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What's Your Wishlist For Next QoL?


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Title.

Let's keep our wishs quality of life styled wishs. And no, Wagstaff could not be considered as a QoL.

Here is mines

1) Skin Symmetry Fix
Some of DST skins (cool ones) have unsymmetric views like one-eyed glasses of Maxwell & Wilson, one eyed Wilson skin, default Wurt skin and most of gladdiator skins. They use same sprites for right and left views. Maybe it's a small detail for you but it's really annoying for me like how some of people freak out of moving head animations. If it could be fixed, I would be REALLY happy to see it fixed. Also @Fynd (he/she probably died) made a joke about it few years ago.

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2) Hat/Helmet Fix For Wurt
My little merm just looks ugly with hats and helmets. Show some love to her, please...

3) Walter Balancing
I believe Walter is just a little "weak". He could get few "update sparkles" to be better. Maybe his slingshot should be faster or he should have new ammos idk.

4) Item Information
Klei just should make item info mod offical, so we could use the most important game mod without having huge performance problems. They just could make it configurable, so people that prefer play without it could turn it off. That's it.

5) Protection From Griefers & Level System
I mentioned this one of my old reply. Players should have kind of level system that could to be shown as numbers or appelation (Like newbie, veteran, survivor etc.)
Players that had have so much griefer reports could have "Griefer" tag on his DST profile, so we could be more carefull about that players. None of player would accept that kind of reputation damage, so they will try to not griefing. (Also griefers are mostly kids that can't figure how game works, so preffer destroy games)
Surviving time, feedbacks from players or being on banned lists so much could change level.

That's all I have, would be happy to read yours.

6) Mob Spawner Building With Skins Have Special Mob Skins (edit)
I would be super happy to having victorian skinned merms from victorian skinned merm houses or winter themed merms from merm skinned houses, that would make every wurt totally unique in servers. This could be work for Pigmans and Bunnymans too! I mean now look at that!

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1- Global Pause

2- Permanent Full Moon Option added

3- Ability to choose if food & bed rest can heal the player or if only the healing tab items can. 
 

4- ability to adjust things such as players Max health, starting health, the rate at which hunger & sanity drain etc... (you can already do some of this in DS Mobile)

5- We got skins with clean sweep for Wormholes, now I want skins for Trees Birchnut<Palm Tree Make it happen Klei.

6- An ability to choose which skins we spawn into a world using for example: Willow can spawn with Ashley instead of Bernie.

Oh and last but certainly not least 7- Archipelago World Gen settings.

7 minutes ago, Mike23Ua said:

1- Global Pause

Maybe. Maybe vote to pause too?

8 minutes ago, Mike23Ua said:

2- Permanent Full Moon Option added

Why not.

8 minutes ago, Mike23Ua said:

4- ability to adjust things such as players Max health, starting health, the rate at which hunger & sanity drain etc... (you can already do some of this in DS Mobile)

Didn't like that. This would make servers really sh*tty. I mean you will have to check all character options or you could get a server with maxwell that have 200 health.

9 minutes ago, Mike23Ua said:

5- We got skins with clean sweep for Wormholes, now I want skins for Trees Birchnut<Palm Tree Make it happen Klei.

This is just seem like good for building. I think detailed tree decoration make much more sense.

10 minutes ago, Mike23Ua said:

6- An ability to choose which skins we spawn into a world using for example: Willow can spawn with Ashley instead of Bernie.

Yes.

11 minutes ago, Mike23Ua said:

7- Archipelago World Gen settings.

Why not.

one thing that i wish to have on a QoL update is the ability to change skins of objects with the mouse scroll while building.

I mean, when you are gonna place something, you can just scroll (with the mouse scroll) to change skins, instead of going to the tab, click on the object and change the skin there. This way you could see which skin matches your base easier and faster

Change the right clicking option from "burn" to "dismantle" when holding a torch and trying to dismantle the portable crock pot, portable grind mill and the portable seasoning station as Warly.

I've already burned it twice for this, as Warly only eats crock pot foods this is very frustrating.

From a console standpoint I would like the detail mod people use baked in(The one that lets you see stats of mobs, food, HP bars etc). I would also like to have a set piece slider for world generation to more, lots, little etc. 

But really I want them to add a “grid” toggle or a snap to grid feature. Building a symmetric base on console is a nightmare lol. 

-Glow Berry Mousse glows just like Glow Berries

-Sea Weeds drop Flower Petals

-An option to make the characters in the Item Collection appear in the realease order and not random

-Reduce cost and tier of the Clean Sweeper

-Being able to pre-select skins for starting items, like Abigail's flower

The only thing I want in the next QoL that I think would be realistic to possibly expect is the Clean Sweeper's recipe changing. It's a completely cosmetic item so it doesn't matter if it's easy to make, and for private servers it also probably won't matter because you can easily make it even if it doesn't drop from a totally normal tree.

But on public servers it's terrible. All the living trees are going to be chopped very quickly and all the dark petals picked (Not sure why), so you have to wait for someone to die, hope they don't disconnect immediately, hope they don't get revived immediately, and hope both they and everyone else on the server are cooperative enough to haunt a few flowers. And then you need to do that all again the next time you want a Clean Sweeper because every time you stop holding it someone will take it and either burn it or disconnect with it.

For something less realistic to expect, I'd love if Warly got 2x duration on all food effects, could combine chili flakes & garlic powder into a chef's specialty which is just both spice's effects, and had a reason to make the chef's pouch.

