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Would you like more interactions in the nature of dst?


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What do I mean by that? Basically something simmilar to the webbed mushtrees in the caves. 

Nature feeling more… like nature. For example a fungal parasite spiders in the caves after you defeat Toadstool. Or random shipwrecks that are a spawner for a new sea-based mob. 2 creatures that are living in a symbiotic relationship. Boulders covered with moss. Mushrooms growing out of dead trees like in Gorge. Icebergs that arrive in the winter with frozen creatures in them.

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Yeah, new interactions would be pretty cool actually, it makes the place more unique and with more variety. However, Don't Starve Together is still updating so we can just wait until Return of Them fully releases, which will probably take like one year (like in A New Reign, if nothing bad happens).

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13 minutes ago, Mooagain said:

What I really want is mobs to interact with other mobs and not just the player. That would make things feel a lot more natural and welcoming.

Squids and Gnarwails do this really well (among others).

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As interesting as those types of details are for most gamers they go unnoticed, making them a low-impact / high-work load addition to games.  Ultima Online had a pretty complex ecosystem built out when they first released and it was taken out because it was completely lost to players.

Some things I think could be nice though - Make it so the Merm King actually replaces the Pig King.  Maybe even create a Bunny King option too.  Each king could have slightly different rewards, where the pig king gives gold and the merm king gives foods the bunny king might toss out something else.  Have a quest the players would undertake to overthrow and instate their new king.  Then you can give global aggro / ignore based on the king, so pigs are hostile to everyone if their king is dispossessed, merms would become neutral / work for everyone if their king was on the throne, and maybe bunnys will forgive carrying meat if they rule the world.

Along with this I wouldn't mind seeing more pet systems - a way to actually domesticate more than just beefalos, and not just as mounts or minions but even just so they behave a certain way that is more useful.  Such as a domesticated catcoon could continue to kill butterflies but wouldn't burry them, or would give to you everything it burried if you gave it a present.

This could include systems that effectively give hard mechanics for relocating mobs like goats, beefs, rock lobsters, and such.

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I always thought that something like the random events of Fallout 3 / Fallout new vegas could do well here.

I mean little "WTF" moments when you are out exploring that happen over time, very rarely, and you get like one every 100 days, and not just after world generation.

EG: 

  • Finding a random party of pigs and merms being friendly sharing food with eachother and saying that they are finally about to achieve peace, and what an important moment this is for all of them for a few seconds, but all of this happens right before full moon hits.
  • Seeing a lone happy merm on a raft in the middle of the ocean, just fishing, hugging the fish he catches and then returning the fish to the water (everything is just an animation, not really doing or getting anything useful). He probably waves at you if you pass by, regardless of the character you are playing as.
  • A group of 3 or 4 bunnymen exploring the surface, planting carrots (like Wormwood does) and if you walk close to them without meat, they gift you carrot seeds and keep on their way.
  • The beefalo suited guy from the trade in randomly walking among a beefalo herd, making some odd comments about in game clothing when you walk by. He is immortal like pig king and can't be aggroed by anything.

They all dissapear from the world after a day or 2.

There could also be more meaningful events, perhaps related to your actions, like if after a certain day count you traded for X amount of things with pig king, any pigs within a radius of him evolves to a more "Hamlet" version where they start having hats, and do different works like chopping trees or actually planting new grass tufts and new berry bushes near their houses.



 

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Corpses don't disappear into nothingness anymore. You have to gut/harvest the bodies to get the drops. Predatory animals like hounds could attack the bodies to serve the same purposes as harvesting them.

If you let the body sit there for like a day or something, it becomes rotting (with half of the drops gone and the foodstuffs stale), and after like 10 more days, it becomes a skeleton. (It's an idea I JUST came up with on the fly, so it's not polished)

Here's the fun part:
When running about, you can come across a random, rotting corpse or skeleton. Could be of any mob that's in or around that area and/or mobs that roam everywhere.

 

Imagine this.

