Jump to content

Recommended Posts

It's like stone fruit strong.

Both stone fruits and boulderboughs grow way too fast.

During a ruins rush you can now plant 20 boulderbough seeds on your way to ruins, and a few days later you get a dragonfly worth of gems, and it repeats.

Even got 2 green gems from one harvest. And stack of thule frags too.

That particular loot table seems whack.

I like the versatility and incentive to explore more of the cave, but tuning feels off and there's no going back now.

  • Big Ups 3

The loot table is fine, if they nerf that it'll just become another thing no one uses or pays attention to. I've been planting like 30 of them and it's a time and energy investment to chop them all down dodge the boulder and deal with the huge mess for a stack and a half of fragments and a few gems. It's decent passive ruins loot generation, an alternative way to get tentacle spots, maybe plantable boulders on the surface I guess? It's uses are already pretty niche. However I agree they grow way too fast. Like, in the blink of an eye they're fully grown. I think it should take longer to grow.

  • Like 8

I still think the best course of action would make them take a growth amount that is inbetween evergreens and marble shrubs and make them grow in ~6-8 days. The current rate of ~3-4 is at least better than how they grew up in literally under 1 day, though!

Also, I admittedly find it odd you described a scenario in a ruins rush. Its a pretty significant timesink to locate the biome (depending on generation of course, but I consistently find the mud biome wayyyyyyyyy before the fumarole one), go around the various fumaroles that push your heat up, chop down the boulderboughs, mine the boulderboughs, bring the boulderboughs to the ruins, find a safe place to plant said boulderboughs, harvest the boulderboughs, and then cart all of that loot over to the pseudo stations. In the timespan it takes to do that, wouldn’t it be better to invest in gear that allows you to more effectively clear the ruins and in turn snag/make more loot?

  • Like 8

Add diminishing returns that reset over time...? A dull adjustment, but still. Another adjustment could be to have a soft requirement of adding a growth boost from other biomes; then if the player keeps spamming the seeds in the same place they will eventually grow slower than growing them in different biomes (and obtaining a growth medium that would boost growth in the first biome). I guess that would be a kind-of-lame variant of the current farming mechanism (a mechanism which is actually good, so it shouldn't be copied shamelessly elsewhere, heh). Boulderboughs are very nice and fun but they outshine the competition a bit too much, yes.

2 hours ago, Maxil20 said:

I still think the best course of action would make them take a growth amount that is inbetween evergreens and marble shrubs and make them grow in ~6-8 days. The current rate of ~3-4 is at least better than how they grew up in literally under 1 day, though!

Also, I admittedly find it odd you described a scenario in a ruins rush. Its a pretty significant timesink to locate the biome (depending on generation of course, but I consistently find the mud biome wayyyyyyyyy before the fumarole one), go around the various fumaroles that push your heat up, chop down the boulderboughs, mine the boulderboughs, bring the boulderboughs to the ruins, find a safe place to plant said boulderboughs, harvest the boulderboughs, and then cart all of that loot over to the pseudo stations. In the timespan it takes to do that, wouldn’t it be better to invest in gear that allows you to more effectively clear the ruins and in turn snag/make more loot?

Does the rift-open fumarole boulderbough mechanic count from when you plant them, or exactly when they go from sapling to tree?

I'd advocate for making the growth timer longer, but I also don't want a to have to look at a calender to know when to plant them on regards to the rifts.

  • Like 1
10 hours ago, Hungry French said:

One of the reasons why Boulderbough shouldn't exist outside of their biomes.

At all? There aren't any other biomes you think they should be allowed in?

Personally I think making the grow time a liiittle longer is probably the way to go if they're too much (I haven't gotten the chance to use them much though).

  • Like 1
29 minutes ago, Dingle said:

Does the rift-open fumarole boulderbough mechanic count from when you plant them, or exactly when they go from sapling to tree?

 

I think its specifically when you load them? I noticed my friend had their trees have the gems and all in their retrofitted fumarole because their shadow rift was up when they located the biome. I cant say for sure since I haven’t messed with it much, though.

