I didn't know uncompromising was so controversial, I honestly think its fine as an optional way to play, but then again I didn't play it vanilla (or as vanilla as you can with a mod). I defiantly agree with the majority of the complaints in the video, I think uncompromising forgets that its supposed to be uncompromising but fun, not annoying and unfun, some mobs are overtuned to be annoying rather than actually interesting to deal with, and the max health loos mechanics are not great. I think this mod would be better if it functioned more like how expert mode in terraria is, where everything is remixed to be harder but its also more rewarding, as it stands now I think there are certain features (like rats being summoned by rot) that I simply don't like dealing with.
Similar issues as the mod Nightrunner for Dying Light. For some reason those kinds of people seem to think unfair explosion oneshots and things you could never know without reading the developer's mind make the game better, they think tedium is good, they are genuinely braindead when it comes to gamedesign.
So it's basically Don't Starve's version of Better than Wolves, the tone and reasons these mods exists are eeriely familiar. Scrimbles discord message really only proves that comparison further.
Yeah from what I know better than wolves was made because some guy didn't like the addition of wolves in minecraft as he thought they were a pointless addition so he made an extremely in depth mod which added several mechanics and reworked many things although imo better than wolves is better than uncomp that's just my opinion though
@@AZ-bc7wd Yea, Better Than Wolves isn’t bad, it definitely had thought put into it, other than spite. But still can't help, but think like, lots of features in BTW are WAY too punishing, or way too tedious.
> both increase the hunger drain > both add annoying shit that makes the usual gameplay loop more infuriating, but have interesting moments > both are created for similar reasons
A lot of uncompromising mod seems to be just there to punish players that don't know. Like changing the healing food from perogies to steamed hams doesn't really impact gameplay, it just punishes players that don't know every dish change and addition.
Yeah punishing people for not knowing about certain dishes seems kinda dumb but uncomp still has some good qualities if it didn't no one would play it for example the beequeen rework seems pretty good
@@viniciusgoulart5077 The difference (as I see it) is that uncompromising mode specifically punishes players for habits and knowledge gained from playing the base game.Vanilla DST has no counterpart to this.
@@AZ-bc7wd Yeah totally. I dislike the mod as a whole, but I can't disagree that it's one of the most impressive and high quality mods out there. I can definitely see why people like it
@@candybluebirdFair enough. I personally saw it more as a "in vanilla this thing/habit/knowledge was too easy to abuse so now it's nerfed. You'd better find a new way to deal with this problem" Kinda how burning trees was OP for heat in winter so they made them smoulder instead. Or how eating butterfly wings was too good of a healing source so their healing was reduced. Or how pierogi was very easy to mass produce so it was also nerfed (though I guess all that did was make the ham sandwich the new OP healing food) Imo it doesn't feel like changes are made just to punish me, but because there is a reason behind it. But that's just me though (except smog. Smog is too much lol)
@@AZ-bc7wd I believe the Hooded Widow is a well designed boss with (slightly too good) loot for its difficulty. I can understand why the monster meat nerf (along with other stuff) may seem annoying at first glance, but I honestly really like them. Monster meat is waaay harder to use in the crock pot, as it should be, because it's easy to get & meant to be a harmful food to eat. I feel the little things here and there that Uncomp takes away from the player kinda forces you to be more careful with the decisions you make, while also teaching you to be more resourceful with the tools you do have. Me personally, I enjoy these kinds of things, which is why I love the mod.
@@INeedANamesalso I feel like the hooded forest art isn't that bad I don't understand why he's shitting on it, the trees look good and there's not many plants and animals as distractions because of the canopy that blocks out sunlight
@@Flo_Rida_Zamn-wv5io Love you too bro! I agree with you on the Hooded Forest stuff, I’m pretty sure Meatgood is just exaggerating when he says things like that
Ngl the final speech at the end imo could be somewhat applied to beard. Beard many times has voiced his concerns and frustrations with the game and has said many times he thinks that the game is on a somewhat downhill trend and i do agree with some of his points but i think that kleis future is far less grim than he thinks it is to quote you directly "it could always get worse" yeah thats just my opinion though
I don't watch Beard, but does he GENUINELY believe Klei is doomed or something? They're not just DST the video game company. They won't suddenly drop dead if DST begins to suck, they literally have 2 other games right now that are coming out soon. Skin bundles are like 1% of their income lmao.
@@Nilon241from what I've gathered he thinks Klei has been doing a poor job with DST in the past 2 years and he wants people to "wake up" and realize that. Though he's never said that Klei can never be good again
@Nilon241 I'm not sure about his opinions on the company (klei) itself but from what I've seen and talking to him a little bit through youtube chat he seems to think the game is somewhat dying out when I said kleis future I realy ment the games (dst) future sorry for not conveying my words clearly enough
Eyy, always nice to see this mod get more love! It has reinvigorated the struggle to survive I used to feel in Don't Starve, and getting more eyes on it means potentially more hands on the controls for the game again!
@@eagles5205 Not exactly at the time of writing this, but it also doesn't matter. I can give my own opinions on the mod here, whether just because or to offer another perspective.
Though I might've preferred a more measured response, it's hard enough as it is discussing something that prides itself on never meeting things halfway. Also it's funnier this way. +2 Interested to see what you focus on next.
Hi, as a playtester for the game I have to say your criticism is very valid and I have put up similar points when playtesting the mod; but I eventually gave up. The developers are very resistant to criticism, and WILL argue with you if you say 'this feature is shit' even IF you thoroughly explain why. This has led to really annoying stuff frequently entering the mod. Sometimes things are added if they are never playtested also. Don't ask me to bring up specific examples because I don't care enough at the moment. I will say a few things it adds are very cool but I've started to like it far less than basegame dst because you have to turn on a ton of configs to make it playable [fun to play].
I critiqued the mod for so much in discord and personally given reviews over the bs the mod puts us through and unnecessary amount of mechanics being pushed into making this more Quantity over Quality kind of mod. Every time I tried talking on discord extensively what sucks and why it doesn't work I felt like I was fighting with teenagers (which they likely were) and I couldn't get through with my critiques cause "oh you can critique and we read it all but I think what we're doing is so good and makes sense" being the answer. I tried, I suggested ways to balance things out. They have like few good mechanics and many others that are just there to make you not want to play the mod lmao. I do think they are passionate in what they're doing, but they have a lot of concepts but no real plan to make it polished and good for veterans to play to be challenging and satisfying. Their goal is to make it challenging and awful, their words.
If you're very passionate on what you think the correct version of the mod is, I'd say the same as when people don't like the direction Cataclysm Dark Days Ahead is going: Feel free to make your own version. Nothing wrong with saying "I think the game should be like this," but the people who spend weeks and months turning ideas into code and art are the ones with the final say. I'm not entitled to anything more than a "thank you for your feedback, we'll think about it." If that's not enough, no one can stop me from making "Uncompromising Mod Adjustment Mod" that makes it more like what I want.
