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They should try and shorten it, or make it more engadging somehow.

Killing the 3 lunar bosses is ok even if it takes very long, its engading and new... which is where the rest lacks.

 

Having to re-kill the celestial champion is kinda annoying since it adds more steps, please add more ways to get lunar shards post riff. They should be like a rare item with multiple ways to obtain.

The shards are the only actual challenge. The rest is just walking to point A point B then back to A and stuff, then to C and then back to A, and grinding lots of scrap for turf. If you dont have 7 thulicite bug nets yet, possible if your playing a multiplayer server, its even more steps as you will need the Amber and thulicite on hand.

When you get to point C, the lunar island, you need to capture 6 gestalts. Its not hard, but its just more tedious having to keep going back and forward doing nothing.

 

People complained the CC lunar storm quest was bad, especially before the rework, but in comparison, the CC storm is much more fun, requiring items that need action to obtain in the new lunar storm, instead of walking back and forwards. Everything you needed, except from scrap and doodads, was obtained in the storms itself.

Edited by Jakepeng99
  • Like 8
  • Big Ups 1

I really enjoyed this quest mainly because it expands on Wagstaff’s psychological profile. It shows his ruthlessness and unwavering commitment to his goals, no matter the cost. Catching the Gestalts is a great addition I absolutely love the new animation, it adds a lot of atmosphere.

Expanding the island and being required to build a dedicated boss arena is something fresh and unique that the game hasn’t really done before. Instead of having us collect boring, basic materials like logs or grass, the quest pushes us to use rare and valuable resources that demand more preparation and deeper engagement with the game.

The reward is also genuinely meaningful a crown that provides constant light and infinite sanity, which makes exploring and clearing ruins significantly easier. It’s not just some random gimmick  it’s well-designed, thoughtful content that enhances both the lore and the gameplay.

Let’s be clear: Don’t Starve is first and foremost a survival game, not an RPG, an MMO, or some story-driven adventure. The entire gameplay is built around survival, resource management, and making decisions in a harsh, often unforgiving world. Expecting every moment to hand you a dopamine hit is just naive and childish.

But hey, it’s the 21st century  the TikTok era  where people expect instant gratification every 30 seconds. No flashy cutscene? No loot explosion? Must be boring. But Don’t Starve has never catered to that crowd and thank god it doesn’t. It’s not here to entertain you passively, it’s here to challenge you.

Complaining about “walking from point A to B” being boring is like whining about having to gather food in a game about starving. That’s the rhythm of the game: preparation, exploration, risk – then reward. And that reward isn’t some flashy cinematic – it’s a tough boss fight and meaningful resources.

Lunar Shards are hard to get? Good. That’s what gives them value. If they were everywhere, they wouldn’t matter. Having to rekill the Celestial Champion? That’s the point – you want more shards, you work for them.

Edited by Erathia
  • Like 1
2 hours ago, Erathia said:

I really enjoyed this quest mainly because it expands on Wagstaff’s psychological profile. It shows his ruthlessness and unwavering commitment to his goals, no matter the cost. Catching the Gestalts is a great addition I absolutely love the new animation, it adds a lot of atmosphere.

Expanding the island and being required to build a dedicated boss arena is something fresh and unique that the game hasn’t really done before. Instead of having us collect boring, basic materials like logs or grass, the quest pushes us to use rare and valuable resources that demand more preparation and deeper engagement with the game.

The reward is also genuinely meaningful a crown that provides constant light and infinite sanity, which makes exploring and clearing ruins significantly easier. It’s not just some random gimmick  it’s well-designed, thoughtful content that enhances both the lore and the gameplay.

Let’s be clear: Don’t Starve is first and foremost a survival game, not an RPG, an MMO, or some story-driven adventure. The entire gameplay is built around survival, resource management, and making decisions in a harsh, often unforgiving world. Expecting every moment to hand you a dopamine hit is just naive and childish.

But hey, it’s the 21st century  the TikTok era  where people expect instant gratification every 30 seconds. No flashy cutscene? No loot explosion? Must be boring. But Don’t Starve has never catered to that crowd and thank god it doesn’t. It’s not here to entertain you passively, it’s here to challenge you.

Complaining about “walking from point A to B” being boring is like whining about having to gather food in a game about starving. That’s the rhythm of the game: preparation, exploration, risk – then reward. And that reward isn’t some flashy cinematic – it’s a tough boss fight and meaningful resources.

Lunar Shards are hard to get? Good. That’s what gives them value. If they were everywhere, they wouldn’t matter. Having to rekill the Celestial Champion? That’s the point – you want more shards, you work for them.

Its the gameplay of it not the lore. 

  • Like 1
5 hours ago, Erathia said:

I really enjoyed this quest mainly because it expands on Wagstaff’s psychological profile. It shows his ruthlessness and unwavering commitment to his goals, no matter the cost. Catching the Gestalts is a great addition I absolutely love the new animation, it adds a lot of atmosphere.

Expanding the island and being required to build a dedicated boss arena is something fresh and unique that the game hasn’t really done before. Instead of having us collect boring, basic materials like logs or grass, the quest pushes us to use rare and valuable resources that demand more preparation and deeper engagement with the game.

