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Some Rational and Angry Criticism/一些带着理智与愤怒的批评


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2 hours ago, DST enjoyer said:

1. You're being too greedy
    If you divide the price by hours then you've already made a good deal out of it. There are two types of greed, good one and bad one. Yours is good one like although you highly demand thing yet you offer explanations and solutions to get that certain thing. But in this case, fulfilling your demand wouldn't necessarily attract new players or increase product sales. At the very least, I disagree with your thought for reasons below

 

2. Dev as a whole has power in technical aspect since the owner may not have necessary skill in coding
    I can't really tell their contractual relationship between owner and dev but at least the owner transfers the responsibility for performing certain contractual duty to the dev. Basically, "Dev, we won't intervene with your job - As long as we are green then we are good. You can do whatever you think is optimal to reach the green". This delegation may result in dev ignoring our suggestions if they think the game development is already optimal especially when the green is already achieved so it's a power to recognized.

 

3. You admit being small group's voices
    Being minority as advanced gamer has its own downsides. One being hard to understood by both of the dev and the community as well as more difficult to see the bigger picture arising from one issue. It doesn't mean dev should actively ignore your suggestions but don't be surprised when they just do.

 


4. If you wanna have good house, get good material
    To make some statement like "dev baka, update no good, me mad" being true, you need to really collect relevant data. But lemme emphasis that you've got your conclusion truer with your given examples by saying "Once again, the dev fail to understand what players want - Here's why...". Although, despite the statement sounds true, I think it's still weak because nobody would truly understand what other people want to some degree without good communication. Even when the communication is good, we have another obstacle below.

 

5. Higher cost is inevitable
    Each working day within each month for one year and so on, the dev need to choose what to work by following their schedule. I think you may underestimate in how to fix a flawed design especially if you are a perfectionist in that sense like each individual is already busy enough with their work schedule, thus maybe they choose to work on something new for the future rather than fixing things especially when the issue is about game mechanics involving in the advanced gameplay - Again, only small portion of people benefited when it's done. It seems to me that dev keep moving forward instead of try to fix things past its time unless the community goes mad. I mean we should try to position ourselves as one team with the dev instead of opposing them for mutualistic symbiosis. So should Klei hire one more expert to handle this matter? Note they may have more games to managed unless the game is totally finished. If they really try to prioritize fixing or modifying things then future work schedule may get pushed to later date making the development longer. I am not trying to subjugate you with this since both update quality and time-based development plan are important.

 

6. Trying to understand your perspective
    First, I wouldn't use much outside data from different games since they consists of different dev, different people, different vision, different context etc. To be frank, I've no time to research but hopefully in the future when I've time to get relevant data. Next, until now I find that you've made 15 topics with video evidence and reasoning for good elaboration which then I must ask, How many the topics in total were responded by the dev? What interactions did you get with the dev? I only know the planting intervals which then you asked them to restore it back. Those topics are:

  • [June 9, 2024] limited use of winona's catapults
  • [June 15, 2024] powder monkey + cannon factory
  • [June 21, 2024] planting interval of gloomthorn and sproutrock
  • [June 21, 2024] suggestion for ocean debris loots
  • [June 21, 2024] suggestion about rose-colored glasses
  • [June 22, 2024] restoring the original planting intervals for shadow reaper usage
  • [June 24, 2024] some findings and bugs
  • [August 8, 2024] seeking advice from the experts related to modifying old save file
  • [September 14, 2024] unpredictable behavior of GDW
  • [September 16, 2024] a more refined design for GDW attacks
  • [September 24, 2024] further adjustments for GDW
  • [November 23, 2024] suggestion for soul jar
  • [December 7, 2024] suggestion for soul jar when wortox dies
  • [March 12, 2025] suggestion for special skin
  • [March 27, 2025] bat bat nerf; cannon and catapults; turf changes preventing players to plant trees; wendy's shadow ability

    I can tell each member of your group cooperates to execute ideas by building various factories for quite amount of in-game days. Furthermore, some updates may or already ruin the result of it especially the powder monkey interaction with cannons, limited usage of Winona's catapults, and GDW terror for base builders out there. It must be tiring to figure things out when building new factories with new rules - Such is life. I figure the dev may think that veterans would be able to deal with inconvenience arising from the new mechanics. I guess it is just that bad when certain playstyles like exploits, automation, and long-term base get reduced to ashes. I mean the dev spend resources to design other playstyles meticulously to then get thrown away by these unintended discovery or natural tendency by the community. Is there a compromise for this or is this thing falling to middle ground fallacy?

ai?ai!

