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Please stop complaining about challenging content, even if it's annoying


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When a hound or worm wave happens, i go "Oh no thats annoying and pretty tough, well at least i can get some cool loot i can use which encourages me to fight it"  (Good Example)

When a monkey pirate spawns i just leave the game with no though. You are punished for fighting them and for winning, and the rewards you get are only good as a one time thing. So when i see monkey pirates, i go "Oh, that is annoying and no matter what i do i will be punished, and risk having my entire boat destroyed and robbed with little reward" (Bad example)

 

I do like the acid rain and the lunar rain since you can farm lots of nitre/moon glass, but i wish both were more useful and they had a larger variety of interesting counters. I still not sure about boulders that much even if they give tons of rocks, all they acomplish is destroy some random bunny hutches once you get a pillar.

4 hours ago, Maxil20 said:

 

This is quite ironic because brightshades at the moment are one of, if not the most annoying unpreventable mechanic in the entire game and have been this way for the last six months. They spawn at insane speeds (you get ~45 per year!), don’t have any preventive measures other then just not building with the plants at all, are incredibly good at crowd control from being destroyed by 95% of mobs, and specifically target player builds more then anything else.

The worst part about them is how bad these warp specific playstyles of megabses. In my case, where I myself don’t really utilize plant decor, I’m practically unaffected. All of the grass/twigs/farm crops I used to use I simply moved into the caves to avoid the constant influx of brightshades. Most players that did either had to change their playstyle to account for them or just gave up and stopped using decor relating to them at all.

To run the point home, Jazzy, on a community endless server, had to turn off rifts because the amount of brightshades spawned was so harassing that most people didn’t want to spend ~10-15 minutes going through their base to clear all the brightshades to continue working in their base, which would likely get hit with many more brightshade waves while they were building the base during their play session.

They just feel wayyyyyy too overtuned at the moment. It’s one thing to have challenging effects that change the way you play the game (lunar hail/bosses, acid rain, etc.), but it’s another when you need to spend 5 out of 20 days making sure a build doesn’t get infeasted by brightshades during the new lunar rift that spawned. People have been constantly asking for a way to tune/counter the brightshades since their release, and we still don’t have any long term counters other then entirely changing the way you build structures.

We need a weapon that makes killing them super easy, which you could leave near farm plots for players to use.

I don't want more annoying chore-like mechanics that don't bring anything to the table except making me feel like I am working a job and not playing a game.

Frog rain is one of the most annoying mechanics, there is literally no solution unless you play Wickerbottom,Maxwell (with books) or Wurt. You are just supposed to run in circles like a headless chicken so they are not in range to attack you until it stops. Now some people will say "use them to your advantage!", I don't need to use them to kill Moose, I can do that faster by myself.

Hound waves are also quite terrible, I do understand that it is good for new players as it forces them to learn combat but for someone who has played this game for so long hounds make me miserable because I can't go afk even for a minute and expect to come back and everything to be fine when I am full health, hunger and sanity. 

I know what the response will be, just disconnect and it is your problem but this is so anti-player and I shouldn't need to disconnect if I need to open the front door and get my food that was delivered. There are many situations IRL that may require quite fast response. 

Pause exists but only if you are the host and even in that case if you are playing with other people it isn't great because you can't expect everyone to wait for you every time you need to step away from PC.

While I understand that survival mechanics like weather temperatures and rain in itself exist to make the world feel alive and these mechanics have a big impact on what you are going to do in the game and sometimes you can lose boss fights because of them and this is okay but you have to realize that there is a cap on how many mechanics like these can exist in the game without overwhelming the player, that's why klei is replacing rain with hail and acid rain even though I don't like this that much at least it is bearable.

3 hours ago, Green Crystal said:

This is player-found workaround to stop the annoyance of constant brightshade infestation. I don't believe this was ever considered an intended way of dealing with them

It is funny that they use that as argument to defend brightshades or see it as a very good solution yet this is so random and there was good chance for something like that to have never been possible, brightshades are so much worse when player doesn't use this method. I believe that klei should patch it and remove endless waves of brightshades spawning all over the map, they should only spawn close to the rift and in a much lower amount with them dying on their own after 30 days or so if left alone..

1 hour ago, Mysterious box said:

You know I'm beginning to think the idea of people prefering different styles of play is just a foreign concept to this community because it feels like no matter what side talks about how they want content to go the assumption always ends with the only reason people would like/dislike x is to spite others, they hate fun, they're stupid, or they're just illogical.

