Jump to content

Extremely disappointed


Recommended Posts

43 minutes ago, _zwb said:

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

you're supposed to carry all valuable stuff in your inventory/maxwell top hat/a boat somewhere not visible from land/a cave sinkhole awsy from base when playing public servers, either that or rollbacks/loss of valuable stuff is impossible to avoid, you can also try to tell them to not touch anything if they don't know how it works but if they're very new they won't even know what to eat so that doesn't work the entire time 

38 minutes ago, cybers2001 said:

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

I don't want them to remove or discourage megabasing. I want to have more creativity while megabasing.

It's not that I hate megabasing, is that the mentality that everything in the game has to be made to benefit MY playstyle is a bad mentality. I for example don't like megabasing. I just do lots of little builds around the map, each with it's own identity. I like builing, but clumping everything in one biome and terraforming it is something I disagree with and is encouraged by most people.

One of the few reasons for this setup is:

_We can't base at certain biomes without having them interfere with some builds; Which is fine by me.

_We can't relocate wormholes to make for a better incentive to move from place to place instead of staying in at one place forever; However I do think that the wormhole system is totally fine, and if we allow it to move people are gonna put 6 of them in the base and he rest around the world.

And not only megabasing has a problem. I'm talking about basing overall. If you base at the oasis, have a campfire, food sources and a tent, you can survive indefinitely. That's not the case for new players of course, that's why they're creating new late game content that interferes with the world AND can be activated day 1 in the settings which I find amazing. But it still doesn't fix people building everything at one place, that's bad. We shouldn't be able to place everything at one place, that's super boring.

That's why the pseudoscience station in the ruins isn't moveable, because everyone would place one at base and never come back there after enough resources are gathered.

We need more things that are tied to places, like the pig king, cactus in deserts, catcoons in deciduous. We need a second reign of giants for the caves and one for the ocean, or even the surface. With things related to planar damage, that are accessible day 1 but is super hard to interact with without planar damage and protection. We need more monster that show up randomly, and can be either befriended and they go away, or fought for a great planar related reward, just like the powder monkey.

Yeah powder monkeys are annoying, but I take a trip to the caves, gather 6 bananas and bundle them for my next boat trip around the moon quay isle and boom, problem fixed. And they even added the kelp bumper kit which protect the bow from breaking. So it's great that they made you not suffer by having knowledge.

We need another raid boss in the surface, just like crab king, but with planar defense, taking like 30 damage with a dark sword, so we can gather people to kill him. The rewards should not be "wait for the next 5 updated so you can find what's used for", but something that upgrades our already existing gear, like a study lab made with wagstaff stuff that research pig skin, silk, and other regular materials, add pure brilliance/pure horror to it and it changes to a different material used in the exact same manners but everythings better now. KLEI CAN'T FORGET ABOUT THE BASICS.

Late game content(atleast some of it)should be accessible day 1 but only by those who reeeeally know what they're doing. And the rewards should be something that improves our adventure towards unlocking the rift so when they are active, we have an easier time managing things.

6 hours ago, Mysterious box said:

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.

They definetely should never ever not even question thinking about not adding difficulty because little poopy baby fed beginners cry when they die, the game was NEVER about this. And if you dont like the new added difficulties, JUST.DISABLE.THEM.

10 minutes ago, Swiyss said:

JUST.DISABLE.THEM.

You've provoked the fury of the entire forums my god have mercy on your soul no seriously people really hate you mentioning.

Spoiler

I agree though...

 

11 minutes ago, Swiyss said:

They definetely should never ever not even question thinking about not adding difficulty because little poopy baby fed beginners cry when they die, the game was NEVER about this. And if you dont like the new added difficulties

Regrettably this is where most of the money is people don't want to be challenged nor feel like they're not good enough for said challenge.  

14 minutes ago, Swiyss said:

It's not that I hate megabasing, is that the mentality that everything in the game has to be made to benefit MY playstyle is a bad mentality.

This is the crux of my beef with megabasing honestly.

