Jump to content

Where I think Don't Starve franchise went very wrong...


Recommended Posts

This is true, but for example, i have a lot more ways in classic DST to become better and surviving better than in the forge, when the difficulty still require a lot of focusing. In DST i have time to do things that aren't focused on surviving, i could limit the risks a lot, and the game can even let me choose to avoid most of the danger and be prepared for most of it.

I'm not saying i dislike it, because it's important to not have pressure all the time, also because when you play with one or two players it takes a lot more time to set things than when you play with a lot of players, but the more you play the more some challenges are non-importants, except if you search for some situations.

For example, food. I am more often in danger of not having enough food in the first days of the game than later on, because with all i can prepare (and all the time i have to prepare) i usually have berries bush AND farm AND monster meat AND morsel AND bee box AND fishing (and i forget a lot) available nearby. Usually i don't even have to use all of theses things, some people will even avoid some entirely and still have plenty of food.

Sure, it's a good thing to have free time and free space to do things you like instead of only hunting, but sometimes there is a lack of pressure.

The thing is, you can't really add this pressure in a fun way, because making a game harder but still fun usually require more than just putting food on "less".

 

Not that i'm complaining, i usually play alone and it's great to not feel frustrated because you lack time to prepare, but i could understand how something is lacking a little for challenge. Still, since it's not true for begginer, it's really hard to balance (and it's why ANR challenges are mostly totally avoidable).

Also, i hate thing like destructions of base, i like building a nice base (not a megabase, just a nice base), the thing is that a good base make the game really easier.

Maybe players should have more reasons to avoid the base for a time, or there should be things making some part of the base unavailable for some times. I don't know, like crockpot being too hot during summer, so you can't use them during some days, stuff like this.

 

Anyway, since everyone has a different taste for difficulty, and even a different meaning for difficulty, this isn't easy to do.

3 hours ago, EuedeAdodooedoe said:

I'm more sad that I can't play the game the way I want to, which is an immersive way that has the game put some thought into this. I don't think everyone everywhere should be forced to have the type of experience I want to, but I don't want to be forced into playing with the MLG-mega base day 1000 playstyle, which is where almost every server is going to because of the ****ty game design in terms of defaut settings and different world settings and the fact that the change of settings isn't encouraged. More presets that actually have decent balance to it (e.g. Maxwell lights in Lights Out for one) to encourage people to play them more. You can find fun in DST, but it's the type of fun that matters to me, and what makes a game good. I can have times where the same thing I hate about the game can be fun, but it then turns meaningless when it becomes a chore and a grind.

You can enjoy trashy and mediocre games, but it doesn't make them any better than trashy or mediocre.

I don't expect a perfect game, not by a long run. But I would at least expect some decent amount of thought put into the game design to make something of progressive value that still allows for different experiences and allow you to progress at your own pace or not at all if you don't want to, if, say, you mess with the settings, and for the game to encourage to change the settings, which I don't think Klei is doing enough, and it's because the fan base doesn't demand it and instead eat up whatever gets thrown out, and keep the silence when things don't get patched or completed, just hype up the next thing that will be coming out. Large portion of the fan-base have been dulled to this basic, grindy and lacklustre type of experience, which is rather sad.

True, my above response points out the main issue that I really wanted to address with this topic. Loot boxes just kind of tagged along, and should have been left to a different thread.

Neither this post nor your original one actually makes any points at all, and thus is impossible to refute or in some cases even discuss.

You list a bunch of statements that are purely opinion wishing for undefined changes that you never go into detail on, other than a strange hate for skins you wish you could block seeing (but again never explain what ones you don’t like other than calling them “low quality” which could mean anything)

For example, I could say “I wish balance in Don’t Starve was better” which is not a point nor even really clear what I’m talking about.

”I wish character balance was better” is STILL not a point, but at least the reader could assume that I have some unclear issue with character balance.

