aoka404 Posted June 13, 2025 Share Posted June 13, 2025 The new BOSS lacks the desire to conquer it in terms of image design, skill design, and rewards. For example, for those exaggerated number of heat-tracking missiles, players need to create a large number of thermal stones and summon many Dwarf Stars to deal with them; otherwise, players will surely die. Even with a large number of other sources of heat energy, this simplistic and crude solution seriously reduces the experience, as if forcing players to do a lot of cumbersome and boring things. Then there is Celestial Scion. Its appearance is ugly and crude. It has no style at all like the final BOSS of the Moon-line. His moves can easily and permanently cover the entire field, leaving players with nowhere to stand. When avoiding the Supernova skill, players also have to desperately recover behind cover. Moreover, it is very easy to drop frames. If it is also slowed down by the skill effect at the same time, Then the gaming experience will drop to a new level again. In conclusion, the combination of this BOSS's moves was not carefully considered at all. Instead, the designer thought, "This design seems cool," and then updated it so simply and brutally. I bet they never personally defeated this BOSS. Finally, there are the rewards for defeating the BOSS. First up is the upgraded enlightened crown. Compared to before the upgrade, it only has the advantage of shining forever. Other aspects are all disadvantages and limitations, such as eye-harming filter and appearance (especially when there is snow on the ground). And a new gestalt deliberately designed to interfere with players, making them so disgusted that they would rather use the ordinary enlightened crown. Then there is terramite. It seems interesting, but in fact, during that game period, players had accumulated a large amount of resources. Instead of using something expensive to maintain to assist them, it's better to just put it in a box and let it gather dust. In summary, not only are the appearance and mechanics of the BOSS substandard, but the loot is also completely not worth the players' long and arduous gameplay. It can be seen that the designer doesn't even understand what the players need. 5 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/ Share on other sites More sharing options...
Erathia Posted June 13, 2025 Share Posted June 13, 2025 Oh, spare me the dramatic meltdown. Reading this, you’d think Klei released this boss just to personally ruin your weekend. Newsflash: not every boss is supposed to roll over and die on your first sloppy attempt. Those “exaggerated heat-tracking missiles” exist so you can’t just face-tank and spam attacks — imagine that, a boss fight that actually demands planning and resource management. Shocking, right? If you can’t handle making extra thermal stones or managing heat sources, that’s on you, not the design. As for the Celestial Scion — no, it’s not “ugly and crude,” it just doesn’t match your private catalog of “pretty monsters.” Its attacks are absolutely punishing because it’s the final boss of that line. Don’t want a supernova in your face? Learn how to use cover and adapt, instead of whining that Klei didn’t design it to let you stand still and swing a spear. And the rewards: seriously? Permanent light, an upgraded crown, new craft material — and you call that worthless? If you can’t figure out what to do with them, again, that’s your problem. Look up a guide, get creative, or just stick them in a box if you’d rather hoard junk than use it. Bottom line: the boss is hard because it’s supposed to be. The loot is good for players who know how to use it. If someone wants everything handed to them on a silver platter with zero challenge, maybe it’s time to switch to Solitaire. 14 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1821960 Share on other sites More sharing options...
Mike23Ua Posted June 13, 2025 Share Posted June 13, 2025 1 hour ago, Erathia said: Oh, spare me the dramatic meltdown. Reading this, you’d think Klei released this boss just to personally ruin your weekend. Newsflash: not every boss is supposed to roll over and die on your first sloppy attempt. Those “exaggerated heat-tracking missiles” exist so you can’t just face-tank and spam attacks — imagine that, a boss fight that actually demands planning and resource management. Shocking, right? If you can’t handle making extra thermal stones or managing heat sources, that’s on you, not the design. As for the Celestial Scion — no, it’s not “ugly and crude,” it just doesn’t match your private catalog of “pretty monsters.” Its attacks are absolutely punishing because it’s the final boss of that line. Don’t want a supernova in your face? Learn how to use cover and adapt, instead of whining that Klei didn’t design it to let you stand still and swing a spear. And the rewards: seriously? Permanent light, an upgraded crown, new craft material — and you call that worthless? If you can’t figure out what to do with them, again, that’s your problem. Look up a guide, get creative, or just stick them in a box if you’d rather hoard junk than use it. Bottom line: the boss is hard because it’s supposed to be. The loot is good for players who know how to use it. If someone wants everything handed to them on a silver platter with zero challenge, maybe it’s time to switch to Solitaire. All of this might would actually sound lovely if the reward you get from fighting the boss was actually worth all the effort and irreparable world changes that come with it. As of right now though, it’s simply not & I don’t think it ever will be?? 3 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822001 Share on other sites More sharing options...
Erathia Posted June 13, 2025 Share Posted June 13, 2025 1 hour ago, Mike23Ua said: Wszystko to mogłoby brzmieć cudownie, gdyby nagroda, którą otrzymujesz za walkę z bossem, była warta całego wysiłku i nieodwracalnych zmian w świecie, które się z tym wiążą. Na razie jednak tak nie jest i nie sądzę, żeby kiedykolwiek tak było?? You don’t have to worry about light. Sanity becomes irrelevant. You get extra damage in combat. Exploring ruins and caves is fast, easy, and much safer. It looks great and impressive. 8 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822032 Share on other sites More sharing options...
Antynomity Posted June 13, 2025 Share Posted June 13, 2025 Just now, Erathia said: You don’t have to worry about light. Sanity becomes irrelevant. You get extra damage in combat. Exploring ruins and caves is fast, easy, and much safer. It looks great and impressive. I think that the world not being filled with junk and dead space after an arc is more important than gear you don't even need for any of the fights 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822034 Share on other sites More sharing options...
Mike23Ua Posted June 13, 2025 Share Posted June 13, 2025 7 minutes ago, Erathia said: You don’t have to worry about light. Sanity becomes irrelevant. You get extra damage in combat. Exploring ruins and caves is fast, easy, and much safer. It looks great and impressive. Yeah well see to me: I look at it about like that time I paid 120$ for the ultimate edition of Batman Arkham Knight, was promised I would get to drive Batmobiles from all eras of history then I discover that I can only “drive” them after I complete the entire game and there’s literally nothing left to do but cruise around in an empty world. This is meant to be in Klei’s own words: The Final Final Boss of Lunar Quests. But the rewards you get from completing these quests truly seem to have no purpose, what’s the point of new toys when you’ve already done everything there was you could do? 2 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822037 Share on other sites More sharing options...
