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1 hour ago, Snapchrap said:

Also developing a new game along side DST probably has given them a lot of ideas to explore since they've had years to explore and develop the world of DSE. With Klei wrapping up the current arc of the rifts, I can imagine they have a better vision of what they can expand on in the midgame of DST from their time with DSE.

Can only imagine whatever we expect DSE is gonna be given to have different expectations to what we have in DST.

I hope whatever they will be doing are bold changes and cool ones.

7 hours ago, DegenerateFurry said:

不,我其实喜欢裂隙内容,只是很少玩,因为太花时间了,而且我通常在玩到那个阶段之前就已经对一个世界感到厌倦了。

Do you want to take a look at what you're saying? Your fondness for the Rift content is so great that you can't even support yourself to quickly reach that stage—can't that indicate where the problem lies? If it really has such a big attraction to you, why not choose to open the Rift at the beginning or quickly go through the game process to open the Rift?

7 hours ago, Jakepeng99 said:

对我来说,是通往目标的任务系统(总是需要同样的东西),我喜欢的DST游戏循环的改变和取消(主要是耐用性和资源消耗的机制,riff装备现在是最高效的装备,旧的猪皮变成了多余的资源),月球riff需要长时间等待才能做事情, 而这种组合限制了我们可用的选择。

Boss和设定本身都挺不错的。这些Boss绝对是最有趣的。

It's ridiculous to the extreme. There has been no improvement in player mobility or weapon diversity; they just mechanically increase monster stats and knockback. Truly innovative bosses didn't take into account the mobility of the game characters and are just for the sake of art. Even after three years, the battles in this game still haven't offered much new experience.

7 hours ago, Maxil20 said:

我终局库存里大多数不是制作组件的物品都是裂隙新增的。你说这些物品是“垃圾奖励”是什么意思???

Can you tell me what irreplaceable role Terramite's drops play as a final boss in most game progressions? Spark Ark, moreover, has no relation to the three parasitized bosses. These three bosses are not only uninteresting but also lack any unique drops. Since effort was spent creating three bosses, why do they ultimately only lead to a single, monotonous progression with extremely limited rewards? For example, Ice Crystaleyezer is indeed very powerful, but this also precisely implies that after acquiring it, its prerequisite materials become almost useless; if you want to acquire more, obtaining these materials again always requires going through an almost unsimplified process, which is tedious. The first point indicates that the late-rift content seems appealing but is actually weak and lacking substantial content, and the game duration still relies on the base of the game; the second point clearly illustrates that the long-term gameplay cycle remains unbroken and is very monotonous. Incidentally, Howlitzer, as an item from the same stage as Ice Crystaleyezer and Polar Bearger Bin, shows no outstanding performance, and the fact that it is completely outshined by the easier-to-obtain and lower-cost Gloomerang is undeniable. In Rift, many similar items are unrewarding and unrecyclable, representing failed design for Klei despite requiring time and effort, and such cases are too numerous to count. To summarize, Klei developed so many post-rift bosses and entities, yet there is virtually no interesting loot (strength aside, they did not expand gameplay; this is particularly evident in the Moon Rift), relying only on one or two undeniably powerful items as a fallback. Boring or severely disruptive creature design is very common. If a pizza has 30% delicious ingredients and 70% disgusting components, it is truly regrettable to think that criticizing it implies not appreciating its merits or disrespecting the chef, rather than being excessively idolizing or overprotective of the chef. Moreover, Boulderbough is a very interesting concept and indeed becomes an integral part of the game content, but other parts of the Fumarole Area feel hollow. This has always been a problem with caves and oceans in DST. Rift content is not poorly received because it lacks powerful items, but because so much is unrecyclable junk and the gameplay offers no innovation. The world presents no interesting expansions; it merely refreshes a rift in a random spot on the original world with a few new hostile creatures. Although the Moon Rift introduces some new climates and events, in reality it only features the old Moon Hail and Crystal Buzzard, which are highly controversial, purely risky content with no reward. This hardly counts as genuinely challenging content that actively engages players. It would be better to add more interesting areas and creatures.

