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Klei please listen. The "survival" aspect of the game is dying slowly.


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21 hours ago, Swiyss said:

Every since diseases were removed, the game just got easier. Now we have willow doing 500 total damage at all sides in a screen range at day 1. You just need to kill the last bosses ONCE PER ACCOUNT(???) She can freaking kill 100 spiders with 5 "embers". Where are we going???? What's the result of this? Why are people not concerned about this?

I'll tell you why, because they can't see the full picture, an opinion based on "things being fun" or "we just wanna be happy" or "why can't we have the best side of both worlds at the same time?" is an immature and destructive idea, it's a ruined tought, a bad decision, nothing comes easy, everything starts to feel bland without a challenge, hence why sooo many rich people that are born rich unalive themselves, because life has no meaning if you have everything at all times without any difficulty, the game is no different, and we're already reaping what we sowed, the bad seeds that ruined the game core. these people are like babies who wanna play with a fork, and Klei is just giving them knives so they stop crying.

can we actually start doing things around balance again? No reward should come without hard work.

We need to do something about this, this is not ok.

Game is going down my friends, veeery low. and willow is just the tip of the iceberg, we got many more character way too overpowered right now, specially wormwood.

Btw this is 2400 damage persfull spell. Wigfrid will have way more dps than this.

Just now, Jakepeng99 said:

She can freaking kill 100 spiders with 5 "embers

Wendy can kill 100 spiders with nothing. Were moose can too.

I agree with your point survival seems to be fading slightly, though this is not a good example.

21 hours ago, Swiyss said:

we got many more character way too overpowered right now, specially wormwood.

Wormwood is a really balanced character. Not only when compared to the rest of the cast, but is a balanced character in general. 

2 minutes ago, Jakepeng99 said:

Wendy can kill 100 spiders with nothing. Were moose can too.

that's the whole problem, more and more characters can do everything, until a point where the only difference to one and another will be appearence.

Now I do want to do the same with my character as Wendy and Were moose do. But I think the way is implemented now is kinda weird, I used it and it didn't felt great. I think it felt too much off-putting. Something about ranged cold fire 2hitting spiders at very little cost and following the character, making the actual effect stand out TOO much is a problem in itself also.

I'm not saying other can't do, It's just that she has no business doing this OUT  OF NOWHERE. we had 10 years of slow, progressive build up, to just throw EVERYTHING into the fire pit, burning everyone around, just because we wanted the character to light it up a bit.

10 hours ago, Antynomity said:

Also I can't stand the beard hate train, wow he did something questionable years ago and you don't like his content = he is bad bad bad the worst of the worst, like tf?

I agree with you, alot of people are being immature and childish, yes i am looking to the higher ups on the anti beard train too. Wether or not people believe he did something bad or not (some weird innocent art drama and using someones varg farm is where all it stemed from) forgiveness is essential to this world and we would hate everyone if we never did. (Beard has done nothing even near bad for years and has been minding his own business)

My opinion is the game is definetly changing, not for the worse kinda for the better and mostly for the weird. 

I hope Klei returns to adding seasonal challenges and more survival aspects at some point. But for now they are completing the story and i like that. Also stop screaming OP at everything people, we already get new challenges with the upgrades.

5 minutes ago, Swiyss said:

that's the whole problem, more and more characters can do everything, until a point where the only difference to one and another will be appearence

Wendy could do it since she was added. Spiders get stunlocked.

 

6 minutes ago, Swiyss said:

making the actual effect stand out TOO much is a problem in itself also.

I agree, it looks too flashy.

 

4 minutes ago, Jakepeng99 said:

Wendy could do it since she was added. Spiders get stunlocked.

yeah, exactly what I mean, you proved my point. Since WHEN Willow can do anything like it? That's so out of character, but most don't play her, so they can't understand why my opinion of the spells stand.

But now that they already did it, why not go along with it right.

22 minutes ago, Swiyss said:

yeah, exactly what I mean, you proved my point. Since WHEN Willow can do anything like it? That's so out of character, but most don't play her, so they can't understand why my opinion of the spells stand.

But now that they already did it, why not go along with it right.

I think Willow still had a pretty easy time clearing out a Spider Rockyland biome before the skill tree. Bernie pulls spiders, you ham bat them individually while they're focused on bernie, and get out and drop a new bernie/sew the previous one when he dies. 

