Jump to content

Recommended Posts

14 hours ago, Mike23Ua said:

How can ANYONE love the “current” game? DST is Annoying as all heck, I have a friend, he is a Firefighter, he doesn’t get much time to play games so I get maybe like 1-2 hours tops to play with this guy, Now this friend is trying to get into the franchise for the first time ever having never played a DS/DST game.

I want you just for a second to imagine trying to explain the differences between the characters they try to pick up and play, I want you to teach them that Willow needs to kill enemies while they are on fire so they drop a magic fire resource that then needs to be consumed using her lighter, and used to cast fire powers, I want you to explain to them how to craft a new lighter when the inevitably.. run out of durability on their current one. And THEN I want you to explain what they should be doing as or where to invest their skill points when they choose another character that’s not Willow.

In short: I miss the days where I only needed to explain the games biomes, which biome to go to find certain resources, the games mobs & their attack patterns.

Ive never started a Moonstorm event in ANY of my game worlds, I need “friends” to beat the required bosses, and I need friends to at least have a rough idea of what they’re doing before I can even think about getting them to help with even the EASIEST of Bosses, much less the harder ones.

My only hopes for DSE at this point is that Klei eradicates overly complicated skill trees and overly complicated Grindy RPG quests that take literal hours to complete (seriously CC & AFW questioned take ages?!) And I hope the NEW game reverts back to what I enjoyed most about Solo DS, characters that weren’t so complicated to explain to people how to play as, and a game world that had navigational challenges like the swamp tentacle mazes or Pigman tiki torch chokehold points.

Instead of explaining the complexity’s behind the cast of playable characters and what resources the should be gathering to get the best use out of their choosen characters playstyles, I want to INSTEAD explain Mob attack behaviors such as for example:

IMG_8196.jpeg.fdcb7a35f0a711521846eddab8e8cc0c.jpeg

This guy is a Porcupine, dodge out of the way of his rolling attack after which he is vunerable to being hit TWICE before letting out an AOE Spike Proc (like Deadly Brightshades do in DST) you need to dodge out of the way of by backing away from him, then you can hit him a few more times before he attempts a roll attack again, rinse and repeat until he is no more.

THATS what I want with DSE, leave all this “Get Moon Caller Staff by placing it in a very specific spot on a full moon, survive a incoming werewolf onslaught till daylight, retrieve the staff, deconstruct said staff with a magic wand of breaking things to get a multicolored Easter egg you’ll need to take down into caves to solve a puzzle to start an event that leads up to a boss that leads up to another event that leads to a more annoying harder boss” let’s leave all that Non-Sense behind and actually make the game/franchise enjoyable for people who maybe only get two hours a week to play.

Yeah I agree, the complex quests has always felt like a step in the wrong direction.

I feel like fuelweaver is as far as it should go since it’s not that complex. Pearl quests would be fine if it was it’s own thing and not needed for anything else.

 

Hamlet handeled it all perfectly

11 hours ago, nimzowitsch10 said:

@Mysterious box Haven't played wx at all to know this but if that's true that just makes me want to never pick this game up again

It’s kinda true but not really. It costs a lot of constant nightmare fuel because you spawn on zero charge.

14 hours ago, DegenerateFurry said:

I cannot fathom why some people come on the DST forum solely to complain about how much they hate DST, often without even elaborating on what it is that's upsetting them. If you hate DST, why are you here?

people like to complain, and some dont care enough to explain, they just wanna say their opinion without any constructive criticism

15 hours ago, Mike23Ua said:

I want you to explain to them how to craft a new lighter when the inevitably.. run out of durability on their current one.

genuinely, you have to be rage baiting to make this a part of why dst (skill tree or not) is bad. ive seen some of your posts and this has got to be intentional lmao

13 hours ago, Mysterious box said:

Because love it or hate it skills define how you experience the game now holding off on them will likely end up frustrating a new player unless you keep them contained to short term runs

yea but love it or hate it, filler skills do a good job introducing new players to the new concepts as they play the game. ds itself is already so much for a beginner, skill tree is purely just more (directly explained) options (compared to original DS/base DST)