@@ratheruncreativename3252 That's dumb. I never said it needing to have a correct way I said it should at least feel good for veterans to play. There's things that work and things that don't work. They can do whatever they want I just said essays reasons to why I don't really like those things or they don't work. I've played this game weekly to daily making me know what feels good and not, when I say criticism I just say things bluntly how things feel. If they wanna do what they want it is how it is and they can, doesn't mean I wanna play the mod more cause of it. In a way I don't want the mod feel like a joke in the community, people follow with interest of what will come new and ideas and concepts being made. It's a passionate project but it's going in weird places.
this is one big love letter but instead of drawn hearts on the paper its a dark magic pen drawing of a pipebomb that leaps out into real life and explodes when you open it, and thats super funny. amazing video it made me laugh so much
firstly: wixie is just scrimbles' self-insert oc character and nothing can change my mind; fact that she uses her as her pfp and made an entire arg of her story for her says it all as someone who's played UCM through and through, i have a few things to say speaking from experience UCM as a whole tends to make you go "wow that's cool but this is also annoying". that's kind of why there's so many configurations in the mod page, but i personally think that's a good thing! similar to vanilla dst, which allows you to configure the game's aspects as you please. the fact that ucm is so flexible as well to allow you to tone up or tone down it deserves some commendation from the dev team though i will agree with you that it does call into question just how tedious vanilla ucm can be. i especially dislike dealing with rats, smog, and harder burning (which i'm surprised you didn't mention) so i either turn them off or tone them down all in all though i enjoy the aspects of both the (nerfed) UCM and Vanilla, with Vanilla offering a relatively casual and rewarding experience, while UCM offers several new and actually really dope features alongside extra challenges
It feels like there's a few good ideas, but instead of just making a mod with the good ideas, then also lumped in a bunch of stuff that isn't really good and is just kinda there. Bee Queen re-work, cool. Weird biome noone asked for, Why? Pierogi nerf, cool. Adding Steamed Hams which are even stronger, why? Very RLCraft in that sense. A bunch of good ideas buried in a bunch of mid ideas buried under a bunch of really questionable ideas.
He is just yapping the whole time, he himself is the lne that has ADHD, watch the spider boss fight again, her leap attack has a very clear animation difference than her normal attack, she grinds her foot on the ground instead of raising its front legs, sorry not sorry but the guy in the video is just an upgraded version of a casual dst player who despises everything thats harder and constantly seeks rewards and easy things to beat, and will tweak out if he doesn't gets a reward for every single thing he has done. The whole comment section is just a massive circlejerk of people like him shitting on the mod for refusing to reward the player like he an ADHD baby that needs constant treats and motivation to complete basic tasks.
There is some kind of weird passion and obsession that happened with Scrimbles. I dunno if they were hating the game cause every update was giving them strokes or they had specific expectations of the game to be like how uncomp is - like terraria. They sure do lean into terraria too much for inspiration ngl. Though with modding limitations and Klei's neglect towards that I can feel for them of making a lot of features and making them kinda basic and annoying for those reasons. OTher than that they really made the mod to be more annoying than enjoyable.
btw, many mechanics you had troubles with have creative solutions that you can discover for instance, from the suicide pawns you can just outrun them as they are on a timer
I think alot of the item rebalacing of old items/bosses are really neat. But ive played uncomp quite a few times and for a long time, I get so tired of playing it due to the game just feeling so annoying.
17:33 the editing just gets funnier the more i pause the video and try to process what's even happening (/positive). what the fuck is wilson doing?? why is there a pig?? why is the pig moving like that?? what the fuck is that audio?? what the hell is any of this meant to convey???? x3
the hooded forest is redwood forest which is native CALIFORNIA not the Amazon, ermm.... it looks like someone didn't do their research. (fixes glasses)
You know when I see Don't Starve gameplay my first thought always is "the direst improvement this game needs is to be harder and hardcore and brutal and HARDER for hardcore gamers"
I’m sorry, this sounds like this is going to be a good video, but I’ve gotta leave a comment about ~2:30 . The thing about toggles is objectively false. Toggleable features are a great thing to have and are especially good for players who enjoy the mod but want to tailor their experience-especially when it comes to accessibility. I would much rather a feature be modular than not if it takes very little time to implement an on-off switch! Plus, for the ones that are disabled by default, it helps to vary up the game experience for replay value. Either way, I look forward to watching the video and I’m sorry if it’s already addressed, I just felt the need to pause and mention it! Not meant to be barbed or anything! 👍 Edit: The hooded forest bit feels pretty unfair, I personally love the biome! I love the aesthetic, I think the art looks great, I like the foliage they added, the turf, the use of the mangrove trees as inspiration and how it actually shadows the ground. I can’t speak on the mechanics since I mostly play DST creative, but in my honest opinion the criticism of the hooded forest sounds pretty unfairly harsh. To each their own but so far this video feels pretty scathing. I want to clarify that I don’t have much experience with the mod as a whole, and it’s perfectly fine to have criticisms of it but it feels less constructive than it ought to be, especially as a review. I don’t know much about the creators, I’m not involved with the project, and I’m sure there’s perfectly valid critiques to be had! I’d just like to see a bit more care put into the wording-especially since it can cause people to be a lot harsher in return, otherwise.
I always liked uncomp, especially on a ‘barren’ style world, because of the way it encouraged me to play differently; and also the interesting new mechanics and content like the seasonal weather or sea sludge. It ain’t perfect but I’ve found it quite fun. I feel, it helps spice up the game when you have gotten very good at base game, by adding new challenges visible on day one. Also hooded forest is meant to be like a redwood forest, which is actually a temperate biome! Valid review tho. Some features while interesting I do also find a bit too painful, like rat raids. They are interesting, but I HATE an enemy that takes my stuff so hard haha
i think some of the boss reworks are cool like bee queen and the twins but i dont wanna play "don't starve together but you have more things to micromanage"
i feel youre being really harsh to a lot of the features added here. The hooded forest isnt perfect, it stylistically stands out from all the other biomes and doesnt have a ton going for it, but blueberries, steel wool, honey, mushroom trees, eggs and a new boss (thats not that bad to fight) with the drops of a budget klaus AND the moonstone are all great things to have around base. its at the very least way more than just trees and the moonstone. rats and tornados feel absolutely on brand to the mod trying to make the game more "uncompromising." usually youd have 20 days of breathing room before summer but now theres a "new" boss and tornados in your way. Rats are there to prevent you from doing the very easy thing of just dropping all your items on the floor and krampi do not fill that role in vanilla dst. smog does kind of suck though. it can be made easier with items like the goose mask and luxery fan, but needing to juggle those while fighting wilting dragonfly can be a lot to deal with, especially solo. Overall, the fact everything in this mod can be toggled on or off i feel is the best bit. youre entirely able to disable every feature except the bee queen rework to essentially just play with that.. if you really wanted to (i havent tested this though, i could be wrong) and players who love the direction uncompromising mode takes the game can even dial it up with hay fever and whatever else is turned off by default. all this together makes it my personal favourite mod in dst, but i can understand why you arent a fan of all its new features, just wanted to put my perspective out there! :)
20:39 what do you mean klei doesn’t even properly use spriter and just has an adobe animate plugin i actually had a mental breakdown at this revelation
I thought the reason they never ended up going through with Ram Branch was because its pun name is based on cowboy yaoi and the devs didn’t realize at first?
