Copyafriend Posted July 2 Share Posted July 2 I love dont starve. Its a great great survival game, and klei has done fantastic work over the years, super creative really. but i think dont starve is suffering from being rushed. honestly when i think about current game mechanics and recent updates, and what gameplay updates i REALLY like. I have to think all the way back to the farming update. now i am not saying that everything is terrible, or that the character reworks were bad, quite the opposite, i think most character reworks were a lot of fun, and that some interesting stuff was added. but just about every update had something missing to me. its really hard to pin down exactly, and each update it was something different. but something was always weird about almost every single update, all the way back to the lunar island. and i think i do know what it is. i think klei isnt giving themselves the time to really flesh stuff out. its really really hard to decide to go back and finish something that you left off, especially if there’s something more urgent. (And there will always be something more urgent) but i think klei needs to take like a full year and just revisit things. Not character reworks specifically, but lots of nice suggestions have been made for some characters that need a little love. but game mechanics, and more specifically the lacking feeling that comes from playing with the new mechanics. to be more specific the sea feels empty, but honestly and more insultingly, pointless. the planar damage, while being a good on paper solution to damage scaling without trivializing content, feels weird and imaginary. there is only one lunar enemy for the lunar rifts the shadow gear is kind of disappointing. The monkey raids, instead of being reworked or avoidable or anything, were basically completely removed from the game to the point where i forget about them unless i’m actively heading to the moon quay The crab king sucks, mechanically, and he is still a REQUIRED RAIDBOSS. Only redeeming qualities are an interesting concept and that he is cheesable. The ocean is too BIG. It takes way too long to sail around to find the SIX points of interest. there is NOTHING GOING ON in the ocean itself. Like, no waves, few random mobs. Just me a steering wheel/oar and some sea stacks to dodge. Oh i could fish… if this was animal crossing id be thrilled. summer is STILL BORING. I can go on. my point isn’t that the game is bad, or that klei is doing a bad job, because they’re not. And the updates arent bad. and biggest shocker of all: the ocean isnt even empty. its just too big, if it was smaller it would be more fun. but they dont have time to redo world generation, they gotta finish the return pf them And they dont have time to redo summer, we gotta rework winona and we cant revisit crab king we gotta make the final boss. klei needs to stop and take a step back, breathe, and work on the meat of the game. almost no one is going to engage in the rift content. there. I said it. WE and like… 10% of the rest of the playerbase will. the rest wont even know who fuelweaver is unless they binge watched a youtuber who HAS killed him. Meanwhile, we’ve been getting bandaid updates and hot fixes and major updates that are half baked. klei needs to get into the roots and start fixing stuff there, revisit the return of them later, its cool but its not what most people will see. i want the end of the game too, but i’m tired of getting rushed updates. if nothing else klei, if you are reading this. please. Let the updates bake for longer, its nice to have updates that are done, but it would be better to have well thought out complete updates that dont need two weeks of hotfixes and a “we promise we’ll finish it later” Link to comment Share on other sites More sharing options...
Frosty_Mentos Posted July 2 Share Posted July 2 I'm sure that we gonna have some sort of skilltrees going for all characters so that will get revisited instead of needing more reworks. Just more additions rather. And that Klei have mentioned that nothing is yet balanced and planar items will be balanced as the updates goes cause this is some new exciting territory they are dwelling into... Crab King been needing better loot for a long while, but it's left as a roadblock for the story rather than anything. I like fighting him and fighting him is like a test if you got the gear, preparations or the creativity made to deal with what could come next. His fight can be done in several ways and definitely needs something more dropped than what we got now just some shells and meat with a blueprint that rarely is needed for anyone. Personally I think the ocean is just too SMALL compared to the mainland, which sometimes has to squish against the boarder of the map limit cause there's just not enough space for all the new islands and new things around without increasing more space. There's only so much space now for another island, so I'd rather have something new added if the map size were to be bigger first. Fuelweaver and Celestial bosses are story based and idea been always 'discover on your own', even if by youtube vids or with friends or your own - you have the choice how you get that knowledge. The game is a sandbox and a choose your own adventure by doing practically anything you want. Reason to why Klei pubs practically have no rules as it's there to be pure chaos for how the game is supposed to be (sorta) when trying to hang out with randoms pooling from the portal vomitorium. Only thing the game is suffering is of people's usual impatience and Klei's more relaxed release schedule to (probably) not burnout their artists and programmers from doing all the content every year for 10 years now. Link to comment Share on other sites More sharing options...
