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Then there's the whole obscure lore behind it, which leaves a lot of space for theories.
If you manage to go through guides as need be and read the wiki every now and then and manage to survive indefinitely, you'll soon find out there are many aspects to the game that are simply grindy as all heck and way too easy, and I'm not the only one of this opinion. But do Klei give a crap? Hell no, here's more content that you will never engage with because of how functionally unreliable or useless it is, have fun!
However it easily deserves its overwhelmingly positive, because it is a well made, hard and fun survival game with a charming art style and characters. Also people love playing multiplayer survival games which aren't janky pieces of crap like say ARK for a reference.
Characters and content/depth, strive to make it a year and watch your hard work disintegrate before your eyes, it is just a fun game-play loop... that's unique and executed well.
You are confusing personal preference with a design which is peculiar and intended - not to mention that this basically Klei's niche brand, try their other survial/sanbox games, it's just that they are tailored in such way. Sure the game leaves you with little to no clue what does what and what can do what but the design choice is that you discover that on your own, either by accident or experimenting.
Plus there is a plenty of tools in DST that original DS (with all expansions) provides handholding or hints.
So again, not bad design choice. It's one of those that makes audience either embrace it's quirkiness or not, simple as that (or as a lot people do, you go to wiki because you lack patience, focus or just don't get idea and spoil yourself - making game essentially breeze)
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Also, while I understand this interpretation of the game is focused on multiplayer, for getting familar with it's mechanics and possibly enjoy it before random people spoil learning experience for you, you can attempt solo (and if there is solo scale mod, to scale hp of monsters down to solo version of the game)
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Is the game perfect? Far from it but it is one of the kind and that's what makes it so special.(plus the fact that modding community is quite lively and you can really modify game in major ways - make it harder/eaiser/more diverse./different/import SW and Hamlet content and etc)
It gets really bad in some aspects like insanity which the game is completely balanced around it being threatening. However, once you realize the shadow creatures are some of the easiest enemies to kite and kill in the entire game it invalidates the stat as a whole. The crockpot is another example of this by having tons of different recipes you can craft but only a handful are actually useful so just memorize the good ones. (Warly fixes this but only for himself really)
then How you fix it? isn the Cook Book already fix it, its always good to try cook something else even just once with cook book and the Shadow monster its always good if you face one by one but not in a bulk of it, Uncompromising Mod do a very good job in term of Shadow Creature that make it huge thereat that not newbie Friendly mod at all then remember this is sandbox game too
None of what you highlighted is true. What hints? Players don't examine things, not even signs that are blatantly visible and next to them. The fact that they don't is the game's fault, because the game doesn't highlight it to be interesting/important enough for them to do so. The amount of tools under every tab and every new tab Klei has introduced is just a bad idea to sort the crafting discovery. The hidden tabs may never be discovered, and the existing tabs are cluttered with items they never bothered to properly balance. Not to mention that all items you cannot craft and haven't learned about, even if extremely important, are not grabbing your attention and you just dismiss them as noise and unimportant. One solution is to put everything important in the default tabs and throw out all the junk, or put them under a different tab. Examples being beefalo tools, a whole bunch of stuff under survival tab, the weirdly-looking fight tab that doesn't grab your attention (same as structure tab beyond the chest crafting) at all and the bloated dress tab.
The game doesn't give you the option to look at the wiki. It REQUIRES it. It doesn't teach you most things and never will. The learning curve isn't steep, it doesn't exist. Needing to read the wiki is inherently bad game design. Good game design means seamlessly having the player learn the game solely by playing it. This game has none of that. Funny how you only have problem with me saying that this is bad game design and have nothing to say about the other points I made about the game being impossible to learn, things being too easy if you get to understand the game mechanics etc. I point all those things out as bad game design. Because again, if that isn't bad game design, then what is? Are you telling me you can just throw whatever and however into a game and call it "good game design"?