Happy April Two's Day. It's like April Fool's, except there's no joke. Don't forget to claim your 3 month free trial of ExpressVPN - it'd really help me out a ton
4:13 to be clear, unlocking a skill doesn't technically unlock it for every world. the only thing you keep between worlds is the *amount* of insight you have, which gets spent on a per world basis. and according to the Don't Starve wiki, Wilson's insight maxes out at 15, which isn't enough to get every skill (you'd need 25). so, each time you start a world, your build can be different. also i'm not experienced enough to know this for sure, but i think wilson's torch skills are meant for ruins rushing? idk anyway i do think it'd be cool if instead of just getting insight for surviving there were 15 unique tasks that rewarded 1 insight the first time you did it. the only problem would be new players not knowing they need to do those things...
I feel like Klei additions to DST are an attempt to widen the player base and give the game a more casual appeal. The don’t starve franchise is old and very influential, but beyond the niche fan base it is not popular for a reason. It is unforgiving, slow, and without friends to suffer with you, there isn’t a ton to do(other than fight the bosses, but doing that by yourself is a hassle for most of them). It’s a game I feel like most people pick up, play for 1-2 hours, have some fun, die, and then never play again. I don’t know if these changes will widen DSTs appeal, but I’m happy they are doing something because I have been bored with the game for ages.
absolutely and I'm all for more fundamental changes (like the skill tree) that don't leave the game feeling like it's in some weird kinda limbo between casual game and gritty survival experience
Yeah, that person is me I love the artstyle, "class" system, story, but when I tried it myself... Uh, not my cup of tea. Too many things to do, so little time to relax and have some fun. As a new player I literally can't learn everything at once
I think Wilson's rework was fine. My reasoning for such is as follows: - Wilson is still meant to be a beginner character, so having minimal upsides that don't meaningfully alter the experience along with zero downsides accomplishes that goal - Having the skill tree unlocks be persistent, too, makes sense. When you die in DST, you lose everything (world and all), which can be a major turn-off for new players, and cause them to put down the game forever. However, the idea that you still gain something permanent (however miniscule it may be) works to keep them coming back for another try. The same phenomenon can be seen with roguelites vs true roguelikes - the most common complaint I hear from people who I introduce roguelikes to is that there isn't any progression. - Additionally, resetting the skills every world would completely ruin the intent of the rework - Wilson's upgrades are supposed to ease some of the troubles newer players have in the early days (darkness, winter, lacking resources.) If you were to lose them upon beginning every new world, new players would never get to see them, and by the time they did, they would no longer need them, while experienced players wouldn't need them at all. This problem couldn't be rectified by making the abilities more powerful, since that would void the intent for Wilson to be a "stock" beginner character. Additionally, I don't believe or want the skill tree to branch out to the rest of the roster. It makes sense for Wilson as a piece of connective tissue to bring familiar elements to players in an unfamiliar game. I don't enjoy the concept of it, however. In its current iteration, all it does is gate you from accessing abilities behind waiting. I'd much rather be able to leverage a character's unique abilities from the beginning, and have them improved later through accomplishments and drops. Example being WX, who needs to gather bio data from more and more dangerous creatures and enemies from varied locations in order to access the full power of his circuits, while still having some low-value circuits available early on. Or Wurt, who has a few unique traits early, but can eventually use her unique crafts to gain powerful followers and a sizeable stat boost. For the most part, the roster all function perfectly well without any need for improvement. The only mode of skill tree I would accept is one similar to Wilson's, where the upgrades come very slowly, and the improvements are minor. This would provide a drip-feed of feel-good unlocks for players without meaningfully altering the difficulty of the game. Example upgrades being something like Lucy dealing +5 damage, Wortox being able to hold 3 more souls, Wickerbottom's bookshelf repairing books 15% faster, Wormwood receiving 10% more healing from compost items, etc. Little things that don't make the game that much better, but are neat enough that you feel good for having unlocked them. EDIT: fuck my life everyone's getting a skill tree, and Woodie's seems kind of nutty, which I both love and hate
I like this new direction. I also like how the perks make gameplay and player interactions more diverse between survivors. It seems to me like we've been too rooted in how we thought about the game because of our feelings about what the game began as.
Granting permanent progression based on days lived across games isn't anti-Don't Starve, it's just anti-Don't Starve Together. This is exactly how characters have been unlocked in the single-player game. I saw this as a nod to that experience.
Really doubt they are going to add skill trees for every char. They specifically said they wanted Wilson to be like a tutorial character without a tutorial which is where I think the skill tree comes in
Well, consider this: They straight up just *added* to Wilson. Not adjusted other things to make up for the new stuff, ADDED. He was 'default' and his only ability was to grow a beard, which isn't even unique to him! I think the skill trees could have some different unique abilities, sure, because like you said the torch tree is basically pointless because lanterns, and the beard 'upgrades' really don't seem to make much sense, either. BUT he's still 'default' with some bonuses now.
Yes so instead of new players playing as him more the so called veterans who know how to design a game can enjoy him more while new players still pick Wigfrid or Webber or Wendy and quit after 3 hours
@@antynomity his abilities are mostly useful for new players instead of veterans, for example new players might struggle with light and they dont know about lanterns; torch tree They dont know how to insulate themselves in winter; beard tree
Wilson’s skill tree progression is based on surviving because when all of us first started playing, surviving was the hardest thing to do. The reward for surviving was learning to prototype items, upgrading to an alchemy engine and exploring the rest of the game. Wilson is merely a stepping stool to teach us how to learn enough to see the rest of the game. Each character other than him is more complex and tries to interact with the game beyond the scope of simply surviving. His progression is permanent because today’s gamers need to feel like they still gained something even when they don’t survive. Just because you, as an incredibly experienced player, has zero need for the torch skill tree, I distinctly recall having trouble with torches and darkness when I first started before RoG because I was new. Had Wilson been designed how is now back then, I would’ve taken the torch skills.
