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Klei needs to stop trying to turn Don’t Starve into Terraria


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yea...one of the reasons i despise terraria was the enemy spamming it dit....and random bosse so many times...while the game looks more like happy go building instead of....what ever bloody gore it is litteraly

30 minutes ago, Evelo said:

so having DS shift toward combat and boss fighting is kind of sad to me.

I do want to note they aren't completely ignoring the survival part. Once rifts are activated, a few new dangers appear that needs to be solved in order to thrive again. Surface has brightshade infestation and lunar hail while caves gets acid rain and boulder cave-ins.
I like that you can prepare for these before rifts to make them easier to deal with, although requiring a time investment. Nightmere werepig alone lets you get dreadstone pillars for boulder cave-ins and waxing plants to prevent brightshades, a giant tree also fully protects an area from lunar hail so planting one at your base or near it can be helpful.

I really hope things like these get expanded on more. Imagine if each seasons get 1 a new danger added to them that you'd need to adapt to. I already like the bright-eyed frogs making frog rain even more of a menace.

At least most bosses they add are optional, can be ignored if you want to focus on the survival part. I like the freedom of being able to do most in any order I want and that your character choice can change which boss you prioiritize first.

It is okay not to like the current arc that's going on. But this is something that has been wanted for a while, endgame content is something that has been in the talks for quite a few years since the general progression comes to a halt eventually. But this is what's happening and klei won't be changing their course they've layed out for us and for them. So if the arc and updates do not interest you in the slightest, take a break. play something else for a while until you feel the need to come back to it. Not every update is going to satisfy everyone and the current path we're going through will not be changing either. Klei knows and listen to these kinds of criticism, and who knows maybe they'll begin doing a new update chain to give us more base-game additions later on. But it isn't something to rush to.

On a personal note i think rift updates are slowly coming together. I think everybody was a little iffy on them at the very beginning (So were we with RoT) due to the lack of content and flawed mechanics that was added. But it's shaping up nicely, at least personally.

but even then they do still create things to the main game. Even if these additions are smaller.

7 hours ago, cameron8800 said:

Nearly every other developer praises their players for finding unique solutions that they never considered.

uh, no.

if anything exploits and bugs get patched much faster in other franchies, and devs sometimes hand out deliberate punishments to the offenders.

you are living in another dimension, just like those people they call "megabasers".

17 minutes ago, Well-met said:

if anything exploits and bugs get patched much faster in other franchies, and devs sometimes hand out deliberate punishments to the offenders

you're talking about competitive games, DST'sn't a competitive game

2 hours ago, DegenerateFurry said:

That's not what I said at all. I'm just saying that some bugs are so accepted that they even get implemented as features later on. It's to prove that bugs can be beneficial to a game, which means they aren't inherently bad, which means that patching them is not always the right move. Some should just be left in because they're not hurting anyone, and the Lure Plant cheese wasn't hurting anyone and should've been left in.

No void walking and lure plant were op for what they cost if klei went to nerf or remove it they have the right to do so because it's op for what they cost and they are outshining othere methods and items if those exploits are balance and fun then klei should just add them legitimately to the game instead of it being just a broken bug 

If u really find trapping the AFW fun the ask the klei to add an item that work like the old lure plant but now it's actually balanced 

2 hours ago, Evelo said:

Don't Starve focuses on survival and pitting the player against the forces of nature.

so having DS shift toward combat and boss fighting is kind of sad to me.

i assume this is supposed to be how the rifts are more combat oriented, or given more focus. but i think this is a bad say to look at it since combat was always just part of survival, now players are rewarded for going through to rifts and battling harder monsters that light and dark are growing from the mistakes the survivors made: trusting the shadow hand and wagstaff.

 

now its has become surviving the harsher 'weather' conditions warped by the 2 sides of both caves and surface. and the 'forces of nature' being more enemies that spawn (and have been added to both pre rift and post rift) along with how things interact with the changes to the world.

combat being given MORE thought takes away nothing from the OTHER things they add to the game. i feel pre rift stuff is just being warped and changed into harder iterations of themselves (rain turned into both glass hail, and acid rain, cave ins having large boulders that destroy things you have built, bats turning more violent and powerful [and hunt for nitre lol]), and bosses are also parallels of pre rift (deerclops, bearger getting mutated [also varg for some reason], ink blights are shadow pieces with newer more lethal attacks, but in the caves)

i have a hypothesis of why ds feels different for some: i suspect that before, when players didnt know much about ds, there was an air of mystery and scariness to survival, but now that people know how to do that, they want the same thing to it which would be very hard for someone in the know to not find info immediately when betas drop.

