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Which of the following things in DST need buffing?


Which of the following things in DST need buffing?  

93 members have voted

  1. 1. Which of the following things in DST need buffing?

    • Sunken Chests
      64
    • Pirate Stash
      26
    • Tillweed Salve
      41
    • Hound's Teeth
      25
    • Orange Gem
      14
    • Desert Stones
      31
    • Body clothing
      30
    • Drying time of Meat
      8
    • Music Box Hutch
      20
    • Basalt Set Piece
      13
    • Salt Lick
      22
    • Phlegm
      34
    • Wee MacTusk's parents
      8
    • Seedshell
      29
    • Sealed Portal
      22
    • Stagehands
      9
    • End Table
      7
    • Rose
      11
    • Beard Hair
      18
    • Trade Inn
      25


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If my math is correct, getting sunken chest with walking cane in it from a bottle message is 7.3% almost as bad as butter. Everything else in them is either worthless garbage, or random materials you'd rather gather elsewhere. It's the most frustrating content this game has to offer. Seriously, are those treasures or did someone polluted the ocean with their trash bags? 

And awful drop rate and awful loot pool aside, you have to travel all over the world to get to the X and you are often better off just making new boat with the claw thing for every single treasure you get. Desided to play smart and wait untill a bunch gets revealed in one area for faster gathering? Well screw you! No more than 4 treasures will spawn untill you go and get them. 

I wish walking cane chance was a lot better, and I'd like a 10% chance for astral detector. Astral detector is the only thing that stops worlds without caves to summon CC and it would be nice to have an option to skip the archives. Flute, moggles and all of ruins items are also welcomed. 

I voted for Trade Inn- Why???

because Last Year we got a New Mini Game in the trade in for Year of the Catcoon- Which by the way my fuzzy Mewlith (yep that’s his name) is almost 365 days old now!

Soooo Year of Rabbit will likely bring a new Mini Game- I’m personally hoping for some kind of Racing Mini Game where you race a tortoise against a hare.

Sunken chests create a problem of storage on boat due to lots of item types generated, aside from already mentioned loot quality problems (seriously, why would I need thulecite and green/yellow gems on surface without any crafts for them available on surface? Other things were already mentioned by Gi-Go in the post above). This creates situation when boat storage options of all things desperately need a buff, because one either has to let all trash be on boat and be essentially unable to pick anything - with added bonus of all of this becoming natural oven in summer (there is a lot of flammable loot), - or keep sunken chests unopened and let them eat away space for movement on already small boat. Another option is to make billion chests (not even backpacks because of being practically unable to use action button this way) - 8+ is bare minimum, sometimes in inconvenient places on boat because there is general lack of building space, and believe me I minmax space usage already. I'm tired of my boats being covered in chests to the point where I barely see boat itself and tin fishing bins are visually blocked almost from all directions of all things. Cherry on top is the fact that geometric placement's grid is tied to ocean rather than boat itself, so I have to put all chests before boat starts to move for the first time, otherwise I won't be able to put chests in the points of grid to make maximum amount of them in limited area (also chests not on grid just look ugly in my opinion). By the way, this is not the problem with mod, same thing happens with walls in vanilla game, and I suspect fix for walls would fix it for geo grid or at least give necessary tools for modders, as well as inner peace for me.

It would be great if boat had unique storage option to it: something like hold that would be only possible to place on boats (and maybe docks), that would have 0 movement collision (like chest), that would require little place to put (like chests or tin fishing bin (2/8 or 3/8 of pitchfork tile respectively), so one could put it on boat without trading big structures like crock pots or fire pits), have something like 40-60 slots (depending on building space it takes) and be proportionally expensive to make (to not completely outclass chests even on boats, but to be reasonable to make before game reaches post-game stage, i.e. no 5 gnarwhale horns in the craft). It would give another option to organize storage area on land bases as side effect (and why not?), but most importantly, it would be enough to put 2-3 of those on boat in convenient to access place and not go through all those chests in order to find something specific.