While I agree with a good number of your opinions here (smog, rats BEFORE they made rot useless and moved its uses out to other items, Hooded Forest lacking use), the Scrimbles attack at the end I thought was personally uncalled for. You can dislike what the devs have done for the last 8 years because that's when they stopped working on aspects of survival and started tacking on endless amounts of optional bosses, skill trees and an optional endgame and its a completely valid take. I personally LOVED DST before they diverted from Through the Ages to what we got instead and haven't really had my heart in the game since. Just because Klei "cares" doesn't mean what they add is good, I believe the majority of what Uncomp. Mode adds to the game is more worth than what basegame DST has added in the last 8 years, and this is just a team of modders. Also, Scrimbles didn't found Uncompromising Mode, Toros did. Getting mad at specifically Scrimbles for this mod being 8 years in the making is asinine.
Well,yeah. If Klei wasn't also making 5 other games during those 8 years while also updating DST. I feel DST players are beginning to fall into the TF2 syndrome of expecting a constant update output for all of eternity. DST is like 10 years old, there's very few games that get updates this far into their lives, there's even fewer indie games that do this and there's even fewer that do it for free! I think we're all overestimating or even misremembering how hard old DST was - even how hard original Don't Starve was. A lot of the challenge came from not understanding mechanics that you'll eventually learn how to beat. Deerclops was difficult until you realises their attack is single target and has much smaller reach than its animation suggests. Don't Starve has never had quote 'hardcore difficulty' I have no idea where they got that idea from. Most challenege comes from either punishing the player severely for getting hit even once, or just relying on RNG to screw you over at random, in my opinion. Also they didn't seem mad at Scrimbles? It sounded more like they were confused as to why someone would continue to work on a game they admit they no longer play, made by a developer they clearly have a level of unnecessary hate for.
"i've grown to hate dst" dont play it then. find a new game. I can agree at the last part of the video that yes, the art needs a bit improvement. idm it currently, but i DISPISED the winona and wurt skilltree main menu.
good video but "Krampus punishes the player for having items on the floor" lol what? how does it punish you if you have to spawn him in yourself? also whose spawning krampus right on base to let it take stuff 😭
being fair meat's been playing wig on a beef and still needed to roll back a million times against a spider queen reskin, i think a lot of this frustration is just from not being in the know
I'm pretty sure even Meat said that this is entirely the player's fault if you spawn a krampus at your base and he starts to rob everything, unlike the rats which forces you to put your items in containers early on.
@@calabresaxd The problem is that he's using Krampus as an argument to say that the game already "punishes" you for leaving items on the floor, except no it doesn't because it's the player's own choice to spawn it. There is nothing stopping you from leaving items on the floor until a world inevitably ends and just not spawn Krampus (or y'know, just kill it). This might be how Krampus was designed on paper, but in practice it's too easy to ignore. It's a different argument entirely to say that you should only be punished for leaving items on the floor if you yourself get "carried away". That's just a matter of opinion and I don't necessarily disagree, rats are really punishing early game, but trying to say Krampus already "punishes" you is just not substantiated by the game.
@@viniciusgoulart5077 do they..? i only know a little bit about UM, if that’s the case then he had no argument to begin with lol, by day 30 you will have chests
Klei definitely does care about the game, but I agree with Scrimbles that DST has kind of lost its touch. It was always meant to be about struggling to survive, but basic mechanics like seasons and food production have only gotten easier and easier over time. Don't Starve was so different from the other indies on the market, being a game about doing everything you can to keep a thousand lethal things in check, but now all that is just a joke, and the game relies solely on combat for difficulty just like Hollow Knight, Terraria, Enter the Gungeon, etc. Those games are all amazing, but unlike them, DST is supposed to be a ruthless, scrappy wilderness survival game where every aspect of the game actively wants you dead. The seasonal bosses and hound attacks fit perfectly into the Don't Starve format because they were one more thing that you were forced to deal with, on top of everything else. However, all the challenges nowadays are completely optional. The rifts don't even show up automatically after beating their respective bosses, it asks for your freaking CONSENT first! I love Uncompromising Mode because it brings back what Don't Starve used to be. It was never about beating the final boss, it was about surviving against all odds in a world that does everything it can to kill you. The monster meat changes make it harder to feed yourself, something the game really needed (It's called Don't STARVE, yet starving is the easiest thing in the world to avoid). The various insanity changes make it something to be reckoned with. You have to care about your sanity because if it gets too low, you'll get swamped with harder nightmare creatures. You can still dip in and out of insanity, but you have to be afraid of it, which was always the intention. Life giving amulets were nerfed to the ground because they basically removed all penalty for dying. It's supposed to be a perma-death game, and yet DST's team seems determined to give people as many lives as possible. The Moose/Goose and Dragonfly spawning on you is great, it brings back the active need to deal with those threats, because they come for you whether you want to face them or not. The reworking of the seasonal bosses makes preparing for them more important, and makes the showdown against them all the more memorable. Don't Starve Together is led by a different team than solo, and it shows. I feel like the DST team never really understood what made Don't Starve so great in the first place. I am not saying Uncompromising Mode got everything right, the hooded forest and its boss are certainly lame, for example, but as someone with two thousand hours in the game, for whom surviving is now a joke, Uncompromising Mode made me fall in love with the game again.
[Preamble 1] I think Don't Starve is actually a puzzle game. The best thing that it has going for it is cracking that code for survival. First is starvation and light being your enemy, but you beat this by developing a nomadic strategy rather than settling down before you have any level of food or resource security. Then, it sends a bunch of enemies after you whether you like it or not. Maybe you survive if you found out about certain science crafts, but usually you're barely alive, just licking your wounds for days afterwards. Next then, it switches the environment by using seasonal change on you, and once again you have to develop new strategies for survival as new hostile challenges are thrown at you. [Preamble 2] It's always a puzzle, and the best part about it is finding your own strategies and solutions for making it deeper into the game. Admittedly, the best moments I've had playing the game, solo or not, was the frantic scramble to survive as you're constantly on the verge of death, not being fully recovered from that last threat. In multiplayer, the experience is enhanced, because as soon as you get a bad roll of events, you could have to revive several people in a row, which makes your situation pretty dire until you regain that extra health; this experience begins a sort of drawn-out death spiral, which is honestly hilarious. [Main Pt. for you] I think the thing that appears to be missing or un-iterated upon is the world presets not including new scenarios for the game beyond default generation. I'm talking about things like Lights Out! and Don't Starve+, and how they're honestly quite lacking in depth and uncreative. Not having alternate scenarios means that you are given the exact same puzzle every single time, and that you'll never have the opportunity to change to a new puzzle after you've mastered the first. You always know when the hounds and roaming bosses will appear, the seasons always occur in the same order, and you will always have the same advancing progression of Autumn-base -> Winter-warmth -> Spring-lightning/rain -> Summer-flingomatic. Imagine solving the same Rubik's Cube puzzle 1000 times in a row. Eventually, you figure out how to solve it, so the focus shifts to solving it as fast as possible >> but you're just going to hit a wall eventually. [Solve] My best solution for making the game deeper without having to renounce just about everything the current Don't Starve Together stands for, is adding new scenarios where different existential threats appear than just hounds, world generation rehashes like starting in a version of the caves with more mushroom zaniness and an actually intended progression path, and maybe another mode where you try and survive daily waves of enemies/bosses until you die or etc.
