Capybara007 Posted November 30, 2023 Share Posted November 30, 2023 5 minutes ago, BezKa said: I don't need to, there's a perfectly functional mod that removes skill trees. I'm sad for new players, sure, but DS still exists, I just need to make sure anyone I recommend DST to plays the original first. I will still express my disapproval because I love this game and want it to be better, not... whatever this is. Theyll not remove skill trees, or rework them, like ever Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682774 Share on other sites More sharing options...
yanhuaf Posted November 30, 2023 Share Posted November 30, 2023 I mean, WHO WANTS WIGFRID, A BATTLE CHARACTER TO FIGHT ON BEEFALO? HOW COULD HER ATTACK MUILTPLIER WORK THEN? Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682776 Share on other sites More sharing options...
GimplyGoose Posted November 30, 2023 Share Posted November 30, 2023 4 minutes ago, BezKa said: It was one skill tree I thought was going to be character exclusive so I was willing to deal with my disappointment, and one update with 3 of them that sparked a massive storm on the forums and had a few months to get tested in-game. There was still chance they would scratch the idea, but it's now deep in fractions of a percent, so I'm not going to delude myself anymore. I don't hate it "just because it's new", I hate it just because it's bad. I don't hate it "just because it's new", I hate it just because it's bad. Thanks for sharing your thoughts. You are not wrong to have your own preferences. Personally, I see skill trees like additional options on a restaurant menu rather than something I am forced to engage with. Overall I have been very happy with the releases so far and am excited to see more. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682777 Share on other sites More sharing options...
BezKa Posted November 30, 2023 Author Share Posted November 30, 2023 21 minutes ago, GimplyGoose said: Personally, I see skill trees like additional options on a restaurant menu rather than something I am forced to engage with. Overall I have been very happy with the releases so far and am excited to see more. Good for you, I'm glad you're happy. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682782 Share on other sites More sharing options...
giovcavalc Posted November 30, 2023 Share Posted November 30, 2023 I'm not really active on the forum and didn't even know if I should bother But since you took the time and effort to politely share your opinion and I happend to be here I'll try to do the same. 35 minutes ago, BezKa said: - Skill trees are a lazy and uncreative way to lock content. Compare how you unlock an insight point to buy yourself a blueprint essentially, to how you get blueprints in the archives. Which one feels more like you achieved something and your character evolved? - Skill trees do not help new players learn the game, at least not nearly as much as simply playing already does. They're a crutch, and looking at Wigfrid's tree which is basically "stat bonus" and "unlock thing" idk if they are even meant to- which makes them clutter, and therefore even harder to learn the game. A paradox in a way, or I'm just stupid. I don't really see how it's lazy, it probably took just as much tought and effort as any other "proper" rework and it is giving some much needed new life to characters that even with a rework didn't really hit the spot. Unlocking some new stuff with insight points instead of actual in game quests is a much MUCH more intuitive this way. Yes, it feels a lot more rewarding to follow the archives storyline and figure it all out, but only the part where you actually discover it and manage to figure out how it works. Most players won't casually find it and solve it by themselves and will most likely 1. not even know it exists for most of their time playing; 2. get in touch with the content through videos or streams before ever getting the chance to find it themselves; 3. find it by themselves and have no clue of the purpose that serves and either ignore it or google what that's about. For a new player specially its much more transparent to get a skill for the time they spent surviving and learning base game mechanics with a specific character that opens up to show you what you can get and actually explain what you're getting and how to use it than the alternative you mentioned that is randomly finding a biome hidden deep in the caves and figuring out a puzzle while the game itself gives you little to no clues to guide you towards a solution. It is a survival game, so most people are busy, well, trying to survive and won't always have the window to explore and figure out how things work by themselves risking to lose their hard worked progress to keep surviving. So usually when people go to puzzles such as that one they already looked online on what those things actually are and how to solve them and that already removes a lot of the thrill of it. The "random" stat bonus are now needed because since the introduction of planar damage (the actual creative solution they came up with to scale the game progress) left some characters with holes in their previous identities. 