Cloakingsumo198 Posted December 14, 2022 Share Posted December 14, 2022 You could make the shield cancel out ranged attacks as a form of parry but function as regular damage reduction armor when hit from melee. It would finally give an option to deal with ranged units that isn't an ice staff/fire panic or just straight up tanking. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615054 Share on other sites More sharing options...
GenomeSquirrel Posted December 14, 2022 Share Posted December 14, 2022 7 hours ago, . . . said: i don't understand what's wrong with this forums that whenever i bring up improving the combat system people who disagree with me always bring up dark souls or basically saying that improving the combat system would make the game into dark souls. it's actually really really really annoying enter the gungeon or cult of the lamb arguably suffer for including dodges, and its implementation might change enemy ai into something less enjoyable for people who hate iframe based gameplay. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615064 Share on other sites More sharing options...
Cloakingsumo198 Posted December 14, 2022 Share Posted December 14, 2022 6 minutes ago, GenomeSquirrel said: enter the gungeon or cult of the lamb arguably suffer for including dodges, and its implementation might change enemy ai into something less enjoyable for people who hate iframe based gameplay. I've never played either of those games can you explain why the suffer from the dodge roll mechanic? Also we've seen that those type of special animations can break ai since Maxwell's duelist dash break agro. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615066 Share on other sites More sharing options...
Hornete Posted December 14, 2022 Share Posted December 14, 2022 58 minutes ago, Cloakingsumo198 said: I've never played either of those games can you explain why the suffer from the dodge roll mechanic? I've played Enter the Gungeon and it's one of my most favourite rogue lites out there. I personally think the dodge rolling feels really smooth and nice to use in that game and fits right in. Though I do not think DST "needs" such a thing (EtG is a very different game from DST! One's a dungeon crawler bullet hell rogue lite while the other is a wilderness survival sandbox game that puts your knowledge and/or ability to learn above all other skills, ) Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615071 Share on other sites More sharing options...
Mike23Ua Posted December 14, 2022 Share Posted December 14, 2022 I want to see boss fights re-visited and be made more fun.. it’s funny, I in general really enjoy boss fights in most video games, but DSTs feel like more of a chore then they do something that’s unique and fun. I’ve played so many games throughout my 30+ years of existence & boss fights have been a huge part of those games, everything from Mario & Sonic the Hedgehog to Contra & the Batman Arkham games- When a boss fight is done RIGHT they are epic highly enjoyable segments of gameplay content. So my next question is- why does bosses in DST not feel epic & highly enjoyable? Maybe they have way too much health & it’s a complete chore for a solo player to fight them when a group quickly makes short work of them.. or maybe it’s because without the “Spawn Minions” most bosses just boil down to having the same fight/kiting pattern as fighting a Beefalo would. (Hit a few times, move away from one swipe attack, rinse repeat) it just doesn’t feel.. how do I put this, dynamic.. involved, there’s nothing epic going on here. When I look at boss fights done right I look at games like Mr Freezes fight in Batman Arkham City or the fight against Ra’s Al Ghul where you need to stand in exactly the right spot to avoid being hit by his AoE attack waves.. Games like It Takes Two come to mind when it comes to good boss fights. And that’s a kind of logic I would love to see Klei revisit their old bosses with.. let’s make it so Dragonfly stomps around but when she does she lets out a ring of fire with a “safe zone” the player can stand in to avoid fire damage which is taking the Ra’s Al Ghul fight from Batman Arkham & applying it to DST. Or maybe Bee Queen can fly at the players with a full horizontal/vertical sting attempt completely across the screen like the boss fights in Teenage Mutant Ninja Turtles Shredders Revenge.. maybe after several failed sting attempts she tries a direct ground pound her stinger into the player which gets stuck in the ground for a few moments of vulnerability. I want to see these kind of exciting changes atleast being discussed! Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615072 Share on other sites More sharing options...
