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Why dying in dont starve is not frustrating unlike other games


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16 minutes ago, Mike23Ua said:

Well yes they have Permadeath options, but ultimately Permadeath alone does not make a game a RogueLite/like.

Whats particularly ironic about DST however is that KLEI is a game company that specializes in the RogueLite/Like Game Genre, almost every game they release has been in this category.

And what’s actually funny to me is that some of the Newer DST content updates (particularly Moon Quays Unnatural Portal, Moonstorms, Lunar Rifts & Shadow Rifts, The Entire Ocean Experience) CAN make the game more RogueLite.

By removing the players ability to ever become so familiar with the games biomes and what spawns in them, you add a little of that “unpredictability” that is a staple part of the RogueLite Genre.

Imagine if say for Example Klei added 20 different types of mobs that could potentially spawn from each type of rift or during a “Rift” or if Funny Moonstorm mutated the mobs caught up in it.

You throw away the players ability to become overly familiar with the world.

The games death system and how punishing that is or isn’t, alone does not define a RogueLite/Like.

Its all the additional stuff that piles on in addition to that.

even a HANDFULL randomized mobs would make me so happy even if it was just for adding some more life to the biomes. For me those wouldn't even have to be connected to rifts. I'd love to have them from the beginning (easier versions maybe so new players wouldn't complain...after all not everyone /likes/ dying to something unexpected like I do)

2 hours ago, Mike23Ua said:

Ive played creative maps on Fortnite that are more RogueLite than 

i'll bet

because modern dont starve hasnt actively advertised itself as a roguelite in 5+ years.

 

i mean yeah original ds had roguelite elements, but honestly the basegame and every dlc had much more "survival sandbox" dna than it ever had "roguelite" influences.

 

the best examples i know of are maxwell's door and the hamlet ruins as far as "roguelite" elements. but maxwells door is a fraction of the game. the only part of the original game, beyond your first win being used to unlock wes and maxwell, it was just PART of the experience.

 

i know you like roguelites mike, you talk about it all the time. but dont starve together is a survival sandbox more than a roguelite. it has much more in common with minecraft or terraria than it has in common with say: splunkey.

when genres are mixed like this. they have to pick a lane to focus on: its a survival game first, a roguelite second.

just like how CoTL is a roguelite first, colony simulator second. yeah you build a cute little village. but its a pretty barebones colony simulator. the entire story revolves around the roguelite section.

 

and thats okay, its just how games are made. we cant fit in every box equally well or the game would be a watered down mess

 

2 hours ago, NPCMaxwell said:

even a HANDFULL randomized mobs would make me so happy even if it was just for adding some more life to the biomes. For me those wouldn't even have to be connected to rifts. I'd love to have them from the beginning (easier versions maybe so new players wouldn't complain...after all not everyone /likes/ dying to something unexpected like I do)

In my personal worlds I just toggle wild rift content to on from Day 1, because for me killing Deadly Brightshades to obtain Husks is no different than killing Pigmen for Pigskin to make Football Helmets and Hambats.

And honestly I don’t understand why new global based content has to be locked so deep into the “late game”

Like okay ORIGINALLY I directly told Klei that the game shouldn’t get any harder on newer players, but my mindset and opinion on that has changed now that there’s 8 characters who have had skill trees added to them.

The Skill Trees (with the sole exception to Lunar or Shadow aligned Affinities) grant the player new skills and buffs that are intended to go Hand in Hand with this new Content.. New Content that by all means should spawn into the world from Day 1 since the player can now have skills to engage with said Content from Day 1.

I was wrong in my original thought.. And it’s taken me 7 (sorry Wilson’s skill tree is horrid) skill trees to realize the mistake I had made…

But when characters are barging out the starting portal with crazy perks like Lunar or Shadow Infused Catapults & Bernie Dolls…

Maybe Klei needs to Re-Think how “Late Game” this content starts?

I think death is pretty optimal for DST. There's a good variety of revival options and while the game could do a better job at teaching you stuff, DST's mystery and throwing you into the dark(figuratively and literally) is one of its strongest points. Klei is really good at making item recovery not a nightmare. There's not many ways for your items to get completely destroyed and the map is big but not too big.After you get used to the game and can reliably survive for an in-game year, pretty much every death will be your fault. And if your'e really tilted you could just rollback. 

The people who should be weighing in on this problem aren't the ones with 10k+ hours who already love the game on Klei forum. DST has a brutal death loop that can make you lose all your progress—whether it's due to unprepared winters, spring/summer, getting stuck in meteor fields, or being stranded in the ocean. But since when is a tough game a bad thing? Look at the Dark Souls franchise; it's insanely hard, but people love it because that's the point.

However, I can't believe how different the game feels now with the new update. The art and mechanics make it feel more like Oxygen Not Included 2 than DST. I get that this kind of game design, which keeps players hooked with frequent rewards, optimized, perfecting design, but I'd rather play Factorio or even get some work done than do chores in DST.

 

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