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15 hours ago, Milordo said:

Making them also prototayble could be very dangerous to the balance.

I think a lot of people forget just how good weapons like dark swords and hambats already are. The Dark Sword’s crafting costs practically come directly to the player. You are always going to cut down trees, and unless you are hyper managing your sanity you’re going to have various insanity moments and fight shadow creatures (much less an entire area of the game where you are forced to do that regardless…). The insanity of the dark sword is very minimal all things considered, because unless you are fighting or farming nightmare fuel most players are not going to hold it while walking around as opposed to literally Any Other Item, especially the walking cane.

The cutter’s changes are great, but once you mine out the initial moon shard piles your options of renewing the glass are very limited pre rifts/moonstorms. You can either use bath bombs on the lunar island and wait for a full moon, wait for several full moons for the lunar glass piles to spawn in the caves, fish up lunar wobsters, or hunt down sunken treasures for the moon shard roll. None of these are particularly attractive for mass shard farming, especially considering that living log/nightmare fuel sources are very abundant and rarely deplete to a point this is something you have to consider. By the time you do get sources (especially the champion), lunar/shadow rifts are probably right around the corner anyway.

Even considering this, the ham bat still triumphs both of them if you are planning to do an extreme amount of combat on weakish mobs. Having infinite uses matters a lot more to me than killing the mob slightly faster, and the ham bat can dish out a lot of punishment before the spoilage effect is genuinely an issue. It’s to the point I still use them post rifts to conserve several repair kits of durability to clear out an area of spiders/smash down lots of walls for builds and the like.

One thing I will agree on is the prototyping/recipe tier changes. I myself don’t really like the orb changes and honestly wouldn’t mind if those got reverted. The prototyping one would be really nice, but I think it would be better to incentivize players to go out of their way to unlock the altars past the initial one on the island to unlock the ability to prototype them. I myself never like that there is practically no reason to get the extra altars except to progress the lunar questline, so having an incentive like this could be a neat one while still retaining the initial gimmick of lack of prototyping for a little while.

Edited by Maxil20
I missed a comma and it bothered me to the point I made a minor edit for this (Now A Typo! aaaaa)
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I really want the cutters to be an weapon option, because right now the time to get cutters is a hassle, especially for when it's just half the usage of a dark sword.

Something needs to be changed, whether it's become prototype-able or the orb being a helpful place to craft.

It would be cool to have like a Lunar equivalent to the Shadow Manipulator. I like the Celestial Altar being a neat equivalent to Ancient PseudoScience Station.

 

Maybe they can make a new crafting station that can prototype the Glass items rather than it being the celestial orb.

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1 hour ago, Maxil20 said:

The cutter’s changes are great, but once you mine out the initial moon shard piles your options of renewing the glass are very limited pre rifts/moonstorms. You can either use bath bombs on the lunar island and wait for a full moon, wait for several full moons for the lunar glass piles to spawn in the caves, fish up lunar wobsters, or hunt down sunken treasures for the moon shard roll. None of these are particularly attractive for mass shard farming, especially considering that living log/nightmare fuel sources are very abundant and rarely deplete to a point this is something you have to consider. By the time you do get sources (especially the champion), lunar/shadow rifts are probably right around the corner anyway.

I am going to have to quibble with you on this. I just cleared out a lunar grotto to test how much moon glass you can get there in one go, and I got 113 in less than a day. At that bulk, it takes long enough to burn through that it doesn't really matter that you have to wait for the glass to pile back up (113*0.1=11.3, so on average, 11.3 moon glass shards should be there again every 20 days, which isn't the same huge haul but is still enough for 3 cutters under current price), especially since it renews itself without any extra action you take besides mining it again. In comparison, I do in fact find myself often running out of living logs, especially earlier on when treeguards have a lower chance to spawn. 
Agreed on the ham bat, though. 

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2 minutes ago, Chewabacca said:

I do in fact find myself often running out of living logs, especially earlier on when treeguards have a lower chance to spawn.

Not quite related to the main point of the message, but just to spread the information: treeguards actually have a consistent chance to spawn, they just can't spawn at all before day 4. It's always 1/75, or 1.33%.

Birchnut treeguards, however, do scale. Their chances are (first value is from the start, second is past day 20, third 35 and fourth 70):
Autumn: 3%,  7.5%, 15%, 16.8%
Winter: 0%, 0%, 0%, 0%
Spring: 1.6%, 4%, 8%, 8.96%
Summer: 0.66%, 1.66%, 3.33%, 3.72%

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1 minute ago, Chewabacca said:

I am going to have to quibble with you on this. I just cleared out a lunar grotto to test how much moon glass you can get there in one go, and I got 113 in less than a day. At that bulk, it takes long enough to burn through that it doesn't really matter that you have to wait for the glass to pile back up (113*0.1=11.3, so on average, 11.3 moon glass shards should be there again every 20 days, which isn't the same huge haul but is still enough for 3 cutters under current price), especially since it renews itself without any extra action you take besides mining it again. In comparison, I do in fact find myself often running out of living logs, especially earlier on when treeguards have a lower chance to spawn. 
Agreed on the ham bat, though. 