”I think Wickerbottom should do less damage because she is too mechanically strong and her current downsides are ignored by the majority of players as sleeping is inferior to other sanity restoration methods and the penalties for stale and spoiled food are already significant enough that more makes no difference.  In addition, it is easy to get fresh food and especially since wickerbottom can force plants to grow.”

This is specific enough we could call it making a point, has supporting information that can be debated or refuted, and I’m making a suggestion that could be imagined in the game.

What I challenge you to do, as you have well over a thousand posts complaining about some aspect of Don’t Starve’s design, is to describe in detail 3 specific changes you would make that would solve some of the concerns you have.  They should be specific enough to qualify as points.

4 hours ago, EuedeAdodooedoe said:

I'm more sad that I can't play the game the way I want to, which is an immersive way that has the game put some thought into this. I don't think everyone everywhere should be forced to have the type of experience I want to, but I don't want to be forced into playing with the MLG-mega base day 1000 playstyle, which is where almost every server is going to because of the ****ty game design in terms of defaut settings and different world settings and the fact that the change of settings isn't encouraged. More presets that actually have decent balance to it (e.g. Maxwell lights in Lights Out for one) to encourage people to play them more. 

OK, so you don't want other players to be made to play the way you want them to play (which was the whole point of the original video you posted, forcing players to play differently), but you're sad that you can't play the way you want to because other people want to play differently? I'm with @Donke60-- that is so muddled that you contradict yourself. Klei doesn't do enough to encourage players to change the settings, which is the players' fault because they don't want to change the settings, so they don't demand that Klei encourage them to do something they don't want to do?

If one of the points you're trying to make is that the settings should be more incremental, so that turning some mob to "more" doesn't cause the map to be overrun by that mob (or setting a resource like flint to "less" doesn't cause it to nearly vanish from the map) then that is a good point, and one that has come up more than once on the forums. It's possible that more players would want to play with settings that are somewhat more challenging If it were possible to fine-tune them better. But it's also possible that they wouldn't

Or you could play something like the caveman challenge mod, which disables the building of both the science machine and the alchemy engine.There was an SU server that ran that for awhile. Klei *does* actually encourage the customization of the game through modding quite a lot. But you'd still have to find group of players who want to try Lights Out or other mods that make the game more difficult, and that seems to be your real complaint: That most of the people who play DST don't want to play it the way you want to and so you want Klei to redesign the game to make, or "direct," them to do it the way you prefer. No one is forcing you to build a megabase. If the servers you play on seem focused on that, then get your own server and make your own rules, don't demand that the large number of people who really like playing that way be frustrated. Yeah, it's true that you might not get many takers, but it's preposterous to claim that this indicates some major, urgent design flaw that must be fixed, when so many other people have clocked hundreds of hours playing it as is and enjoy it a lot.  We all get that you wish it was a different game, and there's a really easy solution to that: play a different game.

I believe is that you think you are forced to play the game because your experince is telling you too. So you have the choice to play how you want, you just don't think you do but you do. You don't have to play with people to megabase just go to pubs and have a base to yourself, then do a challenge or a rush for some boss or just relax. You have made the point that some items are really cheap and easily outclassed which some items are i'm not defending that. But why don't you use those "bad" or "terrible" items. The defaults for the  world or for basic players you can change them I understand its clunky but Don't starve does have an "intended experience. Your unwillingness to use mods,world settings,off meta items, have led to you not enjoying the game and wishing for it to me changed so drastically. Thats my opinion but as @Toros pointed out this all seems to also be your opinion. So until you make actual concise points of what you hate and what you want changed all I can do is fight you with is pseudo- facts and opinions.

Also shorten your ramblings you said you would work on it but you obviously haven't it doesn't help when you try to make a point.

3 hours ago, Toros said:

Neither this post nor your original one actually makes any points at all, and thus is impossible to refute or in some cases even discuss.

You list a bunch of statements that are purely opinion wishing for undefined changes that you never go into detail on, other than a strange hate for skins you wish you could block seeing (but again never explain what ones you don’t like other than calling them “low quality” which could mean anything)

For example, I could say “I wish balance in Don’t Starve was better” which is not a point nor even really clear what I’m talking about.

