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From A Newbie's Perspective, Some Suggestions.


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Hello there! I have a list of suggestions and some grievances, which
no doubt will ruffle feathers for many of you who know how to play,
but I don't, I'm a newbie =)

I've had the game for ages, tried a handful of times but never made it
past a couple of days before dying and giving up. Thrown into the deep
end, with a steep learning curve, I just couldn't overcome the initial
frustration hurdle.

But recently I tried again, I ended up on Walter without knowing
anything about him, and have actually been enjoying playing since =)

So here is my list of heresies:

 

When you get a loading screen it turns black, then a bright default
neutral, then it loads your vignette. Could you please take out the
bright middle screen, and instead go directly from black to vignette,
bypassing the sudden jolt of brightness in between. It can be kind of
blinding when it happens.

 

Force-Planting saplings or grass or walls or similar things; The item's
placement is green, it has found a placement, but you right-click and
it disappears from selection because apparently your mouse was too
close to another item. If I see a small hole in the sapling garden and
the placement is green, let me hold in a key to FORCE-PLANT that
sapling whether the text "press right mouse to plant" shows up or not.
It's really annoying and dare I say stupid that you have to look for
not only a free spot, but also an area that doesn't interfere with the
helpful mouse text which lets you know you can plant it, the thing I
already knew because the placement had turned green.

 

Please change the **** frequency for tamed Beefalo, it's always
everywhere ALL THE TIME. Either that or allow us to craft Beef
Diapers, attached to a Beef and fills up to say 100 shits when it
falls off on its own, full diaper can be used to craft poop buckets
maybe. Or when Beef Bell is on the ground, allow it to only **** very
near it. Or just turn off poop for tamed Beef entirely. Please.

 

When Walter's Slingshot is loaded with ammo and is in your inventory
but not equipped please add a small coloured circle somewhere on its
icon to indicate which ammo type it's loaded with, so if you wanted to
have multiple slingshots with different ammos loaded you could
actually see which is which.

 

Poop ammo for the slingshot shouldn't draw mob aggro from mobs around
the one you hit, it feels a little counter-intuitive when that one
spider which is following you loses its aggro but two million other
spiders get pissed off.

 

When you're in your base and you use Force Attack to kill say a bird
with the Slingshot, if you have any Walls nearby they will take
priority. I don't know why you'd want to be able to attack your own
walls but if so please have your walls be force-attackable ONLY with
melee weapons. The Slingshot starts tearing down the base so quick for
a small mistake.

 

Mushlight/Glowcap; The second is an upgraded version of the first, yet
both are dropped from the same place. Make the Mushlight available
(and craftable) from something a little bit more obtainable and keep
the Glowcap locked behind the Toadstool as a (now guaranteed) drop.

 

Skins for the Beef Bell as identifying markers so you don't mix up
your own bell with your friends', or even if you have multiple Beefs
with different traits. Perhaps selectable through a new tab in the
Grooming Station in the same styles as available for your Beef.
Otherwise just add a couple of belonging skins for them, perhaps even
something as simple as different colours for the same skin like
backpacks.

 

Decrease build-collision for Walls. If I can build a structure and
then a wall around it I should be able to build a Wall first and then
still place the structure next to it. Maybe decrease build-collision
for other things as well.

 

More Base Decoration;

A1) Turf; Maybe (probably) controversial, but as a newbie who hasn't
yet gone to the ruins, please don't require going to the ruins to
craft turf. It's just turf. The Tamper should be craftable by Alchemy
and instead of being its own crafting station have it be a Turf
Analyzer where you drop in a single piece of turf and you get a
blueprint to craft it at the Alchemy. Having such basic base
decoration locked behind a really difficult place is kind of
alienating for newbies/casuals, maybe we just like creating and
decorating bases and not staring down terror, at least not yet.

A2) More new kinds of turf geared specifically for base building, like
different looking tile-turfs (sandstone, granite, clay, brick etc),
maybe gravel, mossy stones, maybe turf that reacts to the environment
like rainfall by creating nice animations of water flowing along
certain turf. Addendum: Just after writing this I came across the tile
floor in the place with knowledge fountains, that's kind of what I had
in mind so that's great. But MORE of this please.

B) More new looks for Walls, maybe new combinations of old Walls like
Rock+Gold, Rock+Moonrock, Gold+Moonrock, Flint+Rock, new Wood Wall
using Wood+Driftwood, Wood+Tentaclespot etc. Either new items or just
belonging skins for regular Walls.

C) More new kinds of plantable trees, new types of plants, potted
plants, potted palmtrees, potted cactuses, things to make your garden
pop etc.

D) More new decorative items, chairs, stools, tables, benches etc.
Like with the tile I just discovered, there are cool
chairs/tables/vases there as well, I don't know if you can recreate
those yourself yet, but more like that if so please.

