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KEEP || BUILDING || MEGABASES!!


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I wish I could ^^ I am more prone to build as little as I can, mostly tend to use (when not playing the restricted to stay within the boarders of a biome gameplay type) the barely functional base on each patch of chess / marble biome and in between placing mostly random chests in which I store my recourse harvesting (usually clearing a whole biome then sorting everything into chests. But I happen to only be able to do the proper sorting when I have harvested enough wood [and have plenty of time] to do the one-chest-for-each-single resource thing. Up to this point my chests are a nightmare and a mess.)

I don’t know, players settled into the “build mega-base” mindset, because the game did not offer enough challenge to discourage building a Mega-Base.

But what people are NOT taking into account is that each update Klei does to DST has a chance to mess with whatever you have going on as a “base”

Let’s use the newest update as an example: If players were to build their bases at the edge of land near the sea, the new Otters can become base invading pests.

So in short- DST is not a game designed to encourage building a base that sprawls across several biomes of the games world map.. and every update is going to obviously have a chance of effecting such a playstyle mindset.

FURTHERMORE- The Single Player games Adventures Mode was designed in a way where the player was always trying to move forward through the story chapters, abandoning old worlds and moving on to the next one.

In my opinion: DST should’ve been a game more like “Portal Knights” where players can go through portals into new Realms & Worlds.

And to cement that fact hard- That’s literally how they explained away previous events Forge & Gorge.

Now we have these “late game” Shadow, Lunar & Moon Quay Island rifts popping up, so I for one will be quite disappointed if this doesn’t lead up to something big and ends up fizzling out like other things have in the past.

1 hour ago, Mike23Ua said:

I don’t know, players settled into the “build mega-base” mindset, because the game did not offer enough challenge to discourage building a Mega-Base.

But what people are NOT taking into account is that each update Klei does to DST has a chance to mess with whatever you have going on as a “base”

Let’s use the newest update as an example: If players were to build their bases at the edge of land near the sea, the new Otters can become base invading pests.

So in short- DST is not a game designed to encourage building a base that sprawls across several biomes of the games world map.. and every update is going to obviously have a chance of effecting such a playstyle mindset.

FURTHERMORE- The Single Player games Adventures Mode was designed in a way where the player was always trying to move forward through the story chapters, abandoning old worlds and moving on to the next one.

In my opinion: DST should’ve been a game more like “Portal Knights” where players can go through portals into new Realms & Worlds.

And to cement that fact hard- That’s literally how they explained away previous events Forge & Gorge.

Now we have these “late game” Shadow, Lunar & Moon Quay Island rifts popping up, so I for one will be quite disappointed if this doesn’t lead up to something big and ends up fizzling out like other things have in the past.

Whomp whomp new game explanation still no capability to mega base.

3 hours ago, Mike23Ua said:

don’t know, players settled into the “build mega-base” mindset, because the game did not offer enough challenge to discourage building a Mega-Base.

No, lol. You just think that is the reason

Btw. For the 4836364th time , destroying decorative structures and player made setpieces isnt a challenge but a chore.

The game can be beaten with a iceflingomatic range size base and protecting such small base is really easy

 

You should try to megabase and see how you wont be able to amass the ammount of resources when you barely survive 4 seasons without fighting raid bosses 

3 hours ago, arubaro said:

No, lol. You just think that is the reason

Btw. For the 4836364th time , destroying decorative structures and player made setpieces isnt a challenge but a chore.

The game can be beaten with a iceflingomatic range size base and protecting such small base is really easy

 

You should try to megabase and see how you wont be able to amass the ammount of resources when you barely survive 4 seasons without fighting raid bosses 

Is not about building a base, or fighting 100% optional bosses who’s only purpose is to drop loot that makes the game Easier, with the sole exception of two late game “End Game” Bosses who arguably make things Harder/Easier (depending on your stance of how OP the “End Game” Armor & Loots are) - it’s about abandoning one world to move on to the next.

