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Possible follower update?


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2 hours ago, Capybara007 said:

Ok i didnt want to but here we go

People that want pathfinding fixed are just salty at a situation that does not bother then in the slightest, they just see an streamer or someone coming up with a very smart farm design using statues and complain about it because it "looks goofy"

Any game will have exploits and that doesnt mean its an ""unfinished game that is on pre release"" like some people seem to exaggerate in the past, minecraft has villagers waking up from zombies to spawn iron golems out of the air only for them to die and create an iron farm, sensical? No, anybody complains about it? No and nobody should, terraria has hoiks which is literally hitting a block with a hammer for it to be in a ladder state and then doing some clipping shenanigans to achieve ultra speed impossible to get even with the strongest items, again nobody says "this is breaking the game! It makes it look unfinished!"

Other players using exploits should not affect your gameplay in the slightest, if it does you shouldnt be playing a multiplayer game, specially considering exploiting pathfinding with statues is not a cheap insta kill anything/obtain godmode/obtain freecraft type of exploit and actually something that is used to make very smart farms in the game like gem farms or werepig farms

And no mister klei entertainment im not going for personal attacks if i did im sorry :)

I don't really care too much about the topic but saying it doesn't effect other people is just plain false. If this were a single player game this would be true but it's not exploits like these effect decision making and player immersion in the world

Figured I'd add most players only complain about bugs that harm them but when it benefits the player its suddenly being creative.

2 hours ago, Gashzer said:

DST is a very very very very aesthetically pleasing game to look at. The artstyle alone is probably the reason 99% of people bought the game. So any aesthetically dumb looking stuff like mobs getting stuck in stuff looks so much worse in DST than bugs would look in minecraft. No matter how "smart" the design is.

I want an infinite health wall as a late game craft and to boost the effectiveness of walls in general. I absolutely hate the "doesnt effect you so you shouldnt care" arguement. Ive stated this before on the forums, if you play on pubs then the bugs other people use do effect your enjoyment ("just dont play pubs" you will say... well thats just not very dont starve together now is it?).

Example: everyone uses wall cheese tactic to fight dfly on pubs even when im willow an can draw aggro of larve with big bernie, if the wall cheese didnt exist willow would be alot more useful as a character. Fixing pathfinding will help the overall balance of the game.

Infinite health wall will not work, when you make a farm that plays around pathfinding (a very good and efficient one) you need to use both walls to make the mobs go where you want and statues/fossils to make them get stuck

And ive never had a single problem with people exploiting pathfind in pubs, not because i dont mind it, but because literally pub people join and survive 2 days to die to a spider or stick to the base to survive winter, the only time i ever saw somebody use pathfind exploits in a pub is to cheese dfly, and i find that really weird to "ruin your experience" for 2 reasons

1) If the player that wants to cheese dfly kills her with wall pathfind exploit before you i dont know how you can possibly be mad at that because it literally did not happen in front of you unless you are so inmersed in that server that everything needs to follow a script

2) If both you and the exploiter magically decide to go to dfly arena on the same time AS UNCOMMUNICATED PLAYERS (since if you both were on some discord call you could just tell them your plans to do no walls dfly) then the fight will be pretty much the same without exploits if you are going as a duo, me (wigfrid) and some woodie player did no cheese dfly (except panflute if you consider it a cheese) and we just tanked all of the larvae phase and just continued to attack her like normal

The point im trying to make here is that removing pathfind exploits with dfly in mind will only affect solo players that want to skip this one part of dfly which btw is awful and should be reworked

 

1 hour ago, Mysterious box said:

I don't really care too much about the topic but saying it doesn't effect other people is just plain false. If this were a single player game this would be true but it's not exploits like these effect decision making and player immersion in the world

Figured I'd add most players only complain about bugs that harm them but when it benefits the player its suddenly being creative.

