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23 minutes ago, Mike23Ua said:

 

Instead of trying to design a game, Klei needs to instead put their heart & soul into what they think would make the ocean a more exciting place to drift through on a boat.

I think they did put their heart and soul into the ocean fishing rod, and I still wonder whether Ice Breams are a joke.

23 minutes ago, GenomeSquirrel said:

I think they did put their heart and soul into the ocean fishing rod, and I still wonder whether Ice Breams are a joke.

I guess it depends on whether or not you want to go sailing in the middle of Summer without any Ice Boxes or Endothermic Fire PIts on your boat.

I’m kind of hoping that Klei takes the next 4-6 months to really take a deep dive (pun intended) in making the ocean a fun part of the game, spend sometime not releasing any updates for the game and just make this a fun rewarding experience, don’t even release skins- just tease short video’s of the development in progress to keep fans interested in how it’s developing and then return 6 months from now with an exciting massive ocean content update that fixes everything that’s wrong with it. From lackluster rewards, to bad navigation, to absolutely TERRIBLE boat structures (sorry I hate the deck Illuminator and fire pump..) to the ocean just being flat out empty, boring.. with not much to see, do, or interact with.

Make the ocean “Fun” please?? I love boating in most games, but DSTs just isn’t that fun.

44 minutes ago, Mike23Ua said:

I’m kind of hoping that Klei takes the next 4-6 months to really take a deep dive (pun intended) in making the ocean a fun part of the game, spend sometime not releasing any updates for the game and just make this a fun rewarding experience, don’t even release skins- just tease short video’s of the development in progress to keep fans interested in how it’s developing and then return 6 months from now with an exciting massive ocean content update that fixes everything that’s wrong with it. From lackluster rewards, to bad navigation, to absolutely TERRIBLE boat structures (sorry I hate the deck Illuminator and fire pump..) to the ocean just being flat out empty, boring.. with not much to see, do, or interact with.

Make the ocean “Fun” please?? I love boating in most games, but DSTs just isn’t that fun.

Lets not get carried away.  The art team can continue releasing skins, I'm okay with that.  The game needs monetization, and there are a TON of things in the game that could use more skins.

But yeah I agree - I feel the Ocean needs more attention.  RWYS showed that Klei can put time and attention into an existing system and come out with what is essentially a new feature.  Its part of why I don't like them stepping away to do this BS stuff.  All of that shows me Klei considers the ocean done, and I don't agree that it is.  Its in a spot where there are some things that are useful, but only as a series of short fetch quests not as an entire playing experience.  I feel Ocean can be as rewarding as the main lands, and that there is a lot of dev space for even more out there.  There can be more hazards and bosses too! but they need to cover the base line boat life experience first.

2 minutes ago, Shosuko said:

Lets not get carried away.  The art team can continue releasing skins, I'm okay with that.  The game needs monetization, and there are a TON of things in the game that could use more skins.

But yeah I agree - I feel the Ocean needs more attention.  RWYS showed that Klei can put time and attention into an existing system and come out with what is essentially a new feature.  Its part of why I don't like them stepping away to do this BS stuff.  All of that shows me Klei considers the ocean done, and I don't agree that it is.  Its in a spot where there are some things that are useful, but only as a series of short fetch quests not as an entire playing experience.  I feel Ocean can be as rewarding as the main lands, and that there is a lot of dev space for even more out there.  There can be more hazards and bosses too! but they need to cover the base line boat life experience first.

I mean you duders can hope for whatever you want but they’ve released a diet road map detailing exactly what their plans are for the rest of the year. I wouldn’t hold my breath waiting for any ocean revisits this year.

 

3 minutes ago, Vinja said:

I mean you duders can hope for whatever you want but they’ve released a diet road map detailing exactly what their plans are for the rest of the year. I wouldn’t hold my breath waiting for any ocean revisits this year.

 

I read their roadmap, I know what's coming - doesn't stop me from (continually) talking about what I like, and want from the games I play.

We chatted about gardens for a LONG time, especially following Gorge event, and it eventually happened.  I hope they eventually come back to the ocean.

Part of what may be keeping ocean content more optional is how unforgiving it is to lose your boat - there's a cost in materials to go retrieve your items, structures are destroyed with materials halved, some items are instantly deleted, and you might drop items that would help deal with the darkness/freezing/overheating on washing ashore.

That said, it does offer qol with its resources.

