Jump to content

Should DST have encumbrance?


Recommended Posts

Do you think it would be interesting if this game factored in the weight of items and if they'd have an effect on your movement speed? They seem to have explored this a bit with Wolfgang but I was curious what it would be like if every player had a limit to how much weight they could carry.

I feel like this would encourage more players to use beefalo for transporting items and such.

While it would give more use to things like needing to carry stuff around on Beefalo or using boats as Ferry’s, and also the obviously overpowered Chester who can carry any amount of weight cause- MAGIC.

I don’t feel like giving characters an encumbrance in DST would fit, and in the games that DO have it (like Ark Survival & Conan Exiles) it’s actually more annoying then it is anything else- it’s Tedious..

HOWEVER- to play devils advocate in this conversation I choose to view both the positives & the negatives into any given situation.

I’ve already listed the negatives of tedium, but.. what about the positives?

Well for Starters- Klei could add more ways to deal with and overcome encumbrance, such as more types of mobs to tame that can carry resources for you. Or even a Wheel barrel to put supplies in and wheel about!

Maxwells Shadow Storage could ignore weight limits.

Alternatively.. Klei could add a new type of resource (like sand in global map wide sandstorms) that fill the players inventory slots and encumbered them the more of it they didn’t empty out their inventory slots.

In a game where managing your resources, item durability, stat meters ETC is the ENTIRE Gameplay- More of it should in general be a welcomed thing..

Ultimately though it would depend on how Klei handled designing it, because if it’s not fun, or has the player playing the game in a new and unique way- it’s not worth the development time & resources costs.

Id still prefer THIS kind of permanent in game feature over Limited time events like a rerun of gorge/forge though.

More items in Backpack/Inventory = slowing down.

Want to know how popular of a (nerf) choice that would be? Check pubs, how many people (not playing Wolfang) sport Piggyback?

You got your answer.

Maxed speed is probably most desirable thing in game.

55 minutes ago, hoppin mandrake said:

Maybe then it would be cool if they just gave beefalo the ability to carry a lot of items for players. I just wish there were more incentives for using beefalo.

You want MORE incentives for beefalo?
I must be on a different plane of reality, they are insanely powerful and are practically a character replacement the way so many people use them. I think Beefalo should be nerfed because of just how powerful they are. (They won't and that is fine but it irks me).

22 minutes ago, MostMerryTomcat said:

Want to know how popular of a (nerf) choice that would be? Check pubs, how many people (not playing Wolfang) sport Piggyback?

People sleep on the Piggyback. It is amazing until you get lucky from Klaus for the Sack or prefer to use the insulated pack. Just drop it on the ground when you're in combat, it can't burn after all.

A weight system is usually there to "monitor" and "regulate" a currency system, so it wouldn't make any sense to add it.

It's a way to punish the player trying to carry the entire dungeon on their backs back into town to sell for profit. Alternatively, so the player doesn't feel forced to do so. 

Either way, it's not needed and would be out of place.

DST already has a limit to the number of item slots you have, adding an additional limiter just makes inventory management even more annoying in a way that doesn't actually solve any issues with the inventory. I've played a few games that had both an item limit and a weight limit, and they only end up feeling unnecessarily restrictive together, where only one of these limits made sense. The only way this would make sense is if the item limit was removed and only weight was used to prevent us from carrying everything. And that would end in a huge mess.

I think beefalos are mighty powerful enough in of themselves. Adding this to encourage more beef use is not only unnecessary, but it doesn't feel entirely thought out either.

Slow down mechanics in games aren't the most well received, on that note.

8 hours ago, hoppin mandrake said:

Do you think it would be interesting if this game factored in the weight of items and if they'd have an effect on your movement speed? They seem to have explored this a bit with Wolfgang but I was curious what it would be like if every player had a limit to how much weight they could carry.

I feel like this would encourage more players to use beefalo for transporting items and such.

This would be a really toxic mechanic on a game that already has inventory problems.

12 hours ago, hoppin mandrake said:

They seem to have explored this a bit with Wolfgang but I was curious what it would be like if every player had a limit to how much weight they could carry.

The devs put a lot of common sense stuff that, in real life, applies to every human instead of only specific people as perks for specific characters if you haven't noticed. Walter's mental health decreasing if he's in pain, wheeler getting slowed down by carrying too many items, winona doing stuff slower when hungry and consuming hunger to do things fast, warly enjoying eating repetitive food less (although tbh that would only realistically affect the sanity gained from food in real life).

