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For some reason the concept of cheese is really degrading towards the creatures that exist within the game. 

So much so that there is intended mechanics that the creatures do yet. To take advantage  of those mechanics it's considered cheese.

Because it's not a 1v1 fight it's considered bad to do any method of combating a creature that is not lifting or using armor.

For some reason if you use any tools beyond that you are cheesing a fight.

And I don't really get this obsession that people have with doing things with just the most simplest of tools. 

This game has a lot of tools that it's disposal yet many people don't wish to use them and that kind of makes things sad because instead they rather would prefer to change the bosses that exist into something much simpler and much easier to fight. And I can't really stand for doing that because it ruins the entire aspect of exploration and experimentation that the game provides because there is never been one true way to fight stuff there's always been multiple ways to do it yet for some reason certain ways are seen as bad and it really shouldn't. 

I say this because I just made a bee queen video I like big Queen because she's got a lot of different ways to fight her but no one likes fighting her. 

People say that she should be more like wear pig and I'm like no I don't want her to be like wear big because where pig is boring. 

Where pig is just dodge to the right three times and then 12 times and your good 

Hey Queen is one of the few fights that really has you trying to figure out how to fight it. Because not many of the standard  ways to do fights apply. But if you look at how she acts and what she does for around certain things you figure out there's actually a lot you can do.

Sometimes the solution isn't go at it with a stick

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I think using bugs or unintended features to kill a boss is a cheese... Said that i strongly believe that EVERY unintended way to kill a boss should be removed, by this i don't mean something on the line of killing fuelweaver with treeguards as woodie, but like stalling them with a spider nest and then killing them with an houndius shootius.

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I feel like you've let other peoples ideas of how to play the game get a little into your head.

This game is a sandbox. Play how you want. Do whatever strategies you want. Challenge yourself as much as you want. Its only a video game afterall.

 

I should also add that this forum isnt the same as random pubs. In publics, or with friends they often do use various "cheese" methods.

On here its a little more.. elitest at times, but some of these guys also arent wrong when they say you dont need this, or that, or whatever. I've fought how many bosses with no armor, no weapons, no weather pain, rowing only, blah blah blah.

I just like to challenge myself as much as possible.

Its just what brings me the most enjoyment, and thats really all that should matter. For you, for me, for everyone.

 

I wanted to also comment on my stance on "cheesing".

Its genuinely okay, i dont care if people do, or not. Its their game that they paid for afterall, but like.. watching Fuelweaver die to ONE houndius shootius for like 2 days is not for me.

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9 minutes ago, Tranoze said:

We need to address the concept of unintended feature.

Killing bee queen with bunny men is ok, killing bosses with catapults, even though it's totally broken, is ok and so on.

But i am against the use of weird blocking methods, such as the use of lureplants (which got patched) and spider dens...

I don't exaclty know how to precisely tell you, it'd be easier for me to make a long list of what is considered a cheese or not to my eyes to better understand my thought.

Edited by Sacco
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9 minutes ago, Sacco said:

Killing bee queen with bunny men is ok, killing bosses with catapults, even though it's totally broken, is ok and so on.

But i am against the use of weird blocking methods, such as the use of lureplants (which got patched) and spider dens...

 

21 minutes ago, Sacco said:

I think using bugs or unintended features to kill a boss is a cheese... Said that i strongly believe that EVERY unintended way to kill a boss should be removed, by this i don't mean something on the line of killing fuelweaver with treeguards as woodie, but like stalling them with a spider nest and then killing them with an houndius shootius.

100% agree with you.

Cheese for me is using intended mechanics to make a boss fight easier, i.e. 40 bunnymen to kill bee queen. These are great and should stay.

However bugs/glitches/pathfinding exploits like dragonfly lavae getting stuck between a magma pool and a wall or getting stuck on a burnt sign or statue. All these exploits should 100% get patched or replaced with a more polished intended mechanic.

To repeat, cheese methods are using intended mechanics to your advantage, exploit methods are using pathfinding bugs/statue abuse which are not intended and should be bug fixed and anyone using these exploits should be frowned upon.

Edited by Gashzer
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I thought this thread at first was about adding new machine to turn diary food into cheese. I was wrong...

Anyway, does it really matter if exploits and cheese are used? It's a sandbox. Do whatever you like. If Klei want to patch it then we change our methods. If people want to cheese something they're always going to find a way one way or another.   

