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Beta suggestions


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Even though I am enjoying the new beta quite a bit i can realize there are some rough edges and i want to suggest some changes. Mainly the way insight and the skill tree in general is worked into a gameplay loop. A couple of ways I can see this being bettered is

- Adding more locks. Just like how you have to kill celestial champion or ancient fuelweaver to unlock some perks they could add more locks where you have to do something before you can invest your insight. 
-Either make insight take less time to gain or remove that part entirely. Waiting is a pretty meh way to gain insight and 150 days is way too much. Either add other ways of getting it through gameplay or lessen it by a considerable margin
-add an item specific to switching your skill points instead of just tying it to celestial portal.

These suggestions would make the update much more interactive for me. Any other suggestions or opinions are welcome.

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40 minutes ago, Dextops said:


-Either make insight take less time to gain or remove that part entirely. Waiting is a pretty meh way to gain insight and 150 days is way too much. Either add other ways of getting it through gameplay or lessen it by a considerable margin

  An cool idea for gaining insight would be doing tasks that encourage players to explore the world and experiment with the game while being rewarded with points. They wouldn't replace the current method, but they would allow you to either try to explore to gain skills faster, or simply try to survive, that way they would account for different kinds of playstyles. For example some of the tasks could be: 
 -Prototype your first item at an alchemy engine
 -Defeat {insert raid boss here}
 -Craft your first item at an ancient pseudoscience station
 -Craft your first item at a lunar altar
 -Trade with the Queen of the Moon Quay for the first time
 -etc. (y'all could probably come up with better ones, lol)
  Also, the tasks should stay hidden, that way they encourage the player to go explore in the hopes that they'll manage to finish a task, instead of just feeling like the game is telling them what to do. Maybe have the game hint at the existence of the tasks trough some loading screen tip along the lines of "The more feats you accomplish while in the Constant, the quicker you will obtain insight points".

2 hours ago, Tortoise Guy said:

Also, the tasks should stay hidden, that way they encourage the player to go explore in the hopes that they'll manage to finish a task, instead of just feeling like the game is telling them what to do. Maybe have the game hint at the existence of the tasks trough some loading screen tip along the lines of "The more feats you accomplish while in the Constant, the quicker you will obtain insight points".

Tasks staying hidden is a cool idea but I think for that to happen there has to be more hints in the game. Like finding moon quay is a pain and I really don’t understand how anyone has ever blindly found out about afw. More hints from either the scrap book or character quotes ect would definitely be a lot better and allow for things like this to be feasible.

1 hour ago, Dextops said:

Tasks staying hidden is a cool idea but I think for that to happen there has to be more hints in the game. Like finding moon quay is a pain and I really don’t understand how anyone has ever blindly found out about afw. More hints from either the scrap book or character quotes ect would definitely be a lot better and allow for things like this to be feasible.

I feel like klei just needs to make the scrapbook better at guiding new players. Not telling them what to do, but maybe giving hints, telling them that there is a remote island tucked away în a corner of the map, or maybe scattering the instructions for creating fuelweaver across a few different entries

21 hours ago, Mysterious box said:

I like this but I feel like this would cause too much conflict on servers due to people getting upset when other people kill bosses first.

There is so many bosses like malbatross. There is always a boss available, even tree guards and spider queens count as bosses. ( There should be a calculation to reduce insight from farming the same boss over and over.)

18 hours ago, Dextops said:

Tasks staying hidden is a cool idea but I think for that to happen there has to be more hints in the game. Like finding moon quay is a pain and I really don’t understand how anyone has ever blindly found out about afw. More hints from either the scrap book or character quotes ect would definitely be a lot better and allow for things like this to be feasible.

It is like Minecraft, spread by word. Nobody will find out how to kill the ender dragon blind, not saying dont starve should be like this.

6 minutes ago, Jakepeng99 said:

There is so many bosses like malbatross. There is always a boss available, even tree guards and spider queens count as bosses. ( There should be a calculation to reduce insight from farming the same boss over and over.)

There are but there are only so many bosses most player's feel like facing while tree guards and spider queens would be easier picks many don't know malbatross exists and some just don't want to fight him so they'll pick all the popular bosses upsetting many.

1 minute ago, Mysterious box said:

There are but there are only so many bosses most player's feel like facing while tree guards and spider queens would be easier picks many don't know malbatross exists and some just don't want to fight him so they'll pick all the popular bosses upsetting many.

Well it's a coperative game, it's their fault for being not coperative.

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