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Pig Guard fighting with torches, setting town aflame


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If something attacks from dusk till dawn, the pig guards don't actually use halberds to repel the danger, but attempt to fight enemies with torches. That causes many things - including the pretty town houses - to stand ablaze and leave behind charred remains that cannot - to my knowledge - be fixed. I think that's a grand shame as the town just doesn't look nice or towny afterwards at all. Plus it stands to reason they have fought enemies before and haven't burned everything to the ground while at it :D

 

With the mysterious pig appearing in town and being attacked by the guards it's not even fair to say "just don't bring bats there". Also, bringing bats there seems like the most sensible idea, let's be honest, and it'd suck if players were punished for it by all the houses burning and leaving the area, well, bland and lacking.

It's also troublesome if you want to have a small farm beside the house as it's in constant danger of burning down just because the mysterious pig attacked when you were doing your thing. Just doesn't seem like a fun/intended challenge to face.

 

 

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Wouldn't it make sense for the pig guards to use halberds when fighting to begin with? I mean, there are lights in the city, I can hardly see much logic in putting weapons away for 2/3rds of the day when the biggest spooks come out at night.

Perhaps they could have small oil lanterns by their belts instead? That could solve this problem entirely. Player house burning due to this silliness is no fun either.

I mean, covering a base in RoG with flingomatics and keeping them fueled over 1 season is enough hassle for most people to peace out during the summer and hunker down in caves/small auxillary base. Having to fire control everything in Hamlet year round because of the guards just sounds very un-fun.

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I really love that the pigs use torches to fight, you just have to accept the collateral damage. Usually that means you just don't want your flammable stuff in the area, like your farms.

But the builder pigs come in to rebuild charred houses, I've seen it in the closed beta. The town's trees or farms might burn down, but that's really the extent of the permanent damage that can, or is supposed to happen.

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43 minutes ago, Parusoid said:

Nothing forces you to be in town during dusk or night

Nothing forces me, but it's the most reasonable place to be many times, especially given that you can base your playstyle around townslife and the pig guards are the most natural help you get in this DLC. Given that daytime is actually shorter than the other parts, that would severely limit the time one can spend around the place.

And worst of all - it does it for a silly reason that feels nothing like an intended reason to force the player into the wilderness at night.

Pigs turning to Werepigs at full moon or Beefalo being in heat are both completely valid reasons for which you ought to find a different defense - for that specific, sensible time. You can also utilize those states to your advantage too. Bearger eradicating entire Beefalo herds in one swipe is a good reason not to bring him there - unless you want to get all the meat and don't care about Beef survival/got backup.

Pigs swinging torches at enemies who then randomly set things aflame just because it's dusk/night feels... unfun and with no reasonable counterplay. And no upsides whatsoever, unless you want to cheese them for lower dmg or whatever, but in that case it would still make more sense they pulled their halberds on the player, too.

Just my opinion of course.

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The pigs fighting with torches is like the red hounds that come in the summer and fall in ROG/DST or Deerclops spawning near your base. They are part of the challenge of the game. You have to get away from anything you want to save if the bats attack while you're in town in the evening or night.

However, worker pigs will repair any burnt buildings in the town. I don't know about the player's own house because I've never had any trouble getting away from it when the bat attack animation begins.

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Ellilea isn't arguing that you can't work around this or that it makes the game unmanageable. From what I can tell she's arguing that it doesn't make thematic sense and it is more then a little bit janky for the guards to be dramatically the biggest stress factor after dark. If the guards have better weapons, you'd think they'd use them, period. Some of the pigs behavior thematically does need to "feel" a little bit off  (like they're pretending to be human rather than being human-like themselves, thus their leaving manure everywhere) but them burning down their own towns I think goes much too far. Random ludicrous events like out of control fires are indeed part of Don't Starve but I just don't think it feels good to have it happen in this specific way. It takes you out of the game experience rather than naturally feeling like a part of it.

 

Not to mention the waist-mounted "hand lantern" from Bloodborne was totally dope and would look cool on a patrolling guard after dark. Maybe it could even be a chest-slot item drop!

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In the context of DS, it’s very consistent and makes sense. The pig guards don’t use their weapons because then they wouldn’t have a light source. Throughout the DS game universe, pigs are so irrationally afraid of the dark that they run inside at twilight or toward any form of light. The torches are the only reason the pig guards can be out 24/7. Their torch issues are not a dramatic stressor, either. You just need to run a screen or two away from your house/base (or flammable crops) and it’s not a problem. It’s much easier to deal with than firehounds.

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