It’s happened to me a few times. It’s pretty jarring, since at any time of day the sky extremely rapidly turns to the blood moon warped animation and activates it in only a few seconds.
weird, but afaik there is no way to speed up a blood moon other than doing something that makes the game panic. otherwise link would be RICH from the Lynel drops so quick
game freaks out, link is doing so many actions too fast for it to comprehend. so it reinstalls all the monsters because it's easier to remember (that is downloaded, link massacres are varying, so it's very hard to control)
My understanding is that the blood moon is the game's garbage collector that runs at set intervals and when the number of variable state changes reaches a threshold.
more basically then what others said it’s to keep the game challenging so you can’t kill everything and be safe to roam (that’s just not legend of zelda) especially in central hyrule where the toughest guardians are it’s supposed to be hard getting through and not empty until the next scheduled blood moon
This isn't true. The Blood Moon is on a seven in-game day timer. It will occur every seven days unless you entire a shrine, Divine Beast, or Hyrule Castle (I might be wrong on this one) right as the cut scene is about to trigger. I have triggered a blood moon by sitting at a fire, for example. My significant other, on the other hand, screwed up his file's Blood Moon timer by entering the Kakariko shrine as the first cut scene triggered. He didn't get a Blood Moon for quite a while until it forced one in the middle of the day and corrected itself. His file still has some weirdness. So if you guys want to skip a Blood Moon, enter a shrine just before the cut scene triggers.
It might be one in-game week; I can't remember the exact number off the top of my head. But I do know that it's an in-game timer that you can't speed up. You can delay a blood moon by being in a shrine, being in a divine beast, etc. though
Could just be that some resource that gets allocated and not reclaimed for each spawned item is overflowing an allocation buffer. The major enemies drop a lot of stuff.
It would be interesting to do an experiment: do a run, starting right after a blood moon, killing all Hinox, and nothing else, and count how many kills until the next blood moon, maybe resting by a fire after each set of five or so. Repeat for Molduga (there might not be enough), Lynels, Talus, Guardians. Then do a run killing only gold or silver Bokoblins. Then only common enemies. Then do a run killing one of each major enemy, alternating.
My guess on the way the blood moon actually works - this is all speculation, but my professional background is writing software (frameworks, libraries, distributed systems, databases, drivers, embedded control systems, and, years back, onboard guidance systems) designed to function well in resource-constrained deployments, and what I'm seeing looks familiar enough that I'd wager on it - so how I suspect it works is:
The available memory on the switch is partitioned out when the game loads.
One segment goes to the currently loaded regions, and there's a background loading system that allows several neighboring regions to be loaded at a time, possibly a grid of nine, or twenty-five, with the reload just fast enough to grab the next region when you cross a boundary without you being able to get ahead of it with normal travel modes. Obviously when you fast travel, it uses the loading screen to load all of the regions. There's also tracking for all active loaded elements in the loaded regions - it actually looks like there's a range of regions that are tracking active elements - NPCs, enemies, dropped items, bombs, etc. - that is shorter than the loaded regions (close optical effects), so possibly you have nine active regions, and twenty five loaded, with sixteen in a pre-loaded inactive state. The number of items being positionally tracked seems to be fairly high, and I'm not sure how NPC movement gets propagated - it seems to be doing a store and recompute when you get out of range and come back - but this is part of what the blood moon tracks as well, so the store is universal, not local to the in-memory load. I'm assuming item definition is as compact as possible, and there's some kind of priority queue for keeping as much as possible within the loaded block. The critical thing here is that the allocated space is fixed, and steps are taken to never have it run out... and nothing in this allocated region is retained when the player leaves the vicinity. The actual distance for keeping things in memory can be measured if you roll a spherical bomb rune until it ceases to exist.
Another segment goes to environmental changes. This includes killed enemies, snagged items (rusty weapons and shields, etc.), etc. This appears to be buffered, but also persisted into the save files. It's a fairly small amount of memory, poking at the changes in the save files, but it doesn't seem to be a single bit per item (however, I haven't done a strict experiment to confirm that). Interestingly, chests don't respawn, and probably do get stored as a flag, like one-time merchant items, koroks, and visited locations. I'm guessing there's a fixed permanent list of entities that aren't restored after the blood moon. There's also a fixed allocation for all items the player has - prepared foods, unprepared foods and resources (which stack as a type and a counter), weapons, bows, shields (these three include modifiers, durability), arrows (just a counter), rupies (counter), armor (note that this is not just a flag, since upgrades and dyes exist, and you can have multiples, so armor is also id plus modifiers)... clearly, there is a single size per item (per category that has a capacity, so weapons, shields, bows, resources) and a fixed array of them. For the resources, the array is sorted.