[Endgame thoughts] Because, I have to say really badly, that I truly enjoy the direction it's going in. I like that, knowing very little about the new content, I could get absolutely smashed by random Ryftalts creating mini bosses in your potatoes, and the general theme of bringing ruin upon your world that brings the game back to its uncompromising roots. [But here's the other side] The developers are going awesome on the endgame, but their attention over the last many years are just not focusing on a very important dimension of the game which is nuance, unexpectedness, and alternative modes. It's not enough to add more layers to that Rubik's cube if it's the same combination of steps all the way up that new layer, they've got to give you a different version of the puzzle sometimes.
@@AeyakS You explained the problem very well. The singleplayer DLCs were so great because you had to relearn the game, while still having experience with some things. That very same feeling of having to relearn the game is even more present in Uncomp, and is therefore why I love it so much. I do also agree that Klei is starting to relearn how to do non-boss challenges and how to test an established player. I just wish they did more in that direction. Their boss fights are improving as well. It used to be a coin-toss if a DST boss was good or terrible. But now, they seem to be consistently fun and engaging. We also really can't judge the new arc until it's finished anyway. It just doesn't feel the same, as lame as that sounds. I wish they'd put their effort into more expansions like Shipwrecked and Hamlet, rather than expanding on detailed manual progression for a game that wasn't ever meant to have it. Anyhow, your comments were a pleasure to read. It's nice to see people discussing an issue in the same depth I do, since that kind of commitment doesn't grow on trees on the internet.
@@supremegamingepic A friend of Meatgood and a member of the Don't Starve community. Unfortunately as of late he announced he won't be doing Don't Starve content anymore.
i was ready to defend a fellow beefalo enjoyer's opinion but it was a struggle to get through the first third of the video alone when i started paying attention to the words being said
Labeling a 32-minute video as "little" is both inaccurate and potentially misleading for viewers. A 32-minute runtime typically suggests an in-depth look at a topic or a substantial amount of content to digest. Many people go to UA-cam for brief tutorials, summaries, or highlights, so calling a half-hour video "short" may lead them to click expecting a quick watch, only to find it requires a more significant time commitment. The way content is framed impacts viewer expectations. If a video is truly "little," viewers generally expect something under 10 minutes, possibly even under five. In contrast, a 30+ minute video is more of an episode length, suited to detail and depth. If a creator is downplaying the length, it could come across as dismissive of the viewers' time or disconnected from the usual UA-cam norms. Moreover, proper labeling helps with retention. If a video is marked clearly as a “long” or “in-depth” piece, viewers interested in comprehensive content will be more likely to click, knowing what they’re in for. But if it’s described as a “quick” or “short” video and turns out to be long, viewers may feel misled and leave early. It's best to consider the viewer's perspective and describe the video’s length and format accurately, which builds trust and sets appropriate expectations for a satisfying viewer experience.
I like how he mixes up gearless's and fourthless's names so that the viewer has a more uncompromising youtube experience
Fancy seeing you around 😂
mate
hello orange man
Sees the orange, likes the orange, returns to wait for next video
holy shi it orange man fnaf real
now to wait or next video
Uncompromising Mode lets you play as a giant rat that makes all the rules.
And lets you see what kind of trouble you can get yourself into
@@brycerodriguez244 You can also make powdercake and ice cream in the crock pot.
Dare I say this mod lets you momentarily peep the horror.
@@forbiddenhat4920neat
"I survived 100 days in uncompromising mode, here's how" ahh review
Get a life
100 days of hardcore in uncompromising mode
I didn't know uncompromising was so controversial, I honestly think its fine as an optional way to play, but then again I didn't play it vanilla (or as vanilla as you can with a mod).
I defiantly agree with the majority of the complaints in the video, I think uncompromising forgets that its supposed to be uncompromising but fun, not annoying and unfun, some mobs are overtuned to be annoying rather than actually interesting to deal with, and the max health loos mechanics are not great.
I think this mod would be better if it functioned more like how expert mode in terraria is, where everything is remixed to be harder but its also more rewarding, as it stands now I think there are certain features (like rats being summoned by rot) that I simply don't like dealing with.
Similar issues as the mod Nightrunner for Dying Light. For some reason those kinds of people seem to think unfair explosion oneshots and things you could never know without reading the developer's mind make the game better, they think tedium is good, they are genuinely braindead when it comes to gamedesign.
@@dwight3555 classic arcade design, except instead of wasting money you waste time
So it's basically Don't Starve's version of Better than Wolves, the tone and reasons these mods exists are eeriely familiar. Scrimbles discord message really only proves that comparison further.
Yeah from what I know better than wolves was made because some guy didn't like the addition of wolves in minecraft as he thought they were a pointless addition so he made an extremely in depth mod which added several mechanics and reworked many things although imo better than wolves is better than uncomp that's just my opinion though
@@AZ-bc7wd
Yea, Better Than Wolves isn’t bad, it definitely had thought put into it, other than spite. But still can't help, but think like, lots of features in BTW are WAY too punishing, or way too tedious.
> both increase the hunger drain
> both add annoying shit that makes the usual gameplay loop more infuriating, but have interesting moments
> both are created for similar reasons
Yeesh, that message from Scrimbles seems SUPER bitter. They're acting like Klei doesn't also run and update several other games at the same time??
A lot of uncompromising mod seems to be just there to punish players that don't know. Like changing the healing food from perogies to steamed hams doesn't really impact gameplay, it just punishes players that don't know every dish change and addition.
Yeah punishing people for not knowing about certain dishes seems kinda dumb but uncomp still has some good qualities if it didn't no one would play it for example the beequeen rework seems pretty good
Isn't that also how vanilla DST was like though? If you didn't know how to make pierogi you were gonna have a much harder time
@@viniciusgoulart5077 The difference (as I see it) is that uncompromising mode specifically punishes players for habits and knowledge gained from playing the base game.Vanilla DST has no counterpart to this.
