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Don't Starve Together Roadmap 2019


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7 minutes ago, GamerCat11 said:

And as an little note, please give catcoons a way to respawn after there 9 lives are out 

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 Don't Starve Together

In Don't Starve Together, Hollow Stumps regenerate after a relatively long time, making Catcoons renewable. The time to regenerate equals to the sum of the Season's length and the number of the remaining days in that season, at the time the Hollow stump is destroyed. Therefore the regeneration happens from 15 to 40 days in a default world configuration. For example, if the Hollow Stump is destroyed on the 8th day of the Winter, since Winter is 15 days long and there are 7 days left, the Hollow Stump will regenerate 22 days later.

https://dontstarve.fandom.com/wiki/Hollow_Stump

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3 hours ago, Trenix said:

Please focus on cooperation, PvP, and end-game content. Those are the three things that this game lacks quite a bit.

I don't think PVP should be a focus to make character reworks really... Just a fun alternative

Most probably Willow and Woodie got so severely nerfed  for PvP purposes anyways and that only hurt them

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2 hours ago, Trenix said:

Please focus on cooperation, PvP, and end-game content. Those are the three things that this game lacks quite a bit.

Cooperation among random people (casuals - bulk of player base, ones that barely manage to survive first autumn) is seldom achieved, less so in an efficient way. Then there is a big chunk playing alone on their servers. Although ideally cooperation would be the go-for in a game with "Together" in its title, sadly the reality is opposite of it. Am afraid forced co-op towards some in-game targets would only complicate matters for mentioned casuals and solo people.

 

End-game content would be nice as well, but the focus? Considering mentioned bulk of player-base can't even go past first autumn, focus on such content... hmm. Well I guess we will (theoretically) see this Thursday what direction the new updates might take.

 

As for PvP in DST... no, thank you. At all. Is a very niche thing with about 1-4% of all online servers (that are mostly empty or at 1-2 players margin). For such abysmally low numbers "focus" can hardly a thing to do from a developer point of view.

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3 hours ago, GenomeSquirrel said:

Weird, those are the last things I’d want to get attention, for different reasons.

What reasons and what would you want instead? Anything outside of these three suggestions, you're basically asking for Don't Starve, which already exists as do mods that allow you to play with other players. Plus there are several DLCs for that game too. Don't Starve Together was supposed to be a multiplayer based game, which should of been properly balanced for it. Unfortunately, it's became a rip from the original and some DLCs with a few adjustments and maybe some extras, before it got completely abandoned and replaced with events.

3 hours ago, FreyaMaluk said:

I don't think PVP should be a focus to make character reworks really... Just a fun alternative

Most probably Willow and Woodie got so severely nerfed  for PvP purposes anyways and that only hurt them

You can balance PvP and PvE. It wasn't PvP that resulted in their nerfs, but rather moving over a singleplayer game to multiplayer and failing to properly balance it. I'm surprised that the developers took absolutely no action to prevent griefing in a multiplayer game.

1 hour ago, x0VERSUS1y said:

Cooperation among random people (casuals - bulk of player base, ones that barely manage to survive first autumn) is seldom achieved, less so in an efficient way. Then there is a big chunk playing alone on their servers. Although ideally cooperation would be the go-for in a game with "Together" in its title, sadly the reality is opposite of it. Am afraid forced co-op towards some in-game targets would only complicate matters for mentioned casuals and solo people.

This game isn't meant for solo play. The developers should focus on what the game was supposed to be, not what other people made it become. In all honesty, this game belongs in beta still. I'm sure if this game became more focused on open servers and actually playing together, everyone would enjoy it more. Also it's not forced.

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End-game content would be nice as well, but the focus? Considering mentioned bulk of player-base can't even go past first autumn, focus on such content... hmm. Well I guess we will (theoretically) see this Thursday what direction the new updates might take.

Well what about the people who pass all the seasons and have nothing else to do? Also I do feel that some seasons should be easier and toned down a bit, because you can't be a fresh spawn in certain seasons without prior preparation.

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As for PvP in DST... no, thank you. At all. Is a very niche thing with about 1-4% of all online servers (that are mostly empty or at 1-2 players margin). For such abysmally low numbers "focus" can hardly a thing to do from a developer point of view.

