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My experience with Night Terror in Uncompromising Mode was that every few nights a visual effect would play, and this meant I needed to walk around for 2 minutes. Like it would spawn some skeletons that chase me at slightly below player speed, so I had to leisurely walk in circles until the night was over. Or there would be a giant shadow vortex that appears nearby and sucks me in, so I needed to walk at a leisurely pace away from the suction until the night was over. Or Shadow Wilson would spawn and chase me around, so I had to leisurely walk in circles until the night was over. Or Gnomes would spawn and chase me around, lowering my sanity or spawning a nightmarebeak, in either which case I had to leisurely walk in circles until the night was over.

Please do not add a feature that makes it where sometimes I have to leisurely walk in circles during the night, Klei.

30 minutes ago, lowercase skye said:

My experience with Night Terror in Uncompromising Mode was that every few nights a visual effect would play, and this meant I needed to walk around for 2 minutes. Like it would spawn some skeletons that chase me at slightly below player speed, so I had to leisurely walk in circles until the night was over. Or there would be a giant shadow vortex that appears nearby and sucks me in, so I needed to walk at a leisurely pace away from the suction until the night was over. Or Shadow Wilson would spawn and chase me around, so I had to leisurely walk in circles until the night was over. Or Gnomes would spawn and chase me around, lowering my sanity or spawning a nightmarebeak, in either which case I had to leisurely walk in circles until the night was over.

Please do not add a feature that makes it where sometimes I have to leisurely walk in circles during the night, Klei.

looks like an issue with you not taking on the obstacle and instead opting for the passive, boring way.

1 hour ago, Well-met said:

looks like an issue with you not taking on the obstacle and instead opting for the passive, boring way.

no this was exactly my experience too. i like the idea of night terrors but im not sure how they could be implemented in a way that is more than just walk around in circles to avoid them without just letting them give you things for engaging with 99% of them

3 hours ago, Well-met said:

looks like an issue with you not taking on the obstacle and instead opting for the passive, boring way.

Well, is there a cake delicious enough for someone to get over that obstacle? Especially from an obstacle you have to do semi-regularly all the time? Doesn't look like it for @.lowercase skye

8 hours ago, lowercase skye said:

My experience with Night Terror in Uncompromising Mode was that every few nights a visual effect would play, and this meant I needed to walk around for 2 minutes. Like it would spawn some skeletons that chase me at slightly below player speed, so I had to leisurely walk in circles until the night was over. Or there would be a giant shadow vortex that appears nearby and sucks me in, so I needed to walk at a leisurely pace away from the suction until the night was over. Or Shadow Wilson would spawn and chase me around, so I had to leisurely walk in circles until the night was over. Or Gnomes would spawn and chase me around, lowering my sanity or spawning a nightmarebeak, in either which case I had to leisurely walk in circles until the night was over.

Please do not add a feature that makes it where sometimes I have to leisurely walk in circles during the night, Klei.

My experience with forced bosses was that once a season a sound effect would play and I needed to walk away from my base into a biome i don't usually visit. Then a big monster would spawn and I needed to run away from it until it left me alone and I could go back to my everyday tasks.

Please don't add bosses like Deerclops or Bearger where I have to run away from them and leave them in a biome I don't mind being smashed, Klei

2 minutes ago, Szczuku said:

My experience with forced bosses was that once a season a sound effect would play and I needed to walk away from my base into a biome i don't usually visit. Then a big monster would spawn and I needed to run away from it until it left me alone and I could go back to my everyday tasks.

Please don't add bosses like Deerclops or Bearger where I have to run away from them and leave them in a biome I don't mind being smashed, Klei

Don't say that loud because some users are against adding any boss that isn't faced until they have prepared 40 pierogies, 10 armor pieces and a iceflingomatic in their arena to neutralize them

6 minutes ago, Szczuku said:

My experience with forced bosses was that once a season a sound effect would play and I needed to walk away from my base into a biome i don't usually visit. Then a big monster would spawn and I needed to run away from it until it left me alone and I could go back to my everyday tasks.

Seasonal Bosses: a periodic threat in 2/4 seasons of DST, where a large animal comes and tries to destroy your base either for the sake of it or while looking for food. You can engage them in combat and, if you are skilled enough, they'll drop an item that can be used to aide your survival in the next season. If not, they'll smash your base, and you'll need to either relocate, or find a group of other animals that can kill them and then rebuild your smashed base. This gives many choices to the player: do I let the boss destroy my base because I can't confidently fight it? Do I lead it to a herd of Beefalo, potentially killing off the herd in the process of trying to kill the boss? Do I lead the boss away and try to make it drop aggro, knowing it'll be in that location for the rest of the season, or perhaps the whole year? Do I try to fight it, potentially costing me my life, so that I can get the reward and make the next season easier? What option do I take, which one is worth the risk?

