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it would be really nice to build smth in ruins or caves but now with void masques existing its impossible. first i thought that they will add a solution for this as it was with earthquakes, they were destroying everything but after few months they've added pillars to stop them which was really cool, but now after a year void masques are still destroying everything and u cant do anything about it, u can only turn off rifts but i think that its obvious that i want to play with rifts still on and be able to build. so i have two soultions make them dont destroy everything and be threat only to the players not to the structures that they build, or make it possilbe to turn it off in settings. i porsonally dont like to turn off content bc its bad as if it is with giga depth worm, but i really idk why klei have like an obsession with doing stuff that destroys everything player builds, i want enemies to be dangerous for me not my base lol. and i really dont know why after this many years there are still bosses that u cant just summon but they can randomly spawn in the middle of your base , like deerclops( u can summon him but its so peppega ), giga depth worm and bearger, i know that is not many but stll what is the point of it, i can kill them no damage every time, and it doesnt make the fight harder bc they r spawning in my base lol. so yeah thats it i dont care that much about bosses but man, void masques for me is the most dumb thing that they added to this game no offense.

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Klei still feel sorry for your buildings. The dangers to buildings can be counted on the fingers. But the fact that many buildings are destroyed or not destroyed leads to very unfair game situations. It's nice to know that there's something that can destroy our base. Perhaps these Kleis are trying to show that sitting on the base is not all that needs to be done...

  • Like 1
4 hours ago, podgrzrzybek said:

it would be really nice to build smth in ruins or caves but now with void masques existing its impossible. first i thought that they will add a solution for this as it was with earthquakes, they were destroying everything but after few months they've added pillars to stop them which was really cool, but now after a year void masques are still destroying everything and u cant do anything about it, u can only turn off rifts but i think that its obvious that i want to play with rifts still on and be able to build. so i have two soultions make them dont destroy everything and be threat only to the players not to the structures that they build, or make it possilbe to turn it off in settings. i porsonally dont like to turn off content bc its bad as if it is with giga depth worm, but i really idk why klei have like an obsession with doing stuff that destroys everything player builds, i want enemies to be dangerous for me not my base lol. and i really dont know why after this many years there are still bosses that u cant just summon but they can randomly spawn in the middle of your base , like deerclops( u can summon him but its so peppega ), giga depth worm and bearger, i know that is not many but stll what is the point of it, i can kill them no damage every time, and it doesnt make the fight harder bc they r spawning in my base lol. so yeah thats it i dont care that much about bosses but man, void masques for me is the most dumb thing that they added to this game no offense.

Can I ask what they're attacking?

I've been living in the caves with rifts on for a while now and haven't had any issues with the masques at all.

4 hours ago, podgrzrzybek said:

or make it possilbe to turn it off in settings. i porsonally dont like to turn off content bc its bad as if it is with giga depth worm,

I really don't get why people are so against disabiling the settings of things they just, don't like. DST has grown so much as a game with many mechanics that there are bound to be mechanics not all players will agree on and are fine for others, myself included. I don't inherently think masques are flawed after the bugfixes/despawn mechanics, with the main issue being attacking mobs in pens primarily stemming from base building purposes.

I personally don't see it as something major if settings for various mechanics existed, which is something that's admittedly not been so good as of late (we still can't turn off masques, and we are approaching them being in the game for almost a year...).

  • Like 3
54 minutes ago, Radicaljoe said:

Can I ask what they're attacking?

I've been living in the caves with rifts on for a while now and haven't had any issues with the masques at all.

they aggro on virtually anything that has health (including walls and dwellings) that doesnt wear a mask

  • Like 1
13 minutes ago, Well-met said:

they aggro on virtually anything that has health (including walls and dwellings) that doesnt wear a mask

I've never had them attack any walls? Are you certain that was because of the masques? I've kept some in pens for fun and never had an issue.

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18 minutes ago, Radicaljoe said:

I've never had them attack any walls?

They used to attack walls and fences, though the first hotfix for them prevented that. They can still aggro/hit mobs through the walls, but they won't smash them in the process.

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50 minutes ago, Maxil20 said:

They used to attack walls and fences, though the first hotfix for them prevented that. They can still aggro/hit mobs through the walls, but they won't smash them in the process.

Ah, okay so the aggro on walls was just wrong then. ty

5 hours ago, Maxil20 said:

I really don't get why people are so against disabiling the settings of things they just, don't like. DST has grown so much as a game with many mechanics that there are bound to be mechanics not all players will agree on and are fine for others, myself included. I don't inherently think masques are flawed after the bugfixes/despawn mechanics, with the main issue being attacking mobs in pens primarily stemming from base building purposes.

