By my accounting, we're going to have a creature the size of a reaper, with most likely a similar aggro range, and at least as aggressive, patrolling a space which is so tight that its often hard to turn the cyclops around. Add to that the fact that the cyclops will have no effective defense against the thing because it can only ever really run away beyond leashing range and there is not really anywhere to run to down there and I'm predicting tons of cyclops wrecks littering the floor of the cave. I'm all for dangerous environments, but I can't be the only one who thinks this is a bad idea?
The ghost leviathan spawns as a juvenile in the following areas
1-ghost forest
2-near that huge dead leviathan that leads to the bone junction
but it spawns as an adult in
1-grand reef
2-blood kelp
3-the void (of course it will why it won't)
In the coming update the silent running duration will be increased allowing you to bypass him completely undetected
All what you have to do is make sure you don't go there with your seamoth/exosuit
As it can see you from far away
I'm just going on record at this point as not liking the quantity of ghost leviathan additions/changes to the actual playable areas of the game.
IMO, all the Hardcore Players need to back off a bit on their requests/demands or this game isn't going to get very many positive reviews once it hits the general playing population.
There comes a point where a game goes from being 'fun to play' to being 'a chore' and way too complicated/restrictive to be enjoyed...
I believe that we are fast approaching and passing that line at this point for a majority of the casual-playing audience that the Dev's are probably hoping to attract.
(and whom They need, to make Their development costs back)
How does putting multiple 'all destructive' creatures in the limited spaces of the required path to advance the story of the game 'balance' anything?
I can see having a Major Boss Creature at the doorway to the final level of the game, but adding indestructible, practically unavoidable, character/vehicle destroying monsters, to what may end up being the only path to actually get to the final level of the game, seems quite a bit counterproductive to me.
Shouldn't we first see how this'll work out in-game before making any claims one way or another? From what I can tell, those creatures are quite a way out of the immediate routes and I currently can't imagine them being close to as troublesome as the reapers around the Aurora. And if we're fine with them, I reckon the ghosts are acceptable too.
How does putting multiple 'all destructive' creatures in the limited spaces of the required path to advance the story of the game 'balance' anything?
I can see having a Major Boss Creature at the doorway to the final level of the game, but adding indestructible, practically unavoidable, character/vehicle destroying monsters, to what may end up being the only path to actually get to the final level of the game, seems quite a bit counterproductive to me.
What is this super important story thing that they're gaurding?
They aren't guarding the Floating Island because they spawn 300 meters below it.
They aren't guarding the Lost River because that has multiple entrances elsewhere.
They aren't guarding the Moonpool because you can unlock it by going to the new Sparse Reef wreck.
One of them does spawn above a large Deep Grand Reef entrance but you can still easily sneak around it.
It really isn't guarding anything super important right now.
Oh, thank goodness it's the OTHER, Northern Blood Kelp then. That was already a no-go-zone pretty much solely from the overpopulation of Warpers, Ampeels, and Crabsquid. A Leviathan's pretty much Nitro-Glycerin frosting on a TNT-cake. It's not going to make things noticeably worse because they're already pretty impossibly bad.
I'd like to point out that the Lost River situation is actually MUCH WORSE than people have pointed out. You see, when you get attacked by a Reaper in your upgraded Seamoth, and you shock him... he flees. Why wouldn't he? His leash is broken and he's hurt. He goes away. Good times. Effective defense. Worth the painful unlocking process to get to that point.
The Cyclops shield should do the same thing soon if it doesn't already in Experimental - hurt and make critters break their leashes to flee. Except that in the Lost River, as everyone keeps pointing out, not only is there nowhere for you to run TO, there's nowhere to chase the creatures, especially one about 1/3 as long as the cavern is wide. He'll bounce off the wall, turn around in his own length, and keep attacking you, if you aren't lucky enough to have his "random flee direction" be back the way you came. Any other direction guarantees continued, lengthy contact (and probably a sunken Cyclops).
TL;DR: The "discouragement" mechanics that break leashes flat-out do not work near any obstructing terrain, because 99% of the time the critter gets stuck within agro range of you, and comes right back. In caves, you're basically trapped up against your tormentors, no matter what you do, rendering almost all defenses except speed (which we know the Cyclops can't use in tight places), useless.
Apparently there will be juveniles in the lost river and just get bigger in different biomes (grand reef,void). I heard about that on YouTube so I might (probably) be wrong.
Apparently there will be juveniles in the lost river and just get bigger in different biomes (grand reef,void). I heard about that on YouTube so I might (probably) be wrong.
No you're right it spawns as a juvenile in the lost river and as an adult in grand reef,blood kelp,the void
Oh, thank goodness it's the OTHER, Northern Blood Kelp then. That was already a no-go-zone pretty much solely from the overpopulation of Warpers, Ampeels, and Crabsquid. A Leviathan's pretty much Nitro-Glycerin frosting on a TNT-cake. It's not going to make things noticeably worse because they're already pretty impossibly bad.
I'd like to point out that the Lost River situation is actually MUCH WORSE than people have pointed out. You see, when you get attacked by a Reaper in your upgraded Seamoth, and you shock him... he flees. Why wouldn't he? His leash is broken and he's hurt. He goes away. Good times. Effective defense. Worth the painful unlocking process to get to that point.