While that isn’t the design of DST and its Long-Term “Forever Worlds” it IS the Design of Dont Starve Solo Adventures Mode.

DST is a MegaBase game- Because Klei wants to sale base skins, and that’s just about the ONLY reason it ever became a Megabase game.

You can argue that it’s because it’s a “Multiplayer Game” is the reason they opted for long-term “permanent worlds”, but DST isn’t the only multiplayer sandbox game ever created, and in other games Usually the HOST has final say over what locations you travel to.

A good example is State of Decay 2, Or Dead Rising 2 Off the Record, while these are BOTH open world Sandbox games- All Players need to be near a “Transfer Location” to go to a new map, or NO ONE goes to a new Map.

Klei instead opted for the route of “keep the same world indefinitely”

And for me- 90% of the Enjoyment in not just DST but almost Every Game I play EVER is to NOT be able to become overly familiarized with what spawns & where in the world.

People seem to forget that the product description reads as “explore randomly generated WORLDS” so excuse me if that’s what I THOUGHT I’d be doing in DST.. okay?

I would not play games like State of Decay 2 if I could always find a shotgun inside the same blue house on the second floor in the closet next to the bathroom.

For me it’s that not always predictable nature, of things not always being the same that gives a game its replay value.

The closest thing I get to this sort of experience with DST is maybe Ocean Content, OR if Klei added a lot more things that can spawn out of Lunar and Shadow Rifts- “Wild” Rifts.

But for right now- There’s far too little content for both Lunar & Shadow rifts to judge HOW that’s going to turn out… and even then- It’s locked behind late game boss fights so it never actually impacts regular gameplay unless you toggle them to on from day 1.
 

20 minutes ago, Mike23Ua said:

Is not about building a base, or fighting 100% optional bosses who’s only purpose is to drop loot that makes the game Easier, with the sole exception of two late game “End Game” Bosses who arguably make things Harder/Easier (depending on your stance of how OP the “End Game” Armor & Loots are) - it’s about abandoning one world to move on to the next.

While that isn’t the design of DST and its Long-Term “Forever Worlds” it IS the Design of Dont Starve Solo Adventures Mode.

DST is a MegaBase game- Because Klei wants to sale base skins, and that’s just about the ONLY reason it ever became a Megabase game.

You can argue that it’s because it’s a “Multiplayer Game” is the reason they opted for long-term “permanent worlds”, but DST isn’t the only multiplayer sandbox game ever created, and in other games Usually the HOST has final say over what locations you travel to.

A good example is State of Decay 2, Or Dead Rising 2 Off the Record, while these are BOTH open world Sandbox games- All Players need to be near a “Transfer Location” to go to a new map, or NO ONE goes to a new Map.

Klei instead opted for the route of “keep the same world indefinitely”

And for me- 90% of the Enjoyment in not just DST but almost Every Game I play EVER is to NOT be able to become overly familiarized with what spawns & where in the world.

People seem to forget that the product description reads as “explore randomly generated WORLDS” so excuse me if that’s what I THOUGHT I’d be doing in DST.. okay?

I would not play games like State of Decay 2 if I could always find a shotgun inside the same blue house on the second floor in the closet next to the bathroom.

For me it’s that not always predictable nature, of things not always being the same that gives a game its replay value.

The closest thing I get to this sort of experience with DST is maybe Ocean Content, OR if Klei added a lot more things that can spawn out of Lunar and Shadow Rifts- “Wild” Rifts.

But for right now- There’s far too little content for both Lunar & Shadow rifts to judge HOW that’s going to turn out… and even then- It’s locked behind late game boss fights so it never actually impacts regular gameplay unless you toggle them to on from day 1.
 

Do you just have like a checklist to mark off or something when writing these paragraphs?

Interpret the devs motives wrong when its clear that random gen is not their priority. Check. Insert game not like don't starve. Check. Complain about a problem that always happens when you have hundreds of hours in a game. check. It's the same with every argumentive post you make.

You dislike the game and refuse to fix that by playing any other game out there. 

