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Patience's Running Out.


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So, I'd just like to say that I think this game, for the most part is amazing, and has always been that way, but especially over the last couple of years... I've been... dissatisfied with the updates and the game's direction, to say the least.

I've listed many reasons as to why in this very forum so I won't be repeating myself here, all I want to say is that I'm slowly running out of patience when it comes to DST's updates.

I myself have started playing Don't Starve in 2016, and then Don't Starve Together in 2017, I've loved it, I still love it, but I cannot ever get myself to play, or enjoy DST, long-term anymore.

I'll be waiting for the last 2 updates this year to make a decision if it's worth for me to stay in the community or not, feel free to post your thoughts on the direction, suggestions, and all that stuff in this post's comments. I myself will do that after the 4th content update this year is out, I'll cover everything, no matter if I think it's good or bad, and if I'm staying and supporting the game further, or not.

I'll consider that end of year post, a all-encompassing review of the game.

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I got the original game at around 2013 or 2014 I think, before RoG was released, and honestly I've loved it ever since. I think the game has saw massive improvements on every scale. I don't think people on the forums is a good indication of general reception for the game, I think people for the most part enjoy the skill trees, enjoy the updated boss fights, enjoy the new bosses, and enjoy the new content. I continuously look forward to the future and have enjoyed most updates, and am glad they continue to remove frustrating and obnoxious mechanics and forms of difficulty like the old disease mechanic.

If you don't like something that you consider leaving, then maybe you should leave, maybe the last 2 update for this year will make you stay, maybe it won't, but I don't think it worth your time to waste your life on thing you don't even like that much anymore. Maybe one day you will like DST again, but I think you should choose what make you happy.

45 minutes ago, cropo said:

I got the original game at around 2013 or 2014 I think, before RoG was released, and honestly I've loved it ever since. I think the game has saw massive improvements on every scale. I don't think people on the forums is a good indication of general reception for the game, I think people for the most part enjoy the skill trees, enjoy the updated boss fights, enjoy the new bosses, and enjoy the new content. I continuously look forward to the future and have enjoyed most updates, and am glad they continue to remove frustrating and obnoxious mechanics and forms of difficulty like the old disease mechanic.

Been playing dst since 2017 and I've gotta say, I've liked all of the different ways the game has changed since then. I've been a bit uncertain of the first few rift content updates, but I find them quite enjoyable now, as they help in making the endgame feel different from the early/mid game. I'm loving the skilltrees too, but I've always loved everything that has to do with characters, so no big surprise there(many different characters with different perks was what initially made me interested in ds/dst!)

1 hour ago, Antynomity said:

So, I'd just like to say that I think this game, for the most part is amazing, and has always been that way, but especially over the last couple of years... I've been... dissatisfied with the updates and the game's direction, to say the least.

Understandable. So what’s the problem with the current direction?

1 hour ago, Antynomity said:

I've listed many reasons as to why in this very forum so I won't be repeating myself here,

Bruv.

Last year i had a lot of hype because character refreshes were about to end so, i thought, klei will have time to focus on content.

Ofc i expected, and wished, some updates focused on improving and ironing certain characters but the bitter suprise came in the form of skill trees and not only that but with the justification of needing to adapt characters (which i dont get why they do it before finishing the rift content) to a questionable new set of mechanics

I will repeat myself knowing there is no turn back and the time was already wasted but i dont understand why klei did such polemic time consuming thing when they could add a similar solution by simply changing damage buffs calcs and giving these new enemies armor piercing damage...

Makes no sense to have characters that deal x2 damage but "ey, it doesnt affect this damage that you will use for now for reasons" 

Later we receive questionable mechanics like rifts breaking stuff, which not only doesnt bring any kind of challenge but also kicks off players that engage with the game, instead of doing interesting stuff like mutating stuff in the area or whatever. Now we ended up with rifts popping, breaking resources for you and spawning easy to fight mobs that dont affect plants that veterans use like stone fruits or bannana bushes

And now we are receiving a lot of powercreep without increasing the difficulty. Maxwell refresh was only the beguinning

I still have hope but every day i have less interesting in playing neither creating new worlds. We have that much content that overlaps that a lot of new content become obsolete pretty quick like twins and eye of terror loot 

I think klei should really start stopping releasing content before is finished because the ammount of incomplete stuff and band aid fixes is cluttering the game

As i said i still have hope because the future can be promising if these new combat perks and mechanics are developed and balanced with new content but that are just hopes and dreams, lets see what klei brings

I think that is a good approach to have. Way better to draw the line and make a decision than unknowingly reach that line and have a much worse experience leaving the game behind. I wish it didn't come to this, where the game transforms into something... else, but if we have to deal with it, putting a deadline to your investment is a good way to do so I think.