Copyafriend Posted July 2 Author Share Posted July 2 18 minutes ago, Frosty_Mentos said: Only thing the game is suffering is of people's usual impatience and Klei's more relaxed release schedule to (probably) not burnout their artists and programmers from doing all the content every year for 10 years now. I am actively pushing for a more relaxed and spaced out schedule. but I’m specifically trying to say that 19 minutes ago, Frosty_Mentos said: And that Klei have mentioned that nothing is yet balanced and planar items will be balanced as the updates goes cause this is some new exciting territory they are dwelling into... This is a bad idea. i am saying that it needs to be done once and done well, not revisited or pushed out after three months. i know what klei said, I’m specifically disagreeing and saying that its a bad idea. though i think your perspective is worth looking into. what do you mean by you saying you feel like the ocean is too small? i personally feel like i spend a long time without finding anything at all interesting on the ocean, where do you think this sense of feeling cramped comes from? Link to comment Share on other sites More sharing options...
Shosuko Posted July 2 Share Posted July 2 1 hour ago, Copyafriend said: its really really hard to decide to go back and finish something that you left off, especially if there’s something more urgent. (And there will always be something more urgent) but i think klei needs to take like a full year and just revisit things. tbh just this ^ I feel for a while they've had a lot of loose ends dangling from their various updates, and these are the main issues I have both with previous and new content. Like Planar damage - if they didn't have a reputation for leaving systems half-done I wouldn't worry so much about how this looks at the onset. BUT because they have left so many features half baked I'm concerned about this new stuff and what it would mean if it was also just abandoned in its current state b/c they want to move on to more "new content" .. Link to comment Share on other sites More sharing options...
BezKa Posted July 2 Share Posted July 2 I agree Klei needs more time to polish their stuff. The recent thread about all the small things should be twice as long in my opinion, big impressive mechanics are less valuable to me than all the small things. Sunfish setting stuff on fire, having to scare no eyed deer into trees to get their horns instead of just killing them, all these small things that make the world feel good and interesting to be in, I think we need more. And some updates do feel unfinished. The moon quay is one that gets brought up a lot. Animations lost some quality, because they have to be done quicker. Some mechanics remain in the game despite not being a problem anymore, like telelocator focus on boats. I agree that Klei should do a sort of "rebalance" update where they look at the game as a whole and do some changes. Flesh out some stuff they couldn't before due to deadlines, look at items and mobs again after all the updates to make sure their damage and functionality isn't irrelevant. Or a series of updates. I don't really care about updating characters at this point, after all the reworks and refreshes, because if the world gets some love, characters will too by proxy. And JoeW mentioned it already, but the monthly update format isn't exactly working anymore. I don't know what changed, but if we have to wait longer for better content, I'm absolutely fine with it. Link to comment Share on other sites More sharing options...
