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what kind of route will rift content take?


what kind of route will rift content take?  

96 members have voted

  1. 1. what do YOU want most out of rifts?

    • more challenges (harder seasons, buffed mobs and new occasional threats)
      63
    • new biomes (on land, ocean and caves. both pre and post rift)
      46
    • unique and interesting rift equipment (new types of weapons, cool and unique armor attributes and stuff)
      41
    • new mobs and bosses (self explanatory)
      51
    • revisited updates (also self explanatory)
      36
    • not sure/don't care, i just want klei to cook up something cool (let 'em cook!!!)
      20


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i've been thinking about this for some time and i had 1 thought or 2

what kinda route will rifts take? will it iterate on the current loop of the game? or maybe it'll only expand past the current loop and create an entire different loop? or will it be an entirely new and interesting take on the current loop of the game?

i hope it's similar to terraria's hard mode, but with it's own identity. 'cause in terraria's hard mode the progression doesn't start anew, it instead makes every part of the world harder, with new mobs, bosses and resources (and the hallow too) to compensate for the upcoming power the player will have due to better equipment and stuff. i can't wait to see this arc fully complete, 'cause it seems very interesting and cool

what do you guys think about this?

I'm a fan of rifts transforming old content and biomes, specifically shadow rifts updating the many barren biomes of the caves. My preferred choice would just be a full caves overhaul, but this would be a nice compromise as well.

I really don't see the value in stepping up seasonal BS.  That is like, first layer challenge that shouldn't become a pain in the @$$ again.  Like "ooh its new SUPER night and you need a tier 2 lightsource b/c all other lightsources are turned off" pass me with that trash...

I also really don't want to see some hard mode like Terraria because that entails ramping up all of the equipment to match it, making the step up in "difficulty" kinda vapid.  Besides we already have a great assortment of actual end-game gear, no reason to go versioning it off.  If the bosses need a rework, just re-work them.  We don't need to shoe horn in some NG+ mode.

I think DST would do a lot better focusing on the existing, but less used space before it tries to overwrite the stuff that is working.  Caves and ocean both have a LOT of room that is just sitting there that could use a face lift.  We all know the advantage of getting a triple mac tusk biome, but what of the other optional biomes?  All worthless.  There are a lot of set pieces with no use either.  Basically a lot of stuff could be revisited and expanded on like they did with RWYS.

I'd like to see a crafting floor tile that lets you access all chests built on a contiguous piece of crafting tile just by stepping on it, and a sorting feature that will let you drop items in a mess on the ground and have them automatically sent to the proper chests for storage.  Also something like automated gate opening, and just in general more tools we can use to automate game play.

My biggest worry for content updates not related to characters and partly why I've somewhat checked out is that I feel like Klei could deliever us really interesting new content and challenges but a portion of the community doesn't want that beyond things that have entirely no influence on how we play and if Klei pivots in that direction then no matter what's added the community at large will be disappointed.

I hope they take time to rework some of the less fleshed out/engaging content like when they did RWYS, but i feel like all this new rift stuff won't really overhaul what came before that much. It all seems very late game, and as someone that just derps around for 3-4 years on a world then restarts, I dont usually pursue rift content.

I feel like new biomes would be neat but also a shame with all of the currently lacking biomes. I would want some of the early game biomes to get more added to them to make them more unique. 

Id be shocked if "update that ties everything together" does something major like completely reworks combat or refreshes a lot of bosses like Bee Queen, Crab King, and parts of Dragonfly. My best guess, which im just throwing something crazy and wild out there, the rifts start to terraform the overworld and the caves to a much greater degree, like corruption/crimson from terraria. Who knows if this is even likely but I feel like, based on the rifts altering the terrain, spawning new mobs, and creating new resources, I feel like its not too much of a stretch to think 'what if end game content makes that spread and take over more of the constant.'

Personally I just want some overhaul stuff to base mechanics, like changing up combat to be a bit more engaging than hold F a lot, hell, add stuff from Rotwood/The Forge and go crazy.

