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Please Rollback.


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The new crafting system is unnecessary at this stage in the games development. It's unintuitive, and it's not the kind of thing i expected from a "Quality of Life" update. I don't understand Klei's intentions to make the game easier to handle, and then you overhaul the crafting system... doesn't really make sense. 

I'm also concerned because if you look at the Youtube comments of Klei's recent post, they stickied a bunch of positive replies about the crafting system, but if you scroll down, you can clearly see people having issues with the console adaptation, or people asking to have an option to revert it. There are a lot of people in DST who play "single player", and it would be nice to have the option to play with the old crafting system just because we've become accustomed to it. Klei has always been involved and in touch with their player-base, and I will always love Don't Starve for its unique story, art-style, and gameplay. 

The old crafting system did have a few issues, mainly that if you enabled all recipes the tabs for which would overlap and only be accessible by scrolling the mouse wheel. I can see why they wanted to update the menu since it was imported from the base game and definitely was outdated by a few decades, and it's understandable they wanted to move forward. 

Last thing I wanted to mention was the loading screen text, first message I got was one concerning the darkness's name, Charlie. If you haven't played the game before, that's a major spoiler only revealed by either the videos they released online or by playing the game and discovering the secrets for yourself.

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2 hours ago, GuyBo said:

and it would be nice to have the option to play with the old crafting system just because we've become accustomed to it.

That's the only actual reason you gave for not liking the new menu, do you have an actual good reason for not liking it? 

3 minutes ago, HumanBean150 said:

That's the only actual reason you gave for not liking the new menu, do you have an actual good reason for not liking it? 

They did say it's unintuitive. Presumably cause it categorizes items in a different way than they're used to. :P

They - KLei - won't rollback this new Crafting UI, the rectangle with filters is here to stay, for better-or-worse. What KLei'll do, most likely, is tweaking with most popular suggestions. Players will need to adapt to new system (majority), use some mods that surely will come (for example: Craft Menu Tweak ), or quit game (minority). I don't know about pinning eulogistic comments, might be, as a general rule no one wants on their work negative reactions to get the spotlight traction. Yes, there is quite the number of negative comments on Steam's Update announcement, some on these forums, etc - accent on some. But most are neutral-to-positive, and of course there are the apologetic fans on board with almost anything KLei does, and the ones that'll ridicule and mocks any dissenting comments - case in point, comments above, poking fun at you, OP, for not adapting and sharing their view. Your choice what you'll do, given the circumstances. "You'll need to get use to it" if you care enough for the game. And/or usage of mods, as stated. Gl!

3 hours ago, QuartzBeam said:

Same. I hate the way the new UI categorizes items based on their literal function instead of relying of vague themes such as "Survival" and "Structures" that give you very little idea of what the items in them do.

June QoL update be like:

- Added tutorials

- Added achievements

- Tools don't reqire flint

- Changed Wendy's damage modifier to 1.0

- Gravedigging is removed

- Character quotes have been revamped to exclude toilet and dark humour

- Fixed graphic errors on burned trees

- The new season clock is now displayed next to the day cycle

- Added sex

- Added meta progression

It seems intuitive enough, not that the previous wasn't but they seems to be on the same level but we have something more up to date by offering it more space instead of the insane scrolling that had bunch of optimisation flaws, it was bothering as the game gets tons of crafts, especially with mods.

However I could agree the organisations is chaotic: some recipes can be found in exclusively one filter and they're at the damn bottom while some others are in about 3 and always at the top in the filters you wouldn't look at to find them. That's... fairly dumb. I find it more enjoyable after a good cleaning...

Which I did for myself with mods, I've in fact removed 35 recipes from the structure filter, and those were just thing you'd find anyway in the prototyper, character, light, etc, and all the event things that come much before the structure filter. How can those be on top compared to walls or even storages things that are only found in the latest filters ? It's fine if they are in filters they belong to in technic but the order...

I get it but I disagree, with just about everything. I watched the stream last night and they did very good explanation on certain things and the doors this change has opened up for them from a technical and developer standpoint. People always have a hard time adjusting to change but I'm down for it.

 

I don’t understand why people are having such a hard time getting used to the new crafting menu. While I can see consoles having a bit more time then usual getting adjusted to the menu (since the old one was a bit more personalized for consoles) I’m so confused in just how many just don’t like it for PC.

