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Killed misery toadstool with wickerbottom on day 11


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I'm not sure if it's just me, but I've noticed so many people in this community are just so obsessed with rushing things, when DS/T isnt meant to be rushed so absurdly fast. Now, you can play the game however you want, it's a sandbox game of course so of course I respect how everyone else likes to play their games, but why must you kill misery toad in the first year? Take time with this game and enjoy it slowly. Out of all the games in this world I never expected DS/T, a generally slow game that amounts to several hours of gameplay in a single world to be so sought after to be rushed so quickly. I wonder where that obsession for rushing in DS/T came from.

2 hours ago, Guille6785 said:

I'm not sure if it's just me, but I've noticed so many people in this community are just so obsessed with rushing things, when DS/T isnt meant to be rushed so absurdly fast. Now, you can play the game however you want, it's a sandbox game of course so of course I respect how everyone else likes to play their games, but why must you kill misery toad in the first year? Take time with this game and enjoy it slowly. Out of all the games in this world I never expected DS/T, a generally slow game that amounts to several hours of gameplay in a single world to be so sought after to be rushed so quickly. I wonder where that obsession for rushing in DS/T came from.

I don't think anyone who can kill Misery Toadstool on day eleven hasn't already played this game to exhaustion in every possible way lol it's just his/her thing, it's not like it's a thread explaining how you're supposed to kill on day 11 or you are a filthy pig who didn't deserve to be playing

5 hours ago, Guille6785 said:

I'm not sure if it's just me, but I've noticed so many people in this community are just so obsessed with rushing things, when DS/T isnt meant to be rushed so absurdly fast. Now, you can play the game however you want, it's a sandbox game of course so of course I respect how everyone else likes to play their games, but why must you kill misery toad in the first year? Take time with this game and enjoy it slowly. Out of all the games in this world I never expected DS/T, a generally slow game that amounts to several hours of gameplay in a single world to be so sought after to be rushed so quickly. I wonder where that obsession for rushing in DS/T came from.

i think this either started with or got popularized by ruins rushing. i can say for myself that i started wanting to get useful stuff earlier as soon as i realized i could have a starcaller staff and the furnace during the first autumn

but anyway, its a fun way to tackle the game as long as you dont force it on other people that just want to chill. in OP's case i think it was just a fun personal speedrun and its an achievement really. congrats

A real challenge here is getting the canary at day 07 or 08. Seeds are hard to gather in the early game, especially with fewer players around and there is no guarantee in 40 seeds there would be one pumpkin (reckon why OP doing this in a public server - more people playing and perhaps helps from friends). 
I have seen players finish Toadstool on day 04 or 05 in the public servers normally using Wigfrid and torches, so Misery Toadstool is possible on days 10-11 even without cheese - just super boring lmao.

7 hours ago, Guille6785 said:

I'm not sure if it's just me, but I've noticed so many people in this community are just so obsessed with rushing things, when DS/T isnt meant to be rushed so absurdly fast. Now, you can play the game however you want, it's a sandbox game of course so of course I respect how everyone else likes to play their games, but why must you kill misery toad in the first year? Take time with this game and enjoy it slowly. Out of all the games in this world I never expected DS/T, a generally slow game that amounts to several hours of gameplay in a single world to be so sought after to be rushed so quickly. I wonder where that obsession for rushing in DS/T came from.

First and foremost, OP is a public server dweller - there will be no next year for him. Finishing something hard often feel rewarding, as long as it is not hurting other players in the servers (no depleting resources) - then why do we need to dictate the fun? Also, knowing some perfectionist players - they would like to get all the boss loots first before building anything hence the boss rushing before base.

2 hours ago, ArubaroBeefalo said:

people have a hard time to understand sarcasm

Lmao thanks to point that out. Honestly, it was more of not knowing/remembering people on this forum (seriously), take me a solid minute to think why the hell this is sarcasm.

Next time add /s?

