Magictwic Posted August 7, 2015 Share Posted August 7, 2015 I play a lot of wilderness mode and so for me DST is as much a competitive game as a co-op game. I understand that the increased enemy health from DS is in place so groups of players can completely destroy everything they come across but sense I spend most of my time defending myself from players it is nearly impossible for me to take on larger game. You can endlessly dodge there attacks and do some damage here and there but a fight with deerclops that way can take an insanely long time without using gunpowder. It is really hard to just tank bosses too because with there amount of health you can't fit enough armor in you inventory to do so. The current HP increase works great in survival but in competitive wilderness it makes bosses exceedingly monotonous at best and practically impossible at best. I propose a health system where, when an enemy is aggravated its health is set to a level that reflects the amount of players nearby. The health will increase when other players get near. This will mean that you can solo bosses as if you were playing plain DS is you are playing without anyone to help you out, and if you are in a server with 6+ people on you can't run around with your friends destroying everything because enemy health is proportionate to how many people you are traveling with. Link to comment https://forums.kleientertainment.com/forums/topic/56854-dynamic-enemy-health/ Share on other sites More sharing options...
Quyzbuk Posted August 7, 2015 Share Posted August 7, 2015 It's really not necessary, just kite them around and use them as free labor. Deerclops can be dropped off near spiders / bees / beefalo / tentacles to farm those up, he might even kick up a treeguard or two along the way to score you some free living wood. Same applies for the bearger, though he is much more efficient farming wood with his AoE smash. Link to comment https://forums.kleientertainment.com/forums/topic/56854-dynamic-enemy-health/#findComment-660801 Share on other sites More sharing options...
BeastNips Posted August 12, 2015 Share Posted August 12, 2015 I play a lot of wilderness mode and so for me DST is as much a competitive game as a co-op game. I understand that the increased enemy health from DS is in place so groups of players can completely destroy everything they come across but sense I spend most of my time defending myself from players it is nearly impossible for me to take on larger game. You can endlessly dodge there attacks and do some damage here and there but a fight with deerclops that way can take an insanely long time without using gunpowder. It is really hard to just tank bosses too because with there amount of health you can't fit enough armor in you inventory to do so. The current HP increase works great in survival but in competitive wilderness it makes bosses exceedingly monotonous at best and practically impossible at best. I propose a health system where, when an enemy is aggravated its health is set to a level that reflects the amount of players nearby. The health will increase when other players get near. This will mean that you can solo bosses as if you were playing plain DS is you are playing without anyone to help you out, and if you are in a server with 6+ people on you can't run around with your friends destroying everything because enemy health is proportionate to how many people you are traveling with. I know what you mean mate, the bosses are very annoying when you're on your own if you go with tanking/kiting tactics. I suggest doing what the guy above said: use the environment. I know that can be difficult at times, but try and explore as much of the map as possible and have some kill zones memorised for big mobs. If you can plant a few treeguards together then they will usually deal with a Deerclops. Tentacles are great too; usually one lap of a swamp will have him down as well as all the tentacle spikes you could ask for. In regards to your suggestion: I think this would be easily exploited by one player engaging it to set its helath to low, then the group piles in to finish. The health could be fluctuating depending on how many players in the vicinity, but that might be difficult for the game to calculate quick enough and still could be exploited. Link to comment https://forums.kleientertainment.com/forums/topic/56854-dynamic-enemy-health/#findComment-662724 Share on other sites More sharing options...
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