@@AZ-bc7wd Yeah totally. I dislike the mod as a whole, but I can't disagree that it's one of the most impressive and high quality mods out there. I can definitely see why people like it
@@candybluebirdFair enough. I personally saw it more as a "in vanilla this thing/habit/knowledge was too easy to abuse so now it's nerfed. You'd better find a new way to deal with this problem"
Kinda how burning trees was OP for heat in winter so they made them smoulder instead. Or how eating butterfly wings was too good of a healing source so their healing was reduced. Or how pierogi was very easy to mass produce so it was also nerfed (though I guess all that did was make the ham sandwich the new OP healing food)
Imo it doesn't feel like changes are made just to punish me, but because there is a reason behind it. But that's just me though (except smog. Smog is too much lol)
Woah, I never thought I’d hear you say anything good about Uncompromising Mode
What are your opinions on the contentious parts of uncomp like the monster meat nerf and the hooded widow etc
@@AZ-bc7wd I believe the Hooded Widow is a well designed boss with (slightly too good) loot for its difficulty. I can understand why the monster meat nerf (along with other stuff) may seem annoying at first glance, but I honestly really like them. Monster meat is waaay harder to use in the crock pot, as it should be, because it's easy to get & meant to be a harmful food to eat. I feel the little things here and there that Uncomp takes away from the player kinda forces you to be more careful with the decisions you make, while also teaching you to be more resourceful with the tools you do have. Me personally, I enjoy these kinds of things, which is why I love the mod.
@@INeedANamesI love you
@@INeedANamesalso I feel like the hooded forest art isn't that bad I don't understand why he's shitting on it, the trees look good and there's not many plants and animals as distractions because of the canopy that blocks out sunlight
@@Flo_Rida_Zamn-wv5io Love you too bro! I agree with you on the Hooded Forest stuff, I’m pretty sure Meatgood is just exaggerating when he says things like that
Ngl the final speech at the end imo could be somewhat applied to beard. Beard many times has voiced his concerns and frustrations with the game and has said many times he thinks that the game is on a somewhat downhill trend and i do agree with some of his points but i think that kleis future is far less grim than he thinks it is to quote you directly "it could always get worse" yeah thats just my opinion though
I don't watch Beard, but does he GENUINELY believe Klei is doomed or something? They're not just DST the video game company. They won't suddenly drop dead if DST begins to suck, they literally have 2 other games right now that are coming out soon. Skin bundles are like 1% of their income lmao.
@@Nilon241from what I've gathered he thinks Klei has been doing a poor job with DST in the past 2 years and he wants people to "wake up" and realize that. Though he's never said that Klei can never be good again
iirc, he also accused the community of letting Klei "get away with it" and called people sycophants.
@Nilon241 I'm not sure about his opinions on the company (klei) itself but from what I've seen and talking to him a little bit through youtube chat he seems to think the game is somewhat dying out when I said kleis future I realy ment the games (dst) future sorry for not conveying my words clearly enough
@@AZ-bc7wdmore so I think bro just wants concise story progression
0:35 LOL
Jorking saurus
why do people swear by this mod... i swear ive only seen people praise it for years i didnt know it was this sloppy
Eyy, always nice to see this mod get more love!
It has reinvigorated the struggle to survive I used to feel in Don't Starve, and getting more eyes on it means potentially more hands on the controls for the game again!
did you watch the video?
@@eagles5205
Not exactly at the time of writing this, but it also doesn't matter.
I can give my own opinions on the mod here, whether just because or to offer another perspective.
@@DonnaPinciot yeah you just said get more love
but um this video is very negative towards the mod and mostly spent calling the mod just annoying
im sobbing i misread "The Puppet Master" as "The Poopy Man"
the poopshitter
You call them steamed hams, despite the fact that they are obviously grilled
Though I might've preferred a more measured response, it's hard enough as it is discussing something that prides itself on never meeting things halfway. Also it's funnier this way.
+2 Interested to see what you focus on next.
Hi, as a playtester for the game I have to say your criticism is very valid and I have put up similar points when playtesting the mod; but I eventually gave up. The developers are very resistant to criticism, and WILL argue with you if you say 'this feature is shit' even IF you thoroughly explain why. This has led to really annoying stuff frequently entering the mod. Sometimes things are added if they are never playtested also. Don't ask me to bring up specific examples because I don't care enough at the moment.
I will say a few things it adds are very cool but I've started to like it far less than basegame dst because you have to turn on a ton of configs to make it playable [fun to play].
which play tester are you? like what is your discord name
@@WackyBloodWing Porogei
I critiqued the mod for so much in discord and personally given reviews over the bs the mod puts us through and unnecessary amount of mechanics being pushed into making this more Quantity over Quality kind of mod. Every time I tried talking on discord extensively what sucks and why it doesn't work I felt like I was fighting with teenagers (which they likely were) and I couldn't get through with my critiques cause "oh you can critique and we read it all but I think what we're doing is so good and makes sense" being the answer. I tried, I suggested ways to balance things out. They have like few good mechanics and many others that are just there to make you not want to play the mod lmao. I do think they are passionate in what they're doing, but they have a lot of concepts but no real plan to make it polished and good for veterans to play to be challenging and satisfying. Their goal is to make it challenging and awful, their words.
If you're very passionate on what you think the correct version of the mod is, I'd say the same as when people don't like the direction Cataclysm Dark Days Ahead is going: Feel free to make your own version.
Nothing wrong with saying "I think the game should be like this," but the people who spend weeks and months turning ideas into code and art are the ones with the final say.
I'm not entitled to anything more than a "thank you for your feedback, we'll think about it." If that's not enough, no one can stop me from making "Uncompromising Mod Adjustment Mod" that makes it more like what I want.
@@ratheruncreativename3252 That's dumb. I never said it needing to have a correct way I said it should at least feel good for veterans to play.
There's things that work and things that don't work. They can do whatever they want I just said essays reasons to why I don't really like those things or they don't work.
I've played this game weekly to daily making me know what feels good and not, when I say criticism I just say things bluntly how things feel.