11 hours ago, nimzowitsch10 said:

I hope we can agree wortox is the most overpowered slop character ever.

everyones got an opinion that everyone except wilson is overpowered slop, this isnt a hot take or anything

26 minutes ago, Jakepeng99 said:

I feel like fuelweaver is as far as it should go since it’s not that complex.

just the fact that they require you to find fossils from a random thing, then require the heart that is behind beef taming to move the pieces (beef taming itself isnt even simple), then to find a tentapillar in the caves, traverse the atrium, and then fight fw with stupid amounts of health and the ability to regen all his health back. 'its not that complex' is oversimplifying. it doesnt make pearl **** any more acceptable but its not fair to say 'fw questline is more comprehendible than cc questline' as i ******* hate both of them for how equally vague they are, but overtime i have a more 'this is additional content, not expected of a beginner to enjoy' opinion of the convolutedness of both of them. its a good thing klei is going to focus on early/mid game content soon so more people can enjoy the improvements to the game, so the convoluted questlines are not required for people to enjoy the new additions

  • Like 1
2 hours ago, IAmAFurrz said:

just the fact that they require you to find fossils from a random thing, then require the heart that is behind beef taming to move the pieces (beef taming itself isnt even simple), then to find a tentapillar in the caves, traverse the atrium, and then fight fw with stupid amounts of health and the ability to regen all his health back. 'its not that complex' is oversimplifying. it doesnt make pearl **** any more acceptable but its not fair to say 'fw questline is more comprehendible than cc questline' as i ******* hate both of them for how equally vague they are, but overtime i have a more 'this is additional content, not expected of a beginner to enjoy' opinion of the convolutedness of both of them. its a good thing klei is going to focus on early/mid game content soon so more people can enjoy the improvements to the game, so the convoluted questlines are not required for people to enjoy the new additions

Fuelweaver is sort of self contained at least.

Its not as complex as you think for it being an endgame boss. Also the beef part is still avoidable you can technically just walk it, its just a method to make it way faster.

3 hours ago, IAmAFurrz said:

yea but love it or hate it, filler skills do a good job introducing new players to the new concepts as they play the game. ds itself is already so much for a beginner, skill tree is purely just more (directly explained) options (compared to original DS/base DST

I mean no not really perhaps with a few exceptions but filler skills more so focus on simplifying the game like in the case of Wilson's torch skills or Wolfgang’s auto workout. This kinda holds true with newer trees as well with of course with a few exceptions though.

Most filler is just more for the sake of more.

7 hours ago, gaymime said:

i can say from personal experience that torch throw has ALWAYS been picked by wilson newbies i've played with. 

playing wilson is learning that the torch tree is better than the beard tree and transmute icky 1 is an S+ skill

  • Like 1
5 hours ago, IAmAFurrz said:

its a good thing klei is going to focus on early/mid game content soon so more people can enjoy the improvements to the game, so the convoluted questlines are not required for people to enjoy the new additions

Yes, we need more early to mid game content, but i disagree with the sentiment that their focus in late game content was a mistake. we shouldn't catter to players who just wander around aimlessly and can't engage with the games mechanics like mike. I don't disagree with your statement though.

  • Like 2
5 hours ago, IAmAFurrz said:

just the fact that they require you to find fossils from a random thing, then require the heart that is behind beef taming to move the pieces (beef taming itself isnt even simple), then to find a tentapillar in the caves, traverse the atrium, and then fight fw with stupid amounts of health and the ability to regen all his health back. 'its not that complex' is oversimplifying

its not complex IMO, its a normal final boss quest, you kill 2 shadow bosses, get 8 fossils, find the tentacle that goes to the shadow arena and do a challenging boss you gotta learn to beat. I plead you to not use especifically fuelweaver as a complex quest example

  • Like 1
4 hours ago, Jakepeng99 said:

Fuelweaver is sort of self contained at least.