GenomeSquirrel Posted December 14, 2022 Share Posted December 14, 2022 45 minutes ago, Cloakingsumo198 said: I've never played either of those games can you explain why the suffer from the dodge roll mechanic? Also we've seen that those type of special animations can break ai since Maxwell's duelist dash break agro. think of normal movement like Pac-Man, the dodge button would be like Pac-Mania’s jump button, it does open up a lot of options, but also removes a lot of threat the ghosts used to impose. Pac-Mania solved it by adding jumping ghosts to later levels and increasing the ghost quantity so you risk jumping into a mob of ghost. Dodge games do more of less the same. If you haven’t played any dodge button games, 1 would be refreshing, but I played 3, and I don’t want to play one again. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615074 Share on other sites More sharing options...
Cloakingsumo198 Posted December 14, 2022 Share Posted December 14, 2022 2 hours ago, GenomeSquirrel said: Pac-Mania Oh man! I haven't played that game since I had a game boy you brought me some old memories. 2 hours ago, GenomeSquirrel said: Pac-Mania solved it by adding jumping ghosts to later levels and increasing the ghost quantity so you risk jumping into a mob of ghost. Dodge games do more of less the same. If you haven’t played any dodge button games, 1 would be refreshing, but I played 3, and I don’t want to play one again. So if you the make the players abilities have more depth/easier ultimately undermining the ai you have to compensate by giving the ai abilities to disrupt/work against the players new found power? I've played many shooter games and they all usually follow a similar format but they're different enough to warrant their own merits. 2 hours ago, Hornete said: I've played Enter the Gungeon and it's one of my most favourite rogue lites out there. I personally think the dodge rolling feels really smooth and nice to use in that game and fits right in. Though I do not think DST "needs" such a thing (EtG is a very different game from DST! One's a dungeon crawler bullet hell rogue lite while the other is a wilderness survival sandbox game that puts your knowledge and/or ability to learn above all other skills, ) The very first thing I saw when I looked up EtG dodge was no dodge challenges and it made me think. If avoiding using dodge rolls meant that it rewarded player by having more control of their movement and not disrupting their dps than that opens up gameplay no? There will be players that seek the safe option and then there are those skilled enough to minimize their movements to maximize their offensive output. Dodge rolls also seem more prevalent in that game because health is so important and certain attacks are almost undodgeble by simply sidestepping around but it doesn't mean that dodging is a free mechanic if it travels you a set distance/direction each time unlike just walking it's still likely to land you in trouble if abused. Yet there's already plenty of bosses/ranged units in don't stave that have impossible to dodge attacks enless the player stacks speed boosting equipment so I think adding a "dodge roll" with its own downsides would be fitting to add on top of our already conventional "sidestepping". Although I never played EtG it makes me think of monster hunter where there's a simple dodge roll with a few i-frames and it moves you a set distance buts it mostly used for repositioning out of attack ranges quickly and animation cancelling since it's i-frames are usually not enough to phase through attacks. Unlike it's dive dodge which let's you complete negate most attacks with it practically making you invincible for it's whole animation but having the downside of an extremely long recovery animation slowing down your pacing and making you an easier target for follow ups if you dived too early. Both pale in comparison to the god of movement though "sidestepping" which you can do to most attacks letting you strike back in opportunities where dodging/diving normally wouldn't let you. And don't starve is already all about being a sidestepping god, i'd like it if simpler tech was added to make combat more engaging, opening it up more for new players and refreshing the way people think combat should be approached. Spoiler I feel like an ass for making assumptions about EtG dodge mechanics but many games share similar mechanics for most dodge based abilities there's just more ways to go about it than a dark souls i-frame inspired way. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615083 Share on other sites More sharing options...
ArubaroBeefalo Posted December 14, 2022 Share Posted December 14, 2022 7 hours ago, GenomeSquirrel said: enter the gungeon or cult of the lamb arguably suffer for including dodges, and its implementation might change enemy ai into something less enjoyable for people who hate iframe based gameplay. enter the gungeon is one of my favourite games and the roll mechanic is fun there because enemies are a thread. Having a dodging mechanics in a game like dst where everything is designed to be evaded by walking would make it dumb Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615101 Share on other sites More sharing options...
