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i think is very unrealistic to say that mayority of players go out of the way to sail to stay afk in a boat expecting to fish few fish as unique reward after you have done monkey, lunar and pearl island

and dont get me wrong, i enjoy the ocean content and sometimes i even fish for the sake of fishing, i expend a lot of time carrying nuts

Everything on the ocean is one trick pony stuff.

It's just common sense that it's content that quickly becomes stale.

Also, is moonquay and lunar island really ocean content? Since it's on land... 

Monkey raids where a nice step in the right direction. But then they drops glorified logs and it's just meh.

6 minutes ago, HowlVoid said:

Everything on the ocean is one trick pony stuff.

 

but that happens in land too, the only biome you really want to revisit is the ruins and, unless you are using a lot of the loot to build or you facetank everything, you get more than need after few cleanings

8 minutes ago, ArubaroBeefalo said:

but that happens in land too, the only biome you really want to revisit is the ruins and, unless you are using a lot of the loot to build or you facetank everything, you get more than need after few cleanings

Well I think some biomes on land could use a breath of fresh air too.

Pig king, cactus, mctusk, mushrooms, spider nests, bee queen, hostile bees (for pocket bees), hound mounds, moon altar and more are all resource points I return to. The waterlogged biome I go for to get one tree seed and never return to it again. One above average tree covers my relatively small base.

They have a great foundation in shipwrecked they should absolutely return to.

Oil, jellyfish, whales, volcano, are all things that should return. Just add/remove/ change things to be more balanced. Add the underground of the volcano in the caves.

7 minutes ago, ArubaroBeefalo said:

one? you are offending me

Yeah. My bases are small haha. The fig recipes also seem more trouble than they're worth imo. I kinda forgot the recipes over time from underuse and now I don't bother with them. 

Fig should have more uses as other items. Like fig wax candles, even if it's just decoration (or useful things like traps).

1 minute ago, HowlVoid said:

Yeah. My bases are small haha. The fig recipes also seem more trouble than they're worth imo. I kinda forgot the recipes over time from underuse and now I don't bother with them. 

Fig should have more uses as other items. Like fig candles, even if it's just decoration (or useful things like traps).

ye, figs are basically for ocean snacks and very long worlds

as wurt i did a mega base filled with trees and end up basically eating raw figs and making the recipes for fighting fw (giving sanity and health is a good thing for that fight) but i only used them because i had like 20 trees

 

to defend ocean a little. You come back to malbatross spawner to get more paddles and watering cans (and you can safely fish easy fish after she is dead), you go back to moon island to activate moon storms and fighting CC (and in the way to the island ocean shenanigans), to monkey island you come back to farm more banana bushes and reeds (unless you went bananas bringring with you hundreds of glems to mass farm them in one go)

and im sure im missing more

3 hours ago, HowlVoid said:

Everything on the ocean is one trick pony stuff.

It's just common sense that it's content that quickly becomes stale.

Also, is moonquay and lunar island really ocean content? Since it's on land... 

Monkey raids where a nice step in the right direction. But then they drops glorified logs and it's just meh.

I can name every single game with ocean content in it where you spend alot of the game on a boat or out at sea, and for those games to actually be interesting you have to be able to get off the boat and explore land biomes. That’s just how it works, that’s the gameplay foundation, even the upcoming Skull & Bones game made by the creators of Assassins Creed Black Flag will likely include activities that need to be done on land…

Even Pirate games are themed around the premises of islands, you sail to locations, you fight hazards, gather resources, and most importantly.. seek hidden treasure, take said treasure back to a trader on one of the various islands, reap the rewards of different trade values for supply demand etc.

You guys are trying to argue with someone who was so obsessed with pirates as a child that I had actual birthday parties on board real full scale pirate ship replicas, I’ve played everything from Sidmiers pirates, Port Royale, to Black Flag, Atlas, Sea of Thieves and everything in between.. 

I mean if you want to shoehorn players into being out on the ocean more in DST you could always change crops so that certain ones can only grow properly and their best values if in a certain biome/climate/atomosphere.

But LAND biomes that require sailing to still count as Ocean Content.. that’s just the foundation of naval video games (unless your playing something like battleship or a game themed entirely around at sea naval combat) 

Viking video games where you rowed boats through the ocean involved getting off said boat and conquering other villages- you get the idea…

You can’t just say “Lunar Island doesn’t count as ocean content” because actually.. yes, yes it does.. just as much as those islands you sail to in sea of thieves to fight cursed pirates and escape with their treasure.