Its not as complex as you think for it being an endgame boss. Also the beef part is still avoidable you can technically just walk it, its just a method to make it way faster.

"Self-contained"

My brother in Alter, it gates off the shadow rifts, it's a required boss for progression.

32 minutes ago, DegenerateFurry said:

My brother in Alter, it gates off the shadow rifts, it's a required boss for progression.

the guys complaining that the fuelweaver quest is too complex are not opening/not interested in rifts. also it was made 2017, before the forementioned progression. i think that strengthens jakepeng's argument, it designed as a self contained boss

Edited by MrsBoris
  • Like 1
27 minutes ago, DegenerateFurry said:

"Self-contained"

My brother in Alter, it gates off the shadow rifts, it's a required boss for progression.

It wasnt always like that and was added way before riffs were thought of. They did that afterwards.

  • Like 1
3 hours ago, MrsBoris said:

Yes, we need more early to mid game content, but i disagree with the sentiment that their focus in late game content was a mistake. we shouldn't catter to players who just wander around aimlessly and can't engage with the games mechanics like mike. I don't disagree with your statement though.

There has been literally at least 20 patches and even a few IN-GAME items that were specifically to help “people like Mike” I know for a fact there was at least FIVE patches to very specifically make FuelWeaver actually somewhat do-able on Console. And while I personally don’t have the time, group of friends/strangers, or skill to reach that point of the game Solo, I’m still grateful that Klei is actually focusing on Improving that experience for Controller users. I’m glad they’re taking that feedback, and making the game more playable.

Do you even know what it’s like playing on Console? For many many years we didn’t even have the option to zoom in or out, we played at a “Fixed” angle, and that was because Klei couldn’t figure out how to put that feature on a console controllers limited button interface. And even to this very day… they took the lazy route out by adding it as an additional OPTION the player has to find under settings that isn’t bound to ANY Button and Bind it themselves.

My opinion? Instead of having my screen cluttered with “Insight Notification Pop Ups” or “Scrapbook Notifications” Klei could have Just as easily designed an actual camera icon up there for the player to click onto and mess with the camera, as it stands right now though.. I have my camera zoom bound to LB & RB which also rotated my world map while zooming in or out.

^^^^^^^^ These are the reasons I stay on these forums, because instead of just playing & enjoying the game, I come to their forums (what forums are designed and intended to do by the way…) to complain, voice my opinions, & suggest how mine (& others) experience with the game can be improved.

Also with the ridiculous amount of skill tree teleport options that make warping around the map EZ Mode for some characters, I strongly feel like Mid-Late game teleport items that SUCK now need to be improved, or at least useable Solo.

Edited by Mike23Ua
On 5/18/2026 at 8:28 PM, Mike23Ua said:

How can ANYONE love the “current” game? DST is Annoying as all heck, I have a friend, he is a Firefighter, he doesn’t get much time to play games so I get maybe like 1-2 hours tops to play with this guy, Now this friend is trying to get into the franchise for the first time ever having never played a DS/DST game.

I want you just for a second to imagine trying to explain the differences between the characters they try to pick up and play, I want you to teach them that Willow needs to kill enemies while they are on fire so they drop a magic fire resource that then needs to be consumed using her lighter, and used to cast fire powers, I want you to explain to them how to craft a new lighter when the inevitably.. run out of durability on their current one. And THEN I want you to explain what they should be doing as or where to invest their skill points when they choose another character that’s not Willow.

In short: I miss the days where I only needed to explain the games biomes, which biome to go to find certain resources, the games mobs & their attack patterns.

Ive never started a Moonstorm event in ANY of my game worlds, I need “friends” to beat the required bosses, and I need friends to at least have a rough idea of what they’re doing before I can even think about getting them to help with even the EASIEST of Bosses, much less the harder ones.