If they wanna do what they want it is how it is and they can, doesn't mean I wanna play the mod more cause of it. In a way I don't want the mod feel like a joke in the community, people follow with interest of what will come new and ideas and concepts being made. It's a passionate project but it's going in weird places.
this is one big love letter but instead of drawn hearts on the paper its a dark magic pen drawing of a pipebomb that leaps out into real life and explodes when you open it, and thats super funny. amazing video it made me laugh so much
firstly: wixie is just scrimbles' self-insert oc character and nothing can change my mind; fact that she uses her as her pfp and made an entire arg of her story for her says it all
as someone who's played UCM through and through, i have a few things to say speaking from experience
UCM as a whole tends to make you go "wow that's cool but this is also annoying". that's kind of why there's so many configurations in the mod page, but i personally think that's a good thing! similar to vanilla dst, which allows you to configure the game's aspects as you please. the fact that ucm is so flexible as well to allow you to tone up or tone down it deserves some commendation from the dev team
though i will agree with you that it does call into question just how tedious vanilla ucm can be. i especially dislike dealing with rats, smog, and harder burning (which i'm surprised you didn't mention) so i either turn them off or tone them down
all in all though i enjoy the aspects of both the (nerfed) UCM and Vanilla, with Vanilla offering a relatively casual and rewarding experience, while UCM offers several new and actually really dope features alongside extra challenges
And Wanthom is the brooding edgelord lol
It feels like there's a few good ideas, but instead of just making a mod with the good ideas, then also lumped in a bunch of stuff that isn't really good and is just kinda there. Bee Queen re-work, cool. Weird biome noone asked for, Why? Pierogi nerf, cool. Adding Steamed Hams which are even stronger, why?
Very RLCraft in that sense. A bunch of good ideas buried in a bunch of mid ideas buried under a bunch of really questionable ideas.
yay a dst content creator that's fun to watch that hasn't been in drama
Damn meatgood doesnt hold anything back
Real
@@AZ-bc7wd fr he a savage. I just find uncomp inconvenient rather than hard. But some aspects are good i guess.
He is just yapping the whole time, he himself is the lne that has ADHD, watch the spider boss fight again, her leap attack has a very clear animation difference than her normal attack, she grinds her foot on the ground instead of raising its front legs, sorry not sorry but the guy in the video is just an upgraded version of a casual dst player who despises everything thats harder and constantly seeks rewards and easy things to beat, and will tweak out if he doesn't gets a reward for every single thing he has done. The whole comment section is just a massive circlejerk of people like him shitting on the mod for refusing to reward the player like he an ADHD baby that needs constant treats and motivation to complete basic tasks.
There is some kind of weird passion and obsession that happened with Scrimbles. I dunno if they were hating the game cause every update was giving them strokes or they had specific expectations of the game to be like how uncomp is - like terraria. They sure do lean into terraria too much for inspiration ngl. Though with modding limitations and Klei's neglect towards that I can feel for them of making a lot of features and making them kinda basic and annoying for those reasons. OTher than that they really made the mod to be more annoying than enjoyable.
btw, many mechanics you had troubles with have creative solutions that you can discover
for instance, from the suicide pawns you can just outrun them as they are on a timer
Uncompromising? OH like don’t starve I get it
thank you for the bee queen footage, couldnt of done it without you
Your welcome meat good
It's so funny that trying to get rid of Corvus obliterates the game. Punishment for your lack of whimsy
Man I love meatgood’s humor
Its really good , meatgood.
the bee gun is good because bullet bees give souls to wortox unlike regular bees who got nerfed.
I think alot of the item rebalacing of old items/bosses are really neat. But ive played uncomp quite a few times and for a long time, I get so tired of playing it due to the game just feeling so annoying.
Don’t starve secret cousin be like:
Let my boy corvus go, he did nothing wrong
17:33 the editing just gets funnier the more i pause the video and try to process what's even happening (/positive). what the fuck is wilson doing?? why is there a pig?? why is the pig moving like that?? what the fuck is that audio?? what the hell is any of this meant to convey???? x3
the hooded forest is redwood forest which is native CALIFORNIA not the Amazon, ermm.... it looks like someone didn't do their research. (fixes glasses)
I just played it and I see that you posted video about it, what a chance
I lost my shit watching this video lmao. Fucking hilarious commentary. Great work :)
I haven't played UM much so this was actually a nice watch! Very nice video
You know when I see Don't Starve gameplay my first thought always is "the direst improvement this game needs is to be harder and hardcore and brutal and HARDER for hardcore gamers"
I’m sorry, this sounds like this is going to be a good video, but I’ve gotta leave a comment about ~2:30 . The thing about toggles is objectively false. Toggleable features are a great thing to have and are especially good for players who enjoy the mod but want to tailor their experience-especially when it comes to accessibility. I would much rather a feature be modular than not if it takes very little time to implement an on-off switch!
Plus, for the ones that are disabled by default, it helps to vary up the game experience for replay value.
Either way, I look forward to watching the video and I’m sorry if it’s already addressed, I just felt the need to pause and mention it! Not meant to be barbed or anything! 👍
Edit: The hooded forest bit feels pretty unfair, I personally love the biome! I love the aesthetic, I think the art looks great, I like the foliage they added, the turf, the use of the mangrove trees as inspiration and how it actually shadows the ground. I can’t speak on the mechanics since I mostly play DST creative, but in my honest opinion the criticism of the hooded forest sounds pretty unfairly harsh. To each their own but so far this video feels pretty scathing.
I want to clarify that I don’t have much experience with the mod as a whole, and it’s perfectly fine to have criticisms of it but it feels less constructive than it ought to be, especially as a review. I don’t know much about the creators, I’m not involved with the project, and I’m sure there’s perfectly valid critiques to be had! I’d just like to see a bit more care put into the wording-especially since it can cause people to be a lot harsher in return, otherwise.
I always liked uncomp, especially on a ‘barren’ style world, because of the way it encouraged me to play differently; and also the interesting new mechanics and content like the seasonal weather or sea sludge. It ain’t perfect but I’ve found it quite fun. I feel, it helps spice up the game when you have gotten very good at base game, by adding new challenges visible on day one.
Also hooded forest is meant to be like a redwood forest, which is actually a temperate biome!
Valid review tho. Some features while interesting I do also find a bit too painful, like rat raids. They are interesting, but I HATE an enemy that takes my stuff so hard haha
i think some of the boss reworks are cool like bee queen and the twins but i dont wanna play "don't starve together but you have more things to micromanage"
Geatmood
I'm in a geat mood rn 😀
i feel youre being really harsh to a lot of the features added here. The hooded forest isnt perfect, it stylistically stands out from all the other biomes and doesnt have a ton going for it, but blueberries, steel wool, honey, mushroom trees, eggs and a new boss (thats not that bad to fight) with the drops of a budget klaus AND the moonstone are all great things to have around base. its at the very least way more than just trees and the moonstone.
rats and tornados feel absolutely on brand to the mod trying to make the game more "uncompromising." usually youd have 20 days of breathing room before summer but now theres a "new" boss and tornados in your way. Rats are there to prevent you from doing the very easy thing of just dropping all your items on the floor and krampi do not fill that role in vanilla dst.
smog does kind of suck though. it can be made easier with items like the goose mask and luxery fan, but needing to juggle those while fighting wilting dragonfly can be a lot to deal with, especially solo.
