Someone please explain to me how placing the Ghost Leviathan in the Lost River is a good idea...

SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
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?
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  • better572better572 Poland Join Date: 2017-02-23 Member: 228185Members
    Oh My God... THAT IS AWESOME!!! that way we can bug Devs to add weapons ( ͡° ͜ʖ ͡°) but in all seriousness, maybe devs will make him have a less aggro range then the Reaper. Besides, there's still Silent Running mode for Cyclops which from what I've seen hides Cyclops pretty good :P Also maybe if/when GL will be added Lost River cave will get bigger so it will be easier to avoid them. That's all I wanted to say hope you have a nice day ;)
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    better572 wrote: »
    Oh My God... THAT IS AWESOME!!! that way we can bug Devs to add weapons ( ͡° ͜ʖ ͡°) but in all seriousness, maybe devs will make him have a less aggro range then the Reaper. Besides, there's still Silent Running mode for Cyclops which from what I've seen hides Cyclops pretty good :P Also maybe if/when GL will be added Lost River cave will get bigger so it will be easier to avoid them. That's all I wanted to say hope you have a nice day ;)

    I fully expect the GL to be more aggressive than the reaper... after all, its in a "higher level" area than reapers tend to patrol, and also there is talk they are planning on using it to make the abyss dangerous which is likely to mean they will have a large aggro range and hit like a truck.
  • phantomfinchphantomfinch West Philadelphia , born and raised on the playground is where I spent most of my days. Join Date: 2016-09-06 Member: 222128Members
    Most likely going to be in the skeleton chamber. So they'll be plenty of space to roam.
  • KelliseKellise UK Join Date: 2016-07-23 Member: 220582Members
    Or it might just be the void guardian. Here's hoping
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    Kellise wrote: »
    Or it might just be the void guardian. Here's hoping

    I actually think that would be a quite a waste since its likely most people won't spend much time in the void and the GL looks quite nice. I just have trouble believing it to be a good idea to put something that big and mean in a space where you can barely maneuver without giving us a sensible way to counter or at least manage the threat.
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    edited May 2017
    Most likely going to be in the skeleton chamber. So they'll be plenty of space to roam.

    That might be the case, but I wonder how much freedom their AI will be given to wander. I'd really hate to be poking around my base at the Cove Tree only to become a snack for something much larger. I'm not sure about you, but I've never wanted a base anywhere near any of the leviathans and I'm pretty sure the GL will be no different...
  • KelliseKellise UK Join Date: 2016-07-23 Member: 220582Members
    Kellise wrote: »
    Or it might just be the void guardian. Here's hoping

    I actually think that would be a quite a waste since its likely most people won't spend much time in the void and the GL looks quite nice. I just have trouble believing it to be a good idea to put something that big and mean in a space where you can barely maneuver without giving us a sensible way to counter or at least manage the threat.

    See your point, it wouldn't kill for it to be non aggressive Inless provoked perhaps? If not we seriously need a way to keep the cyclops alive because that thing melts on pc now and having 1700(PCF) all the way up to 600meters being levathian territory makes the cyclops pointless, might as well just take a PRAWN.
  • kingkumakingkuma cancels Work: distracted by Dwarf Fortress Join Date: 2015-09-25 Member: 208137Members
    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?

    Why not use the shield module? It's what I do.
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    kingkuma wrote: »
    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?

    Why not use the shield module? It's what I do.

    The shield module only lasts 16 seconds, which when combined with a decoy and the ability to bug out of the situation works fairly well. The problem is that the Lost River is so tight that you don't really have anywhere to go and if you try to go somewhere in there in a hurry in the cyclops, you're likely to get stuck on something. I'd also point out that if there is more than just one of these things in there, even a shield module and a decoy isn't going to be enough to get you past all of them since the shape of the LR means escaping one will probably dump you face to face with the next and so on.
  • kingkumakingkuma cancels Work: distracted by Dwarf Fortress Join Date: 2015-09-25 Member: 208137Members
    kingkuma wrote: »
    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?

    Why not use the shield module? It's what I do.

    The shield module only lasts 16 seconds, which when combined with a decoy and the ability to bug out of the situation works fairly well. The problem is that the Lost River is so tight that you don't really have anywhere to go and if you try to go somewhere in there in a hurry in the cyclops, you're likely to get stuck on something. I'd also point out that if there is more than just one of these things in there, even a shield module and a decoy isn't going to be enough to get you past all of them since the shape of the LR means escaping one will probably dump you face to face with the next and so on.

    Just use the shield module and GUN IT. it works for me. Also, I can afford to get my cyclops damaged. If it survives, I'm a happy man. You can always trpair it in the tree cove area.
  • xm234xm234 Poland Join Date: 2017-03-26 Member: 229207Members
    edited May 2017
    kingkuma wrote: »
    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?