Realistically no character will have to fight 100 spiders without a lot of them trickling in for relatively easy pickings. Willow also has the luxury of knowing enemies are all attracted to something else instead of her, and attacking each mob won't re-aggro the rest onto her.

Even more dangerous hordes of mobs like Shadow Splumonkeys can be trivialized if you understand the mechanics of BERNIE!! and whittle down the horde with a dark sword before they pile up too hard on him.

1 minute ago, xhyom said:

so... exactly like it was before?...

Do you think the base game before the first character tweaks is the way the game should be?

Imo I don't think so.

3 minutes ago, Trips said:

I think Willow still had a pretty easy time clearing out a Spider Rockyland biome before the skill tree. Bernie pulls spiders, you ham bat them individually while they're focused on bernie, and get out and drop a new bernie/sew the previous one when he dies. 

Realistically no character will have to fight 100 spiders without a lot of them trickling in for relatively easy pickings. Willow also has the luxury of knowing enemies are all attracted to something else instead of her, and attacking each mob won't re-aggro the rest onto her.

Even more dangerous hordes of mobs like Shadow Splumonkeys can be trivialized if you understand the mechanics of BERNIE!! and whittle down the horde with a dark sword before they pile up too hard on him.

Yeah, it certainly was easier than wilson, but not as easy as Wendy. Wendy skill isn't out yet, but the core problems with the skill tree makes this feature Overpowered in my opinion. And as for the effects, out of character.

I play wendy also, matter fact I play her more than willow, and I do think wendy is nuts on spiders, but since when she wasn't? I don't remember people complaining that she can kill 100 spiders like that too, without interacting, because she was kinda the only one who could do it.

If I wanna do what Abi can do, I need to also take everything Wendy can and can't do with it. I can't have the best of both worlds. Until skill trees came out, and now Willow can do it too, and even better.

The argument people make is that this feaure is locked behind killing late game bosses, but these features cary on with you from one world to another, essencially making the next experience waaay to easy.

If I play with a friend, and he teaches me how to reach late game with him in a world(let's pretend I'm a newbie) and we killed CC by day 120 for example. Then now, I don't need to learn nothing about kiting in almost every creature fight, I don't need to understand any funtamentals the game have to offer.

Instead of killing survival mechanics with these new features and content, they should enhance already existing ones, and make the game feel alive, not inconsistent.

31 minutes ago, Swiyss said:

Do you think the base game before the first character tweaks is the way the game should be?

Imo I don't think so.

I'm just pointing out that the characters were once glorified Wilsons so they were like... the same thing with minor differences. But even if the characters actually manage to act in all areas and be good at everything, which isn't true, Willow obviously doesn't resolve things in a similar way to what Woodie or Wendy do. To a certain point in this game, yes, perhaps some characters stood out more in certain areas than others, but these were literally the privileged minority, it's not that they were perfectly designed and designated to specific functions, it's just that the rest of the cast didn't have anything going on there... Yes, obviously in a better distribution of the perks between the characters would result in characters acting in similar areas, no one stopped playing Wolfgang because Wigfrid or Wanda were good at combat like him, but you can be sure that many stopped playing Willow because she didn't have any area that stood out, so I don't see how a weak character doing something similar but in a different way to what ALREADY existed is going to kill any survival aspect of the game, it was already there, is Willow cursed to having only a minor perk which let's her get more fuel out of wood because it's more fitting to her character and having a crowd control ability would get in the shoes of already established characters like Wendy?

12 hours ago, Szczuku said:

waaaa

I'm not referring to what's IN THE FORUM, again a lot of forum users seem to be out of touch with the idea that there is feedback outside of this forum. 

Reread Joe's words, there is a lot of frustration in newer players lacking a sense of direction and objectives. So it may actually be the opposite of what you have pointed out. Because no matter how many mechanics and changes they add to the game, there will always be new players who get bored of dying over and over having not gained much (besides knowledge). How much can they add in environmental changes if some players never see it?

While this is of course what the core gameplay used to be (gaining knowledge), what many of us have enjoyed, Klei wants to get as many people as they can to enjoy the game. 

 

12 hours ago, Szczuku said:

Not once have I seen a "this game needs skill trees" suggestion, nevermind one that would attract a following. But I have seen numerous "add progression and randomness to the world" threads that ended up with lots of supporting comments and reactions.