The problem is no new players I've played with have chose and stuck to Wilson to learn the game. They join into a world or create one for the first time, see the 20 something characters and pick the one that looks most interesting (usually webber or wx) and they completely ignore wilson, bypassing the whole "tutorial character" thing they were going for. I'm not saying they should bring back the thing from normal DS where you had to unlock each and every character by playing the ones before it, I just don't think wilson really has a place in DST, even with the skill tree.
@@tabithal2977 This this this ^^^^ Also the skill tree destroys what Don't Starve it is. Not to mention, it acts very bad as a sorta of tutorial or guide for new players.
The skill tree thing is just to ease new players into the features, and also make it so that you can play as Wilson was before, making it a direct upgrade as a rework
I didn’t mind the upgrade but I think that what keeps me from playing DS for hours is the lack of Lore events in-game. I’m a big Wilson fan, so to finally see an upgrade for him made me feel like I was going to get a lot of lore since that’s his main appeal, Hes the face of the game and the videos suggest Hes going to have a bigger role. But I didn’t feel it when I played. I want to know more about the characters while playing other than grinding to just kill the newest bosses over and over again. I think that’s what made the original DS more appealing to me… it kind of had a story to get to! I can understand why some people wouldn’t feel like that’s needed tho, there’s a lot to do already…
8:01 Something I like about a game called Hollow Knight is how it has the perfect blend of nudging players in the right direction but not telling the player outright what to do. Excellent game, check it out.
I tried to play it once... but I got so annoyed at the control scheme with m/kb I definitely need to give it another shot, either with a controller or just getting over the controls lol
@@FreddoFilms Hah, yeah. I gave up on the default controls very early on and set movement to A and D, looking up and down to W and S, and attack to left mouse button. I have a feeling it was meant to be playable without a mouse, so they had to get creative with the controls.
5:20 Following that logics, It would also be weird to go through all this length designing wereforms for Woodie with their sprites and animations only to slap onto one character. Everyone will get wereforms.
Congratulations, You were wrong! Plus your point makes no sense woodie's wereforms are clearly a character thing considering it'd make no sense for everyone to have them and it's in his character description that he has all those curses
The more DST changes from how it used to be - the more I appreciate original DS Call me old fashion, but I don't like when games changes so much. Authentic game experience is lost for every remaster/remakes or by live service games that never stops updating and changing how game used to played and felt.
5:00, adding onto and paraphrasing this idea, maybe he could gain insight not just from building certain learning stations, but via every certain number of items you have prototyped on a server as Wilson. This would not only encourage players to venture further to gain more resources but also provide actual challenge like he said. Also, maybe specific encounters could give insight points, e.g, the first time you kill any boss monsters, the first time you trigger an endgame event(powering up the ruins, building the lunar energy siphoner, etc), the list goes on. After all Wilson is a SCIENTIST so he would likely want to be learning things personally and more up close, right?
i feel like the existing for insight thing is caused by that one fact we all know about the development: achievements were found to hinder fun and exploration the non-specific time requirement lets the devs know, at least, that people will play
Ah you said how the unlocks should be tailored to characters yeah, I could see Wendy could be about collecting flowers and storing them in the Urn or something to generate points or something.
My guesses were actually pick/axe when I saw the pillars and to have him destroy the pillars immediately when I saw both, but I don't blame anyone for forgetting pick/axe exists
I just want cross platform to actually play with friends and get a cool team together to attempt long lasting games ect but all they’ve said for years is ‘it’s complex we’re looking into it’ holding on everyone’s hope but I feel they have no interest into it? I don’t know…
adding objectives to get insight goes against the design of dont starve as a whole. lets not forget the famous story of the old objectives system in the alpha and why it was removed. besides, i think the locked right trees hints are enough of a nudge to get a new player to discover the cave progression
this isn't don't starve, this is don't starve together. the devs also never wanted to add multiplayer because it went against the design of the game. dst is a different game fundamentally and it's good that klei is finally properly embracing this
While Klei literally put an objective system "ah yes just kill god" to new players without say how, when, where (not to mention that bad bad convoluted system to reach ancient fuelweaver), pushing more people to spoil themselves on youtube and guides, going against the very system you said.
@@supermilordo5153 that's ignoring the majority of the unlocks, which are all much more early game-centric. I think that if inspiration/insight was given for completing feats it would do a much better job at a 'tutorial,' I agree that it doesn't do the greatest job at that right now (but it does provide motivation to keep playing and discovering the skills)
For someone really analitic about it u missed the most reasonable part: This rework is for the newcomers, not for us Its to ease for 'em. Winter, light, access to stuff. The mindset is so clear I fail to see why u r criticizing it as much as this. The devs even said they are concerned about easing the game for the newcomers cuz DST is way too painfull at the point people are dropping the game in the few first interactions.
I think what will be better if Klei decides to give every character a skill tree is to give every character an Affinity like Wilson has. Wilson’s Shadow Courier Affinity is a lot different from the other perks that he has, it provides a damage boost to lunar enemies and defense against shadow enemies. You also have to kill Ancient Fuel Weaver to get it so it’s a lot more challenging than just surviving 100 days. It would be cool if every character had 1 perk they could unlock that gave them some sort of hidden stat boost by killing a boss in a game. Like maybe webber can tame 5 spiders instead of 3 with one meat if he kills Spider Queen. It would also make Wilson Unique by making him the only one with a Skill Tree.
Also I agree that every character should have to unlock the Affinities in each world and not make it something that can be carried over throughout worlds. This would also mean that they would have to buff Wilson’s affinities because 10% more lunar damage sucks :P
The rework to me was quite interesting, out of all things I was not expecting a skill tree for Wilson, but I have a gut feeling that it somewhat fits the character in an odd way. The boss was, well decent I guess, (other than the health regen of course). As for the lore dump we got from the animation, you bet your sweet honey ham I had a massive brain storm, the lore/story is something I absolutely adore to it’s core, no doubt that we’re gonna go in a deeper rabbit hole this time around. Anywho, loved the video lad! Love to hear your opinions about DST, have an awesome Wes month!
nightmare werepig can be cheesed, me and my friend yesterday found out you can get him stuck behind between the rock pillar and the biome edge, then use 4 weather pains and hes as good as dead
Imo wilson should have the alchemy points locked at the start, and once you unlock an amount (like 5), you carry it over everywhere, but anything past that doesn't. So you always start with more than a new player, but not with everything so it doesn't spoil the progression, but instead with a fair sweet spot in the middle. Could be more than 5, just a random number I chose.