My only hopes for DSE at this point is that Klei eradicates overly complicated skill trees and overly complicated Grindy RPG quests that take literal hours to complete (seriously CC & AFW questioned take ages?!) And I hope the NEW game reverts back to what I enjoyed most about Solo DS, characters that weren’t so complicated to explain to people how to play as, and a game world that had navigational challenges like the swamp tentacle mazes or Pigman tiki torch chokehold points.

Instead of explaining the complexity’s behind the cast of playable characters and what resources the should be gathering to get the best use out of their choosen characters playstyles, I want to INSTEAD explain Mob attack behaviors such as for example:

IMG_8196.jpeg.fdcb7a35f0a711521846eddab8e8cc0c.jpeg

This guy is a Porcupine, dodge out of the way of his rolling attack after which he is vunerable to being hit TWICE before letting out an AOE Spike Proc (like Deadly Brightshades do in DST) you need to dodge out of the way of by backing away from him, then you can hit him a few more times before he attempts a roll attack again, rinse and repeat until he is no more.

THATS what I want with DSE, leave all this “Get Moon Caller Staff by placing it in a very specific spot on a full moon, survive a incoming werewolf onslaught till daylight, retrieve the staff, deconstruct said staff with a magic wand of breaking things to get a multicolored Easter egg you’ll need to take down into caves to solve a puzzle to start an event that leads up to a boss that leads up to another event that leads to a more annoying harder boss” let’s leave all that Non-Sense behind and actually make the game/franchise enjoyable for people who maybe only get two hours a week to play.

I dont think I have ever seen a take GENIUENLY as bad as this. How can you ask for devs to direct game for people that don't even play? What do you actually mean by " actually make the game/franchise enjoyable for people who maybe only get two hours a week to play" ??? You want the new game to be like 8 hours long or what? Less complexity, less content and less depth - yeah, that's what the game needs!!

I hardly ever come to this forum, maybe once every couple weeks yet I see you there ALWAYS; how can you be there when you literally dislike most of core aspects of the game?

  • Like 1
  • Haha 1
19 hours ago, DegenerateFurry said:

Look, I don't know your friend, but everything you're saying comes off as you massively underestimating their intelligence and ability to learn from mistakes. If your friend's not a small child whose brain is yet to reach its full capability, they can probably figure out not to do things that actively sabotage them like leaving Abigail hostile during a trip to the Pig King. 

You'd be surprised. I have a friend who seems incapable of learning from mistakes. I've tried over the course of 5 years, they have proven that to not be the case as much as it sucks. Still a good person though and I appreciate them, but it is clear they are on the lower end of the intelligent bell curve. Is what it is though.

  • Sad 4
3 hours ago, Jakepeng99 said:

It wasnt always like that and was added way before riffs were thought of. They did that afterwards.

Yeah, and the ozone layer didn't always have a hole in it, that doesn't mean we can go back to using Freon because it does now. What even is your point with this?

3 hours ago, MrsBoris said:

the guys complaining that the fuelweaver quest is too complex are not opening/not interested in rifts. also it was made 2017, before the forementioned progression. i think that strengthens jakepeng's argument, it designed as a self contained boss

It's not and never was, though, it was always designed as a "final" boss. That's why it has a quest leading up to it where you have to kill two other bosses that drop items specifically linked to it. It being designed as a "final boss" is what people often use to excuse its massive difficulty spike, too.

Edited by DegenerateFurry
  • Like 1
4 minutes ago, DegenerateFurry said:

It's not and never was, though, it was always designed as a "final" boss. That's why it has a quest leading up to it where you have to kill two other bosses that drop items specifically linked to it. It being designed as a "final boss" is what people often use to excuse its massive difficulty spike, too.

Its meant to be a final boss just like the harold or whatever. Its quite literally what it is.

The atrium is already useful for the forest stalker, and niche for the cave stalker, though yeah, shadow pieces were meant to have unique drops for each but it was scrapped. The quests are really not complex at all compared to something like the pearl quest which is needed to kill a special crab king. You just kill two bosses, with only shadow pieces needing a set up and thats it. Its pretty straight forward and isnt really out of your way.