35 minutes ago, BezKa said: - Small and insignificant, they make you stop walking when inspecting a player and cover over half your screen. Get out of the way, I'm trying to use weather pain not look at my friends' poor choices! Well, I play solo more often than not, so I never suffered from that, but really, if you meant to inspect a friend, then well, you should expect to see info on their characters like you already did besides the skill tree seeing their choice of skins and clothes. And if you missclicked them while trying to do something else... isn't that kind of on you or just play tough luck? 34 minutes ago, BezKa said: - They're just another wave of reworks. We'll never reach any sort of balance in the game at this point. - "Personalizing your gameplay" was already a thing. It was called choosing your character. And playing your way. What even is the alternative to what you're complaining about? Let's then let the game grow old and stale. Let's let the characters grow more and more unsuited to the content we're releasing. Maybe we'll fix it with releasing new and better characters so people stop using the original ones. It doesn't look like you have a problem with "personalizing your gampelay" as long as it's through character selection, so I really don't understand why you'd be mad that they gave more options to personalize a character you already enjoy while further expanding their fantasy. I can't imagine a single Willow player to get upset that the Pyromancer now has actual incentives to use fire in her survival and combat experiences (instead of having literally any loot turn to ash) 42 minutes ago, BezKa said: - Some of the skills are just straight up too powerful to have in the early game. If Klei wanted some sort of New Game+, original Don't Starve already had the perfect solution. Some of the skills are really impactful, but I'd hardly call them overpowered. Wolfgang is strong, so he's made to continue being strong with planar enemies by giving him extra planar damage. How is that overpowered early game? It literally only applies to planar weapons that are inaccessible early game. Woodie get's a makeshift walking cane, that's not infinite nor as speedy as the real thing And so on 45 minutes ago, BezKa said: - Locking universally needed content behind characters is bad, and locking it behind individual skills is even worse. What do you mean by "universally needed content"? Planar damage? It is not "universally needed" it's needed to keep the increase in damage that characters that were built to deal more damage were lacking since planar damage update. You didn't get any planar damage for Wilson nor will you ever get for Wes. But you are expected to get for anything designed to kill things: Bernie, Abigail, Wynona's catapults, Maxwell's minions, Wanda's watch... If you don't mean planar damage I don't know what do you mean, because everything else released so far were things that gave more qualities to what made each character unique. 51 minutes ago, BezKa said: - Something about a giant screen where you assign stats to your character is just so impossibly Not DS like, it takes me out every time, I hate looking at it, I hate using it. Let's remove the scrapbook then too. It also covers the whole screen and is bothersome to look at. Doesn't matter that it's the first way the game gives direct information to the players. And the in game presents too, yesterday I got hit by a terrorbeak that spawned while I was opening a gift, so it's a terrible feature. You should not expect DST to be like DS. It is not a mod, it's a whole new game with different purpose. If you want the DS experience you should, simply put: play DS. You can enjoy both games in their own right. 54 minutes ago, BezKa said: - Getting the skills is too easy, and at the same time bothersome enough people just use commands a lot of the time. I unlocked Wilson's insight the "proper" way and half the time I was just sitting by a fire (because beta testing, not keeping the world) and got rewarded for it. I love cookie clicker and sitting idly by when number go up, but in a game like DST?... Well, you're not supposed to grind so hard for skills sitting by a fire to wait for experience points to stack. Most people spend their first 100 days exploring, dying and not having a clue what to do to survive winter. Both this and the choice to make you choose the skills you earn while in game are to give the people the feeling that they're progressing instead of just stuck in a loop of just trying not to die and the world actively trying to kill them. There's the aditional bonus that both the alignment that's available at the end of the skill tree and the scrapbook point the players towards greater objetives that they wouldn't know about in game otherwise. This is only my opinion, but I do hope it helps you see the good things that are being brought with the new content or, well, figure out the game is not what you expected and dettach from it. You can be dissatisfied with the way things are being added to the game, but you really can't expect the game to not make any changes to keep it fresh and interesting, that's just not how things are nowadays. 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Szczuku Posted November 30, 2023 Share Posted November 30, 2023 1 hour ago, BezKa said: Overall, I'm just really sad we've lost the kind of game DST used to be, and instead going for cheap tricks like this This. Like, what happened to simplicity? This feels like the gaming equivalent of young people constantly having to switch between instagram and tiktok the moment they have some spare time; the gamer's engagement span hits rock bottom if they are not constantly blasted with in-depth mechanics and 40 different paths and choices to make. If a character doesn't redefine the game's genre, then what's the point of playing them. I get it, Willow needed a bonus rework. But for crying out loud, she got Maxwell's spellcasting (literally reskinning his ui) with a unique 'mana bar'-like mechanic in the form of embers What kind of abomiantions are we going to end up with once Walter's, Wanda's and Wurt's skill trees roll around? These characters are already overbloated with perks. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682797 Share on other sites More sharing options...
