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Skill Spotlight 1: Rhymes with Play Dev Tidbits on Future Content


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13 hours ago, bloopah said:

More Planar gear in the future

I really hope wigfrid gets exclusive crafts. 
Wigfrid mains almost unanimously agree that a throwable spear should be added as a skill point. It would be the single worst trade deal, maybe ever, if we didn't get that.

But to supplement this skill perk, I hope she also has exclusive void/brightshade spears that have different effects when thrown.

12 hours ago, Mysterious box said:

1900759079_images(9).jpeg.caf493f4c96a9f11b39e26a223e76181.jpeg

End game mechanics not related to combat. 

It's a trash mechanic to begin with, doesn't threaten your survival at all and only adds more grind to the game, get real.

4 hours ago, Antynomity said:

It's a trash mechanic to begin with, doesn't threaten your survival at all and only adds more grind to the game, get real.

All mechanics add grind in some shape or form but that's not the point we don't really have a "end game mechanic" at this point just new foes to fight.

1 hour ago, Mysterious box said:

All mechanics add grind in some shape or form but that's not the point we don't really have a "end game mechanic" at this point just new foes to fight.

Then fight for acid rain to be good, it has the potential to spice up survival and combat if done right, meanwhile boulders ONLY add pointless grind that the survival purists won't even truly experience, only people who set up anything in the caves.

The boulders deal 30 damage, you are never going to be challenged by their existance, let them stay as they are after dreadstone pillars are out.

14 minutes ago, Antynomity said:

Then fight for acid rain to be good, it has the potential to spice up survival and combat if done right, meanwhile boulders ONLY add pointless grind that the survival purists won't even truly experience, only people who set up anything in the caves.

The boulders deal 30 damage, you are never going to be challenged by their existance, let them stay as they are after dreadstone pillars are out.

Boulder damage wasn't what it was meant to do it was structure destruction people seem to keep pretending that wasn't the intention and that aside it's not even like I was fond of the mechanic but people keep wanting to paint it that way to gloss over opinions. My stance has always been it'd have been better if they got rid of both and replaced it with something better if they aren't good mechanics but clearly that's never happening.

That aside even if I did push for acid rain to be a actual mechanic there would be massive pushback on it anyway due to the "more chores arguement"

4 minutes ago, Mysterious box said:

Boulder damage wasn't what it was meant to do it was structure destruction people seem to keep pretending that wasn't the intention and that aside it's not even like I was fond of the mechanic but people keep wanting to paint it that way to gloss over opinions. My stance has always been it'd have been better if they got rid of both and replaced it with something better if they aren't good mechanics but clearly that's never happening.

That aside even if I did push for acid rain to be a actual mechanic there would be massive pushback on it anyway due to the "more chores arguement"

People don't like change, but acid rain is probably the least of worries when it comes to a 'chore'. I myself suggested so the boulders are replaced with something that DISABLES structures for a bit of time (a day or so since they happen often) and something that actually does damage to the player, how would this change the interaction? If you need that structure for your survival late-game then you have the option to hold out before the structure goes back to functioning or you have to hammer it down and rebuild it if you need it urgently, I guess could somewhat be considered 'a chore' but not one you'd instantly be forced into if you don't want to or don't need to interact with if that structure wasn't needed for you.

And yeah fair, I made a post about how acid rain should be buffed and instantly got some backlash but it's not that black and white, some people did actually agree that acid rain shouldn't be the ignorable mechanic it is right now since we have actual protection from it now.

21 hours ago, bloopah said:

 

  • Dreadstone Pillars that regenerate themselves
    • It will cost 40 Dreadstone

we're getting a new method of obtaining dreadstone yes? no way they make players farm outcrops and werepig pillars for ONE pillar, and only so that you dont have to maintain them

13 minutes ago, Baark0 said:

we're getting a new method of obtaining dreadstone yes? no way they make players farm outcrops and werepig pillars for ONE pillar, and only so that you dont have to maintain them

You could switch to Wilson then convert pure horror to dread stones. Also using green gems gear should reduce the amount by quite a lot.

