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An Incentive for Complexity


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I'm the type of player who opens a game statistics website to choose the least picked character, not because it’s a bad character, but because it has a mechanic that is underappreciated by the rest of the player base. Additionally, I love spending hours studying the game’s wiki to understand its mechanics. If I had to explain why, I’d say it’s because I find it rewarding to be useful to others by learning complex mechanics to optimize my strategies.

With that in mind, I have to admit how fascinating the systems in Don't Starve Together are, and I imagine it's not just me who feels this way. Examples of these systems include farming, cooking, and, in a certain way, fishing.

However, I must admit that although these systems are rewarding to learn, they are still not favorable for the widespread use of the resources available in each of them. Examples of this can be seen when we ask ourselves: is it worth growing pomegranate, durian, or pepper (without a Warly)? Are we encouraged to make different recipes from pierogi or meatballs? Do we have reasons to venture into the deep ocean to catch exotic fish?

What I see as a solution to this problem would be an update to the game’s recipes, offering advantages that go beyond basic stats (health, sanity, and hunger), providing more creative benefits for those who stray from standard strategies.

5 hours ago, Trevindo said:

I'm the type of player who opens a game statistics website to choose the least picked character, not because it’s a bad character, but because it has a mechanic that is underappreciated by the rest of the player base. Additionally, I love spending hours studying the game’s wiki to understand its mechanics. If I had to explain why, I’d say it’s because I find it rewarding to be useful to others by learning complex mechanics to optimize my strategies.

With that in mind, I have to admit how fascinating the systems in Don't Starve Together are, and I imagine it's not just me who feels this way. Examples of these systems include farming, cooking, and, in a certain way, fishing.

However, I must admit that although these systems are rewarding to learn, they are still not favorable for the widespread use of the resources available in each of them. Examples of this can be seen when we ask ourselves: is it worth growing pomegranate, durian, or pepper (without a Warly)? Are we encouraged to make different recipes from pierogi or meatballs? Do we have reasons to venture into the deep ocean to catch exotic fish?

What I see as a solution to this problem would be an update to the game’s recipes, offering advantages that go beyond basic stats (health, sanity, and hunger), providing more creative benefits for those who stray from standard strategies.

Yes. I just want everyone to enjoy the game and all it's aspects 

6 hours ago, Trevindo said:

I'm the type of player who opens a game statistics website to choose the least picked character, not because it’s a bad character, but because it has a mechanic that is underappreciated by the rest of the player base. Additionally, I love spending hours studying the game’s wiki to understand its mechanics. If I had to explain why, I’d say it’s because I find it rewarding to be useful to others by learning complex mechanics to optimize my strategies.

With that in mind, I have to admit how fascinating the systems in Don't Starve Together are, and I imagine it's not just me who feels this way. Examples of these systems include farming, cooking, and, in a certain way, fishing.

However, I must admit that although these systems are rewarding to learn, they are still not favorable for the widespread use of the resources available in each of them. Examples of this can be seen when we ask ourselves: is it worth growing pomegranate, durian, or pepper (without a Warly)? Are we encouraged to make different recipes from pierogi or meatballs? Do we have reasons to venture into the deep ocean to catch exotic fish?

What I see as a solution to this problem would be an update to the game’s recipes, offering advantages that go beyond basic stats (health, sanity, and hunger), providing more creative benefits for those who stray from standard strategies.

the problem is though, when klei tries to do something to promote non-fighting features there is a pile-up of people whinging about how bad, worthless, impractical and unwanted the feature is because it isn't character-reworks or boss-fighting :/ it has to be so demoralizing for the team

16 minutes ago, gaymime said:

the problem is though, when klei tries to do something to promote non-fighting features there is a pile-up of people whinging about how bad, worthless, impractical and unwanted the feature is because it isn't character-reworks or boss-fighting :/ it has to be so demoralizing for the team

Arent people complaining about too many boss related updates too?

2 minutes ago, Wormboi said:

Arent people complaining about too many boss related updates too?

indeed they are but that always feels less pointedly nasty towards the dev team, like there is a level of vitriol that, before the wendy thing, you only saw for non-combative features.

5 hours ago, gaymime said:

the problem is though, when klei tries to do something to promote non-fighting features there is a pile-up of people whinging about how bad, worthless, impractical and unwanted the feature is because it isn't character-reworks or boss-fighting :/ it has to be so demoralizing for the team

People have complained about almost every new thing they've introduced pretty equally the main complaint that seems to come up when it's content not related to characters or bosses tends to be when the new things added aren't exploitable enough or game changing enough for their standards or interrupt their desired gameplay loop that being said I feel like people got so attached to character refreshes because of how much easier it is to experience a impact in your gameplay loop compared to say the rifts or a new boss. I do however feel like all the content added on to characters kind of began to make early to mid game content feel less and less worth it as a consequence though.

6 hours ago, Mysterious box said:

the main complaint that seems to come up when it's content not related to characters or bosses tends to be when the new things added aren't exploitable enough or game changing enough... interrupt their desired gameplay loop

this little part is my feelings exactly. you articulated it in a way i haven't been able to but this is the vibe that runs through so much of these negative sentiments

4 hours ago, SipoFrost said:

I'd appreciate if they use pomegranate, durian, or pepper as ingredients for craftables, like astroggles and fashion melon. 

i would be super please if crop-only foods could be used in things people had an incentive to use though i personally lack the imagination to know what

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