The reward is also genuinely meaningful a crown that provides constant light and infinite sanity, which makes exploring and clearing ruins significantly easier. It’s not just some random gimmick it’s well-designed, thoughtful content that enhances both the lore and the gameplay.

Let’s be clear: Don’t Starve is first and foremost a survival game, not an RPG, an MMO, or some story-driven adventure. The entire gameplay is built around survival, resource management, and making decisions in a harsh, often unforgiving world. Expecting every moment to hand you a dopamine hit is just naive and childish.

But hey, it’s the 21st century the TikTok era where people expect instant gratification every 30 seconds. No flashy cutscene? No loot explosion? Must be boring. But Don’t Starve has never catered to that crowd and thank god it doesn’t. It’s not here to entertain you passively, it’s here to challenge you.

Complaining about “walking from point A to B” being boring is like whining about having to gather food in a game about starving. That’s the rhythm of the game: preparation, exploration, risk – then reward. And that reward isn’t some flashy cinematic – it’s a tough boss fight and meaningful resources.

Lunar Shards are hard to get? Good. That’s what gives them value. If they were everywhere, they wouldn’t matter. Having to rekill the Celestial Champion? That’s the point – you want more shards, you work for them.

Bruh

Jakepeng, what game do you think you are playing?

Absolutely every quest or even personal megabase goals requires you to walk from A to B collecting stuff. This is the core gameplay loop of every survival game ever made.

Survival games are built on resource collecting and walking around to survive, thrive and progress. 

DST is not a sandbox game, resources are not just handed to you, you need to earn them.

Although I'll reiterate here my idea to give Wilson a final insight skill which unlocks free crafting without needing resources after ending wagstaff/Charlie's questlines with Wilson becoming the de facto, true, unrestrained king of the constant with both alter and them being defeated.

This is why you cant call DST a "sandbox", it lacks a creative mode like Minecraft or most other survival games of today, so it would be fitting if the final reward for beating everything is to unlock this creative mode ingame.

 

  • Potato Cup 2

The problem with quests is that it is not fun to repeat them in subsequent runs/new worlds.

I honestly didn't mind Pearl's quest until after I completed it a a few times but after 10-20 you get really sick of it and the more you do it the more you wish you could just kill her to get pearl.

  • Big Ups 1
9 hours ago, Mike23Ua said:

So the TL:DR you’re experiencing boring raid boss burnout?

Its not the boss itself its the quest im talking about.

2 hours ago, Gashzer said:

Jakepeng, what game do you think you are playing?

Absolutely every quest or even personal megabase goals requires you to walk from A to B collecting stuff. This is the core gameplay loop of every survival game ever made.

Survival games are built on resource collecting and walking around to survive, thrive and progress. 

DST is not a sandbox game, resources are not just handed to you, you need to earn them.

Although I'll reiterate here my idea to give Wilson a final insight skill which unlocks free crafting without needing resources after ending wagstaff/Charlie's questlines with Wilson becoming the de facto, true, unrestrained king of the constant with both alter and them being defeated.

This is why you cant call DST a "sandbox", it lacks a creative mode like Minecraft or most other survival games of today, so it would be fitting if the final reward for beating everything is to unlock this creative mode ingame.

 

Yeah but doing that to gathered resources is much more dynamic and flexible. This isnt that interesting. Also, you always use "dst is a sandbox game" all the time, why do you suddenly change it to survival now to try and fit a weird narrative?

 

Also i have no clue what you are rambling about? Giving Wilson an insight point which unlocks free crafting is a bad idea. c_freecrafting exists.

  • Like 1
32 minutes ago, Jakepeng99 said:

Yeah but doing that to gathered resources is much more dynamic and flexible. This isnt that interesting. Also, you always use "dst is a sandbox game" all the time, why do you suddenly change it to survival now to try and fit a weird narrative?

I never say dst is a sandbox game, that's literally everyone else who says that lol, gathering resources has never been that dynamic in DST and I cant see how it ever can be. This beta is nothing new. Atleast this update is making you seek out and craft weird items that may never be touched like the thulecite net.

44 minutes ago, Jakepeng99 said:

Also i have no clue what you are rambling about? Giving Wilson an insight point which unlocks free crafting is a bad idea. c_freecrafting exists.

Ok Minecraft, 7days to die, the forest... literally every survival game has a dedicated creative mode that you can start the game with or activate half way through. Making a creative mode for DST that is accessed via beating the very last questlines in DST would be fantastic for public server megabasing and console players.

Why did klei add their own geometric placement when geometric placement mod exists?? Console players exist and the Nintendo switch 2 is right around the corner, with its ability to have mouse controls, DST could be huge in the switch 2 if klei hurrys up and gives console players all the much needed QOL stuff like a creative mode and properly fix wortox teleport.

i think the lunar quest line is pretty cool, it takes the player all around the map to different attractions to do thing, from moon forest to archives , the lunar island to pearls small island , even pearl quest require you to explore the map to gather materials.

the novelty goes away when doing the new quest consider you need to get 7 expensive bug net that requires fighting the same boss twice

 

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