And not playing the game doesn't mean not loving it anymore. The characters are memorable and fun, the art is fantastic, the music is amazing. There's still joy to be had from this franchise, even if the game itself is not what it used to be. Animations can be watched, there's soundtrack uploaded on youtube by various people (though I wish we had expansion on the one you can by on steam) and fan artists are still at large.

 

 

4 hours ago, cropo said:

I got the original game at around 2013 or 2014 I think, before RoG was released, and honestly I've loved it ever since. I think the game has saw massive improvements on every scale. I don't think people on the forums is a good indication of general reception for the game, I think people for the most part enjoy the skill trees, enjoy the updated boss fights, enjoy the new bosses, and enjoy the new content. I continuously look forward to the future and have enjoyed most updates, and am glad they continue to remove frustrating and obnoxious mechanics and forms of difficulty like the old disease mechanic.

Have you ever considered that maybe those annoying and frustrating mechanics that you are glad that they continue to lessen and remove maybe just maybe were the parts of the game that people actually enjoyed?

I love how your post gets all the like and love reacts though..

The rifts in Multiversus now have more interesting and annoying mechanics than a game franchise that once proudly displayed in its description “Uncompromising Survival Game”

Ahem.. except DST has been VERY Compromising.

And when ANYONE can explain why the “Beefed Up” Lunar and Shadow Merm Variants are exclusively Wurt Buffs and not also Hostile late game Merm Variations- Maybe then and only then will I be willing to see your point of view.

But from my point of view- Things that were annoying and frustrating that I actually liked (such as the more brutally unforgiving versions of Wonkey Curse & Wavey Jones Mechanics) get Nerfed into the ground in a game that should have Difficulty and world behavior settings- That allowed both your extremely Nerfed versions, and the more punishing version to Co-Exist so people who wanted an easier experience can toggle on “Easy Mode” and people who wanted something that was a little more annoying, frustrating or uncompromising could toggle on “Hard Mode”

Ive fought an exhausting battle here on these forums for YEARS trying to show this point of View, but much like the OP- I too am equally just about ready to throw in the towel & give up.

3 hours ago, abrocator said:

Understandable. So what’s the problem with the current direction?

Bruv.

I've given my feedback as betas came out, updates came out. I don't want to regurgitate the same thing months after updates. I will do that, like I said at the end of the year, sorry to disappoint in that regard.

2 minutes ago, Mike23Ua said:

Have you ever considered that maybe those annoying and frustrating mechanics that you are glad that they continue to lessen and remove maybe just maybe were the parts of the game that people actually enjoyed?

I love how your post gets all the like and love reacts though..

I like how you immediately contradict yourself?

7 minutes ago, Mike23Ua said:

But from my point of view- Things that were annoying and frustrating that I actually liked (such as the more brutally unforgiving versions of Wonkey Curse & Wavey Jones Mechanics) get Nerfed into the ground in a game that should have Difficulty and world behavior settings- That allowed both your extremely Nerfed versions, and the more punishing version to Co-Exist so people who wanted an easier experience can toggle on “Easy Mode” and people who wanted something that was a little more annoying, frustrating or uncompromising could toggle on “Hard Mode”

Oh my god so what are you doing to make the game harder then? People who are boss rushing, killing FW as Warly while using the Picky Eater mod, maybe killing CC + FW while not allowing themselves to eat, aren’t complaining about the game being Casual Mode. Meanwhile you won’t fight (certain) raid bosses because they are “intended for multiplayer” or “I’m on console, it’s too hard on a controller”.