Captain_Rage Posted November 30, 2023 Share Posted November 30, 2023 8 minutes ago, giovcavalc said: I don't really see how it's lazy, it probably took just as much tought and effort as any other "proper" rework and it is giving some much needed new life to characters that even with a rework didn't really hit the spot. Unlocking some new stuff with insight points instead of actual in game quests is a much MUCH more intuitive this way. Yes, it feels a lot more rewarding to follow the archives storyline and figure it all out, but only the part where you actually discover it and manage to figure out how it works. Most players won't casually find it and solve it by themselves and will most likely 1. not even know it exists for most of their time playing; 2. get in touch with the content through videos or streams before ever getting the chance to find it themselves; 3. find it by themselves and have no clue of the purpose that serves and either ignore it or google what that's about. For a new player specially its much more transparent to get a skill for the time they spent surviving and learning base game mechanics with a specific character that opens up to show you what you can get and actually explain what you're getting and how to use it than the alternative you mentioned that is randomly finding a biome hidden deep in the caves and figuring out a puzzle while the game itself gives you little to no clues to guide you towards a solution. It is a survival game, so most people are busy, well, trying to survive and won't always have the window to explore and figure out how things work by themselves risking to lose their hard worked progress to keep surviving. So usually when people go to puzzles such as that one they already looked online on what those things actually are and how to solve them and that already removes a lot of the thrill of it. The "random" stat bonus are now needed because since the introduction of planar damage (the actual creative solution they came up with to scale the game progress) left some characters with holes in their previous identities. Fire used to be real hazard that would dictate the actions of the player, or vice versa: if you didn't manage to take proper precautions or messed up a fight using fire your base or the surrounding would take a serious beating. After playing the beta for 2 hours and unlocking one skill this whole hazard is completely negated. It is not a matter of intuitive learning anymore; the threat is simply gone, and not because the player has learned to avoid it (or learned anything about the game for that matter). Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682802 Share on other sites More sharing options...
Masked Koopa Posted November 30, 2023 Share Posted November 30, 2023 14 minutes ago, Captain_Rage said: Fire used to be real hazard that would dictate the actions of the player, or vice versa: if you didn't manage to take proper precautions or messed up a fight using fire your base or the surrounding would take a serious beating. After playing the beta for 2 hours and unlocking one skill this whole hazard is completely negated. It is not a matter of intuitive learning anymore; the threat is simply gone, and not because the player has learned to avoid it (or learned anything about the game for that matter). But fire isn't good enough for that to be sensible. If Willow were far and away the most powerful combat class or best utiltity or whatever, and thus carried a huge reward to go along with that risk, then sure, fair enough. But she has never been that. And thus people just didn't use it, because why would they. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682811 Share on other sites More sharing options...
lenship2 Posted November 30, 2023 Share Posted November 30, 2023 i think skill trees were klei's way of both buffing every character to make the game more... fun? powercrept? idk and adding virtual meta progression to completely new players, who hate losing literally all the progress they made in a world Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682814 Share on other sites More sharing options...
Captain_Rage Posted November 30, 2023 Share Posted November 30, 2023 It is true that you barely ever saw it, but I was doing what I could to lead enemies into areas where nothing would burn before igniting them. Now you can set every enemy on fire with impunity. That does not sit well with exciting gameplay. Like, literally. Light a whole hound wave on fire and nothing bad will happen. Your allies might get annoyed from overheating but that is about it. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682816 Share on other sites More sharing options...
