Mike23Ua Posted December 3, 2023 Share Posted December 3, 2023 Just now, Mysterious box said: I think it goes beyond destructive functions even if we're barred from that route there's really not much else they can do as far as dst is concerned. Well for me personally, when I first got into Dont Starve it was the first game I had ever played that was labeled as a “Rogue-Lite” it was my Introduction into the Genre, and of course NOW I know that DS (& extra especially DST..) are some of the least Rogue-like games on the planet.. But it WAS where I started discovering what a RogueLite/like was. For that reason: Perhaps I’ll always have a bit of love in my heart for the Dont Starve Franchise, However… I can’t help but think that Klei could deliver a TRUE RogueLite/Like experience from this Franchise, But they would have to do it in one of two ways… 1- A new game mode/world preset/Adventures Mode for DST that specifically targets all the most commonly known Rogue-Lite/Like Tropes. (Randomly Generated Worlds, Mob Encounters, Loot, Etc..) 2- Create a entirely brand new RogueLite/Like game under the Dont Starve Brand name that truly turns the game into a real RogueLite/like. I know it’s far too late to get this… because DST is just too successful to cater to a niche group of rogue enjoyers, but I can keep my wishful thinking. Today I downloaded a trail for an Unfinished game called Don’t Die Minerva!, while the developers have completely ABANDONED this game- I can’t help but think that a DS Crossover with this would’ve been a no brainer. DDM has a free 1 hour trail if you wanna check it out so you can discover what a rogue type game is supposed to be like, I’ll probably Forever want a RogueLite spinoff for DS… But as long as DST has all the spotlight, it’ll never see the light of day. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684323 Share on other sites More sharing options...
Swiyss Posted December 3, 2023 Share Posted December 3, 2023 6 minutes ago, Mike23Ua said: Well for me personally, when I first got into Dont Starve it was the first game I had ever played that was labeled as a “Rogue-Lite” it was my Introduction into the Genre, and of course NOW I know that DS (& extra especially DST..) are some of the least Rogue-like games on the planet.. But it WAS where I started discovering what a RogueLite/like was. For that reason: Perhaps I’ll always have a bit of love in my heart for the Dont Starve Franchise, However… I can’t help but think that Klei could deliver a TRUE RogueLite/Like experience from this Franchise, But they would have to do it in one of two ways… 1- A new game mode/world preset/Adventures Mode for DST that specifically targets all the most commonly known Rogue-Lite/Like Tropes. (Randomly Generated Worlds, Mob Encounters, Loot, Etc..) 2- Create a entirely brand new RogueLite/Like game under the Dont Starve Brand name that truly turns the game into a real RogueLite/like. I know it’s far too late to get this… because DST is just too successful to cater to a niche group of rogue enjoyers, but I can keep my wishful thinking. Today I downloaded a trail for an Unfinished game called Don’t Die Minerva!, while the developers have completely ABANDONED this game- I can’t help but think that a DS Crossover with this would’ve been a no brainer. DDM has a free 1 hour trail if you wanna check it out so you can discover what a rogue type game is supposed to be like, I’ll probably Forever want a RogueLite spinoff for DS… But as long as DST has all the spotlight, it’ll never see the light of day. you possibly described their initial idea for the forge and the gorge, although nowadays if either of them come back it would HAVE to be permanent. I'm such a fan of having the possibility to change worlds like the caves, but they would have to reeeeeally put time into it, cause caves nowadays have the 2 server thing going on. When hamlet first came out I was sure they would add another island above the players head in dst to play in and explore. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684328 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 23 hours ago, Swiyss said: you can't megabase the entire world without having meteors destroying your base, rifts appearing and destroying trees, grass, twigs and berry bushes etc how is that a cool aspect? is simply stupid destruction. Do you like barren worlds? set everything to 'none' but destroying the world isnt cool, is just flashy like how you put colourful cartoons to a baby so is not bored 22 hours ago, Mike23Ua said: I’ve been saying this for a long time now and absolutely no one seems to want to listen, but I think it’s time that Klei actually abandoned DST sure, klei will abandone DST when is more popular than ever, being in top 50 and above in steam all the time, just because you dont want the non casual direction is taking maybe is time for YOU to take a break because clearly you enjoy more to complain about non sense and to blame players for bot having stupid mechanics than playing the game people who defend non sense destructive mechanics: https://youtu.be/AFAaTC9PgkA?si=W69D1hv5yiWeEan- Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684460 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 2 hours ago, arubaro said: just because you dont want the non casual direction is taking Actually dst is leaning hard into a casual direction it's specifically why skill trees exist. