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Simple things that could be added and help QoL


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Hi everyone, I've started playing DST again in my free time after 2 years and I can't say this enough, but now I remember why I've spent 2K hours+ in this game. It's just so nostalgic and enjoyable to play it again, but I think it can be BETTER, not by adding 200 new mobs and 10 different bosses to expand the game time, but by tweaking some minor things that can add up and be a little boring/annoying at times. First of all, let me explain that I'll try my best to make this post as clear and amusing as possible, so that you guys don't die of boredom. Second, fell free to give your suggestions and opinions aswell, just remember that what we are talking about are simple and minor things, not a complete rework of the Meta or the implementation of all the DS dlcs in DST. :wilson_vforvictory:

1º Topic : Mob Drops and Confusion

Undoubtedly, when you kill or harvest a mob, It gives you itens (entering obvious territory here), every item has it's own use, silk can be used to craft bug nets and even tents, hound's Tooth can be used as a trap or as a shirt, wool can be crafted into a lure or a carpet. Many of these items can be crafted into different things to help you in your game, however, pay attention when I say C R A F T E D, when you create an item, you know what you're doing, you can apply skins to it in order to make it different from the others or unique to yourself. BUT, there are some items that cannot be crafted, and still are obtainable through mob drops, examples are :
Tam o' Shanter, SpiderHat, Krampus Sack, Shadow Thurible, Bone Helm ETC. 
The problem is, most of these Items and all the other non-craftable drops, are indistinguishable from one another, yes, you can change the skin of a couple of these using the Clean Sweeper ( Tam o' Shanter and Krampus Sack), but most of the player population will not have spools enough to buy skins that sometimes they don't even know about. I'm far from saying that this is immoral or even P2W, what I'm saying is that, after playing with a couple of friends and randoms, not knowing which krampus sack is stacked with your itens, which spiderhat/shanter is the one that you were using before or even which thurible is full or not can get a little annoying at times. And can even result in death, since if you dont know the durability of the item or what is inside a krampus sack, you can make mistakes that sometimes will cost you a trip to the nearest touch stone, like picking up a KS that is full of meat next to Bunnyman, or a KS that doesnt has materials to build an armor, collecting a SH with 10% durability that you were expecting to be at least 50%.

But what am I trying to propose here ? Actually is as simple as this pictures suggest, I was about to edit the original Tam, when I found this awesome mod in the workshop, the whole "recipe" to change colors was not intended to be this "exotic" but I think you guys get the drift. Just a simple recolor of some items would be enough to distinguish "X" item from "Y", and dare I say it, maybe this will be a reason to farm again these non-craftable items, to completed a chest with every single recolor of said items ( I know I would try to do it, as a collector). 

We can also recolor simple frames like the chains on the Krampus Sack like these :

Spoiler

Krampus_Sack.png.0814ba2f77d9ba24646bb06b9cfbdf37.pngVERDE.png.b6fbbd18e1c2a742eea67b7a1baf31af.pngrosa.jpg.c1676603c92eb99c98afc94fe4df6bef.jpgazul.jpg.504abe5cf854f4c652944886b220ebf7.jpgvermelho.jpg.66df877e8fbf63ea451266a092ce2106.jpg


Give it a temporary skin in the Winter’s Feast event just like the Klaus Stash, that can be changed with the Sweeper.
Or even just changing the color of the whole sack (don’t take this out of context) if you still don’t know which one is yours.

Spoiler

Loot_Stash.png.762a99ed83452ce25a731b92085a37b9.png Just imagine carrying Klaus's Sack on your back :wilsoalmostangelic:

2º Topic : Too Many Items (not the mod)
At some point in your world, probably about day 600+ (depending on the players) you’ll notice that there’s just too much stuff laying around your base that you’ll never use, hound’s tooth, twigs, stings, spider glands, rot, and the list goes on. Even items that can be burned and turned into ash will sometimes fill whole chests and you’ll never find a use for it. Instead of throwing it into the ocean, making it disappear, feed the pigs with it or even use console commands. I thought about an idea, that does not take a lot of time to crate, and is as simple as it can get, a trash can, we can even go beyond an make a “Special lunar wormhole” or a “Vorpal Insane Blackhole” that automatically destroys every single item you throw inside, but one structure as simple as a trash bin will help A LOT in clearing our bases by deleting excessive items or converting it into ash or compost, if you’re really into farming.Once again I was about to open google image search and look for “cartoon trash bin”, when I had the idea to open the workshop and there it was, a mod that was literally the same thing as the text suggest. A trash can, no more, no less, just trash (or we could use the furnace to do destroy these items).

Other problems that are self-explanatory include :

-The placing structure system being broken at times when placing it near others.
-Attacking walls in the middle of the battle instead of attacking hostile mobs.
-Followers getting stuck in absolute everything (rocks,trees,icebergs,ponds, etc) and having more "artificial" than "inteligence".
-Not having a reliable source of fossils.
-Wes.