8 hours ago, DegenerateFurry said:

不,我其实喜欢裂隙内容,只是很少玩,因为太花时间了,而且我通常在玩到那个阶段之前就已经对一个世界感到厌倦了。

That's why you have opposite views compared to players who have genuinely spent a lot of time experiencing and studying Rift content and making criticisms.

  • Like 1
9 hours ago, Malfario said:

You drop a bunch of buzzwords deacribing the problems of the rift without really describing anything or giving any reasoning, you didnt offer any insight or actual feedback on how the new direction could go and what problems the rift had they should avoid. And you did it all insulting the work of the people who made this game. Your final and only tesis is that rifts were bad, new content will be bad, and the dst devs do a poor work and they better lock in.

You cannot ignore the objective fact that there are differences in the community's evaluations of Rift and the recent updates.

If you only allow praise, I can also change it into a form that you can understand. Which is yhe current update by Klei has received praise not only because it early and mid game, but also because it is simply better - Just see how many players ecstatic for the significant changes that luck and TINGLE have brought to the endgame? Had Klei used this approach to design endgame earlier, there wouldn't be so many complaints about Rift.

Would this make you feel better? But it is still the same thing except for your slippery slope.

Edited by Cassielu
3 hours ago, KillerWolf70 said:

Can you tell me what irreplaceable role Terramite's drops play as a final boss in most game progressions?

I personally use it quite a bit for grass/twig/reed harvesting later on. Since terramites don't lose durability from harvesting those, it effectively works as an automatic resource harvester. Combine it with winbots for practically free resource harvesting, and for best results use Wicker's applied silvaculture to chain farm resources en masse until your PC starts lagging from the sheer amount of item entities on the ground.
 

3 hours ago, KillerWolf70 said:

Spark Ark, moreover, has no relation to the three parasitized bosses.

Literally all 3 spark arc drops are themed after/use resources from their specific boss:
-The polar bearger bin takes a thick fur, so there's that. It also retains chilling elements, something the pre rift insulated pack is known for.
-The ice crystaleyezer is themed after ice/cold, and needs a deerclops eye inserted into the structure for it to work.
-The howlitzer uses hounds teeth, which are dropped by the varg itself and the hounds the varg endlessly summons en masse.
 

3 hours ago, KillerWolf70 said:

For example, Ice Crystaleyezer is indeed very powerful, but this also precisely implies that after acquiring it, its prerequisite materials become almost useless; if you want to acquire more, obtaining these materials again always requires going through an almost unsimplified process, which is tedious. The first point indicates that the late-rift content seems appealing but is actually weak and lacking substantial content, and the game duration still relies on the base of the game; the second point clearly illustrates that the long-term gameplay cycle remains unbroken and is very monotonous.

I'm confused on what you are expecting here. Killing bosses and reaping rewards from the bosses for uses has been the standard since DFly's introduction into DST in ~2015 and has progressively expanded since. If anything I like how the mutated bosses are a twist to incentivize killing the normal ones, especially Bearger, who most players would leave in a random corner of the map/on a small lunar island outside of mass logging sessions until the end of time.
 

3 hours ago, KillerWolf70 said:

Incidentally, Howlitzer, as an item from the same stage as Ice Crystaleyezer and Polar Bearger Bin, shows no outstanding performance, and the fact that it is completely outshined by the easier-to-obtain and lower-cost Gloomerang is undeniable.

Howlitzer actually has a niche of being the longest ranged option in the game that isn't tied to Walter. It even surpasses the boomerang in that aspect. It makes it very useful for drawing aggro and the damage is strong enough to kill weak mobs without needing to stock up on hounds teeth outside of base. That combined with the fact it doesn't rely on a specific hood to maximize it's effectiveness, It's been the weapon I choose over the gloomerang.
 

3 hours ago, KillerWolf70 said:

To summarize, Klei developed so many post-rift bosses and entities, yet there is virtually no interesting loot (strength aside, they did not expand gameplay; this is particularly evident in the Moon Rift), relying only on one or two undeniably powerful items as a fallback.