Duck986 Posted July 2 Share Posted July 2 Spoiler I wonder if it's because Klei, being submitted to Tencent, needs more money for the lesser time to please them as their investor. That's why they fix mostly easy or game-breaking bugs, and release updates so fast compared to other indie devs. Not saying that all of the updates are bad, but I absolutely freaking agree that Klei should take more time for the future updates to "bake up", or even take a year to rebalance all the existing things to "present standards", including old as hell Willow or Winona Reworks, empty ocean and boring seasons. IMO it would be a good idea if they took some inspiration from fan's creations - Steamed Collection, Uncompromising Mode, Feast & Famine (abandoned, but was good in its time), etc. 2 hours ago, Copyafriend said: almost no one is going to engage in the rift content. 2 hours ago, Copyafriend said: the planar damage, while being a good on paper solution to damage scaling without trivializing content, feels weird and imaginary. You see, I'd say players aren't engaging rifts not because they're hard, but because the planar damage is useless in the form it is now. It directly nerfs characters with positive damage multipliers (including Weses with spicy volt goat jelly), and it does nothing to pre-rift mobs, not even penetrating the armor of cave spiders, slurtles or rock lobsters. The suggestions I talk about outside of forums are 1) making planar damage to scale with damage multipliers, and 2) making planar damage penetrate regular defense as well. This way we will have the weapon which still at least as same as the Dark Sword BUT can penetrate regular armor. Because, well, armor penetration is always nice. Tl;dr: I totally agree with OP that Klei should revisit all the old content and take more time for future updates, but I still wonder if approving Tencent's deal was a mistake that lead to the problem OP is talking about. Link to comment Share on other sites More sharing options...
Mike23Ua Posted July 3 Share Posted July 3 The ocean is boring to me because there’s only a handful of points of interest within it, & sailing to and from those locations is like riding through a flat, empty.. lifeless loading screen. this is NOT the same kind of experience I got while playing Shipwrecked, because there was always SOMETHING out there to interact with. Jellyfish see you Swim towards and attempt to attack, StinkRays fly in bombarding you with gas fumes.. In its current state- DSTs Ocean just doesn’t do this. Maybe if your very very lucky (or unlucky rather..) you’ll get a stray RockJaw or two to attack You but, other then that it’s just a loading screen until you get to the content your intended to interact with. Link to comment Share on other sites More sharing options...
Dragonboooorn Posted July 3 Share Posted July 3 28 minutes ago, Mike23Ua said: Maybe if your very very lucky (or unlucky rather..) you’ll get a stray RockJaw or two to attack You but, other then that it’s just a loading screen until you get to the content your intended to interact with. Shipwrecked DLC were made in time period when DS was more about surviving and adventuring, rather than it is now. DST is all about megabasing and less about surviving/putting player at danger. Thats my headcannon why DST content is more relax and grindy Link to comment Share on other sites More sharing options...
Lennard Posted July 3 Share Posted July 3 What surprises me is how much stuff from the base game and RoG still remains unchanged. Some things are fine as they are, but we still have the same set of mainland surface biomes as we did in RoG, and the things to find in the biomes that do exist remain mostly the exact same as RoG. Only difference is that we got two variants of the desert. Meanwhile they added tons of stuff to the caves and the sea since the launch of DST. As if there's more player activity there rather than in the surface mainland... A cooking rework should definitely be a thing. The crock pot cooking system and the old farming system have a lot of parallels to each other. It's been the exact same since the beta of Don't Starve Some tweaks or reworks to seasons could also be a thing but I'm not sure what they would do exactly. Maybe there isn't anything to do about them. Link to comment Share on other sites More sharing options...
Mysterious box Posted July 3 Share Posted July 3 56 minutes ago, Lennard said: What surprises me is how much stuff from the base game and RoG still remains unchanged. Some things are fine as they are, but we still have the same set of mainland surface biomes as we did in RoG, and the things to find in the biomes that do exist remain mostly the exact same as RoG. Only difference is that we got two variants of the desert. Meanwhile they added tons of stuff to the caves and the sea since the launch of DST. As if there's more player activity there rather than in the surface mainland... A cooking rework should definitely be a thing. The crock pot cooking system and the old farming system have a lot of parallels to each other. It's been the exact same since the beta of Don't Starve Some tweaks or reworks to seasons could also be a thing but I'm not sure what they would do exactly. Maybe there isn't anything to do about them. It's where most players base so I imagine they mostly avoid making big changes for fear of backlash. 1 hour ago, Dragonboooorn said: Shipwrecked DLC were made in time period when DS was more about surviving and adventuring, rather than it is now. DST is all about megabasing and less about surviving/putting player at danger. So true I'm going to have to send you the therapy bills for the emotional damage... Link to comment Share on other sites More sharing options...
