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I am just venting - DST is heading wrong way


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15 minutes ago, arubaro said:

Nobody complained about acid rain because it didnt limit anything, it just affects player stats and food. Why there arent snurtles dying cuz acid doesn't allow them to develop their shell? why arent rocks dissolving and other effects caused by acid? because isnt worth, for that nobody care

Uh no alot of people complained about acid rain where were you for that beta?

 

17 minutes ago, arubaro said:

srly, i dont get why is that hard to understand and more when isnt a mechanic that you could argue that increases the difficulty... is starting to feel like a joke, seems like you are just defending it for the sake of it without a real reason behind

So the only mechanics that can be added are ones that directly raise the difficulty? Or do you just believe people are incapable of not hating a mechanic you dislike? Because it could be argued that there a many things in the game that don't "add anything" by your definition that shouldn't be in the game.

 

19 minutes ago, arubaro said:

the other day the hail helped me to kill a hound wave.... just pathetic and, as said by other users, rifts creates barren biomes because destroy things like boulders or spiky trees...wow such atmospheric mechanic, creating an empty flat terrain so we can appreciate every little turf's details without anything covering it..

I don't see how mobs dying from a dangerous event in the world is pathetic by this logic frog rain frogs should no longer attack anyone but the player also it's widely accepted that all mobs should be given a way to not go extinct as it doesn't make sense for them not naturally have that considering how it's the case for other mobs like volt goats and fireflies.

That being said I was one of the people who said the rift portal destroying things shouldn't be a think but hey I'm a survival player so I guess the assumption is that destruction is all we care about.

But I get it your opinion of what's atmospheric is the only one that matters anything that disturbs that world view be damned?

7 hours ago, Mysterious box said:

Uh no alot of people complained about acid rain where were you for that beta?

 

So the only mechanics that can be added are ones that directly raise the difficulty? Or do you just believe people are incapable of not hating a mechanic you dislike? Because it could be argued that there a many things in the game that don't "add anything" by your definition that shouldn't be in the game.

 

I don't see how mobs dying from a dangerous event in the world is pathetic by this logic frog rain frogs should no longer attack anyone but the player also it's widely accepted that all mobs should be given a way to not go extinct as it doesn't make sense for them not naturally have that considering how it's the case for other mobs like volt goats and fireflies.

That being said I was one of the people who said the rift portal destroying things shouldn't be a think but hey I'm a survival player so I guess the assumption is that destruction is all we care about.

But I get it your opinion of what's atmospheric is the only one that matters anything that disturbs that world view be damned?

is pathetic when is suppose to be a mechanic added for a late game hard mode. I suggested hail hitting mob for 0 damage because i get that it feels more natural but dealing damage to them creates more problems to playability than thr fun things it brings. If they add a new weather hazzard and the only things it does is making me porting an umbralla and killing stuff arround me i prefer it being more dangerous to the player while not ruining building

is like if they add that if your character is highly wounded he should be in bed recovering, it won't be fun to need to stop playing to see your character lying until recover, right? well, hail was the same, it made a good portion of the player base stop playing and interacting with certain components of the game without having a solution

if hail had a solution, a good one or a variety of solutions, i wont complain because part of making a huge base is also thinking how to overcome certain stuff and inlcude it in the builds but making us stop using critters is just lame

is like disease, was removed because the only counter was not planting anything or shoveling everything, not fun at all. I was one of the few that defended the mechanic because i found good to have a pest in our farms but not at the cost of losing the plants if the boring task of shoveling wasnt done every year. If they added a cure , for some reason they drop the idea, i would be happy. Atleast now we have brightshades but non combat related hazzards are needed since, except for the few rift weather hazzards, there werent added any in the last 6 years

is a question of balance that involves fun

On 10/7/2023 at 1:35 PM, landromat said:

90% of players are and will be playing on standard setting because this is how game supposed to be.

None of who i regulary play with lets wildfires enabled or doesn't use triple mctusk mod. 

I'm sure actual 90% would like to see wildfires changed as soon as possible.  

8 hours ago, Mike23Ua said:

survival Mechanics that tried politely to avoid spawning in your base.

