Solace Posted October 25, 2013 Share Posted October 25, 2013 over time this game should have some form of increase difficulty progressing over time rather then additional content where once competed theres nothing else to do. lets be real here the game is incredibly simple after the first winter. there was some hope and expectations the first time the winter patch was released and now theres been nothing towards a increased difficulty other then making the map harder or easier based off the generation at start. this does not really solve the issue since its just a "start" and it would just take longer to deal with the issues at hand and eventually gets to a self sustainable point in the game with zero goals or challenges. when monsters spawn its within an aoe fo your screen allowing you to move for deer clops and go kite them into herds of beefalo. same with the hounds, you just move fire hounds off your screen to avoid buildings be burnt down. also a minor bug, when advancing through worlds you can retain built structures to avoid having to gain resources for them if you attempt to build the structure then just cancle it. you retain the ability to deploy the item at 0 cost even when progressing through worlds.inevitable* oops. Link to comment Share on other sites More sharing options...
d2r Posted October 25, 2013 Share Posted October 25, 2013 AFAIK the deployment thing is actually a feature rather than a bug. I probably wouldn't have made it through a couple of the adventure mode levels without it. I actually agree with you on the difficulty, but that sort of thing is a tad hard to balance. One way I can think of to add a challenge is to have a world with extremely poor natural resources (via custom settings) so you quickly run out and have to keep moving on with the teleportato (since you can't just make a camp and settle as easily). Link to comment Share on other sites More sharing options...
TeoSS69 Posted October 25, 2013 Share Posted October 25, 2013 Just to clarify, Deerclops doesn't spawn the same way as hounds. He spawns when you first hear his moan. Walking away won't solve anything. As for the game, i agree that adding things won't do anything with our OP tooth traps and armor. Those things need nerfs first. Link to comment Share on other sites More sharing options...
DwerBomb Posted October 25, 2013 Share Posted October 25, 2013 I agree. The only thing that gets harder in time are hounds attacks, but you can be easily get rid of them. Link to comment Share on other sites More sharing options...
the truthseeker Posted October 25, 2013 Share Posted October 25, 2013 I can vouch many players once not beginners don't have trouble with the first winter, but forget to plan for the later 2nd or third winters. When those players hit an expert level of playing, that was what the optional caves were for. The idea was to increase the difficulty in caves with the added and ramped up Worm attacks in the caves because many people went into them to avoid the grinding winters (and ramped up surface hound attacks.) Making the game significantly easier/harder is always said to be "needed" by players, and as noted, many people recommend instead to simply change the world settings to lower the resources/raise the world event occurrences to make it more of a challenge. Link to comment Share on other sites More sharing options...
VeryCoolCat Posted October 25, 2013 Share Posted October 25, 2013 The only challenge of late I've found in the game is trying to play as woodie and exploring caves. Link to comment Share on other sites More sharing options...
jbeetle Posted October 25, 2013 Share Posted October 25, 2013 AFAIK the deployment thing is actually a feature rather than a bug. I probably wouldn't have made it through a couple of the adventure mode levels without it.I reported it back in beta. Whether it was originally intentional or not, Kevin seemed like he wanted it to stay. Link to comment Share on other sites More sharing options...
simplex Posted October 25, 2013 Share Posted October 25, 2013 I reported it back in beta. Whether it was originally intentional or not, Kevin seemed like he wanted it to stay. He phrased it as a "bonus for clever players", if I'm not mistaken. But it's an odd "feature", that's for sure. Link to comment Share on other sites More sharing options...
Nebulous Posted October 25, 2013 Share Posted October 25, 2013 Meh. Difficulty is what one makes of it. The world options exist for more than just making things easier. Play 'long winter' or set beefalo heat to 'lots'. Reduce berries to zero and bring in more tallbirds. Decide pigs equals no. Goof off with the settings before deciding there aren't enough settings. Link to comment Share on other sites More sharing options...
