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Tallbirds should build a nest after growing up


YumoS

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I was thinking of tallbirds and the hard way of hatching and letting them grow with the end result of being attacked and leaved with a broken heart. :sad:

But there is no big benefit besides the cuteness of the little ones.

Shouldnt they at least build a nest in the near area? This would make all this work a bit worthy because the nests are really fragile and burn really quick down and then you lost them forever. It could be a 50% chance or lower to make it a bit harder.

 

On 2/24/2016 at 3:06 PM, YumoS said:

I was thinking of tallbirds and the hard way of hatching and letting them grow with the end result of being attacked and leaved with a broken heart. :sad:

But there is no big benefit besides the cuteness of the little ones.

Shouldnt they at least build a nest in the near area? This would make all this work a bit worthy because the nests are really fragile and burn really quick down and then you lost them forever. It could be a 50% chance or lower to make it a bit harder.

 

You'd think they'd do this, but no.

 

Klei really, honestly, hates tallbirds. Sad, I know. I know better than anyone, I'm the world's only official Tallbirdologist.

In fact, one time when a bug rose up where tallbirds murdered their babies as soon as they were born was played off as "Prevents tallbird overpopulation"

I don't think that was ever an issue. Ever.

at least they should have a 50% chance of doing so, and only if they're raised by the player and not the wild tallbird. 

not that i've ever seen a wild tallbird actually raise a baby to adult, they're more awful parents than i am. 

It is absurd that Klei doesn't recognize the golden egg they have half-hatched.

Raising Tallbirds is a joy, that many players would perceive as a perfect extension of the native charm of DS.

Why, why don't they make the simple  change in the programming so that at least some percent of babies stay faithful to their foster parents??

 

  Charm and story are the essence of DS (vs Minecraft, etc).  Someone in a decision making position needs to rethink their ideas.

I've been faithful since Beta, and this is the biggest disappointment.

8 hours ago, isolanni said:

It is absurd that Klei doesn't recognize the golden egg they have half-hatched.

Raising Tallbirds is a joy, that many players would perceive as a perfect extension of the native charm of DS.

Why, why don't they make the simple  change in the programming so that at least some percent of babies stay faithful to their foster parents??

 

  Charm and story are the essence of DS (vs Minecraft, etc).  Someone in a decision making position needs to rethink their ideas.

I've been faithful since Beta, and this is the biggest disappointment.

I remember raising one, and then realizing it'll turn on me. It was awful. So I let my spiders eat her. I was Webber so she'll turn on me even sooner than on the others

Agreed, either raising tallbirds should spawn a nest, OR the raised tallbird remains faithful (or hell, even NEUTRAL) to their caretaker. I haven't even bothered to raise tallbirds because it just seems pointless. Almost as if it were a half-finished feature.

I believe it's a balance decision, like the inability to dig and move reeds.  If you want to hunt ^frolic with tallbirds frequently you need to build your camp close to them.  Don't get me wrong, I'd love to build a tallbird farm ^community centre near my camp... but that's likely precisely why I can't.

They could stay neutral, though.  It'd be neat to count the days and just before they mature lead them into a walled area with the others.  It'd be some kind of... community centre?  They could guard my 3000+ gold nuggets, I guess.

I think... I think I'm slowly turning into WeirdoBob.  Or possibly even an amalgam of WeirdoBob and Haley Starshine. O__O

I kinda agree with TemporaryMan, altough this would be good in DST since tallbird nests don't respawn (or do they in DST? I really don't know) and can easily be destroyed with fire. In DST, the game could count the amount of nests after world generation and when a tallbird (including ones raised by other tallbirds) reaches adulthood and there are less nests in the world than there were at the start it could create a nest somewhere near its parent.

1 hour ago, Michi01 said:

I kinda agree with TemporaryMan, altough this would be good in DST since tallbird nests don't respawn (or do they in DST? I really don't know) and can easily be destroyed with fire. In DST, the game could count the amount of nests after world generation and when a tallbird (including ones raised by other tallbirds) reaches adulthood and there are less nests in the world than there were at the start it could create a nest somewhere near its parent.

What about Singleplayer? No one cares about singleplayer anymore :wilson_cry:

5 hours ago, Soto8969 said:

What about Singleplayer? No one cares about singleplayer anymore :wilson_cry:

No but as TemporaryMan said, it's sort of balanced that you have to build your base next to tallbirds if you want them. In DS, if you lose a nest, it's (probably) your fault. In DST, everyone could come and burn nests so they need to be renewable.

Trust me I'm not someone who doesn't want them to update singleplayer I can't even play DST anymore because they increased the system requirements, I was just saying that tallbirds should be renewable in some kind of way in DST but not in DS because in my opinion not having renewable tallbirds is balanced in a game where you are alone and no one can come and destroy them, but not in a game where others can destroy them. 

Once I played on a world with just 2 tallbird nests. When after 300 days I had two chests of eggs, collected by chance, I decided to raise them all... AND THEN KILL THEM to spawn some Krampuses. Didn't know that they need to be walled. Almost all of them ran away, but Ice Staff became useful :)

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