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What do you do early game typically?


What do you do early game typically?  

56 members have voted

  1. 1. What do you do early game typically?

    • Build base, gather, and chill
      33
    • Rush bosses
      3
    • Rush the rifts
      2
    • Rush ruins
      9
    • All of the above
      9


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Actually not quite what I have voted for. My USUAL early game [or complete game] playstyle is either:

- exploring aimlessly and searching for mobs to watch for fun, only building a base when I HAPPEN to run out of inventory space.

- playing the clearing-everything-in-my-way playstyle and then building chest after chest to store my stuff [occasionally start building a base when too many chests with base-building-material pile up in one place]

- playing the challenge to survive within the boarders of ONE SINGLE BIOME until I run out of recourses needed for survival completely and then moving on to the biome next to it. etc. which means STRICKLY only surviving with the methods that this single biome patch provides. But I am allowed to take everything I have left when I have cleared a biome [that usually means if I have recourses for a pitchfork I am forced to remove the ground of a biome to verify i have "cleared" this part of the map.] or when it has run out of recourses without having been able to remove the ground, anyway I am allowed to take everything I have left with no use to the next biome. This often results in tons of tiny "mini-bases" [in case I found recourses to build a base] after another since one rule is: Unless I have "cleared" the old biome patch completely I am NOT allowed to remove old structures.

^ this is my most fun gameplay style, anyway since it's really fun and gives a sense of survival with only the minimum in your closest surroundings.

- OR I put all my time into collecting recourses for base-building ONLY. <- my least favourite playing style as I have no sense for aesthetic and often get lost inside my own "cities" [of chaos].

- building a base in a NEW TYPE of biome each time I die [that sometimes involves moving randomly to the caves when a cave entry happens to be exactly next to the last biome I settle in and died. <- other then base building-requirement this is a usual exploration gamestyle, but this time with the lose focus on finding recourses for mini-bases / more longterm bases depending on the biome-specific place I settle. In this gamestyle I am NOT allowed to build any structure [not even storage chests or signs] outside my current base biome. If I find recourses everything has to be carried back to base. But in this gamestyle I am ALWAYS allowed to de-construct my base after death and use the recouses when moving to the next biome

I usually start a new world WAY too early and immediately delete the old one, when I notice I feel the random urge of playing a new gameplay style.

THAT'S the only disadvantage that being ghost instead of permadeath gives me.

I fear I play DST way too much alone, that's why I have come up with those different obsessive strict gameplay-rules. Maybe I should finally try to play with other people to learn "normal" DST playgame finally.

[great, actually I planned to work on the animations today, now I feel like starting a new world and play the living-in-one-biome-patch-until-everything-is-cleared gameplay again. I fear I have to force myself to focus on work instead, since this is truly a VERY time-consuming way to play DST and probably not good to start a new world at 10:35 pm, since it's also the most addictive way to play the game for me.]

1 minute ago, Wormboi said:

Yeah there isnt anything else to do other than rushing something

Both of this rushing and gathering stuff and explore the map as anyone should comments make me feel as if I somehow play the game wrong. [might be part of my compulsive behaviour that makes me enjoy the rather strictly-static-repetitive-and-ridiculously-handicapping gameplay more.........or I have slowly went insane from never playing a multiplayer game with multiplayers and therefore adapted most of my tried-a-challenge-in-singleplayer-DS-world games to a game in which the ghost mechanic turns it into an endless challenge of death after death that ultimately makes me delete worlds way too early because the challenge basically never ends.]

1 minute ago, Wormboi said:

I just saying that early game of DST is bit boring of how static it is

It IS indeed, it is.....and probably that's why my brain one day came up with: You could try your DS/SW/ROG/HAMLET challenges [aka playstyles I listed above] in DST. What could possibly go wrong? [there was indeed a time in the early days of DST when I was playing the game NORMALLY [single player though]....but soon my mind noticed I felt the need to follow a strict list of behaviour in order to not get "lost" in the DST world, although this leads to often getting "bored" with a world, as I happen to quickly become non-flexible enough to break the gameplay rules of my once-chosen gameplay-style.]

actually the only gameplay I came up only for DST specifically was the having-to-base-in-another-biome-after-death, since it's the only one in my list where the ghost mechanic actually makes sense....other then that I am too obsessed with how funny the ghosts look to play the game without the ghost setting being toggled on.