Mike23Ua Posted December 14, 2022 Share Posted December 14, 2022 1 hour ago, ArubaroBeefalo said: enter the gungeon is one of my favourite games and the roll mechanic is fun there because enemies are a thread. Having a dodging mechanics in a game like dst where everything is designed to be evaded by walking would make it dumb That sounds like less of a problem with adding a dodge/block/parry to DST, and more of a problem with the games A.I. and combat needing a complete overhaul same way they did fishing, farming & sailing. Cause I’m just going to be brutally honest, trying to fight even just Pigmen in DST on Xbox is a pain in the rear. They try to hit you & they then run away which should teach the player basic kiting.. but- after they attempt to hit you your likely too far away to follow up with a hit of your own, so what ACTUALLY ends up happening is you just put on Armor and then just stand there tank hitting it till it’s dead. Being able to actually dodge/block/parry then follow up with an attack would help tremendously with this issue. But ultimately it boils down to how much Klei wants to change up their gameplay formula. Players complained when they reworked farming, they complained when they reworked sailing mechanics- no matter what Klei does there will always be a group of people who dislike the changes. Personally for me I absolutely hate the new craft Ui update, this was easily my least favorite “QoL” they did to the game, because.. this actually ended up making things more of a hassle for me then the previous setup. Im sure not everyone shares my same opinion & im probably in such a small minority that improving the craft UI isn’t on their list of top priorities. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615108 Share on other sites More sharing options...
ArubaroBeefalo Posted December 14, 2022 Share Posted December 14, 2022 4 minutes ago, Mike23Ua said: That sounds like less of a problem with adding a dodge/block/parry to DST, and more of a problem with the games A.I. and combat needing a complete overhaul same way they did fishing, farming & sailing. yes, to add more complexity to characters would be necessary to rework everything but i dont think dst needs a complete overhaul of combat. Is simple and fun, they can add new stuff like new magic items, perks like abi, bernie or Maxwell's spells, dash for shield of terror, etc but not making this game another terraria, valheim or an arpg. I prefer dst combat over thec combat from the games i mentioned even if those games have fancier things 7 minutes ago, Mike23Ua said: Cause I’m just going to be brutally honest, trying to fight even just Pigmen in DST on Xbox is a pain in the rear. They try to hit you & they then run away which should teach the player basic kiting.. but- after they attempt to hit you your likely too far away to follow up with a hit of your own, so what ACTUALLY ends up happening is you just put on Armor and then just stand there tank hitting it till it’s dead. that has nothing to do with xbox, i have played hamlet and rog with controller and also happens with K&M, is a problem with how the player is playing because you can fight them right if you time and move correctly. There is no point in making the fighting system more complex if a simple task like kitting a pig is problematic according to your description. It would only make thing worst and more difficult (if was right that fighting a pig is complicated, which isnt) 11 minutes ago, Mike23Ua said: Being able to actually dodge/block/parry then follow up with an attack would help tremendously with this issue. No, atleast if the mobs arent updated. It will just feel very off to fight simple mobs with fancy skill sets and if they update mobs then you will complain because in xbox would be difficult to time the parry or whatever 13 minutes ago, Mike23Ua said: Players complained when they reworked farming, they complained when they reworked sailing mechanics- no matter what Klei does there will always be a group of people who dislike the changes i loved every single change they did to outdated or useless mechanics like farming or the crafting system but i see unrealistic to change everything in the game to work with new skills (plus console already has problems with keybinding, there arent enough buttoms which already affects the pc version quality and complexity) and i depite the idea of a weak gentleman scientist being a skillful warrior, is just off and dumb. Imagine a little girl doing dashes, poweful atacks or rolling arround, just feels very off with the nature of the game. DST is about weak regular people being trapped in a dangerous world not about Ülfrid blessed by the gods killing behemoth with his powerful muscles i think would be faster for klei and more fitting to add mechanics to enemies rather than to players. Celestial champion, fuelweaver and klaus are the perfect examples of engaging combat. Small mobs like scorpions from hamlet or dragoons from sw are very funn with more variety of atacks making them fun. Stunlocking players is a very fun mechanic that more game should have instead of that much dumb fancy skills that only covers a s*it with glitter like happens in valheim. You dont need fancy skills to make combat engaging but funny mechanics, there are already enough games with bland and boring combat because has no mechanics to considere like the stunlock mechanic or eating animation, armor durability, etc adding dashes or aoe skills doesnt make fighting good, just makes you press more buttoms (buttoms that controller already lacks...) if aren't accompanied for cool mechanics Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615110 Share on other sites More sharing options...