Erathia Posted June 13, 2025 Share Posted June 13, 2025 7 minutes ago, Mike23Ua said: Yeah well see to me: I look at it about like that time I paid 120$ for the ultimate edition of Batman Arkham Knight, was promised I would get to drive Batmobiles from all eras of history then I discover that I can only “drive” them after I complete the entire game and there’s literally nothing left to do but cruise around in an empty world. This is meant to be in Klei’s own words: The Final Final Boss of Lunar Quests. But the rewards you get from completing these quests truly seem to have no purpose, what’s the point of new toys when you’ve already done everything there was you could do? Honestly, I don’t really get what you’re expecting. This is a reward for the final, ultimate stage of the game — so if you truly did everything there was to do, what exactly would bring you joy? If you’ve already finished everything, then the problem isn’t the rewards, but that you don’t know how to set new goals for yourself. DST isn’t just about rushing through the game; it’s about constantly discovering, farming ruins, expanding your base, experimenting, and playing on your own terms. If you’re not doing that, no “new toys” will make any sense to you. Permanent light and sanity? That’s not just a gimmick — it changes the entire gameplay in ruins and caves where you simply can’t play comfortably without it. The upgraded crown gives a real advantage and new possibilities, it’s not some worthless junk. If someone is looking for a “clear ending” and fireworks after the final boss, they probably don’t understand the spirit of Don’t Starve Together. It’s a game about creativity, challenges, and ongoing fun. So if you feel like you’ve “finished” the game, maybe you should think about whether you lack imagination, instead of complaining about the rewards. Because those rewards are meant for people who know what to do with them. 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822040 Share on other sites More sharing options...
Wawchik Posted June 13, 2025 Share Posted June 13, 2025 I do agree that Celestial Scion doesn't look great but it's actually a HARD boss. You have a chance to just fail the boss fight if he covers the whole arena which is great. Missiles are an interesting concept but you just place a bunch of thermal stones on the ground to counter it which sounds like it would be a cheese strategy but that's the real solution which kinda sucks. Haven't fought the boss yet so I'm not 100% sure but I'm really exited for it since it sounds like a real challenge 5 hours ago, aoka404 said: It can be seen that the designer doesn't even understand what the players need. Also you didn't even suggest anything you just said the boss is bad the loot is bad Klei dumb 3 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822078 Share on other sites More sharing options...
Mike23Ua Posted June 13, 2025 Share Posted June 13, 2025 2 hours ago, Erathia said: Honestly, I don’t really get what you’re expecting. This is a reward for the final, ultimate stage of the game — so if you truly did everything there was to do, what exactly would bring you joy? If you’ve already finished everything, then the problem isn’t the rewards, but that you don’t know how to set new goals for yourself. DST isn’t just about rushing through the game; it’s about constantly discovering, farming ruins, expanding your base, experimenting, and playing on your own terms. If you’re not doing that, no “new toys” will make any sense to you. Permanent light and sanity? That’s not just a gimmick — it changes the entire gameplay in ruins and caves where you simply can’t play comfortably without it. The upgraded crown gives a real advantage and new possibilities, it’s not some worthless junk. If someone is looking for a “clear ending” and fireworks after the final boss, they probably don’t understand the spirit of Don’t Starve Together. It’s a game about creativity, challenges, and ongoing fun. So if you feel like you’ve “finished” the game, maybe you should think about whether you lack imagination, instead of complaining about the rewards. Because those rewards are meant for people who know what to do with them. I was expecting what Klei promised when they begun the Turn of Tides updates way back in 2019… tools & gear that would be “vital” to survival. Vital meaning that you actually NEED it, or you won’t survive. And with an entire Lunar Moon God vs Ancient Shadows Story Arch ongoing, I was expecting that I would need Tools, Weapons, Gear & Abilities that COUNTER THE OPPOSITE FACTION. as in: If you go fight the Lunar Boss it makes the Shadow Stuff easier, or Vice Versa. Instead what we ended up getting is Brightshades that spawn from Lunar Rifts, and Brightshade Gear created from those same Lunar Rifts to help better deal with Lunar Rifts. TL:DR- Give me an actual reason to desire opening Shadow Rifts, to obtain gear vital in stopping Lunar Ones, and Vice Versa. Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822103 Share on other sites More sharing options...
Lovens Posted June 13, 2025 Share Posted June 13, 2025 2 hours ago, Erathia said: DST isn’t just about rushing through the game; it’s about constantly discovering, farming ruins, expanding your base, experimenting, and playing on your own terms. If you’re not doing that, no “new toys” will make any sense to you. Oh yeah, I would LOVE to be expanding my base but the last time I expanded it to Pearl's island, it got absolutely demolished with the addition of the new boss. How can I continue enjoying building in this game and exploring this unique and wonderful world if I know that devs themselves don't care about unique world landmarks or player feedback? Klei purposefully screwed base builders repeatedly in the past few updates - first they added destructive rifts that spawned in your base, then stupid brightshades invading gardens and killing friendly mobs near them, then giant boulders falling on structures and destroying cave builds, then moon hail killing small creatures for no good reason, and then Great Depth Worm showing up unannounced with a 30 second warning, demolishing everything it touches and deleting any item from the game permanently. It took so much arguing and begging here on the forums for developers to finally add counters or tweak all these destructive mechanics and I'm tired of it. Now I see that they are gladly willing to not only wreck our bases and creative builds but are completely erasing already established and cohesive parts of the game for the sake of having yet another generic square boss arena with a super destructive boss that breaks anything that it touches. I miss the time when we got bosses that didn't destroy buildings yet were still challenging for players and could be approached in many creative ways. Bee Queen and Dragonfly are two great examples. They won't wreck any structures placed near them, they have extremely consistent aggro mechanics, they are fun to fight, and they won't target other creatures and followers (chester, beefalo, Abigail) over players. I can park my beefalo just fine near BQ or Dfly and fight on foot and know it will stay safe and nothing will kill it - bosses won't even go for it if I die (god forbid I do it by any of the new recently added bosses! I have to park it miles away from both Werepigs, abandon it before going to Frostjaw or new CK, and never approach any mutant bosses or Great Depth Worm with my beefalo around). But instead of having bosses like BQ and Dfly we now got a boss that not only destroys everything in its way (even if it's simply flying through the structure or object) but also is very limited in how you can fight it. Developers went out of their way to shut down any creative approaches that could exist with WARBOT or Celestial Scion fights. You won't beat them unless you place down a bunch of starcallers and thermals, just like you won't beat the new Crystal Deerclops without a torch or a fire staff. They are all designed to be fought in only one intended way, and anything players came up with during the testing (using character specific mechanics or different heat sources, or god forbid, positioning the boss at the edge of the arena so the electric field is contained in one area) got immediately countered and patched in the next beta update. I watched several videos of people fighting new bosses and they all look the same. Players repeat the same sequence of actions wearing pretty much the same one or two sets (either shadow or lunar rift gear) and don't use any character specific traits to even remotely make the fight slightly vary from one attempt to another. I can't even tell which characters they are using behind all those helmets that hide their faces, until they take a hit and I hear their "voice" and then I'm like "Oh, they are Wurt - I thought they were Wilson". I agree that the boss rewards are not worth it - for speedrunners and people who only do a playthrough where they kill each boss only one time the upgraded crown is useless. By the time you get it, you already likely rushed all the ruins, went to the archives twice, explored the ocean for Pearl, Lunar and other bosses, explored caves and the majority of the surface world. There's nowhere to go and nothing to explore anymore, and you don't need this infinite light and extra damage because you've beaten the game. This item, however would be great for megabasers and long-term worlds, except to get it we would have to go along with Pearl's island destruction. Sure you can relocate her now but that comes at a cost - you lose the unique atmosphere of her island, the unique island shape, the unique naturally spawned objects (plugged fissures, driftwood trees, moonglass rocks), the unique ambience of her island ("TOOT" sounds coming from plugged fissures and Pearl's quotes about them). And in return you get a crown that spawns a hostile gestalt around you which can one shot you if you are not wearing armor and which you can accidentally and unintentionally ctrl+f when force attacking something else around you that is for some reason not targeted by your character by default. I have also seen people take off the the crown and immediately get targeted by the new gestalt, and he wouldn't lose aggro even if you re-equip the new crown. I wouldn't want that. I'd rather have infinite full moons for light (not an issue at all) and nightberries for caves (great light solution, and you can wear any gear you want when you eat those), and for fighting I'd rather wear armor and eat a volt goat dish to boost my dps, or set up catapult farms for repeat boss fights. The crown is certainly not worth the risk, especially at the price of Pearl's island. And don't even get me started on the wood chopping robots. Bearger and Reanimated Skeleton exist and are much more efficient and cheaper options. Not to mention both are available for any character and don't require repeatedly beating an endgame boss for their constant upkeep. 8 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822105 Share on other sites More sharing options...