I really don’t have an issue with “encouraging new players to survive.” That’s what a new player needs to focus on. Other characters offer you more fun content, only once you’re comfortable with the basics. I also don’t mind the buffs transitioning between worlds because it again helps new players most, as it rewards the, continuing to play, even if they fail a few times.
if they dont change the way you get insight im just going to cheat to get insight on all the characters. I've already played as each character long enough to get these, I just don't want to stand around all day with no way to speed up the process
Dude, woah. Actually I was pretty againist idea of all characters having skill tries but when you said sub playstyles I was like: "Woah." Maybe they can be played with their pre rework version.
1:20 Long pig; the best food. Alternatively instead of exsiting to get levels you can cheat and skip days to get all the upgrades because you wanted to test them out in the beta because you never actually play Wilson...not that I would do anything like that of course.................. I feel like Klei is the type of company to just put a lot of effort to just one character, especially since the Wilson rework Had to be good or else people would be upset and Wilson is meant to be the main character so it makes sense to put effort into him. Also, PLEASE watch his Half-Life video, it did not get that many views because people here do not care about Half-Life...IT IS A GOOD VIDEO THOUGH, WATCH IT!
Well, I should have said people do not care about Half-Life so they did not watch it therefore making the algorithm think it is a bad video making it not get recommended...atleast, that is probably what happened.
Finally, a good perk for the Dreadstone set. It was just some stupid armor reskins before that was not worth the grind. Kinda like Antlion solo. Also, the skill tree Wilson has can be applied much better if the skill tree isn't passed over through separate worlds and has to be gotten by playing in one world for the whole 150 days. Basically, no world hopping to max out the skill tree.
Maybe , just maybe , Wilson IS most unic character in ds and dst. Maybe they want progression through survival like in ds. Maybe I am wrong , but I think you just don't get the idea behind the update.
See the biggest issue with the Wilson rework is how horrible the skill tree is The biggest complain we the veterans had is that all new players just sit in base and do nothing but eat and use recourses for random things cause they get bored.... And well the rework encourages new players to do just that by literally giving them more abilities the more they sit around and do nothing Like I don't get why the skill points carry over to the every world and I don't get why not encourage new players to go out there and do something like each skill could unlock by doing something for example to unlock the iridescent gem craft you need to complete the moonstone once, or to get the first torch upgrade you need to burn out several trees "teaching players how to get charcoal in the process" The only ability that works like that is the nightmare skills but the problem is that you don't have to kill the weaver yourself so you get noobs going like "can you kill him for me pls" and if you say no they just leave if you say yes they will wait till you do it... And then leave... Because the upgrades carry over they don't need to do it in their world they just need to join another and beg ppl then leave It is THE worst rework they made and I would argue the only bad rework by far which is odd cause usually you wanna you know finish with a bang not by literally the worst one At least they also made the werepig boss which is actually a good fight
@@xxGreenRoblox yes that's the issue the skills needed to be locked per world and also have some unique ways to unlock them kinda like how WX plug ins work the wigfrid one tried that and then we never saw that again and I don't get why The wurt one recently tried it too with the merm king quest where the upgrade isn't available until you give the king the right item and I hope that trend continues And that's the thing the skill trees have been so cool and fun so far but it's a shame they make every character insanely OP from the moment you spawn, these OP upgrades should have been attainable as you progress
in terms of the skill tree i think it would be intresting if it was in the style of charlie shadow stuff in a spider web and rose type, and like each character gains exp from doing thing but bonus xp on their specialty like wurmwood with plant related will gain x% more exp compare to rest of the group warly gaining more xp when cooking. I wouldnt mind if the skill trees was longer too to make players want to play longer. However i think a problem with dst is that after few 1000s days and all bosses have killed few times and you built mega base on surface and caves, you kinda run out of stuff to do.
5:34 frankly I ain't a fan of the Wilson skill tree either. I too also agree that what Wilson is capable of doing such as beard storage, torch throwing, and "turn this into similar resource" would have been good enough. Wilson was clearly meant to be a simple character with a simple mechanic, but this skill tree feels way too complicated for him. Maybe giving all other characters some sort of skill tree would help?
I hope that other characters get skill trees. It would add a lot of diversity to different characters, It would be very interesting to see what klei would do with each character.
Hey man, really nice video! I mostly wanted to offer some feedback on the new props though. Last video you made I felt very on the fence about it, and I couldn't tell why. Now I kinda can- there's a few kinks to be ironed out before I think it looks incredibly good. There's much artifacting on the screen, glare reflecting from the lights you're using and sometimes it feels like you *over*animate yourself. Granted, you have a TV box on your head so how else will you express anything, right? But I think there are some segments were use of the real-life avatar could be toned down or at least emphasized less. It felt a lot cleaner here vs in the last one (where it felt like it was 60% video, 40% "freddo has fun with prop wee"), where you used both your drawn and real-life props. Either way, hope you manage to figure things out a bit better, consider trying a blue screen to help with the artifacting. Cheers and good job on the video! EDIT: A potential fix to help with your glare on the screen could be to shift around your lighting. If you check at 9:27, you look crisp and CLEAN when you're turned sideways instead of facing your light head on. Consider putting the light to the side of the set, or getting one for each side if the brightness is too unbalanced. Hope I helped!
watch the half-life video (unironically, I experiment with doing some non-interruptive outdoor shots, I think they turned out pretty cool) I've also been experimenting with after effects' AI rotoscoping tools and I think I'll use them in the next video (I didn't edit this one so didn't get an opportunity, but I did some tests and it looks really good.) as for the lighting there's not a lot I can do about the reflections, due to my current room setup but I'll try recording at an angle!