No one plays PvP because it's broken, not because no one wants it. It's therefore no surprise that those who wanted PvP, have already moved on. I am one of those people, therefore it would be nice if they at least give it a try and expand to see how people react with it. We need a challenge and something that's less predictable and repetitive. PvP will still be optional. I mean why did the developers even bother adding PvP if they weren't going to work on properly balancing it and making it functional.
 

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1 minute ago, Trenix said:

.

You can balance PvP and PvE. It wasn't PvP that resulted in their nerfs, but rather moving over a singleplayer game to multiplayer and failing to properly balance it. I'm surprised that the developers took absolutely no action to prevent griefing in a multiplayer game.

Balancing around PVP when the game servers are 97 percent PVE is simply a bad design criteria. 

The bad porting changes for Woodie were done in great part thinking of the PVP component when it's a fact that feature us pretty much unexplored to most players. Mostly nerfing his base dmg as Werebeaver and natural armor

So yeap.. Design changes should be done thinking on the majority of players and most of the time nice well rounded characters are good at PVP too... Cuz good design allows it

 

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15 minutes ago, FreyaMaluk said:

Balancing around PVP when the game servers are 97 percent PVE is simply a bad design criteria.

You're not making any sense. I never made that argument. The game can be balanced for PvE and PvP at the exact same time. Combat in general needs an update, especially after seeing what the developers are capable of doing with The Forge event. Another thing to note, PvP is broken right now. It simply doesn't work, with or without mods. I've tried it, I'm not so sure if most of you guys have. A player can simply run in circles around you and demolish/set on fire the entire server if they wanted to. There is no also grief protection in the game and this goes for PvE too. PvP needs some heavy balance and ways to actually catch players, that and we need to be able to form alliances and protect our loot.

15 minutes ago, FreyaMaluk said:

The bad porting changes for Woodie were done in great part thinking of the PVP component when it's a fact that feature us pretty much unexplored to most players. Mostly nerfing his base dmg as Werebeaver and natural armor

Is there proof of this? Because again, PvP is broken as can be. All the developers did was add the ability to hit players when it comes to PvP, that's about it. I wish I were kidding too. Also I want characters to be properly balanced among each other, so every character has its ups and downs, rather than one character being the best and another being the worst. In a cooperative game, you want to help your team, not be a burden.

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1 minute ago, Trenix said:

You're not making any sense. I never made that argument. The game can be balanced for PvE and PvP at the exact same time. Combat in general needs an update, especially after seeing what the developers are capable of doing with The Forge event. Another thing to note, PvP is broken right now. It simply doesn't work, with or without mods. I've tried it, I'm not so sure if most of you guys have. A player can simply run in circles around you and demolish/set on fire the entire server if they wanted to. There is no also grief protection in the game and this goes for PvE too. PvP needs some heavy balance and ways to actually catch players, that and we need to be able to form alliances and protect our loot.

Is there proof of this? Because again, PvP is broken as can be. All the developers did was add the ability to hit players when it comes to PvP, that's about it. I wish I were kidding too. Also I want characters to be properly balanced among each other, so every character has its ups and downs, rather than one character being the best and another being the worst. In a cooperative game, you want to help your team, not be a burden.

Proper perfect balance is also an unattainable ideal...

The devs said themselves they want different playstyles.. Not nerfs and that's a perfect point of entry to achieve some sort of "balance" between them that will work even for PVP servers. 

Where do you get from I want some characters being bad? I never said that.. I think the devs wanna offer different ways to approach the game from different perspectives but it's up to everyone to determine what's your preferred playstyle. 

PvP is not supposed to overtake PVE.. And most people playing the game agree.. Just go check the servers and count how many  PVE server there are.. 

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18 minutes ago, FreyaMaluk said:

Proper perfect balance is also an unattainable ideal...

I'm not sure who you are talking to. Where are you coming up with topics that no one has ever mentioned? I have never asked for perfect balance. The developers barely tried to balance anything for the game, whether it was PvP or PvE. PvP is broken and PvE is a grief-fest in open servers. They've literally done nothing for any of these. There is a difference between perfection and at least trying.