Aside from that, pirate stashes should be reverted to the state before this year winter's feast: they should hold unlimited amount of items instead of deleting them past 20 individual (!) items (yes, 10 twigs count as 10 individual items apparently). This created situation when not well-though mechanic became worse, it instantly made it on par with disease (thing I disabled without regret until it was removed) and make wildfires look like masterpiece of design in comparison. Not to mention the fact that pirates can still steal stuff even if player pays them banana, and then other players just steal those moggles, walking canes, bee queen crowns, bone helms, enlightened crowns - and consider yourself lucky if you identify your item thanks to skin (if thief decides to equip it), and good luck getting it from greedy hands of random noob that "found" it. I hate this mechanic so much already, why was it made even worse as New Year present? And I'm not even going into details of why tanking as only combat option is bad design and how it could be changed - I already said a lot during Curse of Moon Quay beta and was ignored.

Instead of buffing desert stones I would rather see tweak for lazy deserter itself so it's usable solo and reasonable to use as 2-player team. I don't mind teleportation cost (1 desert stone and sanity, or just sanity and extra complications if 2 lazy deserters are used), Wanda or Wortox would still have cheaper teleports (and available earlier) and more versatile usage of them depending on lazy deserter potential tweaks, so their advantages would still be relevant, but it's such a waste of potential of lazy deserter - just why can't it be enjoyable, usable by everyone even solo? Teleports is something that should have been lazy deserter's thing in the first place, not something left in non-functional/half-broken in duo team state and just given to - read as stolen by - Wanda, especially since it's more on QoL side contrary to, for example, AoE weapon or teleports within screen distance. It's as if geometric placement grid, status announcements or repeated crafting was made to be character-specific thing.

Potential solutions to lazy deserter could be numerous, but I like how "Lazy Lazy Deserter" mod did it: one had to activate the thing while insane (another use for nightmare amulet/bone helm), which - depending on settings - could apply maximum sanity penalty (or could not) until deserter was deactivated again, and - again, depending on settings - lazy deserter deactivated on it's own after some time (from few days to never). Problem is logging off broke bond with lazy deserter, it's server mod and, most importantly, it doesn't work now (last time I checked it crashed the game). Plus I'm not sure how it worked with several players as during that time it worked I played alone.

Another option for lazy deserter would be just to give ability to bind desert stones to specific lazy deserter and to bind lazy deserters together, so by clicking on one of them player would activate the one on other side and teleport to desired location by clicking on deserter again, or simply use binded desert stone to teleport. Some limitations to make things interesting could be applied: process of binding deserters could require spending gems of certain color in both of them (so world would have limited, yet decent amount of such advanced lazy deserter links), desert stones can have time limit after which they break bond with particular lazy deserter, desert stone (but not lazy deserter) could have limited range, or limitation could come from the very usage mechanic that could be something more interesting than proposed above by me. It just shouldn't be left as is, because it's fun to play around limitations when things actually work, which is not the case currently for 1 and 2 players, and even with more players lazy deserter remains to be extremely niche, barely used thing: people build it in atrium to teleport most of the team once one person gets there regular way, as well as on lunar island. But latter one is mostly there for decreasing sanity, and former is still often skipped because it's too inconvenient to use (which is especially bad since it's QoL item), which is why people still prefer void walking (and nobody wants to be that first person who travels old-fashioned way as well).

Another reason why people on public servers don't use lazy deserter (and hammer existing ones) is that it's shown over the fog of war, which means anyone can easily locate anything valuable near deserter and destroy it, for example, grief base on which lazy deserter is built - even easier than ever. I guess not much can be done about it other than making dummy lazy deserters across whole map or giving up on meeting new people that can be nice to play with. Still, if there was a way to make lazy deserter invisible on the map (but still keep it functional) if I decide to go out of my way to do so, I would be happy, even if that meant socketing iridescent gem there or contributing shadow thurible.

As for tillweed salve, it should just require 1 tillweed instead of 4: currently even if player saves it one is unlikely to gather 4 before everything rots, so even as niche, opportunity thing tillweed salve is not crafted. As for usage for weremoose, it's easier and faster to cook some garlic-seasoned stuff to gain that extra "effective hp", and even without such option it's not worth bothering with tillweeds compared to using regular armor, weapons or extra moose idol.

