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Posts posted by Trainer_Zero

  1. My question is why isn't replanting trees calming the tree guards? Also I didn't go on a mass tree murder, they both spawned after I killed 1 tree, which I promptly replanted.

    Could be the distance you're away from them when replanting? It's also not a 100% chance. And the percentage diminishes gradually to 0 the further you are from them. It could take several trees, and they need to be planted close to them.

  2. Is it, really ?

    Luck is part of an individual's quality, just like intelligence, beauty or dedication. The fact that you don't possess one of those doesn't justify you hating others if they have it, or forcing situations that nullify it.

    I usually don't have much luck myself, but I value it as high as any other quality, even if it's totally arbitrary ("cruel" if I take your word). And no, I don't believe there's any human quality that hasn't a part of unfairness in them. It's much easier to acquire culture and knowledge in developed areas like Europe or the USA, rather than in a starving country of Africa. It's much easier to become an attractive-looking person when both your parents and ancestors have been lookers as well. Etc, etc...

    You say people never have to work for luck, and you loathe that. Now ask yourself if you've worked for those pretty phone cables running around your neighborhood, conveniently providing you with Internet. From your logic, shouldn't someone remove them ?

    It's going to be hard to continue this argument in a serious fashion with you stating that certain individuals hold a higher predisposition to success at random chance than others. Intelligence, appearance, race, etc, are all things you can be bred for. Luck isn't a quality of an individual. It's preposterous. Why? Because nobody has a continual value for "luck" over their lifetime. I've won the lottery a couple times. I've won contests off bottle caps, and raffles. I've also lost a father to a car accident, had my childhood home foreclosed on, and lost most of my possessions to a thieving, drunk step-father. To say that I am either lucky or unlucky, or constantly anywhere in between based on some arbitrary quality is absurd.

    And on the subject of those pretty cables that provide me with phone and internet? No, by my logic I should not lose them, because I work for them. I earn my keep in the world, pay for my services, and in return am rewarded with such services. Input X = Result Y, which is what I've been trying to explain to you.

  3. Yes, because a line like "^ Doesn't know how probability works" isn't disdainful, rude or anything at all, obviously. Please continue taking me more for an idiot.

    Stacking probabilities give you a guaranteed drop. If Krampus sack does indeed have a 1% chance to drop, then its rarity is so high that it gives it an added value. Kind of like very rare mounts in WoW, if I were to find an equivalent. Lots of players have farmed them, and some of them never got any. That's what made them covetable. That's what made them exciting to farm, in a similar way to gambling, because you could never be sure it would ever drop. You're basically asking for all of that to be removed, just so you can have it easy, with a numbing sense of security. If that can't be called spoon-feeding, I have to wonder what can.

    P.S. :

    You're not "the board". I've only been rude (according to you) to a few rude (according to me) posters.

    Since the Queen update a good number of people have done nothing but whining and/or calling the game ruined, worthless, broken, etc. The large majority of those instances being for invalid reasons. And on top of that, I stumble upon THAT thread, where I'm offered even more whine, for a reason as ridiculously negligible as a goat's sack (literally). I realize it grated on my nerves more than it should have, but for some reason I don't feel my personality is entirely at fault here.

    I should take some time off the forums. At least I learned the "Wall of Lamentations" that follow an update patch ramping up the difficulty should be avoided from now on.

    It's certainly not as rude as insinuating that I called you a retard, or calling me a spoon-fed whiner, considering that your post demonstrated that you didn't understand them.

    And since when do stacking probabilities give you a guaranteed drop? Nobody said they had to stack to 100%. <_< To say that I'm asking for spoon-feeding when all I'm asking for is to have "luck" removed is ridiculous. X amount of work input should equal Y reward. That doesn't mean that X amount of work has to be a small amount, like you seem to be assuming it is. I just loathe the fact that some guy can get Q item in 2 tries, then come to a message board and brag about it when it's not that easy to obtain, and he doesn't realize it because he didn't have to work for it. Luck shouldn't have a say in it.

    I'm not claiming to be "the board". I've just seen you around in other topic being rude in response to someone not sharing your views. I call it like I see it. You ended your first post by berating the guy who complained about the drop rates saying that he should come back when he's killed 300, when you yourself didn't have to work that hard for it. That's the cruelty of luck, and yet you defend it.

