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The title. I think the boss clearly doesn't work (for me at least) that it doesn't spawn at all basically. I might stay out of caves for long periods of time and I'm in day 400 when doing ruins or going to caves - I've not gotten boss worms at all, even since it's release. It's too inconsistent, I like it's design but damn.

Why it no work, Keli. Pls fix Keli.

  • Like 6
On 4/23/2025 at 4:07 PM, Frosty_Mentos said:

The title. I think the boss clearly doesn't work (for me at least) that it doesn't spawn at all basically. I might stay out of caves for long periods of time and I'm in day 400 when doing ruins or going to caves - I've not gotten boss worms at all, even since it's release. It's too inconsistent, I like it's design but damn.

Why it no work, Keli. Pls fix Keli.

Making it spawn in the ruins would probably make it easy to abuse. Making it be in an underused cave biome would probably be better. Maybe put it in the rocky biomes so you can feed the rock lobsters to it

Edited by Arde

I mean you could just correlate it with a general being too greedy underground, ie, trying to locust the caves quickly just for bulk resources.

Too many tremors->Welcome to the worm.

That way there is a balance of someone who enters the caves at random on day 20 doesn't get merc'd by a boss with mechanics clearly not designed for inexperienced cavers, but someone who knows the cave well and who is abusing it for all its worth has to be ready to defend themselves.

  • Sanity 1

I like it as a wave boss, my issue is after 1 time of it spawning it never spawns again and for megabasers it just ruins everything. (and besides the renewable fossils the drops are trash)

  • Like 1
3 hours ago, Johnny_Waffles said:

I like it as a wave boss, my issue is after 1 time of it spawning it never spawns again and for megabasers it just ruins everything. (and besides the renewable fossils the drops are trash)

I have expend many hours and only got 8 regular worm waves and no giant worm

The megabases problem could be solved by giving more time and changing how the wave sounds (there can even add earthquakes during the alert)

  • Like 1

 

2 hours ago, WilsonHiggs said:

I have expend many hours and only got 8 regular worm waves and no giant worm

The megabases problem could be solved by giving more time and changing how the wave sounds (there can even add earthquakes during the alert)

They do kinda have a warning where rocks fall while its spawning but that could still destroy someones mega base if they haven't put up pillars, and I know some megabases with the entire caves covered so I see their only way to counter it is to either destroy a chuck of their megabase to fight it, or turn it off.

Edited by Johnny_Waffles
  • Like 1

My biggest gripe with the worm is its an RNG boss. You either Never see it or get super unlucky and get it every other wave, and it’s not really fun to work around that. I would personally like if it was adjusted to be somewhat consistent, though I’m not sure how without giving it a seasonal restriction (if going this route, I would love to see it be a summer boss since thats when a lot of people go into the caves and I think it would be neat if this was a consistent encounter to shake things up).

Most other things are pretty fine…? The warm has a much more obvious warning and they increased the time it takes to spawn from 30 to 60 seconds, putting it in line with the general DST bosses. I think its got more than enough warning to handle now, even in a megabasing context. The Only reason I don’t have it turned on is I still need to make gauntlet areas to fight the worm in…

  • Like 3
2 hours ago, Maxil20 said:

My biggest gripe with the worm is its an RNG boss. You either Never see it or get super unlucky and get it every other wave, and it’s not really fun to work around that. I would personally like if it was adjusted to be somewhat consistent, though I’m not sure how without giving it a seasonal restriction (if going this route, I would love to see it be a summer boss since thats when a lot of people go into the caves and I think it would be neat if this was a consistent encounter to shake things up).

Most other things are pretty fine…? The warm has a much more obvious warning and they increased the time it takes to spawn from 30 to 60 seconds, putting it in line with the general DST bosses. I think its got more than enough warning to handle now, even in a megabasing context. The Only reason I don’t have it turned on is I still need to make gauntlet areas to fight the worm in…

The game should count how many worm waves were spawned and rise the chances a ~20 or ~33% until you get a giant one. No matter if the player leaves or not the caves, the token should stay to prevent being reset before experiencing the boss 

It could also have higher spawn rate when the caves are wet since real worms like wet soil and would give a reason to visit the caves when there are weather conditions instead of just to evade summer

1 hour ago, WilsonHiggs said:

The game should count how many worm waves were spawned and rise the chances a ~20 or ~33% until you get a giant one. No matter if the player leaves or not the caves, the token should stay to prevent being reset before experiencing the boss

That's how it works, but it caps out at 50% by default. The higher setting goes to 100%, but can be despawned by other players as usual.

On 4/24/2025 at 11:08 AM, lowercase skye said:

It's literally just fine, please don't make it a raid boss.

It should have been a seasonal cave boss, honestly. It's too annoying to be normal periodic. Make it spawn once per season, and you can launch some extra hostile flares if you want more for whatever reason.

Edited by FluffyBun
  • Like 2
On 5/19/2025 at 3:19 AM, FluffyBun said:

It should have been a seasonal cave boss, honestly. It's too annoying to be normal periodic. Make it spawn once per season, and you can launch some extra hostile flares if you want more for whatever reason.

If they don’t want it to be a seasonal boss they could make it so it’s guaranteed to spawn after x amount of waves (with maybe some variation) that can be force spawned with hostile flares. The spawning and killing of one via hostile flares would reset the cycle (like dearclops). 
 

As someone who builds a lot, I just turn off great depths worm spawning so my builds are safe. But I think this option would keep the random spawning of the boss function in while also adding a layer of prep for those who don’t want it destroying their builds. I think a “hostility” indicator build (like the one for moisture) or something would be nice to have a clearer indication of when it’ll spawn would be cool, but that I’m less sure of. Also it dose need better drops but I have no ideas for that at the moment.

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