SapoLover Posted July 3 Share Posted July 3 6 hours ago, Copyafriend said: but i think dont starve is suffering from being rushed. Maybe they are rushing because they want to have the game "finished" before polishing it? Like a sketch. I don't think Klei will slow down, they'll keep the rhythm to sell more skins. I don't know anything about them, but for how they express in their posts and comments, they don't seem like the kind that would make skin exclusive updates, and if they did, it could create a bad habit in which they learn they don't have to put effort in improving the game. Anyway, seems like we need a lot of QoL updates. Link to comment Share on other sites More sharing options...
Mike23Ua Posted July 3 Share Posted July 3 14 minutes ago, Mysterious box said: It's where most players base so I imagine they mostly avoid making big changes for fear of backlash. So true I'm going to have to send you the therapy bills for the emotional damage... This is so confusing it makes my brain hurt trying to understand. You say Klei is afraid of making big changes in fear of Backlash. But.. aren’t they already receiving Backlash from NOT making changes?? People who enjoyed DS & it’s two DLCs expect more challenges, biomes, mobs, weather hazards & puzzles that are going to live up to the original game & its DLCs, and when I say “Puzzles” I don’t just mean that obscure one we have in the Archives or the even more Obscure ones that involve doing things on PC with hidden website links- I simply mean the same puzzles/challenges solo DS presented us with: Such as tasking us with walking through a heavily enemy infested Maze by choosing the optimal time of day to trek through this maze (Aka when Spiders or Tallbirds are sleeping otherwise.. Good Luck!) Or The Challenges that Shipwrecked and Hamlet brought about such as hostile dangers that spawn from the trees you chop, resources you mine, vases you bust open, etc.. Needing to build a raft just to cross a large pond of water blocking you off from progressing, or needing a Gas Mask to traverse a poisonous gas biome that otherwise bleeds your health out trying to travel through and explore. DST to the best of my knowledge just doesn’t have any of these challenges.. and it really sucks. I don’t need 24/7 Base Destruction.. But I’d love some of the challenge that Solo DS & it’s DLCs offer, brought to DST. Link to comment Share on other sites More sharing options...
Mysterious box Posted July 3 Share Posted July 3 59 minutes ago, Mike23Ua said: This is so confusing it makes my brain hurt trying to understand. You say Klei is afraid of making big changes in fear of Backlash. But.. aren’t they already receiving Backlash from NOT making changes?? Actually the backlash was from them introducing unavoidable destruction elements(not quite the best idea but they more or less fixed it in a arguably lame way) and a new damage type system. But even assuming they didn't introduce unavoidable destruction elements do you think the past few updates would have somehow been better received if it was there from the start? I don't have a crystal ball to tell the future but I imagine it'd have been received much more poorly. 1 hour ago, Mike23Ua said: People who enjoyed DS & it’s two DLCs expect more challenges, biomes, mobs, weather hazards & puzzles that are going to live up to the original game & its DLCs, and when I say “Puzzles” I don’t just mean that obscure one we have in the Archives or the even more Obscure ones that involve doing things on PC with hidden website links- I simply mean the same puzzles/challenges solo DS presented us with: Such as tasking us with walking through a heavily enemy infested Maze by choosing the optimal time of day to trek through this maze (Aka when Spiders or Tallbirds are sleeping otherwise.. Good Luck!) Or The Challenges that Shipwrecked and Hamlet brought about such as hostile dangers that spawn from the trees you chop, resources you mine, vases you bust open, etc.. Needing to build a raft just to cross a large pond of water blocking you off from progressing, or needing a Gas Mask to traverse a poisonous gas biome that otherwise bleeds your health out trying to travel through and explore. DST to the best of my knowledge just doesn’t have any of these challenges.. and it really sucks. The reason I feel it doesn't have these is because content post don't starve tries very hard to keep from removing the player from their comfort zone. Whether or not that's a bad thing is a different argument however this cutoff point we're getting seems to imply Kiel wants to change the mainland but in a way that doesn't harm the early game mainland status quo and that decision does very much seems like a decision made to avoid backlash. Don't get me wrong though I very much would like if Kiel populated the mainland made it for more wild and dangerous. I just don't see it going over well or how they'd implement it in a way that feels worthwhile considering the convivences of survival are already completely filled by the existing mainland. Link to comment Share on other sites More sharing options...