Seriously people we don't exist as a hive mind and that's okay I swear!

Because it is true, you didn't respond to @Capybara007's repellent idea for brightshades or there being anything to stop them like pillars for earthquakes  on the topic of pillars even though you wanted them added you were against permanent ones that don't affect your playstyle and it is your choice if you want to build them or not as you continue with the "don't turn the rifts on" argument when this is a on a much smaller scale and you can always make your game more difficult if you don't like permanent solutions.

The point I am trying to make is that you are not unreasonable as most people have been when it came to these suggestions, there were players that wanted for pillars to not exist at all and that it was on the player to rebuild when their structures got destroyed.

I mean just look at the beta threads, I believe you were quite active there and see how many people are against Hail dealing no damage to mobs but leaving stunlock animation when they are hit. This is literally the perfect solution and hail killing mobs doesn't affect players that won't play for thousands of days, it doesn't make sense how many people were against this.

For every single mechanic added to the game, some people want the most damage done even when it doesn't affect their playstyle and this seems like it is just to spite megabasers.

53 minutes ago, Reiko24 said:

It should prioritize farm plants, like dragonfruit, potato, etc. weird that it chose a grass tuft

It does not have any prioritization for farm plots over other plants. The main factor for them getting targeted is if the plant is in a herd or not (which occurs whenever a player plants anything themselves over being naturally found in the world), and how big that herd size is, capped at 36. Because grass/twig farms will easily hit these, these in particular are susceptible to brightshades.

Another mechanic is that brightshades will choose 5 (or however many uninfested plant herds are left if this is lower) herds with the most plants in them, and randomly choose between them. This is why even if you do the brightshade strat with magma ponds, there’s a good chance your other planted crops around the map are at risk.

Speaking of the magma pool fix, I did employ that in my world, but it bothers me immensely that you are practically forced to use a cheese strat to deal with them. I used to have a setup of 6 pens with houndius to take them out, but I practically had to babysit the pens to make sure they didn’t get out of control, especially when I was doing a lot of cave building and would come up to see the pens maxed/almost maxed and had to drop what I was doing in order to deal with them. The magma ponds help with that issue, but I’m still not a fan of being practically the only way to do so IMO.
 

45 minutes ago, Theukon-dos said:

Acid Rain, Lunar Hail, and Brightshades are all poorly implemented features. They're shallow, poorly thought out, and are in light with the answer you'd get from a 5 year old if you asked them how to make your game harder.

I would argue that acid rain doesn’t really belong there, even if I do wish it had more interactions. The challenge it adds is pretty unique (trading the cave wetness for a health draining food spoiling one while adding a counter that’s pretty creative compared to just enduring it with wetness gear). It even gives an extremely reliable source of nitre via all the ponds that get changed due to the acid rain’s effect. It’s my favorite weather effect they’ve added so far. Lunar hail at least adds a new atmospheric effect and you can snag some charged shards if you need a couple, although I do hope it gets more cool interactions in the future.

15 minutes ago, Maxil20 said:

I would argue that acid rain doesn’t really belong there, even if I do wish it had more interactions. The challenge it adds is pretty unique (trading the cave wetness for a health draining food spoiling one while adding a counter that’s pretty creative compared to just enduring it with wetness gear). It even gives an extremely reliable source of nitre via all the ponds that get changed due to the acid rain’s effect. It’s my favorite weather effect they’ve added so far. Lunar hail at least adds a new atmospheric effect and you can snag some charged shards if you need a couple, although I do hope it gets more cool interactions in the future.

Agreed. I think Acid Rain is better than Uncompromising Mode's snow storms ngl

19 minutes ago, 00petar00 said:

you have to realize that there is a cap on how many mechanics like these can exist in the game without overwhelming the player, that's why klei is replacing rain with hail and acid rain even though I don't like this that much at least it is bearable.

 

Strongly agree. When I was playing Uncompromising Mode, the game felt too fast-paced. It was overwhelming. Every single day something bad happened. Hounds, rats, snow storm, boss, night terror, repeat. 

If they want to add more mechanics like this, they would need to be implemented in such a way that doesn't cause this.

22 minutes ago, 00petar00 said:

For every single mechanic added to the game, some people want the most damage done even when it doesn't affect their playstyle and this seems like it is just to spite megabasers.

This has been said more than 2 times now in this comment section, but I said I want challenges if they are "preventable" didn't I? No need to bring something like that up here. I am a megabaser myself.

