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What change would you like to see in the QOL update?


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3 hours ago, -Nick- said:

HD textures please. I would love to see Shipwrecked and Hamlet HD.

Top of my list too, but I think memory is the issue with that. DS isn't 64 bit like DST either.

There's a mod already that ports over the DST textures to DS  but I've noticed it makes my game more crash-prone during loading screens with other large cosmetic mods installed. Giving SW and Hamlet a facelift at once might be a big ask.

10 hours ago, oCrapaCreeper said:

Top of my list too, but I think memory is the issue with that. DS isn't 64 bit like DST either.

There's a mod already that ports over the DST textures to DS  but I've noticed it makes my game more crash-prone during loading screens with other large cosmetic mods installed. Giving SW and Hamlet a facelift at once might be a big ask.

They also need to increase all items' floating anim to HD, which is something hard to reach.

I would like to see all the characters get a rework not to similar to dst though, they just feel super outdated after playing dst for a while. Obviously it's a different game and so I wouldn't want the same reworks but just the characters to be revisted and updated to fit all dlc's respectively. Some characters haven't been touched since 2004 .. that's a decade ago.

I don't know if these are bugs, intended behaviors, or QOL issues, but here are a few "issues" I've encountered when linking ROG, SW, and HAM.

1. The timers for the periodic monster waves (hounds, crocodogs, deoths worms, etc.) don't appear to be synchronized.  The result is that when you hop worlds or exit the caves after an extended period, you are often immediately greeted with a monster wave. after cycle 100 or so, the game can devolve into multiple monsters waves instead of one per ten cycles or so.  It can be overwhelming for inexperienced players and an annoyance for experienced players. How much monster meat and teeth do you need? This might have been resolved in one of the bug fixes.

2. The start day when linking worlds.  Linking to HAM from ROG after day 60 drops you straight into the Aporkalypse. Same behavior for linking other worlds such that if the seaworthy is on the spider island, for example, you are often greeted with multiple spider queens and a late game crocodog wave making playing absurdly difficult.  Obviously, you can start a new world then link it to get around this issue, but shouldn't that be the default behavior?

3. Crops, flingos, bee boxes, and the like seem to have inconsistent timers when world hopping.  Sometimes crops grow, sometimes they don't, probasbly due to unloading of the area.  Flingos often don't consume fuel even though they're on (maybe a ready mode is a solution here like in DST).

 4.  The caves timers seem all over the place.  Often entering the ruins puts you in the lengthy pre-nightmare cycle phase where shadow-creatures still emerge from partially open nightmare lights or are still present in the map, and don't "die" until after the a new nightmare cycle begins and ends.

5. Nettles behavior.  Much improved but still seems to suffer from unloading issues and difficulties finding suitable planting locations even with sprinkler since water sources are so limited.   

2 hours ago, Kderosa said:

The start day when linking worlds.  Linking to HAM from ROG after day 60 drops you straight into the Aporkalypse. Same behavior for linking other worlds such that if the seaworthy is on the spider island, for example, you are often greeted with multiple spider queens and a late game crocodog wave making playing absurdly difficult.  Obviously, you can start a new world then link it to get around this issue, but shouldn't that be the default behavior?

i actually like this. Makes me think about how to deal with the problems i might encounter like aporkalipse or weather

1 hour ago, ArubaroBeefalo said:

i actually like this. Makes me think about how to deal with the problems i might encounter like aporkalipse or weather

Getting to Hamlet before day 60 isn't hard anyway if it's a priority. Time passing between DLC worlds whether you are in them or not is adds some dynamic to when you choose to be in them, It just needs to be less buggy.

16 hours ago, oCrapaCreeper said:

Getting to Hamlet before day 60 isn't hard anyway if it's a priority. Time passing between DLC worlds whether you are in them or not is adds some dynamic to when you choose to be in them, It just needs to be less buggy.

Bear in mind you don't just have to just get to Hamlet, you have to get to Hamlet, find your way to the Ancient Herald Island, find the second Ancient Herald Island Ruins, then find the secret door behind which lies Aporkalypse Clock.  That's not exactly a walk in the park.  My point is why not have the option of generating these new linked worlds when first travel to them like caves, ruins, and volcano get generated. Hell, even going through the teleportato generates a new world and doesn't just drop you into a new world at day 100. 

19 minutes ago, Kderosa said:

Bear in mind you don't just have to just get to Hamlet, you have to get to Hamlet, find your way to the Ancient Herald Island, find the second Ancient Herald Island Ruins, then find the secret door behind which lies Aporkalypse Clock.  That's not exactly a walk in the park.  My point is why not have the option of generating these new linked worlds when first travel to them like caves, ruins, and volcano get generated. Hell, even going through the teleportato generates a new world and doesn't just drop you into a new world at day 100. 