Nobody is saying that what we needed was skill trees, this is just the nature of the beast in how klei is trying to tackle the frustration of lack of incentives for newer players. 

I think they are doing a good job. 

12 hours ago, Szczuku said:

And like, what is Klei's bussiness plan here? They are catering to new players, begging them to not abandon the game before 2 hours pass. And then what, what will Klei do to keep those players engaged once they too become veterans that know the ins and outs of dst?

Saying the skill trees are good for this game is just lying through ones teeth

Many may have missed this but they are trying to raise the player skill ceiling with skill trees. Many are saying that the characters are "Maxwell clones" but the truth may be closer to trying to obtain the complexity of Wendy. Wendy is a very powerful character but that power, when combined with high skill, creates a high skill ceiling. I believe they are trying to extend that to other characters. 

Saying skill trees is good for the game is looking at a broader picture rather than having a knee jerk reaction when we have only scratched the surface in how these updates will affect the game moving forward.

"...game that is easier to understand and harder to master.."

-JoeW

4 minutes ago, xhyom said:

so I don't see how a weak character doing something similar but in a different way to what ALREADY existed is going to kill any survival aspect of the game

The reason that Willows seems out of place is because she was never that character.

Ok sure, she was default/casual/weak.

But we can't make her simply be OUTSTANDINGLY good at something she was never the focus anyway.

Ok, they want to reinterpretate her, sure.

But don't simply add features that:

1. Dont fit her theme(effects, casting spells [?], reused mechanics that already exist [hence the survivability being made easier, killing the need for some item because I survived 20 days on her, so I can have it almost for free now])

2. Re-use already existing character's and item features AND sprites. Recycling old content that much often is somewhat questionable imo.

And 3. That make her the SPOTLIGHT of the game's idea of something that don't, and will not, belong to her.

Sure, if Klei wants it, they can do it, but why do it while destroying 2 or 3 items in the making? Now she doesn't need a lantern, neither a star caller. Why?

They lost in creativity ruining the game's core by itself and also using a character that was not meant to be like that, it's almost like they're spitting on our faces, changing something they themselves creating.

My only real problems besides the vague stuff is the trend of making old items and resources completely useless instead of reinvented, like most games do.

9 minutes ago, HowlVoid said:

I think they are doing a good job.

That's where you're wrong in my opinion.

Simply removing a character's downside for the rest of game by surviving x amount of days is NOT the right way to do it.

In my point of view, making the player do certains tasks to unlock certains perks would be Waaaay better.

Kill FW or CC for willows perk, sure go ahead, but lock the features to either make the game balanced throughout the whole way they advance in the game.

Example: befriend 6 spider as webber, gain the ability to level up perk "webber's rule" = Webber can now make more spiders follow him at once. 

That's a better design imo.

That would incentivise players on what they should do in the game. it's almost perfect for what they want.

Don't you guys like to play with new toys? Are you hell bent on sticking to the same old boring toys?

 

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Edit: on a serious note though, the only way to make survival harder would be to undergo a lobotomy to get to experience the harshness of DS all over again

1 minute ago, Waynel said:

Don't you guys like to play with new toys? Are you hell bent on sticking to the same old boring toys?

 

toynewkids(2).jpeg.34a20f65bb33553b0c43315ac4cc9a22.jpeg

That's not the idea being portrayed here. People assume we're against new feature, nuh uh, we love new features, who doesn't? 

It's just that there are places in which things should and should not be.

Things that are better optimized and implemented.

Ideas that are better used the right way, the way that fits the theme of the idea itself, so it's not incoherent.

If not, the progression of gameplay presented to new, indermediate and experienced player will feels stupid and not worth the hustle.

So we're currently aligning our views with klei to have both new players feel like they belong and experienced ones to have a nicer relationship with the game itself so it benefits them investing time into it. 

New players currently can't bother to read 2 wiki pages about "crab king"for example, so perks like "investigate what the king of crabs is doing to unlock this" is a good idea. But the problem is that the way skillsets work right now is by disminishing old players having knowledge to benefit new ones, and new ones being rushed into strong rewards without coherent challenges to face.

