Hungry French Posted August 16, 2025 Share Posted August 16, 2025 2 hours ago, Maxil20 said: It does that in DST too...? That's why I pointed it out, because in DST not having insulation in the caves means you either need winter clothing (which is going to compete with needing a light item to do things in the caves), or need to rely on thermal management. In DS, you only needed to heat up once a day with no insulation to get by. Oh. I mean summer. And about the caves... This is most likely a RoG bugs. I even remember the Ice Cube canceling the cooling in winter... Bugs... 2 hours ago, Maxil20 said: Thanks to RoG, spring regrows mushrooms in the caves, meaning they are renewable. Ruins also are unique in that they only spawn blue mushrooms, and that combined with the fact that its perma night mean that they are always up for the picking, making them a consistent source of stats. This isn't the case in DST as the day/night cycle impacts the ruins and does make picking the mushrooms inconsistent. Unfortunately, there are no trees. There are hundreds of mushrooms on the background of the forest... And they are self-renewing... And the ruins... Yes, the absence of blue mushrooms is cool. Although it would be better if they were weaker. But it needs to weaken their health and make the loss of sanity more punishing. Are there blue mushrooms in the DST? 46 minutes ago, Bellium said: I'm not sure what point you're trying to make here? Caves bridges are essentially a post-AG item unless you want to invest 16 logs + 6 grass of resources for a bridge that won't even last 5 earthquakes. Oh, also that's not the cost for a bridge, just *one plank* of any desired bridge. The time saved by not walking around will be lost from gathering the resources. To get something. You have to spend something of close value. This is the balance of a real Uncompromising game. That's why I hate Ice because of the meat balls. There are other recipes or simple food that doesn't fit this concept... I'm even starting to come to the conclusion that transplanting plants is a huge disadvantage because you don't have to walk around the world to get food. Things like bundling wrappers eliminate spoilage, so you can take a whole stack of food with you (why does all the food in the game have a stack of 40?). Seriously. The characters survive on the moon island by fishing and eating whatever they can while in the game... That's not so... Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832039 Share on other sites More sharing options...
Maxil20 Posted August 17, 2025 Share Posted August 17, 2025 4 hours ago, Hungry French said: This is most likely a RoG bugs. Both the caves and dusk/night providing insulation are not bugs, they are intended game mechanics. From the Devs themselves: Quote We added a heat insulation bonus to night time, and both heat and cold insulation bonuses to the caves so your temperatures will not rise or fall as quickly in these times/ areas. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832053 Share on other sites More sharing options...
Hollow soul 3 Posted August 17, 2025 Share Posted August 17, 2025 At this point, I just want them to finish the character skill trees. The balance issues are primarily because they didn't plan ahead for upcoming content, and the years of drip content. If they really cared about balance, the character balance should have been restored simultaneously. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832102 Share on other sites More sharing options...
cybers2001 Posted August 18, 2025 Share Posted August 18, 2025 On 8/17/2025 at 7:27 AM, Hollow soul 3 said: At this point, I just want them to finish the character skill trees. The balance issues are primarily because they didn't plan ahead for upcoming content, and the years of drip content. If they really cared about balance, the character balance should have been restored simultaneously. Will be awkward for the characters that still don't have skill trees before this arc is finished. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832161 Share on other sites More sharing options...
Hungry French Posted August 18, 2025 Share Posted August 18, 2025 Klei could make the dragonfly fly away in winter and its lava ponds turn to ice. This would already make winter survival more exciting. They could also reduce the burning time and heat from the trees, so that players could actually use the camp fires. Or make it so that it would be difficult to light objects in winter 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832162 Share on other sites More sharing options...
Kevinnator Posted August 18, 2025 Share Posted August 18, 2025 On 8/16/2025 at 9:45 PM, Mike23Ua said: Which is why ever since Rifts became a thing: I’ve begged Klei to make those spawn near the player, terraform whatever is in their path (aka mutate pengul into moon Pengull etc) and make simply walking around the game world “exciting” and full of “unpredictable moments” This could easily be done by just adding like 20 variations of mobs to rifts that can only spawn from the rift, let those mobs be choosen at random + Mutate whatever happens to be In the area. It would make gathering a few blades of grass and some logs just to build stupid cave bridge = Exciting & Fun. Genuinely my biggest disappointment with the lunar rift arc ending now is the lack of regular enemies it added. The 3 mutated bosses that can appear were very nice. However besides deadly brightshades and bright eyed frogs, there really is no variation in what you'll encounter. Kinda wish there were different types of deadly brightshades, maybe after a few opened rifts, new mutations for the plants could appear so you don't always fight the same deadly brightshade. The shadow rifts did this much better with things that appear while you're exploring the caves and needing to go to specific locations for certain items, locations that will force you to deal with both dangerous regular enemies but also new rift enemies. However right now there isn't a single shadow rift boss. We know one will likely be added next update but that's the boss for the end of the arc, not some extra boss you can fight for neat stuff before the big fight. I was hoping both lunar and shadow rifts would get like 4 main updates that focused on them each instead of 3. Could have made sure both had good enemy variety and big bosses to fight. But similar to ocean content, future updates after the arc can still add more to the rifts if the devs feel like it. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832166 Share on other sites More sharing options...
