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Comprehensive Player QoL Wishlist


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Wormwood Blooming Item: Item that makes it so that Wormwood can be at Stage 3 blooming at any time. 

Nametag: An item that can be given to a pet so that it can get a name of your choosing.

Pet Den(or something): An item that can let you take your pet and keep it in your base. If you click on it, it will let the pet roam free within an area. And can play with other pets. Can hold several pets. If you want to get your pet back you can just go to the item and click on it again.

Koalefant: Able to mount them. 

Empty Bottle idea: Walter's quote cave me an idea. Maybe give the player the ability to place fireflies, Mosquitos, Bees, Killer Bees and Grumble Bees inside. Can choose to throw it to give light(fireflies) or use it as a weapon(the others) which would release the bugs, but would also destroy the bottle. Can also choose to place the bottle on the ground to give light(fireflies).

On 7/16/2020 at 10:31 PM, ButterStuffed said:

1. Change Wormwoods compost wrap to heal 60 health over time in a similar way to jellybeans.

2. Additional ways to speed up beefalo domestication.

3. Reduce cost of nightmare armor to 2 papyrus instead of 3

4. Farms just need something to make them better.. They are just not worth the effort.

5. Beefalo should not fall asleep while being fed. It is unbelievably annoying having to constantly mount and dismount to wake them up to heal during a fight at night.

6. Reduce cost of bat bat or increase bat wing drop rate. It’s a great item just not worth grinding bat wings for.

That’s what I can think of so far.

I like that. The bat bat is never used, its just to expensive at the moment.

The whole point of QoF update was Wilson`s beard. There is still many beards left, so yeah, go Klei, draw some beards. 

It also will be nice to see the ability to change starting item skin. There are many starting items that can be changed. Wigfirds helm and spear, Willows Teddy bear and Lighter, Wendys Abigail flower and etc

Maybe some updates on mobs, like adding hounds howl sound? 

Oh better yet, what about new character background and profile pic? RoT themed! Sounds cool and neat.

Now for real. I really want to see reworked "putboxes" or whatever that thing called. You maybe know about the fact, that you cannot build walls on the edge of a ground, so popular solution to that problem is using sculptures instead. I was making some testings with console. In result there is no problems with walls on the edge of a ground, not physically nor visual. it works just fine

Problem with buiding walls on the edge

image.png

Then I use console to spawn walls right on the same place where I cant build themimage.thumb.png.051ae85f034e69a6c9c61b1f9192e899.png

*Reposting my thoughts from another tread.

Make flingo recognize Wormwood as a plant. Let it fling some, if he happens to be within range and is overheating in the summer.

Also, maybe berry bushes, saplings and grass tufts could slowly spawn in the world? Preferably if a vast number of them are gone and them not being renewable.

A Maxwell forager minion.

Making turf sometimes renewable by digging mole burrows in the area.

Maybe add things specifically for late-game (a boss or some new events etc), to spice things up?

Make catcoon dens renewable, not necessarily by crafting them but something to do with a catcoon using the yarn trinket? And admist that chaos a den is accidentally made.

On 7/16/2020 at 6:09 PM, Mike23Ua said:

People gonna hate this suggestion, But I can careless what people hate..

Lunar Island is an Island with its own Lunacy effect and is controlled by strange Moon Powers, Therefore it makes perfectly logical sense that Anytime GOOSE WOODIE Gets near the Island that he looses control of his Transformations and Drowns.

This would indefinitely Nerf the dumb new Meta Thing of “Oh Hey lets get Woodie to Rush Lunar Island and bring back all useful stuffs from there!” 

just like he can get close to the Island.. and even find it.. but he can’t get close enough to spawn there, grab all useful stuffs and leave back to main land due to the strange mystical powers forcing his Mutations.

Im fully prepared for the onslaught of confused reacts this is going to get.. but you all know I’m right.