The difficulty spike is just a skill thing. Its meant to be hard and require multiple players, or good strategy. Nowdays you can just recruit bishops so it has already been made easier since thats a method available to everyone. Fuelweaver is very similar to bee queen.

Just now, Jakepeng99 said:

Its meant to be a final boss just like the harold or whatever. Its quite literally what it is.

The atrium is already useful for the forest stalker, and niche for the cave stalker, though yeah, shadow pieces were meant to have unique drops for each but it was scrapped. The quests are really not complex at all compared to something like the pearl quest which is needed to kill a special crab king. You just kill two bosses, with only shadow pieces needing a set up and thats it. Its pretty straight forward and isnt really out of your way.

The difficulty spike is just a skill thing. Its meant to be hard and require multiple players, or good strategy. Nowdays you can just recruit bishops so it has already been made easier since thats a method available to everyone. Fuelweaver is very similar to bee queen.

It being a final boss means it is not "self-contained". The Eye/Twins of Terror are self-contained because they're entirely optional. Fuelweaver is and always has been part of progression and is therefore not optional.

1 hour ago, AuRuS said:

I dont think I have ever seen a take GENIUENLY as bad as this. How can you ask for devs to direct game for people that don't even play? What do you actually mean by " actually make the game/franchise enjoyable for people who maybe only get two hours a week to play" ??? You want the new game to be like 8 hours long or what? Less complexity, less content and less depth - yeah, that's what the game needs!!

I hardly ever come to this forum, maybe once every couple weeks yet I see you there ALWAYS; how can you be there when you literally dislike most of core aspects of the game?

I will explain this to you using the best example I possibly can. You have heard of the game franchise Mario right? Okay well over the many many years of Mario’s existence, the “Franchise/Brand” has dipped its toes in everything from the standard side scroller, to literal Mario paint, to Kart Racing & Tennis, You are correct I DO NOT Like DST in fact if it wasn’t for skins, and the few content updates I enjoy I would actually HATE that DST ever came into existence.

And now I will briefly explain why, I absolutely loved Single Player DS & its Two DLCs.. that quickly became my favorite franchise of all time, everything from the cast of characters, to the world & its mobs I became hooked. I enjoyed the “difficulty” of trying to stay alive long enough to progress through Maxwells Campaign & survive 5 randomly generated worlds of whatever he felt like throwing at me at the time.

DS had better random world generation, DST however severally limits it.

DS focused more on fast and quick exploration (boats didn’t need 40 minutes worth of gathering resources to build) Where as DST focused more on Long-Term worlds with RPG style quest progression and character skill trees, “Investment style Progress” (like fully repairing pearls hermit home & doing all her tasks) or doing X, X, & Y before Z could happen.

Let me take you back in time to Solo DS where you didn’t need to know a laundry list of objectives you needed to do.

This thread is discussing why someone would be excited for a new Don’t Starve franchise game, and at the same time: Why they’re exhausted with DST and ready to move on to a new game.

Even the newly released Lego Dark Knight game, it plays massively different from any Lego game that has ever came before it…. when most of the previous entries were more of the same ol same ol.

TL:DR- Solo DS was fast paced & chaotic, DST is Slow Grind, Building up to & Prep, DSE is anyone’s guess how it’s going to play…. But from the one trailer we have seen of it (rolling porcupines, goats that headbutt you off cliffs, a rolling in fog that plays a central role in the gameplay, I’m going to wager that it’s going back to fast paced and chaotic.

IMG_8186.jpeg.510b68d095165f7a42e22900e8a3e804.jpeg

We can swim short distances now, and look it’s to a boat that actually looks like a boat and not a flat cookie that needs a ridiculous amount of wood, stone, silk, etc to get out onto the ocean.

Just the very fact we can swim short distances now without needing some late game obscure staff to grab items just out of reach.. has me excited to see how Klei handles Don’t Starve Elsewhere.