So you can prepare in advance for the apocalypse in Hamlet? Gunpowder can be crafted in any world, a gas mask in SW, and coffee is also in SW? 

12 minutes ago, Sanitar said:

So you can prepare in advance for the apocalypse in Hamlet? Gunpowder can be crafted in any world, a gas mask in SW, and coffee is also in SW? 

You do indeed have to do most or all that preparation as well and none of that addresses the time it takes to accomplish within 60 days everything that I listed.  And if you start in ROG, you'd also have to travel in SW to make the gas mask and then not only find the volcano but also to replant a bunch of coffee plants and grow a crop of coffee. Mind you I don't think getting coffee is necessary.  But finding the volcano is going to be a huge time suck from your 60 days.  

3 hours ago, Kderosa said:

Bear in mind you don't just have to just get to Hamlet, you have to get to Hamlet, find your way to the Ancient Herald Island, find the second Ancient Herald Island Ruins, then find the secret door behind which lies Aporkalypse Clock.  That's not exactly a walk in the park.  My point is why not have the option of generating these new linked worlds when first travel to them like caves, ruins, and volcano get generated. Hell, even going through the teleportato generates a new world and doesn't just drop you into a new world at day 100. 

If I am rushing then I can get a skyworthy made by day 10 at the latest. The rest is straight forward, they don't make it hard to world hop af all.

45 minutes ago, oCrapaCreeper said:

If I am rushing then I can get a skyworthy made by day 10 at the latest. The rest is straight forward, they don't make it hard to world hop af all.

That's my point.  You are basically forced to rush it and make getting to the calendar almost your singular focus.  And if you miss the 60 day point, you're screwed.  If you have a few hundred hours in-game, it's certainly doable - if I start in Hamlet I can reliably get to the calendar before day 30. The point is you shouldn't have to do a skyworthy/ancient herald ruins rush every time you make a run starting in a linked world. Not what I'd call intermediate-experienced gamer friendly at all.

19 hours ago, Kderosa said:

You do indeed have to do most or all that preparation as well and none of that addresses the time it takes to accomplish within 60 days everything that I listed.  And if you start in ROG, you'd also have to travel in SW to make the gas mask and then not only find the volcano but also to replant a bunch of coffee plants and grow a crop of coffee. Mind you I don't think getting coffee is necessary.  But finding the volcano is going to be a huge time suck from your 60 days.  

you are jumping into another world with loot and gear from the previous one

bring armor, food and weapons

23 minutes ago, ArubaroBeefalo said:

you are jumping into another world with loot and gear from the previous one

bring armor, food and weapons

The same is true for jumping into the volcano, the caves, the ruins, and another world via the teleportato.  All of these worlds are generated upon entrance, and don't run from the start of the game.

If I wanted to make a mad dash for the calendar I'll start Hamlet.  But if I start in ROG/SW I'm still stuck making even a madder dash in Hamlet. There's very little point starting in ROG/SW.

11 hours ago, Kderosa said:

The same is true for jumping into the volcano, the caves, the ruins, and another world via the teleportato.  All of these worlds are generated upon entrance, and don't run from the start of the game.

If I wanted to make a mad dash for the calendar I'll start Hamlet.  But if I start in ROG/SW I'm still stuck making even a madder dash in Hamlet. There's very little point starting in ROG/SW.

Jumping into Hamlet does enable a lot of features that trivialize survival in all worlds, I don't think it should be that easy beyond cheesing it with a new slot.

It's probably a bit too big for something like a QOL update, but I've always thought that Hamlet would drastically benefit from some kind of reputation system. As it is now, pig society is way too forgiving and incredibly easy to exploit. It feels flat in more ways than one.

Highly unlikely thing to request but: 

1# Auto Stacking from DST.

2# Skins from DST useable in DS.

3# Somehow make DS and it’s DLCs playable in at the bare Minimum 2p Co-Op.

if these things were to happen to DS I probably wouldn’t play DST anymore. 
 

Another unlikely request: Wigfrid & Webber in DS Shipwrecked (Mobile)

changing how holding an item works when you have lazy explorer equiped. I end up wasting them because im used to right click to drop items in the mouse when my inventory is filled or when i want it to go back to my inventory 

Lots of good suggestions I've seen already, I really only have a couple requests - I currently use mods for these, and would love to see them in the base game:

 

  • Wormhole markers/colors
  • Ice Flingomatic range check
  • Mushroom planters
  • Meteors

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