giovcavalc Posted December 1, 2023 Share Posted December 1, 2023 13 minutes ago, Captain_Rage said: Fire used to be real hazard that would dictate the actions of the player, or vice versa: if you didn't manage to take proper precautions or messed up a fight using fire your base or the surrounding would take a serious beating. After playing the beta for 2 hours and unlocking one skill this whole hazard is completely negated. It is not a matter of intuitive learning anymore; the threat is simply gone, and not because the player has learned to avoid it (or learned anything about the game for that matter). I'm going to assume you're talking about Willow exclusively. Fire itself still is a hazard, it does have a lot more ways to be dealt with: the scaled items, the moosegoose fan, watering can, etc If you're talking about how in DS Willow's pyromanic tendencies are both positive and negative and she had the spontaneuous fires starting thing. Do you really think it fits in a multiplayer game? Without mods you're not even supposed to see what other players see or where they're at And it's not like you the only way to play multiplayer is in a Discord voice chat. This was removed because the outcome would be wanting to ban Willows from servers even if you plaayed Willow yourself, 'cause you just can't trust that every Willow player won't burn your progress to the ground accidentally. About actually using fire in combat, it was barely something Willow specific and was pretty much as bad on her as on anyone else. She does have fire damage immunity, but still would overheat during the fight and wait for the fire to die out to not lose the loot and try to guide a startled mob on fire away from anything flamable in your base all for what? 5 dmg/sec? They're not making fire less threatening (despite her skill that prevents fires spreading, that might really need some tweaks) they're making it at least viable for a character that has fire affinity. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682822 Share on other sites More sharing options...
Mike23Ua Posted December 1, 2023 Share Posted December 1, 2023 1 hour ago, yanhuaf said: I mean, WHO WANTS WIGFRID, A BATTLE CHARACTER TO FIGHT ON BEEFALO? HOW COULD HER ATTACK MUILTPLIER WORK THEN? I mean I can’t play in betas like at all cause I’m on Xbox, but I could easily make Beefalo fit into the “but she’s a combat character Bruh…” Role, and that would be to give her a Fighters Inspiration similar to her inspiration meter, after shortly dismounting a Beefalo she’s rode on for X amount of seconds, she gains damage buff. Boom, Fixed.. just like that. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682826 Share on other sites More sharing options...
giovcavalc Posted December 1, 2023 Share Posted December 1, 2023 5 minutes ago, Captain_Rage said: It is true that you barely ever saw it, but I was doing what I could to lead enemies into areas where nothing would burn before igniting them. Now you can set every enemy on fire with impunity. That does not sit well with exciting gameplay. Like, literally. Light a whole hound wave on fire and nothing bad will happen. Your allies might get annoyed from overheating but that is about it. You could literally do that with any character and still can besides Willow if you pick this skill. And whatever benefit there is to igniting enemies that way is honestly underwhelming compared to both the trouble and risk of losing the loot. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682828 Share on other sites More sharing options...
BezKa Posted December 1, 2023 Author Share Posted December 1, 2023 4 minutes ago, giovcavalc said: I don't really see how it's lazy, it probably took just as much tought and effort as any other "proper" rework and it is giving some much needed new life to characters that even with a rework didn't really hit the spot. I don't think characters need "a new life". They were mostly fine. 5 minutes ago, giovcavalc said: Most players won't casually find it and solve it by themselves and will most likely 1. not even know it exists for most of their time playing; 2. get in touch with the content through videos or streams before ever getting the chance to find it themselves; 3. find it by themselves and have no clue of the purpose that serves and either ignore it or google what that's about. I don't think the game should be about spoon-feeding players as much content as they can swallow as early as possible. Some people will never reach some content, and that's fine. The balance and overall gameplay shouldn't be influenced to this degree by these people. (writing this as a person who barely unlocked the second scroll in potion craft, never defeated the Grox in spore, etc etc) 8 minutes ago, giovcavalc said: For a new player specially its much more transparent to get a skill for the time they spent surviving and learning base game mechanics with a specific character that opens up to show you what you can get and actually explain what you're getting and how to use it than the alternative you mentioned that is randomly finding a biome hidden deep in the caves and figuring out a puzzle while the game itself gives you little to no clues to guide you towards a solution. DS is 10 years old and has never needed this kind of guidance. If the new player isn't curious enough to discover the world they're playing in, it might not be a game for them. The only game that would need this kind of encouragement is one that doesn't have anything else going for it, and we know DST has a lot to offer. 