2 minutes ago, ShadowDuelist said:

Woodie’s hell

Woodies transformations would have to work differently under permanent full moon- maybe even have it tied to how many days has gone by instead of the moons phase.

Similar to how Klei had to make Pearl Nocturnal for Lights Out servers.

4 hours ago, Slagger said:

Players should have kind of level system that could to be shown as numbers or appelation (Like newbie, veteran, survivor etc.)

Please no. I can’t tell you how many times I saw forge/gorge servers with “level XX+ only” and would immediately tell the person to leave if they were even like 1-2 levels away from what it was mentioning. Plus, there would likely be ways to “cheese” level ups via idling. 

 

4 hours ago, Slagger said:

Players that had have so much griefer reports could have "Griefer" tag on his DST profile, so we could be more carefull about that players. None of player would accept that kind of reputation damage, so they will try to not griefing.

I’m not a fan of this, either. While I’ve never been a Griefer myself for fairly obvious reasons, I know friends that have and have regretted it years later. In addition, this could lead to people being banned from 1 server chain being banned from all of them, similar to an incident with how a client mod would immediately launch a vote kick based on a server ban list that had griefers from years prior.

 

4 hours ago, Slagger said:

Klei just should make item info mod offical, so we could use the most important game mod without having huge performance problems. They just could make it configurable, so people that prefer play without it could turn it off. That's it.

It’s a nice mod, but it spoils a lot of the experience that’s meant to be hidden, especially with mob HP. If you are fighting Deerclops with the mod and it drops to 200 HP but you have low stats, people will likely have far different responses then having low stats and still now knowing how close Deerclops is to death. In addition, even if Klei was behind it, the tweak will likely come with preformance issues as it needs to know the stats of every loaded item/mob in the players view, and that can cause a significant hindrance.

4 hours ago, Slagger said:

Some of DST skins (cool ones) have unsymmetric views like one-eyed glasses of Maxwell & Wilson, one eyed Wilson skin, default Wurt skin and most of gladdiator skins.

This is less of an issue with the skins, and more of how the game is programmed. There’s only 1 side sprite, and it’s flipped based on what direction you are looking at. It looks silly occasionally, but the only other option is doing double the effort that is only applicable in 3-4% of scenarios that involve characters/skins.

Everything else I’m okay/don’t have problems with, and I personally agree with them.

As for some QoL ideas I wish for:

1) More durability/a way to recharge to “station bound” weapons: A thulecite club has 200 uses, which sounds great on paper, but ugh in actual DST combat. The weapon breaks incredibly quickly, and every time you want another one you need to head back all the way down to the station again to craft another one, let alone the fact it’s cost is very expensive for what is basically ~10% better DPS then a dark sword in the absolute ideal scenario. If the weapon had a much higher durability (~375 uses, same as SW’s obsidian spear) or could be recharged with something like thulecite for 25-33% of its durability, I would probably think about using the weapon more often. The same applies to the glass cutter, but I find that a little less bothersome as the station is on the surface as opposed to the caves, and you can somewhat move it.

2) Seeds spoil into absolutely nothing when spoiled, and not rot: Very simple, but would be a greatly appreciated change. Seed spawn rates are lowered, but that doesn’t stop rot piles from slowly building up overtime on a long term world. Cookie crumbles already accomplish spoiling into nothing, so there’s very likely a way to retrofit the code to apply that function to seeds.

3) Beefalo stop losing domestication when fully tamed: The main thing holding me back from domesticating a beefalo is it essentially leeches my boards/nitre supplies as long as it’s alive, regardless of how often I actually will use it. Losing domestication while it’s being tamed is perfectly fine and makes sense, but it still doing that when fully tamed feels unfun, especially since a way you can currently counter this is logging out with a beefalo and a bell (alt account meta, woo!)

4) Drop the log cost of boards to 3 logs, and drop the board cost of chests to 2 boards: The wood grind is exceptionally boring, and incredibly relevant in the late game. If the board cost was dropped to 3, it would allow you to speedup farming boards for projects especially with how chests currently eat up 12 logs for 9 slots.

5) Drop the cost of moonrock walls from 12 moonrocks for 4 walls to 4 moonrocks for 4 walls: I’m legitimately impressed this is still a thing. Every other wall cost is usually 1 material for 1 wall (2 boards gives 8 wood walls, 1 thulecite gives 6 walls, 2 cut stone gives 6 stone walls). Moonrock walls are the massive exception, taking 3 times the usual cost to produce walls that are basically no different from stone/thulecite walls other then their look and HP. Considering how little PVP is talked about and how many hits they already take to smash with a hammer, I think it’s okay for their cost to be brought down to match other wall costs.

6) Add a golden hammer: A lot of people really want a golden pitchfork, but I desire having a 4X durability hammer. Hammers are important for dismantling builds and clearing ruins, and it annoys me that there’s no golden alternative to something that breaks as frequently as standard axes/pickaxes/shovels. It would definitely help a lot for repeated ruins clears, as one golden hammer can potentially break 100 broken clockworks compared to 25.

7) Adjust the stats of the ruins crafts: This one is a bit more difficult, and I can’t really justify making it as a QOL request. A few items at the station really just need some stat tweaks or recharge features to be fairly decent for lategame standards. Examples include the pick/axe, the houndius, the thulecite suit (RIP 540 durability thanks to armor tax tm), and the lazy forager. 
 

Overall, those are my main wishes for an update. I don’t know when Klei will do another one, but I’ll probably try to refer to these if they ask for ideas again. Just have to wait and see : P

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