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Craft UI needs QoL


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It's been around a year since it was introduced, so enough time has passed to see how further updates influenced situation, as well as enough time has passed for people who played a lot with old crafting UI to adjust their habits as much as possible. Still, until this day I have a lot of problems with new UI, and this whole time I thought what could be done from both player and developer side to improve situation.

Problem #1. Necessity to double click on item icon in order to craft.

It's obvious that single click to this action would be better than double click, saving both time and mouse life. It would be sufficient enough because it's enough to hover cursor over item to read describtion just like it worked before, and righ-click would be much more smooth approach to pin item to quick craft (also without need to previously select item). I know that there are client mods that could do that, but going by the logic "change shouldn't be made if mods can do it" leads to conclusion that quick drop, no mods warning and even preserved between servers quick craft layout never should have made it into vanilla game. I disagree with that, and since developers stated that they would like to polish game, this change is one thing that would definitely improve quality of life.

Problem #2. Bloated filters.

Even during beta filters were overcrowded with multiple icons of the same object, and for me it was quite obvious that it created problem of bloating, which would only worsen with more updates and more crafts added. In old crafting menu there was lengthy "structure" tab that was not optimal to navigate through, yet still manageble, but in new UI it's even worse: there are 2 filters - "structure" and "decoration" - that require quite substatial scrolling even through they are 2-dimentional! If idea was to get rid of scrolling and make it faster to navigate, then it wasn't achieved. On top of that at least for me - who played at least 1000 more hours with new UI after change - it's still very frustrating to find stuff (even if I know filter where craft is) just because it's much harder to focus on grid instead of single line in order to quickly find needed icon. I literally can't focus on grid and am overwhelmed every single time I look at all those small icons all over the place, and I'm not alone in that problem as my noob friends complained about having even harder time than that. Search feature doesn't help with that because there is a need to type, i.e. it's long and doesn't work for crafting on the fly because of that and necessity to stop while typing, plus in order to search one needs to remember name (so new players won't be able to utilize it much), and from my experience both veterans and newbies tend to navigate using icons (pictures), function of item (remember logical connections, like searching flint axe in tools somewhere around first items in rows/columns) and - with time - memorise layout in the grid ("item X is located in the middle of row close to the top in Y filter"/"item X is located in the bottom of quick crafting tab"). The only newbie category that can use search to improve navigation through crafting UI is, ironically, game developers or ones who know DS/T wiki more than game itself.

Neither of UI versions had proper solution to organizing more crafts in comfortable way, so here is my proposal: make player able to add and delete crafts from filters while keeping "everything" filter as is (and keep ability to find any item through search regardless of it's filter or absence of it), as well as give ability to delete and create filters themselves (function "reset to default/auto" could bring official layout if someone would want to return to it).

That way I, for example, would be able to get rid of all duplicates of icons (no morning star in both light and weapons, no overlapping in structures and other filters, no overlapping in clothing and seasonal items), move some crafts to preferred filter (like tree jam to seafaring, as I'm never using it during farming), remove some crafts that I never use and that only take space on grid and hinder navigating (feather hat, darts, a lot of decorations), and in general organize crafting to my own liking (I would merge "cooking" and "food and gardening" into just "food", get rid of decorations, divide and reorganize "tools" into more filters). That way player would be able to adjust UI to their own needs much better, and presence of such tools may even make more new players come and continue playing the game (I wish game developers didn't underestimate how much impact controls make on decision to buy game after seeing stream or continue playing the game in general).

Problem #3. Quick crafting tab: insufficient capacity and inconvenient switching between multiple quick crafting tabs if player uses quite a few of them (I feel like problems start after 3-4 tabs).

With all the problems of new crafting UI I was basically forced to use quick crafting tab as much as I could, and I spend at least dozen of hours of just designing quick crafting tab layout, as well as modifying and refining it after play sessions in order to use full version of crafting UI as less as I could. I've done everything I could, but it's still frustrating to use to me mainly because of 2 reasons: 3-4 tabs are not enough for me and there is no way to comfortably switch between crafting tabs if there are more of them.