”I wish character balance was better” is STILL not a point, but at least the reader could assume that I have some unclear issue with character balance.

”I think Wickerbottom should do less damage because she is too mechanically strong and her current downsides are ignored by the majority of players as sleeping is inferior to other sanity restoration methods and the penalties for stale and spoiled food are already significant enough that more makes no difference.  In addition, it is easy to get fresh food and especially since wickerbottom can force plants to grow.”

This is specific enough we could call it making a point, has supporting information that can be debated or refuted, and I’m making a suggestion that could be imagined in the game.

What I challenge you to do, as you have well over a thousand posts complaining about some aspect of Don’t Starve’s design, is to describe in detail 3 specific changes you would make that would solve some of the concerns you have.  They should be specific enough to qualify as points.

Have you SEEN my older threads? Like, very old ones, even just like half a year or year ago? I went into SO much detail, to a point where people started to hate me for nitpicking things. And I do nitpick things. It all builds up to give a ****ty experience. I will give examples, but if you want to see me make a wall of text, or rather, an even longer piece of text about what I find wrong with the game, I can provide that to you. Question is, do you want to see that ****?

It's all a result of Klei leaving broken and unfinished game mechanics.

1 hour ago, Rellimarual said:

OK, so you don't want other players to be made to play the way you want them to play (which was the whole point of the original video you posted, forcing players to play differently), but you're sad that you can't play the way you want to because other people want to play differently? I'm with @Donke60-- that is so muddled that you contradict yourself. Klei doesn't do enough to encourage players to change the settings, which is the players' fault because they don't want to change the settings, so they don't demand that Klei encourage them to do something they don't want to do?

If one of the points you're trying to make is that the settings should be more incremental, so that turning some mob to "more" doesn't cause the map to be overrun by that mob (or setting a resource like flint to "less" doesn't cause it to nearly vanish from the map) then that is a good point, and one that has come up more than once on the forums. It's possible that more players would want to play with settings that are somewhat more challenging If it were possible to fine-tune them better. But it's also possible that they wouldn't

Or you could play something like the caveman challenge mod, which disables the building of both the science machine and the alchemy engine.There was an SU server that ran that for awhile. Klei *does* actually encourage the customization of the game through modding quite a lot. But you'd still have to find group of players who want to try Lights Out or other mods that make the game more difficult, and that seems to be your real complaint: That most of the people who play DST don't want to play it the way you want to and so you want Klei to redesign the game to make, or "direct," them to do it the way you prefer. No one is forcing you to build a megabase. If the servers you play on seem focused on that, then get your own server and make your own rules, don't demand that the large number of people who really like playing that way be frustrated. Yeah, it's true that you might not get many takers, but it's preposterous to claim that this indicates some major, urgent design flaw that must be fixed, when so many other people have clocked hundreds of hours playing it as is and enjoy it a lot.  We all get that you wish it was a different game, and there's a really easy solution to that: play a different game.

No, it was to encourage them to use different methods with the default settings. Certain things must be forced to keep gameplay afloat, but a lot can be left to letting the player choose various approaches to surviving. Encouraging the players to change their world options too would contribute to getting a better experience of what you are looking for. Yes, I am sad that basically every player who knows the game wants to play in the exact same way; grind, make the bosses your punching bags, farm, exploit, grind more. If it's the vast majority of the playerbase, then I think that would be the game's fault for not meeting the standards of attractions. It is onto the game to lead the player, even when you give a ton of choice, because otherwise, everyone's going to try to find the most efficient way and then everybody plays the exact same. Blame the game, not the player.

There's not much choice in The Forge either; you either use the very same tactics that professionals use to win, or you accept defeat. It's not entirely linear, but linear enough to be called one type of approach. You and everyone else keeps saying the exact opposite, which is complete bollocks.

