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What kind of update are you desiring the most right now


What kind of update are you desiring the most right now  

113 members have voted

  1. 1. What kind of update are you desiring the most right now

    • More post-champion content aka more bosses, monsters, milestones, structures, weapons and armors.
      16
    • More early game content aka more bosses, monsters, milestones, structures, weapons and armors.
      9
    • Polishing/Reworking, characters, seasons, mechanics like temperature, wetness, wildfires.
      49
    • Difficulty of combat: Strength of food healing, armors becoming so tough there's planar mechanics needed, enemies unable to deal with ranged combat, lack of early ranged combat.
      3
    • Balance between other items: like despite almost same winter stats puffy vest is just never made and replaced by beef hat due to backpack, any warm/breezy clothing replaced by thermal stone.
      6
    • Optimization update(if possilbe) reduces lag from fire, items in the world or stuff like above average trees or webber's spiders.
      19
    • Other in comments
      11


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My favorite part of survival games like this is encountering setpieces and unique content.

I voted for lategame items even though I won't really see much of that bc I really want to see the plot progress in a way it wouldn't with early game content. I love the lore of Don't Starve so letting it stagnate with other updates would be frustrating.  That said, I would really appreciate a main island lunar & shadow biome/setpiece.

The coolest updates IMO are the ones that create entirely new areas to explore, like the archives and Pearl's island.

I want a port of SW and HAM content, but this is unlikely.

I also want more mechanics for survival by the type of acid rain or hail. Although hail and rain from moon frogs do not cause difficulty, but they give a sense of changing the world. It's nice to see how the world changes after killing Celestial Champion.

I want a semblance of civilization. Gorge/hamlet fusion. I want currency, economy and survival mixed into it. 

Put it this way; What makes civilization survival? Poverty. 

 

I think being marooned into an island with nothing but your own two hands could be a cool means to have that. 

4 minutes ago, chirsg said:

I want a semblance of civilization. Gorge/hamlet fusion. I want currency, economy and survival mixed into it. 

Put it this way; What makes civilization survival? Poverty. 

 

I think being marooned into an island with nothing but your own two hands could be a cool means to have that. 

I simultaneously want that but also think its not suitable for a permanent addition to Don't starve. Things like the gorge, the cawnival... it's all so much more impactful because the glimpses of development are swiftly brought back to a wilderness. I find it really hard to reconcile hamlet into my Idea of DS as a result, especially compared to shipwrecked.

I think Pearl was a good compromise on this concept. she has her own currency, but she's confined to her own lonely existence like you (the survivors, not you specifically). A caves counterpart to Pearl that brings back some gorge mechanics would be really neat though.

Just now, WenericMember said:

I simultaneously want that but also think its not suitable for a permanent addition to Don't starve. Things like the gorge, the cawnival... it's all so much more impactful because the glimpses of development are swiftly brought back to a wilderness. I find it really hard to reconcile hamlet into my Idea of DS as a result, especially compared to shipwrecked.

I think Pearl was a good compromise on this concept. she has her own currency, but she's confined to her own lonely existence like you (the survivors, not you specifically). A caves counterpart to Pearl that brings back some gorge mechanics would be really neat though.

It's why I'd delegate it to it's own island. I would gamble and say that most players aren't setting sail to pearl or monkey queen in their first year. 

 

It's suitable in the sense that interacting with it would already need a player to be very well established in their world. Too many players are already making faux civilizations with their bases.
May as well give us the full monty at this point. A compromise isn't a compromise when it doesn't even fill the niche which is promised. 

Pearl is not an economy. 

 

once you trade a couple of things with her, she's useless.

 

I'll give an example of something that's obsolete when you get it once, but in this case, it's actually a very ironic situation where something good happens and a bad result ensues.

-Instantpot is a brand that produces pressure cookers irl. They make some of the most reliable appliances in the world. It's actually some of the best products made by a very honorable company.
Problem is, the quality of their pressure cookers were so good, you only needed to buy them once and you never needed to buy them again. Company went down as a result.

The whole pearl situation is something being made obsolete for the wrong reasons, but that's the only parallel I can draw. She isn't an economy, she's not a compromise or anything like that.

 

With cawnival, I love the things you're able to build with them. It's one of my favorite things and perhaps my favorite event for building. If anything, that's a way better compromise than pearl's island. 