Night Terror Example #1: a group of armored skeletons appear in the corner of my base. They all try to stunlock me simultaneously. If I tank them, I'll lose a ton of health and armor and only get some bone shards in return. There is no more interesting way to engage with it, and no weighing of decisions. I choose to walk at a leisurely pace away from it for 2 minutes.
Night Terror Example #2: a large shadow vortex appears in the corner of my base. It sucks me towards it. If I stand on it, I'll die in seconds. So I have to leisurely walk away from it. There is no more interesting way to engage with it, and no weighing of decisions. I have to walk at a leisurely pace away from it for 2 minutes.
Night Terror Example #3: Shadow Wilson appears in the corner of my base. He will try to stunlock me. If I tank him, I'll lose a ton of health and armor and only get 2 nightmare fuel in return. There is no more interesting way to engage with it, and no weighing of decisions. I choose to walk at a leisurely pace away from it for 2 minutes.
Night Terror Example #4: A group of Gnomes appear in the corner of my base. They will drain my sanity, and spawn a group of ruins nightmares if I get close. If I fight them, I'll likely lose a ton of health and armor, and only get some nightmare fuel in return. There is no more interesting way to engage with it, and no weighing of decisions. I choose to walk at a leisurely pace away from it for 2 minutes.

I feel like it should not be hard to see the difference between a genuine threat that you prepare for and get rewarded proportionally for, and a random thing that happens at night that gives no rewards and disappears after 2 minutes and so your best course of action is to leisurely walk into circles.

Also, I'm begging you to drop this Reddit way of arguing. Please. Just tell me you think that what I have to say also applies to seasonal bosses, and I can respond to that. No need to snarkily repeat my post back at me with another thing in place of my point. It just comes across needlessly aggressive. Just say your counterpoint without trying to epicly own me.

1 hour ago, lowercase skye said:

I feel like it should not be hard to see the difference between a genuine threat that you prepare for and get rewarded proportionally for, and a random thing that happens at night that gives no rewards and disappears after 2 minutes and so your best course of action is to leisurely walk into circles.

Oh my god, THIS. Seriously. You hit the nail on the head.

This is my main issue with both Uncompromising Mod and 90% of Lunar vs. Shadow content. It JUST presents repeated, regular threats for the sake of doing so. They don't raise the stakes the way a boss fight does; they just make busywork. Busywork which at BEST gets you an item or two that maybe makes doing that same busywork slightly less annoying.

Honestly I haven’t played very much DST since Rediscovering Minecraft (with Add-Ons) and it’s important that I bring this up because Minecraft is not just A Game… it is THE GAME, it’s the most sold and most played game of all time (& for many good reasons..)

But the thing I want to point to here today is one very specific Add-On: Morph into Mobs by Kubo Studios, This DLC is AMAZING and it now even has a “cursed mode” so you can morph into disfigured Zombiefied versions of the games mobs.

Something that DST quickly abandoned with the now discontinued “Lunar Horrors”

But I’m pretty sure at least someone at Klei has either played or have kids that play: Minecraft.

And today: I’m begging them to install this DLC for Minecraft and to play around with it, because when you got things like Zombified Wolves, or Zombie Bees, or mutant skeleton horses or Sniffer that now looks like a creepy furry beefalo, it kinda makes you wish Klei would actually green light a DST x Minecraft DLC.

It would be fun to see Klei add this sort of mode into DST where the player can “Morph” into and play as the mobs that they kill.

Just something new, unique and fun that isn’t the same old super late game boss fights we continue to keep getting.

 

what if we combine two ideas? foreseeable threats? basically theres one big event in each season the player have to deal with that is foreshadow early on, and you need to choose to ignore it (some dmg to the world or some punishment) or deal with it ( gets rewards for spending time)

it would balance the annoyingness and still makes the world feels dangerous

15 minutes ago, Ryusuta said:

Oh my god, THIS. Seriously. You hit the nail on the head.

This is my main issue with both Uncompromising Mod and 90% of Lunar vs. Shadow content. It JUST presents repeated, regular threats for the sake of doing so. They don't raise the stakes the way a boss fight does; they just make busywork. Busywork which at BEST gets you an item or two that maybe makes doing that same busywork slightly less annoying.