18 minutes ago, FreyaMaluk said:

The devs said themselves they want different playstyles.. Not nerfs and that's a perfect point of entry to achieve some sort of "balance" between them that will work even for PVP servers. 

"Our goals here are to make each character unique, interesting and valuable in their own right and we expect this to be game changing in many ways."

They literally said exactly what I'm asking for, this is the only reason for why I'm even here. A character cannot be valuable in their own right if another character is far better than the other.

18 minutes ago, FreyaMaluk said:

Where do you get from I want some characters being bad? I never said that.. I think the devs wanna offer different ways to approach the game from different perspectives but it's up to everyone to determine what's your preferred playstyle. 

I never said you said that. You're very hard to talk to, you're really making up stuff at this point. Some characters as of right now are far worse than others, such as Wes. As quoted from the developer, they're trying to make every character valuable in their own right.

18 minutes ago, FreyaMaluk said:

PvP is not supposed to overtake PVE.. And most people playing the game agree.. Just go check the servers and count how many  PVE server there are.. 

And this is the last time I'm going to respond to you, because it really seems like you're arguing with yourself at this point. I never asked for PvP to overtake PvE. PvP is an option, the balance done in PvP will not effect your PvE game at all. I simply have no idea of what you're getting at whatsoever. You also react instantly, before you even read the entire post, so I wouldn't be surprised if you're trolling at this point.

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1 hour ago, Trenix said:

I'm not sure who you are talking to. Where are you coming up with topics that no one has ever mentioned? I have never asked for perfect balance. The developers barely tried to balance anything for the game, whether it was PvP or PvE. PvP is broken and PvE is a grief-fest in open servers. They've literally done nothing for any of these. There is a difference between perfection and at least trying.

"Our goals here are to make each character unique, interesting and valuable in their own right and we expect this to be game changing in many ways."

They literally said exactly what I'm asking for, this is the only reason for why I'm even here. A character cannot be valuable in their own right if another character is far better than the other.

I never said you said that. You're very hard to talk to, you're really making up stuff at this point. Some characters as of right now are far worse than others, such as Wes. As quoted from the developer, they're trying to make every character valuable in their own right.

And this is the last time I'm going to respond to you, because it really seems like you're arguing with yourself at this point. I never asked for PvP to overtake PvE. PvP is an option, the balance done in PvP will not effect your PvE game at all. I simply have no idea of what you're getting at whatsoever. You also react instantly, before you even read the entire post, so I wouldn't be surprised if you're trolling at this point.

The fact that griefers, like in any game mind u, exist doesn't have anything to do with character rebalance..

They are 2 different problems 

Klei already has a vote kick and rollback option... Those are anti griefer measures but more should be done in this area... This is another issue and doesn't have anything to do with character rebalance at all... Any character can be a griefer... Is about people attitudes not characters.... 

following that logic... even "bad" characters in the hands of good players can be very useful and cooperative.. 

Ofc the devs want that character stand on their own.. That's clear with Winona's rework.. She can pull her own weight now with her catapults, but that doesn't mean that she can pull the same weight as Wicker for food or Maxwell for logs and mining. They all provide different gameplay mechanics.. not really about perfect balance, but about areas of expertise

BTW Wes is a bad example.. He is supposed to be a useless meme anyways

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11 minutes ago, Trenix said:

What reasons and what would you want instead? Anything outside of these three suggestions, you're basically asking for Don't Starve, which already exists as do mods that allow you to play with other players. Plus there are several DLCs for that game too. Don't Starve Together was supposed to be a multiplayer based game, which should of been properly balanced for it. Unfortunately, it's became a rip from the original and some DLCs with a few adjustments and maybe some extras, before it got completely abandoned and replaced with events.

I only go into public servers, and even in day 4 of autumn there will be people begging for help, and refusing to leave portal until they get an escort, while I think that it is ridiculous, I want the world to be safe enough for these newer players to explore on their own and not have a ewecus at every corner. Now if you can think of a synergetic use for 2 or more players, I might be open to that, but if new players aren't able to figure it out, then that's just opening a frustrating new world of backseat gaming and listening to other people backseat other people. The forge exhausts my tolerance for that already.

