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We need more dangers at night, the nights seem too safe...

I think we are looking for danger when we should be running away from it.

What do you think about the current dangers in the game without us having to go after them by killing bosses that, if not "wanted", are not actually a "Threat"?

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I don’t really think night threats work too well, mainly because the nights are so short. The most they ever get is just over a third of the day, and that's for ~20% of the year at best.

I don’t really mind needing to look for danger, especially since doing so for “advanced” threats has been the same since vanilla DS and the ruins, and has stayed mostly the same since (the only real exception is HAM’s apork, which could be entirely avoided quite easily once located the first time).

The game has been made in a way where the player has a couple of resources to manage and one of the most important ones is time, both in and out of the game.

Based on stuff we experience in the game that determines how we spend that time, knowing the seasons length and farming stuff in those seasons or doing season specific task, having player or character goals of their own, and the survival element in choosing what is important to do in the moment. 

Certain elements of games are random on purpose with some goal in mind, drop rates of items and the value they have, world generation (although technically we have world seeds but not everyone is using seeds to generate worlds) or the loot one may find in the ruins. If content is added in some form ideally that content has more than one function, for example acid rain in the caves is a threat to the player directly, it generates resources in the form of nitre and various mobs change in strength and speed. 

The concept of a threat should challenge the player in some way, but potentially random night events could just be a hassle and come across as annoying in most cases rather then actually providing some level of content appeal. 

I wouldn't say the idea has no merit however, I just think that it would need to be thought out in a way that actually adds something to the experience rather than just arbitrarily attempting to impede the player. 

(also most of the time major threats to the player are information based, after that it is a skill situation but knowledge is usually useful enough to carry a player)

Night threats are not needed, and here is why:

1. Sleeping should be accessible for new players. If you're under attack, you can't sleep, which in fact makes you a Wickerbottom.

2. If threat is not a direct attack, sleeping should allow to avoid it, however sleeping in dst is the most boring experience. So extra mechanics which force people to sleep at night aren't good.

3. Walter mechanics with campfire stories would become a trash without rework.

4. Spending night without exploration is already a solid punishment for early game. Late game base chill and base building is more desired, why to ruin it?

 

Better suggest more diverse insanity/lunacy threats.

Lego Fortnite, Minecraft, The Survivalists all spawn hostile threats on the player- Both At NIGHT, and also during the DAY (for Minecraft hostile mobs can spawn under shade of trees for example)

This is sort of a staple and vital part of any Multiplayer Sandbox Survival game.

And when it comes to DST the threats just do not feel “There” if you get what I mean.

Klei is still very much running the game on a design principle that was established with single player don’t starve way back in 2013… and I think it’s safe to say that 12 years later players want and desire a NEW experince with the “Don’t Starve” Franchise.

And perhaps the Irony in that is that the open seas of the Ocean, and the Wild Rifts (which unfortunately are far far too late game for most people to enjoy without toggling them to ON in Settings) provide an excellent window of opportunity for Klei to Capitalize on this very type of Gameplay Mechanic.

The Rifts themselves if they weren’t destructive, should had been designed like the Eye of Terror- Where they just pick a random player to go “visit” for the night. :wilson_evil:
And a large number out of 10 to 20 or so unique mob types for each **Rift** that are randomly choosen can keep things interesting.

for example maybe one night you get Deadly Brightshades, but the next night the rifts spew out Greyzers (you get the idea..) 

DO NOT GET CONFUSED- IM not saying to spawn 20 mobs out of single rift lmao…. I’m saying that 20 “types” of mobs can come out of them- in groups of maybe 2-5.

I don't want more "dangers" at night when it will be another knowledge and item based check whether it be weapon, armor or something else.

13 hours ago, ZeRoboButler said:

The game has been made in a way where the player has a couple of resources to manage and one of the most important ones is time, both in and out of the game.

This is so important to talk about, time is important and most people only have so much time to play but even with exceptions like mine as I can usually play a lot it still isn't fun when it feels like I am wasting time doing a tedious but necessary task (chore).

12 hours ago, Mike23Ua said:

Lego Fortnite, Minecraft, The Survivalists all spawn hostile threats on the player- Both At NIGHT, and also during the DAY (for Minecraft hostile mobs can spawn under shade of trees for example)

This is sort of a staple and vital part of any Multiplayer Sandbox Survival game.

And when it comes to DST the threats just do not feel “There” if you get what I mean.