Yes, hotkeys to switch between quick crafting tabs are not enough: in order to go from tab 1 to tab 3, for example, I already need to press button 2 times if there are 4 or 5 tabs. I can't develop muscle memory either because it's not set amount of times to press in order to go to tab 3 (it would be 1 press to go 2>3 or there would even be need to use other button on top of different amount of press times to go 4>3). If there are more tabs, it becomes nightmare. On top of that there is limited amount of buttons one can conveniently reach with one hand (in my case left hand is already occupied with attack, action, rotation of camera in both directions, map, first 4 inventory slots for switching, holding shift and ctrl from time to time, and I didn't even mention character specific hotkeys that are modded because even without them it's already a lot). There is option to switch pages with mouse scrolling, but it's only good on paper: it's necessary to move cursor into really tiny area to switch in the first place, and it's still nightmare to remember how much time/distance I need to scroll in order to go between tabs. For example, going to 5th tab from 3rd or 1st requires different amount of scrolling, and again, I can't even develop muscule memory properly (I end up loosing time on navigation even between quick craft tabs, as well as only really using like 5 out of 9 because of that switching inconvenience).

Here is my suggestion that could improve situation: make player able to pin multiple items in the same slot, which would basically create something very similar to old crafting tab, but of custom set of items. That way there would be no need in so much quick crafting tabs, and it would be even possible to make pseudo-old crafting UI, but more flexible and without limitations of old crafting UI: one could always go to full version of UI or just stuff 2-3 pages with "tabs" and switch between them as needed. As for space eligible for scrolling, it would be great if hovering cursor over any place of quick crafting tab (even over items) would switch tabs, not skins of items; as for skins, one option could be to hold hotkey of choice that would allow scrolling to affect skins of item instead of tabs themselves. I think it would be better than currect system because when one has luxury to choose between 2 skins and more, it's usually calm period when one can affort to hold extra hotkey, and when one really needs that quick crafting tab in a pinch - it's very inconvenient to miss a bit and switch skin of item I don't need instead of going to tab with item I need as soon as possible.

As added bonus player would need to open full version of crafting UI less often, thus problem of UI occupying half of screen would be less pronounced.

Problem #4. Search problems (with mods).

In early beta of new crafting UI there was an oversight where typing anything containing WASD keyboard buttons moved character in respective direction; I'm not sure if problem with QE buttons rotating camera and other buttons producing similar issues during typing was a thing, but now those buttons don't have any effect while player is typing. However, seems like fix only worked with vanilla hotkeys, unfortunally. I understand that mod issues are in general not responsibility of developers, but sometimes mod issues occur because of vanilla oversights/changes, and in the past there were some cases where developers made decisions that positively affected mods, for example, by leaving code for removed items and mechanics (like code for old farms, and - as far as I can tell with my limited lua understanding - code for pre-rework character mechanics). That is definitely not something as necessary as solving problems #1-3 listed above, but if it's not too much work, it would be great if both vanilla and modded hotkeys didn't trigger their effect during typing in searchbar. I believe it's possible to do it on the side of modder, but it seems more like a problem with vanilla game that every single modder has to solve (probably even with the same piece of code that disables hotkey effects during typing) rather than problem with particular mods themselves, in wich case it would be great if vanilla was made more compatible in that regard with partucular common feature.

As an afterthought, I would like to mention that there is no mod(s) - server or client one(s) - that would solve issues #2 and #3, which are also the most impactful. "Go to workshop" "arguement" is just way to brush off any - even valid - complaints, and such approach doesn't solve anything because of how unreliable workshop can be, lack of technical support and server mods being limited to personal servers (so no Don't Starve Together together with other players, essentially), so please abstrain from writing such pointless thing. These are also not the last reasons why I decided to make this topic.

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Maybe I am an anomaly with my 3 years (of in game time) spent playing MMOs that typing in the search filter is easy and quick. While the quick crafting tab is intuitive and speedy for me (after increasing the max count from 3 to 7). It takes time to set up but I am so use to it that I cannot imagine playing without it now. The crafting UI is perfect and I wouldn't change a thing. But again, I might be the outlier. I don't know.

 I didn't like the bloated filters and having the same item in two places and there shouldn't be a need to double click either.

Quick crafting tab would be much better if you could hover your mouse over it and this extended up to 5 or more items horizontally, you wouldn't need to switch tabs with hotkeys or buttons as that doesn't seem intuitive to me when I have to hover a mouse over the item to craft it in the quick tab. 

This thread gives the feedback that developers can use as you summed up the biggest issues with craft UI and your solutions are fitting and would make it seamless.

