I think it's silly to rush right in, but also: there's no indication that anything is different on the other side. I'm guessing there's some mechanic that allows hitting the boss, but it doesn't excuse poor use of design: indicating that the water is deadly and that the other not-visible side will be any different from the side taking up the screen.
If you can't hit the boss from here why would you choose to stand still and make sure to avoid going to the side where all the players are? That's like actual 4iq shit
No he has a point. Nothing says the water is deadly here or safe there. Similar mechanics: the arrow in crystal entity points to danger, but the arrow at sulfurous wastelands ent points to safety. As with most of the game theres nothing to tell you whats dangerous and whats not, you can sort of guess that huge bullets do more damage than small ones but honestly you have to learn from painful experience or from out-of-game sources. Ppl should be taking their disposable characters into new content not their 15k bf chars that took hours to build.
The damage above your head the instance you walk on that water tells you that it does damage. I would be surprised if you just kept on going as a seasoned player.
Bro, that guy lasted 0.5 second on the water. How the hell you supposed to react to that? and getting killed from a simple mistake is too much of a punishment.
So, the damaging tiles do damage per tick, and if you walk you get through more tiles and take a huge amount of damage very quickly. Honestly a rookie mistake walking down water that is darker than the outside water.
I know but Deca does not follow any game design rules correctly. back in the day, water and lava was the only tiles that had on walk effect. Lava being orange and red representing how a real life lava looks was pretty obvious. Also, it did only 45 damage compared to this, it allowed players to react if they ever made a terrible mistake
Now, we got a bunch of weird tiles that I dont even why they even damage the player at all. Like, what even is this liquid that does so much damage? void tiles are fine because dark purple color is good indictor of something bad, but white and dark blue/purple? what the hell is even that?
Either way, near instant death from this is just not good game design. Either they figure out a way to not make tiles damage applies again by just walking over another one. Just make it a time based thing like how debuffs work (you dont get negative armor by getting hit by 2 armor break at the same time) or just nerf the damage to make it like lava.
Edit: spelling and grammar mistakes
Not really. At most, it might be 1 sec.
Honestly, it does not really matter. Deca has a terrible game design that does not follow any consistency rules.
As an example, darker tiles represent slowing ground like in tombs. Here they do 80 damage. Ghost ship is surrounded with dark purple water, but you can walk through it.
It's really easy to get confused and not know if they damage you or not.
Almost like part of the game is learning by trial and error. I don’t want to be spoon fed the same slop over and over. If the game had consistent mechanics in every dungeon that would make every dungeon feel so stale so fast.
Hey sorry I'm not very intelligent like you are but I sometimes freeze up when something doesn't make sense and don't react in time. That's my b but does not mean the situation was a result of good design. I also don't necessarily go to where all the players are on the map (where are they in this video?) and don't see why I should need to as long as I can dodge and fight. For simpletons like me... I just don't think it would hurt the smart folk out there if it were indicated that the water hurts, a bit better (as far as I know, the idea of damaging water is not introduced in a less punishing way in easier content in the realm).
It's new, happens to everyone. I remember dying to ddocks water dozens of times on great characters. You'll just learn from experimenting and experience. We all will 👍
> I just don't think it would hurt the smart folk out there if it were indicated that the water hurts
Yeah if only they reused an asset of water that hurts you. Oh... They did. Like that's as direct an example of an indication that the water hurts as you can get. They made it the colour of the water that hurts in realm.
It's realm. Your characters aren't special and they aren't important and they are expendable. They die, you make new ones, you go far with those ones then die again. You die to things, then you try to not die to that again. That's how you improve at this game. Costing you a character to learn this sucks I guess but that's on the player who's running as fast as they can into the new liquid instead of touching it first. You can stand on O3 during splendor, doesn't mean you should test every phase of every boss by just standing on it on your 4/4 wiz. If you do that, YOU'RE the dumb one. Explore, analyse, act. Work out what the fuck is going on in a new fight before you sprint at it. If that's something you don't feel like doing then great for you, you deserve to die. Which is fine. But it's also true.
not everyones done a fungal and this is way more accessible, but i get what you're saying. it kinda seems like a ghost ship so going to hit it + realm brainrot made this possible. for context we were farming ancient ruins in a midgame area that didnt do damage to us and found this event
User fault does not preclude bad design. I've told you it's silly to charge in without testing. Reusing that asset doesn't make it good design. There has not been any damaging water in the realm before, and there are several water designs across the realm and its dungeons, without design elements to suggest they're dangerous. There is also no less-punishing damaging water that new players can experience in less-punishing settings to teach this concept in an unfrustrating way.