I think a good design boss should have clear mechanics and doable without having to come up with a way to "cheese" it. And if people don't want the fight the intended way and they want to come up with another way, it's fine. (As long as it's not too broken, but again, this varies from people to people.) I agree with you that this is a sandbox game, there shouldn't be only one way to fight a boss or kill a mob. Joeshmocoolstuff once soloed the original Toadstool with Bunnymen.

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16 minutes ago, POOH_LY said:

I think a good design boss should have clear mechanics and doable without having to come up with a way to "cheese" it. And if people don't want the fight the intended way and they want to come up with another way, it's fine. (As long as it's not too broken, but again, this varies from people to people.) I agree with you that this is a sandbox game, there shouldn't be only one way to fight a boss or kill a mob. Joeshmocoolstuff once soloed the original Toadstool with Bunnymen.

That’s the thing, soloing a boss with bumnymen is not a cheese. One thing is having a lot of ways to kill a boss, another is the use of a cheese strat (which i refere to using bugs)

Edited by Sacco
3 minutes ago, Sacco said:

That’s the thing, soloing a boss with bumnymen is not a cheese. One thing is having a lot of ways to kill a boss, another is the use of a cheese strat (which i refere to using bugs)

It's not how the boss is intended to be fought, but I also don't think it's a cheese. Bunnymen's feature is that they can be recruited to help the player fight. And in they did just that.

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6 hours ago, DVGMedia said:

People say that she should be more like wear pig and I'm like no I don't want her to be like wear big because where pig is boring. 

Subjective, I find it more fun to fight a boss with fair mechanics even if it's repetitive, I don't want to be solving a puzzle of how do I beat bee queen through a very time consuming or resource intensive method, I want to actually fight the boss

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1 hour ago, POOH_LY said:

It's not how the boss is intended to be fought, but I also don't think it's a cheese. Bunnymen's feature is that they can be recruited to help the player fight. And in they did just that.

using bunnymen is one of the possible strategies. There is not intended way, but there are a lot of intended ways, i am against the use of bugs tho.

I think it's super backwards because people will have double standards about this type of thing... I've seen several people claim that cheese is bad and bug abusing is bad and then I see them using walls for Dragonfly for example... The definition of cheese is something people do not agree on a lot of the time ANYWAY!!

Lots of people argue in this thread about what cheese is or isn't and contradict themselves because they don't even know what an unintended way to kill a boss is. Is it intended that I can kill a boss with followers? Is it unintended that I can block their pathing? Is it unintended that I can spam this item to shut down this boss? Is it unintended that I can break this boss with a ranged weapon? Is it intended that I can stunlock this boss? Is it intended that I can make two bosses fight? etc. etc. 
The truth is just that we aren't really Klei and we don't know what Klei intended, foresaw, or didn't intend to happen. So, I think whatever's in the game is fair game. Klei isn't really out of touch with the community and if they deem a strategy too much/unintended then they'll just fix it, this has been recently done with Fuelweaver spiderden/lureplant cheese, voidwalking etc.

Exploiting mechanics is not a bad thing! Bugs are not the enemy! These things can really add to the game a lot and make it better and DST is no exception. The mentality of bug = bad and must be fixed is honestly sad to see. I want you to realize that fixing things that don't fit your vision for a boss only narrows the fun of DST. One way to approach a boss makes a boss bad and boring. "Play my sandbox game how **I** want" is a really stupid philosophy to go with. The fun of DST is the freedom with how you want to play and how you approach everything. There's no "right way" to play the game.

About the Werepig, I think that the recent boss designs have been incredibly boring and mundane, DST combat is horrible when all you do is kite and hit the boss when it takes a beauty nap. Recent bosses only revolve around a "Kite & Fight" playstyle where you do nothing but kite the boss' attacks and then hit it, this really accentuates how bad DST combat is because it's extremely repetitive with not much nuance. In my opinion, older DST bosses excel because they keep the player proactive with how the boss works (Fuelweaver is my favorite example) instead of reactive where you just react to what they do next. I wish that Klei could add more bosses that follow the "A New Reign" boss design more. Recent bosses have also had really unappealing bad drops for the most part honestly, Klei has really failed to add new things that allure you to go out of your way to really fight the new bosses outside of "I'm a megabaser and I want this for qol" or "I want to fight this because I want to fight every boss".... 


