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Latest updates are very good... really


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Hi, as you have probably read from the title i like the latest updates, a lot.

At first, when i saw the rifts and skills i really disliked them as some people right now.

The usual things, rifts create and artificial difficulty and make the game more tedious and annoying.

Same thing for skill trees, DST is becoming an RPG and those skills make characters OP.

But, when i started playing the updates i changed opinion.

Rifts and planar mechanic finally adds something new to this game, everyone just used to get dark swords and football helmets/thulecite crown for everything and there was no variation of weapons and armors, ALWAYS THE SAME TWO THINGS.

New rifts' mechanics are also great.

Take for example the boulders that fall from the caves' ceiling.

They are a great problem but you have a counter, pillars, and these pillars also eliminate entirely earthquakes, giving a sense of accomplishment to the player for making them, and just not straight up removing one thing, the boulders (like It was before the pillars got added with the structure removing boulders because yes)

The same with umbralla, you unlock it and acid rain becomes less of a problem and at the same time ordinary rains becomes less of a problem too, because now you can drop the umbralla on the soil and it will protect you from wetness, making boss fights under the rain easier.

Skill trees? DST an RPG?!?! NO.

First of all, it's just one single addition, i don't think RPG games are only based on skill trees...

And they don't make characters OP, be real, Wolfgang day 1 with all of the planar damage boost it's not OP (Wolfgang is just pretty good by himself tho) because planar enemies do not exist!

The same for the "OP" moose, yea you are going to fight hard bosses first autumn.

TECHNICALLY YOU CAN KILL DFLY, BEE QUEEN AND OTHER BOSSES on the first autumn...

Ok you can, but at the same time you have to be skilled to kill them and just not pressing F like some people said.

The same with treeguard army, you have to farm all the idols to kill bosses.

Wormwood abilities are the same, you have to farm resources before you can use them effectively, so not at day 1!

Skill trees are a great addition afterall, they finally give the player the ability to customize your character.

Finally Klei added something fresh and new, and not the same things we always know, something which is out of the ordinary which makes me think this game is still enjoyable even after years of playing.

I just want to say, be more positive and just don't be always (or often) negative about updates, give them a try at least and you will probably change idea about them.

It's easy to talk negatively about things, the latest dst situation made me think a lot about It, but it's not so easy to talk in a positive way about controversial things.

I just wanted to share this "hot take" so everyone against these updates can think more about them and give them a try.

Feel free to write in the comments and share your opinions about these updates.

Bye!

 

 

I just want to point out that Turning Wild Rifts on in Day 1 Worlds (even though under normal means your meant to kill some super late game bosses first..) has been Extremely refreshing & exciting for Me.

Let me explain what the Difference between “Intended” Way of unlocking Rifts, and “Immediate” World start with Rifts is.

Under the “Intended” Way you have built up enough Armor and Weaponry and Healing Supplies or Whatever else you need to go fight and KILL two End Game Bosses (Celestial Champion & FuelWeaver) But by that point of the game… Wild Rifts won’t pose much Danger to you due to you already having tools to deal with them in the late game.

Now the FUN part- Rifts on in a Day One world drastically changes the gameplay to its very Core, Rifts will start spawning and you will probably still be collecting your 40 stacks of Sticks & Grass at this point rushing to build Science, Alchemy, Prestihatitator, Shadow Manipulator, And get your hands on some Darkswords before reasonably taking on a group of these invaders.

During this build up however.. Brightshades will spawn in Pig Villages Extremely close to PK so trying to get Gold from him becomes a task of dodging Tunneling Vines and giving things & dodging more vines again.

Your normal food sources you HAVENT relocated to your base yet such as Berry Bushes or Frogs & Fish from ponds get Overtaken by these nasty hard to deal with invaders.

They can even spawn in the Beefalo Savannah and cause your Beefalo to go Extinct Before you can get there and relocate at least one to a safe area away from Brightshades to repopulate them before they can be driven into extinction.

It massively shakes up the way you’ll play the game too.. with Brightshades spawning BEFORE you have good gear to deal with them you’ll find yourself cautiously planting your Grass Tufts & Twigs far enough away from your base that you don’t get Tunnel vine smacked while standing at your campfire waiting for your crockpot dish to finish.

I LOVE Day One Rifts, even the Caves version that drops Acid Rain means that I can’t rely on Body Armor like I normally would in the “Early Game” to explore caves and gather Lightbulbs to craft my first Lantern, At this stage of the game Acid Rain will melt your (probably extremely limited..) supply of Football Helmets, so it’s VITAL that you use Umbrellas, Eyebrella or Rain Gear prior to being able to obtain your first Umbralla or Void Gear.

Under the intended way your fully prepared for these things to happen, but in Day One worlds it feels like dare I say this..

