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3 minutes ago, sylvia wander o said:

It's less out of the way than caves, even, it's all around you and has its own crafting tab to push the player towards its existence (similarly to beefalo taming)

Nah caves are easier access than donuts

4 minutes ago, Primalflower said:

grass raft

2 minutes ago, sylvia wander o said:

It's less out of the way than caves, even, it's all around you and has its own crafting tab to push the player towards its existence (similarly to beefalo taming)

?? This makes no sense. The surface was getting super cluttered but they wanted to put more there, so they put it all in the other 80% of the map that was unused, which has many benefits like it being all around you, driftwood/bottles at the shore pushing players out there, the open design of it making it super different to explore than the mainland, etc.

I would bet you that a new player would go explore caves before they even decide to go onto the ocean.
and if a player does go out  to see the bottles they end up finding pearl and get some fishing gear?
Thats about it really from what the game will give you.  The biomes the ocean provides are rather mediocre I would much rather that change some of the seastack biomes into  islands with unique mainland biomes spawning into the ocean.  so that way its something extra. The player can find.
Like imagine sailing and finding a triple tusk island  in addition to haveing one on the mainland.
The ocean is too empty
theres no game built around the ocean
But there is game built around land.
Which is where everything is.



Grass raft added recently does help in aiding the player to get onto the ocean but it also  may just go unnoticed.
 

 

If you place a grass raft at a shore and start to row in that direction, you are massively more likely to (painfully slowly) eventually reach the border of the world than you are to find lunar island, pearl, crab king (which you can't fight without gems), or monkey island

12 minutes ago, Guille6785 said:

If you place a grass raft at a shore and start to row in that direction, you are massively more likely to (painfully slowly) eventually reach the border of the world than you are to find lunar island, pearl, crab king (which you can't fight without gems), or monkey island

???? if you walk in one direction on land you'll probably hit the shore border

15 minutes ago, Guille6785 said:

If you place a grass raft at a shore and start to row in that direction, you are massively more likely to (painfully slowly) eventually reach the border of the world than you are to find lunar island, pearl, crab king (which you can't fight without gems), or monkey island

If you walk in one direction on land you hit the shore. Thankfully, in both cases, you can like... NOT go directly in one direction towards a barrier. Exploring the border of the map is like, the first piece of advice you give to a new player. Apply that knowledge on the ocean and row around the border of the map and you'll be finding waterlogged biomes, salt shoals, the lunar island, and maybe even stumbling on the moon quay or Crab King.

Also Pearl is a weird example here because like... bottles point to her exact location?? And like, that even gives you a guide as to where to explore towards.

16 minutes ago, DVGMedia said:

I would bet you that a new player would go explore caves before they even decide to go onto the ocean.

i mean, this is really bad "experience-is-blocking-my-perception" type stuff. A player will walk around, eventually see the shore, and if they haven't already seen it, see the entire crafting filter filled with ocean gear, including the inexpensive grass raft. The same way a new player will find a cave hole and put pickaxe together. I've, like, seen both of these happen before, with my own eyes. Because new players are constantly coming in and you see a lot on pubs.

7 minutes ago, sylvia wander o said:

If you walk in one direction on land you hit the shore. Thankfully, in both cases, you can like... NOT go directly in one direction towards a barrier. Exploring the border of the map is like, the first piece of advice you give to a new player. Apply that knowledge on the ocean and row around the border of the map and you'll be finding waterlogged biomes, salt shoals, the lunar island, and maybe even stumbling on the moon quay or Crab King.

I would legitimately prefer watching paint dry than slowly row around the edge of the ocean, if you told a new player to do that you'd likely make them quit the game wtf

also brine biomes, waterlogged biomes, pearl, lunar island and crab king almost never spawn near the edge of the map, only moon quay consistently does

Just now, Guille6785 said:

I would legitimately prefer watching paint dry than slowly row around the edge of the ocean, if you told a new player to do that you'd likely make them quit the game wtf

also brine biomes, waterlogged biomes, pearl, lunar island and crab king almost never spawn near the edge of the map, only moon quay consistently does

I misspoke, I meant rowing around the border of the SHORE, not the waterfall, hence the comparison to walking around the shore border when exploring on land.

2 minutes ago, sylvia wander o said:

I misspoke, I meant rowing around the border of the SHORE, not the waterfall, hence the comparison to walking around the shore border when exploring on land.

yeah. like. especially on a server with more than just the one player, you'll find a crazy amount of stuff just doing this and collecting bottles and constantly rolling the chance for sea life to spawn around you. The chances were upped for such things a while ago, too. You find tons of stuff just going from whereever you shoved off to pearl, and then from treasure to treasure, rowing around the shore and such.

