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6 hours ago, _mylilsunshine_ said:

I was hoping to use the Beta branch as a second client/account and play privately there, while the main branch is used for content creation. Sucks to find out this way

I'm not sure I understand this.

Why are you still using the beta? It's outdated, missing updates/bugfixes and isn't upkept. 
I don't understand the private part. You can make a solo world in the main branch if that's what you mean?

  • Like 1
47 minutes ago, -Variant said:

I'm not sure I understand this.

Why are you still using the beta? It's outdated, missing updates/bugfixes and isn't upkept. 
I don't understand the private part. You can make a solo world in the main branch if that's what you mean?

I am playing world A, using Walter and skill tree A

When I want to create a new world B, also playing Walter, I want to use skill tree B

But then I have to keep playing world A for reasons, and when I change shard, the skill tree A turns into skill tree B.

I believe skill tree memory is shared between worlds, not unique to each world. That means I can't have different worlds with different skill trees.

In the Beta branch, the skill tree memory is separated from the main. I can play a world B skill tree B like I wanted there.

9 hours ago, _mylilsunshine_ said:

But then I have to keep playing world A for reasons, and when I change shard, the skill tree A turns into skill tree B.

There is somthing very wrong with your game then. I have multiple "walter worlds" that use different skills and they do not change at all.

  • Like 1
4 hours ago, Valase said:

There is somthing very wrong with your game then. I have multiple "walter worlds" that use different skills and they do not change at all.

idk if it's the mods that i use, i'm just not sure. i have no client mods that might cause this, neither do my server mods, except for 'dont starve alone'. but even my suspicion is baseless.

every single world where i play walter, the skill tree is synced to the most recent one that i make.

for example, in world A where i use skill tree A, if i want to change into skill tree B, i would create a new world, pick walter (which has skill tree A. not a fresh one) and create that skill tree B, running around in that world a bit and come back to world A. the moment i hit rollback or change shard in world A, my skill tree A turns into B.

i have change my skill tree using this method multiple times consistently, i don't even have to use the florid postern and moon idols

Edited by _mylilsunshine_

I have a serious question to ask- how many of you play this game and have not been able to unlock affinities for your character skill trees yet? (No mods, no hacks, no admin commands & no cheap cheese strategies that have since been patched out..?)

Because I’m just going to keep it real here: all the character abilities that are locked behind killing CC & AFW is starting to really split the games community between who has & who has not yet unlocked the powerful character affinity abilities. And perhaps what makes this situation so much worse: is the fact that once affinities are unlocked you can join other servers on day 1 and still have access to “End Game” character perks.

I’m really just curious how many people have actually paid attention to the difference between playing this game With Vs Without Affinities?

3 minutes ago, Mike23Ua said:

I have a serious question to ask- how many of you play this game and have not been able to unlock affinities for your character skill trees yet? (No mods, no hacks, no admin commands & no cheap cheese strategies that have since been patched out..?)

Because I’m just going to keep it real here: all the character abilities that are locked behind killing CC & AFW is starting to really split the games community between who has & who has not yet unlocked the powerful character affinity abilities. And perhaps what makes this situation so much worse: is the fact that once affinities are unlocked you can join other servers on day 1 and still have access to “End Game” character perks.

I’m really just curious how many people have actually paid attention to the difference between playing this game With Vs Without Affinities?

I have no interest in them, but if I wanted to fight CC or AFW I would fail so 1000% in vanilla game

3 minutes ago, Mike23Ua said:

I have a serious question to ask- how many of you play this game and have not been able to unlock affinities for your character skill trees yet? (No mods, no hacks, no admin commands & no cheap cheese strategies that have since been patched out..?)

Because I’m just going to keep it real here: all the character abilities that are locked behind killing CC & AFW is starting to really split the games community between who has & who has not yet unlocked the powerful character affinity abilities. And perhaps what makes this situation so much worse: is the fact that once affinities are unlocked you can join other servers on day 1 and still have access to “End Game” character perks.