  4. Thanks for assuming I'm a complete retard, I appreciate it ! I'm guessing I should also assume something similar for you, since you seemingly aren't able to read the last part of my post (spoiler : about LUCK).

    Although, on second thought, I notice you're complaining about not being spoon-fed a luxury item (which isn't necessary to progression whatsoever). That most likely implies you didn't read simply because you didn't bother. Reading other people's posts that go over 2 lines would be such a waste of efforts after all.

    Wow, you're quite the rude person, aren't you? I never said you were retarded, nor did I imply it. Lots of people don't know how probability works, and going from your statement of " the most popular one indicates a 10% drop chance, the other one says 1%. I did kill a high number of Krampi (Krampusses?) before getting mine, but certainly not 100." it's safe to say you either didn't know how they work or you're terrible at wording things properly. I also never said I should be spoon-fed anything. Stacking probability simply means that the chance to get the item increases every time you defeat the enemy. You're still working your ass off for it and you could potentially take just as long to get the item, but your tireless efforts aren't wasted on stupid luck, and you'll get it at least a long way down the road. But go ahead and keep assuming things and being a jerk to the board in general because that's getting you so far, isn't it?

  5. No one forces you fo farm it. It's not an indispensable item in any way, everyone was doing fine without it before the Krampus patch. It's a luxury item that's supposed to be rare.

    I don't think it's a 1% drop chance either. The 2 major wikis disagree on that point by the way : the most popular one indicates a 10% drop chance, the other one says 1%. I did kill a high number of Krampi (Krampusses?) before getting mine, but certainly not 100. Somewhere between 15 and 20.

    The few people that I saw posting about looting one usually didn't farm extremely long either. 30 kills without bag is "reasonable" bad luck for a 10% drop chance. Come back when you've killed 300 of them.

    ^Doesn't know how probability works.

    Just because it's a 1% drop rate doesn't mean killing 100 will get you the bag. It's not a stackable average. Same as 10 kills doesn't improve your chances on a 10% rate. It just means that each time you kill him you have a 1/10 or a 1/100 chance to get it. Killing him twice doesn't make it 2/10 or 2/100. You could kill krampus hundreds upon hundreds of times on either drop rate and still not get it. It's all luck. Luck has no place in progression. Stackable probabilities would make the bag and the farming worth it.

  6. we can kill rabbits with impunity once again. It seems like the game is just moving in circles, with the player being punished for surviving.

    Krampus was made to limit rabbit trapping. Krampus was then nerfed to a non-issue. Now there's a way to farm rabbits with no bad karma at all with the tooth traps. What was the point of Krampus to begin with?

    Pigs were being abused for meat. Pig spawns were then lowered and house recipe requirements were raised. Now the pigs just plain die off, leaving only a 25% drop chance for one of the 4 items needed to renew them. Extinction will occur, and is inevitable, when pig abuse had already dropped due to the spawn changes. To make this a viable change, I suggest making it only apply to player made houses, and perhaps nerfing pig spawn a bit further.

    Farming, the only "proper and nice" way of surviving has now been nerfed to pointlessness. It's pretty much impossible for new players to start up with the lowered seed rate. Not to mention that the lengthened growth times and reduced nutritive payoff make it not really worth it, considering rabbits can again be farmed with impunity, which is why farming was buffed and Krampus was introduced in the first place...

    We're chasing our tails trying to find a proper solution here. I'm no gaming or coding savant, but here's a couple suggestions. Feel free to add your own.

    1.) Pigs should only go extinct from player built houses.

    -To compensate for this, lower pig respawn times from 3 days to 5. That way even with an absurd pig village the player won't be able to sustain himself on their meat alone.

    -An increase in pig strength and village size, to present a higher threat to those farming bacon could also be welcome changes.

    2.) Farms should have a bump up in speed, closer to what they were pre-Queen.

    -However, perhaps introduce a spoilage or infestation mechanic. If you're not there in reasonable time to harvest within a given window, your crop simply dies and you lose it. There could be a percentage chance for dropping seeds, but of course there's the threat of birds picking them up.

    -A slight drop in manure farm fertilization efficiency could also work. Say that each poop is worth 6 crops, meaning you'll need 5 poop for one plot.

    -Perhaps Beefalo, Pigs, Birds, and Bunnies develop a taste for the easy life off your farms and could eat the crops as well.