Well I still have the hope I will one day defeat my fear and learn to play the game more flexible and in a multiplayer environment as actually intended to actually discover when DST offers outside of "early game". [since my worlds usually get deleted way too earlier. I think one time I was obsessed with meeting the ancient fuelweaver and defeating it (I USED MODS THAT MADE MAXWELL RIDICOUSLY STRONG AND OTHER STUFF THAT MADE ME SURVIVE THIS HELL (I love sheepi-skull creature....actually I wish I would meet ancient fuelweaver again, but this time without the need for ridiculous mods) SPECIFICALLY FOR THIS ONE TIME ONLY!!!) and as far as I can remember this was the only time outside of before Charlie took the throne that I played the game /as intended/ [excluding multiplayer function], even if it was with the use of mods, since I usually don't focus my game on combat at all and therefore wouldn't even have come to the point of even finding everything needed for the fuelweaver without it.

Outline the map, rush lunar island and kill dfly before winter. But honestly early game need some serious improvements.. it lack in options for a lot of things, hambat or football helmet until you go ruins. Magic is nearly useless and for a game that is ''open to do what you desire from the start'' i see ruins rushing as a sort of problem. Sure we can do it for fun but should a player that just started the game learn to do that only for getting good gear or better options? and most of the options are post rift as well,i really would like to hear some opnions on that topic, we could have more optional items like Hamlet had, they weren't better than the meta BUT, they were userfull in lack of better options on the moment and that was the fun of being creative there. Maybe i'm just bored and need try something new too...

I don't know if "rush" is the right word because I tend to get distracted, but if I hop on a random pub, I'll usually go for bosses. Ancient Guardian is pretty fun to kill, it is more of a miniboss though. I'll also typically go for Nightmare Werepig and afterwards either Toadstool or Bee Queen. I used to like fighting Dragonfly, but I have less fun with the fight nowadays so I usually skip it.

If I'm playing on a pub, I typically don't have much motivation to do things like gather chess pieces, or do pearl quest things, so I don't usually pursue Celestial Champion or Ancient Fuelweaver even though I like the fights. The "quests" (chores) aren't my favorite thing to do in the game and if I need to take a break or something, the timing of things can get messed up like missing the new moon or rain/snow for pearl.

If I'm playing solo or on a world with friends, I'll put the effort into killing Celestial Champion and Ancient Fuelweaver as a priority (rough goal of before the end of year 1 typically).

Overall, I have the most fun in the game when I am fighting bosses, but I also enjoy other aspects of the game like building a nice looking and functional base. Recently, I started using the Base Projection mod which really helps me plan out an efficient layout and it has been fun for me to put together my own base designs (link for the curious: https://steamcommunity.com/sharedfiles/filedetails/?id=3193740295).

2 hours ago, chirsg said:

I try doing the loop until I get impatient and I go back to my 12000 day world. 

 

Early game is one of the least fun parts to me.

I find it really interesting the differences in playstyles. For me I would be bored out of my skull on a world that long, but to you it is fun.

Early game is the most fun for me because it involves a lot of exploration and mapping of the map. Just neat that DST can foster both playstyles.

1 hour ago, GimplyGoose said:

I don't know if "rush" is the right word because I tend to get distracted, but if I hop on a random pub, I'll usually go for bosses. Ancient Guardian is pretty fun to kill, it is more of a miniboss though. I'll also typically go for Nightmare Werepig and afterwards either Toadstool or Bee Queen. I used to like fighting Dragonfly, but I have less fun with the fight nowadays so I usually skip it.

If I'm playing on a pub, I typically don't have much motivation to do things like gather chess pieces, or do pearl quest things, so I don't usually pursue Celestial Champion or Ancient Fuelweaver even though I like the fights. The "quests" (chores) aren't my favorite thing to do in the game and if I need to take a break or something, the timing of things can get messed up like missing the new moon or rain/snow for pearl.

If I'm playing solo or on a world with friends, I'll put the effort into killing Celestial Champion and Ancient Fuelweaver as a priority (rough goal of before the end of year 1 typically).