I understood your post idea, but in the end, it achieved the same purpose as that other post from that guy that had a megabase or something. Asking people to not complain will only bring people to complain here too. In the end, it's just a stalemate, people will be complaining on the forums, while others will be playing the game.

If Klei changes BShades to not attack the decoration of the megabasers, I will be entitled to complain that I want to use them as decoration. If Klei decides that BShades no longer spawn on player resources, I will be entitled to complain that now I can't predict the Bshades invasions. Klei adds a glass hail, I'm entitled to say that it does not have the right to exist, Klei adds the pee rain on the caves, how dare they, this should be removed!

Of course that the previous paragraph is according to your(By your I mean our lovely average forumite) opinions from my view.

And my sincere opinion, You guys don't know how to make suggestions nor how to take a "no". I have seen people on this forums that knew how to give feedback and talk about what was good or bad (mostly the beta things), but I also have seen their voices be drowned out by other people, that, just did not like something and don't want it to exist in any way, shape or form. It is completely valid to give a negative feedback on the glass hail telling that in its current iteration it is not good because it kills mobs from the constant that are not easily replaceable (They already changed that, before any new complain), but it is not as valid going into the forums to complain that the hail is killing your mobs and should be removed. Or worse, when you have seen someone make the topic, seen that the Devs already have said that they are looking into it and you still preachs about how much you hate that.

Probably, I will get some replies talking about how certaing thing only got better after the devs added other functions to it (Being able to use the umbralla to protect an entire area while you fight/work) or how some mechanics were really bad before getting another look( those boulders falling in the caves before the pillars addition). And for that, I say, congratulations, you discovered the power of proper suggestions and feedback.

And, of course, I don't think that I need to say it, but some people will complain if I don't say it. This does not mean that every single aspect of the game is perfect. There are old mechanics that are bad, and new mechanics that are bad. I am not saying that you are not allowed to not like something, I'm saying that doomposting is cringe( for a lack of better word). This also does not mean that the game is trash or in a dying state, it just means that the game is a normal game.

37 minutes ago, Mike23Ua said:

It’s Too Late.. I honestly feel like I’m seeing DST become the next Resident Evil- AKA it Follows whatever is the most popular at the time to the point that it goes from Puzzle Survival Horror, to Full Blown Action Movie with Quicktime events, Third person shooter action, car chases & explosions! Ahem: Before the developers finally thought maybe people liked RE for being RE and went back to their roots.

For people to be saying crap like “Go play DS” “DST is it’s own thing now & is not DS” “the game hasn’t been “uncompromising” in a long time..”

Im pretty sure I’m seeing the story of RE happen all over again..

Nah I don’t want want your Base to spontaneously explode, but maybe having things happen in the world that you CANT prevent would be nice..

Kleis Animated short art has ALWAYS showcased a more hostile, more believable world then the actual game I’m playing.. But as a Writer- I want to experience the world & the challenges in Gameplay & get the same feel of the world the developers bring to life in animated shorts. I’ve never.. not one time gone out to collect wood & returned back to discover Pigmen raided my base and ate all my crops.

Ive never done this, because the game “Off-Loads” my base or tries very politely not to spawn stuff into my base.

I sometimes feel like the people telling me to go play DS if I want the challenges of DS seem to forget that DST was originally only intended to be a multiplayer dlc expansion to DS.

Darling, when I see you mention other games to give as example, my brain just turns off.

28 minutes ago, Valase said:

I understood your post idea, but in the end, it achieved the same purpose as that other post from that guy that had a megabase or something. Asking people to not complain will only bring people to complain here too. In the end, it's just a stalemate, people will be complaining on the forums, while others will be playing the game.

If Klei changes BShades to not attack the decoration of the megabasers, I will be entitled to complain that I want to use them as decoration. If Klei decides that BShades no longer spawn on player resources, I will be entitled to complain that now I can't predict the Bshades invasions. Klei adds a glass hail, I'm entitled to say that it does not have the right to exist, Klei adds the pee rain on the caves, how dare they, this should be removed!

Of course that the previous paragraph is according to your(By your I mean our lovely average forumite) opinions from my view.

And my sincere opinion, You guys don't know how to make suggestions nor how to take a "no". I have seen people on this forums that knew how to give feedback and talk about what was good or bad (mostly the beta things), but I also have seen their voices be drowned out by other people, that, just did not like something and don't want it to exist in any way, shape or form. It is completely valid to give a negative feedback on the glass hail telling that in its current iteration it is not good because it kills mobs from the constant that are not easily replaceable (They already changed that, before any new complain), but it is not as valid going into the forums to complain that the hail is killing your mobs and should be removed. Or worse, when you have seen someone make the topic, seen that the Devs already have said that they are looking into it and you still preachs about how much you hate that.