    Why not use the shield module? It's what I do.

    The shield module only lasts 16 seconds, which when combined with a decoy and the ability to bug out of the situation works fairly well. The problem is that the Lost River is so tight that you don't really have anywhere to go and if you try to go somewhere in there in a hurry in the cyclops, you're likely to get stuck on something. I'd also point out that if there is more than just one of these things in there, even a shield module and a decoy isn't going to be enough to get you past all of them since the shape of the LR means escaping one will probably dump you face to face with the next and so on.

    What I usually do, is raising the shield just before the attack and switching to silent running. It seems to work 100% of the time, since all the creatures start ignoring the Cyclops before the shield turns off. Also, silent running is a good idea while navigating DGR or LR, just for better handling.

    So, unless the devs decide to give some special anti-submarine behaviuor, instead of some sort of a reaper reskin, the new leviathan shouldn't be that much of a threat.
    Unless they put this guy in the Giant Cove Tree chamber...
    Living in my favourite seabase would be quite hardcore...
  • HerugrimHerugrim The Poconos Join Date: 2016-08-15 Member: 221402Members
    It probably wouldn't be too hard to manage if it does around the same damage a reaper does. Also you could just not take the Cyclops into the lost river, it's very tight for the Cyclops to begin with. As long as we still have the ILZ entrance below the Aurora just use that.

    The new leviathan will probably just mean taking an extra hit or two on the way down. Make sure you bring batteries for the repair tool.
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    edited May 2017
    xm234 wrote: »
    kingkuma wrote: »
    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?

    Why not use the shield module? It's what I do.

    The shield module only lasts 16 seconds, which when combined with a decoy and the ability to bug out of the situation works fairly well. The problem is that the Lost River is so tight that you don't really have anywhere to go and if you try to go somewhere in there in a hurry in the cyclops, you're likely to get stuck on something. I'd also point out that if there is more than just one of these things in there, even a shield module and a decoy isn't going to be enough to get you past all of them since the shape of the LR means escaping one will probably dump you face to face with the next and so on.

    What I usually do, is raising the shield just before the attack and switching to silent running. It seems to work 100% of the time, since all the creatures start ignoring the Cyclops before the shield turns off. Also, silent running is a good idea while navigating DGR or LR, just for better handling.

    So, unless the devs decide to give some special anti-submarine behaviuor, instead of some sort of a reaper reskin, the new leviathan shouldn't be that much of a threat.
    Unless they put this guy in the Giant Cove Tree chamber...
    Living in my favourite seabase would be quite hardcore...

    I guess we'll just have to wait and see... I spent a few minutes today spawning a bunch in the boneyard and it seems like their current AI has a detection range of about 5 feet, though at this stage that doesn't mean anything really. That said, if they decide to put one in the cove tree, I'll have to start pushing hard for some sort of static base defenses... that space is mine dammit! :p
  • FathomFathom Earth Join Date: 2016-07-01 Member: 219405Members
    Couldn't you just go silent running and slowly move past it?
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    Fathom wrote: »
    Couldn't you just go silent running and slowly move past it?

    Silent running does not equate to invisibility, creatures can and will aggro on the sub if they get close enough. How close is close enough seems to depend on the creature's base aggro range from my observations (though I could be wrong), which means that if you've got a large creature with a large aggro range in a small space, its entirely possible to catch its attention with the cyclops even with silent running active.
  • ThePassionateGamerThePassionateGamer Germany Join Date: 2016-06-07 Member: 218219Members
    @SpacedInvader I get your point. The LR biome does not offer much space to maneuver a Cyclops through even without a Leviathan class predator in it. But right now we can only speculate how it will behave and at what ranges it might aggro and so on. My guess it that it will still be fairly possible to take your Cyclops through the LR without too much hassle. So right now our only option is to wait and see where the GL will show up and how it will react once it hits the stable version.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Fathom wrote: »
    Couldn't you just go silent running and slowly move past it?

    Silent running does not equate to invisibility, creatures can and will aggro on the sub if they get close enough. How close is close enough seems to depend on the creature's base aggro range from my observations (though I could be wrong), which means that if you've got a large creature with a large aggro range in a small space, its entirely possible to catch its attention with the cyclops even with silent running active.

    I tested silent running with a close encounter of a Sea Dragon right before the nose of my Cyclops and the Sea Dragon never attacked. Because the devs did a super powerful silent running for the latest stable release, the Sea Dragon is practically blind now. I got to the prison with only silent running and no shields or decoy usage !!!

