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My suggestion for inspiration points


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Considering you can spam c_nextday"10" or whatever and just amass all the points you want, I don't really like the time based points gathering.

At the same time, what else could you really do to get the points? Spamming crafting cut stone or prototyping stuff to encourage making new worlds sounds exhausting.

So how about a different exhausting mechanic? Let's make these points work like experience points from original DS and have you die to get them. Sounds nonsensical, but consider- the skill tree is for new players, and new player will most likely rage quit when they die for the umpteenth time. But with a point incentive, of "you died, but you get this! Keep trying" they just might stick around, with a bit brighter torch.

The points could be gathered kind of like they are now, just not immediately available. This way surviving for longer and dying will wield all the points you got during playing. If a player is good enough at the game to just play for extended period of time, get an amulet and revive to get their points, great.

And make commands for time skips not influence them.

The unlockable parts of the tree are fine imo.

Bonus suggestion: Make any character refuse to eat food that has been put in the beard storage.

I would encourage rewarding a player for task being completed rather than over time, and being rewarded for suddenly dying (although a nice not to the ways of ds) seems a bit weird. This could be a nice way to encourage new players to go after new things in game they have not before, although realistically, I think we may expect the team to focus more on making the perks feel better rather than how they are acquired, since once you have all your points you are pretty much done farming them out by playing.  

1 minute ago, ZeRoboButler said:

I would encourage rewarding a player for task being completed rather than over time, and being rewarded for suddenly dying (although a nice not to the ways of ds) seems a bit weird. This could be a nice way to encourage new players to go after new things in game they have not before, although realistically, I think we may expect the team to focus more on making the perks feel better rather than how they are acquired, since once you have all your points you are pretty much done farming them out by playing.  

they should add a reset inspiration buttom

6 minutes ago, ArubaroBeefalo said:

they should add a reset inspiration buttom

Why would you wish to remove all your points? For "default-Wilson" purposes? (I ask so that I may better understand the intent behind such a decision)

Just now, ArubaroBeefalo said:

no, to play a world with progression more than 1 time

Ah I see, I can understand the appeal of such a thing, although since this is so early on I do hope that the devs are open to the idea of either adding some other perks or tuning the ones we have now.

Just now, ZeRoboButler said:

Ah I see, I can understand the appeal of such a thing, although since this is so early on I do hope that the devs are open to the idea of either adding some other perks or tuning the ones we have now.

for sure, one thing doesn't dimiss the other. I also hope for for perks and other way to gather points than waiting

30 minutes ago, YouKnowWho said:

Fighting bosses also becomes trivial if you put on godmode. I’m not sure balancing things around console commands is the right move here. 

That's not what I meant. I just mentioned that to confirm the points are only about passage of time, not anything else. 

15 minutes ago, BezKa said:

 I just mentioned that to confirm the points are only about passage of time, not anything else. 

Yeah it would be nice if it felt more like growth as a player in some sense, Wx and Webber are pretty fun for this reason, as time goes on in the game you pursue upgrades or perks to your character. It would be nice for these abilities and features to feel like they have been earned.   

I think you should gain points by both killing bosses, or existing time, but it should be much faster than it currently is, and not carry over games.
 

Like you should probably reach max level in 40 days lived without killing bosses, and dying delays the gain. If you kill 2-3 bosses you should probably be able to reach max level in a single season (20 days or less)
 

It sounds more fun to progress through your game and allocate points according to your plans, rather than leveling Wilson once and then never again.

I don't mind the idea of something like that, but the perks would have to feel a little bit more... Impactful? As it stands at the moment, some of the conversions of materials feel like things that would be locked behind a boss blueprint and then a crafting station.

I have yet to use those perks yet, but does any one know if they have special crafting animations, visuals or sound effects? if not they absolutely should to ad some charm to it, something like Wilsons portrait where he is using the chemicals on the bird, or like how he blew up the materials in his original animation back in the day.

A little bit of polish and shine could go a long way, little details like wigs opera jamming itself into the music or the nice sounds and visuals on the shadow prison or hat.

 

6 minutes ago, dzzydzzy said:

There is a reset points button on the character selection screen on a new world.

image.thumb.png.3964d727dfe4b0217ac2cf2458a29876.png

i cant test right now but does that reset buttom set your inspiration to 0 or just removes all the asigned points from the skill tree so you can reasign them to other skills?

Adding one more step of dying to get your points will not change anything, noobs will join a world, survive a couple of days and die, rinse and repeat on another world, no effort required. A system like that actually discourages you to try to survive longer. I remember I did this kind of thing at the start in the original DS to unlock the characters, because it was easier than learning how to survive longer. Then I went to DST for a while and learned a bit from other players, came back to DS and survived for like a year or so, which immediately unlocked the rest of the characters, it felt weird and cheaty.

Instead, why not tie the points to prototyping unique items? It would encourage actual exploring and experimenting with new items, instead of sticking to the same strategy and dying over and over again. And it would make sense for an experimental scientist such as Wilson.

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