People have this idea that when i make a hound get stuck on a fossil my inventory is gonna get filled with thulecite and the server just gifts me c_freecrafting() and c_godmode()

Depending on how you see it pathfind exploit can be a super cheap way of getting free stuff or a really creative solution for a player that uses a system that wasnt actually intended

Of course the easiest idea that comes to mind when one thinks of pathfind exploit is somebody making a circle of statues for hound defense or dfly walls

The most fun ive had with this game is figuring out how i can make the hounds that the 3 vargs i telelocated to my farm (took a lot of effort) pathfind to where i want them to be so the catapults in the middle of the contraption (that took a lot of effort to make) dont damage the walls around it and only hit the hounds and the indestructible statues

Then i had this funny moment where the catapults broke the vargs stone wall box and they all escaped and started messing up everything which made me have to kill them and find 3 more vargs with hunts to telelocate

Point is messing with pathfinding is fun, is entertaining to learn and to create what you think might work, i dont want that removed just because nobody will ever say "ohhh look the hound doesnt get stuck on the statue!! So inmersive!!"

3 hours ago, Gashzer said:

I want an infinite health wall as a late game craft

man if only klei added some sort of tall pillar shaped structure in the skilltree update that happened to have its own intentional wall pathfinding properties while also being indestructable...

1 hour ago, Capybara007 said:

Infinite health wall will not work, when you make a farm that plays around pathfinding (a very good and efficient one) you need to use both walls to make the mobs go where you want and statues/fossils to make them get stuck

And ive never had a single problem with people exploiting pathfind in pubs, not because i dont mind it, but because literally pub people join and survive 2 days to die to a spider or stick to the base to survive winter, the only time i ever saw somebody use pathfind exploits in a pub is to cheese dfly, and i find that really weird to "ruin your experience" for 2 reasons

1) If the player that wants to cheese dfly kills her with wall pathfind exploit before you i dont know how you can possibly be mad at that because it literally did not happen in front of you unless you are so inmersed in that server that everything needs to follow a script

2) If both you and the exploiter magically decide to go to dfly arena on the same time AS UNCOMMUNICATED PLAYERS (since if you both were on some discord call you could just tell them your plans to do no walls dfly) then the fight will be pretty much the same without exploits if you are going as a duo, me (wigfrid) and some woodie player did no cheese dfly (except panflute if you consider it a cheese) and we just tanked all of the larvae phase and just continued to attack her like normal

The point im trying to make here is that removing pathfind exploits with dfly in mind will only affect solo players that want to skip this one part of dfly which btw is awful and should be reworked

 

People have this idea that when i make a hound get stuck on a fossil my inventory is gonna get filled with thulecite and the server just gifts me c_freecrafting() and c_godmode()

Depending on how you see it pathfind exploit can be a super cheap way of getting free stuff or a really creative solution for a player that uses a system that wasnt actually intended

Of course the easiest idea that comes to mind when one thinks of pathfind exploit is somebody making a circle of statues for hound defense or dfly walls

The most fun ive had with this game is figuring out how i can make the hounds that the 3 vargs i telelocated to my farm (took a lot of effort) pathfind to where i want them to be so the catapults in the middle of the contraption (that took a lot of effort to make) dont damage the walls around it and only hit the hounds and the indestructible statues

Then i had this funny moment where the catapults broke the vargs stone wall box and they all escaped and started messing up everything which made me have to kill them and find 3 more vargs with hunts to telelocate

Point is messing with pathfinding is fun, is entertaining to learn and to create what you think might work, i dont want that removed just because nobody will ever say "ohhh look the hound doesnt get stuck on the statue!! So inmersive!!"

So I know this is going to rustle some feathers with some people but I feel there's a difference between cheating and finding creative work arounds but a.i. exploits fall under the former and just because you work hard to cheat doesn't mean it isn't cheating or that it's earned and justified. Exploiting the fact a mob can't see a wall in front of them then telling the devs not to fix this is not being creative it's like telling the devs to not fix mobs returning to already burnt structures to despawn forever the only difference being your profiting from the bug.  Being creative is more so like using Bearger to chop trees, figuring out a properly timed attack can cancel ancient guardian's charge , and separating the twins and putting one to sleep for example.

