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Controversial quality of life suggestions


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10 minutes ago, Stonetribe said:

Not being able to properly gauge it at any given time like the other important player stats seems like minor fake difficulty to me

im not saying that it makes a huge difference, just that i prefer how it brings the mechanic. For that i prefer if is something optional like a setting than changing/not changing it for everyone 

1,I hope the cooking button can be changed into a circle.

2,The capacity of the box is enough for me.

I hope the government will provide new storage methods for tools and other super-large items.

For example, there are a lot of wood and stones, and the cellar/pit makes the wood and stones no longer stored in groups, but all of them are contained, and special tools are used to extract them when taking them.

On 1/6/2023 at 12:07 AM, Gi-Go said:

I wanna share few suggestions that I think would benefit to the game, even tho someone might argue that they are too good to be considered QoL.

1. Faster crafting/cooking/harvesting. Winona and willow(+2) kinda have this, but I don't think those should be character exclusive perks, since you don't benefit from them gameplay wise. Repetitive animations become faster and save a few seconds of your life. While not beneficial, those are certainly satisfying. My suggestion is to make harvesting, crafting and cooking animations become faster and faster when you are doing them multiple times in a row. 

2. Bigger storage. Dst has undeniable storage issue. Chests only have 9 slots in them, are kinda expensive on the wood, and are absolutely unnecessary, as most items can be left on the ground without consequences. And that's exsactly what people do. They just throw all their junk on the ground creating a massive garbage dump they call "base". So why not upgrade chests size? Fishing bin looks small but has 20 slots, I'm sure chest can also be expanded to at least that amount. 

3. Bigger stacks. I get it, inventory management is important part of survival game, and some items are bigger than others thus the stacks are smaller. It makes perfect sence that I can carry 600 bananas but only 300 watermelons, since watermelons are big and heavy. But real life logic aside, why not make all stacks bigger? It won't actually change inventory management if stack of gold was not 20 but 40, 80, 100, 300 or even 999. because noone needs to carry even 20 gold with them at all times. Real inventory management comes from choosing what to carry rather than how much of it. While it wouldn't change surviving, it sure is gonna help you transport resources to base in one go and then storage them all nicely. 

1. 100% agree. I don't want to make specific farms just to get basic materials faster.

2. Yes, but probably not to 20 slots. If anything, I am okay with chests having 12 slots, and Scaled chest 20. For a structure that requires you to slap a giant fly and 4 times more expensive than normal chest, take up more space, it's incredibly underwhelming.

3. Probably no? Idk, I do think the amount per stacks for most of the items are okay. I do like the idea though, Risk of Rain 2 kinda spoils me on this regard xd.

The idea behind a “Weight” limit mechanic would be to make the payer use other means of carrying goods, for example in Ark Survival Evolved you can overweight your character, but your dinosaur can carry more.

And now that DST has things like Day 1 Beefalo Mounts or even Boats with pinching winches on them.. it just sounds like something that would benefit carrying heavy stuff around on your trusty mount, then winching it onto the boat or Vice-versa.

which would give both Beefalo and Boats more use out of the player, and just makes way more sense then carrying stacks of 999 rocks.

However when it comes to storage space… I strongly feel that the amount of slots a chest has could be raised, and it should be as simple as upgrading pearls hermit home to upgrade storage capacity.

37 minutes ago, Mike23Ua said:

However when it comes to storage space… I strongly feel that the amount of slots a chest has could be raised, and it should be as simple as upgrading pearls hermit home to upgrade storage capacity.

upgrade kit?

For stacks specifically, you wouldn't need that much items if things just cost less. For the sake of making things take less time to do overall, it's better to drop the cost of things instead of increasing stack size of items. Cut grass as a resource is a pretty good example of this type of problem.

22 hours ago, Mike23Ua said:

The idea behind a “Weight” limit mechanic would be to make the payer use other means of carrying goods, for example in Ark Survival Evolved you can overweight your character, but your dinosaur can carry more.

And now that DST has things like Day 1 Beefalo Mounts or even Boats with pinching winches on them.. it just sounds like something that would benefit carrying heavy stuff around on your trusty mount, then winching it onto the boat or Vice-versa.

which would give both Beefalo and Boats more use out of the player, and just makes way more sense then carrying stacks of 999 rocks.

However when it comes to storage space… I strongly feel that the amount of slots a chest has could be raised, and it should be as simple as upgrading pearls hermit home to upgrade storage capacity.