A bit like playing a harder more “Uncompromising” Mode.

And.. that has been my experience with Lunar/Shadow Rifts so far..

It is TERRIFYING to hear growling DepthWorms Incoming but knowing that putting on the Armor you would’ve normally relied upon just means the Acid is going to very quickly melt it into nothing.

As far as Skill Trees go: I have a Love/Hate Relationship with them…

Compared side by side with reworks like say Wickerbottoms, she literally has to quest all over the constant to build up her library in every single server you join, Skills on the Other hand… once unlocked ONCE remain unlocked and persist across every server you join-

It lets your characters be more powerful right out the starting gate without having to progress in the world (see Wicker..) to reach that point.

Secondly… Wilson’s skill tree Sucks, Woodies feels like it only exists to fix all his downsides so playing him is less of a hassle (though the early game wooden canes & tree idols are quite nice..) Wolfgang’s Skill Tree left me desiring some special actions he could only perform when his Mighty Meter is Over Maximum (Turns Purple instead of Green) 

And I haven’t even got to WW yet but once I do I’ll share my opinion on his skill tree as well.

3 minutes ago, Mike23Ua said:

I just want to point out that Turning Wild Rifts on in Day 1 Worlds (even though under normal means your meant to kill some super late game bosses first..) has been Extremely refreshing & exciting for Me.

Let me explain what the Difference between “Intended” Way of unlocking Rifts, and “Immediate” World start with Rifts is.

Under the “Intended” Way you have built up enough Armor and Weaponry and Healing Supplies or Whatever else you need to go fight and KILL two End Game Bosses (Celestial Champion & FuelWeaver) But by that point of the game… Wild Rifts won’t pose much Danger to you due to you already having tools to deal with them in the late game.

Now the FUN part- Rifts on in a Day One world drastically changes the gameplay to its very Core, Rifts will start spawning and you will probably still be collecting your 40 stacks of Sticks & Grass at this point rushing to build Science, Alchemy, Prestihatitator, Shadow Manipulator, And get your hands on some Darkswords before reasonably taking on a group of these invaders.

During this build up however.. Brightshades will spawn in Pig Villages Extremely close to PK so trying to get Gold from him becomes a task of dodging Tunneling Vines and giving things & dodging more vines again.

Your normal food sources you HAVENT relocated to your base yet such as Berry Bushes or Frogs & Fish from ponds get Overtaken by these nasty hard to deal with invaders.

They can even spawn in the Beefalo Savannah and cause your Beefalo to go Extinct Before you can get there and relocate at least one to a safe area away from Brightshades to repopulate them before they can be driven into extinction.

It massively shakes up the way you’ll play the game too.. with Brightshades spawning BEFORE you have good gear to deal with them you’ll find yourself cautiously planting your Grass Tufts & Twigs far enough away from your base that you don’t get Tunnel vine smacked while standing at your campfire waiting for your crockpot dish to finish.

I LOVE Day One Rifts, even the Caves version that drops Acid Rain means that I can’t rely on Body Armor like I normally would in the “Early Game” to explore caves and gather Lightbulbs to craft my first Lantern, At this stage of the game Acid Rain will melt your (probably extremely limited..) supply of Football Helmets, so it’s VITAL that you use Umbrellas, Eyebrella or Rain Gear prior to being able to obtain your first Umbralla or Void Gear.

Under the intended way your fully prepared for these things to happen, but in Day One worlds it feels like dare I say this..

A bit like playing a harder more “Uncompromising” Mode.

And.. that has been my experience with Lunar/Shadow Rifts so far..

It is TERRIFYING to hear growling DepthWorms Incoming but knowing that putting on the Armor you would’ve normally relied upon just means the Acid is going to very quickly melt it into nothing.

As far as Skill Trees go: I have a Love/Hate Relationship with them…

Compared side by side with reworks like say Wickerbottoms, she literally has to quest all over the constant to build up her library in every single server you join, Skills on the Other hand… once unlocked ONCE remain unlocked and persist across every server you join-

It lets your characters be more powerful right out the starting gate without having to progress in the world (see Wicker..) to reach that point.

Secondly… Wilson’s skill tree Sucks, Woodies feels like it only exists to fix all his downsides so playing him is less of a hassle (though the early game wooden canes & tree idols are quite nice..) Wolfgang’s Skill Tree left me desiring some special actions he could only perform when his Mighty Meter is Over Maximum (Turns Purple instead of Green) 

And I haven’t even got to WW yet but once I do I’ll share my opinion on his skill tree as well.

I activate rifts since day 1 sometimes.

As you said they shake up the gameplay a lot, making the risk/reward a lot funnier.

I agree with your point on skill trees, they are great but at the same time they are not perfect.

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