Not just settings, but also set pieces. It should be obvious, VERY obvious. And if some form of world-hopping is integrated, so that after hopping a world you can change your world settings, may be through vote in some form, then some form of progression and new types of tactics due to the need to survive and escape the new world could occur.

They are not encouraged to play it, because the game ****s on newbies even early game. Everyone keeps saying that "making it easier for newbies but harder for late-game players would be near impossible to do", and I call ******** on that; supplying newcomers in some form with basic resources and protection (see this thread I made perhaps) while at the same time making the world for players who have survived for a longer period of time to get harsher and harsher challenges, could very well be possible. It would require a lot of coding obviously, at least for making challenge for the professionals, but if you're gonna have a good game design, you should be doing that anyway as a developer.

There is no such game that I know of that would actually provide the kind of gameplay feel that DS does while at the same time being challenging in the forms I have described. Care to point me to some, if any exist? Btw, mods you have to search for. It's cluttered, and the search options are complete **** both on the forum and on steam. Spending hours on end just to try and find something that goes well, just to then soon be disappointed as hell because something seems way too exploitative and I could be taking use of it without even knowing. The game not providing me with exploits would do quite well. For instance, those goddamn OP butterfly wings annoy the hell out of me, but I need to catch them for planting flowers, which is quite annoying. Then, you have punching bags we like to call bosses that for the most part you can just take use of either exploits for or just tank them a lot. Then again, you'll be tanking or kiting a lot anyway, which gets dull very fast.

Demand that others are frustrated? I never said that or implied that at any point. The game could have a preset that makes things easier, with most resources to more and less hostile mobs, and if the game can do a good enough job at making the change of presets when trying to host in-your-face rather than being laid out behind some obscure setting on a sheet that looks like a spreadsheet. Some people actually bother with the settings when they want to make things easier for them regardless, so if they are also well-balanced as well as very much encouraged for changing, then I don't see what the issue could be. Wherever did the whole "git gud" thing go? I remember when people on the forum were very much against making the game much easier. Now it seems like the fan base doesn't really care much and wants things easier for themselves.

57 minutes ago, Donke60 said:

I believe is that you think you are forced to play the game because your experince is telling you too. So you have the choice to play how you want, you just don't think you do but you do. You don't have to play with people to megabase just go to pubs and have a base to yourself, then do a challenge or a rush for some boss or just relax. You have made the point that some items are really cheap and easily outclassed which some items are i'm not defending that. But why don't you use those "bad" or "terrible" items. The defaults for the  world or for basic players you can change them I understand its clunky but Don't starve does have an "intended experience. Your unwillingness to use mods,world settings,off meta items, have led to you not enjoying the game and wishing for it to me changed so drastically. Thats my opinion but as @Toros pointed out this all seems to also be your opinion. So until you make actual concise points of what you hate and what you want changed all I can do is fight you with is pseudo- facts and opinions.

Also shorten your ramblings you said you would work on it but you obviously haven't it doesn't help when you try to make a point.

* Mods will take hours to research, covered by ****ty with some character mods that we don't have enough of

* In a multiplayer setting where the . If I want to play the game to experience it with good game design, I won't be able to do so with other people, because none will want to.

* Many mods may be uncompattible with each other.

* The art for most mods is terrible, and since I value aesthetic a lot for this sort of game, for a large portion of mods that might have alright mechanics, won't have good aesthetics that suit the sketchy art style of the game.

* Having good game design doesn't involve just flipping variables. Good mechanics require a lot of work and effort, something most mods don't want to do. You can find some good mods, but in the grand scheme of thing, 

* Can you point me to a mod that actually generates a sense of story progression for the game? If not, you can rest your case.

As for using useless/less useful items, that'll just feel like completely wasted time. I've tried to rely on darts, but then got disappointed that it made me do another whole set of grinding just to be minimally reliable.

Nit-picky, but again, it all builds up. There isn't really a single specific issue with the game, it's a lot of little mechanical and aesthetic issues that all combine to degrade it all together.

