Jump to content

Recommended Posts

As it stands in this beta version, it's not about adding late-game survival elements, but rather a weapon of mass destruction that wastes all the time invested in the game. Please, devs, revert these mobs to their previous state (hounds and spiders).

The title was a copy of a passage from the analysis of @JazzyGames

  • Like 8
  • Big Ups 2

I honestly don't mind the buzzards, since they are rift content (If I recall correctly). And rifts are supposed to be this destructive, harsh and difficult environment you choose to activate, it's not something that just pops into existence.

If this difficulty spike is completely optional... And you pick the said option and then (for a lack of a better term) complain about the difficulty spike... Then I really don't know what to tell you? Maybe shouldn't have picked the option.

I for one just test out rift content when it releases and never bother with it again, none of it interests me since I like a chill experience where I vibe and try to survive moderate dangers.

  • Like 5
16 minutes ago, Nikki Darks said:

I honestly don't mind the buzzards, since they are rift content (If I recall correctly). And rifts are supposed to be this destructive, harsh and difficult environment you choose to activate, it's not something that just pops into existence.

If this difficulty spike is completely optional... And you pick the said option and then (for a lack of a better term) complain about the difficulty spike... Then I really don't know what to tell you? Maybe shouldn't have picked the option.

I for one just test out rift content when it releases and never bother with it again, none of it interests me since I like a chill experience where I vibe and try to survive moderate dangers.

This already answer it all.

 

The real problem are the Rifts itself. The concept. It's the box, not the content inside the box.

If you analyze this new buzzard danger inside a bubble, let's say hypotetically, inside a specific biome of Lunar Island or an event of Lunar Island all together or (the easiest answer) during the Lunar Quest, none of these problems would ever come to the game and Klei would have easy life.

Frankly Klei should never ever introduced Rifts and put all its content already in all the others promised parts of the game (Caves, Ruins, Ocean and Lunar Island). I don't get it either why copy so hard Terraria (I guess marketing?) when they already had their fantastic original idea of quests, which resolve everything!!! Oh, a new cool apocalyptic danger has been introduced? Well after I had fun with it, I can turn it off by completing it and then go back to it in the future by lunar quest again. 

 

Edited by Milordo
  • Like 2
5 minutes ago, Cruvimaster said:

Even after disabling these pests in the settings, they continue to appear in the world as usual. @V2C

The setting only stops new buzzards from spawning, and won’t prevent existing ones. You’ll have to wait for the rift to close first before they go away if they currently are in the map.

  • Like 5

I do think that your video is good for highlighting the problem, but it's also clearly a video made to showcase an extreme situation of someone approaching a farm while having a swarm of buzzards following them around.

It's more of an issue of you needing to be aware of the buzzards when approaching your farms and make sure to take care of them first before you get close to the farm? I get that this can be kinda annoying, but it seems like something that can be solved by players changing their behavior a bit.

  • Like 1
Just now, AliceShiki said:

I do think that your video is good for highlighting the problem, but it's also clearly a video made to showcase an extreme situation of someone approaching a farm while having a swarm of buzzards following them around.

It's more of an issue of you needing to be aware of the buzzards when approaching your farms and make sure to take care of them first before you get close to the farm? I get that this can be kinda annoying, but it seems like something that can be solved by players changing their behavior a bit.

I thought this for awhile: "just adapt to it." I even wrote a guide for different methods.

It is a slow chore you have to do over and over, and it's unclear when the chore is done, because they keep coming back until there are no more reinforcements.

So you could clear them twice, wait a bit, then go to your farm...

Woops, a third wave of buzzards wandered in midway through what you were doing. They destroyed everything. Roll back?

I like the idea of the buzzards, but the current implementation gets very tedious. That and the main way to deal with them is to slowly kill them one at a time. Some new method would be nice, or maybe just removing their ability to reinforce areas.

  • Like 3
3 hours ago, Maxil20 said:

The setting only stops new buzzards from spawning, and won’t prevent existing ones. You’ll have to wait for the rift to close first before they go away if they currently are in the map.

Wait.. so they just “go away” when a rift closes? LMAO!

20 hours ago, Nikki Darks said:

I honestly don't mind the buzzards, since they are rift content (If I recall correctly). And rifts are supposed to be this destructive, harsh and difficult environment you choose to activate, it's not something that just pops into existence.