Erathia Posted June 13, 2025 Share Posted June 13, 2025 You keep saying you want something “vital,” but let’s be real: Don’t Starve Together has never been a game where you get gear you literally can’t live without. The whole idea is that you can scrape by with nothing if you have to — that’s the core of this game. If Klei handed you mandatory god-tier weapons, a lot of people here to complain that the game lost all its tension and purpose. And honestly, I think the real issue here is that Don’t Starve has always tried to mix genres — sandbox, survival, a bit of story — but at its heart, it’s always been survival. That’s how it should be judged. If someone starts expecting deep, epic fantasy plotlines or MMO-style raids like WoW or Final Fantasy XIV, then sorry, but that’s just childish. This game is not meant to be a linear RPG or a raid grind — it’s about giving you tools to create chaos your own way. This isn’t an MMO raid where factions have perfect counters and bosses drop must-have loot in ten phases. DST is a sandbox. Lunar vs Shadow is atmosphere and lore flavor, not some min-maxed meta damage chart. You want a reason to open the Shadow Rift? Here you go: because you want to. Because you want new toys to break the world however you like. If you can’t figure out what to do with them, that’s on you. You want something “vital”? Try playing in caves with no light or sanity gear and see how long you last. You’ll find out real quick what “vital” means. You’re bored because you expect the game to tell you exactly what to do, when the whole point of DST is that you decide for yourself what comes next. And honestly, I really don’t get how someone like you — who’s obviously invested hundreds of hours into this game — can write things like this as if you don’t even understand what you’re playing anymore. It feels like you’ve just outgrown what hooked you in the first place, got naturally burned out, and now you’re trying to twist DST into a completely different game it was never meant to be. 3 2 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822108 Share on other sites More sharing options...
Bumber64 Posted June 13, 2025 Share Posted June 13, 2025 (edited) 3 hours ago, Erathia said: DST isn’t just about rushing through the game; it’s about constantly discovering, farming ruins, expanding your base, experimenting, and playing on your own terms. If you’re not doing that, no “new toys” will make any sense to you. DST forumers: > Rifts are designed to destroy your base and impact the world. Don't open them if that's not for you. Also DST forumers: > Rifts are a means to expand your base. Edited June 13, 2025 by Bumber64 4 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822110 Share on other sites More sharing options...
Mike23Ua Posted June 14, 2025 Share Posted June 14, 2025 11 minutes ago, Erathia said: You keep saying you want something “vital,” but let’s be real: Don’t Starve Together has never been a game where you get gear you literally can’t live without. The whole idea is that you can scrape by with nothing if you have to — that’s the core of this game. If Klei handed you mandatory god-tier weapons, a lot of people here to complain that the game lost all its tension and purpose. And honestly, I think the real issue here is that Don’t Starve has always tried to mix genres — sandbox, survival, a bit of story — but at its heart, it’s always been survival. That’s how it should be judged. If someone starts expecting deep, epic fantasy plotlines or MMO-style raids like WoW or Final Fantasy XIV, then sorry, but that’s just childish. This game is not meant to be a linear RPG or a raid grind — it’s about giving you tools to create chaos your own way. This isn’t an MMO raid where factions have perfect counters and bosses drop must-have loot in ten phases. DST is a sandbox. Lunar vs Shadow is atmosphere and lore flavor, not some min-maxed meta damage chart. You want a reason to open the Shadow Rift? Here you go: because you want to. Because you want new toys to break the world however you like. If you can’t figure out what to do with them, that’s on you. You want something “vital”? Try playing in caves with no light or sanity gear and see how long you last. You’ll find out real quick what “vital” means. You’re bored because you expect the game to tell you exactly what to do, when the whole point of DST is that you decide for yourself what comes next. And honestly, I really don’t get how someone like you — who’s obviously invested hundreds of hours into this game — can write things like this as if you don’t even understand what you’re playing anymore. It feels like you’ve just outgrown what hooked you in the first place, got naturally burned out, and now you’re trying to twist DST into a completely different game it was never meant to be. Alright let me just give you one really good example of what I mean by “vital progress” The new Lunar Boss (which you seem to love for whatever reason??) is designed to be fought by using the very same early game Thermal Stones that solve 70% of the games challenges. Meanwhile I read something labeled as “DreadStone” which apparently only comes from opening shadow rifts?? And I think to myself- Now why can’t this material be heated up and used as more durable replacement to distract missiles rather than just using the same old stuff leaving the stuff I actually opted to open rifts to obtain: To remain to be mostly pointless.? 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822111 Share on other sites More sharing options...
