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Cave Bridges, Still Upsetting?


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1 hour 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

What's wrong with lazy explorers?

3 minutes ago, cybers2001 said:

Show me your cave map and I'll show you how can you can get from point A to point B faster with lazy explorer than with void walking

I'm only sending you this because I'm curious what sort of mental gymnastics you're gonna do to keep defending an indefensible argument and argue that somehow voidwalking doesn't let you reach the ruins faster here than having to detour through muddy

image.png.d1ef9b9560ac2ca57d65fa2eedac8108.png

12 minutes ago, Guille6785 said:

I'm only sending you this because I'm curious what sort of mental gymnastics you're gonna do to keep defending an indefensible argument and argue that somehow voidwalking doesn't let you reach the ruins faster here than having to detour through muddy

image.png.d1ef9b9560ac2ca57d65fa2eedac8108.png

You really need to completely skip all the ruins content?

Pretty much every POI is within 2 degrees of separation from the center biome. Literally only the deep ruins sections are tucked away to the corners of the map. This is a pretty ridiculous ask imo.

after discovering Shipwrecked, one thing that puzzles is how hard klei consistently tries to avoid putting speed boosts in DST.

in SW theres a ton of speed buffs that can all stack with eachother but in DST you can scarcely ever go above +25%, it kind of sucks

2 minutes ago, Guille6785 said:

that's enough DST forums for today for me

I mean it sounded like you were making a case about walking being boring in the caves, as understandibly 90% of it is dead space, but experiencing the ruins to get to AG is 100% intended by Klei.

1 minute ago, Well-met said:

after discovering Shipwrecked, one thing that puzzles is how hard klei consistently tries to avoid putting speed boosts in DST.

in SW theres a ton of speed buffs that can all stack with eachother but in DST you can scarcely ever go above +25%, it kind of sucks

That's exactly the thing. Klei acknowledged that mobility is a huge part of the game, which was why they refused to add coffee. Though I wonder if they still feel that way as they've been mobility-creeping so many characters via skill trees.

I use the bridges along support pillars to make certain regularly-trodden paths in my world easier or more convenient. I have a world right now where I only needed to use three bridges to save me maybe half a day's walk every time I want to get to the muddy biome and the ruins beyond.

Now this is, admittedly, very world gen dependent, and I do think that the crafting recipe for bridges could serve to be a little cheaper and to make them a little more durable. I use them the same way I use cobblestone roads on the surface, to make traversing certain areas faster.

the fact they break while unloaded (unlike pillars which dont even take damage unless loaded) and cant be placed in the atrium and labyrinth make them feel not very helpful, especially compared to their surface counterpart, docks. i personally think some kind of reinforced bridge that lets you place it regardless of the biome you're in would be a nice compromise, at least for the latter problem. they could also do with a pretty hefty durability buff; 4 earthquakes really isnt that many, especially when you consider that they break when even when unloaded.

On 4/7/2025 at 10:20 PM, Well-met said:

after discovering Shipwrecked, one thing that puzzles is how hard klei consistently tries to avoid putting speed boosts in DST.

in SW theres a ton of speed buffs that can all stack with eachother but in DST you can scarcely ever go above +25%, it kind of sucks

Well I won't be against adding some minor new speed boost to dst what really sucked was sw speed... Never seen such absurd application of a stat in a videogame, it looked like a glitch, mod or a bug more than a intended mechanic 

On 4/7/2025 at 10:27 PM, Guille6785 said:

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

i didnt say i disagree with you on the removal of void walking, just that i think that argument is very tangential (and your problem isnt really that cave lacks content from this comment) 

Personally I like them, because their main use is for traveling those super annoying gaps. I haven't had much problems with them personally because their use is rare as they are expensive till got the farms set up. I don't mind their cost as they basically become permanent after building pillars.

My only gripe with them is them being ugly, so I want some kinda skins for them.

On 4/7/2025 at 10:20 PM, Well-met said:

after discovering Shipwrecked, one thing that puzzles is how hard klei consistently tries to avoid putting speed boosts in DST.

in SW theres a ton of speed buffs that can all stack with eachother but in DST you can scarcely ever go above +25%, it kind of sucks

I think the reason why is that there are speed boosts like amulet, but noone will ever admit on wanting to have additional slot like backpack slot or something to have it. Instead everyone will go AROUND that idea and just 'give us coffee'. We already have the mechanics and items, we just can't access these things without losing some type of comfort due to given limitations.

