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Bigger Islands using existing resources.


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Now maybe it’s my own fault for expecting something bigger.. but I was incredibly disappointed with Moon Quay Island when I finally found it.. (which took about 3/4 real hours sailing..) 

Its just that the island is so very very small.. like there’s little reason to want to go here and explore- yes.. the “Curse” is a fun unique gameplay element but..

As you can see here the update has all this cool stuff-


It’s just jam packed in one little island that leaves the player little room to move around, dodge/kite or explore..

The freaking Catcoon biome (I forget what it’s actually called) is more interesting and unique- it’s huge.. there’s lots of trees, and there’s Catcoon Dens which you can rummage through to get whatever they stole from you back.

I would absolutely love it if this island could be made larger using the same things shown in the above link, such as a make the biome at least as big as a standard “land” biome like the Beefalo Savannah or Catcoon biome.. spread the Monkeys and their huts out a bit, fill the map with the Sandy beach turf, the Palmcone Trees, the Crustashine critters, and Banana Trees, maybe you can even have X marks the spot treasure hunts appear on their own Island that would give the player a reason to WANT to become Wonkey to explore the Island as a Monkey without you know.. getting mauled/robbed all the time by them?

In my current game this island is small (this could be due to how it retro fits..) and because it’s small it’s just a small area full of Monkeys that will completely rob you blind in a few seconds.. 

Hamlet had POGS and Shipwrecked had the Primeapes that would also do the same thing… except- Those islands were bigger and gave the player room to explore, dodge, kite or simply avoid them… 

This one however (which again could just be how it retro fits as I’ve yet to try generating a new world to see if it’s any bigger..) is too small to do much of ANYTHING on..

Don’t get me wrong, I absolutely love the new game mechanics, the craftables and all the resources, biome features- but what I don’t like is that its so jam-packed in one tiny area.

Where as.. if the beach were larger you could do things like put X marks the spot treasures on the island, or make it so the new Polly Rogers bird can spawn and land on the Moon Quay islands Sandy turf when you wear the Polly Rogers hats (like how when the player builds a Scarecrow it makes canaries spawn instead of Crows)

Giving the Island itself unique features besides becoming a Monkey.. or resources spewing out an unnatural portal to want to frequently Revist the area.

I'm pretty sure the island is a set piece with little variety between generated instances, largely because it's meant to look like Wagstaff's head when viewed on the map. I'm quite pleased with this update. Finally, a good use for hound's teeth. What? No recipes use them in the update? Who said anything about recipes? Keep a stack or two in your front inventory slots and those stupid apes won't be able to touch the rest of your inventory, at least so long as those teeth hold out.

7 hours ago, ShadowbirdRH said:

I'm pretty sure the island is a set piece with little variety between generated instances, largely because it's meant to look like Wagstaff's head when viewed on the map. I'm quite pleased with this update. Finally, a good use for hound's teeth. What? No recipes use them in the update? Who said anything about recipes? Keep a stack or two in your front inventory slots and those stupid apes won't be able to touch the rest of your inventory, at least so long as those teeth hold out.

you can use the twigs you usually bring with you instead of wasting an additional slot for hound teeth

14 hours ago, ArubaroBeefalo said:

you can use the twigs you usually bring with you instead of wasting an additional slot for hound teeth

In my current build of the game- the Moon Quay monkeys do not have a “Steal Limit” they can pretty much pluck my entire inventory clean: And to make matters worse- the island is only as big as the video I added above: AND it’s also got a portal on it that can spit these Monkeys out of it. I understand that the portal is there to keep the Island from going bare of resources.. but Klei should probably add a Maximum Island cap so the area can’t become over-populated with Monkeys that Rob you blind.

It should be as simple as let’s say the island is only designed to house 15-18 monkeys, so unless one of those are killed- more can’t spawn on the island.

I went to this island with 3 full stacks of poop, one extra stack of twigs, one extra stack of grass- And I still was robbed blind trying to trade just 4 Bananas to the Moon Quay Queen.

10 minutes ago, Mike23Ua said:

In my current build of the game- the Moon Quay monkeys do not have a “Steal Limit” they can pretty much pluck my entire inventory clean: And to make matters worse- the island is only as big as the video I added above: AND it’s also got a portal on it that can spit these Monkeys out of it. I understand that the portal is there to keep the Island from going bare of resources.. but Klei should probably add a Maximum Island cap so the area can’t become over-populated with Monkeys that Rob you blind.

