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Some gaming experiences and suggestions for updating new mechanisms regarding for DST


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After experiencing DST, I found that playing for a long time can be very boring in the latter half of the game, and the fun of the game decreases. Because after experiencing all the game content, the novelty disappears, and the game process lacks reproducibility. For example, in the early stage of exploring maps, in order to be efficient, it is necessary to explore separately from friends, otherwise resources will not be allocated enough. In the mid-term construction of the base, it requires all players to divide labor, one to farm, one to chop trees, and one to build. Although everyone plays together, they are all doing something separately, rather than multiple people working together, which will lead to a decrease in the experience of online games. But in the navigation content of DST, the gaming experience will be much higher. Because long-term navigation requires cooperation with teammates, one person controls the direction of the ship, and one person assists in setting sail and anchoring, repairing the ship, and adding fuel. This is a task that involves multiple people in navigation, which greatly enhances everyone's sense of participation and makes it more enjoyable. The original content of DST is more like separating players who are playing together into individual individuals. Once the novelty of game content disappears, the fun of the game will be lost.

Thank you very much for constantly updating the game, but most of your updates are focused on adding new content and adjusting character skills, or providing freshness by adding game content. I personally hope that you can increase the interaction and cooperation between players in the game.

For example, in DST, players can feed their teammates, which is a great design, but this type of feeding is rare. For example, after taming a cow, only one player can ride it. If it can be designed to have two players ride the cow together, it can add a lot of fun. On this mechanism, the movement speed of the slow-moving cow can be slightly reduced, but it can save more resources. One cow can be used by two people, and it is more convenient for two people to fight on the cow during battles. From this extension, it can be designed that in a two person bull riding battle, one person is responsible for attacking the target, while the other person is responsible for holding up a shield to block damage. This allows single person combat to shift from walking or standing and constantly attacking to cooperating with teammates. This way, the fun of the game and the experience of repeated gameplay will be greatly improved.

Following this train of thought, I hope you can join a new mechanism for mutual assistance. In the original DST content, you have rich fishing and farming mechanisms, which are very realistic and well done. But in terms of survival mechanism, any attack on a character only deducts their health, and they only need to eat food or use medication to restore their health. But we know that in reality, there are various complex situations when people get injured or sick. Perhaps we can draw some inspiration from the fact that character injuries may cause different types of negative effects. For example, eating stale food can lead to stomach problems, decreased work efficiency, and the need for specific medications to cure it. Under attack, it may cause fractures. Hand fractures can reduce attack power and work efficiency, while leg fractures can slow down movement or even prevent movement. At this point, the mutual assistance mechanism between players can play a role. Healthy players can provide assistance to injured players. Players with mild leg fractures can be lifted and moved by healthy players, while those with severe fractures can be carried by healthy players or equipped with stretchers, wheelchairs, and other props to take them away from the danger zone. If the player is a single player game, they can also make crutches or adrenaline to briefly restore mobility and escape traps. When the player's health is zero, in most cases they do not immediately die, but instead enter a near death state, and the target loses their hatred towards the near death player. Other healthy players can rescue and resurrect dying players.

When the player's rationality decreases, they can interact with other players to restore their rationality. The original DST version of the little boy telling stories in a fire pit is a good design. Similarly, we can design other similar interactive methods, such as inviting other players to dance, dancing around a campfire, or players can create instruments for performance, and so on.

In short, the core of the above designs is to increase mutual assistance and cooperation between players to jointly complete the same task and achieve the goals of survival and construction. After all, DST is an online game, and I hope this game can have a clear distinction from the single player version. On the basis of retaining the single player survival mode, we will add a multiplayer cooperation game mode, so that the game can avoid the situation where novelty disappears and becomes boring, and it is more in line with the theme of together. Thank you for your efforts, and I hope you can consider this design concept.

I am a Chinese player, and the above content is provided by translation software. The expression may not be accurate enough. Below is the original Chinese text. It would be great if you have staff who understand Chinese. Thank you again for your efforts, above all.