18 minutes ago, Swiyss said:

I'm talking about basing overall. If you base at the oasis, have a campfire, food sources and a tent, you can survive indefinitely. That's not the case for new players of course, that's why they're creating new late game content that interferes with the world AND can be activated day 1 in the settings which I find amazing. But it still doesn't fix people building everything at one place, that's bad. We shouldn't be able to place everything at one place, that's super boring.

This is also very much why most people get burned out before they reach the late game many people go well I can survive now so there's nothing to do but find things that will threaten my survival which is completely at odds with the very concept of a survival game. I won't deny you know your stuff.

12 minutes ago, Mysterious box said:

This is also very much why most people get burned out before they reach the late game many people go well I can survive now so there's nothing to do but find things that will threaten my survival which is completely at odds with the very concept of a survival game. I won't deny you know your stuff.

i haven't seen anyone stop playing the game because of this, it'd also be very awkward to fix that because many bosses have own arenas that can't just move to your base for them to try to kill you and it wouldn't make any sense for e.g. FW or CC to come to you on their own, i see no issue with having to start fights on your own to achieve something 

3 minutes ago, grm9 said:

haven't seen anyone stop playing the game because of this,

Join more public servers then once most people finish the prep for survival needs very often you'll just see people sitting around base saying their bored. They could very well go out and look for danger but there's not much reward in doing so past the first time you do it.

 

5 minutes ago, grm9 said:

it'd also be very awkward to fix that because many bosses have own arenas that can't just move to your base for them to try to kill you and it wouldn't make any sense for e.g. FW or CC to come to you on their own, i see no issue with having to start fights on your own to achieve something 

You can't fix it is what I've been saying and even then most bosses have absolutely nothing to do with survival one good one in my opinion is antlion it tells you to seek it out under threats of long term destruction now it's already filled that niche and more of it isn't a good idea but that is a boss that threatens your survival. But even then bosses or even combat definitely shouldn't be the only thing you really do it's the reason all characters are becoming different flavors of combat classes.

Don't starve together is so popular because it's a game that wears the skin of a survival game but it's survival elements are mostly superficial. 

A large reason characters like Warly and Walter get so much flack is their survival elements aren't superficial it's alway why the original power 3 were so popular.

3 minutes ago, Mysterious box said:

Join more public servers then once most people finish the prep for survival needs very often you'll just see people sitting around base saying their bored. They could very well go out and look for danger but there's not much reward in doing so past the first time you do it

the reward is achieving your goal, which should be killing all bosses since that way you experience the most of the game's content, their goal is to simply stay alive and they don't think about another goal after they become able to survive, that's why they're bored, they also often don't even go with others to kill bosses when invited to help even if they provide the equipment, they're simply choosing to be bored because they don't want to fail at their next goal after they've achieved the first one or idk 

1 minute ago, grm9 said:

the reward is achieving your goal, which should be killing all bosses since that way you experience the most of the game's content, their goal is to simply stay alive and they don't think about another goal after they become able to survive, that's why they're bored, they also often don't even go with others to kill bosses when invited to help even if they provide the equipment, they're simply choosing to be bored because they don't want to fail at their next goal after they've achieved the first one or idk 

But why should you kill all bosses beyond being a completionist? Heck with character abilities overpowering bosses as much as they do these days is killing them even a accomplishment?

Just now, Mysterious box said:

But why should you kill all bosses beyond being a completionist?

to achieve something?

Just now, Mysterious box said:

Heck with character abilities overpowering bosses as much as they do these days is killing them even a accomplishment?

killing most bosses isn't an achievement as any character tbh, but it's definitely as much if not more of an achievement in comparison to just being able to survive 

1 minute ago, grm9 said:

to achieve something?

killing most bosses isn't an achievement as any character tbh, but it's definitely as much if not more of an achievement in comparison to just being able to survive 

Do you realize how weird it is that surviving in a survival game isn't a achievement?

Like I'm not asking for the game to be head bangingly hard but when the general consensus for anyone past the beginner level is food, darkness, sanity, and other major mechanics aren't issues to the point that infinite solutions to them wouldn't matter something went wrong no?