I’ll only say that I hope rifts don’t become like Lunar Horror Mobs, Wonkeys Curse, Moon Quay Pirates, & the still mostly empty ocean.

Kleis been adding this content & then dropping it to just do something else.. If Rifts that can drop anything, anywhere don’t ever reach their full potential- I give up all hope.

It's weird thinking what I want out of rifts, and having to think, what would motivate me to complete the quest chains over and over again, and even if i complete them, do I have time to use the new stuff before I need sleep. I guess the truth is while I would love new structures, unique weapons/armor, and mobs (0 interest in bosses); under the framing of rifts, it basically doesn't matter, the time investment is too heavy to use any of it.

On the Lunar Rift side, I want : The whole overworld gets corrupted by the moon, which means new bosses, new source of materials and maybe the mysterious portal gets involved to make an update for the ocean.

The Shadow Rifts side take the same route as the lunar rift side with the term "corruption" but in the shadow form. I WANT CORRUPTION EVERYWHERE !!

18 minutes ago, bloopah said:

We already got two, all they need now is to corrupt the landscape. (cough cough Lunar spillage)

They can’t really “do that” though.. because as long as there are still mega bases, new content will need to try quote “Very Hard Not to spawn in your base”

We are at a stalemate when it comes to content updates, how can Klei add ANYTHING Megabasers won’t complain about?

Even simple things like a lunar rift mutating a Catcoon to become very hostile, R.I.P. to the player who based near the cute Catcoon dens & had those as part of their BIOME SPRAWLING BASE DECOR.

Do you just.. Not see my problem with mega basing yet?

Ponds can’t boil over in summer and have Adorable Larvae spawn out of them without someone somewhere complaining it destroyed their Megabase.

So what can Klei possibly add that doesn’t also effect someone’s base that spans the entire constant?

2 hours ago, Mike23Ua said:

They can’t really “do that” though.. because as long as there are still mega bases, new content will need to try quote “Very Hard Not to spawn in your base”

We are at a stalemate when it comes to content updates, how can Klei add ANYTHING Megabasers won’t complain about?

Even simple things like a lunar rift mutating a Catcoon to become very hostile, R.I.P. to the player who based near the cute Catcoon dens & had those as part of their BIOME SPRAWLING BASE DECOR.

Do you just.. Not see my problem with mega basing yet?

Ponds can’t boil over in summer and have Adorable Larvae spawn out of them without someone somewhere complaining it destroyed their Megabase.

So what can Klei possibly add that doesn’t also effect someone’s base that spans the entire constant?

The fact this isn't even a exaggeration is depressing on a unfathomable level...

2 hours ago, Mike23Ua said:

They can’t really “do that” though.. because as long as there are still mega bases, new content will need to try quote “Very Hard Not to spawn in your base”

We are at a stalemate when it comes to content updates, how can Klei add ANYTHING Megabasers won’t complain about?

Even simple things like a lunar rift mutating a Catcoon to become very hostile, R.I.P. to the player who based near the cute Catcoon dens & had those as part of their BIOME SPRAWLING BASE DECOR.

Do you just.. Not see my problem with mega basing yet?

Ponds can’t boil over in summer and have Adorable Larvae spawn out of them without someone somewhere complaining it destroyed their Megabase.

So what can Klei possibly add that doesn’t also effect someone’s base that spans the entire constant?

i believe letting the player control where and how these threats interact with the world (after they first interact with said threats) would probably fix most of that. adding expensive ways to remove these threats from being... threatening(?) would satisfy both parties.

give the player control over their challenges after they've defeated it, allow them to manipulate their positions and utility, albeit at a material cost to ensure a more casual play can't participate in these counter-threats

pillars are one of my new favorite things added to the game, because i believe they accomplish the satisfaction of everyone (although tbh boulders falling should be more unique and forced).

