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About Cosheeta

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  1. Hahah, alright. Well. I completely disagree that you'd only stand still during something like that, preposterous. Any case, they are literal kinematic clutter, for one it's distracting from a peace of mind, don't pretend you don't understand what that is. Two, dst is not even close to a blank screen game, that's just dishonest, you'd know full well anything in dst will appear from nowhere to ruin your day whenever it wants, clutter like this keeps visual input muddled, and it's a demanding game that asks of you to keep eyes on the screen to an unnatural amount for a sandbox. And before you assume we read all visual input like some arbitrary continuous canvas, no, humans process movement as separate from other input. It's literally poking a different brain nerve. If we can understand complaints about annoyances from blinking lights or stark contrasting hues we can be as annoyed by a screen congested by movements, both are inputs like being prodded in the ribs and arms at the same time, like smelling something foul and hearing noises. Nothing mutually exclusive. Always keep a move on? A frantic way to play, no thanks. And what a poor taste nonchalantly dismissed discourse. "Just focus". "You should this or that". Maybe you can somehow limit your peripheral vision or attention span on demand, but I see flaws in arguing to ignore taxing inputs when the whole screen demands you process it's input. And if the intended design is for the user's responsibility to never cease output to alleviate unprompted feedback then you've made an ruthlessly demanding and exhausting product that I'd argue it is doing no favours for the core design it claims to strive for. Which is to say, "uncompromising" or not, I don't think their vision - or anyone's vision - of uncompromising survival was to overwhelm the player with information and go "have fun distinguishing it". Now if you want the dance to reach full conclusion then we can tango about how much visual clutter is actually too much but we'd be at a subjective dance stage and as such we know the ending of it already. As my personal encore already stated; it's a bit too much.
  2. It's a bit busy. Not a big deal, but I wouldn't design menus like it myself. The only thing I'd really agree on that calls for change is regarding the rework animation's frequency, because it is in-game. They really play at every microsecond they can. Imp dance and such being a real distraction. Again not a big deal on surface, it just clutters the mind something, constantly bombarded by information
  3. I don't know about hours. I think I have more ours into DST myself. But it's a close call on which game I'd prefer to have in my library in terms of what I get out of those hours. At least to me Terraria feels more enticing starting out new, it quickly branches itself out into so many possibilities and things to explore and see, it can feel really magical and grand, and I haven't even played with any mods on top of that. There is just more content in a way, and it felt decently balanced. My only gripes with Terraria is that it all goes a bit too fast if you know what you're aiming for, which is probably a dumb complaint anyway. And another personal issue I got is that I also just couldn't ever get into the building and chilling part of the game. I don't think the game is pretty, but rather off-putting, I couldn't feel justified or have the energy trying to make an actual nice home for myself, which is a shame because in theory building and chilling in Terraria should be a lot more feasible compared to the constant barrage of pain DST throws at you. I also just don't like the 2D limiting what I can do to builds. All personal preference. DST looks better, but has a lot more routine once you've found it's mechanics. It's claustrophobic, and the random generation can start to feel less like an immediate place to explore and get lost in and more like "I hope there aren't too many rivers between the Swamp and Pig King location". It might just be me but I always memorize the map and not the actual playfield, abstractions and goals always somewhere off-screen. I wish there was more to make the dead space at least always hold something unique. Suppose this should be true of Terraria too though. Either way, I'm not thrilled about the way islands branch or shape themselves, I'm not a fan of the amount of biomes at the time or how they stick to each other yet never blend in interesting ways, or how out of the star-shaped islands rivers are everywhere, making the game a labyrinth forever, no wonder I rely on a map. Building in DST can be prettier too and for being 2D the top-down aspect still makes it more fun somehow. Problem of course is the whole barrage of pain thing. I personally find it hard to make time for bases, the seasons demand a lot of attention lest you want to wait a whole year for the next chance at the event it can feel like. Uh, all and all they can't be entirely compared on every thing, there are intriguing subtle core differences I'm unsure if they could just swap without ruining their identity. And both have been fun to start out new. DST end game and seeing all things and such feels to me like it runs out a lot quicker, but has a kind of replayability I don't think Terraria can have with it's too-chill endgame state. But Terraria has more content and that end game comes a lot later. Once beating all that I personally found no reason to stay. Only once every decade I come back for the next Terraria run. I'm editing this post a lot but, to further conclude, DST to me feels like an unhealthily dragged out relationship for what content it has to offer, Terraria is consumable and you can move on, some don't.