Things are really off now, and I feel like I shouldn’t explain anything further. The situation right now is that what I’ve mentioned is being distorted. Some players seem to think I’m mocking them, and they are projecting themselves into the discussion. Before I keep explaining over and over, I need to clarify this. Now, more and more examples are emerging to suggest that what I said is “not true”...

 

1. I think the current situation somewhat confirms what I’ve said. The communication environment on the forum really isn’t working. A huge amount of irrelevant information is flooding the discussion.

 

2. I didn’t intend to mock any players. What I’m saying is just based on my personal perspective. Please focus on the main point of what I’m mentioning, rather than picking one part and saying, “No, I’m not like that,” or similar comments.

 

3. That’s it for now. I’m really exhausted...

On 3/28/2025 at 12:20 AM, lowercase skye said:

I've actually never seen a game community as hostile to its developers

Because most of them just dead and disappear before you could "actually seen" it Kek.

1 hour ago, adminaaassh said:

ai?ai!

wow...thats a new low....claiming others they use ai, please, tell me, how was any what he said being made by ai? is it that you dont aggree with him the reason? thats...thats just not cool

1 hour ago, adminaaassh said:

ai?ai!

Things are really off now, and I feel like I shouldn’t explain anything further. The situation right now is that what I’ve mentioned is being distorted. Some players seem to think I’m mocking them, and they are projecting themselves into the discussion. Before I keep explaining over and over, I need to clarify this. Now, more and more examples are emerging to suggest that what I said is “not true”...

 

1. I think the current situation somewhat confirms what I’ve said. The communication environment on the forum really isn’t working. A huge amount of irrelevant information is flooding the discussion.

 

2. I didn’t intend to mock any players. What I’m saying is just based on my personal perspective. Please focus on the main point of what I’m mentioning, rather than picking one part and saying, “No, I’m not like that,” or similar comments.

 

3. That’s it for now. I’m really exhausted...

I don't have prejudice against you. In fact, I barely saw the topic yesterday then I thought, "Hey this topic is great but there is a leap of logic somewhere! I wonder what is the real issue behind this provocative message to dev yet still rational perspective?" then you asked me to check your past topics and I genuinely agree with most of them. In fact, now I am curious in how things turn out in your favor despite my own arguments. Technically speaking, your advanced gameplay is proof of your group dedication for this game and I find it concerning that maybe the dev think otherwise but enough of this. Take your time.

There are definitely those among us who also have long-running worlds (I have a couple that are over 1000 hours, myself), and while I do often try to support the devs' decisions, I'm also very vocal about things that I think need to be changed, though I always try to do so in a constructive way.

I won't dispute that there are quite a few chronically online people here who probably have more hours in the forums than in the game, though.

The popularity of this post seems to be fading soon, so I won’t repeat the related reasons again. Instead, I'll go straight to my suggestions:

I hope the developers can improve communication with the players. For example, before making certain updates, the development team could personally post on the forum to ask players how they play the game and what improvements they would suggest. They could also encourage forum players to invite more non-forum players to share their opinions here, bringing back those who used to participate in discussions. This would help create a better community environment.Or the developers could make a post outlining the general direction of the next update and actively seek suggestions and feedback from players.

(Posts made by a small number of players to gather suggestions have limited reach and often fail to collect comprehensive feedback. The results tend to be ineffective, and the suggestions can sometimes be random or off-topic.)