5 minutes ago, grm9 said:

to achieve something?

killing most bosses isn't an achievement as any character tbh, but it's definitely as much if not more of an achievement in comparison to just being able to survive 

This sounds like there’s a problem with DSTs survival challenges then, doesn’t it?

Look as much as people hate my ideas and opinions I have played survival games my entire life, and over the past couple years I’ve become addicted to RogueLites/Likes.

Heres an example of my point of View: When Klei added the new Boulder Quakes from Shadow Rifts I was expecting them to be a bit well I guess you can say “Dynamic” then they currently are? Perhaps instead of just reusing Antlions Boulder Quakes these could have been a NEW Resource or a New use for an existing resource, let’s say okay.. the new cave ins caused by INTENSE disruption of the cave dropped idk let’s just say Obsidian boulders (boulders made out of obsidian pillar material) this would’ve made these new boulders a threat to the player by NOT being Mineable at all, and in fact.. the only way to Destroy them could’ve been something creative: Such as kiting that InkBlight Trio into using its attacks at the wall forcing it to break and clear the rocks that are blocking your path.

How would rocks be considered a survival challenge you ask? Well the Archives tell the story of that!!! Imagine being in a scary dangerous place when rocks collapse in behind you trapping you in the area with the mobs around you until you could remove. Things like Depthworms would be a thousand times scarier when all your problems could no longer be solved by just running far enough away from it.

Instead Klei shut this Entire playstyle down as soon as it was introduced by giving us permanent structures to deal with the problem.

16 minutes ago, Mysterious box said:

You've provoked the fury of the entire forums my god have mercy on your soul no seriously people really hate you mentioning.

  Hide contents

I agree though...

 

Regrettably this is where most of the money is people don't want to be challenged nor feel like they're not good enough for said challenge.  

This is the crux of my beef with megabasing honestly.

This is also very much why most people get burned out before they reach the late game many people go well I can survive now so there's nothing to do but find things that will threaten my survival which is completely at odds with the very concept of a survival game. I won't deny you know your stuff.

When I started playing the game I was like 12 or something, and I was so stupid because I kept dying day 5 to random things everytime, but the sole reason I kept going further is because I knew that I was learning. I knew that the next time I encountered the problem I would be better prepped. And studying the wiki literally took me 1 week to start surviving indefinitely. After they added reign of giants, I knew for sure that that would be the last time something changed in the surface, because after around the time they deactivated diseases (I was super dissapointed with this change, there was nothing wrong with it, and it prevented stacking resources in one place, which is our current problem, so ironic dude, so ironic. Stupid people are ruining the game with stupid biased ideas), the game felt the exact same, and I would only face the new things added IF I went out my way to explore them. And that's what made the game great, you can go 500 days without even knowing there are caves in the game. But you can only focus on that idea to a certain point.

After some time has passed, I realised that what I wanted was new basics stuff, some new thing in the surface. When they added the terrarium, it completely removed the need of pig farms. Before I would get super scared of deleting every pig in the world and not being abl to protect myself with football helmets anymore. And slowly the game started "countering" itself.

The last piece of the puzzle is to influence our day to day life. Our football helmets and our wood armours. Our spears and our hambats. I started to realise how quickly I would make all of these thing useless. Just by having knowledge.

I can skip hambat entirely If I'm playing wormwood, heck, even woodie can mass craft dark swords now. Late game by day 5 and Klei don't think that's a problem?

Why would I ever craft a spear? Dude I was playing WES, and I got to mass craft dark swords day 10. I just kept fighting shadow creatures while creating baloons and digging graves, i had 2 stacks of fuel by day 10 ans 18 living logs. Like.. whaat? Was that really in the game since launch? Could I do that back then? I keep making the game feel like a piece of cake. I used to take 200 days for CC. Now by day 60 he's already dead. Crab king used to be my most terrifying boss to fight, now I just kill him without even noticing. It's almost like killing bosses became muscle memory.