I do miss the gritty, eerie survival scenarios of Don't Starve. I think that's part of the reason I go back to the original sometimes, having to scavenge around and prepare for the harsh seasons, wondering if I'll even survive was quite magical.

The only thing I look forward to in future updates honestly is the Skill Trees, at least then we get to explore new ways to experiment and survive (mostly talking about stuff like Woodie's Wood Helms, not so much the RPG stat buffs like "+10 planar")

also... I miss insanity! I wish it had more effects, both gameplay and visual! I loved the concept behind it so much. aaaaaaa

 

 

 

 

11 hours ago, Gashzer said:

Developers don't praise people exploiting badly wrote code in their games. They patch them.

Don't use the word cheese, call them what they are, bugs. You are using unintended bugs to kill bosses. Cheese is making 40 bunnymen to kill bee queen, this isn't a bug, it's just massive overprep of a intended mechanic to steamroll a boss.

Which is completely different to exploiting a bug like for example the old lureplant exploit to block AFW. This was a bug and got patched.

Klei arnt removing cheese at all, they are fixing their game which should be praised not ridiculed.

Honestly klei hasn't done enough to boost the late game survival experience just yet. Rift content just isn't scratching that itch. We need a new area to unlock after both rifts are opened, we need more exploration.

DST shouldn't be about megabasing and if it is about megabasing. Why havnt we got a legitimate creative mode yet klei? 

If megabasing should not be a part of DST, you'd better to tell Klei to remove the "Endless" world pre-setting to prove your opinion is right.


If some one think megabasing should not be an available choice for players, then that is what this thread said "to forcing players to play the one way they decided was the “right” way".

 

What reason do you think that why we pay many $ to buy DST merchandise for just a skin? That is because we need more possibility for base building. And for a day 1000+ world save, it always been megabasing for our endgame.

If you always build a small base (or even never build a base) and play a world which always end at first winter, please stop judging megabasing.

I agree with that DST is more and more combat focusing after rifts update, and rift items seems completely different compare with original DST item ( I mean, the art style.)

But I don't agree DST should not fix bugs. Lureplants should be fix. Bug is bug, not cheese or "playstyle".

5 hours ago, IAmAFurrz said:

but i think this is a bad say to look at it since combat was always just part of survival,

Yeah that's understandable for things that actively hunt you. Not things that are passive. The seasonal bosses are really good because they distrupt the general flow and require the player to deal with it or suffer. All of the bosses since then are all ignorable and entirely optional. Additionally, since the shift seems to be moving more towards combat, can we please get a combat redo. Holding F is not engaging.

10 hours ago, dst_lover said:

 And you went the lure plant mechanic of blocking creatures to be a real item ? 

Obstacle block is real physic. Stuff like sack block klaus, obstacle block enemies should exist. Use enemies's terrain to our own advantage should be a good thing to learn and use in game.

1 hour ago, Evelo said:

Yeah that's understandable for things that actively hunt you. Not things that are passive. The seasonal bosses are really good because they distrupt the general flow and require the player to deal with it or suffer. All of the bosses since then are all ignorable and entirely optional.

i suspect more will be added into lunar rift boss lineup, since seasonal mutations are the only ones added since it was introduced. 

shadow rift ink blights, you have to seek em out just like the shadow pieces really. but to have gotten to that point you already know HOW to find them, and how to engage the fights. yes i do agree shadow rift should have bosses already in the game affected, or a boss that comes to you like the giant depths worm, maybe it could use that rift mutation. 

1 hour ago, Evelo said:

 Additionally, since the shift seems to be moving more towards combat, can we please get a combat redo. Holding F is not engaging.

imo kleis newest bosses have been very much geared towards punishing tanking bosses (rebound attacks, monstrous attacks with stunlock ability and high damage per hit if not dodged. knockback which can be negated with special armor but overall deadly, planar damage is a whole new system of damage that REALLY punshes early rift without dodging with lethal damage that 2-3 hits you without planar protection, unique dodging like walk behinds, stutter steps to trigger bosses' attacks so they are vulnerable). compared to the shitty raid bosses they made to purely be a 'you cant do this alone' thing from older days, their making bosses lethal and decently engaging (and god, i hope they never ever have mob spam boss design ever again)

16 hours ago, arubaro said:

Also, certain players seems to hate using more than 1 item during fights for some reason

It's because inventory management in DST is a pain. Equipment tends to jump around slots when you swap it.