Probably, I will get some replies talking about how certaing thing only got better after the devs added other functions to it (Being able to use the umbralla to protect an entire area while you fight/work) or how some mechanics were really bad before getting another look( those boulders falling in the caves before the pillars addition). And for that, I say, congratulations, you discovered the power of proper suggestions and feedback.

And, of course, I don't think that I need to say it, but some people will complain if I don't say it. This does not mean that every single aspect of the game is perfect. There are old mechanics that are bad, and new mechanics that are bad. I am not saying that you are not allowed to not like something, I'm saying that doomposting is cringe( for a lack of better word). This also does not mean that the game is trash or in a dying state, it just means that the game is a normal game.

Darling, when I see you mention other games to give as example, my brain just turns off.

Fine, I’ll use food as an example- it’s like trying to make your grandmas secret apple pie recipe, you have the list of ingredients in your hand & everything but then you substitute the Apples for Peaches.

Sure it may taste good, but in the end it’s not the same thing.

When you Google DS and in Extension DST- And they’re no longer in the same game category- Granny’s famous Apple pie just became peaches.

28 minutes ago, Mike23Ua said:

When you Google DS and in Extension DST- And they’re no longer in the same game category- Granny’s famous Apple pie just became peaches.

Oh my, you're right.

image.png.6e47deaf194ebffa275154b8df4a63c6.pngimage.png.b1f81929145c0b25adcfbd4318994f53.png

one of them is now portuguese!

Jokes aside, where do you guys get those games categories, because in my steam, they both have the same exact same categories.

In food terms: the pies taste different because the older one is moldy and crumbly.

the only thing i dont like about BS is that i cant use plants in critters dens cuz their AoE atacks and that, for some reason, they move items dropped as decorations with their vines

i wont be agaisnt their spawn rate being reduced, is kinda high to the point that you end up ignoring most of them (remeber, they dont move, you dont need to kill the ones that arent disturbing you) because you get a lot of their loot while you dont get as much pure brillance. Also, you can forget to mine a portal so you dont get the PureB but you get all the gestals which unbalance the ammount ir materials to craft, some recipes should as for more husks than pure brillance, for example bombs should ask for just 1 PB but like 4 husks so we have a resource sink while also this makes the recipe cheaper making them more worth (i dont understand people complaining about them requiring infused moon shards, you get a stack in no time and is good to have more uses for moon storm matetials)

1 hour ago, 00petar00 said:

earthquakes  on the topic of pillars even though you wanted them added you were against permanent ones that don't affect your playstyle

But it does effect me and my playstyIe still don't get why you keep claiming to understand my experience if you don't agree fine but don't keep making blind claims on how you believe I play and what does and doesn't effect me.

1 hour ago, 00petar00 said:

it is your choice if you want to build them or not as you continue with the "don't turn the rifts on" argument when this is a on a much smaller scale and you can always make your game more difficult if you don't like permanent solutions.

 I mean it's equally your choice if you want to turn on the rifts or not. We can say other people will do it but other people can turn on auto protection structures as well leading to the same situation this is a multiplayer game you can't make the survival aspects of the game more difficult on your own when it comes to survival mechanics unless you solely play alone so your same point here applies against you as well. The difference being adding a permanent solution makes the mechanic superficial as a survival mechanic as it's no longer about survival at that point it's just a optional challenge.

That being said as I've said many times it's not all a matter of being challenging or difficult it's also about the experience.

 

1 hour ago, 00petar00 said:

The point I am trying to make is that you are not unreasonable as most people have been when it came to these suggestions, there were players that wanted for pillars to not exist at all and that it was on the player to rebuild when their structures got destroyed.

I do agree some people were unreasonable but realistically there are always going to be unreasonable people on both sides the many betas we've had showcased that well but the issue is both sides are being very hostile to each other then acting surprised that more and more hostile threads are appearing I'd love if we all could discuss this without dragging each other into the mud and I mean that on both sides.

1 hour ago, 00petar00 said:

mean just look at the beta threads, I believe you were quite active there and see how many people are against Hail dealing no damage to mobs but leaving stunlock animation when they are hit. This is literally the perfect solution and hail killing mobs doesn't affect players that won't play for thousands of days, it doesn't make sense how many people were against this.