    In other words, you'll have to work a lot harder if you want to see reward from your turtling, but it's not impossible, nor is it all-reliable. The current nerfing just means people will be making a lot more farms and can live off them once started up. Sure, winter might change that, but winter is only one season.

    3.) Lower Krampus's summoning requirements. (I haven't tested this patch out for him yet though). On the last patch I killed 3 full backpacks of bunnies in a row on the same day without even one coming for me. I also killed an entire pig village without his company. If you're going to include a deterrent in the game, it should be possible to summon the deterrent before I get a handy supply of food to last out his forgiveness period. This would keep the pig hunters in check, make people think twice before abusing tall-bird respawning, and give the people who jumped ship from the farming nerf back to rabbits something to think about. Which leads me to my next point.

    4.) The tooth trap shouldn't be guilt free. I haven't tested it yet, but from how it was made to sound it seems like you don't get "naughty points" from using the tooth trap. Why wouldn't we? We're actively hunting and killing defenseless, clueless bunnies with tools of our own design. Yes, making them die instantly is a good thing, but we should still be considered naughty if the deterring effect of solely farming them is to work.

    5.) Increase in spider hat durability? For people who stockpiled eggs beforehand, the hat isn't that big of a deal, but for people who earned their eggs fighting the monstrosities that are the new spiders and the queen, shouldn't they have more to show for it, at least a bit?

    -Which also leads into a question and another point. I haven't seen it myself yet, but are spiders spreading on their own? If not, why are level 3 nests only dropping one egg? If we can use them to make hats to control the spiders and they aren't repopulating they could potentially go extinct. Again, I haven't checked for their re-population, so this could be a moot point.

    6.) Fireflies shouldn't just die out in lanterns and hats unless they can respawn. Think about it: You've captured the firefly alive. Why does he die if he's given shelter in my lantern but will live forever if I simply let him go to light my sidewalk base path? Unless they actually do respawn, then it's a moot point.

    7.) Goes without saying, but Beefalo have no repercussions for murder atm. They yield 6 meat, so 2 beefalo are enough for 3 meat effigies, making you nigh immortal. They's also an absolute ton of them. My current map has 3 or 4 herds of about 10-12 each. I could kill half of them and still have enough to farm poop with.

    -Needless to say they should respawn, or breed.

    -Their drops should be nerfed from 6 to 4 meat.

    -They could become territorial, the individual beefalo you get close enough to startle attacking you once or twice.

    -They should most definitely hit harder.

    -Perhaps fewer should spawn initially.

    8.) Now that the seed drops have been nerfed, perhaps the feather hat can attract more birds to increase the drop rate of seeds. This gives an incentive to braving the swamps as well.

    9.) A way to harvest honey without angering bees? The beekeeper hat, at least last patch, didn't protect you from the bees, so there's no point to it.

    10.) Increase Optimus Pine spawning. I enjoy his threat and I also like experimenting with him, but it seems I always have to cut down an entire forest before one spawns.

    This last one is more of a want than a need:

    -Taming hounds? they're so adorable when they're sleeping. Maybe they could need a regular supply of food like the smallbirds, but could actually be useful in combat. To combat the "Flock of doom" mentality with the hounds, perhaps when you don't feed them properly they attack the nearest source of meat: you or your other dogs.

    Again, these are all just suggestions. I in no way no what would work best for this game and am probably unaware of some of the repercussions my suggestions could present. Sorry for the long-winded post.

    Feel free to add your own.

  7. Bug Submission

    Please choose a category



    • Steam

    Version Number


    Issue title

    Treeguard glides instead of walking.

    Steps to reproduce

    -Summon Treeguard

    -Tab to map while he is chasing you

    Describe your issue

    It's not that big of a deal, but I was luring a treeguard to a pig village, while checking my map and as
    as I came out of my map his sprite was frozen mid-step, and just glided toward me. The problem fixed itself when he was attacked by the pigs, but I figured I'd report it anyway.

  8. Let's try to keep a running tally, with each new addition being numbered.

    1.) Never collect Beefalo manure with a something equipped.

    2.) Never walk through Beefalo while a pack of hounds is chasing you.

    3.) When kiting hounds in your base at night, immediately pick up any meat they drop or the others will wake to eat it and try to murder you.

    4.) Krampus plays hard to get.

    5.) Always equip a spear when harvesting berry farms.

    Feel free to add.