Compare to any number of other games that let you assign a slot to an item type, and that slot will consistently be that item.

Zelda games are usually pretty good about this, but the new one has only one slot for its "echoes" (summons) and sends you to a list to find the one you're looking for each time you need to swap. It's a pain, though at least the game pauses. (TotK also suffered from this to an extent, but melee, bows, and shields were completely separate categories with different buttons. Just had to worry about what you're putting on your arrows.)

1 hour ago, Bumber64 said:

It's because inventory management in DST is a pain. Equipment tends to jump around slots when you swap it.

I wonr say that dst inventory works in a confortable and intuitive way but what you describe only happens when items arent organized by in which slot they are used

4 hours ago, Evelo said:

Yeah that's understandable for things that actively hunt you. Not things that are passive. The seasonal bosses are really good because they distrupt the general flow and require the player to deal with it or suffer. All of the bosses since then are all ignorable and entirely optional

why do you want every one to get forced into fighting all bosses? you can just kill a boss before day X and regen the world after not doing it before that if you don't like them being optional that much instead of asking the devs to make a lot of newbies quit because fuelweaver spawned inside their base

4 hours ago, Evelo said:

Additionally, since the shift seems to be moving more towards combat, can we please get a combat redo. Holding F is not engaging

we already sort of did, they added 5 bosses that required you to deal with things that were much more complex in comparison to just circling around or going away and hardly let you kill the boss if you were ignoring them, but people didn't like them so we're back to simply walking for countering the boss except to the side instead of away now

10 hours ago, dst_lover said:

No void walking and lure plant were op for what they cost

balance doesn't need to exist in a game that'sn't competitive, lure plant was still more expensive in comparison to just doing minimal gear fight with 1 foot ball helm and shadow pieces loot when playing as wolfgang and void walking was fine because there was no other fun way for getting into atrium since teleporting into it required getting lucky with lazy explorer and atrium spawning close enough to another part of caves for you to do that

20 minutes ago, grm9 said:

balance doesn't need to exist in a game that'sn't competitive

That is so untrue. It depends on what the developers want the players to feel. If the devs want the players to feel in their game. (pulling a mike here) Look at Helldivers 2. The game on launch was beloved by the playerbase because the game was balanced around the players being incredibly strong against everything. The developers did not intend for this to happen and changed the balance according to what they wanted the players to feel while playing. Granted that wasn't a smart decision because it was the opposite of what players wanted, but my point is: Devs desire the feeling of a game they make. They balance things to best achieve that feel. Or in certain circumstances prevent behavior that is not aligned with their desires.

 

25 minutes ago, grm9 said:

why do you want every one to get forced into fighting all bosses? you can just kill a boss before day X and regen the world after not doing it before that if you don't like them being optional that much instead of asking the devs to make a lot of newbies quit because fuelweaver spawned inside their base

That is not what I said at all. I said "All of the bosses since [Reign of Giants, sans Antlion] are all ignorable and entirely optional." Not every boss should be a forced fight. But the fact we only have the 4 seasonal ones is really dissapointing for a survival game. The addition of Varglet and the Giant Glow Worm are amazing additions to this since it makes later game survival more dangerous rather than just stagnant. Let the world evolve, and if the player cannot keep pace then they will die. That is fun, that's what Don't Starve is in my opinion.

11 hours ago, dst_lover said:

No void walking and lure plant were op for what they cost if klei went to nerf or remove it they have the right to do so because it's op for what they cost and they are outshining othere methods and items if those exploits are balance and fun then klei should just add them legitimately to the game instead of it being just a broken bug 

If u really find trapping the AFW fun the ask the klei to add an item that work like the old lure plant but now it's actually balanced 

I run out of breath reading your comments please use punctuation or another lazier way to seperate your sentences this makes them much less comprehensible and therefore more people will glide through it making your comment less valuable.