During the winter night, you're running around with a lantern. It's the second year, but you're still anticipating Deerclops, only to come across it's dead skeleton, picked clean of resources. It implies that something bigger got to it, and I love that.

 

Oh, and having skeletons about would save players the hassle of "farming" bone shards.

 

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1 hour ago, ShadowDuelist said:

Seeing a lone happy merm on a raft in the middle of the ocean, just fishing, hugging the fish he catches and then returning the fish to the water (everything is just an animation, not really doing or getting anything useful). He probably waves at you if you pass by, regardless of the character you are playing as.

god this would be so wholesome

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11 hours ago, ShadowDuelist said:

Seeing a lone happy merm on a raft in the middle of the ocean, just fishing, hugging the fish he catches and then returning the fish to the water (everything is just an animation, not really doing or getting anything useful). He probably waves at you if you pass by, regardless of the character you are playing as.

That'd be cute yes.

But it'd fit more into the dst style if istead we found a skeletal remains of a merm/pig floating on some poorly made raft

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12 hours ago, ShadowDuelist said:

Finding a random party of pigs and merms being friendly sharing food with eachother and saying that they are finally about to achieve peace, and what an important moment this is for all of them for a few seconds, but all of this happens right before full moon hits.

A winterfeast miracle.:wilson_sneaky:

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Oh gosh... I hate self-promoting but dude, you're going to be pleased from what I'm working on. :wilson_blush:

Having to step out of the base to see what's going on and evolving outside is the kind of stuff I expect to see in the game, I couldn't wait more, sorry :mad:

Spoiler

flora_ginko.thumb.gif.dac393c383c74068bd332358b119bc8c.gif

 

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I want to see DST in 5 years. There is so many good ideas readable on this forum, that it's impossible to not see some of them in the game. One day MAYBE.

I would like to complete the iceberg one. They could come from a frozen land, temporary, in winter only. We would have to follow the iceberg path to find it.

And seeing some mobs doing specific things is a must have. We already have a pig turning upset if we steal his vegetables during the day, right ? So why not seeing him working on his garden. Maybe reacting if we steal during the night: He'll put some traps or any defenses the next day. He could buy a dog...  

Theres many things which make me laugh as I'm writing, even things like seeing a pig taking a flower, smell it and being happy, dancing. With his old hat, old beard and his old doggo, defending his 9 carrots agains players. I like the idea of one time/thing, rare, but I think some evolutions would be nice too. This pig could turn crazy if we steal more than once, or sad, he will depress, givin up his garden, or we could help him by some ways, or let him be. We could see different stages depending how we interact with him. 

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4 hours ago, Ardcrumb said:

Imagine sailing in the ocean and seeing a MASSIVE shape in the ocean, like roc big and when you get closer you hear a sound underneath you boat 

I've always wanted an ocean bossfight (originally for shipwrecked) that zoomed out your camera, like the volcano, to fight some monstrously sized beasty.

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5 hours ago, Voidbarker said:

seems a bit too gory for DST imho.

then again, the original trailer for wilson has him slicing open his hand, so i have no idea how this will pan out. in-game, though, gore seems to be mostly avoided??

I dont mean corpses as in bodily extremities, just the body of the animal still visible upon death, in the same pose as the end of it's dying animation.

The rotting and skeleton aspects are already present in other parts of DST, so that isn't a problem.

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Make mobs evolve as the days go on. I would like it if they scale with the days so that hound waves actually get more terrifying and not like a nuisance you have to prepare for. Make it so that even when you're day 1000 with every resource available, you still have to watch out. You're not almighty or OP since the mobs are getting stronger too. Soon you have to rely on more rare weapons to fight them. Now that I typed it out, this idea seems dumb.

Okay so onto evolutions.

