Jump to content

Making The Pseudoscience station a prototyper


Recommended Posts

I feel like this would be too powerful/too divergent from what was the original intention with the ruins for some people, but I won't lie, I love the idea of using dust moths for thulecite and thus being able to just be able to use pick/axes, thulecite armor, or star caller/deconstruction stuff (the twins, malbatross, dfly drop the gems!!) without having to go so unbelievably out of my way.

How do you feel ..?

Hmm, could defeat the whole design and balancing around the ruins and the pseudoscience stations do work well as a special craft-ttable like the lunar altars, pearl, shrines etc but I guess technically it could be doable with the new UI.

I think something that could be pretty fun and indirectly add more function to the archives, orchestrina, tidy holes, amberosia and dust moths, would be making mined tidy holes to have a 5% chance to drop a random scroll from the archives, which can be translated into a blueprint via the orchestrina the same way fountains of knowledge work, revealing a pseudoscience blueprint at random. Thr blueprint ones would have spots under the filters like the crown being under armors, pick/axe tools, decon stuff magic, premier gardeneer hat in farming filter etc.

the ruins are designed around the concept of having to approach the crafting stations (which are scattered everywhere) with the loot so it'd just feel really off, you would go to the repaired station once or twice and then never again

Yeah id like this, especially considering if you go into a world long enough, you can fence off all the clockworks and monkeys and then theres literally no danger in the ruins, so having to go down there to craft anything just becomes a waste of time. Maybe youd need to craft a mini pseudo station at the big station which can be placed and then you can prototype from there, or at the very least it functions and a normal pseduodation but you can place it on surface

4 minutes ago, Flarezen said:

wasn't there a ds solo item brain of thought i think from shipwrecked that let you craft pseudo stations items as long you crafted them from the ruins before. maybe possible someday to have a dst equivalent of that item. 

the brain of thought is super cool because it let you reach into volcano tab, key to the city tab, AND pseudoscience tab. The catch is that it only has 4 uses, but there was a bug that allowed you to use it as many times as you wanted, and it was an awesome item!! i really loved it.

3 hours ago, Flarezen said:

wasn't there a ds solo item brain of thought i think from shipwrecked that let you craft pseudo stations items as long you crafted them from the ruins before. maybe possible someday to have a dst equivalent of that item. 

Yeah something like the brain of thought would be fun but full unrestricted free crafting is too much.

3 hours ago, Guille6785 said:

the ruins are designed around the concept of having to approach the crafting stations (which are scattered everywhere) with the loot so it'd just feel really off, you would go to the repaired station once or twice and then never again

As much as Klei has changed about this game since 2019… I’m pretty sure we’re about to see some massive sweeping changes all over the game in various areas.

I mean even just the recent Year of The Catcoon event added permanent and major changes: Such as Catcoon dens auto renewing if all get destroyed, and the player being able to rummage through their dens to retrieve things they have taken.

Boss fights getting reworked, fishing, boating, and farming getting a complete facelift in gameplay mechanics-

I would bet every dollar I own that were about to see updates for existing biomes, mobs, long outdated mechanics & more.

The brand new craft UI is a bold new change that I’d be highly surprised and also highly disappointed if it was changed simply just for the sake of change..

Would what op is suggesting break the current flow of the game we know? Absolutely..

But does Klei have bigger plans to break the flow of their game themselves? Only time will tell.

I can however say this much: The New Craft UI is allegedly going to allow console players to still walk and move about with the menu open, which is in of itself a massive change over what we have now.

#Ruins/Caves Update 2023! 

i believe the original design of the station was to circumvent their limitation with the old menu as well as make it a challenge, with the new menu they could make it different now, what if in order to craft you do need a pseudo station, but full weaver now drops a "core" that can be upgraded with thulecite to let you create your own station in the surface, AND it will only have the recipes that the person that make the station crafted personally

it would mean you very much have to get to one of the end bosses, at which point going to the ruins is just a hindrance and not a challenge, it is all about making it easier on yourself

7 minutes ago, chincer said:

i believe the original design of the station was to circumvent their limitation with the old menu as well as make it a challenge

I very much doubt that. The Ancient Pseudoscience Station was added in the early days of the franchise, whereas it wasn't until DST came around that the number of tabs became an issue. Back in the day, the Ancient Tab was the only one of its kind and there was absolutely nothing stopping the devs from making it into a prototyper, so I'd say it's safe to assume the decision to make it required for every craft had nothing to do with space concerns. 

I think both the Ancient and Celestial Tabs are gonna stay locked to their respective stations, especially since the Celestial Orb's whole point is to offer portable access to the latter tab.

 

I do, however, think some of the remaining crafting stations have only remained as such because turning them into prototyper would have rendered them nearly obsolete, such as the Cartographer's Desk, which would have offered a measly 2 recipes to prototype if it were a prototyper.