The forum’s current atmosphere is quite poor. Most players remain silent and do not actively share their opinions. Many choose not to post or leave entirely. In a negative environment, it's difficult to generate valuable feedback. If we want the forum to improve, the management team should take the initiative to show a welcoming attitude. Simply relying on forum posts may not be enough to gather effective feedback—administrators, who naturally have more influence, should take the lead in engaging players. Perhaps they could start by communicating in English and then translate their messages into other languages to attract a diverse group of players to share their suggestions. When developers actively engage with the community, I believe many people will be willing to return.

P.S. Some long-standing issues and pain points remain unresolved. For example:

  • Broken Clockworks can be repaired but still attack Hutch and other hired creatures. After leaving or entering the caves, they remain near the Stairs.

  • Withered Glommer’s Flower and Friendly Fruit Fly Fruit still cannot be processed efficiently; they can only be destroyed as fuel.

  • Hutch and Chester become less useful in the late game.

  • Most Critters serve little purpose, yet their noises are extremely annoying (though I know Mothling provides light, and Critters can interact with Wolfgang).

Another recent issue: Walter's Roaming Retriever skill is enabled by default when switching characters, causing the pet to pick up various items near the Celestial Portal. This means players constantly have to clean up, which is quite inconvenient—especially for those who have built a base around the Celestial Portal or placed a large number of items there.

There are probably many other similar issues as well…

I want to share my personal thoughts on the issue of not being able to change Atrium’s Turfs. I don’t want to comment on the original post because repeating the same arguments in an endless cycle of controversy is incredibly frustrating, exhausting, and dilutes the main point. (Let me emphasize this again—this is one of the reasons why many people stop speaking up in forums. It’s really annoying!)

  1. I believe that having more usable mechanics in the game is both interesting and extremely important. Woodie’s Treeguard Idol is one such example. I think the developers did put some thought into it, but as I’ve speculated before, their understanding of the game isn’t deep enough. They make changes based on fleeting ideas. When controversies arise, my usual approach is to suggest a neutral solution that preserves the original mechanic while also incorporating the new change. I think this balance is very achievable—at least for most problematic changes.

  2. I want to talk about what is lost and what is gained by keeping the current state unchanged.
    Lost: An interesting mechanic that has existed for a long time and has become a habit for some players. This disappoints veteran players who relied on this mechanic, which is why they post about it.
    Gained: Thread after thread filled with resentment and repetitive arguments, a worsening community atmosphere, illogical statements, people nitpicking words and treating them as loopholes while wildly diluting the main discussion, and various responses defending what the developers believe is “reasonable.” The endless repetition of these things exhausts me, and it’s also one of the reasons why more people in the forum are choosing to stay silent or leave entirely.

(I'm not saying that every change developers make is problematic. For example, the change preventing walking in the Void didn’t receive much backlash—that was a great adjustment.)

This is why I say that when developers make changes or additions, their understanding of the game is shallow, leading to impulsive modifications based on momentary inspiration. Then, threads devolve into an endless cycle of controversy, which is both exhausting and unproductive…

I think the most important thing is to collect the reasonable parts of these discussions, analyze the root cause of the issues, and then make appropriate adjustments. That is what truly matters, rather than getting caught in an endless cycle of frustrating debates that ruin the forum atmosphere, causing more people to leave or hesitate to share their thoughts. This is also why I hope developers will actively participate in discussions—your words genuinely have the power to comfort and mediate.

Lastly, from a personal perspective, writing posts like this is really tiring for me. Since AI can’t recognize proper nouns, I have to check the wiki, copy and paste, and then adjust the wording and phrasing, which takes a lot of time and effort. The cost of communication is high, and this is yet another obstacle—the difficulty of communication is increasing.

By the way, the thing that disgusts me the most is the endless cycle of boring conspiracy theories and hateful rhetoric. I feel this point really needs to be added.

Oh, and just to reiterate, I’m not expecting the developers to be all-knowing or perfect. I just hope they deepen their understanding of the game, make fewer basic mistakes, and when mistakes do happen, be able to properly guide the direction of the discussions, so that the community becomes more harmonious...