We need the late game stuff to renew old stuff in a simple way. Simplicity is the key to success here. Exactly like hardmore terraria. I'm a super fan of that, and it's just my opinion. But the results are real. The replayability becomes insane, the game shines again, the game feels like it's just starting. That creates such a nice feeling, that all my hard work is just starting to give me fruitful rewards. And that my already created world can keep going.

I hate that my ONLY option after doing everything in the game is megabasing/building farms that are redundant. We farm rocks to create roads to places we don't need to go to anymore. We farm wood to make chest to stock our rocks. We reset the ruins constantly just to be able to reset them easier next time, and use the resources to create megabases, but megabasing can't be fully commited. Adding a dreadstone pillar that costs 40 dreadstone just to put the dust under the carpet to the fact that killing him again would be useless, because we don't know what he's coming back for.

Klei kinda encouraged us megabasing by addin the dreadstone pillar, sure. But what about us that don't like megabasing? What do I do with all the dreadstone in my chests? What do I do with all the silk, all the pig skin, all the boss drops from rotating them so much. Couldn't they make so deconstructing the items gave us different items that don't exist naturally? Like the old iridescent gem.

They could add a station in which I can buff/reinforce/upgrade my alread existing gear. If they're going more and more towards the RPG side of things, then why don't they go all win?

Klei should do what's RIGHT for the game. Not what biased people THINK is right, because they don't know the totality of the game. I can influence them only to a certain degree, i don't know coding or the idea behing some items. But I can play the game for as long as I can and give them my feedback, without making it sound egotistical.

26 minutes ago, grm9 said:

to achieve something?

killing most bosses isn't an achievement as any character tbh, but it's definitely as much if not more of an achievement in comparison to just being able to survive 

we nee more events that play out randomly (shadows invaded the surface through the cave entrances for example) to make the game interesting.

11 minutes ago, Mike23Ua said:

Perhaps instead of just reusing Antlions Boulder Quakes these could have been a NEW Resource or a New use for an existing resource

that's Klei problem most of the time, they reuse too much old stuff, it feels like everything is leading to nothing.

13 minutes ago, Mike23Ua said:

Instead Klei shut this Entire playstyle down as soon as it was introduced by giving us permanent structures to deal with the problem.

the problem is that the community asked for this. Klei shouldn't listen to "take the cd of shield off, make it deal more damage and buff it's durability" when it costs dogcrap easy resources to craft, in the premise of "but we want to have fun for once dude, let us have fun". well guess what, life isn't always about hapiness. And game shouldn't always be about FUN FUN FUN all the time, it gets ->>> guess what? BORING.

19 minutes ago, Swiyss said:

When I started playing the game I was like 12 or something, and I was so stupid because I kept dying day 5 to random things everytime, but the sole reason I kept going further is because I knew that I was learning. I knew that the next time I encountered the problem I would be better prepped. And studying the wiki literally took me 1 week to start surviving indefinitely. After they added reign of giants, I knew for sure that that would be the last time something changed in the surface, because after around the time they deactivated diseases (I was super dissapointed with this change, there was nothing wrong with it, and it prevented stacking resources in one place, which is our current problem, so ironic dude, so ironic. Stupid people are ruining the game with stupid biased ideas), the game felt the exact same, and I would only face the new things added IF I went out my way to explore them. And that's what made the game great, you can go 500 days without even knowing there are caves in the game. But you can only focus on that idea to a certain point.

After some time has passed, I realised that what I wanted was new basics stuff, some new thing in the surface. When they added the terrarium, it completely removed the need of pig farms. Before I would get super scared of deleting every pig in the world and not being abl to protect myself with football helmets anymore. And slowly the game started "countering" itself.

The last piece of the puzzle is to influence our day to day life. Our football helmets and our wood armours. Our spears and our hambats. I started to realise how quickly I would make all of these thing useless. Just by having knowledge.

I can skip hambat entirely If I'm playing wormwood, heck, even woodie can mass craft dark swords now. Late game by day 5 and Klei don't think that's a problem?