  4. If you're a fan of the last couple of years and consider it fine then you're in good hands. I however don't see what you mean with not blaming Klei. What you gave was like a variation of the Nuremberg defence at best, and then it's assuming their hands were tied in the first place? On a personal hypothesis I sense Klei willingly seeking this. This strikes me a little bit as Emperor's new clothes with a gaslighting twist. Saying that Tencent has played a subtle part all along and that Klei's course isn't going to change means nothing to what is essentially a discussion revolving a corpse. The "golden goose" at the very least rotted on me and friends years ago, I'm around to enjoy people seeing the emperor is naked but it isn't much of a plot twist outside of people's reaction. Also sure you can say that the corpse has always been smelling like that if you got close enough, but, it won't give the emperor his clothes back. At the end of the day the game will presumably grow in success either way. Carrion larvae is plenty. Honestly speaking of though... What I do find most intriguing is how minecraft went through a milk-toast similar scenario and is now seeing an actual resurgence. Not the most realized version of itself and how much it really impacted that newfound popularity is questionable but still it's been leaping again. I wonder what's to come from that and it's soon to crackdown microsoft accounts.
  5. I'm concerned about beating a dead horse at their own funeral at this point, but not enough to stop yet. In any case, something tells me if Klei is willing to make this deal then their own morals aren't in the best of places to begin with. And that's not just based on the Tencent deal itself. It'll be a greater part compromised for sure but aeh, I've always had the feeling this and anything following is not just Tencent, that'd be a cop out.
  6. Yes, google the american. The globalist american 1&4. :'D *clap* Boiiii. Morals and ethics ain't paying the bills Loooord hallelujah I feel like, the nature of morals and ethics means that they aren't just reducible to computers and videogames. But ah, if these handfuls of guys needs lunch for a year. Compromising data, what people are now describing as their saviour during Covid Lockdowns. Ooof. And by conclusion those consumer's experience. Spicy. 2. Yeah wonder how that happened, maybe years of seducing wolves makes them integrate, demand adjustments to the new pack. (Uh, off topic but for record; just to disclose my stance, seducing the government and companies of power as intent that is, not the innocent people, although reaching corruption through manipulating those people's spirituality of course) 3. Absolutely when you say their game, with emphasis on for now. On a personal note, I'd argue the rust was growing and damage already caused since just before DST's launch. Klei themselves? Suppose, I mean there are a lot of fans trying to hold on to hope I see. Still even they at this point consider it a bad move all around. And like I mentioned about just before DST's launch, to me this very forum along with the extended community on the outside seems to have been slowly alienated into a purge. A lot of talent vanished. My man, I'm starting to think you're a deliberate planted strawman. You're giving me exactly all I've ever wanted to hear bluntly confirmed. But yeah. We're not target audience, and I've said as much before but I'm not proud of sticking around ever since. Maybe I can partly lampshade it with morbid curiosity.
  7. Not only Whataboutism, that Steam is american and not chinese but yes -let's all be happy for Klei doing what I'm now trying to write off Steam for. What is your angle on this anyway? What's the point being happy or defending any of this, on a personal level. Your replies read as if it's your tencent money on the line.
  8. He was right about the first part of that post at least. Just funny how he'd assume that concluding with "we should be happy for them" would be appropriate.
  9. Hahahah haaahhhahahahahah pfffha!! I'd be hurting if I wasn't already beaten years ago. There is some sick catharsis in a sudden outbreak after years of sensing disease growing within. Of course this company turns their eyes towards china in face of the spiritual bankruptcy corrupting their work's character. Amazing, that it always comes together in the end. Slow burn isn't over of course and there will always be refusal to associate the two, but at least people can see actual root of what I have. Refusal withstanding, and that cracks me up. Embrace wholesomeness™ uwu
  10. I know this isn't a very satisfying answer but there is a mod that does this and I rely entirely on it's existence. Would never play without.