Grumpy Posted October 26, 2013 Share Posted October 26, 2013 Just to clarify, Deerclops doesn't spawn the same way as hounds. He spawns when you first hear his moan. Walking away won't solve anything.Are you certain about that? My strategy lately has been to grab food and run away at the first moan. I run a fair distance and then build a fire. I might even place a fire pit ahead of time. It seems when I do this Deerclops shows up and stomps around the temporary camp but never makes it back to the permanent one. Once he's there I'm free to leave and go back to camp without him following me. Link to comment Share on other sites More sharing options...
Ortorin Posted October 26, 2013 Share Posted October 26, 2013 Are you certain about that? My strategy lately has been to grab food and run away at the first moan. I run a fair distance and then build a fire. I might even place a fire put ahead of time. It seems when I do this Deerclops shows up and stomps around the temporary camp but never makes it back to the permanent one. Once he's there I'm free to leave and go back to camp without him following me. Really now? *runs off to make a Deerclops decoy camp* Link to comment Share on other sites More sharing options...
Grumpy Posted October 26, 2013 Share Posted October 26, 2013 As far as the deployment issue goes, it's necessary if you think about it. You have to stand next to a science machine to prototype a structure like a bee hive, but you don't necessarily want to deploy that structure right there. You want to carry it somewhere else and deploy it. The logical solution would be to make prototype and build two separate actions. Prototype at the science machine. Build the first one later. Is it worth the programming time? Probably not. Being able to carry pre-built structures through the Teleportato is curious though. Link to comment Share on other sites More sharing options...
simplex Posted October 26, 2013 Share Posted October 26, 2013 As far as the deployment issue goes, it's necessary if you think about it. You have to stand next to a science machine to prototype a structure like a bee hive, but you don't necessarily want to deploy that structure right there. You want to carry it somewhere else and deploy it. The logical solution would be to make prototype and build two separate actions. Prototype at the science machine. Build the first one later. Is it worth the programming time? Probably not. Being able to carry pre-built structures through the Teleportato is curious though. But they are separate actions. When the player cancels a build with a right click, the game just marks that recipe as a "buffered build". When you try to build it again, the game checks for it being a buffered build and then says "ok, go ahead, you already paid for it". To eliminate this "exploit", all it would take is to reset the list of buffered builds when a new (survival or adventure) world is entered, or when the teleportato is used, it would barely take any programming time. Keeping things the way they are really does seem like a conscious design decision. EDIT: Sorry, I didn't read your post as carefully as I should, so my reply isn't really spot on. I was taking the "deployment issue" as being able to carry structures across worlds, and that's what I'm discussing above. Link to comment Share on other sites More sharing options...
Ortorin Posted October 26, 2013 Share Posted October 26, 2013 My solution is to turn the "buffered build" into a blueprint you have to carry with you. Unable to be dropped on the ground or stored in a chest(er) so it MUST be deployed to leave your inventory. If you die it is automatically deployed on the nearest free spot. Link to comment Share on other sites More sharing options...
simplex Posted October 26, 2013 Share Posted October 26, 2013 My solution is to turn the "buffered build" into a blueprint you have to carry with you. Unable to be dropped on the ground or stored in a chest(er) so it MUST be deployed to leave your inventory. If you die it is automatically deployed on the nearest free spot. My opinion is that the use of buffered builds should be abandoned, with the cancelling of a deployment giving the player the ingredients back. Having to build near the Science Machine (or equivalent) when prototyping makes sense. But I think it's too late for structural changes in the game such as this. Link to comment Share on other sites More sharing options...