31 minutes ago, HowlVoid said:

 

Many may have missed this but they are trying to raise the player skill ceiling with skill trees. Many are saying that the characters are "Maxwell clones" but the truth may be closer to trying to obtain the complexity of Wendy. Wendy is a very powerful character but that power, when combined with high skill, creates a high skill ceiling. I believe they are trying to extend that to other characters. 

 

qft - Low power characters offers less choice because you can have a little of this or a little of that, but most of your game play is the same.  What we need, what I feel is essential to DST is more options.  By enhancing all of the characters to have different ways to be powerful the choice between characters is enhanced.  Rather than just picking Wolfgang b/c he's the only one good at combat, we can pick him OR pick Maxwell if we like his shadow spell approach to combat, OR Wendy with her ghost sister and different sort of damage boost.  We have more options.

Its really conflicting because I don't like the idea of everyone being a combat focused character, but at this point DST is more and more a combat focused game.  Nothing stops us from not playing combat if we don't want, but being able to have different approaches lets everyone play the same game and still feel different.  When I group up with 3 of my friends to beat up a boss we can all pick different, viable and fun options - one takes Wormwood and his bramble + summons, someone takes Warly for lightning damage, someone takes Maxwell for shadow casting, and we're all equally part of the battle.  In the end this is a good result.

The skill trees take this and go another step - provided they are designed well.  The goal of the skill trees is - not only is every character a different, viable option in their own right - but within each character there could be 2-3 different options.  Someone picks Willow and casts lunar flamethrower.  Someone else picks Willow, and instead of having just 2 lunar flamethrowers they take Bernie and light him on fire.  Even though we pick the same character (a taboo for some friend groups) we still have different representations of our character, giving us both room to shine.

We have more options to approach the game, and that is good.

Even between a Bernie based Willow and Wendy + Abi there is a difference.  Abi mostly tanks through her shield that prevents glomp damage, but Bernie tanks through planar damage reduction.  A lot of little hits can still bring Bernie down where Abi will shrug them off.  Bernie can tank a lot of hits even from a boss though.  Also Abi heals very fast while Bernie, even with his regen doesn't heal fast at all.  Abi stun-locks the mobs attacking her also preventing her from taking damage while Bernie does not so he will always take more damage than her. etc etc

They can look the same at first, but in the nuance there is a lot of difference imo

2 minutes ago, Swiyss said:

The reason that Willows seems out of place is because she was never that character.

Ok sure, she was default/casual/weak.

But we can't make her simply be OUTSTANDINGLY good at something she was never the focus anyway.

She was never that character because she wasn't a [Specific Thing] character at all, she didn't excel in any area, where exactly would a pyromaniac excel if not in combat spreading fire at enemies? OUTSTANDINGLY good because she does something similar but sightly worse to what another character has also been doing for years is really a stretch

6 minutes ago, Swiyss said:

1. Dont fit her theme(effects, casting spells [?], reused mechanics that already exist [hence the survivability being made easier, killing the need for some item because I survived 20 days on her, so I can have it almost for free now])

2. Re-use already existing character's and item features AND sprites. Recycling old content that much often is somewhat questionable imo.

And 3. That make her the SPOTLIGHT of the game's idea of something that don't, and will not, belong to her.

What exactly is appropriate for her? What exactly fits her “theme”? How can fire spells not make sense for a character whose... theme is fire? What's the problem with her doing similar things, of course she never did those things since she never even had the opportunity to do those things, PROTAGONIST Wilson can receive ANYTHING and it would fit this argument, since he never did ANYTHING in ANY AREA nothing belongs to him apparently, so he's not supposed to excel at anything, because if he did anything similar to what the Owner of the company Killing Spiders© does he would be destroying the game.

The sprites are clearly placeholders btw.

Unpopular opinion: but I think it’s actually GOOD for the game to have these powerful skill trees that let characters just be straight up damn fun, even if they are absurdly broken and overpowered.

Does that mean that the game needs to be easier? Well uh not exactly, I just think that the more “New” Content Klei adds into the game, that it’s OKAY to make some of the Older content easier to experience so players can get to & enjoy that new content.

Of course this is Assuming that Klei plans to add a lot of “New” to replace the “Old”

An example of this is I guess you can say Lunar Island, there are Mutated Spiders here with AoE shard spike attacks & the carrots you would pluck to eat run away from you as Mutated Rats.

