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10 hours ago, goblinball said:

It’s funny how many ppl here wanted new threats and for survival difficulty to scale with progression and for dst to just be harder in general only for them to complain about rifts. You got what you asked for!! You want survival to be difficult again? Here’s bright shades, mutated enemies, new hazardous weather, new armor penetration mechanics and enemies that can one-shot you, ickers, etc etc.

I’m not trying to say you aren’t allowed to criticize rifts, just that making basic survival harder as you progress in dst is an inherently flawed idea that will NEVER work. Maybe in other games, sure, but dst’s gameplay formula just is not compatible with this. I’m shocked that klei listened to ppl’s pleas for this at all.

You seem to be twisting the narrative here in order to make a point.

People who asked for more difficulty wanted it to be integrated into base game, not to have to go through 3+ hours of gameplay and quests to have difficulty. 
Which by the way, at that point in the game difficulty barely matters, by the time you get rifts you're overprepared for anything.

We wanted more stuff like hound waves, bosses like deerclops who come to you. We didn't ask for planar damage and forced difficulty which can only be resolved and dealt with by using the "appropriate" or rather forced gear that developers created only for the sole purpose of solving the problem which they made for the sole purpose of giving the new gear a purpose. 

If you want to critique others, do it genuinely.

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8 hours ago, Nikki Darks said:

We wanted more stuff like hound waves, bosses like deerclops who come to you. We didn't ask for planar damage and forced difficulty which can only be resolved and dealt with by using the "appropriate" or rather forced gear that developers created only for the sole purpose of solving the problem which they made for the sole purpose of giving the new gear a purpose. 

Bright shades actively seek plants that have been replanted by players in order to come to your base just like deerclops and hounds. We literally got stronger versions of deerclops and bearger, both of which come to you (and the former you directly mentioned!). Lunar hail and acid rain are shard-wide weather events that can affect you even in your base. Again, this is just what you asked for.

Planar damage was a necessity because defense and enemy damage could not scale any more without breaking balance. You can already easily get 90% protection armor in the first autumn. Anything higher than that would completely invalidate earlier threats and require enemies to deal hundreds of damage to be challenging. 

I do think enemy planar damage resistance was entirely unnecessary and they could’ve just had the new gear simply do more damage or have other utility. However, I understand wanting to give enemies reactive DR so players can’t just spicy volt goat Wolfgang their way through everything.

8 hours ago, Nikki Darks said:

People who asked for more difficulty wanted it to be integrated into base game, not to have to go through 3+ hours of gameplay and quests to have difficulty. 
Which by the way, at that point in the game difficulty barely matters, by the time you get rifts you're overprepared for anything.

I fail to see how rifts aren’t integrated into the base game. Players asked for more late game survival threats, here’s more late game survival threats. Or do you believe that being locked behind a boss isn’t invasive enough, and bright shades should start spawning as soon as 2nd autumn starts?

And come on, don’t be one of those ppl that claims that dst is actually easy and “difficulty barely matters” or whatever. No matter how you’re prepared a simple mistake can be catastrophic and can lead to your death, or worse, destruction of your base and hours of effort and resources lost. And even if you can technically over prepare and give yourself spicy volt goat food, winona catapults, endless jellybeans, merm armies, etc etc. all of that takes time. Lots of it. The vast majority of players don’t cheese bosses through stuff like this because they just don’t care for that playstyle and would rather have some challenge. Be real.

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53 minutes ago, goblinball said:

Bright shades actively seek plants that have been replanted by players in order to come to your base just like deerclops and hounds. We literally got stronger versions of deerclops and bearger, both of which come to you (and the former you directly mentioned!). Lunar hail and acid rain are shard-wide weather events that can affect you even in your base. Again, this is just what you asked for.

Planar damage was a necessity because defense and enemy damage could not scale any more without breaking balance. You can already easily get 90% protection armor in the first autumn. Anything higher than that would completely invalidate earlier threats and require enemies to deal hundreds of damage to be challenging. 

I do think enemy planar damage resistance was entirely unnecessary and they could’ve just had the new gear simply do more damage or have other utility. However, I understand wanting to give enemies reactive DR so players can’t just spicy volt goat Wolfgang their way through everything.

I fail to see how rifts aren’t integrated into the base game. Players asked for more late game survival threats, here’s more late game survival threats. Or do you believe that being locked behind a boss isn’t invasive enough, and bright shades should start spawning as soon as 2nd autumn starts?

And come on, don’t be one of those ppl that claims that dst is actually easy and “difficulty barely matters” or whatever. No matter how you’re prepared a simple mistake can be catastrophic and can lead to your death, or worse, destruction of your base and hours of effort and resources lost. And even if you can technically over prepare and give yourself spicy volt goat food, winona catapults, endless jellybeans, merm armies, etc etc. all of that takes time. Lots of it. The vast majority of players don’t cheese bosses through stuff like this because they just don’t care for that playstyle and would rather have some challenge. Be real.

The first part of this is just you ignoring and twisting again.

I specifically said not rifts. Also "base game" is anything pre rifts, as simple as that. 

Rifts are the hardmode of DST. People wanted "base game" content that they can interact with without having to go through rifts. Idk how this is confusing, the quoted replies you took explain it very well.

Even in the first reply you try to equate Deerclops to Lunar Deerclops? I think you might just be doing this on purpose.

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22 hours ago, goblinball said:

It’s funny how many ppl here wanted new threats and for survival difficulty to scale with progression and for dst to just be harder in general only for them to complain about rifts. You got what you asked for!! You want survival to be difficult again? Here’s bright shades, mutated enemies, new hazardous weather, new armor penetration mechanics and enemies that can one-shot you, ickers, etc etc.

I’m not trying to say you aren’t allowed to criticize rifts, just that making basic survival harder as you progress in dst is an inherently flawed idea that will NEVER work. Maybe in other games, sure, but dst’s gameplay formula just is not compatible with this. I’m shocked that klei listened to ppl’s pleas for this at all.

I really don't know what you're onto, but I never requested for this. (I know you talked in general don't worry)

Even my utopistic dst progression in mind is not at all as others want or what you believe.

2 hours ago, goblinball said:

Planar damage was a necessity because defense and enemy damage could not scale any more without breaking balance. You can already easily get 90% protection armor in the first autumn. Anything higher than that would completely invalidate earlier threats and require enemies to deal hundreds of damage to be challenging. 

HOLY MACARONI, I lived to see the day to someone DEFENDING PLANAR POOP.

NO.

Planar was and still is not a necessity. Klei could've done billllioonnsss ideas and choices to put into the "hard mode".

10 hours ago, Glass-Of-Water said:

I would simply enjoy seeing more biomes and enemy diversity - More set pieces, etc. 

Revamps to old content would be nice in general.

Some new Toadstool crafts would be great, for the non megabasers that don't really need a lamp.

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