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What are your unpopular opinions about DST or forums?


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I only ever check the forums when either I have 50+ notifications or when one of my mods is mentioned, and when I do it's usually disheartening.

For context, Uncompromising Mode (a project I founded) has it's reputation permanently damaged because some people took advertising too far in 2019. I didn't tell them to do that, I didn't like them doing that, and i told them to immediately stop, but to this day I still get told that "I don't like your mod because people were annoying about it on the forums" or "You guys have burnable tooth traps, are you insane?" Fun fact, we removed that in late 2019 but people still think we have those :')

 

 

18 hours ago, FourthLess said:

I think they're saying he's supposed to be a jack of all trades but he's barely better if better at all than default character in a lot of situations except gathering. 

yea I agree honestly I feel like the moose is the worst of the 3 in my opinion as his form runs counter to a combat mode in general you lose hp on transformation, lose hp on changing back, have a constant sanity drain while fighting, have a slower attack speed, have a slower movement speed, unable to heal, and will usually get hit mid charge by mobs. On the other hand all you get is 90% damage reduction, hambat damage but technically not due to speed, and charge attack that can be used on hordes.

Okay, here it goes.

I hate ocean and the content revolving around it, including the lunar island and wish we got more content for the caves instead.

Wendy’s refresh has absolutely trivialized certain parts of the game and is a bad character design.

Walter is well designed, fun to play character with several perks and tools allowing him to do things in a different way to the established meta, which is not a bad thing.

On 7/23/2022 at 12:02 AM, Third Porkus said:

Single Player is by far better than DST, and DST has been declining ever since Wortox/Ocean Content was added into the game. It's lost it's charm and it's original feel, I don't like Edgy Rick and disagree with pretty much everything in his quitting DST video, but he did get one thing right. DST is catoring to minecraft kiddies, and it has been made way too easy. Permadeath was one of the main selling points of original Don't Starve. They removed permadeath with rollbacks, ghost form, and life giving amulets being so good. Don't Starve's biggest selling point is hunger. DST has way too much food in it if you play solo so that starving is never an issue, and food farms are easy to make. With friends it is still easy to not starve since you can make food farms faster in groups and there is still plenty of food. DST is so much more sandbox than Single Player, you can do basically anything you want without much risk cause you can just rollback or float around for 30 seconds till you find a touch stone/lga. It needs to reintroduce more difficulty and punishment. 

I believe they actually work on updates 1 by 1, they don't have everything set in stone yet so it is very much up to change

"Its lost its charm and it's original feel" you just got used to the game, sadly its impossible to enjoy everything like first time. Permadeath by design could never be in DST, its not funny to just die during first winter in co-op world and drop the world entirely on one person, in multiplayer game. Nothing restricts you from deleting worlds after every death though. Also Don't Starve ironically never had hunger as its selling point, its always was Sanity, beside that, you forget that food always easy to farm, even before Reap What You Sow, 1 spider den and berry bush farm and you good. "It need to reintrodure more difficulty and punishment" it already 1 in 1 copy of singleplayer in it, except death and I already stated why punishing players harshly for dying in co-op game is bad idea, cheap/expensive reviving system with health restrictions for cheap revival already works just as fine

3 hours ago, Rylanor said:

Also Don't Starve ironically never had hunger as its selling point, its always was Sanity

Sanity wasn't added until Insanity! update, which was nearly a year after the original alpha came out. 

44 minutes ago, Third Porkus said:

Sanity wasn't added until Insanity! update, which was nearly a year after the original alpha came out. 

Yet exactly Sanity was always highlighted in every review on the game ever since

2 hours ago, Rylanor said:

Yet exactly Sanity was always highlighted in every review on the game ever since

well, I agree it's kinda a unique feature, because there's barely any survivor game which has consequences on your sanity (the only thing I can remember is Green Hell)

On 8/16/2022 at 2:59 AM, Canis said:

I only ever check the forums when either I have 50+ notifications or when one of my mods is mentioned, and when I do it's usually disheartening.