Rift spawning in your base is something you can't interact with at all, no counterplay, just destruction happened to you. Is this the type of """survival mechanics""" you'd like to see? Destruction for no reason and no counterplay? You just want the game become a masochist simulator don't you:wilson_curious:

You know what else comes with rifts? Brightshades. Those don't politely avoid your base do they? Heck, they even have a higher priority for transplanted plants.

10 hours ago, Mike23Ua said:

Nah I strongly feel like DST was heading In The wrong way when Klei added survival Mechanics that tried politely to avoid spawning in your base.

Again 

I understand this completely, if you want to play that way then you go for it, but what is stopping you from not using these things that take away challenge

If you want to get destroyed by lightning dont use lightning rods, dont want to preserve your food forever, dont use bundling wrap, want boulders to destroy your base, dont use pillars

Want brightshades to infect your world, dont use brightshade repelent

10 hours ago, Mysterious box said:

Ironically this goes both ways with rift content.

It does not, to disable grief mechanics you must go to world settings, but for you if you want to disable a solution like a lighting rod you literally not use it

Nobody is forcing you to do anything, the game does not spawn lightning rods or pig farms in your world, you can just not do that

3 hours ago, Capybara007 said:

It does not, to disable grief mechanics you must go to world settings, but for you if you want to disable a solution like a lighting rod you literally not use it

Nobody is forcing you to do anything, the game does not spawn lightning rods or pig farms in your world, you can just not do that

I mean the post rift ones don't activate unless you activate the rifts.

6 hours ago, arubaro said:

is pathetic when is suppose to be a mechanic added for a late game hard mode. I suggested hail hitting mob for 0 damage because i get that it feels more natural but dealing damage to them creates more problems to playability than thr fun things it brings. If they add a new weather hazzard and the only things it does is making me porting an umbralla and killing stuff arround me i prefer it being more dangerous to the player while not ruining building

is like if they add that if your character is highly wounded he should be in bed recovering, it won't be fun to need to stop playing to see your character lying until recover, right? well, hail was the same, it made a good portion of the player base stop playing and interacting with certain components of the game without having a solution

if hail had a solution, a good one or a variety of solutions, i wont complain because part of making a huge base is also thinking how to overcome certain stuff and inlcude it in the builds but making us stop using critters is just lame

is like disease, was removed because the only counter was not planting anything or shoveling everything, not fun at all. I was one of the few that defended the mechanic because i found good to have a pest in our farms but not at the cost of losing the plants if the boring task of shoveling wasnt done every year. If they added a cure , for some reason they drop the idea, i would be happy. Atleast now we have brightshades but non combat related hazzards are needed since, except for the few rift weather hazzards, there werent added any in the last 6 years

is a question of balance that involves fun

I disagree on the pathetic part but I do agree I would have settled for the hail doing 1 or 0 damage with hitstun but the devs do seem to be working on a proper shelter mechanic we can use for mobs so they’ll likely be the route forward.

On 10/11/2023 at 5:17 AM, Mike23Ua said:

But.. could you imagine if say for example: there was a boat structure you could’ve crafted in the shipwrecked DLC that let you smash right through ocean waves unaffected by it? 

There's a fish that does just that

From what I see in pub and megabase, I feel that klei should add content that has long lasting effects than just boss and item. Elitist will be bored of the game after a month of updates which giving boss and item for them to do. They will rush everything like boss then bored of it and leave. That world is completely died

New players need some babysit klei server for them to learn and encouraging to do something. All the time I see, new player are base dweller. Most of time is either early bird player's fault for not making base or wasting the whole autumn doing ruin or pearl quest, or it's difficult for new players to find resources to survive when the world is completely drained on basic resources. Like most pub server killer is lack of basic resources. Why so many pub server died at winter and why forum post are complaining new player dwelling base. The game should have the responsibility to teach new player mechanics. Have a summer camp server or something for new players to gather and experience together.