1 hour ago, Evelo said:

typing in the search filter is easy and quick

 

1 hour ago, Evelo said:

The crafting UI is perfect and I wouldn't change a thing

It's good to know that some people like new UI, and as with any change there would always be some people that like it. But there are also people like me who just can't type a word in that microsecond I have between clicking on the ground to continue running. Also typing each time instead just - you know - not typing and clicking straight away is way less convenient approach. If you mean that you move with WASD, then I can know for sure you are not speaking from real experience because running with WASD and typing is straight up impossible to do simultaneously.

1 hour ago, Evelo said:

It takes time to set up but I am so use to it

Seems like you didn't read what I wrote. I spend quite a lot of time to set up this thing, and yet it's still too clunky, weird, inconvenient to me. For reference, I had at least thousand of hours in DST and around same amount in DS at the moment I decided to switch to F for action and spacebar to attack - before I was using default layout - and it took me around one week to completely adapt. I am capable of learning, as well as of changing old habits quickly, and this case proves it.

1 hour ago, Evelo said:

with my 3 years (of in game time) spent playing MMOs

Moreover, time spent in the game(s) is not directly related to valitidy of one's arguements. But if people here wish to rely on this arbitrary number for some reason, then sure:

Spoiler

image.thumb.png.1dfaed98604515fe68245e308f267ea8.png

So should I say that my X hours in DST allow me to say that new UI is poorly designed as my only arguement? I hope people are able to listen to true, valid arguements.

Plus I never understood this logic. If there is some problem that bothers someone, and this someone suggests solution that doesn't harm anyone, only improves experience for part of people, why would someone indifferent come and say "I don't care, there is no problem"? To invalidate this suggestion in the eyes of developers in small chance they pay it attention? Why? Even if that has nothing to do with indifferent person? Author of suggestion spent time and effort thinking and writing post not out of boredom, at least it's obvious in my case, and I'm sure everyone knows that such "I don't care, there is no broblem" replies just give green light to developers to ignore suggestion, especially if they gather at least some support.

Is it that bad if more people could enjoy the game more?

I just want them to make the thing feel more like it used to before they ever introduced the Craft UI.

AKA press LT opened the crafting menu, scrolling down through it, pressing A would craft something, Pressing LT Again would quickly Close this Craft Menu.

They think having that always on screen tab of stuff in the left side of your screen is good, but in reality it’s not.. and it’s so annoying to tab over to it and dedicate an empty crafting tab to trying to get rid of it out of view.

This should’ve either A: Replicated the Old System of pressing LT opens the Quick Craft Tab & pressing it again opens the whole Crafting Menu, pressing it a 3rd time closes it out of view again OR… B: The Craft UI should’ve disappeared and hid itself out of view when the player had t tabbed onto it in a few moments, pressing LT would open it up and bring it back in view.

I simply can’t stand all the on screen clutter, & it doesn’t feel how do I put this.. as fast to navigate & hid away as use to before they reworked the Crafting System?

29 minutes ago, Pig Princess said:

- Snip -

I wasn't trying to invalidate any of your talking points. I am just stating from my personal experience I find no issue with it. We all have issues with different things. Sorry if it came off that way. A strategy that works for one person may not work for another.
If you feel that there is an issue with something, it is great to voice the concern and there will always be opposition. I STILL think the old UI should be available via options. Granted coding multiple things leads to more bugs which leads to more time in the works which slows down update flow which upsets players. It's a cycle. I'm just rambling at this point. My point is, apologies if my message felt like an attack on your issues, It wasn't meant to be. Your concerns are valid.

I don't play game too frequently, so I am atill frequently lost where what is in the crafting menu and search is my best friend, except that way I don't really learn where what is. Sometimes I wish I could resize icons bigger/smaller (only icons), maybe it would make for me easier to spot some items (for 3 minutes I was trying to see birdcage in food tab, and by old habits also checked structures tab). And maybe option to be able sort by myself some tabs... Sometimes I want to merge structures and decors but move turfs to separate tab. Or shade stuff I don't want ever craft. But I don't play too frequently lately, just waiting for major content update, so this might be a factor as well.

Still I really like new menu, even with troubles. Just as mentioned in OP post, could use a bit of polishing.

I'm mixed on the crafting ui.  I feel it works well for the most part, even providing some great advantages over the previous system BUT it also drops the ball in some other ways.