For context, Uncompromising Mode (a project I founded) has it's reputation permanently damaged because some people took advertising too far in 2019. I didn't tell them to do that, I didn't like them doing that, and i told them to immediately stop, but to this day I still get told that "I don't like your mod because people were annoying about it on the forums" or "You guys have burnable tooth traps, are you insane?" Fun fact, we removed that in late 2019 but people still think we have those :')

I bow in front of my great Idol, thank you tons and tons for your enormous positive impact on the game. 

The coolest thing about DST was the start; you knew nothing, everything was a surprise, and you learned by failing. After some gameplay, that charm tends to lose itself, while simultaneusly the game got easier and easier.

Thanks to what you found, we older players can still enjoy these uncomparable feelings and emotions of awe and discovery. I wish you and Uncomp a long live and success (with an intriguing challenge!) in whatever you pursue. ❤️

 

Look I’m just going to be brutally honest at this point: I’m frustrated with a lot of the way DST is designed.. when I originally bought the game I was promised the ability to explore randomly generated worlds full of (hostile) things that hated me and wanted me to die. As anyone who plays long enough will be able to tell: the game isn’t actually randomly generated- biomes still have the same predictable mobs and resources, and perhaps what’s worse is most mobs are completely passive unless I attack them first.. and any form of Survival Content at all gets whined about and Nerfed almost to the point it may as well not exist at all..

That makes me so so much further frustrated when I look at the game and see that it has many different game mode settings- the examples I will use today are: Survival, Endless & Wilderness.

Klei seems to be outright horrified to make any bold changes to the game that add any kind of actual “Survival” content to the game at all, and I’m not talking specifically just about current content- ideas like landslides, surface earthquakes or even just Shipwrecked style floods or Hamlets strong winds are all completely absent from DST.. things that challenge your survival (Aka the name of the game mode…) get completely neglected because it can ruin players “Sandbox Mega Base Building Experience”

This is stupid- if I’m playing a game mode titled SURVIVAL I want things that are going to actually challenge my Survival to happen.

If you want a sandbox play a mode more suited for it such as Endless or Wilderness- but can we please for real love of god quit nerfing or axing out completely ideas that are meant for the “Survival” mode option? 
 

You have all these different modes- start making them actually play different..

Same as how you can generate worlds as Classic or Together (currently this doesn’t seem to do much..) but It would be cool if the map can truly be classic, and the other Together.

Why do all these options even exist if they’re just going to be neglected and forgotten for years? :wilson_cry:

That’s my rant for today.. thank you for reading, Bye.

55 minutes ago, Mike23Ua said:

Look I’m just going to be brutally honest at this point: I’m frustrated with a lot of the way DST is designed.. when I originally bought the game I was promised the ability to explore randomly generated worlds full of (hostile) things that hated me and wanted me to die. As anyone who plays long enough will be able to tell: the game isn’t actually randomly generated- biomes still have the same predictable mobs and resources, and perhaps what’s worse is most mobs are completely passive unless I attack them first.. and any form of Survival Content at all gets whined about and Nerfed almost to the point it may as well not exist at all..

That makes me so so much further frustrated when I look at the game and see that it has many different game mode settings- the examples I will use today are: Survival, Endless & Wilderness.

Klei seems to be outright horrified to make any bold changes to the game that add any kind of actual “Survival” content to the game at all, and I’m not talking specifically just about current content- ideas like landslides, surface earthquakes or even just Shipwrecked style floods or Hamlets strong winds are all completely absent from DST.. things that challenge your survival (Aka the name of the game mode…) get completely neglected because it can ruin players “Sandbox Mega Base Building Experience”

This is stupid- if I’m playing a game mode titled SURVIVAL I want things that are going to actually challenge my Survival to happen.

If you want a sandbox play a mode more suited for it such as Endless or Wilderness- but can we please for real love of god quit nerfing or axing out completely ideas that are meant for the “Survival” mode option? 
 

