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Basically grass geckos, lureplants, friendly fruit fly, brightshades, grass gators and treeguards (most organic creatures), will now catch on-fire if affected by electric damage, especially moongleams during a moonstorm.  

77 members have voted

  1. 1. Should Klei remove organic creatures catching on fire?

    • Yes
      8
    • No
      69
  2. 2. Should Klei remove moongleams putting organic creatures on fire?

    • Yes
      51
    • No
      26
  3. 3. Should Klei add a setting in the menu to make electric damage not cause fires?

    • Yes
      47
    • No
      27


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In my opinion, players shouldn't keep moonstorms active all the time, and if they did and one of them reached their base, the destructive effects of moonstorms SHOULD damage their base.

If their base is too big, and moonstorms almost always will get to them even if only to farm resources for the celestial champion fight, then they should take the organic creatures and move them away from their base, and pen them in scaled flooring, in the caves, add flingomatics to remove the fire from them, put them in the lunar island (where moonstorms won't happen) etc..

For me, there is literally no reason to change this feature just because 3 people in the forum got some parts of their base burned or creatures killed by moongleams who set them on-fire because the storms were active in their base which is supposedly the whole entire world lenght and there was no way to counter this that would make them happy because the ones that exist are too time consuming or resource intensive and apparently a big hastle to deal with when they wanna civilize the whole constant with flammable buildings.

It's not enough that we got ridiculously stupid looking fake vegetation that can't be target by brightshades, so their bases won't suffer, while I'm here doing frozen brightshade contained areas (a community solution to this, instead of this added spritz which is one of the most horrible looking baby sitting ideas I've ever seen added in the game, and that's just my opinion) and ice crystaleyezers all over my base because I didn't base in the oasis.

This discussion goes way beyond a simple fire interaction, it's just how long are we going to have to sit down and not be able to enjoy the additions of the game because of megabasers who can't stop complaining about their 2 fences burning down or the 4 geckos who died in their base.

I'm honestly sick and tired because I do megabases as well, and have worlds with more than 2k days, and have always tried to find different ways to deal with these situations, and I have almost never felt attacked by Klei additions, especially niche interactions like these. Instead, I purely enjoy the idea of finding out creative ways to deal with these situations, instead of asking for Klei to make a specific item designed only for 1 single use.

EDIT: Here's my solution to the brightshades, while some people decided to complain and cry to Klei (and then they added the spritz), I made this super cool design the community made that prevents brightshades in a circular area, and the brightshades get permamently frozen in there. (you can see the brightshade at the top, permanently frozen by the crystaleyezer and then berry bushes and twigs pen area)20250405194120_1.jpg.73f6a0167405463880375f63e0f93a56.jpg

And while I lost the screenshot of my Lureplant Area in this world (and also the world since my drive burned), you would see that the area would be surrounded by flingomatics and ice crystaleyezers just in case a fire happened. Although it would've been way easier to just store them in the caves to prevent moongleams to burn your base. It easier than building your base that's for sure.

Edited by astareus
  • Like 3
  • Thanks 2

Different post, same thoughts as the first.

I like the texture and uniqueness added by electricity igniting plant mobs, I think its a minor addition but a very flavorful and worthwhile one over all.

I don't think Moongleams should cause it though. It's not the end of the world that they do, but it feels more like an oversight then an intended game mechanic. I don't think anything would be lost by patching it out.

It's so niche that it doesn't shake anything up, but frustrating on the rare occasion it does happen.

We already have an entire season that heavily involves fire management, I don't see the point of moonstorms also starting fires but juuust in one ultra specific way that isn't even particularly thematic. Like it's weird moon energy, not a thunderbolt.

  • Like 8
6 minutes ago, JustAPineapple said:

Like it's weird moon energy, not a thunderbolt.

Hmm, yes I think there is a quote for them, like it's a different energy than regular energy, maybe from wickerbottom.

"I assumed it was a form of electricity, but it seems to be something else entirely..."

Although I really like this moonstorm downside, and wouldn't like if they made so moongleams didn't electrified mobs and players

3 hours ago, astareus said:

Although I really like this moonstorm downside, and wouldn't like if they made so moongleams didn't electrified mobs and players

Tbh I'm not against more extreme downsides and such being added to things like moonstorms, sense it is a big dramatic set peice, having it leave a big dramatic mark on the world even after it passes could be really interesting! 