补充一下我对于Atrium的Turfs不能更换的问题的个人看法,我不想在原帖中评论,因为,在无限的争议循环中重复一样的话会很恶心很烦躁也会稀释重点(再重申一遍,这也是为什么很多人不在论坛继续发声的原因之一,真的很烦人!)
1.我认为游戏有更多可以使用的机制是有趣的,也是非常非常重要的,Woodie的Treeguard Idol就是之一,我认为开发人员也是经过思考的,但还是之前的推测,他们对游戏的了解的不够深刻,灵光一闪就对游戏进行了修改。当出现争议时,我一般提建议是中性的,即保证原有的机制,又能兼顾新的修改(既保留原有机制,又有新的创新,我认为这是非常容易可以做到的,至少大部分有问题的修改都可以做到)
2.我想说说,如果保持现状失去了什么又得到了什么?
失去了一个存在时间已久在部分玩家群体中已经形成习惯的有趣的机制,让一些使用这个机制的老玩家感到失望,所以他们才发帖
得到了什么?一个又一个充满怨气以及循环相同观点句子的帖子,变差的社区环境,一些没有逻辑的话,抠着各种文字,自以为是漏洞,然后疯狂稀释帖子重点的话,以及各种各样类型维护开发人员认为“合理”的回复,反复的循环这些东西让我厌烦,也是让论坛的人越来越沉默越来越少的理由之一
(我不是说开发人员的任何修改都是有问题的,例如虚空不能够再行走这一点就没有多少人说,这是一个很好的修改)
所以我才说开发人员修改和添加一些东西的时候,他们对游戏了解不深,经过灵光一现的想法而进行的修改,然后一篇篇帖子陷入,令人厌恶的争议循环。。。。

我认为最重要的是收集帖子里合理的部分并想想出现的原因,然后做适当的修改,这个我认为才是最重要的,而不是陷入一次性又一次令人恶心的争议循环,然后搞坏整个论坛的气氛,让越来越多的人离开和不敢提出意见,这也是我为什么说希望开发者积极的参与讨论的原因之一,你们的话语真的能够起到安慰和调停的作用

最后作为我个人来说写东西很累,因为ai不能识别专有名词,所以我必须得查wiki然后复制粘贴,然后进行语句与文字上的修改,这一点花费的时间很长,也很累人,沟通成本也很大,这也是障碍之一,沟通成本是上升的

This is the original Chinese version.

By the way, let me mention something that makes me happy. Constantly spreading criticism isn’t great either, but at least I’ve seen some people supporting me, and that really makes me happy (even though it’s amidst various other opinions). Also, when I posted in the forum, the people in the group I joined thought my post would either be immediately blocked by Joew or get stuck in an endless cycle of crazy arguments leading to a block. Clearly, that hasn’t happened, and that makes me happy (although I don’t know if it will happen later). Anyway, my mindset is relatively calm right now, and I’m feeling a bit happy.

41 minutes ago, adminaaassh said:

Also, when I posted in the forum, the people in the group I joined thought my post would be immediately blocked by Joew

Explains a lot if it's not a joke

1 hour ago, Wawchik said:

Explains a lot if it's not a joke

Yes, this isn’t a joke. This way of thinking comes from a series of incidents, both big and small. For example, many posts about Wendy were locked in the testing section.I know that many posts were not friendly, but there was still some reasonable criticism in them. Even now, Wendy is still not very satisfying.(The developers have likely considered development costs and decided that this is the best they can do for now).But I think the biggest one was the Wigfrid helmet skin incident. I won’t go into detail about it, but to summarize: one of Wigfrid’s helmet skins originally had a certain design, which was later modified for some reason. This change made Chinese players who liked the original design and had purchased it feel ignored. Some players then requested refunds or had other concerns. In the end, Joew reportedly apologized three times in a row and then locked a large number of posts.

This led to some veteran players in the Chinese online community developing a rigid perception of the forum’s environment. It also caused some Chinese mod developers to leave permanently. (At the time, I wasn’t deeply involved in this game, but I read through some posts in the Chinese community, and my group members told me about it.)

And I want to say that resentment builds up over time. This resentment can create certain stereotypes within groups of players, and when the developers make a wrong decision, all that pent-up frustration will come flooding back into the forum, making the environment even worse. This is a vicious cycle.