It just feels like your going "Well it doesn't negatively impact my experience so what's the problem? Play alone if you have problem with it."

Again though if they fix it or not doesn't matter much to me but this is just how I see it.

I would like them to add farm plots to pig merm and bunny villages - we already have plenty of indication that pigs and bunnies farm carrots, so why not lean into that idea by making pigs bunnies and merms use farm plots to grow crops for themselves? They'd do so poorly, and get angry if you steal from their farms. Pigs could grow pumpkins, Merms could grow durian, and Bunnies could grow carrots. Perhaps you could make pigs grow carrots instead, I am basing this off the pumpkins during hallowed nights here.

I feel like they could be used as a sort of tutorial for players on learning how to farm, and for the experienced players these same functions/animations could be extended to also allow them to farm when hired as followers.

It'd also be good if pigs and merms would eat from berry bushes and the like - if gobblers, splumonkies, moslings, lureplants, etc can eat from a berry bush, I see no reason why these intelligent creatures couldn't. Could it be a little annoying? Maybe, but they ultimately stay in a very small area around their homes, so it's not like they're going to pick the world clean of food or anything. These animations could equally be used to allow pigs/merms to harvest berries, grass, saplings, etc for the player.

4 hours ago, Mysterious box said:

So I know this is going to rustle some feathers with some people but I feel there's a difference between cheating and finding creative work arounds but a.i. exploits fall under the former and just because you work hard to cheat doesn't mean it isn't cheating or that it's earned and justified. Exploiting the fact a mob can't see a wall in front of them then telling the devs not to fix this is not being creative it's like telling the devs to not fix mobs returning to already burnt structures to despawn forever the only difference being your profiting from the bug.  Being creative is more so like using Bearger to chop trees, figuring out a properly timed attack can cancel ancient guardian's charge , and separating the twins and putting one to sleep for example.

It just feels like your going "Well it doesn't negatively impact my experience so what's the problem? Play alone if you have problem with it."

Again though if they fix it or not doesn't matter much to me but this is just how I see it.

Just because players are "cheating" or bypassing the limitations of developers in most cases when it is this prevalent it means that there is a problem with the game. Also this allows for emergent gameplay that devs could never predict or plan for and they have limited amount of time and that limits on what can be coded into the game.

Do you think Varg should be able to destroy walls down and escape? In real life literally any animal you put behind walls or cages and leave them there and they will starve to death without being able to escape.

However I do agree that any mob running into a wall endlessly can break immersion but at the same time most creatures that can destroy them are also immersion breaking. So how does that not bother you?

38 minutes ago, 00petar00 said:

Just because players are "cheating" or bypassing the limitations of developers in most cases when it is this prevalent it means that there is a problem with the game. Also this allows for emergent gameplay that devs could never predict or plan for and they have limited amount of time and that limits on what can be coded into the game.

Do you think Varg should be able to destroy walls down and escape? In real life literally any animal you put behind walls or cages and leave them there and they will starve to death without being able to escape.

However I do agree that any mob running into a wall endlessly can break immersion but at the same time most creatures that can destroy them are also immersion breaking. So how does that not bother you?

People can play the game however they want. I don't necessarily lean on using statues to my advantage more than once. You get to a certain point where it's simply not needed and in a lot of cases, you can survive indefinitely without the use of statues.

I think that catapults are the biggest eyesore in the game, but the value in them is insurmountable. They pair up so well with statues, but any project that needs the two is a step to create automation which works really well for a good portion of the playerbase and it's what a lot of these players live and breathe for.

Other players pick berries from bushes and use walls to bait gobblers to mitigate a problem which is gobblers eating their yield.