But I'd like any addition in that vein to be more polished and 'purposeful' (which is admittedly subjective) then moongleams igniting plant mobs specifically. I understand the vacuum and want for them, but in this specific case I don't think It's needed. 

  • Like 3
  • Sanity 1

I'll be very frank, I thought that it would impact my base especially because I use Brightshades for decor and use Lureplants as smoldering magnets and rarely build flingos (15 ice is a pain in my ice), but I have not had any problems so far. I even walk around with an watering can and have not yet used it(I use it mostly due fire hounds).

  • Like 5
1 minute ago, Valase said:

I'll be very frank, I thought that it would impact my base especially because I use Brightshades for decor and use Lureplants as smoldering magnets and rarely build flingos (15 ice is a pain in my ice), but I have not had any problems so far. I even walk around with an watering can and have not yet used it(I use it mostly due fire hounds).

I'm actually very impressed by how many people just leave the moonstorms on. Like why? What's the benefit of this?

  • Like 2

Doing moonstorms as wormwood is really annoying and dangerous now, especially the first time before u have BS helmet and can wear raincoat. 


the aoe of moongleams is huge and their spark is unpredictable.

idk what warranted giving wormwood this new lethal downside. 

—-

in DS:A they gave wormwood a unique poison salve craft because accidentally getting poisoned is more dangerous to him than anyone else but in dst after making electric damage lethal to him he did not get a custom solution and is even forced to give up bramble husk for raincoat. 

Edited by Ohan
  • Like 3
  • Big Ups 1

1) Constantly keeping full moon nights active should come with some detriment and it might as well be gleams igniting certain entities. The downside moonstorms bring is not even noticeable unless you keep the map cluttered with things.

2) There are already plenty of ways to play around this "problem", even if someone insists on keeping moonstorms active.

3) If the game starts catering even more to players who only idle in the base Klei will never make any new worthwhile updates since the sacrosanct Volt Goat pen that stretches across the whole map will be violated. To elaborate: there has been loud minorities on many occasions that refuse to welcome updates with new content because they have a super fixed mindset about a structure they built in a world and it ruins their experience if they have to move or rebuild something (apparently Giant Depths Worm ruined the game, or whatever). 

4) People have already expressed their disappointment in Klei changing hail to be completely harmless. Why neuter every mechanic in the game? The game will get boring af.

3 hours ago, Ohan said:

Doing moonstorms as wormwood is really annoying and dangerous now, especially the first time before u have BS helmet and can wear raincoat. 

Anything that makes the player freeze except for the blue No-Eyed Deer is really annoying and dangerous for Willow and yet it is a beloved and fun character. Annoyances and nuances is what makes Don't Starve Together fun interesting.

You have to play around certain problems and come up with solutions that suit you. The game already gives the player immense freedom and the means to solve issues in creative ways.

  • Like 5
  • Big Ups 3
4 minutes ago, Captain_Rage said:

Anything that makes the player freeze except for the blue No-Eyed Deer is really annoying and dangerous for Willow

Not comparable to the situation at hand in the slightest but thanks for your input

  • Like 2
  • Ninja 1
  • Shopcat 2
12 minutes ago, Captain_Rage said:

1) Constantly keeping full moon nights active should come with some detriment and it might as well be gleams igniting certain entities. The downside moonstorms bring is not even noticeable unless you keep the map cluttered with things.

The downside to moonstorms is moonstorms. Moongleams will follow you around and shock you, charged glass will destroy walls and damage mobs if not mined in time, your vision is obscured by the storm, you're unable to wear any head items for seasonal hazards since you need to be wearing goggles constantly, you have enlightenment active, pengulls will spawn as permafrost pengulls and hounds will revive into horror hounds, and the only way to remove it on purpose requires putting yourself in a dangerous situation by playing the minigame. Why does it also need to be able to kill SPECIFICALLY grass gekkos and lureplants with no preventative measures?

12 minutes ago, Captain_Rage said:

2) There are already plenty of ways to play around this "problem", even if someone insists on keeping moonstorms active.