Overall, I have the most fun in the game when I am fighting bosses, but I also enjoy other aspects of the game like building a nice looking and functional base. Recently, I started using the Base Projection mod which really helps me plan out an efficient layout and it has been fun for me to put together my own base designs (link for the curious: https://steamcommunity.com/sharedfiles/filedetails/?id=3193740295).

OH THIS!!!!! THIS MOD LOOKS PERFECT FOR SOMEONE LIKE ME! [who is a chaos person as soon as he tries to focus his gameplay on base-building for once.] I really must download this one and try it out next time I actually feel like doing the gather-recourses-to-build-ONE-base gameplay. Maybe this would help me getting less lost from deciding what to build and how to place it.

10 hours ago, kuroite said:

Beefalo taming and exploration

This, basically.

Also I typically like to use the first autumn to set up my character's stuff(getting a king and some guards as Wurt, or making some WINbots and telestations as Winona, or farming some m.meat for idols, or going to archives for time pieces etc etc.), since I like to reap whatever benefits it provides as early as possible(plus it helps make the early game feel more varied, as different characters may have different needs and goals).

I map out the area, specifically looking for the triple mactusk camp. I then gather enough mats to make a science machine to make a spear and backpack. Usually I find chester along the way, I gather enough materials to prefab most of my stuff and then usually go to the Dfly desert and plop down the base there. If I'm playing as Wilson or Willow I don't typically use lanterns so I don't even bother making them. I then find any carrot I can and start mass-farming them for food.

Usually takes until around 4 days left till Winter to do all that, which I use to tie up any loose ends, dig graves to try to get a purple gem, grab a bunch of water cans, chop a bunch of wood.to hopefully get a treeguard.

During Winter I usually start trapping rabbits to make the hatitator and shadow machine, I also farm MacTusk the moment he respawns, as much as I can. Usually give the Marsh biome a visit for some papyrus if I didn't get to it in autumn. 

Spring I try to beautify my base, clean up all the crap I just drop on the floor by setting up some chests, will usually kill Dfly, and start getting ready for summer. Also try to find every Moose Goose for the feathers since Weather Pains are a pain in the butt to make.

Summer(or late spring) I go into the caves to map it out and find the ruins, clear it out, maybe kill the ancient guardian. I tend to waste time standing around when the ruins awakens in a safe spot so I don't have to deal with outrunning nightmares and splemunkeys, so sometimes I don't kill the ancient guardian if I end up taking too long to find it. I'm more concerned about clearing a pseudoscience station biome and making some chests nearby to store all of my ruins-relevant gems and some living logs and thulecite.

I go back to the surface usually the last summer night, I had a bad experience in Singleplayer where Bearger didn't spawn because I waited a day in Shipwrecked or the Caves so I get a bit superstitious and make sure I'm in the surface before autumn hits.  Once I kill Bearger I make the backpack, and at that point I just kind of do whatever I want, finding the lunar island. making the celestial altar and switching to Walter to ride Woby for the shadow piece quest, because I hate Beefalo taming and refuse to spend entire days taming one. I have no real plan after the first year and just kind of do things slowly over time.

19 hours ago, Evelo said:

I find it really interesting the differences in playstyles. For me I would be bored out of my skull on a world that long, but to you it is fun.

Early game is the most fun for me because it involves a lot of exploration and mapping of the map. Just neat that DST can foster both playstyles.

Agree. Nowdays i enjoy megabasing because gives a reason for all the items and resources you amass during the travel of beating the content plus gives utility to small pieces of content that are purely cosmetic or underwhelming like big trees but i never played a game with such ammount of valid "paths" or strategies.

In other games, even sandbox ones, you are forced to follow a set path of progression,  usually copper to iron to whatever, and the content is gated away in different ways. In dst you can do whatever, only rift content is gated behind a boss that you can also rush 

Ofc we should get more biomes to make the experimence of exploring less repetitive because most biomes are practically empty or are c&p of other biome as empty as it but we cant complain of how much stuff is open when we just join a game: rushing beefalos, doing a lot of bosses in whatever order, exploring land or ocean, ignoring everything and simply build, set farms and resources to later defead the content, etc. For all kind of player and all kind of knowledge and skill there is a way of playing 

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