Things that I like:

Quick craft bar - having many hand picked items on the quick craft bar is great.  I find its best to have a single quick craft bar for a specific task, and to keep the number of them low to only the most generalized tasks.  I use page 1 as my "spawned in, don't have alchemy yet" bar.  On this I have normal axe, pick, torch etc.  I also put science machine, alchemy engine, and things I like to research immediately on building science like a beef bell, back pack, shovel, etc.  I have a second page I use after I have alchemy with golden tools, common armors / weapons, bundle wrap for quick re-wrapping, etc.  Third tab is least used.  It has boats and oars so I switch to it when sailing but also has some structures I either craft often enough to warrant a spot, or like to have one prepped with me like chests, lightning rods, fences, etc.

Favorites - The favorites start has 2 functions.  It puts the items in the selected filter which are favorited at the top of the list, and lets you click on the favorites filter to see all favorite items.  Most filters don't even have 1 page of items and don't need favorites, but for the few that require scrolling the favorites lets me get to the ones I am most likely to be crafting first.

Search - I use this when I'm crafting one of those odd "that thing" things where I don't immediately know what tab it will be in, and don't want to bother learning.  Its not often, but I use it.

Things I don't like:

Some filters are applied broadly, inconsistently, and overlap in weird ways.  Rain tab has mining hat and bee keeper hat, why?  Because they offer a very minimal amount of wetness protection?  Then why is football helmet missing?  Why do we have a separate weapons and armor tab instead of 1 combat tab?

idk how easy it would be to do custom filters, but that sounds cool.

Honestly, what drives me insane above all is, that I like playing singleplayer DLCs too. I constantly have to switch my mindset between the old and the new crafting system and never get used to anything fully. And to me, the old one still wins. I prefer quickly scrolling through a singular column over extending a menu across 1/3 of the screen, finding a tab on a grid, scrolling that tab again and then double clicking the item.

6 hours ago, Falkenpelz said:

Honestly, what drives me insane above all is, that I like playing singleplayer DLCs too. I constantly have to switch my mindset between the old and the new crafting system and never get used to anything fully. And to me, the old one still wins. I prefer quickly scrolling through a singular column over extending a menu across 1/3 of the screen, finding a tab on a grid, scrolling that tab again and then double clicking the item.

i tried to play again SW and i cant stand the old crafting menu. Is so damn annoying to find something and needing to scroll in every tab, in the new one you only scroll in the decoration and the structure tabs.

You cant open the old one by pressing C which is super convenient, you dont have quick access to recipes so more scrolling.

Is way faster than the old one, doing doble click is nothing compared to scrolling each damn tab

Crafting a boat with a sail and a boat repair kit was a pain in the ass

the new one is a win-win, one of the best things klei have done for dst. Even my friends that play every many time love it even they arent used to it yet

14 hours ago, ArubaroBeefalo said:

...needing to scroll... so more scrolling.. scrolling each....

So I guess... scrolling the internet, which is most wide-spread action in browsers... is a pain for people. Hmm. Such cases.

 

New Crafting UI. Needless to repeat what was already mentioned above in more detail, but I too am still displeased by it, especially the 2x click required now for that rectangular menu with N tiny icons (if not wanting the menu to be 1/3-1/2 of screen). Played as well many hundred of hours since its introduction and still didn't grew on me, au contraire; my biggest qualm with it being the fact I don't have an option to make those preferred recipes tabs (up to 9 such tabs if I recall well) into solely 1 tab, but with scroll: yes, I fancy N favorite recipes on a tab with "big" scroll ("scrolling the web", eh) for example, and I would be grateful if presented with the option - probably some other would too. Or alternatives detailed above. More versatility in the end, equating higher user satisfaction.

35 minutes ago, ArubaroBeefalo said:

i tried to play again SW and i cant stand the old crafting menu. Is so damn annoying to find something and needing to scroll in every tab

This is actually problem of SW: there are too much hats and tools that are barely used but still are listed, and all those things are dumped into either nautical or clothing tab. Looking at you, mussel bed, sea trap, life jacket, pirate hat, captain hat, ice cube, tar suit, shark tooth crown and others. SW in general has poorest balance of all DLC's in terms of craftables (too many hats, too many niche items, game forces player to wear particular body slot item all the time), inventory space required from player (is it possible to loot 2 treasure chests fully without leaving half of stuff behind even if player sailed there with practically impty inventory?), overpowered items (coffee makes every other speed boost irrelevant, fish farms in combination with surf'n'turf make every other sanity option irrelevant, and I could even say they make managing hunger and health with every other method irrelevant), oversights (Wigfrid was left unable to drink coffee but in DST she is able to eat jellybeans? And even taffy and ice cream? What kind of balance decision chain is this?). So while DLC has cool things and definitely is not weak in itself, among DS/T series I wouldn't use it as standart to measure something.

