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what are your biggest criticisms of the new beta


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5 hours ago, Anis5240 said:

I don't even wanna know what Klei thinking about putting the rabbit king, but it's just there.

That wood bridge costing TONS of grass YET ONLY WORKS FOR 3 TILES OR LESS. NOT EVEN EARTHQUAKE PROOF.

STILL NO UPGRADE TO BUG NET.

Pillars exists. Even if took 3 stacks of grass is so damn cheap

Is made with the easiest to adquire materials in the entire game

4 hours ago, zhangsheng said:

This is not an update specifically for the 'cave', it's just a QOL update. At least 80% of the content in the cave is empty and useless, and the things displayed this time have not filled the cave at all. There is not even a skill tree update this time, and the skill tree we are "looking forward to" may not be completed until 2026.

I dont think you understand what qol means

2 minutes ago, Anis5240 said:

Someone posted that their bridge broke even with a pillar nearby.

And do you think that is something intentional? Why do you think this is release in a beta branch instead of the live one?

Rope cost for the bridge is very expensive for early game, I hope that pillars would protect them from collapsing or us getting stone bridges instead.

I really hoped cave walls were actual walls and we would have the option to fill/mine them to get through them.

New items are okay I guess, more additions does bring more interesting weapon variety.

New mobs are quite decent, I like the rabbit king being most random addition. I hope it makes bunnymen better.

Anyone actually knows what the crooked king cane does?

34 minutes ago, gamehun20 said:

What do you not like about it

I don't like that enemies have to be far way from me so I deal more damage, almost every enemy runs towards us so keeping a constant high dps will be too much trouble and the new axe outclass it in damage and have a huge lifesteal. Dealing with groups of enemies will be even more troublesome to use it because while you stand still to attack one mob, the other ones will keep running to you. I think it should at least do some damage to every enemy that touches it both when the boomerang is going to the enemy and when it comes back, not all the damage but at least some %. Also I don't get why there's a small cooldown after the fourth attack, the howlitzer does a bit less damage on lunar enemies but theres no cooldown to attack. I only see myself using it maybe on the final phase of Celestial Champion because he runs away from us, but I probably just won't bother crafting it. 

 

And totally unrelated but I was thinking, why did Klei made the brightshade smasher lunar sided and the shadow maul shadow sided? Having a tool that serves as hammer/pickaxe is way more useful in caves than an weapon/axe, we barely use axes in caves execept maybe fighting toadstool? Idk it feels like it should've been the other way around. 

4 minutes ago, arubaro said:

And do you think that is something intentional? Why do you think this is release in a beta branch instead of the live one?

I certainly expect Klei to make all the things they implemented are connected, especially with this longer update release time. So really, it is a disappointment for them to do such oversights.

4 minutes ago, Zima Blue said:

I think it should at least do some damage to every enemy that touches it both when the boomerang is going to the enemy and when it comes back, not all the damage but at least some %. Also I don't get why there's a small cooldown after the fourth attack,

That's a pretty good addition to it. I think the cooldown is like a trade off for technically infinite ammo as opposed to howlitzer teeth. But it felt like it consistently ended when the first boomerang returned to me.

14 minutes ago, Zima Blue said:

 Also I don't get why there's a small cooldown after the fourth attack, 

Currently it's basically a long range brightshade sword with insane damage. I'm glad they put the 3 boomerang limit.

Gloomerang is like the brighshade staff of shadow side. It looks incredibly underwhelming but actually insanely strong. (And unlike BS staff it does not eat through your repair kits.)

1 hour ago, Anis5240 said:

I certainly expect Klei to make all the things they implemented are connected, especially with this longer update release time. So really, it is a disappointment for them to do such oversights.

Then dont play beta branch and wait until things are finished

8 hours ago, Pcwer said:

If unlimited bananas, reeds, docks, above average trees, night vision and free gems aren‘t enough encouragement for you to explore the ocean, then I don‘t know what could be.

See here's the thing. I actually like sailing in and of itself. I find it a fun activity and think the clunkyness actually adds to it. If I start a world, I will happily spend my first season or two just exploring the ocean to see what I can find. But there really tends to not be anything to find unless I've got a bunch of mods that improve things. 