1 hour ago, Antynomity said:

People don't like change, but acid rain is probably the least of worries when it comes to a 'chore'. I myself suggested so the boulders are replaced with something that DISABLES structures for a bit of time (a day or so since they happen often) and something that actually does damage to the player, how would this change the interaction? If you need that structure for your survival late-game then you have the option to hold out before the structure goes back to functioning or you have to hammer it down and rebuild it if you need it urgently, I guess could somewhat be considered 'a chore' but not one you'd instantly be forced into if you don't want to or don't need to interact with if that structure wasn't needed for you.

And yeah fair, I made a post about how acid rain should be buffed and instantly got some backlash but it's not that black and white, some people did actually agree that acid rain shouldn't be the ignorable mechanic it is right now since we have actual protection from it now.

Personally I just want something of substance regardless of what it is but I'm just not hopeful on that front because there will always be far more people who prefer not to be bothered with new mechanics while feeling entitled to participate in them maybe I'm feeling overly negative on the subject but it just feels like even if they manage to introduce something really cool that we might actually like it'll just end up like acid rain so as not to disrupt the status quo.

1 hour ago, Baark0 said:

we're getting a new method of obtaining dreadstone yes? no way they make players farm outcrops and werepig pillars for ONE pillar, and only so that you dont have to maintain them

On stream they did say that the cost was for megabasers as this is an endgame item and as such we'd have ways of getting enoigh dreadstone (probably green gem duping)

Wait a darn second. 

 

I was going to critisize this line

Quote

for people at the end who feel this is just powercreep, this is where the Rift updates come in. All this new content will be harder, the new stuff isn't all that hard just yet, but this is just the intro to it. All the upcoming content will be harder in the Rift progression and we have a lot of content planned to go with this. 

 

For the myrad of problems with it, least of all how their answer to power creep is apparently more power creep and how planar mechanics only address one aspect of power creep (and do it poorly). But then I realized

Is that the point of brightshades and acid rain? To, instead of adressing why things might be considered OP at the bud, make these features comparatively weaker by tacking on the most annoying mechanics Klei has ever introduced? 

"Hmm, players are considering the farms to be too powerful? I know, let's add a plant boogyman to make growing anything an absolute *****. Oh? And players just dip into the caves to avoid summer? Well how about we dump a ton of acid on their head instead? That should make them stay topside." 

 

Christ in a Cracker Barrel, Klei? Who hurt you so badly that you decided that these things would be the best ways to address the players problems? Because they don't. They just add more. 

nice! thanks for covering this. I've been super busy and was out of the loop.

interesting that future endgame updates will happen next year. looks like the rest of this year will purely be skill trees, which, while its nice they can pump out 3 at a time, feels kinda like we're kicking the the same barrel down the road after the 4 years of character refreshes.

 

On 7/29/2023 at 7:37 AM, Duck986 said:

Cave biomes after From Beyond is finished:

image.thumb.png.2da575c6154d29c65d6d26cb3f7f5f0f.png

  Hide contents

Get it? They will remain the same they were in 2014

 

AAAAAAAAAAHHH THE PAIIINNNN IS UNBEREABLE.

Caves still remain as a beta stage, while Ruins are still worse in a Early access phase. 

AAAAAAAAAAAAAAAAAAA

7 hours ago, Theukon-dos said:

Wait a darn second. 

 

I was going to critisize this line

For the myrad of problems with it, least of all how their answer to power creep is apparently more power creep and how planar mechanics only address one aspect of power creep (and do it poorly). But then I realized

Is that the point of brightshades and acid rain? To, instead of adressing why things might be considered OP at the bud, make these features comparatively weaker by tacking on the most annoying mechanics Klei has ever introduced? 