You won't be rushing a civilized island in your first year. There are more important things to worry about.

However, it actually would be funny to actually rush a year 1 civilization and find out that survival there is way harder.

Like how in hamlet, campfires are put out by guards, so if you decide to spend winter there and have no house to live in, you're all but doomed to freeze to death unless you can figure a creative way to keep warm. 

 

Could have inns where they charge you exorbitant amounts of money to stay with them, bordering on unfair.

 

It really takes a bit of creativity. I think it would work and most importantly, I think it could appeal to china. Big money. 

15 minutes ago, chirsg said:

It's why I'd delegate it to it's own island. I would gamble and say that most players aren't setting sail to pearl or monkey queen in their first year. 

 

It's suitable in the sense that interacting with it would already need a player to be very well established in their world. Too many players are already making faux civilizations with their bases.
May as well give us the full monty at this point. A compromise isn't a compromise when it doesn't even fill the niche which is promised. 

Pearl is not an economy. 

 

once you trade a couple of things with her, she's useless.

 

I'll give an example of something that's obsolete when you get it once, but in this case, it's actually a very ironic situation where something good happens and a bad result ensues.

-Instantpot is a brand that produces pressure cookers irl. They make some of the most reliable appliances in the world. It's actually some of the best products made by a very honorable company.
Problem is, the quality of their pressure cookers were so good, you only needed to buy them once and you never needed to buy them again. Company went down as a result.

The whole pearl situation is something being made obsolete for the wrong reasons, but that's the only parallel I can draw. She isn't an economy, she's not a compromise or anything like that.

 

With cawnival, I love the things you're able to build with them. It's one of my favorite things and perhaps my favorite event for building. If anything, that's a way better compromise than pearl's island. 

You won't be rushing a civilized island in your first year. There are more important things to worry about.

However, it actually would be funny to actually rush a year 1 civilization and find out that survival there is way harder.

Like how in hamlet, campfires are put out by guards, so if you decide to spend winter there and have no house to live in, you're all but doomed to freeze to death unless you can figure a creative way to keep warm. 

 

Could have inns where they charge you exorbitant amounts of money to stay with them, bordering on unfair.

 

It really takes a bit of creativity. I think it would work and most importantly, I think it could appeal to china. Big money. 

I mean mechanically sure, go for it. You're right that a lot of mechanics would be really interesting added to base DST. But thematically? Not a big fan.

Like.... I'd prefer if those ideas were incorporated it would be something like a surviving, insane ancient tucked away in a corner of the caves or something, playing all the different roles of a civilization to cope with being the last of its kind. Again, none of my issues are with the mechanics. The comment about Pearl was moreso how NPC's can work without throwing away the whole "world without a truly safe harbour."

Pearl's Island, while mechanically pretty safe, is still thematically a cobbled together base by an Old Woman. Even at it's most developed, she's still only comfortably surviving rather than being truly safe.

I'd like a conclusion to the current 'arc'. I find it hard to classify any of the updates as real arcs, considering they're more like chapters that continue the ongoing story. 

I don't think the lore of the game is incredibly important to the package Klei (in my opinion, obviously) are trying to deliver - unfortunately they managed to create a vague narrative that was very interesting, I think that's why a lot of us on the forums look for lore inconsistencies - I think we all know that there wasn't much there in terms of what they wanted to convey (not a bad comment at all; I like this, it was simple and effective right out of the box 'Uncompromising survival game where you're gonna have a bad time') however the world building in terms of writing is really interesting, it's not quite just a good vs evil story, it's a very subtle chess game, motives are quite ambiguous because the antagonists are not necessarily nefarious but obviously in competition with each other. That's more the route its taken now, but even in the beginning the theme of the survivors being pawns vs maxwell in the position of king (insert w/e chess motifs you feel i've missed, clockworks being stronger strategic pieces etc)

However clearly the lore has been a bit of a focus for a while (truthfully i think they tipped their cap to trying to solidify the lore when RoG began and made that a tertiary focus for DST in general). I feel that, kinda similar to when a tv show recognises their niche they can sometimes focus on trying to justify why the successful story beat should continue without taking risks and moving onto another storyline or 'arc'. 
I think we're really encroaching that territory and I believe this is why some people feel ideas and plot points gets left to the side - We're putting hats on hats on hats on hats. 
I'd have preferred if we didn't really focus on rifts, but tried to conclude the narrative with Charlie, The gateways, wagstaff, all of the little beats that seemingly won't conclude. 