I haven't played the other two games but it has been quite a few years ago when I did play minecraft and while you bring up monsters that spawn around players you don't speak about how healing is tied to hunger so that element is missing and also If I remember only on specific difficulty which isn't the default do you die in minecraft when your hunger bar is at 0.

Another point you can bring up is that bases are much more safe in minecraft because a giant can't spawn and destroy it and you can use torches or other sources of light so hostile mobs don't spawn.

I don't think you can use a specific survival element from a game that is undeniably easier to play compared to DST and expect it to be added here as is to make DST more difficult. 

In minecraft torches are permanent and cheap while permanent light in DST isn't cheap with mushlight or enlightened crown which isn't reliable in fights and takes a head slot. 

There are literally countless differences but I think this makes my point so I'll stop here.

The night lacks danger and sanity interactions. I think early has enough for new players but they can add world progression outside of rifts to spice up things and make the years and seasons less repetitive 

 

Is a survival game and people who survive can receive easily

To be honest, given how they've handled post-game "challenges" in the new content so far (post-Champion and post-Fuelweaver, respectively), I'd prefer there not be any more half-baked inconveniences just for the sake of upping the stakes and/or creating a problem and then creating new items solely to solve that problem.

I'm not against night having some more dangers, but if that happens, I'd prefer them not to be just random annoyances like acid rain and crop possession.

20 hours ago, Cyrefy said:

We need more dangers at night, the nights seem too safe...

I think we are looking for danger when we should be running away from it.

What do you think about the current dangers in the game without us having to go after them by killing bosses that, if not "wanted", are not actually a "Threat"?

A hand that will drag you into darkness

I feel like the greater depths worm and rift dangers were all attempts at expanding this area of the game. The, houndwave/frog rain/seasonal boss/weather event, style of throwing obstacles at the player.

And ultimately I think threats like that are just really hard to balance?

Because at their core, in order to challenge the player they have to interrupt the player. Then the player has to spend some kind of resource to deal with the interruption, be it literal resource (the cost of weapons, pillars, tooth traps, thermal gear) and/or the more ephemeral resource of time (the time spent fighting, leading a boss away, warming/cooling down a thermal stone, cleaning up frog mess)

Furthermore, once a player knows how to deal with the threat (having the skill to kill the enemies, or knowledge of how the mechanic works) then typically the player can do that forever, they have passed the challenge.

And thus, challenges like the seasonal bosses, houndwaves, temperature, ect, become easy.

In my opinion, balancing these aspects to make for a fun reoccurring challenge, means allowing the player to eventually reduce their resource cost (Time Most Of All) to the point where it's inconsequential and/or making the reward for dealing with it feel worth the investment.

And in the case of DST where time is a incredibly valuable resource, forcing the player to give too much of it up too often to deal with a challenge that no longer challenges them (as all challenges inevitably will become) will become tedious.

So, the bigger (more time consuming) the threat tossed at the player, either the bigger reward it must provide (making spending the time it requires to deal with it worth your while) or the more avoidable or preventable it must be able to eventually become (reducing/eliminating the cost of time)

And this is a hard balance to strike, as we have seen with how controversial many of these new mechanics were / are

But anyway, what this all comes down to is thus: A Fair challenge will eventually stop being a challenge once you get good and consistent at overcoming it, so if it continues to make you drop what your doing for too long, too often, or with little benefit when there are other more fun things to be doing (which dst has a lot of) it will become tedious or unfun outright.

I'm not opposed to more "toss x thing at the player" style of threats mind you (I'd actually love more weather conditions and things of that ilk) but they should be staggered out (Added post rifts as to not overwhelm new players) and have a Ice Flingo/Shady tree/Hound trap/Eyebrella/Dreadstone pillar/Umbralla type solution to them. And that solution can be costly or time consuming or challenging to get don't get me wrong. You should have to go out of your way to get them, (id argue the Umbralla is too readily available even) that's what makes getting them rewarding, but they should exist.

#Give us shadius-birghtshootius (that is mostly a joke, but a planar upgrade to the houndious shootius would genuinely be So Nice, or maybe make the ice crystallizer block brightshades, I'm so tired of dealing with them on longterm worlds.)

I don’t really enjoy random base raids, to be honest. I do like weird creepy events though (thralls, mimics, finding the dreadstone guardians…). Overworld could use a little randomization for lunar rift, i am extremely over brightshades. (i said as i cleaned out pearl’s island yet again because i forgot to dig the berry bushes)

18 hours ago, Mike23Ua said:

Klei is still very much running the game on a design principle that was established with single player don’t starve way back in 2013… and I think it’s safe to say that 12 years later players want and desire a NEW experince with the “Don’t Starve” Franchise.