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684521 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 11 minutes ago, Mysterious box said: Actually dst is leaning hard into a casual direction it's specifically why skill trees exist. is to retain new players. Most people drop the game after beating a single raid boss doesnt mean i dont see how the game is getting easier with these power ups, i wish they rework some biomes make "swamp/ruins ruins like" biomes to have more difficulty spectrum to, not only makes the world more interesting, compensate for having affinity perks since day 1 and other strong new perks against the same dangers than 10 years ago. Also i wish klei delivers true difficult "mode" with the rifts, right now we only have as a true challenge the 3 new moon bosses and arent crazy difficult plus they are optional if you burn the corpse or wait until the rift is close. BS and the void trio are so damn easy and most of the time optional too but still, the main goal i see in skill trees is so new players give a chance to the game while also add flashy things so dst can compete with games with bland but flashy mechanics from overrated sandbox games and easy to play mobas with 4 key skills dumbproof Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684527 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 1 minute ago, arubaro said: is to retain new players. Most people drop the game after beating a single raid boss doesnt mean i dont see how the game is getting easier with these power ups, i wish they rework some biomes make "swamp/ruins ruins like" biomes to have more difficulty spectrum to, not only makes the world more interesting, compensate for having affinity perks since day 1 and other strong new perks against the same dangers than 10 years ago. Also i wish klei delivers true difficult "mode" with the rifts, right now we only have as a true challenge the 3 new moon bosses and arent crazy difficult plus they are optional if you burn the corpse or wait until the rift is close. BS and the void trio are so damn easy and most of the time optional too but still, the main goal i see in skill trees is so new players give a chance to the game while also add flashy things so dst can compete with games with bland but flashy mechanics from overrated sandbox games Without doubt player retention is the goal but overall most updates are geared towards casual players and lowering the amount of work survival demands. Even the rifts aren't really allowed to go much further since it'll be faced with extreme backlash I do agree Klei wants to deliver a "hard mode" but I think they more or less realized or will soon realize the majority of the community doesn't want it at any stage of the game. While Mike is mostly focusing on destruction mechanics I think that's the main point they were trying to get across as well. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684532 Share on other sites More sharing options...
Mike23Ua Posted December 3, 2023 Share Posted December 3, 2023 3 hours ago, arubaro said: how is that a cool aspect? is simply stupid destruction. Do you like barren worlds? set everything to 'none' but destroying the world isnt cool, is just flashy like how you put colourful cartoons to a baby so is not bored sure, klei will abandone DST when is more popular than ever, being in top 50 and above internet steam all the time, just because you dont want the non casual direction is taking maybe is time for YOU to take a break because clearly you enjoy more to complain about non sense and to blame players for bot having stupid mechanics than playing the game people who defend non sense destructive mechanics: https://youtu.be/AFAaTC9PgkA?si=W69D1hv5yiWeEan- I only have one question to ask of you- have you ever played a RogueLike/Lite like uhm well ever?? In that particular genre of video game- the game is often times Uncompromising, and I know that word gets thrown around loosely here on these forums, but in OTHER Roguelikes/lites it means that the game from start to end is unfairly stacking the odds of actually winning against you. Sometimes you can survive on skill & getting better at the game, but most the time it is heavily luck based- On what skills, power ups, weapons, the way the WORLD is Generated, The hazards that occupy that world, the enemy mobs you will encounter etc etc etc… I know now after having played other Roguelikes/lites outside of Dont Starve, that DS/DST are actually the least Rogue type games to ever be thrown into that Genre. You say that having unfair destruction is boring and no challenge, but that’s EXACTLY The kind of experience you would get when playing an actual “Uncompromising” RogueLite/Like.. I was playing one the other day where I entered a dungeon and as soon as I opened the door a floor trap sprung instakilling me. These kind of RogueLike experiences (SORT OF) existed in Singleplayer Dont Starve where trapped Hamlet Temples existed or resources you plucked, chopped, or mined could occasionally spawn hostile mobs to further complicate your day- And more importantly.. keep you on your toes not knowing what to expect next. I don’t think that I’m in the wrong to desire more RogueLite/like features in Dont Starve, even if that means Klei had to create a whole new DS game built from the ground up with the type of gameplay expected from a “rogue” experience. However DST currently just ain’t it, and it’s never going to become “It” without unfair destruction, unpredictable mob/hazards.. or Significantly more randomized world Gen. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684535 Share on other sites More sharing options...