Why would I ever craft a spear? Dude I was playing WES, and I got to mass craft dark swords day 10. I just kept fighting shadow creatures while creating baloons and digging graves, i had 2 stacks of fuel by day 10 ans 18 living logs. Like.. whaat? Was that really in the game since launch? Could I do that back then? I keep making the game feel like a piece of cake. I used to take 200 days for CC. Now by day 60 he's already dead. Crab king used to be my most terrifying boss to fight, now I just kill him without even noticing. It's almost like killing bosses became muscle memory.

We need the late game stuff to renew old stuff in a simple way. Simplicity is the key to success here. Exactly like hardmore terraria. I'm a super fan of that, and it's just my opinion. But the results are real. The replayability becomes insane, the game shines again, the game feels like it's just starting. That creates such a nice feeling, that all my hard work is just starting to give me fruitful rewards. And that my already created world can keep going.

I hate that my ONLY option after doing everything in the game is megabasing/building farms that are redundant. We farm rocks to create roads to places we don't need to go to anymore. We farm wood to make chest to stock our rocks. We reset the ruins constantly just to be able to reset them easier next time, and use the resources to create megabases, but megabasing can't be fully commited. Adding a dreadstone pillar that costs 40 dreadstone just to put the dust under the carpet to the fact that killing him again would be useless, because we don't know what he's coming back for.

Klei kinda encouraged us megabasing by addin the dreadstone pillar, sure. But what about us that don't like megabasing? What do I do with all the dreadstone in my chests? What do I do with all the silk, all the pig skin, all the boss drops from rotating them so much. Couldn't they make so deconstructing the items gave us different items that don't exist naturally? Like the old iridescent gem.

They could add a station in which I can buff/reinforce/upgrade my alread existing gear. If they're going more and more towards the RPG side of things, then why don't they go all win?

Klei should do what's RIGHT for the game. Not what biased people THINK is right, because they don't know the totality of the game. I can influence them only to a certain degree, i don't know coding or the idea behing some items. But I can play the game for as long as I can and give them my feedback, without making it sound egotistical.

we nee more events that play out randomly (shadows invaded the surface through the cave entrances for example) to make the game interesting.

I wholeheartedly agree here something that's a surprise to some and not at all to others is probably that I realized the problem of power creep around the time of Wendy and Webber's refreshes but mostly just Webber's namely spider nurses was the first time I felt like they disregarded balance to a extreme degree. 

I'm also sure plenty will go "Webber? He's your example of extreme imbalance? How?". To that I say once you unlock spider nurses how many enemies can actually kill your supposed fragile followers? How were they allowed to exist with a infinite loyalty system in place? When was the last time you saw a Webber use his healing goop? Since then we've gone full speed ahead on the power creep in my opinion.

Though arguably infinite loyalty without a minion cap was also a huge disregard for balance.

My feedback on planar damage is : IT'S AMAZING, the way they made that is insanely well though but randoms just keep telling me it's bad. Yet they can't see the full picture cause klei loves to teeeeease don't they? They need to look at people who play the game all day. Not the ones who come back every time a new arc is done.

1 minute ago, Mysterious box said:

I wholeheartedly agree here something that's a surprise to some and not at all to others is probably that I realized the problem of power creep around the time of Wendy and Webber's refreshes but mostly just Webber's namely spider nurses was the first time I felt like they disregarded balance to a extreme degree. 

I'm also sure plenty will go "Webber? He's your example of extreme imbalance? How?". To that I say once you unlock spider nurses how many enemies can actually kill your supposed fragile followers? How were they allowed to exist with a infinite loyalty system in place? When was the last time you saw a Webber use his healing goop? Since then we've gone full speed ahead on the power creep in my opinion.

Though arguably infinite loyalty without a minion cap was also a huge disregard for balance.

yes, YES YES YES. They NEEED to balance the game around what is POSSIBLE, not what the AVERAGE people will experience. Once I got to play other games, my friends tell me "don't worry, it's hard for you right now but the feature is balanced around those who know what they're doing", and guess what, once I discover, learn and master the technique on that game, it becomes easy. The same thing I though was super hard before.

