[Suggestion] Caves too Overpowered
Caves are too strong
This week I spent the entire time living in caves, particularly ones that are sealed. By doing this I have come to the conclusion that they are incredibly overpowered and allow people to completely ignore a lot of the survival functions and building mechanics in the game. In fact the only time I build any structure was to make either a hunting stand near the boss mechanic or as a landmark.
Possible Solutions
Make it to where caves no-longer have that protective seal, or a large hole breaks open when hit this would remove the perfect predator protection.
During storms have bears/wolf packs actively try to hide inside them. This would make them scarier to live in as every storm would bring with it predator's trying to break down your base.
Structures built in caves decay quickly overtime due to the constant dampness.
Water in the caves should always give you the negative debuff due to it being stagnate.
Comments: 7
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10 Oct, '21
AlHaving joined in BW4 and started playing, the first 10-15 levels seemed like a grind to have sustainable structures that wouldn't collapse when I walked away from a bit. The more I read about cave dwell, the more desirable it seems. The fact that they have some of the best access to water makes them some of the best early locations too, it seems.
I'm fine with caves being a powerful option, but it'd be nice for there to be alternatives, especially when starting out. The storms and damage to early building materials seems make caves very good, though: Why invest my hard earned blueprint points in an easily destructible technology when there is a friendly cave nearby? -
11 Oct, '21
SigilThis is accentuated by the fact that buildings get weather damaged to easily. Wooden buildings should be able to last through a couple more storms before needing repairs. Thatch buildings should also actually have a use..i dont see the point in them...Once you get to Stone buildings...whats the value in even going Concrete or Aluminium building?
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11 Oct, '21
SnS MergedCaves are op. Why ?
Cheap: don't need to spend points on tech and resources to make a base.
Storms protectors: avoid all storms. In Tier 1 all storms dmg your base. If u make a base cave problems solve.
Caves avoid the need of mobile base: Go good to the artic and don't need to spend slots weight and recourse to make mobile base. Storms is coming go to a cave. Need to sleep and pass the night, cave with campfire and bed all u do need. -
14 Oct, '21
Elissa - Producer Admin"[Balance] Caves OP" (suggested by SnS on 2021-10-11), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Oct, '21
GeorgeI think caves are fine and is normal part of survival in real world, I think they should be more populated with ore. If someone think caves are to powerful then do not use them and stick to building structures. Do not force everyone to use only structures and limit their options.
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28 Oct, '21
SteveI agree that the trade off between building a shelter vs. using a cave for shelter should be the animal threat.
If you build a shelter, you are expecting the resource cost and possible maintenance, but should feel safe from animal threat (unless you lead an animal that is hunting you back to your shelter).
If you shelter in a cave, not only should it be likely that animals are in there already using it as a den, but animals should continue to seek these caves out (especially during storms).
Players pick their poison: resource heavy base building vs. animal threat cave living. -
29 Oct, '21
BikWangi totally disagree and would downvote if possible, the debuff is more than enough to offset the protection afforded, Low tier stone buildings are more than enough to counter any storm or wildlife and are easily buildable solo or in a group, so saying that caves need to be virtually unlivable to balance them out when building a cheap house is so accessible is silly.
I agree there should be some wildlife inside the caves and perhaps even some may wander in on occasion but anything more than is too far