grm9 Posted December 3, 2023 Share Posted December 3, 2023 2 minutes ago, Mike23Ua said: I only have one question to ask of you- have you ever played a RogueLike/Lite like uhm well ever?? In that particular genre of video game- the game is often times Uncompromising, and I know that word gets thrown around loosely here on these forums, but in OTHER Roguelikes/lites it means that the game from start to end is unfairly stacking the odds of actually winning against you. Sometimes you can survive on skill & getting better at the game, but most the time it is heavily luck based- On what skills, power ups, weapons, the way the WORLD is Generated, The hazards that occupy that world, the enemy mobs you will encounter etc etc etc… I know now after having played other Roguelikes/lites outside of Dont Starve, that DS/DST are actually the least Rogue type games to ever be thrown into that Genre. You say that having unfair destruction is boring and no challenge, but that’s EXACTLY The kind of experience you would get when playing an actual “Uncompromising” RogueLite/Like.. I was playing one the other day where I entered a dungeon and as soon as I opened the door a floor trap sprung instakilling me. These kind of RogueLike experiences (SORT OF) existed in Singleplayer Dont Starve where trapped Hamlet Temples existed or resources you plucked, chopped, or mined could occasionally spawn hostile mobs to further complicate your day- And more importantly.. keep you on your toes not knowing what to expect next. I don’t think that I’m in the wrong to desire more RogueLite/like features in Dont Starve, even if that means Klei had to create a whole new DS game built from the ground up with the type of gameplay expected from a “rogue” experience. However DST currently just ain’t it, and it’s never going to become “It” without unfair destruction, unpredictable mob/hazards.. or Significantly more randomized world Gen. making success depend on luck is bad and unfun Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684537 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 5 minutes ago, Mike23Ua said: I only have one question to ask of you- have you ever played a RogueLike/Lite like uhm well ever?? In that particular genre of video game- the game is often times Uncompromising, and I know that word gets thrown around loosely here on these forums, but in OTHER Roguelikes/lites it means that the game from start to end is unfairly stacking the odds of actually winning against you. Sometimes you can survive on skill & getting better at the game, but most the time it is heavily luck based- On what skills, power ups, weapons, the way the WORLD is Generated, The hazards that occupy that world, the enemy mobs you will encounter etc etc etc… I know now after having played other Roguelikes/lites outside of Dont Starve, that DS/DST are actually the least Rogue type games to ever be thrown into that Genre. You say that having unfair destruction is boring and no challenge, but that’s EXACTLY The kind of experience you would get when playing an actual “Uncompromising” RogueLite/Like.. I was playing one the other day where I entered a dungeon and as soon as I opened the door a floor trap sprung instakilling me. These kind of RogueLike experiences (SORT OF) existed in Singleplayer Dont Starve where trapped Hamlet Temples existed or resources you plucked, chopped, or mined could occasionally spawn hostile mobs to further complicate your day- And more importantly.. keep you on your toes not knowing what to expect next. I don’t think that I’m in the wrong to desire more RogueLite/like features in Dont Starve, even if that means Klei had to create a whole new DS game built from the ground up with the type of gameplay expected from a “rogue” experience. However DST currently just ain’t it, and it’s never going to become “It” without unfair destruction, unpredictable mob/hazards.. or Significantly more randomized world Gen. I feel unfair destruction and instant kills don't belong in dst. Bad luck is fine but only to a degree where it makes things harder not out right impossible it's definitely fine if being unable to cope with that bad luck leads to destruction however. I do agree that the odds should be stacked against us as it creates a greater sense of accomplishment when we beat the odds. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684541 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 1 hour ago, Mike23Ua said: only have one question to ask of you- have you ever played a RogueLike/Lite like uhm well ever?? most of the games i play casually are roge likes/like: Binding of isaac, slay the spire, monster train, remnant, children of morta, oxygen not included (kinda like ds franchise, it doesnt really belong to the genre), griftlands, nova drift, enter the gungeon and hades are the ones i played the most and i have tried many more. I think i understand about this kind of games to know that dst neither ds are a truly roge like even if you can play it in that way via settings and by rushing stuff which isnt something you even do because challenging stuff is "multiplayer base" according to you i have also played many sand box games like terraria, valheim, core keeper, v rising or grounded. Only valheim, core keeper and grounded have destructive mechanics to bases, in core keeper was removed because how stupid was to just come to base and found everything "unroot" so the """"challenge"""" was to simply place