I'm a fan of the rework but some kind of checklist for what bosses you have defeated or things you had achieved as each character would be cool, awarding skill tree points for each 'achievement' wouldn't also be pretty cool, but it would probably ruin the replayability of don't starve as people would just complete all the achievements and stop playing.
"Obscure pickaxe item" C'mom, every begginer makes one when they discover the pseudo-science station, only tryharders will spend all their thulecite with crowns.
If you started this video as introducing yourself as Chris from grinding your games you might have crossed the streams and exploded the fabric of this reality. You sound Like you could do a perfect impression of him if you wanted.
I don't get this "it will be on every character" skill tree thing. Who said it? Klei is on their first time to add thousand of things to just then ditch and abandon them. Or just create other thousand of mechanics, designs, ecc... and go on to the next. Also, please god, no. If this abonimation of the skill tree would go on, it would be an apocalypse on the dst community and game itself. Let this rushed atrocity on Wilson alone.
this boss is a joke. i fricking hate bosses with health regen, i don’t understand why they can’t just make a boss without some annoying mechanic. i mean why adding this health regen, to make people use healing less? to make everyone try to kill it as fast as possible? klei don’t seem to comprehend that different people have different playstyles. some like to dodge, some like to tank, some like to do it quick, some need time to retreat and heal. that’s why i love CC - no bs and healing, just a fair boss fight for everyone
If by any chance they ended up giving everyone their distinct skill tree, I hope Wendy's boss is Celestial Champion, for no reason other than she calling the third phase beautiful
I doubt they will give everyone their own skill tree especially since most of the characters got tons of changes pretty recently They might have the skill tree come back in some form for another character but I doubt the whole cast will have one
I really hope all the characters DON’T get too skill tree. They just spent the last 3+ years reworking them. They need to just focus on content and QOL stuff now.
Reading these comments from when skill trees just became a thing is pretty interesting Now everyone is excited for a new skill tree coming to a character but so many people here are terrified from more skill trees
I mean if they keep the skill tree JUST for wilson, then it might be a good idea... But still either way you slice it any skill tree will either make or break some characters (I.e Wolfgang having more damage) but characters like Willow might make them more fu-... WILLOW YOU BURNT DOWN THE BASE AGAIN
it all depends what they actually give as extra abilities. hopefully they limit the amount of things like 'more damage' because they aren't very exciting and a bit brain-dead
I swear blue and red gems are NOT the same rarity - I have a server where I play with friends and we have like 20 blue gems and 0 red ones it's killing me dude, I play Wanda I NEED the purple gems!
you probably have more blue gems because blue hounds (winter and spring) drop them. once it gets to summer/autumn you'll have loads from the red hounds
I feel like the skilltree should be a bit faster to unlock later on, and unlocked in more interesting ways. Along with the passive inspiration, they should give you some every time you kill a boss to incentivise new players to have their go at raid bosses. Also a wx skilltree where he gets more circuit slots would be very cool.
Happy April Two's Day. It's like April Fool's, except there's no joke.
Don't forget to claim your 3 month free trial of ExpressVPN - it'd really help me out a ton
It was a joke that you hearted your own comment, right?
@@firstpersonsnooter2519 its for visibility, people are more likely to interact with it that way
@@FreddoFilms Makes sense
4:13 to be clear, unlocking a skill doesn't technically unlock it for every world. the only thing you keep between worlds is the *amount* of insight you have, which gets spent on a per world basis. and according to the Don't Starve wiki, Wilson's insight maxes out at 15, which isn't enough to get every skill (you'd need 25). so, each time you start a world, your build can be different.
also i'm not experienced enough to know this for sure, but i think wilson's torch skills are meant for ruins rushing? idk
anyway i do think it'd be cool if instead of just getting insight for surviving there were 15 unique tasks that rewarded 1 insight the first time you did it. the only problem would be new players not knowing they need to do those things...
I'm hoping that this means they will give Walter a damage to his slingshot tree
I feel like Klei additions to DST are an attempt to widen the player base and give the game a more casual appeal. The don’t starve franchise is old and very influential, but beyond the niche fan base it is not popular for a reason. It is unforgiving, slow, and without friends to suffer with you, there isn’t a ton to do(other than fight the bosses, but doing that by yourself is a hassle for most of them). It’s a game I feel like most people pick up, play for 1-2 hours, have some fun, die, and then never play again. I don’t know if these changes will widen DSTs appeal, but I’m happy they are doing something because I have been bored with the game for ages.
absolutely
and I'm all for more fundamental changes (like the skill tree) that don't leave the game feeling like it's in some weird kinda limbo between casual game and gritty survival experience
Yeah, that person is me
I love the artstyle, "class" system, story, but when I tried it myself...
Uh, not my cup of tea. Too many things to do, so little time to relax and have some fun. As a new player I literally can't learn everything at once
goes against its morals for some extra money lmao fuck klei
Completely disagree.
The game has lots of things to do, even alone.
@@jameson1465 Yes, and sold a lot, so it doesn't make much sense
I think Wilson's rework was fine. My reasoning for such is as follows:
- Wilson is still meant to be a beginner character, so having minimal upsides that don't meaningfully alter the experience along with zero downsides accomplishes that goal
- Having the skill tree unlocks be persistent, too, makes sense. When you die in DST, you lose everything (world and all), which can be a major turn-off for new players, and cause them to put down the game forever. However, the idea that you still gain something permanent (however miniscule it may be) works to keep them coming back for another try. The same phenomenon can be seen with roguelites vs true roguelikes - the most common complaint I hear from people who I introduce roguelikes to is that there isn't any progression.