That said: the ocean could be more interesting with more to see and do too- 

For example as a Wendy Main I’d love to see something like the Bermuda Triangle or well a Ship graveyard, where there’s a bunch of crashes ships where people have drowned out at sea, and for poor Wendy who can see these restless undead spirits, their constant restless spirits crying out drives her insane. It’s like when Superman can hear the entire world begging for help.. it drives in insanity.

there could be a flooded city that was washed away at sea that’s become inhabited by Merms..

Klei could even add an entire island out there dedicated to forge mobs & it would still count as ocean content.

What makes DSTs ocean seem so “boring” is that you dont actually ever HAVE to interact with it (unless you wanna advance that Celestial Quest) you don’t “have” to sail to for example Lunar Island because the main island sinks into the ocean at a certain time of game year.. you don’t “have” to replant Monkey Tail bushes in the Waterlogged Biome cause that’s the only biome you can place them in.. You don’t “have” to search different islands for the Pig King who frequently changes locations on the map as sort of a traveling trader…

The content for DST is a One & Done adventure because there’s nothing forcing you to NEED to ever build a boat and go anywhere else.

The Pearl & Celestial quest line touches on that a bit, but those are OPTIONAL content, there’s nothing that straight up forces you to ever engage with the ocean.. You don’t HAVE to go to a certain Island like Atlas to gather a certain rare resource or tame a certain type of mob..

Surely you guys can see why DSTs ocean content is largely ignored… right?

A whole controller overhaul is needed everything about how it works right now just feels extremely clunky.

Current issues:

-Not being able to move while sorting your inventory

-Not being able to select certain players to kick, ban, or mute when viewing the playerboard.

-Not being able to target any item that has an indicator ex.

Wortox soul hop, lazy explorer teleport, ocean fishing rod toss, Wolfgang's dumbbell toss, star/moon callers, water balloons, napsack, strident trident, seedshells

-No cursor for items that could really use it like weather pain, oars, ranged weapons.

-You can forget that the weather pain is a ranged weapon since targeting anything that isn't directly Infront of you is impossible.

Trying to use oars on a kitted out boat is near impossible you won't be able to position yourself to where the character can select the ocean. Same issue occurs if you wanna inch your boat closer to land without jumping straight off the boat onto land.

Ranged weapons require more precision than everything else yet there's no way to choose your specific target amongst even the smallest crowds. The most telling moment is attacking mctusks since for whatever reason his icehounds have a higher priority to be targeted with icestaffs making it a matter of dancing in place to fiddle with the wonky targetting and that's trying to target with only 4 stationary entities on screen.

-The inability to drop items directly into ocean

-Quick moving items from a fridge directly into a crockpot doesn't work properly it adds it into your inventory first.

-No button to switch targets for both picking items/structures and target locking which makes mob farms, tooth trap fields, bosses with minions, walls, boats and anything else in tight spaces hell to navigate.

-Walls being able to get attacked without locking on first.

It causes targeting issues whenever mobs start hugging walls making it hard to target them without aiming for your own wall.

-No button to zoom in/out the player camera

-Can't hold the button to continuously cook or pick nearby loot.

-inability to move building placement

You can only build directly Infront of you

-Building wasn't improved to work with controllers and there isn't geometric placement to help you keep buildings tight knit or tidy

The only way to ensure buildings are close together and in the same position is to build in lines using a pitch fork to understand your placement, wearing marble armor and holding Wolfgang's marble dumbbell in order to slow your character enough to have the precision to place buildings symmetrically

If you step out of line or get interrupted by either combat or the elements trying to get into position where your buildings overlap properly without being misaligned you'll have to probably hammer it down and build again or commit to shimmying around until you can be align it perfectly pixel by pixel.

And good luck if anything "accidently" gets destroyed/burnt

These type of issues exist because there wasn't enough changes to compensate for the hardware changes of going from mnk to controller

You can't expect a mouse and keyboard game to feel smooth with a controller when it's not specifically made with it's limitations/design in mind. 

Look at all the people that struggle to play dark souls games with a mnk because its controls we're designed to work specifically with joysticks in mind first and then wasn't changed to take advantage of the benefits of a mnk.

Here's a couple changes that klei already made that feels extremely right for a controller experience

-adding the emote wheel so players don't have to type to emote

-adding in the voice chat

-adding twin stick aiming for Maxwell's spells so he can actually aim.

-the ability to quick drop items onto the floor

-letting players click on research machines to quickly access their prioritized crafting tabs

-being able to move across your inventory slots by moving beyond one side

-new crafting ui with quick crafts and favorites

I understand the game is "uncompromising" but people that play on consoles tend to be more "casual" than pc players so making the game "easier" for them to work with and experience will enhance gameplay when players are finicking less with it's controls and playing more.

Hopefully with more changes the experience between console and PC players will start to not differentiate so much and we'll be a step closer to crossplay between the playerbase.

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