1 hour ago, lenship2 said:

i believe letting the player control where and how these threats interact with the world (after they first interact with said threats) would probably fix most of that. adding expensive ways to remove these threats from being... threatening(?) would satisfy both parties.

give the player control over their challenges after they've defeated it, allow them to manipulate their positions and utility, albeit at a material cost to ensure a more casual play can't participate in these counter-threats

pillars are one of my new favorite things added to the game, because i believe they accomplish the satisfaction of everyone (although tbh boulders falling should be more unique and forced).

This works in a single player game but not a multiplayer one as all it takes is a disagreement on how long something should be allowed to be threatening. It's mainly a problem of conflicting playstyles also some people don't like having threats that you have to force on yourself like a challenge mode. The mechanics that truely matter to the majority of the playerbase are the ones you don't have to go too far off the path to find and interact with or experience.

I wasn't really a fan of how they handled pillars because there's no good reason not to immediately disable earthquakes forever with the highest tier but I'm over it I guess.

2 hours ago, lenship2 said:

i believe letting the player control where and how these threats interact with the world (after they first interact with said threats) would probably fix most of that. adding expensive ways to remove these threats from being... threatening(?) would satisfy both parties.

give the player control over their challenges after they've defeated it, allow them to manipulate their positions and utility, albeit at a material cost to ensure a more casual play can't participate in these counter-threats

pillars are one of my new favorite things added to the game, because i believe they accomplish the satisfaction of everyone (although tbh boulders falling should be more unique and forced).

To be completely honest with you and I’m not going to sugar coat it.. this is an absolutely terrible direction to take the game within!

I mean your basically saying one of three things here:

#1 Threats are only a Threat until you build the thing or do the thing that removes said Threat.

#2 Players who were already struggling to survive with daily suffering will just suffer even more due to their lack of being able to deal with said threat or their lack of knowledge in countering it.

(this is sorta how the game ALREADY works, if you don’t know Antlion exists or how to fight/calm her then Her Sinkhole attacks scale upward from 2 to a terrifying 7)

oh and let’s not forget..

#3- If the threats have permanent solutions to dealing with them, then people will just tell people like me who want more threats to not build the structure or do the thing that lessens/removes the threat.

What kind of game am I ACTUALLY Playing here when the only answer is if you want to be challenged by something don’t use its solution?

Now that I’ve expressed this without sugar coating it…

My personal opinion is that Klei needs to Either A: Pick a side of the fence and stay on it. Siding with either Base builders and unobtrusive content updates or Siding with the players wanting more survival & exploration by allowing new things to invade, Changé & maybe even massively shake up the familiar game loop.

OR B: Make two different game modes, with two different ways the game will react and respond (think Minecraft survival Vs Minecraft Creative) 

Because that’s literally the ONLY way I see Klei being able to satisfy both camps of players.

And as of right now… my opinion of DST and it’s recent updates is that if in order to be challenged by something I have to Ignore building or using its solution… then I should probably play some other games to be challenged for awhile until KLEI decides what kind of game they want DST to be.

58 minutes ago, Mike23Ua said:

To be completely honest with you and I’m not going to sugar coat it.. this is an absolutely terrible direction to take the game within!

I mean your basically saying one of three things here:

#1 Threats are only a Threat until you build the thing or do the thing that removes said Threat.

#2 Players who were already struggling to survive with daily suffering will just suffer even more due to their lack of being able to deal with said threat or their lack of knowledge in countering it.

(this is sorta how the game ALREADY works, if you don’t know Antlion exists or how to fight/calm her then Her Sinkhole attacks scale upward from 2 to a terrifying 7)

oh and let’s not forget..

#3- If the threats have permanent solutions to dealing with them, then people will just tell people like me who want more threats to not build the structure or do the thing that lessens/removes the threat.

What kind of game am I ACTUALLY Playing here when the only answer is if you want to be challenged by something don’t use its solution?