The Cyclops shield should do the same thing soon if it doesn't already in Experimental - hurt and make critters break their leashes to flee. Except that in the Lost River, as everyone keeps pointing out, not only is there nowhere for you to run TO, there's nowhere to chase the creatures, especially one about 1/3 as long as the cavern is wide. He'll bounce off the wall, turn around in his own length, and keep attacking you, if you aren't lucky enough to have his "random flee direction" be back the way you came. Any other direction guarantees continued, lengthy contact (and probably a sunken Cyclops).
TL;DR: The "discouragement" mechanics that break leashes flat-out do not work near any obstructing terrain, because 99% of the time the critter gets stuck within agro range of you, and comes right back. In caves, you're basically trapped up against your tormentors, no matter what you do, rendering almost all defenses except speed (which we know the Cyclops can't use in tight places), useless.
The cyclops silent running duration has been increased in experimental to a minute and a half I believe from 30 seconds but anyway you can easily sneak past him even if your silent running is on cooldown you can either activate the shield and go on flank or move slowly and turn off the engine when he gets near you if your not brave enough to go through the bone junction or yard or whatever it's called go through the ghost forest even though there's one there but it's much easier to get past him if you can't go either way go to the lava zone through the new mountain entrance (in experimental) if you can't survive the lava zone then you need a serious upgrade mainia to your cyclops
No harm feelings man I hope what I typed didn't sound that way
Apparently there will be juveniles in the lost river and just get bigger in different biomes (grand reef,void). I heard about that on YouTube so I might (probably) be wrong.
They do spawn in multiple different sizes but they don't actually swim to other biomes or get bigger in the game, that part is just lore.
Comments
The ghost leviathan spawns as a juvenile in the following areas
1-ghost forest
2-near that huge dead leviathan that leads to the bone junction
but it spawns as an adult in
1-grand reef
2-blood kelp
3-the void (of course it will why it won't)
In the coming update the silent running duration will be increased allowing you to bypass him completely undetected
All what you have to do is make sure you don't go there with your seamoth/exosuit
As it can see you from far away
I hope I helped
IMO, all the Hardcore Players need to back off a bit on their requests/demands or this game isn't going to get very many positive reviews once it hits the general playing population.
There comes a point where a game goes from being 'fun to play' to being 'a chore' and way too complicated/restrictive to be enjoyed...
I believe that we are fast approaching and passing that line at this point for a majority of the casual-playing audience that the Dev's are probably hoping to attract.
(and whom They need, to make Their development costs back)
< shrug >
Ahahahahaha ...oh wait, you were serious. Some understand the need for balance. Others only understand what they like.
I can see having a Major Boss Creature at the doorway to the final level of the game, but adding indestructible, practically unavoidable, character/vehicle destroying monsters, to what may end up being the only path to actually get to the final level of the game, seems quite a bit counterproductive to me.
What is this super important story thing that they're gaurding?
They aren't guarding the Floating Island because they spawn 300 meters below it.
They aren't guarding the Lost River because that has multiple entrances elsewhere.
They aren't guarding the Moonpool because you can unlock it by going to the new Sparse Reef wreck.
One of them does spawn above a large Deep Grand Reef entrance but you can still easily sneak around it.
It really isn't guarding anything super important right now.
There's a Sparse Reef wreck now?!?
Yep, it's only 210 meters down and has a bunch of Moonpool fragments.
The one in the blood kelp is guarding
Oh, thank goodness it's the OTHER, Northern Blood Kelp then. That was already a no-go-zone pretty much solely from the overpopulation of Warpers, Ampeels, and Crabsquid. A Leviathan's pretty much Nitro-Glycerin frosting on a TNT-cake. It's not going to make things noticeably worse because they're already pretty impossibly bad.
I'd like to point out that the Lost River situation is actually MUCH WORSE than people have pointed out. You see, when you get attacked by a Reaper in your upgraded Seamoth, and you shock him... he flees. Why wouldn't he? His leash is broken and he's hurt. He goes away. Good times. Effective defense. Worth the painful unlocking process to get to that point.
The Cyclops shield should do the same thing soon if it doesn't already in Experimental - hurt and make critters break their leashes to flee. Except that in the Lost River, as everyone keeps pointing out, not only is there nowhere for you to run TO, there's nowhere to chase the creatures, especially one about 1/3 as long as the cavern is wide. He'll bounce off the wall, turn around in his own length, and keep attacking you, if you aren't lucky enough to have his "random flee direction" be back the way you came. Any other direction guarantees continued, lengthy contact (and probably a sunken Cyclops).
TL;DR: The "discouragement" mechanics that break leashes flat-out do not work near any obstructing terrain, because 99% of the time the critter gets stuck within agro range of you, and comes right back. In caves, you're basically trapped up against your tormentors, no matter what you do, rendering almost all defenses except speed (which we know the Cyclops can't use in tight places), useless.
No you're right it spawns as a juvenile in the lost river and as an adult in grand reef,blood kelp,the void
The cyclops silent running duration has been increased in experimental to a minute and a half I believe from 30 seconds but anyway you can easily sneak past him even if your silent running is on cooldown you can either activate the shield and go on flank or move slowly and turn off the engine when he gets near you if your not brave enough to go through the bone junction or yard or whatever it's called go through the ghost forest even though there's one there but it's much easier to get past him if you can't go either way go to the lava zone through the new mountain entrance (in experimental) if you can't survive the lava zone then you need a serious upgrade mainia to your cyclops
No harm feelings man I hope what I typed didn't sound that way
They do spawn in multiple different sizes but they don't actually swim to other biomes or get bigger in the game, that part is just lore.