3 minutes ago, Well-met said:

Not gonna lie I'm a little sick of this recent DST trend where everything needs to be dumbed down and extremely easy

the sandbox community is taking a little too much space into the game balance nowadays

i have both a creative server, a real server where i play solo and i usually jump on a public one, the new menu basically facilitates creative mode to actually have all recipes without having to use mods or additional codes just to summon items from various stations.

a game can be balance and offer robust sandbox, you be surprise of how much a game stay alive when people can just design what they want, some people dont even want to "play" the game and just use it for the fun of making stuff, like other of klei's games, oxygen not included.

the menu as it is, is not well suited for expanding so i understand the change, and things can have added difficulty and feel rare to craft regardless, like leaving the requirement of the station to make the items, the big different is leaving the recipes visible to all after the visit meaning more people will understand and get to know the material cost of the items and prepare their trips accordingly 

 

im my opinion if a game makes you google things like "craft materials of X" when you already made one but you cant recall the numbers exactly, then there is a better way

i think it should stay as it is, is unique. Now even the moon tab can be used in base since the release of celestial champion

 

 

50 minutes ago, Well-met said:

Not gonna lie I'm a little sick of this recent DST trend where everything needs to be dumbed down and extremely easy

the sandbox community is taking a little too much space into the game balance nowadays

what things are now easier?

i can only think about:

- reviving with DS LGA vs DST LGA but we lose the auto revive of touchstones

- DS health penalty using meat effigies vs DST meat effige no having health penalty

- RoG summer vs DST summer now is super easy in comparation plus no DF as seasonal boss

- DS thermal stone vs DS thermal stone. Atleast now isnt as useless as before but is true that makes survival the season way easier at the cheap cost of durability

- DS wendy vs DST wendy but now we have raid bosses so this makes no sense

- DS Maze vs DST maze (no shadows triggering spiders) which was annoying rather than challenging

- DS hound waves vs DST hound waves but atleast they dont come every 3 days which was annoying

- DS wormwood vs DST wormwood who now is funnier

- DS combat vs DST combat. It wasnt difficult, just annoying and bad designed

 

in exchange we got new bosses that arent as easy as the single player bosses, a more difficult wes or a reworked warly with a better downside (but also more powerful), less armor durability and uneable to stack (no more 0 damage tanking) 

maybe im missing something and you can enlighten me but i dont see how this changes makes the game "extremely easy" than before

some people think that difficulty comes from annoying things instead of real challenge, looking for a """balance""" in things that doesnt affect people who know how to beat the game and neither noobs that dont survive long enough to experience that """"balance"""". Like people complaining about turf having too much fuel value, wortox being op or mediocre food sources being renewable

is also true that klei didnt launched a survival based update since maybe the addition of antlion or disease (and we all know how disease ended and well deserved even if i liked the concept)

34 minutes ago, Well-met said:

Not gonna lie I'm a little sick of this recent DST trend where everything needs to be dumbed down and extremely easy

the sandbox community is taking a little too much space into the game balance nowadays

While I don't agree with making the pseudoscience station a prototyper, I do want to point out that while recent updates have made some things easier, it's usually things that were extremely outdated in design that were too punishing rather than fun.

I get to a lot of people its sort of the game's identity to be punishing, but that already loses its charm once you learn how to deal with these things and most changes made recently that made things easier ultimately ended up making the game more fun over all because they added something beyond punishment to the game.

Personally I feel the station could be a prototyper could be nice, but only for select items. I always wished stuff like thulecite walls/the lazy forager in particular could be prototypable, since it’s always a hassle to go down there and craft the items that are not really that powerful.

I do feel that most of the items should probably stay station bound, but having a few items being prototyable could be nice. 
 

 

1 hour ago, Maxil20 said:

Personally I feel the station could be a prototyper could be nice, but only for select items. I always wished stuff like thulecite walls/the lazy forager in particular could be prototypable, since it’s always a hassle to go down there and craft the items that are not really that powerful.

I do feel that most of the items should probably stay station bound, but having a few items being prototyable could be nice. 
 

 

Maybe some sort of portable mini altar could be neat. Kinda like a brain hat lite which only lets you prototype ancient items and has a few uses before needing to be refueled maybe.

I think half the issue here is that wanda makes getting to the station an absolutely meaningless task while other characters have to walk all the way there and back themselves. Adding a form of teleportation that can at least kind of compare to the backtrek watches would probably make this much less of a discussion topic.

11 minutes ago, Masked Koopa said:

I think half the issue here is that wanda makes getting to the station an absolutely meaningless task while other characters have to walk all the way there and back themselves. Adding a form of teleportation that can at least kind of compare to the backtrek watches would probably make this much less of a discussion topic.

thats definitely a point of contention. Switching out of wanda when i'm playing by myself is so painful because it means no more basically any ruins items without a 1-3 day excursion to craft more, ignoring every other of the numerous conveniences that teleportation brings. I do wonder how a thematically appropriate method of teleportation could be introduced into not-wanda gameplay. Heck, i'd like it if you could just dig a hole.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...