The grotto is good for a huge boost of glass early on, though once you clear it out and deplete the shards, ~10-12 shards every 20 days isn't a huge amount to maintain your weapon stocks with, especially if you are playing on a server with others. While living logs are a bit harder to come by, there are still ways to obtain a fair amount of them and your sources of them can't really be depleted unless you are really trying to chop all the trees in the map, and also scale considerably better with multiple players/day counts.

I can see in this case that the cutter would be considerably better early on since you can consistently hit 2 major sources of them unlike living logs where you Might get a setpiece and you'll only get one treeguard at a time, though I do feel for sustainability into the midgame the dark sword would win out.

I do think it is neat to think about stuff like this. Reminds me back in the SW days when people would discuss if the cutlass/dark sword were more versatile and how the scope of which weapon you would use shifts based on how far along you are.

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10 hours ago, V2C said:

Glass Cutter, Moon Glass Axe, and Bath Bomb have been moved to the Celestial Orb crafting tier.

What's the point of the altars then? Their unique crafting recipes are now purely for decoration. Might as well move those to the orb too and jsut keep altars purely for moonstorm starting

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Please stop sticking your hands in the spagetti Klei... it's making a mess.

Just finish your content and stop tweaking such bizarre things - It's getting really weird as a game now and it's feeling not only disjointed but really dissatisfying to play.

What a random update cycle :s

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I think something of middle ground can be like woodies plank recipe where the orb as crafting station has the older material cost. And the altar let's us craft with the discounted rate of 3 or 4 moon glass 

Edited by ansuman
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Yeah unfortunately there are 2 major issues on this update that I do not like and basically ruins it for me. The glass tools being crafted on the orb further discourages exploration of the lunar islands for rewards, and encourages you to stay on mainland. I already never liked traveling there, this just encourages me to have further reason not to go on that island.

The second issue is why does the hail not deal damage anymore? Weather threats are my favorite in a game that is supposed to be about survival, why is it giving free moonglass? Is it for moonglass renewability on the mainland where I once again get to sit down and not ever have incentive to explore again? Couldn't this just be on the lunar island as a separate weather event? And can you please explain why glass the size of golfballs does not damage you or even fall now? You technically should be shredded as soon as it collides with you. This upsets me so much >.>

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3 hours ago, Szczuku said:

Який тоді сенс у вівтарях? Їхні унікальні рецепти крафту тепер призначені виключно для декору. Можна також перенести їх у сферу, а вівтарі залишити виключно для початку місячної бурі.

 I completely agree, the whole point of the first altar is to open these crafts, this is what encourages players to visit the lunar island a little more often and as a result find more adventures and in general the first The Moon Altar is a real breakthrough in the constant, especially for new players, so I don't agree to move the crafting of such powerful things from this island.

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Won't miss not going to the island for cutters as that felt more of a chore list than anything to me. The problem I've always had with the island is that... there's nothing to do there. I play wormwood so darkswords are plentiful. I honestly can't remember the last time I crafted a glass... anything. 

Im pretty sure new players dont even touch the island. Most new players dont leave their comfort zone so in a way this will open new options for a lot of people. I still remember klei saying that a lot of people haven't even opened rifts. 

Having said that, I hope you dont abandon the lunar island klei. Its always been... Just there. Even way before this update. Add ghestalt living trees, shattering spider queens, wagstaff clockworks and other suff that only spawns there. Im still waiting for the lunar version of the ruins.

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Make a way for Bearger to be spawned in first Autumn and BEFORE I get the slew of complaints about resources gathering: No Thick fur drop, No Charge attack/ Different attack to not allow wood gathering, No Bin until second Autumn and able to despawn if off screen. We can even get like a Bearger "Cub" that could explain not being the resource machine the regular one is. That 6 and half hour wait is brutal for Lunar quest progression. Surely there's a way to circumvent it without changing default world gen.

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@V2C with regards to making Lunar items prototypable. 
 

What if players had to choose the Lunar Affinity side of their skill tree to unlock the ability to prototype Lunar craftables on the fly…?

To clarify…

A player will gain the prototyping ability for their chosen Affinity Alignment AFTER all conditions have been met.