And for anyone who hates automation, they can go old fashioned and kill using a sword or spear.

There are so many solutions to problems in this game and people who hate something don't have to use it.

I'd personally love to use houndius, but the appearance clashes too hard with a majority of my builds. I die on a hill and tell other players they must not use the houndius because I personally find it ugly. 

 

I manually kill volt goats after 4100hrs of play because I dislike other ways of farming them automatically. But for some, this is what they like to do and I won't ever poo poo on anyone for this.

 

As for the moonstone event, it's possible to either brute force and cover the stone in walls 5 units thick or use a funnel to be able to perhaps make them pathfind where you are only fighting 1v1 gauntlet, but what you have to understand is many of these things in game are designed for multiplayer.

 

Walls can be used to disrupt dragonfly and bee queen fights for each respective boss so you can do a realistic and consistent solo, but once more, please understand that these bosses are designed to be fought with company.

This game 90% of the time is Don't Starve 2 and not Don't Starve together. 

 

When reworking pathfinding, things will get really stupid and will demand that the game be played in it's intended method, and quite frankly, the power of friendship is really hard to coordinate in this game.

 

I'm not sure if you have friends IRL, but it's agony convincing them to play dst with you. I've bought copies for real friends and they're simply not interested in the game. What you propose would alienate the current playerbase just because there's a bit of philosophy you simply don't agree with. 

 

1 hour ago, chirsg said:

People can play the game however they want. I don't necessarily lean on using statues to my advantage more than once. You get to a certain point where it's simply not needed and in a lot of cases, you can survive indefinitely without the use of statues.

I am kind of in the middle, not for or against changes but I don't want them to happen if it means that the current setups wouldn't be possible.

1 hour ago, chirsg said:

I think that catapults are the biggest eyesore in the game, but the value in them is insurmountable. They pair up so well with statues, but any project that needs the two is a step to create automation which works really well for a good portion of the playerbase and it's what a lot of these players live and breathe for.

I use them extensively for my builds with and without statues.

1 hour ago, chirsg said:

I'd personally love to use houndius, but the appearance clashes too hard with a majority of my builds. I die on a hill and tell other players they must not use the houndius because I personally find it ugly. 

Houndius shouldn't require horn to craft, it makes no sense that it is so expensive that I only get to use them for big builds thousands of days in and it really helps that you can get a lot of shadow atrium by using catapults and a boat.

I think that is one of the reasons there are no skins, rarely anyone uses them because of how difficult it is to amass them.

1 hour ago, chirsg said:

I manually kill volt goats after 4100hrs of play because I dislike other ways of farming them automatically. But for some, this is what they like to do and I won't ever poo poo on anyone for this.

What is there to dislike about anenemy method? You are getting as many volt goat horns as you want.

2 hours ago, chirsg said:

Walls can be used to disrupt dragonfly and bee queen fights for each respective boss so you can do a realistic and consistent solo, but once more, please understand that these bosses are designed to be fought with company.

I have never said that these methods shouldn't be possible. These bosses do need a change either way.

2 hours ago, chirsg said:

I'm not sure if you have friends IRL, but it's agony convincing them to play dst with you. I've bought copies for real friends and they're simply not interested in the game. What you propose would alienate the current playerbase just because there's a bit of philosophy you simply don't agree with. 

I mostly play alone and even when I am no a public server, it is still mostly a solo run.

What I am saying is that if any changes happen we need to have alternative already in the game for most of the current setups to work without a problem.

I am once again clueless at the idea of fixing pathfinding exploits

For some reason the most obvious and reasonable argument of "it doesnt affect you" now its invalid

Imagine me complaining about a willow killing dfly with no walls

46 minutes ago, Capybara007 said:

For some reason the most obvious and reasonable argument of "it doesnt affect you" now its invalid

Probably because it gives players an unfair edge? 