I as a player, really like building farms and bases. Like there is no point having to clear checkpoint over and over again. I am a person that like challenge but ask me to fight boss over and over again is tiring. Its like tell me to fight 100 malenia(elden ring) or 100 times of fatalis or 100 times of Celestial champion. First time fight, it is fun. But keep fighting over and over is tedious and draggy. Just like the bright shade and everything, the update is heading. The updates is not like game changing or anything. You still surviving with extra step. Already a few updates in, klei keep making same mistake of adding updates that is detrimental to player's experience than benefit player in long term. 

The public server in my region is already dead. Left with new players that has no one carry them. No matter how much late game klei is adding, these new players wouldn't reach that stage and quit. Either they make crazy changes or just abandoned dst and continue rotwood or something. It is already lost cause

 

23 hours ago, D3monfiend said:

From what I see in pub and megabase, I feel that klei should add content that has long lasting effects than just boss and item. Elitist will be bored of the game after a month of updates which giving boss and item for them to do. They will rush everything like boss then bored of it and leave. That world is completely died

New players need some babysit klei server for them to learn and encouraging to do something. All the time I see, new player are base dweller. Most of time is either early bird player's fault for not making base or wasting the whole autumn doing ruin or pearl quest, or it's difficult for new players to find resources to survive when the world is completely drained on basic resources. Like most pub server killer is lack of basic resources. Why so many pub server died at winter and why forum post are complaining new player dwelling base. The game should have the responsibility to teach new player mechanics. Have a summer camp server or something for new players to gather and experience together.

I as a player, really like building farms and bases. Like there is no point having to clear checkpoint over and over again. I am a person that like challenge but ask me to fight boss over and over again is tiring. Its like tell me to fight 100 malenia(elden ring) or 100 times of fatalis or 100 times of Celestial champion. First time fight, it is fun. But keep fighting over and over is tedious and draggy. Just like the bright shade and everything, the update is heading. The updates is not like game changing or anything. You still surviving with extra step. Already a few updates in, klei keep making same mistake of adding updates that is detrimental to player's experience than benefit player in long term. 

The public server in my region is already dead. Left with new players that has no one carry them. No matter how much late game klei is adding, these new players wouldn't reach that stage and quit. Either they make crazy changes or just abandoned dst and continue rotwood or something. It is already lost cause

 

Aye but how many times can you recreate the same hexagon of crock pots before that also gets boring? :wilsoalmostangelic:

On 10/9/2023 at 5:14 PM, Mike23Ua said:

It doesn’t quite work that way.. when I toggle 40% Extra Damage for a server, everyone who joins that server takes 40% extra damage. When I choose not to build Pillars to prevent cave collapses That doesn’t mean that the other players in my server won’t build them either.

It’s like saying you want to have a snowboard race, and someone shows up trying to use a snowmobile.

Or the TL:DR- If I have to AVOID crafting something to make games hazards feel like actual hazards, then how are they still hazards?

I guess you ought to place a note in your server that "This is a strict Roleplay only server, please read the rules or you'll get kicked". That sort of thing, so you wouldn't have to kick people in the summer

Play Time: 9,924.2 Hours

Purchased: 2017-2018

 

The game has come a long way, and the latest (Roughly period of Wigfrid Rework or Eye of the Storm Update) updates have been a disaster. The game has really declined since then, with the Story taking a spin for the bizarre (Somewhat tolerable in my bias though), Skill Trees [God Why] To tune characters and adhere to the current arc (Literally defeats the purpose of reworks), and adhering to the player base more than it should in terms of difficulty decline. I get it, the player base has since grown with a flood of new players, you want to maintain this popularity and net gross, but there's taking in criticism to make a game better and selling out and going too far. This is especially benevolent with an old quote from Klei themselves back when reworks were still new, saying that "They wanted to address issues and make characters better, all while avoiding power creep and making new metas". The main thing I have to say to Any of the devs or staff is; What The Hell Happened? How has the game spiraled to a regard where balance was taken out of consideration, where the game they created and had flourish over these many years has taken this steep dive, Where even one of the primary meta characters (Wolfgang) pre-rework is practically a god in all regards due to the skill tree implementation, the Main character of the game able to bypass a primary part of progression, Just.. 

What. Happened. 
And Why. 
 