End game content is too late in the game for me to care about, I want to switch between bee boxes in one game, spider farming in other, bunny huts in another, and having done those dozens of times over, I'd rather have new alternatives to those. End game content has the problem of "I spent 3 years without a mushcap, why bother now?"

And I consider PVP to have been a mistake, while the battle mechanics are worthwhile for single player content where enemies will aggressively attack you and there is a legitimate challenge in finding opening; for PVP content, it's painfully missing block and block punishment mechanics found in other games, and the characters don't have balanced stats for it. 

 

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7 hours ago, GenomeSquirrel said:

I only go into public servers, and even in day 4 of autumn there will be people begging for help, and refusing to leave portal until they get an escort, while I think that it is ridiculous, I want the world to be safe enough for these newer players to explore on their own and not have a ewecus at every corner.

I agree, but the Survival gamemode is about working together rather than surviving alone. When someone dies, everyone has to deal with the consequences. Therefore it's natural for new players to want to join any already existing camp than waste time and resources to start their own, even if it's temporary.

7 hours ago, GenomeSquirrel said:

Now if you can think of a synergetic use for 2 or more players, I might be open to that, but if new players aren't able to figure it out, then that's just opening a frustrating new world of backseat gaming and listening to other people backseat other people. The forge exhausts my tolerance for that already.

I'm not suggesting that players should be required to play cooperatively just to even survive. However I am suggesting that by cooperating, you will have more features in the game that could benefit everyone as a whole. I'd like to see alliances, trading, and characters that can help others rather than themselves.

7 hours ago, GenomeSquirrel said:

End game content is too late in the game for me to care about, I want to switch between bee boxes in one game, spider farming in other, bunny huts in another, and having done those dozens of times over, I'd rather have new alternatives to those. End game content has the problem of "I spent 3 years without a mushcap, why bother now?"

I like more alternatives to survival, more content and things to do. I'd also like more ways to cook food and have anything be beneficial with it's own right. Yet once you beat your goals, there is nothing left to do. I don't want to start all over every single time.

7 hours ago, GenomeSquirrel said:

And I consider PVP to have been a mistake, while the battle mechanics are worthwhile for single player content where enemies will aggressively attack you and there is a legitimate challenge in finding opening; for PVP content, it's painfully missing block and block punishment mechanics found in other games, and the characters don't have balanced stats for it. 

The stats can be balanced and combat need to be looked at again. Sorry but hitting and backing up isn't really that fun, it's repetitive and the same every time, we need more. This is for both PvE and PvP. PvP wasn't a mistake, it was just a feature added with no regard to it whatsoever. Therefore it should get some recognition for those who actually would enjoy it if it actually worked properly.

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14 hours ago, Trenix said:

This game isn't meant for solo play. The developers should focus on what the game was supposed to be, not what other people made it become. In all honesty, this game belongs in beta still. I'm sure if this game became more focused on open servers and actually playing together, everyone would enjoy it more. Also it's not forced.

With my post I was just stating my observation on how the game actually is played (have over 2k h on vanilla Survival pubs, the official Klei servers variety - note this is not my total number of hours spent in DST or the only type of game-mode played), not on how it should be played. I am of the same mindset that a game advertised as "Together" in the title should indeed be played.. together, aka cooperatively. But here lies our faults in assessing "together" as synonymous with "cooperation" - in fact can be just a descriptive term for people playing on same world/server and not as a team - and as I've stated prior this is what I've actually seen happening the overwhelming majority of cases: on Survival vanilla pubs people not only do their own things at their own paces, a lot of times they don't even communicate via chat ..at all - and this is in fact how people behave at large, not related only to this game. Coupled with the fact bulk of players can hardly manage to survive some days in first Autumn, a forced cooperative experience via game-mechanics can complicate even more an already complicated with steep-learning-curve game. And this should not be the focus of Klei for DST. In the end don't forget the game's tagline: "your world, your rules" - meaning Klei offers the most freedom of choice for game at hand, and for all sorts of player types - be it solo, hardcore survivalists or heavily modded socially-oriented base builders (and all in-between). A game that forces you into a pretty strict molded play-style doesn't seem to be in original DS/T mindset - or at least that's my impression.