We figure out Charlie's schtick, convince her that she's not truly making her own decisions and that she's pretty much side-by-side with Them (shadow), She retreats to the shadows feeling the consequences of her actions. We figure out Wagstaffs schtick, convince him that he's not truly making his own decisions and that he's pretty much side-by-side with Them (moon), He stops projecting into the constant feeling the consequences of his actions. Then finally conclude with a big bad for each of the dualities of them (Shadow/Moon) or one big bad (maybe recognising that the survivors are no longer really pawns they work together/fuse to try to prevent their own demise/influence over the constant, they lose - arc concludes).

I'd then focus on doing an arc on what happens to the constant after They have been defeated, without the influence of Them the constant could start to break down with the survivors not really able to see a way how they'd leave - No charlie, no wagstaff, this could focus as a real marker for a hard-mode akin to terraria.

That's my take - obviously it's all just wants and wishes but I really do want this overall narrative to conclude.

TL;DR - we're not getting arcs we're getting chapters and i'd prefer if we tie up the current arc before the plot keeping jumping the shark and becoming more convoluted.

Still love what's happening so far though, lots of fun :p 
 

either bug/lag optimization (arguably one of the biggest flaws with dst that even new players agree with), or general reworking of existing content rather than making new stuff (mainly ocean, caves, and biomes in general)

i wish they find solution to clutter. there is command exist, but it would be better if its an implemented into the code.
since the rift spawn in random place it always destroys everything around.  twiggy drop, all seed become rot somewhere and many more endless clutters.

also world generation of where biome spawn would become more randomize. like i wonder if they can make it not predictable. now because i already play in so many world i can just assume where goes where in map. like if u found spider quarry u know oasis is attached to it .
i also found the size of map before regenerating is not really show a different from default.
i wish they add more content to cave biomes. rn its just ruins with some rocks that can be farmed once and leave barren. 

I think just making it so chests don’t “load” every item inside of them when you are around the chest and only do so when you open them or if you are close would be a good start. I imagine it would not too difficult to do that, no? According to @Hornete, they already work like this, so disregard this statement.

I do feel optimization updates would be nice, but given how DST was not made to be a multiplayer game game initially and the game is running on almost 10 year old code, I do imagine this would be extremely difficult to make widespread changes without spending a significant amount of time on said changes, and doing very little in terms of content. I would imagine it would probably need to be reserved to a QOL update just to make said changes, and even that might take a few months. Regardless, I do feel it would be nice moving forward to just look back and tweak a few things to perform better.

Otherwise, I am looking forward to endgame content immensely. The bearger bin/howlizer are awesome additions. I really hope the shadow side gets some neat trinkets to play with as well soon. Vortex cloak please….

Nothing made me more interested into consistently playing DST nowadays and different characters (aside my Walter/Willow co-mains) in a brand new light than the Skill Tree update. Hence waiting for another one on the pipeline, perhaps via next Winter Holidays DLC.

Let me put it this way… Year of the Catcoon added Kitcoons that could be found across 9 different biomes in the game, and depending on what biome you find them in: Also determined what they would look like (like they belonged in the biome you found them in.)

With this (and some Datamined files of a bird that changed appearance based on what season it was..) I was expecting that DST would eventually get a MASSIVE update that almost if not entirely overhauled the entire game-

Both with adding new mobs and content to existing game biomes, and with giving them new visual appearances (such as the 9 Kitcoons themed around the biome they’re found within)

So the TL:DR Pigmen would look like tribal forest warriors if spawned in a forest biome.. or wearing winter clothing during Winter/found on an Arctic biome.

Yes this would be a massive MASSIVE Undertaking for DST, one which would probably Explode the Nintendo Switch and Older PCs, but I bought an Xbox Series S specifically just for this kind of visual/ environmental enhancements.

And things like the cute new animations on Hounds eating gives me a ton of hope that much like Armored Bearger- Klei can Revist Blue & Red Hounds to give them a more distinct design (maybe ice shards on their back if blue, or a cool fire Mohawk if red)

If this is NEVER going to happen then someone at Klei needs to step up right now and inform me that it’s never going to happen so I’ll give up hope for It.

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