I’m really just curious how many people have actually paid attention to the difference between playing this game With Vs Without Affinities?

I did it without cheats.

I dont see how it is problematic. The game was already split between experience and new players

  • Like 2

It’s important to note that you only need to kill the respective boss once to unlock the affinity for every character, meaning you can get it by whatever means needed to get it on one character to have them for all of them for the rest of your player file. 

Edited by Maxil20
get get, like get to get and get on the get!
  • Like 4
10 minutes ago, WilsonHiggs said:

I did it without cheats.

I dont see how it is problematic. The game was already split between experience and new players

Alright let me try explaining it in a different way then. The current way DSTs design system is set up it’s like playing a round of SMITE with all of your skills already fully leveled up, but as anyone who has actually played SMITE can tell you: that’s not how the game works, you instead slowly unlock abilities as the match progresses.

And while yeah DST isn’t anything like SMITE (Smite is an MOBA), the fact that people are spawning into the game world of DST like spawning every match of SMITE already fully maxed out from previous matches should be a serious problem.

Or in other words: Someone who has unlocked Affinities will have Wurts Merms that Ressurect after death, and someone who has not unlocked affinities yet will simply have a worse version of Wurt.

Edited by Mike23Ua
1 minute ago, Mike23Ua said:

Alright let me try explaining it in a different way then. The current way DSTs design system is set up it’s like playing a round of SMITE with all of your skills already fully leveled up, but as anyone who has actually played SMITE can tell you: that’s not how the game works, you instead slowly unlock abilities as the match progresses.

And while yeah DST isn’t anything like SMITE (Smite is an MOBA), the fact that people are spawning into the game world of DST like spawning every match of SMITE already fully maxed out from previous matches.

Or in other words: Someone who has unlocked Affinities will have Wurts Merms that Ressurect after death, and someone who has not unlocked affinities yet will simply have a worse version of Wurt.

So? If a experienced player joins a world filled with noobs would have much more advantage in loot, gear and strutures than the rest of players in less time

23 minutes ago, Mike23Ua said:

Alright let me try explaining it in a different way then. The current way DSTs design system is set up it’s like playing a round of SMITE with all of your skills already fully leveled up, but as anyone who has actually played SMITE can tell you: that’s not how the game works, you instead slowly unlock abilities as the match progresses.

And while yeah DST isn’t anything like SMITE (Smite is an MOBA), the fact that people are spawning into the game world of DST like spawning every match of SMITE already fully maxed out from previous matches should be a serious problem.

Or in other words: Someone who has unlocked Affinities will have Wurts Merms that Ressurect after death, and someone who has not unlocked affinities yet will simply have a worse version of Wurt.

Why are you explaining? You asked a question and got an answer, Yes many people have unlocked their affinities - especially as you only need to do it once.

  • Like 3
1 hour ago, _mylilsunshine_ said:

idk if it's the mods that i use, i'm just not sure. i have no client mods that might cause this, neither do my server mods, except for 'dont starve alone'. but even my suspicion is baseless.

every single world where i play walter, the skill tree is synced to the most recent one that i make.

for example, in world A where i use skill tree A, if i want to change into skill tree B, i would create a new world, pick walter (which has skill tree A. not a fresh one) and create that skill tree B, running around in that world a bit and come back to world A. the moment i hit rollback or change shard in world A, my skill tree A turns into B.

i have change my skill tree using this method multiple times consistently, i don't even have to use the florid postern and moon idols

if you are using Steam, try going into "properties -> files -> verify integrity".

2 hours ago, WilsonHiggs said:

So? If a experienced player joins a world filled with noobs would have much more advantage in loot, gear and strutures than the rest of players in less time

Maybe, but if your only supposed to gain access to affinities after defeating the bosses, would it not make more sense for the player to have to do that per world that they start?

Like I’m not gonna go play Super Mario 64 and have access to the metal cap in the first level.. it feels, wrong and weird.

