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A thought about direction of skill tree


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Many discussion about skill tree is what skills characters can get.

Maybe we can change a little bit, we can discuss how to get it.

Also Klei say something about new ways to unlock skill tree in future update in 7.28 rhythm.

This thought is triggered by unique equipment of Wanda. We know that if Wanda want to get all    of her clocks, she need to get into cave, then get thulecite  fragment. So you want to unlock all clocks and get all of them, you need to get into cave, and take a risk more or less.

So maybe we design something like that, although some characters choose some skills in their skill tree, they still need to do something to activate those skill.

It is not like lunar skill or shadow skill, you only activate those skill only you do something in this world, which means it’s not cross world. But this skill you can choose it in the begin of the world.

Maybe we can say that it like a guideline, don’t starve together doesn’t need anything like that.
But we can turn around,  just like Wanda, it is like a bounce, you do something and make some risk, then you get something.

 I make an example here, it’s not a suggestion about design this character, it just an example about what I say above.

 I choose WX78, he get a skill about clockwork rook or something like that. But that skill not activate in day one, it can activate until WX78 repairs some broken machines in this world.

Just an example. I thought maybe not just “what skill characters can get will make those characters more funny”.

Maybe we also get “how to get those skills or activate those skills make this journey in this world more funny”.

 

I mean this question has been solved in the industry, no need to complicate it:

- For 7.99$ you can get a bundle pack of skill tree "Booster Shot" battle pass that 2x's the unlock time of new insight points for 3 characters.

- Slowed down insight point acquisition rate by 100x.

- Cheats are now disabled, as they are cutting through our margins.

 

(I shudder to think that in another universe, this could've been our reality)

12 minutes ago, loopuleasa said:

I mean this question has been solved in the industry, no need to complicate it:

- For 7.99$ you can get a bundle pack of skill tree "Booster Shot" battle pass that 2x's the unlock time of new insight points for 3 characters.

- Slowed down insight point acquisition rate by 100x.

- Cheats are now disabled, as they are cutting through our margins.

 

(I shudder to think that in another universe, this could've been our reality)

Clash royale devs at this point 

10 minutes ago, Dextops said:

Clash royale devs at this point 

Why stop there?

- Insights are now collectible cards, that are randomly opened from "Insight Packs"

- There is a card disenchantment system, 16x identical cards make for a random insight (can be duplicate still)

- Four rarity tiers: Common, Rare, Epic, Legendary.

- Last insight of each branch is legendary tier. 32x rarer.

- Cards are not tradeable between players, obviously.

 

(klei, please don't ever hire me)

When i fought brightshades as moose I thought klei is making characters so strong because they want to have easier start for newbies and harder content requiring more power past champion...

...then i tried to kill them as wormwood with help of saladmanders.  

 

It's all over the place

11 minutes ago, Wonz said:

When i fought brightshades as moose I thought klei is making characters so strong because they want to have easier start for newbies and harder content requiring more power past champion...

...then i tried to kill them as wormwood with help of saladmanders.  

 

It's all over the place

Powerful abilities and items, newbies still die before winter

I doubt any newbie now is like "i can kill a treguard faster and easier" when they probably dont even know what living logs are for

4 minutes ago, Capybara007 said:

Powerful abilities and items, newbies still die before winter

I doubt any newbie now is like "i can kill a treguard faster and easier" when they probably dont even know what living logs are for

I mean.. it’s not rocket science to figure out that crafting stations are available to you in tiers.

Tier 1- Science Machine

Tier 2- Alchemy Engine

Tier 3- Prestihatitator 

Tier 4- Shadow Manipulator

If a newbie can’t figure this out within their first 5-10 days of first playing the game (especially since there’s Xbox achievements that literally tell you to craft these things…) then DST really isn’t a game meant to appeal to them..

No offense.

