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also im pretty sure i need a modification station to make a hardened knife... BUT i dont know where the last fragment for the station is :/
But yeah, many people agree it's the spammy time wasting nature of them that was so tedius. I haven't had a cyclops destroyed in months and even I was rolling my eyes at the sharks.
Before that I would have said Experimental was worth the risks because bone sharks are that tedius.
But things are still currently on the downswing of the old saying "They will get worse before they get better" no matter how many times people assure you it's being worked on. (or not worked on, with the Nvidia thing). So you can hardly be blamed for waiting until the full results come through.
As for non-Cyclops applications, I find them a serious problem getting to and from the Underwater Islands. They seem to spawn in groups of 5, every 50 meters or so, all along the sandy edge of that biome. I call it the "Wall of Teeth". It's easy to see because of lag / pop-in / render distance if you approach at speed in a Seamoth. You can see the spawn groups appear together right in front of you and virtually next to each other before they disperse a bit. Nothing you can do but speed past and/or pop your Seamoth Perimeter Defense over and over to keep them off you.
Within the Underwater Islands, they're not as bad (read: not swimming nose-to-tail making the entire zone "boneshark soup" like they used to), but that edge is murder.
You encounter one or two in the Mushroom Forests, but they are loners and not as much of a threat. I used to think the Crag Fields were completely untenable for being so lousy with the things, but they seem to cruise around the tops of the crags, meaning you can sneak about in the gullies between them and avoid the worst of it. Again, getting in and out at the biome edge is the hard part, but nowhere near what the Underwater Islands put you through.
The devs (temporarily, I thought they said) removed all light-based agro so Bonesharks are pretty much mindlessly aggressive regardless of how you play or what you're doing. They see you, they drop what they're doing to try to kill you. Fortunately, unlike Warpers, if you hurt them they at least try to leave the area. Since they live in mostly open water, non-lethal or injurious discouragement works pretty well on them, since there's rarely anything in their way when they break their leash and try to flee. Sometimes it's an issue in the Underwater Islands near the cliff face. They'll try to leave when their leash breaks after you hurt them, swim mindlessly into the cliff wall right next to where they had been for 30 seconds, then go right back to attacking you when their leash resets.
Once the agro change goes live, I'd say they go back to being an annoyance, and only really a threat if you hang out in an un-upgraded Seamoth where they are thickest.
Part of why I don't mind stalkers at all, except when they spawncamp the lifepod. Though that's fortunatly rare these days. I get Gasbags spawncampiong more often.
Stalkers are the closest we have to a Predator that isn't just a bog standard videogame aggro machine that exists only to screw with the player.
On top of the only predator that provides anything of worth to the player for existing, (Though only through incidental scrap chewing, as PDA log stated "Knife fight the sharks = get their teeth" is not allowed to the player).
Every other species of shark though? They only exist to attack you between brainlessly chewing on any fish that swims near their mouth for people to desperatly scream "See! See! Insatiable hunger = Ecosystem! Realistic predator brains" right before you watch the shark you've already blasted with your repulsion gun five times, swim face first through an errupting thermal vent because it's the shortest distance to try and bite you.
Still basically exists just to be videogame aggro with no redeeming qualities though, unlike the majestic stalker.