6 minutes ago, Mike23Ua said:

DST is a MegaBase game- Because Klei wants to sale base skins, and that’s just about the ONLY reason it ever became a Megabase game.

People were megabasing in the single player version of the game. Megabasing has been a thing before before RoG was released. Also, I don't agree with your portrayal of megabasing. Megabasing requires some level of mastery over the game. A new player can't just start creating a megabase when they first start playing. After you learn to survive indefinitely and have completed all the optional challenges that you care to complete another way to engage with the game is to megabase.

It isn't wrong to engage with the game in this way. I think it is worthwhile to recognize that DST offers a variety of experiences and it isn't a bad thing for someone to enjoy something that you don't.

33 minutes ago, ChintzyGnat said:

Do you just have like a checklist to mark off or something when writing these paragraphs?

Interpret the devs motives wrong when its clear that random gen is not their priority. Check. Insert game not like don't starve. Check. Complain about a problem that always happens when you have hundreds of hours in a game. check. It's the same with every argumentive post you make.

You dislike the game and refuse to fix that by playing any other game out there. 

For the very same reasons that fans of Mario might want to play Mario Kart, or Mario Golf.

I do not like DST as much as I do Don’t Starve, DST to me has almost killed what DS was, and that’s no secret, I complain about DST all the time. 

But the reason why I’m still here is because I enjoy the “franchise” and not necessarily this particular entry in the franchise…

I can promise you that if Klei were to ever create an actual RogueLite using the cast of DSTs characters and mobs that I 100% would be on those forums and would not be lingering around still here.

and honestly? All Media is like that… not just video games.

People who hated “3rd movie in random franchise, will provide feedback and what they’d hope for & like to see in 4th movie of franchise”

For me personal I absolutely HATED and Despised with every fiber of my being Ghostbusters 3 (the one with that macarthney girl in it) but I loved the ones that came AFTER that horrible atrocity to society.

DST is sort of my “I loved DS.. but I hate where DST is headed, but I have hopes for whatever exists BEYOND DST.”

And while DST isn’t quite as horrible as ghostbusters 3… it’s most certainly far removed from being anything like DS either.

But again… I’m old, I’m grumpy, and I’m setting my ways- Deal with it, report it or block me honestly? I couldn’t really care.

41 minutes ago, BalkanCockroach said:

image.png.d898f9480087b0f475fb33cfe2559e76.png

NewHome jumpscare

I love the Wilson art!!!! I could never not love Wilson!!!! the artstyle is a bit meh but Wilson looks like WILSON and Wilson is always my BELOVED funny hair man Wilson no matter if nightmare throne bond Wilson or not.

I am scared of the gameplay and new characters (user avatars?!) and microtransaction stuff that it apparently could bring into the fandom as a spin-off is what jumpscared me.

6 hours ago, Mike23Ua said:

I do not like DST as much as I do Don’t Starve, DST to me has almost killed what DS was, and that’s no secret, I complain about DST all the time. 

But the reason why I’m still here is because I enjoy the “franchise” and not necessarily this particular entry in the franchise…

Wow, cool. Did you know that Don't Starve is still available to play? So, you can just go do that instead of continuing to play DST, which you seem to really dislike. Also, there's a different forum for discussing DS. Here, it's a link! You don't have to keep coming to this one and talking about how much you hate DST.

28 minutes ago, DegenerateFurry said:

Wow, cool. Did you know that Don't Starve is still available to play? So, you can just go do that instead of continuing to play DST, which you seem to really dislike. Also, there's a different forum for discussing DS. Here, it's a link! You don't have to keep coming to this one and talking about how much you hate DST.

Don’t Starve is a “Finished” game one that will likely never ever ever ever EVER get another update, Don’t Starve Together is an Unfinished Game- One that is very very much so still in Active Development, I don’t think I really need to explain myself any further beyond that, I’m not here for your amusement and I surely don’t appreciate being insulted- Obviously a game that’s still getting updates will be where I invest my time and voice my opinions instead of in a Dead Forum discussing a finished game that’s likely never ever ever ever EVER getting another update.