Beefalo now tend to wander far away from savannah. Every time they make a baby and the baby grows up, it will leave and create a herd. Herds now migrate depending on the season. Autumn: Savannah. Winter: Forests to escape the cold. Spring: Grasslands because yummy grass. Summer: Deciduous? Idk yet. They start migrating depending on how close the next season's biome is. If forest is next to savannah in autumn, then they will migrate in the last 3 days or something. If it's far away the earliest they'll migrate is halfway through the season. So you might stumble onto a herd of beefalo in your travels.

Pigs learn the more days pass by. Remember when they're cold and mean towards you? Maybe 50 days or so they will start to socialise with others. You see pigs talking to each other or doing a dancing emote. Every new moon the pigs celebrate the death of their enemy (moon, it looks like it's gone on the new moon) by dancing near Pig King in the night and having fun. Pig King now has pig torches nearby. There will be a pig or two guarding the torches. They won't attack you unless you are holding a weapon.

Objects become webbed versions of themselves if the spider web on the ground covers it. Interacting with the object will attract spiders. Anything the same size or smaller than a spider now gets trapped in the web (birds, rabbits, bugs etc). You can choose to "free" the mob and thus put it in your inventory but keep in mind that as soon as the mob gets stuck, spiders will come out. Indirect buff to Webber. Forests will never feel the same again!

Spiders or merms learn to use the tentacles in swamp to kill each other. For example, a spider den next to a tentacle will be allied with it. So if you smack the tentacle spiders will come out. At dusk spiders and tentacles will fight other enemy tentacles and merms. This can also happen to merms if their houses are closer to a tentacle than a spider den. Basically, tentacles become guards for a mermhouse or spider den and thus it gets protection from merms or spiders.

Merms are territorial and now have reed farms. They also socialise with each other like pigs and Wurt can talk to them. Talking will increase Wurt's sanity because she's talking to her people. When she finishes creating the Merm King merms and pigs will now launch raids at each other. It's like hound attacks except more random. A squadron of 3-4 merms will travel to the Pig King and attempt to assassinate him. Same goes for pigs. If Wurt manages to kill all the pig guards and pigs in the village, the Pig King will be surrounded by merms and die. They will return back to Merm King. After that pigs get angry and depressed. They won't trade with humans anymore, won't dance or socialise and their detection range for monster characters are doubled. In exchange merms now are happier and will celebrate full moon as the demise of the pigs. They will function kinda like pigs before Pig King Death.

In PvP, if a Wurt made a Merm King, human characters have a choice to follow 3-4 pigs to kill the Merm King. If they succeed in killing all the merms and Merm King, pig territory will now be bigger. Pigs now are more confident since their rival's King is dead. They will now send small groups to beefalo to grab wool and poop, to a forest to chop 4-5 big trees and regularly send 5-6 pigs to kill merms in Swamp. They now learnt to plant pinecones, will use wood to set up crude shops.(maybe a logs stacking up together?) Various Pig NPCs will spawn and start selling items in exhange for food. Kinda like a crockpot, they will request for food with a meat value of 2, etc. That means you have to give them 2 meats in exchange for an item. Pigs also now hunt but in an area around their village. If suspicious dirt piles spawn, a nearby pig will be dispatched to track it. He will then come home after tracking the beast and bring 5-6 pigs with him to kill it. This mechanic is also the same with Wurt and her merms if she manages to kill the Pig King.

That's all for now. I will send more ideas if I can think of them. Thanks to @Szczuku, @GetNerfedOn, @Shosuko, @ShadowDuelist and @Moonatik for giving me ideas!

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On 11/22/2019 at 12:05 AM, Ardcrumb said:

Imagine sailing in the ocean and seeing a MASSIVE shape in the ocean, like roc big and when you get closer you hear a sound underneath you boat 

 

On 11/22/2019 at 4:33 AM, Zeklo said:

I've always wanted an ocean bossfight (originally for shipwrecked) that zoomed out your camera, like the volcano, to fight some monstrously sized beasty.

As far as i see, there are still "OCEAN_SILHOUETTE" strings in the character speech files which denote a large, aggressive creature. Let's hope it gets implemented.

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