It should be as simple as let’s say the island is only designed to house 15-18 monkeys, so unless one of those are killed- more can’t spawn on the island.

I went to this island with 3 full stacks of poop, one extra stack of twigs, one extra stack of grass- And I still was robbed blind trying to trade just 4 Bananas to the Moon Quay Queen.

the player must perform really poorly to get hit 40 times and dont kill any of the monkeys (3 hits with good weapon) recovering part of the stolen twigs

the island is perfect as it is. You need to think how to aproach them instead of going yolo holding F. After that you have plenty of time to gather resources from the portal.

You can always hammer some or all of the spawners if you dont want that much monkeys.

Also, if you give bananas to her queen they wont atack you

17 minutes ago, ArubaroBeefalo said:

the player must perform really poorly to get hit 40 times and dont kill any of the monkeys (3 hits with good weapon) recovering part of the stolen twigs

the island is perfect as it is. You need to think how to aproach them instead of going yolo holding F. After that you have plenty of time to gather resources from the portal.

You can always hammer some or all of the spawners if you dont want that much monkeys.

Also, if you give bananas to her queen they wont atack you

Your expecting people to have a good weapon to go to the island but, you don’t even need a weapon on this island because the monkeys won’t attempt to kill you unless you hit them first..? They just annoyingly steal everything from you.

Ive made it to this island with no body armor at all, a standard spear, and only a grass raft and driftwood oar..

While yes I was playing as Wendy.. My entire point is if this content is suppose to be for “skilled” players- A complete noob could still potentially sail there.

Now had I gone to this island with a helmet/armor/Hambat/Darksword? I’m pretty sure the results would’ve been different..

I want to bump this thread (again) but this time I want to explain a little more in depth  why I would like more areas of the game to use the games already existing biomes, mobs and resources..

You see when you generate a world in DST they’re mostly always the same, despite the games product description reading as “Explore randomly generated worlds full of things that hate you & want you to die”

The thing is: That’s not really the case with DST.. 

Biomes are always spawned with the same mobs, hazards and resources and it just becomes a repetitive task of “go here, collect or do this.”

Now over the years Klei has added ALOT of amazing content into this game, a lot of new mobs, a lot of new resource types, flowers, ground turfs etc… and if I spend 10,000 + game days I can eventually mold my world to look the way I want it to look by chopping down, relocating, moving items into other locations Moon Quay update finally gave me the chance to swap out the ugly desert turf with better looking sand and to chop down all the Birchnut trees digging them up with a shovel to plant Palmcone trees in place of them-

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These are resources readily available to the player should they choose to go collect them and modify the look of their worlds..

But- there’s still a boatload of content that is going under utilized to its fullest potential because it has to be constrained to one tiny biome or area within the game..

Let’s use the classic Gold Graveyard set piece with the cool Erie fog as an example: this content never spawns anywhere outside of the forest.. you can’t say: end up with this Gold Graveyard in the Desert near hound mounds, or in the swamp cleverly hiding swamp tentacles OR out in the ocean as sort of a sunken pirate ship set piece.. nope it’s all sadly in the same NOT Randomly generated area every single time..

And it’s something that deeply saddens me. Why have 5000 Cookie Cutters spawn around Salt Formations (a highly over exaggerated number but you get the point) when you can have 2-4 stray cookie cutters spawn elsewhere in the ocean, perhaps munching boat wreckage or near a coral?

RockJaw sharks exist in this game but to what capacity? Why do they only spawn in specific areas of the ocean and can’t be seen I don’t know.. circling around a small one palmcone tree Island with a failed survivors skeleton on it?

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Moon Quay also added Monkeytails (Cocktail bushes) into the game, so why can’t those be found floating in the empty watery areas of the game?

Klei keeps adding new updates with new content into this game on near about a monthly basis and don’t get me wrong I’m thankful for it… but now that all these biomes, mobs and resources exist…

Why is World Generation still so boring and mostly predictable??

TL:DR if I can go to Beefalo Savannah and dig up all the Grass Tufts to replant them almost anywhere in the game.. why can’t I find grass tufts growing in Swamp Marsh or Desert? Why if Hounds spawn in waves every few days is the “Bones” of the things they’ve eaten only ever found in the desert area near their hound dens?

I guess what I’m trying to say is I feel it’s time we take a game franchise that was created in 2013 and give it a full fledged head to toe makeover to feel like a game getting updates in 2022.

