llib Posted May 20, 2025 Share Posted May 20, 2025 Hello everyone, I've recently returned to Don't Starve Together and have spent over 300 hours engaging with the new rift-related content. Throughout this experience, I've found that some of the recent updates—such as the introduction of the Great Depths Worm—haven't resonated well with me. Additionally, I feel that certain responses from the development team to player feedback have come across as dismissive. That said, my intention isn't to criticize anyone. I genuinely hope to see Don't Starve Together continue to improve and for our community to remain positive and constructive. Drawing from my understanding of the current game content, I'd like to offer some suggestions regarding the newly introduced creatures in the recent updates. My suggestions focus on the recently introduced creatures: the Great Depths Worm, the Lurking Nightmare (which appears only during Shadow Rifts), and Rictus. I find that these three monsters share a common issue: they are quite challenging to deal with, yet the rewards for defeating them are minimal. I propose that they could drop unique items, which players could use to craft new gear or upgrade existing shadow equipment. Regarding the Great Depths Worm, perhaps it could be tethered to a specific location within the caves, similar to how the Pugalisk guards the Fountain of Youth in Don't Starve: Hamlet. This way, players who prefer to avoid the encounter can do so, while those who choose to engage it are rewarded with valuable items that enhance their gameplay experience. Regarding surface gameplay, has there been any consideration for introducing a structure that prevents Brightshade infestations within a certain radius, allowing players to safeguard their crops? Additionally, I propose the idea of a "Lunar Altar" where players can offer sacrifices to reduce the frequency of Lunar Hail events. This would function similarly to the Volcano Altar of Snackrifice in Don't Starve: Shipwrecked, where offerings delay volcanic eruptions. Additionally, I often play long-term worlds using Wanda, Wickerbottom, and Maxwell—coincidentally, none of them have skill trees yet. I believe Wanda is in particular need of a new skill tree. I find Wortox's skill tree to be exceptionally well-designed and engaging. Would it be possible for the designer responsible for Wortox's skill tree to also work on Wanda's? also have some suggestions for Wanda (I'm aware that some mods have implemented similar features, but I believe official support would be preferable): Firstly, Wanda's Backtrek Watch is a fantastic tool, but I often struggle to remember the destination each one is set to. Could there be a feature added to allow players to name or label each Backtrek Watch? Secondly, Wanda's inventory can feel a bit cramped. While a pocket watch box seems like a good solution, Wanda frequently uses her watches during combat. It would be great if players could assign hotkeys to the watches stored in the box, allowing for quick access similar to pressing 1/2/3 to switch equipment. Additionally, having a persistent display showing the status of all watches without needing to open the box would be a cool feature—essentially, an always-visible watch bar. Lastly, I'm looking forward to your response. It's been a while since the last "intermission." Could you share when the next update is expected to be released? Link to comment https://forums.kleientertainment.com/forums/topic/165759-dst-recent-content-feedback-and-suggestions/ Share on other sites More sharing options...
Sacco Posted May 21, 2025 Share Posted May 21, 2025 Lurking nightmare is a very cool enemy. He is not that hard to kite, he just has a lot of health, and let’s be honest, if you find him hard it’s because you are in the ruins and obviously they are meant to be somewhat hard… 1 Link to comment https://forums.kleientertainment.com/forums/topic/165759-dst-recent-content-feedback-and-suggestions/#findComment-1816566 Share on other sites More sharing options...
llib Posted May 21, 2025 Author Share Posted May 21, 2025 29 minutes ago, Sacco said: Lurking nightmare is a very cool enemy. He is not that hard to kite, he just has a lot of health, and let’s be honest, if you find him hard it’s because you are in the ruins and obviously they are meant to be somewhat hard… I appreciate your perspective, and I agree that the Lurking Nightmare is cool enemy (maybe). That's why I described it as 'quite challenging to deal with' rather than 'hard to deal with.' I also concur that the Ruins are intended to present a higher level of difficulty. However, when multiple red Lurking Nightmares spawn alongside other Nightmare Creatures, kiting becomes nearly impossible, especially during the Nightmare Phase or when Shadow Rifts are active. Given their high health and the complexity of these encounters, perhaps they could drop more unique or valuable loot. After all, higher risk should ideally come with higher rewards, right? Link to comment https://forums.kleientertainment.com/forums/topic/165759-dst-recent-content-feedback-and-suggestions/#findComment-1816568 Share on other sites More sharing options...