Also SW oceans are mostly empty as to why there's that, and maps overall are giant. It makes sense why there not in DST. We got beefalos for that anyway.

On 4/7/2025 at 10:07 PM, cybers2001 said:

You really need to completely skip all the ruins content?

Pretty much every POI is within 2 degrees of separation from the center biome. Literally only the deep ruins sections are tucked away to the corners of the map. This is a pretty ridiculous ask imo.

So you claimed that he could literally use lazy explorer to reach a destination faster compared to void walking and when he gave you a picture the topic changed suddenly?

Caves are so lacking in content that from the given picture even If you walk around instead of void walking you won't gain anything except maybe restocking on light bulbs, experienced players won't die to splumonkeys and If it is nightmare or dawn phase it is just waiting/wasting more time unless you can kill them to make a path which might not even be any faster.

DST isn't a competitive game, why shouldn't I be able to void walk or use lureplant to kill FW or block/kill other bosses. At least the argument for removing void walking may be reasonable If I have not been lied to when players said that because of Winona's bridge the code had to be changed but there is no good argument to remove Bee Queen being stuck on boat that was first intentionally added so that she doesn't walk over water where players can't reach her and based on a bug report was removed years? later.

On 4/7/2025 at 8:21 PM, Hollow soul 3 said:

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.

Why should you be deciding how others play the game and what hurts their experience when it is their choice whether to use the method or not? The more options the better the game is when it comes to sandbox. The beauty of it was that you could play and never void walk and I could void walk when I wanted and everyone got to play the game how they wanted.

 

On topic when it comes to bridges, they are quite bad because they are too expensive, require a pillar, can't be used in atrium and are limited with the distance.

1 hour ago, 00petar00 said:

Why should you be deciding how others play the game and what hurts their experience when it is their choice whether to use the method or not? The more options the better the game is when it comes to sandbox. The beauty of it was that you could play and never void walk and I could void walk when I wanted and everyone got to play the game how they wanted.

 

On topic when it comes to bridges, they are quite bad because they are too expensive, require a pillar, can't be used in atrium and are limited with the distance.

I don't Einstein. If i made the decisions, the console versions wouldn't be garbage.

I genuinely don't care what you do, in game or out. The devs wanted to add options. If they wanted players to be able to fix bad placement, it makes sense to add a consequence for being on a bridge as it was being destroyed. Throughout the setup and execution, it was obvious that void walking was unintended. It would be stupid to bar them from adding in features to preserve an exploit.

2 hours ago, Hollow soul 3 said:

I don't Einstein. If i made the decisions, the console versions wouldn't be garbage.

I genuinely don't care what you do, in game or out. The devs wanted to add options. If they wanted players to be able to fix bad placement, it makes sense to add a consequence for being on a bridge as it was being destroyed. Throughout the setup and execution, it was obvious that void walking was unintended. It would be stupid to bar them from adding in features to preserve an exploit.

If you read my full reply you'd see that I said that void walking at least has that argument If it is true that they needed to remove it to add bridges but that doesn't explain why lureplant mob blocking and BQ boat method were patched out. Why couldn't something equivalent to void walking be added?

I don't understand the fixation on If something is intended by the devs or not, most of the strategies and farming setups players use were never intended but they allow us to have fun playing DST for a decade and it keeps going. If everything that wasn't intended is for some reason removed I don't think a lot of people would be able to play this long.

39 minutes ago, 00petar00 said:

If you read my full reply you'd see that I said that void walking at least has that argument If it is true that they needed to remove it to add bridges but that doesn't explain why lureplant mob blocking and BQ boat method were patched out. Why couldn't something equivalent to void walking be added?

I don't understand the fixation on If something is intended by the devs or not, most of the strategies and farming setups players use were never intended but they allow us to have fun playing DST for a decade and it keeps going. If everything that wasn't intended is for some reason removed I don't think a lot of people would be able to play this long.

I wasn't explaining why the Bee Queen and lure plants got patched. Do you think I work for them or something? Ask Klei.

They left void walking in until it got in the way of them adding something to the game. No one cares if you use exploits.

3 hours ago, Hollow soul 3 said:

I genuinely don't care what you do, in game or out.

Since you missed it the first time. Maybe you should read the whole post bud.

7 hours ago, 00petar00 said:

So you claimed that he could literally use lazy explorer to reach a destination faster compared to void walking and when he gave you a picture the topic changed suddenly?