36 minutes ago, Mysterious box said:

Join more public servers then once most people finish the prep for survival needs very often you'll just see people sitting around base saying their bored. They could very well go out and look for danger but there's not much reward in doing so past the first time you do it.

Those are the base "leechers", not Survivors. They "finish the prep for survival" with mats from your chests, eat your food, dangle around pots & tent, start telling personal stories, midwit "anecdotes" and/or cringe Mort&Ricky-type gags, ask repeatedly "what now?" and when you ignore their increasing annoyance (if not flat-out grief camp because they got ignored), they delog. I seldom encountered a serious player into DST's challenges that "just gets bored and leaves" from an active pub. That may happen with one type of player in long-running Endless servers: the boss rusher. After they do almost/-all bosses 1-2-3 times, they delog, go to another 1st autumn server and repeat. I've played all kind of pubs for over 9k irl hours since game's original Beta back in early 2015, and what you describe, as stated, is either the most-common "base leecher" or, more rarely, the "boss rusher". Plus, in the end, all people get bored after thousands of in-game days, post finishing their "mega-base" project or whatever they had in mind for the respective play-run. Reality is you can't go at same map ad infinitum even if you got some increase in Survival challenges - because you can't ramp them up forever-and-ever to the point World just kills you no matter what you do. If that was the case, game would be in "endless battle arena" genre. I can confidently state KLei will never morph DST's Survival-Sandbox into Battle Arena no matter what a small-yet-vocal minority lobbies for.

I was never into looking in the forums for betas. But after wormwood skill tree, I had to come see what peoples opinions were. And holy mother of god how are most of the 200 hours of gameplay people here allowed to ruin others gameplay so easily because they don't come from a gameplay developer background. I used to listen to 20 hour videos on WoW balance dude. I used to binge watch 100 hour series on the state of league of legends and every champion number. I do think i have gathered atleast something in the way? I can't be that dumb right? My opinion is that you cannot decide what 90% of people will experience if you're the 10%, you can surely express your opinion. But we need to filter them down, if not, there's gonna be gold mixed with sand everytime.

First time I got upset was when they removed diseases from the game. "If you don't like something, disable it" is the very best thing Klei should've told those who dislike their features.

1 minute ago, MostMerryTomcat said:

Those are the base "leechers", not Survivors. They "finish the prep for survival" with mats from your chests, eat your food, dangle around pots & tent, start telling personal stories, midwit "anecdotes" and/or cringe Mort&Ricky-type gags, ask repeatedly "what now?" and when you ignore their increasing annoyance (if not flat-out grief camp because they got ignored), they delog. I seldom encountered a serious player into DST's challenges that "just gets bored and leaves" from an active pub. That may happen with one type of player in long-running Endless servers: the boss rusher. After they do almost/-all bosses 1-2-3 times, they delog, go to another 1st autumn server and repeat. I've played all kind of pubs for over 9k irl hours since game's original Beta back in early 2015, and what you describe, as stated, is either the most-common "base leecher" or, more rarely, the "boss rusher". Plus, in the end, all people get bored after thousands of in-game days, post finishing their "mega-base" project or whatever they had in mind for the respective play-run. Reality is you can't go at same map ad infinitum even if you got some increase in Survival challenges - because you can't ramp them up forever-and-ever to the point World just kills you no matter what you do. If that was the case, game would be in "endless battle arena" genre. I can confidently state KLei will never morph DST's Survival-Sandbox into Battle Arena no matter what a small-yet-vocal minority lobbies for.