Because they are weak or optional. You won't say that if you couldn't be protected from hail and acid rain during a boss fight by just placing the umbrella;  you will have problems while fighting cave bosses if rictus were a sanity monster isn't of an optional encounter; BS come most of the time alone and can't fight back against ranged weapons; enlightenment only appears in very specific scenarios and the weak effect is countered by 2 items; etc

They had good ideas but the implementation is awful 

2 hours ago, WilsonHiggs said:

Because they are weak or optional. You won't say that if you couldn't be protected from hail and acid rain during a boss fight by just placing the umbrella;  you will have problems while fighting cave bosses if rictus were a sanity monster isn't of an optional encounter; BS come most of the time alone and can't fight back against ranged weapons; enlightenment only appears in very specific scenarios and the weak effect is countered by 2 items; etc

They had good ideas but the implementation is awful 

Exactly my point. They don't raise the stakes or add interesting challenges and incentives. All they are is a new layer of added busywork.

5 minutes ago, Nikki Darks said:

There's special lunar frogs that drop during frog rain, provided that the rifts are open of course.

Are they an interesting threat, or "walk away at a leisurely pace"?

I've only faced the normal kind, and they just killed all of my lureplants and spider dens (Webber). It's not very frequent by default, at least.

12 minutes ago, Bumber64 said:

Are they an interesting threat, or "walk away at a leisurely pace"?

I've only faced the normal kind, and they just killed all of my lureplants and spider dens (Webber). It's not very frequent by default, at least.

They cause you to drop 1-3 items on hit iirc, they make you drowsy, and they do a little extra planar damage.

Other than that, yeah you can just walk away from them like usual.

3 hours ago, Ryusuta said:

Exactly my point. They don't raise the stakes or add interesting challenges and incentives. All they are is a new layer of added busywork.

The saddest part is that Klei can't change the little things needed to make them better survival mechanics.

Dying just costs 1 red gem, some gold and few nightmare fuel but is forbidden like changing stuff (but only when is to make the game harder)

DS & DST are designed in such a bizarre way, it’s suppose to be a sandbox survival game, but yet almost EVERY mob has an “Aggro range or attention timer”

As in: if you run far enough away from it (and in dst let’s just go ahead and admit that isn’t very far…) they’ll drop their aggro and happily start trying to return to their designated little area they’re meant to be in & patrol.

Not every mob is like this mind you, but the largest majority of them are.

Step on a spiders nest they come out growl/hiss walk back a few steps they retreat back to their nest, Merm, Bees, etc etc.. it’s all the same thing.

it ALSO doesn’t help that if you walk far enough away most mobs will line themselves up in a pretty little convenient straight line, so you can smack at one bee or spider one right after the other.

They could use “smarter AI” 

And what I mean by that is that if Rabbit King Overlord will chase you to the ends of the earth, then a Depressed Tallbird Momma who had her child stollen to be used for scotch eggs should probably equally never give up pursuing you too.

Theres also the completely undead mutant Deerclops being possessed by Gashalt.. and uhh a bunch of other things but you get the idea.

Spiders and Bees (especially the Shattered Spiders & the Killer Bee) should have smarter AI so that instead of lining up in a pretty little line to pursue the player, they instead attempt to circle in and enclose the player.

DST doesn’t feel like a modern day survival game, because the only thing Klei seems to actually want to update and change the behaviors of are character abilities and skill trees, and maybe a raid boss or two.

On 03.05.2025 at 12:32, Ryusuta said:

О боже, это. Серьезно. Вы попали в самую точку.

Это моя главная претензия как к Uncompromising Mod, так и к 90% контента Lunar vs. Shadow. Он просто представляет повторяющиеся, регулярные угрозы ради самих угроз. Они не повышают ставки, как это делает бой с боссом; они просто создают видимость работы. Видимость работы, которая в лучшем случае даёт вам один-два предмета, которые, возможно, делают эту видимость работы чуть менее раздражающей.

You literally described the boss fights. Monotonous boss killing for 10-20 minutes, which gives at best 1-2 items that are not worth the items or are a error.

2 hours ago, Wawchik said:

So you're just lying now 

No, a lot of people feel this way, the bosses are designed with the intention that a group of at bare minimum 4 (the total number of players a Nintendo switch can have…) people will be fighting it.

They were never designed with the intentions of “let me solo her.”

the “loot” or “rewards” from fighting these bosses are not worth all the effort it takes to fight the boss.

And I can prove that, if enough players are hitting the Behemoth 27,500hp dragonfly, the boss will “faint” and allow those players to get in some cheap free damage while shes helplessly collapsing to the ground.

MEANWHILE: a Solo player unless they’re playing as Wolfgang, will not be able to deal enough damage for the free “faint” mechanic to trigger.