If this difficulty spike is completely optional... And you pick the said option and then (for a lack of a better term) complain about the difficulty spike... Then I really don't know what to tell you? Maybe shouldn't have picked the option.

I for one just test out rift content when it releases and never bother with it again, none of it interests me since I like a chill experience where I vibe and try to survive moderate dangers.

Exactly this, I’m currently trying to play Resident Evil 7 on Madhouse Difficulty (and so far I barely made it past Mia) but even though I personally do not seem to be able to play this game on Madhouse difficulty (Dinner Time with Jack seems impossible!) I understand that I subjected myself to this level of torture, and that even though I can not play the mode, it is there for those who CAN & ENJOY it.

Unlocking Rifts in DST isn’t just a walk in the park, you have to beat the bare minimum of 4 mostly obscure raid bosses, do hours worth of fetch and collect quests, survive a tower defense mini-game, solve a bunch of cryptic puzzles And on top of all that: you STILL have to choose to enable the rifts.

At this point: Klei should just paste a warning label- “Are you sure you really REALLY want to continue?” Things will change, surviving will get harder, and your existing methods of survival may be challenged or straight up uprooted altogether. Good Luck! You have been Warned.”

  • Happy Hazard 1
1 hour ago, AliceShiki said:

I do think that your video is good for highlighting the problem, but it's also clearly a video made to showcase an extreme situation of someone approaching a farm while having a swarm of buzzards following them around.

It's more of an issue of you needing to be aware of the buzzards when approaching your farms and make sure to take care of them first before you get close to the farm? I get that this can be kinda annoying, but it seems like something that can be solved by players changing their behavior a bit.

Your plans work well until they suddenly appear out of nowhere while you're at your base near your animals. So what will your solution be in those cases?


 

21 hours ago, Nikki Darks said:

I honestly don't mind the buzzards, since they are rift content (If I recall correctly). And rifts are supposed to be this destructive, harsh and difficult environment you choose to activate, it's not something that just pops into existence.

If this difficulty spike is completely optional... And you pick the said option and then (for a lack of a better term) complain about the difficulty spike... Then I really don't know what to tell you? Maybe shouldn't have picked the option.

I for one just test out rift content when it releases and never bother with it again, none of it interests me since I like a chill experience where I vibe and try to survive moderate dangers.


What exactly is the beta version for? Is it just to say that everything is fine, since you can simply disable it in the settings? Few people participate in the beta. You'll see chaos on the main forum about this issue if these mobs remain like this. Disease was also optional. And it doesn't even exist in the settings anymore. There was a reason for that, wasn't there? 

Edited by Cruvimaster
  • Like 1
15 minutes ago, Cruvimaster said:

Your plans work well until they suddenly appear out of nowhere while you're at your base near your animals. So what will your solution be in those cases?


 


What exactly is the beta version for? Is it just to say that everything is fine, since you can simply disable it in the settings? Few people participate in the beta. You'll see chaos on the main forum about this issue if these mobs remain like this. Disease was also optional. And it doesn't even exist in the settings anymore. There was a reason for that, wasn't there? 

Notice how I never said disable it in settings yet you replied to me by talking about disabling it in settings? Interesting. Very interesting.

31 minutes ago, Cruvimaster said:

Your plans work well until they suddenly appear out of nowhere while you're at your base near your animals. So what will your solution be in those cases?

Oh, that's fair. I didn't think of this kind of scenario. I was more addressing the video in particular, since it was clearly showcasing a worst case scenario kind of situation.

But yeah, you're right on that, that the Buzzards appearing in the worst situation can create an absolutely disastrous situation.

  • Like 1
Just now, AliceShiki said:

Oh, that's fair. I didn't think of this kind of scenario. I was more addressing the video in particular, since it was clearly showcasing a worst case scenario kind of situation.

But yeah, you're right on that, that the Buzzards appearing in the worst situation can create an absolutely disastrous situation.

To be honest, I hadn't even noticed this situation during the beta. It was Jazzy's feedback that alerted me to this possibility, and I went to test it (confirming what he said).

  • Like 1

Edited: Quoted the wrong person, my bad.

22 hours ago, Cruvimaster said:

 

 

Even after disabling these pests in the settings, they continue to appear in the world as usual. @V2C


 

use the command:

c_removeall("circlingbuzzard")

a few times untill they're all gone. 

That did the trick for me.

Edited by Adgycarp
Quoted wrong person
  • Like 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...