HowlVoid Posted August 18, 2025 Share Posted August 18, 2025 (edited) For me, I just want more aspects to the early game. I think they done a fine job do far with the wandering trader (which I havent found yet for some reason) and the otters which have stolen my stuff. They need to add more to the savannah, swamp and forest (the empty forests) biomes as a start. I should add Im refering to more environmental/plant and animal life interactions. Edited August 19, 2025 by HowlVoid 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832179 Share on other sites More sharing options...
Hungry French Posted August 18, 2025 Share Posted August 18, 2025 1 minute ago, HowlVoid said: For me, I just want more aspects to the early game. I think they done a fine job do far with the wandering trader (which I havent found yet for some reason) and the otters which have stolen my stuff. They need to add more to the savannah, swamp and forest (the empty forests) biomes as a start. Maybe you just don't want to use the content that is there? 20 minutes ago, HowlVoid said: For me, I just want more aspects to the early game. I think they done a fine job do far with the wandering trader (which I havent found yet for some reason) and the otters which have stolen my stuff. They need to add more to the savannah, swamp and forest (the empty forests) biomes as a start. I should im refering to more environmental/plant and animal life interactions. What is an early game? 10 days before you rush the ruins? Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832180 Share on other sites More sharing options...
Mike23Ua Posted August 18, 2025 Share Posted August 18, 2025 1 hour ago, Hungry French said: Maybe you just don't want to use the content that is there? What is an early game? 10 days before you rush the ruins? Early game would be content that is not locked behind needing to fight a minimum of four major bosses, and do a few lengthy fetch and collect quests for things like Pearl, or completing the Lunar Archives Puzzle/Entire Questline. But for the record I would like to state that originally I was of the opinion that Klei should not make the game any harder on newbies then it already was, but I was wrong, Klei’s Balance for this game is way way the hell off. And no I’m not trying to be a jerk, you can toggle rifts to On from Day 1 in World Settings, But Rift Content: Only ever interacts with Rift Content, (you unlock the Brightsmithy & Brightshade Weapons & Armors from fighting Brightshades) which to Me: Is identical to killing Pigmen for Pigskin for Football Helmets & Hambats. Rift Content also is not anywhere near as Deadly to the player as some early game content. Evil Bunnylord for example: is relentless in its pursuit to kill you, it never drops aggro on the player, Meanwhile: A Possessed Undead Deerclops or Bearger: Which Can only be spawned if you kill the Default Deerclops or Bearger and then let the corpse lay around until it becomes possessed by a Gashalt (you can burn the corpse to prevent that from happening by the way….) THESE End Game Mobs will drop Aggro and ignore the players existence: Evil Bugs Bunny WILL NOT. The Player has to venture out to Rift Spawns to encounter End Game Rift Mobs, Meanwhile: The Twins of Terror randomly choose a player to have date night with when summoned. See where the balance is off yet? Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832199 Share on other sites More sharing options...
Hungry French Posted August 20, 2025 Share Posted August 20, 2025 On 8/19/2025 at 1:40 AM, Mike23Ua said: Evil Bunnylord for example: is relentless in its pursuit to kill you, it never drops aggro on the player, Meanwhile: A Possessed Undead Deerclops or Bearger: Which Can only be spawned if you kill the Default Deerclops or Bearger and then let the corpse lay around until it becomes possessed by a Gashalt (you can burn the corpse to prevent that from happening by the way….) THESE End Game Mobs will drop Aggro and ignore the players existence: Evil Bugs Bunny WILL NOT. By the way, this is a great addition to the game. Except you can get a hat that gives you stacks of meat and you can feed it... It looks like... It's not right... 1 Link to comment https://forums.kleientertainment.com/forums/topic/167566-new-survival-aspects/page/3/#findComment-1832339 Share on other sites More sharing options...
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