8 minutes ago, Primalflower said:

i mean, this is really bad "experience-is-blocking-my-perception" type stuff. A player will walk around, eventually see the shore, and if they haven't already seen it, see the entire crafting filter filled with ocean gear, including the inexpensive grass raft. The same way a new player will find a cave hole and put pickaxe together. I've, like, seen both of these happen before, with my own eyes. Because new players are constantly coming in and you see a lot on pubs.

yes experience. Since playing the game back then when the ocean was not even a viable option. and if you some how got onto the ocean it was a bug.
If a person may come to together from the single player experience.  knowing full well that borders mean borders.
a person may look at their inventory and what they can craft. But alot of times they don't even get to.   The ocean falls way out of the way for a new player to explore.
Like what is a new player going to find going into the ocean That will help them survive the first few days?

unless they get lucky and find the lunar island then maybe it would help them since that island had lots of resources.
LIke look at this world. Look at how much empty space there is there. Not to mention its a loop world  And those are already rather terrible terrain generation if you don't have good transportation between biomes.

https://preview.redd.it/o6n6qp9ygs891.png?width=3024&format=png&auto=webp&s=ec4362889a1b7763872b43e1992ea67c4c475b21

 

8 minutes ago, DVGMedia said:

yes experience. Since playing the game back then when the ocean was not even a viable option. and if you some how got onto the ocean it was a bug.
If a person may come to together from the single player experience.  knowing full well that borders mean borders.
a person may look at their inventory and what they can craft. But alot of times they don't even get to.   The ocean falls way out of the way for a new player to explore.
Like what is a new player going to find going into the ocean That will help them survive the first few days?

unless they get lucky and find the lunar island then maybe it would help them since that island had lots of resources.
LIke look at this world. Look at how much empty space there is there. Not to mention its a loop world  And those are already rather terrible terrain generation if you don't have good transportation between biomes.

https://preview.redd.it/o6n6qp9ygs891.png?width=3024&format=png&auto=webp&s=ec4362889a1b7763872b43e1992ea67c4c475b21

 

Damn moon quay spawned in the middle. The waters also look visually different like in hamlet don't underestimate human curiosity. I do think we need more ocean stuff but before that a performance update would be neat.

56 minutes ago, sylvia wander o said:

I can't ever coordinate a group of players for Crab King, but I absolutely do Pearl's quests every time I play, for the purpose of ocean fishing even (I want those stupefying lures!!)

same.

well, I mostly do her quests, because it's just enjoyable.

and ocean fishing is quite fun, even if I only do it as Wurt.

39 minutes ago, DVGMedia said:

I would bet you that a new player would go explore caves before they even decide to go onto the ocean.
and if a player does go out  to see the bottles they end up finding pearl and get some fishing gear?
Thats about it really from what the game will give you.  The biomes the ocean provides are rather mediocre I would much rather that change some of the seastack biomes into  islands with unique mainland biomes spawning into the ocean.  so that way its something extra. The player can find.
Like imagine sailing and finding a triple tusk island  in addition to haveing one on the mainland.
The ocean is too empty
theres no game built around the ocean
But there is game built around land.
Which is where everything is.



Grass raft added recently does help in aiding the player to get onto the ocean but it also  may just go unnoticed.
 

 

I just want to add that for a new player finding a triple Mctusk camp would NOT be something they will see as a blessing. 

3 hours ago, Primalflower said:

almost all of my friends around me participate in ocean stuff all the time. social circles and such very much matter.

maybe your circle is also small but you all are similar persons who enjoy the same kind of gameplay

this discussion is getting absurd

Would be interesting and most-likely beneficial if next year onward KLei would add to DST:

1) Progression after first CC take-down - different weather patterns and variants across land and water, perhaps Caves too, different and/or seasonal mobs, amp up on mob's attack patterns/general AI, resources transmute, more plant/animal variation, new mobs/seasonal bosses, new weapons with various effects, combinations of ruins&moon magic tools, etc.

2) Elevation - talked at length in past, would bring forth a new dimension, metaphorically and ad literam, to DST, lots of possibilities;

3) Cave shard updates, making them more enticing via plant/animal and loot diversification, interactions, etc;

4) some bosses revamps, like CK (needs badly different loot-table for various gem combinations) and BQ for example;

5) more ocean content, revamp of Monkey Pirates spawn & attack patterns (ramming & mugging the most should be either eliminated completely or done after players' defeat, combat should be the focus as with real pirates, in a non-tanking way - examples have been given: i.e. monkeys try to make a circle around player and attack in tandem, in non stun-locking manner, a.s.o.);

6) minor QoL, stringent bugs solved (Bug Tracker is full of valid reports, waiting).

