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Make insight tied to specific progression instead of just general survival


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While I do overall like the skill trees, the main criticism I have is that the way insight is earned could be more engaging. I'm not the first one to say this but I do think it is an important point to make. My idea is to have the skill points work like a pseudo tutorial. I understand the hesitancy of some people as we are all familiar with the story of how giving people a checklist to go through discouraged them from actually playing the game, and how important self driven motivation was in don't starves creation, but the game has changed since then. I think that giving players some sort of micro tutorial or overarching goal could be good, right now the only thing that the system encourages you to do beyond surviving is to kill fuel weaver or champion. These are things new players have no idea about and looking them up will probably overwhelm them given the length of their respective quest lines. I suggest that you earn one skill point for surviving your first day as to let the player feel like they are making meaningful choices immediately and beyond that you can earn more for completing specific tasks. These tasks should be viewable somewhere (ideally not on the HUD at all times, maybe on the skill tree tab itself? idk) as some sort of goal.

What these tasks consist of should be fairly simple at first and grow more complex and ideally be specific to the characters specialty in someway. For instance my idea for the second point would be to simply prototype an item using a science machine (or alchemy engine) as it would teach the player that a science machine is important and unlocks a lot of recipes. Maybe a point could be given for cooking your first crock pot meal, to teach players about how this random sounding structure is actually one of the most important things in the game.  As the player progresses the requirements gradually get more complex and more character specific (for instance wormwood could have a requirement to grow a giant crop, Woodie to spawn and kill a treeguard, Wolfgang to do X amount of damage to a target dummy.)

Another way this could be useful is to incentivize players to step out of their comfort zones. the main area I see this is in new players fear of caves. This is something I noticed a lot when teaching new players is that they assume caves are instant death. (I don't blame them, darkness kills in this game and caves are usually pretty dark) and with no real reason to go down there because you can survive perfectly fine on the surface and the rewards for doing so are unknown to them. This is similar to ocean content as well with most players having engaged with neither. Adding a definitive reward for going out to sea and finding an island or going down in the caves and finding the ruins that they are aware of ahead of time can help them see that it's not so bad.

I think the final skill point should be unlocked when you defeat one of the two endgame bosses, as a "graduation" of sorts to signify that you have officially become good at the game (and are now legally allowed to come on the forums and complain) or something idk. 

Anyway TLDR because this post is way too long, I think skill points should be tied to specific progression in both player action and knowledge as they can feel like they are growing along with their character and push them to do things they would not normally do. 

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