E) Need lectern for cook book; when placed on the ground it can't be
read, but when inside a container it can be. I'd like to have a
structure like a lectern where you can see the open book resting on it
and when interacted with it opens the book directly, this way I can
place it near the food area without having to either go looking for
it, or accidentally picking it up if it's on the floor.

 

Chests need their volume increased; There is no reason that a much
bigger container which takes 12 logs to craft yields exactly one slot
more than a backpack made from 4 twigs and it just creates a mess of
an ever expanding storage problem when building a base.

It doesn't make any sense that a storage solution (emphasis on
solution) ends up being a problem of ever expanding areas taking up
huge portions of your base and being extremely annoying when you're
trying to sort loot. Heaven forbid you're looking for that one thing
you forgot where you placed it, and you have to hear the "CLONG!"
sound 9 times before you find the item. Inventory management with
chests in DST is a nightmare and bad design, a handful of chests
should be enough. If the reason for the miniscule capacity is to create a log sink, then simply scale up the logs required.

Behold, 12 logs vs 4 twigs (cave bananas added for extra effect):

dst_chest_pack_comparison2.jpg.01cc4869d6499ae7f370234fffe1a39f.jpg

 

 

4 hours ago, Efrendi said:

Poop ammo for the slingshot shouldn't draw mob aggro from mobs around

the one you hit, it feels a little counter-intuitive when that one
spider which is following you loses its aggro but two million other
spiders get pissed off.

 

When you're in your base and you use Force Attack to kill say a bird
with the Slingshot, if you have any Walls nearby they will take
priority. I don't know why you'd want to be able to attack your own
walls but if so please have your walls be force-attackable ONLY with
melee weapons. The Slingshot starts tearing down the base so quick for
a small mistake.

Decrease build-collision for Walls. If I can build a structure and

then a wall around it I should be able to build a Wall first and then
still place the structure next to it. Maybe decrease build-collision
for other things as well.

These are pretty common suggestions/complaints

4 hours ago, Efrendi said:

Like with the tile I just discovered, there are cool

chairs/tables/vases there as well, I don't know if you can recreate
those yourself yet, but more like that if so please.

You can get recipies for these by filling small chests near the naturally repaired pseudoscience station with specific items

4 hours ago, Efrendi said:

When Walter's Slingshot is loaded with ammo and is in your inventory
but not equipped please add a small coloured circle somewhere on its
icon to indicate which ammo type it's loaded with, so if you wanted to
have multiple slingshots with different ammos loaded you could
actually see which is which

oh i really like this one

7 hours ago, Efrendi said:

A1) Turf; Maybe (probably) controversial, but as a newbie who hasn't
yet gone to the ruins, please don't require going to the ruins to
craft turf. It's just turf.

Disagree with this one, agree with the rest.

I do think if you haven't gone to the Ruins, you should get yourself set up to explore underground and learn more about it because it's a pretty important part of the game.

Also walls shouldn't be able to be attacked by players via Ctrl + F at all, it should be more like allied mobs where you have to hold ctrl and use the mouse button to attack it.

And I'd love extra turfs soooo much, specially animated ones.

7 hours ago, reallychina said:

Tbh beefalo shitting all over the place is one of the main reasons i stay away from using them as often. 

 

I can't understand how the devs thought that is a good idea and kept it ingame for years.

before the beefalo rework they would also poop all the time while you we're riding them. At least now they only poop if static. Still, a tamed beef shouldn't poop at all. It's also the main reason I don't use them regularly. 

On 5/18/2022 at 8:57 PM, jan Mele said:

You can get recipies for these by filling small chests near the naturally repaired pseudoscience station with specific items

Aha thank you good to know, I don't think I've seen one of those yet but I will keep my eyes open =)

 

On 5/18/2022 at 11:35 PM, SomebodyRandom said:

I do think if you haven't gone to the Ruins, you should get yourself set up to explore underground and learn more about it because it's a pretty important part of the game.

I mean... sure, but it's kind of super difficult and I just don't want to. Maybe eventually. But I feel that's kind of separate from my point which is that something as simple and basic like turf shouldn't require such a crazy difficult excursion, especially since turf construction is so inconsistent already; Some turf you can make from Alchemy, some you require a recipe for but then you can make it from Alchemy, and then something as common as Grass Turf, locked behind ruins. This is inconsistent and silly, in my opinion.

I think that rather than increase the slots for chests, it would be great if they increased the stack size (99 for grass/twigs/rocks etc). That gives each slot more value per slot rather than more value per chest. I tend to have specialized chest for "minerals", twigs, grass, etc so to me the number of slots per chest is already good enough. 

This also means the inventory UI for chests remains small and compact, so you can still see what's going on around you.