Ohan Posted July 3 Share Posted July 3 To the list of loose ends id very much like to add the Celestial tab. When examining the dug out altar pieces Wickerbottom mentions it promises secret knowledge if it gets reassembled… what that secret knowledge from basically an eldritch god ends up being is an axe, a sword and a completely useless bathbomb… like… how many years has it been since the introduction of the celestial altars?! How can it be left this barebones?! I think the new brightshade crafts are really cool but i wish the celestial altars would get some new stuff… i just cant get over an axe, a sword, a bath bomb and the portal thing being all there is to celestial tech. 10 hours ago, Copyafriend said: what gameplay updates i REALLY like. I have to think all the way back to the farming update. RWYS genuinely continues to be top 3 best updates ever which makes it so baffling to me that they would then COMPLETELY invalidate all their hard work by adding banana bushes and recipes like the banana shake… the fact that brightshades also dont infect banana bushes means they kill RWYS even harder. The banana shake is literally an exact copy of Salsa Fresca but instead of requiring a tomato, an ONION and TWO EDIBLE FILLERS, it needs two bananas that grow year round with no maintenance other than periodically fertilizing the bush and TWO TWIGS… This is just crazy to me. It makes no sense when compared to past crockpot recipes / game balance. Link to comment Share on other sites More sharing options...
Szczuku Posted July 3 Share Posted July 3 5 hours ago, Lennard said: What surprises me is how much stuff from the base game and RoG still remains unchanged. Some things are fine as they are, but we still have the same set of mainland surface biomes as we did in RoG, and the things to find in the biomes that do exist remain mostly the exact same as RoG. Only difference is that we got two variants of the desert. Meanwhile they added tons of stuff to the caves and the sea since the launch of DST Caves needed to be changed, as they simply sucked (and still suck) in their singleplayer format. Ocean was a newly introduced part of the map; of course it needed (and still needs) new content. As for the surface: -Meteor strikes and moon rocks in the mosaic -No-eyed deers and klaus in the decidous and mosaic -Dragonfly and magma pools in the desert -Bee queen in the grasslands -Twiggy trees, juicy berries, grass gekkos and tree petrification I understand that we don't have any new, flashy biomes on the mainland. And I too would like Klei to add more depth, randomness and immersion to the seasons. But the mainland received a lot of stuff and is by far the most fleshed-out playable part of the game. I don't think that it realy needs an entire new biome Link to comment Share on other sites More sharing options...