For every single mechanic added to the game, some people want the most damage done even when it doesn't affect their playstyle and this seems like it is just to spite megabasers.

I think your missing the point even the devs have openly said they want it to work this way it does infact effect people's experience but this is a case where it negatively impacts your playstyle therefore your seeing anyone who doesn't see this as a problem as a enemy who is only trying to spite you. The people who want to keep it like that aren't trying to spite you and neither are the devs. While I can't speak for everyone I feel it's thematically fitting for them to be hurt if they're not aligned and yes actively seeing the difference reflected in gameplay does infact enhance my experience. I'm more than willing for them to come up with a solution that doesn't harm megabase which they have said they are working on while it's disabled but losing it permanently would be a shame.

Something you should consider is there are plenty of interactions in games that ultimately won't matter or overlooked but people will appreciate even if it doesn't majorly impact your experience. For example the dst work music when your doing tasks, hunger animations when your character is hungry, character quotes, Wurt friendly with all frogs, Spider queens not being hostile to Webber, clockworks having a smaller aggro range on wx, Wurt being able to read Wickerbottom's books to manipulate her sanity, followers getting names, Wurt understanding what merms say because she's a merm but other characters seeing their speech as gibberish, and the list goes on. Hail falls under these categories where there will be people myself included who enjoy getting a visual distinction of factions beyond the obvious.

2 hours ago, 00petar00 said:

You are just supposed to run in circles like a headless chicken so they are not in range to attack you until it stops.

i heard that there is an internal death count for frogs, you need to kill X frogs to end the frog rain. Kills by mobs has another higher death count

seems like is true because now everytime i get a frog rain i start killing them (brighshade staff bounces doesnt count) and it ends after ~50 frogs has been killed

5 minutes ago, hoppin mandrake said:

Didn't we just have this conversation? The world editor is the clearest compromise between megabasers and survivalists. Make the world the way you want it.

turning off content isnt a solution, seems like you werent paying attention to that conversation

7 hours ago, Maxil20 said:

The worst part about them is how bad these warp specific playstyles of megabses. In my case, where I myself don’t really utilize plant decor, I’m practically unaffected. All of the grass/twigs/farm crops I used to use I simply moved into the caves to avoid the constant influx of brightshades. Most players that did either had to change their playstyle to account for them or just gave up and stopped using decor relating to them at all.

I could care less for how annoying brightshades can be but honestly the fact that they restrict decoration options is horrible, so I'm with you there.

4 minutes ago, arubaro said:

turning off content isnt a solution, seems like you werent paying attention to that conversation

1. You're not limited to only turning it off. You can increase or decrease the likeliness of events occuring.

2. Isn't that what the megabasers usually argue for? Most of the time they just complain and want the challenges removed because they're not designed in a way that they particularly like, especially ones that hurt the base.

5 minutes ago, hoppin mandrake said:

want the challenges removed

see? you werent paying attention

name a challenge that people wanted to be removed and dont tell me that getting free loot from rifts or mobs dying from hail is a challenge

2 hours ago, 00petar00 said:

don't want more annoying chore-like mechanics that don't bring anything to the table except making me feel like I am working a job and not playing a game.

Frog rain is one of the most annoying mechanics, there is literally no solution unless you play Wickerbottom,Maxwell (with books) or Wurt. You are just supposed to run in circles like a headless chicken so they are not in range to attack you until it stops. Now some people will say "use them to your advantage!", I don't need to use them to kill Moose, I can do that faster by myself.

Hound waves are also quite terrible, I do understand that it is good for new players as it forces them to learn combat but for someone who has played this game for so long hounds make me miserable because I can't go afk even for a minute and expect to come back and everything to be fine when I am full health, hunger and sanity. 

I know what the response will be, just disconnect and it is your problem but this is so anti-player and I shouldn't need to disconnect if I need to open the front door and get my food that was delivered. There are many situations IRL that may require quite fast response. 

Pause exists but only if you are the host and even in that case if you are playing with other people it isn't great because you can't expect everyone to wait for you every time you need to step away from PC.

While I understand that survival mechanics like weather temperatures and rain in itself exist to make the world feel alive and these mechanics have a big impact on what you are going to do in the game and sometimes you can lose boss fights because of them and this is okay but you have to realize that there is a cap on how many mechanics like these can exist in the game without overwhelming the player, that's why klei is replacing rain with hail and acid rain even though I don't like this that much at least it is bearable

Honestly this more so just seems like you don't like the survival aspects of the game since it seems like the only mechanics related to survival you do like are the superficial ones which isn't bad but it's the reason I feel like dst would benefit from having a second mode that wasn't based around survival for people more interested in the building aspect of the game. Dst needs a creative mode is what I'm saying really. 