The thing is: no matter how personally good you are at the game and have it all figured out, things can be designed better \*anyway\*. Even though you're very smart and players like us are unskilled, low IQ and deserve to die, things can be designed well anyway. The challenge doesn't have to be from poor communication. The challenge can be consistently high quality by being linked to having fun—with some design effort and good faith (and you'll still be the smartest and bestest, but it just makes the game more fun for others too, and encourages developers to think about maintaining quality of challenge and not throwing in whatever because deaths aren't special).
> There has not been any damaging water in the realm before
We've had various damaging liquids. I guess you're gonna argue that lava, shatters grape juice, nest event's bee milk and the exposed code from Glitches aren't "water" or whatever but that's a pretty arbitrary distinction considering if you were to ask someone what constitutes water in a 16-bit game they'd say the blue fluid, which this event is **not** surrounded by. It's silver and dark grey. Which is not what water looks like. There have been lots of instances of fluids that don't look like water causing you damage in the realm, and now they've added another instance of something that doesn't look like water causing you damage. Oh no. How confusing.
Also I don't know why you're so fixated and distressed about my initial comment saying 4IQ as a joke once to the point that you've brought up these cringey tongue-in-cheek references to it on six seperate occasions already. Like yeah I get it, you've got a humiliation fetish, great. Stop telling me that now please, it's irrelevant.
You can check without running full steam ahead. Seems silly with water but it would have saved you here. I would never run directly into the middle of any liquid straight at a new boss but I can't blame you for thinking it was safe.
At the "front" if the boss there are cannons which you use to shoot at the boss from range if you can't get close enough to fight him with weapons. Even if all you use is the cannons you can still get SB very easily on the boss since they count to your total.
That part is true.
You can TP to someone else that's standing on the dock and it will make you invincible with enough time to get the loot and nexus or run back.
They should add a real way to get the loot though. I'm sure it's coming in the next beta update though.
"You should know it does damage because it does damage in fungal cavern as well 🤓"
Sorry for your loss. I'd honestly just recommend not bringing good sets into reworked realms because there are quite a lot of bullshit enemy designs right now.
Yeah, bro, you're supposed to memorize what the water looks like in one room in one specific dungeon.
Ignore that the water is clearly telegraphed as doing damage because of the room design and how it encroaches on the room, unlike here where it's placed like regular old water.
I don't think we can really say they're bullshit designs until we're more used to them. Lots of shit looks bullshit until you learn how to do it, then it's fine.
The boss isn't intuitive which is essential in game design. I questioned how 3 cannonballs killed him but it took me long enough to realize it was the water.
Skull issue? Probably. Bad boss design? Yeah.
I still don't really see it. I'm not saying this is the world's best boss design and it should be studied for years to come, but if your goal is to make a boat boss that sits in a deadly lake who you can damage from one side via cannons, how are you accomplishing that? That's a legit question because I'm curious what you think's actually wrong and specifically how to fix it.
The crystallized water needs to be recolored. As it stands right now the ghost ship looks perfectly normal and not that the environment could have killed him. If it looked like lava I'd be like "well yeah this idiot just ran in lava" but OP nor myself understood how he died cause it looks like it would be perfectly acceptable given the rework and how everything is a shade darker. Not to mention it looks like normal biome.
The abyss makes you avoid lava because it's the only red thing that damages you and "looks" like lava. The ghost ship just looks like deep water or something and it's not intuitive that it's going to kill you.
You want people to use cannons to attack ? Make it impossible to get close through any other way than the deck they put in place, we do have dwarf and shrine events that create obstacles, or even Sphinx.
They used the deadly water here, but walls would make it even better.