11 minutes ago, giovcavalc said: It is a survival game, so most people are busy, well, trying to survive and won't always have the window to explore and figure out how things work by themselves risking to lose their hard worked progress to keep surviving. So usually when people go to puzzles such as that one they already looked online on what those things actually are and how to solve them and that already removes a lot of the thrill of it. Hard to argue on this part, because I disagree. Figuring out how to survive is the meat of the game. It's the most fun part, the exploration and learning is what makes these games fun. Once you learn how to do it, a part of that fun forever disappears. I wish I could wipe my memory and go through all this again... And discovering things in the meantime is not that difficult. If someone wants to spoil their fun by looking stuff up, it's their decision. I didn't need to, for the most part. And I think some players enjoy this process very much, and are not just trying to get survival out of the way so they can watch a tutorial and follow flowcharts to 100% the game as fast as possible. Maybe I have too much faith in people. The point is, the game was made for people like that. Who want to put in the effort. But it gets dumbed down with the skill trees. 17 minutes ago, giovcavalc said: The "random" stat bonus are now needed because since the introduction of planar damage (the actual creative solution they came up with to scale the game progress) left some characters with holes in their previous identities. Idk why they added planar skills, if the planar mechanics were meant to be a threshold for more difficult postgame, why cancel it out with skills? 18 minutes ago, giovcavalc said: Well, I play solo more often than not, so I never suffered from that, but really, if you meant to inspect a friend, then well, you should expect to see info on their characters like you already did besides the skill tree seeing their choice of skins and clothes. And if you missclicked them while trying to do something else... isn't that kind of on you or just play tough luck? Skill issue, I get it. The point was it didn't use to work like that, and idk why they changed it. 19 minutes ago, giovcavalc said: Let's then let the game grow old and stale. Let's let the characters grow more and more unsuited to the content we're releasing. Maybe we'll fix it with releasing new and better characters so people stop using the original ones. It doesn't look like you have a problem with "personalizing your gampelay" as long as it's through character selection, so I really don't understand why you'd be mad that they gave more options to personalize a character you already enjoy while further expanding their fantasy. I have no idea where the idea that games get "stale" came from. Insaniquarium is just as fun as it was when I played it on my mom's lap. Characters don't need to be constantly upgraded (not even gonna talk about power creep) to still be fun. I simply think that the level of personalization we had so far was enough. Skill trees overdo it, and are unnecessary to achieve personalization. Just play the way you want, you don't need to click a little button that will make you feel better about not being "optimal" because you ride a beefalo as Wolfgang. 22 minutes ago, giovcavalc said: Some of the skills are really impactful, but I'd hardly call them overpowered. Matter of opinion. 23 minutes ago, giovcavalc said: What do you mean by "universally needed content"? Armor saddle. Making Grass tufts, berry bushes etc. And many more to come, from how things are looking right now. This was an issue with characters before, like Wickers moon book- which is a whole topic in of itself, but controlling moon phases is the kind of powerful tool that should be available to everyone after certain point (in my opinion). Moonstorms don't count btw, cause you have to deactivate them by killing a boss and they make a mighty mess in parts of the world while they last. Character swapping is a thing, and I use it often, but it forces me to interact with the very thing people tell me to "not use then lol". I'm trying. But you're locking important features behind them. 28 minutes ago, giovcavalc said: Let's remove the scrapbook then too. YES!!! It's terrible and horrible and I HATE it!!! I don't complain about it anymore though, because it has ingame off switch. Skill trees don't. 29 minutes ago, giovcavalc said: You should not expect DST to be like DS. It is not a mod, it's a whole new game with different purpose. If you want the DS experience you should, simply put: play DS. You can enjoy both games in their own right. I do. I love playing DS. But DST has content I enjoy and want to play too. And I always saw DST as an extension of DS, and only recently it just got up and started running in the opposite direction, which is what makes me so upset. And the thing is, I don't enjoy what DST is becoming, and that's the problem- there's tons of games like that already, but not many that did what DST and DS did. 32 minutes ago, giovcavalc said: Well, you're not supposed to grind so hard for skills sitting by a fire to wait for experience points to stack. Most people spend their first 100 days exploring, dying and not having a clue what to do to survive winter. That sounds exactly how the game should be played! And the skills popping up and ruining the flow sound like a terrible addition. 