The only ways are to either put your "passive" grass/food farms so far away they stop being passive in any way, or to spend upwards of 48 minutes for the moonstorm to move to another spot (potentially double or triple this time -- over two hours of active gameplay! -- if it picks the exact same spot, which it often will). Flingos don't work, scaled flooring doesn't work, watering cans don't work, water balloons don't work, not a single solution intended for fire-based threats will work. Is that fun or interesting to play around? A fire-based threat which still punishes you even if you put the fire out the instant that it starts?

12 minutes ago, Captain_Rage said:

3) If the game starts catering even more to players who only idle in the base Klei will never make any new worthwhile updates since the sacrosanct Volt Goat pen that stretches across the whole map will be violated.

Klei is, like, a company of people who do this for a living. I highly, highly doubt they will spontaneously lose the ability to make good updates if "fires that slowly kill 2 specific mobs in your base with no way to stop it from happening" is off the table. Is that their only idea? Do all of their ideas involve randomly striking down a selection of 2 mobs in people's bases, and if the players don't like this then they won't be able to come up with anything else? This is just silly.

12 minutes ago, Captain_Rage said:

4) People have already expressed their disappointment in Klei changing hail to be completely harmless. Why neuter every mechanic in the game? The game will get boring af.

The game will not get boring if specifically grass gekkos and lureplants cannot spontaneously catch fire and die specifically while a moonstorm is active and specifically in your base. This is seriously not the hill to die on.

Edited by lowercase skye
  • Like 10
  • Big Ups 2
17 minutes ago, lowercase skye said:

The downside to moonstorms is moonstorms. Moongleams will follow you around and shock you, charged glass will destroy walls and damage mobs if not mined in time, your vision is obscured by the storm, you're unable to wear any head items for seasonal hazards since you need to be wearing goggles constantly, you have enlightenment active, pengulls will spawn as permafrost pengulls and hounds will revive into horror hounds, and the only way to remove it on purpose requires putting yourself in a dangerous situation by playing the minigame. Why does it also need to be able to kill SPECIFICALLY grass gekkos and lureplants with no preventative measures?

The only ways are to either put your "passive" grass/food farms so far away they stop being passive in any way, or to spend upwards of 48 minutes for the moonstorm to move to another spot (potentially double or triple this time -- over two hours of active gameplay! -- if it picks the exact same spot, which it often will). Flingos don't work, scaled flooring doesn't work, watering cans don't work, water balloons don't work, not a single solution intended for fire-based threats will work. Is that fun or interesting to play around? A fire-based threat which still punishes you even if you put the fire out the instant that it starts?

Klei is, like, a company of people who do this for a living. I highly, highly doubt they will spontaneously lose the ability to make good updates if "fires that slowly kill 2 specific mobs in your base with no way to stop it from happening" is off the table. Is that their only idea? Do all of their ideas involve randomly striking down a selection of 2 mobs in people's bases, and if the players don't like this then they won't be able to come up with anything else? This is just silly.

The game will not get boring if specifically grass gekkos and lureplants cannot spontaneously catch fire and die specifically while a moonstorm is active and specifically in your base. This is seriously not the hill to die on.

The Brightshade Helm is cheap and prevents everything you mentioned. After defeating the Celestial Champion once those problems are gone in practice.

What about the Lunar Island? What is wrong with setting up farms there? The caves?

Of course the game has more to offer than Lureplants burning but at the same time every suggestion from the idler players is merely about removing threats, unpredictability and chaos from the game.

I pity those who seriously write that the game is unplayable without geometric placement mods. xdddddd

On the same not as above, what do YOU find as an appropriate downside for keeping constant full moon nights active where you can omit the threat of darkness completely (making every light source on the surface redundant)?

  • Like 3
  • Potato Cup 1
13 minutes ago, Captain_Rage said:

The Brightshade Helm is cheap and prevents everything you mentioned. After defeating the Celestial Champion once those problems are gone in practice.

What about the Lunar Island? What is wrong with setting up farms there? The caves?

Of course the game has more to offer than Lureplants burning but at the same time every suggestion from the idler players is merely about removing threats, unpredictability and chaos from the game.

I pity those who seriously write that the game is unplayable without geometric placement mods. xdddddd

On the same not as above, what do YOU find as an appropriate downside for keeping constant full moon nights active where you can omit the threat of darkness completely (making every light source on the surface redundant)?