You have all these different modes- start making them actually play different..

Same as how you can generate worlds as Classic or Together (currently this doesn’t seem to do much..) but It would be cool if the map can truly be classic, and the other Together.

Why do all these options even exist if they’re just going to be neglected and forgotten for years? :wilson_cry:

That’s my rant for today.. thank you for reading, Bye.

There are a multitude of reasons why Klei doesn't add those base-destroying things you want. A good chunk of playerbase are megabasers, and just outright remove that chunk will affect their income rather hard.

Also, I have noticed a lot of your suggestions only serve to satisfy your own "uncompromising" and just makes a lot of other players' experience annoyed. There are things you need to consider before mindlessly ranting Klei.

P/s. A lot of your problems can be solved by just playing the Uncompromising mod. If you really want you can either buy off Klei and make them add things you want, or just get a PC.

On 8/16/2022 at 12:03 PM, Rylanor said:

"Its lost its charm and it's original feel" you just got used to the game

This and the "the game didn't get easier you got better" arguement is used alot but there's no denying that dst has seen a sharp increase in how powerful character perks are which has no only made the game much easier but has taken away away a fair bit of it's charm alongside things becoming too convenient for the player I'm not sure if it's a bad thing or not I guess it depends on who you ask but dst is steadily moving away from a survival game and closer to a full on sandbox where you wield godlike powers and I get it makes the game more approachable to a casual market.

On 8/18/2022 at 7:09 PM, Spino43 said:

There are a multitude of reasons why Klei doesn't add those base-destroying things you want. A good chunk of playerbase are megabasers, and just outright remove that chunk will affect their income rather hard.

Also, I have noticed a lot of your suggestions only serve to satisfy your own "uncompromising" and just makes a lot of other players' experience annoyed. There are things you need to consider before mindlessly ranting Klei.

P/s. A lot of your problems can be solved by just playing the Uncompromising mod. If you really want you can either buy off Klei and make them add things you want, or just get a PC.

You completely missed my point so allow me to explain it better:

If we have game modes & toggles we should be fully realizing their capabilities.

Klei isn’t dumb, they knew people had built pretty bases with OLD farms so instead of just completely removing those from the game- any worlds they were created in retained the old farms: MEANWHILE they moved forward with bold new ideas like completely overhauling the entire farming mechanic with RWYS Gardens.

Your existing game saves will be completely unaffected and you can keep your silly mega bases intact- however just like how RWYS shook Farming up a bit- I want the same thing to happen for Map Generation, Weather Seasons, and maybe even Combat/Cooking Mechanics.

The game is still using a foundation from 2013.. but Klei has also shown advancements in their ideas and the way they can “improve” on long outdated areas of the game such as the newer farming, fishing and boating mechanics.

You tell me to install a mod, when I see a critical flaw in the way the game plays WITHOUT mods- one such flaw is giving any particular player the ability to change the games difficulty on other players:

Aka experts rushing the Moonstorm on Newbies who struggled enough without it, or Wickerbottom trolling WX78 & Woodie with eternal rain & full moons.

The things I want don’t belong in mod- they belong on their own distant islands or world Gen settings that can’t be forced on players unless they Opt into it.

We are steadily headed into 2023 and DST still doesn’t even have the advancements in gameplay mechanics that Shipwrecked and Hamlet brought to the Franchise.

15 hours ago, _Hasan said:

ancient guardian is NOT easy.

dst needs to collab with pippi longstocking so that wigfrid gets her clothes

I haven't even fought the new version yet, since i like never play dst anymore

I'm totally fine with the ''uncompromising mod'' that makes the game much harder. But I personally hate some of the suggestions people are making to make the game harder. Hyperbole here but around 90% of the suggestions or desires I see in players to make the game harder basically translate to ''make skill less of a factor, and make things more frustrating''. The Moon Quay island is an example of this direction, the charms are magnetized to you directly, the raiding pirates move at vastly superior speeds to you regardless of your sailing ability and people want the new island to just have these guys roll up and do a monkey-driveby on you any chance they get and that just does not sound fun or engaging in any way especially because you're punished for WINNING fights against these guys and have to go through more tedium to undo the curse.