Also, while Bee Queen isn't my favorite boss by any means, I think that the hatred for her in 2025 is kind of odd. Characters have gotten so powerful with AoE options that she's just... kind of trivial now for almost the entire cast. And I think that her difficulty compared to other bosses is justified considering the quality of her drops.

 

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I'm more on the "If the Devs didn't address it, it is okay".

22 minutes ago, Catuna_ said:

Also, while Bee Queen isn't my favorite boss by any means, I think that the hatred for her in 2025 is kind of odd. Characters have gotten so powerful with AoE options that she's just... kind of trivial now for almost the entire cast. And I think that her difficulty compared to other bosses is justified considering the quality of her drops.

Yeah, ever since the rift/skill trees I find fighting her, FW, and the Shadow Pieces to be way more enjoyable.

speaking off sentiments from previous discussions, debates on cheese/exploits only really boil down to preference and tolerance

emergent gameplay will exist in any and all games as the gamer's mind is fertile, indolent and innovative all the same; regardless if its steve walling off the ledge to prevent recovery, chucking firebombs above capra demon's fog door, using walls to mess with lavae pathing, etc, cheese and exploits will exist and it's only really up to a player to use it, impose it on others, or weep if the cheese is patched out

should it be desired i could repeat the poll i cited for a further gauge of current forum sentiment

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1 hour ago, GetNerfedOn said:

should it be desired i could repeat the poll i cited for a further gauge of current forum sentiment

I think that it would be good to do in october (~1 year after the first one), as we got some new bosses and cheeses and some new patches as well.

13 hours ago, DVGMedia said:

По какой-то причине концепция сыра действительно унижает существ, существующих в игре.

Настолько, что в игре есть механика, которой до сих пор пользуются существа. Использование этой механики считается читерством.

Поскольку это не бой один на один, считается плохим любое действие, направленное на борьбу с существом, которое не носит доспехи и не использует их.

По какой-то причине, если вы используете какие-либо другие инструменты, вы жульничаете.

И я не совсем понимаю эту одержимость людей использованием самых простых инструментов.

В этой игре есть множество инструментов, но многие люди не хотят их использовать, и это печально, потому что они предпочли бы заменить существующих боссов на кого-то более простого и с кем было бы легче сражаться. И я не могу с этим смириться, потому что это разрушает весь аспект исследования и экспериментов, который есть в игре, ведь никогда не было одного верного способа борьбы с чем-либо, всегда было несколько способов, но по какой-то причине некоторые из них считаются плохими, хотя на самом деле это не так.

Я говорю это потому, что только что снял видео о пчелиной королеве. Мне нравится большая королева, потому что у неё много разных способов борьбы, но никто не любит с ней сражаться.

Люди говорят, что она должна больше походить на свинью, а я такой: нет, я не хочу, чтобы она была похожа на свинью, потому что свиньи — это скучно.

Там, где свинья просто три раза уворачивается вправо, а потом ещё 12 раз, и ты молодец

Эй, Квин — один из немногих противников, который заставляет тебя по-настоящему задуматься о том, как с ним бороться. Потому что здесь не работают многие стандартные приёмы. Но если ты посмотришь, как она действует и что делает в определённых ситуациях, то поймёшь, что на самом деле у тебя есть много возможностей.

Иногда решение не требует применения силы

Why use the queen bee as an example of a "good boss fight" if she is literally the worst boss in the game in terms of game design? This is a boss who literally requires nothing from you except a pile of armor and the exact same pile of heal. None of your skills decide anything in this fight

5 hours ago, Catuna_ said:

I think it's super backwards because people will have double standards about this type of thing... I've seen several people claim that cheese is bad and bug abusing is bad and then I see them using walls for Dragonfly for example... The definition of cheese is something people do not agree on a lot of the time ANYWAY!!

Lots of people argue in this thread about what cheese is or isn't and contradict themselves because they don't even know what an unintended way to kill a boss is. Is it intended that I can kill a boss with followers? Is it unintended that I can block their pathing? Is it unintended that I can spam this item to shut down this boss? Is it unintended that I can break this boss with a ranged weapon? Is it intended that I can stunlock this boss? Is it intended that I can make two bosses fight? etc. etc. 
The truth is just that we aren't really Klei and we don't know what Klei intended, foresaw, or didn't intend to happen. So, I think whatever's in the game is fair game. Klei isn't really out of touch with the community and if they deem a strategy too much/unintended then they'll just fix it, this has been recently done with Fuelweaver spiderden/lureplant cheese, voidwalking etc.