A weight limit is usually used for games with different inventory systems. Don't Starve already has a small inventory which is what forces the player to manage it. A weight limit wouldn't make sense in the game. It'd just be a hindrance that would frustrate people in a system that's already difficult enough. 

3 hours ago, Catteflyterpill said:

A weight limit is usually used for games with different inventory systems. Don't Starve already has a small inventory which is what forces the player to manage it. A weight limit wouldn't make sense in the game. It'd just be a hindrance that would frustrate people in a system that's already difficult enough. 

That’s not entirely true either, both State of Decay 2 & Killing Floor 2 use a weight system and those games only allow the player to carry 6-8 items around.

The TRUE Intent behind a Weight System is so that the player actually has to make a choice of what resources they want to carry and the possible downsides of those choices.

Example: Sure you can fill your backpack with shotguns you find scattered around the map in SoD2 but doing that means you’ll run out of stamina running or trying to fight much faster then if you just carried only the bare essentials.

Its why Red Dead Online only allows you to carry so many weapons on you at any given time while the rest of your arsenal has to be stashed on the Horse so your not pulling a GTA V and have every weapon and billions of bullets coming out of your back pocket.

DST utilizes a weight system only on structures the game deems as heavy- such as: Antlion Boulders, Statues, Altar parts etc.. Meanwhile you can carry around a full inventory of stacks of rocks which would weigh far more than that statue.

The game even expects the player to either, carry those statues on a Beefalo, let Wolfgang Carry them, ferry them around on a boat, OR slog slowly around the map carrying them yourself.

What a weight mechanic would do in terms of gameplay- force the player to monitor how heavy the stuff their carrying is, decide what’s the best way of carrying it etc.

Would it be fun? Idk depends on what your definition of fun is.. but would it be another thing for you to maintain in a game all about managing your hunger, health, sanity, wetness, lunacy, etc?

If games like SoD and Killing Floor with incredibly limited storage space as they are can have a weight limit: Why can’t DST? 

1 hour ago, Mike23Ua said:

That’s not entirely true either, both State of Decay 2 & Killing Floor 2 use a weight system and those games only allow the player to carry 6-8 items around.

The TRUE Intent behind a Weight System is so that the player actually has to make a choice of what resources they want to carry and the possible downsides of those choices.

Example: Sure you can fill your backpack with shotguns you find scattered around the map in SoD2 but doing that means you’ll run out of stamina running or trying to fight much faster then if you just carried only the bare essentials.

Its why Red Dead Online only allows you to carry so many weapons on you at any given time while the rest of your arsenal has to be stashed on the Horse so your not pulling a GTA V and have every weapon and billions of bullets coming out of your back pocket.

DST utilizes a weight system only on structures the game deems as heavy- such as: Antlion Boulders, Statues, Altar parts etc.. Meanwhile you can carry around a full inventory of stacks of rocks which would weigh far more than that statue.

The game even expects the player to either, carry those statues on a Beefalo, let Wolfgang Carry them, ferry them around on a boat, OR slog slowly around the map carrying them yourself.

What a weight mechanic would do in terms of gameplay- force the player to monitor how heavy the stuff their carrying is, decide what’s the best way of carrying it etc.

Would it be fun? Idk depends on what your definition of fun is.. but would it be another thing for you to maintain in a game all about managing your hunger, health, sanity, wetness, lunacy, etc?

If games like SoD and Killing Floor with incredibly limited storage space as they are can have a weight limit: Why can’t DST? 

Because those games aren't DST? It's not a mechanic that meshes well with the current inventory system. When you're exploring and managing your inventory the player considers: what do I need to take back? What loot would be good to keep with me, what tools, food, etc do I need to survive on my way back, what I can drop? Weight for everything would just be an overcomplication to a system that works well. Weight systems might be effective in some games, but that doesn't mean they should be applicable to every genre. Just because other survival games require you do to drink water and stay hydrated doesn't mean that would be fitting for Don't Starve. I think the vast majority of the playerbase would just be annoyed if something like that were introduced. It would just nerf the inventory when it's really not needed.

2 hours ago, Mike23Ua said:

If games like SoD and Killing Floor with incredibly limited storage space as they are can have a weight limit: Why can’t DST? 

No offense but I sincerely hope that this or anything like this never gets implemented or even considered. This game needs ways to make moving around feel faster and less tedious not even slower and more annoying.