体验完DST后,我发现长时间游玩,在游戏后半程会很无聊,游戏乐趣降低。因为游戏内容都体验过后,新奇感消失,游戏流程又没有可重复性。举个例子,前期探索地图,为了效率,需要和朋友分开探索,否则资源不够分配。中期建造基地,需要所有玩家分工,一个人种地,一个人砍树,一个人建设,所有人虽然在一起玩,但都是各自分开做一件事,而非多人共同做一件事,这会导致联机游戏的体验下降。但在DST的航海内容中,游戏体验就会高很多。因为长期航行需要和队友配合,一个人操控船的方向,一个人辅助放帆抛锚,修补船,添加燃料,这是多人在做航行这一件事,大家的参与感会提升很多,也会更有乐趣。而DST原版的内容更像是把一起游戏的玩家分隔成单独的个体。一旦游戏内容的新鲜感消失,游戏乐趣就会丧失。

很感谢你们一直更新游戏,但你们的更新方向大部分都是在新增内容和角色技能调整,还是在通过增加游戏内容提供新鲜感。个人更希望你们增加一些玩家和玩家之间互动合作的游戏方式。

比如在DST中,玩家可以给队友喂食,这是个很好的设计,但这种同类型的很少。比如驯牛后,只能一名玩家骑乘,如果可以设计成两名玩家一起骑牛,可以增加很多乐趣。在这个机制上,可以略微减缓牛的移动速度,但可以更节省资源,一头牛两个人用,在战斗时,两个人在牛上战斗也更方便。由此延伸,可以设计双人骑牛战斗时,一个人负责攻击目标,另一个人负责举盾牌抵挡伤害,让单人战斗通过走位或站着一直攻击的战斗方式,变为和队友配合来战斗,这样游戏的乐趣和重复游玩的体验会提高很多。

顺着这个思路,希望你们能加入新机制,互助。在原版的DST内容中,你们有丰富的钓鱼机制,种地机制,这很贴近现实,做得很好。但在生存机制上,角色受到任何攻击,都只是单纯扣除血量,只需要吃恢复血量的食物或使用药品,即可恢复健康。但我们知道现实里,人受伤生病会有各种复杂的情况。或许我们可以稍微借鉴一下,角色受伤,可能会造成不同类型的负面效果。比如吃了不新鲜的食物,会得胃病,工作效率下降,需要特定药品才能治好。受到攻击,可能会造成骨折,手部骨折会降低攻击力和工作效率,腿部骨折会降低移动速度甚至无法移动,这时候玩家和玩家的互助机制就可以发挥作用。健康状态的玩家就可以对受伤的玩家进行救助。轻度腿部骨折的玩家可以被健康的玩家扶起来移动,重度骨折玩家可以被健康玩家背起来,或者制作担架,轮椅等道具,将其带离危险区域。若玩家是单人游戏,也可以制作拐杖,或制作肾上腺素来短暂恢复移动能力,脱离陷阱。在玩家血量为零时,大部分情况不会立刻死亡,而是进入濒死状态,目标失去对濒死玩家的仇恨。其他健康玩家可以对濒死玩家进行救助,将其复活。

在玩家理智值降低时,可以和其他玩家互动来恢复理智值。DST原版的小男孩在火坑讲故事,这是个不错的设计。同样的,我们可以设计其他类似的互动方式,比如向其他玩家发起跳舞邀请,围着篝火舞蹈,又或者玩家可以制作乐器进行演奏等等。

总之,以上设计的核心都是增加玩家和玩家之间的互助,配合,来共同完成同一件工作,达到生存和建设的目的。毕竟DST是一个联机的游戏,希望这个游戏能和单机版有一个明显的区分,在保留单人生存方式的基础上,增加多人合作的游戏方式,这样游戏才能避免新鲜感消失就变得无聊的境地,也更符合together这个主题。感谢你们的付出,也希望你们能考虑一下这个设计思路。

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