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Something a lot of people need to know


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38 minutes ago, Mike23Ua said:

~snip last post~

...this is actually a really good point on balance.
The approach to what's ok and what's not changes a lot between a solo/veteran group world, and an open multiplayer world with newer players.

You don't want something bombing new players at the portal...but at the same time, the threats awakened by the Ancient Archive activation are pretty ok, because it's in an area outside the normal gameplay loop where you kind of need to know what you're doing just to get there. It's entirely avoidable.
Ruins having its own phases and threats is fine for the same reasons.
Moonstorms...is where things perhaps get questionable. I suppose how bad it is depends on your experience.

 

At the same time, revival exists, so the players who are far along enough to cause some big change in the world should still be able to help the other players...
Hound waves are less severe for newly joined players than players who've been around for a while.
Newly spawned players are protected against damage for a bit.

I think the solution is there: easing new players into the game.

Klei's been doing it, over time.
Favorite recent example has been Bunny Stew, as an early game source of health that's easy to make on accident (also adds warmth, but I don't know how many new players notice that effect). It has a great gameplay niche.

Spoiler

It...still kind of bothers me that it has Rabbit ears despite not requiring an actual Rabbit, but that's a flavor problem rather than gameplay.

 

I wouldn't say to make the game easy...
But rather, make it easier to learn with things like that. Make it more likely for people to stick around in a playthrough long enough to learn the later parts of the game.
Add the later game stuff, but give people that exclusively learn from the game and not the wiki a path to reach it.
And...
Just keep encouraging people to help eachother, and give them tools to do so.

 

 

Trolling's always been a problem, but...people will always look for a way to do it.
Gameplay potential shouldn't be limited because of bad actors.
Solution to that is to keep adding worldgen options to remove potentially abusable content, more ways to prevent/revert grief (perhaps more of the user-friendly variety of server commands, at least for Console versions that can't use mods), and...finally, for server hosts to just ban people that cause problems.

I wouldn’t have a problem with late game content if it was done in the same way the old Tomb Raider games did it (old tomb Raider not the Reboot stuff)

Where you needed a different colored Gem of each type socketed into empty slots in a door gateway in order to open up a temple, in DSTs case this would be a portal into another world or New Game + if you want to call it that. 

People who advance that far into the game can activate this portal and leave to a more difficult land, similar to how boating in DST SHOULD have been.. you build a boat and then you sail to all these various locations to upgrade your boat, and then venture forth into new Horizons.

On the technical side of things: you’d probably just leave one server to go into a more advanced one.. but at least you wouldn’t have some elite YouTuber rushing X event or Y boss and then triggering a ripple effect that makes the rest of the game more difficult then it needed to be on everyone else.

Minecraft is an excellent example actually- People can spend all day on the surface building to their hearts content: But if they want to venture further into the game: They can build a portal into the netherworld, or End City, meanwhile- The people not yet ready to BE there never have to have the game become more difficult on them.

Minecrafts the best selling game of all time for a reason.. well actually lots of reasons, but my point is that another player can’t just bring force everyone to go to EndCity.

When you create a multiplayer game, you can’t just create that game based on how you as developers feel it should play: Klei should know by now that players will make up their own rules. 

And that’s fine: Until what one player can do can effect everyone playing, then it becomes not so fine.

The cries for a Wicker Nerf we’re never because she was OP some people legit just wanted her Nerfed because she could spam flashes of lightning that could trigger real life symptoms of epilepsy within players by spamming End is Nigh.

I have to be forgiving on Klei as a Development team because to the best of my knowledge this was their first attempt at a multiplayer game.. but Multiplayer games are just structured differently from Single Player ones.

On 1/2/2022 at 8:25 PM, Mike23Ua said:

Speaking of: I had someone accuse me of being a Hacker on Xbox for having a saddled Beefalo I was riding around on on Day 3 inside a Cave she was painfully exploring on foot.

I feel like Klei as a Game development team, and to a degree certain long term veteran players/people who look into the games files to know the in’s and outs of everything and how it works only see things from one perspective: when what SHOULD be happening is maybe on those Devs days off of working on the game they gather their own kids to play the game without giving them any inside tips or clues to see just what all they find and learn: Then they can look at that content and be like: You know.. maybe there’s a different way we can approach this.

etc.. Gaming should over all be FUN not just a developmental/technical nightmare,

 I totally agree with yall maybe no sweat mode for DST? Because even playing DST since a year or so after it came out~ there is still stuff I haven't explored. OOOrrrrr maybe they should add like a content almanac so you know there is something missing, however it won't give away what it is like a hint.

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