Erathia Posted June 14, 2025 Share Posted June 14, 2025 (edited) 33 minutes ago, Lovens said: O tak, CHCIAŁBYM rozbudować swoją bazę, ale ostatnim razem, gdy rozbudowałem ją o wyspę Pearl, została całkowicie zniszczona przez dodanie nowego bossa. Jak mogę dalej cieszyć się budowaniem w tej grze i eksploracją tego wyjątkowego i cudownego świata, jeśli wiem, że sami twórcy nie przejmują się wyjątkowymi punktami orientacyjnymi świata ani opiniami graczy? Klei celowo wielokrotnie oszukiwał budowniczych baz w ostatnich kilku aktualizacjach - najpierw dodali niszczycielskie szczeliny, które pojawiały się w twojej bazie, potem głupie jasne cienie atakujące ogrody i zabijające przyjazne moby w ich pobliżu, potem gigantyczne głazy spadające na konstrukcje i niszczące konstrukcje jaskiniowe, potem grad księżycowy zabijający małe stworzenia bez powodu, a potem Wielki Głębinowy Robak pojawiający się bez zapowiedzi z 30-sekundowym ostrzeżeniem, niszczący wszystko, czego dotknie i trwale usuwający każdy przedmiot z gry. Zajęło to tyle kłótni i błagań tutaj na forach, aby twórcy w końcu dodali kontry lub zmienili wszystkie te niszczycielskie mechanizmy i mam tego dość. Teraz widzę, że chętnie nie tylko niszczą nasze bazy i kreatywne konstrukcje, ale też całkowicie wymazują już ustalone i spójne elementy gry na rzecz kolejnej typowej kwadratowej areny z bossem, który niszczy wszystko, czego dotknie. Tęsknię za czasami, gdy mieliśmy bossów, którzy nie niszczyli budynków, ale nadal stanowili wyzwanie dla graczy i można było do nich podejść na wiele kreatywnych sposobów. Bee Queen i Dragonfly to dwa świetne przykłady. Nie zniszczą żadnych konstrukcji umieszczonych w pobliżu, mają niezwykle spójną mechanikę aggro, fajnie się z nimi walczy i nie będą atakować innych stworzeń i towarzyszy (chester, beefalo, Abigail) zamiast graczy. Mogę zaparkować swojego beefalo w pobliżu BQ lub Dfly i walczyć pieszo, wiedząc, że będzie bezpieczny i nic go nie zabije - bossowie nawet nie pójdą na niego, jeśli zginę (nie daj Boże, żebym zrobił to przy którymś z nowych, niedawno dodanych bossów! Muszę zaparkować go kilometry od obu Werepigów, porzucić przed pójściem do Frostjaw lub nowego CK i nigdy nie podchodzić do żadnych bossów mutantów ani Great Depth Worm z moim beefalo w pobliżu). Ale zamiast mieć bossów takich jak BQ i Dfly, mamy teraz bossa, który nie tylko niszczy wszystko na swojej drodze (nawet jeśli po prostu przelatuje przez strukturę lub obiekt), ale także jest bardzo ograniczony w sposobie walki. Deweloperzy zrobili wszystko, co mogli, aby zablokować wszelkie kreatywne podejścia, które mogłyby istnieć w walkach WARBOT lub Celestial Scion. Nie pokonasz ich, jeśli nie umieścisz grupy starcallerów i thermals, tak jak nie pokonasz nowych Crystal Deerclops bez pochodni lub ognistego kostura. Wszystkie zostały zaprojektowane do walki w tylko jeden zamierzony sposób, a wszystko, co gracze wymyślili podczas testów (używając mechaniki specyficznej dla postaci lub różnych źródeł ciepła, lub nie daj Boże, ustawiając bossa na skraju areny, aby pole elektryczne było ograniczone do jednego obszaru) zostało natychmiast skontrowane i załatane w kolejnej aktualizacji beta. Obejrzałem kilka filmów ludzi walczących z nowymi bossami i wszyscy wyglądają tak samo. Gracze powtarzają tę samą sekwencję działań, nosząc mniej więcej ten sam jeden lub dwa zestawy (sprzęt Shadow lub Lunar Rift) i nie używają żadnych cech charakterystycznych dla postaci, aby choć trochę zmienić walkę od jednej próby do drugiej. Nie potrafię nawet powiedzieć, jakich postaci używają, za tymi wszystkimi hełmami, które ukrywają ich twarze, dopóki nie zostaną trafieni i nie usłyszę ich „głosu”, a wtedy myślę sobie „O, to Wurt - myślałem, że to Wilson”. Zgadzam się, że nagrody za bossów nie są tego warte - dla speedrunnerów i osób, które przechodzą grę tylko raz, zabijając każdego bossa, ulepszona korona jest bezużyteczna. Kiedy ją zdobędziesz, prawdopodobnie już przebiegłeś wszystkie ruiny, dwukrotnie poszedłeś do archiwów, zbadałeś ocean w poszukiwaniu Pearl, Lunar i innych bossów, zbadałeś jaskinie i większość powierzchniowego świata. Nie ma już dokąd iść i nic do zbadania, a nie potrzebujesz tego nieskończonego światła i dodatkowych obrażeń, ponieważ ukończyłeś grę. Ten przedmiot byłby jednak świetny dla megabaz i długoterminowych światów, ale żeby go zdobyć, musielibyśmy pogodzić się ze zniszczeniem wyspy Pearl. Oczywiście, możesz ją teraz przenieść, ale ma to swoją cenę - tracisz unikalną atmosferę jej wyspy, unikalny kształt wyspy, unikalne naturalnie generowane obiekty (zatkane szczeliny, drzewa dryftowe, skały z księżycowego szkła), unikalną atmosferę jej wyspy (dźwięki „TOOT” dochodzące z zatkanych szczelin i cytaty Pearl na ich temat). W zamian otrzymujesz koronę, która tworzy wokół ciebie wrogi gestalt, który może cię zabić jednym strzałem, jeśli nie nosisz zbroi, a ty możesz przypadkowo i nieumyślnie nacisnąć ctrl+f, gdy wymuszasz atak na coś innego wokół ciebie, co z jakiegoś powodu nie jest domyślnie celem twojej postaci. Widziałem też ludzi, którzy zdejmowali koronę i od razu stawali się celem nowego gestaltu, a on nie tracił agresji, nawet jeśli ponownie zakładałeś nową koronę. Nie chciałbym tego. Wolałbym mieć nieskończone pełnie księżyca dla światła (wcale nie jest to problem) i jagody nocy dla jaskiń (świetne rozwiązanie dla światła, a możesz nosić dowolny sprzęt, kiedy je zjesz), a do walki wolałbym nosić zbroję i jeść potrawę z kozy volt, aby zwiększyć mój dps, lub ustawiać farmy katapult do powtarzających się walk z bossami. Korona z pewnością nie jest warta ryzyka, szczególnie za cenę wyspy Pearl. I nie każ mi nawet zaczynać o robotach do rąbania drewna. Bearger i Reanimated Skeleton istnieją i są o wiele bardziej wydajnymi i tańszymi opcjami. Nie wspominając o tym, że oba są dostępne dla każdej postaci i nie wymagają ciągłego pokonywania bossa endgame dla ich stałego utrzymania. Honestly, I don’t quite understand what you’re expecting. These mechanics and bosses are a deliberate part of a survival game that is meant to be difficult, unpredictable, and sometimes frustrating. If it bothers you so much that the game world in any way “destroys” your megabase, just disable rifts, bosses, or other things that annoy you in the settings — or play in creative mode. You have all the tools for that. It’s not like you need access to post-rift content to build a megabase... DST has always been about balancing building, surviving, and dealing with chaos. New bosses, destructive events, and forced mobility are part of the formula — so the game doesn’t turn into a peaceful farming simulator with zero risk. And yes, the rewards are tailored to the stage of the game. If you’ve already done absolutely everything, the problem isn’t the crown or the robots, but that you don’t know how to set a new goal for yourself — and that’s the core of DST. A megabase can be a goal if someone chooses it to be, but there is no obligation to build one or expect the game to always be friendly to builders — because then those who seek adrenaline expect threats coming from every direction. The expectation from speedrunners that the game should offer a meaningful item from some final boss after they have killed every boss is, to me, absurd — your adventure ends there, regardless of what item that boss drops… you’ve killed all the bosses — it’s over. You don’t like that bosses have forced mechanics? Well, some challenges have to be designed so you can’t just steamroll them with a catapult and beefalo farm — otherwise, they wouldn’t be a challenge at all. Regarding that crab island aspect, to me it seems absurd and I don’t want to dwell on it too much, because I see it as just a kind of unhealthy sentimentality that holds us back and doesn’t let us move forward. Klei gave you the option to relocate the Crab Hermit anywhere — you can pick one of the moon islands and move him there, decorate it, and make it your own. Builders will probably appreciate that Klei gave us the ability to shape the island and get rid of the Crab Hermit, who was always hated in the community because those quests are tiring when you do them for the hundredth time. This game is meant to reach, or at least try to reach, different types of players, not just a narrow group focused solely on every detail of their base. To make the game enjoyable for everyone, sometimes you have to adjust settings to your own preferences or make compromises — like deciding whether to fight a specific boss or disable rifts that could destroy your megabase. Wanting everything to be perfectly tailored to your own demands and expectations seems to me like an egoistic and narcissistic viewpoint that only takes into account one group — base builders. The game world is much more diverse and exists because every player can find something for themselves. It’s important to find some empathy and appreciate that the game lives not only thanks to those who build huge, complex bases, but also because of people who love speedrunning bosses, taking on challenges and risks, or just casually playing with friends in real life. For them, fighting a boss often just means killing Deerclops and enjoying it, without worrying about every detail or protecting their base. DST offers a variety of experiences — from peaceful building, through dynamic boss fights, to casual multiplayer sessions. Trying to fit everything into one narrow playstyle unfortunately takes away joy from others and disrupts the balance that Klei works hard to maintain. For me, Dragonfly and Bee Queen aren’t very satisfying bosses — they literally have two boring attacks and feel quite outdated. I definitely prefer Celestial Champion or Werepig because they offer more challenge and are more dynamic. And it’s hard to expect new strategies for defeating this new boss when it just came out, is quite challenging, and the update itself was released rather hastily and contains some bugs. Everyone has their preferences, but I don’t agree that only those old bosses are good — to me, new mechanics and ideas bring freshness, even if sometimes you have to adjust your playstyle. If you’re missing joy in the game, seriously — just turn off what annoys you or try something new instead of complaining that a survival game behaves like a survival game. Edited June 14, 2025 by Erathia 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822114 Share on other sites More sharing options...
