Edible Coal Posted August 8, 2025 Share Posted August 8, 2025 after testing for a bit, moongleam burn is not that bad, you just need to not stand near the flamable creatures Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831124 Share on other sites More sharing options...
cybers2001 Posted August 8, 2025 Share Posted August 8, 2025 (edited) People saying "Just use flingos /4head" are as unconstructive as ever. Has anything changed to make flingos more appealing now than 10 years ago? Or is it just that big bases become less appealing? If I want to cover my base in flingos, I'll need like 50 of them. I need to make sure they are all fueled and turned on in anticipation of a crisis. It's not a matter of "just wait until there's a fire," because fires can happen outside my field of vision. If flingos were buffed to be completely passive like lightning rods, then it's a different story. Alternatively, if crystaleyezers were less intrusive when kept active, it could provide a nice late-game option that gives better coverage. Edited August 8, 2025 by cybers2001 7 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831125 Share on other sites More sharing options...
Mysterious box Posted August 8, 2025 Share Posted August 8, 2025 3 hours ago, cybers2001 said: because fires can happen outside my field of vision. Considering they've been making updates to long standing mechanics I feel like we should push for a fix for this to be a priority because I doubt anyone will disagree that this needs to finally be fixed. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831146 Share on other sites More sharing options...
Mike23Ua Posted August 8, 2025 Share Posted August 8, 2025 The *new* design is turning DST into something the franchise, even DST itself- in the very beginning, was not. Its literally like comparing players who prefer Super Mario to players who prefer Mario Kart, aside from sharing trademarked characters and locations, nothing about the gameplay is even remotely the same. And anyone can absolutely at anytime jump in and correct me if I’m wrong here but Solo DS and it’s two paid DLCs did not always have a one-time setup permanent solution to every problem the game or it’s DLCs threw at you.. right? So why does DST need one? Is it because it’s a Multiplayer game? A true survival game should give the player several ways to deal with a problem, but it should never give the player permanent solutions to their problems. 7 Days to Die got an update the other day so now zombies can crawl through, under or beneath 1 block tall foundations, this means that all those YouTube “End Game Bases” are now Obsolete because the developers actually intend for you to play the freaking game, and not just reach a point where your so established that none of the content can phase you anymore. Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831150 Share on other sites More sharing options...
Uedo Posted August 8, 2025 Share Posted August 8, 2025 11 minutes ago, Mike23Ua said: 7 Days to Die got an update the other day so now zombies can crawl through, under or beneath 1 block tall foundations, this means that all those YouTube “End Game Bases” are now Obsolete because the developers actually intend for you to play the freaking game, and not just reach a point where your so established that none of the content can phase you anymore. This is true and untrue, it made no marginal difference and defence based on 1 block gaps are not the methods people mainly used to avoid the blood moon horde. I get what you're trying to say, but sometimes it's best to just state your point and not give examples, especially if they're not entirely true. 3 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831151 Share on other sites More sharing options...
cybers2001 Posted August 8, 2025 Share Posted August 8, 2025 (edited) 34 minutes ago, Mike23Ua said: And anyone can absolutely at anytime jump in and correct me if I’m wrong here but Solo DS and it’s two paid DLCs did not always have a one-time setup permanent solution to every problem the game or it’s DLCs threw at you.. right? Slanty Shanty basically counters everything, even volcanic eruptions. 34 minutes ago, Mike23Ua said: So why does DST need one? Is it because it’s a Multiplayer game? Nobody's asking for that, though? Edited August 8, 2025 by cybers2001 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831153 Share on other sites More sharing options...