To be honest I have heard people say "the ocean is done, there will be no more ocean content, deal with it" as early as Salty Dog and as recently as Eye of the Storm. I find the idea that they'll just abandon this whole part of the world to be really really silly, it takes up like half the map.

I've spoken about this a few years ago, but I really feel like the Strident Trident should be an unbreakable weapon with a socket for a gem.

As to not clog the thread with a massive wall of text I'm going to be putting what each gem could do in a spoiler box.

Spoiler

The default trident should have it's ocean based damage removed and instead be given a flat amount of damage, 51 makes sense since this requires crab king in order to be defeated, but an option I'm much more fond of is having 35-40 damage, increasing to say 59.5 when you have a gem socketed in it. Speaking of gems, each one would have their own effects. Each gem should have at least 150 uses of durability. Gems can be removed at will, but will shatter if missing even a single point of durability, or they can be directly swapped out with another gem, having the same shatter effect.

Red gem - Something fire related seems obvious, however red gems also have the power of revival, so healing isn't off the table either. Due to the impracticality of fire during combat I'm going to lean towards healing, and since the bat bat already has the niche of healing on hit, I'm thinking healing on enemy kill would be interesting. 

Blue gem - Freezing enemies is obvious, but instead of rendering them immobile I think slowing their movement speed and/or attack speed is more unique, allowing you to effectively increase your dps as you're able to get more hits in.

Purple gem - Could summon a terrorclaw claw, but that feels a little too similar to the thulecite club, so instead maybe it could poison the creature it's being used against with nightmare fuel, dealing ramping damage over time, making it great for bosses with large health pools. 

Green gem - Could cause enemies to drop rarer items more frequently, but there's a shockingly low amount of rare drops in this game, the krampus sack being more or less the only notable one, so causing enemies to drop extra items seems more useful. 

Yellow gem - Produces a small area of light (similar to a very hot thermal stone) around the player, which grows and eventually remains even if the player isn't holding the trident while attacking enemies, eventually rivaling the lantern in terms of light. A bit redundant perhaps, since having yellow gems usually means you could instead make star caller staves and use those for light, however those are stationary while the trident is portable, plus they cost 2 gems instead of one.

Orange gem - Provides the player with a shield that blocks all damage from one attack every few seconds, as long as you avoid getting hit. Would instead have 15 uses per orange gem, however an argument for 10 uses could be made considering how little use orange gems have, especially due to the refuelability of the lazy forager.

Iridescent gem - Instead provides 72.25 damage (equivalent to the morning star vs a wet target). Removes the sanity auras of enemies (note: would not reverse auras like bee queen crown). At first I thought 300 uses would be appropriate due to the little amount of time available to convert star caller staves into moon caller staves, however the moonstorm throws a wrench in that idea completely. I personally would prefer if the moonstone event would be disabled while moonstorms are occuring, allowing the 300 durability to work fine, as balancing this rare gem around a fairly late game event where you can consistently get 2 gems a night would take away from the feeling of this gem being extra special and powerful.

 

9 hours ago, Vinja said:

I mean you duders can hope for whatever you want but they’ve released a diet road map detailing exactly what their plans are for the rest of the year. I wouldn’t hold my breath waiting for any ocean revisits this year.

 

What? Lol.. Klei’s Roadmap lists 3 Game Content updates from a story arch titled “From Beyond” as well as Two Massive Game QOL updates that will smooth out the Early Game & provide a better End Game.

Moon Quay is an Entire Island that was randomly thrown into the ocean from an Unnatural Portal that is pouring in resources into the constant from a realm that is “From Beyond” the the one we are currently in. 

Dude.. I highly highly doubt Klei is done adding content to the ocean.

50 minutes ago, Baark0 said:

I've spoken about this a few years ago, but I really feel like the Strident Trident should be an unbreakable weapon with a socket for a gem.

As to not clog the thread with a massive wall of text I'm going to be putting what each gem could do in a spoiler box.

  Hide contents

The default trident should have it's ocean based damage removed and instead be given a flat amount of damage, 51 makes sense since this requires crab king in order to be defeated, but an option I'm much more fond of is having 35-40 damage, increasing to say 59.5 when you have a gem socketed in it. Speaking of gems, each one would have their own effects. Each gem should have at least 150 uses of durability. Gems can be removed at will, but will shatter if missing even a single point of durability, or they can be directly swapped out with another gem, having the same shatter effect.