Maybe what I want is better suited for PC mods.. but I still can’t help but ask why we aren’t making better use of all the content that’s been added to the game throughout the years? Why do I have to spend 10,000,000 days moving things and remodeling my worlds.. when RANDOM WORLD GEN should be doing that?

I feel like some things aren't meant to be random in the game....that being said....why are decidious trees spawned in the desert instead of palm trees? It's not very oasisy for an oasis.... or is it just meant to be a different type of oasis? If that were the case, it would still make sense to have a different world generation with the palm trees, and with sandy turf in the desert of some kind? Personally I don't think there is really anything wrong with the world generation, but sometimes more variety is fun...rather than just different set pieces or twigy/juicy/gecco vs. default. ...but you can really make each world however you want to, so if you  want to cover the whole mainland in marsh turf, you can do that... or if you want to build a shore around the entire continent, you can do that... I think it would be great if we could spawn in a world that was mostly desert, or mostly deciduous forest, or swampland already, because the resources are biome specific and cannot be changed either after world generation. So while we have a lot of freedom as players... we are still restrained by the world generation, which we have no way to influence at all without the use of mods.... LIKE, what if players wanted to split up the continent into islands? Or what if they really wanted a world with a certain set piece, like a marsh trap in the swamp, or the dev graveyard? What if players wanted a gigantic graveyard with 100s of graves....because they wanted to have a spooky base as Wendy? idk, more options could be fun

On 7/15/2022 at 2:55 PM, Jinjetica said:

What if players wanted a gigantic graveyard with 100s of graves....because they wanted to have a spooky base.

I continuously beg Klei for the ability to create my own graves or bone decorations, I’m the morbid guy who made the cool Halloween display a few years back where I intentionally died on top of grave yards to add some spooky skeletons to it, I was also the Guy she took that one Telltale heart skin and carefully placed them in dug up Gravesites to look like spooky zombie hands reaching up out the ground holding their own pulsing hearts in hand. I would love it if I could craft my own graveyards..

I would also love it if I got gothic looking Sisturn skin because the girly flowery thing is bleh for me: Hey Klei here’s an Idea… Wendy’s Sisturn literally looks like a Wishing Well, You know what other Spooky media franchise had a wishing well in it?

Spoiler

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So get creative with it and make it look run down.. maybe have the top half look broken and run down with the Sisturn being layed over in the Water bucket. 
 

(Wish I was good at art.. I’d draw this.)

I know this is slightly off-topic but Come on man it’s September 20th… you can’t expect the advocate for all things spooky to not get appropriately in the festive mood the closer we inch towards Halloween.. can you?

Also- I wanted to bump this thread because I don’t think people are fully realizing what I’m saying by we have all these mobs, biomes and resources but they go under utilized.

So let’s use Grass Gators as an Example, imagine if there was a shallow watery area just somewhere out in the Ocean where “Ground turf” just sort of floated on top the water, it wouldn’t be stable enough to stand on but it could grow grass tufts you can harvest or, Grass Gator can hide beneath its surface.

(think at see version of Grass Geckos leaving tufts everywhere)

Why confine this content to one secluded area? Monkeytail bushes are another good example: why can’t these be found floating in waters & why can’t while harvesting them their be a small chance you harvest a monkey instead?

These are the kind of things I imagine in my head, things that would take all the content Klei has added over the years and use that content to fill in the otherwise empty areas of land and especially the boring empty oceans.

Why are Water Stryder spiders confined to the water logged biome?? Why can’t we occasionally just see one skidding about on the water eating small bugs? Maybe it can even serve an actual gameplay purpose too like it targets and eats fireflies 

my point is- we have all this content already in the game that if world Gen was less confined.. would already make the game feel more alive and full of wildlife, resources, plant life etc..

Yes, I enjoy when Klei adds NEW content.. but why not also offer us new ways of playing with and experiencing the content that already exists?

 

I want to bump this thread hoping it gains more traction the newly released (for Nintendo switch) Total Drama update added Briar Hounds, and in my opinion these things should’ve been able to pop up anywhere randomly on the map similar to how Lureplants just show up..

instead- they’re locked to a certain set piece area and they go underutilized for the full cool potential.

I can list many other examples like this too.. there’s a bunch of completely empty islands that have existed in world Gen since Return of them Turn of Tides but now that new stuff has been added to the game over the years, maybe more things should be able to spawn on/around those islands.

Instead of creating new completely secluded little restrained biomes with resources/mobs, let’s take all the biomes, resources and mobs the game already has in it and..

Redesign the Constant.

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