- Additionally, resetting the skills every world would completely ruin the intent of the rework - Wilson's upgrades are supposed to ease some of the troubles newer players have in the early days (darkness, winter, lacking resources.) If you were to lose them upon beginning every new world, new players would never get to see them, and by the time they did, they would no longer need them, while experienced players wouldn't need them at all. This problem couldn't be rectified by making the abilities more powerful, since that would void the intent for Wilson to be a "stock" beginner character.
Additionally, I don't believe or want the skill tree to branch out to the rest of the roster. It makes sense for Wilson as a piece of connective tissue to bring familiar elements to players in an unfamiliar game. I don't enjoy the concept of it, however. In its current iteration, all it does is gate you from accessing abilities behind waiting. I'd much rather be able to leverage a character's unique abilities from the beginning, and have them improved later through accomplishments and drops. Example being WX, who needs to gather bio data from more and more dangerous creatures and enemies from varied locations in order to access the full power of his circuits, while still having some low-value circuits available early on. Or Wurt, who has a few unique traits early, but can eventually use her unique crafts to gain powerful followers and a sizeable stat boost. For the most part, the roster all function perfectly well without any need for improvement. The only mode of skill tree I would accept is one similar to Wilson's, where the upgrades come very slowly, and the improvements are minor. This would provide a drip-feed of feel-good unlocks for players without meaningfully altering the difficulty of the game. Example upgrades being something like Lucy dealing +5 damage, Wortox being able to hold 3 more souls, Wickerbottom's bookshelf repairing books 15% faster, Wormwood receiving 10% more healing from compost items, etc. Little things that don't make the game that much better, but are neat enough that you feel good for having unlocked them.
EDIT: fuck my life everyone's getting a skill tree, and Woodie's seems kind of nutty, which I both love and hate
I like this new direction. I also like how the perks make gameplay and player interactions more diverse between survivors. It seems to me like we've been too rooted in how we thought about the game because of our feelings about what the game began as.
Granting permanent progression based on days lived across games isn't anti-Don't Starve, it's just anti-Don't Starve Together. This is exactly how characters have been unlocked in the single-player game. I saw this as a nod to that experience.
Really doubt they are going to add skill trees for every char. They specifically said they wanted Wilson to be like a tutorial character without a tutorial which is where I think the skill tree comes in
Lol
lol
Aged like milk
Well, consider this: They straight up just *added* to Wilson. Not adjusted other things to make up for the new stuff, ADDED. He was 'default' and his only ability was to grow a beard, which isn't even unique to him! I think the skill trees could have some different unique abilities, sure, because like you said the torch tree is basically pointless because lanterns, and the beard 'upgrades' really don't seem to make much sense, either. BUT he's still 'default' with some bonuses now.
Yes so instead of new players playing as him more the so called veterans who know how to design a game can enjoy him more while new players still pick Wigfrid or Webber or Wendy and quit after 3 hours
@@antynomity his abilities are mostly useful for new players instead of veterans, for example new players might struggle with light and they dont know about lanterns; torch tree
They dont know how to insulate themselves in winter; beard tree
@@walmartiancheese4922 new players don't pick Wilson, and you're wrong, he is pretty okay for veterans, especially with his iridescent gem craft
Wilson’s skill tree progression is based on surviving because when all of us first started playing, surviving was the hardest thing to do. The reward for surviving was learning to prototype items, upgrading to an alchemy engine and exploring the rest of the game. Wilson is merely a stepping stool to teach us how to learn enough to see the rest of the game. Each character other than him is more complex and tries to interact with the game beyond the scope of simply surviving. His progression is permanent because today’s gamers need to feel like they still gained something even when they don’t survive. Just because you, as an incredibly experienced player, has zero need for the torch skill tree, I distinctly recall having trouble with torches and darkness when I first started before RoG because I was new. Had Wilson been designed how is now back then, I would’ve taken the torch skills.
tl;dr he was not designed for players like us
The problem is no new players I've played with have chose and stuck to Wilson to learn the game. They join into a world or create one for the first time, see the 20 something characters and pick the one that looks most interesting (usually webber or wx) and they completely ignore wilson, bypassing the whole "tutorial character" thing they were going for. I'm not saying they should bring back the thing from normal DS where you had to unlock each and every character by playing the ones before it, I just don't think wilson really has a place in DST, even with the skill tree.
@@tabithal2977 This this this ^^^^
Also the skill tree destroys what Don't Starve it is.
Not to mention, it acts very bad as a sorta of tutorial or guide for new players.
@@tabithal2977 People can play with him to have a more normal experience, and his transmutations are really good
@@supermilordo5153 No it doesn't
The skill tree thing is just to ease new players into the features, and also make it so that you can play as Wilson was before, making it a direct upgrade as a rework
Your look is so iconic. Amazing video. I can see the hardwork and dedication you put into this.
much appreciated!
I didn't edit this one though, that credit goes to Lumpkin (although I usually edit my vids)
I didn’t mind the upgrade but I think that what keeps me from playing DS for hours is the lack of Lore events in-game. I’m a big Wilson fan, so to finally see an upgrade for him made me feel like I was going to get a lot of lore since that’s his main appeal, Hes the face of the game and the videos suggest Hes going to have a bigger role. But I didn’t feel it when I played. I want to know more about the characters while playing other than grinding to just kill the newest bosses over and over again. I think that’s what made the original DS more appealing to me… it kind of had a story to get to! I can understand why some people wouldn’t feel like that’s needed tho, there’s a lot to do already…
This too, you put an excellent point of view.
I agree
8:01 Something I like about a game called Hollow Knight is how it has the perfect blend of nudging players in the right direction but not telling the player outright what to do. Excellent game, check it out.
I tried to play it once... but I got so annoyed at the control scheme with m/kb
I definitely need to give it another shot, either with a controller or just getting over the controls lol
@@FreddoFilms Hah, yeah. I gave up on the default controls very early on and set movement to A and D, looking up and down to W and S, and attack to left mouse button. I have a feeling it was meant to be playable without a mouse, so they had to get creative with the controls.