Red gem - Something fire related seems obvious, however red gems also have the power of revival, so healing isn't off the table either. Due to the impracticality of fire during combat I'm going to lean towards healing, and since the bat bat already has the niche of healing on hit, I'm thinking healing on enemy kill would be interesting. 

Blue gem - Freezing enemies is obvious, but instead of rendering them immobile I think slowing their movement speed and/or attack speed is more unique, allowing you to effectively increase your dps as you're able to get more hits in.

Purple gem - Could summon a terrorclaw claw, but that feels a little too similar to the thulecite club, so instead maybe it could poison the creature it's being used against with nightmare fuel, dealing ramping damage over time, making it great for bosses with large health pools. 

Green gem - Could cause enemies to drop rarer items more frequently, but there's a shockingly low amount of rare drops in this game, the krampus sack being more or less the only notable one, so causing enemies to drop extra items seems more useful. 

Yellow gem - Produces a small area of light (similar to a very hot thermal stone) around the player, which grows and eventually remains even if the player isn't holding the trident while attacking enemies, eventually rivaling the lantern in terms of light. A bit redundant perhaps, since having yellow gems usually means you could instead make star caller staves and use those for light, however those are stationary while the trident is portable, plus they cost 2 gems instead of one.

Orange gem - Provides the player with a shield that blocks all damage from one attack every few seconds, as long as you avoid getting hit. Would instead have 15 uses per orange gem, however an argument for 10 uses could be made considering how little use orange gems have, especially due to the refuelability of the lazy forager.

Iridescent gem - Instead provides 72.25 damage (equivalent to the morning star vs a wet target). Removes the sanity auras of enemies (note: would not reverse auras like bee queen crown). At first I thought 300 uses would be appropriate due to the little amount of time available to convert star caller staves into moon caller staves, however the moonstorm throws a wrench in that idea completely. I personally would prefer if the moonstone event would be disabled while moonstorms are occuring, allowing the 300 durability to work fine, as balancing this rare gem around a fairly late game event where you can consistently get 2 gems a night would take away from the feeling of this gem being extra special and powerful.

 

If it wasn't for Wickerbottom's fish farm, this item is horrendously useless.

2 hours ago, Mike23Ua said:

What? Lol.. Klei’s Roadmap lists 3 Game Content updates from a story arch titled “From Beyond” as well as Two Massive Game QOL updates that will smooth out the Early Game & provide a better End Game.

Moon Quay is an Entire Island that was randomly thrown into the ocean from an Unnatural Portal that is pouring in resources into the constant from a realm that is “From Beyond” the the one we are currently in. 

Dude.. I highly highly doubt Klei is done adding content to the ocean.

I didn’t say they’re done with the ocean (in fact no one here has so I genuinely don’t know who you think you’re making a point against) I said they’re working on a new arc, specifically the new BS stuff and the cave rifts and whatever ideas they have for this new endgame arc. I highly doubt this will have any major impact on the oceans and anything less than a major impact on the ocean isn’t going to solve anything. Neither would a quality of life update focused on the ocean lol, which I don’t think is what they were referring to. Then they’re also doing that small crossover thing. Anyway, point is, by the time they finish all this that we’ve listed the year will pretty much be wrapped up so no, don’t expect any ocean revisits this year.

12 hours ago, Shosuko said:

I read their roadmap, I know what's coming - doesn't stop me from (continually) talking about what I like, and want from the games I play.

We chatted about gardens for a LONG time, especially following Gorge event, and it eventually happened.  I hope they eventually come back to the ocean.

Definitely not saying you shouldn’t talk about it, I was more referring to the “they should do this for the next 6 months” comment that mike made and you were responding to. The ocean definitely needs work my point is if you’re hoping this is something they’re planning on doing sometime this year you’ll probably be disappointed. Maybe next year they can do a full revisit though like they did with RWYS.

On 5/26/2023 at 7:18 AM, finn from human said:

To be honest I have heard people say "the ocean is done, there will be no more ocean content, deal with it" as early as Salty Dog and as recently as Eye of the Storm. I find the idea that they'll just abandon this whole part of the world to be really really silly, it takes up like half the map.

necro-posting but like, recently I've been thinking about the ocean again and honestly, anyone who wants to see how much more space the ocean has for content simply excluding the changes that should be done to existing ocean content can do so as long as they are on pc by using the 'c_removeall('seastack')' command and then revealing the entire map through a mod or a different command like 'for x=-1600,1600,35 do for y=-1600,1600,35 do ThePlayer.player_classified.MapExplorer:RevealArea(x,0,y) end end', and for console players I've made a few different worlds and did that in them and here are the results:
image.thumb.png.9d46d80e99e697726cd7e295ee6ec297.png
image.thumb.png.b659b02a4bdec62ef6c54c31f8b92eee.png
image.thumb.png.0cc26f0571d324134a7dcb4a1dfff6f3.png

All that area that was previously covered by seastacks is now plain empty deep ocean.