stuff again. The same happens in valheim, your base get raided but you only lose time placing stuff again because you didnt even lose resources but they didn't remove it because their devs dont know how to make a fun game. Grounded has raids but never experience stuff actually breaking so idk if you lose something, still a bad mechanic because the raid is easy (no challenge to the player) and you only lose time repairing stuff for free instead of adding weather or other trully survival mechanics did you ever played ds and dst without complaining? because you even state that cookie cutters, top 5 weakest mobs in the game, are multiplayer based or struggling killing a varglet with wendy... you shouldnt point at megabasers for wanting a easy. If instead of by skill you want to "win the game" base on luck you are in the wrong game, try binding of isaac and pray for a godlike combination only noobs suffer from base destruction and is harder to achieve that because their bases are small so are easier to defend. A experience player might lose something not related to survival and, even if they do, they can rebuild fast (megabasers always grind materials to build a lot later while surviving, more materials that you ever gather) or theh have enough knowledge to quicky react so no, destruction isnt challenging at all 1 hour ago, Mike23Ua said: In that particular genre of video game- the game is often times Uncompromising, and I know that word gets thrown around loosely here on these forums, but in OTHER Roguelikes/lites it means that the game from start to end is unfairly stacking the odds of actually winning against you that is not true. Unskilled players rely on luck to survive without dying for more than 1 stage but in most well designed games you can experience the whole content with any luck or build avaraible. Only bad designed games rely on luck and players that rely on luck are unskilled players waiting the lotery to beat the game basing dst on luck is awful like would be basing it on any game. Games lately not even rely that much as before on things like % evasion or critical hit because how stupid is basing if you win or lose with something that isnt under player skill control ofc you want that, you want to enter dst, play for few minutes, die and blame your luck but that isnt what is making dst or will ever make dst a good profitable game you can play dst in a more roge lite sense by putting seasons on random, relying on skeletons and set piece and rushing some difficult foe or area like the ruins with insta death setting instead of wanting mindless destruction for what? to get free loot? im tired of bundling the stacks of rocks and logs that im getting for free everytime a rift spawn, i dont even farm trees or rocks anymore because when im not wasting them on non survival builds i get a lot of them for free. 1 hour ago, Mysterious box said: I feel unfair destruction and instant kills don't belong in dst. Bad luck is fine but only to a degree where it makes things harder not out right impossible it's definitely fine if being unable to cope with that bad luck leads to destruction however. I do agree that the odds should be stacked against us as it creates a greater sense of accomplishment when we beat the odds. destuction that can be countered is okey, not ideal but fire hounds for example are a good example of that rifts and super earthquakes were a non sense because they were simply random destruction without a challenge and counter play behind them Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684583 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 26 minutes ago, arubaro said: destuction that can be countered is okey, not ideal but fire hounds for example are a good example of that Ironically there are still people who want fire hounds removed. 26 minutes ago, arubaro said: rifts and super earthquakes were a non sense because they were simply random destruction without a challenge and counter play behind them Rifts spawning on base was a example of destruction I was against from day one but something like brightshades I'm all for if that gives you a clearer idea of what I feel is fair. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684594 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 Just now, Mysterious box said: Ironically there are still people who want fire hounds removed. i dont want them being removed, less when there is a setting to diseable them. i would like if they burn the player (like lavae or getting to close to a lava pond) instead of an area of fire. Is harder for the player, you don't lose non renewable resources and you cant use the fire to scare regular hounds. Fire hounds are, ironically, the easiest hounds I actually diseable them after 1000 days or when i feel like i cant leave to an area without builds because i dont want my set pieces to burn (i use a lot of plants, wooden walls and fences) being destroyed by an easier hound funny enough, fire hounds are both an example of destructive mechanic that can be countered and an example of destruction that makes the game easier xD Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684596 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 1 minute ago, arubaro said: i dont want them being removed, less when there is a setting to diseable them. i would like if they burn the player (like lavae or getting to close to a lava pond) instead of an area of fire. Is harder for the player, you