 

14 hours ago, Trenix said:

Well what about the people who pass all the seasons and have nothing else to do? Also I do feel that some seasons should be easier and toned down a bit, because you can't be a fresh spawn in certain seasons without prior preparation.

Indeed more end-game content should be added... as mid-game and start of the game ones should as well. More biomes, more creatures, events and so on. More uses for items and combinations of items - for example: I've read here on these forums a proposal regarding functionality upgradable modules for WX's re-balance or how plants are base-materials for a variety of items, food and weaponry in DST Legion mod. I like those concepts and think something similar would also make for very interesting and engaging mechanics in future DST updates. Yet all of these are still parts in a sandbox game. Sooner or later you will reach the end-game plateau and only your inventiveness in creating your own adventures via projects and different approaches in each play-session will prolong your playtime - and this is tied to yout recent below-comment:

5 hours ago, Trenix said:

..I am suggesting that by cooperating, you will have more features in the game that could benefit everyone as a whole. I'd like to see alliances, trading, and characters that can help others rather than themselves.

Yet once you beat your goals, there is nothing left to do. I don't want to start all over every single time.

Trading and alliances as a game mechanic needs a lot of work from devs part and knowing what I know from pubs, forcing random casuals in such systems probably will lead into more frustration both from newbies/noobs and experienced players alike - think Forge fights and how you had to explain a lot of times in random pubs to people what to do.. and they still won't do it most of times. And that was an Arena mode fight with matches spanning cca.10 minutes (yes, vast majority of Forge fights were defeats), not Survival Sandbox in huge worlds where people go wherever they want and getting them to cooperate towards a common goal would be infinitely harder if not nigh impossible. And if you aren't writing about trading and alliances as game-mechanics.. then good luck convincing people of taking down a complex boss-type figure like Boarrior in the context of Sandox worlds where WillyBoyRandomN+1 leeches base hugging campfire and still manages to die from hunger beside fridge. I repeat: bulk of players out there in any server are casuals struggling to survive first Autumn, clueless aside of immediate survival.

Another thing that occurs to me while reading your posts is... you don't seem to actually enjoy Survival Sandbox as a genre and lean more into "story-mode with clear goals" one. Maybe in actuality DST isn't (anymore) your cup of tea?! Food for thoughts.

 

14 hours ago, Trenix said:

No one plays PvP because it's broken, not because no one wants it. It's therefore no surprise that those who wanted PvP, have already moved on. I am one of those people, therefore it would be nice if they at least give it a try and expand to see how people react with it. We need a challenge and something that's less predictable and repetitive. PvP will still be optional. I mean why did the developers even bother adding PvP if they weren't going to work on properly balancing it and making it functional.

I think we all know that, aka "PvP is broken" and not just because of strictly mechanical imbalances. Fighting in DS/T is pretty simplistic, you basically Hit&Run with a Stun-lock component. Is it fun in doing that to other players? Maybe for you it is. For me clearly not. And then we have the characters themselves on concept level: Wolfgang with day-1 Mighty Form or Wigfrid and her starting gear clearly have huge advantages when assessed in relation to rest of cast.. and that only for day 1 on server. Afterwards you have Wickerbottom's OnTentacles and STS plus WX's gear upgrade mechanic - how fair are those compared with your run-of-the-mill Willow's lighter and bedtime Bear? You'll need serious re-balances on all characters to even the playground and that requires a lot of dev's work. And this is just a start, not touching the H&R/Stun-lock aspect. Time. Time and resources you propose be invested as "focus" on a game-mode more-or-less added as a side-way dish, by some thought to be a mistake (see above comments). And for what? A tiny tiny minority usually composed of toxic players, the griefers you yourself point out, the ones most of all in for "bragging sessions" over "green-horns" flaming chats and generally being the "black sheep" of pubs for various reasons. In a game marketed as family-friendly, for all ages. Hmm..

Maybe at the end of the year or next year, after all ANR2 updates are up and all the old game-mechanics are corrected (for example the Regrowth faulty system - "Trees set on "few" = vegetation overgrown?!" should take a bit of ..focus imho) then Klei can take a look at a PvP serious game-mode with special re-balance (different from the normal PvE re-balance-in-progress atm) - maybe. Till then lets we all chillax and hope for a fun experience from the new content coming in. Cheers!