Imagine if there was some sort of an exploit that allowed you to get endgame gear day one. Once again, it doesn't affect players that don't want to use it, but from a video game developer standpoint, you probably don't want to leave that in your game

It's as simple as that, pathfinding exploit allows us to farm pigmen easier, completely removes the challange of the moonstone event.

It is simply an exploit that should be removed, just as drowining bosses in boats was removed because it gave us an unfair edge.

And it's obvious from the way you type, that you often use these pathfinding exploits. I also use the infinite pigmen bait but guess what, I'm fine with Klei fixing it.

Here are my personal prediction, I think the most realistic option is Klei will make it major update, but I also think that the update could be add in QoL, but since Pigmen, Bunnymen, and Merm are a big part of Dst, I doupt that Klei will do that.

If it's going to be only one update, here are the general summary of thing that I want in the update.

● Pigmen/Bunnymen/Merm can now Farm and Talk to plant, Mine, Chop tree, Battle, Craft, Sell, Fish, and Harvest but only if you give them Specific Hat, Tool, and Item.

● Merm Duchess Village, and Bunny Queen Village are added into the game, and they are guarantee to generate.

● Each faction now have their own currency, you get them by trading gold and food to Pigmen/Bunnymen/Merm that spawn with glasses.

● New craft related to managing follower and interacting with each faction ruler.

● New faction mechanic, each faction leader have a new faction reputation meter.

And there some optional thing that aren't necessary, but it be a good thing if they did.

● Give us more interaction with the 2 Monkey faction.

● Add Wilba or Release a Bunnymen character.

● Rework the follower mechanic for sapient creature.

That my thought for the moment, I think the way how the 3 faction work was fine in the single player game, they create a sense of loneliness, not because you're the only human being, but because there're other humanoid being living out here and yet they are so distant from you both mentally and physically, but now in Dst you are not alone anymore and there're even unique NPC with actual personality, that why I think Klei should update the follower, the way they are now feel like a relic of the game past which can be quite jarring next to all the new stuff they add, so the factions now feel purposeless and old.

1 hour ago, Capybara007 said:

I am once again clueless at the idea of fixing pathfinding exploits

For some reason the most obvious and reasonable argument of "it doesnt affect you" now its invalid

Imagine me complaining about a willow killing dfly with no walls

My point is, these bugs are 100% affecting how you play solo and play together with others.

You telling me if the wall cheese didnt exist and you had to fight the larve alongside dfly, that willow wouldn't instantly become a much more useful character in both solo and teamplay?

If you agree that willow would be more useful if the bug didnt exist then pathfinding bugs are effecting game balance hence should be fixed.

My man Capybara, its just simple logic :wilsoalmostangelic:

28 minutes ago, Gashzer said:

You telling me if the wall cheese didnt exist and you had to fight the larve alongside dfly, that willow wouldn't instantly become a much more useful character in both solo and teamplay?

If you agree that willow would be more useful if the bug didnt exist then pathfinding bugs are effecting game balance hence should be fixed.

Ok but what if I don’t agree because people would still end up choosing Wolfgang and just use ice staffs instead making willow a crutch for newer players for the fight instead 

22 minutes ago, Dextops said:

Ok but what if I don’t agree because people would still end up choosing Wolfgang and just use ice staffs instead making willow a crutch for newer players for the fight instead 

I would argue that using wolfgang is the crutch for newer players if using the wall cheese not willow lol. Ice staffs are still more expensive than using bernie so Willow still saves more resources and prep time than wolfgang for this fight. Unless you recruit a few pigmen to force dfly to drop a scale as wolfgang, craft alchemy an prototype scale mail then tank the larve.

See look at us discussing different strategies now that the wall cheese is no longer in the picture... this is the benefit of fixing easy accessible bugs.

