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I notice a lot of people seem to miss the shard effect of the lunar hail, while also talking about how the hail effect in general is too short for things like farming/harvesting moon shards. I myself have experienced this, especially because the window to harvest shards before it goes away is brief and you often don't have enough time to drop what you are doing and harvest a reasonable amount of shards. 

I feel a good, in-between compromise is to extend the length of how long the lunar hail lasts (~6-8 minutes or so from 90 seconds), and toward the middle of the storm, add a brief period of lunar hail drops falling for a minute or so during the "peak" of the hailstorm. I feel this would allow players to properly harvest the shards from the hailstorm during the early/late stages while allowing players who wanted to harvest the shards themselves to retain the ability to, while also adding a bit of risk that people liked about the old storms.

I hope this would both sides of the players who enjoyed the old mechanics for what they did alongside the new mechanics, without causing too much conflict.

Edited by Maxil20
  • Like 20

If a bright beak bird eat too much moon shards, it will fly into the sky and trigger moon shards drop from the sky.

This will make it more controllable. And increase the threat caused by bright beak bird.

I feel like we should see what they're cooking still before trying to add back the damage. If this is really the final iteration then I agree it could use something more, but I can't tell you how many posts I've seen complaining about Lunar Hail and Lunar Frog Rain to the point of people disabling Lunar Rifts entirely, so I don't think people will receive it well if they add the damage back.

I'm not a huge fan of the damage either as it doesn't make sense that the player is the only thing hurt by the hail, and the alternative is everything getting hurt, which would kind of break the game and require all creatures you want to keep alive to be penned underneath Above Average Trees. I'm fine with the caves being the domain where we have to deal with earthquakes.

  • Like 1

The damage of lunar hail has received a lot of complaints over the past two years. I seriously doubt how many people actually like it.

They are just reskin earthquakes with classic rain‘s solution before RoG dlc, interrupting your flow experience every ten days, which is not fun at all.

Edited by Cassielu
  • Like 1
7 hours ago, Cassielu said:

The damage of lunar hail has received a lot of complaints over the past two years. I seriously doubt how many people actually like it.

They are just reskin earthquakes with classic rain‘s solution before RoG dlc, interrupting your flow experience every ten days, which is not fun at all.

Idk i liked it

  • Like 3
8 hours ago, Cassielu said:

The damage of lunar hail has received a lot of complaints over the past two years. I seriously doubt how many people actually like it.

They are just reskin earthquakes with classic rain‘s solution before RoG dlc, interrupting your flow experience every ten days, which is not fun at all.

Yeah, not many people liked it, people against this change saying "but most people don't like this change" they don't realize that the people who like this change stay quiet since they like it and have nothing to complain about, I am kind of in the middle, I didn't like cheap damage, but I agree that now there seems to be no danger, I suggested that they could add lightning strikes and when the lightning hits the ground they create Glass Boulders, such as in real life when lightning hits sand and creates crystals.

  • Like 1

Would be neat. Only having a part of the lunar hail actually be dangerous gives you time to prepare if unprepared while also not being annoying for being dangerous for long.

I never got the complaints about it before 'cus 1, it's not difficult to avoid the hail and 2, there are several ways to make an area safe from it (like the giant tree or umbralla).

It would also be cool if there was a short screen shake before each lunar hail phase. 

This would act as a warning to players and invoke the feeling of "uh oh something is going to happen"

Edited by Pet Rock

I'd only agree with the damage if it hit mobs and structures. If players want true survival, they should accept having their base destroyed and their animals killed. Saying survival simply means carrying Umbralla in your inventory is a joke to me.

The player starts fighting a boss (Celestial Champion, for example) and starts taking damage, but the boss becomes immune. What's the logic behind this?

  • Like 1
15 hours ago, Cruvimaster said:

I'd only agree with the damage if it hit mobs and structures. If players want true survival, they should accept having their base destroyed and their animals killed. Saying survival simply means carrying Umbralla in your inventory is a joke to me.

The player starts fighting a boss (Celestial Champion, for example) and starts taking damage, but the boss becomes immune. What's the logic behind this?

The problem is multiplayer. Having your base ruined because another player visited during hail feels bad. You're also ignoring other players' styles of play. (I.e, the kind who buy skins.)

It'd be fine if the hail just inflicted drowsiness or something, then it could hit mobs. (Could do freezing, but that insta-kills adorable larva. Bad enough it starves.)

Edited by Bumber64
  • Like 2
20 hours ago, Cruvimaster said:

The player starts fighting a boss (Celestial Champion, for example) and starts taking damage, but the boss becomes immune. What's the logic behind this?

What's the logic exactly behind what we have now, where raining shards of glass with the sharp part directly pointed downwards doesn't even make the player flinch?

Edited by lowercase skye
2 minutes ago, lowercase skye said:

What's the logic exactly behind what we have now, where raining shards of glass with the sharp part directly pointed downwards doesn't even make the player flinch?

You cut only the relevant part of the message. Why don't you question the fact that mobs don't take damage? Is this a convenient argument?

3 minutes ago, Cruvimaster said:

You cut only the relevant part of the message. Why don't you question the fact that mobs don't take damage? Is this a convenient argument?

You said you'd only agree with it damaging the player if it also damaged mobs and structures. I am then asking, why is the current state implicitly fine, if it's just as illogical?

4 minutes ago, lowercase skye said:

You said you'd only agree with it damaging the player if it also damaged mobs and structures. I am then asking, why is the current state implicitly fine, if it's just as illogical?

For me, the current version of Lunar Hail is much more interesting and encourages players to interact with the event. The previous version simply left the player stuck in a tree or required Umbralla. The frog rain fulfills the survival function well. 

  • Like 1
9 minutes ago, Cruvimaster said:

For me, the current version of Lunar Hail is much more interesting and encourages players to interact with the event.

"Interesting" is different from something making logical sense, which is what I was trying to talk about from your initial post. If you're simply not interested in continuing that train of thought further then it's fine, but I wasn't trying to argue if one version is more interesting or not.

1 minute ago, Cruvimaster said:

The previous version simply left the player stuck in a tree or required Umbralla.

There are shadows that indicate where the moon shards land. It is not unavoidable damage and does not require a tree or an umbralla. 

Personally, I like the ambience aspect of the falling debris. The sfx of glass landing is very satisfying and it helps convey better that it is hail. With what currently occurs during lunar hail, I would expect it to be more of drizzle of moon dust than jagged moon shards striking the earth. Also old lumar hail made it easier to collect the desired resource without byproducts.

I am not against alternatives, nor do I think that other creatures of the constant should be immune to lunar hail, but there is surely a way to rework it without removing the entire mechanic.

  • Like 1
47 minutes ago, lowercase skye said:

"Interesting" is different from something making logical sense, which is what I was trying to talk about from your initial post. If you're simply not interested in continuing that train of thought further then it's fine, but I wasn't trying to argue if one version is more interesting or not.

It seems clear to me the ways that devs are treading, and is great for me. Good luck in your requests.

I hated the old hail bc it didn't feel fun to survive it, it was just a hindrance that made my wobot go crazy picking up glass I didn't want and made me always have an umbralla. All the new changes feel kinda nice. I'm still a bit iffy about the birds, but I haven't played enough with them to get a good feel. But the lack of damage just feels off now, even tho I hated how it worked before. Maybe making it work like the acid rain with a constant, but low and slow health drain, and with extra durability loss for the clothes and hats besides the umbralla. Sure would make sense for what the hail is, but I think we would just fall back to having to deal with the same issue, just dresses differently. Maybe no damage is the best solution, even if it doesn't make total sense that falling glass shards don't hurt us, idk

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