 

PS: yes, indeed even now DST still feels incomplete, with a lot of stuff half-baked and pretty much as a beta product, no arguing there.

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14 hours ago, __IvoCZE__ said:

pvp is fooking bad in a game where cooperation ( and 1% luck ) mean success.

not to mention the bad pvp mechanics that cannot be fixed without breaking the whole stunning spider mechanic.

That made absolutely no sense.

10 hours ago, x0VERSUS1y said:

But here lies our faults in assessing "together" as synonymous with "cooperation" - in fact can be just a descriptive term for people playing on same world/server and not as a team

The game description on steam says, "Cooperate with your friends in a private game, or take your chances with strangers online. Work with other players to survive the harsh environment, or strike out on your own." They advertised cooperation but there is very little cooperation mechanics in the game.

10 hours ago, x0VERSUS1y said:

a forced cooperative experience via game-mechanics can complicate even more an already complicated with steep-learning-curve game.

I've already made it clear that I don't want it to be forced, but the game should focus on cooperative gameplay.

10 hours ago, x0VERSUS1y said:

More biomes, more creatures, events and so on.

The events were terrible, aside from being low quality mini-games, they literally gave the developers an excuse to abandon the core game which I honestly believe is in a very terrible and unfinished state. While I played the game for many hours, many of my friends played for literally a day and quit once we completed all the seasons. The main reason we beat it, is because of the imbalance of characters, most being gamebreaking.

10 hours ago, x0VERSUS1y said:

In the end don't forget the game's tagline: "your world, your rules" - meaning Klei offers the most freedom of choice for game at hand, and for all sorts of player types - be it solo, hardcore survivalists or heavily modded socially-oriented base builders (and all in-between). A game that forces you into a pretty strict molded play-style doesn't seem to be in original DS/T mindset - or at least that's my impression.

You're right, but yet what about people who want PvP? Why has this play-style been completely abandoned by the developers? I remember there was a time where they were working on killing players and being able to eat them, but they removed it because it was too much. Fine, maybe so, but why abandon the whole play-style? I shouldn't have to make a mod to make PvP functional.

Not only are most already outdated and abandoned, because the developers had no regard to PvP, but you need like 5+ mods to even allow it to be somewhat functional. This is also not included the other 10+ mods that have to be added which make the game user-friendly. I bought a game, not an open source project. Mods are nice for addons, but shouldn't be required to make a game enjoyable.

10 hours ago, x0VERSUS1y said:

Trading and alliances as a game mechanic needs a lot of work from devs part and knowing what I know from pubs, forcing random casuals in such systems probably will lead into more frustration both from newbies/noobs and experienced players alike

You keep saying that the game has a steep learning curve, is difficult and frustrating. How is that my problem? The developers made the game this way. They could make it more user-friendly and more easier to understand, but they don't. They instead rely on the players to use mods to essentially fix the game. Even though I beat all seasons, I still use these mods to greatly improve my experience. It's ridiculous that the game assumes you will eventually memorize every item and what they provide and do. There is a reason games have tooltips, even strategic ones.

10 hours ago, x0VERSUS1y said:

Another thing that occurs to me while reading your posts is... you don't seem to actually enjoy Survival Sandbox as a genre and lean more into "story-mode with clear goals" one. Maybe in actuality DST isn't (anymore) your cup of tea?! Food for thoughts.

Not even close. I enjoy sandbox games that actually have content that will keep you playing for years. Not just surviving and doing the same thing every season. This is also a sandbox with little to no sense of progression. Same thing, different server.

10 hours ago, x0VERSUS1y said:

Fighting in DS/T is pretty simplistic, you basically Hit&Run with a Stun-lock component. Is it fun in doing that to other players?

It doesn't have to be a stun lock and hit and run mechanic. Combat in general in this game is terrible, especially when compared to what we saw in the forge. We need CCs, not all of them have to be stuns.
 

10 hours ago, x0VERSUS1y said:

A tiny tiny minority usually composed of toxic players, the griefers you yourself point out, the ones most of all in for "bragging sessions" over "green-horns" flaming chats and generally being the "black sheep" of pubs for various reasons. In a game marketed as family-friendly, for all ages. Hmm..