8 minutes ago, Gashzer said:

would argue that using wolfgang is the crutch for newer players if using the wall cheese

Could you explain why? In my eyes he himself is not making the fight easier but just making it go by faster and when the boss has like 20 thousand some odd health that isn’t really exactly making the fight much easier for newer players but I haven’t been a new player since forever so my view point of them can be muddled.

 

12 minutes ago, Gashzer said:

still more expensive than using bernie so Willow still saves more resources and prep time than wolfgang for this fight

Idk I don’t see these fixing willow much as a whole. This isn’t something that would make people choose her over anybody else and it really just seems like a flavor perk and I don’t think limiting a method of killing dragonfly is worth it. I think you also have to think why people are using cheese methods. Fixing widely widely cheese methods without giving the boss a second look absolutely blows and that’s why I loved the ag changes so much. I’d be fine if they removed walls if they changed bosses to be more interactive as a whole just removing the walls won’t do this, It’d be like if you removed pillar cheese from ag but kept him in his garbage original state.

22 minutes ago, Dextops said:

Could you explain why? In my eyes he himself is not making the fight easier but just making it go by faster and when the boss has like 20 thousand some odd health that isn’t really exactly making the fight much easier for newer players but I haven’t been a new player since forever so my view point of them can be muddled.

Well if a new player cant kite but wants to kill dfly. They would first need to make the cheese wall then make a load of healing/football helmets/marbles suits then just tank dfly. Wolfgang doing double damage cuts the prep time down by atleast half for all these things. Making him abit of a crutch if going the tanking and grindy but no kiting skill needed route, that newer players that cant get the grasp of kiting can take.

 

26 minutes ago, Dextops said:

Idk I don’t see these fixing willow much as a whole. This isn’t something that would make people choose her over anybody else and it really just seems like a flavor perk and I don’t think limiting a method of killing dragonfly is worth it. I think you also have to think why people are using cheese methods. Fixing widely widely cheese methods without giving the boss a second look absolutely blows and that’s why I loved the ag changes so much. I’d be fine if they removed walls if they changed bosses to be more interactive as a whole just removing the walls won’t do this, It’d be like if you removed pillar cheese from ag but kept him in his garbage original state.

Yeah giving dfly a wee reworky woo would be good i agree. Then fix the bugs pls klei ty very much lads, love you guys. :wilson_love:

All this "fix path finding" debate is quite pointless to be honest. It's just pick a side between "All exploits and bugs should be fixed" && "Exploits and bugs that allows creative builds should not be fixed", and you can choose to agree with any of them. There's no ultimate principle we can follow on this matter that tells us "bugs should be fixed/kept", both sides are reasonable enough to believe in. The only judge there can be is Klei developers themselves, but they need to choose a side either.

I don't see the point of this debate if it's only a value judgment without a correct answer and both sides have showed reasonable arguments.

11 hours ago, Mysterious box said:

 

To add in your note --> I don't know if anyone remembers, but to the people who are coping that "abusing structures that were clearly not intended to be indistructable, is not exploit/cheats" other people said the same thing for Klaus' loot stash exploit and defended it for 3 years.... until one day Klei fixed it.

It's only a matters of time before Klei fix this too. They're slow on fixing these things because the game is big, they are stuck in their schedule and don't know exactly these exploits.

Also there are zero, like really, 0 problems to substitute those farms with invincible walls. You're doing the same thing as always. 

2 hours ago, Waoling said:

That my thought for the moment, I think the way how the 3 faction work was fine in the single player game, they create a sense of loneliness, not because you're the only human being, but because there're other humanoid being living out here and yet they are so distant from you both mentally and physically, but now in Dst you are not alone anymore and there're even unique NPC with actual personality, that why I think Klei should update the follower, the way they are now feel like a relic of the game past which can be quite jarring next to all the new stuff they add, so the factions now feel purposeless and old.