Add a reply post from my group members about how the Terraria developers handled controversies (according to my group members).image.jpeg.2e7a587fdb0db655b8cdfc1426f74802.jpeg

Regarding my personal opinion on Woodie and Atrium, I saw posts mentioning that there are other ways to defeat the Ancient Fuelweaver. I want to say that the point isn’t about this. The real issue is that a long-standing habit has been changed, and certain mechanisms that were once part of the game have been removed. The playability of the game has been reduced. The idea of “well, you’ve lost this method, but you can use another” is flawed. It’s forcing people with established habits to do something else, forcing them to change their ways. This is the core of the problem. Many people already know the other ways to defeat the Ancient Fuelweaver...(Personally, I feel that this is another form of the statement "I think the developers are right, and I've accepted it." In order to comfort you, they find other ways to tell you and force acceptance. It’s another form of coercion, distracting attention away from the main issue. This might be unconscious...)

(I don’t want to engage in the original post discussion, and I’ve already explained my reasons earlier. Another reason I’m hesitant is that some people might not directly address your points but instead pick apart certain words. If they can’t find anything to criticize, they might avoid discussing it with you altogether. These behaviors are subconscious, but they are still a significant problem.)

I wont be adding any more fuel to this fire, but i reckon its a good spot to bring up some of the dissatisfactions, both my own and those gathered from friends, regarding the recent updates:

1. Rabbit King

For some reason most people here dont really talk about it, while in actual gameplay experiences hes kind of a nuisance for no good reason. He has the weirdest spawning mechanism, showing up for example after i kill just 2 or 3 of masked (aka dead) bunnymen, or just randomly in caves out of nowhere. On the surface I dont usually encounter him, but new players who rely on rabbits for food are especially vulnerable because hes much stronger than a treeguard, they cant even outrun or pacify him, and always end up getting killed with no counterplay.

2. Deadly Brightshade

Dont get me wrong, i have no problem with the difficulty of them. What frustrates me is that there is no way to control where it spawns no matter which stage of the game you are in, and how it pushes players who enjoy farming into a choice of engaging in combat or abandoning the field entirely. I know there is a way to use some game mechanic to manipulate brightshade spawn location, but i believe there should be an official solution for this, like a device to inhibit brightshade infestation. It could be expensive or high effort and all, locking it to end game to not trivialize the threat, but having the brightshades spread unchecked is probably not the best idea.

 

will elaborate later

6 hours ago, adminaaassh said:

Also, when I posted in the forum, the people in the group I joined thought my post would either be immediately blocked by Joew

That is kind of my problem with your thread, I agree with a lot of what you say but it seems overly aggressive towards developers.

I do think that this is the case for most developers that they don't play the game as much as they should to be able to make some decisions in regards to content that is added. I was very surprised when we were told that great depths worm should exist as something that we have to build around while also he is able to delete items from players and is very punishing.

Anyone who watches their klei livestreams can tell over time that they don't play the game enough but that is the norm and it is not their fault, they only have a set amount of hours to work on the game like any other job so it is more up to the company to encourage or even cut on dev time and put some play sessions once a week or something for them to play the game during work hours which would be beneficial for development.

I'd prefer for there to not be any boss that actually spawns near the player that can destroy buildings because there is a decent amount of the most active playerbase of megabasers and long term players that want to build a lot and this is a punishment for them and no one else. New players that survive until Deerclops spawns usually die to him and world regenerates and the destruction of structures doesn't have as much of an impact. 

I have moved to cave basing because there was nothing like that besides Antlion dropping boulders that can now be completely avoided with pillars now and cave basing is already quite punishing with sanity drain and darkness that we don't need worm boss. 

Another big issue is multiplayer, why would you ever want to play with new players If they aren't your friends because you are going to get punished when a boss like Deerclops/Bearger spawns or Antlion earthquake/boulders and Worm boss destroy your buildings?

