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Posted

Feature of monsters spawning from the thin air is often criticized as annoying and not immersive. 

I propose following change:

  • only rifts are spawning monsters (except of temporal storm or low temporal stability, when monsters can be spawn also in darkness)
  • rifts can be generated in space 2 block high and 3x3 block large, below certain light level (except of temporal storm, when rifts can be spawned anywhere)
  • rifts are spawning monsters after sunset and before sunrise (or always in case of low temporal stability), regardless of light level (thus rift generated inside of house during temporal storm will be source of threat at night until it naturally vanishes) 

 

Posted

I have a feeling that most people wouldn’t like these changes at all, especially the last one. From what I’ve seen, making it easier for monsters to spawn in people’s houses would make newer players less likely to stick around.

Posted
6 hours ago, Wahazar said:

rifts are spawning monsters after sunset and before sunrise (or always in case of low temporal stability), regardless of light level (thus rift generated inside of house during temporal storm will be source of threat at night until it naturally vanishes) 

I'm not understanding this one. Light levels don't impact temporal storms anyway so it isn't safe in your house during a temporal storm. Do you want rifts to always be present for monsters to spawn and you are saying that rifts open up inside your base during temporal storms?

Posted
14 hours ago, Wahazar said:

only rifts are spawning monsters (except of temporal storm or low temporal stability, when monsters can be spawn also in darkness)

Is this not how it works already? At least on the surface? Monsters don't need rifts to spawn underground, however, I'm pretty sure there is a lore reason for this.

 

14 hours ago, Wahazar said:

rifts can be generated in space 2 block high and 3x3 block large, below certain light level (except of temporal storm, when rifts can be spawned anywhere)

This change I could maybe see, except for the light level rule. That's assuming there aren't already space requirements for rifts to spawn--if there aren't, having a minimum space rule would help keep them out in the more open areas where they can be more easily spotted.

As for the light level rule...I think if there is enough player-made light nearby, the rift won't be able to spawn. Otherwise, rifts should be able to spawn in the day(though they won't produce monsters until nightfall)--that gives the player the chance to make note of where they are and avoid those areas if they're intending to be working at night.

14 hours ago, Wahazar said:

rifts are spawning monsters after sunset and before sunrise (or always in case of low temporal stability), regardless of light level (thus rift generated inside of house during temporal storm will be source of threat at night until it naturally vanishes) 

Yeah, I don't agree with this one. This change would make monster spawns a lot more predictable I suppose, however, it would also make them less interesting overall to deal with and more of a hassle. The main advantage to the current system is that nights can be safe, or relatively so, allowing the player to keep working without interruptions if they so desire. It also helps keep the world feeling dangerous, especially at night, since there's no guarantee that everything will remain calm, or how many monsters one might face if the rift activity does increase.

As a side note, there is already a way to prevent rifts from spawning entirely--the rift ward. It is a late game item, and will need to be powered with temporal gears, but as long as it's powered it guarantees that rifts won't spawn in that area.

  • Like 1
Posted
14 hours ago, Wahazar said:

Feature of monsters spawning from the thin air is often criticized as annoying and not immersive.

It's immersive when it's about a world where that actually happens!

14 hours ago, Wahazar said:

I propose following change:

  • only rifts are spawning monsters (except of temporal storm or low temporal stability, when monsters can be spawn also in darkness)
  • rifts can be generated in space 2 block high and 3x3 block large, below certain light level (except of temporal storm, when rifts can be spawned anywhere)
  • rifts are spawning monsters after sunset and before sunrise (or always in case of low temporal stability), regardless of light level (thus rift generated inside of house during temporal storm will be source of threat at night until it naturally vanishes) 

So you want a predictable enemy. (I'm not saying that in a bad way).

I personally don't think it's an improvement, but I think a real improvement could be to make it a toggle option in the world creation settings as a compromise.

  • Like 1
Posted (edited)
18 hours ago, Wahazar said:

only rifts are spawning monsters (except of temporal storm or low temporal stability, when monsters can be spawn also in darkness)

As mentioned this is basically how it works, except for low light conditions. Remember this is how it worked in the other block game. Vintage Story used to be a mod for that game so I would suspect that's a feature of the other block game that Tyron liked and decided to keep.

18 hours ago, Wahazar said:

rifts can be generated in space 2 block high and 3x3 block large, below certain light level (except of temporal storm, when rifts can be spawned anywhere)

This would negate the "rift activity" statistic in your character "C" menu. How would this proposed change replace that?

18 hours ago, Wahazar said:

rifts are spawning monsters after sunset and before sunrise (or always in case of low temporal stability), regardless of light level (thus rift generated inside of house during temporal storm will be source of threat at night until it naturally vanishes) 

rifts that generate during a temporal storm are always a source of threat and on 1.20.7, they um... they spawn Nightmares... CONSTANTLY! I have screenshots of the carnage, it's not pretty. Probably close to 50 nightmare bowtorns just milling about in the broad daylight... @_@

But if rifts could only spawn below a certain light level, but they can spawn monsters regardless of light level, you're essentially guaranteeing 3 things:

  1. Rifts will only spawn at night regardless of rift activity level (so no more calm nights when you can just enjoy the quiet darkness)
  2. Players will build minimally sized work areas to prevent them from spawning inside their huts.
  3. Players will just skip the night with sleep so they never have to deal with mobs ever again.

Does that sound accurate to what you are suggesting? If not, please feel free to enlighten me because I am confused.

Edited by traugdor
got my game version wrong OOPSIE
  • Like 1
Posted
18 hours ago, Facethief said:

I have a feeling that most people wouldn’t like these changes at all, especially the last one. From what I’ve seen, making it easier for monsters to spawn in people’s houses would make newer players less likely to stick around.

Probability, that rift would appear in your home during temporal storm is small. Currently, during temporal storm, monsters can spawn in your house randomly, my proposal bring some opportunity to control this.

Posted
8 hours ago, traugdor said:

This would negate the "rift activity" statistic in your character "C" menu. How would this proposed change replace that?

Rift activity may affect rift generation as usually, I didn't mentioned it because no need to change it.

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