And trust me; you don't want me to rant on about specific details of the game, like how Deerclops, Bearger, Gmoose and Tree guard are the biggest punching bags in the games.

6 hours ago, EuedeAdodooedoe said:

I'm more sad that I can't play the game the way I want to

No, see no one is telling you "don't do this or that" you are simply deciding there are things you would rather do. If you are talking about in terms of game limitation, you bought the game and have played it for however long you have knowing what content is in it, and if you are bored of said content then you really should find another game to pique your interests. If there is something you must have in this game the developers have given everyone equal access to creating mods that fulfill whatever desires you have when playing the game.

Also, please do not sleep on the generosity we have had with Klei and their free updates and content additions. A game worth $15 has had more free DLC updates than any game I've seen in a long time, we should all be very thankful that Klei is continuing to update this game, even if they cannot cater to the entire populations demands.

51 minutes ago, EuedeAdodooedoe said:

Mods will take hours to research, covered by ****ty with some character mods that we don't have enough of

* In a multiplayer setting where the . If I want to play the game to experience it with good game design, I won't be able to do so with other people, because none will want to.

* Many mods may be uncompattible with each other.

* The art for most mods is terrible, and since I value aesthetic a lot for this sort of game, for a large portion of mods that might have alright mechanics, won't have good aesthetics that suit the sketchy art style of the game.

now your just making excuses for someone with a lot of time on their hands i'm surprised you haven't done this already.

 

52 minutes ago, EuedeAdodooedoe said:

* Can you point me to a mod that actually generates a sense of story progression for the game? If not, you can rest your case.

I thought this wasn't about DS story you complained about this but that isn't what I addressed.

 

53 minutes ago, EuedeAdodooedoe said:

And trust me; you don't want me to rant on about specific details of the game, like how Deerclops, Bearger, Gmoose and Tree guard are the biggest punching bags in the games.

Then I guess you should stop talking if you can't tell use what you actually having  problems instead going "everything is a problem" "incoherent rambles"

"its not my job to make the game fun for myself"
now this is insulting because its suppose to be, because this is what I hear every topic you post 85% of the time

I ran out of popcorn.

Also, I kinda agree with Toros but I believe it still could have been said more nicely. Master Wolf, although you do make some good points about the skins, I don't agree with the way you disapproved of others opinions.

I see a big split happening, and I really think both sides need to settle this with a proper and healthy discussion. Whatever happens, don't take it personally or hate on the other for not agreeing with you. Our entire life is made of choices, please choose respectful words and the nicest way to prove your point.

@EuedeAdodooedoe

I asked you for 3 concrete changes you would make, not a 5 paragraph essay rambling about the same nebulous things you don’t like, which is what you provided.  Literally every post in this thread you’ve made has been the same.

Also, butterfly wings and captured butterflies for planting flowers are entirely different objects.  This was just one of the pointless tangents you went on, but it was specific enough to be wrong.

Also, if you don’t like kiting, tanking, grinding to get resources (you didn’t mean gunpowder but somone who could make a coherent argument would) or “exploits” (which I’m assuming you mean luring bosses into other things.  These aren’t exploits.) what other combat options would you add?

I’ve never met anyone who has the ability to use so many words so many times in such a similar way and never come close to making a point.

Also, it’s pretty obvious even if it actually took hours to find good mods (it doesn’t) your time is worth nearly nothing.  If it wasn’t, there’s no way you could justify writing 3,000 words a day on these forums without managing to get a single person to take you seriously.

Either make concrete suggestions, sit quietly, or get out.

2 minutes ago, Toros said:

Also, it’s pretty obvious even if it actually took hours to find good mods

I mean I've spent a decent amount of looking and didn't find anything of note(at least that I can remember, also client mods aside).

I'm not sure the problem is that finding them is hard, they are just not there.

20 minutes ago, Lumina said:

What is good mods here ?

I can list some good mods, but no "good mods" making the game harder in a fun way.