And as for the features you listed? No, they really aren't. I find Above Average trees to be far to restricting in base design to be useful due to being shore locked; and the figs they produce aren't useful either due to their dishes ranging from mid to outright bad. Ancient trees are very useful, but are also extremely rare and take longer to grow than an oak tree in Winter, and Bananas are alright, but are hardly strong enough to warrent going out of your way for compared to other food/sanity sources. The Moon Quey actually is very close to being the capstone I'm looking for thanks to monkey tails and docks. But it only recently became not completely awful to find. And is still tied directly to monkey raids which, again, are the single worst mechanic in the game for a whole host of reasons.

 

As for what I would consider to be good encouragement, I actually can answer that. Because it's a question I've asked myself a lot.

First: Add resources or structures to the ocean that are straight upgrades to existing items or have their own unique usages instead of just being side-grades. For example, a resource that can re-fuel lanterns and camp fires alike with very good efficiency and no spoil timer. It's a simple item, but does something that no other item in the game does (act as multiple fuel types), and is a clear better option than items that do similar things, thus justifying how far out of your way it is.

Second: Either add more environmental threats or rework existing ones. And then make the solutions for these threats found on the ocean. Thus encouraging players to explore it so that they have an easier time dealing with other problems. For example, reduce the summer insulation of the Eyebrella to 60-120, and add a new hat made with ocean resources that has a max 240 summer insulation.

In an ideal world, I would honestly rework summer entirely to put a large emphasis on the ocean. That's not to say you'd instantly die if you touched the mainland, but sailing would definitly be a great way to beat the heat, similar to how many players already deal with summer by going to the caves.

 

8 hours ago, Pcwer said:

This is just an assumption on your part, you can‘t know this. From what we‘ve seen in streams to me at least it seems like the devs still enjoy working on the game, and are updating it at least because they want to. If their goal was really only to make money wouldn‘t they just make what people expect from them? Why would they add controversial things like the rifts or random things like the rabbit king if they just wanted to make as much money as possible. It seems like they really have a vision for this game, and if that vision doesn‘t align with yours that‘s fine, but accusing them of just wanting money seems pretty baseless.

I didn't mean to say "just" in that instance. That's on me, and I'm sure that people at Klei do enjoy working on the game still. But that doesn't change the fact that it is absolutely the company's cash cow.

That being said, there is a reason that they would make all those changes to make more money. And that's by appealing towards and attracting new players. I didn't say anything about this my original post because I'm 90% certain I would have been jumped and turned into a formally-living knife holder if my post had any word adjacently related to "Easy, difficulty, or uncompromising". But that is still the case. And again, this is something that Klei has outright said, particularly in relation to skill trees and how certain "useless" perks where designed with them in mind.

And as for Vision... I think they do have one. But I don't think the issue is that it doesn't align with mine, I think it's just poorly thought out. As I said, I do believe that there are legitimate problems with skill trees and planar mechanics on a conceptual level that I listed out.

8 hours ago, Pcwer said:

As for the combat mechanics, what you stated were just opinions so if that‘s how you feel about them I understand, but I enjoy them. Planar weapons add progression to weapons and mobs without making older threats completely irrelevant, and at least some of the skilltrees are really enjoyable. Winona, Wurt and Wormwood‘s skilltrees are really fun in my opinion, and they don‘t exclusively add combat capabilities. Sure, Winona‘s catapults are extremely powerful boss melters thanks to planar strike, but she also got great cross-map teleportation and resource-gathering.

So, I still have faith in Klei, and maybe you should too. I still believe this game is working toward a definitive end-point, give it another year or two.

Planar weapons and progression are one of the main things I was talking about when I said that I expect updates to be consistent. Don't Starve Together has had a very horizontal progression system sense the franchise' inception. This is not and has never been a flaw with the game. And is not something that needed fixed by adding a worse version of Terraria's hard mode.

 

And as for skill trees. I won't deny that there are some that are noticeable improvements for the characters. Again, there are ones that needed the buffs. But skill trees are planned to be given to every character. Just look at Wolfgang. He was already considered a strong character, and what did he get with his skill tree? Number buffs after number buffs after number buffs. Yet even though this skill tree is incredably boring, it was still a very noticeable power buff for an already strong character because it gave him 30% extra damage against aligned enemies; which are some of the most common and more rewarding in the game.

 

I'm glad you can still bear faith in them. But my faith burned me far to much to hold onto it.

It's not a cave update. Thats my criticism.

Sure theres parts that effects things in the caves but 80% of it is post shadow rifts. The stuff that is in the caves are very very minor and don't really do anything. The great depths worm is possibly the best feature of all of this.

 

As for the rabbit stuff. It's nice but its just out of nowhere and random. Id rather have it be a bunnyman thing in the caves than a rabbit trader at the surface.