Cloakingsumo198 Posted December 14, 2022 Share Posted December 14, 2022 2 hours ago, ArubaroBeefalo said: DST is about weak regular people I dunno man seems those regular people consistently go toe to toe with giants atleast canonically they've beaten fuel weaver, crabking, and celestial champion. I haven't looked at our characters as normal people since the "strange new powers" update back in solo don't starve. Also forge let us see the characters do superhuman things and it really didn't feel out of place at all. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615126 Share on other sites More sharing options...
Mike23Ua Posted December 14, 2022 Share Posted December 14, 2022 DST characters normal people.. meanwhile Woodies animated short showcases him as being able to transform between his cursed forms like Ben 10 slapping in aliens on his wrist watch. Besides.. I don’t think it’s too terribly unrealistic to think that a character can hold a spear in a defensive position to negate incoming enemy damage. The first few seconds where Wilson and the Hound fight over the Hambat.. that could translate excellently into actual gameplay, instead of taking “bite damage” the player can deflect the bite with the Hambat. Your looking at it like people want DST to be Dark souls or whatever.. and no, I just want the characters to have Survival based tactics in a game advertised and sold to me as a survival game. Add a “Sneak” animation so you can creep up on mobs that scare easily or tiptoe through an area where making too much noise will alert enemy mobs. We don’t need fancy acrobatic flips & dodges.. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615128 Share on other sites More sharing options...
ArubaroBeefalo Posted December 14, 2022 Share Posted December 14, 2022 21 minutes ago, Cloakingsumo198 said: I dunno man seems those regular people consistently go toe to toe with giants atleast canonically they've beaten fuel weaver, crabking, and celestial champion. I haven't looked at our characters as normal people since the "strange new powers" update back in solo don't starve. Also forge let us see the characters do superhuman things and it really didn't feel out of place at all. 12 minutes ago, Mike23Ua said: DST characters normal people.. meanwhile Woodies animated short showcases him as being able to transform between his cursed forms like Ben 10 slapping in aliens on his wrist watch. normal people, some of them with extraordinary things but not warriors, the only warrior is wigfrid and even she isnt a real and educated warrior. Woodie, maxwell and wicker has extraordinary elements on their persona and that is refleted in the game 13 minutes ago, Mike23Ua said: The first few seconds where Wilson and the Hound fight over the Hambat.. that could translate excellently into actual gameplay, instead of taking “bite damage” the player can deflect the bite with the Hambat. wtf? is a joke about a dog trying to eat wilsons weapon made of meat... 14 minutes ago, Mike23Ua said: Your looking at it like people want DST to be Dark souls or whatever.. and no, I just want the characters to have Survival based tactics in a game advertised and sold to me as a survival game. that has nothing related to extra actions like rolling, aoe atacks, etc 14 minutes ago, Mike23Ua said: Add a “Sneak” animation so you can creep up on mobs that scare easily or tiptoe through an area where making too much noise will alert enemy mobs. see? that makes actually sense even if will have very little aplication in game 15 minutes ago, Mike23Ua said: We don’t need fancy acrobatic flips & dodges.. that was my point the entire time Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615129 Share on other sites More sharing options...