Now that I’ve expressed this without sugar coating it…

My personal opinion is that Klei needs to Either A: Pick a side of the fence and stay on it. Siding with either Base builders and unobtrusive content updates or Siding with the players wanting more survival & exploration by allowing new things to invade, Changé & maybe even massively shake up the familiar game loop.

OR B: Make two different game modes, with two different ways the game will react and respond (think Minecraft survival Vs Minecraft Creative) 

Because that’s literally the ONLY way I see Klei being able to satisfy both camps of players.

And as of right now… my opinion of DST and it’s recent updates is that if in order to be challenged by something I have to Ignore building or using its solution… then I should probably play some other games to be challenged for awhile until KLEI decides what kind of game they want DST to be.

i dont know if i expressed this well enough but i want a solution to the threats that ultimately make them more beneficial then threatening, like lureplants

pillars are unironically so good for decorating and stuff, and i love finally getting rid of the morbillion moleworms everywhere

other than that you do make a good point that i ultimately agree with

6 hours ago, Mike23Ua said:

They can’t really “do that” though.. because as long as there are still mega bases, new content will need to try quote “Very Hard Not to spawn in your base”

If rifts spawn in your base they would destroy everything in its path(a square with sides of 5√2 tiles long), do you think it is good to have an unstoppable force destroy your base every so often?

6 hours ago, Mike23Ua said:

how can Klei add ANYTHING Megabasers won’t complain about?

QoL, reworks to poorly designed game mechanics, optional challenges that don't destroy structures randomly... lots of things to implement without being destructive.

If Klei adds more and more unstoppable forces that destroy your base with little or no counter play, people would stop playing on the same world post fw/cc, not everyone likes to be a Sisyphus making futile attemps at building a base, then gets it destroyed in a matter of seconds.

This game is already boring as hell after trivialising survival and killing all bosses, I don't need mechanics that gets rid of last bit of fun thank you

7 hours ago, Mike23Ua said:

They can’t really “do that” though.. because as long as there are still mega bases, new content will need to try quote “Very Hard Not to spawn in your base”

We are at a stalemate when it comes to content updates, how can Klei add ANYTHING Megabasers won’t complain about?

Even simple things like a lunar rift mutating a Catcoon to become very hostile, R.I.P. to the player who based near the cute Catcoon dens & had those as part of their BIOME SPRAWLING BASE DECOR.

Do you just.. Not see my problem with mega basing yet?

Ponds can’t boil over in summer and have Adorable Larvae spawn out of them without someone somewhere complaining it destroyed their Megabase.

So what can Klei possibly add that doesn’t also effect someone’s base that spans the entire constant?

The game is what it is.  I think one of the core problems with this new content is that we already had a really good end-game.  We don't need try-hard mode.

Imagine if Minecraft just randomly blew blocks up that players were around...  I doubt the minecraft building community would appreciate that.

This doesn't mean they can't have strong forces added to the game, but really they need to be things that start chaotic and become tamed over time.  That is essentially the life-cycle of a game like DST.  You're not going to play 5000 days of a world if every 20-50 days or so you have to rebuild everything.

Now if Rifts started open, base ignoring, and all destructive but after AFW and CC some boss or quest line allowed you to turn them off, or put them back under control I think we'd be fine.  It could be contained via the lunar cycle, with every full moon opening lunar rifts and ever new moon opening shadow rifts that you can then quest to close as you go until you complete the quest line.

It seems to me that the faults should open absolutely in a random place on the map. Even if it is the very center of your base. This would be the very test that all survivors need. Even if you have a MEGABASE, you have enough resources to restore what will destroy the open fault. 

We are already used to the fact that any seasonal boss can come and demolish the base at the wrong time. Let the faults bring more danger and surprise.

