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  1. Past hour
  2. I feel like they missed some of the main troubled skill trees. Wolfgang and Wilson. Also Woodie's curse skill tree is really weak. The moose is good but the rest need adjustments. The Wormwood plant crafting needs other upsides related to the plants, it doesnt add any new playstyles.
  3. I remember someone posting the details on this, where it was more of a design oversight than a bug. So you're not completely wrong. I think you ignored the explanation, though. Maybe you didn't see it. They fixed the design oversight this update. Whenever I hear the "emergent gameplay" claim I remember how the lureplant bug exploit cheese design oversight looked like. Fuelweaver running into two lureplants, mindlessly, forever, trying to get to the gate. Then I frown. Then I laugh because I see "emergent gameplay" has become the refrain for this. It looks like a really hollow ploy. They were going to reverse it until they could get in some changes for console players, I think. They got that in quickly, so they probably didn't reverse it because they got in the changes. Gunpowder and catapults 1. Take resources 2. Are being used for their intended purpose. I don't get the comparison. Are you being sincere?
  4. why are you bothering with this if they admitted that they're arguing only for klei to add stuff they want lol even if it was a joke, their arguments are still nonsensical, elitist and they clearly just want people who play differently in comparison to them to suffer
  5. They are doing mid job, at best. Basic need for proper chests blocked by late game content, cleaning robot having little to no uses, no solution to nonstackables, instead they made tall regular chests redundant.
  6. I went over this before, so please pay attention this time and fr internalize this or I'm just gonna report you for trolling at this point. Console commands, using server mods, etc require admin access and are "cheating" b/c they actually change the game. Exploits are not cheating. They do not require admin access, and do not change the game. They are using the game's own mechanics. Exploits are used on all levels of play. Knowing an enemy has to stop moving to attack is exploited by players simply running passed mobs b/c the mob can never hit a target moving away. This retort of "just use admin commands" is extremely ignorant of the issue, and is factually an invalid response to the subject. Might as well say "just use kill() command instead of fighting b/c you're just doing damage anyway." Lureplant blocking wasn't a bug. Nothing about the code behavior was unexpected from what existed in the game. Many structures in the game have different effects when interacting with various mobs, the variety is a feature of the sandbox game focused on emergent gameplay. And again, my point - what lureplant enabled, Maxwell does all that and more. If you're problem with lureplant strats was how they "broke bosses" or "exploited ai" or whatever, well Maxwell does that. Removing lureplant doesn't stop us from halting Scrappy pig's scavenging, or cheesing AFW. This whole crusade against these things is petty. These didn't impact anyone's play who weren't purposefully using them. Horrible change.
  7. Horrible take, like every other take you make. I think you're just a troll, honestly. If you fail to see the difference it's clear you aren't even capable of understanding other people's perspective. Why even bother chatting then. You got your fix yet here you are still arguing with people.
  8. Is this really a request to make scalemail better? b/c that doesn't sound like what you're asking for... You were complaining about Willow lighting up enemies you were fighting, if you were wearing scalemail this wouldn't be a problem b/c you wouldn't take damage. Also your suggestion was to change Willow's fire to not burn other ppl, not to change scalemail. So what is your suggestion to change scalemail here? I'm very confused from your OP to you saying this.
  9. Thanks for the tips regarding reseting the key binds. After the update went live all of a sudden it was impossible to click on items in the inventory and pick them up while on the move. Resetting the key binds fixes this!
  10. Today
  11. The way gamers nowadays settle for mediocrity from game developers is shocking. Dont settle for bugs, if a boss is really boring to refight all the time, rework/implement more refined ways to automate it that isnt glitchy as f. Klei are doing a great job in the quality of life department atm. They deserve praise right now.
  12. Honestly the way people talk these days, it seems that's an even bigger crime than if it was forced.
  13. Wasn't this supposed to be reversed for old bosses? Game is becoming less and less fun for me with changes like these. I farm the bosses tens of times on the same world and I don't want to fight them. I still don't have to as there are other methods but who knows how long that will last If klei keeps removing them. It started with loot stash and klaus being able to pass through because of Wanda which I can agree that I abused to finish the fight faster but that would be possible to anyone with howlitzer or tail 'o three cats too and it affects all characters that used loot stash to block lunge if they don't want to have to walk so far away to dodge it. After that we had stunlocking changes that no one asked for again because of Wanda that I can still mostly ignore when I play her and it punished every other character more than her. For example I can still kill MacTusk by getting close to him and tanking a hound hit because of alarming clock range, so even if he isn't stunlocked he can't escape, another option is to one shot blue hound and freeze MacTusk. Bee Queen boat second fix was the one that removed the pathfinding feature that you would call bug because bee queen doesn't move on boat but this wasn't a bug because klei made it that way so Bee Queen doesn't fly over water where you can't hit her. Now lureplant "fix" when it was considered a feature for so many years, I won't use that as an argument for it to stay but it is one way to kill a boss that many vocal people on the forums are up in arms about because it is too easy for them yet there is gunpowder,catapults or even similar methods to lureplant that still work but I won't mention these because I know there will be a bug report about it, the players that want to know will be able to find out but at least If they want to report it make them work for it. My argument against these changes was the one that many of us have mentioned on the beta threads, It just removes an option to kill a boss that no one else is forced to use unless it is majority of the players on the server and at that point they don't really have a right to complain as much. Sandbox games are about choices and we have less and less of them with the new bosses that feel boring after first few kills for this exact reason. Sandbox games are about emergent gameplay and not telling player that this must be done in one or a couple of ways but that there are a lot more strategies that they don't even know about.