  • Sanity 1
Just now, Maxil20 said:

I think its specifically when you load them? I noticed my friend had their trees have the gems and all in their retrofitted fumarole because their shadow rift was up when they located the biome. I cant say for sure since I haven’t messed with it much, though.

I don't think it's when you load them, based on messing with them on and off in a new game for about an in-game year.

In any case, I hope if the devs make their growth timer longer, it doesn't become a huge pain to time their rift interaction growth.

18 minutes ago, Waywarbler said:

Вообще? Вы считаете, что им нельзя находиться ни в каких других биомах?

Лично я считаю, что если их слишком много, то лучше немного увеличить время выращивания (хотя у меня не было возможности часто их использовать).

Yes. I've played the game quite a lot and thought that what harms the interest of the game and deprives the uniqueness of biomes is the ability to transplant plants and spawners.

What's the motivation to return to biomes if you've collected absolutely everything from them? Nothing. 
We already have gem-producing plants that can be placed directly on the base.

4 minutes ago, Hungry French said:

Yes. I've played the game quite a lot and thought that what harms the interest of the game and deprives the uniqueness of biomes is the ability to transplant plants and spawners.

What's the motivation to return to biomes if you've collected absolutely everything from them? Nothing. 
We already have gem-producing plants that can be placed directly on the base.

Where's your base?

I hope they either require care to get the loots, or that if you leave them too long after they've matured, you won't get the loots.

Thanks to Boulderbough, Finally I feels like the Ruins are rewarded enough to be worth camping or Basing in. I'd gladly welcome encouraging survival in places that aren't happy to survive in by adding extra value to those areas. I hope incentivize survivaling in the Ancient Archive, Lunar Grotto, Labyrinth and Atrium, and the Meteor zones in surface. It might be good to be able to plant them in the ocean too.

Or else, maybe is it a bit OP that you can get all kinds of gems in only one biome in the Ruins? Would it be good to limit the gem colors you can get in each biome in the Ruins?

 

Edited by SilverSpoon
  • Like 1
  • Thanks 1

What's the problem? You took extra time to locate another biome far from the ruins, did a bunch of extra work chopping the trees down for seeds, took up an extra inventory slot with said spoiling seeds, then did extra work chopping them down to get some more gems. You put in extra work and got extra rewards, I don't see an issue, especially not in this early game context whenever you're very unlikely to exhaust the ruins of these resources naturally.

  • Like 3
5 hours ago, Hungry French said:

Yes. I've played the game quite a lot and thought that what harms the interest of the game and deprives the uniqueness of biomes is the ability to transplant plants and spawners.

What's the motivation to return to biomes if you've collected absolutely everything from them? Nothing. 
We already have gem-producing plants that can be placed directly on the base.

The fact that boulderbough trees produce loot relative to the biome they are planted in is the most interesting farming mechanic I've seen in a while, and the only reason I would interact with them at all.

Though perhaps a fair compromise would be that trees that grow outside of the fumarole biome don't drop seeds, while those that grow inside the biome drop 2 seeds.

Edited by cybers2001
  • Sanity 2
9 hours ago, SilverSpoon said:

Finally I feels like the Ruins are rewarded enough to be worth camping or Basing in. 

Ruins base is a fun pub mood

I do like this aspect about boulderbough's, that it unlockes basing in different areas for their loot.

But from what I've seen, only ruins loottable warrants that.

7 hours ago, cybers2001 said:

Though perhaps a fair compromise would be that trees that grow outside of the fumarole biome don't drop seeds, while those that grow inside the biome drop 2 seeds.

Hold on a moment there, ****

9 hours ago, lowercase skye said:

What's the problem? You took extra time to locate another biome far from the ruins, did a bunch of extra work chopping the trees down for seeds, took up an extra inventory slot with said spoiling seeds, then did extra work chopping them down to get some more gems. You put in extra work and got extra rewards, I don't see an issue, especially not in this early game context whenever you're very unlikely to exhaust the ruins of these resources naturally.

