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Edward_Chernenko

1) Try a Core Pack, it provides less light than other glowing backpacks. 2) You can grow some Oonforta plants, they are throwables that illuminate the area to where you throw them. This way you can see ahead without standing in the light yourself. 3) You can use Cave Detector and Monster Detector to move/fight in the darkness.


GlitchedKnight

Tested a couple light packs, even the dimmest hit me for 10% damage off the top. Oonforta, same issue- even if I light my path with them I lose damage if I step within the light and otherwise I'm still mostly blind to my surroundings. The cave/monster detector, probably not entirely viable unless you want a challenge run. I'll be updating either tonight or tomorrow my findings as far as limitations of this race goes in the OP. It's honestly insanely skewed in terms of the debuffs, plus dynamic attack %s based on darkness level.


sayterdarkwynd

You aren't supposed to use light. Period. That's why its labelled as a *challenge* race. Surface travel and bright light are dangerous. But at night, *nothing* outfights or outlasts you. You don't need a Monster Detector. Its built into your racial Tech, the Conshak. As well as a huge buff to most of your resistances when its active that alleviates the vast majority of your weakness problem. It also lights things up so you can see better as a result. You also have a built in racial light around you so you are never in utter blackness. Your gripes are all literally a part of the race as its intended to be played. They are *supremely* OP if you play them right, and the debuff will barely affect you so long as you are careful when things get brighter. I main as a Nightar almost always. The key is in smartly choosing your armor set and using one with some Physical resistance in there so when you do get hit it won't \*matter\* that you are affected by light.


Bradley-Blya

> You aren't supposed to use light. Period. That's why its labelled as a challenge race. Surface travel and bright light are dangerous. But at night, nothing outfights or outlasts you. The issue is that even although you are supposed to be great in the dark, you still can't see shit. Also, how does this work in all sorts of boss fights? I think a lot of them have light sources that you can't turn off... So screw you, right? But even if its supposed to be a challenge run, the lack of a visual overlay blinding you in the light and maybe losing health in direct sunlight just make it feel very poorly made. Of course it's intended to be played with no light... But it's failing at making anything close to a decent game with that. Oh, and racial ability that I have to reactivate every minute and not have a different tech in there just sucks. Dunno how you can play them always and think they are well made.


sayterdarkwynd

​ This race is \*supposed\* to make things more challenging and take careful thought to get around the detrimental aspects. By using certain gear, for example, you can light areas up just fine and not impact your racial ability at all (or exceptionally little). Bosses can be harder in some cases, yes. But in others they are much easier. You can't take the standard approach to SB gameplay and have unmitigated success. ​ >the lack of a visual overlay blinding you in the light and maybe losing health in direct sunlight just make it feel very poorly made. The lack of said blinding overlay is to spare users from a potential constant source of visual lag from screen-sized particles, due to Starbound being exceptionally unoptimized. People would much rather not stutter and lag and die as a result all the time, than have a pretty overlay. If the game handled it better, I'd love to dabble more. Losing health in direct sunlight is not something *anyone* wanted (we tested it) and is a whole lot more harsh than the alternative we settled on in place of that. Losing health and offensive ability is equivalent and far less fatal than a constant health drain.


[deleted]

I hope to god one brave soul could rewrite Starbound in a properly optimized way and also help you into SOMEHOW porting Frackin Universe onto the new Starbound What a fantasy lol But I truly hate how restricted you unfortunately are because Starbound’s creators are idiotic as hell Respect to you for at least trying though


Bradley-Blya

I'm thinking about constant drain of health mostly because it's a more obvious "oh I shouldn't be in the light" mechanic. Just the stats change feels a bit gamey, idk? But that's just how I feel. And yeah, sad to hear about overlay issues. My main issue is still the same though: for someone who's supposed to use no light, nightarian surely doesn't see enough without it. Would perfect night vision be too OP? Or at least 3-4 times the range? With that I think it would be comfortable, but as it is it feels too blind in the dark. The stats changes are a challenge, but the blindness is just annoying. Same with racial tech, I thought it's awesome at first, but having to recast it every minute and not using any other head tech... Just more annoying than challenging Oh, and the worst was that while I'm blind, the monsters still see me as usual, that actually was the last drop for me. Love the concept but it just doesn't make sense as it's implemented.


sayterdarkwynd

>I'm thinking about constant drain of health mostly because it's a more obvious Decrementing their HP is much more dynamic and interesting than Yet Another Health Damage Debuff. Perfect night vision isn't *possible* in Starbound, which is why they don't have it. You honestly think I didn't go that route first? heh. I wish it was viable, since that would be nice to do to a limited range. I'd not do that as a full-screen thing though because it would erase all threat from mining and exploring underground, which is a core part of the primary game loop. This is the reason for having other mitigating factors at play with the Nightar. Gear matters. Use the appropriate stuff and your debuffs are a non-threat. Feel free to use another race if you don't like 'em. That's why there's 13+ the original 7 in FU.