But these are all opinion based, after reading it all again, and editing before posting, this feels to me like a "mod merchandise", because most of these rants can be solved by downloading a mod in the workshop, BUT HEY! If quick drop was added, maybe there's a chance one of these will be too. Thanks for reading, and have a nice Day/Evening/Night. :D

 

 

On the subject of trash cans, some use a lureplant. Personally, I have a landfill barge where I put all my rot, teeth, stingers, flyers and adverts. Am planning to decorate it with the garbage clumps from Pearls island so it looks the part.

Structure placement could definitely use a QoL. I put my chests down right next to my crafting stations, and if one of the stations is destroyed I need to hammer multiple chests to put it back into it's original position. Ice boxes and crockpots have the same issue.

(Edit) I just realized, Klei have already put a sentient roomba in the game: the dust moth. So what I'd really like is this: domesticated dust moths. 'Give' the moth an item (eg. rot, stinger, hounds tooth, flyers, adverts) and it will wander a wide area around it's home, collecting every item of that type and bringing it back to it's home the way moleworms do.

This wouldn't take care of low durability items, but it would take care of all the other garbage, and we'd get another pet to keep Glommer, Chester and the Friendly Fruit Fly company.

1 hour ago, SecretPizzaMan said:

Can night lights have a use?

Night lights are an indefinite emergency light source that doesn't take an inventory slot. Also you can shoot them with an rstaff to fuel them, or make a sanity station.

1 hour ago, Cheggf said:

Night lights are an indefinite emergency light source that doesn't take an inventory slot. Also you can shoot them with an rstaff to fuel them, or make a sanity station.

All things that could be done by literally everything else.

Emergency light source that doesn't take a inventory slot? Well our scientists at Alchemy Engine™© found this thing called a campus fyre.

Sanity station? Just go die... and then haunt some flowers to turn them evil.

However I didn't know about fire staffs being able to fuel them, maybe I can find a use with that.

 

 

11 minutes ago, SecretPizzaMan said:

All things that could be done by literally everything else

So then they night light doesn't need any changes because anything it could be changed to can already be accomplished with other items and apparently multiple ways to do the same thing is pointless. It only turns on when it's night? Mushlights and moon altar are already permanent light so that isn't new. Spawns more shadows? Bone helm does it.

 

Just now, Cheggf said:

So then they night light doesn't need a rework because anything it could be changed to can already be accomplished with other items.

It requires two red gems and nightmare fuel. I'm asking for it to get new utility. What I have in mind is something of a combination of a lantern and the lights in adventure mode.

Just now, SecretPizzaMan said:

It requires two red gems and nightmare fuel. I'm asking for it to get new utility. What I have in mind is something of a combination of a lantern and the lights in adventure mode.

But mushlights, moon altar, and enlightened crown are already permanent light. Why would we need more ways to do to the same thing? It's useless, apparently.

36 minutes ago, Cheggf said:

But mushlights, moon altar, and enlightened crown are already permanent light. Why would we need more ways to do to the same thing? It's useless, apparently.

Because it is the same logic as when the community asks for new awesome random world variation only to ask to make every new resource relocatable in the same sentence so they can move it to their base and get bored of the new world variety because they have no reason to leave their base.

3 hours ago, Captain_Rage said:

Because it is the same logic as when the community asks for new awesome random world variation only to ask to make every new resource relocatable in the same sentence so they can move it to their base and get bored of the new world variety because they have no reason to leave their base.

FINALLY someone gets it… if you can just bring every resource back to your base, what’s the point in ever leaving the base?

Personally I think RWYS could’ve been better: Not every single crop type should be able to be grown anywhere, they should have had some that required growing the crop in a different biome, or temperature- In Real Life certain trees only grow in certain Climates.. it would’ve also made people actually have to leave base and go to other biomes more often.

But instead: It seems like Klei wants the majority of the games content to allow you to bring almost everything back to your base & grow bored of the game BECAUSE everything is at your base.

28 minutes ago, Mike23Ua said:

FINALLY someone gets it… if you can just bring every resource back to your base, what’s the point in ever leaving the base?

and where is the fun of going to a savanna to get grass? i guess you can enjoy the walk but isnt a walking simulator game but a crafting one

biomes should be interesting to be revisited like waterlogged, the grotto, ruins, oasis and df dessert or decidious not just grindy to make us waste time walking for minutes. If there were a risk i would understand it like how the swamp works but replanting basic resources is just a way to make the game less tedious when the only "fun" going into the savanna or the forest for grass and twiggs is having a hound wave or needing to burn a tree in winter...

edit: actually moving resources to your base adds new risk since these resources will be loaded instead of unloaded in their biomes

sure, having gekkos in a pen makes getting grass less "difficult" (i would say less grindy) but now you have to take care of them since frog rains, hound waves, wildfires, lureplants, etc will threat them. Meanwhile reeds are safe in their unloaded biome

but needing to go all the time to get grass, figs or what ever just kills a huge part of the fun of this game also makes useless some recipes (just see how useless figs dishes would be if you need to go to the ocean..). Building a nice base requires farming a lot of basic resources and sometimes (dpeending of the player) rare ones so, added to surviving the basic game, you need to add the overproduce of these materials. For a lot of  us the basic game has become something small even with world gen editting, sure is a hard game when you are new but when you learn you can get all need to survive a year in just few in game days so no, i dont think bringing materials to the base makes it boring or easier

edit2: and we shouldnt forget that most of the suggestions about making plants renewable or replantable isnt about getting materials easier but using them as part of the decorations since the sprites are so beutiful. If i can replant dessert turf is logical to wish to add a cactus to that turf to make it look nicer, right?