1 hour ago, Mike23Ua said:

Don’t Starve is a “Finished” game one that will likely never ever ever ever EVER get another update, Don’t Starve Together is an Unfinished Game- One that is very very much so still in Active Development, I don’t think I really need to explain myself any further beyond that, I’m not here for your amusement and I surely don’t appreciate being insulted- Obviously a game that’s still getting updates will be where I invest my time and voice my opinions instead of in a Dead Forum discussing a finished game that’s likely never ever ever ever EVER getting another update.

You can still play finished games, you know. I go replay the Half-Life series multiple times every year, it's great. What's wrong with just playing DS if you like it so much and dislike the new stuff Klei's made? Seems like the perfect solution.

9 hours ago, BalkanCockroach said:

Why are there even posts like these? People will just do what they enjoy anyways.

This is mostly a joke topic made in reply to a topic where someone was whining about how people should stop building megabases.

It's honestly a bit silly, since that whining topic was locked, but uhn... Hey, if the OP is happy with it and people are happy posting in it, no harm done.

And to be on topic... Here, have a meme.

I should have probably resized the text to look better, but I got lazy after I was finished, so I just stuck to the default text size.

abh.jpg

23 hours ago, Mike23Ua said:

I don’t know, players settled into the “build mega-base” mindset, because the game did not offer enough challenge to discourage building a Mega-Base.

But what people are NOT taking into account is that each update Klei does to DST has a chance to mess with whatever you have going on as a “base”

Players will always find to do what they enjoy If it is possible within the game and you don't know anything about game development If you think that developers will mess with megabasers when there's no good reason to annoy a chunk of a playerbase that enjoys building.

Why do you have to assume that everyone wants challenge? Maybe some of us like the current amount of challenge that game offers but want freedom to do whatever we want even more, at least that's how I feel. I don't want more chores when DST already has a decent amount of things I have to do regularly.

20 hours ago, arubaro said:

No, lol. You just think that is the reason

Btw. For the 4836364th time , destroying decorative structures and player made setpieces isnt a challenge but a chore.

The game can be beaten with a iceflingomatic range size base and protecting such small base is really easy

 

You should try to megabase and see how you wont be able to amass the ammount of resources when you barely survive 4 seasons without fighting raid bosses 

The game can be "beaten" without a stationary base at all, in the early games of DST there was a popular PVP server and I only built alchemy engine from time to time to prototype and hammered it, it is very easy to survive as long as you want but it isn't fun.

16 hours ago, Mike23Ua said:

Is not about building a base, or fighting 100% optional bosses who’s only purpose is to drop loot that makes the game Easier, with the sole exception of two late game “End Game” Bosses who arguably make things Harder/Easier (depending on your stance of how OP the “End Game” Armor & Loots are) - it’s about abandoning one world to move on to the next.

While that isn’t the design of DST and its Long-Term “Forever Worlds” it IS the Design of Dont Starve Solo Adventures Mode.

DST is a MegaBase game- Because Klei wants to sale base skins, and that’s just about the ONLY reason it ever became a Megabase game.

You can argue that it’s because it’s a “Multiplayer Game” is the reason they opted for long-term “permanent worlds”, but DST isn’t the only multiplayer sandbox game ever created, and in other games Usually the HOST has final say over what locations you travel to.

It is a natural progression with majority of the long term players to turn into megabasers after set amount of time. There's also speedrunners and other kind of rushers that find survival aspect fun and abandon world after 100 days but everyone gets bored at some point and most of these survival players will get bored first as they replay first 100 days over and over again.

There's only so much you can do in almost every game, some have high replayability and others don't and I usually only play games that I think are going to keep me going for 1000+ hours and have a decent amount of replayability for me to come back every 5 years or so at least. There's a decent amount of games that have enough depth for you to do that and we are just getting more and more.

When it comes to host deciding anything that really doesn't happen on PC or at least I don't play on player hosted worlds at all but only on dedicated servers.