Draggofroot Posted June 14, 2025 Share Posted June 14, 2025 4 hours ago, Mike23Ua said: All of this might would actually sound lovely if the reward you get from fighting the boss was actually worth all the effort and irreparable world changes that come with it. As of right now though, it’s simply not & I don’t think it ever will be?? "IrRepArAbLe DaMaGe" OH MY GOD CAN WE PLEASE LET THIS GO. MOVING PEARL IS LITTERALY BENEFICIAL TO EVERYONE AND EVERYTHING. 28 minutes ago, Lovens said: Oh yeah, I would LOVE to be expanding my base but the last time I expanded it to Pearl's island, it got absolutely demolished with the addition of the new boss. How can I continue enjoying building in this game and exploring this unique and wonderful world if I know that devs themselves don't care about unique world landmarks or player feedback? Klei purposefully screwed base builders repeatedly in the past few updates - first they added destructive rifts that spawned in your base, then stupid brightshades invading gardens and killing friendly mobs near them, then giant boulders falling on structures and destroying cave builds, then moon hail killing small creatures for no good reason, and then Great Depth Worm showing up unannounced with a 30 second warning, demolishing everything it touches and deleting any item from the game permanently. It took so much arguing and begging here on the forums for developers to finally add counters or tweak all these destructive mechanics and I'm tired of it. Now I see that they are gladly willing to not only wreck our bases and creative builds but are completely erasing already established and cohesive parts of the game for the sake of having yet another generic square boss arena with a super destructive boss that breaks anything that it touches. HMMMMM IF ONLYYYYY THERE WAS A POPUP WARNING. If you enjoy building then how about you find another different game where building is the main focus. Or if you're too stubborn then you can just do c_freecrafting() (or just turn every destructive thing off in world settings if youre a console player) 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822116 Share on other sites More sharing options...
Erathia Posted June 14, 2025 Share Posted June 14, 2025 (edited) 30 minutes ago, Mike23Ua said: Dobrze, pozwólcie, że podam wam jeden naprawdę dobry przykład tego, co mam na myśli mówiąc „istotny postęp” Z nowym Lunar Bossem (którego, jak widać, uwielbiasz z jakiegoś powodu) walczy się przy użyciu tych samych wczesnych Kamieni Termicznych, które rozwiązują 70% wyzwań gry. W międzyczasie przeczytałem coś oznaczonego jako „DreadStone”, co najwyraźniej można uzyskać jedynie otwierając szczeliny cienia?? I pomyślałem sobie - Dlaczego więc nie można podgrzać tego materiału i użyć go jako trwalszego zamiennika do odwracania uwagi pocisków, zamiast po prostu używać tej samej starej rzeczy, pozostawiając rzecz, którą faktycznie zdecydowałem się zdobyć, otwierając szczeliny: aby pozostała w większości bezcelowa.? Exactly — you can talk endlessly about how something should have been done, how it would be so much better if only they changed this or that. But that’s not how it works. This is the developers’ vision, not your private wish list. Sure, it’s nice when devs listen to players and adjust things here and there, but in the end it’s their creation, their world, their rules — not the players’ decision how the game should look. There’s no point constantly whining that something is wrong or not exactly how you wanted because “it could be better.” That’s just toxic energy that brings nothing positive, especially in the 21st century when the game industry is cold, calculated, and generally deaf to player requests anyway. If you really want something perfect for yourself, make it on your own terms or go play something else. So instead of endlessly complaining and writing about what “should” be, maybe think about accepting the game for what it is — with its own vision and limits. Otherwise, this never ends, and the devs stop paying attention to the community altogether. And no, I don’t love this boss. I actually think it looks ugly, I don’t like mechanical designs, I prefer more mystical fantasy vibes — but I can step outside my bubble and appreciate that from a lore point of view it’s well done, and I can understand why someone might like it. So I won’t force my taste on others and whine about its appearance. It’s not meant to match everyone’s personal aesthetic, and I’m not going to write a sad poem because the boss doesn’t do exactly what I imagined or doesn’t look how I pictured it. Unlike some people who keep yelling, I have no problem tailoring the game to my style. I play in megabase mode — if something destroys my base, I rollback. I want a nice Hermit island? I don’t activate Wagstaff’s questline. I hate the wildfires mechanic, so I turn it off. I don’t complain that these things exist in the game because I don’t expect the entire game to cater 100% to me. I can compromise and I appreciate how much effort Klei puts into trying to satisfy different playstyles and different kinds of players. I get the feeling that some players just want to have their cake and eat it too. And I wish that same level of maturity to everyone — especially to those who spread the most negativity and forget that they’re not the most important part of this game’s development process. Edited June 14, 2025 by Erathia 4 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822121 Share on other sites More sharing options...
