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What features would you like for klei to add in future QoL updates?


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On 11/26/2021 at 8:41 PM, Duck986 said:

Fireproof Falsetto rework

I'd love it if they split the concept of this song into two separate songs

Insulating Intrata: An easy to make battle song against weather conditions, providing 120 cold and hot weather insulation, 50% wetness protection, 33% damage reduction to freezing and burning and tilting the temperatures of everyone in the vicinity to a warm medium. Made with a papyrus, feather pencil and koalefant trunk.

Fireproof Falsetto: Now an instant use song that soaks all entities in the vicinity for a limited time (say, 15 seconds), as well as putting out any fires nearby. Made with papyrus, feather pencil and spitterfish. 

10 minutes ago, xDarkSoul18x said:

Mostly console here. For the love of deerclops - grid placement! Constant numerical values on player stats! And health bars/numerical statuses shown!

And also some way to do all the stuff the PC Version is designed to do but console players can’t do at all (drag and drop meat to fed Gnarwail..) or even this new one I just found-

Spoiler

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Boating content is very obviously designed with the intentions that you can Drag and Drop things using a KB+Mouse, usually the content isn’t THIS noticeable or this interfering with being able to enjoy gameplay but something really needs to be done to address recent point and click content design.. Boating is the worst.. and there are numerous examples of how it’s intended to be better if you can point and drag.

Klei says they hired a team of devs to specifically work exclusively on improving the console versions of the game, I mean no disrespect in saying this- but maybe there’s more they could do to better our experience?

Also they should add a noice to the sound volume configuration like the way the windows sound bar makes a noice each time you move it so you know exactly how loud it is, and maybe expand on it too i feel like 1 is not quiet enough i always have music volume at one and sound FX volume at five and i still find it difficult hearing deerclops or houndwaves warnings sometimes.

13 minutes ago, Spino43 said:

I want the cost of the mutated fungal turf to be reduced, 3 moon mushrooms for one turf is kinda expensive, especially after you turn on the archives and it becomes a warzone.

it gives 6 pieces of turf..

6 minutes ago, Spino43 said:

you sure? or are you confusing with moon crater turf? I am pretty sure it costs 3 moonshrooms per one mutated fungal turf

100% sure, i always craft a lot in 1 trip

it cost 1 moon rock so it would have little sense to give only 1 piece of turf

edit: check the wikia, is register there

 

Maybe reduce the probability that you get a second deciduous biome - am I way off base on this one? I always regenerate the world if I get a second deciduous, but it's possible there's some use for this biome that I don't know about and is very popular. It just feels like a burden: I'll only travel to it to look for the loot stash in winter, otherwise I don't see a reason to travel to it. Maybe some people leave bearger there or like having additional birch nut trees.

2 minutes ago, herding dog said:

Maybe reduce the probability that you get a second deciduous biome - am I way off base on this one? I always regenerate the world if I get a second deciduous, but it's possible there's some use for this biome that I don't know about and is very popular. It just feels like a burden: I'll only travel to it to look for the loot stash in winter, otherwise I don't see a reason to travel to it. Maybe some people leave bearger there or like having additional birch nut trees.

i dont like it either but if had one for some reason i leave bearger there so i dont have to worry about gloomer statues breaking or catcoons going extint and still getting the profits of using that biome for chopping with him

38 minutes ago, ArubaroBeefalo said:

i dont like it either but if had one for some reason i leave bearger there so i dont have to worry about gloomer statues breaking or catcoons going extint and still getting the profits of using that biome for chopping with him

Ah ok that makes sense, hadn't considered bearger could wreck the glommer statue if you leave him in the pig king deciduous. I suppose second deciduous can also provide additional pig houses to smash down for a pig farm.

I would absolutely love a way to “Bind” a certain tool to a dedicated storage slot- 

For example.. in Ark Survival evolved you can bind tools to your current inventory hud, and if you have enough resources simply hold down the button configuration you had set for that specific tool to craft more, like for example holding in RB and Pressing X might craft a Spear.

I would also love it if the game had a dedicated slot for Walking Cane, I feel like a large majority of my kiting problems comes from not being able to swap between cane and weapon fast enough, so the game should automatically do it for you if you have one in your inventory and aren’t currently holding something else in your hand slot.

Like please can we get a QoL that prioritizes the walking cane for hot swap actions? 
 

I feel like DST could learn a few things from other survival crafting games such as Ark Survival Evolved, Atlas, 7 Days To Die, Conan Exiles, & Minecraft to name a few.

If Wigfrid doesn't lose her songs, Wanda doesn't lose her watches, and Wendy/Wickerbottom can make use of non-perishable consumables (Ghostly Elixirs and Books respectively) then I think it's reasonable to ask that Woodie's idols don't perish either.

