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How do you feel about world rng?


On RNG  

90 members have voted

  1. 1. On Mactusk

    • It should stay either 1 or 4.
    • There should be more variance, such as 2-4.
    • There should be no variance, always having 4.
    • There should be no variance, always having 1. (I am evil.)
      0
    • No opinion.
  2. 2. On reeds.

    • It should stay as it is.
    • There should be more variance, such as a mini reed trap.
    • There should be no variance, always having a reed trap.
    • There should be no variance, never having a reed trap.
    • No opinion.


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I "like" RNG. Always an important aspect to have this game be different each time you play it, and especially for many other games too especially rogue-likes/lites, but when that RNG screws over your world in the long-term, it just doesn't feel too great. Having one mactusk only isn't actually a dealbreaker to me though, having like 10 reeds in a world will definitely aggravate me just a teeny bit.

Something that messes me up about the archives, is only one moth den is actually guaranteed to spawn, the rest are chance based. (Last I remember, it's something like a 25% chance for some rooms/hallways to generate a den, and a 8% chance for other hallways/rooms)

I have been having an itch for worlds to be more unique though, maybe I've just played this game and squeezed it out fully :P (which sounds pretty plausible considering I've over 3k hours by now lol), but I do think we could really get some more unique set pieces, I really itch for the ocean especially to get a bunch of set pieces similar to classic Don't Starve setpieces with traps, set pieces that help you out, and just ones that have no meaing and are just pure silliness(like the crop circles one!). Those always had a really nice personality to me, as weird as it is to say set pieces have personality, they added a lot to the world to me. I'd like some stuff like ruined down boats with resources on them, a trap set piece with a sunken chest and 5 sea weeds sorrounding it that aggro onto you when you pick up the sunken chest, and maybe even one with just random water falls like the ones you see on the edge, it'd have absolutely no meaning or even reason, but it'd bring a little personality to the world for me, and maybe even make a cool place to base :). 

instead of just having 1 mctusk plus the posibility of the hunters biome (triple mctusk) that feels rotten, i would love if they add other "mctusk biomes" from single player (that are in the dst files but not included in the world gen) to add variety to the world gen but limiting it to only have moonrock forest (1 mctusk)+ one of these "multiple mctusk" biomes

only having one guaranteed with a multiplayer enviroment plus bosses and wanda that "requires" tusks makes having only 1 guaranteed something annoying plus exploring something spoiled because you only need to spot the moonrock base for the 1 mctusk biome or the mix of savanna+rocky tp know what to expect in that biome. Adding those old biomes will solve in some regard this issue instead of having annoying and/or pointless biomes like secondary meteorfield or the tiny decidious forest

they can basically add these lines:

local walrus = {"The hunters", "Waspy The hunters", "Guarded Walrus Desolate", "Walrus Desolate", "Greater Plains", "Lots-o-Tallbirds",} 

+

table.insert(biomelist, walrus[math.random(#walrus)])

plus some modifications in the biomes to dont spawn with the adventure mode blocker bridges (or why not adding some of them..)

 

 

 

thanks to @ADM for the code since im a complete noob

3 hours ago, Hornete said:

 but I do think we could really get some more unique set pieces, I really itch for the ocean especially to get a bunch of set pieces similar to classic Don't Starve setpieces with traps, set pieces that help you out, and just ones that have no meaing and are just pure silliness(like the crop circles one!). 

I love set pieces so much, but they really feel a lot more minor in DST than DS, and I kinda wish that they would just go in an increase the variety of special spawns in general- especially for the ocean. I get why some (like the winter trap) were pulled but now that the game is set in stone it does kinda feel sad that new set pieces are limited to like, the lunar biomes circle of trees. Things like the dev graveyard or 'failed' camps that are more structure based set pieces are my favorite, and I love building off them for bases

Or a toggle for setpieces other than the failed survivors

6 hours ago, Dextops said:

for mactusk i disagree with 1 or 4...

it should be 0 or 4. You got unlucky and didn't get any? sucks to be you i guess.

I used to disagree with the people that would occasionally reply and say you had bad opinions, this changed everything...

11 hours ago, Dextops said:

for mactusk i disagree with 1 or 4...

it should be 0 or 4. You got unlucky and didn't get any? sucks to be you i guess.

On principle, a world generation should never limit content. There could be less of some stuff more of the other but there should never be a world that lacks a certain entity.

Currently, the only such entity I can recall that you can be locked out of in an unbugged world generation are juicy berry bushes- the game can decide that all bushes in your overworld and caves are going to be regular. The justification for it, I believe, is that regular bushes are perfect substitudes for tem and allow most everything that you can do with juicy berry bushes. The other alternative resources are more open to variety, with twigs and grass tufts still spawning in a twiggy tree and grass gecko world and vice-versa.

That said, I would still welcome them to have juicy berries appear and replace some percent of berry bushes in any world.

Consistently more than 1 mctusk camp would be a good thing because DST is multiplayer obviously but I don’t think reed trap needs to be more common to get more reeds. Just increase reeds in world gen (or make it so worlds can’t generate with absurdly little reeds on default pls). 

I dislike reed trap for being essentially a free boss death trap. With the weaker deerclops now (smaller aoe and less dmg) it’s gonna be able to whip through even more clopsies etc before the trap is finally cleared. 

3 hours ago, SinancoTheBest said:

On principle, a world generation should never limit content. There could be less of some stuff more of the other but there should never be a world that lacks a certain entity.

Currently, the only such entity I can recall that you can be locked out of in an unbugged world generation are juicy berry bushes- the game can decide that all bushes in your overworld and caves are going to be regular. The justification for it, I believe, is that regular bushes are perfect substitudes for tem and allow most everything that you can do with juicy berry bushes. The other alternative resources are more open to variety, with twigs and grass tufts still spawning in a twiggy tree and grass gecko world and vice-versa.

That said, I would still welcome them to have juicy berries appear and replace some percent of berry bushes in any world.

its a joke don't worry

Since DST is a top-down game, you can’t have fun elevated terrain shenanigans like you can in other games such as terraria and Minecraft. I think more set pieces and more rng stuff would help remedy this, however when it comes to rng I don’t think it should impact important resources such as reed traps or mac tusk. Those should be more consistent. 

Not related to MacTusk or Reed's, but I will use this opportunity to vent on how all of my main Worlds have the worst Ruin generation.

Seriously, am I the only one who never gets nice ruins generated? Literally it's always one branch that that leads to Pseudoscience setpiece with small boxes for broken altars setpieces. :spidercowers:

1 hour ago, PandoPon said:

Not related to MacTusk or Reed's, but I will use this opportunity to vent on how all of my main Worlds have the worst Ruin generation.

Seriously, am I the only one who never gets nice ruins generated? Literally it's always one branch that that leads to Pseudoscience setpiece with small boxes for broken altars setpieces. :spidercowers:

Ruins generation is so inconsistent. It always seems like the ruins are either incredible or terrible and there's no in between.

I would like for everything in a world to have an option to be truly and 100% randomly generated, rather it spawns in the world at all or not is up to the RNG gods.. and more importantly WHERE it spawns may end up anywhere.

Yes.. I would very much like to find Pig King out on a distant Lunar Island someday, or maybe I never find him in that world at all..

The games description and selling point was to & I quote “Explore randomly generated worlds full of things that hate you and want you to die.”

Thats what I Want/Expect from DS/DST and I would absolutely love a whole lot more RNG in my worlds- MAYBE it could be its own separate game mode like Wilderness/Survival/Endless/Wherebase??

Although today is April 1st, I’m not joking when I say I legit want this someday.

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