I can answer this one. I’ve always loved how on the 11th day weird stuff happened in DS/DST under full moon.

Pigs turning into Werepigs, Dead heads on sticks animating to life, ghosties rising from the ground with vengeance.

Permanent full moons should utilize THAT.

The entire “Lunar Grotto” is explained into the game as a chunk of the Moon leaking into the cave system.

Does it NOT make sense that Mushrooms would grow to super human sizes (as they do in solo DS) and Funny Mushgnomes now March about on the surface? Etc..

  • Like 1
46 minutes ago, Captain_Rage said:

The Brightshade Helm is cheap and prevents everything you mentioned.

I don’t recall the brightshade helm stopping moongleams and charged moonglass from occurring, protecting you from seasonal hazards, or stopping the pengulls/horror hounds from existing.

49 minutes ago, Captain_Rage said:

I pity those who seriously write that the game is unplayable without geometric placement mods. xdddddd

This wasn’t related to the discussion at all.

 

  • Like 10
1 hour ago, Captain_Rage said:

Of course the game has more to offer than Lureplants burning but at the same time every suggestion from the idler players is merely about removing threats, unpredictability and chaos from the game.

The thing is, I want more punishing threats added to the game! I LOVE wildfires and am one of the only people I know who plays with them turned on! But the threats that feel good in this game are the ones that you can predict, prevent, and scramble to salvage what you can if they hit you without preparation. Unlike wildfires, which are similarly destructive but have several ways to work around them and keep your base inhabitable, moongleams have nothing short of just avoiding part of the map for sometimes hours of gameplay, any other method of protecting from them doesn't actually even work because of how moongleams function.

I would be willing to put my gekkos on scaled flooring, give them a flingo, anything, if it actually worked. I don't hate that a new threat was added and want it gone because it's threatening me, I just don't like that there is nothing I can actually DO about it. It's like when rifts would pop up in your base and destroy all the structures in an area. It was a new threat, but it wasn't one that changed up your gameplay and made things more interesting, it was one that would randomly destroy a bunch of your stuff and there was nothing you could do about it. I can't speak for everybody, but genuinely if they just took away the 10 shock damage and made flingos able to put out gekkos consistently before they take fire damage, I would literally just be fine.

1 hour ago, Captain_Rage said:

On the same not as above, what do YOU find as an appropriate downside for keeping constant full moon nights active where you can omit the threat of darkness completely (making every light source on the surface redundant)?

I would like to make something clear here: I do not keep moonstorms on constantly for infinite light. There is a subtle vibe in the background of all of these discussions, that everyone arguing against moongleams being uncontrollably destructive is just mad that they can't keep moonstorms on constantly, but I want to make it as clear as possible that I don't even do that. I much prefer to use mushroom lights from Toadstool, and only turn moonstorms on long enough to collect the statics to fight Celestial Champion for more shards. I already find the aspects I listed in my last post to be incredibly punishing and limiting to my gameplay, so I only turn them on when absolutely necessary.

  • Like 8

A poll conducted a month ago produced results similar to those of the current poll.

---

13 hours ago, astareus said:

then they should take the organic creatures and move them away from their base, and pen them in scaled flooring, in the caves, add flingomatics to remove the fire from them, put them in the lunar island (where moonstorms won't happen) etc..

Scaled flooring is ineffective at protecting mobs because it prevents fires from spreading but not ignition from Moongrim or the resulting chain lightning, and Flingo is not sufficient because it does not prevent fire damage until it hits. The only sure way to protect plant mobs from Moonstorm is to evacuate them to a place where Moonstorm cannot occur.

5 hours ago, Ohan said:

Doing moonstorms as wormwood is really annoying and dangerous now, especially the first time before u have BS helmet and can wear raincoat. 


the aoe of moongleams is huge and their spark is unpredictable.

idk what warranted giving wormwood this new lethal downside

Unfortunately, it could get worse. It seem the Wormwood minions not getting electrocuted was a bug, and that will be "fixed" in the next update.

So from now on, we'll have to put away your minions every time to avoid them accidentally getting electrocuted and causing a huge fire in the base? For what?