8 minutes ago, arubaro said:

see? you werent paying attention

name a challenge that people wanted to be removed and dont tell me that getting free loot from rifts or mobs dying from hail is a challenge

You can use all kinds of things to your advantage in this game. Doesn't take away it's "challenging" aspect. I use frog rain to kill mobs and moosegoose all the time.

Do a quick search of the forums you'll find plenty of examples of people complaining about base ruining content. Here's one thread.

 

 

2 minutes ago, hoppin mandrake said:

base ruining content.

and is that challenging? is challenging that you 2 crockpots and 3 chests gets destroyed? then you shouldn't play harder games, you wont be able to finish them 

29 minutes ago, Mysterious box said:

But it does effect me and my playstyIe still don't get why you keep claiming to understand my experience if you don't agree fine but don't keep making blind claims on how you believe I play and what does and doesn't effect me.

Minimal impact at best and it the difference between someone using 100 pillars and you using 1-2 is so big. Also goes back to your argument of just don't use it like you tell me to not turn rifts on which is terrible argument but you use it so it is okay for you.

Plus it is on much smaller scale, so how can you argue that I shouldn't turn rifts on and yet you can't accept that you shouldn't use dreadstone pillars and were completely against them being added to the game?

32 minutes ago, Mysterious box said:

 I mean it's equally your choice if you want to turn on the rifts or not. We can say other people will do it but other people can turn on auto protection structures as well leading to the same situation this is a multiplayer game you can't make the survival aspects of the game more difficult on your own when it comes to survival mechanics unless you solely play alone so your same point here applies against you as well. The difference being adding a permanent solution makes the mechanic superficial as a survival mechanic as it's no longer about survival at that point it's just a optional challenge.

That being said as I've said many times it's not all a matter of being challenging or difficult it's also about the experience.

 

So like I mentioned above you go back to this terrible argument that no one takes seriously, why should someone ignore and not interact with years of development instead of developers making it enjoyable to everyone?

I don't think anyone can take you seriously when you basically tell me to not activate rifts and lose so much and yet you just can't make a decision to not build dreadstone pillar. DST is a multiplayer game and I can't decide by myself if I don't want rifts on and the only one who can stop them is the host.

Experience? What experience when it doesn't have almost any effect on you and it is literally your choice if you decide to build something, you aren't losing out on much. 

37 minutes ago, Mysterious box said:

I do agree some people were unreasonable but realistically there are always going to be unreasonable people on both sides the many betas we've had showcased that well but the issue is both sides are being very hostile to each other then acting surprised that more and more hostile threads are appearing I'd love if we all could discuss this without dragging each other into the mud and I mean that on both sides.

The difference is that megabase content doesn't affect survival side and it is completely the opposite for any survival content added to the game and that isn't even the main issue. Biggest problem is people arguing for mechanics to be as destructible as possible without a permanent solution when it basically has a minimal impact on their playstyle.

To me it looks like "uncompromising" players are much more unreasonable and this isn't my bias but considering everything stated on the forums that I've read logically on how impactful it is to either side.

I do agree that it has gotten much more hostile and both sides are at fault for this.

40 minutes ago, Mysterious box said:

I think your missing the point even the devs have openly said they want it to work this way it does infact effect people's experience but this is a case where it negatively impacts your playstyle therefore your seeing anyone who doesn't see this as a problem as a enemy who is only trying to spite you. The people who want to keep it like that aren't trying to spite you and neither are the devs. While I can't speak for everyone I feel it's thematically fitting for them to be hurt if they're not aligned and yes actively seeing the difference reflected in gameplay does infact enhance my experience. I'm more than willing for them to come up with a solution that doesn't harm megabase which they have said they are working on while it's disabled but losing it permanently would be a shame.

Like stated above megabase content is optional for you but survival content isn't optional for me without modifying the world settings. 

Another thing is that I never asked for hail to be removed and it killing mobs won't have any impact on someone playing 500-1000 days or less but only on megabasers, same with you arguing against permanent pillars. Yet you are are saying that it has such a big impact for your playstyle that you didn't want it added to the game when you are only realisticially going to need to build 1 and stone pillar outlasts your playthrough anyway.

How long will it actually take for mobs to die on a survival world that is pretty much going to end soon after rifts are activated and all threats are dealt with? The solution is that hail doesn't deal damage to mobs but klei seems to want to take this further and basically find solutions for problems that aren't as important or will have any impact on majority of survival players if they leave it as is.