Oh, you listed music box Hutch! I really want there to be a way to "turn it off" while leaving a musical visual skin on. It's the most beautiful of the three, but it has such a short life period. A prickly hutch with a spear can stay forever until the spear breaks from attacks. But the music plays and spends the durability of one man band constantly, which is last only a few minutes. I was looking for a mod for this, but I didn't find one.

Geometric placements can be recentered with a button if you set it in the settings. A boat could have an upgrade like the how the shell bumpers work but it's a hanging storage and it doesn't stop damage from hitting stuff

I like reading everybody's comments! If you haven't voted yet, please vote! I want to be surprised before I click on the "Show Results" button. :D

And why did Klei change the layout of the multiple choice poll, the layout was fine before, now it's worse with the current clumsy scroll bar box.

Night light night light night light night light

Night light is comically bad. Not only does it barely drain your sanity but (if I'm right) you can only fuel it with nightmare fuel. 

Of course, some may argue that this is what the night light's purpose is, to be a campfire that runs on nightmare fuel. The problem is that you can't really use the night light for much aside from its sanity drain. At least with the campfire and fire pit you could cook food, get warm as well as dry up all the while it could use quite literally anything for fuel, from abundant logs to manure.

Even the endothermic campfire and its respective fire pit are able to cool you down during summer while also being able to be fueled with nitre, plus anything a regular campfire can be fueled with.

The night light gives you a slight sanity drain and can only be fueled with nightmare fuel while needing a Prestihatitator to prototype. It really should have something new added to it.

Now, that's nce and all but we professionals know that nightmare fuel is plentiful below the surface and that's probably what the night light is used for, gotcha. For that all I have to say is this: Have any one of you ever considered prototyping the night light for the caves? Genuine question. If you were building a base down there, then did you ever thought of using night lights over a fire pit? Actually, did the thought of night lights ever even occur? 

But maybe I'm wrong. I don't use the night light much anyways and everytime I have I've only been met with disappointment. I'd like to see what night light enjoyers have to say about night lights.

 

 

Walter, mainly his sling shot. His sling shot is his main perk and is outright worse than melee weapons in 80% of situations. It's DPS is worse than that of a spear, barley above Wes with a spear from what I can recall, and the gimmick rounds don't lend themself to many niche or unique situations. Walter isn't really a "ranged support character" like some claim, shooting from afar while other players use melee. Bosses melt with the multiple players and the gimmick rounds aren't useful enough, meaning Walt's actively lowering the maximum damage output if he's staying behind, barely adding to the overall damage. The slingshot's numbers need to be tweaked to make it relevant and worth considering over melee combat in more situations, like boss fights, and his gimmick rounds need reevaluating to make them worth crafting. 

Also farming marble is a chore without Bearger, inhibiting Walter quite a bit since he relies on the stuff. The fact that you get either 2 marble on 1 marble and a bean is so pointless, most players will already turn one marble into a bean for renewability, so it doesn't make a difference other than the time spent! I hope Klei takes another look at them too. 

23 hours ago, gamehun20 said:

image.thumb.png.24c9585279310141743d438f6cbf9574.pngimage.thumb.png.c18a7317f87ca2fe543abd186bd157a3.png

guess so, but it's more like a mushroom lamp not a campfire what would you even add to this thing, it's fire proof huh lasts longer than a campfire too

They could make it so killing shadow creatures nearby fuels the flame, make it immune to shadow hands, or just make the light bigger and brighter.

They could literally do anything to it at all at this point it's so bad it's practically a blank state to work with.

You should add the Deck Illuminator to this poll… that thing is utter trash if you have a lantern, just use it instead!

Also if you log off the game and log back in the “light and Safety Aurora” will follow your boat that’s in motion, this is probably an unintended glitch, but I thought it was funny that I could log out/back in and get better lighting on my boat then a fully fueled Deck Illuminator provides.

That thing is the single worst item in the game that fails at doing it’s intended job.

 

9 hours ago, Mike23Ua said:

That thing is the single worst item in the game that fails at doing it’s intended job.

It really is i want to use it more because it looks neat but it's just garbage like idk make it last longer and allow us to turn it off or turn it off when the day starts

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