According to me?

1) isn't a character mod.

2) adds a decent(as in, not one extra item, a bit more than that) amount of new content, which isn't just decorations, but actually has uses.

3) not overpowered.

15 minutes ago, spideswine said:

According to me?

1) isn't a character mod.

2) adds a decent(as in, not one extra item, a bit more than that) amount of new content, which isn't just decorations, but actually has uses.

3) not overpowered.

Those are some pretty specific and unrelated criteria, and considering the effort involved in doing art and code for multiple items no wonder you can’t find any “good” mods.

I don't understand why so many people here feel the need to just criticise what others say instead of trying to discuss the points that are mentioned, it's all 'you make invalid points' or 'your opinion is not actually right' and then just leads on to personal attacks and the unnecessary use of over-complicated words and theories solely for the purpose of undermining others. Enough of the arrogant, egocentric crap, how about trying to be constructive instead of just destructive entirely because someone doesn't have the same opinion as you? I know that some people get off on being right and being 'better then others' but the truth is the subjectivity of 1 person is not worth more or less then anyone else. 

2 minutes ago, Toros said:

Those are some pretty specific

Are they really?

I mean even if they are I did say " According to me?"

3 minutes ago, Toros said:

and considering the effort involved in doing art and code for multiple items no wonder you can’t find any “good” mods.

It ends up meaning that you need to have like 20 mods to have some minimal impact on gameplay.

Also for generic items coding a bunch of them really isn't much work, and as far as art goes we are talking about around 4 images.

Sure adding a few items isn't something you can do in a couple of minutes, but I wouldn't expect any good content mod to take a couple of minutes to make either.

Ultimately the issue is that newer player want op ****, and the more experienced players are tend heavily towards the purist side of things, so there are barely(if at all) balanced content mods.

23 minutes ago, spideswine said:

 

1) isn't a character mod.

2) adds a decent(as in, not one extra item, a bit more than that) amount of new content, which isn't just decorations, but actually has uses.

3) not overpowered.

Koalefanta Proboscidea (i will never remember how to write this name without looking at it), Waiter 101, Pickle It, and Beefalo Milk could match theses criterias.

There aren't character mods, they add a decent amount of new content each, and they aren't overpowered.

 

But they could make the game easier depending of your playstyle/the amount of these mods you are using. Not a lot (at least for me), but still a little.

 

8 minutes ago, Toros said:

Those are some pretty specific and unrelated criteria, and considering the effort involved in doing art and code for multiple items no wonder you can’t find any “good” mods.

I understand that people could have this kind of criteria. I mean, i have plenty of small mod i have fun with, but they don't change the game that much. I also understand why some people are excluding character mod.

And i don't want a mod too overpowered, it's important to keep a balance.

 

Yes, it's hard to find plenty of mods matching these criterias. Especially if you want the game to be harder/more challenging (most of my list for example make it a little easier, not a lot, but not really harder (except waiter 101 depending of playstyle)). This take work and time, yes. Which is why they are rare.

9 minutes ago, Lumina said:

Koalefanta Proboscidea (i will never remember how to write this name without looking at it), Waiter 101, Pickle It, and Beefalo Milk could match theses criterias.

There aren't character mods, they add a decent amount of new content each, and they aren't overpowered.

I mean from what I understand Koalefanta Proboscidea is pretty much purely cosmetic, yes the trunks have unique "uses", but nothing that actually justifies hunting for them(outside of the very early game).

The other food mods I haven't tried, but I'm going to take a wild guess that they fall under the category of "meat and honey are better", together with the rest of prepared foods in this game.

This is what I meant by "but actually has uses. ", things which I'd want to use because they are useful, instead of "things you can use because you insist on it".

I can understand if you feel like I'm being very dismissive, but I'm not dismissing new mods I haven't heard of before, but mods that I've already had issues with.

8 minutes ago, spideswine said:

I mean from what I understand Koalefanta Proboscidea is pretty much purely cosmetic, yes the trunks have unique "uses", but nothing that actually justifies hunting for them(outside of the very early game).