I'm not a fan of the idea of expansion = a bunch of new content gets added, I would rather they play around with the existing content to make it more in-depth. I feel like new faction characters, royalties, etc kind of distracts from that, personally. I think it is OK if it feels less civilised than hamlet, it can still feature a lot of good functionality from the followers, and some degree of social system could definitely exist.

13 hours ago, lenship2 said:

man if only klei added some sort of tall pillar shaped structure in the skilltree update that happened to have its own intentional wall pathfinding properties while also being indestructable...

You can't place them close together, does not work

It would be great if pig king was more like a village, that pigs would appear naturally with hats that give them a job like: fancy hat = salesman, straw hat = farmer and there could be warrior pigs protecting the king and making sure you don't break houses near (I like the idea of pigs doing more things like chopping wood to make more houses and maybe farms up to a certain limit)

I think the merms should stay as they are but that the wurt skill tree allows them to have their trades and new structures since she wants to help her people and that is how she would be teaching them these things

And it seems to me that the bunny men could either stay as they are (it's okay to have a group that is not developed) or they could be miners since they are in the caves and that

8 hours ago, 00petar00 said:

However I do agree that any mob running into a wall endlessly can break immersion but at the same time most creatures that can destroy them are also immersion breaking. So how does that not bother you?

I mean the creatures of the constant are unnatural in many ways them being stronger and larger than what their real life equivalents even strong enough to destroy walls feels reasonable and even highlights how dangerous the constant really is. It would be nice to see walls be reworked to be more than just decorations and cheese tools though.

 

8 hours ago, 00petar00 said:

Just because players are "cheating" or bypassing the limitations of developers in most cases when it is this prevalent it means that there is a problem with the game. Also this allows for emergent gameplay that devs could never predict or plan for and they have limited amount of time and that limits on what can be coded into the game.

Do you think Varg should be able to destroy walls down and escape? In real life literally any animal you put behind walls or cages and leave them there and they will starve to death without being able to escape.

Personally I'm not really asking for a solution I more or less just gave my two cents on the matter do I think farms based on the limited understanding of the a.i. should exist? No but I'm not desperate for a solution either as I'd much rather the devs focus on other things. I just didn't like the narrative that people this does really bother are just being silly despite how reasonable it is for people not to like these sorts of things. That being said I don't want to stray too much further from the original topic so sorry if my responses to this seemed too judgmental.  

3 hours ago, Waoling said:

Here are my personal prediction, I think the most realistic option is Klei will make it major update, but I also think that the update could be add in QoL, but since Pigmen, Bunnymen, and Merm are a big part of Dst, I doupt that Klei will do that.

If it's going to be only one update, here are the general summary of thing that I want in the update.

● Pigmen/Bunnymen/Merm can now Farm and Talk to plant, Mine, Chop tree, Battle, Craft, Sell, Fish, and Harvest but only if you give them Specific Hat, Tool, and Item.

● Merm Duchess Village, and Bunny Queen Village are added into the game, and they are guarantee to generate.

● Each faction now have their own currency, you get them by trading gold and food to Pigmen/Bunnymen/Merm that spawn with glasses.

● New craft related to managing follower and interacting with each faction ruler.

● New faction mechanic, each faction leader have a new faction reputation meter.

And there some optional thing that aren't necessary, but it be a good thing if they did.

● Give us more interaction with the 2 Monkey faction.

● Add Wilba or Release a Bunnymen character.

● Rework the follower mechanic for sapient creature.

That my thought for the moment, I think the way how the 3 faction work was fine in the single player game, they create a sense of loneliness, not because you're the only human being, but because there're other humanoid being living out here and yet they are so distant from you both mentally and physically, but now in Dst you are not alone anymore and there're even unique NPC with actual personality, that why I think Klei should update the follower, the way they are now feel like a relic of the game past which can be quite jarring next to all the new stuff they add, so the factions now feel purposeless and old.

So I like most of this but I don't think we need more minion characters there's far too many right now. This content can be divided among the existing characters. Also spiders should probably be included in some way as well.

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