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What is your 2022 DST wishlish?


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i 'unno, im looking forward to any of the character refreshes! though i think wx may need one to most, his playstyle feels a bit basic/rigid! maybe some kind of expansion on pearl's species (i like crabs, also i once had a dream where there was this smaller red crab and a fatter purple crab that was part of her species exploring a very damp part of the caves with wilson) or some kind of expansion of the forge/gorge story in some form

if i were to pick a character to make the jump to dst, it'd have to be woodlegs, no competition. as much as i like the others woodlegs just has the most potential to work in the dst enviroment, and finally bring an ocean combatist of sorts to the roster, though if the base isnt near ocean it'd be hard to actually get him to be around the others considering the sanity situaysh...

plus he's just funny. I'd love to see him interacting with the others, much like with walani and wilba. the difference between woodlegs and wilba/walani is that i feel woodlegs actually could bring something worthwhile to dst.

 

idk really! im just happy to hear what they have planned

 

moon shard recipes

i need to waste the many stacks i get per CC fight and a reason to mine in the grotto. I dont even mention hot springs... they should just add all kind of gems to their loot table since they made them useless for glass farming, atleast let us farm green gems with them...

 

Ocarine of time

let us call the rain by making CK useful

 

crafteable archives turf and turf from the ruins in general

is sad to destroy the archives to get the best looking turf

2 hours ago, ArubaroBeefalo said:

moon shard recipes

I like this!

Came up with a few ideas for crafts too:

meteor staff:

  • 10 moon glass, 2 moon rocks, 2 living logs to craft; summons a 100 damage aoe meteor at targeted location, 20 uses

Glass armor:

  • 12 moon glass, 2 papyrus to craft; 100% damage reduction armor but breaks in 8 hits regardless of attack strength

Jagged glass crown:

  • 8 moon glass, 4 moon rocks to craft; 70% damage reduction 520 durability reflects 20% damage taken(before armor reduction) and shatters on break doing 150 dmg to all nearby mobs 

moon glass pickaxe and hammer:

  • more efficient tools like the moon glass axe, same recipe

Also I think glass cutter should deal extra damage to shadows but that may be too much.

14 hours ago, ArubaroBeefalo said:

Ocarine of time

let us call the rain by making CK useful

honestly idk why klei didnt just port the ocarine from SW with few colour changes and add it to CK loot table with 5 or 10 uses. They can add it and move on without wasting that much time instead of, what im sure they will do, create new whole stuff to create rain by complicated mobs or quest or what ever which will take an entire month while CK will still being useless after 1st kill. 2 birds 1 stone

sometimes is better to be practical than creating innovations

New Biomes, New Enemies, New Items, New Bosses.

I am so tired of DST ever staying the same. Especially just looks wise. We don't need 3 dark forests and 3 grass biomes and 2 savannahs, Give us some visual variation, new colours, new themes. 

 I do appreciate the QoL updates, the refreshes, the seasonal events etc. 
But at this point it feels like we've been given so many veggetables, seasoning and sauce over and over, but I am still waiting for just a juicy steak. At the end of the day I am gonna stick to my favourites and no rework is going to change that, I don't feel like you need perfect balance, especially in a non competitive, non pvp game like DST.

QoL updates are appreciated, but ultimately don't really make get more hours out of the game, than actual content would.

2 hours ago, Rhovious Aran said:

New Biomes, New Enemies, New Items, New Bosses.

I am so tired of DST ever staying the same. Especially just looks wise. We don't need 3 dark forests and 3 grass biomes and 2 savannahs, Give us some visual variation, new colours, new themes. 

 I do appreciate the QoL updates, the refreshes, the seasonal events etc. 
But at this point it feels like we've been given so many veggetables, seasoning and sauce over and over, but I am still waiting for just a juicy steak. At the end of the day I am gonna stick to my favourites and no rework is going to change that, I don't feel like you need perfect balance, especially in a non competitive, non pvp game like DST.

QoL updates are appreciated, but ultimately don't really make get more hours out of the game, than actual content would.

I don’t know, tweaking things to be more easily accessible so people can actually play and enjoy the game without dying all the time is actually pretty good QoL changes, for example: Removing Rabbit Earmuffs from needing to be prototyped and being able to craft those without needing to first learn them anymore: it allows people who join a world in the middle of Winter to not immediately die, I mean it’s not the best protection in the world but it will get you by long enough to get better gear.

Reducing crafting costs on Bat Bats & Marble Armor so you can literally get two sets for the original costs of 1 (it used to cost 12 marble to make marble armor now only cost 6) also opens the game up for people to be able to get weapons & armors more easily.

Being able to toggle more/less/none on certain features also allows you to tailor your world experience, Cookie cutters proving to be too difficult? Toggle less or none on them, want more Shadow Monsters attacking you when insane? Toggle them to Tons etc..

It opened the game up on a whole other level, while I agree that new content is nice to have.. i don’t think just focusing on new content is the only way they can make the game more enjoyable for players.

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