You just want the game to be harder (or “harder”) in a way that only a small minority want, like introducing random ******** that kill you for the lols and “oh well Celestial Champion meteor rain one-shot me on day 7, don’t see that every day!” regenerates world

Most people don’t want the kind of game you want—no ****.

1 hour ago, abrocator said:

I like how you immediately contradict yourself?

Oh my god so what are you doing to make the game harder then? People who are boss rushing, killing FW as Warly while using the Picky Eater mod, maybe killing CC + FW while not allowing themselves to eat, aren’t complaining about the game being Casual Mode. Meanwhile you won’t fight (certain) raid bosses because they are “intended for multiplayer” or “I’m on console, it’s too hard on a controller”.

You just want the game to be harder (or “harder”) in a way that only a small minority want, like introducing random ******** that kill you for the lols and “oh well Celestial Champion meteor rain one-shot me on day 7, don’t see that every day!” regenerates world

Most people don’t want the kind of game you want—no ****.

I’m absolutely getting sick and tired of trying to fight this battle man.. you are aware that “niche” indie game was ever going to actually appeal to “niche” group of gamers right? So yeah I’d say it’s actually a BAD thing that Klei listens to majority vote over the smaller Minority???

Here let me explain- Wonkey Curse: This could be made far far more interesting IF the Curse persisted on your character even through dying (your cursed duh!) but… to make this not just be something you can EASILY get rid of by trading a bunch of Banana to Funny Moon Queen all at Once, How about we make her like trying to Over-fed a Pudgy Beefalo or give pig king monster meat? (Aka having an Animation to nod their head unwilling to accept it)

This means that your banana trades with her are on cooldown (she could want to savor the flavor so she spends an extremely long time chewing on one Banana whatever Idc..)

Point is- If you gain enough cursed trinkets they won’t be as easy to get rid of as dying in an obscure corner of the map somewhere.

Now then- let me throughly express that this mechanic does not harm or damage your precious 3,000,000 day mega base in any way shape or form- 

YOU Just disagree with it because you find it to be an annoying and uninteresting gameplay mechanic.

I think I prove my point, I’m done here.

Maintaining a game for a decade and with a very specific and restricted group of players is a challenge that Klei is overcoming very well.

Klei needs to innovate the game to bring in new players and pay the bills at the end of each month. The existence of DST depends on the creative capacity of developers.

The numbers seem to indicate that Klei is on the right path.

 

Captura de tela 2024-07-18 150413.png

I don't even know how SteamDB works, but Klei's numbers surprise me.

CSTTTTTT.png

6 minutes ago, Cruvimaster said:

Maintaining a game for a decade and with a very specific and restricted group of players is a challenge that Klei is overcoming very well.

Klei needs to innovate the game to bring in new players and pay the bills at the end of each month. The existence of DST depends on the creative capacity of developers.

The numbers seem to indicate that Klei is on the right path.

 

Captura de tela 2024-07-18 150413.png

They 'overcame it' by completely changing the game's direction, when it wasn't doing bad at all before.

This comment is pretty irrelevant, I'd rather your stance than you copy pasting steamDB numbers.

Just now, Antynomity said:

They 'overcame it' by completely changing the game's direction, when it wasn't doing bad at all before.

This comment is pretty irrelevant, I'd rather your stance than you copy pasting steamDB numbers.

Man, for Klei it's better to lose you and gain dozens or thousands of new players. You are not special. I'm not special. A company that doesn't innovate goes bankrupt. A business vision cannot be predominantly emotional.

35 minutes ago, Cruvimaster said:

Maintaining a game for a decade and with a very specific and restricted group of players is a challenge that Klei is overcoming very well.

Klei needs to innovate the game to bring in new players and pay the bills at the end of each month. The existence of DST depends on the creative capacity of developers.

The numbers seem to indicate that Klei is on the right path.

 

Captura de tela 2024-07-18 150413.png

I don't even know how SteamDB works, but Klei's numbers surprise me.

CSTTTTTT.png

Boring gun games that look the same are falling. Indie games are rising.