Sephirona Posted August 8, 2025 Share Posted August 8, 2025 I've been lurking around these forums for a few years on and off and it's interesting to see the sort of clash between different playstyles we have going on. I get it, some people really enjoy the challenge of the game as a test of skill and like to leave all the dangerous elements turned on, and so there's often a lot of this kind of conflict between players who want megabase support and those who don't. I don't mind having these dangerous elements added in, and I like watching "default" gameplay too. I just like the option to turn it off when I just want to farm or do building and base design, there's a limit to my masochism after working all day, lol. Now, I know that there are people here who don't like the idea of DST supporting "casual" style play because they think of it as taking attention away from developmental time that could go to their own preferred style of play, but I actually think that the developers have done a pretty good job creating compromises between the two already - we do have toggles for destructive features, after all. I see people say that wildfires/fire hounds/lightning are a natural part of the game but so is the option to toggle them off in the settings - the player is in control of it. They also regularly release skins for objects so that we can decorate our bases, and after people bring up concerns they do eventually add ways to protect our bases from new threats (pillars, spritz), which is what drew me back to the game in the first place. The kind of long term effort involved in fireproofing a base in worlds thousands of days old becomes a serious chore, and at a certain point it'll drive designers to other games that are less tedious if there's no alternative. Ultimately I do think that having a large playerbase with multiple playstyles is beneficial to DST, they'll make money overtime both from microtransactions from the people who care about base aesthetics and from those who stream their skilled gameplay to a larger audience to draw attention to the game. I am in support of the implementation of a toggle so that we can optionally turn off the fire damage from moongleams especially, and I can also see why the intersection of people who play Warly/WX and also megabase might want adjustments so that they can still play the way they want although I rarely play those characters. Honestly a toggle for something like this is a good compromise so that people who enjoy the changes can keep them but the people who don't can still play in their worlds. I don't see why it has to be all or nothing either way, and I don't think that was the intent of this thread either. 3 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831157 Share on other sites More sharing options...
CameoAppearance Posted August 9, 2025 Share Posted August 9, 2025 On 8/1/2025 at 9:12 AM, Sofy Happy said: Yes, the current design where plant-like creatures ignite when electrocuted is truly problematic. These creatures naturally tend to appear in bases and areas with flammable objects, and fire's devastating impact on bases is often irreversible. In multiplayer worlds, a single wildfire can be catastrophic - players may abandon entire saves after their base burns down, especially if they miss the rollback window. It would be far better to change plant creatures' electrocution response to alternative effects: confusion states, attack reduction, movement speed penalties, or any other effect - just remove the combustion mechanic entirely. In fairness, this is also a big part of how summer works. And fire hounds if you miss the warning somehow. And sometimes spring thunderstorms, although my idea of the danger of lightning may be disproportionately influenced by what happened to my base the first time I experienced hurricane season in Shipwrecked. I already make an effort to protect my base with Ice Flingomatics and carry an ice staff/stack of water balloons/watering can whenever possible, because I've had too many bases burn down when I didn't. Even if you base somewhere that's not subject to summer wildfires specifically, it was already possible for an accident to happen with fire hounds, poorly placed dwarf stars, fire staff or torch misclicks, or not having lightning rod coverage because you forgot to place it or Deerclops broke it or you misjudged its range. I do agree that this sucks for WX, though, because of how circuits lose both charge and 25% durability when extracted. You'll go through a lot more electric milk if you start yanking out your electrification circuit every time you might have to fight plant mobs or fight something that's fighting a plant mob. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831187 Share on other sites More sharing options...
cybers2001 Posted August 9, 2025 Share Posted August 9, 2025 Well, that didn't take long. Cleared a storm at the grass farm and, I have to assume at some point a grass gecko got zapped, ignited years worth of loose grass on fire, and burned the rest of the herd and a bunnyman alive. Sad way to go Second storm. An unchecked treeguard got zapped to death, spreading a fire that almost reached my bee queen arena. 2 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831197 Share on other sites More sharing options...
Captain_Rage Posted August 9, 2025 Share Posted August 9, 2025 Careful. There is also a boss that shows up in autumn that might damage those walls! 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831207 Share on other sites More sharing options...
lowercase skye Posted August 9, 2025 Share Posted August 9, 2025 (edited) The best threats in this game are always intentional, thematically appropriate, telegraphed in advance, and have several unique preventative measures. Moongleams taking random potshots to plant mobs is a wonky interaction that feels unintentional, has literally nothing to do with the moon thematically, can appear directly on top of you faster than you can reasonably react, and has less preventative measures than wildfires. It's either you coat the entire world with flingos, or you constantly carry around an extra item for putting out fires for the entire rest of the game even though you didn't have to do that before because those fires weren't uncontrollably happening for the past 4 years. In my opinion, the fact that anyone is saying "just carry water balloons!" shows just how much you have to scrape the barrel to find any unique options to deal with this. There is nothing fun nor challenging about this, it is simply destruction out of your control. If you like that, that's cool, but it's not ever been what Don't Starve is about. There's always ample warning and time to prepare for an incoming threat, such as a boss or seasonal hazard, and that's what makes them satisfying to overcome. They do not simply spawn on top of you and spawn living balls of fire that infinitely respawn if you try to get rid of them! Edited August 9, 2025 by lowercase skye 5 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831208 Share on other sites More sharing options...