Cloakingsumo198 Posted December 14, 2022 Share Posted December 14, 2022 30 minutes ago, ArubaroBeefalo said: normal people, some of them with extraordinary things So not normal people? I don't want to get philosophical but in order to survive harsh environments normally you have to be as stronger or stronger than your surroundings. Time moves differently in the constant, things work differently in it, death isn't a factor. Even the simplist of characters "Wilson" has gone through the wringer plenty of times and died to adapt and he's the one who "canonically" beaten maxwell they aren't "normal people" they're all the best survivors that's come through the gates so far. Just look at all the scattered corpses on fresh worlds that probably came long before you those were the normal people. The games already been out for awhile and we still don't have any idea of how long everybody has "truly" been stuck in the constant but I like to imagine it's been way longer than they perceived and that all of them are just overpowered hardened survivors. That's why they go to late game areas without gear in trailers they're just all overpowered speedrunners kiting every boss with their fists. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615131 Share on other sites More sharing options...
benfroyobro9381 Posted December 14, 2022 Share Posted December 14, 2022 I feel like people are getting too caught up in the debate of whether or not the survivor's are seal team 6. How the game plays should go over logic. How can every character cook several dozen recipes without being established as great chefs? They're just normal people! People should really be addressing how the game would play with these mechanics rather than arguing that they don't make sense, since 99% of the mechanics in this game don't "make sense". Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615132 Share on other sites More sharing options...
BezKa Posted December 14, 2022 Share Posted December 14, 2022 I remember how some people said kiting is too difficult of a mechanic for a player to figure out. I wonder how they feel about this thread Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615134 Share on other sites More sharing options...
. . . Posted December 14, 2022 Share Posted December 14, 2022 14 hours ago, GenomeSquirrel said: enter the gungeon or cult of the lamb arguably suffer for including dodges, and its implementation might change enemy ai into something less enjoyable for people who hate iframe based gameplay. Okay, I will go into more detail for you. My best example I can provide here directly from Don't Starve is Wheeler’s OP slide action which didn’t break Don’t Starve. Wheeler’s slide gives ~1 whole second of full invincibility and it moves you quite a far distance which too me it's super OP as for as a dodge action goes. The main point I'm getting at though is Wheeler did not break Don't Starve survival or combat even with her OP slide and OP gun, in fact in speedruns people still just choose Wolfgang just because he deals more damage. The dodge I had in mind would be more like a small dash in the direction your character is facing. The distance it would travel would be only a tiny bit further then if you just walked to the point. Its invincibility frames should not be OP like Wheeler's full invincibility during her entire slide animation, that's not a proper way of balancing a good dodge mechanic. The invincibility should only last ~.25 seconds at the start of the state. You would have to actually time the dodge/dash and because the i-frames are so short you can’t spam it because you’re only invincible at the start for such a tiny period of time and the rest of the animation which you will be locked into until it ends makes you vulnerable. In fact to make it even more balanced it could drain ~1 hunger each time it’s done. This wouldn’t break the game or break the AI which that much is already pretty obvious as Wheeler didn’t break Don’t Starve even though her dodge and gun are completely OP. All this dodge feature would do is add a high risk high reward high skill action players can do which feels rewarding because if they can dodge well they would be able to play more aggressive since you can dodge attacks while staying closer to your target. In general it would make combat more engaging because the player has more freedom of choice in actions they can take other than just walking and holding F. One super important thing to note is mobs would not need to be reworked at all or be balanced around the addition of a dodge mechanic just like how mobs were not balanced around Wheeler's OP slide or gun. In fact NO mobs should ever be balanced around requiring to dodge and only should be balanced around kiting and holding F. Dodging is an extra feature players can do to allow for more ways to fight, it won't be something the game needs to balance its content around at all. Again, I will bring up Wheeler again as a refresher that her dodge was a lot more busted and broken then anything I'm suggesting and yet it was perfectly fine and accept in DS which has even weaker enemies then DST. Anyways, that's a little bit of what I had in mind for a dodging mechanic . 