 

Personally I don't want this at all. Like, if a new don't starve game came out then, yeah I would want it to be trying new things.

But I don't still enjoy DST so much just because it's called Don't Starve, I enjoy it because I still enjoy playing Don't Starve Together.

When I get bored of playing Don't Starve and want a new survival game experience, I play a new survival game.

Then when I want to play more Don't Starve I come back to dst and I play more Don't Starve.

DST should not be retrofitted into being a different game on fundamental levels, nor does it need to be kept "alive" forever.

To bring this back to the topic at hand, New threats to DST I personally think, should have DST style solutions.

This is because DST is fun, if it was not fun, or I grew bored with it, I would play something else with its own style of challenges and solutions.

I don't say any of this to be contrarian, but genuinely If your bored of the game and how it plays on a fundamental level after the years it's been out, thats okay! But that doesn't necessarily have to be "fixed" by making it more like other games, y-know?

1 hour ago, JustAPineapple said:

Personally I don't want this at all. Like, if a new don't starve game came out then, yeah I would want it to be trying new things.

But I don't still enjoy DST so much just because it's called Don't Starve, I enjoy it because I still enjoy playing Don't Starve Together.

When I get bored of playing Don't Starve and want a new survival game experience, I play a new survival game.

Then when I want to play more Don't Starve I come back to dst and I play more Don't Starve.

DST should not be retrofitted into being a different game on fundamental levels, nor does it need to be kept "alive" forever.

To bring this back to the topic at hand, New threats to DST I personally think, should have DST style solutions.

This is because DST is fun, if it was not fun, or I grew bored with it, I would play something else with its own style of challenges and solutions.

I don't say any of this to be contrarian, but genuinely If your bored of the game and how it plays on a fundamental level after the years it's been out, thats okay! But that doesn't necessarily have to be "fixed" by making it more like other games, y-know?

Why not though? Aight generally I’ve been nice, but the forums are for debating and discussing a game or franchise you do or do not love.

And since one of the users above posted that they have not played Minecraft in a long while: That user may not be aware that Minecraft now has a “Hard” mode option where yes: You can die to hunger, dying = instant world deletion, and there’s even options so that you can’t just “sleep” in a bed to skip Night Time Monster spawns. (& no none of that is mods)

Terraria? When it had its Crossover with DST they had to add features into Terraria that prior to that Collab: DID NOT EVEN EXIST.. (being in an area without torches will kill you)

My point here is simple: Games DO change and evolve in order to stay relevant & if Klei has no plans to create a new “Don’t Starve 2” then the Live Service game they continue to add content to needs to continue to draw in player interest.

It’s important to note that what you wouldn’t enjoy, might just be the feature that brings in millions who would enjoy it.

Take myself for example: I Hated Terraria for several reasons, but mainly- You could run around in the dark never needing a torch, the DST collab added the very challenge that I felt Terraria desperately needed.

Its EQUALLY important to stress that usually these games have different modes & settings so that players can play the game comfortably and be challenged (or not challenged??) in ways that they enjoy it. Sure you can totally play Minecraft without ever toggling it to *Hardcore*, but the point is it’s there for people who want to have “fun” with that sort of experience.

Which brings me to a whole mess of complaints I have with DST- I don’t think ANYONE who’s playing DST on “Relaxed Mode” still wants to have to attempt to fight raid bosses with 27,500+ Hp.

I also think that with underused structures such as the “Night Light” Klei could probably update those so that they Idk… ward away Gashalts so they can’t you know… float in and posses stuff & cause Brightshades?

There are so many light structures in DST both early & late game that if Klei added hostile threats that spawn at night- Players will have plenty of solutions to deal with or ward them away.

And as long as this is a different difficulty setting, a new mode etc… it’s not going to hurt what you already enjoy about the game. But maybe just maybe…. It’ll bring in players who enjoy that very aspect it’s been missing.

2 hours ago, Mike23Ua said:

Why not though? Aight generally I’ve been nice, but the forums are for debating and discussing a game or franchise you do or do not love.

And since one of the users above posted that they have not played Minecraft in a long while: That user may not be aware that Minecraft now has a “Hard” mode option where yes: You can die to hunger, dying = instant world deletion, and there’s even options so that you can’t just “sleep” in a bed to skip Night Time Monster spawns. (& no none of that is mods)

Terraria? When it had its Crossover with DST they had to add features into Terraria that prior to that Collab: DID NOT EVEN EXIST.. (being in an area without torches will kill you)

My point here is simple: Games DO change and evolve in order to stay relevant & if Klei has no plans to create a new “Don’t Starve 2” then the Live Service game they continue to add content to needs to continue to draw in player interest.

