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Don't Starve Together: Intermission - Animated Short, Login Reward and More.


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6 hours ago, Maxil20 said:

Turns out there's more to it then that! If you get frozen by mobs and the like, it will glow blue, and if you combine both, it will glow green! Very neat detail : )image.png.ff49c51a8d6c8dbc8ab354b64f455408.pngimage.png.43923db2f8e125e9565e03987736a0f0.png

Wes got his dedicated backpack now.

9 hours ago, aidankocherhans said:

Is the Jimbo machine not being toggleable really that big of a deal? I feel like y'all are making a mountain out of a molehill, especially since the update only just dropped

I don't like the person you're discussing with. Even if it's not a big deal, ideally, it should be toggleable, like many other things. I personally have used it once and will most likely never ever again. It should be buildable rather than generated tho, because it does look pretty.

20 hours ago, Mike23Ua said:

I’ve played video games for 30+ years, I’ve seen games made by AAA studios with over a thousand developers come out as a broken buggy mess that flops so hard. And at the exact same time: I’ve seen Indie Developers consisting of 1-5 people at maximum create some absolutely amazing stuff.

Cassette Beasts, Trinity Fusion, Minecraft- All made by small dev teams and all greatness.

DS/DST dev team I’d put into a Medium tier somewhere in the middle. 
They aren’t 1-5 people, but they also aren’t 1000’s.

Im not sure exactly how many folk work at Klei, but I’d be willing to gamble with Jimbo that it’s more than 5.

ultimately it’s where developers hearts and souls are while making their game or their updates for their game that will determine if it’s “good”

If they’re making cool content that they enjoy then it’ll mesh well with everything else, but if they’re just doing fan service to chase whatever’s popular and try and make a quick buck- it’s gonna show in the rushed, poor and highly buggy quality.

Klei takes 3-4 months between updates, and somehow they still release a Baltaro update that crashes your game trying to use the poker cards while down in the caves shard.

Thats not an update made with care and love, that’s rushed….

They should’ve green lit that crossover months ago, worked on it in secret and then most importantly: PLAY TESTED IT before announcing its existence & pushing it out to the public.

The bug has hopefully been fixed, by now… but that doesn’t excuse the fact it should’ve never slipped through testing in the first place.

 

But you literally don't know what goes into making a game. All of this is how you feel and the end is just not how game development goes. Having closed play testers comes with advantages, but also disadvantages, the biggest being sample size - 5 play testers may not encounter a specific bug, whereas 10k players may, which then allows you to address it. 

I have criticisms of the choices made, but if you feel all of this is so simple - make a game dude, you'll clearly have huge commercial success, i'm rooting for you, it should be easy right?

6 minutes ago, Uedo said:

But you literally don't know what goes into making a game. All of this is how you feel and the end is just not how game development goes. Having closed play testers comes with advantages, but also disadvantages, the biggest being sample size - 5 play testers may not encounter a specific bug, whereas 10k players may, which then allows you to address it. 

I have criticisms of the choices made, but if you feel all of this is so simple - make a game dude, you'll clearly have huge commercial success, i'm rooting for you, it should be easy right?

Actually it kinda is easy..? You just have to have friends and family who care about what you’re working on and will test it? I’m not talking about the whole numbers and coding and learning how to program, if a game has a map creator I can make some pretty cool stuff. But what is vitally important when creating that stuff: is that you have friends and family who you can sit down beside and watch them play it (without any sort of input or insider information from you) just sit.. and Observe, watch as they explore the thing you created, it also helps if you bring along one or two friends who you don’t just want to PLAY what your creating, but to also try to come up with every conceivable method of BREAKING it. (As in finding exploits, glitches, or methods you didn’t intend)

In todays generation: with things like Minecraft, Fortnite, Roblox, GTA Online etc with these highly complex map/level editors- It’s easier than its ever been to make game levels or maps or modes.

Your over here trying to tell me to create my own game, I’m simply trying to point out that adding a deck of playing cards to the game that crashes while trying to use them in a caves server… was a bug that shouldn’t have made it past testing.

Hey havent been here in a long while (last post 2019 hehe).  I randomly saw the steam post and decided to dropin. Especially the end of that post made me login here again.

I hope the next ark adds more content and focuses on survival. I really liked how DST started with the "alternative resources" and stone trees... but after that it focused on optional content - so I just droped the game. The random stuff that can happen and the survival is the main reason I played before.


 I have away though the game has a bright future but needs more content and bigger changes. What i mean by that is - DLC size content ROG is the best example - it changed how  you play the game and how you survive. 

Anyway I'm playing the game again now - there is alot of content i have not seen/played.

1 hour ago, Mike23Ua said:

Your over here trying to tell me to create my own game, I’m simply trying to point out that adding a deck of playing cards to the game that crashes while trying to use them in a caves server… was a bug that shouldn’t have made it past testing.

Bugs get through ALL the time, all it takes is literally spelling the word card wrong once and it all breaks, when you have however many lines of code DST is I'm, sure bugs happen often, what's important is just that it gets fixed quickly. I don't know if many people know this well kept secret, but klei are human, and humans can sometimes make a mistake. (I know unheard of right?) It's a personal opinion, but I think that being so nit picky about an issue that was resolved in just 4 days seems a bit pretentious. 

2 hours ago, AleksyPL said:

The Machine at the end looks like engine or Part of robot(?)

Maybe Wagstaff is DrRobotnik? :wilson_cool:

y'know... at this point that might not be far off lol. If he puts a gestalt into a robot of any kind, I wouldn't be surprised by a logo of his hair goggles and mustache tacked on to bits of his equipment.