Then I can finally have Walani cause she will finally have a purpose to you. ;) 

Basically this is like saying "having a character that solo rushes lunar is dumb, so let's nerf that character so that klei can add a different character with the purpose of solo rushing lunar."  It also just doesnt really make sense that a character who's transformations probably draw power from the "moon" would get worse the closer he is to the lunar island.

     On that topic, although it's not a qol change i think having lunar transformations for woodie that come into effect either when he nears the island or if he transforms on the island would be a cool idea for a later update.

(migrated)

here my suggestions:

1. Regarding chester: more chester-like pets would be nice. It's a bit meh having only one on the server for all players

2. Allow the suspicious marble pieces to have their own icon on the map. This simply makes sense.

3. Reeds need a bit of a rework. Either make them shovable, renewable or have a late-game recipe to craft them. Ik we got some extra on the lunar island but still they are simply way too fragile and specially for players that use them heavily is simply a pain and grind to take care of them when there is no way to replant them somewhere else. Ik that many players tend to ignore them unless they are Wicker or Maxwell and tbh it's a damn shame cuz they are probs one of the most underutilized items in the game due to the grind it is to gather them. Next point ties into this as well

4. Many people don't really bother making darts because you are bound to make one at the time and even as Winona is simply annoying to have to craft many items like darts, boards, rope, etc. That's why I think it would be useful to add bulk craft for x5 and x10 using the same time it takes too craft individually but with less clicks/key strokes. This would make crafting way more fun.

5. Make domestication permanent after reaching 100%. As it is rn, domestication is a pain and it would make so much sense and ,most importantly, so much fun to make the taming goal to be worth it by having your beefalo be tamed forever.

6. Make the furnace or other structure (preferably the furnace cuz makes sense. It's a furnace after all) a cooking/baking furnace for stacks of food. Cooking stacks of meat or berries is a pretty tedious task. If we could just make it work pretty much like a Fire Packim without restoring the durability of food that would be really amazing (I think making cooked food 100% durability would be OP)

7. Improve the lazy deserter's functionality by creating a shadow duplicate that allows to travel when playing alone. It should cost you 100% sanity and you can have only one active at the time.

8. Build up a leveling up for pets to gain more abilities or upgrade system to make them more useful instead of crying annoyances. This could tie up with suggestion 1

9. Add an item to make goats follow you. Like a bait kinda thing for moving goats around. 

10. Pls add Ancient Guardian Statue to the Sculpt Tab pls

I have been asked to repost this here

I wish for a large animal taming update

Spoiler

- Tamed beasts should never undomesticate unless players hit it with sharp tag weapons.


- Add some measure of feedback for obedience, health, process, hunger. A widget or something? We need to see them.


- Allow being able to mount beasts in aggro. Nothing worse than seeing all your hard work die to frogs.


- Beefs should not attempt to return to savana before it has reverted to full 0% domestication.


- Unmounted beasts with a saddle on should still inherit the saddle damage bonus when they attack on their own.


- Fix scaled riders making the beast visually bigger (i.e mighty wolf).


- Tamed beasts should never poop. The reason is it's a dangerous wild fire target in summer and also the fly noise is really annoying.


- Tamed beasts should be able to enter the caves. Perhaps give them a special buckle timer because they're more scared down there.


- Tamed beasts should have a ownership system. It's silly the way anyone can steal them and you can't do anything about it.


- Mounted beasts should leave a server with their owner. This is needed so beasts don't get killed by mobs when you aren't on. 


- Other players should be unable to harm tamed beasts, even with indirect ways such as gunpowder.


- Change salt lick to "nitre lick".

 

- Add a greater building called "salt lick" which is better in every perk but obviously costs salt.

 

- Make all licks repairable in real time with nitre or salt respectively and right click.

 

- Make straw bedrolls feed beasts 150 hunger.


- Tail-o-Whip hits should make tamed beasts follow and run to you (like allied pigs) for a while.


- Buff tamed pudgy sanity aura to +25/min.


- Add a craftable beast-only healing item with no perish time. Dragon pies are a chore and blue mushrooms aren't always available.