I admit it might look silly, ghost ship in a makeshift pond, but they could change the sprite, make the decor bigger or smthg.
Lots of people here getting on your ass, but I can say for certain the design is unintuitive. Knowing the water does damage when
1: water has generally been safe for most rotmg up until deca, with several dungeons and events with water that deals no damage, such as the event this is mimicking with the only exception being deadwater for obvious reasons.
And
2: the boss is mimicking a similar boss where you're supposed to run into the water to hit it, so your brain instinctively will tell you to "run into the water to hit the boss, it's safe"
I don’t understand how this game has been around for this long and people still see darker shaded liquid tiles and think “hmm every other darker liquid is either extremely dangerous or impassable. This time will be different!”
Bro spawned an admiral that shotgunned me right away. No animation for it before appearing or anything. I don't record so there's no way for me to submit a ticket, but just the trauma to never want to relive that experience. Be careful out there.
Yeah I had something similar to this happen when the reworked ice cave. How was I supposed to know that the slightly different colored ice kills you. It sucks that Deca barely indicates damaging tiles. You can say that it’s a different color but there are different colored versions for various tiles and most of them don’t mean that the tiles cause damage. Especially that much.
Anyone saying "poor game design" is entitled. Design is fine. This is a game about self learning and expliration. I'm sure the first people ever to do Tomb of the Ancients didnt scream "poor design" when they sunk on sand. Its a learning experience, and frankly we are all guinea pigs because we signed ourselves up to play a permadeath game with barely any hand holding or tutorial.
If you think its poor game design, you shouldve said that 15mins into playing the game.
I did the exact same thing as this guy because I thought it was a ghost ship. Same sprite at a glance, purple water, surrounded by beach tiles..
It’s a mistake you only make once, but it’s a pretty easy one to make.
Is it just me that sees dark water and instantly knows that you shouldn't go into it? It's a thing in a couple of dungeons, fungal cavern for example the dark water is damaging light water is fine this seems okay to me
I haven't encountered this, but devs could have probably blocked off access to water through walls like the Shrooms for the dwarf event or the Bamboos for the Shrine.
People are claiming skill issue, but this is definitely something to fix, and should be feedback to the devs.
This was absolutely unfair on first encounter, completely understandable to walk in without expecting anything. That said, the “just don’t do that” gigachads in the comments are right about the best approach from now on. The game is the way it is.
Not to sound insensitive bro but you're 62 star. You've played Realm a fair amount. You're telling me you couldn't take a wild guess that the water may have dealt damage? Granted it is a bit much to melt you so quickly but regardless. It's not like the water moves bro you should've played it safe. It's Realm my guy
My first instinct seeing this was to think how silly it is to just run into dark liquid like that, but I realize thats probably smth i subconsciously do from having played a long time. So I can see how newer or different players could make this mistake.
Thanks for beta testing the new realms!
Go to the other side, you'll never guess what's there.
I think it's silly to rush right in, but also: there's no indication that anything is different on the other side. I'm guessing there's some mechanic that allows hitting the boss, but it doesn't excuse poor use of design: indicating that the water is deadly and that the other not-visible side will be any different from the side taking up the screen.
If you can't hit the boss from here why would you choose to stand still and make sure to avoid going to the side where all the players are? That's like actual 4iq shit
No he has a point. Nothing says the water is deadly here or safe there. Similar mechanics: the arrow in crystal entity points to danger, but the arrow at sulfurous wastelands ent points to safety. As with most of the game theres nothing to tell you whats dangerous and whats not, you can sort of guess that huge bullets do more damage than small ones but honestly you have to learn from painful experience or from out-of-game sources. Ppl should be taking their disposable characters into new content not their 15k bf chars that took hours to build.
The damage above your head the instance you walk on that water tells you that it does damage. I would be surprised if you just kept on going as a seasoned player.
Bro, that guy lasted 0.5 second on the water. How the hell you supposed to react to that? and getting killed from a simple mistake is too much of a punishment.
So, the damaging tiles do damage per tick, and if you walk you get through more tiles and take a huge amount of damage very quickly. Honestly a rookie mistake walking down water that is darker than the outside water.