1 hour ago, ZeRoboButler said:

y'know... at this point that might not be far off lol. If he puts a gestalt into a robot of any kind, I wouldn't be surprised by a logo of his hair goggles and mustache tacked on to bits of his equipment.

It could be also some kind of Oven/smelter, In post we  need to "steel" yourself wich could possible be new Gestalt metal? and new set ofc

On 4/17/2025 at 4:12 PM, Maxil20 said:

Turns out there's more to it then that! If you get frozen by mobs and the like, it will glow blue, and if you combine both, it will glow green! Very neat detail : )image.png.ff49c51a8d6c8dbc8ab354b64f455408.pngimage.png.43923db2f8e125e9565e03987736a0f0.png

Dang, wish it wasn't such an obscure way to experience these details. I mean who doesn't use krampus sacks in 2025?

32 minutes ago, cybers2001 said:

Dang, wish it wasn't such an obscure way to experience these details. I mean who doesn't use krampus sacks in 2025?

I do wish backpack skins were universal, there's so many good ones that I would love to use, but krampus sack is just necessary late game

On 4/17/2025 at 6:09 PM, Dragonboooorn said:

DST is a joke these days cuz its a casual megabasing game. Game is easy and survival aspect long time gone, you either accept that or leave this game for good.  

Honestly with Don't Starve it has always been easy to survive forever, its difficulty comes from what you don't know. I think people yearn for a time that can't exist anymore because they can't unlearn the things that make survival trivial.

29 minutes ago, SirToastyToes said:

Honestly with Don't Starve it has always been easy to survive forever, its difficulty comes from what you don't know. I think people yearn for a time that can't exist anymore because they can't unlearn the things that make survival trivial.

Yeah maybe.. but you can’t deny that there’s a lot of things that were intentionally made to be easier too.

Wormwood was sold as a character who had difficulty healing, now he passively regains health by casually walking around.

Winter used to be incredibly unforgiving by making crops freeze and not grow, rabbit ear muffs used to need to be prototypes first, and there wasn’t such a thing as the health restoring food dish that is Bunny Stew.

Then there’s the weird disconnect with “late game” content, Deadly Brightshades are meant to be a hostile infestation, yet the player is able to manipulate and control their spawn points.

6 minutes ago, Mike23Ua said:

Yeah maybe.. but you can’t deny that there’s a lot of things that were intentionally made to be easier too.

Wormwood was sold as a character who had difficulty healing, now he passively regains health by casually walking around.

Winter used to be incredibly unforgiving by making crops freeze and not grow, rabbit ear muffs used to need to be prototypes first, and there wasn’t such a thing as the health restoring food dish that is Bunny Stew.

Then there’s the weird disconnect with “late game” content, Deadly Brightshades are meant to be a hostile infestation, yet the player is able to manipulate and control their spawn points.

Bro of all the things that were made easier, these are the examples you chose?

Wormwood's passive healing perk is so abysmal its basically a waste of insight.
People figured out how to get food in winter outside of farming back in vanilla DS.
Deadly brightshade manipulation is a bit advanced, and if you know how to do it you probably know how to fight brightshades already.

2 hours ago, cybers2001 said:

Dang, wish it wasn't such an obscure way to experience these details. I mean who doesn't use krampus sacks in 2025?

Basically anyone who doesn't play long-term worlds, I'd guess. It's not like the chance of getting Krampus Sack is big.

8 hours ago, Mike23Ua said:

Actually it kinda is easy..? You just have to have friends and family who care about what you’re working on and will test it? I’m not talking about the whole numbers and coding and learning how to program, if a game has a map creator I can make some pretty cool stuff. But what is vitally important when creating that stuff: is that you have friends and family who you can sit down beside and watch them play it (without any sort of input or insider information from you) just sit.. and Observe, watch as they explore the thing you created, it also helps if you bring along one or two friends who you don’t just want to PLAY what your creating, but to also try to come up with every conceivable method of BREAKING it. (As in finding exploits, glitches, or methods you didn’t intend)

In todays generation: with things like Minecraft, Fortnite, Roblox, GTA Online etc with these highly complex map/level editors- It’s easier than its ever been to make game levels or maps or modes.

Your over here trying to tell me to create my own game, I’m simply trying to point out that adding a deck of playing cards to the game that crashes while trying to use them in a caves server… was a bug that shouldn’t have made it past testing.

Absolutely not. I'm not going to expect people to give up their free time and play test, if they can great, if they can't that's fine. Klei are an organisation, they don't get to take home base code and hand it out to their friends, be real mike.

2 hours ago, Mike23Ua said:

Yeah maybe.. but you can’t deny that there’s a lot of things that were intentionally made to be easier too.

Wormwood was sold as a character who had difficulty healing, now he passively regains health by casually walking around.

Winter used to be incredibly unforgiving by making crops freeze and not grow, rabbit ear muffs used to need to be prototypes first, and there wasn’t such a thing as the health restoring food dish that is Bunny Stew.

Then there’s the weird disconnect with “late game” content, Deadly Brightshades are meant to be a hostile infestation, yet the player is able to manipulate and control their spawn points.

I think that's just the natural push and pull of making a sandbox game. Since the early history of the game there has always been a pattern of new threats being added, understood and conquered. Klei adds a character who has trouble healing, we farm Bee Queen into more Jellybeans than we can ever use. Crops and Rabbit Earmuffs were buffed because experienced players weren't ever engaging with the mechanic. Though I would like to see more old items and mechanics revisited not every item can be a standout.

The Brightshade spawn manipulation I can't even say was a misstep on Klei's part because Brightshades have the plant herd targeting mechanics in order to actively engage the player. If they just picked random plants you would hardly ever see them as they go to infect some random Grass Tuft on the opposite side of the world. And as the pendulum has always swung players learned and adapted to it.

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