I misread the part about sacred biome, specifically. At least it served the purpose of getting him to actually show what he's trying to communicate when multiple people assume he's talking about early game-related strats. But yes, there are parts of the map tucked away with the explicit purpose of not being conveniently accessible. For the purpose of normal biome-to-biome traversal, and even through the labyrinth or across to the atrium, lazy explorer works quite well.

Anything else you want to say here, or you just feel like @ing me for no productive reason?

7 hours ago, 00petar00 said:

Caves are so lacking in content that from the given picture even If you walk around instead of void walking you won't gain anything except maybe restocking on light bulbs, experienced players won't die to splumonkeys and If it is nightmare or dawn phase it is just waiting/wasting more time unless you can kill them to make a path which might not even be any faster.

Exactly what I said in my response, except I disagree about the splumonkey zone. Seems naive to assume that just because you solved an obstacle means that it is suddenly no longer an obstacle in a game that punishes exactly for that level of complacency towards known obstacles. How do you suppose anyone dies in this game past the first 200 days if they've already experienced every challenge by then?

13 minutes ago, cybers2001 said:

I misread the part about sacred biome, specifically. At least it served the purpose of getting him to actually show what he's trying to communicate when multiple people assume he's talking about early game-related strats. But yes, there are parts of the map tucked away with the explicit purpose of not being conveniently accessible. For the purpose of normal biome-to-biome traversal, and even through the labyrinth or across to the atrium, lazy explorer works quite well.

He's a speedrunner, it's actually hilarious watching you try to tell him "you can make it from a to b faster with a lazy explorer."

I don't agree with everything he says, but he knows the strats better than you. Just take the L.

58 minutes ago, Hollow soul 3 said:

He's a speedrunner, it's actually hilarious watching you try to tell him "you can make it from a to b faster with a lazy explorer."

I don't agree with everything he says, but he knows the strats better than you. Just take the L.

I literally do not care about speedrun exploits (er sorry, I mean strats). Like, at all.

2 hours ago, Hollow soul 3 said:

Since you missed it the first time. Maybe you should read the whole post bud.

At the same time you are telling me that it would've ruined my experience If I used these strategies when I was new and I disagree with that.

8 hours ago, 00petar00 said:

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.

Here's another time you said that it is fun to play it your way but somehow I am missing the point? When new players learn void walking and decide to use it its completely their choice If they want to and it may or it may not detract from their experience based on what they enjoy about the game.

1 hour ago, cybers2001 said:

Exactly what I said in my response, except I disagree about the splumonkey zone. Seems naive to assume that just because you solved an obstacle means that it is suddenly no longer an obstacle in a game that punishes exactly for that level of complacency towards known obstacles. How do you suppose anyone dies in this game past the first 200 days if they've already experienced every challenge by then?

I am not some amazing gamer, I still die pretty often but mostly by being careless and it is usually because I have long gaming sessions and don't always focus on the monitor while playing but I have not died to splumonkeys in years because they are expected and always at the same spot and even when void walking was available I didn't use it the first time when exploring caves on a new world. The worst that can happen is you being greedy and running though when knowing that phase may change at any moment and you spend a few minutes running to exit which you would've done anyway after getting ruins loot or kill the ones chasing you depending on your character and gear. 

53 minutes ago, Hollow soul 3 said:

He's a speedrunner, it's actually hilarious watching you try to tell him "you can make it from a to b faster with a lazy explorer."

I don't agree with everything he says, but he knows the strats better than you. Just take the L.

I don't speedrun and most players that use exploits like void walking aren't speedrunners. A lot of people I play with including me value freedom given by sandbox games that create emergent gameplay and strategies get developed years later that weren't intended but were always possible in the game.

58 minutes ago, 00petar00 said:

At the same time you are telling me that it would've ruined my experience If I used these strategies when I was new and I disagree with that..

reread the post, forcing on the word "CAN". Because I was talking about you specifically. No one else, just you. All my comments revolve around you actually. 

 

1 hour ago, 00petar00 said:

I don't speedrun and most players that use exploits like void walking aren't speedrunners. A lot of people I play with including me value freedom given by sandbox games that create emergent gameplay and strategies get developed years later that weren't intended but were always possible in the game.

I know that reading it, it looked like I was quoting and talking about cybers. Like I said above, obviously It was directed to you. Its all a rouse to talk to you. 

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