49 minutes ago, ArubaroBeefalo said:

doing doble click is nothing compared to scrolling each damn tab

But even if I agreed with you on that particular statement, why do you think we have too choose one thing instead of having the best from both menu versions combined? Why not keeping single-click feature regardless of menu version? As much as I hate new menu even until this day, I acknowledge that with 10+ turfs added and 10+ extra tools navigating through old menu would become a problem, thus I didn't suggest just returning to old menu (which clearly won't happen as well), I proposed ideas to make new menu better. For people who already like it it can be even better, for people who don't like it/have mixed feelings this could make it bearable and even enjoyable. Polishing new UI is win-win for everyone, I'm not sure why you write as if I suggested to abandon new UI.

Besides, new UI brings problem of being overwhelmed by all those small icons on a grid, as well as your favourite scrolling. Yes, you still have to scroll through Structure and decorations, so that problem - if was problem at all - was not solved. And duplicte icons in multiple filters is the cause that doesn't allow 2D grid to handle craftables that 1D lines were able to handle, even if barely. Basically bloating of filters nullified potential advantage of grid over lines.

1 hour ago, ArubaroBeefalo said:

Crafting a boat with a sail and a boat repair kit was a pain in the ass

Hard disagree here. Crafting all rope, boards and cutstone, then crafting everything in corresponding tab without any extra switching was quite smooth. But again, solving problem of constantly returning to "refined materials" tab has nothing to do with other unsolved problems. It's great that it's more or less solved now (oh those doodads crafts...), but it could be implemented in old UI as is and have exact same impact, so it's irrelevant to discussion.

1 hour ago, ArubaroBeefalo said:

the new one is a win-win, one of the best things klei have done for dst. Even my friends that play every many time love it even they arent used to it yet

New one is a loose to me, one of the worst things Klei done regarding my personal experience and my friends are either indifferent, or don't like new menu. I hate how everyone throws praise to this particular feature out of nowhere, even on streams. Are people trying to gather support? Are they not sure if it's actually a good feature so it's more like "new menu should be better, right, right?" kind of question? If it was that good, people won't need to double confirm opinion of crowd in such questions, especially until this day.

And anyway, I wish people abandoned mindset of "everything on nothing", i.e. think that people can and should either like old UI entirely and be against every single change with new UI, or embrace new UI and start to hate every single thing about old UI, as well as being opposed to any further changes. New UI clearly has flaws, and even if they are not significant enough to some people, everyone would benefit if some aspects were improved. What is so hard to understand about "taking best parts and improving further things that are still not great"?

1 hour ago, Well-met said:

Forum user that is allergic to reading detected. How much time would I need to repeat about mods not being reliable in terms of support? How hard it is to notice that even on mod page there is section called "limitations"? Is it that much to ask for people to read original post and notice that I mentioned some of the problems of old UI that were carried to new UI, meaning that just alternation won't help?

Besides, if you looked at what mod does attentively instead of just trying to look cool, edgy and the smartest dude in the lobby, you would notice that since Klei no longer take into account limitations of old UI, old UI from mod - legathy code without further developement - just crumbles under problems it can't handle and wasn't designed to handle in the first place. Just check "limitations" section and you will see that Klei decided to abandon support of this UI version, but so did mod. The only difference is that mod keeps this version despite problem accumulation snowball, which started after devs deciding to not support old UI. Plus as far as I can tell old UI in mod lacks every single successful feature that was implemented since new UI, even though at least most of them could be implemented in old UI without much problems (like ingredients support and pinned recipes in any form). But again, they weren't implemented. Plus it's extra button to switch between 2 versions, each of which doesn't do it quite right, and I already have too much controls to manage.