I'll give you some credit here, they don't have particularly flashy effects compared to the shadow ones (Other than the brightshade staff, that one is pretty silly to use). I don't think that means they can't support gameplay, though. The brightshade smasher is a pretty good example of that. Instead of needing to make ~8-10 hammers to tear down a project, I instead use a single smasher and maybe a kit to tear down a build for demolition/replanning a section. It's a massive time and resource save, and even doubles as a pick if you are doing some mining projects (it also doubles fantastically for ruins clearing, which is a hobby I like to do for funzies).

I feel pretty similar about the brightshade sword/helm/armor. These don't inherently offer much fun to the table, but bring an immense amount of convenience. It's stuff that is nice to transition from compared to using the same gear from around day 10 to day 10000. 
 

3 hours ago, KillerWolf70 said:

Boring or severely disruptive creature design is very common. If a pizza has 30% delicious ingredients and 70% disgusting components, it is truly regrettable to think that criticizing it implies not appreciating its merits or disrespecting the chef, rather than being excessively idolizing or overprotective of the chef.

The problem is people don't bring good arguments or explanations for these issues, they just say "rift content sucks!!!1!!" and then pretend the devs have psychic powers to interpret what the person meant by saying this. Trust me, I have gripes with rift content that I'm impressed need to be said in the first place. I know they have issues and I wish that they could be improved in the areas I feel would benefit everyone.
 

3 hours ago, KillerWolf70 said:

Rift content is not poorly received because it lacks powerful items, but because so much is unrecyclable junk and the gameplay offers no innovation.

This really depends on the person. I think rifts offer some interesting shakeups and changes to strategy, particularly the cave rifts. The problem is how some mobs function just completely clash with established styles and mostly unharm others (Buzzards and masques, for instance, are pretty reasonable if you aren't playing for long term, but are a massive problem to large base designs). I myself accepted that there are just some things that won't mesh with how I play the game and don't take much pity in disabling some aspects (like the buzzards) so I can continue to play the world I have been playing for ~7 IRL years effectively the same then spend potentially dozens of hours reworking builds to account for a threat I wasn't going to enjoy in the first place.



Look, I'm not trying to pretend the rifts are a flawless piece of content and no one should criticize it. I just feel like people criticize the wrong aspects of what are wrong with them in the first place. You literally went on a massive tangent over two sentences of me saying most of my endgame inventory that isn't crafting components uses the rift content (because it does) and that I don't think the items are junk because they are items I have gotten from the rifts that are in my endgame inventory.

  • Like 1
11 hours ago, KillerWolf70 said:

Do you want to take a look at what you're saying? Your fondness for the Rift content is so great that you can't even support yourself to quickly reach that stage—can't that indicate where the problem lies? If it really has such a big attraction to you, why not choose to open the Rift at the beginning or quickly go through the game process to open the Rift?

Because most people don't like tampering with the settings or can't.

11 hours ago, KillerWolf70 said:

It's ridiculous to the extreme. There has been no improvement in player mobility or weapon diversity; they just mechanically increase monster stats and knockback. Truly innovative bosses didn't take into account the mobility of the game characters and are just for the sake of art. Even after three years, the battles in this game still haven't offered much new experience.

The various post rift weapons and armors literally all do different things how is there no variety?

8 hours ago, Cassielu said:

You cannot ignore the objective fact that there are differences in the community's evaluations of Rift and the recent updates.

If you only allow praise, I can also change it into a form that you can understand. Which is yhe current update by Klei has received praise not only because it early and mid game, but also because it is simply better - Just see how many players ecstatic for the significant changes that luck and TINGLE have brought to the endgame? Had Klei used this approach to design endgame earlier, there wouldn't be so many complaints about Rift.

Would this make you feel better? But it is still the same thing except for your slippery slope.

This is misleading as a lot of the criticism from the broader dst community about the rifts is that most people cannot experience them organically due to it taking too long to reach them.

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