 

 

Screenshot 2023-10-22 201025.png

6 hours ago, DJ850 said:

This is especially benevolent with an old quote from Klei themselves back when reworks were still new, saying that "They wanted to address issues and make characters better, all while avoiding power creep and making new metas".

Wait they said that? Pity then, that they ended up deviating from that after refreshing the characters that could have used the power creep.

So, damned if they do and damned if they don't...

While yes difficulty≠tedium, it's a difficult line to draw sometimes. And even harder to appease everyone.

Well look, the game isn't going to be getting harder unless Klei nudges people out of their comfort zones. 

The way I see it, if you make the entire world your base then reap the rewards of painting a biome sized target on your back (or several). 

Monetization be damned. They can't just tip toe around not being able to change the landscape forever. Of the more memorable apocalyptic events in DS series are volcanic eruptions in shipwrecked. How can we have truly cataclysmic events if someone says, "hey Klei, make the game difficult. Oh but I don't want you moving a single strand of grass". It's not possible. 

We have had base destroying events since reign of giants. It's deerclops' whole thing. 

This is DST, not the Sims. 

As for not accessing the content locked behind base destroying portals... Maybe the rewards are the risk of going through that destruction. Don't want to risk the destruction? Maybe you don't deserve the reward... Just a thought.

6 hours ago, DJ850 said:

"They wanted to address issues and make characters better, all while avoiding power creep and making new metas". The main thing I have to say to Any of the devs or staff is; What The Hell Happened?

I love how that has completely has gone down the pooper with what they did with Wolfie, Wickerbottom and Maxwell, the former two either lost gameplay depth by getting a new meter like Wolfie or got food based nerfs in a game full of food like Wicker, while Maxwell became a monster and a character with not a high skill ceiling and a very low skill floor for what you get.

 

Wendy's rework was perfect in my eyes as in the right hands she becomes one of the best and most versatile characters in the game while in the hands of a noob she won't really shine much outside of farming food.

7 hours ago, DJ850 said:

 I get it, the player base has since grown with a flood of new players, you want to maintain this popularity and net gross, but there's taking in criticism to make a game better and selling out and going too far.

Newer players are very unlikely to encounter all the fancy new post AFW/CC content because they are busy dying before the first year. How is this content intended for them?

Took me like 100 hours before I figured out how to survive the 4 seasons without catastrophe. Once you learned how to survive just the seasons the game explodes into so many other things you could do that takes even more time to learn about. Even if you look everything up.

18 minutes ago, HowlVoid said:

So, damned if they do and damned if they don't...

While yes difficulty≠tedium, it's a difficult line to draw sometimes. And even harder to appease everyone.

Well look, the game isn't going to be getting harder unless Klei nudges people out of their comfort zones. 

The way I see it, if you make the entire world your base then reap the rewards of painting a biome sized target on your back (or several). 

Monetization be damned. They can't just tip toe around not being able to change the landscape forever. Of the more memorable apocalyptic events in DS series are volcanic eruptions in shipwrecked. How can we have truly cataclysmic events if someone says, "hey Klei, make the game difficult. Oh but I don't want you moving a single strand of grass". It's not possible. 

We have had base destroying events since reign of giants. It's deerclops' whole thing. 

This is DST, not the Sims. 

As for not accessing the content locked behind base destroying portals... Maybe the rewards are the risk of going through that destruction. Don't want to risk the destruction? Maybe you don't deserve the reward... Just a thought.

This is not Minecraft where they need to care about long lasting worlds because the game is literally made only for creative expression.

 

I myself am goddam tired of all content being super inconsequential to everything just because someone's base might be hurt, I'm a megabaser, and I'm aware that there are already a handful of ways to counter a ton of the new threats added in the last few updates, yet when I see someone complain it's always the same crap, and what I want to say is: get good.

 

You want to use berry bushes as decor? You can hide a brightshade nearby on your decorative forest, it's hidden when the trees are tall and brightshades won't infest nearby decor plants, it's tedious, time consuming, but building a megabase was always time consuming, turfwork was made a lot faster so I guess it balances it out.

 

Alternatively, don't turn on the new content, no one, not even klei is forcing you to do so.