Sacco Posted May 22, 2025 Share Posted May 22, 2025 21 hours ago, llib said: I appreciate your perspective, and I agree that the Lurking Nightmare is cool enemy (maybe). That's why I described it as 'quite challenging to deal with' rather than 'hard to deal with.' I also concur that the Ruins are intended to present a higher level of difficulty. However, when multiple red Lurking Nightmares spawn alongside other Nightmare Creatures, kiting becomes nearly impossible, especially during the Nightmare Phase or when Shadow Rifts are active. Given their high health and the complexity of these encounters, perhaps they could drop more unique or valuable loot. After all, higher risk should ideally come with higher rewards, right? You can always escape, you are not always meant to have a chance at killing all the enemies which appear. Link to comment https://forums.kleientertainment.com/forums/topic/165759-dst-recent-content-feedback-and-suggestions/#findComment-1816639 Share on other sites More sharing options...
llib Posted May 22, 2025 Author Share Posted May 22, 2025 12 hours ago, Sacco said: You can always escape, you are not always meant to have a chance at killing all the enemies which appear. I want to emphasize that my original wording was 'they are quite challenging to deal with.' I didn't specifically mention killing them, but rather highlighted the difficulty in managing them. The red Lurking Nightmares exhibit group aggro behavior, which complicates the strategy of isolating and eliminating individual Shadow Creatures to reduce their numbers. Additionally, their planar damage poses a significant threat; without armor that offers planar defense, players are susceptible to full planar damage, and even with such armor, only 80% of physical damage is mitigated. This makes missteps during escape attempts particularly perilous. Therefore, I suggest reducing their stats or modifying their spawn behavior so they appear individually rather than alongside other Shadow Creatures and with inimitable drop to encourage players to kill them. You said "Lurking nightmare is a very cool enemy.", Then of course you would rather players challenge it and kill it, why would you want players to escape? Link to comment https://forums.kleientertainment.com/forums/topic/165759-dst-recent-content-feedback-and-suggestions/#findComment-1816698 Share on other sites More sharing options...
shaurun Posted May 23, 2025 Share Posted May 23, 2025 (edited) @llib, thank you, It was very interesting for me to read your feedback) However I believe you rush with conclusions. Post-rift content is normally activated after FW/CC killed and is not forced, so by the time players normally have necessary expierence and equipment to handle it. E.g. lurking nightmare appears in the Ruins before rifts, and it doesn't have planar damage, so player can learn fighting/avoiding it.Also players can craft Shadowcraft Plinth before rifts are actually activated so later they can avoid going to the Ruins completely. Depth Worm doesn't depend on post-rifts. He is a hazard, and the intent it to run away from it, if you caught on guard. He will despawn if you run too far. He doesn't provide high reward for the kill, and he can't be summoned at will, but it makes him exclusive hazard, and killing it is most likely an achievent for legendary hunters) Rictuses are truely tricky and punishing, especially since 3 of them spawn at once, but there's also an option to run and wait for a luckier shadow rifts spawner. You seem to be a person who likes to be ready for the danger, and appreciates a safe place. As far as I understand, you're also pretty expierenced so possibly you was caught off-guard that caves require much more preparation nowadays. I think you need to give it some time, once you'll get used to it, it all be settled. Also, according to my knowledge devs mentioned that rifts should be something which ruins your world. So tbh post-rifts caves are very difficult place to live and build. But many people (me included) appreiate this approach. Hope you'll also start enjoying it with time, but I absolutely understand your feelings) Edited May 23, 2025 by shaurun Link to comment https://forums.kleientertainment.com/forums/topic/165759-dst-recent-content-feedback-and-suggestions/#findComment-1816951 Share on other sites More sharing options...
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