2 hours ago, DegenerateFurry said:

It being a final boss means it is not "self-contained"

Ok, lets not focus on these adjectives then. I think fuelweavers difficulty spike is well deserved, you should have to learn and put effort into a final, cinematic, cathartic, challenge of the game (which he was in 2017) his bossfight also shines for not being able to win with just rawdoging on armor and healing, you need teamwork and strategy, and dst is a multiplayer game. I beat him 90 hours in with a friend 6 years ago and it was a perfectly well crafted challenge.

Why is everyone talking smack on fuelweaver when his counterpart has an actual complex quest? Talk smack on celestial champion but not fuelweaver

Edited by MrsBoris
  • Like 3
11 minutes ago, MrsBoris said:

Ok, lets not focus on these adjectives then. I think fuelweavers difficulty spike is well deserved, you should have to learn and put effort into a final, cinematic, cathartic, challenge of the game (which he was in 2017) his bossfight also shines for not being able to win with just rawdoging on armor and healing, you need teamwork and strategy, and dst is a multiplayer game. I beat him 90 hours in with a friend 6 years ago and it was a perfectly well crafted challenge.

His difficulty spike is part of the experience, not a flaw.

DST is a game that can be played multiplayer but it does not demand it, it doesn’t refuse to start unless there’s 2 or more players. It’s 1-6 players, AND Can be played offline in Solo play, unfortunately the entire rest of the game does not adjust to this, so solo players are in for a more miserable experience requiring longer to complete what would otherwise be “group tasks” such as gathering all the “Celestial” pedestals, Boating Activities (steering, anchor, repairs) or raid bosses with enormous pools of health (that die laughably fast when fought with a group..) do not scale to accommodate for 1-6 players. But since DST was Klei’s first attempt at Multiplayer, they are allowed to make these mistakes in the learning process. But a lot of people are hoping when they release Don’t Starve Elsewhere that it actually is designed from the start with better scaling.. (or at the very least offline worlds aren’t scaled as if it were still multiplayer)

  • Like 2
11 minutes ago, Mike23Ua said:

DST is a game that can be played multiplayer but it does not demand it, it doesn’t refuse to start unless there’s 2 or more players. It’s 1-6 players, AND Can be played offline in Solo play, unfortunately the entire rest of the game does not adjust to this, so solo players are in for a more miserable experience requiring longer to complete what would otherwise be “group tasks” such as gathering all the “Celestial” pedestals, Boating Activities (steering, anchor, repairs) or raid bosses with enormous pools of health (that die laughably fast when fought with a group..) do not scale to accommodate for 1-6 players. But since DST was Klei’s first attempt at Multiplayer, they are allowed to make these mistakes in the learning process. But a lot of people are hoping when they release Don’t Starve Elsewhere that it actually is designed from the start with better scaling.. (or at the very least offline worlds aren’t scaled as if it were still multiplayer

Valid take honestly.

Edited by MrsBoris
47 minutes ago, MrsBoris said:

Ok, lets not focus on these adjectives then. I think fuelweavers difficulty spike is well deserved, you should have to learn and put effort into a final, cinematic, cathartic, challenge of the game (which he was in 2017) his bossfight also shines for not being able to win with just rawdoging on armor and healing, you need teamwork and strategy, and dst is a multiplayer game. I beat him 90 hours in with a friend 6 years ago and it was a perfectly well crafted challenge.

Why is everyone talking smack on fuelweaver when his counterpart has an actual complex quest? Talk smack on celestial champion but not fuelweaver

I disagree that Fuelweaver's difficulty spike is appropriate, but that's not what this discussion is about. It's about whether or not Fuelweaver's questline is complex. It is. Less complex than Celestial Champion's, perhaps, but it's still pretty complex. 

The assertion that it being complex is okay because "Fuelweaver is self-contained" was made at one point, and it's just kinda outright false? By virtue of being a non-optional boss and having been designed as a "final boss", and also having direct connections to two other major bosses, he is not and never was self-contained.