7 hours ago, Steorra said:

If megabasing should not be a part of DST, you'd better to tell Klei to remove the "Endless" world pre-setting to prove your opinion is right.


If some one think megabasing should not be an available choice for players, then that is what this thread said "to forcing players to play the one way they decided was the “right” way".

 

What reason do you think that why we pay many $ to buy DST merchandise for just a skin? That is because we need more possibility for base building. And for a day 1000+ world save, it always been megabasing for our endgame.

If you always build a small base (or even never build a base) and play a world which always end at first winter, please stop judging megabasing.

I agree with that DST is more and more combat focusing after rifts update, and rift items seems completely different compare with original DST item ( I mean, the art style.)

But I don't agree DST should not fix bugs. Lureplants should be fix. Bug is bug, not cheese or "playstyle".

Megabasing is fine, it's a natural part of the endgame for people who don't want to restart the world again. Never found the appeal of it myself, I play DST for the exploration/survival gameplay not creating nice bases.

I think megabasing shouldn't be a primary focus for the updates.

Altho Dst is one of the few open world survival games that doesn't have a creative mode which is crazy since there are so many people who megabase. You can't call DST an open world sandbox game because it lacks this creative mode which gives u full creative control that defines sandbox games.

Klei should release one for the megabasers even tho I won't personally use it.

2 hours ago, grm9 said:

 

balance doesn't need to exist in a game that'sn't competitive, lure plant was still more expensive in comparison to just doing minimal gear fight with 1 foot ball helm and shadow pieces loot when playing as wolfgang and void walking was fine because there was no other fun way for getting into atrium since teleporting into it required getting lucky with lazy explorer and atrium spawning close enough to another part of caves for you to do that

No balance is imported if the spear deals 50 damage and the glass cutter deals 50 damage too but it have less durability and more explosive nobody will use it then it will lose it’s value 

if u are saying that the mechanics of lure plant are balanced and not op then ask Keli for adding an item that have the same mechanics as lure plant? oh you will then discover that the item will be very good and should be locked post rift because if it’s not post rift it will outshine the weather pain and the bright shade in the fight vs the AFW if there is an item that is can make most bosses in the game can’t even attack or move then this item will be op 

and most people can’t even beat the AFW with weather pain saying something that some methods are batter then the lure plant method just because some people can beat the AFW with a ham bat and a football helmet doesn’t make sense because then you can say if Keli add an armour that literally give you 100% protection and infinite durability and no drawbacks but it’s expensive and there is pros in the game doesn’t use this item because they doesn’t need it that doesn’t mean that the item isn’t op because most of players will use this armour and stop using any armour other then the strongest armour so this armour should be removed some methods need less materials but need high skill to do it and some needs more materials but it’s ez to do it and doesn’t need that of a skill like gunpowder or building merms or pigs or bunny man’s for a boss when  you are talking to lure plants you don’t compare it to methods that need high skill you compare it with expensive methods that doesn’t need skill and there is exploits like the toadstool exploit and it’s even batter then methods that need high skill but less experience 

if u are saying that the void walk should not be removed because it’s fun then ask Klei to add an real item that give the same affect as void walking and if the void walking will be in the game it will be just batter then any other method to go to AFW the thing is void walking give you a lot of advantage and it’s op 

and here is the thing why do you think Klei removed the void walk and when bridges was add to the game Klei intentionally removed it’s ability to place it into the maze and the Atrium ? Because Klei wanted you to go to the atrium and explore it and interact with it and they have the right to do so , And why do you think Klei didn’t add something like a button to skip any boss  ? Or add a creative mode ?because they went you to experience the game the way the deign it to be an Uncompromising Survival & World Exploration No instructions. No help. No hand holding

1 hour ago, Evelo said:

That is so untrue. It depends on what the developers want the players to feel. If the devs want the players to feel in their game. (pulling a mike here) Look at Helldivers 2. The game on launch was beloved by the playerbase because the game was balanced around the players being incredibly strong against everything. The developers did not intend for this to happen and changed the balance according to what they wanted the players to feel while playing. Granted that wasn't a smart decision because it was the opposite of what players wanted, but my point is: Devs desire the feeling of a game they make. They balance things to best achieve that feel. Or in certain circumstances prevent behavior that is not aligned with their desires

that's not what i meant, most people seem to think that balance means all things being roughly almost equally as good with some arbitrary criteria that might be irrelevant for a lot of other people e.g. people say that lure plants're broken op but i think that they're shitty because they require waiting for spring, they also say that meat balls're broken op but i think that they're a waste of time because there're much more efficient ways for getting food and most of the time you can not starve through simply eating stuff that you got as a by product from killing stuff either raw or cooked on e.g. a camp fire or a star, people say that wigfrid's broken op but you get enough healing for a life time from killing BQ once etc.

