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What Do You Think Of Door Exploit? Improvements?


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It bugs me because I feel doors pushing gas and liquid around is perfectly reasonable in real life. But it also bugs me because it's unreasonable for a thick landing door in real life to close and push liquid or gas of infinite pressure. So in my opinion, seriously speaking, whether or not door exploit is exploit depends on the pressure of gas/liquid it's pushing. We should allow doors to move gas/liquid, but set a limit to that ability just like gas/liquid vent. Maybe it's more reasonable to make the door incapable to close at pressure 10x more than a high pressure vent? or maybe 2x more than a liquid vent?

Thoughts guys.

——edit——

Some people in replies said no one forces you to use door exploits, that’s true. But that’s not the purpose of this post. This post is not about whether or not everyone should or should not use door. It’s about your opinions regarding whether the existing door mechanism has been abused and how do you think to improve it if it is abused.

I think it must remain as it is. You don't want to use it..make something else. There are other more urgent problem like game slowing down in the late game (i speak about game above 1000 cycle), the immense quantity of regolith,  dropping from the comets ,and lots of bugs and game crash on the rocket part.  Nobody force you to build a door compressor, or door pump. Until you have an alternative to move hot liquids (see magma), this and using the gas to compress liquids is the only 2 methods for transporting large quantities of lava for long distances.

53 minutes ago, goatt said:

It bugs me because I feel doors pushing gas and liquid around is perfectly reasonable in real life.

Not really, I assure you there are no real life airlock made of doors nor anyone use doors to pump air.. In game, its just an exploit of the fact that door occupy one tile etc mechanics

That said, there isn't much you can do about it.. its not something that your average player will catch on and advanced player make interesting use of this. 

16 minutes ago, BlueLance said:

Right now metal tiles and doors take no pressure damage. i reckon it will change

Metal tiles (including bunker tiles) and most other tiles take pressure damage.

Air flow tiles, neutronium and doors don't however.

Doors breaking under pressure might be a fix to some of this but it will still allow for super high amounts of gas. For me the best fix would be the doors to keep the gas/liquid inside them when closed. This way it would both fix the infinite pressure exploit and mass deletion scenarios. But if i was Keli i wouldn`t do that yet. At least until there are some other tools to manage super hot stuff and a better way to kill off critters.

44 minutes ago, Saturnus said:

Metal tiles (including bunker tiles) and most other tiles take pressure damage.

Air flow tiles, neutronium and doors don't however.

I forgot they introduced actual metal tiles, I meant airflow ones XD but yeah you got the ones i meant.

10 hours ago, Saturnus said:

Metal tiles (including bunker tiles) and most other tiles take pressure damage.

I never seen this, but I’m curious how much pressure cause how much damage? 

@tzionut @Cipupec2 both of you are right. How to play the game is really personal preference. But this post is more about how you look at game mechanisms themselves. It’s not about whether you should use it, whether it should be “fixed” in the next patch, or whether it’s useful to even talk about it. It’s just about your opinions regarding legitimacy of some game design, whether or not it’s abused, how do you define “abuse”

@goatt, the sim recognizes two things related to the OP. Weight, and volume. Where volume is a tile size.

To regard this as pressure, is to take the UI references to pressure at face value. The difference is that everything has mass per tile. 

Simply implementing a critical pressure (mass per tile in this instance) for each element relative to this fixed tile dimension might prove useful for secondary game mechanics like partial closure of doors - blown or otherwise, explosions, etc. ..or even locomotion.

I think a lot of the door related exploits are preposterous - especially the pumping. And don't even get me started on the |=| 'airlock' configuration. 

I love using door exploits, but I believe they are just that: exploits.

One relatively simple solution to the door pumping builds to bring them closer to realistic functionality would to add a check for when a door is closing for whether adjacent pressure in the 4 tiles (2 left side, 2 right side) have a pressure differential greater than a set limit. If the pressure differential is higher than, say, 10,000 kg/tile, door cannot be closed.

To balance this, or even allow the door pump mechanic to live on, the devs could simply add the pressure differential check, and require a scaling power requirement to close the door, simulating the extreme amount of energy required to force it closed.

I don't want Klei to fix anything about door pumps until we get the tools to deal with high temperatures. How realistic they are doesn't really matter to me, what tools we have to deal with different situations does. Same thing with the lack of high temperature sensors, that pushes players to find clever tricks like the chlorine sensor, which you could also argue about when it comes to realism.

Simply nerfing door pumps by adding some pressure constraints wouldn't add anything to the game.

Expanding on that, ...the powered doors should be able to compress gasses,etc. Naturally it would have a harder time with liquids.

Really though, some liquids are not compressable, irl. That's what I meant by critical pressure. 

I think doors should break or jamb when facing extreme pressures.

19 hours ago, Djoums said:

I don't want Klei to fix anything about door pumps until we get the tools to deal with high temperatures. How realistic they are doesn't really matter to me, the tools we have to deal with different situations does. Same thing with the lack of high temperature sensors, that pushes players to find clever tricks like the chlorine sensor, which you could also argue about when it comes to realism.

Simply nerfing door pumps by adding some pressure constraints wouldn't add anything to the game.

I agree, door mechanics and exploits involving them shouldn't be adjusted without giving players any means to deal with current mechanics. Much like the fixed temperature outputs of the sieve, and the borg cube cooling before it, the devs need to give players some legit means to overcome a situation or mechanic before killing a well established exploit.

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