6 minutes ago, gamehun20 said:

Wasn't it how wheeler worked? The more stuff you had in inventory you were slower?

I'm fairly certain it's the opposite. She is faster by default and gets down to default character speed with a full inventory (and if your main inventory is empty, but a backpack is full, you get the full speed bonus). I don't think she was ever slower than default.

3 hours ago, gamehun20 said:

Wasn't it how wheeler worked? The more stuff you had in inventory you were slower?

She was faster for each empty inventory slot while also having a faster base movement speed. She did technically get slower the more stuff she carried but she was always faster than other characters no matter what. And keep in mind that she still had her dodge roll on top of this.So kind of I guess, but they knew to avoid slowing down the player even more.

6 minutes ago, slendyproject said:

She was faster for each empty inventory slot while also having a faster base movement speed. She did technically get slower the more stuff she carried but she was always faster than other characters no matter what. And keep in mind that she still had her dodge roll on top of this.So kind of I guess, but they knew to avoid slowing down the player even more.

Your not meant to carry it in your inventory, your meant to stash it upon your Beefalo or upon your Boat, or if your playing as Maxwell: In your nifty shadow storage.

The intention is to provide more uses for the Beefalo & the Boat that players will need to use often.

This is how Ark, Atlas or Red Dead Redemption 2 works.

Don’t forget that Beefalo are now as easy as Day 1 to get one to follow you around the map loyally (including into and out of caves) so since you already got your version of a Red Dead Online Horse: 

Why not just take it to the Next Level by allowing players to craft a saddle capable of storing stuff onto the Beefalo?

The PLAYER moves slower trying to carry 80 planks of Wood, the Beefalo or your boat would be unhindered by it.

2 minutes ago, Mike23Ua said:

Why not just take it to the Next Level by allowing players to craft a saddle capable of storing stuff onto the Beefalo?

The PLAYER moves slower trying to carry 80 planks of Wood, the Beefalo or your boat would be unhindered by it.

Not everyone wants to care for a beefalo or take care of a boat

On 1/5/2023 at 10:07 AM, Gi-Go said:

I wanna share few suggestions that I think would benefit to the game, even tho someone might argue that they are too good to be considered QoL.

1. Faster crafting/cooking/harvesting. Winona and willow(+2) kinda have this, but I don't think those should be character exclusive perks, since you don't benefit from them gameplay wise. Repetitive animations become faster and save a few seconds of your life. While not beneficial, those are certainly satisfying. My suggestion is to make harvesting, crafting and cooking animations become faster and faster when you are doing them multiple times in a row. 

2. Bigger storage. Dst has undeniable storage issue. Chests only have 9 slots in them, are kinda expensive on the wood, and are absolutely unnecessary, as most items can be left on the ground without consequences. And that's exsactly what people do. They just throw all their junk on the ground creating a massive garbage dump they call "base". So why not upgrade chests size? Fishing bin looks small but has 20 slots, I'm sure chest can also be expanded to at least that amount. 

3. Bigger stacks. I get it, inventory management is important part of survival game, and some items are bigger than others thus the stacks are smaller. It makes perfect sence that I can carry 600 bananas but only 300 watermelons, since watermelons are big and heavy. But real life logic aside, why not make all stacks bigger? It won't actually change inventory management if stack of gold was not 20 but 40, 80, 100, 300 or even 999. because noone needs to carry even 20 gold with them at all times. Real inventory management comes from choosing what to carry rather than how much of it. While it wouldn't change surviving, it sure is gonna help you transport resources to base in one go and then storage them all nicely. 

1 - Definitely.  I've suggested several times that Winona gets a special item she can craft that a character can equip to harvest trees, grass and twigs at a much faster rate.  It could also just be a new scythe or sickle tool that anyone can craft from science with a gold version from alchemy.  Make it so while equipped you harvest at 2x speed.

I also like the suggestion to have the time scale based on repetition.  If you're harvesting a lot of grass, cooking food, etc the game can recognize you're doing it repeatedly and speed up your animation based on count so after you cook like 10 things or harvest 5 grass in 10 seconds you're at 2x speed until you stop.

2 - 100%  I know scaled chests are a thing, but they kinda aren't at the same time...  What I'd really like is for chests to break stack size.  Let us have 10000 logs in 1 slot.  Still keep character limits, so when you're pulling logs out you get only what your character could hold, but for storage let a chest go up.