Here's my reasoning:

Spoiler
  • His idols are usable in only specific circumstances, so you would need to know ahead of time if you will need one which can be affected by a variety of factors outside of your control. So effectively you are "locked out" of his only useful abilities until you can afford them.
  • The idols already penalize you with negative stats that bleed over into the were-forms and that fact, arguably, impacts the Weremoose more than the other forms due to the -20 health; giving you at most (without tilweed salve/jellybeans) 130 health to fight with. So having a spoilage time adds an unnecessary downside to a consumable that already harms you.
  • The low spoilage time forces you to craft them only when you need them, which is mostly ok as you would know when you need to chop or mine, but that inhibits the weremoose and weregoose forms a lot because the action of planning their use makes them unreliable. Why fight as weremoose when you can get a better weapon and armor, and why use weregoose when you could walk and not waste the hunger. Having the Idols not perish would make using the forms for everyday use more applicable.
  • You need 3x "uncooked" monster meat, which means not only do you need to rely on a salt box or fridge to slow the spoilage rate, but this inhibits carrying monster meat in the inventory without bundling wrap or a Thermal Pack as well because by itself it lasts only 6 days at most, so you would definitely need to plan their use way in advance.
  • Being in any of the were forms is already in itself a disadvantage at times because of the statistical penalties associated with them such as the immediate hunger depletion and the negative sanity aura combined with the Idol stats, so making the idols perishable (no matter how cheap) makes using them even more penalizing.

 

The often stated but somehow forgotten: make homeward bound mobs despawn and respawn at home after a short time

it’ll help a lot with lost merms and pigs that are places unknown, i dont wanna babysit them back and killing them can get tedious.

Bone shards, i need more, warly and wormwood need a lot to actually be able to use their respective unique items relating to it, and im tired of mass farming hair just to commit die. hammer hounds teeth, chance on dead hound (thats a lotta trash though) i need a reliable way to get a lot, i want to kill bee queen and kit all my people out in bramble, but its just not feasible. 
 

not qol but still: ocean is better, but still a little empty, i know you’ll do something i just wanted to mention it.

i’ll be back with more.

QoL is usually only meant to improve or provide better control over what’s already in the game. Asking for much more then that makes it no longer a QoL and more of a content update.

While I too would love more ocean content, that’s not the kind of thing a QOL can provide.. what a QoL COULD however provide is splitting up the games existing biomes into an archipelago to sail in between.

In short: QoLs are for Klei to do as little work as possible, but improve what’s already in the game.

Now yes- they can totally surprise us with some new features in those QoLs, but it’s not something I would expect.

And it’s ultimately up to Klei to decide what qualifies as a QoL, and what should instead be covered in a full blown update.

As for the guy who has problems getting Bone Shards- Play as Wurt… you will actively want to hammer and destroy any rotten fish nearby that is draining your sanity, and you’ll discover those rotten fish piles drop bone shards.

32 minutes ago, Mike23Ua said:

QoL is usually only meant to improve or provide better control over what’s already in the game. Asking for much more then that makes it no longer a QoL and more of a content update.

While I too would love more ocean content, that’s not the kind of thing a QOL can provide.. what a QoL COULD however provide is splitting up the games existing biomes into an archipelago to sail in between.

In short: QoLs are for Klei to do as little work as possible, but improve what’s already in the game.

Now yes- they can totally surprise us with some new features in those QoLs, but it’s not something I would expect.

And it’s ultimately up to Klei to decide what qualifies as a QoL, and what should instead be covered in a full blown update.

As for the guy who has problems getting Bone Shards- Play as Wurt… you will actively want to hammer and destroy any rotten fish nearby that is draining your sanity, and you’ll discover those rotten fish piles drop bone shards.

Starting from the bottom up: i don’t want to play as wurt, i want to play as warly or wormwood who actually need bone shards in larger numbers. For bee queen for instance:
3 players 3 brambles each 9 bramble armors total, thats 36 bone shards or 72 rotten fish, its awfully tedious to fish that many fish up especially when it doesn’t even contribute THAT much, its just nice to kill the grumbles quick and deal some extra damage. Its super useful if you’re caught by hounds away from traps, but its too expensive time wise to really want to set them up compared to just leaving a few extra traps around. Its not impossible to work with, just tedious and not very fun. Id like to sacrifice the comparatively useless hound teeth for instance into a bone shard or two since i can gather those in masse with a hound farm, or just attacking hound mounds and turning the teeth into extra bones early game. Its just potentially very fun armor i cant use often because bone shards are kinda limited. And maybe its on purpose, but i want to be able to actually use wormwoods armor for its intended purpose: crowd control. Me and a friend in bramble would be able to clear monkeys almost like abigail, until we run out. 
 

also i specifically said its not a qol, i just wanted to mention that because its a suggestion thread thats likely to be read, my main points are the merms and the bone shards

6 hours ago, ArubaroBeefalo said:

BERNIE! being able to go throw wormholes like every followe in the game and not losing his form just because you outrun him

Refuelable Willow lighter & Winona Spotlights scaring away or putting to sleep Batilisks, A way to turn on/off Winona’s equipment to save energy, Woodies Idols no longer being on a spoil timer after crafting, Wurt bug fixes, Warly buff, Etc..

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