- Player has unlocked and chosen an Affinity Alignment.
- Player has killed the boss that aligns with their Affinity AND opened the corresponding Rift.
- NOW a player can begin prototyping craftables from their chosen Affinity Alignment’s station.

So if a player has chosen Lunar Alignment, Killed CC, and opened the Lunar Rifts, THEN they can start prototyping Lunar Craftables at the the Lunar Orb.

Or...

If a player has chosen Shadow Alignment, Killed FW, and opened the Shadow Rifts, THEN they can start prototyping Shadow Craftables from the Ancient Psuedoscience Machine. (All of which comes much later down the line).

Edited by MrMNWorm
Further clarification of idea
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6 minutes ago, MrMNWorm said:

@V2C with regards to making Lunar items prototypable. 
 

What if players had to choose the Lunar Affinity side of their skill tree to unlock the ability to prototype Lunar craftables on the fly…?

 

To me, that seems like a balanced and logical reward for choosing the Lunar Affinity.

This would give a bit too much of an edge to having lunar affinity, which is already preferable for early game due to abundance of shadow enemies that you get bonus damage against. Unless shadow affinity would let you prototype ancient pseudoscience crafts, this probably wouldn't make much sense.

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10 minutes ago, grem6 said:

Unless shadow affinity would let you prototype ancient pseudoscience crafts, this probably wouldn't make much sense.

Yes Grem, it was in my line of thinking that if choosing Lunar Affinity allows a player to prototype Lunar Craftables, then eventually, down the line, choosing Shadow Affinity would then allow for the ability to prototype Ancient Pseudoscience Crafts.

If this were the case, then choosing between Lunar vs Shadow Affinities is a REAL choice to be made by the player(s). Because Lunar AFFINITIES, to me, are (mostly) better than Shadow ones… BUT being able to prototype Ancient Pseudoscience CRAFTABLES is better/more desired than Lunar Craftables.

If this were the case, we would be looking at something like this:

- Lunar Affinities are strong but the Craftables are weak (to me that is)

- Shadow Affinities are weak but the Craftables are strong/more desired and useful (to me that is)

Now you’re looking at a choice between a strong affinity with weak craftables OR weak affinity with strong craftables. Upsides and downsides to either choice… so choose wisely my friends.

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17 hours ago, Cliffford W. said:

Meat, Kelp and Kelp.

but i waited for them to rot if they really do and yea.

(I didn't rot the meat for visual difference)

You put it late and lose it. So if you have a lot of drying racks then better watch out

Yeah so, like Woby's drying rack, things you put in there to dry won't lose any spoilage while in the process of drying. Already dried products however? Yeah, not only they will spoil, they will be affected by rain and spoil faster. It's a very neat and reasonable downside if you forget about them.

Keep in mind acid rain has no effect on these as of currently as it's evaluated separately and currently doesn't account for exposed containers (acid rain has a few bugs for when it should apply or not for non-players, like applying to items and creatures in the archives or lunar grotto or so, hopefully it'll get looked into once they go over the caves and shadow side stuff). But treat it as if it were the case for when it eventually gets addressed, things will rot very fast.

EDIT: I completely missed the hotfix being downloaded, and the hotfix post. Nevermind what I said on this, they've taken measures to make acid work against drying racks, but only against them and not other containers. It works as you'd expect, but it also pauses drying, which didn't happen before.

 

12 hours ago, grem6 said:

Not quite related to the main point of the message, but just to spread the information: treeguards actually have a consistent chance to spawn, they just can't spawn at all before day 4. It's always 1/75, or 1.33%.

Birchnut treeguards, however, do scale. Their chances are (first value is from the start, second is past day 20, third 35 and fourth 70):
Autumn: 3%,  7.5%, 15%, 16.8%
Winter: 0%, 0%, 0%, 0%
Spring: 1.6%, 4%, 8%, 8.96%
Summer: 0.66%, 1.66%, 3.33%, 3.72%

Well, since we're clarifying things, here's a few more details on this:

  • For both cases, if the entity chopping down a tree has an "age" component (not Wanda's age mechanic, that's "oldage"), so a player normally, it's based on their amount of days survived rather than world days. For anything that doesn't have said component, world days are used instead.
  • Probably known for a while as well, but Woodie has a higher chance to spawn both Treeguards and Poisonous Birchnuts, unless in Werebeaver form, which sets the chance to 0.
  • Poisonous Birchnut trees can only spawn when chopping down tall ones, and only medium-sized ones can turn poisonous. Small and tall ones can still be selected, but won't do anything unless they happen to grow right before the delayed transform task executes (idols sadly get affected by this too). And as probably very known by now, leafless ones will also never turn. Mainly mentioning this whole point because it might explain why sometimes you seemingly never get any poisonous Birchnut trees.
Edited by hoxi

It's crazy to me how much people seemed to hate on Lunar hail, and now that they're changing it, sudden the pendulum has shifted. I personally liked the old way, but man it was dangerous if you got attacked from a hound wave or boss.

