Jump to content

[Poll] On Permadeath and Regenerate World


BONG!!!!!!  

50 members have voted

  1. 1. Do you practice permadeath in your gameplay?

  2. 2. Do you use the Regenerate World option after a complete loss?

  3. 3. Do you think permadeath is part of DST's intended default experience?

  4. 4. Do you think Regenerating World after a complete loss is part of DST's intended experience?


This poll is closed to new votes

  • Please sign in or register to vote in this poll.
  • Poll closed on 04/05/25 at 04:00 PM

Recommended Posts

I actually recommend complete beginners to try out normal Don't Starve if they are to play solo, because in that game it is encouraged to die over and over again to unlock new chars and it normalizes permadeath.

Most new players play DST die, revive at a touch stone, winter comes, they lose a lot of tempo, and they die slowly and agonizingly, and they leave the game.

dst gives you the tools to not suffer permadeath and even has several specific ways to just stay alive forever with enough set-up. in ds death is inevitable, in dst you actually have to electively choose death for it to stick. the feeling is very different

For me without permanent death the game loses meaning. I abhor the interpretation that, by lore, it is canonical that characters continually die and resurrect. For me this is not the case, no matter what the developers decide or suggest.

1 hour ago, Cheggf said:

47% voted that they practice permadeath but 57% voted that they regenerate after losing. Did they misread it as rollback, or did you mislabel rollback as regenerate?

Regenerate is the correct term.

Furthermore, I have a previous poll on rollbacks here:

of which i'll contrast results with eventually.

Hello

If it's my long running world I will just use rollback to fix my mistake. It would be a shame to lose a save with so many hours invested in it.

If it is a fresh start and I make miastake with no way to ressurect, than I regenerate my world and try again.

Take care :D

Don’t Starve was a game where you could get a ton of stuff accomplished in a short period of time, and dying during this time was no where near as impactful as dying in DST is.

I think I use to die roughly every 15 or so game days in the original DS.. and dying as you learned and having to start over in a Brand NEW randomly generated world was just part of the game and I loved it.

DST however… isn’t like that, There are long (and my opinion boring) RPG style quests that take FOREVER AND A DECADE to Complete, the entire game is structured in a way that Klei encourages you to dedicate to one world for an extremely long-term commitment.

Dying in DST is less punishing then DS by design, and losing a DST world (where you’ve progressed far enough to unlock the Moonstorms, wild rifts etc…) is more impactful: but that’s also probably why DST has so many ways of revival that Dying at all isn’t that big of a deal anymore.

With that said: Lately I’ve just been toggling my game worlds to Wilderness settings, it allows me to juggle unlocking skill tree perks for Walter/Wendy/Wortox at roughly the same time without feeling “locked in” to a character choice, or having to reserve 3 of my limited 5 save slots to each.

 

Depends. If it was one dumb mistake out of recklessness, I usually blame it on me playing when I'm not in the headspace for a cautious game, roll back, and log off for the night. If it was a whole situation I got myself into and my life-giving amulet isn't enough to bail me out, I suck it up and accept the death. Examples: I rolled back once when I was crossing the swamp at night and got slapped to death by tentacles. I did not roll back when I starved to death on Moon Quay as Wonkey.

I don't think like they intended on having permadeath in DST. In DS the only ways to get revived are life giving amulet, meat effigy and touchstone and all of those require previous interaction (crafting, or activating) to be used. Aditionaly the life giving amulet has to be worn to work. Contrary to that DST gives you options to revive without doing anything previously.

 

Another thing is what happens after death. In DS you unlock new characters (or go back to your world in Adventure Mode). It gives a feeling that death is a part of the experience and you're supposed to die at some point. On the other hand DST doesn't "reward" you for death, you only get your world reset or remain a ghost on a server.

 

Myself, I usually played with permadeath in DS, but in DST I don't play with it. Death just doesn't feel the same in together.