SilverSpoon Posted August 9, 2025 Author Share Posted August 9, 2025 (edited) 20 hours ago, Mysterious box said: I feel like the issue is that dst is kind of having a identity crisis due to a conflict of design preferences. The very idea of extremely large megabases is in direct conflict with being a survival game as people who want large ones want the game to mess with their survival as little as possible leading dst to turn more into more of a combat heavy game for example regardless of how anyone felt about lunar hail it was a non combat based threat but with it gone now every new threat introduced by the lunar rifts is combat based. This is the direction the game is taking as a whole too as we're getting more and more tools to bypass core survival mechanics alongside more and more combat threats. For as much flack as summer gets it really does represent what spring and winter are missing a major change to a biome A boss that directly impacts you but doesn't necessarily need to be solved via combat wildfires that have various solutions plants withering Basically it makes impactful changes to the world that go beyond combat and just saying no to a resource for a bit. That being said this doesn't mean winter and spring need to go as hard summer is the harsh season and all but it could stand to be more involved when it comes to the player and perhaps some combat aspects of the game could stand to be rolled back a bit. There has always been a conflict between people who want "Survival games" and "Base building games" "Fighting games," but until now there was a 100% solution: Just turn it off in the settings. This time, that's not the case. I think that this is the biggest issue with this Electrical Fire. 19 hours ago, cybers2001 said: People saying "Just use flingos /4head" are as unconstructive as ever. Has anything changed to make flingos more appealing now than 10 years ago? Or is it just that big bases become less appealing? If I want to cover my base in flingos, I'll need like 50 of them. I need to make sure they are all fueled and turned on in anticipation of a crisis. It's not a matter of "just wait until there's a fire," because fires can happen outside my field of vision. If flingos were buffed to be completely passive like lightning rods, then it's a different story. Alternatively, if crystaleyezers were less intrusive when kept active, it could provide a nice late-game option that gives better coverage. YES! YES! YES! I honestly hate Flingos too. I feel like an outdated relic from the days of Don't Starve was solo game. So I've always used Above-Average Tree Trunks or keeping rain. I think Klei also offered a variety of options to meet the needs of various players. But now, somehow, that has regressed. 15 hours ago, Mike23Ua said: The *new* design is turning DST into something the franchise, even DST itself- in the very beginning, was not. Its literally like comparing players who prefer Super Mario to players who prefer Mario Kart, aside from sharing trademarked characters and locations, nothing about the gameplay is even remotely the same. And anyone can absolutely at anytime jump in and correct me if I’m wrong here but Solo DS and it’s two paid DLCs did not always have a one-time setup permanent solution to every problem the game or it’s DLCs threw at you.. right? So why does DST need one? Is it because it’s a Multiplayer game? A true survival game should give the player several ways to deal with a problem, but it should never give the player permanent solutions to their problems. 7 Days to Die got an update the other day so now zombies can crawl through, under or beneath 1 block tall foundations, this means that all those YouTube “End Game Bases” are now Obsolete because the developers actually intend for you to play the freaking game, and not just reach a point where your so established that none of the content can phase you anymore. Other than Slanty Shanty, There is some stuff keep the lights on without fuel in SW and HAM. Addicional, there are Root Trunk, Tar Extractor, Booty Bag, etc. And DST has always been a game that provided a one-time setup permanent solution. The oldest example is Scaled Furnace. And "true survival games"? Anyone should never say that, because everyone has different thoughts, perspectives, standards, and expectations. The term excludes other than specific thoughts and is a slider into elitism game. If that term is thrown around often, eventually someone will start saying like "true DST players." 1 hour ago, Captain_Rage said: Careful. There is also a boss that shows up in autumn that might damage those walls! You know you have 30 seconds window to run from base, right? I knew it from the start, you’re just trying to manipulate the game to disgust people. If you are no intention to have a constructive discussion to make game as satisfying as possible for everyone, Get bent. Edited August 9, 2025 by SilverSpoon 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831210 Share on other sites More sharing options...