@@FreddoFilms or you can rebind the keys
@@FreddoFilms Dude play it. Trust me, HK is bloody brilliant
10:04 "the lack of a healthbar in don't starve together"
oh my god i forgot that was a mod
just don't starve things
5:20 Following that logics, It would also be weird to go through all this length designing wereforms for Woodie with their sprites and animations only to slap onto one character. Everyone will get wereforms.
Congratulations, You were wrong! Plus your point makes no sense woodie's wereforms are clearly a character thing considering it'd make no sense for everyone to have them and it's in his character description that he has all those curses
3:39
Omg, my guy did not just make a programming socks joke 😭
I'm just trying to appeal to the Linux userbase 🤷♂️
Oh, you’re still doing that “TV on my head” bit. Very funny.
The more DST changes from how it used to be - the more I appreciate original DS
Call me old fashion, but I don't like when games changes so much. Authentic game experience is lost for every remaster/remakes or by live service games that never stops updating and changing how game used to played and felt.
5:00, adding onto and paraphrasing this idea, maybe he could gain insight not just from building certain learning stations, but via every certain number of items you have prototyped on a server as Wilson. This would not only encourage players to venture further to gain more resources but also provide actual challenge like he said. Also, maybe specific encounters could give insight points, e.g, the first time you kill any boss monsters, the first time you trigger an endgame event(powering up the ruins, building the lunar energy siphoner, etc), the list goes on. After all Wilson is a SCIENTIST so he would likely want to be learning things personally and more up close, right?
OMG IS THAT PISS A TOWEL MUSIC I HEAR IN THE BACKGORUND!!!!!111!1!1!!1!!
AND THE PISS ESCAPE LEVEL????''?''''''??
AND PETER VAN????
i feel like the existing for insight thing is caused by that one fact we all know about the development: achievements were found to hinder fun and exploration
the non-specific time requirement lets the devs know, at least, that people will play
Ah you said how the unlocks should be tailored to characters yeah, I could see Wendy could be about collecting flowers and storing them in the Urn or something to generate points or something.
My guesses were actually pick/axe when I saw the pillars and to have him destroy the pillars immediately when I saw both, but I don't blame anyone for forgetting pick/axe exists
It's been so long freddo it's nice to see you back
I just want cross platform to actually play with friends and get a cool team together to attempt long lasting games ect but all they’ve said for years is ‘it’s complex we’re looking into it’ holding on everyone’s hope but I feel they have no interest into it? I don’t know…
adding objectives to get insight goes against the design of dont starve as a whole. lets not forget the famous story of the old objectives system in the alpha and why it was removed. besides, i think the locked right trees hints are enough of a nudge to get a new player to discover the cave progression
this isn't don't starve, this is don't starve together.
the devs also never wanted to add multiplayer because it went against the design of the game.
dst is a different game fundamentally and it's good that klei is finally properly embracing this
While Klei literally put an objective system "ah yes just kill god" to new players without say how, when, where (not to mention that bad bad convoluted system to reach ancient fuelweaver), pushing more people to spoil themselves on youtube and guides, going against the very system you said.
@@supermilordo5153 that's ignoring the majority of the unlocks, which are all much more early game-centric. I think that if inspiration/insight was given for completing feats it would do a much better job at a 'tutorial,' I agree that it doesn't do the greatest job at that right now (but it does provide motivation to keep playing and discovering the skills)
@@FreddoFilms Ye, ye. I was just responding to @LazuLazu about not making an objective system while the ancient fuelweaver it's kinda one.
For someone really analitic about it u missed the most reasonable part: This rework is for the newcomers, not for us
Its to ease for 'em. Winter, light, access to stuff. The mindset is so clear I fail to see why u r criticizing it as much as this. The devs even said they are concerned about easing the game for the newcomers cuz DST is way too painfull at the point people are dropping the game in the few first interactions.
I think what will be better if Klei decides to give every character a skill tree is to give every character an Affinity like Wilson has. Wilson’s Shadow Courier Affinity is a lot different from the other perks that he has, it provides a damage boost to lunar enemies and defense against shadow enemies. You also have to kill Ancient Fuel Weaver to get it so it’s a lot more challenging than just surviving 100 days. It would be cool if every character had 1 perk they could unlock that gave them some sort of hidden stat boost by killing a boss in a game. Like maybe webber can tame 5 spiders instead of 3 with one meat if he kills Spider Queen. It would also make Wilson Unique by making him the only one with a Skill Tree.
Also I agree that every character should have to unlock the Affinities in each world and not make it something that can be carried over throughout worlds. This would also mean that they would have to buff Wilson’s affinities because 10% more lunar damage sucks :P
No pls, no.
No more skill trees
The rework to me was quite interesting, out of all things I was not expecting a skill tree for Wilson, but I have a gut feeling that it somewhat fits the character in an odd way. The boss was, well decent I guess, (other than the health regen of course). As for the lore dump we got from the animation, you bet your sweet honey ham I had a massive brain storm, the lore/story is something I absolutely adore to it’s core, no doubt that we’re gonna go in a deeper rabbit hole this time around. Anywho, loved the video lad! Love to hear your opinions about DST, have an awesome Wes month!
This is really nice too because this skill tree is optional if people wanted to play classic Wilson they can.
I think he wants us to watch his half-life video…
Was about to comment this but you beet me to it
whatever gave you that idea....
nightmare werepig can be cheesed, me and my friend yesterday found out you can get him stuck behind between the rock pillar and the biome edge, then use 4 weather pains and hes as good as dead
Did you made a new world to have the new boss ?
Imo wilson should have the alchemy points locked at the start, and once you unlock an amount (like 5), you carry it over everywhere, but anything past that doesn't. So you always start with more than a new player, but not with everything so it doesn't spoil the progression, but instead with a fair sweet spot in the middle. Could be more than 5, just a random number I chose.