Exploiting mechanics is not a bad thing! Bugs are not the enemy! These things can really add to the game a lot and make it better and DST is no exception. The mentality of bug = bad and must be fixed is honestly sad to see. I want you to realize that fixing things that don't fit your vision for a boss only narrows the fun of DST. One way to approach a boss makes a boss bad and boring. "Play my sandbox game how **I** want" is a really stupid philosophy to go with. The fun of DST is the freedom with how you want to play and how you approach everything. There's no "right way" to play the game.

About the Werepig, I think that the recent boss designs have been incredibly boring and mundane, DST combat is horrible when all you do is kite and hit the boss when it takes a beauty nap. Recent bosses only revolve around a "Kite & Fight" playstyle where you do nothing but kite the boss' attacks and then hit it, this really accentuates how bad DST combat is because it's extremely repetitive with not much nuance. In my opinion, older DST bosses excel because they keep the player proactive with how the boss works (Fuelweaver is my favorite example) instead of reactive where you just react to what they do next. I wish that Klei could add more bosses that follow the "A New Reign" boss design more. Recent bosses have also had really unappealing bad drops for the most part honestly, Klei has really failed to add new things that allure you to go out of your way to really fight the new bosses outside of "I'm a megabaser and I want this for qol" or "I want to fight this because I want to fight every boss".... 


Also, while Bee Queen isn't my favorite boss by any means, I think that the hatred for her in 2025 is kind of odd. Characters have gotten so powerful with AoE options that she's just... kind of trivial now for almost the entire cast. And I think that her difficulty compared to other bosses is justified considering the quality of her drops.

 

Nightmare werepig is one of the best designed fights if not the best designed boss fight that DST has to offer. The ability to not automate a boss doesn't make it "mundane".

Also it took Klei like 10 years to fix voidwalking/spider den pathfinding bug. Klei are absolutely terrible at staying on top of bugs. Which is why people have so many complaints... DST isnt a sandbox game, it doesn't even have a creative mode like 99% of all survival genre games out there. I literally cant name a single "sandbox" game that doesn't have a creative mode inbuilt into the game.

So no, DST isnt a sandbox game.

Using bugs isnt cheese, its called exploits.

I hate exploits but I will 100% of the time use the wall-larve pathfinding exploit because if Klei is too lazy to fix it then ofc i will use it in a klei official server to gain time. Because its not up to the players to choose how they play a game, its on the developers to guide and direct the gameplay experience... thats why I buy games and dont make my own.

Klei letting the use of bugs get this out of hand in DST over the course of the 13 odd years DST has been released is a development failure on their part and just sheer laziness/greed, minimum work for maximum skin pack money.

15 minutes ago, Gashzer said:

wall-larve pathfinding exploit

Larvae has low IQ and cant path finding properly is kinda normal. Unless klei add smart enemy and lore accurate smart, like Charlie as mastermind for example, normal low intelligent mobs shouldnt have advanced path finding.

The fact they even know how to path finding through wall already way too much given for them.

Even with player's IQ, they can only path finding on what they see, minecraft pvp for example, people can just trap each other by baiting people into them.
Use path finding and obstacle as advantage for players is always a smart play, not exploit.

Even with human IRL IQ, here path finding example:
image.png.92ff5ebee5719048e2bf066a5e91e17a.png

Assassin fail to path finding through a pillar.

Edited by Tranoze
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12 minutes ago, Gashzer said:

Nightmare werepig is one of the best designed fights if not the best designed boss fight that DST has to offer. The ability to not automate a boss doesn't make it "mundane".

When did I say "the inability to automate a boss makes it mundane"? Please don't put words into my mouth. Be mature and respectful when replying, otherwise just ignore my comment. I don't even like automation.

Nightmare Werepig is okay but it revolves around a single mechanic which makes its fight boring to me. Phase 2 is fun with making it punch around the pillars but that's about it. It also has too little health for a multiplayer setting which is a trend for these newer bosses.

21 minutes ago, Gashzer said:

Also it took Klei like 10 years to fix voidwalking/spider den pathfinding bug. Klei are absolutely terrible at staying on top of bugs. Which is why people have so many complaints... DST isnt a sandbox game, it doesn't even have a creative mode like 99% of all survival genre games out there. I literally cant name a single "sandbox" game that doesn't have a creative mode inbuilt into the game.

