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Your Dont Starve Together Hot Takes


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1 hour ago, maradyne said:

Ripping more things from Hamlet and Shipwrecked wouldn't be the end of the world.

...I TOTALLY haven't played an entire special-challenge run with Walani, in DST. Nope. No sir.

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Spoiler

(or done artwork based off of it)

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Her "cavewoman" costume, from the early days of the challenge. The top is basically Wilson's Forge outfit (which is what she was actually wearing), but made lighter color.

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"High Priestess" Walani, from later on (with her pet catcoon). The main dress is that one long light-green tunicy thing from the Lunar New Year outfits, but with extra jewelry because, well, bling. :P

Then there's that time Willow took a wrong turn at Albequerque:

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...or that time Wickerbottom went strolling through the poison swamp.

 

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(Note that although this is very much the Shipwrecked poison swamp, we've got regular DS/DST summer color going on, here)

Nope, wouldn't know anything about putting Shipwrecked into Don't Starve, at all, nosiree...

...Notorious

I feel like a ton of people look at A New Reign as the best update arc, when it is quite possibly the most overrated content arc by a significant amount, even if it did feel like it was the most “mandatory” content arc for DST.

Spoiler

Explanation so I don’t sound ridiculous:

A New Reign’s content arc focused a lot on the renewability of resources that weren’t renewable, while adding various QOL improvements throughout the game. While this was accomplished, it didn’t really do too much to make DST super distincf from DS, until the final two updates, against the grain, and heart of the ruins (which was split into three parts….)

The content was nice, but it didn’t feel like it changed anything with how you approached the game aside from the very endgame. If you had played DST during the ROG/caves phases, you practically do the same gameplay loop other then some deviations to kill the new raid bosses. The only real difference was the fact many resources like honeycomb were now slowly renewable, there were a decent amount of structures added with unique purposes, and you could now reset the ruins, allowing you to realistically farm ruins loot constantly without having to do mass DFly kills to get various gems and dupe thulecite.

I know a lot of people are not happy with ROT’s ocean content, but I have to value it because it branched out and gave you choices. Instead of doing the standard ROG gameplay loop for 20 days, you could go on the ocean and find the lunar island/pearl’s and obtain some neat trinkets/items from there. The later updated have also added the waterlogged biome and moon quay which also serve as a nice reason to go out and do sailing. I understand these are not the most powerful resources you could rush early on with your time, but the fact you have the option to do this opens up a lot of creativity that was previously nonexistent when it came to what you do during the first 20 days-year of surviving in DST.

 

Twins of Terror are the worst designed boss in the game, even below crab king, but for some reason people see nothing wrong with the fact that the only tolerable way to fight a duo boss is to separate them because they don't interact with each other and they give virtually no openings for attacking if you fight them together while also spawning minions at a faster rate than a default damage character can eliminate them

What is the point of darts if nobody but Wickerbottom (and maybe Winona) can reliably mass craft them? and now with the new lunar dart thingie, it’s not even worth the huge effort it takes to mass craft them in first place, by the time you start getting enough, you get the teeth shooter.
 

I also think ranged combat should be a stronger part of game, with advantages and weaknesses associated to it, like it was at the forge.

And I think the character swap system was implemented in a way incredibly rushed, OP and imbalanced.

I've been trying to avoid these, but I need this off my chest.

Skill trees.

I feel they were absolutely not needed, and while I usually warm up to things, I still find myself with a strong distaste for them.
I'd much rather the characters be unified and/or touched up as they are. The idea of being able to customize your favorite characters as you please sounds nice on paper but I don't think the current execution does it well enough. 
Even if they are meant to be hashed out quicker than the reworks, it really does feel like reworks 2. I've seen several suggestions for reworks to the skill trees. This is purgatory for character changes! Grahh!!

7 minutes ago, -Variant said:

I've been trying to avoid these, but I need this off my chest.

Skill trees.

I feel they were absolutely not needed, and while I usually warm up to things, I still find myself with a strong distaste for them.
I'd much rather the characters be unified and/or touched up as they are. The idea of being able to customize your favorite characters as you please sounds nice on paper but I don't think the current execution does it well enough. 
Even if they are meant to be hashed out quicker than the reworks, it really does feel like reworks 2. I've seen several suggestions for reworks to the skill trees. This is purgatory for character changes! Grahh!!

Skill trees can stop once I get my wurt skill tree

 

in all seriousness for me skill trees were the best thing added to dst in a while for me. I like them quite a lot. I think they were absolutely needed when so much of the cast is lackluster, and I prefer skill trees a lot more to reworks.

2 hours ago, ShadowDuelist said:

What is the point of darts if nobody but Wickerbottom (and maybe Winona) can reliably mass craft them? and now with the new lunar dart thingie, it’s not even worth the huge effort it takes to mass craft them in first place, by the time you start getting enough, you get the teeth shooter.
 

I also think ranged combat should be a stronger part of game, with advantages and weaknesses associated to it, like it was at the forge.

And I think the character swap system was implemented in a way incredibly rushed, OP and imbalanced.

Electric Darts can be reliably mass crafted by anyone, it just takes some steps. Make a scarecrow and then capture Canaries and put them in bird cages in the caves until they get sick and then free them on the surface for about 5-6 feathers per canary. Catch eels in the caves to exchange with pig king for gold. Then transplant monkeytails from Moonquay island for mass producing reeds. Electric Darts are the most powerful dart anyway, at least when the enemy is wet. (I haven't seen or read about the Lunar dart thing yet though)

Regular blowdarts on the other hand you're limited to gathering feathers only in winter. I use a houndius shootius and ice staves to gather them all during winter so as to not increase naughtiness.

This whole moon wagstaff and rift charlie business is thematically bad. I can appreciate it as a story in some way, and the enemy designs are incredible, but it's so much not-don't starve it's almost jarring.

And you know, all the other stuff I've been whining about forever now, hostile flare is garbage, skill trees are the worst thing that has ever happened to the game period, scrapbook is a cheap trick that already is, and will be bad for the game in the future.

People who don't want the game to become harder are super annoying. 

They use arguments like 'why should the entire community have to deal with changes made for people like you' but like... the same can be said for our side of the coin. Why should we deal with neutered challenges cuz you don't want to put any effort into the game.

A 'make stuff harder'-update once every dozen of 'make stuff easier'-updates is not the end of the world, shut up.

Also. It'd literally take two weeks, a month, tops, for people to get used to the changes. Klei could add a 20 day cooldown for the celestial portal right now and after throwing your temper tantrum you'd be already used to it.

Also also. Klei is totally getting rusty with the way they are handling dst. From 'path of least resistance'-approach to implementing new stuff, to almost negative lore, despite having a promising roadmap this year's dst definitelly feels dead inside

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