"Hmm, players are considering the farms to be too powerful? I know, let's add a plant boogyman to make growing anything an absolute *****. Oh? And players just dip into the caves to avoid summer? Well how about we dump a ton of acid on their head instead? That should make them stay topside." 

 

Christ in a Cracker Barrel, Klei? Who hurt you so badly that you decided that these things would be the best ways to address the players problems? Because they don't. They just add more. 

Not only that! 

Think about it, how much % are the Rifts right now compared to all the 5 levels that make up the game? (Surface, Caves, Ruins, Ocean and Lunar Island) 3%? 4%? maybe 5%. So we have 95% before the 5% "endgame" that "should be harder". Let's say optimistically that when they will finish the Rifts, it will be along the lines 10% of the game? There is still 90% left in the game.

Ah yes, no powercreep in my game! Clueless meme* 

6 hours ago, sudoku said:

nice! thanks for covering this. I've been super busy and was out of the loop.

interesting that future endgame updates will happen next year. looks like the rest of this year will purely be skill trees, which, while its nice they can pump out 3 at a time, feels kinda like we're kicking the the same barrel down the road after the 4 years of character refreshes.

 

Same barrel with the same quality we received with the ocean! How charming....

5 hours ago, Captain_Rage said:

It is peculiar that the people who are so good at game design have not formed their own studio and created the perfect game yet. Oh, well.

Ooh ooh, i’m trying to! Pick me! Ooh teacher pleaaaasseeee

on a more serious note people can have an opinion about the balance without the knowledge of how to do it themselves. How in is the ever: a lot of this is mindless complaining, they cant work on everything all at once.

7 hours ago, Milordo said:

Not only that! 

Think about it, how much % are the Rifts right now compared to all the 5 levels that make up the game? (Surface, Caves, Ruins, Ocean and Lunar Island) 3%? 4%? maybe 5%. So we have 95% before the 5% "endgame" that "should be harder". Let's say optimistically that when they will finish the Rifts, it will be along the lines 10% of the game? There is still 90% left in the game.

Ah yes, no powercreep in my game! Clueless meme* 

Stop it. The dev's already tried fixing powercreep in a more reasonable way (wolfgang nerf/rework). But then the players threw this giant fit and basically threatened to burn the forums down over it. You really think they will try this again after that happened? You, the players, did not give them options. They dont have more direct ways to address powercreep because of what happened in the past!

5 minutes ago, PetulantPansy said:

Stop it. The dev's already tried fixing powercreep in a more reasonable way (wolfgang nerf/rework). But then the players threw this giant fit and basically threatened to burn the forums down over it

1.Wolfgang was buffed in his rework

2. People were upset not cause of power creep but because they made a horribly designed character where the only gameplay and way of getting mightness was by standing still and doing nothing while removing his speed which wasn’t even op.

the “fit” was entirely justified and Klei did things to remedy it in the crafting ui update 

24 minutes ago, PetulantPansy said:

Stop it. The dev's already tried fixing powercreep in a more reasonable way (wolfgang nerf/rework). But then the players threw this giant fit and basically threatened to burn the forums down over it.

leave it to the DST community to turn "people complained because Klei made a niche old school character even more boring and gave him literally nothing new while taking away old things" into "Klei made the most OP character balanced and people love power creep so they threw a fit!!!!!!" (in spite of the fact that the majority of people in these same forums weren't even vocally against the rework)

15 minutes ago, Dextops said:

1.Wolfgang was buffed in his rework

2. People were upset not cause of power creep but because they made a horribly designed character where the only gameplay and way of getting mightness was by standing still and doing nothing while removing his speed which wasn’t even op.

the “fit” was entirely justified and Klei did things to remedy it in the crafting ui update 

1. Just no. The devs even said it was a nerf

2. That hasn't changed much. He just gains more mightiness through being active now. And obviously people aren't complaining about powercreep when a survivor is nerfed :???:

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