- Add a few new saddles (shadow and moon saddles?).


- Add a second equipment slot on beasts (kinda like the fishing rod widget).


- Add various gears with defensive buffs for the new slot (horseshoes from gorge, a transport container, a battle head piece, etc.).


- Add a "mutated" tendency for beefalos. 2000 health, x1.3 size, x0.5 attack speed. Teal colored fur and many more sets of eyes.

 

- Add some new mechanic to mutate beefs on the moon island (perhaps related to moon saddle?).


- Add Koalefants to domestication. Domesticated Koalefant grows very long horns.

Has longer attack range. Does 50 base damage instead of 34. x1.5 domestication process, x1.5 obedience loss, x0.5 hunger.

No tendencies. Other stats same as beef.

Summer Koalefant is a shelter. Winter Koalefant radiates small heat.

Brushing gives 75% manure, 25% phlegm

I know there's lots of new stuff in there, but having better rewards for taming is a quality of life in itself.

10 hours ago, Dragonboooorn said:I was making some testings with console. In result there is no problems with walls on the edge of a ground, not physically nor visual. it works just fine

Problem with buiding walls on the edge

image.png

Then I use console to spawn walls right on the same place where I cant build themimage.thumb.png.051ae85f034e69a6c9c61b1f9192e899.png

*Reposting my thoughts from another tread.


I think the reason that you can’t place things at the edge of the land like that is what would stop a troll player from waiting until you went on a boating trip and then while you were away blocked off an entire island so you couldn’t get off your boat back onto land again? Plus it allows Hound waves to still reach and attack you 

One mechanic that I would love to have in game is the ability to make more plants (saplings, grass tufts and normal and juicy berry bushes). Like, we have stone fruits, that give us 3% per harvest to obtain a new bush, so having 3% of receveing new plant would be GREAT.

Also grass gekkos should drop tufts upon death.

There's a lot I could ask for, but all I really want to ask for is:

The unused torch/fire starter animations and the missing equip/unequip animations from DS to be brought over to DST. I get techy in the spoiler.

Spoiler

In DS there's directional animations for equipping items, however they're missing in DST and the character snaps forward to play the animation, here's a gif of it in DS.
I'd love for these (Along with the hat ones) to be brought over, and for them to also consider putting in place the fire starter animations, currently in game when you light something on fire with a torch you reach out and rub the item with your hand, however there are animations for holding the torch up to it instead, which are unused.

Willowholstertest.gif.16c65009d905113737d5b22d66bb9daa.gif

18 hours ago, Nogard78 said:

One mechanic that I would love to have in game is the ability to make more plants (saplings, grass tufts and normal and juicy berry bushes). Like, we have stone fruits, that give us 3% per harvest to obtain a new bush, so having 3% of receveing new plant would be GREAT.

Also grass gekkos should drop tufts upon death.

I really really like both of these ideas! i was thinking of a traveling NPC akin to the crabby hermit that could come every spring or something and trade plantables like bushes, tufts, saplings and even plantable reeds. i think seasonal points of interest like this would make the map feel more alive. Alternatively plantables could be added to the Merm King loot table i would really like that as well. 

It was already said, but i will say once more to show that there in fact is demand. I would like to see increased durability of Lazy Forager. Making it be able to be fueled would probably be overkill and dumb-ing down, but at least doubling the current uses, ideally tripling or quadrupling would make the trips to pseduoscience station worth.

 

225 uses now on paper looks like its a lot... maybe for a early game. After few years, when the base needs grows, you tend to have to pick more, than just 5 stacks worth of items.

Just look at the boards; they tend to be one of the most farmed item, it is used for chests, roads, most other basic stuff and recently boat equipment. Cutting down and digging up a full chest of pine cones (360 trees) will yield 1440 logs alone, not to mention 720 pinecones. Picking just logs currently would require to use 7 (seven) medalions! And for some time you need to repeat the proces like every season to keep up with megabase needs.