They don't drop manure but others items, some of them can be useful. For example, the winter koalefant could drop some ice, or some stones that make cold fire, very convenient in summer.

9 minutes ago, spideswine said:

The other food mods I haven't tried, but I'm going to take a wild guess that they fall under the category of "meat and honey are better", together with the rest of prepared foods in this game.

I'm not sure about what you mean by "meat and honey are better" ?
 

Also, i would be curious about what you would like to see in a mod. I could perfectly understand why these mods could not fit your playstyle, but i love knowing what people would like to see.

22 minutes ago, Lumina said:

They don't drop manure but others items, some of them can be useful. For example, the winter koalefant could drop some ice, or some stones that make cold fire, very convenient in summer.

Poop can fuel fires as well, and koalefants get awfully noisy at night(enough that you probably don't want to keep them around), and these minor benefits don't sound like much of a reason to keep them around, or get them in the first place.

22 minutes ago, Lumina said:

I'm not sure about what you mean by "meat and honey are better" ?

Honey,honey ham, and jerky generally outperform pretty much any produced food.(blue shrooms are good before food production is up, and cactuses also have a use here and there), I just don't see much of a reason to deal with any of the items these mods add when I can just use honey instead.

22 minutes ago, Lumina said:

Also, i would be curious about what you would like to see in a mod. I could perfectly understand why these mods could not fit your playstyle, but i love knowing what people would like to see.

Well "new content" is the easiest one, for example I'm hoping shipwrecked together will end up functional at some point.

As far as small scale mods go new mobs could be nice(especially if they come to the player), also mods that make certain tasks(which some would consider boring) less annoying(like the lazy furnace mod), rebalances of ****ty mechanics(I like some of rezecib's rebalance).

A challenge mod can also be good, but how to approach such a thing is beyond me, most of the current challenge mods are much more a nuisance than anything else(at least imo).

Ultimately I think that there's just not much of a potential for modding due to where the community is at, the newer players want overpowered things(which experienced players generally wouldn't want), and the experienced players are heavily on the purist side of things, even if I would find a bunch of mods that I really like chances are nobody will want to play with those mods.

1 hour ago, spideswine said:

According to me?

1) isn't a character mod.

2) adds a decent(as in, not one extra item, a bit more than that) amount of new content, which isn't just decorations, but actually has uses.

3) not overpowered.

Lunar Tools

Shadow Tools

Felix's Fancy Potions

 

Not sure if these count or not

4 hours ago, Donut Steeve said:

but the truth is the subjectivity of 1 person is not worth more or less then anyone else. 

This is a popular attitude on the forums, and it seems people confuse the *right* to having an opinion with the *value* of that opinion.

To use a real world example, many people have the opinion that vaccines cause autism.  This subjective opinion supported by objectively incorrect facts not only is unhelpful but actually causes deaths due to loss of herd immunity that wouldn’t have occured.  I challenge the assertion that every opinion has value, as there are numerous examples of uninformed opinions being actively harmful.

Within this forum no opinion is going to be that important, but it doesn’t make the assumption that one person’s facts are worth no more than another person’s fables any more erroneous.

@spideswine the reason I take some issue is you initially stated that you couldn’t find any good mods of note, and speculated that they simply didn’t exist.

However, your criteria exclude all character mods (balanced or not) , all mods that don’t add multiple items (which also excludes balance tweaks), and all mods that are unbalanced.

Only your last criteria would’ve been assumed from your initial post, which makes it very misleading.  When you elaborate later it’s clear what you mean.  There are a number of mods with either high quality art and/or code that I consider good but wouldn’t use.

7 hours ago, spideswine said:

According to me?

1) isn't a character mod.

2) adds a decent(as in, not one extra item, a bit more than that) amount of new content, which isn't just decorations, but actually has uses.

3) not overpowered.

You might have to wait until this one gets more developed: 

 

 

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...