1 hour ago, Evelo said:

That is not what I said at all. I said "All of the bosses since [Reign of Giants, sans Antlion] are all ignorable and entirely optional." Not every boss should be a forced fight. But the fact we only have the 4 seasonal ones is really dissapointing for a survival game. The addition of Varglet and the Giant Glow Worm are amazing additions to this since it makes later game survival more dangerous rather than just stagnant. Let the world evolve, and if the player cannot keep pace then they will die. That is fun, that's what Don't Starve is in my opinion

mega basers probably don't want more annoyances that they need to deal with and i still don't see what's the issue with just forcing yourself to fight them before day X or regen the world after not doing that

11 minutes ago, dst_lover said:

No balance is imported if the spear deals 50 damage and the glass cutter deals 50 damage too but it have less durability and more explosive nobody will use it then it will lose it’s value 

people could stop using spear because of realising that it's too good and invalidates a lot of stuff

12 minutes ago, dst_lover said:

if u are saying that the mechanics of lure plant are balanced and not op then ask Keli for adding an item that have the same mechanics as lure plant? oh you will then discover that the item will be very good and should be locked post rift because if it’s not post rift it will outshine the weather pain and the bright shade in the fight vs the AFW if there is an item that is can make most bosses in the game can’t even attack or move then this item will be op 

it sucked before they fixed it because it required waiting for spring, most people also did the fight with out cheese either way because they wanted to get fun out of fighting, it was only useful for people that didn't like doing the fight

14 minutes ago, dst_lover said:

if u are saying that the void walk should not be removed because it’s fun then ask Klei to add an real item that give the same affect as void walking and if the void walking will be in the game it will be just batter then any other method to go to AFW the thing is void walking give you a lot of advantage and it’s op 

what advantage? getting lucky with atrium tentacle pillar or atrium getting connected to some other place that you can get to was still faster in comparison to using it and we got atrium tentacle pillar set piece now either way

23 minutes ago, dst_lover said:

and here is the thing why do you think Klei removed the void walk and when bridges was add to the game Klei intentionally removed it’s ability to place it into the maze and the Atrium ? Because Klei wanted you to go to the atrium and explore it and interact with it and they have the right to do so , And why do you think Klei didn’t add something like a button to skip any boss  ? Or add a creative mode ?because they went you to experience the game the way the deign it to be an Uncompromising Survival & World Exploration No instructions. No help. No hand holding

you hardly need a brain for just running through atrium with a lantern, bone helm and a beefalo so they just made a bridge almost worthless and most likely disappointed many mega basers

the rest of the message didn't get posted for some reason, ig because there's a filter for word shіtty

26 minutes ago, grm9 said:

you hardly need a brain for just running through atrium with a lantern, bone helm and a beefalo so they just made a bridge almost worthless and most likely disappointed many mega basers

the rest of the message didn't get posted for some reason, ig because there's a filter for word shіtty

You are saying that you just need a beefalo and a bone helm and lantern like if they are free and yes you can do that and so ? the point is in void walking can skip the time you need to go kill the tentacle and you don’t need to have all of that and if somebody will go to the AFW he will need to have a beefalo and bone helm and if this is the first AFW so now you need to bring food that lowers your sanity and food that increases your sanity or you have to to bring a nightmare amulet with you , and yes I know that if you have beefalo with the Glossamer Saddle you don’t need bone helm or a nightmare amulet or food but that just show how mush can something like the void walk can save you an term of loot and time 

I don’t know what you mean but ok 

20 hours ago, arubaro said:

Also, certain players seems to hate using more than 1 item during fights for some reason

Not true, certain players seems to hate spending more than 1 item during fights for some reason.

Switching between weapon and walking cane during fights is a basic technique and isn't annoying.
Spending what ones of the most valuable resources in the game 5% of Walrus Tusk and 5%x2 of Orange Gems for once bone cage? HELL NO. (Also spending green gem is HELL NO.)

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