16 hours ago, Cloakingsumo198 said: You could make the shield cancel out ranged attacks as a form of parry but function as regular damage reduction armor when hit from melee. It would finally give an option to deal with ranged units that isn't an ice staff/fire panic or just straight up tanking. Since you actually to want to discuss about improving combat and not just saying my suggestions would ruin the game I will elaborate a little on what I had in mind with how a shield could work. I think the most interesting implementation of a shield would be for shields having their own equip slot (so they can be equipped with a weapon at the same time) and the player can press a key (which they can set in their settings as whatever) to enter a state where they bring up the shield and look like they are blocking. While in the blocking state the player will keep the direction they were facing regardless of what direction you are moving in so you can actually block attacks from incoming attackers facing you. You would only be able to block against attacks which you are facing their direction head on and if you successfully block an attack then based on the tier your shield and how much damage it attack dealt shield took you will either take no stun at all or you will be pushed back. If the damage you took was very high or the shield you tried blocking with was not tough enough to take attacks from a certain type of attacker (like a boss) then your shield would just go flying out of your hand and take a huge amount of durability loss if not break and the player would take a portion of health damage as well getting knocked back. Shields would also have durability so they don’t last forever and can be made from various existing materials such as wood, marble, thulecite, ect. Also, if it was not clear before your character can still move while in the blocking state but you will be very slow like a little bit faster then when carrying a statue. You can also still attack while in the blocking state but doing so will halve or weaken your blocking capability greatly while the attacking animation is going on so attacks you normally would be able to block can knock the shield out of your hand or hit you. Shields can also be a great way to block projectile attacks which normally are unavoidable (Mac Tusk shot, Bishop shot, ect.) unless you are moving at game broken speeds which players can attain in vanilla with stacking speed gear. The shield would basically add a whole new way to go about fighting enemies instead of only kiting you can now choose a more stationary way of fighting which requires resources unlike kiting which requires nothing. This could also be a preferable way for players with bad ping issues to fight since kiting is completely broken for players suffering ping issues with Lag Compensation enabled or not even. I might as well go a little more into detail about a few other things I mentioned as well since I already took the time with the other two.. So, let me mention a little about sprinting. Sprinting would also allow for more engaging fights as well. If you could press a key of your choosing to enter a new running animation where your character actually looks like they are running instead of a slow jog, have a faster hunger drain, and give it a cool little effect like some dust trail while moving. That would make combat and in general gameplay feel more engaging because the player has something new they can press. I can't be the only one when playing games which allow me to sneak or jump I just mess around with the actions to have fun, it's the same idea as that. Anyways, the speed boost from sprinting would not even need to be much it could just be like 25% and still feel cool. I know speed gear exists and you can just swap between your cane or wear speed gear while in combat some people are probably itching to say it would be pointless. What I have to say to that is Speed gear is locked behind items and you can’t wear actual armor and gear you want with it Swapping between a cane and weapon does not look cool or feel fun, it feels like a chore. That’s why a lot of people which do that literally use client mod to automate it Speed gear has no cool animation or visual effect, it just looks like your character is jogging at an unbelievable speed I think it would improve both combat and general DST gameplay and allow for players to have more engaging gameplay, but I know someone will want to say otherwise *sigh*... Now about manual aiming for ranged combat. The current aimbot hax DST uses for ranged combat is honestly very disappointing for anyone who actually likes good combat in games. Currently, ranged weapons are basically just farm a lot of niche resources and as your reward you can hold F to take out enemies from far away. It's really lame and because of how badly balanced it is ranged combat can’t even be expanded on because it would break the game’s already super easy and boring combat system. Ranged combat would be nicely improved if ranged weapons