 

If the difficulty involves extremely long prep time to ''prepare'' for, then it's not difficulty, it's grinding.

If the difficulty involves a Klei dev coming to your house while you're in the bathroom and hammering down half your structures or causing meteors to fall on your base in year 2 because ''difficulty'' then skill doesn't factor into it, it's just sanctioned griefing at that point.

 

If difficulty involves having 500 wolves come and attack you every other day so you have to remained glued to your base, it's not really difficulty once you learn to set up a few tooth-trap hotspots around the map at which point it just becomes another tedious grind to fill off your checklist.

 

A lot of the suggestions to make the game harder come from people who have siphoned every bit of magic and mystery from this game, I've played the game at around DS early access, so it's obvious that I'm going to have an easier time setting up and that is fine. I got more than my moneys worth in this game, the game is still excruciatingly challenging for new players and the entire DS experience if one wishes to experience it involves multiple DLC's with entirely new sets of rules and epic boss encounters in DST while still having an engaging system throughout the year. Even if engaging with it has become easier than it once was back in the good old days, I'm still ''interacting'' with the game on an intellectual level that most modern games don't ask of me these days.

 

If difficulty increases for this game is basically ''make the game dumber with random crap thrown at you for no good reason'' like most suggestions I see, then I don't want the game to be more difficult.

I know I've got no leg to stand on because I also play a conventionally boring character lmao, but Wendy is sooooooooooo boooooooooooring like I just wanna diiiiiiiiiiiiiiiiiiiiiiiiiieeeeeeeeeeeeeeeee (in game)

On 8/19/2022 at 12:48 PM, _Hasan said:

dst needs to collab with pippi longstocking so that wigfrid gets her clothes

As a Sw*de I'd be absolutely THRILLED if they made a Pippi Longstocking skin. FAT instabuy!

10 hours ago, cropo said:

I'm totally fine with the ''uncompromising mod'' that makes the game much harder. But I personally hate some of the suggestions people are making to make the game harder. Hyperbole here but around 90% of the suggestions or desires I see in players to make the game harder basically translate to ''make skill less of a factor, and make things more frustrating''. The Moon Quay island is an example of this direction, the charms are magnetized to you directly, the raiding pirates move at vastly superior speeds to you regardless of your sailing ability and people want the new island to just have these guys roll up and do a monkey-driveby on you any chance they get and that just does not sound fun or engaging in any way especially because you're punished for WINNING fights against these guys and have to go through more tedium to undo the curse.

 

If the difficulty involves extremely long prep time to ''prepare'' for, then it's not difficulty, it's grinding.

If the difficulty involves a Klei dev coming to your house while you're in the bathroom and hammering down half your structures or causing meteors to fall on your base in year 2 because ''difficulty'' then skill doesn't factor into it, it's just sanctioned griefing at that point.

 

If difficulty involves having 500 wolves come and attack you every other day so you have to remained glued to your base, it's not really difficulty once you learn to set up a few tooth-trap hotspots around the map at which point it just becomes another tedious grind to fill off your checklist.

 

A lot of the suggestions to make the game harder come from people who have siphoned every bit of magic and mystery from this game, I've played the game at around DS early access, so it's obvious that I'm going to have an easier time setting up and that is fine. I got more than my moneys worth in this game, the game is still excruciatingly challenging for new players and the entire DS experience if one wishes to experience it involves multiple DLC's with entirely new sets of rules and epic boss encounters in DST while still having an engaging system throughout the year. Even if engaging with it has become easier than it once was back in the good old days, I'm still ''interacting'' with the game on an intellectual level that most modern games don't ask of me these days.