Now just because they know they need to make these things, does NOT mean they know HOW to make them (learning how to reliably craft or get doodads for Tier 2 or catch all the rabbits for Tier 3, or get Living Logs & purple gem for Tier 4..)

But regardless they should within a week of playing DST know what they need living logs for- there’s an acheivement list that guides them to it AND there’s also a brand new completely overhauled Craft UI with a search bar- type “Living Log” and you just found a list of what all they can be used for.

Newbie players who can’t figure that out need to gtfo of DST… Klei has tirelessly over simplified the learning process… and players who still can’t catch on, are very clearly playing the wrong game.

This isn’t a stab at you or anyone else who may feel offended by this post, I’m just stating from my experience with newbies: They have to be willing to learn and enjoy the game, or else… it’s a game not meant for them.

18 minutes ago, Capybara007 said:

Powerful abilities and items, newbies still die before winter

I doubt any newbie now is like "i can kill a treguard faster and easier" when they probably dont even know what living logs are for

True. To piggy back on this, I can't tell you how many new players put points into Wolfgang's planar damage thing without knowing what planar damage is. They just think extra damage because big muscle icon

7 minutes ago, Mike23Ua said:

Klei has tirelessly over simplified the learning process…

You do know this game's "learning process" is getting jumpscared and killed all the time right? Don't get me to start on things that have 0 in game explanations at all. No, learning how to play is still difficult, though the console achievements do help a bit, providing a general direction.

I know DS is a "figure it out yourself" type of game but it's not really a good design for a multiplayer co-op game, new players quickly learn to, intentionally or not, rely on experienced players, stop themselves from discovering new things and ruined the fun for themselves :/

42 minutes ago, Capybara007 said:

Powerful abilities and items, newbies still die before winter

I doubt any newbie now is like "i can kill a treguard faster and easier" when they probably dont even know what living logs are for

They need tutorial. There was plenty giving don't starve a shot and plenty not wasting time, out of 6 friends/siblings who gave dst a shot only 1 stayed a full year only because they got tired of game throwing brick at their face out of nowhere. 

Some would say "iT's SuRvIvaL gAme" irl you can tell it's getting too cold to survive way way faster than 5 seconds prior freezing to death.

I should've told them about rollbacks earlier.  

1 hour ago, Wonz said:

When i fought brightshades as moose I thought klei is making characters so strong because they want to have easier start for newbies and harder content requiring more power past champion...

...then i tried to kill them as wormwood with help of saladmanders.  

 

It's all over the place

Klei seems to really struggle with understanding what they want to do with their own ideas. Wormwood's trees make no sense, and most of them require end game things, vs Woodie, where most of his trees are something for his transformations from the get go. I guess you could argue that the tree shows Wormwood is designed for cave exploring, but that's still rather meh.

2 minutes ago, jpmrocks said:

Klei seems to really struggle with understanding what they want to do with their own ideas. Wormwood's trees make no sense, and most of them require end game things

Like? Ik he has some perks designed for late game but so does woodie

 

3 minutes ago, jpmrocks said:

the tree shows Wormwood is designed for cave exploring, but that's still rather meh.

???

1 hour ago, Dextops said:

Like? Ik he has some perks designed for late game but so does woodie

 

???

Wormwood's perks, like the Bloom related ones, don't really add a lot. Being bloomed, yes, but the perks for this arent worth the insight. Then you have the new celestial things with the trees, which neither route is worth it. Granted, Wormwood's laternbug summon is useful, so going to caves where you can control your sanity via planting, and gets lots of rot shows theyre pushing cave-life for Wormwood. But with Woodie, his perks are useful right out the gate. I've chatted with a few Woodie mains who wonder why they keep buffing Woodie, before he was pretty good, now he's godly.