  • GL Happy 1
3 hours ago, Valase said:

if you are using Steam, try going into "properties -> files -> verify integrity".

doesn't seem to work, thank you though
here are the mods i'm using if you're wondering:

Spoiler

image.png.8c39f9acbe5294b1ef98f0062dc26419.pngimage.png.27d5e570074623b8d506ca053471823b.pngimage.png.022c936030c132a42dc61c25369568f0.pngimage.png.3657c771824c06747e6266c8b0e1ea4d.pngimage.png.6435f743afd7ccbb17d38e49493a7ee7.pngimage.png.e4b839c4a18f2c063fb68622ecf26dd0.pngimage.png.eee7ece651ea370b81b6792ba38df267.pngimage.png.1f53a0f9e6c6a6dc7d21f4d7c1a91d03.pngimage.png.c1a4233abf71c54db57872a80588ebf9.png

 

1 hour ago, Mike23Ua said:

Like I’m not gonna go play Super Mario 64 and have access to the metal cap in the first level.. it feels, wrong and weird.

On the other hand: If I complete every target-breaking challenge in Super Smash Bros 64, I will permanently unlock Luigi as a playable character, rather than having to do all those challenges every time I want to do a single match with him.

5 hours ago, Mike23Ua said:

And perhaps what makes this situation so much worse: is the fact that once affinities are unlocked you can join other servers on day 1 and still have access to “End Game” character perks.

Why they are end game character perks?

Edited by Cassielu
5 hours ago, Mike23Ua said:

I have a serious question to ask- how many of you play this game and have not been able to unlock affinities for your character skill trees yet? (No mods, no hacks, no admin commands & no cheap cheese strategies that have since been patched out..?)

Because I’m just going to keep it real here: all the character abilities that are locked behind killing CC & AFW is starting to really split the games community between who has & who has not yet unlocked the powerful character affinity abilities. And perhaps what makes this situation so much worse: is the fact that once affinities are unlocked you can join other servers on day 1 and still have access to “End Game” character perks.

I’m really just curious how many people have actually paid attention to the difference between playing this game With Vs Without Affinities?

It's not making any sort of divide, you don't need those skills and most of them suck if you aren't in a world that's already defeated the bosses you are unable to defeat. Wilson, Wortox, Wolfgang, Woodie, Wigfrid, and Wurt don't really get anything except a minor damage bonus against a handful of aligned enemies (mostly just shadows & the bosses you aren't fighting). Wendy just gets a damage bonus that requires constantly performing the murder action. Even on the trees where they get some nice stuff without killing those bosses like Wormwood's light pets it's unnecessary and not even strictly better than alternative skills that are available.

16 hours ago, Cassielu said:

Why they are end game character perks?

I dunno, there’s just something weird about experienced players who have “beat the game” being able to join me and my friends who haven’t unlocked affinity stuff and watching those players absolutely demolish everything with powerful perks such as Willows Kamehameha Blast on Day 1 of a game world server.

”End Game” should be locked behind End Game Progress per world Period. Because any time that it is not… you have this powerful divide between Have & Have Not done X.

Then there’s also the entire problem of any new content Klei chooses to add into the Early to Mid-Game or Late-Game, Will still be Steam Rolled by powerful End Game Abilities you have access to on Day 1.

I can’t possibly be the only one who sees a problem here, right? If you agree with me what would your own personal solution on how to fix it would be?

I figure locking them on a Per World Basis or at the very least, requiring late-game resources you can only obtain by having the world progress far enough to spawn them would “fix” the issue easily enough.

8 minutes ago, Mike23Ua said:

I dunno, there’s just something weird about experienced players who have “beat the game” being able to join me and my friends who haven’t unlocked affinity stuff and watching those players absolutely demolish everything with powerful perks such as Willows Kamehameha Blast on Day 1 of a game world server.

”End Game” should be locked behind End Game Progress per world Period. Because any time that it is not… you have this powerful divide between Have & Have Not done X.

Then there’s also the entire problem of any new content Klei chooses to add into the Early to Mid-Game or Late-Game, Will still be Steam Rolled by powerful End Game Abilities you have access to on Day 1.