    I don't really like that superpowerful blinding with silent running, but the devs have no alternative gameplay, good decoy system or functional stealth ranges.
  • CaptainFearlessCaptainFearless CO, US Join Date: 2016-12-14 Member: 224941Members
    I can't wait for this guy to be done!
  • garathgarath Texas Join Date: 2017-02-08 Member: 227730Members
    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?

    If this new creature works as well as the Reaper Leviathan, then our odds of every seeing him anywhere in the game are fairly unlikely. :)

    I usually see the Reaper Leviathan at most ONCE when I first visit the Aurora and then never see them again.
  • Morph_GuyMorph_Guy Join Date: 2016-04-21 Member: 216034Members
    edited May 2017
    Even with the Ghost Leviathan's being twice it's previous size, it doesn't seem too bad. The only place where it seems to have major problems is in the Bone Field, though I do still think it might be better if it were to be moved out of the Lost River and into a more open biome.

    I suggest moving it to the Grand Reef if it ever were to get moved. It could be a purely nocturnal predator that only patrols for food at night.
    This would help both the Ghost Leviathan and the Grand Reef, by giving the Ghost Leviathan more space and the Grand Reef something new and exclusive.
  • gbuzz1216gbuzz1216 Join Date: 2017-03-09 Member: 228771Members
    Kellise wrote: »
    Or it might just be the void guardian. Here's hoping

    NO MORE ANIME!!!! I HAVE SEEN TO MUCH OF IT ALREADY!!!!
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    It seems that on Reddit a Dev' said it's wasn't meant to be quite as big as the new pics show and that They will most likely NOT be putting it in the Lost River Biome.

    < shrug >
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    DaveyNY wrote: »
    It seems that on Reddit a Dev' said it's wasn't meant to be quite as big as the new pics show and that They will most likely NOT be putting it in the Lost River Biome.

    < shrug >

    Source?
  • SnailsAttackSnailsAttack Join Date: 2017-02-09 Member: 227749Members
    We'd have to put it in the void or a new area. Maybe the Lost River could get an expansion.
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    DaveyNY wrote: »
    It seems that on Reddit a Dev' said it's wasn't meant to be quite as big as the new pics show and that They will most likely NOT be putting it in the Lost River Biome.

    < shrug >

    Source?

    https://forums.unknownworlds.com/discussion/comment/2351557/#Comment_2351557
  • gamer1000kgamer1000k Join Date: 2017-04-29 Member: 230121Members
    Maybe the ghost leviathan could have a chance to spawn almost anywhere in open water at night. The spawn rate and aggression could be dependent on proximity to the edge of the map and depth. Safe shallows and kelp forests could have 0% chance, but you might see one in the distance at night. The deeper or closer to the edge of the map the player goes, the closer it spawns to the player and more aggressive it becomes. They should not spawn in caves however (the only caves big enough for this are already occupied).

    When the player goes over the edge of the map during the day, they should be able to look down and see them circling in the depths, and if the player keeps going they could start coming up even during the day to attack.




  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    DaveyNY wrote: »
    DaveyNY wrote: »
    It seems that on Reddit a Dev' said it's wasn't meant to be quite as big as the new pics show and that They will most likely NOT be putting it in the Lost River Biome.

    < shrug >

    Source?

    https://forums.unknownworlds.com/discussion/comment/2351557/#Comment_2351557

    Thanks
  • El_Leviatan_FantasmaEl_Leviatan_Fantasma Florida Join Date: 2017-02-19 Member: 228053Members
    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?

    Let me count the ways the Ghost Leviathan can work fine in the Lost River.

    1. There's only three chambers it would work in: Bones Field, Junction, and Ghost Forest. All three are large enough to comfortably accomodate a Ghost Leviathan with enough room to slip past on silent running.
    2. Reducing its movement speed to 75%-50% of the Reaper's movement speed, which makes sense all around seeing it's massive and in a place where speed isn't needed, it would also alleviate its problems navigating the areas like getting stuck on geography and obstacles
    3. Have a smaller aggro radius, which works well with #2, it would be a rather sedate beast that drifts through the murk and lunges at prey that gets too close, and have a much smaller leash so it doesn't chase very far
    4. If its size really is an issue then shrink it down to maybe 25%-50% larger than the Reaper instead of twice as large
    5. Only one Ghost Leviathan could be up at any one time, and have it move between the three mentioned chambers every time you leave and re-enter the Lost River

    Boom, he's there, he's square, and one can still explore the place and pay attention to the story stuff.
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    A Dev just recently has said that They are probably not going to put it in the Lost River.

    < shrug >
  • AvimimusAvimimus Join Date: 2016-03-28 Member: 214968Members
    I always imagined it as smaller than a reaper.

    That is another possible solution.

    Or at least to have a juvenile version in the river...
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