1 hour ago, Captain_Rage said:

blah blah blah

Captain_Rage? More like Captain_RageBaiter. 

You have already known,  because you ware there, my suggestion that "if a permanent full moon needs an additional downside, we should consider options that are actually commensurate rather than resorting to base arson, for example temporarily disabling structures in Moonstorm like to flooding in Shipwrecked." However you’ve just ignored specific well-reasoned counterarguments, including mine, and have been blatantly disrespectful to everyone here from the beginning, shows that you're acting it just to be a jerk.

Edited by SilverSpoon
  • Like 3

People raise some valid concerns here but it feels like we're talking to a wall in all these threads. I would like to hear one single reason why the electric fire damage should not get a toggle in the world settings to satisfy both parties. 

I alternate between "have permanent moonstorms on" and "play without them and only turn on when need to farm for CC materials". There are different gameplay reasons to do either, and I am already punished enough by all the other aspects of the moonstorms. Especially because I base in the Oasis desert, to me the obvious biggest downside of the moonstorms is that they are going to in the other biomes at the worst possible moment when I need to do something there (fight a boss, swap characters, kill McTusks, pick tumbleweeds, trade with PK, transform a starcaller). Having limited vision and hearing during these events are the two worst punishments which endanger the player a lot more than anything else. Easy to miss a hound attack, can't rely on sound cues of the surrounding areas to hear if other mobs approach you to attack, damage to the environment etc. Having being punished by being your plant mobs killed is not a fitting punishment for the moonstorms and feels more like an oversight. But even if it's not, it should be toggleable in the world settings if plant based mobs ignite from electric damage. We have toggles in the settings for far less destructive things, like ice hounds or catcoons (which are not even hostile unless under specific circumstances). 

Here's another aspect: co-op playing. I could be farming moonstorms for repeat CC fights but my friend doesn't have to, therefore technically they will have constant moonstorms while just doing something else. It's even a bigger threat when the storms are actively being farmed since it increases the number of locations occupied by the storms in a short amount of time. 

I also like how everyone is talking here about mostly grass gecko farms and lureplant farms. How about a scenario where you chopped down lots of wood in a random forest and there are treeguard roaming around, and a moonstorm happens over it? What are you supposed to do to prevent an entire forest and your log harvest from burning to the ground: quickly place 10 flingomatics to cover the area, or unwrap four bundles of scaled flooring to quickly turf the whole biome to prevent electric fires? 

  • Like 4
15 hours ago, astareus said:

在我看来,玩家不应该一直保持月风暴活跃,如果他们这样做并且其中一个到达了他们的基地,月风暴的破坏性应该会损坏他们的基地。

I think this logical premise is wrong. The basic players discussed that the unpredictability brought by the Moon Storm and moonlight and the destructive nature of the flames led to overly severe punishments, and the players lacked timely and effective countermeasures instead of "I want to live comfortably in the Moon Storm."

15 hours ago, astareus said:

对我来说,仅仅因为论坛上有三个人的基地被烧毁或被月光之刃的生物烧毁,就没有任何理由改变这个功能。因为基地据称是整个世界长度,当风暴在他们的基地活动时,没有方法让他们满意,因为现有的方法太耗时间和资源,而且显然在他们想要用易燃建筑文明整个常量时是一个很大的麻烦。

Base players probably won't place Lureplants or Grass Gekko in every corner of the world. What they demand is to reduce the harm that Moongleam causes to plant-type organisms and the possible spread of fires it may lead to. I don't understand why you directed the problem target group "plant-type organisms" to "the whole world".

15 hours ago, astareus said:

这是我解决明亮阴影的方法,当一些人决定抱怨并向 Klei 抱怨(然后他们添加了喷雾)时,我制作了这个超级酷的设计,社区制作了这个防止明亮阴影的圆形区域,明亮阴影会永久冻结在其中。(你可以看到顶部的明亮阴影,被 crystaleyezer 永久冻结,然后是浆果灌木和树枝限制区域)

The function of an Embalming Spritz is for decoration, while that of a farm is for centralized resource collection. The analogy between the two cannot be generalized.