And this problem extends to many other areas of the game as well, when there’s two people fighting deadly Brightshades one can run in and trick it into extending its reach while the other attacks its weak points.

Vargs, Varglet, even the Eye of Terror & Twins of Terror are so much easier to deal with when they aren’t just spamming a solo player with endless pools of minions.

When there’s 2 or more players, one can lure the “herds” away, while the other player focuses on hitting them while they’re vulnerable and open to attack.

The reason I ignore most boss fights when playing alone, is because when I “fail” and I will certainly fail quite often: it leads to a Rollback to try again and again and again… and each rollback is quite literally a RETURN TO THE PAST NOW moment: As in: You waste all your Real Life Time: And effectively accomplish nothing within the game.

And once you finally do kill the boss you were struggling with, what’s the damn reward from all that time you wasted being frustrated with the game? Oh maybe if your lucky a heated furnace, or a handful of gems, or a funny little lamp for your pretty little base..

Am I missing something here???

On 5/3/2025 at 11:57 AM, Bumber64 said:

Curious how frog rain compares here. Lunar rift enhances those?

ive found that lunar frog rains are easier to deal with compared to normal frog rain. While the buffed stats make it seem like it would be more of a challenge, there is another enemy that starts to spawn during lunar rifts. As much as people complain about brightshades ruining decorations, they completely neutralize combat related threats if you let them, and frogs happen to be especially vulnerable to them.

3 hours ago, Mike23Ua said:

No, a lot of people feel this way, the bosses are designed with the intention that a group of at bare minimum 4 (the total number of players a Nintendo switch can have…) people will be fighting it.

They were never designed with the intentions of “let me solo her.”

the “loot” or “rewards” from fighting these bosses are not worth all the effort it takes to fight the boss.

And I can prove that, if enough players are hitting the Behemoth 27,500hp dragonfly, the boss will “faint” and allow those players to get in some cheap free damage while shes helplessly collapsing to the ground.

MEANWHILE: a Solo player unless they’re playing as Wolfgang, will not be able to deal enough damage for the free “faint” mechanic to trigger.

And this problem extends to many other areas of the game as well, when there’s two people fighting deadly Brightshades one can run in and trick it into extending its reach while the other attacks its weak points.

Vargs, Varglet, even the Eye of Terror & Twins of Terror are so much easier to deal with when they aren’t just spamming a solo player with endless pools of minions.

When there’s 2 or more players, one can lure the “herds” away, while the other player focuses on hitting them while they’re vulnerable and open to attack.

The reason I ignore most boss fights when playing alone, is because when I “fail” and I will certainly fail quite often: it leads to a Rollback to try again and again and again… and each rollback is quite literally a RETURN TO THE PAST NOW moment: As in: You waste all your Real Life Time: And effectively accomplish nothing within the game.

And once you finally do kill the boss you were struggling with, what’s the damn reward from all that time you wasted being frustrated with the game? Oh maybe if your lucky a heated furnace, or a handful of gems, or a funny little lamp for your pretty little base..

Am I missing something here???

Well, yes, bosses are obviously designed to be fought in multiplayer, but everybody knows they're not insanely unbearable solo like some people say. D fly? Wanda, Wurt, Willow can easily make her faint solo. Bee queen? Wortox, willow, Wigfrid work great. Fuelweaver? He's already easy if you just prepare and try a few times 

Skill trees made bosses significantly easier to beat solo and the rewards they drop definitely aren't useless, D fly you're encouraged to kill before winter and if you do, you get a good heat source and gems for your future ruins visit. Bee queen provides items to control all 3 stats. Toadstool... Well... I really suggest some people to just GET BETTER instead of saying stuff like "of course you want it to be hard you got 1k hours of playtime".

On 5/3/2025 at 5:57 PM, Bumber64 said:

Curious how frog rain compares here. Lunar rift enhances those?

They kind of do but their damage is blocked because they hit so low and we have flat armor. The only interesting thing is their art design and that they drop more frog legs

Atleast they could have made them appear in the moon island and during rain+moon storm... But nah, better make stuff feel incomplete and disconnected 

4 hours ago, Mike23Ua said:

, a lot of people feel this way, the bosses are designed with the intention that a group of at bare minimum 4

You have 0 idea. 3 characters already makes fighting bosses so dumb easy and without even taking into account characters like wolf or Wanda

The game is balanced around 1 or 2 players. My 2 noob friends and I have been killing bosses without wasting healing food and only 1 piece of armor at most but ey, better complain and give wrong feedback than accepting that, after 10 years, you don't want to learn a game with such basic combat

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