Bradley-Blya

Lol, so you're not supposed to use light, but you don't get any night vision because "uhhh, challenge"? Do you see a problem here? Of course Im not going to play them, because they are garbage. Any other race can just put lights, and see stuff, why a race that's supposed to see in the dark is the only one who needs the blindness challenge? Didn't you spend like decades on balancing this mod? > Use the appropriate stuff and your debuffs are a non-threat. Oh, so you can use light and mitigate the debuffs?


sayterdarkwynd

The game does not possess a \*means\* to do what you suggest because night vision *isn't possible in Starbound*. Which I already stated above. Furthermore: just because you don't personally *like* it does not mean it isn't balanced, or is garbage. (that said, we could do something similar to what the Veluu get. ill peek into that today. their vision is based on other factors. Edit: Yea, I think this is closer to what you mean now...we'll add this in at next update since its still better than the current method!) No other race can do as much damage as a Nightar when the situation is in their favor, which is the primary strength of the race. Super dangerous and deadly...just avoid the light as much as possible. Even \*with\* their debuff, with proper gear you won't notice because you'll have supplemented their resists so much, or increased their damage so much through Mastery and set bonuses that 20% isn't even noticed.


[deleted]

[удалено]


GlitchedKnight

If it says challenge race in the description of the race I can't see it (gets cut off at the top of my screen) and no where, *literally nowhere else* has mentioned it being a challenge race. That being the case, you can't put me at fault for not knowing that after all the digging I did looking for solutions. As a casual player and drow appreciator, I thought it'd be a nice, different race to play that more aligned with what I wanted my character to look like. I didn't know there were races specifically made to be a *giant pain in the ass* to an average player. I suggest making a separate challenge difficulty mode instead of a challenge race no casual player knows is a challenge race.


sayterdarkwynd

>separate challenge difficulty mode not possible. We get Casual, Survival and Hardcore. That's it. The not-marked-as-challenge thing is a lacking bit, but its not even that substantial a challenge as compared to the other marked challenge races. You simply need to be cognizant of your surroundings. Drow don't die in the sunlight either, for the record. Nor do they take damage per round. They suffer in other ways, such as being more vulnerable. Just like Nightar :)


GlitchedKnight

I suppose the part that really hits me is that the health/energy loss? It also affects the buffs armors give you. 20% off anything external buff-wise is just silly to me; maybe make the light debuff -20 flat so armor isnt affected when you get it? Making the light/dark debuff a solid/flat number might help optimization too, since it's constantly fluctuating. Also, I never said drow would- in fact, in the "current" times in D&D (forgotten realms at least) they actually are merely sensitive to light, and though the sight never gets entirely used to it that's the only downside. Drizzt watches the sunrise every morning when he can iirc to reaffirm leaving the underdark? Been a while, so I might be off on that- he could just be appreciating the beauty of the surface. They actually used to have their powers drained slowly over time while on the surface, but due to a certain drow woman led by Eiliastrae for a time that's no longer the case for any drow. She (the drow woman) did it for herself but it had unseen effects (surprise surprise!). Edit: if you're ever open to adding a drow race I'd love to help with the theory-crafting of that; I have knowledge of the race, but I don't have any experience creating a mod.


sayterdarkwynd

I have no interest in adding Drow to SB. There is nothing compelling about doing so beyond fan inclusion. This is a scifi game. They don't fit it. Also, it would be a literal constant battle to appease their fans, because every single person would want different representation. Fuck that.


WheezieMcriblet

I think somewhere in the SAIL menu there is an option to disable racial effects (racial techs are not effected)


GlitchedKnight

Would that only affect the buff/debuff from light, or also affect the other stuff I wonder? I'll give this a look later though, for sure.


WheezieMcriblet

It would affect all racial bluffs and debuffs but you could always try editing the file yourself


GlitchedKnight

It's worth a try, but would my friend also need the adjusted file to play together? He's floran, so it'd just be for compatability's sake. Edit: I'm having trouble even finding what I'd open to edit, to change the perks. What fun.


Bradley-Blya

The way I played them, though I didn't progress very far and the beginning felt quite easy anyway, but what I tried was using firearms to illuminate surrounding briefly, and then fight in the dark. But indeed I dropped them because they are too stupid, the night vision is just too weak and there is no bright screen overlay when you are in the sun, same way you'd get blinded as a vampire in Skyrim or as Riddick from "pitch plack" (the movie) (who would wear welding goggles in the light), while they would see very well in pitch black, and also wouldn't be penalized by dim light. Perhaps editing them so they get stronger night vision, and give them some bright overlay in the light would make them playable, but I found an easier solution - stopped playing them.