But, let's look at the questlines' complexities from a newbie's perspective.

 

Fuelweaver's questline is complex. Starting from a newbie's perspective, it requires you to figure out that the suspicious marbles exist and can be assembled; that they can be assembled specifically in a Rook, Knight, and Bishop trio; that you have better options to assemble them than slowly lugging them around yourself, and that they can be summoned as bosses on new moons. Then you have to defeat them, which isn't easy since the order in which you do it can massively skew the fight's difficulty. Sure, know that knight -> bishop -> rook is the easiest for most characters, but a newbie might not.

You also have to go into the caves, find the ruins, find the labyrinth, kill Ancient Guardian, mine enough in the caves to get specifically eight fossils, decide for some reason to assemble them, find the Atrium tentapillar, take the fossils, shadow atrium you got from the Shadow Pieces, and Ancient Key from AG into there, and then actually fight the hardest boss in the game, who requires you to use a nightmare amulet, some sort of AoE (possibly a Weather Pain), a bunch of sanity food, and teleportation (likely several Lazy Explorers), and a decent amount of armor and healing items to beat. You have no way of knowing beforehand that any of this stuff is required if you've not been told or done the fight before. 

A player who does not know how to do Fuelweaver's questline will never figure out how to do Fuelweaver's questline on their own. It is disjointed and a bit of a mess, with not enough linking each step to the next. 

 

Celestial Champion's questline requires you to go sailing, find Pearl (which is super easy since bottles give you her exact location); do her quest (which she basically tells you how to do with her complaint dialogue); find the Archives (random cave exploration, akin to the Atrium tentapillar requirement for FW); see that you need two more iridescent gems (this is pretty obvious with how it's set up); find the moonstone; assemble it correctly and then defend it (this is one of those things I doubt anyone could figure out organically); realize you can disassemble the moon caller to get its very obvious gem; do the event again for a second one; take the gems down to the Archives; plug them in; do the puzzles; get the Astral Detector; use it to find the lunar island and its altars, which is way less far of a distance to lug things; assemble them; use it to find the terrestrial altars; take them to lunar by boat; assemble them; find Crab King; give him Pearl's pearl and kill him (and he also has the issue that setting up the fight wrong can doom you, but at least he's way easier to refight); take his altar to lunar and plug it in; do the moonstorms event, which you are basically talked through by Wagstaff; and then fight Celestial Champion, who's fairly straightforward in that you don't need any special equipment and you can just attack and dodge like almost everything else in the game.

Clearly, the lunar questline is far better-structured than the shadow one. It guides the player through it from the start to the finish pretty naturally except for a couple of steps, and aside from those, it's feasible that you could actually do it from a starting point of zero game knowledge. 

Edited by DegenerateFurry
13 hours ago, DegenerateFurry said:

The assertion that it being complex is okay because "Fuelweaver is self-contained" was made at one point, and it's just kinda outright false? By virtue of being a non-optional boss and having been designed as a "final boss", and also having direct connections to two other major bosses, he is not and never was self-contained

First of all can we stop focusing on the "self contained" adjective? i dont even know what was the purpose of it. But he WAS a final boss, celestial champion was added in 2021, fuelweaver was the last boss of DST for 4 YEARS, he was designed as a final boss and i am not backing down on this statement. I am also not backing down on his difficulty on his difficulty spike being appropriate, its just what i think. I don't want to discuss the "self contained" adjective, sorry for using it i don't even know what was the original commenter meant with it.

13 hours ago, DegenerateFurry said:

A player who does not know how to do Fuelweaver's questline will never figure out how to do Fuelweaver's questline on their own. It is disjointed and a bit of a mess, with not enough linking each step to the next. 

13 hours ago, DegenerateFurry said:

Clearly, the lunar questline is far better-structured than the shadow one. It guides the player through it from the start to the finish pretty naturally except for a couple of steps, and aside from those, it's feasible that you could actually do it from a starting point of zero game knowledge.