require manual aiming which would then in turn actually balance them because you can’t just hold F and magically hit your target 100% of the time. This in turn would allow ranged combat to be expanded upon with new types of ranged weapons as well as making ranged weapons more accessible as well with less expensive crafting recipes. In fact if they really want to make it super balanced when aiming with your ranged weapon the player shouldn’t even have a guiding arrow show the direction the shot will go towards so the player has to actually try to aim for their target. Another nice thing they can do with ranged weapons to set them apart from normal weapons is to make make ranged weapons not take a character's damage multiplier into account, this means someone like Wolfgang would not be dealing more damaged with ranged weapons, but Wendy would not deal less damage with them either. This would open up a new way for weaker characters to fight effectively while keeping strong characters like Wolfgang in check from becoming too strong. The boomerang would also have to be made faster as well then it can actually hit stuff with manual aiming because it’s so slow and relies heavily on the aimbot hax mechanic. And of course the first ranged weapon Klei should add in addition to the current blowdarts and boomerang would be the bow and arrow. Bow and arrow would be the most accessible ranged weapon, but also not the strongest because the player needs to charge up its shots before being able to fire unlike blowdarts which can be shot instantly. Proper ranged combat like this is fun and very engaging for the player because the game actually requires their input instead of the current system which is just holding F and letting the game do everything for you. And finally the last thing I will mention is about special right-click attacks weapons can have like the Forge did. I’m not going to go too into detail on this because I already wrote way too much. As long as Klei keeps the attacks believable looking instead of the comically exaggerated ones from the Forge like Wigfrid’s flying spear strike then they will fit into the game just fine. The cooldowns for these special attacks would probably also have to be player based instead of the weapon going on cooldown so they can’t be spammed if you have multiple of the same weapon in your inventory. Some weapons could even have no cooldown for their special attacks such as being able to throw spears. Special attacks for weapons would spice up combat pretty nicely, but not every weapon needs to have a special attack as well. There can just be a few generic special attacks with weapons being able to share them based on the weapon type, for example spears can all be thrown, whips can all do some strong whip strike, clubs/hammers can all do some strong ground bash with a little aoe, swords can do some slash which moves in a arc hitting up to 3 entities in front of you, ect. That's everything I have to say! I’m honestly kind of regretting typing this all out now because I know it’s going to be quoted several times by several people saying how wrong I am or how these would all break DST or DST would become literally unplayable if players can do more than hold F and walk in combat. I'm not going to reply to anyone doing that it’s not worth the hassle for me to try to get people to see how a combat system that is actually fun and engaging and more than holding F and walking is a good thing especially if you actually read this whole post Thanks for reading my little essay, have a good day! Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615137 Share on other sites More sharing options...
slendyproject Posted December 14, 2022 Share Posted December 14, 2022 I am in full support of a combat overhaul. It is technically fine as it is but only in the sense that farming was fine before the rework. With every update fighting sticks out more and more as a bit of a rusty outdated system. Weapons should have right click abilities like the forge, and enemies should be made a bit more engaging to fight. And just to preemptively shut down all the usual not very well thought out counterpoints: -Theres precedent for weapon abilities. -Theres precedent for reworking outdated gameplay systems and mechanics. -Survivors are already "OP", we can get better combat and the enemies can get some buffs if needed. -Spiders and hounds are already pointless fodder either way and bosses have enough HP to manage against players with combat abilties. -And to the classic "this is not that kind of game" why does it have so many bosses and enemies to fight then? How come both exploration and survival leads into combat content constantly? How come so many updates center around new things to fight? We all know that surviving is pretty simple and easy now because survivors are strong, difficulty has been toned down multiple times and there arent all that many things to survive overall. Theres a lot of fighting in this game why not polish it up a little? Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615152 Share on other sites More sharing options...