I really don’t have an issue with “encouraging new players to survive.” That’s what a new player needs to focus on. Other characters offer you more fun content, only once you’re comfortable with the basics. I also don’t mind the buffs transitioning between worlds because it again helps new players most, as it rewards the, continuing to play, even if they fail a few times.
if they dont change the way you get insight im just going to cheat to get insight on all the characters. I've already played as each character long enough to get these, I just don't want to stand around all day with no way to speed up the process
Dude, woah. Actually I was pretty againist idea of all characters having skill tries but when you said sub playstyles I was like: "Woah." Maybe they can be played with their pre rework version.
1:20
Long pig; the best food.
Alternatively instead of exsiting to get levels you can cheat and skip days to get all the upgrades because you wanted to test them out in the beta because you never actually play Wilson...not that I would do anything like that of course..................
I feel like Klei is the type of company to just put a lot of effort to just one character, especially since the Wilson rework Had to be good or else people would be upset and Wilson is meant to be the main character so it makes sense to put effort into him.
Also, PLEASE watch his Half-Life video, it did not get that many views because people here do not care about Half-Life...IT IS A GOOD VIDEO THOUGH, WATCH IT!
Well, I should have said people do not care about Half-Life so they did not watch it therefore making the algorithm think it is a bad video making it not get recommended...atleast, that is probably what happened.
Finally, a good perk for the Dreadstone set. It was just some stupid armor reskins before that was not worth the grind.
Kinda like Antlion solo.
Also, the skill tree Wilson has can be applied much better if the skill tree isn't passed over through separate worlds and has to be gotten by playing in one world for the whole 150 days.
Basically, no world hopping to max out the skill tree.
Maybe , just maybe , Wilson IS most unic character in ds and dst.
Maybe they want progression through survival like in ds.
Maybe I am wrong , but I think you just don't get the idea behind the update.
I’m honestly not to upset about the Wilson update, I guess I just had low expectations, I’m happy they didn’t change my main to much lol.
0:31 how your body can carry that head?
rigorous neck exercises
See the biggest issue with the Wilson rework is how horrible the skill tree is
The biggest complain we the veterans had is that all new players just sit in base and do nothing but eat and use recourses for random things cause they get bored.... And well the rework encourages new players to do just that by literally giving them more abilities the more they sit around and do nothing
Like I don't get why the skill points carry over to the every world and I don't get why not encourage new players to go out there and do something like each skill could unlock by doing something for example to unlock the iridescent gem craft you need to complete the moonstone once, or to get the first torch upgrade you need to burn out several trees "teaching players how to get charcoal in the process"
The only ability that works like that is the nightmare skills but the problem is that you don't have to kill the weaver yourself so you get noobs going like "can you kill him for me pls" and if you say no they just leave if you say yes they will wait till you do it... And then leave... Because the upgrades carry over they don't need to do it in their world they just need to join another and beg ppl then leave
It is THE worst rework they made and I would argue the only bad rework by far which is odd cause usually you wanna you know finish with a bang not by literally the worst one
At least they also made the werepig boss which is actually a good fight
Insight unlock (client)
@@xxGreenRoblox yes that's the issue the skills needed to be locked per world and also have some unique ways to unlock them kinda like how WX plug ins work the wigfrid one tried that and then we never saw that again and I don't get why
The wurt one recently tried it too with the merm king quest where the upgrade isn't available until you give the king the right item and I hope that trend continues
And that's the thing the skill trees have been so cool and fun so far but it's a shame they make every character insanely OP from the moment you spawn, these OP upgrades should have been attainable as you progress
in terms of the skill tree i think it would be intresting if it was in the style of charlie shadow stuff in a spider web and rose type, and like each character gains exp from doing thing but bonus xp on their specialty like wurmwood with plant related will gain x% more exp compare to rest of the group warly gaining more xp when cooking. I wouldnt mind if the skill trees was longer too to make players want to play longer.
However i think a problem with dst is that after few 1000s days and all bosses have killed few times and you built mega base on surface and caves, you kinda run out of stuff to do.
5:34 frankly I ain't a fan of the Wilson skill tree either. I too also agree that what Wilson is capable of doing such as beard storage, torch throwing, and "turn this into similar resource" would have been good enough. Wilson was clearly meant to be a simple character with a simple mechanic, but this skill tree feels way too complicated for him. Maybe giving all other characters some sort of skill tree would help?
Babe wake up, Freddo Films posted a video
I hope that other characters get skill trees. It would add a lot of diversity to different characters, It would be very interesting to see what klei would do with each character.
This fight should be easy for Maxwell with his 6 shadow minions and his walls
Wilson rework needed a link to the wiki
Hey man, really nice video!
I mostly wanted to offer some feedback on the new props though. Last video you made I felt very on the fence about it, and I couldn't tell why. Now I kinda can- there's a few kinks to be ironed out before I think it looks incredibly good. There's much artifacting on the screen, glare reflecting from the lights you're using and sometimes it feels like you *over*animate yourself. Granted, you have a TV box on your head so how else will you express anything, right? But I think there are some segments were use of the real-life avatar could be toned down or at least emphasized less. It felt a lot cleaner here vs in the last one (where it felt like it was 60% video, 40% "freddo has fun with prop wee"), where you used both your drawn and real-life props. Either way, hope you manage to figure things out a bit better, consider trying a blue screen to help with the artifacting. Cheers and good job on the video!
EDIT: A potential fix to help with your glare on the screen could be to shift around your lighting. If you check at 9:27, you look crisp and CLEAN when you're turned sideways instead of facing your light head on. Consider putting the light to the side of the set, or getting one for each side if the brightness is too unbalanced. Hope I helped!
watch the half-life video (unironically, I experiment with doing some non-interruptive outdoor shots, I think they turned out pretty cool)
I've also been experimenting with after effects' AI rotoscoping tools and I think I'll use them in the next video (I didn't edit this one so didn't get an opportunity, but I did some tests and it looks really good.)
as for the lighting there's not a lot I can do about the reflections, due to my current room setup but I'll try recording at an angle!
Wilson should spawn with a tainter shainter
Things About To Are Change...