_zwb Posted July 3 Share Posted July 3 6 hours ago, Dragonboooorn said: Shipwrecked DLC were made in time period when DS was more about surviving and adventuring, rather than it is now. DST is all about megabasing and less about surviving/putting player at danger. Thats my headcannon why DST content is more relax and grindy Blaming "mega-basing" for everything, how original. I've said this in another post but I'll say it again: "mega-basing" isn't just a player choice, it's part of the game design. Yes this game is all about not starving, but eventually you'll set up a base and settle down and...you can survive forever now. Then the game throws its final challenge at you: need of a point. What do I do now? The game's only goal is to survive and I've done that. What else is there to do? Well, nothing. There's no inherent goal and at that point you're just surviving for the sake of surviving. Unless...you start designing pretty bases and "mega-basing", using your creativity to build something, and that creativity itself is the reason to keep on creating. If you don't regenrate world the moment you've built a base and killed all bosses then I'd say so called "mega-basing" is the solution to this problem and the only reason to keep playing. "Mega-baser" is just a made up word for those who are able to continue surviving in this absurd wilderness world without an inherent goal, stop blaming who are truly dedicated to this game for everything. Link to comment Share on other sites More sharing options...
NNOUS Posted July 3 Share Posted July 3 2 hours ago, Szczuku said: I don't think that it realy needs an entire new biome what are u saying. we need more diverse biome like the lagoon biome form hamlet, and trapical forest etc etc to add more depth in to the game. their isnt any 'lake' biome here and only current form lake to ocean. only 'ocean current' that we have is just a mod made by player. ocean and the mainland is so divided, its lacking the cohesive experience Link to comment Share on other sites More sharing options...
Cassielu Posted July 3 Share Posted July 3 It's been that way for four years, and each time people have said "it'll be whole" but that day never seems to come. It scares me so much that the possibility... What if all this is because today's developers are less capable than their predecessors? In the case of boss loot, in ANR we get the bee queen crown and the bone helmet, both of which have unique mechanics related to sanity. These effects may seem useless, but they are like a key that opens a new door and changes everything for us. Until now, every time something related to sanity has been added, new gameplay has been developed. And enlightenment crown in ROT... It is indeed a powerful item, but just a better mactusk hat and miner's hat with an extra damage effect that looks different. People wear it instead, but it doesn't bring any new gameplay. For reasons like this, developers can no longer create more content for players with less work, so they try to make up for quality with quantity, making more updates, more content at a time. But that doesn't make it any better, in the end, everything is incomplete. Link to comment Share on other sites More sharing options...
GelatinousCube Posted July 3 Share Posted July 3 3 hours ago, _zwb said: Blaming "mega-basing" for everything, how original. I've said this in another post but I'll say it again: "mega-basing" isn't just a player choice, it's part of the game design. Yes this game is all about not starving, but eventually you'll set up a base and settle down and...you can survive forever now. Then the game throws its final challenge at you: need of a point. What do I do now? The game's only goal is to survive and I've done that. What else is there to do? Well, nothing. There's no inherent goal and at that point you're just surviving for the sake of surviving. Unless...you start designing pretty bases and "mega-basing", using your creativity to build something, and that creativity itself is the reason to keep on creating. If you don't regenrate world the moment you've built a base and killed all bosses then I'd say so called "mega-basing" is the solution to this problem and the only reason to keep playing. "Mega-baser" is just a made up word for those who are able to continue surviving in this absurd wilderness world without an inherent goal, stop blaming who are truly dedicated to this game for everything. Wish more people could understand or accept this. So sick of this "megabasing" boogeyman apparently stopping klei from making this game a thousand times better... 1 hour ago, Cassielu said: It's been that way for four years, and each time people have said "it'll be whole" but that day never seems to come. It scares me so much that the possibility... What if all this is because today's developers are less capable than their predecessors? In the case of boss loot, in ANR we get the bee queen crown and the bone helmet, both of which have unique mechanics related to sanity. These effects may seem useless, but they are like a key that opens a new door and changes everything for us. Until now, every time something related to sanity has been added, new gameplay has been developed. And enlightenment crown in ROT... It is indeed a powerful item, but just a better mactusk hat and miner's hat with an extra damage effect that looks different. People wear it instead, but it doesn't bring any new gameplay. For reasons like this, developers can no longer create more content for players with less work, so they try to make up for quality with quantity, making more updates, more content at a time. But that doesn't make it any better, in the end, everything is incomplete. I agree with everything you've said except regarding the enlightened crown. It was and still is a game changer for me and possibly my favourite single item in the game. Link to comment Share on other sites More sharing options...