don't lose non renewable resources and you cant use the fire to scare regular hounds. Fire hounds are, ironically, the easiest hounds I actually diseable them after 1000 days or when i feel like i cant leave to an area without builds because i dont want my set pieces to burn (i use a lot of plants, wooden walls and fences) being destroyed by an easier hound funny enough, fire hounds are both an example of destructive mechanic that can be countered and an example of destruction that makes the game easier xD I didn't mean you specifically wanted them removed sorry for the misunderstanding I was talking about others I talked to in and outside of the forums. I feel like the area explosion is what makes fire hounds good though as the idea is that you the player are punished for eliminating them carelessly or relying on mobs that do in your stead. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684598 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 5 minutes ago, Mysterious box said: I didn't mean you specifically wanted them removed sorry for the misunderstanding I was talking about others I talked to in and outside of the forums. no, no i understood. I only shared my opinion on them. I understand people dont liking them but at the same time we have a setting to disable them plus, instead, they could give feedback to change them into something more interesting i really hope klei make red hounds more alike blue hounds, affecting the player instead of the surroundings. that would also make willow upside and wormwood downside more impactful and make hound waves with red hounds something actually hard instead of the joke they are. Maybe even would make water balloons on ourselves or scale mail something to take into account to avoid the fire damage Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684601 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 3 hours ago, arubaro said: i really hope klei make red hounds more alike blue hounds, affecting the player instead of the surroundings. that would also make willow upside and wormwood downside more impactful and make hound waves with red hounds something actually hard instead of the joke they are. Maybe even would make water balloons on ourselves or scale mail something to take into account to avoid the fire damage The problem is this change removes any thinking from fighting them as people just shrug off damage to themselves even as Wormwood we as players are just too durable so this change makes them even less threatening than ice hounds. Thinking more on it this also makes them more safe for Wormwood to fight since they wouldn't burn his traps either. My bad misremembered here figured mention here as well to prevent further confusion. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684607 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 3 minutes ago, Mysterious box said: The problem is this change removes any thinking from fighting them as people just shrug off damage to themselves even as Wormwood we as players are just too durable so this change makes them even less threatening than ice hounds. Thinking more on it this also makes them more safe for Wormwood to fight since they wouldn't burn his traps either. wormwood's traps do burn??? i never crafted them in my hundred hours of playing wormwood but i doubt also getting damaged with fire (you cant reduce it with armor neither kite that damage)>>having a wall of fire that scares enemies but anyways, there could be better ways of improving them. anything but making hound waves easier by adding a destructive area that damages and scare everything... Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684611 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 3 hours ago, arubaro said: wormwood's traps do burn??? i never crafted them in my hundred hours of playing wormwood but i doubt I'm saying your proposed change would make it so they don't burn thereby buffing Wormwood against fire hounds. Edit: I realize now you were trying to say you didn't know they burn and yes they do in fact burn. My bad misremembered here figured mention here as well to prevent further confusion. 3 hours ago, arubaro said: also getting damaged with fire (you cant reduce it with armor neither kite that damage)>>having a wall of fire that scares enemies People legit eat harmful things raw and tank so getting lit on fire for a few seconds is absolutely inconsequential. 3 hours ago, arubaro said: but anyways, there could be better ways of improving them. anything but making hound waves easier by adding a destructive area that damages and scare everything... The potential for destruction and things spiraling out of control if the player isn't careful is what makes them such a effective survival mechanic as if things go wrong it's entirely the player's fault heck even if things do go wrong the game offers us a lot of safeties in the worst case scenario be it flingos, water balloons, or even just a watering can will undo any mistakes made while fighting them. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684615 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 3 minutes ago, Mysterious box said: I'm saying your proposed change would make it so they don't burn thereby buffing Wormwood against fire hounds. im asking if they burn from fire hounds because l never heard such thing and i doubt that the kind of player that rely on traps to deal with hounds won't complain about that 4 minutes ago, Mysterious box said: People legit eat harmful things raw and tank so getting lit on fire for a few seconds is absolutely inconsequential. yes but we do that in a controlled situation not during a fight plus setting the player on fire like during lavae phase deals a good ammount of damage which can be buffed 6 minutes ago, Mysterious box said: The potential for destruction and things spiraling out of control if the player isn't careful is what makes them such a effective survival mechanic as if things go wrong it's entirely the player's fault heck even if things do go wrong the game offers us a lot of safeties in the worst case scenario be it flingos, water balloons, or even just a watering can will undo any mistakes made while fighting them im not against the mechanic because is easily counterable. You have many to leave a 1 screen size base... is so hard to be caught off guard. Also people that dont megabase won't care about resources setting on fire, they wont use it anyway... i want it to be improved for that reason, is too easy to control the damage they deal to the world/your base and they mskr tye wave easier. Isn't only about the fire damage to players, is because the whole wave is way easier to deal with. Also they can make so stuff near the player on fire catch on fire too was just a suggestion because red hounds are a easy thing with "hard stuff camouflage" like most destructive mechanics Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684618 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 29 minutes ago, arubaro said: im asking if they burn from fire hounds because l never heard such thing and i doubt that the kind of player that rely on traps to deal with hounds won't complain about that Huh had to go back and check and I guess I was wrong I coulda sworn I saw them burn though... 29 minutes ago, arubaro said: yes but we do that in a controlled situation not during a fight plus setting the player on fire like during lavae phase deals a good ammount of damage which can be buffed People tank during a fight and what makes the larva from dfly threatening is they burn you on attack while a raid boss is fighting alongside them you remove dragonfly and make them burn on death instead and they become completely pathetic. 29 minutes ago, arubaro said: im not against the mechanic because is easily counterable. You have many to leave a 1 screen size base... is so hard to be caught off guard. Also people that dont megabase won't care about resources setting on fire, they wont use it anyway... i want it to be improved for that reason, is too easy to control the damage they deal to the world/your base and they mskr tye wave easier. Isn't only about the fire damage to players, is because the whole wave is way easier to deal with. Also they can make so stuff near the player on fire catch on fire too was just a suggestion because red hounds are a easy thing with "hard stuff camouflage" like most destructive mechanics The thing is even for a megabase water balloons and the like work just as well my issue is the change being suggested completely removes any threat they pose vs other hounds. It goes from a hound that punishes the player for being careless to a hound that does a bit of damage when it dies which in turn becomes a hound no one respects. When it comes down to it mechanics that damage the player directly aren't very threatening outside of a player just being unskilled at combat. When a fire hound explodes at a inconvenient time however it tends to cause panic even more so for those unprepared. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684632 Share on other sites More sharing options...
arubaro Posted December 3, 2023 Share Posted December 3, 2023 39 minutes ago, Mysterious box said: Huh had to go back and check and I guess I was wrong I coulda sworn I saw them burn though... People tank during a fight and what makes the larva from dfly threatening is they burn you on attack while a raid boss is fighting alongside them you remove dragonfly and make them burn on death instead and they become completely pathetic. The thing is even for a megabase water balloons and the like work just as well my issue is the change being suggested completely removes any threat they pose vs other hounds. It goes from a hound that punishes the player for being careless to a hound that does a bit of damage when it dies which in turn becomes a hound no one respects. When it comes down to it mechanics that damage the player directly aren't very threatening outside of a player just being unskilled at combat. When a fire hound explodes at a inconvenient time however it tends to cause panic even more so for those unprepared. i don't get why you think that being damaged isnt harder than not being hit and creating a fire area that scare other enemies lavae fire isn't a thread, getting damaged by them, even if rare, deals more damage than all the explosions combine Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684642 Share on other sites More sharing options...
mykenception Posted December 3, 2023 Share Posted December 3, 2023 1 hour ago, Mysterious box said: yes they do in fact burn what? they burn? in my hundreds of hours playing wormwood I never encountered them burning before, I pretty much bundled them together with anenemies and toothtraps being fireproof Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684646 Share on other sites More sharing options...