Mysterious box Posted June 14, 2025 Share Posted June 14, 2025 32 minutes ago, Lovens said: I continue enjoying building in this game and exploring this unique and wonderful world if I know that devs themselves don't care about unique world landmarks or player feedback? I'm a bit confused at the idea that klei shouldn't touch unique landmarks. Like if klei ever revisits the caves should they just never touch the archives again because someone thought a plot relevant location would never be touched again? 36 minutes ago, Lovens said: I miss the time when we got bosses that didn't destroy buildings yet were still challenging for players and could be approached in many creative ways. Bee Queen and Dragonfly are two great examples. They won't wreck any structures placed near them, they have extremely consistent aggro mechanics, they are fun to fight, and they won't target other creatures and followers (chester, beefalo, Abigail) over players. Most bosses do have destructive abilities even dragonfly's larva can burn things if you are careless. That being said bee queen is often mentioned as being disliked by players and dragonfly's popularity almost exclusively comes from the wall cheese so I'm not too sure they are the best picks for "fun" bosses. 44 minutes ago, Lovens said: I agree that the boss rewards are not worth it - for speedrunners and people who only do a playthrough where they kill each boss only one time the upgraded crown is useless. By the time you get it, you already likely rushed all the ruins, went to the archives twice, explored the ocean for Pearl, Lunar and other bosses, explored caves and the majority of the surface world. There's nowhere to go and nothing to explore anymore, and you don't need this infinite light and extra damage because you've beaten the game. This item, however would be great for megabasers and long-term worlds, except to get it we would have to go along with Pearl's island destruction. Sure you can relocate her now but that comes at a cost - you lose the unique atmosphere of her island, the unique island shape, the unique naturally spawned objects (plugged fissures, driftwood trees, moonglass rocks), the unique ambience of her island ("TOOT" sounds coming from plugged fissures and Pearl's quotes about them). And in return you get a crown that spawns a hostile gestalt around you which can one shot you if you are not wearing armor and which you can accidentally and unintentionally ctrl+f when force attacking something else around you that is for some reason not targeted by your character by default. I have also seen people take off the the crown and immediately get targeted by the new gestalt, and he wouldn't lose aggro even if you re-equip the new crown. I wouldn't want that. I'd rather have infinite full moons for light (not an issue at all) and nightberries for caves (great light solution, and you can wear any gear you want when you eat those), and for fighting I'd rather wear armor and eat a volt goat dish to boost my dps, or set up catapult farms for repeat boss fights. The crown is certainly not worth the risk, especially at the price of Pearl's island. And don't even get me started on the wood chopping robots. Bearger and Reanimated Skeleton exist and are much more efficient and cheaper options. Not to mention both are available for any character and don't require repeatedly beating an endgame boss for their constant upkeep. Honestly this feels like a case of no matter what was added in terms of reward it wouldn't satisfy there's only so much that can be given before dst just becomes a non game auto sim. Like realistically speaking what else can they give before things turn into a bad mod? 41 minutes ago, Bumber64 said: Rifts are designed to destroy your base Has anyone legitimately said this? 4 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822125 Share on other sites More sharing options...
aoka404 Posted June 14, 2025 Author Share Posted June 14, 2025 6 hours ago, Erathia said: Oh, spare me the dramatic meltdown. Reading this, you’d think Klei released this boss just to personally ruin your weekend. Newsflash: not every boss is supposed to roll over and die on your first sloppy attempt. Those “exaggerated heat-tracking missiles” exist so you can’t just face-tank and spam attacks — imagine that, a boss fight that actually demands planning and resource management. Shocking, right? If you can’t handle making extra thermal stones or managing heat sources, that’s on you, not the design. As for the Celestial Scion — no, it’s not “ugly and crude,” it just doesn’t match your private catalog of “pretty monsters.” Its attacks are absolutely punishing because it’s the final boss of that line. Don’t want a supernova in your face? Learn how to use cover and adapt, instead of whining that Klei didn’t design it to let you stand still and swing a spear. And the rewards: seriously? Permanent light, an upgraded crown, new craft material — and you call that worthless? If you can’t figure out what to do with them, again, that’s your problem. Look up a guide, get creative, or just stick them in a box if you’d rather hoard junk than use it. Bottom line: the boss is hard because it’s supposed to be. The loot is good for players who know how to use it. If someone wants everything handed to them on a silver platter with zero challenge, maybe it’s time to switch to Solitaire. I spent the whole afternoon dealing with this BOSS. I have long forgotten how many times the game was logged back and how many times I paused to reduce mistakes during the game. Eventually, I managed to defeat it with great difficulty. I have these insights (the first time I defeated it in the test server, this is the second time). What will be the reward afterwards? An ever-glowing upgraded Enlightened Crown with a blinding filter. After wearing it, one also has to be on guard against an enemy with 2000 health and 180 attack power. It's as if there are landmines all around. It's a permanent light source that players have painstakingly obtained but is full of limitations when used. Then we'd rather use the ordinary Enlightened Crown. Anyway, at that stage there is no shortage of food that can restore mental values. As for Terramite, players already have abundant and abundant resources to create a large number of Thermal Stones. Do they still need it? At that time, even Armored Beargers could easily obtain a large amount of resources. It is estimated to be useful only when felling Sporecaps. At other times, it's just a collectible. The difficulty of the final BOSS should be relatively high, but high difficulty does not equal a poor experience. If it weren't for its reputation as the ultimate BOSS of the Moon Line, in my eyes, it would even be inferior to Toadstool. Your point of view is truly shallow. Only those who have truly experienced it can understand how exhausting this update is both physically and mentally. 3 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822126 Share on other sites More sharing options...
Erathia Posted June 14, 2025 Share Posted June 14, 2025 4 minutes ago, aoka404 said: I spent the whole afternoon dealing with this BOSS. I have long forgotten how many times the game was logged back and how many times I paused to reduce mistakes during the game. Eventually, I managed to defeat it with great difficulty. I have these insights (the first time I defeated it in the test server, this is the second time). What will be the reward afterwards? An ever-glowing upgraded Enlightened Crown with a blinding filter. After wearing it, one also has to be on guard against an enemy with 2000 health and 180 attack power. It's as if there are landmines all around. It's a permanent light source that players have painstakingly obtained but is full of limitations when used. Then we'd rather use the ordinary Enlightened Crown. Anyway, at that stage there is no shortage of food that can restore mental values. As for Terramite, players already have abundant and abundant resources to create a large number of Thermal Stones. Do they still need it? At that time, even Armored Beargers could easily obtain a large amount of resources. It is estimated to be useful only when felling Sporecaps. At other times, it's just a collectible. The difficulty of the final BOSS should be relatively high, but high difficulty does not equal a poor experience. If it weren't for its reputation as the ultimate BOSS of the Moon Line, in my eyes, it would even be inferior to Toadstool. Your point of view is truly shallow. Only those who have truly experienced it can understand how exhausting this update is both physically and mentally. Honestly, you’re really overblowing this whole “physical and mental exhaustion” thing. That effort is exactly what makes victory feel meaningful and memorable, instead of just being another shallow dopamine hit like mindlessly scrolling TikTok for quick stimulation. We’re clearly from completely different mental eras. You come across as someone who expects the game to hand you everything easily, quickly, and painlessly, just to check it off and move on. I, on the other hand, am the kind of player who wants a real challenge — who appreciates that you have to struggle, fail a few times, and figure things out before you finally succeed. Yes, it’s tiring. But that’s the point. Good games aren’t disposable entertainment you consume in five minutes and forget. They’re supposed to test you, and that’s why you actually remember them long after you log out. If you’d rather breeze through everything with zero effort for a quick hit of pleasure, then maybe just adjust your settings or work on your FOMO — you don’t have to do these things, especially if you think the reward is pointless anyway. 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822129 Share on other sites More sharing options...