I strongly feel like some of you guys are Over-exaggerating the “This is broken and OP” complaints you often see on these forums, Sure maybe it’s OP for the Original concept conceived back in 2013… but I highly doubt the games gonna forever remain the way it is right now.

And if I can trust my gut feelings: I’d be so bold as to say we could start seeing massive changes as early as next years Roadmap.

And I’m talking about things such as redesigning old biomes, bosses, mob behaviors, etc…

So I enjoy Klei letting us I guess you can say “test our new toys” before they even give us the full playset they’re meant to interact with.

3 minutes ago, xhyom said:

She was never that character because she wasn't a [Specific Thing] character at all, she didn't excel in any area, where exactly would a pyromaniac excel if not in combat spreading fire at enemies? OUTSTANDINGLY good because she does something similar but sightly worse to what another character has also been doing for years is really a stretch

What exactly is appropriate for her? What exactly fits her “theme”? How can fire spells not make sense for a character whose... theme is fire? What's the problem with her doing similar things, of course she never did those things since she never even had the opportunity to do those things, PROTAGONIST Wilson can receive ANYTHING and it would fit this argument, since he never did ANYTHING in ANY AREA nothing belongs to him apparently, so he's not supposed to excel at anything, because if he did anything similar to what the Owner of the company Killing Spiders© does he would be destroying the game.

The sprites are clearly placeholders btw.

Well, i agree with some things here.

What I disagree is that willow is what they showed us in the skill trees here.

I would prefer her to be like a lone wolf. People can't fight with her because she's too hurtful as a person, like people touching her hurts them, something different, alternative.

That's her theme, that's her craziness in pyrotechnics, that's her cutscene shorts. That's Willow. Fire hurts, and can't be friendly for all, that's even idea as a griefer. She's the alter ego, she's the antagonist, not necessarily villain.

That's my idea to back it up that random overpowered spells can't bother fitting her. That the cold fire(nonsense) and black fire don't fit here.

Now being practical and realistic, she would be better just having more fire attacks that use atleast 1 or 2 new or unique mechanic. But currently, as I stated, she did the same thing to star caller as brightshade did to nightmare fuel and living logs, as well as moon glass.

I'm not complain about for eg. Dark swords being better than hambat, killing hambat. Because sometimes is better to use hambats.

Rarely is better to use dark sword than BS swords, now the thing is, I don't want that actually, but it would be better to not completely forget about alreasy existing essential resources to the world just because we created a different resource, which is better, easily renewable and kill not only the one before them, but also all the preparation for needing them.

That alongside other things like pig skin, gold, flint, etc.. being forgotten just because now we can do everything with brightshade.

I'm not saying that old weapons should be better than new stuff or even have a place to use them. I want something like gold in minecraft. Netherite was released, now gold is needed for fabrication. Old and new things put together, giving good reason for gold equipment being bad in that game. Simple yet effective.

But in dst that hurts way more, because it's just being a little under a year since the changes started, and 9 years of gameplay being left out like that is not good.

In this thread I presented these 2 issues, and how 1 is ruining the other, and vice-versa.

6 minutes ago, Mike23Ua said:

Unpopular opinion: but I think it’s actually GOOD for the game to have these powerful skill trees that let characters just be straight up damn fun, even if they are absurdly broken and overpowered.

Does that mean that the game needs to be easier? Well uh not exactly, I just think that the more “New” Content Klei adds into the game, that it’s OKAY to make some of the Older content easier to experience so players can get to & enjoy that new content.

Of course this is Assuming that Klei plans to add a lot of “New” to replace the “Old”

An example of this is I guess you can say Lunar Island, there are Mutated Spiders here with AoE shard spike attacks & the carrots you would pluck to eat run away from you as Mutated Rats.

I strongly feel like some of you guys are Over-exaggerating the “This is broken and OP” complaints you often see on these forums, Sure maybe it’s OP for the Original concept conceived back in 2013… but I highly doubt the games gonna forever remain the way it is right now.

And if I can trust my gut feelings: I’d be so bold as to say we could start seeing massive changes as early as next years Roadmap.

And I’m talking about things such as redesigning old biomes, bosses, mob behaviors, etc…

So I enjoy Klei letting us I guess you can say “test our new toys” before they even give us the full playset they’re meant to interact with.