11 hours ago, gaymime said:

dst gives you the tools to not suffer permadeath and even has several specific ways to just stay alive forever with enough set-up. in ds death is inevitable, in dst you actually have to electively choose death for it to stick. the feeling is very different

Yeah, the game kinda became like Minecraft or terraria sandnox.

My megabase worlds have a no rollback rule. I would make exceptions for technical issues like bugs or hardware breaking down or something but that was never necessary. 
That way the game is more fun for me. There's always something that doesn't quite go as planned and dealing with the consequences makes things exciting and memorable for me. 

I also play short solo worlds usually when I'm interested in this or that character. I will roll back 20 times to practise a bossfight and even use the console when I'm standing at the Gateway and forgot the Ancient Key all the way on the other end of the caves.

The poll's questions are unclear to me. What is a complete loss? In survival the world regenerates automatically if all players turn into ghosts so I assume you mean forcing a regen when the game would normally not do it? Or why specifically ask for the usage?

Or are you actually interested in polling about hardcore players? Because some people make the additional rule of not using any of the many means to revive onself like touch stones or meat effigies.

43 minutes ago, Prinha said:

additional rule of not using any of the many means to revive onself like touch stones or meat effigies.

We should have a way to disable them in the world Gen settings prior to generating a game world. Some people can’t play by made up rules.. and it’s nice to have no choice.

kinda like how if you select “hardcore” in games certain options become “locked in” and you can’t change those settings? Yeah that…

1 hour ago, Prinha said:

The poll's questions are unclear to me. What is a complete loss? In survival the world regenerates automatically if all players turn into ghosts so I assume you mean forcing a regen when the game would normally not do it? Or why specifically ask for the usage?

Or are you actually interested in polling about hardcore players? Because some people make the additional rule of not using any of the many means to revive onself like touch stones or meat effigies.

Thanks for clarifying i should have defined what a complete loss was as well. A complete loss to me is when you die and have no revive items or touch stones left to continue with the default regeneration timer (I've seen someone set the timer to zero seconds which is an interesting way to play).

While I am interested in polling hardcore players, right now i want to look at the two polled mechanics first given permadeath used to be a mandatory consequence of your actions in solo DS, and regenerate world ties into replicating that experience

2 hours ago, Jakepeng99 said:

Yeah, the game kinda became like Minecraft or terraria sandnox.

well i have never played minecraft but i would disagree on tererria, that game always made me feel like i needed to rush+bludgeon and if i died it was because i didnt do the rushing and/or bludgeoning good enough and should return as fast as possible to do it again. even with the more cavalier approach of dst over ds i am still expected to change my strategy if i dont manage it the first time; the cost for an oopsie can still be fairly steep in dst whereas in terraria it only costs patience and a smidgeon of time depending on your playstyle

1 hour ago, GetNerfedOn said:

Thanks for clarifying i should have defined what a complete loss was as well. A complete loss to me is when you die and have no revive items or touch stones left to continue with the default regeneration timer (I've seen someone set the timer to zero seconds which is an interesting way to play).

While I am interested in polling hardcore players, right now i want to look at the two polled mechanics first given permadeath used to be a mandatory consequence of your actions in solo DS, and regenerate world ties into replicating that experience

You can just enable the setting that instantly deletes your worlds now. I doubt many people use this setting though because it still feels “unfair” fighting mobs with higher health points and designed to be fought with a group. If I could also enable “solo” mode which scaled the games difficulty to be adjusted to a single player (aka lower health bosses, or restricting the amount of mobs that a Varglet, etc can spawn) this would be the only way I played DST, as DS makes you VERY Familiar with it.

2 hours ago, Evelo said:

44% practice permadeath? Really? 44% of yall don't use any revival tools? I find that hard to believe. I do because that's the intention of Don't Starve, idk about DST but Don't starve, yes. 44% sounds unreal.

It's likely that people read "permadeath" as "when the server starts to count down, I let it or click on it unless I have means to comfortably revive myself in a timely manner." As opposed to "when the server starts to count down I roll back." The op didn't specify what they meant by permadeath which lead to confusion with hardcore playstyles.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...