The skill tree is a neat concept. The fact that it is used to upgrade the torch is just sad and anticlimactic.
I know it’s been a bit from when you transferred to 3d but it’s really nice
Great video. I am really curious if the skill three will get on another characters. But I will be 100% up for it.
I think he really wants us to watch his half life video
I'm a fan of the rework but some kind of checklist for what bosses you have defeated or things you had achieved as each character would be cool, awarding skill tree points for each 'achievement' wouldn't also be pretty cool, but it would probably ruin the replayability of don't starve as people would just complete all the achievements and stop playing.
the checklist will probably be something that will be included in the scrapbook they announced in their recent rhymes with play stream
"Obscure pickaxe item" C'mom, every begginer makes one when they discover the pseudo-science station, only tryharders will spend all their thulecite with crowns.
I feel the focus tree would be fine if it was per world
hope Woodie gets one next
i think he wants us to see his halflife video
Don’t dead open inside
nani
@@FreddoFilms ur thumbnail hah
Well you were right, good job.
If you started this video as introducing yourself as Chris from grinding your games you might have crossed the streams and exploded the fabric of this reality. You sound Like you could do a perfect impression of him if you wanted.
7:15 Is that a clip from Seththentach's review of BloonsTD6?
Am I the only one who uses lucky red lanterns over regular ones? They have such a long life, even though the radius is shit
Red lanterns? What red lanterns
I don't get this "it will be on every character" skill tree thing.
Who said it?
Klei is on their first time to add thousand of things to just then ditch and abandon them. Or just create other thousand of mechanics, designs, ecc... and go on to the next.
Also, please god, no. If this abonimation of the skill tree would go on, it would be an apocalypse on the dst community and game itself.
Let this rushed atrocity on Wilson alone.
I really wonder how you think about the skill trees now? I bet it's much more positive than this comment was
this boss is a joke. i fricking hate bosses with health regen, i don’t understand why they can’t just make a boss without some annoying mechanic. i mean why adding this health regen, to make people use healing less? to make everyone try to kill it as fast as possible? klei don’t seem to comprehend that different people have different playstyles. some like to dodge, some like to tank, some like to do it quick, some need time to retreat and heal. that’s why i love CC - no bs and healing, just a fair boss fight for everyone
Freddo watches Sseth Tzentach
If by any chance they ended up giving everyone their distinct skill tree, I hope Wendy's boss is Celestial Champion, for no reason other than she calling the third phase beautiful
actually a good point, I never considered if every character would need to kill AF or if each char would have their own boss
I doubt they will give everyone their own skill tree especially since most of the characters got tons of changes pretty recently
They might have the skill tree come back in some form for another character but I doubt the whole cast will have one
I really hope all the characters DON’T get too skill tree. They just spent the last 3+ years reworking them. They need to just focus on content and QOL stuff now.
Winona could use one imo
Reading these comments from when skill trees just became a thing is pretty interesting
Now everyone is excited for a new skill tree coming to a character but so many people here are terrified from more skill trees
freddo films fursuit reveal
This guy reminds me of the guy from the videos on the war on drugs 😅
he was right :)
OK, Jeez, I'll watch the half life video! Say what you want about Freddo, but his methods work.
I like your jacket. It suits you.
guys I think I might check out the half life video now
The daywalker is referred to as an NPC in the changelog, I think after being defeated it will become an NPC like Pearll
I don’t think he wants us to watch his half life 2 video
I'm new to this channel but isn't his avatar literally just code bullet lite? idk who was first
Something tells me I should watch his Half-Life video
Bigger then the release of DST?
I mean if they keep the skill tree JUST for wilson, then it might be a good idea... But still either way you slice it any skill tree will either make or break some characters (I.e Wolfgang having more damage) but characters like Willow might make them more fu-... WILLOW YOU BURNT DOWN THE BASE AGAIN
it all depends what they actually give as extra abilities. hopefully they limit the amount of things like 'more damage' because they aren't very exciting and a bit brain-dead
The funny thing is willow's skill tree made her lighter worse than a torch for burning the base down plus it's not that hard to make a torch
Eyyyyy pizza tower ost!!!
I think the time in between videos Freddo dies and has to find a touchstone
I swear blue and red gems are NOT the same rarity - I have a server where I play with friends and we have like 20 blue gems and 0 red ones it's killing me dude, I play Wanda I NEED the purple gems!
you probably have more blue gems because blue hounds (winter and spring) drop them. once it gets to summer/autumn you'll have loads from the red hounds
@@FreddoFilms The thing is we are currently on like the 3rd autumn. The red hounds just _refuse_ to drop any red gems!
@@VVen0m luck issue, just build a Varg Farm™
Do you have to make a new world to have the new boss ? 😊
don't believe so no, almost all new content for this game is retrofitted to old worlds
Can anyone tell me what game that absolutely insane skill tree was from?
path of exile I believe
Yes
Ok but why do you have long pig in your fridge.
does this mean you can now deconstruct gems?
The main thing I learned from this video is that you pronounce 'negligible' wrong. I cry
... oops
god i want him so bad
hes unlocked from the start wdym
I think he means he wants you to upload
I feel like the skilltree should be a bit faster to unlock later on, and unlocked in more interesting ways. Along with the passive inspiration, they should give you some every time you kill a boss to incentivise new players to have their go at raid bosses. Also a wx skilltree where he gets more circuit slots would be very cool.
Bit weird how little views this video is getting for a channel with 20k subscribers
it's unlisted... I have no idea how you got here tbh
No use for us mobile players i dont know when was the last updatr
Wow that Segway to the sponsor was straight up awful
I pride myself 😌
uhhh unlisted
how the fuck did you find this?
edit: NVM
I dunno, should I watch the Half-Life video...?
HI! I'm not going to watch the Half-Life video! ;)
Ga buga
this skill tree is horrible for wilson... klei maybe should consider making a caveman character and put this skill tree on it goddamn it
Play rainworld