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About the icebox trap set piece


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While both traps are in essence quite similar, unsurprisingly the Summer trap is a lot, lot more punishing and in need of removal/tweaking Imo.

With a winter trap: A player with a torch/access to make one quick can quite uncomfortably survive when beset unawares, and hey free extra Mac tusk hunting and ice.

Summer traps though? If you are: a; not in/near a cave b; not near a Sci/Alchemy and have nitre you are likely doomed in about a day and a half including taking early preventative measures (Whirly, Straw hat, tree hopping) So to be reactive I always ALWAYS pre-make a endothermic fire in case of such event - and doing so has saved many lives before. This doesn't stop the often Ice flingo-less global base burning that happen though... Regardless Summer traps tend to be whole server wipes while Winter traps tend to be begrudging nuances that may kill newer players. 

8 hours ago, rezecib said:

@Mudley Sorry, I guess I should've been more explicit.

There are at least two ways to view this:

  • Don't Starve should be a punishing game. Under this view, it's not a problem.
  • Some people don't want the game to be so punishing. Endless mode was created for these people. The trap could be disabled in Endless mode.

I am for removal of these traps or at least make it an option. Many public servers found some weird and unofficial way to remove them anyway.

There is no problem for traps being punishing but the problem is in public server when someone activate the trap and someone always does, 99% of players will die or leave and that trap destroys server. Normal winter is already hard for many players so almost noone is joining servers in winter. So traps in public servers are just easy way to end server nothing more

1 minute ago, t0panka said:

I am for removal of these traps or at least make it an option. Many public servers found some weird and unofficial way to remove them anyway.

There is no problem for traps being punishing but the problem is in public server when someone activate the trap and someone always does, 99% of players will die or leave and that trap destroys server. Normal winter is already hard for many players so almost noone is joining servers in winter. So traps in public servers are just easy way to end server nothing more

I'm unsure about this.

On one hand, Don't Starve is a mean and downright evil game against you at times(I like it because it never is unfair though. It sets the rules, you die, learn that this rule is a thing, and the game doesn't break these rules) and something like this would make it less so. On the other hand, you're absolutely right about the data. NO ONE(almost at least) sticks around when someone triggers these traps.

I always do, it's more fun that way. Not like the worlds gonna last too long anyway. I don't know if anything should be done, but I am downright against a toggle for traps specifically. If you don't want it in your world, can't you disable boons?

Taking the opportunity that the thread hit the second page, just going to repost this so people can see it again:

13 hours ago, Mudley said:

It's not about being too punishing. Hell, I think the game is not as punishing as it should in certain aspects.

The problem is being punishing to players not involved.

 

I agree with a few of the above posters. The pro-season trap posters aren't really addressing the fact that most people on the server will leave within 10 days of it being triggered. The trap in affect (9 times out of 10) kills the server and wastes time. I don't get to play much so I definitely don't want my time wasted.

Hey, I love the idea, it just doesn't work in practice; the community just don't accept it which is proved by them leaving. 

4 minutes ago, BeastNips said:

Hey, I love the idea, it just doesn't work in practice; the community just don't accept it which is proved by them leaving.

Well...

When winter starts, people leave.

When spring starts, half of the people leave.

When summer starts, people leave.

 

What I don't like of the trap is that it's a one-trick-pony.

You never fall for it twice. You don't get anything substantial from it.

I like layouts such as the tentacles reed trap where you have a huge risk (tentacles) and a huge reward (reeds).

9 minutes ago, DarkXero said:

You never fall for it twice. You don't get anything substantial from it.

I haven't seen / used it in awhile, so correct me if I'm wrong, but

1. You can use it to put off summer for another half a year (repeat winter/spring) which can be nice.

2. If opened on the first day of winter, theres no negative effect and you gain some winter gear.

3. Another winter = more chances for tusks / tams

6 minutes ago, BlindGunner said:

2. If opened on the first day of winter, theres no negative effect and you gain some winter gear.

Yes there is still a negative effect.  The winter trap starts you in the middle of winter not the beginning so if you open it on the first day of winter you only recieve 10 days of winter which means no Deerclops.  Also on the first day of winter you can't freeze but once you open the trap that is no longer the case.  Now Im sure there are those out there that are thinking "No Deerclops!  Thats a benefit not a negative,"  but for me and many others no Deerclops is a drawback and a huge one.  By far the most annoying thing about the winter trap is negating the first Deerclops not the winter itself. 

40 minutes ago, BlindGunner said:

1. You can use it to put off summer for another half a year (repeat winter/spring) which can be nice.

2. If opened on the first day of winter, theres no negative effect and you gain some winter gear.

3. Another winter = more chances for tusks / tams

Speaking for myself, I don't enter servers during winter/summer hoping to find this random trap.

So I never really need to put off summer.