Mysterious box Posted July 3 Share Posted July 3 4 hours ago, _zwb said: "mega-basing" isn't just a player choice, it's part of the game design. Disagree there's nothing that forces you to mega base that's just you pushing your ideals on how to play on to others. 4 hours ago, _zwb said: Yes this game is all about not starving, but eventually you'll set up a base and settle down and...you can survive forever now. Then the game throws its final challenge at you: need of a point. What do I do now? The game's only goal is to survive and I've done that. What else is there to do? Well, nothing. There's no inherent goal and at that point you're just surviving for the sake of surviving. Unless...you start designing pretty bases and "mega-basing", using your creativity to build something, and that creativity itself is the reason to keep on creating. If you don't regenrate world the moment you've built a base and killed all bosses then I'd say so called "mega-basing" is the solution to this problem and the only reason to keep playing. "Mega-baser" is just a made up word for those who are able to continue surviving in this absurd wilderness world without an inherent goal, stop blaming who are truly dedicated to this game for everything. This is a flawed argument unless your saying everyone continuously builds up their mega base forever what are you doing after? Link to comment Share on other sites More sharing options...
_zwb Posted July 3 Share Posted July 3 1 minute ago, Mysterious box said: Disagree there's nothing that forces you to mega base that's just you pushing your ideals on how to play on to others. This is a flawed argument unless your saying everyone continuously builds up their mega base forever what are you doing after? Sure, you can just regenrate world and start all over again once you've killed all bosses, but I don't find doing the same thing over and over interesting. It certainly is your choice and these comments are only my opinions. People get bored and regenrate worlds, or maybe they take a break from the game, or just join pub servers for something different. They're definitely not gonna megabase forever, but if they're playing on the same world, there's nothing else to do. Link to comment Share on other sites More sharing options...
GelatinousCube Posted July 3 Share Posted July 3 1 minute ago, Mysterious box said: Disagree there's nothing that forces you to mega base that's just you pushing your ideals on how to play on to others. This is a flawed argument unless your saying everyone continuously builds up their mega base forever what are you doing after? So what exactly do you personally do once you've beaten all the bosses and content in a world? That is if you don't just restart a new world. Do you make food farms or setups that make boss fights easier? Do you set up outposts or additional bases? Do you swap characters and make new bases for them? Do you terraform the world and change biomes somewhat or relocate fauna or flora? If you keep building and improving your world in almost any way you're more or less "mega basing". It's literally the next step after beating all content if you don't just restart. What else is there to do exactly? I'd genuinely like to know. Link to comment Share on other sites More sharing options...