Captain_Rage Posted August 9, 2025 Share Posted August 9, 2025 20 minutes ago, SilverSpoon said: I knew it from the start, you’re just trying to manipulate the game to disgust people. If you are no intention to have a constructive discussion to make game as satisfying as possible for everyone, Get bent. It is you who is pushing some agenda to gimp every aspect of the game. If you see a storm you can simply run away. You can design a base that won't burn down if a Red Hound spawns or there is a wildfire. At this point it is obvious you are trolling. You tell another person on the forum to refrain from having opinions while you blatantly demand that the game gets changed because you insist of building poorly designed bases. Go figure. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831214 Share on other sites More sharing options...
Bumber64 Posted August 9, 2025 Share Posted August 9, 2025 (edited) Everyone keeps mentioning red hounds. Last I checked, they didn't spontaneously self-combust. Maybe if you've got a pet beefalo hanging around, but hounds target the player first and foremost, so they're not going to explode just offscreen. Edited August 9, 2025 by Bumber64 4 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831217 Share on other sites More sharing options...
SilverSpoon Posted August 9, 2025 Author Share Posted August 9, 2025 (edited) 55 minutes ago, Captain_Rage said: It is you who is pushing some agenda to gimp every aspect of the game. Let me be clear: I don't gimp someone’s preferred aspects of the game, nor do I intend to. I try to find a mutually satisfying landing point, for that reason I asked people who like electrical fires what part is fun. On 8/2/2025 at 9:39 PM, SilverSpoon said: Conversely please tell me, what's entertainment about electric attacks setting plant mobs on fire? 55 minutes ago, Captain_Rage said: If you see a storm you can simply run away. When Red Hounds or Giant raid your base, the game provided about 30 second window to prepare, and took from tens of seconds to a few minutes to deal it. This time, Moonstorm slam straight into your base with no advance notice, and once it happens your base is unusable for 30–36 minutes after you flee. That’s over the line. 55 minutes ago, Captain_Rage said: You can design a base that won't burn down if a Red Hound spawns or there is a wildfire. [blah blah blah] you insist of building poorly designed bases. Go figure. That “poorly designed bases” previously had been accepted by the game if you placed Above-Average Tree Trunks or kept it raining. This update makes that impossible. When something you’ve always been able to do suddenly becomes forbidden without a sound reason and even impossible to avoid it by setting, that isn’t an Update, it should be called Downgrade. 55 minutes ago, Captain_Rage said: At this point it is obvious you are trolling. You tell another person on the forum to refrain from having opinions while you blatantly demand that the game gets changed because you insist of building poorly designed bases. Go figure. “opinions.” Have you seriously not noticed how blatantly different just "Insult" or "Sarcasm" are from "Opinion"? If that’s the case, come back when you’ve matured enough to recognize the difference. Edited August 9, 2025 by SilverSpoon 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831218 Share on other sites More sharing options...
cropo Posted August 9, 2025 Share Posted August 9, 2025 When you've beaten every challenge and can fight every boss single-handedly, the only way to introduce "Difficulty" into the game is through unavoidable tedium or making it outright impossible to realistically prevent something. No matter how skilled you are as a player, you have to stop what you are doing and grind to upkeep ugly and tacky snowball-throwing machines and throw like 80 of them all over your base. No matter how skilled you are as a player, you cannot realistically stop random moon garbage from setting your stuff on fire unless you're in a constant state of hypervigilance. Klei tried to do this with boulders, probably intended for acid rain to be like this, and are now doing it with plantlife. If they tried to add anything that the player can actually confront, and defeat, people will complain that it's too easy. The only way to upkeep """"Difficulty""""" is methods that remove the players skill from the equation and make it either tedious or impossible to react to. While they have dialed back on boulders and acid rain, the intent was still pretty clear imo. They even tried it with gestalts, nothing that's really difficult or challenges you but simply annoys you. I don't really think future updates are going to make it any better either; whatever the next update is going to do to the caves is probably going to make any downtime absolutely insufferable and it will be praised because it adds "challenge" to the game. None of these threats that have been added as of late are really challenging people playing the game normally. Like boulders are a joke, acid rain is just arbitrary forcing of the player to upgrade their rain protection like some kind of tax and limiting all combat into a tiny bubble like this is Crystal Chronicles, and lighting things on fire isn't going to affect people that aren't megabasing...like that's not a challenge, fire is a joke if you don't care about beautification. Anyone trying to claim that they feel the game is more "Challenging" with these joke hazards is lying through their teeth; their sole purpose is to destroy bases or require more and more deliberately boring forms of upkeep. I really don't think it's going to get any better. Klei wants to destroy your base, or tether you down to its upkeep, and because there isn't really a challenge or threat that you can confront to deal with it in a satisfying manner you have to be subjected to it, and for that very fact alone it will be defended because it supposedly adds danger and difficulty to the game. 9 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831220 Share on other sites More sharing options...