Thing is it isn't just leechers plenty of people who contribute resources fall into that category even on long term pubs there's not much needed for basic survival heck just a Wendy sitting afk by some flowers with Abigial enraged is enough to be considered a decent source of food there comes a point and it's very very early into a world where you've done everything or have gotten so many resources that you have nothing you need this happens in both short and long term bases. I'm not saying dst needs to generate infinite value but when survival is basically non existent and exploration isn't reward outside of many 2 specific biome and basically never again you've kinda got a problem for anyone looking for something more than megabasing it's not about just ramping up difficulty either people need a reason to play beyond "wow look how cool my base looks" and the solution Klei came up with was "wow look however crazy my characters powers are and look how easily I bypass this content"! It works but the game is definitely feeling more and more superficial as a survival game I would more so classify the current dst more power fantasy action sandbox than a survival sandbox. Again I'm not saying that's really a bad thing but it is sad to see it more or less changing genres in real time.

16 minutes ago, Swiyss said:

First time I got upset was when they removed diseases from the game. "If you don't like something, disable it" is the very best thing Klei should've told those who dislike their features.

I was very vocal about the removal of disease & Klei devs continuously reassured me that someday they would bring it back as something more fleshed out and creative.

There I was expecting crazy new game changing mechanics to come if it such as Gobbler Turkeys & Rabbits that got into and ate “Diseased” berries would become sick with Rabbies (kinda like how Pog go nuts in Hamlet after some period) I expected these Rabid Animals (complete with a new cosmetic look of perhaps more scraggly fur, and foam dripping out their mouth) I was under the impression that these sick animals would do two things:

One: Become Aggressive towards attacking the Player.

And Two: Roam around getting into Not yet Contaminated Berry Bushes, Crops or other food sources (such as Birchnut Trees)

Klei could’ve literally told a lore story of how Hamlet poisonous gas mask biome became so Contaminated in the first place.. And gave us the players a way to prevent or at least slow down its process of happening in DST.

In my head the concept was simple enough: Undiseased Turkey munches berries of Sickly Berry Bush, Turkey becomes sick, then everything it comes in contact with could also get diseased (mobs, Berry bushes, crops)

This wouldve ultimately allowed us to see a sick berry bush or crop and a healthy gobbler rushing toward it, to Kill said Gobbler & remove the infected food before wide spread chaos could ensue.

Instead… Klei opted to remove disease altogether because 98% of fanbase hated it.

2 minutes ago, Mysterious box said:

Thing is it isn't just leechers plenty of people who contribute resources fall into that category even on long term pubs there's not much needed for basic survival heck just a Wendy sitting afk by some flowers with Abigial enraged is enough to be considered a decent source of food there comes a point and it's very very early into a world where you've done everything or have gotten so many resources that you have nothing you need this happens in both short and long term bases. I'm not saying dst needs to generate infinite value but when survival is basically non existent and exploration isn't reward outside of many 2 specific biome and basically never again you've kinda got a problem for anyone looking for something more than megabasing it's not about just ramping up difficulty either people need a reason to play beyond "wow look how cool my base looks" and the solution Klei came up with was "wow look however crazy my characters powers are and look how easily I bypass this content"! It works but the game is definitely feeling more and more superficial as a survival game I would more so classify the current dst more power fantasy action sandbox than a survival sandbox. Again I'm not saying that's really a bad thing but it is sad to see it more or less changing genres in real time.

I gonna say this and If Klei don't listen, the game is DEAD:

We as players need the ability to choose (characters/lunar or shadow/survive or thrive), knowing that our choice will have upsides and downsides.

example : THE MOST IMPORTANT RESOURCE IN THE EARLY GAME IS GRASS AND TWIGS, MOVING THEM CLOSE TO YOU SHOULDN'T BE THAT EASY. You can't put everything in one place and not expect to need some maintenance. frozen plants not growing and summer wither should be COMMON SENSE. Bring disease back, and make it so it corrupts plants replanted. Again, I don't care if they suck, they're healthy. I don't care if you don't like them, disable it or deal with it. I knew that it was too good to be true, and everything too good to be true always have a downside, we just can't see it instantly, but later the game starts to feel super bland and unfaithful to real life AND unfathful to real humans minds and how they work. We cannot cheat everything, current dst experience feels like cheating, it feels like godmode is enabled all the time. It feels like everything I do has no purpose because half of the game downsides were removed because the majority of the community are this new generation of babies who can't take a challenge.