1) Toxic player is a subjective term and can be used against anyone. For example, you're toxic for suggesting that I'm part of this group with toxic players. If you use words that segregate people who don't act or do like you, then you're also the problem. You're using emotion, not logic. The term is meaningless.
2) Griefers, which is not the same as a toxic player, join PvE games, not PvP, because they know they can destroy your base and get away with it unless there is admin intervention. Want proof? Remove PvP and griefers will still be there.
3) The game isn't family-friendly for all ages, it's rated T for Teen.

10 hours ago, x0VERSUS1y said:

then Klei can take a look at a PvP serious game-mode with special re-balance

Well I completely disagree with you, PvP should be focused on much sooner because it hasn't even been properly implemented from the very beginning. The wilderness game mode works perfect for PvP, but PvP is broken and therefore no one even bothers with the game mode or this playstyle. But of course you will ask for what you want, while I'll ask for what I want. Just because majority of the players are PvE, doesn't mean it's because that's what people want. It's the only thing that's really available. I personally play PvE survival even though I much rather play PvP. I don't however, because it's broken.

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2 hours ago, x0VERSUS1y said:

I think we all know that, aka "PvP is broken" and not just because of strictly mechanical imbalances. Fighting in DS/T is pretty simplistic, you basically Hit&Run with a Stun-lock component. Is it fun in doing that to other players? Maybe for you it is. For me clearly not. And then we have the characters themselves on concept level: Wolfgang with day-1 Mighty Form or Wigfrid and her starting gear clearly have huge advantages when assessed in relation to rest of cast.. and that only for day 1 on server. Afterwards you have Wickerbottom's OnTentacles and STS plus WX's gear upgrade mechanic - how fair are those compared with your run-of-the-mill Willow's lighter and bedtime Bear? You'll need serious re-balances on all characters to even the playground and that requires a lot of dev's work. And this is just a start, not touching the H&R/Stun-lock aspect. Time. Time and resources you propose be invested as "focus" on a game-mode more-or-less added as a side-way dish, by some thought to be a mistake (see above comments).

Yes, fixing PVP or adding to it would take time and effort. Everything Klei does takes time and effort. Would it be worth it? Well as Trenix just said, this is probably something that should have been worked on and considered from the beginning as PVP has the potential to be a big thing. Look at Minecraft for example, the PVP community is huge there despite it being a primarily cooperative game. What I'm saying is that it would take work, but the pay off would be worth it. Heck, even just Klei hosting a few pvp servers right now would greatly help it get some attention.

2 hours ago, x0VERSUS1y said:

A tiny tiny minority usually composed of toxic players, the griefers you yourself point out, the ones most of all in for "bragging sessions" over "green-horns" flaming chats and generally being the "black sheep" of pubs for various reasons. In a game marketed as family-friendly, for all ages. Hmm..

You continue to call PVPers toxic, yet you have admitted to only playing on a PVP server once or twice. This is an assumption entirely. Toxicity will happen anywhere. Besides, you have always acted quite rude and just as toxic as these "PVPers" you are making up. Here are a few examples from the other post regarding pvp, that I will link.

Quote

" You don't really think this through on global scale do you?! To actually understand why a big part of this forum is vocally against current DST PvP (yours truly obviously as well)?! "

 " .....and get people actually invested in DST PvP for quality mushing (some "tip-dipping greenhorns" too, heh) "

" Cheers (and don't drink and drive *wink wink*)! "

" *Suddenly a White Knight appeared* " (This was you referring to my post regarding some of the rude remarks you made)

" I had a supposition about you 3 PvP-advocates, mostly about you and Lilith. And you didn't fail "to provide". Congrats!

Oh those PvPlayers... :) "

 

 

 

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43 minutes ago, Trenix said:

The events were terrible, aside from being low quality mini-games, they literally gave the developers an excuse to abandon the core game which I honestly believe is in a very terrible and unfinished state.

Well, actually there's people who actually enjoyed the events as something different to try, aside from the main core of Survival.

Many players asked for a second season of Forge and eventually Klei provided that.

43 minutes ago, Trenix said:

Well I completely disagree with you, PvP should be focused on much sooner because it hasn't even been properly implemented from the very beginning.