Maxil20 Posted August 9, 2025 Share Posted August 9, 2025 1 hour ago, SilverSpoon said: You know you have 30 seconds window to run from base, right? Giants are actually more generous than this; you have 60 seconds to move away from base when you hear the first warning. Even the great depth worm was updated to have this said 60 second warning when it’s approaching! 2 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831221 Share on other sites More sharing options...
Mike23Ua Posted August 9, 2025 Share Posted August 9, 2025 33 minutes ago, Bumber64 said: Everyone keeps mentioning red hounds. Last I checked, they didn't spontaneously self-combust. Maybe if you've got a pet beefalo hanging around, but hounds target the player first and foremost, so they're not going to explode just offscreen. Maybe not, but experienced players also tend to forget just how easily it is for a bunch of newbies to not know or understand the games mechanics. A Wendy player with Abigail left on Riled Mode is the Largest Threat, but also.. a Willow Player who runs to Big Bernie when she’s attacked is a close second. Then of course there’s the OTHER Myriad of Shennigans that can actually happen in this game such as but not limited just to: Basing near Dragonfly’s Magma Ponds when a random freaking tumbleweed rolls through, hits the pond, catches fire then rolls into your base on fire (yes I’ve had that happen before) Lightning striking Woby and in a panic she while on fire runs into your garden crops to also catch those on fire too (yup had this one happen too) My point is that DST is labeled as an Uncompromising survival game for a reason, there is no mercy given to the under experienced player… An experienced player would learn not to base near dfly, or to build a bunch of lightning rods. But this isn’t the average experience.. You can not expect Moon Storms, and Wild Rifts events you self trigger after engaging with multiple long fetch quests and major bosses: To NOT be as destructive as a clueless Walter who just happened to leave Woby out in a lightning Storm without a Lightning Rod Nearby. That is pure ridiculous thinking right there. Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831222 Share on other sites More sharing options...
Uedo Posted August 9, 2025 Share Posted August 9, 2025 8 minutes ago, cropo said: When you've beaten every challenge and can fight every boss single-handedly, the only way to introduce "Difficulty" into the game is through unavoidable tedium or making it outright impossible to realistically prevent something. No matter how skilled you are as a player, you have to stop what you are doing and grind to upkeep ugly and tacky snowball-throwing machines and throw like 80 of them all over your base. No matter how skilled you are as a player, you cannot realistically stop random moon garbage from setting your stuff on fire unless you're in a constant state of hypervigilance. Klei tried to do this with boulders, probably intended for acid rain to be like this, and are now doing it with plantlife. If they tried to add anything that the player can actually confront, and defeat, people will complain that it's too easy. The only way to upkeep """"Difficulty""""" is methods that remove the players skill from the equation and make it either tedious or impossible to react to. While they have dialed back on boulders and acid rain, the intent was still pretty clear imo. They even tried it with gestalts, nothing that's really difficult or challenges you but simply annoys you. I don't really think future updates are going to make it any better either; whatever the next update is going to do to the caves is probably going to make any downtime absolutely insufferable and it will be praised because it adds "challenge" to the game. None of these threats that have been added as of late are really challenging people playing the game normally. Like boulders are a joke, acid rain is just arbitrary forcing of the player to upgrade their rain protection like some kind of tax and limiting all combat into a tiny bubble like this is Crystal Chronicles, and lighting things on fire isn't going to affect people that aren't megabasing...like that's not a challenge, fire is a joke if you don't care about beautification. Anyone trying to claim that they feel the game is more "Challenging" with these joke hazards is lying through their teeth; their sole purpose is to destroy bases or require more and more deliberately boring forms of upkeep. I really don't think it's going to get any better. Klei wants to destroy your base, or tether you down to its upkeep, and because there isn't really a challenge or threat that you can confront to deal with it in a satisfying manner you have to be subjected to it, and for that very fact alone it will be defended because