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Progressive change of the world


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The game is increasingly moving away from late game survival mode and focusing more on killing bosses. My opinion is that this is not correct. Why don't the developers make a DLS (maybe paid), in which the world will change every year. For example, new mechanics will be added in the first 3 years of survival. For example, in the first autumn nothing happens, in the second we already meet with a badger, and the third autumn brings us a disease for the plants, or rodents appear that will eat food in the refrigerators and garden if traps are not installed. You can also come up with other seasons. The second winter will be snowy, with areas with a lot of snow appearing. You have to use snowshoes. 

This option for the development of the world will be interesting to players who have been playing for a long time, who like to build their base and overcome difficulties with friends, and not kill more and more monsters.

"Through the Ages" was a planned macro-update, if I remember correctly before "A New Reign" came into picture. And seems to have been progression-centered. Who knows what future might bring, maybe via current "From Beyond" or some following new chain of updates. I personally would fancy new weather patterns, season variants, new mobs, mechanics etc.

For quite sometime I’ve been envisioning in my head a new kind of game mode for DST, I WOULD call this Uncompromising Mode… but people confuse it with the Mod of the same name.. So let’s just call it a harder difficulty setting.

Among the changes that a harder difficulty would bring, would be a world that progressively scales in difficulty the longer you’ve survived within it. 
 

Seasons become harsher the more years pass.

Here are just a few examples of that: Summer Year 1 is just like it is right now, with Smoldering, Intense Heat, and Antlion Sinkholes.

But by Summer Year 3.. Ponds will boil over into magma pools like the ones found in Dragonfly’s biome rendering them unusable to the player and potentially spawning fire elemental mobs like Magma Spiders or the Larvae themselves.

Antlions Sinkholes also now carry a character heating up template (glow orange with magma cracks) and heat up the player like they’re fighting Klaus No eyed Deer.

Spring Year 1 same as it is now, but spring year 3 could bring about Tornadoes on surface, whirlpools at sea, etc..

I’m playing a survival game, not an open sandbox crafting sim, so obviously I’d enjoy more content that’s going to ACTIVELY Challenge my survival skills- And no sorry… a Boss I need to go find and summon doesn’t count.

13 minutes ago, Mike23Ua said:

a Boss I need to go find and summon doesn’t count

do you just need CC to spawn inside your base automatically to be happy with survival 

about the thread, it'd be even more boring to simply fetch resources for traps and snowshoes than it is to get stuff for killing bosses and kill bosses            

4 hours ago, Benedikt89 said:

disease for the plants

This has been done and was the single worst feature to ever be introduced

I've said it once, and I've said it a million times; You will never be bad at the game ever again. 

You won't experience survival like you have in the past after you become knowledgeable about the game. The only way this happens is if you literally induce amnesia. This is the nature of the game. No matter what funny features you add, there will be solutions and even ways to exploit. Hail upped the difficulty, but even then, it's addition wasn't something that really endangers players who are great at the game. Similar to acid rain

 

This game is still a survival game to some or most players. That will never go away. It will only go away for individual people

13 hours ago, Wonz said:

Was it ever survival like enough? Wasn't this aspect always too easy to matter?

Because the combat of holding f while counting to a number is extremely complex and difficult. This whole game is easy and simple, that's not an argument for anything.

The rift do bring seasonal changes, if you count that. Brightshades are basically diseases that you can beat physically when you think about it. I hope they add more seasonal harzards though, since if it's only glass and acid rain it would be pretty boring.

14 hours ago, chirsg said:

This has been done and was the single worst feature to ever be introduced

it was really bad because klei implemented it in such awful way. Not only was boring but also destroyed plants forever... the same inability to gather resources can be added with better and non grindy solutions and without destruction to plants, simple diseable them

they tried disease 2.0 with BS but they are tireshome after fighting the BS number 483.493.199 and arent hard... less when they are alone or just a couple...

9 minutes ago, arubaro said:

it was really bad because klei implemented it in such awful way. Not only was boring but also destroyed plants forever... the same inability to gather resources can be added with better and non grindy solutions and without destruction to plants, simple diseable them

they tried disease 2.0 with BS but they are tireshome after fighting the BS number 483.493.199 and arent hard... less when they are alone or just a couple...

Disease ever working well is nothing but a far fetched hypothetical. We literally have evidence that it doesn't work and everyone hated it. With brightshades at least, you have husks and leafy meat. Even then, it's proving to be a hassle that everyone begs for a measure to keep them under control. 

No one can possibly argue in favor of diseases and be on the side of credibility, as harsh as that sounds. 

 

It simply does not work. At all. Any sort of argument or hypothetical is the grandmother having wheels dilemma. 

 

3 minutes ago, chirsg said:

Disease ever working well is nothing but a far fetched hypothetical. We literally have evidence that it doesn't work and everyone hated it. With brightshades at least, you have husks and leafy meat. Even then, it's proving to be a hassle that everyone begs for a measure to keep them under control. 

