take advantage of it, but what we got was expensive, uninteresting and incredibly limited since bridges don't come remotely close to being useful in the same situations as voidwalking was for faster travel

Please do not respond to me with more snarky attempts at getting "epic dunks" on my argument or it will be obvious you're just a troll arguing in bad faith

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My argument wasn't that voidwalking was either good or bad, but that what replaced it wasn't more fun or interesting to use

Voidwalking needed to be removed even if no replacement (other than the tentapillar change) was given.

22 minutes ago, Guille6785 said:

Please do not respond to me with more snarky attempts at getting "epic dunks" on my argument or it will be obvious you're just a troll arguing in bad faith

"U a troll" is your defense to every single criticism you've ever faced, kek. And I don't need to attempt, I already did, you are an extremely loud and extremely small minority, simply looking at youtube comments, 99% of players do not mind voidwalking being removed.

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expensive, uninteresting and incredibly limited

Correct

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close to being useful in the same situations as voidwalking was for faster travel

Nothing is ever going to be as useful as the cheat that allows you to infinitely walk out of bounds and even break FW's AI for the cost of 2 fences and a door.

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walking for 2 more minutes in a completely empty area is a waste of time

This game is a waste of time if you want to go that way, it's the same argument JustExo made, gathering healing food is a waste of time so might as well just cheat in infinite health if you can't dodge enough hits I guess. Getting armor is wasting time too, might as well either no hit the entire run or cheat in god mode. Seriously, what do you need those 2 minutes for? Are those 2 minutes so important for some shiny speedrun record? There is a mandatory 20 days timer between each Fuelweaver and most bossfights, is losing 2 minutes every at the absolute minimum 2 hours and 40 minutes that big of a loss? Plus nothing is stopping you from getting a beefalo or some character specific perks or roads. Wanting to keep a massive glitch in the game just to make a speedrun record shinier is laughable, and wanting to keep it for long term worlds is non-sensical and unneeded, there is no basis on which to defend that 2 minutes argument.

I like them a lot but i think it's really stupid that the most compelling and easy-to-think-of use case was removed before the beta ended (Bridges in archives, bridges in atrium). One of the places where I think lore is getting way in the way of gameplay and its almost upsetting

I think that what made the bridges "fail" is that we can't use it the same way we use docks and at the same time, they have the same restrictions as docks (pricey and needing an entire tile to exist).

In one of my old worlds, I used docks to make a straight line between my base and the moonstaff base, and in the middle, I put a detour to one decor area. Not only this is not possible with the cave bridges as they have the 6 tiles limit, they also can't be connected to other cave bridges.

reworking them to be dock-like would do wonders, even if it meant that it would need to add "shallowness" to the void so it limits where you could place it.

Also, just like the pillars, they need some upgraded version.

Them not being capable of being placed in the labyrinth/archive/atrium is stupid and reflects an anti-choice "no, you HAVE to do it THIS way" philosophy that ruins games. If I'm gonna put in the effort of making these bridges and putting up pillars so earthquakes don't destroy them, why the hell shouldn't I be able to bypass the mazes? Screw you, whoever made that decision, I'm gonna use mods to make it possible anyway. How do you like that? You can't control me.

1 hour ago, Primalflower said:

 

I like them a lot but i think it's really stupid that the most compelling and easy-to-think-of use case was removed before the beta ended

 

I still really don’t get this choice of removing them from the biome you would think would be the best choice for adding bridges to traverse the areas. It’s super unfortunate, especially since the alternative isn’t nearly as useful from my experience (from my experience in my world, I have built ~6-7 bridges total, and half of those were less practical bridges, and moreso extra space to place some structures…)

I really hope they can look into potentially reverting this, I really don’t think it would be nearly as detrimental compared to the benefits of being able to place bridges in the biomes made for them.

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