33 minutes ago, giovcavalc said: Both this and the choice to make you choose the skills you earn while in game are to give the people the feeling that they're progressing instead of just stuck in a loop of just trying not to die and the world actively trying to kill them. Funny, because I'm pretty sure that's why it's called the Constant. You may die and die, and start over, and try again, but it is constant. The loop repeats itself. And the cycle continues... That was the original horror of Don't Starve. I don't expect it to translate perfectly into DST, the atmosphere is quite different and I'm fine with that, but I believe playing the game and having fun, until you're skilled enough to overcome the challenges was the point of the game. And popping those skills in-between is kind of against the concept. If anything, Skin Drops worked better as this "motivator" function than skills do. 37 minutes ago, giovcavalc said: There's the aditional bonus that both the alignment that's available at the end of the skill tree and the scrapbook point the players towards greater objetives that they wouldn't know about in game otherwise. It could have been done so much cooler though. Like actual ceremony where you align with your chosen side. Instead it's click-click. And I would argue I don't need a button telling me what to do to figure out how to do something. Sure, the game could use more in-game tips on doing stuff (like a mosaic on the floor near the three suspicious marbles depicting a new and full moon, off the top of my head) instead of "find and kill the boss" written on your good boi point board. 40 minutes ago, giovcavalc said: You can be dissatisfied with the way things are being added to the game, but you really can't expect the game to not make any changes to keep it fresh and interesting, that's just not how things are nowadays. That's why I made this thread, actually- I fully expected to not get a single response and leave it at that. I know my voice doesn't matter. I know I'm rude and my posts are provocative. But this game means a lot to me. Watching it go is painful, let me scream to have some relief. And I think the "endless updates" are harmful to the game industry. It works for DST for now, but how long will it last? Klei should work towards a full complete product, because one day, they will stop updating. And if there's a bunch of loose threads, the balance is in shambles, characters are going through their 4th rework wave- it's gonna be real difficult to leave it like that. 45 minutes ago, giovcavalc said: This is only my opinion, but I do hope it helps you see the good things that are being brought with the new content or, well, figure out the game is not what you expected and dettach from it. I heard those things before, but thank you for taking the time to write it. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682832 Share on other sites More sharing options...
BalkanCockroach Posted December 1, 2023 Share Posted December 1, 2023 2 minutes ago, BezKa said: because it has ingame off switch. Skill trees don't. Not using them is the ingame off switch. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682834 Share on other sites More sharing options...
yanhuaf Posted December 1, 2023 Share Posted December 1, 2023 7 minutes ago, Mike23Ua said: I mean I can’t play in betas like at all cause I’m on Xbox, but I could easily make Beefalo fit into the “but she’s a combat character Bruh…” Role, and that would be to give her a Fighters Inspiration similar to her inspiration meter, after shortly dismounting a Beefalo she’s rode on for X amount of seconds, she gains damage buff. Boom, Fixed.. just like that. then the problem is, wigfrid training beefalo will just going to be waste of time; her helmet and multiplier both does not work on beefalo, making her riding beefalo even more weak then just fight with herself. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682838 Share on other sites More sharing options...
BezKa Posted December 1, 2023 Author Share Posted December 1, 2023 6 minutes ago, BalkanCockroach said: Not using them is the ingame off switch. How insightful. Sorry but I don't like the annoying notification at the edge of my screen that I have to click and then click out of to leave me alone. As I said, I use a mod. But new players typically don't install mods as their first move when they try out the game. 24 minutes ago, paodocevoante1 said: Yes you will express your disapproval while the new and old players are enjoying it, unfortunately you are the minority Yeah, so what's the problem, and why am I getting insulted over it? Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682841 Share on other sites More sharing options...
Captain_Rage Posted December 1, 2023 Share Posted December 1, 2023 The original fire mechanics were extremely unforgiving and not suited for multiplayer. I did not refer to those. Fire got tweaked over time to be less threatening. Currently in the stable branch some effort and foresight is still required from the player to avoid the nuisances it may cause. In the beta now you can simply hit a Varg with a torch once and you don't even need a weapon to strike it down since it won't attack you back. Go figure. This is a bad direction the game is heading. Previously setting enemies on fire was rather niche but there was a benefit when you as a player knew how and when to do it and it required some judgement and skill. If you have learned the game no voice chat or Discord is required. It's not about behind a tryhard, it's about the game having any sort of reward of learning how to play and pose a challenge. Everything you mention makes it more trivial than ever. More changes to the mechanic are welcome. As it stands now it simply feels dumber than more streamlined, if anything. I would be all for these changes if there were more varied combat threats at the start of the game which required slightly more strategy and tactics. Suddenly we have a Bernie which autoheals and can be activated without being insane on top of that. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682845 Share on other sites More sharing options...