PunkShark Posted July 3 Share Posted July 3 I think it comes down to what 'people' want out of the game rather than what klei wants. Klei doesn't go back to much old stuff unless it is an update dedicated to it like RWYS. But many want reworks for biomes, bosses, crockpots, caves, ocean or in general more content to it. And while i think everyone can agree we always want new content for old things that seems a bit lacking or out of date, that is just not what is on Klei's mind with DST most of the time. There's a difference between making new content, and revisiting old content. and i think a lot would rather revisit, than expand. But that is what these updates have been about since baiscally the beginning of DST after it left EA. and rn it's about expanding the endgame atm. And that is in general what DST's development has been about. expanding the world of the constant and add dangers and interactions for teamwork based gameplay in a world that was already created in DS+RoG. We know their plans with the game with the roadmaps and so far it is going as they want it to. Yes, the content is unfinished and we're gonna have to give them a little bit of faith and help them out on their way with suggestions and feedback. And yes, it sucks that we cannot grasp the full picture of what they want. But we're also only 2 updates into the roadmap and we can't just judge the full picture instantly without having all the pieces, we can judge them individually but it's not going anywhere without all the pieces clicking together. No matter how frustrating as it is, we have to wait. We haven't even seen what the core enchanchement updates are about yet which could very well be about revisiting old content in DST. on a side-note i find it strange that people have these expectations for updates or roadmaps that were never promised to begin with to revisit old content. the only updates that have done this were QoL related but they were never specified what they were about. Maybe it also comes down to people's expectations with the game that they have played for over 10 years more or less and find all the small nuances of what could change and what lacks. when in reality, maybe for klei the old content is fine as it is and maybe we've just spent a little too much time on the game to truly feel what lacks in places where maybe it kinda doesn't. Not saying some places aren't lacking but not everything can be perfect and ya can't make everybody happy. I think it also has something to do with the fact that we're on the same map, over and over. in a world that is already created with the ruins, bosses, seasons. Where do you go from there? How do you expand a playable world that is already filled with things that can overdo the content we already have. How do you do new content to compliment the old when the old is already so filled with things that the new can just feel like a side-project. And how can you make something that is just as exciting as the rest without feeling like it wasn't worth the effort when the old already had the answer. Generally don't know how to end this so err, yeah. Link to comment Share on other sites More sharing options...
Mysterious box Posted July 3 Share Posted July 3 1 minute ago, GelatinousCube said: If you keep building and improving your world in almost any way you're more or less "mega basing" So what do you do after you finish making your megabase? 2 minutes ago, GelatinousCube said: It's literally the next step after beating all content if you don't just restart. What else is there to do exactly? I'd genuinely like to know. I mess around in the world doing various things I mean there's only so many times you can reset a world for a different experience no? I do hop into friends worlds from time to time or change character but there's a limit to what you can do in dst megabasing doesn't magicially solve this it's just a delay that some people but not all enjoy. I build my base with things I need and I enhance my travel with dock bridges and such with a few unnecessary additions to make it look nice as well but I've never been one for turning my island into a theme park I prefer to engage with various other contents growing crops the normal way, fishing, doing silly self imposed challenges, or even shockingly enough surviving without overgearing for seasons and what not are you about to explain to me how I'm less dedicated and my way of play is invalid because I don't go the theme park route? I get it some people like the megabasing playstyle but the way you guys are going about it suggests that megabasing is the only valid playstyle. 13 minutes ago, _zwb said: Sure, you can just regenrate world and start all over again once you've killed all bosses, but I don't find doing the same thing over and over interesting. It certainly is your choice and these comments are only my opinions. People get bored and regenrate worlds, or maybe they take a break from the game, or just join pub servers for something different. They're definitely not gonna megabase forever, but if they're playing on the same world, there's nothing else to do. Again megabase building doesn't go on forever but the content in the world does exist forever you can't draw a line in the sand and go well this is how I experience the game and so obviously any sane person experiences it in the same way. At the end of the day unless you really really like not knowing where things are I feel there's only so much you can gain from regenerating a world and you have to ask yourself do you enjoy the content dst has to offer? We're all free to enjoy the game in our own ways but if you feel the gameplay loop outside of base building gets tedious I don't fully understand how resetting the world fixes that. Link to comment Share on other sites More sharing options...
Dreadle Posted July 3 Share Posted July 3 4 hours ago, _zwb said: I've said this in another post but I'll say it again: "mega-basing" isn't just a player choice, it's part of the game design. Sandboxing and survival both play a significant role in the game design and should be balanced accordingly. However, I find that mega-basing heavily relies on micro-transactions. Without the use of skins, base structures are an eyesore. This is why the argument for mega-basing falls short, compared with games like Terraria or Minecraft, where the limit of the build is your creativity - in DST build the limit is your skins. A clear example of this can be seen in the Decorations, Shrines, and Base Designs thread, where many designs are essentially the same structures with different skins. Link to comment Share on other sites More sharing options...
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