Edited by linabagel
  • Like 3
59 minutes ago, Lovens said:

 

I also like how everyone is talking here about mostly grass gecko farms and lureplant farms. How about a scenario where you chopped down lots of wood in a random forest and there are treeguard roaming around, and a moonstorm happens over it? What are you supposed to do to prevent an entire forest and your log harvest from burning to the ground: quickly place 10 flingomatics to cover the area, or unwrap four bundles of scaled flooring to quickly turf the whole biome to prevent electric fires? 

Walk away?

Lightning and Summer fires don't have this problem because thunderbolts and firespread doesn't happen when somethings unloaded, I don't see how moonstorm fires would be any different, but maybe I'm missing something?

15 minutes ago, JustAPineapple said:

Walk away?

Lightning and Summer fires don't have this problem because thunderbolts and firespread doesn't happen when somethings unloaded, I don't see how moonstorm fires would be any different, but maybe I'm missing something?

Unlike lightning, there is no rain so fires spread quickly, and unlike wildfire, they can occur at the out of the screen edge, and requiring a Bug Net to deal it. Also, Moongleam take 6 minutes to disappear, so they must be kept off-screen for that entire time, and since Moongleam are attracted to mobs, it's highly likely that by the time they appear then it will be too late.

Walking away is effective, but not 100% solution.

Edited by SilverSpoon
  • Like 2
13 minutes ago, JustAPineapple said:

Walk away?

Lightning and Summer fires don't have this problem because thunderbolts and firespread doesn't happen when somethings unloaded, I don't see how moonstorm fires would be any different, but maybe I'm missing something?

When a moonstorm spawns on you there will be moongleams coming with it right away, which spawn around the player in random positions, can spawn as far as at the very edge of your vision, and randomly choose the target to aggro and lock on. You still might need a few moments to abandon what you were doing and evacuate the moonstorms, leaving unsupervised wood, trees, treeguards and moongleams behind you. Fires can start offscreen as you're leaving and whatever is ignited during this moment will still burn. Maybe not all of it but depending how unlucky you are with treeguard/moongleam spawns, you might lose a bunch of logs that you planned to pick up and use, or maybe even stacks/bundles that you already collected but put away to carry to the base later. 

Even worse if that occurs when you were trying to dispose of treeguards and were actively fighting one of them. Now not only you have to flee the area but there's an angry treeguard slowly following you towards your base, and potentially burning a trail of fire destruction behind you as you escape. You're lucky if you have a beefalo or storm protection with you when that happens - something that you should have anyway if you're playing with moonstorms on. You can then easily outrun the treeguard, quickly unload the area and minimize the damage. 

The issue with this situation is still that you are forced to escape the storm instead of engaging with it, and wait it out before you can return to whatever you were doing there. You can't even risk going back and solving the minigame to make the storm go away - this will cause more harm than good. Avoiding content because you can't counter its downsides in a reasonable manner, or abandoning your activity and waiting out is not fun. It's similar to the frog rain interrupting activities and forcing you to flee, but even the frogs target players and not innocent mobs, and don't burn or damage your base so it's a fair challenge that I don't even question or ever turn off in the game settings (although it is annoying for sure). 

  • Like 3
8 hours ago, Ohan said:

Not comparable to the situation at hand in the slightest but thanks for your input

Dude, it is. As Willow, just 8 seconds of freezing is enough to take like 30 sanity and 30 health. It's almost as dangerous as burning as Wormwood.

8 hours ago, lowercase skye said:

The only ways are to either put your "passive" grass/food farms so far away they stop being passive in any way, or to spend upwards of 48 minutes for the moonstorm to move to another spot (potentially double or triple this time -- over two hours of active gameplay! -- if it picks the exact same spot, which it often will). Flingos don't work, scaled flooring doesn't work, watering cans don't work, water balloons don't work, not a single solution intended for fire-based threats will work. Is that fun or interesting to play around? A fire-based threat which still punishes you even if you put the fire out the instant that it starts?

The caves are a very safe place for those creatures.

5 hours ago, Lovens said:

People raise some valid concerns here but it feels like we're talking to a wall in all these threads. I would like to hear one single reason why the electric fire damage should not get a toggle in the world settings to satisfy both parties. 