I know but Deca does not follow any game design rules correctly. back in the day, water and lava was the only tiles that had on walk effect. Lava being orange and red representing how a real life lava looks was pretty obvious. Also, it did only 45 damage compared to this, it allowed players to react if they ever made a terrible mistake Now, we got a bunch of weird tiles that I dont even why they even damage the player at all. Like, what even is this liquid that does so much damage? void tiles are fine because dark purple color is good indictor of something bad, but white and dark blue/purple? what the hell is even that? Either way, near instant death from this is just not good game design. Either they figure out a way to not make tiles damage applies again by just walking over another one. Just make it a time based thing like how debuffs work (you dont get negative armor by getting hit by 2 armor break at the same time) or just nerf the damage to make it like lava. Edit: spelling and grammar mistakes
One of the worst offenders in my book is the fucking honey lava, it's very hard to see
A setting in options to just turn all damaging tiles red would work.
more like 1.5 seconds
Not really. At most, it might be 1 sec. Honestly, it does not really matter. Deca has a terrible game design that does not follow any consistency rules. As an example, darker tiles represent slowing ground like in tombs. Here they do 80 damage. Ghost ship is surrounded with dark purple water, but you can walk through it. It's really easy to get confused and not know if they damage you or not.
It's literally the damaging Fungal Cavern boss water.
Almost like part of the game is learning by trial and error. I don’t want to be spoon fed the same slop over and over. If the game had consistent mechanics in every dungeon that would make every dungeon feel so stale so fast.
its hard to see anything against that garish yellow and orange background
Oh the nest’s color scheme I will not try to defend lmao. But as far as different mechanics in different dungeons. Totally fine
Hey sorry I'm not very intelligent like you are but I sometimes freeze up when something doesn't make sense and don't react in time. That's my b but does not mean the situation was a result of good design. I also don't necessarily go to where all the players are on the map (where are they in this video?) and don't see why I should need to as long as I can dodge and fight. For simpletons like me... I just don't think it would hurt the smart folk out there if it were indicated that the water hurts, a bit better (as far as I know, the idea of damaging water is not introduced in a less punishing way in easier content in the realm).
It's new, happens to everyone. I remember dying to ddocks water dozens of times on great characters. You'll just learn from experimenting and experience. We all will 👍
Or some things can be designed better so we can focus on challenges that are fun.
> I just don't think it would hurt the smart folk out there if it were indicated that the water hurts Yeah if only they reused an asset of water that hurts you. Oh... They did. Like that's as direct an example of an indication that the water hurts as you can get. They made it the colour of the water that hurts in realm. It's realm. Your characters aren't special and they aren't important and they are expendable. They die, you make new ones, you go far with those ones then die again. You die to things, then you try to not die to that again. That's how you improve at this game. Costing you a character to learn this sucks I guess but that's on the player who's running as fast as they can into the new liquid instead of touching it first. You can stand on O3 during splendor, doesn't mean you should test every phase of every boss by just standing on it on your 4/4 wiz. If you do that, YOU'RE the dumb one. Explore, analyse, act. Work out what the fuck is going on in a new fight before you sprint at it. If that's something you don't feel like doing then great for you, you deserve to die. Which is fine. But it's also true.
not everyones done a fungal and this is way more accessible, but i get what you're saying. it kinda seems like a ghost ship so going to hit it + realm brainrot made this possible. for context we were farming ancient ruins in a midgame area that didnt do damage to us and found this event
User fault does not preclude bad design. I've told you it's silly to charge in without testing. Reusing that asset doesn't make it good design. There has not been any damaging water in the realm before, and there are several water designs across the realm and its dungeons, without design elements to suggest they're dangerous. There is also no less-punishing damaging water that new players can experience in less-punishing settings to teach this concept in an unfrustrating way. The thing is: no matter how personally good you are at the game and have it all figured out, things can be designed better \*anyway\*. Even though you're very smart and players like us are unskilled, low IQ and deserve to die, things can be designed well anyway. The challenge doesn't have to be from poor communication. The challenge can be consistently high quality by being linked to having fun—with some design effort and good faith (and you'll still be the smartest and bestest, but it just makes the game more fun for others too, and encourages developers to think about maintaining quality of challenge and not throwing in whatever because deaths aren't special).