Bumber64 Posted June 14, 2025 Share Posted June 14, 2025 (edited) 12 minutes ago, Mysterious box said: Has anyone legitimately said this? You... basically just did at the top of your post? Anyone mentioning the rifts opening warning, more directly. E.g., Draggofroot above, gaymime in another thread. Edited June 14, 2025 by Bumber64 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822130 Share on other sites More sharing options...
Mysterious box Posted June 14, 2025 Share Posted June 14, 2025 5 minutes ago, Bumber64 said: You... basically just did at the top of your post? Anyone mentioning the rifts opening warning, more directly. E.g., Draggofroot above, the guy with a Wes pfp in another thread. Except I didn't unless you are trying to say you are forced to build your base on unique plot relevant landmarks? And if that's the case is klei just not allowed to make any content that impacts the world? Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822133 Share on other sites More sharing options...
aoka404 Posted June 14, 2025 Author Share Posted June 14, 2025 1 minute ago, Erathia said: Honestly, you’re really overblowing this whole “physical and mental exhaustion” thing. That effort is exactly what makes victory feel meaningful and memorable, instead of just being another shallow dopamine hit like mindlessly scrolling TikTok for quick stimulation. We’re clearly from completely different mental eras. You come across as someone who expects the game to hand you everything easily, quickly, and painlessly, just to check it off and move on. I, on the other hand, am the kind of player who wants a real challenge — who appreciates that you have to struggle, fail a few times, and figure things out before you finally succeed. Yes, it’s tiring. But that’s the point. Good games aren’t disposable entertainment you consume in five minutes and forget. They’re supposed to test you, and that’s why you actually remember them long after you log out. If you’d rather breeze through everything with zero effort for a quick hit of pleasure, then maybe just adjust your settings or work on your FOMO — you don’t have to do these things, especially if you think the reward is pointless anyway. Yes, just as I said before, after the actual experience, I truly feel that the experience of this BOSS in all aspects is extremely poor. I reject such brainwashing and unrealistic thoughts from you. If it weren't for the pursuit of a complete game progress, I would never have fought this BOSS for the second time in the official version. After the battle, my sense of achievement was pitifully meager. It's more about self-questioning: Why should I torture myself again? ! 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822134 Share on other sites More sharing options...
Lovens Posted June 14, 2025 Share Posted June 14, 2025 (edited) 42 minutes ago, Draggofroot said: HMMMMM IF ONLYYYYY THERE WAS A POPUP WARNING. If you enjoy building then how about you find another different game where building is the main focus. Or if you're too stubborn then you can just do c_freecrafting() (or just turn every destructive thing off in world settings if youre a console player) What popup warning? When rifts were introduced there was nothing said about the future destruction of an established world landmark, the most peaceful island there is. There is nothing gained from this destruction. There's not a single good reason this fight couldn't have happened literally anywhere else but on Pearl's island. every person defending this "eviction" arc is acting as if the boss wouldn't exist without Pearl's island, or as if people with opposite opinion argue that this boss shouldn't have happened at all. We could have gotten it all - the new boss, Pearl's island intact and Pearl's relocation kit for those who really want it. The game has always been about player choices, and I don't like being forced into destruction. Klei took away those choices in the new update. You can't choose to tell Wagstaff to kindly f*ck off this island and build his experiment literally anywhere else, and choose to spare the place you invested your time and effort improving and fixing because the game itself earlier guided you to do so. 48 minutes ago, Erathia said: Honestly, I don’t quite understand what you’re expecting. These mechanics and bosses are a deliberate part of a survival game that is meant to be difficult, unpredictable, and sometimes frustrating. If it bothers you so much that the game world in any way “destroys” your megabase, just disable rifts, bosses, or other things that annoy you in the settings — or play in creative mode. You have all the tools for that. It’s not like you need access to post-rift content to build a megabase... There is nothing difficult in destruction. Destruction just for the sake of it is boring, pointless and ruins the enjoyment of the game. It doesn't challenge players to come up with new creative ways to counter it, especially if there is no counter and you just have to go along with what devs planned for the game. And yes I already had to opt to turn some things off in the settings in my megabase. I don't see a challenge in pengulls or skittesrquids repeatedly spawning off the shore and destroying my walls and fences. It's not improving my survival gameplay experience, nor does it make the game harder for me. It's just an annoyance because I have to go there and fix the broken wall/fence and waste my time doing it for the 1000th time. I'd rather them spawn and attack me on sight than my buildings - now that would be a challenge. There a great boss that's designed to threatens your builds specifically and that's Deerclops - but it comes with a warning and a full 1 minute timer to move away from the stuff you don't want to be broken. Anything else that randomly destroys a thing here and there is just annoying and disrupts the gameplay, making it less fun. 48 minutes ago, Erathia said: You don’t like that bosses have forced mechanics? Well, some challenges have to be designed so you can’t just steamroll them with a catapult and beefalo farm — otherwise, they wouldn’t be a challenge at all. For me, Dragonfly and Bee Queen aren’t very satisfying bosses — they literally have two boring attacks and feel quite outdated. I definitely prefer Celestial Champion or Werepig because they offer more challenge and are more dynamic. And it’s hard to expect new strategies for defeating this new boss when it just came out, is quite challenging, and the update itself was released rather hastily and contains some bugs. Catapults are considered entities with health so both Dragonfly and Bee Queen target them. But they target them by attacking them and not by simply destroying them with a stomp of by flying over them. Even Deerclops, one of the most destructive bosses in the game, specifically designed to destroy structures, wouldn't do so with their attack if it's targeting the player. You can stand on top of a structure and fight him, and none of his swipes will destroy it as long it doesn't walk over it, or loses aggro from you. Bosses still target beefalo if it's being ridden, and it still takes damage. You already are punished by new bosses' attacks that throw you off your beefalo. Having then the boss re-aggro onto the beefalo instead of continuing to target the player is completely unnecessary and frustrating. At least they understood that flaw and introduced a couple of combat saddles that allow you to mount your beefalo even when it's aggroed onto the boss. But I still would rather have bosses that don't actively target your mount when you are not riding it. 48 minutes ago, Erathia said: Klei gave you the option to relocate the Crab Hermit anywhere — you can pick one of the moon islands and move him there, decorate it, and make it your own. Builders will probably appreciate that Klei gave us the ability to shape the island and get rid of the Crab Hermit, who was always hated in the community because those quests are tiring when you do them for the hundredth time. Speak for yourself - I personally always enjoyed her quests and grew attached to this part of the game. I like it and know a lot of people who enjoy it as well. Just by the amount of support my comments in beta and post-beta received I can tell there's a lot of people who just like me think that destruction of her island was out of place and completely unnecessary. The majority of them were shut down with the introduction of the rehomer kit, but like I already said, you can't recreate the original place anywhere else even with the rehomer kit. Heck, you can't even properly recreate her home on her own island after the boss fight is done! The new docks cannot be removed so the original teardop/crescent shape of the island is forever lost, completed with the ugliest junk turf that doesn't fit the original island aesthetics. The unique objects that were on her island will be destroyed by the new boss - because obviously it's very plot important and challenging for the players that the two lonely driftwood trees growing there have to get chopped, for a good measure. Finally, her relocation kit won't even let you place her home back where it was and with the same structure spacing - it now bunches up all her structures together in a tight messy placer, and requires it to be super close to water, barely leaving any room around for a nice and balanced build. You can do a poor imitation of her island but you will never achieve its unique beauty and balanced harmony. It will always look modded and artificial to me. Losing this unique and beautiful place to yet another stupid square boss arena that could have been placed literally anywhere else in the world (it's not like there was no room for a new island, or on Lunar) is devastating for me. And even then, I chose to not fight the last boss in my world yet I still have Wagstaff and his junk camping at Pearl's, ruining its appearance with ugly junk piles and stupid hologram. I can't move him or do anything to get rid of him - I can't roll back 10+ years of fighting mutant bosses and having rifts that were introduced long before all this Wagstaff on Pearl's island nonsense. There was never a warning or any sign that Pearl's island will become a boss arena. It's a place where you'd least expect a boss fight because of how tiny it is and how complete and finished her location/quest arc already was. To me this arc looks as random as having Scrappy Werepig arena land in place of Pig King's setpiece, completely demolishing the entire pig village and Pig King himself in the process and relocating him, idk, to the Swamp for example. But they didn't go with it and made Scrappy have its own setpiece. The same thing should have happened with the new lunar boss and nothing else will convince me it absolutely had to be the way it currently is. Edited June 14, 2025 by Lovens 4 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822135 Share on other sites More sharing options...