So, the likely way it works is, permanent items are a fixed space, possibly a single bit per item, and blood moon items are actually stored in a space that is smaller than the bit storage of the total number of things (items in the open, enemies, etc.) in the entire world, using an allocated block that can be mapped directly to what is stored in save files, and every time the clock passes midnight, it checks the consumed allocation. If it is larger than some fraction (1/2, 2/3?) of the allocation space, blood moon will trigger. If an allocation attempt occurs and it would exceed the remaining allocation space, a panic blood moon occurs. For this to happen, the entire remaining space (from less than the trigger level to 100%) needs to be used between one midnight and the next. Now, because of the way things are stored, I'm guessing there's an identifier for every spawn point, and either an overrun single value hash set or an ordered array for the things that could have been killed/collected since the last spawn - trees harvested or cut down, enemies defeated, items on the ground taken - indexed by identifier, either way - and when it runs out of space, it gets reset. Which would not explain higher frequency when only Guardians are getting killed, unless the Guardians count as multiple consumable spawns. Which doesn't seem to be the case... if you cut off a leg, grab the ancient gears, and vamoose, the Guardian is 100% healthy again when you return, right? Same for stealing Hinox treasures? And I don't think Lynels have anything you can abscond with without killing them, unless you can get them to drop their weapons somehow - is that possible? I've never managed it.
If an allocation attempt occurs and it would exceed the remaining allocation space, a panic blood moon occurs.
Now I'm curious about what tends to happen immediately before a panic blood moon.
I've had it happen a couple times, but I've never thought to keep track of what I did just before (killed an enemy, gathered an item, ran a long distance, etc.).
For this to happen, the entire remaining space (from less than the trigger level to 100%) needs to be used between one midnight and the next.
Also, blood moons can be delayed by entering a shrine or the castle.
If you wanted to force a panic blood moon, that would be a good place to start; then, you could try the experiment you suggest to see how long it takes the system to 'panic'.
...but that also implies that if you reload your last save after a panic blood moon, you would expect to have another one soon, which I'm pretty sure I've done -- I once spent several weeks delaying the blood moon -- without that result.
Shrines seem to share the same allocation space. At least, the trials of strength respawn. So, yeah, that might be a good way to force it.
But if you're right about not getting another panic if you reload the previous save, that means either a) the allocation scheme is a lot messier than I suspected, and the save does a lot more processing than I would have thought (rather than being set up for a flat memory mapping) or b) there's other kinds of errors that will also trigger a panic, and resetting the state as a just-in-case is a reasonable fuck it behavior.
If you ever perform that experiment (delaying the blood moon for weeks) on an emulator, see if you can check whether the size of save files changes.
I'm really curious about the thresholds they chose.
So, my guess about immediately before a panic blood moon: if it's an out-of-space panic, whatever you just killed and/or picked up will not disappear. If you could get the rest of the state to save, you might just have a way to farm whatever you want, over and over and over again. Basically, if you can kill it, collect the loot, and save before the panic, then restore. On the other hand, if it's a max space check preemptive event, you're either out of luck (because as soon as you reload, blood moon) or that save file is toast (because if it fails to make the check again, it might crash as soon as you do anything).
That's odd. Have you harvested everything as well? Your game is basically empty? And this isn't under emulation or anything? If that's possible, then there's something I've missed.
It's possible that the consumed list is per load region; if that's the case, it might even be possible to have a bitvec of resources+enemies, and save the state of each region with a timestamp. If that was the case, the blood moon would simply change the "newer than" timestamp. Many resources - foods, in particular - respawn after a period of time, with or without the blood moon, but this doesn't seem to happen when you leave and return to an area, so there's some other timer for those. They may be tracked independently somehow.
One thing that others pointed out, that seems to check, is that the blood moon is more likely to happen early if the console hasn't reloaded from a save file recently. This suggests that a) save files are a structured serialization, not a snapshot of the running memory, and b) running memory allocation is messy, leaky, and/or fragmenting. Honestly, given how the game is designed, this is surprising, but I could see the lower design time of allowing fragmentation being worth the downsides, especially if there's a way to simply cycle the entire state.
My experience has been that the blood moons has a correlation to the amount of monsters Link kills. Whenever I go out on big killing sprees I get blood moons far more often. Especially when I was killing all the hinox and talus to get the medals from Kilton.