We as players need to be able to express our personality and identity into the game more freely (characters/character skins/character allignment/the way or base looks/paths that leads to the same outcome but don't require different characters in the making, AND is balanced around them).

 

Just now, Mike23Ua said:

I was very vocal about the removal of disease & Klei devs continuously reassured me that someday they would bring it back as something more fleshed out and creative.

There I was expecting crazy new game changing mechanics to come if it such as Gobbler Turkeys & Rabbits that got into and ate “Diseased” berries would become sick with Rabbies (kinda like how Pog go nuts in Hamlet after some period) I expected these Rabid Animals (complete with a new cosmetic look of perhaps more scraggly fur, and foam dripping out their mouth) I was under the impression that these sick animals would do two things:

One: Become Aggressive towards attacking the Player.

And Two: Roam around getting into Not yet Contaminated Berry Bushes, Crops or other food sources (such as Birchnut Trees)

Klei could’ve literally told a lore story of how Hamlet poisonous gas mask biome became so Contaminated in the first place.. And gave us the players a way to prevent or at least slow down its process of happening in DST.

In my head the concept was simple enough: Undiseased Turkey munches berries of Sickly Berry Bush, Turkey becomes sick, then everything it comes in contact with could also get diseased (mobs, Berry bushes, crops)

This wouldve ultimately allowed us to see a sick berry bush or crop and a healthy gobbler rushing toward it, to Kill said Gobbler & remove the infected food before wide spread chaos could ensue.

Instead… Klei opted to remove disease altogether because 98% of fanbase hated it.

Dude, you almost made me wanna cry seeing the game getting ruined right now. It almost feel like a tragic story. a boat sinking, while we're here screaming and the captain is sleeping, teeling that once the boat reach his room he'll do something, only to realise there is no going back there.

SO MANY possibilities and ideas that are just... disminished or removed because soft people rule the game. soft babies who megabase the entire world and rollback once something bad happens.

2 minutes ago, Swiyss said:

I gonna say this and If Klei don't listen, the game is DEAD

Dead is a strong word more it's just becoming a different kind of game than advertised for better and worse.

It'll definitely become more popular with the way it's going even if we feel a bit cheated as a result.

Just now, Mysterious box said:

Dead is a strong word more it's just becoming a different kind of game than advertised for better and worse.

yeah, I think the cycle will return, and the snowball will hit the village by the mountain one day. Then we're gonna have a game that has no meaning. A game that just exist for the sake of existing.

18 minutes ago, Swiyss said:

unfaithful to real life AND unfathful to real humans minds and how they work

What do you mean by unfaithful here?

18 minutes ago, Swiyss said:

because the majority of the community are this new generation of babies who can't take a challenge.

Getting the topic locked huh?

Just now, _zwb said:

What do you mean by unfaithful here?

Getting the topic locked huh?

I just mean that everything in life is bland once creative mode is enabled 

we as humans seek challenge

that's why there needs to be a survival mode, and a creative mode, and we already have that, but klei is balancing the game with no downsides in the survival section. Don't like it? Disable it. that is it.

18 minutes ago, Swiyss said:

SO MANY possibilities and ideas that are just... disminished or removed because soft people rule the game. soft babies who megabase the entire world and rollback once something bad happens

in a way those people are smarter and better at life than you, since they don't spend their time on trying to improve and get things done first try on easy mode, spending less time on the game and getting the same amount of enjoyment out of it that you get, because they enjoy even small achievements that others don't consider as achievements. Not as something for arguing about if it's better to play casual games or hard ones, just something to consider as a reason to not consider casuals as an inferior lifeform and not pretend that they pretty much aren't people and for that reason shouldn't have games created for them, like you are doing now 

18 minutes ago, Swiyss said:

THE MOST IMPORTANT RESOURCE IN THE EARLY GAME IS GRASS AND TWIGS, MOVING THEM CLOSE TO YOU SHOULDN'T BE THAT EASY

yes because having to walk around more is a great way to express skill apparently

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...