Overall, the fact everything in this mod can be toggled on or off i feel is the best bit. youre entirely able to disable every feature except the bee queen rework to essentially just play with that.. if you really wanted to (i havent tested this though, i could be wrong) and players who love the direction uncompromising mode takes the game can even dial it up with hay fever and whatever else is turned off by default. all this together makes it my personal favourite mod in dst, but i can understand why you arent a fan of all its new features, just wanted to put my perspective out there! :)
20:39
what do you mean klei doesn’t even properly use spriter and just has an adobe animate plugin
i actually had a mental breakdown at this revelation
@@bruhlono im sorry to reveal that klei doesnt use that god forbidden tool
hooded forest is hamlet at home
🤨
I thought the reason they never ended up going through with Ram Branch was because its pun name is based on cowboy yaoi and the devs didn’t realize at first?
Finally someone says it. Thank you meatgood
what's the mod for the simple beefalo ride timer & domestication? i don't like the other beefalo huds cause they feel cheesy but that one looks nice
it's a client side beef buck timer, surely one of those words will have it shoes up in search
Lol I love looking at the comments here and seeing all these names, shows how closely knit the whole community is.
"Why we have to clean the base? Because Scrimbles has adhd and added these rat fucks"
100% accurate
The Wormwood skill tree poster lmao
"no reason to play anymore" you and me have very different opinions about vanilla walter
This video is too political Dairyneutral.
I've taken to referring to Uncomp as "Don't Starve's Calamity Mod"
auogh, I drew Winky, okay bye ciool video.
cool*
@@Emlek22334 I meant what I said, boob.
winky is the best part of uncompromising
Black widow is an easy boss by the way
You've gone Meatbad.
meat breaking bad
veggie good
MEat1ng BAd
POLARLOTUS!!!!!!!!
Wixie boss was the best part
new meatgood maybe not slop??
im sorry to disappoint
The only slop here is the changes besides some bosses
He is ANGRY
HELL YEAH
uncomp also makes wigfrid see in the dark?
While I agree with a good number of your opinions here (smog, rats BEFORE they made rot useless and moved its uses out to other items, Hooded Forest lacking use), the Scrimbles attack at the end I thought was personally uncalled for. You can dislike what the devs have done for the last 8 years because that's when they stopped working on aspects of survival and started tacking on endless amounts of optional bosses, skill trees and an optional endgame and its a completely valid take. I personally LOVED DST before they diverted from Through the Ages to what we got instead and haven't really had my heart in the game since. Just because Klei "cares" doesn't mean what they add is good, I believe the majority of what Uncomp. Mode adds to the game is more worth than what basegame DST has added in the last 8 years, and this is just a team of modders.
Also, Scrimbles didn't found Uncompromising Mode, Toros did. Getting mad at specifically Scrimbles for this mod being 8 years in the making is asinine.
Well,yeah. If Klei wasn't also making 5 other games during those 8 years while also updating DST.
I feel DST players are beginning to fall into the TF2 syndrome of expecting a constant update output for all of eternity. DST is like 10 years old, there's very few games that get updates this far into their lives, there's even fewer indie games that do this and there's even fewer that do it for free!
I think we're all overestimating or even misremembering how hard old DST was - even how hard original Don't Starve was.
A lot of the challenge came from not understanding mechanics that you'll eventually learn how to beat. Deerclops was difficult until you realises their attack is single target and has much smaller reach than its animation suggests. Don't Starve has never had quote 'hardcore difficulty' I have no idea where they got that idea from.
Most challenege comes from either punishing the player severely for getting hit even once, or just relying on RNG to screw you over at random, in my opinion.
Also they didn't seem mad at Scrimbles? It sounded more like they were confused as to why someone would continue to work on a game they admit they no longer play, made by a developer they clearly have a level of unnecessary hate for.
Look man the devs will add what they want. And this is klei which means they will add it first and tone it back later.
Is IT bad that im a Wilson main?
You're a chad actually :v
my goat mr beard carpet
"i've grown to hate dst" dont play it then. find a new game. I can agree at the last part of the video that yes, the art needs a bit improvement. idm it currently, but i DISPISED the winona and wurt skilltree main menu.
4:47 fight me
good video but "Krampus punishes the player for having items on the floor" lol what? how does it punish you if you have to spawn him in yourself? also whose spawning krampus right on base to let it take stuff 😭
being fair meat's been playing wig on a beef and still needed to roll back a million times against a spider queen reskin, i think a lot of this frustration is just from not being in the know
I'm pretty sure even Meat said that this is entirely the player's fault if you spawn a krampus at your base and he starts to rob everything, unlike the rats which forces you to put your items in containers early on.
@@calabresaxd The problem is that he's using Krampus as an argument to say that the game already "punishes" you for leaving items on the floor, except no it doesn't because it's the player's own choice to spawn it. There is nothing stopping you from leaving items on the floor until a world inevitably ends and just not spawn Krampus (or y'know, just kill it). This might be how Krampus was designed on paper, but in practice it's too easy to ignore.
It's a different argument entirely to say that you should only be punished for leaving items on the floor if you yourself get "carried away". That's just a matter of opinion and I don't necessarily disagree, rats are really punishing early game, but trying to say Krampus already "punishes" you is just not substantiated by the game.
@@Sir_NoelDon't rats only start appearing after day 30? I've kept my base a mess during most of winter and never had any problems with them
@@viniciusgoulart5077 do they..? i only know a little bit about UM, if that’s the case then he had no argument to begin with lol, by day 30 you will have chests
Granted, given that there is the ability to toggle certain features on and off, you can just get rid of the annoying stuff and keep the cool stuff.
VegGood has cooked
uncompromising BAD mode
So real but how did you overcome the darkness inside and eas able to actually make don't starve content
Klei definitely does care about the game, but I agree with Scrimbles that DST has kind of lost its touch. It was always meant to be about struggling to survive, but basic mechanics like seasons and food production have only gotten easier and easier over time. Don't Starve was so different from the other indies on the market, being a game about doing everything you can to keep a thousand lethal things in check, but now all that is just a joke, and the game relies solely on combat for difficulty just like Hollow Knight, Terraria, Enter the Gungeon, etc. Those games are all amazing, but unlike them, DST is supposed to be a ruthless, scrappy wilderness survival game where every aspect of the game actively wants you dead. The seasonal bosses and hound attacks fit perfectly into the Don't Starve format because they were one more thing that you were forced to deal with, on top of everything else. However, all the challenges nowadays are completely optional. The rifts don't even show up automatically after beating their respective bosses, it asks for your freaking CONSENT first!
I love Uncompromising Mode because it brings back what Don't Starve used to be. It was never about beating the final boss, it was about surviving against all odds in a world that does everything it can to kill you. The monster meat changes make it harder to feed yourself, something the game really needed (It's called Don't STARVE, yet starving is the easiest thing in the world to avoid). The various insanity changes make it something to be reckoned with. You have to care about your sanity because if it gets too low, you'll get swamped with harder nightmare creatures. You can still dip in and out of insanity, but you have to be afraid of it, which was always the intention. Life giving amulets were nerfed to the ground because they basically removed all penalty for dying. It's supposed to be a perma-death game, and yet DST's team seems determined to give people as many lives as possible. The Moose/Goose and Dragonfly spawning on you is great, it brings back the active need to deal with those threats, because they come for you whether you want to face them or not. The reworking of the seasonal bosses makes preparing for them more important, and makes the showdown against them all the more memorable.