16 hours ago, Mike23Ua said:

People seem to forget that the product description reads as “explore randomly generated WORLDS” so excuse me if that’s what I THOUGHT I’d be doing in DST.. okay?

It is time for you to accept that DST will never be like DS, I can understand having that belief in the first few years of DST development but we are far beyond that now (nearing 10 years at this point).

DST development keeps going into direction to make you stay on the same world longer and longer. We didn't have CC/Fuelweaver quests or anything similar in DS and also rifts after killing them which take even more time for you to obtain everything you want.

Most players don't want to see base destruction without any way to stop it as it can be seen from the boulders with cave rifts. There were a few of survival only players that argued against pillars but even most survival players were for pillars to be added to the game.

 

On 8/13/2024 at 7:26 PM, Mike23Ua said:

Is not about building a base, or fighting 100% optional bosses who’s only purpose is to drop loot that makes the game Easier, with the sole exception of two late game “End Game” Bosses who arguably make things Harder/Easier (depending on your stance of how OP the “End Game” Armor & Loots are) - it’s about abandoning one world to move on to the next.

While that isn’t the design of DST and its Long-Term “Forever Worlds” it IS the Design of Dont Starve Solo Adventures Mode.

DST is a MegaBase game- Because Klei wants to sale base skins, and that’s just about the ONLY reason it ever became a Megabase game.

You can argue that it’s because it’s a “Multiplayer Game” is the reason they opted for long-term “permanent worlds”, but DST isn’t the only multiplayer sandbox game ever created, and in other games Usually the HOST has final say over what locations you travel to.

A good example is State of Decay 2, Or Dead Rising 2 Off the Record, while these are BOTH open world Sandbox games- All Players need to be near a “Transfer Location” to go to a new map, or NO ONE goes to a new Map.

Klei instead opted for the route of “keep the same world indefinitely”

And for me- 90% of the Enjoyment in not just DST but almost Every Game I play EVER is to NOT be able to become overly familiarized with what spawns & where in the world.

People seem to forget that the product description reads as “explore randomly generated WORLDS” so excuse me if that’s what I THOUGHT I’d be doing in DST.. okay?

I would not play games like State of Decay 2 if I could always find a shotgun inside the same blue house on the second floor in the closet next to the bathroom.

For me it’s that not always predictable nature, of things not always being the same that gives a game its replay value.

The closest thing I get to this sort of experience with DST is maybe Ocean Content, OR if Klei added a lot more things that can spawn out of Lunar and Shadow Rifts- “Wild” Rifts.

But for right now- There’s far too little content for both Lunar & Shadow rifts to judge HOW that’s going to turn out… and even then- It’s locked behind late game boss fights so it never actually impacts regular gameplay unless you toggle them to on from day 1.
 

There are so many things wrong in your comment...

Bosses loot make the game easier? What about not fighting them and have the whole time to just prepare for the next season? Having 21 days of autumn totally free to prepare for winter is challenging?

 

There were megabases in rog, sw and hamlet. There are not skins in those games. Megabase always appear in games with building mechanics, just check other sandbox games like terraria, core keeper, valheim, enhrouded, no mans sky, grounded...

You just have a stick really deep because you have the paranoid of megabasing running the game for your point of view and how, because megabasing is a thing, your awful RNG skill-less destruction suggestions wont ever be added in the game.

Basically you hate people having fun, having true challenge because you want to lose for things that you can control because you get frustrated when you lose against stuff you could control by getting gud like +5pages of raging because df being "impossible solo", batilisk and cookie cutters needing a nerf or how varglets """nerfed"""" abigail (true was you were running with a spear in a random slot while abi get damaged because was following you instead of dealing damage). But what you always share? Screenshots of builds, you enjoy building but you hate people enjoying building in the same world

Maybe for you is fun to start games over and over to build 5 structures on 500 days and start over but other people have more fun by building big areas and gathering huge ammounts of resouces instead of being challenged by needing 10 flint and 20 grass...

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