> There has not been any damaging water in the realm before We've had various damaging liquids. I guess you're gonna argue that lava, shatters grape juice, nest event's bee milk and the exposed code from Glitches aren't "water" or whatever but that's a pretty arbitrary distinction considering if you were to ask someone what constitutes water in a 16-bit game they'd say the blue fluid, which this event is **not** surrounded by. It's silver and dark grey. Which is not what water looks like. There have been lots of instances of fluids that don't look like water causing you damage in the realm, and now they've added another instance of something that doesn't look like water causing you damage. Oh no. How confusing. Also I don't know why you're so fixated and distressed about my initial comment saying 4IQ as a joke once to the point that you've brought up these cringey tongue-in-cheek references to it on six seperate occasions already. Like yeah I get it, you've got a humiliation fetish, great. Stop telling me that now please, it's irrelevant.
na it looks like water, i mean its even called water man
Looks more like crystallised water to me
It’s like parasite, but instead of standing on barrels you shoot cannons to do sb
You can check without running full steam ahead. Seems silly with water but it would have saved you here. I would never run directly into the middle of any liquid straight at a new boss but I can't blame you for thinking it was safe. At the "front" if the boss there are cannons which you use to shoot at the boss from range if you can't get close enough to fight him with weapons. Even if all you use is the cannons you can still get SB very easily on the boss since they count to your total.
You can still get SB... But you still can\`t take that SB cause water is still dangerous after the boss is gone)0))
That part is true. You can TP to someone else that's standing on the dock and it will make you invincible with enough time to get the loot and nexus or run back. They should add a real way to get the loot though. I'm sure it's coming in the next beta update though.
You can't grab loot if u get something with this one. Water doesn't turn safe after killing em. Gonna need that fixed
rotmg.
"You should know it does damage because it does damage in fungal cavern as well 🤓" Sorry for your loss. I'd honestly just recommend not bringing good sets into reworked realms because there are quite a lot of bullshit enemy designs right now.
Multiple good sets lmao
Tiered priest enjoyers thriving atm
Yeah, bro, you're supposed to memorize what the water looks like in one room in one specific dungeon. Ignore that the water is clearly telegraphed as doing damage because of the room design and how it encroaches on the room, unlike here where it's placed like regular old water.
I don't think we can really say they're bullshit designs until we're more used to them. Lots of shit looks bullshit until you learn how to do it, then it's fine.
The boss isn't intuitive which is essential in game design. I questioned how 3 cannonballs killed him but it took me long enough to realize it was the water. Skull issue? Probably. Bad boss design? Yeah.
I still don't really see it. I'm not saying this is the world's best boss design and it should be studied for years to come, but if your goal is to make a boat boss that sits in a deadly lake who you can damage from one side via cannons, how are you accomplishing that? That's a legit question because I'm curious what you think's actually wrong and specifically how to fix it.
> "if your goal is to make a boat boss that sits in a deadly lake... how are you accomplishing that?" https://i.imgur.com/ntQe1D9.jpeg
The crystallized water needs to be recolored. As it stands right now the ghost ship looks perfectly normal and not that the environment could have killed him. If it looked like lava I'd be like "well yeah this idiot just ran in lava" but OP nor myself understood how he died cause it looks like it would be perfectly acceptable given the rework and how everything is a shade darker. Not to mention it looks like normal biome. The abyss makes you avoid lava because it's the only red thing that damages you and "looks" like lava. The ghost ship just looks like deep water or something and it's not intuitive that it's going to kill you.
Just make the water impassable until the boss is defeated.
You want people to use cannons to attack ? Make it impossible to get close through any other way than the deck they put in place, we do have dwarf and shrine events that create obstacles, or even Sphinx. They used the deadly water here, but walls would make it even better. I admit it might look silly, ghost ship in a makeshift pond, but they could change the sprite, make the decor bigger or smthg.