3 hours ago, Efrendi said:

I mean... sure, but it's kind of super difficult

Ruins is not so much difficult as it is scary. You only need a Deconstruction Staff and a Star Caller's Staff from the Ruins so you could pretty easily just bring about 5 helmets and hug the edges to avoid all combat (or if you're forced to engage combat, the helmet is there for you to be able to take less damage while you run away). 

3 hours ago, Efrendi said:

But I feel that's kind of separate from my point which is that something as simple and basic like turf

That segment wasn't really about the Terrafirma Tamper, more so a suggestion for newer players. Ruins seems really scary so no one attempts it, which keeps a lot of people from actually trying the caves when they can already survive the surface. But if you can survive the surface, you might not have much trouble surviving the caves.

3 hours ago, Efrendi said:

Some turf you can make from Alchemy, some you require a recipe for but then you can make it from Alchemy, and then something as common as Grass Turf, locked behind ruins. This is inconsistent and silly, in my opinion.

I mean the turfs you can craft from an Alchemy Engine are like, a bunch of rocks in a pattern, or a rug, or just a bunch of boards, meanwhile the ones you craft from the Tamper is pieces of the actual ground.

3 hours ago, jan Mele said:

The info about recipies. They themself exist

Aha of course, thank you =)

 

2 hours ago, HowlVoid said:

I think that rather than increase the slots for chests, it would be great if they increased the stack size (99 for grass/twigs/rocks etc).

Why not both? =) Bigger stacks makes perfect sense, but more slots is still important I feel because there are many things which don't stack. Maybe that's less of a problem for more experienced players, or maybe more experienced players have just played so long that they've had to adjust and get used to not keeping many items around. Either way, more slots, bigger stacks, yes please =)

 

26 minutes ago, SomebodyRandom said:

Ruins is not so much difficult as it is scary.

Spot on! Very scary =(

On 5/19/2022 at 1:08 PM, reallychina said:

Tbh beefalo shitting all over the place is one of the main reasons i stay away from using them as often. 

 

I can't understand how the devs thought that is a good idea and kept it ingame for years.

Honestly as cool as Beefalo riding is on paper, I don't do it either aside from the celestial event or the shadow pieces. When I read stuff on the wiki like "a full domestication costs 600 twigs", I don't exactly get excited about the idea of taming a beefalo. A brush supposedly makes it easier, yet I'm on day 817 now and I haven't seen a single Ewecus, and I've been looking. Apparently this was a bug at some point that got fixed, except for my server I guess D:

It's fine if they add a little bit of a challenge to the taming and upkeep to Beefalos. But why would I let myself get kicked off by my Beefalo every 15 seconds, feed it my entire stick supply and clean up its poop when I can just play Wolfgang with a walking cane? It's much easier and cheaper to maintain his stats, he hits much harder and doesn't even need as much food.

Beefalo riding could have been a great early game exploration option, they just need to tone it down with the absurd requirements.

18 hours ago, HowlVoid said:

I think that rather than increase the slots for chests, it would be great if they increased the stack size (99 for grass/twigs/rocks etc). That gives each slot more value per slot rather than more value per chest. I tend to have specialized chest for "minerals", twigs, grass, etc so to me the number of slots per chest is already good enough. 

This also means the inventory UI for chests remains small and compact, so you can still see what's going on around you.

Do you mean stack size inside chests? If that's what you mean it would be a bit weird for the stack size to change depending on the container but I guess I wouldn't be against the change. If you mean the sizes should just change to 99 everywhere that is a terrible idea.

2 hours ago, Cheggf said:

Do you mean stack size inside chests? If that's what you mean it would be a bit weird for the stack size to change depending on the container but I guess I wouldn't be against the change. If you mean the sizes should just change to 99 everywhere that is a terrible idea.

Just inside the chest. 

32 minutes ago, Guille6785 said:

it already is, domestication goes up while you're riding it even if it's starving

It's really not. It will be if I can give it like 5 sticks or grass per day and ride it without getting bucked off every 15 seconds. Not needing to feed it stacks and stacks of twigs and grass.

 

28 minutes ago, jan Mele said:

Just use light bulbs

This suggestion just highlights how poorly balanced the whole Beefalo taming mechanic is. I'm watching this guide that was actually somewhat recent (October 2021), and they suggest feeding light bulbs as well. However keeping its hunger up requires an absurd 32 twigs or 64 grass per day if you don't know about light bulbs. And apparently you can just tame it with zero hunger and feed it light bulbs of all things, because the whole mechanic wasn't confusing and misleading enough I guess?

He also suggests periodically getting off of your Beefalo, which is what I've been doing, and it's also absurd that you can and need to do that to stop it bucking you off.

The whole mechanic needs to be redone from scratch and simplified a lot. Making it as complicated and confusing as it is doesn't improve the game or incentivize people to bother with Beefalos.

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