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Do you like the fact that klei is patching all the glitches/cheeses?


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147 members have voted

  1. 1. Do you like the fact that klei is patching all the glitches/cheeses

    • Yes
      82
    • No
      28
    • Indifferent
      37


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Seems like klei is going the direction of patching everything they deem to be "cheesy". In recent updates they have patched a good amount of stuff such as Lureplant cheese, monkey cannon farms, purple gem dupe glitch, void walk, and they have attempted to patch shadow pieces gunpowder cheese but it is still replicable by building all the shadow pieces on land.

Thoughts?

My thoughts are for you guys to please keep describing in detail and posting videos of the things you feel are too cheesy.

Im lactose intolerant so remove all cheese please! :love_heart: (No joke I really am & it sucks.)

Mixed. On one hand, fewer bugs make the game more refined and respectable, which is really good. On the other hand, it is a shame to see something patched without addressing the reason people were going out of their way to cheese and avoid it. For example, Ancient Guardian was terrible, most people would sit behind the pillars and toggle lag comp. Now, I rarely see anyone cheese AG because the fight was reworked to be fun, which solved the issue everyone had, AG was not fun to fight. Currently, the atrium sucks, and people would void walk to ignore it. I've played with friends for most of my time, and the absolute longest part of a fw fight is getting everyone present at the arena. There have been several  2-minute fights that took 2 days of waiting for people to get ready. Klei is close with the bridges, but so many good paths through the atrium are blocked by structures.

I don't think Klei is patching everything that is cheesy. I think these exploits are things only forum users and googlers find out so the priority to fix them is low. When an update is affected by the exploit, it gets patched.

For the most part? Absolutely.

As long as Klei sticks to what they're doing with void walking, I'm 100% game.
Replacing things with alternatives that either improve upon, remove the need for, or just give everyone their own way to interact with whatever it may be is awesome.
Bridges are absolutely awesome! I'm in love with them, they're super fun, I like their mechanics, and it lets people gain most of the benefits from void walking without the weird feeling of exploiting awkward mechanics.

Eh.

More than anything I'm annoyed at the mentality that a bug/cheese is always bad no matter what. Not all bugs are bad, some are even actively good for games.

I am annoyed at the fact that I cannot share bugs and strategies that I feel make DST a better game because there is a strong sentiment (on this forum at least) for those to immediately be removed once they are found.

I don't like them taking choices away from players. That's a bad thing. It's like Radicaljoe said earlier in the thread: it'd be fine if they were fixing these and simultaneously addressing the reason people were using "cheeses" in the first place (like with AG's rework), but as-is, we still don't have a better way to get to the atrium than playing tentapillar whack-a-mole until we luck into finding the right one. 

10 hours ago, -Variant said:

For the most part? Absolutely.

As long as Klei sticks to what they're doing with void walking, I'm 100% game.
Replacing things with alternatives that either improve upon, remove the need for, or just give everyone their own way to interact with whatever it may be is awesome.
Bridges are absolutely awesome! I'm in love with them, they're super fun, I like their mechanics, and it lets people gain most of the benefits from void walking without the weird feeling of exploiting awkward mechanics.

Sadly not all their "fixes" introduce viable alternatives. The main reason people void walked was because Atrium entrance was too tedious and time consuming to find. Introducing bridges didn't solve this problem due to the limit of their max length. If a bridge can be built to Atrium it's likely can be lazy explorerable as well which is pretty rare. Their attempt to fix the shadow pieces cheese did not address the reason why people use this method - to repeatedly fight FW which for some reason consumes shadow atrium instead of dropping it on death like all other reanimated skeletons do. Or like CC drops most of the essential components to repeat the fight with him. 

Neither getting to the Atrium issue nor repeating FW fights for cheaper were addressed, but the methods were patched. Let's hope for remaining beta time, maybe they will do something with those issues. 

3 hours ago, Frosty_Mentos said:

thought out

Well...glass cutter become useless in the same moment we get access to the recipe outside of the moon island, BS not fighting back when damaged by gloomerangs, skill trees like Wolfgang’s, moonstorms feeling incomplete and they suddenly changing mutations to possesions, BS helmet making no sense, bridges instead of tunnels that goes against the lore and why the caves have the shape they have, many content  that "will have future additions and changes" that takes months and stuff like that, doesnt tell me that they though really well the direction of what they wanna do but more like a general idea that they improvise on each update.

ANR felt more cohesive and better though, now is like they need brain storms to achieve a "whatever" idea to have an excuse for the next update, even if the content will only be used for few minutes before they make it obsolete or boring in the next update

Depends on the cheese, there are cheeses that feel cheap like ovens and there are cheeses that remove tedium from the game like void walking. 

It's important for developers to ask why certain cheeses are used and if they could add more enjoyment to the game if properly re-introduced into the game officially.

Bridges are a good alternative but I'm still hopeful for them to expand on more options and versatility. As it stands they're a rigid addition to the game. 

Absolutely. When exploits become the most common way of dealing with challenges and the developers don't patch them out, the game loses its integrity.

Imagine if we could still just drown all of the surface bosses by teleporting them to a sinking boat

3 minutes ago, Szczuku said:

Absolutely. When exploits become the most common way of dealing with challenges and the developers don't patch them out, the game loses its integrity

what does game's integrity even mean

8 hours ago, Frosty_Mentos said:

I like that DST is turning from that one goofy indie title to a more polished and thought out game

removing strats that you'd only get to know about if you'd look for them doesn't make a game

8 hours ago, Frosty_Mentos said:

more polished and thought out

7 minutes ago, grm9 said:

what does game's integrity even mean

removing strats that you'd only get to know about if you'd look for them doesn't make a game

Yeah but can you really call using something you know darn well breaks the game as being a “strat”?

Like I said there’s a fine line between getting Klaus to be too stupid to step over his loot stash, and then just using the games actual weapons to Panflute him to sleep and blow him up with 15,000 slurtle slime (weaker gunpowder)

It really only makes me mad when Klei removes VALID Strategies (Aka using the games weapons, hired worker help etc) all the stuff you KNOW is broken, should be fixed..

Like Void Walking, or getting Klaus stuck on his loot stash.

2 hours ago, Szczuku said:

Absolutely. When exploits become the most common way of dealing with challenges and the developers don't patch them out, the game loses its integrity.

Imagine if we could still just drown all of the surface bosses by teleporting them to a sinking boat

Wasnt that a thing when sea was added and for that we cant make telelocator focus on beats despite them adding proper sinking mechanics to bosses some time ago?

Well I only don't like it because then it means my videos get out of date and boring.
I miss being able to kill glommer and spawn 100 Krampus.

or quickly detonate gunpoweder with moles and traps.
I just recently found out they updated deerclops trample hitbox that used to only work on trees. But now it works on everything.
Most annoying is just when they make silent patches for certain things.
Like when they suddenly made abby stop hitting creatures while they were underground.

I feel the way they approach things is too Black and white.
I would like some compromise

Lureplant and knight shadow piece aren't bugs, sandbox games thrive on freedom of what a player can do and everyone has a different playstyle. It really sucks that klei has taken this direction.

Something that doesn't have any effect on players that don't want to use said cheese really shouldn't be patched but If klei wants to make the game worse for everyone that uses these methods it is their right but don't expect us to just take it and not use mods or play the same amount of hours on servers without mods that return these methods.

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