Another example would be minerals from petrified forests, you also tend to bring tens of stacks of minerals after mining down whole biomes of petrified forest

On 7/17/2020 at 12:10 PM, Szczuku said:

Well that's the whole idea. That's why Winona has a perk that lets her craft stuff faster. Although I agree that it'd be nice if we could just select 'craft 9 boards' and the character would do that without us having to spam click 'craft'

Well, it seems to me that her ability can be saved even for this. For example, 9 boards = 9 seconds for other character, 9 boards = 4.5 seconds for Winona, this saves her the same advantage and gives the ability not to spam click "craft".

I still have a couple of small suggestions:
- When a character wears these clothes (Hibearnation Vest), they have the ability to sleep. I think it would be logical. The effect would be the same as that of a sleeping bag;
- Increase the time for the Ice cube:
That being said, it can be replenished with Ice, adding each time additional 0.4 days of durability. (0.4 -> 0.6/0.7 (?))

Even if he doesn't appear to be that unpopular, after trying him for days I still can't convince myself that Walter is actually an useful character.

  • Change his "Odds of Survival" from "Slim" to "Grim": Low stats & being punished extra for mistakes (Taking damage punishes you with insanity; Falling off Woby stuns you for short, giving enemies enough time to land some extra hits on you) doesn't fit to an easy to play character.
  • His max sanity might be adjusted a bit: I never felt like it was useful to get back to 200 sanity after a fight because loosing sanity as Walter is pretty easy, and due to his fearless he doesn't suffer from having low sanity if his health is full. The only reason why I would want to get back to 200 sanity would be to get rid of the insanity effects.
    • Tuning his sanity down to 120, reducing the insanity from damage taken from 200% to 100% and increasing his insanity over time while low on health could make him more suitable for whoever enjoys close combat and punish players harder for not restoring their health in time.
  • Pebbles are too weak to be useful, increasing their damage from 17 (Whirly Fan damage) to 27.2 (Axe damage) might make them more useful
    • Gold Rounds are literally free right now: You can use a Gold Nugget to craft 10 Gold Rounds, two Gold Rounds can be used to kill two birds, dropping an average amount of one morsel, which can be traded for a Gold Nugget at Pig King.
      => 1x Gold Nugget for 8x Gold Rounds and 1x Gold Nugget, or in other words: 8x Gold Rounds for free!
      Pebbles on the other hand need to be farmed the natural way by farming or gathering rocks, and they are only half as effective as Gold Rounds, being only "useful" until you get your first Gold Rounds.
    • My goal here isn't to "make him too OP", I just want to give players more options about on what kind of ammo they want to rely on. Only Gold Rounds are easily renewable and deal a moderate amount of damage, other kinds of ammo are either too weak or not that easily renewable.
  • Give his Pinetree Pioneer Hat a real use. It's a Straw Hat which gives Walter the imagination to reduce taken damage by 50% (Yet you still take the full damage), making it only useful for your first 10 days or if you are relying on Log Suits for tanking enemies (In that case: Walter isn't made to tank) or to reduce the high sanity drain in case of if you for some reason have high sanity but low health (Again unlikely to happen, unless you refresh sanity before health).

Beefalo should be able to chew grass making them appear as already plucked.

There are a ton of small details like this- Rabbit getting into Garden and eating planted crops, Squirrels stealing tree seeds and running off with them.

Things that simply bring the environment around you into feeling more life-like but at the exact same time adds an extra layer to actual gameplay.

A Wormwood player could no longer just plant seeds in the ground and come back a few days later to find full grown vegetable fields, because the player would’ve needed to watch the area for Rabbits & such.

When you cant find grass or twigs you struggle to make even a basic torch. 
 

I guess the TL:DR of everything I’m trying to say is that DST needs to be even more of an Uncompromising open sandbox survival crafting game.

Mob behavior upgrades is something I would expect between a game and its Sequel, and since DST is technically a sequel... that’s the kinda of QoL stuff I would love to see slowly updated over time.

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