Second of all, these statements you said are correct, factually, but i think they are invalidaded by another fact. From my experience, seeing SEVERAL sandbox players with minecraft, terraria, corekeeper, dst or even valheim. No one plays these games blindly till the end, its not like an RE game, in a sandbox game you experience the games world and them you start looking at youtube videos or interact with other players and thats how you find out about the ender dragon, queen bee, fuelweaver and such. That guy who played minecraft blindly is an actual miracle. No player who reaches the end of sandbox games or wants to reach the end of it, does blindly. The moment players become aware of fuelweaver or celestial champions existence and decide they want to reach these bosses, they will not look for ingame clues, they will search the internet. It happens outside of sandbox games, like hollow knight or fromsoftware games (dont delve too deep in the analogy)...

I think you will NEVER find a player who didn't learn about celestial champion from exterior sources (even kleis promotional sources, which spoil toadstools bossfight and fuelweavers arena on the steam page itself for example), and much less did the quest without looking it up or done by a friend who learned it by looking it up.

Thats why i don't think these statements are revelant criticism of fuelweavers quest, or almost any hard quest in a sandbox game. They don't actually happen in real life and devs properly adjust their expectations

By @gaymime's request: well, the intended way this sandbox game knowledge is aquired is by older players teaching newers players (invalidating the blind player reaches final boss scenario). Its actually how i found out about fuelweaver, my friend who had a dozen more hours than me told me about this final boss he never did himself because he didn't want to do it alone. No blind exploration and discovery, i as a veteran player also teached new players into DST and futhermore, i teached this same friend how to play project zomboid later. I didn't take the "passing down knowledge" aspect of sandbox games as much as i should have. Thanks gaymime

Edited by MrsBoris
  • Like 1
32 minutes ago, MrsBoris said:

No player who reaches the end of sandbox games or wants to reach the end of it, does blindly. The moment players become aware of fuelweaver or celestial champions existence and decide they want to reach these bosses, they will not look for ingame clues, they will search the internet. It happens outside of sandbox games, like hollow knight or fromsoftware games... Its how the target audience of these systems interact with them

can i please ask for an amendment? the intended way(from what i have seen and experienced) is for a mix of older and newer players doing the thing. the older players help newer players learn things that the older players learned from an older player when they were new. i learned how to make potato puree because a pub wicker gave me veggies and told me to put them in the communal crockpot and we waited until it was done then they made me eat it x''D sure she was rude but like, in a grandma kind of way and in 6 years of dst i never forgot it. a wes once gave me some axes my first year of playing and we went down to the caves where toad's mushroom was and he told me to start chopping as fast as i could every time i saw a mushtree and we two-partied toadstool, toad is still the ONLY boss that i wont do solo just because i can only enjoy doing it in a party and a couple times a year someone will be shocked with how fast i chop because i learned the hard way how to get good at manually chopping

 

it was always so cool having someone who knew what they were doing roll through like a wave on the shore and do something that i did not even know was a thing in a specatacular and impressive fashion just for the pleasure of teaching a newbie. with the structure of how games are set up and the search function operates it feels very intentional that there is no way to tell if the world you are joining is hosted by a newbie a veteran or anyone in-between but instead only asks what type of playstyle and whether or not you want mods

Edited by gaymime
lost a j
On 5/19/2026 at 12:58 AM, gaymime said:

thankyou<3 this is the kind way to teach someone about a new game. you are there if they fall you are NOT there to teach them how to obliterate the meta on their first day. it kills fun to not be allowed to have any

And mistakes can be part of the fun, because it's ok to restart, and do better, and because if you do recover from them you feel good.

A catastrophic failure when you made a mistake fighting enemies, ran away, encounter two terrorbeak and manage to kill them, only to be defeated because you forgot to have any way to warm up in winter is not exactly fun on the moment but can be in retrospect, especially if you feel you both managed some stuff well and died because of your errors. And it's also the kind of thing when you do want to do better on next world.

 

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...