Again, the world is quite large to reduce the risk that the fault will open on your base (if your base does not occupy the entire continent, lol)

DST is not a game about building a base the size of a continent. Therefore, if you have built such a colossal base, you are obliged to bear losses

But again, this game was originally about SURVIVAL and EXPLORATION, not about dominance and prosperity.
Therefore, if a player has the opportunity to build megabases (and does not have to constantly restore his base), then the game is not difficult enough as it is positioned


I love DST for the challenges it offers me. But when you get used to these trials, you need a lot more new ones

31 minutes ago, MasterDos said:

Therefore, if you have built such a colossal base, you are obliged to bear losses

Says who? You?

31 minutes ago, MasterDos said:

 

We are already used to the fact that any seasonal boss can come and demolish the base at the wrong time. Let the faults bring more danger and surprise

Uhh no not any. Bearger yea but they specifically gave us a timer so that if you want him to appear where you want you can. Deerclops same deal plus he only destroys a very limited number of structures before he's finished then he leaves.. also both appear within a fairly regular and set time period so you can plan in advance. They even gave us the hostile flare so you can summon him early winter to get the fight over with and avoid him appearing at an inconvenient time. 

Antlion also gives you warning to skedaddle out of base and you can even feed him to avoid destruction at all..

You can even teleport Bearger to an island or specific spot to stop him appearing each year. 

Honestly all you "everything should be at risk at all times, nothing should be safe" people appear to either be playing a completely different game or simply do not understand the mechanics AT ALL. that or you are pub server players who never go past a few in game years. Its actually embarrassing some of the stuff that gets posted by you pro destruction at all times players. Klei has VERY specifically given us tools, mechanics and tricks to avoid destruction of bases or certain areas, resources whatever at every single step of this games creation and updates. Do you think they don't know what they're doing or are unaware of how their game functions and the options they give their players? 

41 minutes ago, MasterDos said:

 

But again, this game was originally about SURVIVAL and EXPLORATION, not about dominance and prosperity.

Oh sorry are you on the klei team? Last I checked it is very specifically a Survival/SANDBOX game and has always been listed, marketed and built as one. Maybe do some research on what sandbox means before you claim to know what the game is about. 

Actually the game (pre-YouTube, Pre-Wiki Guides, Pre Player learned experience & knowledge) was very VERY much about resources, Survival.. and the inevitable failure of said survival which lead to the complete and entire deletion of your game save.

The issue now is that players have “Settled” within what they currently KNOW to be as the “End Game” or- AKA the I’ve done everything and now will bend every corner of the constant to my will.

What you never once stop to think about however is that you’ve ONLY reached this Point because: Nothing else challenges you & your Settled into what you “Currently” know as the End Game.

Let me heavily stress the word Currently, because after 3 months of no updates or betas I’m pretty sure a lot of people are going to be Unhappy with what’s coming next..  but Klei absolutely can not please everyone in their player base, & players are going to need to learn to adapt to the changes that are coming & survive alongside them- Or toggle them off in World Gen Settings.

But one thing I can pretty much guarantee is that big changes are coming- And One of JoeW’s older posts even elude to that fact.

Something about hiring a new dev member (Zarklord I think was their name) to work on Secret projects they have planned for the future of DS/DST.

You don’t make a post like that, and then not expect huge possibly even game changing outcomes.

2 minutes ago, Mike23Ua said:

 

The issue now is that players have “Settled” within what they currently KNOW to be as the “End Game” or- AKA the I’ve done everything and now will bend every corner of the constant to my will.

What you never once stop to think about however is that you’ve ONLY reached this Point because: Nothing else challenges you & your Settled into what you “Currently” know as the End Game.

I actually leave certain areas and builds "wild and dangerous" on purpose. I don't tackle every task or boss in the most meta or reliable/easy way on purpose (only those that I find too difficult otherwise on console). 

I play pubs sometimes nowadays and try to teach/help newer players mechanics and tricks they might not know. 

Aren't you a very vocal lover and advocate of as many world gen and world settings options as possible? Why can't we have both? Options to make new content destructive but in ways you can avoid if clever about it OR insanely destructive versions you can't do anything about for you masochistic players.

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