Ortorin Posted October 26, 2013 Share Posted October 26, 2013 My opinion is that the use of buffered builds should be abandoned, with the cancelling of a deployment giving the player the ingredients back. Having to build near the Science Machine (or equivalent) when prototyping makes sense.But I think it's too late for structural changes in the game such as this. I mostly agree with this to be honest. The only point I have against it is that I use the relaxed crafting mod and the game is paused while you are placing structures, therefore you can't move to a location off screen to place it. xD Link to comment Share on other sites More sharing options...
horatio_svetlana Posted October 26, 2013 Share Posted October 26, 2013 I mostly agree with this to be honest. The only point I have against it is that I use the relaxed crafting mod and the game is paused while you are placing structures, therefore you can't move to a location off screen to place it. xDYou should ask the guy who makes that to alter that. Back to the original point of this thread; I think the truthseeker had the best explanation. The caves are optional and meant for harder play, so good players have a way to die while the bad players can die on their own. I think it's actually a brilliant move on Klei's part. Link to comment Share on other sites More sharing options...
Cynical Cynicist Posted October 26, 2013 Share Posted October 26, 2013 You should ask the guy who makes that to alter that. Back to the original point of this thread; I think the truthseeker had the best explanation. The caves are optional and meant for harder play, so good players have a way to die while the bad players can die on their own. I think it's actually a brilliant move on Klei's part. But that's not a challenge, that's stupidity and boredom. Link to comment Share on other sites More sharing options...
the truthseeker Posted October 26, 2013 Share Posted October 26, 2013 You should ask the guy who makes that to alter that. Back to the original point of this thread; I think the truthseeker had the best explanation. The caves are optional and meant for harder play, so good players have a way to die while the bad players can die on their own. I think it's actually a brilliant move on Klei's part. But that's not a challenge, that's stupidity and boredom. You say po-tay-to, I say po-tah-to..... Actually, I always loved the Christopher Walken version . Link to comment Share on other sites More sharing options...
TeoSS69 Posted October 26, 2013 Share Posted October 26, 2013 Are you certain about that? Yes, happened to me and to others so far. Going away to make a camp just to come back and see that deerclops is where you left him destroying your camp. Link to comment Share on other sites More sharing options...
23rd Posted October 26, 2013 Share Posted October 26, 2013 You say po-tay-to, I say po-tah-to..... Actually, I always loved the Christopher Walken version .You've forced me to post this, somehow. Link to comment Share on other sites More sharing options...
the truthseeker Posted October 26, 2013 Share Posted October 26, 2013 You've forced me to post this, somehow.What this thread needs...is more cowbell! Link to comment Share on other sites More sharing options...
Grumpy Posted October 26, 2013 Share Posted October 26, 2013 Yes, happened to me and to others so far. Going away to make a camp just to come back and see that deerclops is where you left him destroying your camp.I've found it's all about timing. If you don't leave quickly enough he will spawn near your base. You only have a very short time to get as far away as possible. Once he spawns he has a finite range he roams about in. It helps to prepare ahead of time. Around day 10 of Winter I start keeping at least 3 days worth of meals in the fridge and I'll take note of any critical items I may want to grab on the way out. Deerclops always shows up with about 3 days left in Winter for me. I assume it's always that way. This, of course, assumes you don't want to fight Deerclops. I usually don't. Link to comment Share on other sites More sharing options...
TeoSS69 Posted October 26, 2013 Share Posted October 26, 2013 I've found it's all about timing. If you don't leave quickly enough he will spawn near your base. You only have a very short time to get as far away as possible. Once he spawns he has a finite range he roams about in. It helps to prepare ahead of time. Around day 10 of Winter I start keeping at least 3 days worth of meals in the fridge and I'll take note of any critical items I may want to grab on the way out. Deerclops always shows up with about 3 days left in Winter for me. I assume it's always that way. This, of course, assumes you don't want to fight Deerclops. I usually don't.Nope he has a preset road he roams in winter, if you're near him he spawns the moment you hear it. Moving away won't do a thing. That is also why sometimes you don't encounter him at all. Link to comment Share on other sites More sharing options...
Cynical Cynicist Posted October 26, 2013 Share Posted October 26, 2013 Nope he has a preset road he roams in winter, if you're near him he spawns the moment you hear it. Moving away won't do a thing. That is also why sometimes you don't encounter him at all. Does this road stay constant for every winter? Link to comment Share on other sites More sharing options...
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