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Hope the game add more needs or desires, something fundamental


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Hope the game adds more needs or desires apart from health, hunger, sanity,temperature and wetness so we are motivated to kill new bosses and collect new loots. The current world has already had everything we need. In order to enrich the playing styles, it's time to add something fundamentally new. Maybe the new needs or desires can only be triggered when reach day 100, 200, 500 and upwards, so that there will be constant challenges and thrills for a longer game play. Something both challenge and rewarding, not something trivial and annoying like disease and wildfire. Enlightening is interesting, but it's hardly anything new, just sanity reversed.

Some suggestions:

  • Maybe characters are aging and get weaker after a 1000 days, which requires a long and difficult quests to gather rare resources and fighting rare bosses to regain youth and get stronger. (Life cycle) 
  • or the world is facing a total destruction every 500 days or so, so the player needs to do a series of quests to save the world every now and then. (World cycle)
  • New knowledge, consume huge amount of different rare materials to unlock tier 2 crafting of existing items (e.g armor and weapons has a 10% bonus), so you are actually encouraged to collect more resources than you needed before. It should be hard and grinding, and takes forever.
  • New skills, fighting certain bosses for more than 20 times, will trigger a legendary quest for hunting the enhanced version of this boss, gather enough loots to get certain skills, such as 5 secs of delayed freezing from enough loots from hidden mutated deerclops, and 5 secs of fire immunity from hidden mutated dragonfly, 10% slower hunger decrease from hidden mutated bearger, etc.

The game is interesting in its first a few hundred of days, once you have all the necessities, what left to do is just base building. Hope those suggestions can add more in to do list after thousands of days of playing.

 

 

12 minutes ago, Zeklo said:

I like the thought but these suggestions sound really grindy. It would add playtime, but it's a very artificial and not super involved way of doing it.

Maybe better rewards with different mechanisms to justify the efforts. My main point is that there should be progressive goals to do and constant challenges in this game after hundreds or thousands of days. I think challenge is what makes it interesting.

This concept is good, but these suggestions sound wwwaayyyyy too RPG-like.

And your Knowledge suggestion reminds me of the original prototyping mechanic they had in DS.
You'd get Knowledge points by examining objects around you, and once you had enough, you could spend them to craft something new.
This was removed fairly early on, if I'm correct.

Things like disease are a good investment, it adds challenge, and makes sense in a survival setting. 

I'm still hoping for rats to show up. They're the oldest when it comes to DS, they've had concepts since before Wilson himself.
I always figured they'd show up and ransack the place, and then leave. Wouldn't be hard to take care of, either, make some spray or hit them away.
(Yes, I know about the Carrat.)

If would be great if the world evolves (tides fade, new islands or caves show up, volcano erupts, new lands form, new discoveries), or aporkalypse awaits after reach certain points like in Hamlet. In a game called Dead in Vinland, apart from surviving, defeating the villain, there is also a quest for saving the island. I would love to save the world if they add such mechanisms.

honestly, i'd sort of like a consequence to not sleeping for multiple days in a row -- since, in real life, sleep deprivation leads to... well, a lot of things happening. tempers become frayed, that sort of stuff.

however, i really don't want an age stat to be in-game. it seems a bit, eh... grindy, for lack of a better term.

51 minutes ago, Mencken said:

Lots of good ideas, I was interested in an “intelligent” mob with a leader that would plan a raid on a base or try and ambush you.   Monster behavior is a little predictable.

This idea is absolutely worth considering. I feel like Krampus could fill that role.

2 hours ago, WkingDisaster said:

If would be great if the world evolves (tides fade, new islands or caves show up, volcano erupts, new lands form, new discoveries), or aporkalypse awaits after reach certain points like in Hamlet.

This was something I was hoping the Lunar Island would have. Like, have the island literally "fall" from the moon "real time".

So it wouldn't exist until further in the year.  

This sounds like the kind of thing that would make a great mod and a terrible official addition. I'm not against the general concept of new mechanics that only show up after hundreds of days (the existing mechanic for forest petrification is a decent example of that sort of thing done right, although as far as I know it's the only one that fires on its own and its effects are quite minor), but I don't think they should be things that punish players for surviving that long or introduce completely out-of-genre mechanical elements like RPG-style quests. (And fetchquests are probably the very most RPG type of quest you can have, doubly so if they require you to collect several copies of items that rarely drop to begin with.) Like, I think more people would deliberately reroll their characters with the Celestial Portal once they reach the point where the new demands kick in than enjoy having to start consuming more resources just to maintain equilibrium; likewise many people would probably reset their servers or fail the quests on purpose and let the world reroll itself, rather than do a difficult quest they don't enjoy to save it.

I think Klei already tried implementing quests on a smaller scale much earlier, during the development of singleplayer DS, but they decided they didn't like limiting players' ability to set their own goals by imposing that kind of external direction. Also probably the closest thing currently in-game to grindy, mandatory quests is dealing with the antlion in summer, which a lot of people already dislike because it forces them to put down whatever they were working on before and hike over to the desert for either several days of fishing or a boss fight.

However, this is why we have mods! If you want to shake up the very foundations of gameplay, ratchet up the difficulty, or change the genre, mods allow you to have that without imposing it on the entire current and future playerbase! The Steam Workshop has tons of mods that do that, although more towards the "increase the difficulty" than "add structured progression" end of things.

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