On 1/5/2023 at 11:07 AM, Gi-Go said:

I wanna share few suggestions that I think would benefit to the game, even tho someone might argue that they are too good to be considered QoL.

1. Faster crafting/cooking/harvesting. Winona and willow(+2) kinda have this, but I don't think those should be character exclusive perks, since you don't benefit from them gameplay wise. Repetitive animations become faster and save a few seconds of your life. While not beneficial, those are certainly satisfying. My suggestion is to make harvesting, crafting and cooking animations become faster and faster when you are doing them multiple times in a row. 

2. Bigger storage. Dst has undeniable storage issue. Chests only have 9 slots in them, are kinda expensive on the wood, and are absolutely unnecessary, as most items can be left on the ground without consequences. And that's exsactly what people do. They just throw all their junk on the ground creating a massive garbage dump they call "base". So why not upgrade chests size? Fishing bin looks small but has 20 slots, I'm sure chest can also be expanded to at least that amount. 

3. Bigger stacks. I get it, inventory management is important part of survival game, and some items are bigger than others thus the stacks are smaller. It makes perfect sence that I can carry 600 bananas but only 300 watermelons, since watermelons are big and heavy. But real life logic aside, why not make all stacks bigger? It won't actually change inventory management if stack of gold was not 20 but 40, 80, 100, 300 or even 999. because noone needs to carry even 20 gold with them at all times. Real inventory management comes from choosing what to carry rather than how much of it. While it wouldn't change surviving, it sure is gonna help you transport resources to base in one go and then storage them all nicely. 

I think they should add the option to force biomes, every time I create a world I get 2 Decidous biomes and I'm left without the Rocky Biome because of this

They could also add the world-generating seeds, it's too simple that I don't understand why it doesn't exist in DST. All survival games have it. 

Spectacles need to be a new item in game.  Requires 2 moonglass, random # of twigs, glommer goop.  Used as a head slot item, crafted on celestial altar, has unlimited durability and usage, enables wearer to see the numerical value of objects and creatures (applicable values, don't need to see a bosses hunger value, but some health numbers would be nice, or taming values of beefalo, durability of structures.)  Could also allow more indepth inspection captions for each character.

i dont think klei would add such gamechanging qols since they dont seem to give a qol to basic stuff like being able to place focus on boats

i think that the nr1 thing you suggest is good, being able to craft 5 in one animation would be very beneficial and not doing it because the character nobody cares about already does it is dissapointing, winona is already known for her kit, not for fast crafting, taking it away from her wont make her worse

the other ones i disagree, more item stack just makes the experience more dull as there is no pressure in finding better storage such as backpacks or chests

14 minutes ago, Capybara007 said:

focus on boats

Teleporter focuses? I'm pretty sure that was removed from being able to be placed on boats because you could easily kill bosses by teleporting them onto a boat and breaking the boat but might be another reason

Make Woodie's transformation idols not damage you when you use them. It doesn't matter with the goose and beaver, but it's a bit silly that Woodie goes into his combat form with less max HP than he should have, with no way to get it back without reverting to Woodie or eating jellybeans first.

Continuing in that theme: make the were-moose get the damage resistance as soon as the transform animation starts. It's incredibly tricky (nearly impossible with some) to time changing back to Woodie (because your meter's low/you need to heal against certain bosses) in solo; the animation takes long enough that you're practically guaranteed to get hit at a time when your health's probably low already and you don't have any armor on at all. These aren't big changes to Woodie, really, they'd just make his moose form a bit more viable for some bosses like the Shadow Pieces. Level 3 Rook's teleportation is very difficult to avoid getting hit by when changing back since it doesn't matter how far you charge away, he's still going to do it and get you, and since he does enough to one-shot you even at full health and you can't equip armor when you're turning back, that's a problem. 

46 minutes ago, SpaceMustard said:

but it's a bit silly that Woodie goes into his combat form with less max HP than he should have, with no way to get it back without reverting to Woodie or eating jellybeans first.

is made of MM so makes sense so, instead of not ddamaging him, that form should have hp according with his corpulent body like how characters has differnt hp depending of how strong they are

 

12 hours ago, gamehun20 said:

Teleporter focuses? I'm pretty sure that was removed from being able to be placed on boats because you could easily kill bosses by teleporting them onto a boat and breaking the boat but might be another reason

indeed, though they made it so now bosses sink and appear in the coast instead lf dying instantly, so limiting the focuses is pointless now

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