I alternate between "have permanent moonstorms on" and "play without them and only turn on when need to farm for CC materials". There are different gameplay reasons to do either, and I am already punished enough by all the other aspects of the moonstorms. Especially because I base in the Oasis desert, to me the obvious biggest downside of the moonstorms is that they are going to in the other biomes at the worst possible moment when I need to do something there (fight a boss, swap characters, kill McTusks, pick tumbleweeds, trade with PK, transform a starcaller). Having limited vision and hearing during these events are the two worst punishments which endanger the player a lot more than anything else. Easy to miss a hound attack, can't rely on sound cues of the surrounding areas to hear if other mobs approach you to attack, damage to the environment etc. Having being punished by being your plant mobs killed is not a fitting punishment for the moonstorms and feels more like an oversight. But even if it's not, it should be toggleable in the world settings if plant based mobs ignite from electric damage. We have toggles in the settings for far less destructive things, like ice hounds or catcoons (which are not even hostile unless under specific circumstances). 

Here's another aspect: co-op playing. I could be farming moonstorms for repeat CC fights but my friend doesn't have to, therefore technically they will have constant moonstorms while just doing something else. It's even a bigger threat when the storms are actively being farmed since it increases the number of locations occupied by the storms in a short amount of time. 

I also like how everyone is talking here about mostly grass gecko farms and lureplant farms. How about a scenario where you chopped down lots of wood in a random forest and there are treeguard roaming around, and a moonstorm happens over it? What are you supposed to do to prevent an entire forest and your log harvest from burning to the ground: quickly place 10 flingomatics to cover the area, or unwrap four bundles of scaled flooring to quickly turf the whole biome to prevent electric fires? 

You know why I think like that? Idk. Just hear me out tho, I took 4 days to kill Klaus in a moonstorm because of those moongleams that kept electrocuting him and me in the process from the chain reaction. I had to play around the electrocution cooldown and with desert goggles since I didn't have the bs helm yet and a dreadstone armor. Not at any single point of that fight my mind came even close to thinking "why did they added this" or "wow this is stupid" or any attempt to question the addition. My thoughts were exactly "great, now I gotta deal with this until the end of the fight, and after that I'm never fighting anything in a moonstorm again". I adapted to it instead of coming to the forums and complaining that the fight got 2x harder.

I think that you guys should adapt your already established mega-base to updates instead of the opposite happening, because moongleams burning organic creatures is the exact intention of design made by Klei.

And even if you think this is unintended because is too niche and random to happen, then it isn't as big of a problem as you seem to be presenting. There ARE ways to deal with it, even if flingos won't work, you can make a cave setup with lureplants in there, or put them far far into the ocean. The problem is that you don't wanna deal with the harsh reality in front of you, and instead want the game to change a specific interaction because YOU don't THINK it is appropriate for your own niche (having a mega-base) needs.

5 hours ago, linabagel said:

and the players lacked timely and effective countermeasures

That is objectively wrong.

5 hours ago, linabagel said:

I don't understand why you directed the problem target group "plant-type organisms" to "the whole world

Because some people have lureplants in like 5 kitchens around their world and even sometimes 2 or 3 gecko pens.

The reason I want this to be kept in the game is that it is intended. What if someone wants a moongleam to do electrical damage? Then you're just nerfing their experience to benefit your experience. The reason why I think that this shouldn't be changed and should rather be a setting is because your needs are the exception, not the opposite.

And the reason why I'm talking about this is because this mindset of "it affects me personally, so it should be changed" is a dangerous mindset. It's an idea that gets very close to "Don't add anything that messes with our base, or i'll threat leaving the game forever, giving the steam negative reviews, threatening the public image of a developer etc.." And that has happened in the past, that's why I'm mentioning it.

If you don't agree with something that Klei added, re-evaluate your issue first, and if it really is an unintended feature or a bug, then just report it. If you reeally disagree with it and think it shouldn't be in the game, then please express your opinions with reasoning behind it instead of just complaining that the game got harder at one specific scenario because of an intended feature.

dev adds (a = b). if (a = b) happens and my base burns, then only discuss solutions if there are none.

Edited by astareus
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6 hours ago, Lovens said:

I would like to hear one single reason why the electric fire damage should not get a toggle in the world settings to satisfy both parties. 

Yep. Just make it a toggle, problem solved! So many issues could be alleviated if we just add more toggles.

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