Don't Starve Together is led by a different team than solo, and it shows. I feel like the DST team never really understood what made Don't Starve so great in the first place. I am not saying Uncompromising Mode got everything right, the hooded forest and its boss are certainly lame, for example, but as someone with two thousand hours in the game, for whom surviving is now a joke, Uncompromising Mode made me fall in love with the game again.
[Preamble 1] I think Don't Starve is actually a puzzle game. The best thing that it has going for it is cracking that code for survival. First is starvation and light being your enemy, but you beat this by developing a nomadic strategy rather than settling down before you have any level of food or resource security. Then, it sends a bunch of enemies after you whether you like it or not. Maybe you survive if you found out about certain science crafts, but usually you're barely alive, just licking your wounds for days afterwards. Next then, it switches the environment by using seasonal change on you, and once again you have to develop new strategies for survival as new hostile challenges are thrown at you.
[Preamble 2] It's always a puzzle, and the best part about it is finding your own strategies and solutions for making it deeper into the game. Admittedly, the best moments I've had playing the game, solo or not, was the frantic scramble to survive as you're constantly on the verge of death, not being fully recovered from that last threat. In multiplayer, the experience is enhanced, because as soon as you get a bad roll of events, you could have to revive several people in a row, which makes your situation pretty dire until you regain that extra health; this experience begins a sort of drawn-out death spiral, which is honestly hilarious.
[Main Pt. for you] I think the thing that appears to be missing or un-iterated upon is the world presets not including new scenarios for the game beyond default generation. I'm talking about things like Lights Out! and Don't Starve+, and how they're honestly quite lacking in depth and uncreative. Not having alternate scenarios means that you are given the exact same puzzle every single time, and that you'll never have the opportunity to change to a new puzzle after you've mastered the first. You always know when the hounds and roaming bosses will appear, the seasons always occur in the same order, and you will always have the same advancing progression of Autumn-base -> Winter-warmth -> Spring-lightning/rain -> Summer-flingomatic. Imagine solving the same Rubik's Cube puzzle 1000 times in a row. Eventually, you figure out how to solve it, so the focus shifts to solving it as fast as possible >> but you're just going to hit a wall eventually.
[Solve] My best solution for making the game deeper without having to renounce just about everything the current Don't Starve Together stands for, is adding new scenarios where different existential threats appear than just hounds, world generation rehashes like starting in a version of the caves with more mushroom zaniness and an actually intended progression path, and maybe another mode where you try and survive daily waves of enemies/bosses until you die or etc.
[Endgame thoughts] Because, I have to say really badly, that I truly enjoy the direction it's going in. I like that, knowing very little about the new content, I could get absolutely smashed by random Ryftalts creating mini bosses in your potatoes, and the general theme of bringing ruin upon your world that brings the game back to its uncompromising roots.
[But here's the other side] The developers are going awesome on the endgame, but their attention over the last many years are just not focusing on a very important dimension of the game which is nuance, unexpectedness, and alternative modes. It's not enough to add more layers to that Rubik's cube if it's the same combination of steps all the way up that new layer, they've got to give you a different version of the puzzle sometimes.
Anyways, went a little wild with edits, so I hope that's readable and somewhat meaningful if you read that.
YES THIS
@@AeyakS You explained the problem very well. The singleplayer DLCs were so great because you had to relearn the game, while still having experience with some things. That very same feeling of having to relearn the game is even more present in Uncomp, and is therefore why I love it so much.
I do also agree that Klei is starting to relearn how to do non-boss challenges and how to test an established player. I just wish they did more in that direction. Their boss fights are improving as well. It used to be a coin-toss if a DST boss was good or terrible. But now, they seem to be consistently fun and engaging. We also really can't judge the new arc until it's finished anyway. It just doesn't feel the same, as lame as that sounds. I wish they'd put their effort into more expansions like Shipwrecked and Hamlet, rather than expanding on detailed manual progression for a game that wasn't ever meant to have it.
Anyhow, your comments were a pleasure to read. It's nice to see people discussing an issue in the same depth I do, since that kind of commitment doesn't grow on trees on the internet.
Woah
Is that Meatgood Don't Starve Hamlet Shipwrecked Eets!?
Sorry, obligatory outdated OrangE Man Maxwell Gaming reference.
Who’s orange
@@supremegamingepic A friend of Meatgood and a member of the Don't Starve community. Unfortunately as of late he announced he won't be doing Don't Starve content anymore.
Good stuff feelgood
W hate. Keep it real GOAT
i was ready to defend a fellow beefalo enjoyer's opinion but it was a struggle to get through the first third of the video alone when i started paying attention to the words being said
Steamed hams sre actual not new, they were hamlet exclusive and uncompromising mode just added them to the game
silly good, this 4in't aprill fooIs...
Polar LOTUS I KNOW HIM
Where did it show polarlotus?
why are you so mean to the goat charether?
(shes genetically a goat)
19:04 Is that fucking Hakase from Nichijou
Egg
what
3:54
The fuck, why?
Sounds like a skill issue ngl
just put the fries in the bag bro just put the fries in the bag
If you think the hooded forest looks bad you dont deserve an opinion
Extremely out of place
@@krakenofthesea106 you're right, a forest has no place in don't starve
Labeling a 32-minute video as "little" is both inaccurate and potentially misleading for viewers. A 32-minute runtime typically suggests an in-depth look at a topic or a substantial amount of content to digest. Many people go to UA-cam for brief tutorials, summaries, or highlights, so calling a half-hour video "short" may lead them to click expecting a quick watch, only to find it requires a more significant time commitment.
The way content is framed impacts viewer expectations. If a video is truly "little," viewers generally expect something under 10 minutes, possibly even under five. In contrast, a 30+ minute video is more of an episode length, suited to detail and depth. If a creator is downplaying the length, it could come across as dismissive of the viewers' time or disconnected from the usual UA-cam norms.
Moreover, proper labeling helps with retention. If a video is marked clearly as a “long” or “in-depth” piece, viewers interested in comprehensive content will be more likely to click, knowing what they’re in for. But if it’s described as a “quick” or “short” video and turns out to be long, viewers may feel misled and leave early.
It's best to consider the viewer's perspective and describe the video’s length and format accurately, which builds trust and sets appropriate expectations for a satisfying viewer experience.
its little if you put it on 4x speed
@@MEATGOOD ~8 minutes is still not a 'little' video.
Put it on 8x speed
neeerd
@@donanilao7724 " If a video is truly "little," viewers generally expect something under 10 minutes" on x4 speed is under 10 minutes!!1
😕
Sounds like a skill issue
Um good Vanilla bad
Soooooo trueee!!!!