I don't argue that old UI was perfect for current state of DST and future updates Klei wrote about, but this doesn't automatically mean that new UI is perfect. But new UI also did steps back in some aspects, which is main source of my uneasyness with new UI. I want successful implementations like support of crafting materials be implemented along with polished versions of promising ideas (such as pinned recipes, currently lacking in implementation), as well as not experience limitations of any UI (neither overlapping tabs, nor bloated filters, nor clunky crafting of majority of items). Which is why I created this topic instead of using this mod that doesn't actually solve any problems.

On 2/27/2023 at 4:01 PM, Pig Princess said:

Problem #2. Bloated filters

This is my only problem with the new crafting menu, especially for structures and decorations like you said. I think it would be nice to either separate them between functional vs. semi- and non-functional structures (for example chest, scaled furnace vs. potted fern, turfs) while keeping the same name so stuff like clean sweeper can stay where they are, or just move shrines and other event-specific structures to the bottom of the menu or even to a new filter.

klei needs to add additional filter to each menu so you can short by let's say: clothing, tools, weapons, structures but for the same filter if you want spring clothes you could just enable this extra filter on top of the spring filter.

similar on how the ABC filter is an additional filter for all tabs

6 hours ago, Pig Princess said:

I hate how everyone throws praise to this particular feature out of nowhere, even on streams. Are people trying to gather support? Are they not sure if it's actually a good feature so it's more like "new menu should be better, right, right?" kind of question? If it was that good, people won't need to double confirm opinion of crowd in such questions, especially until this day.

or simply people is happy with the change and you dont have to look after second meanings because you dont

3 hours ago, nimzowitsch10 said:

hate to say it but klei doesn't care about any of our feedback, they're making too much money to care

I wouldn't say (well, write) that. Take for example the most-recent reworked Willy's case: some goofy Pushkin made a meme "ode" to Wilson's beard not-so-long ago, as nasty argosy for litter off of ground suggestion and wham! (or rather a mushy *Squelch!*): "refurbished" ol' boy Percival there got "beard food container" perk. Loathsome implications yet boudoir kitschy humor nevertheless, not noire but "close enough" (?!?). And "good enough" to call it a day on Higgsbury's RPG tree options, it seems. Or Wolfgang's Gym - started as meme too. There's more, certainly. KLei does listen, spinning more-or-less fortunate takes on various suggestions. "Monke Island" was another, and Maxwell's Memes, once more, bares witness to said shenanigan ("Haha, Monke piratu, like Primu Apu, but mugging you, hehe, *HIC!*"). As always: be careful what you wish for... or what others may wish upon you, stumbling on their feet, face-first towards the door frame. Impish like-minds may collide, with in-game mechanics "endearing" as consequences from KLei side.

9 minutes ago, MostMerryTomcat said:

KLei does listen

To add to this they said it before they do listen to feedback but it's not going to be added instantly faster than lightning just because you asked they think through features and they have their own ideas of what something and something else should be like.

Also if they didn't care there wouldn't be any qol updates at all

4 hours ago, nimzowitsch10 said:

hate to say it but klei doesn't care about any of our feedback, they're making too much money to care

meanwhile the current crafting menu have maaaany user suggestions like having more quick access pages, being able to craft in the wished recipe their ingredients (like cut stone for lightning rod) without needing to go to another menu, etc

how much better would be the world if people were objective?

Yes I think klei does listen to some feedback but if you remember couple month back, the forums were full of people complaining that their attack speed was slow and inconsistent after the lag compensation update and klei did nothing. Now when you kite it just feels really slow and you get hit more often.

I'm not even gonna mention the months I've tried to get klei to release just one fix for their servers that they refuse to do

5 hours ago, nimzowitsch10 said:

Yes I think klei does listen to some feedback but if you remember couple month back, the forums were full of people complaining that their attack speed was slow and inconsistent after the lag compensation update and klei did nothing. Now when you kite it just feels really slow and you get hit more often.

maybe is one of those things that if you try to fix it would make more harm than good because it would break something. I doubt they just ignore that for the sake of ignoring

when they or any company dont fix something that affects in that way is because something happens...

about the servers, who knows. Maybe they dont want to waste more money so you can have free servers instead of you looking for a solution

they really need to roll back the whole lag compensation update. I notice 0 difference in performance and I just find it harder to dodge attacks now, I know alot of ppl agree with me

The endless klei servers got all removed after they released a hotfix that turned all endless servers to survival and they haven't cared to switch it back after last october. After that there is 0 good endless server in my area which really sucks that they've ignored this issue for so long.

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