Hopefully the devs will revisit the ocean after they are satisfied with rifts, especially because now the rifts are looking really nice, at least reward wise (I love Void Robe).

There is no reason to make a boat that is not merely a fire pit, fridge and maybe a pinch in winch. You go from one side of the mainland to the other, masts and everything are way to expensive. It is easier to just deploy a pancake where you need it because the ocean surrounds the mainland, and there is no way to go through the middle.

34 minutes ago, chirsg said:

https://cdn.forums.klei.com/monthly_2023_07/OtterSOUNDS.mp4.ed3310d549c07c29d7c9463312d2d2e6.mp4

We should get this. 

and I hope it's friendly, or has potential to be friendly

 

I agree, just having these things be randomly around the ocean would be great! All ocean creatures are limited to a biome, or spawn rarely. There are no mobs in the normal oceans and these guys would fill it alot.

50 minutes ago, Antynomity said:

necro-posting but like, recently I've been thinking about the ocean again and honestly, anyone who wants to see how much more space the ocean has for content simply excluding the changes that should be done to existing ocean content can do so as long as they are on pc by using the 'c_removeall('seastack')' command and then revealing the entire map through a mod or a different command like 'for x=-1600,1600,35 do for y=-1600,1600,35 do ThePlayer.player_classified.MapExplorer:RevealArea(x,0,y) end end', and for console players I've made a few different worlds and did that in them and here are the results:
image.thumb.png.9d46d80e99e697726cd7e295ee6ec297.png
image.thumb.png.b659b02a4bdec62ef6c54c31f8b92eee.png
image.thumb.png.0cc26f0571d324134a7dcb4a1dfff6f3.png

All that area that was previously covered by seastacks is now plain empty deep ocean.

Hopefully the devs will revisit the ocean after they are satisfied with rifts, especially because now the rifts are looking really nice, at least reward wise (I love Void Robe).

I hope they make oceans bigger in length, since a small breath surrounding the map feels too small.

I would like fishing and lure system to have uses similar to the farming/nutrient system.

Right now having each individual fish is not as useful as having each individual crop.

Also, there should be a book or system that documents each lure if we reach that point.

26 minutes ago, loopuleasa said:

I would like fishing and lure system to have uses similar to the farming/nutrient system.

Right now having each individual fish is not as useful as having each individual crop.

Also, there should be a book or system that documents each lure if we reach that point.

I honestly think that fresh fish in a crock pot should yield different dishes with cool effects.
Black catfish should have a dish that completely HALTS the sanity number for a minute or 4.

If you're at 120 sanity, nothing you do will change that and if you're at 0, nothing you do will change that, except perhaps gestalt summons from enlightened crown.

That's just one example. Fishing is kind of not really worth it.

Tbh, I'm actually a bit disappointed that wickerbottom's angling book was added in the first place. It's a bit of a waste of time to fish now. 

And the minigame is actually fun. It's just really not worth it.

On 5/26/2023 at 5:26 PM, Baark0 said:

I've spoken about this a few years ago, but I really feel like the Strident Trident should be an unbreakable weapon with a socket for a gem.

As to not clog the thread with a massive wall of text I'm going to be putting what each gem could do in a spoiler box.

  Hide contents

The default trident should have it's ocean based damage removed and instead be given a flat amount of damage, 51 makes sense since this requires crab king in order to be defeated, but an option I'm much more fond of is having 35-40 damage, increasing to say 59.5 when you have a gem socketed in it. Speaking of gems, each one would have their own effects. Each gem should have at least 150 uses of durability. Gems can be removed at will, but will shatter if missing even a single point of durability, or they can be directly swapped out with another gem, having the same shatter effect.

Red gem - Something fire related seems obvious, however red gems also have the power of revival, so healing isn't off the table either. Due to the impracticality of fire during combat I'm going to lean towards healing, and since the bat bat already has the niche of healing on hit, I'm thinking healing on enemy kill would be interesting. 