Catapult, lureplant, BQ changes should be reverted, I don't want to activate every single catapult, why are players punished for avoiding a fight in a sandbox game and how does lureplant blocking FW affect other players that it had to be patched? BQ moving on water was patched twice first to stop her from moving which only Wendy or anyone that wanted to tank her on a boat could abuse and after it was patched because this was reported for some terrible reason that it affects everyone else when they fight BQ near water.

Shadow maul was nerfed to the ground, no one even wants to use the somewhat "new" item, at least it should have lifesteal of bat bat at max level.

 

Playing as Wendy after she got her skill tree on Xbox is so Unfun now, like she just… she sucks. Klei intentionally added the “whisper” animation way before her skill tree which gave Wendy players a few seconds of being vulnerable and open to enemy attacks, this was done during her original refresh years ago and I have no problem with that.

But NOW she also has to open up an on screen “command wheel menu” in Addition to still having this vunerable “whisper” animation, so it now takes even LONGER to perform any actions. What this means: is that for example if your trying to run for your life away from a wave of hounds (or late game undead hound spawning Varg) is that you quite literally do not have time to run, and also whisper, and also navigate a command menu of Abigail functions.

Then Klei stated they would increase Abigail’s chances to perform haunt action results, but nothing ever actually came of that as far as I am aware of. 

I dislike the change so much that I went from being a Wendy main, to playing as literally anyone else besides her. Lately that seems to be Walter or Wurt, or even Winona.

The thing is, imo, there has been much bigger backlash coming out as a lot of Wendy Chinese players have started coming to forums and become a lot more active, with a lot of them coming to blatantly insult the developers to which was starting to become a big problem.

Though it's mostly people that are in the forums are the type of people to be this angry and just bash Klei devs in very unconstructive and mean ways. There was also good types of feedback so it wasn't ALL that bad all the time.

I rarely see anyone outside of forums hating Klei or their design choices, unless it was the Great Depth Worm then a lot of megabasers did do start an alert on it's destructive capabilities and that was pretty reasonable. But even today I barely to never seen the worm myself.

On 3/28/2025 at 5:04 PM, adminaaassh said:

Please focus on the main point of what I’m mentioning, rather than picking one part and saying, “No, I’m not like that,” or similar comments.

It follows that faulty premises can't be used to support their conclusions, so you should not treat a possibility as fact when you don't have the evidence to back it up. You are relying on people thinking "I've probably seen/heard that before" to accept it while bundling it with other ideas that they may agree with.

If you do not care about digging things up, start with the current state and work on it bit by bit (this is more useful as it filters out things that have been resolved). If you are sincere about it you will aim to be neutral and include as much relevant information that you can (e.g. not just what you are unhappy about).

18 hours ago, Crimson Hollow said:

I wont be adding any more fuel to this fire, but i reckon its a good spot to bring up some of the dissatisfactions, both my own and those gathered from friends, regarding the recent updates:

1. Rabbit King

For some reason most people here dont really talk about it, while in actual gameplay experiences hes kind of a nuisance for no good reason. He has the weirdest spawning mechanism, showing up for example after i kill just 2 or 3 of masked (aka dead) bunnymen, or just randomly in caves out of nowhere. On the surface I dont usually encounter him, but new players who rely on rabbits for food are especially vulnerable because hes much stronger than a treeguard, they cant even outrun or pacify him, and always end up getting killed with no counterplay.

2. Deadly Brightshade

Dont get me wrong, i have no problem with the difficulty of them. What frustrates me is that there is no way to control where it spawns no matter which stage of the game you are in, and how it pushes players who enjoy farming into a choice of engaging in combat or abandoning the field entirely. I know there is a way to use some game mechanic to manipulate brightshade spawn location, but i believe there should be an official solution for this, like a device to inhibit brightshade infestation. It could be expensive or high effort and all, locking it to end game to not trivialize the threat, but having the brightshades spread unchecked is probably not the best idea.

 

will elaborate later

I have an article here that contains a lot of content you might be interested in. Unfortunately, it's in Chinese, which might make it difficult for you to read. If you don't mind, I think you should take a look.

【对整个来自域外的怨气与科雷官方傲慢态度的愤慨-哔哩哔哩】 https://b23.tv/yEBJosJ

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