From the very beginning DST was planned as co-op game, being PvP a extra thing, but not the main base of this game.

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9 minutes ago, Tapirus said:

Well, actually there's people who actually enjoyed the events as something different to try, aside from the main core of Survival.

Many players asked for a second season of Forge and eventually Klei provided that.

Saying that some people enjoyed these events doesn't mean they weren't poorly designed. There are games that some people love, but that doesn't change the fact that they are objectively bad. Events were a bad use of time and money for klei, and as Trenix said, abandoned the base game in a time it needed support the most.

 

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All I read is picking on mechanics, pointing out things you don't like and suggesting vague ambiguous ideas. Can you be a bit more specific on your critiques? sure is easy to say "the PvP sucks and it's bad, fix it", but it helps nothing, buddy.

PvP is a novelty in Don't Starve, the world of DST is harsh in itself, and hard-to-manage, long-term-goals survival multiplayer doesn't mix well with PvP. Good Survival PvP games are set on expendable matches and rounds, focused on the combat, not on the dandy base-building, resource-farming and season-preparing everyone plays for. Seeing the direction Winona and Wortox went, Klei plans on making the characters more cooperation-wise, and having Coop characters is nigh-impossible in a PvP setting. As is expecting Klei to make "PvP exclusive" versions of said characters.

 

32 minutes ago, Trenix said:

Just because majority of the players are PvE, doesn't mean it's because that's what people want

Actually, it does. The fact that most people are arguing about how PvE will change gives a good idea of much people care for PvP. James Bucket, Joeshmccoolstuff and Freddo aren't making videos on "how to main Wigfrid on PvP" they're making PvE videos, because that's the kind of thing people watch and want to see. If people wanted PvP, There'd be more fan-recognition and agreement on the subject.
 

37 minutes ago, Trenix said:

It doesn't have to be a stun lock and hit and run mechanic. Combat in general in this game is terrible, especially when compared to what we saw in the forge. We need CCs, not all of them have to be stuns

I agree with you on this one, as a break from all the arguing, I'd love to see some more nuance to the fights, rather than just kiting. PvP could have more ranged availabilty and cover-based alternatives to combat, and PvE could have more environmental presence: certain turf affecting certain enemies, territories such as the Tallfort, Spider forest and Hound Desert could more critically interfere or benefit a fight, really putting the E in the PvE

 

39 minutes ago, Trenix said:

You keep saying that the game has a steep learning curve, is difficult and frustrating. How is that my problem? The developers made the game this way. They could make it more user-friendly and more easier to understand, but they don't. They instead rely on the players to use mods to essentially fix the game. Even though I beat all seasons, I still use these mods to greatly improve my experience. It's ridiculous that the game assumes you will eventually memorize every item and what they provide and do. There is a reason games have tooltips, even strategic ones

The game is meant to be hard. it's SURVIVAL, not SLICE OF LIFE. Learning is an active part of the Permadeath gimmick. You get good from your mistakes, and create a general strategy from previous playthroughs. It's not easy, and that's not a problem.
 

46 minutes ago, Trenix said:

You're right, but yet what about people who want PvP? Why has this play-style been completely abandoned by the developers?

Because it's Don't Starve Together and not Don't Starve while fighting like 4 other random guys
The main dish is always going to be Cooperation, PvP is just... a novelty. It's not the focus of the game.
 

50 minutes ago, Trenix said:

I've already made it clear that I don't want it to be forced, but the game shouldn't focus on cooperative gameplay

Well, what's your suggestion, then? How would you go about and change it? Don't just say it shouldn't, complement.
E.g: You could argue that the Characters could have PvP mechanics built-in, the Crafting could become more Battle-suited in PvP servers, etc.
It's easier for people to understand your perspective and mindset if you give examples on how you'd make it happen.


I'm bored of this, neither of us will change our minds by arguing online, but I hope you can better understand the perceived flaw in your writing. I truly wish to see your reply, not to debate only, but to actually understand what you would like to see.
 

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16 minutes ago, Crimson Chin said:

Saying that some people enjoyed these events doesn't mean they weren't poorly designed. There are games that some people love, but that doesn't change the fact that they are objectively bad.

So, according to you, what game today is "objectively good & better designed" than DST?

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