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Why do you play DST?


Why do you play DST/favourite part of the game?  

88 members have voted

  1. 1. Why do you play DST/favourite part of the game?

    • Fighting
      6
    • Gathering
      11
    • Surviving challenges
      34
    • Building
      18
    • Other (please explain)
      19


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One of the reasons I enjoy playing DST is the adventure and exploration of the unknown, early game is my favorite part of it and the more comfortable I get in a base the more boring it gets. I believe there isn't much to do in an advanced world unless there is some risk or discovery while sailing, spelunking or exploring the surface.

The most fun I have is early game, there a whole different kind of difficulty than what is experienced mid or late game. There's also a tad bit of exploration that I feel also makes the game more enjoyable. Sure, if you've played long enough then you know the world technically always generates the "same" but, I don't know, not having a map to rely on just has a different feel to it. 

Got a bit sidetracked in the spoiler.

Spoiler

Which is why I can understand why some people want the Celestial Champion to not be season locked. It forces you to "wait" and in doing so I indirectly get more powerful. Being able to focus solely on the tasks up to CC would make it feel more like a quest and less like a to-do list. If they want to extend the time it takes to get to it then they should make pearls quests a little more interactive and less quest-fetchy. 

 

There’s a vast cast of characters with unique playstyles, every new world is a new randomly generated adventure.

Somehow Klei got players stuck on the idea of spend 10,000 days in one world you’ve grown way too familiar with the location of everything building a mega base.

Meanwhile: They seem to forget or ignore that Don’t Starve single players adventure mode actually discouraged spending too long in one world, this mode felt like a “race” to get to the end as quickly but also as effectively as you possibly can without dying & having to start over again in Chapter 1.

There is a clear split between what DS was, and what DST became- for example in DS you had areas that were blocked away by a difficult or minor annoying obstacle- such as having to carefully travel though a maze of swamp tentacles or needing to find a way to get through a Tallbird biome to resources you need on the other side.

In Adventures modes case: you were likely starving to death, freezing to death, running low on grass and logs for a campfire or torches, the nights were incredibly long so you also probably had problems struggling with Sanity, There could have possibly been a Obilisk blocking your path you could only cross at a certain sanity threshold, and all of this was stacking on top of one another as you quest around the map to try and find the wooden thing portal parts and assemble the portal into the next chapter-

in short: it encouraged you to Move around the map, and this is why I love deleting my worlds and starting new ones after around day 300.. never keeping a “long-term” world.

I never cared for your high health sponge raid bosses.. I just wanted more of what made Dont Starve, Don’t Starve.. 

3 hours ago, Mom2bljw said:

I've had many people not want to play my server because it's already "too built up" at the portal. I hate early game and I love to build. Am I in the minority? 

Yeah this is why people (myself included) hate joining public klei servers that are a couple hundred days in.... if people have already explored the world, defeated most of the bosses and have begun megabasing then you simply feel like a "tourist" on that server.

Like DelroyBM and Mike, i love the exploration and uncertainty of the early game! The differences between characters (upsides/downsides) are much more noticable in the early game too, while in the late game all characters become op and samey with op gear (bone armours), rider beefalo, unlimited food from established farms and the celestial portal allowing you to become anyone at will.

Mike is right, don't starve together needs a version of adventure mode that forces you to push forward through challenges. To satisfy the part of the playerbase who are not big fans of megabasing like Mike and myself.

I'm same as some others - I like playing a server from start, and I like doing things together.  I play mostly alone, or with small groups, and besides Klaus I think we pretty much do everything together.

I've joined a few mega servers before and even when I join early, how everyone just separates and next thing you know there is a massive base, lots of bosses cleared, and I'm like "I got a bee hive..." eh...  I just feel too disconnected.

2 hours ago, Gashzer said:

Mike is right, don't starve together needs a version of adventure mode that forces you to push forward through challenges. To satisfy the part of the playerbase who are not big fans of megabasing like Mike and myself.

It would be cool if there were more wild world-gen presets that you could randomly get - like you start a world and it might be long winter, short all other seasons - or randomly lights out etc.  Also if there was a more organized "thing" against you - like if you don't complete xyz quest increasingly bad things could happen.  Maybe take hound waves and give them more purpose / structure that you can quest to reduce or suffer consequences of more severe summons...

idk yeah

Exploration and General Survival. Sure it is easy and simple but the base building in this game is lackluster compared to the sandboxes of Minecraft or Terraria. The combat is really simple and grindy. But my god is the charm of this game stellar. Keeps me coming back.

18 hours ago, HowlVoid said:

The most fun I have is early game, there a whole different kind of difficulty than what is experienced mid or late game. There's also a tad bit of exploration that I feel also makes the game more enjoyable. Sure, if you've played long enough then you know the world technically always generates the "same" but, I don't know, not having a map to rely on just has a different feel to it.

I think this is the main reason why I keep playing. I wonder if there is a mod or something that makes your map just... not work. I wonder if that would keep me more interested in the later stages. Hmmm that sounds really fun actually.

58 minutes ago, Evelo said:

I wonder if there is a mod or something that makes your map just... not work. I wonder if that would keep me more interested in the later stages. Hmmm that sounds really fun actually.

Speaking of maps that don't work, I kind of envy people who get biomes separated from the mainland. Imagine being so sure you can just walk to the Dragonfly desert, and then you realize you need to row your way there. I think such small deviations from the usual map generation are enough to make everything feel different.

I really enjoy many aspects of the game, from survival to base building to boss fights, it's all round great for me but I'm gonna mention something which I think is key and that's the developers. Their attention to detail and actually understanding and playing their own game. Giving us good quality updates and communicating with the community. It's just rare these days, it's so common to push unfinished games out and just prioritize profits beyond anything including actual playability and knowing what game you are actually releasing. It's become that bad. And I'm definitly very aware of this and not supporting games where I see crappy dev behaviour.

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