cybers2001 Posted December 3, 2023 Share Posted December 3, 2023 17 hours ago, Swiyss said: I was confused at a second when I saw most of my 1k days worlds having the exact same problems. They all make you have nothing to do after late game. It's like, I can't do anything but build, but building is discouraged by natural disasters, and I can't overcome all the disasters. It feels like I have to be the one to tell myself what to do next, and yet we definetely don't have as much creativity as minecraft for example. However we do have more characters, to experience the same world, same game, same everything but with different eyes. That has a limit though, and the limit is that once you play every character, and pick your favorite, it ends there. So I feel like the only way to add replayability to the game Klei is finding lies in the skill tree. Is their only option, unless they spend the next 2 years working on something big, which I 100% approve could happen. Okay but was there ever any reason to play a world to 1k days before megabasing was a thing? Before I started megabasing, I ran out of things to do by around day 500 max. I don't know how removing that aspect of the game would do anything but just make players stop playing quicker Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684654 Share on other sites More sharing options...
Mike23Ua Posted December 3, 2023 Share Posted December 3, 2023 These forums are so biased I swear.. lol people criticize me for wanting infinite swarm Stunlock a player to death toned down when playing Solo.. Yet they go on to say that they’d like fire hound explosions to only effect the player with a DOT tick. Hounds don’t just “Single Out” one player on the entire server and attack them, that’s what makes them so SCARY, You might be knowledgeable enough about that Firehound to lure it off to a safe spot to kill it… sure- But can you say the same for that still very noob Wendy who toggles Abby to riled mode thinking she’s helping? YOU might know to run away from base when your hear Deerclops breathing, But does that newbie Wilson who is huddled by campfire to prevent freezing? DST was never designed to be an easy or even forgiving game… But if you start removing things like Firehound explosions setting things around then on fire- You remove the entire purpose of Iceflingo, Icestaffs, Water Cans, Watering Balloons, etc… Stop being so biased guys.. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684661 Share on other sites More sharing options...
Mysterious box Posted December 3, 2023 Share Posted December 3, 2023 1 hour ago, mykenception said: what? they burn? in my hundreds of hours playing wormwood I never encountered them burning before, I pretty much bundled them together with anenemies and toothtraps being fireproof mentioned below it was my mistake 1 hour ago, arubaro said: i don't get why you think that being damaged isnt harder than not being hit and creating a fire area that scare other enemies lavae fire isn't a thread, getting damaged by them, even if rare, deals more damage than all the explosions combine Fire hounds don't burn on each attack is that what your asking for on fire hounds? Also the threat of fire hounds isn't that they hurt you but that they can potentially cause collateral damage them doing more damage isn't going to suddenly make them more threatening unless it's by a large amount and not just when they die even then we as players expect to get hurt it's not surprising or challenging for us to just get hurt more nor does it really effect our survival much. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684671 Share on other sites More sharing options...
_zwb Posted December 3, 2023 Share Posted December 3, 2023 36 minutes ago, Mike23Ua said: wanting infinite swarm Stunlock a player to death toned down I'd assume this is refering to nerfing Cookie Cutters? In this case, it's really just "skill issue". There's nothing stopping you from killing them one by one, it's like trying to clear out level 3 spider den at night, got stun locked, proceeds to blame the game. You could totally kill off spiders during the day one by one. 36 minutes ago, Mike23Ua said: Yet they go on to say that they’d like fire hound explosions to only effect the player with a DOT tick. I don't think people who criticise you are some hive mind and all said that same thing, at least I have never said that. 36 minutes ago, Mike23Ua said: DST was never designed to be an easy or even forgiving game… And that's the reason I should be punished for others' mistakes? This is why I don't like playing with new players, I don't have the time and effort to teach them the use of everything, yet the game punishes me when they use an item wrong. e.g. using star caller next to flammable, wasting pan flutes, eating jellybean at full hp....... It gets really, really tiresome having to constantly babysit people. Link to comment https://forums.kleientertainment.com/forums/topic/152693-extremely-disappointed/page/5/#findComment-1684682 Share on other sites More sharing options...
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