I am sorry to say but most survival players won't see the difference because of how long it will take for a mob to die from hail, their world is gone before that happens or even if one or two mobs die on screen before they quit, does it really make such a big difference?

47 minutes ago, Mysterious box said:

Something you should consider is there are plenty of interactions in games that ultimately won't matter or overlooked but people will appreciate even if it doesn't majorly impact your experience. For example the dst work music when your doing tasks, hunger animations when your character is hungry, character quotes, Wurt friendly with all frogs, Spider queens not being hostile to Webber, clockworks having a smaller aggro range on wx, Wurt being able to read Wickerbottom's books to manipulate her sanity, followers getting names, Wurt understanding what merms say because she's a merm but other characters seeing their speech as gibberish, and the list goes on. Hail falls under these categories where there will be people myself included who enjoy getting a visual distinction of factions beyond the obvious.

So that means we should very negatively impact players that decide to stick to a world for 5000+ days just because it has minimal value to you and make the world feel a tiny bit more alive?

I understand that these things you mentioned matter and make the game that much better but everything you mentioned doesn't affect any playstyle negatively.

 

I find it funny that one of the first things that players experience in this game is Deerclops destroying the base they worked so hard on and everything burning to a crisp in the summer. Then they complain about anything that Klei introduces that dares to hurt their precious bases.

Maybe megabasers should just play a different game if the world editing options aren't enough to trivialize your world. Also anyone who plays on default settings and doesn't increase the amount of monsters/disasters can't complain about something not being what they consider "challenging" when they never challenge themselves anyway.

8 minutes ago, Mysterious box said:

Honestly this more so just seems like you don't like the survival aspects of the game since it seems like the only mechanics related to survival you do like are the superficial ones which isn't bad but it's the reason I feel like dst would benefit from having a second mode that wasn't based around survival for people more interested in the building aspect of the game. Dst needs a creative mode is what I'm saying really. 

I would actually prefer if there were 2 modes when creating the server so that we have a choice and to get all of these arguments to stop.  I don't want to be required to modify world settings.

I bet that if this happened and the ideas "uncompromising" players want are implemented, you'd be choosing megabase/relaxed setting as what most of these players want to see is a game no one would want to play. What would be part of that mode is base destruction without an option to protect in any way and torturous mechanics that drain all your time away so you can have a gameplay loop of you wasting time gathering materials for 10 different seasons every year and basically almost no free time to do everything that you want to do.

Someone who understands the extent of the game well, Thank You. And That's the main basis to it, Uncompromising Survival Game. It's not something you can always plan out, or execute without flaws. Yes, some extents like brightshades or acid rain Are annoying, but that's part of the game, alongside Frog Rain, Hound Waves, Giant Attacks, Wildfires; It's Unpredictable; Uncompromising. If people can't handle that, then they're banking on the wrong game. If they hate it that much they're better off getting or making a mod to null such a dilemma, or flat out tweaking world gen for their own way of play, not neutering the game or tearing down what made this game so unique. 

1 hour ago, arubaro said:

turning off content isnt a solution, seems like you werent paying attention to that conversation

Okay let me try this a different way… I once played a game (the name of the game is irrelevant) that game was a survival sandbox game, and in that game it had cool base building properties just like Don’t Starve Together, it even had paid DLC skins cosmetics to further improve these base building properties just like Don’t Starve Together!! So.. I decided to build me a huge and quite glorious looking Pirate ship out on the unnamed games Ocean, Why?? Because the Ocean was once a peaceful place you could practically live within and nothing bad ever happened there in this game..

However, One Day, Randomly out of the blue the developers of this game without a name decided they wanted to add a new mob into the game that lives in the ocean, and who’s only designed intention is to target the players boat and destroy it.

There goes my beautiful & quite glorious pirate ship I had painstakingly created and taken the self liberty of living within to avoid most of the games survival challenges and laugh as I floated about in the (once) mostly peaceful ocean.

I had no room to even complain at the developers, it was MY FAULT, I was playing a Survival game… I found a way to survive indefinitely, the developers absolutely were not happy about that… so they added new content to once again make sure I was playing a Survival game.

Now with Dont Starve Together, what it HAS that the other game (I still won’t mention by name) did not… is that If Klei was to add this very same boat destroying mob into Dont Starve Together, I can go into world Gen settings and TURN THAT MOB OFF.