It’s important to note that what you wouldn’t enjoy, might just be the feature that brings in millions who would enjoy it.

Take myself for example: I Hated Terraria for several reasons, but mainly- You could run around in the dark never needing a torch, the DST collab added the very challenge that I felt Terraria desperately needed.

Its EQUALLY important to stress that usually these games have different modes & settings so that players can play the game comfortably and be challenged (or not challenged??) in ways that they enjoy it. Sure you can totally play Minecraft without ever toggling it to *Hardcore*, but the point is it’s there for people who want to have “fun” with that sort of experience.

Which brings me to a whole mess of complaints I have with DST- I don’t think ANYONE who’s playing DST on “Relaxed Mode” still wants to have to attempt to fight raid bosses with 27,500+ Hp.

I also think that with underused structures such as the “Night Light” Klei could probably update those so that they Idk… ward away Gashalts so they can’t you know… float in and posses stuff & cause Brightshades?

There are so many light structures in DST both early & late game that if Klei added hostile threats that spawn at night- Players will have plenty of solutions to deal with or ward them away.

And as long as this is a different difficulty setting, a new mode etc… it’s not going to hurt what you already enjoy about the game. But maybe just maybe…. It’ll bring in players who enjoy that very aspect it’s been missing.

I'll just answer the Terraria thing

I HATE Charlie existing in Terraria ESPECIALLY being forced to deal with her in gfb, because it's just annoying, light in terraria is not an issue, Terraria is not a survival game, it's almost all about fighting, you're really just playing the wrong game if you think terraria desperately needs survival aspects 

On 5/1/2025 at 4:31 AM, Wawchik said:

you're really just playing the wrong game if you think terraria desperately needs survival aspects 

Terraria also have a bunch of survival mods out there, but in the end it just end up being trivial once you get the flying/running accesories lol.

Perhaps just make some new types of shadow creatures, that attack you only at night, if you low on sanity? Maybe miniboss like one in ruins? Or some kind of shadow horde, Idk. 

Just some new hazard to keep in mind and also reason to actually stay sane, since normal nightmares kind of a joke. 

3 hours ago, BattleOzze said:

Perhaps just make some new types of shadow creatures, that attack you only at night, if you low on sanity? Maybe miniboss like one in ruins? Or some kind of shadow horde, Idk. 

Just some new hazard to keep in mind and also reason to actually stay sane, since normal nightmares kind of a joke. 

Rictus 

7 hours ago, Nikki Darks said:

Honestly, having mobs spawn during night time in order to come attack the player sounds genuinely fun.

Night time feels incredibly dull, it's just you waiting for it to end, so adding some kick to it would be hella appreciated.

 

I mean.. maybe it’s just me but I feel like “Lunar Rifts” should ONLY Happen while the Moon is out..?

1 hour ago, NPCMaxwell said:

More death is always exciting (despite bosses). Maybe a hostile Charlie  „jumpscare“ (attack) that /occasionally/ happens at night (even near fireplace) would be interesting, now that Charlie is more then just a nightmonster

Oh, sorry, but hard pass. They shouldn't use Charlie too much, espacially in "stright up attacks you" way. It will ruin her character. Even Maxwell in story mode does not attack you. She should be kept as she is, mysterious and distant. Sometimes less is more.

35 minutes ago, BattleOzze said:

Oh, sorry, but hard pass. They shouldn't use Charlie too much, espacially in "stright up attacks you" way. It will ruin her character. Even Maxwell in story mode does not attack you. She should be kept as she is, mysterious and distant. Sometimes less is more.

ok then a different way she might cause the survivors trouble maybe? Without attacking. (maybe just by having a negative sanity aura?)

People seem to misinterpret night threats as some daily "hound wave" chore instead of a pretty interesting mechanic it could be. 

UM night terrors are usually very infrequent, have a high likelihood of just doing some flavor stuff, something that is honestly just annoying, cool stuff like making Krampus more prevalent, and actual major threats that do reward you accordingly for dealing with them. 

I don't personally think a mechanic like this is needed, but I won't complain if it is implemented eventually in a similiar way like Full Moons in DS with a bunch of weird hijinks going on. It's more special that way. Night in and of itself is fine as just a simple time of day with only 1 thing hiding in the dark. 

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