50 minutes ago, Cruvimaster said:

Man, for Klei it's better to lose you and gain dozens or thousands of new players. You are not special. I'm not special. A company that doesn't innovate goes bankrupt. A business vision cannot be predominantly emotional.

What a great mindset, clearly infallible and impeccable logic.

Muh Numbers.

27 minutes ago, Zima Blue said:

it's alright to take a break, you can start playing again whenever you want :wilson_love: it's just a game after all, so what's matter most is that you have fun

Well there's the crux, I've taken breaks, many. I don't feel the same way playing Don't Starve.

Don't Starve Together has been honestly pretty ruined for me, if I do end up quitting after the next 2 updates then I won't be returning after a full review.

34 minutes ago, Cruvimaster said:

Klei needs to innovate the game to bring in new players and pay the bills at the end of each month. The existence of DST depends on the creative capacity of developers.

There's more than one way to innovate. It's not like doing what they're doing is the only thing they can do to remain innovative and successful. And it's certainly not like DST was a sinking ship before this design direction shift, as the chart you posted shows.

Not sure why you're comparing its numbers to Counter-Strike. They're not even the same genre, let alone decade. CS also only receives maintenance patches now, with no new content being added. If I were to borrow this metric you used to make a different point though, here:

image.png.343cb304486e8b097277011eef8dcfbb.png

Previously posted DST chart if you want to compare for yourself easily:

Spoiler

image.png.af7ec1e9ceb1aee04d2182a24a214a3b.png

This is the chart from CS:GO/CS:2 spanning the same time as DST's lifespan in your previously posted chart. It's also (pretty much, until recently) been on the rise its whole life, but note how its player counts are very consistent and make pretty healthy mountains and slopes (and that cliff at the end oof), compared to the far rougher jagged peaks and valleys the DST line is littered with.

DST clearly has no issue pulling in new players when it wants to. Usually, each update or sale brings in a chunk of players, hence the spikes.
However, retaining them consistently and keeping its count stable has been a lifelong issue. Both are important.

50 minutes ago, Cruvimaster said:

Man, for Klei it's better to lose you and gain dozens or thousands of new players. You are not special. I'm not special. A company that doesn't innovate goes bankrupt. A business vision cannot be predominantly emotional.

Telling long-time supporters to buzz off instead of caring enough to voice their concerns isn't healthy for any community.
Gaining new supporters and keeping old ones satisfied are not mutually exclusive concepts.

13 minutes ago, Auth said:

There's more than one way to innovate. It's not like doing what they're doing is the only thing they can do to remain innovative and successful. And it's certainly not like DST was a sinking ship before this design direction shift, as the chart you posted shows.

Not sure why you're comparing its numbers to Counter-Strike. They're not even the same genre, let alone decade. CS also only receives maintenance patches now, with no new content being added. If I were to borrow this metric you used to make a different point though, here:

image.png.343cb304486e8b097277011eef8dcfbb.png

Previously posted DST chart if you want to compare for yourself easily:

  Reveal hidden contents

image.png.af7ec1e9ceb1aee04d2182a24a214a3b.png

This is the chart from CS:GO/CS:2 spanning the same time as DST's lifespan in your previously posted chart. It's also (pretty much, until recently) been on the rise its whole life, but note how its player counts are very consistent and make pretty healthy mountains and slopes (and that cliff at the end oof), compared to the far rougher jagged peaks and valleys the DST line is littered with.

DST clearly has no issue pulling in new players when it wants to. Usually, each update or sale brings in a chunk of players, hence the spikes.
However, retaining them consistently and keeping its count stable has been a lifelong issue. Both are important.

Telling long-time supporters to buzz off instead of caring enough to voice their concerns isn't healthy for any community.
Gaining new supporters and keeping old ones satisfied are not mutually exclusive concepts.

Right. In your opinion, are the changes that KLEI is making to DST being good or bad for the company? Should Klei reverse everything because of a few nostalgic players? Do you believe you have a superior ability to understand the direction of DST than the developer group?

25 minutes ago, Antynomity said:

What a great mindset, clearly infallible and impeccable logic.

I'm not saying that your opinion about what's happening isn't important to the debate on the forum. But if Klei has to make a choice in which direction to go, the company will go to the side that is working for it.

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