Ladies and Gentleman.. I think I rest my case here & have nothing more to say.

9 minutes ago, 00petar00 said:

So like I mentioned above you go back to this terrible argument that no one takes seriously, why should someone ignore and not interact with years of development instead of developers making it enjoyable to everyone?

Because your solution doesn't make it more enjoyable to everyone it makes it more enjoyable for you and those who specifically agree with your playstyle.

10 minutes ago, 00petar00 said:

I don't think anyone can take you seriously when you basically tell me to not activate rifts and lose so much and yet you just can't make a decision to not build dreadstone pillar. DST is a multiplayer game and I can't decide by myself if I don't want rifts on and the only one who can stop them is the host.

I mean the same arguement applies to your point which is what I'm pointing out telling someone oh you can enjoy this survival mechanic so long as you don't actively attempt to engage with the solution is equally bad. It's like saying people who don't like bosses wilting to groups shouldn't complain they should all just use axes if you implement a permanent solution to a new mechanic the mechanic is superficial that ruins the enjoyment of the mechanic. To give another example it's like playing super mario bros but all the enemies and obstacles are in some high up path far off the main route like at that point what is even the point?

When it comes to the solution it's a group decision as well unless your telling me to play alone?

17 minutes ago, 00petar00 said:

Minimal impact at best

To you specifically your using your assumption and deciding how we feel about it.

20 minutes ago, 00petar00 said:

Experience? What experience when it doesn't have almost any effect on you and it is literally your choice if you decide to build something, you aren't losing out on much. 

In your opinion and that's just wrong you feel it doesn't but that doesn't make it true.

21 minutes ago, 00petar00 said:

The difference is that megabase content doesn't affect survival side

This isn't true your asking for interactions to be removed to protect your playstyle that is a direct effect and when it goes thru we can't even do anything about this unlike you.

23 minutes ago, 00petar00 said:

To me it looks like "uncompromising" players are much more unreasonable and this isn't my bias but considering everything stated on the forums that I've read logically on how impactful it is to either side.

This is still bias because your judging this from the perspective of protecting your interests that is infact bias and you also have supported some unreasonable ideas everyone has them.

 

25 minutes ago, 00petar00 said:

do agree that it has gotten much more hostile and both sides are at fault for this.

Agreed 

25 minutes ago, 00petar00 said:

Like stated above megabase content is optional for you but survival content isn't optional for me without modifying the world settings. 

There in lies the problem if survival content is optional it's not survival content your choosing to engage with like boss battles.

 

52 minutes ago, 00petar00 said:

Another thing is that I never asked for hail to be removed and it killing mobs won't have any impact on someone playing 500-1000 days or less but only on megabasers, same with you arguing against permanent pillars. Yet you are are saying that it has such a big impact for your playstyle that you didn't want it added to the game when you are only realisticially going to need to build 1 and stone pillar outlasts your playthrough anyway.

How long will it actually take for mobs to die on a survival world that is pretty much going to end soon after rifts are activated and all threats are dealt with? The solution is that hail doesn't deal damage to mobs but klei seems to want to take this further and basically find solutions for problems that aren't as important or will have any impact on majority of survival players if they leave it as is.

I am sorry to say but most survival players won't see the difference because of how long it will take for a mob to die from hail, their world is gone before that happens or even if one or two mobs die on screen before they quit, does it really make such a big difference?

So your just going to lie again with no evidence? How would my run last shorter than yours oh right because your the authority on how everyone plays? This isn't a logical argument your making up your own facts then debating me for disagreeing with your made up facts on how I myself and other who don't play like you play this is the very definition of bias and is completely illogical with nothing to back it up.

55 minutes ago, 00petar00 said:

So that means we should very negatively impact players that decide to stick to a world for 5000+ days just because it has minimal value to you and make the world feel a tiny bit more alive?

I understand that these things you mentioned matter and make the game that much better but everything you mentioned doesn't affect any playstyle negatively

So we negatively impact the experience of survival players who stick to long term worlds because how the game plays doesn't matter to anyone but megabasers?

 

1 hour ago, 00petar00 said:

understand that these things you mentioned matter and make the game that much better but everything you mentioned doesn't affect any playstyle negatively.

Debatable the positives of quite afew of those are reliant on the negative aspects of them existing like Wurt's interaction with frog rain and frogs doesn't matter if there is no frog rain.

55 minutes ago, 00petar00 said:

What would be part of that mode is base destruction without an option to protect in any way

This is a strawman and you can't tell me you really think most survival players want this.

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