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After seeing the Dreadstone centipede in the volcano biome, I realised how much we need territorial bosses in DST. I love the idea of a big threat that wonders around a biome (IK the centipede isnt a boss or anything but ignore that). 

These threats would need preparation to defeat so they can’t just be undermined by basic combat gear and healing from a ruins trip.

In another post they showed a mod that made the great depths worm a boss. If Klei adds any new bosses, I really hope they are territorial and protect a wide area/biome. We both get a new boss, and a new survival gimmick in one. Best thing they can do is add a place for great depths worm to originate from.

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I’m just not a huge fan of a huge and threatening enemy that returns to its guard post if I get far enough away from it. I know that’s essentially what Dragonfly & Ancient Guardian are, but I like the idea of something more like Deerclops, if I don’t fight it there’s going to be consequences. But why does it have to be a boss at all? Why can’t small mobs defend an entire biome like for example… what if Dragonfly’s little larvae things would spawn out of lava puddles and pursue the player when you enter her biome regardless of if your fighting the boss or not?

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Scrappy, AG and DF are too small-scale to really work as territorial bosses, especially now that they removed DF's wandering behavior so she literally just stands still. A true territorial boss should have valuable resources to guard and prowl/hunt around as well as interact with the territory meaningfully. It should also be difficult to kill such that players would have motivation to avoid it.

For example, what if the dreadipede (I forgot what its actual name was) got alerted by the crashes of chopped boulderboughs? And what if it got additionally enraged by character noises, such that getting hit by it would make it arrive sooner? This would need additional mechanics (what happens after it arrives?) so that it wouldn't just be a loop of chop tree, wait 30 seconds for it to leave and repeat, but I think it has a lot of fun potential.

Edited by Crestwave
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21 hours ago, Mike23Ua said:

I’m just not a huge fan of a huge and threatening enemy that returns to its guard post if I get far enough away from it. I know that’s essentially what Dragonfly & Ancient Guardian are, but I like the idea of something more like Deerclops, if I don’t fight it there’s going to be consequences. But why does it have to be a boss at all? Why can’t small mobs defend an entire biome like for example… what if Dragonfly’s little larvae things would spawn out of lava puddles and pursue the player when you enter her biome regardless of if your fighting the boss or not?

All mobs in the game de aggro eventually

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40 minutes ago, Jakepeng99 said:

All mobs in the game de aggro eventually

I don’t think I’ve ever seen shadow Splumonkey or Insanity creatures Deaggro & run away from me, For Insanity Creatures you have to regain Sanity so they go away right? I mean it’s not too hard to regain Sanity unless your on long stretches of cave tunnels with no food in sight and no bundling wraps to preserve food spoilage.

I think what would be better is just a territorial enemy, rather than a boss. Something like the Dreadipede that you can't actually fight for once, and you just have to avoid while harvesting more valuable resources. I hope that's what the new mob turns out to be.

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19 hours ago, Well-met said:

No, they disabled it officially not long ago

That's a shame. I had a world where the deserts were neighbours and the oasis and dragonfly were about screen away from each other. I have fond memories of getting jumpscared by dfly while doing chores near my oasis base.

2 hours ago, Beetrice said:

I think what would be better is just a territorial enemy, rather than a boss. Something like the Dreadipede that you can't actually fight for once, and you just have to avoid while harvesting more valuable resources. I hope that's what the new mob turns out to be.

This sounds like my single player experience with Rift Content Enabled, I do not fight Grazers.. or whatever those Marshmellow looking things are called, it seems like it just burns through weapon durability attempting to do so, instead I just kite them around a bit & mine the pure brilliance while avoiding them.

I use to play the Shipwrecked DLC thinking there was an entire biome where Flurp (poison gas frog/fish?) could randomly spawn out of the ground turf your walking on. 

But… now I have to ask Klei why we can’t get an actual real biome like that… #Bring back the Flurp!

Yeah. I think especially if they arent hostile but just go around interacting with things in ways you have to adjust around - like bearger, which isnt biome specific but you get the idea, it eats whatever’s nearby  and takes a snooze half the year. 

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