  14. C_spawn ("whatever you need",100000) Or something like c_spawn('spear').components.weapon:SetDamage(16000) if you want to hand out weapons that can one shot ancient fuelweaver for the whole server. Why do you need the lureplant cheese to start with? If you are a cheater why beat around the bush and use exploits? Just be a cheater and use console commands! U dont need any of these cheeses for farming resources. If you are done with survival and simply want to megabase to make pretty things just spawn what you need in! No one asked you to complain about Klei bug patching either yet here you are.
  15. Yeah, i don’t think its reasonable to see Roadmap for 2023 and take it as a promise forever. It was always clear that it was just "current plant for the forseeable future".
  16. Those were the changes announced at the start of the beta, some of those things changed from than to the launch and I dont know all the numbers, but I can tell What I think about what was released. Wigfrid -> startling soliloquy panic duration increased is good, not great, just good. The cooldown reduction on Battle Stingers on the other hand doesn't really change anything, it still feels bad to take the talent that makes battle stingers not cost inspiration but have cooldown instead. All in all... non-impactful changes. Willow-> Really good changes, now shadow Fire doesn't get wasted by targetting birds and butterflies - and other animals for example beefalos? I dont know the list - and is a proper burst damage spell if the enemy is alone dealing the same damage to a single target as the total damage of the lunar fire but in a shorter window of time since you only cast and it quickly does the work itself, doesnt need to hold it like with the lunar aoe fire. Lunar Fire is now reallllllly confortable to use, no more awkward walking trying to aim it, the changes to it made it really easy to aim it, really great. The doubled patch Up regen to bernie is okay, I dont know if I'll take those skills since sewing kits seem to be enough, but its okay. All in all really great changes. Wormwood-> In my opinion its officially the best skill tree so far. The most versatile and one of the strongests in the late game. Summoning 2 saladmanders will buff their HP from 600 to 900 and the more lightbugs you have the bigger the light radius, Saladmanger change is good, lightbug change is okay, the problem with lightbug wasn't the light radius but that they couldn't keep up with beefalo mov speed or even wormwood's full bloom+ cane + road/cobble mov speed, instead of this increased light change to lightbug I wish they had allowed carrats to pick up manure which is something I have wanted since the first interaction of wormwood's skill tree, it seems so fitting. +30% bloom when fertilizing wormwood is great the only problem is that there is no indication at which point of the bloom wormwood is at - at the middle of it? near the end? - this creates some confusion of when to apply not to waste this bonus bloom. Photosynthesis talent went from 1 hp every 20 seconds during daytime to 2 hp every 20 seconds during daytime, really great for a character that is a bit harder to heal, helps early game to pay for the summoner's health cost and great all around throught the game, feels great to walk out of base with 138 hp not needing to top it of knowing it will be full eventually. The two changes that take the cake for wormwood changes in my opinion are the no more grogginess effect on wormwood when eating moonshroom for its aoe sleep effect and the new Brambleshade armor. Brambleshade armor can be crafted from a Bramble armor + Brightshade armor, it is a Bramble version of Brightshade armor, sharing all the same perks and stats aside from the root trapping effect wormwood gives when damaged while wearing Brightshade armor, you can now chose between using brightshade armor for the rooting effect or Brambleshade armor for the extra damage from the bramble spikes that are now also planar damage which makes them also easily trigger planar bosses stun state. Those are the damage numbers for the Brambleshade armor: What most surprised me - and this I found overkill - is that Brambleshade armor retains the damage dealing effect to enemies when taking damage not only from the updated Brambleshade aoe planar damage but also - and this is what surprised me - from the returning non aoe planar damage everybody forgets Brightshade armor deals to enemies that attacks it, those are the tanking damage numbers: I found this overkill because there is less punishment for getting hit now since the damage from getting hit is higher than the proc of damage you would get if you were dodging, so this contributes to this kind of thing: Wormwood's Brambleshade tanking damage to shadow planar enemies is higher than mastery lunar aligned Weremoose's normal punches or charge to the same type of enemy... which is both sad and funny. Aside from the overkill return damage on Brambleshade armor, Wormwood changes are incredible, they made me forgive about the whole plant crafting station brach that left a sour taste when his skill tree first arrived. I wish other characters that were left in the gutter to have skillstrees that gives them as versatile and useful options as his skilltree does now.
  17. I tried to visualize your art the way it would look in the game, I hope it turned out to be similar
  18. "How did it even make it to live servers?" - Tyler1
  19. i feel bad for devs getting bombarded with suggestions after daring to write a message on the forums
  20. Fair enough; I thought you might have done it before, maybe. My current base has Cosmic Archaeology done (overdone; all unique artifacts collected), I have about 500 leftover data banks, and maybe another 150 in unanalysed geysers, but I got 1200+ from the orbital lab, and I'm unsure how much repeated coffee mugs yield . As I said, I'm not trying to restart the exploit discussion, I just wanted to see your personal "don't do that"-list.
  21. bruh i do not care about your opinion about fire, lureplants or anything. i want scalemail to be better. And i see you have nothing to say about that besides: "that mechanic is trash do not use it" so thanks for you opinion and have a nice day
  22. Would be so sweet if I didn't have toe quip the slingshot to store (or swap) ammo. Would be even sweeter (especially for console I'd assume) if there was a reload feature for these two weapons, that auto-equipped the same type of ammo that you were using (or the first one in your inventory if that's not an option). Would also be very nice if Woby slowed down when you try to ride her and she's running away from you, like tumbleweeds do. It's really obnoxious to try to make your get away on her especially compared to Beefalo.
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