24 minutes ago, HowlVoid said:

Monetization be damned. They can't just tip toe around not being able to change the landscape forever. Of the more memorable apocalyptic events in DS series are volcanic eruptions in shipwrecked. How can we have truly cataclysmic events if someone says, "hey Klei, make the game difficult. Oh but I don't want you moving a single strand of grass". It's not possible.

But... volcanoes give you warnings. Several warning in fact, and also a way to stop/delay them altogether. Hell the best way to spend time in dry season is to literally live on the volcano. Even in Hamlet which have the literal end times event that spawn Ancient Herald everyday has a counter in the doomsday clock. The point is, if you add a 'cataclysm event' or things that can potentially, completely f'd up your base, you better give them GOOD enough counters or at least long enough warning that will let the player know what's coming.

15 minutes ago, somethin said:

But... volcanoes give you warnings. Several warning in fact, and also a way to stop/delay them altogether. Hell the best way to spend time in dry season is to literally live on the volcano. Even in Hamlet which have the literal end times event that spawn Ancient Herald everyday has a counter in the doomsday clock. The point is, if you add a 'cataclysm event' or things that can potentially, completely f'd up your base, you better give them GOOD enough counters or at least long enough warning that will let the player know what's coming.

Oh yeah? Well if a player kills Bearger (or if other mobs kill Bearger..) the player will get no warning whatsoever that a gashalt is going to spawn and posses its dead body to morph him into his even more powerful Phase 2.

Im beginning to honestly feel like DST is trying to be more “Dark Souls” then even Dark Souls is..

The bosses have cool designs, some even have unique gameplay mechanics, they’re just massive freaking time sinks with huge pools of health & in some cases even Healing! if you EVER attempt to fight them alone..

Its too much, AND if Single Player Don’t Starve would let me use all the character/belonging skins I’ve bought and earned in DST, I’d go back to playing single player DS and never think twice about it.

1 hour ago, HowlVoid said:

"hey Klei, make the game difficult. Oh but I don't want you moving a single strand of grass". It's not possible. 

It is very easily possible, just expand on the combat aspect of the game. There isn't much skill involved in planting more plants or trees to distract gestalts or something of that sort. Rift appearing in an important place would just be a small random chance that the place gets ruined for no reason, so make it possible to counteract this.

 

41 minutes ago, Mike23Ua said:

Im beginning to honestly feel like DST is trying to be more “Dark Souls” then even Dark Souls is..

That's a bad comparison because the game's combat is not anywhere near as advanced. Play Dark Souls yourself or at least watch some gameplay videos before saying this.

 

45 minutes ago, Mike23Ua said:

the player will get no warning whatsoever that a gashalt is going to spawn and posses its dead body to morph him into his even more powerful Phase 2.

The point isn't having to get a warning, but having a way to prevent any negative consequences (aside from the resources spent on preventing the consequences perhaps, but that's less of a price than a destroyed base or getting killed, and the entire game is built on such tradeoffs of having to spend resources on solving issues). You can prevent any negative consequences by either burning the corpse or killing it.

 

51 minutes ago, Mike23Ua said:

if you EVER attempt to fight them alone..

Its too much

Perhaps spend more time playing the game to learn how to deal with this or, if you don't want to improve, turn on all the modifiers that make the game easier in the world settings (e.g. reduced damage, infinite revival from portal with no health penalty)?

To continue what I was saying, Klei could make the Brightshade spawn blocking future Brightshades in an area more clear feature, maybe add some animations of the Brightshade gestalts themselves slapping eachother from atop of the Brightshade flowers, alongside increasing the range by a bit, maybe even having some sort of a visual indicator.

 

I find game mechanics such as this one very interesting and I think it'd be beneficial for some of them to be cleared up so it's a lot more 'natural' then adding a threat and then having a structure that counters it.

1 hour ago, Mike23Ua said:

Oh yeah? Well if a player kills Bearger (or if other mobs kill Bearger..) the player will get no warning whatsoever that a gashalt is going to spawn and posses its dead body to morph him into his even more powerful Phase 2.

This happens with a 100% chance. Why do I need a warning for an event that occurs with 100%? It is more likely that the player will be aware of what is happening and will burn the corpse if he does not need an armored Bearger 

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