For early game, when you're doing a rush, that is balanced.

But for the rest of the game, it just spits out dragonfly worth of gems way too fast. 

My concern is in a sustained world the output is too good for ruins loottable.

The cadence.

12 hours ago, Hungry French said:

We already have gem-producing plants that can be placed directly on the base.

Yes, and those plants are quite neat and balanced in their growth duration! (it is quite long)

I expected boulderboughs to have similar gem throughput to those. They are MUCH faster (and much easier to acquire seeds)

  • Like 1

I think most players spend little time in the caves/ruins compared to the surface time on worlds longer than 200 days. If new plants take too long to bear fruit, like 10 days, few will be interested in making this constant trip to the caves, in my opinion. In turn, it's currently quite interesting to spend the entire 15 days of summer collecting these resources, but that's lost if it takes too long to obtain fruit.

  • Like 1
58 minutes ago, Cruvimaster said:

I think most players spend little time in the caves/ruins compared to the surface time on worlds longer than 200 days. If new plants take too long to bear fruit, like 10 days, few will be interested in making this constant trip to the caves, in my opinion. In turn, it's currently quite interesting to spend the entire 15 days of summer collecting these resources, but that's lost if it takes too long to obtain fruit.

Longterm worlds you can also teleport to ruins on timer.

Have some pighouses near to chop and mine for you.

Pickup loot with winona bots, moles, or lazy forager.

Repeat.

Edited by loopuleasa
13 minutes ago, loopuleasa said:

Longterm worlds you can also teleport to ruins on timer.

It's a reality for those who want to play with a character who teleports. But not everyone wants to play with these characters, nor does everyone want to switch characters at the portal to do so.

What we mostly have in DST are items that are rarely or never used by players.
I just hope that any nerfs to these plants don't do the same. 


In my current world (4,000 days), everything is extremely irrelevant, as I have enormous amounts of all the resources. I'm just commenting on the peculiarities of constant travel to the caves.

15 hours ago, SilverSpoon said:

Thanks to Boulderbough, Finally I feels like the Ruins are rewarded enough to be worth camping or Basing in.

It's been worth it since the ruins existed. And then the bundle wrappers appeared. And other meaningless bases in ruins

13 hours ago, cybers2001 said:

The fact that boulderbough trees produce loot relative to the biome they are planted in is the most interesting farming mechanic I've seen in a while, and the only reason I would interact with them at all.

Though perhaps a fair compromise would be that trees that grow outside of the fumarole biome don't drop seeds, while those that grow inside the biome drop 2 seeds.

The real uncompromising thing would be that the trees couldn't be replanted. You might say that this makes sense of the biome, because you need to run there and take resources. My answer is that other sources of resources should be less efficient and more territorial. 
But many players won't like such approaches because everyone is used to compromises.
I can imagine the players' faces if rushing ruins at the beginning of the game would be almost impossible and players would have to use other gem sources. ( No, it's not Dragon Fly)

6 hours ago, loopuleasa said:

Я ожидал, что у Bouldernough будет такая же пропускная способность, как у этих. Они НАМНОГО быстрее (и гораздо проще в получении семян)

Add the exact same item, but stronger and more useful... How similar it is to Klei... Especially in modern times...

There are patches with natural light in the caves. Don't dwarf stars also count as natural light as well...? Of course, in practical terms this hardly makes the aforementioned strategies more feasible, though it is possible to coax out Pigmen from their homes in the caves without setting anything on fire.

8 hours ago, Captain_Rage said:

There are patches with natural light in the caves. Don't dwarf stars also count as natural light as well...? Of course, in practical terms this hardly makes the aforementioned strategies more feasible, though it is possible to coax out Pigmen from their homes in the caves without setting anything on fire.

They don't care about this for tree chopping purposes, though. Their brain tells them not to do the activity at all when the world is night or caves. (They've even got a special level of panic for caves at night, where they can't even detect if they're standing in light anymore.)

Edited by Bumber64
  • Thanks 1
  • Haha 1
  • GL Happy 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...