No one can possibly argue in favor of diseases and be on the side of credibility, as harsh as that sounds. 

 

It simply does not work. At all. Any sort of argument or hypothetical is the grandmother having wheels dilemma. 

 

so you dont see how diseabling resources can work just because klei did it so bad in the past

there is summer drying plants and nobody complains so there are ways

2 minutes ago, arubaro said:

so you dont see how diseabling resources can work just because klei did it so bad in the past

there is summer drying plants and nobody complains so there are ways

I don't think we can agree on this. I could argue at length, but all I can do is openly state that disease was tried before, it did not work. As you stated, brightshades are disease 2.0 and even with it's niche utility and resources gained from it, people are begging klei for a measure to prevent their spawns in select plant locations.

 

Not only will you not convince me because I am extremely stubborn, but I truly believe we have enough evidence to tell us that disease working is a complete and utter fantasy. 

Especially when it's a fantasy of a mechanic that serves to irritate everyone afflicted by it. 

 

I'd have a different fantasy if I were you. Like hamlet.

Every player has own ideal of prefect way of developning game. For me the best updates to Don't Starve Together ended with end of A New Reign (whole updates were good conected between each other and made whole theme like big free DLC) but also good time was with special events - Gorge and Forge. When Return of Them was released I had huge hopes but within first, second and third updates from whole theme I had enough. It was so really boring and empty AND still it is mostly empty. Updates under "RoT"'s title are more like Quality of Game than whole theme. So it makes feelings like it is just bad made theme/DLC. Only one good point of whole RoT is: awesome trailers and bigger lore.

I don't know why but I feel like Klei has a bit enough DST and I can quite understand why. Since 2014 they hard working on their baby, we have 2023. It's almost 14 years for multiplayer! I feel old... Of course they are cooking with updates but also they changed own mind of core of game, or maybe we never saw core or we had other vision of this core. DST 2 without 2!

Btw. Klei wrote someday that they don't want to make paid DLC because they want to make game fair to all players without exclusions. So only one DLCs are skins bundles which didn't give players feelings of playing P2W - but visually you can feel it.

AAAAND that I dislike Klei's new way of making DST doesn't mean that I don't support them and don't watch what they are doing. I have big sentiment to DST but for me, game doesn't give me fun to play and I cannot play longer than 2 hours. Something changed and I'm not sure if it's me or game or both. But if someone still enyoing playing then good for you and I hope you will still have fun and won't lost it like me.

38 minutes ago, Thalkas said:

I have big sentiment to DST but for me, game doesn't give me fun to play and I cannot play longer than 2 hours.

Yeah, I found myself playing a lot less dst when I was busy with things in my free time. 

I've advocated for a boss rush mode before to condense tens of hours of gameplay into something under an hour. 

 

You kind of have to no life this game a bit to get everything you can from it.

11 hours ago, Cheggf said:

Because the combat of holding f while counting to a number is extremely complex and difficult. This whole game is easy and simple, that's not an argument for anything.

Imagine how something else must be lacking while something as simple as combat here is dominating it

7 hours ago, Wonz said:

Imagine how something else must be lacking while something as simple as combat here is dominating it

Klei updating combat more than other things doesn't prove anything other than that's what Klei chose to update. If anything, all it's saying is that Klei is lazy since it's a lot easier to copy an existing enemy, alter it a bit, and give it new graphics over inventing entirely new systems.

There are current 2.2 Million Fortnite players playing exclusively the Lego Fortnite Mode, now it could be possible that they’re attracted to the word “Lego” but considering that this mode is an actual SURVIVAL Game Mode where your player can Die of Starvation and more importantly Hot/Cold Weather Temperatures- the more likely case is that rather Klei chooses to believe it are not: “Survival” based games are popular and fun for a lot of people.

And all I can possibly even say about that is that it feels sad to see that DST can’t attract those same 2.2 Million Players even though Klei has spent the last couple years trying to casualize the holy high heck out of DST in attempt to attract new players/Casuals.

Thing is though- People actual WANT hostile mobs to challenge their survival skills while out exploring and gathering resources, they WANT mobs to spawn that can threaten their base and crafted structures so they have to go into the gameplay loop of going out to gather resources to repair with that stands a chance of encountering more hostile mobs in the Process.

Klei feels their bread & butter is in a huge cast of playable characters with unique playstyles for each one- which is why we have seen Refreshes, Reworks, Re-Reworks, and now Skill Trees added to them.

Which would be GREAT if there was actually monsters, mobs and dangers to use them against that weren’t mostly just optional bosses.

I can sit here and run my mouth all night trying to prove a point but no matter what I say, you can’t argue against 2.2 Million players currently enjoying the kind of base threatening hazards & aggressive world mobs DST should be known for.

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