 

If difficulty increases for this game is basically ''make the game dumber with random crap thrown at you for no good reason'' like most suggestions I see, then I don't want the game to be more difficult.

Let me counter this by adding in things the game already actually does. If you pick berry bushes long enough a “Gobbler” will eventually spawn- Gobblers will run around eating all the berries from nearby bushes making gathering said Berries more difficult, Furthermore if you Activate Year of the Carrat these little guys will spawn on top of a Beefalo sometimes and once the Beefalo is Killed.. will eat the Meat it would have normally dropped every single time you could have made your guaranteed meaty stew with.

I- I personally and intentionally base in Meteor fields sometimes. Why? Because I enjoy the thrill of recovering & rebuilding after disaster strikes- A risk you will take at any given moment playing with other players.. Not taking Rollbacks into account- if you really want to play DST with other players then you have to tolerate their intentional or even sometimes unintentional griefing..

Lets use Wendy & Moon Quay Raids as an example- Klei likely toned these WAAAYYYY down because a Wendy Player can amass 14 Trinkets in about 8 Seconds with Abigail’s help: Now here’s why that’s bad in a MULTIPLAYER setting- Wendy’s entire “Job” is to send Abigail to attack groups of mobs & when she does that it applies a damage buff to anyone that attacks alongside Abigail- so A Wendy who “Thinks” she is helping her Team by doing her job and sending Abby after Moon Quay raids will in actuality end up making things worse. An experienced player could therefore tell a newbie Wendy they need help with something and the player tags along with them to help with the experienced players masked intentions to turn Wendy into Wonkey.

Your right- DST isn’t an easy game, but… you also couldn’t predict where Pangolden in the Hamlet DLC would “Suck up” and Relocate its pond.. it wasn’t always in the same spot every time you returned to the area, you couldn’t predict if the resources you plucked, chopped or mined was going to spawn a hostile creature or even mildly inconvenient creature to make your life a little more challenging, And when those Strong winds blew through uprooting resources and sometimes even blowing them out of the map off the ledge forever- you couldn’t use “Skill” to fix that either.

A survival game should never be entirely about skill, Just look at State of Decay 2 on any mode above standard difficulty- even with a maxed out fully skilled hero, the zombies have one critical advantage- they have attacks that should you be unfortunate enough for the game to catch you with- will instantly kill you, Juggernauts & Ferals both have a grab where they can pick you up and rip you into a two-course meal. No level of “Skill” will save you from this, should you become unfortunate enough to have it happen.

Same as no degree of skill will prepare you to avoid resources being ripped from the ground and flung off the edge of your map forever in Hamlet.

I could use many more examples- such as the screw job you get when you finally make it to chapter 5 of single player adventures mode and you have no idea what the next chapter will hold for you so you go in underprepared- obviously die and have to start all over again. Yes once you learn the pattern and skill you will eventually pass it, but.. that first time is always going to be a screw job unless you spoiled it looking it up online.

We now have flares where players can intentionally summon Deerclops and Raids onto other players who may or may not have been ready for them.

This isn’t a new problem for this franchise though- players were also able to randomly spawn Eye of Terror or Twins of Terror on other players too.

If every obstacle in a survival game could be overcome by having enough skill, it wouldn’t really be a survival game.. it would just be a game you make learning progress within until you can overcome everything.

People learned not to base in the mosaic because that’s the only place meteors fall.. people only visit Lunar Island to get its resources and then likely never have any reason to return- an area of the game that ups the difficulty by adding new mechanics to things like picking carrots out the ground or fighting spiders that now have ranged AoE attacks.

Meanwhile: Im sitting over here thinking now what if world Gen allowed me to make the entire surface Lunar Island version?

Technically all these biomes, mobs and resources exist- the problem is they’re condensed into their own little secluded biomes or spawning locations.

I would like to see a world where 95% of it generated as Lunar Island or Moon Quay Island or well anything besides the same old boring routine over and over and over again.

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