Well put, this is something I truly believe will happen, but the idea of old content being easy now only works to a certain point until it ruins to whole idea of the game you know. Unless they remove hunger, or darkness killing you, these things will ALWAYS and I emphasize, ALWAYS have a word on new stuff being added.

8 minutes ago, Swiyss said:

Well put, this is something I truly believe will happen, but the idea of old content being easy now only works to a certain point until it ruins to whole idea of the game you know. Unless they remove hunger, or darkness killing you, these things will ALWAYS and I emphasize, ALWAYS have a word on new stuff being added.

Just keep in mind that just as easily as Klei added skill trees to make your character the overpowered gods that they seem to be right now- That they could just as easily add a new game mode to the game that completely changes the game all the way down to its core foundations.

For example: and this is just off the top of my head thinking here.. What if Klei was to add a new world preset option that among messing with how much of what spawns like it does now, also changes the game completely? Such as Food items no longer restoring any playable characters health, forcing use of healing tab and tents.

OR better yet, what if in this new “Hardcore” world preset players actually had more harsh and punishing downsides, and skill trees that actually required the player to deal with new downsides in exchange for a new ability.

like Wendy losing portions of her health anytime Abigail Died which would require healing with booster shots AND put Abigail’s flower on a bloom cooldown timer, But the advantage of this significantly harsher downside for Wendy would be that it enraged her so she hits harder (being able to actually kill birds or rabbits with a Boomerang)

TL:DR- New Difficulty Mode with New less forgiving Downside & different set of skill trees exclusive to this mode.

It can be done.. which is why Unlike the users who have announced their leaving of the forums, I haven’t fully lost all faith in Klei yet. 

2 minutes ago, Mike23Ua said:

Just keep in mind that just as easily as Klei added skill trees to make your character the overpowered gods that they seem to be right now- That they could just as easily add a new game mode to the game that completely changes the game all the way down to its core foundations.

For example: and this is just off the top of my head thinking here.. What if Klei was to add a new world preset option that among messing with how much of what spawns like it does now, also changes the game completely? Such as Food items no longer restoring any playable characters health, forcing use of healing tab and tents.

OR better yet, what if in this new “Hardcore” world preset players actually had more harsh and punishing downsides, and skill trees that actually required the player to deal with new downsides in exchange for a new ability.

like Wendy losing portions of her health anytime Abigail Died which would require healing with booster shots AND put Abigail’s flower on a bloom cooldown timer, But the advantage of this significantly harsher downside for Wendy would be that it enraged her so she hits harder (being able to actually kill birds or rabbits with a Boomerang)

TL:DR- New Difficulty Mode with New less forgiving Downside & different set of skill trees exclusive to this mode.

It can be done.. which is why Unlike the users who have announced their leaving of the forums, I haven’t fully lost all faith in Klei yet. 

I think sometimes, when you start overthinking things, you start to find problems where they don't exist. And I think that's when other people can come in to give their opinion about it.

Most of my problems here were found during gameplay, and not sitting in a desk, thinking about what could be done for DST today.

4 hours ago, Swiyss said:

the changes that take part in changing the fundamentals should come TOGETHER, not separated.

skill trees are kinda unfinished, characters without skillsets feel unfinished too. new items and bosses feel redundant and creates a rude interlude for the game's fundamentals.

Well consider regarding marketing standpoint. Keeping old players interest involves releasing something new. Also with small updates the community creates more content like youtube reviews and etc. which also creates popularity and attracts potential new players. I beleive Klei doesn't have the "whole picture". Some content looks experimental, some is not interesting/clear lore wise. So your proposal is to freeze all updates until they have full balanced concept.

Bur from what I see, DS was always like that. They release something, they receive feedback, they change something. And I like it this way. Imagine 3 years of silence (or promises) and then total fiasco on release. Small updates are are smart updates.

2 minutes ago, shaurun said:

Well consider regarding marketing standpoint. Keeping old players interest involves releasing something new. Also with small updates the community creates more content like youtube reviews and etc. which also creates popularity and attracts potential new players. I beleive Klei doesn't have the "whole picture". Some content looks experimental, some is not interesting/clear lore wise. So your proposal is to freeze all updates until they have full balanced concept.

Bur from what I see, DS was always like that. They release something, they receive feedback, they change something. And I like it this way. Imagine 3 years of silence (or promises) and then total fiasco on release. Small updates are are smart updates.

I suppose I agree with you.

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