Bumber64 Posted June 14, 2025 Share Posted June 14, 2025 (edited) 7 hours ago, Mysterious box said: Except I didn't unless you are trying to say you are forced to build your base on unique plot relevant landmarks? And if that's the case is klei just not allowed to make any content that impacts the world? We debated that specific point in a previous thread and I don't see a point in rehashing it. (The island was already too small for the boss, new island, etc.) Edited June 14, 2025 by Bumber64 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822137 Share on other sites More sharing options...
Erathia Posted June 14, 2025 Share Posted June 14, 2025 8 minutes ago, Lovens said: What popup warning? When rifts were introduced there was nothing said about the future destruction of an established world landmark, the most peaceful island there is. There is nothing gained from this destruction. There's not a single good reason this fight couldn't have happened literally anywhere else but on Pearl's island. every person defending this "eviction" arc is acting as if the boss wouldn't exist without Pearl's island, or as if people with opposite opinion argue that this boss shouldn't have happened at all. We could have gotten it all - the new boss, Pearl's island intact and Pearl's relocation kit for those who really want it. The game has always been about player choices, and I don't like being forced into destruction. Klei took away those choices in the new update. You can't choose to tell Wagstaff to kindly f*ck off this island and build his experiment literally anywhere else, and choose to spare the place you invested your time and effort improving and fixing because the game itself earlier guided you to do so. There is nothing difficult in destruction. Destruction just for the sake of it is boring, pointless and ruins the enjoyment of the game. It doesn't challenge players to come up with new creative ways to counter it, especially if there is no counter and you just have to go along with what devs planned for the game. And yes I already had to opt to turn some things off in the settings in my megabase. I don't see a challenge in pengulls or skittesrquids repeatedly spawning off the shore and destroying my walls and fences. It's not improving my survival gameplay experience, nor does it make the game harder for me. It's just an annoyance because I have to go there and fix the broken wall/fence and waste my time doing it for the 1000th time. I'd rather them spawn and attack me on sight than my buildings - now that would be a challenge. There a great boss that's designed to threatens your builds specifically and that's Deerclops - but it comes with a warning and a full 1 minute timer to move away from the stuff you don't want to be broken. Anything else that randomly destroys a thing here and there is just annoying and disrupts the gameplay, making it less fun. Catapults are considered entities with health so both Dragonfly and Bee Queen target them. But they target them by attacking them and not by simply destroying them with a stomp of by flying over them. Even Deerclops, one of the most destructive bosses in the game, specifically designed to destroy structures, wouldn't do so with their attack if it's targeting the player. You can stand on top of a structure and fight him, and none of his swipes will destroy it as long it doesn't walk over it, or loses aggro from you. Bosses still target beefalo if it's being ridden, and it still takes damage. You already are punished by new bosses' attacks that throw you off your beefalo. Having then the boss re-aggro onto the beefalo instead of continuing to target the player is completely unnecessary and frustrating. At least they understood that flaw and introduced a couple of combat saddles that allow you to mount your beefalo even when it's aggroed onto the boss. But I still would rather have bosses that don't actively target your mount when you are not riding it. Speak for yourself - I personally always enjoyed her quests and grew attached to this part of the game. I like it and know a lot of people who enjoy it as well. Just by the amount of support my comments in beta and post-beta received I can tell there's a lot of people who just like me think that destruction of her island was out of place and completely unnecessary. The majority of them were shut down with the introduction of the rehomer kit, but like I already said, you can't recreate the original place anywhere else even with the rehomer kit. Heck, you can't even properly recreate her home on her own island after the boss fight is done! The new docks cannot be removed so the original teardop/crescent shape of the island is forever lost, completed with the ugliest junk turf that doesn't fit the original island aesthetics. The unique objects that were on her island will be destroyed by the new boss - because obviously it's very plot important and challenging for the players that the two lonely driftwood trees growing there have to get chopped, for a good measure. Finally, her relocation kit won't even let you place her home back where it was and with the same structure spacing - it now bunches up all her structures together in a tight messy placer, and requires it to be super close to water, barely leaving any room around for a nice and balanced build. You can do a poor imitation of her island but you will never achieve its unique beauty and balanced harmony. It will always look modded and artificial to me. Losing this unique and beautiful place to yet another stupid square boss arena that could have been placed literally anywhere else in the world (it's not like there was no room for a new island, or on Lunar) is devastating for me. And even then, I chose to not fight the last boss in my world yet I still have Wagstaff and his junk camping at Pearl's, ruining its appearance with ugly junk piles and stupid hologram. I can't move him or do anything to get rid of him - I can't roll back 10+ years of fighting mutant bosses and having rifts that were introduced long before all this Wagstaff on Pearl's island nonsense. There was never a warning or any sign that Pearl's island will become a boss arena. It's a place where you'd least expect a boss fight because of how tiny it is and how complete and finished her location/quest arc already was. To me this arc looks as random as having Scrappy Werepig arena land in place of Pig King's setpiece, completely demolishing the entire pig village and Pig King himself in the process and relocating him, idk, to the Swamp for example. But they didn't go with it and made Scrappy have its own setpiece. The same thing should have happened with the new lunar boss and nothing else will convince me it absolutely had to be the way it currently is. Sorry, but talking to you feels like talking to a wall that keeps repeating the same thing. Claiming ownership over every single part of this game is completely absurd to me. I understand the sadness, someone put in a lot of work creating a beautiful Hermit island, then an update comes along and now to progress, they have to change it into something else and destroy their work. That’s definitely tough. From my perspective, it’s lore-justified and highlights Wagstaff’s character, and a good compromise between these approaches is the relocator. You don’t address the broader issue you’re raising at all; you keep focusing only on how things should or shouldn’t look in the game. I won’t respond to that because it still sounds like fanaticism—you’ve confused The Sims or Minecraft creative mode with Don’t Starve. 2 1 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/166419-to-sum-up-the-experience-of-the-new-version/#findComment-1822139 Share on other sites More sharing options...
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