it supposedly adds danger and difficulty to the game. I think you've expressed exactly my irritation with it. It's like you say, it's not that it's actually difficult (for me anyways), it's that it's annoying. An example; I probably play DST most when I'm tired, I've played it for a long time, it's not too challenging and I can do some lazy tasks cause i'm not quite awake enough - i'll set up bits for bosses, maybe do them, maybe build some stuff up. There's already a lot of tedium that comes up to interfere with the player and it's irritating but you deal with it. With the moongleam issue, I just can't be bothered. It's just another layer of tedium you're subjected to. TLDR: The game is getting annoying to play, not hard, makes me play it less and find games that offer a similar experience, sometimes higher difficulty but much less tedium. And before people say it's going back to being uncompromising, it's still not hard, it's not difficult, it's just getting bloated and boring to play 12 minutes ago, Mike23Ua said: Maybe not, but experienced players also tend to forget just how easily it is for a bunch of newbies to not know or understand the games mechanics. A Wendy player with Abigail left on Riled Mode is the Largest Threat, but also.. a Willow Player who runs to Big Bernie when she’s attacked is a close second. Then of course there’s the OTHER Myriad of Shennigans that can actually happen in this game such as but not limited just to: Basing near Dragonfly’s Magma Ponds when a random freaking tumbleweed rolls through, hits the pond, catches fire then rolls into your base on fire (yes I’ve had that happen before) Lightning striking Woby and in a panic she while on fire runs into your garden crops to also catch those on fire too (yup had this one happen too) My point is that DST is labeled as an Uncompromising survival game for a reason, there is no mercy given to the under experienced player… An experienced player would learn not to base near dfly, or to build a bunch of lightning rods. But this isn’t the average experience.. You can not expect Moon Storms, and Wild Rifts events you self trigger after engaging with multiple long fetch quests and major bosses: To NOT be as destructive as a clueless Walter who just happened to leave Woby out in a lightning Storm without a Lightning Rod Nearby. That is pure ridiculous thinking right there. You completely misunderstand. The burning is a result of tertiary effects, this has happened due to a change with plants, electricity and wetness - Whilst moongleams come from the rift, this has nothing to do with rifts. So I don't really understand what you're trying to say. The fires also don't come from the lightning Mike, please read what other people have said. 3 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831225 Share on other sites More sharing options...
SilverSpoon Posted August 9, 2025 Author Share Posted August 9, 2025 (edited) 51 minutes ago, Mike23Ua said: My point is that DST is labeled as an Uncompromising survival game for a reason, there is no mercy given to the under experienced player… "Uncompromising survival" doesn't mean a game that "bullies under-experienced players" or "your base would be destroy", similarly, also I cannot use that term to mean a game that "uncompromising quality that satisfies all players" or "uncompromising fairness to you and the game in all cases" or "masterpiece that has been uncompromising stripped of bad game design." it means nothing more than "uncompromising survival". And as you know, there are already a ton of compromising in this game... 51 minutes ago, Mike23Ua said: You can not expect Moon Storms, and Wild Rifts events you self trigger after engaging with multiple long fetch quests and major bosses: To NOT be as destructive as a clueless Walter who just happened to leave Woby out in a lightning Storm without a Lightning Rod Nearby. We may not be able to expect features to be destructive, but we could expect them to be "fun," "fair," and "not crappy." Essentially, players who enjoy base building won't be able to enjoy the addition of all the base destruction features that survival players enjoy. In that case, we'd like to see at least the bare minimum of fairness, like pillars to counter Boulders in Shadow Rift, decoy operations to counter Bright Shades in Luna Rift, or, at least, the able to turn off in settings like all previous base destruction features. The electrical fires are completely unfair. And I think we've all talked about that many times. "Just give up on Luna Quest" is a too violent statement coming from side of a company that promoted these in-game features and sold skins. Edited August 9, 2025 by SilverSpoon 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831227 Share on other sites More sharing options...