6 minutes ago, jpmrocks said:

Wormwood's perks, like the Bloom related ones, don't really add a lot. Being bloomed, yes, but the perks for this arent worth the insight. Then you have the new celestial things with the trees, which neither route is worth it. Granted, Wormwood's laternbug summon is useful, so going to caves where you can control your sanity via planting, and gets lots of rot shows theyre pushing cave-life for Wormwood. But with Woodie, his perks are useful right out the gate. I've chatted with a few Woodie mains who wonder why they keep buffing Woodie, before he was pretty good, now he's godly.

Wormwood has other perks you can invest in which are really good and with wormwood being able to invest in both affinities there’s no reason not to. Also woodie was really bad as a character before the skill tree so this was entirely deserves for him. Also the cave life thing is a massive stretch.

3 hours ago, _zwb said:

You do know this game's "learning process" is getting jumpscared and killed all the time right? Don't get me to start on things that have 0 in game explanations at all. No, learning how to play is still difficult, though the console achievements do help a bit, providing a general direction.

I know DS is a "figure it out yourself" type of game but it's not really a good design for a multiplayer co-op game, new players quickly learn to, intentionally or not, rely on experienced players, stop themselves from discovering new things and ruined the fun for themselves :/

For many many many many years, I played the game and it’s DLCs by almost exclusively just eating foods right from their source location, limpets in SW, Berries & carrots in DS, Random stuff I could buy from pigs in Hamlet.

Why?? Because I did not know how to make a Crockpot, I didn’t even know such a structure existed, and more importantly: that it gave food special healing, insulations or longer lasting freshness properties.

I’d normally just throw random stuff into a pot and come out with Wet Goop, Monster Lasagna, or Ratatoulli all of which- aren’t very helpful.

Today: people who play DST have it so much easier, because there’s a cookbook that tracks every food dish they’ve learned to craft, as well as the recent things they’ve used to craft that particular dish, there’s also food recipe cards found in tumbleweeds or from digging up gravesites that will very quickly teach a new player Crockpots are important, and will teach a veteran player like myself- Some new variety in food dishes beyond meatballs.

This is how the game has been becoming “Oversimplified” and yes, most people just looked up all this information on a Wikipedia website anyway.. or played on PC to look into the games code to know exactly how X works with Y, but.. nowadays: We have training dummies so players can smack it a few times to figure out, Spears deal 31 damage, my bare fists deal 10, Darkswords & BS swords deal 68 etc…

My point is that the game took all the information most people looked up or looked into code to figure out, and it’s putting it right there in Game easy access.

This is overall a GOOD THING for DST, but it also strips away a lot of the “Figure it out for yourself” the original game gained its popularity from…

2 minutes ago, Mike23Ua said:

This is overall a GOOD THING for DST, but it also strips away a lot of the “Figure it out for yourself” the original game gained its popularity from…

You still have to figure out that you can build that training dummy and craft that cook book 

3 hours ago, Dr. Safety said:

True. To piggy back on this, I can't tell you how many new players put points into Wolfgang's planar damage thing without knowing what planar damage is. They just think extra damage because big muscle icon

Normal brain: Yeah it says damage and this is a fighter character so this is going to be useful for me

DST brain: obviously this is only useful for the post-dual end boss content so this is not going to be relevant for me until I get a few hundred hours more experience, hard pass for me

1 hour ago, jpmrocks said:

But with Woodie, his perks are useful right out the gate. I've chatted with a few Woodie mains who wonder why they keep buffing Woodie, before he was pretty good, now he's godly.

Good is a stretch his beaver pre skill tree is pretty bad. Moose pre skill tree is simply worse than fighting normally outside of his charge attack. While the goose was only good for ocean travel. The reason Woodie's tree seems so much better is that his tree was improving a bad character while Wormwoods would adding extra things to a already good character. I feel like Wormwood's skill tree should be the standard for characters who aren't in a bad spot.

I wonder if they will have the unlocking of the switcherdoodles factor in and if so will you be able to keep switcherdoodles unlocked when gaining points for Webber’s skill tree  speaking of  here’s my ideas for Webber’s skill tree

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