Because these bugs enhanced the game for a lot of people and cut through some parts of the game people find bad. The introduction of the brightshade staff justified fixing the lureplant/spider den bug with Fuelweaver because it is an item that trivializes his fight and the introduction of bridges was in an attempt to give a more elegant solution than void walking. The latter doesn't work unfortunately and bridge kit kinda suck.

Sandbox games do not need to have a creative mode. Terraria didn't get its creative mode until quite recently. I don't see how this is even a smidge of an argument to make.
DST is a game with non-linear progression and it lets the player completely chose the way they play, progress, etc... This is why it is a sandbox game as once you learn how to play it and survive you are very free to do what you please when you please where you please. DST rarely ever enforces linear progression on the player, and when there is linear progression it is usually optional (CC/FW questline for example). A sandbox game isn't "a survival game with a creative mode" that's just a silly definition. You are free to explore the combat side of content, farm and/or make a pretty base, or enforce challenges on yourself through the game's settings itself or self-imposed challenges. And you can do all of these things at once, if you wanted to.

28 minutes ago, Gashzer said:

Using bugs isnt cheese, its called exploits.

Exploits... which are used for cheese strategies.

31 minutes ago, Gashzer said:

I hate exploits but I will 100% of the time use the wall-larve pathfinding exploit because if Klei is too lazy to fix it then ofc i will use it in a klei official server to gain time. Because its not up to the players to choose how they play a game, its on the developers to guide and direct the gameplay experience... thats why I buy games and dont make my own.

And you're also using one deliberately. I... don't really know what you're getting at.
It's definitely up to the player how they choose to play DST, consider what I wrote earlier. I don't want to play games where I'm constantly having my hand held and constantly being forced to do what the developers want to do. Those games are not my type of games, and a lot of people wouldn't like DST if it was trying to do this. Developers should guide but a developer's vision for a game like DST is really just a suggestion than anything. That's just how the game was built.

I don't even know what you mean with the second part of your sentence. 

32 minutes ago, Gashzer said:

Klei letting the use of bugs get this out of hand in DST over the course of the 13 odd years DST has been released is a development failure on their part and just sheer laziness/greed, minimum work for maximum skin pack money.

Such a development failure that the game has only gotten bigger with time and people are playing the game in different ways that they enjoy. Such greed and laziness that they crank out regular free content updates and implement one of the best f2p systems I've ever seen in a game. Damn you, Klei! 

 

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20 minutes ago, Tranoze said:

Larvae has low IQ and cant path finding properly is kinda normal. Unless klei add smart enemy and lore accurate smart, like Charlie as mastermind for example, normal low intelligent mobs shouldnt have advanced path finding.

The fact they even know how to path finding through wall already way too much given for them.

Even with player's IQ, they can only path finding on what they see, minecraft pvp for example, people can just trap each other by baiting people into them.
Use path finding and obstacle as advantage for players is always a smart play, not exploit.

Even with human IRL IQ, here path finding example:
image.png.92ff5ebee5719048e2bf066a5e91e17a.png

Assassin fail to path finding through a pillar.

Its only normal because of Klei ignoring bug fixing this long has conditioned DST players to believe its normal, any other devs would have patched this by now.

Especially as dragonfly is the first boss many players will naturally stumble upon, she should be the most polished and bug free boss in DST but she is the complete opposite... im not a game developer but I would make sure the first boss that my playerbase will encounter is the most transparent to fight with the most bug free experience to properly introduce players to raid bosses. Makes sense to me anyway

3 minutes ago, Catuna_ said:

 

Such a development failure that the game has only gotten bigger with time and people are playing the game in different ways that they enjoy. Such greed and laziness that they crank out regular free content updates and implement one of the best f2p systems I've ever seen in a game. Damn you, Klei! 

 

Its got bigger as Klei has focused on making DST have more linear progression, skilltrees, goals to work towards.... just imagine how big DST would be by now if they have focused on these things from the start instead of implementing them after 10years.

DST is unique and successful because of its amazing aesthetic/artstyle, its what attracted me. Fair play to the design artists that Klei have employed from the start that created the initial DST art style, because holy moly its been carrying the success of DST hard all these years.

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