Mike23Ua Posted August 9, 2025 Share Posted August 9, 2025 (edited) 34 minutes ago, SilverSpoon said: "Uncompromising survival" doesn't mean a game that "bullies under-experienced players" or "your base would be destroy", similarly, also I cannot use that term to mean a game that "uncompromising quality that satisfies all players" or "uncompromising fairness to you and the game in all cases" or "masterpiece that has been uncompromising stripped of bad game design." it means nothing more than "uncompromising survival". And as you know, there are already a ton of compromising in this game... We may not be able to expect features to be destructive, but we could expect them to be "fun," "fair," and "not crappy." Essentially, players who enjoy base building won't be able to enjoy the addition of all the base destruction features that survival players enjoy. In that case, we'd like to see at least the bare minimum of fairness, like pillars to counter Boulders in Shadow Rift, decoy operations to counter Bright Shades in Luna Rift, or, at least, the able to turn off in settings like all previous base destruction features. The electrical fires are completely unfair. And I think we've all talked about that many times. "Just give up on Luna Quest" is a too violent statement coming from side of a company that promoted these in-game features and sold skins. That’s going to depend less on your or my personal opinions of what we think the “end game” should play like, and more to do with whatever Klei actually has planned for future content updates that may loop back into this one. For example: Perhaps they actually do want your worlds to get damaged and destroyed so that existing biomes can become “Terraformed” into new and unfamiliar biomes from what they previously were. You were literally Warned before there triggering them that there would be irreversible world altering consequence's to triggering New Game+ mode bro, I don’t know what else to tell ya. Edited August 9, 2025 by Mike23Ua Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831230 Share on other sites More sharing options...
cybers2001 Posted August 9, 2025 Share Posted August 9, 2025 6 minutes ago, Mike23Ua said: That’s going to depend less on your or my personal opinions of what we think the “end game” should play like, and more to do with whatever Klei actually has planned for future content updates that may loop back into this one. For example: Perhaps they actually do want your worlds to get damaged and destroyed so that existing biomes can become “Terraformed” into new and unfamiliar biomes from what they previously were. You were literally Warned before there triggering them that there would be irreversible world altering consequence's to triggering New Game+ mode bro, I don’t know what else to tell ya. Then I guess the ultimate challenge to don’t starve will be replacing hard-to-get grass tufts, as the uncompromising entropy of this game leads to all grass tufts eventually becoming grass geckos that die to moon storms. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831231 Share on other sites More sharing options...
Mike23Ua Posted August 9, 2025 Share Posted August 9, 2025 46 minutes ago, cybers2001 said: Then I guess the ultimate challenge to don’t starve will be replacing hard-to-get grass tufts, as the uncompromising entropy of this game leads to all grass tufts eventually becoming grass geckos that die to moon storms. Correct me if I’m wrong but aren’t grass tufts randomly spit out of the unusual portal found on moon quay? or can be harvested out at the water-logged biomes, or found in tumbleweeds, or harvested from Catcoon or Marottor Dens.. I mean it seems to me like Klei adds “fail safes” to keep resources from going completely extinct, harder to obtain? Sure.. but Obsolete?? That’s just not DS anymore. Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831232 Share on other sites More sharing options...
Capybara007 Posted August 9, 2025 Share Posted August 9, 2025 (edited) 34 minutes ago, Mike23Ua said: Correct me if I’m wrong but aren’t grass tufts randomly spit out of the unusual portal found on moon quay? or can be harvested out at the water-logged biomes, or found in tumbleweeds, or harvested from Catcoon or Marottor Dens.. I mean it seems to me like Klei adds “fail safes” to keep resources from going completely extinct, harder to obtain? Sure.. but Obsolete?? That’s just not DS anymore. its crazy how literally none of what you said its true Edited August 9, 2025 by Capybara007 2 7 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831237 Share on other sites More sharing options...
wormwood123 Posted August 9, 2025 Share Posted August 9, 2025 31 minutes ago, Mike23Ua said: Correct me if I’m wrong but aren’t grass tufts randomly spit out of the unusual portal found on moon quay? or can be harvested out at the water-logged biomes, or found in tumbleweeds, or harvested from Catcoon or Marottor Dens.. I mean it seems to me like Klei adds “fail safes” to keep resources from going completely extinct, harder to obtain? Sure.. but Obsolete?? That’s just not DS anymore. They don’t come from any of these sources just cut grass. But they do regenerate if that setting is enabled. 4 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/3/#findComment-1831238 Share on other sites More sharing options...
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