Blue gem - Freezing enemies is obvious, but instead of rendering them immobile I think slowing their movement speed and/or attack speed is more unique, allowing you to effectively increase your dps as you're able to get more hits in.

Purple gem - Could summon a terrorclaw claw, but that feels a little too similar to the thulecite club, so instead maybe it could poison the creature it's being used against with nightmare fuel, dealing ramping damage over time, making it great for bosses with large health pools. 

Green gem - Could cause enemies to drop rarer items more frequently, but there's a shockingly low amount of rare drops in this game, the krampus sack being more or less the only notable one, so causing enemies to drop extra items seems more useful. 

Yellow gem - Produces a small area of light (similar to a very hot thermal stone) around the player, which grows and eventually remains even if the player isn't holding the trident while attacking enemies, eventually rivaling the lantern in terms of light. A bit redundant perhaps, since having yellow gems usually means you could instead make star caller staves and use those for light, however those are stationary while the trident is portable, plus they cost 2 gems instead of one.

Orange gem - Provides the player with a shield that blocks all damage from one attack every few seconds, as long as you avoid getting hit. Would instead have 15 uses per orange gem, however an argument for 10 uses could be made considering how little use orange gems have, especially due to the refuelability of the lazy forager.

Iridescent gem - Instead provides 72.25 damage (equivalent to the morning star vs a wet target). Removes the sanity auras of enemies (note: would not reverse auras like bee queen crown). At first I thought 300 uses would be appropriate due to the little amount of time available to convert star caller staves into moon caller staves, however the moonstorm throws a wrench in that idea completely. I personally would prefer if the moonstone event would be disabled while moonstorms are occuring, allowing the 300 durability to work fine, as balancing this rare gem around a fairly late game event where you can consistently get 2 gems a night would take away from the feeling of this gem being extra special and powerful.

 

You're obligated to make a separate post about this suggestion imo. I actually really like this idea and gems are underutilized outside of the ruins.

I'd like to make a revision to the red gem ability though. I think it shouldn't be bat bat 2.0, but rather be a weapon that heals mobs when right clicked on with the added ability to revive mandrakes.

I have 100 dead mandrakes in my world and I don't like that they're technically extinct, but they exist.

25 minutes ago, chirsg said:

And the minigame is actually fun. It's just really not worth it.

Fishing is not fun sadly.

Comparing it to Stardew valley fishing hearing the PRR PRR sound and having also extra boxes to open for random loot.

1 minute ago, gamehun20 said:

And the fish and where you can find then while we are at it

Yes, including that.

Hell, even having fishes in the scrapbook can work with lure details, but fishes are not part of scrapbook.

I'm someone that really love the ocean content, but for the same reason I can see the flaws on it, let me explain.

  • Mobility: I have to say that Klei did a great improvement to boats with the Waterlogged update, but there are some problems.
  1. How the world generates: The mainland can sometimes have a really weird shape, making some parts of the ocean a corridor between the mainland and the edge of the world, this reduces the mobility of boats because you can have 2 or more oceans divided by the shape of the mainland.
  2. Sea stack: They are everywhere, I understand when there is part of a biome like Seaweed biome and CrabKing, but there are too many sea stacks and slow you down a lot until you mine then all being a killjoy.
  3. The ocean doesn't move : There are no waves or currents, and the wind is always in our side, so we can't take and advantage of it, and even if currents, waves or wind are against us, it will be more "ocean" and less big pond, also it will make a room for more craft related to it.
  • Fishing in the ocean is not good: 20 Different fishes and almost nothing unique about them; In the crock pot we can make the 2 Wobster unique dishes, and we have the Spittle fish 2 unique and awful crafts, a part of that there is no reason to fish some specific fishes. If you need ocean fish, just make an Ocean Trawler and forget about lures and fishing. And it feels worse when you compare it with farming that give you more unique recipes and crafts.
  • Ocean feels almost empty: When Klei added the ocean, I was in love with the idea and I thought they will fill it with live but...  we barely have life in the ocean, they added some, but still most of the ocean is empty (Except for sea stacks) and is not because Klei doesn't have ideas because they have some cool unimplemented ocean content, but we still have an ocean with just a few creatures and things to do in it. 

For me the ocean ended being Caves 2, a cool place to explore, but at the end just a path to go to the same 2 or 3 destinations.

 

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