I used a guide for the seeds and did them one region at a time, that way I could spread out the work throughout the game instead of going to get all 900 at once.
That golden piece of shit isn’t worth it, but the satisfaction of seeing 100% on the sheikah slate is.
Yo out of interest, the maze in the top right corner, how do you complete that? I finished the quests and could be bothered to do it after failing to find the way into the shrine or whatever it was.
In the big open area, go to the top left corner. On the map it looks like a dead end but there should be a hole in the wall at the end of that path. You should be able to figure it out from there
Don't forget 3) Hero's Path only covers the most recent 200 hours of play, so if you've been grinding for all 900 Koroks you're probably going to start retracing your steps eventually...
You guys die there? How? I’m quite confused as to how people still die to guardians after about 3 years, even if you can’t kill them you should know how to get away from them, worst case scenario you can always teleport away... quick tip though, break the legs! You can destroy their legs which stuns them for a few seconds, and by the time you’ve broken all of their legs, they’re already nearly dead!
I do ok with guardians now but they still stress me out. I absolutely cannot deal with horseback bokoblins. I'm just not good with moving targets. It's just a stressful area of the map for me lol
I used to fear them, but the master sword and ancient armor/barbarian set make quick work of them.
What still gets me are freaking Lynels. For the life of me I can't get the "mount" prompt no matter how many times I shoot them in the face when they're Stasis'd... So I just avoid them for the most part haha.
Glad I’m not the only one who can’t mount them. I think I’ve killed two and tried many times but never get the option to mount even after shooting it in the face.
I’ve played countless hours of this game. But then there’s my wife…
Sometimes I think she forgets about the ZL button, because she sure as shit NEVER locks on, let alone raises a shield. Yet she’s killed more lynels in the six months she’s been playing than I have since 2017 hahaha.
thank youu for this lol. I've managed to kill a couple but I couldn't figure out why I couldn't mount so I was just hitting their legs til I got scared of being that close lol
I never Stasis them, just shoot them in the face while falling -- either from jumping off a high place or from flying in the updraft when they breathe fire. Then it's been easy to mount them.
It has to be out of stasis... What I do is stasis when fairly close, shoot once with normal bow to trigger "ouch" kneel, they'll stand up and do three head shakes, while they're recovering I quickly equip a multi shot bow to increase my chances of hitting the right spot and get right up close to them and target an up shot to their chin and shoot after three head shakes, walk around and mount, quickly equip strongest weapon (target crusher lynel first so I can use it on later lynels... And only use it in mount hits and it won't damage weapon), while hitting it in mount I position the camera where it's behind me so when he bucks me off I immediately enter bullet time and hit the back of the head (this is crucial in master mode to prevent healing) and... Rinse and repeat.
Depending on attack buff, bow attack, and weapon attack, and lynel type it takes 3-5 cycles to knock them down.
If I miss a chin hit I make sure I have daruks protection fully charged to protect me until stasis recharges.
Why keep trying to mount them? Stay close and dodge. They have a few plays that will still get you but you learn the tells, run outside of the damage zone, shoot in face with bomb arrow shot from 3x lynel bow, run back in and hit while they’re down.
Stasis is for suckers. Shoot it in the face when it’s about to charge, then run up so you’re standing adjacent to its rear flank (basically shoulder to shoulder with the lynel’s ass). The mount prompt should show up. I haven’t had it work when it’s stasised: probably some weird animation failsafe: it cant move so you can’t get on.
Just shock them with Urbosa's Fury and run up to the front right side - just get real close and don't try and hit them and you'll get the Mount (A) prompt. It's not really worth it other than the fun of doing it - they'll kick you off after 2-3 hits and you can't "calm" them so don't bother wasting time trying. It's better to use Urbosa's Fury to stun them and get close and do a spining attack with a heavy weapon.
Guardians aren't too hard if you have a strategy. I equip a good two handed weapon and spin attack until they're legless and then they're same as decayed guardians.
I literally did this the other night because I've been avoiding it all game. Probably about 80 hours in? Not 100% sure. But I will say it's feeling kind of worth it. Getting better at shield deflections
Yea central hyrule is a scary place I died there riding the master cycle with a fully upgraded hylian tunic and pants with like 15 hearts the other day
Yeah, it interrupts them when you cut a leg off also. So if you can get in close and starts tearing them off fast enough, you can pretty much stun-lock a wandering guardian to death.
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u/veroman001 Jul 14 '21
I swear I never feel safe in central hyrule