I'm personally fine with this version or the old version. Both are fine IMO, but it is crazy to see the thing everyone seemed to unanimously hate, now people want. Devs have quite the challenge right now.

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7 hours ago, Uedo said:

Please stop sticking your hands in the spagetti Klei... it's making a mess.

Just finish your content and stop tweaking such bizarre things - It's getting really weird as a game now and it's feeling not only disjointed but really dissatisfying to play.

What a random update cycle :s

Alter forbid they try to make a fairly overlooked weapon relevant in more areas than just two boss fights (Although I do think they've overcorrected a little).

The lunar hail changes are nice too although I don't agree with it becoming completely harmless.

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8 minutes ago, Curly Bill said:

It's crazy to me how much people seemed to hate on Lunar hail, and now that they're changing it, sudden the pendulum has shifted. I personally liked the old way, but man it was dangerous if you got attacked from a hound wave or boss.

I'm personally fine with this version or the old version. Both are fine IMO, but it is crazy to see the thing everyone seemed to unanimously hate, now people want. Devs have quite the challenge right now.

It's just two different groups of people. The complaints you saw before were from people who disliked the old state of lunar hail, and the complaints you're seeing now are from people who liked it. I personally liked lunar hail since it was first added, and even would have preferred it to be more destructive, so now I'm expressing my dissatisfaction with it being made harmless, something I didn't do in the past because I simply liked the feature!

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8 minutes ago, lowercase skye said:

It's just two different groups of people. The complaints you saw before were from people who disliked the old state of lunar hail, and the complaints you're seeing now are from people who liked it. I personally liked lunar hail since it was first added, and even would have preferred it to be more destructive, so now I'm expressing my dissatisfaction with it being made harmless, something I didn't do in the past because I simply liked the feature!

The people who disliked the old state need to start speaking up, this whole back and forth is giving me whiplash

I am quite conflicted about glass cutter tab changes. This weapon allways felt right with me, it is one of the reason you go to lunar island. Now that you can craft it on the orb, the island feels more empty.

And I disagree hardly with people arguing that the resources for glass cutters are harder to obtain than for a dark sord. You see, these two weapons are great for the middle game, but the resources for the darksword (nighmare fuel + living logs) are used in a lot of middle game recepies: all the magic items & all the ancient items; I myself always keep running out of these resources and it isn't untill end game when I switch to post-rift equipment that they really start to stock pile for me. But you know what doesn't have a lot of uses middle game? Glass. One trip to the grotto, and you are set for life on glass, untill you kill CC and get even more.

I think putting the recepie for the axe + cutter + bomb in the orb tier is unfortunate. When you kill the champion you get these recepies into the orb, it is a reward to the player for the quest they went trough (Yes this is irrelevant if you activate rifts, you get better equipment; but you could also not activate rifts after CC). If you put it into the orb tier from the start it is just reward, without effort. 

I think there should be a middle ground - Perhaps once you have 2 altars assembeled, you can pre-empivelly bring the orb to the incomplete lunar energy to upgrade the orb dding the recepies into // get the ability to prototype these itwms. This would give the reward not at the end or at the start, but at a comftorble midle spot - as a casual player you can set up 2 altars before killing crab king or deciding to rushing the lunar line. It would also add some direction to new players that latter they might need the orb again when you have 3 altars.

The glass cutter is a strong weapon, I fear it might lead to further powercreep; I know some people will say 'willow flames exists' and other examples of how the balance in DST might be a notch off. But we are talking about a weapon that is on the level of darkswords, with no downsides! Think about it - This weapon was in the game for 4 years, and I have not seen people complain about it needing any buffs, it was in a good state - powerfull nut not super easaly obtainable. Compare that with the drying racks buff, people kept asking for it to be improved as it felt slow and underwelming; I applaude Klei on the new change on drying racks.

Please Klei, reconsider the decision of moving the glass cutter to the orb tier! Have a good weekend <3

Edited by Wumpair
Two posts merged, I will separate it for better reading
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11 hours ago, hoxi said:

Yeah so, like Woby's drying rack, things you put in there to dry won't lose any spoilage while in the process of drying. Already dried products however? Yeah, not only they will spoil, they will be affected by rain and spoil faster. It's a very neat and reasonable downside if you forget about them.

Why's everybody talking about this now? Isn't this how it's worked since DST began? Only in DS could you preserve jerky forever on the rack.

Are the rotten graphics new?

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