As for adding a way to retain the old menu, I don’t really like the idea of doing so. The main reason being is even if they did, it’s going to eventually get removed anyway, and people would be Just as upset then as they are now. A good example of this is when they prepared to remove research points. During 1-2 updates, you could choose to play with the old research points system (where your crafts were saved from world to world) or with the prototyping one (where crafts had to be made on each world). It was strongly urged to use the latter since they specifically mentioned they would depreciate the old research point system, and, shockingly, people were still upset when it finally was!

Ive messed around with the menu for ~15 hours or so now, and I personally like it quite a lot. Getting used to the tabs/order can take awhile, but it’s not a serious issue after using the menu for awhile and just remembering what item(s) go in what categorizes, or pinning/favoriting them for future use. It’s just learning to get adapted to the new system, and I don’t really see how you can really avoid that.

I'm not gunna lie I was going in this update biased, grumbling about it being unreasonable, unnecessary and forced. But it's not that black and white. After playing around with it I've concluded it's just something to get used to, it's better for Klei because the old system was restrictive, and this new system allows for more flexible growth in a way optional old mode cannot provide. I can't speak on console but I'm sure they will continue to tweak it better as it's not fully fleshed out yet and more is yet to come.

Why is the UI being different such a big deal? It's difficult to navigate through because it's relatively new. It's my personal opinion that anyone's complaints on it won't and shouldn't be take seriously until some time has passed. This is completely new uncharted territory, let's give it some time.

Edit: I mean complaints that don't add anything valuable to the situation. Klei wants constructive criticism that will improve the experience for everyone.

2 hours ago, QuartzBeam said:

Same. I hate the way the new UI categorizes items based on their literal function instead of relying of vague themes such as "Survival" and "Structures" that give you very little idea of what the items in them do.

sarcasm and zingers isn't how you do public relation, you'll only make those people call this place toxic and leave.

if you really want to help, explain and debate the reasons for the change even if you have to do so over and over.

this circle of forum regulars is really getting too comfortable around here

The new crafting interface is quite nifty. It will take some rewiring in the brain but it's doable and should work out for the better. xd As for the spoilers I concur. DST used to be about the meta-game (like the puzzles and story elements which cannot be found in-game and only intertwine beautifully with in-game lore). Too much info / spoilers in the loading screen is no fun, although some of the loading screen texts are definitely adding to the lore and mystery in a good way.

3 minutes ago, Well-met said:

sarcasm and zingers isn't how you do public relation, you'll only make those people call this place toxic and leave.

if you really want to help, explain and debate the reasons for the change even if you have to do so over and over.

What is there to debate exactly? All I see is vague complaints made without elaboration.

"It's unintuitive." That's the only tangible critique about the UI in those 4 paragraphs. One word. Unintuitive. The rest is a none too subtle accusation that Klei is trying to drown out criticism, followed by an admission that the old system did have issues (albeit an admission that misses all the big issues the new one fixes) and, last but certainly not least, a complaint about a completely unrelated thing.

If OP wants reasoned debate, they ought to make the first step. But I suspect they won't, because the UI has been around for about a month now and the loudest complaints have invariably boiled down to "it's different".

4 hours ago, BezKa said:

Anyway new UI is good, y'all just need to get used to it. 

No, I think this is an unfair way to look at it.

The UI looks cluttered to me, and it's hard to focus on things because of how many icons are packed together.

I'm sure that other people don't feel the same, but to me it's distracting, and it seems like Klei's gotten a lot of feedback about that, throughout the whole beta too.

One thing I think everyone can agree on is that all the new features are great, like being able to manually search, the favorites tab, and even a lot of the filters making more sense.

Big change is tough to stomach, it's understandable, but i think OP should give it another chance and more time. It's natural to feel that the new system is klunky, because the change resets players' experience with the UI. 

Think back when you just started playing the game and had to look around the tabs for alchemy engine bits or to figure out why walking cane is under Dress. Then things got a lot easier because you memorized the UI. The same thing would happen over time with the new crafting interface.

Also, i think it's important to consider the indirect improvements that the crafting menu brings. Like if we revert back to the old menu, we also have to roll back the changes to terrafirma turf/fishing lure crafting. Staying in the old menu would also limit new improvements - like if we want to add a way to permanently prototype ruins/lunar items so you dont need to stand by the crafting stations

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