I can provide myself with better gear. Or even use thermal stones, since they are more efficient now compared to the single player version; trees burn for longer.

I never take it to provide tams and tusks for groups of 12 people. I fend for myself, and try to get one tusk and one tam. If I don't get the cane. it's not the end of the world, and if I don't get the tam, I can get mad sanity via cactus. I don't really need more chances for tusks or tams.

But I agree it can be a very, very situational benefit. If you really, really need to get some tams.

On 4/24/2016 at 3:56 PM, Clwnbaby said:

only recieve 10 days of winter

Tested, it is a full 15 days. Don't know what that means in terms of deerclops(he didn't show but that could have been chance based or because i was skipping time using console commands)

53 minutes ago, BlindGunner said:

Tested, it is a full 15 days

Your test did something wrong because its not the full 15 days.  Try again.  Just played a server today with the winter trap that got opened.  Winter DID NOT last 15 days.  plus when people open the winter trap on the first day of winter winter ends on 31 so.............. again NOT 15 days.  Like I said test again. 

Also don't use console to skip you gotta play em out.  Things go wonky when you use the console to skip days so......................... not really tested.  But nice try.

@BlindGamer @Clwnbaby 

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nvm I give up I can't do basic math

Supposing a player who triggers the trap should be punished (not saying this is the case), why not hallucinations? This one poor soul feels winter/summer (also while getting the opportunities that season provides) while others do what they normally would. Fair (maybe) and certainly lore-friendly (it would not be the first time of the shadow ones messing with your head).

This will never be implemented though. Too complicated. Now I almost feel embarrassed for coming up with this ("almost" being a crucial word). Alas, poor Yorick. Regards!

34 minutes ago, Arlesienne said:

Supposing a player who triggers the trap should be punished (not saying this is the case), why not hallucinations? This one poor soul feels winter/summer (also while getting the opportunities that season provides) while others do what they normally would. Fair (maybe) and certainly lore-friendly (it would not be the first time of the shadow ones messing with your head).

This will never be implemented though. Too complicated. Now I almost feel embarrassed for coming up with this ("almost" being a crucial word). Alas, poor Yorick. Regards!

I actually think that's a very good idea. 

7 hours ago, Clwnbaby said:

Your test did something wrong because its not the full 15 days.  Try again.  Just played a server today with the winter trap that got opened.  Winter DID NOT last 15 days.  plus when people open the winter trap on the first day of winter winter ends on 31 so.............. again NOT 15 days.  Like I said test again. 

Also don't use console to skip you gotta play em out.  Things go wonky when you use the console to skip days so......................... not really tested.  But nice try.

Nice try..? Wasn't trying to be a jerk bud, just saying what I saw and someone else confirmed it too. So either it's chance based or I have to believe your lieing because I've seen it with my own eyes...

 Would I care much if it was removed? Not really.

 

 What I do care about is constant changes that make the game easier and less punishing. Seems like the difficulty has been getting nerfed quite a bit lately, with the revive and ghost mechanics. People seem to want to play together, but they don't seem to actually want to work together. We are due for difficult updates or else it's going to become less and less of a harsh wilderness. And while removing these traps is minor, it's another difficulty nerf. 

6 hours ago, VexTheHex said:

 Would I care much if it was removed? Not really.

 

 What I do care about is constant changes that make the game easier and less punishing. Seems like the difficulty has been getting nerfed quite a bit lately, with the revive and ghost mechanics. People seem to want to play together, but they don't seem to actually want to work together. We are due for difficult updates or else it's going to become less and less of a harsh wilderness. And while removing these traps is minor, it's another difficulty nerf. 

This made me add an update to my stance on season traps.

For the love of all that's holy (and potato cups), do not remove them. Feel free to make them optional, but do not remove them. My group now has a closed server with just vanilla characters roleplaying the events from A New Reign. And boy, Maxwell trolling by nearly begging Willow, Wendy and Wickerbottom to trigger the trap very close to the camp is just comedy gold. Would you deny us this unique experience :D?!

On 5/4/2016 at 5:10 AM, VexTheHex said:

 Would I care much if it was removed? Not really.

 

 What I do care about is constant changes that make the game easier and less punishing. Seems like the difficulty has been getting nerfed quite a bit lately, with the revive and ghost mechanics. People seem to want to play together, but they don't seem to actually want to work together. We are due for difficult updates or else it's going to become less and less of a harsh wilderness. And while removing these traps is minor, it's another difficulty nerf. 

I totally agree with you, but that's not the issue with traps. The issue with traps is not that it makes it harder, it's that it depopulates servers. By all means make them optional if you're playing with friends and want them, but if you're with randoms and someone triggers it you just get an empty server. I like the challenge of surviving an early winter/summer, but 9 times out of 10 I'll be surviving on my own; I can play single player for that. 

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