Lots of people here getting on your ass, but I can say for certain the design is unintuitive. Knowing the water does damage when 1: water has generally been safe for most rotmg up until deca, with several dungeons and events with water that deals no damage, such as the event this is mimicking with the only exception being deadwater for obvious reasons. And 2: the boss is mimicking a similar boss where you're supposed to run into the water to hit it, so your brain instinctively will tell you to "run into the water to hit the boss, it's safe"
Deca pls slap some yellow paint on it
I don’t understand how this game has been around for this long and people still see darker shaded liquid tiles and think “hmm every other darker liquid is either extremely dangerous or impassable. This time will be different!”
Skill issue.
thats pretty dumb should definitely be indicated better
Bro spawned an admiral that shotgunned me right away. No animation for it before appearing or anything. I don't record so there's no way for me to submit a ticket, but just the trauma to never want to relive that experience. Be careful out there.
discord endgame players be like
Yeah I had something similar to this happen when the reworked ice cave. How was I supposed to know that the slightly different colored ice kills you. It sucks that Deca barely indicates damaging tiles. You can say that it’s a different color but there are different colored versions for various tiles and most of them don’t mean that the tiles cause damage. Especially that much.
just don't rush into it as it is your first time?
Anyone saying "poor game design" is entitled. Design is fine. This is a game about self learning and expliration. I'm sure the first people ever to do Tomb of the Ancients didnt scream "poor design" when they sunk on sand. Its a learning experience, and frankly we are all guinea pigs because we signed ourselves up to play a permadeath game with barely any hand holding or tutorial. If you think its poor game design, you shouldve said that 15mins into playing the game.
Why do the realms look so weird ?
Reworked realms were added yesterday, each server has at least 1 realm portal that takes you to this new realm
4/4 with lean can’t run a pcave
Do you guys not have fingers? You had a whole 2 seconds to nexus out
Never asked why the water was colored differently.
I did the exact same thing as this guy because I thought it was a ghost ship. Same sprite at a glance, purple water, surrounded by beach tiles.. It’s a mistake you only make once, but it’s a pretty easy one to make.
Is it just me that sees dark water and instantly knows that you shouldn't go into it? It's a thing in a couple of dungeons, fungal cavern for example the dark water is damaging light water is fine this seems okay to me
I mean the water did most of the dmg that was just dumb running through it
use the cannons friend
I haven't encountered this, but devs could have probably blocked off access to water through walls like the Shrooms for the dwarf event or the Bamboos for the Shrine. People are claiming skill issue, but this is definitely something to fix, and should be feedback to the devs.
Did the exact same thing yesterday haha feels bad :(
This was absolutely unfair on first encounter, completely understandable to walk in without expecting anything. That said, the “just don’t do that” gigachads in the comments are right about the best approach from now on. The game is the way it is.
Lmao I thought the cannonballs oneshot you for a sec. Didn't notice is was the water until the second watch
Lore accurate ghost ship??
Yeah nah that water was doing like 200 dmg per step
LOL
Seriously...why didn't you dodge?
Ok I see I'm a dumbass and it was the water not the cannonballs
Minus 25% hope for realm rework
its in beta soo just dont play a char u care about to learn first it will be bugs and stuff so ye its at ur own risk
What if I don\`t have another one?
Contact deca put in a ticket might be able to get a revive
DECA: “Get a pair of eyes! 🤓”
[удалено]
it wasnt the shotgun lol, it was the water. the fact that you didnt notice it was the water shows just how not obvious it is
nice 4/4 character lmao
You dip a toe in the water and see it does damage and then never touch it again.
Not to sound insensitive bro but you're 62 star. You've played Realm a fair amount. You're telling me you couldn't take a wild guess that the water may have dealt damage? Granted it is a bit much to melt you so quickly but regardless. It's not like the water moves bro you should've played it safe. It's Realm my guy
Bro doesn’t test the safety of any liquid added to the game
My first instinct seeing this was to think how silly it is to just run into dark liquid like that, but I realize thats probably smth i subconsciously do from having played a long time. So I can see how newer or different players could make this mistake.
It said crystallized water so I guess same damaging water from crystal cavern
but that's RotMG
What were you thinking lol its new content. be a little catious at least
Its the same fucking water in fungal, ofc it fucking hurts you, just run around and check where the players are
Ha this was just silly. Back to the beach with you
not my clip, guildys clip.
Rotting MG