I personally don't see it as something major if settings for various mechanics existed, which is something that's admittedly not been so good as of late (we still can't turn off masques, and we are approaching them being in the game for almost a year...).

Afaik there is no setting to disable void masqued creatures specifically. They are not fun to deal with for me either and I would like this option. 

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16 hours ago, Maxil20 said:

They used to attack walls and fences, though the first hotfix for them prevented that. They can still aggro/hit mobs through the walls, but they won't smash them in the process.

im so sorry then, many things were destroyed i thought it was bc of them, i guess it was smth else, but i think they still should add a setting to disable them bc sometimes there is just too many of them which is really iritating bc they r dodging so much so u fight with one of them for 1 min, and when i go through my caves i see over 50 of them

18 hours ago, Hungry French said:

Klei still feel sorry for your buildings. The dangers to buildings can be counted on the fingers. But the fact that many buildings are destroyed or not destroyed leads to very unfair game situations. It's nice to know that there's something that can destroy our base. Perhaps these Kleis are trying to show that sitting on the base is not all that needs to be done...

my plystyle is megabasing, and its like in every dst year i kill almost every boss and i have like half time of the year to build, what i wanna say is, many ppl  that r megabasing have hard time to build bigger base then 20 tiles bc many creatures r destroying things but i know that i would be really unfair to make fore example walls to be indestructible, so im not complaining about that. i just think i would be more fun to kill bosses when u want no to be jumscared by them(i know there are only 3 bosses like that) i really want giga worrm to heve its own spawn. and about void masques i realize my mistake

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I might be wrong but I don't think masques actually spawn everywhere. I've had areas in muddy biomes that never seem to get any. Just means the amount of "baseable space" is that much smaller than it used to be, though.

6 hours ago, cybers2001 said:

I might be wrong but I don't think masques actually spawn everywhere. I've had areas in muddy biomes that never seem to get any. Just means the amount of "baseable space" is that much smaller than it used to be, though.

im sorry to say that but i saw them on literally every biome

5 hours ago, podgrzrzybek said:

im sorry to say that but i saw them on literally every biome

They spawn specifically in the corridors connecting cave biomes. If I understand correctly, they have a chance to replace ickers when you pass through one. They then drift away and wander to other places, unlike ickers which sit still. 

Also correct me if I'm wrong but I don't think void masques despawn when rift closes, unlike ickers who do actually despawn. Meaning you have to actively engage with them and kill them to avoid your caves being littered with them everywhere you go. 

I would prefer if their spawning mechanic was changed to spawn them only amongst the respective creatures when you naturally encounter and engage with them in their respective spawn places. Meaning, void Rock Lobsters would be only rarely encountered amongst other rock lobsters when one respawns in their herd, void bunnymen would have a chance to replace a bunnymen when respawning from their homes, and void spiders would respectively only appear if a respective spider den is disturbed. This would make a lot of sense and make it possible to deliberately encounter them if you want those masques, and also make traversing caves post-rifts less annoying (we will still have ickers which are already enough of a annoyance on their own, especially in the ruins). 

Yeah I know cave bridges exist and allow to avoid going into the corridors sometimes. But due to their limitations (need to be protected by pillars, can't be longer than 6 tiles) they are not viable to replace all naturally occurring cave corridors. They are quite expensive too. 

  • Like 2
36 minutes ago, Lovens said:

Also correct me if I'm wrong but I don't think void masques despawn when rift closes, unlike ickers who do actually despawn. Meaning you have to actively engage with them and kill them to avoid your caves being littered with them everywhere you go. 

This was the case during beta I think, but it got changed so they vanish once the shadow rifts end.

  • Like 1
6 hours ago, Waywarbler said:

This was the case during beta I think, but it got changed so they vanish once the shadow rifts end.

Vanishing would be better than what currently happens, which is them straight dying and littering the floor with masks and pure horror.

7 hours ago, cybers2001 said:

Vanishing would be better than what currently happens, which is them straight dying and littering the floor with masks and pure horror.

So I haven't played enough to get a good read on the situation, but it sounds like they fixed this in a recent-ish update where they're not supposed to leave drops from despawning.

  • Like 1
13 minutes ago, cybers2001 said:

Must've been in the last 2 updates, because my caves are already far too littered to notice at this point.

ye it was the boulderbough update, it makes them not litter the floor anymore which is really nice.

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