8 hours ago, Zima Blue said:

I don't like that enemies have to be far way from me so I deal more damage, almost every enemy runs towards us so keeping a constant high dps will be too much trouble and the new axe outclass it in damage and have a huge lifesteal. Dealing with groups of enemies will be even more troublesome to use it because while you stand still to attack one mob, the other ones will keep running to you.

It's a long ranged weapon. Its meant to be used at long range. As for the Axe doing more damage thats the trade off.

You can deal decent damage at long range with a good safety net of not getting hit, or use the axe to deal waay more damage but you have more chances of getting hit.

As for dealing with crouds both are not that great at it. The lifesteal of the axe does help atleast, though if its a huge group then i don't think you will be able to outheal the damage.

The gloomerang is really nice the fact that you dont need to catch it. So clunky long range combat isnt really a issue. Its sorta a long range melee.

They didnt address any issues with the caves.

12 hours ago, Zima Blue said:

Mimic is cool I guess but an enemy I can kill stepping on it? Sorry but it just feels kinda lazy, he's cute but he barely count as something new since it only takes walking to kill him.

I understand the rest of the points but the mimic is kinda cool. Stepping on it is cool too. I just think it should be pre-riff, and have a unique reward for killing it, which will make them something you want to seek.

The reward could be related to mimicing, for example with enough mimic eyeballs you could craft an item that can truly duplicate an item. (Some items it wont work on. Some items will need more eyeballs. It will be useful for duping basic resources, or duping rare items)

12 hours ago, Frosty_Mentos said:

Rope cost for the bridge is very expensive for early game,

Rope cost for late game is expensive. It's cheaper to telepoof. Not just that, you can telepoof so much further than 3 tiles.

I expressed my opinion about the beta in another thread but here’s the TL:DR-

Ruins shadow mob looks more appropriate as ocean shadow mob.

You can’t just remove cave walls and add rope bridges without also updating the animations of things that can fly (like bats or Flying Inkblights Etc) to fly over them.

Goose Woodie, Wigfrid Spear Dash, Wortox Soul Hops, Dead Player Ghosts Etc should be able to float over cave gaps now.

Projectiles (boomerang, Gloomerang, Bishop attack) should be able to fly over gaps in caves now.

Mimic should be a Pre-Rifts mob because it sounds actually “Fun” and not too challenging.

Just now, Mike23Ua said:

I expressed my opinion about the beta in another thread but here’s the TL:DR-

Ruins shadow mob looks more appropriate as ocean shadow Dead Player Ghosts Etc should be able to float over cave gaps now.

Projectiles (boomerang, Gloomerang, Bishop attack) should be able to fly over gaps in caves now.

Mimic should be a Pre-Rifts mob because it sounds actually “Fun” and not too challenging.

ghosts can fly over gaps in caves in beta

21 hours ago, nimzowitsch10 said:

axe that can be levelled up

i wonder, i think i remember they say it needs boss kills to be able to level up...but what if there like 5 players all wacking on a treeguard? does the one with the axe have to be the final hit? if so then...thats not good, and what if it reaches 0% and you repair it? will it down level?

4 minutes ago, Echsrick said:

what if it reaches 0% and you repair it? will it down level?

Yes, it will reset to level 0 if you make the maul break (which is stupid tbh). Gotta need a bundle wrap to stop the durability drain for now.

27 minutes ago, Anis5240 said:

Yes, it will reset to level 0 if you make the maul break (which is stupid tbh). Gotta need a bundle wrap to stop the durability drain for now.

what you mean it loses durability over time? even if not used?

2 minutes ago, Anis5240 said:

yes, because it's "battle hungry".

so klei dont want me to play with the new toys? like at that point may aswell keep using the reaper as a weapon, at least that dont break when i dont use it

My main issue with the update is that it just feels random, and incomplete. Now I like a lot of the things in this update and I would say that I like this update so far but everything in it feels so random and directionless. Klei has releasing been releasing random, kinda buggy, directionless updates recently and I kinda get it but I kinda don't. I get that they wanted to add some QOL updates this year to re-freshen the game, and I get that some of the changes would be random, but could you at least focus on one part of the game at a time? This update is supposed to be a cave QOL update, so why is there a rabbit king that only appears on the surface? Most of the changes aren't event QOL, a giant worm coming to destroy you and your base doesn't seem like a "Quality of life change". People do need to realize that this is just a beta and I do think that some people are overacting a bit.

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