13 hours ago, xhyom said:

I don't think anyone who can kill Misery Toadstool on day eleven hasn't already played this game to exhaustion in every possible way lol it's just his/her thing, it's not like it's a thread explaining how you're supposed to kill on day 11 or you are a filthy pig who didn't deserve to be playing

 

11 hours ago, Datanon said:

i think this either started with or got popularized by ruins rushing. i can say for myself that i started wanting to get useful stuff earlier as soon as i realized i could have a starcaller staff and the furnace during the first autumn

but anyway, its a fun way to tackle the game as long as you dont force it on other people that just want to chill. in OP's case i think it was just a fun personal speedrun and its an achievement really. congrats

 

8 hours ago, Dreadle said:

A real challenge here is getting the canary at day 07 or 08. Seeds are hard to gather in the early game, especially with fewer players around and there is no guarantee in 40 seeds there would be one pumpkin (reckon why OP doing this in a public server - more people playing and perhaps helps from friends). 
I have seen players finish Toadstool on day 04 or 05 in the public servers normally using Wigfrid and torches, so Misery Toadstool is possible on days 10-11 even without cheese - just super boring lmao.

First and foremost, OP is a public server dweller - there will be no next year for him. Finishing something hard often feel rewarding, as long as it is not hurting other players in the servers (no depleting resources) - then why do we need to dictate the fun? Also, knowing some perfectionist players - they would like to get all the boss loots first before building anything hence the boss rushing before base.

Congrats, you took the bait. 

(Guille is a huge DST rusher and has a youtube channel dedicated to it. They were trolling with their reply.)

On 2/8/2023 at 3:50 PM, nimzowitsch10 said:

Was done on a klei public server. Been wanting to try using bee spell for DPS against misery and it worked . Finding toadstool took several days which was annoying. Used rock lobsters to cheese em.

Good Job!, so the rock lobsters prevented misery from walking back to its arena and shooting boom shrooms, am I getting it right?
Otherwise, at least to me, toadstool almost 100% of the times kills the grumble bees.

2 hours ago, ShadowDuelist said:

Good Job!, so the rock lobsters prevented misery from walking back to its arena and shooting boom shrooms, am I getting it right?
Otherwise, at least to me, toadstool almost 100% of the times kills the grumble bees.

Maybe for your first question. But the latter part is not true. check out this video by JJ (who makes some amazing DST content fyi)

 

13 hours ago, Dreadle said:

Lmao thanks to point that out. Honestly, it was more of not knowing/remembering people on this forum (seriously), take me a solid minute to think why the hell this is sarcasm.

Next time add /s?

I understand the reasoning, but I honestly hate that internet literacy is to the point where we need to add /s or /srs like we're providing tone for a script. 

1 hour ago, Catteflyterpill said:

I understand the reasoning, but I honestly hate that internet literacy is to the point where we need to add /s or /srs like we're providing tone for a script. 

Right guys next time i'm gonna read the whole Forum Lore so I understand that a specific user is actually a speedrunner

taking OPs great achievement and guille's sarcastic comment which criticism square heads to appreciate something that not often come to discussion and is how versatile and "well balanced" is dst and ds franchise in general

in DS/T with enough practise and knowledge you can start runs in many different ways and fight to get a big variety game chaging/QoL loot like bundles, ruins loot, furnace, terraria's boss weapons and armor, lamps, better sails and watery cans, etc. Only few, and imo """necessary""" (necessary on the sense of having different mechanics instead of everything avaraible in the same way), stuff is blocked behind progression like needing to wait a season to fight deerclops or mctusk (which also can be changed by settings)

And i said "balanced" because the progression comes from the player experience, knowledge and skill instead of just from a number of a weapon, spell or armor.

Imo is a very important thing for a sandbox that also has building components (for me is boring to only build if i dont feel some adrenaline sometimes) and more when you compare that with other sandbox like valheim (try to fight bosses in other order or with wrong weapons (even if they are from the tier you are suppose to be) to sleep on top of your keyboard), V rising (damm stunlock i hate them cuz what they did to battlerite), core keeper, fantasy life and even terraria(atleast this one has a hugeeee variety of items). Those games have RPG progression instead of a fluid and free one like DST. I honestly dont know why the DS balance isnt copied more often when, for me, is funnier than the 58482819th game with leveling, armor upgrading, whatever lineal progression. I guess is because is easier to think about making the same item with just better numbers to fight the same enemy with higher numbers than think about having armor with huge durability but lower protection or to be creative enough to produce an item like Bone Armor, Enlightenment Crown and Shield of Terror which are the perfect example of progression without making previous equipment useless while also are fun to use. I tried a little 'Grounded' and i think they have a mix between lineal RPG progression and DST free progression which is promising for me but didnt tried much and i might be wrong

for all of these and for how game changing is the character pool (aside from the artistic part) DS/T are my favourite games

 

lel what a wall of text

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