  11. It's funny to me. Whenever I think of how Animal Crossing or DST both could be improved I always end up pointing back at each of those two to set examples. I like the uncompromised survival, it is incredibly engaging to explore the early unknown wilderness with nothing to fend off foes but quick thinking and tactical manoeuvrers, but this goes back to a discussion I had on the forum before about how DST has moved away from survival into conquest philosophy, one being an endless gauntlet for living and the other is similar though in the endgame it grants the ability to get on top of all issues and change from fighting to maintaining. I concluded that discussion with conquest probably being the ideal one to stick with at this point. And that DST has a confusing mid-identity were it can't decide if it wants conquest to be a realised thing, yet keep introducing such infrastructure for players to utilize all while still implementing and encouraging the harsh annoyances of the "uncompromising survival" parts it used to have to hunt you down endlessly. So building bases is possible, having food storage and farms is possible, but if you keep your hands off the keyboard for a minute then antlion will wreck it, loose focus on the fire and darkness gives instant death, or nightmares and hounds will chomp you up with only seconds to react, wildfires will ruin anything you build, giants too, sinkholes, moles, pigs, spiders and all. Incredibly strenuous to be 100% vigilant at all times. Can't go for a glass of water. I'm not sure how to further express it, but if DST could embrace the conquest design and implement certain ways to reduce the early uncompromising annoyances, the instantaneous-ness of death. Local infrastructure that is difficult to attain but simpler to maintain, and not something that is 90% time consuming. Where you can have built spaces that are like animal crossing; the one thing were you can actually leave the game on, for at least a single minute. And the survival is outside that base for whenever you make grand travels. It's difficult because I don't reckon any of that is possible due to how claustrophobic an island is. It only takes a day at most to reach all edges. If you have a base you're rarely going to feel stranded in the wild. There is no situation possible for a "journey to the west" kind of excitement. Like getting through biomes act as an imposing challenge, when they only span ten tiles or so. DST could have done well with different world meta altogether. Islands outside the island, infinite travel. But I digress. What I meant was just, Animal Crossing needs some stakes and DST could do with some chilling out // aaaand be smarter in how it wants to properly challenge/engage the player again. Starving is what makes it exciting, and still is one of many things that makes the game a pure nuisance when you want to start doing the actual conquest. Bases are the downfall of engagement, ideally the one place food is never to be an issue due to "factories", but due to the small scope of the map a base is always only ever a couple of steps away. And the rough-around-the-edges rudimentary engagement of instant death no matter where you are around any corner is what kills the base building. For me, at least. It becomes a bit catch 22 with the ideas on how to solve it, I know I've made a lot of arguments that makes sitting around a base even easier than ever but, I do hate sitting around having to maintain a base. It's all theoretical anyway, if the map was way larger so that leaving a base actually meant to prepare for in game weeks without infinite food then, that'd be it. We don't have that now I guess.
  12. Me and my friend had a sit down to discuss this update and I wanted to throw in some of the cents that came out of that, for whatever it's worth. The two main complaints she raised were for one; that the plants are ugly, which I agreed on, I think they look busy now, she's very concerned about being able to build and decorate your space and time with something pretty. And while I usually focus about the gaming or narratives I have to say that the aesthetics of Don't Starve has been for the most part a consistent pleasure, shipwrecked especially, and being spoiled by that I had to take a step back and see how these plants are quite an eyesore. There isn't much that differentiates weeds from food, everything has a busy cluttered spiky weed-like look to them. Highly unpleasant fields, especially for a garden. They make gardens look very dark, muddy, black. Especially in terms of a colour palette. However it is hard to say what makes it nasty, since you wouldn't exactly call a thorny rose garden ugly despite having the very same descriptors. The other complaint was about being able to grow food in the winter. Which due to ice isn't a full concern on it's own. Basically we both agreed on that having to prepare storage for food or seeking new methods of getting sustenance (AKA hunting) makes for compelling seasons. The ease of getting ice for crockpot however is part of that same complaint. Of course, outright removing ice-fillers as is however would probably not be a well balanced solution, since the ease of having lots of food in wait allows for a freedom to move around and do actual work and progress throughout the game in all seasons, instead of spending all time on baby-sitting a death bar. Having that ease is an absolute necessity for the game's enjoyment at this point, but it ought to feel more earned than "ice growing nearby come get it darling", especially since ice grows in the one season food is assumed to be hard to come by. Ice is a factory of food, if only it was the player that had worked towards that factory instead. A kind of milestone progression. My friend was also worried about the amount of complexity and what's the point of all effort. Grow food to eat food to grow food to eat food. Which boils down to why play the game at all. And in some parts I agree, other parts I see a need for this update. For basic food value, to ease the hunger, all this complexity is easily not worth it, and I'd rather do skip this whole strenuous ordeal. Food isn't an issue for us and greens were never on the options list before nor after this update. We both agreed on that, but she wasn't too aware of the garlic, dragonfruit and peppers and how useful as basically potions they are. Being able to finally farm them based on work rather than luck is a blessing. From that argument forward however she still insisted that what's the point of potions if there is no point to the bosses. Now this is something that is no longer about just the update though. I find myself leaning back on the thought every now and then myself, but, while there aren't exactly zero reasons to fight a boss, there isn't much incentive for both of us to play with them in mind. She certainly have less patience for it than me at least. I think beating them could serve as some reward, but once that's done I admit it's hard to find reasons to stay around. She talks about the want for more decorations and building as reward, though I'm not sure where I lean. I'm not a fan of complete superficial decor. I'd like to have or pretend that there being some purpose to the spaces you lay out. But, as a result of a limited palette it just isn't as personal and pleasant as it is in other games where you can reshape the surroundings. Plain survival structures always end up in temporary orientations, permanently. That's where we're at anyway.
  13. Yeah uh, what connects the fountains to the clockworks except one of the fountains' bulb-shape is close to one of the parts for one of the clockworks? Unless Klei are just humouring themselves with making character dialogue based off of the forums speculations at the time the rest of the fountains look like they are made of thulecite and moonrocks, it would be amusing to imagine Maxwell stumbled upon just the glass bowl alone and from there figured that it's purpose must've been part of a greater plan involving a whole ensemble of robotic chess pieces. Maxwell has to be referring to something else with that quote?