thegreatJash Posted December 17, 2022 Share Posted December 17, 2022 There's a lot of things that I think this game could not only use but some things I think this game actually needs. First thing, probably the most important one, for me anyway, is super late game content. Fuelweaver and Champion are widely regarded as being the "final" bosses of the game, and after defeating them there's a lot to do, but not as much as I would like. When you look at a game like Terraria, there is so much stuff to do after you beat the final boss, Moon Lord, so much so that beating the final boss feels like beginning of a new stage of the game. DST doesn't really feel like this, after the final bosses are killed the sense of meaning or a large amount of it is lost, for me anyway. Now I understand this problem is probably not shared collectively by the community, because some people like building fancy bases and stuff. But I also realize that my hunger for this kind of content probably will be satisfied to some extent in the future. The "setting the stage" feeling of these recent updates implies something big will be added that geared towards super late game players. I also see a lot of people arguing about a combat rework, but honestly the most I'd ask for is a rework or buff or something for ranged weapons. They are so bad and expensive that they basically don't exist, at least for me anyway. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615436 Share on other sites More sharing options...
Misa22 Posted December 17, 2022 Share Posted December 17, 2022 -New combat stuff would be very cool, like some attacks seen in The Forge. I would be ok if it was tied to specific weapons or characters. -New stuff for the sea and new overworld biomes. -Also reworking some bosses would make the game better and more engaging. Ancient Guardian rework is superb, it actually has MECHANICS which are 100% better than "hit 4 times, walk left, go back and repeat". -Get all the existing characters in the game. I mean, I enjoy solo DS a lot and I used to think there was no need to add all the characters but nowadays I feel like "why not?". It always gets everyone excited getting new characters and also makes specific solo DS character's fans extremely happy (i know it's a lot of work already because too many characters = too many skins = too much work but, come on... Triumphant Wheeler? Snowfallen Walani?). Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615449 Share on other sites More sharing options...
LiamAshvinn001 Posted December 19, 2022 Share Posted December 19, 2022 On 12/14/2022 at 11:19 AM, GenomeSquirrel said: enter the gungeon or cult of the lamb arguably suffer for including dodges, and its implementation might change enemy ai into something less enjoyable for people who hate iframe based gameplay. How does Enter the Gungeon suffer from dodging? It feels fun to use and really useful in combat. If Enter the Gungeon didn't have dodge rolls then it would just feel like blanks is the only way to survive bosses, considering they're less dodgeable bullet hell nature Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615598 Share on other sites More sharing options...
Castiliano Posted December 23, 2022 Share Posted December 23, 2022 1. Sealed Portal The most obvious choice, for me. 2. Rework of biomes just hate 7 of the 10 extra biomes that may or may not appear and I think there should officially be 2 McTusks, with the possibility of having 3 or 4 overall. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615934 Share on other sites More sharing options...
Mike23Ua Posted December 23, 2022 Share Posted December 23, 2022 Shameless plug but i would really love to see the franchise go “Next Gen” Next.. (PS5, Series X/S) Why? Because after playing Battlefield 2042 the other night I came across a rather unusual discovery- if you invite your friends who are on Xbox One to join you in BF2042 even if they own the Xbox One version of BF2042, the game will force them to instead play the Series X/S version of the game through the Xbox Cloud. So yes if you have last Gen friends you can actually invite them to play next gen BF with you. I also recall a DST dev saying something similar awhile back about joining servers as a “client” What this means for the game is that at least when it came to online/multiplayer/cross-play modes- you would be able to play the (not yet created) PS5/Series X/S version of DST by joining into the game through the cloud same as you can BF2042. I could be wrong about all of this.. but I would really really love to see the DS franchise on next gen consoles soon! Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1615959 Share on other sites More sharing options...
Theukon-dos Posted December 26, 2022 Share Posted December 26, 2022 I hear Albuquerque's nice this time of year. That could be a nice place to go for a week or two. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1616177 Share on other sites More sharing options...
Dextops Posted December 26, 2022 Share Posted December 26, 2022 1 hour ago, Theukon-dos said: I hear Albuquerque's nice this time of year. That could be a nice place to go for a week or two. oh i have a friend who lives there, his name is Walter. Wonder what he's up to. Link to comment https://forums.kleientertainment.com/forums/topic/145180-where-do-you-want-the-game-to-go-next/page/2/#findComment-1616180 Share on other sites More sharing options...
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