MORE inventory problems? To give you an idea how I'd feel about this, personally--last night I spent some time on the Steam DST workshop looking in vain for a mod that would put the spiders-in-traps behaviour back to what it was pre-Webber-refresh, because once I personally experienced the fact that trapped spiders now stay alive in your inventory and EACH TAKE UP THEIR OWN PERSONAL GOD DAMN SLOT until you personally murder them--the animation of which, by the way, gets you attacked unless you run far away from the nest while doing it--my _immediate_ reaction was "Oh HELL no. GOD no. We are modding the _frick_ out of THAT. Surely somebody else is annoyed as well, let's check the workshop...")

I was not used to this new(er) mechanic, and therefore had to keep running far away to hand-murder the first batch of trapped spiders or else, while I was doing that animation, they would've attacked me! before I could even TRY to RE-empty the traps. It's an area with many overlapping nests, so they really do spawn THAT. FAST! The fact that I had to individually deal with each spider while the battle situation was still going on, meant that the traps were _constantly_ full while MORE spiders were also swarming me. Three or four traps used to be able to pretty easily help you deal with a two-tier nest, if you were quick and had three inventory slots available in your NON BACKPACK-INCLUDING inventory, because of course, you need a logsuit! They're _hitting_ you while you walk slowly on the web setting and emptying the traps, after all! I was not at all thinking I'd need like at least 7 traps and to have left most of my inventory at home.

But because of this new mechanic and the overlapping nature of the nests and HOW GOD. DAMN. FAST. THEY SPAWN, clearing "just this one nest, that's spilling out of the biome, and then I'll go home and worry about the others later" ended up taking me several days and several logsuits (including time spent going back home to cook and get more food. This is also a Huge world, so things are kinda spread out.) and, of course, clearing three more nests that were attcached to it.

(Sorry about the rant, but this happened to me literally yesterday as I write this, so I'm still in "GOD DAMN WHAT THE (BEEP)? STOP SPAWNING SO FAST THE TRAPS ARE ALREADY FULL--AAAH I'M OUT OF SPACE, WHAT?! I DROPPED IT AND IT BIT ME HOLY HELL THE TRAPS ARE ALREADY HOPPING AGAIN GOD DAMMIT AAAH!" mode. Yes, I'm aware the refresh happened a while ago and I'm probably repeating a few other people's exact sentiments from several months ago. I wasn't on the forum then. I'm way behind the times on this game in general.)

Yeah that should give you an idea of how I'd react to inventory being MORE annoying. A WEIGHT mechanic?! On top of how limited the inventory slots are, how disadvantageous it is to wear a piggy-back (don't tell me "Krampus Sack", I almost never get that many Naughty points at once during regular play) AND the fact that some things already don't stack that high? Oh yeah, sign me up for THAT. Sign me up for a whole steamy bowl of THAT. Yeah. Yeah that won't also send me scurrying for the Workshop _immediately_ and leave console players, like always, high and dry. (types: "no encumbrance" into the search bar)

Spoiler

Seriously, does anybody here know of any mods that return spiders in traps to their pre-Webber-refresh status, where they used to just auto-die the way frogs still do, and give you the loot? I tried like EVERY combination of words I could think of in the Steam workshop's search bar, but adding more specifics without quotes just kicked the number of (not what I meant) results into the over-1,000 category (no, I didn't mean auto-resetting traps. No, I didn't mean cuter spiders. Or smarter spiders. Or Webber's controlling-them ability to work differently. No, I didn't mean TOOTH traps at all! was my experience last night), and using quotes around the phrases just gave me empty, "what the eff? That's not a thing, lol", results. But I can't be the only person who's used to trapping spiders to make farming them actually manageable, who's now going "WHAT the HELL?!" For Webber himself only, is how the newer mechanic should work. What is any other character going to DO with an alive spider, other than get attacked by it the second they drop it by accident because they...unexpectedly ran out of inventory slots? Unlike with live bunnies, you can't make them into earmuffs or a Prestihatitator. I honestly don't see how anybody but Webber can get actual _use_ out of that mechanic.

(Using them to troll others by releasing them into the base wouldn't work, by the way, because they just auto-attack YOU when dropped.)

...Notorious

18 minutes ago, CaptainChaotica said:

Seriously, does anybody here know of any mods that return spiders in traps to their pre-Webber-refresh status, where they used to just auto-die the way frogs still do, and give you the loot?

u could commission a mod :>

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...