13 hours ago, DVGMedia said:

LIke look at this world. Look at how much empty space there is there. Not to mention its a loop world

It's because it's a loop world. This nonstandard world generation option is also doing stuff like putting the Moon Quay in a spot it would never be otherwise, and pushing stuff like the Waterlogged biomes farther out in deeper waters than they'd usually be because the mainland is taking up way more space than it's supposed to.

13 hours ago, DVGMedia said:

yes experience. Since playing the game back then when the ocean was not even a viable option. and if you some how got onto the ocean it was a bug.
If a person may come to together from the single player experience.  knowing full well that borders mean borders.

This is a really silly and specific hypothetical and I think if this hypothetical person has talked to one (1) person about the game before or taken a single glance at the crafting menu or the clearly different looking ocean with items and plants floating in it then they'll pick up on the hints and realize there's different rules here.

On 12/12/2022 at 2:05 AM, sylvia wander o said:

I think it would be an overall good thing to expand your social circle.

tfw if I said this to you I'd probably get banned

anyway because of this discussion I decided to run a poll in the most unbiased way I could and the results speak for themselves

image.thumb.png.bd1ce7671f9a7cdeaea4bec0e0b8b60e.png

to nobody's surprise my statement was inarguably correct, the overwhelming majority of people who do participate in ocean content only ever do so to progress the quest or to get specific resources, not because they actually enjoy the fishing or sailing mechanics

it's also safe to assume that (based on the people who watch my channel) most of the people who voted in this poll are far more involved with the game and the community than the average player, probably having hundreds of hours each, and since ocean content is usually perceived as mid-later ish game content this is literally the most in favor of ocean content enjoyers as you could possibly get in any demographic, if you polled some less experienced players instead you'd most likely receive "never" as the most common answer

 

if this doesn't prove that the ocean content is in a very bad spot idfk what does

19 hours ago, sylvia wander o said:

This is a really silly and specific hypothetical and I think if this hypothetical person has talked to one (1) person about the game before or taken a single glance at the crafting menu or the clearly different looking ocean with items and plants floating in it then they'll pick up on the hints and realize there's different rules here.

not hypothetically speaking, when I first played dst (after the release of rot since I was a ds only player) I saw the ocean and the boats, I made a boat, started rowing, saw how slow it was and never touched the ocean again until the release of celestial champion

again, this isn't a silly and hypothetical person, this is literally what happened to me

Lmao.. I mean if your going out on the ocean setting sail to go to new biomes and gather new resources, that’s pretty much the Gist of Ocean content, not just In DST… but in ANY GAME With an Ocean.. including but not just limited to: Video games that are almost entirely designed around ocean content..

You created a completely biased poll where there’s only really one correct answer- people interact with this content to fight a specific ocean boss or to sail to a specific biome for resources.. because that’s technically all that they CAN do, even in a game like Atlas or Sea of Thieves games designed around being on the ocean A LOT.. still also have “Land Biomes” you get off the boat and explore on foot.

Your poll completely omits the fact that even though it’s a new “Land Biome” places like Lunar Island & Moon Quay Island are still just as much Ocean content- as the Islands of Atlas or Sea of Thieves are.

So my only remaining question is If it’s not to sail to new biomes and interact with new content/collect resources/fight sea bosses.. what are you even interacting with Ocean content at all for?

Shipwrecked at first glance may have looked like an ocean full of life, but the real gameplay actually revolves around sailing from land biome to land biome to gather resources/repair your boat etc..

2 hours ago, Guille6785 said:

image.thumb.png.bd1ce7671f9a7cdeaea4bec0e0b8b60e.png

I think it's pretty easy to see why the responses to such a thing on a channel largely about speedrunning ANR bosses would have such results... that being said, this is like. deceptive wording, and absolutely not unbiased nor inarguable. Grouping the Celestial Champion and "specific resources you want" together skews the results towards the point that you want to make, as does separating "I go to the ocean for resources" and "I enjoy the ocean" into separate options. I agree with Mike here.

2 hours ago, Guille6785 said:

not hypothetically speaking, when I first played dst (after the release of rot since I was a ds only player) I saw the ocean and the boats, I made a boat, started rowing, saw how slow it was and never touched the ocean again until the release of celestial champion

again, this isn't a silly and hypothetical person, this is literally what happened to me

You're describing a different scenario than what I was responding to. DVG was describing a hypothetical player who gains experience with DS, learns you can't walk on water without bugs, and then proceeds to never notice anything off about the DST ocean whatsoever and is thus permanently unaware of the ocean, being used as an example of the ocean being inherently bad on a game design level. You, however, are describing that you DID notice the new ocean and the boats for sailing on it, and then experienced that content and decided it wasn't for you. That's a valid (if a little impatient) experience, however it's not what was being described by DVG at all.

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