8 hours ago, SecretPizzaMan said:

Can night lights have a use?

I feel like night lights are a relic of the past, they were used as a counterpart for the campfires at the time, it couldn’t cook or provide cold/warmth. And we’re used as the wiki and update trailer intended as “a cheap way to navigate the ruins since NF is so abundant”. But at that time, any nightmare creature outside its fissure, would die when the nightmare cycle ended. Making the floor literally infested with NF. However now, they don’t drop NF when outside their fissure. So night lights have no practical use other than “keep you safe from Charlie for 2 min”.

IMO just reworking it to work better with the Bee Queen hat, making it automatically light up near the ruins when the nightmare cycle begins or even drawing aggro of nearby Sanity monsters would be a nice addition, or a bigger light radius if the devs don’t like the previous ideas.

5 minutes ago, Bernado1 said:

I feel like night lights are a relic of the past, the were used as a counterpart for the campfires at the time, it couldn’t cook or provide cold/warmth. And we’re used as the wiki and update trailer intended as “a cheap way to navigate the ruins since NF is so abundant”. But at that time, any nightmare creature outside its fissure, would die when the nightmare cycle ended. Making the floor literally infested with NF. But now, they don’t drop NF when outside their fissure. So night lights have no practical use other than “keep you safe from Charlie for 2 min”.

IMO just reworking it to work better with the Bee Queen hat, making it automatically light up near the ruins when the nightmare cycle begins or even drawing aggro of nearby Sanity monsters would be a nice addition, or a bigger light radius if the devs don’t like the previous ideas.

I remember seeing a suggestion that will make it work as a constructible nightmare fissure that can be activated at will, providing a good nightmare fuel farm for the surface. Might be too powerful though.

As far as my own suggestions, I only can really think of 2. Buff water balloons and make them cause mobs to become wet when thrown at them. Also this.

 

20 hours ago, Bernado1 said:

Give it a temporary skin in the Winter’s Feast event just like the Klaus Stash, that can be changed with the Sweeper.
Or even just changing the color of the whole sack (don’t take this out of context) if you still don’t know which one is yours.

THIS :eagerness:

20 hours ago, Bernado1 said:

The placing structure system being broken at times when placing it near others.

I agree

4 hours ago, Dr. Safety said:

Also this.

OOF. That’s really heartbreaking to read, I had a situation like this twice, once after a ABNORMAL series of unfortunate events, me and my friend decided to rollback the day, however, I almost pressed the “regenerate world” button, literally pixels away from wasting more than 400+ hours of playing. And the other, I died to Dfly and instead of rolling the server back, I closed it, not much of a problem here but it really shows how much the option menu is all cramped and confusing at times. 

22 minutes ago, Luskar01 said:

THIS :eagerness:

Nice pyro pic BTW.

16 hours ago, Mike23Ua said:

Personally I think RWYS could’ve been better: Not every single crop type should be able to be grown anywhere, they should have had some that required growing the crop in a different biome, or temperature- In Real Life certain trees only grow in certain Climates.. it would’ve also made people actually have to leave base and go to other biomes more often.

Your fixing a problem with another problem. Klei intended for players to use specific crop combinations like potatoes and toma roots, and your proposing that crops should be able to only grow in specific biomes? Btw the climate thing has already been implemented. You can't grow a giant dragon fruit in winter, or a giant potato in summer. 

20 hours ago, Captain_Rage said:

Because it is the same logic as when the community asks for new awesome random world variation only to ask to make every new resource relocatable in the same sentence so they can move it to their base and get bored of the new world variety because they have no reason to leave their base.

That felt like you just venting your frustration on something unrelated.

20 hours ago, Cheggf said:

But mushlights, moon altar, and enlightened crown are already permanent light. Why would we need more ways to do to the same thing? It's useless, apparently.

It doesn't needs to be a light source, plus it's nice to be able to do one thing in multiple ways.

 

1. Console MK support

 

 

 

2. make a fire staff be useful in anyway

I know they aren't meant to be useful, but there has to be a real reason for them to at least exist.Like the funcaps, they're okay and all, but why bother?

On 10/15/2021 at 3:35 PM, SecretPizzaMan said:

Can night lights have a use?

Suggestion 1: Night lights that only light up and use fuel when you are near, similar to the lights in adventure mode.
Suggestion 2: Night lights have an inventory in which a full stack of nightmare fuel can be stockpiled.
Suggestion 3: Night lights all share the same inventory, so when you fuel one of them you fuel them all.

I think some combination of these changes would make them a viable alternative to mush lights for megabases.

8 hours ago, JeezSorry said:

2. make a fire staff be useful in anyway

Maybe letting it fully light a campfire/night light consuming 1 charge of the Staff or an AoE attack just like the one in the Forge should be enough.

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