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Cave Bridges, Still Upsetting?


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25 minutes ago, Maxil20 said:

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.

Independently from the bridges, i'd really like the ability to burn down this spider web on the ground.

6 hours ago, YouKnowWho142 said:

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.

To be fair the reason void walking was removed wasn't to remove the exploit it was because people complained that Winona's bridge skill didn't work in caves so the next update they made it so it did which just so happened to result in the loss of void walking as standing on her bridge when it breaks needed a consequence. Then people complained about void walking being gone and the reason people mainly used it being the atrium so they added cave bridges and made the atrium tied to a set piece. 

6 hours ago, YouKnowWho142 said:

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.

Just because they can, it doesn't mean they should. Their constant removal of cheese methods for Fuelweaver, for instance - it's a mistake to do that and willfully blind themselves to why so many players are willing to go out of their way to subvert or avoid the fight.

I scarcely use them and essentially needing a pillar around each bridge you want to place is a major detriment. Sure you could place a bridge on its own but that thing is going to get destroyed offscreen in three days. They were insanely undertuned- however a structure can be undertuned. The only time I have ever used them was on a super lategame world that had been going for over a month in the beta with friends, just to create a quicker shortcut to get to toadstool, and it wasn't even that good of a shortcut.

On 3/27/2025 at 9:43 PM, Dwight34 said:

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?

I have a slight feeling that farming resources for healing items and armor is ever so slightly more intresting than walking in a line for 5 minutes instead of 3

On 3/28/2025 at 3:41 AM, DegenerateFurry said:

Just because they can, it doesn't mean they should. Their constant removal of cheese methods for Fuelweaver, for instance - it's a mistake to do that and willfully blind themselves to why so many players are willing to go out of their way to subvert or avoid the fight.

honestly fuelweaver is the most fun fight I've experienced in dst ever since I actually learned the fight, I can understand why someone who's bad at the game would dislike the fight since well, I've been that person until recently, but I really don't think it's a bad fight that needs to be cheesed in any way

8 hours ago, mmmmmmmmmmm said:

I have a slight feeling that farming resources for healing items and armor is ever so slightly more intresting than walking in a line for 5 minutes instead of 3

honestly fuelweaver is the most fun fight I've experienced in dst ever since I actually learned the fight, I can understand why someone who's bad at the game would dislike the fight since well, I've been that person until recently, but I really don't think it's a bad fight that needs to be cheesed in any way

Actually I wish they add more fights like fw. Rift content gave me that hope but we only got simple and/or easy encounters. The moon trio isn't that bad but inks, snakes, brightshades, mimic chests and the blobs are really disappointing, even boring, fights

On 3/28/2025 at 12:28 AM, Guille6785 said:

walking for 2 more minutes in a completely empty area

thats a seperate issue that should be addressed, voidwalking being there isnt the fix they wanted to have for that. best answer is to keep advocating for more additions to the caves 

I don't use them too often but i see their use. My main issue is that it seems like it takes 2 or 3 bridge pieces to fill 1 tile so its aint that good for anything but a 1 or 2 tile gap. And the no bridge to atrium is dumb but i do get why, its so you still gotta do the maze parts of them but still there could of been a different way to fix that.

On 3/27/2025 at 1:08 PM, 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

They patched a bug and added a feature. Pretty normal.

1 hour ago, IAmAFurrz said:

thats a seperate issue that should be addressed, voidwalking being there isnt the fix they wanted to have for that. best answer is to keep advocating for more additions to the caves 

I don't want them to add 2 more minutes of content, I just want a way to skip more walking

To me it’s a cool addition to the game and it gives you more utility.
 

You’re sort of comparing this mechanic to people who got free cake to others who stole the cake and then got angry at their replacement because the cake they stole was more grand.

10 minutes ago, Guille6785 said:

I don't want a character for that when there was already a perfectly usable system to do that that was removed for no benefit

Oh no, he doesn't want it. The system was a bug with plenty of opportunities to exploit and trivialize parts of the game.

Accidentally pushing mobs out was a pain too. More of a surface problem with grass geckos.

Edit: I get it sucks for speedruns, but for a casual experience this is a healthy change.

11 minutes ago, Hollow soul 3 said:

Oh no, he doesn't want it. The system was a bug with plenty of opportunities to exploit and trivialize parts of the game.

Accidentally pushing mobs out was a pain too. More of a surface problem with grass geckos.

Edit: I get it sucks for speedruns, but for a casual experience this is a healthy change.

nobody ever mentioned speedruns

(also mobs on the surface already drowned prior to voidwalking getting removed)

19 minutes ago, Guille6785 said:

I don't want a character for that when there was already a perfectly usable system to do that that was removed for no benefit

The benefit is now you can grow as a player and become less dependent on a crutch.

3 minutes ago, cybers2001 said:

The benefit is now you can grow as a player and become less dependent on a crutch.

ah yes, the ultimate challenge of DST, walking

this is one of the wildest things anyone has ever said to me on these forums lol, the dst community really is something else, what a thing to say to me of all people

8 minutes ago, Guille6785 said:

ah yes, the ultimate challenge of DST, walking

this is one of the wildest things anyone has ever said to me on these forums lol, the dst community really is something else, what a thing to say to me of all people

Void walking basically trivializes the entire labyrinth, archives, atrium, and giant tentacle. It's actually very OP.

1 minute ago, cybers2001 said:

Void walking basically trivializes the entire labyrinth, archives, atrium, and giant tentacle. It's actually very OP.

I clearly do not need a crutch to play the game, I am just asking for an accessible way to shorten distances between cave branches for all characters because walking is boring, something that was already possible before and was removed for no benefit, it would be nice if you people would stop putting words in my mouth in a sad attempt to flaunt your superiority for "not using an exploit"

1 hour ago, Guille6785 said:

nobody ever mentioned speedruns

(also mobs on the surface already drowned prior to voidwalking getting removed)

Sure, Ill rephrase it. It sucks for speedruns obviously, but for casuals it can hurt the experience.

The caves are a pretty novel challenge at first. The sanity drain alone is a challenge before you learn combat. Running away from a hoard of enemies, trying to find an exit before you starve, finding the atrium, and fighting afw. It's all pretty fun to learn how to get around those. When a newer players found how to do the set up, it takes away from their experience.

That's fair enough, I stopped putting them by water a while ago. Those things do not respect walls enough. 

1 hour ago, Guille6785 said:

ah yes, the ultimate challenge of DST, walking

this is one of the wildest things anyone has ever said to me on these forums lol, the dst community really is something else, what a thing to say to me of all people

Spending time in the underground starts as a challenge. Watching new players, it's not that crazy to say. Bridges attempted to give players that like to play glitchless a way to get around that to various degrees depending on how many resources they farm. I wish there were more options for travel underground still too though. Maybe something with the nightmare fissures? Something with an inherent risk for higher utility or something.

I'm not trying to say any play style is superior, but holding features back to preserve a bug? That'd be something 

 

7 minutes ago, Hollow soul 3 said:

I'm not trying to say any play style is superior, but holding features back to preserve a bug? That'd be something 

dude, I am literally suggesting that they don't bring voidwalking back and instead add a similar functionality in the form of official features, literally just scroll up 10 posts

8 minutes ago, Guille6785 said:

dude, I am literally suggesting that they don't bring voidwalking back and instead add a similar functionality in the form of official features, literally just scroll up 10 posts

 sorry man, I'm a little behind. I'm still back here

On 3/27/2025 at 1:08 PM, 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

That's why I was talking about void walking taking away allot of the challenges from the caves for a casual player.

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