BalkanCockroach Posted December 1, 2023 Share Posted December 1, 2023 2 minutes ago, BezKa said: Sorry but I don't like the annoying notification at the edge of my screen that I have to click and then click out of to leave me alone. That's not the reason you don't like it i know that much. But i do agree that the game is changing very rapidly like this is our second npc boss and fift npc. Before the RoT we didn't have stuff like that and it felt like DS at it's core, now the game is turning into an rpg or is in some weird territory. 7 minutes ago, BezKa said: But new players typically don't install mods as their first move when they try out the game. And? just cause you don't wanna experience the trees don't mean the newcomers shouldn't. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682850 Share on other sites More sharing options...
Mike23Ua Posted December 1, 2023 Share Posted December 1, 2023 11 minutes ago, yanhuaf said: then the problem is, wigfrid training beefalo will just going to be waste of time; her helmet and multiplier both does not work on beefalo, making her riding beefalo even more weak then just fight with herself. Lol no you don’t fight while ON the Beefalo, you ride the Beefalo long enough to fill her fighting inspiration, then like a true Valkyrie you hop off your mount and engage in glorious battle. Or the TL:DR- It’s a moving version of Wolfgang’s Might Gym. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682852 Share on other sites More sharing options...
Lovens Posted December 1, 2023 Share Posted December 1, 2023 1 minute ago, BalkanCockroach said: That's not the reason you don't like it i know that much. But i do agree that the game is changing very rapidly like this is our second npc boss and fift npc. Before the RoT we didn't have stuff like that and it felt like DS at it's core, now the game is turning into an rpg or is in some weird territory. Who is another NPC boss and how did you count five NPCs? I can only count three: Pearl, Wagstaff and Charlie/shadow hand. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682853 Share on other sites More sharing options...
Bird Up Posted December 1, 2023 Share Posted December 1, 2023 I don't think the saddle is all that great, considering you are faster with every other saddle, and war saddle hurts more. The armor is nice, but beefalos are already pretty tanky. You can use the portal to craft the saddle and change back if you really insist on making it. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682854 Share on other sites More sharing options...
BalkanCockroach Posted December 1, 2023 Share Posted December 1, 2023 2 minutes ago, Lovens said: Who is another NPC boss and how did you count five NPCs? I can only count three: Pearl, Wagstaff and Charlie/shadow hand. Wagstaff, Charlie, Pearl, Frostjaw, Nightmare werepig. The reason im counting this new one despite it not talking is cause it can't be killed and it's the surface counterpart to the Nightmare werepig which is an NPC. Those two will definetly have more importance later on. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682855 Share on other sites More sharing options...
yanhuaf Posted December 1, 2023 Share Posted December 1, 2023 1 minute ago, Mike23Ua said: Lol no you don’t fight while ON the Beefalo, you ride the Beefalo long enough to fill her fighting inspiration this is kind of meaningless...wolfgang's gym was more likely to be a way to stay strong around your base, but I haven't see any information about wigfrid could increase inspiration just riding on beefalo. Is there any skill about that? 20 minutes ago, BalkanCockroach said: Not using them is the ingame off switch. I guess thats kind of offensive. its just a beta release, everyone should be able express their opinion about it to help dst. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682857 Share on other sites More sharing options...
Lovens Posted December 1, 2023 Share Posted December 1, 2023 Just now, BalkanCockroach said: Wagstaff, Charlie, Pearl, Frostjaw, Nightmare werepig. The reason im counting this new one despite it not talking is cause it can't be killed and it's the surface counterpart to the Nightmare werepig which is an NPC. How is Nightmare Werepig considered an NPC? You can't interact with it other than fight it. If anything, I thought you would say Antlion is a second NPC boss because it has another interaction (you can appease her instead of killing). I suppose Pig King is another NPC we both forgot to mention. I would overall go as far as not categorising things that kill players or can be killed by players as NPCs as all. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/2/#findComment-1682861 Share on other sites More sharing options...
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