I can’t possibly be the only one who sees a problem here, right? If you agree with me what would your own personal solution on how to fix it would be?

I figure locking them on a Per World Basis or at the very least, requiring late-game resources you can only obtain by having the world progress far enough to spawn them would “fix” the issue easily enough.

I see what you're trying to tell, but most of these skills aren't strong enough to be unlocked after killing the respective boss in EVERY world. I don't want to kill fw just to not get attacked by shadows as Woodie.

All skill trees would have to be remade entirely just to fit these "make insight tied to a world" suggestions

  • Like 3
3 hours ago, Mike23Ua said:

I dunno, there’s just something weird about experienced players who have “beat the game” being able to join me and my friends who haven’t unlocked affinity stuff and watching those players absolutely demolish everything with powerful perks such as Willows Kamehameha Blast on Day 1 of a game world server.

I think thats more about willow’s implementation, to be honest. Theres plenty of more, ah, restrained unlocks like wig….

3 hours ago, Wawchik said:

I see what you're trying to tell, but most of these skills aren't strong enough to be unlocked after killing the respective boss in EVERY world. I don't want to kill fw just to not get attacked by shadows as Woodie.

If you don't want to play a world long enough to reach affinities then it's only fair you shouldn't have access to them.

5 hours ago, Well-met said:

If you don't want to play a world long enough to reach affinities then it's only fair you shouldn't have access to them.

Maybe for the ones that are just outright planar-themed power boosts (Wormwood's lunar guardian perks, Willow's special attacks/Bernie affinities) but not QoL ones like Woodie or Wormwood's lightbugs/saladmanders/carrats. Are those misplaced as affinity perks? Perhaps, but arguing that just because they're affinity perks, we should lock them off until post-CC/Fuelweaver regardless of what they actually do is kinda dumb. Like, Wormwood's lightbugs are near useless once you have the Enlightened Crown (unlike them, it won't die the instant you face anything with AoE), and Woodie's lunar affinity is at its most useful during the moonstorms.

  • Like 1
20 minutes ago, themightyone said:

On the world gen screen when starting a new world , what does the "extra starting resources" option entail? Or how does it work?

these go hand in hand, in a public server, when a new player join, there will be a chest containing "starting resource" and "seasonal starting items" like a strawhat, parasol, etc.

  https://dontstarve.wiki.gg/wiki/World_Customization/Don't_Starve_Together

image.png.ee49ba8d22dfa588d4cbe7e0a3b4d459.png 

Edited by _mylilsunshine_
  • Like 1
  • Thanks 1
On 3/21/2025 at 11:16 AM, Mike23Ua said:

I dunno, there’s just something weird about experienced players who have “beat the game” being able to join me and my friends who haven’t unlocked affinity stuff and watching those players absolutely demolish everything with powerful perks such as Willows Kamehameha Blast on Day 1 of a game world server.

”End Game” should be locked behind End Game Progress per world Period. Because any time that it is not… you have this powerful divide between Have & Have Not done X.

Then there’s also the entire problem of any new content Klei chooses to add into the Early to Mid-Game or Late-Game, Will still be Steam Rolled by powerful End Game Abilities you have access to on Day 1.

I can’t possibly be the only one who sees a problem here, right? If you agree with me what would your own personal solution on how to fix it would be?

I figure locking them on a Per World Basis or at the very least, requiring late-game resources yes can only obtain by having the world progress far enough to spawn them would “fix” the issue easily enough

I consider skill trees to be a meta-progression mechanic. I don't think it is very comparable to an xp/leveling system like you see in MOBAs like Smite. I think it is more comparable to unlocking new cards/artifacts after a run in Slay the Spire. With the way the skills are designed and the way DST is usually played, I don't think it makes sense to force re-unlocking affinities in every world.

I think a per-world skill tree approach could have worked out, but that's not changing at this point, but I don't think that means the current meta-progression approach is wrong or needs "fixing".

Edited by GimplyGoose
Typo

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