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What QoL (Quality of life) updates would REALLY IMPROVE DST?


Just like choose an answer it’s not that hard-  

94 members have voted

  1. 1. What QoL content would be better?

    • Fixing world generation to make it more unique or more random, spread out and more sparse biomes.
      30
    • Fixing issues with connections with lag, especially on some console editions ( it is extremely laggy )
      34
    • Doing a big update where they improve features and do lots of bug fixes and prevent glitches from happening.
      30
  2. 2. QoL updates usually make they game wholly better and improve everything everything functioning. Choose reasons why or why not. If the reasons below were not stated please explain in the replies.

    • Yes, they make the game so much better because it fixes so many issues.
      66
    • Kinda, it really improved the game but we are left with a little less content.
      20
    • Neutral, Klei works hard on DST, but has flaws.
      15
    • No, they spent too much time on QoL and now DST doesn’t have as much content.
      0
    • Not really, it improved the game but the QoL updates are underwhelming.
      1
  3. 3. What was the best QoL update/ regular content update DST had?

    • The ancient guardian rework and crafting rework.
      37
    • Farming refresh!
      44
    • The upcoming skilltrees.
      13


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Just in my opinion, QoL updates have been one of the most important ever. Especially since klei has promised to slow down and work out issues, I think this year coukd turn out wonderfully well.  I already made a suggestion of fixing bugs, but actually launch all the fixes in a huge update (which is what they’re trying to do).  This involves: Crashes, missing animations or textures,  and bugs. 
 

anyone have any other ideas for the the QoL ?

Lag update is the most needed one, particularly with spiders

 

At present I actually consider the science station organization as the best quality of life, giving an organized way to solve problems instead of having no idea what Dapper Vest does.

Skilltrees the best one you listed, giving new options getting out of portal

Farming is something I want to like but don't, too much memorization for my tastes

 

World Generation needs to be more randomized, that’s it.. that’s what brought me to the franchise was the promise of being able to “explore randomly generated worlds full of things that hate me and want me to die.”

obviously I want more of that, and knowing where to go, what biome I need to be in to look for a particular mob/resource, significantly takes away from that.

My one and only Question to Klei is that if I (the player) can use things such as Rabbit Traps, Telocator Staffs, Beefalo Bell Etc to Relocate the games Mobs and resources from their boring, always predictable spawning locations & place those literally anywhere else (I can make Beefalo herds in the lunar grotto if I want to..) Why can’t the game just naturally do that by itself?

5 minutes ago, grm9 said:

because not having a way to predict where something will be isn't fun because that'll make success dependant mostly on RNG

And that’s bad exactly how???

See if you want to keep playing your game your way, that’s fine.. nothings going to change and I’m sure you’ll be able to keep playing “Classic World Gen”

But for the people who would actually appreciate more RNG, why is that a bad thing? In a game full of options, we really do need more options.

19 minutes ago, Mike23Ua said:

Why can’t the game just naturally do that by itself?

Because it ruins the immersion of the game, a beefalo would be out of place in the lunar grotto, because it has no correlation with the biome.

Also randomness isn't always fun, it could do the opposite if used too much or at the wrong occasion. I recommend watching this video on the topic of randomness by Game Maker's Toolkit: https://www.youtube.com/watch?v=dwI5b-wRLic

I feel like Quality of Life updates have been some of the better updates we've gotten, and I would very much like to see more. Some items are underutilized or even obsolete in their current state. Feather hats, Night lights, Various other clothing items too.

Wildfires, Ice flingos, and Summer as a whole could also use a rework, but that might perhaps be asking too much out of a QoL update.

I'm just tired of how the blueprints and sketches work, and keep piling up. Klein could implement the same mechanic of the archives to everything that drops them, so they would just stop coming if all available players already know the recipes. And for god's sake, just let us learn the sketches, they're one of the worst things by far. A great example of this whole rant is the nightmare werepig, he's just a font of blueprints now, just awful.

30 minutes ago, Pe Dabliu said:

I'm just tired of how the blueprints and sketches work, and keep piling up. Klein could implement the same mechanic of the archives to everything that drops them, so they would just stop coming if all available players already know the recipes. And for god's sake, just let us learn the sketches, they're one of the worst things by far. A great example of this whole rant is the nightmare werepig, he's just a font of blueprints now, just awful.

You can collect blueprints, recipie cards, sketches, and rare blueprints and turn them into papyrus via the cartographers desk/ the map station. Side note just in case: if you say that’s tedious, I’m going to definitely contradict because the game is supposed to be a trial and error, survival game that requires grinding and so and so on.

Oh goodness; I completely had forgotten about the holy grail of Information: THE SCRAPBOOK! ( which HAD to be part of a QoL imo.)

A few more below I forgot 

 

- The character reworks ( animations and overhauls, like woodie or wickerbottom.)

- QoL updates involving targeting priority issues being fixed.

- The pause button!!
- settings allow you to configure anything in the game, including your world, graphics, and volume!!

10 hours ago, Trontar said:

You can collect blueprints, recipie cards, sketches, and rare blueprints and turn them into papyrus via the cartographers desk/ the map station. Side note just in case: if you say that’s tedious, I’m going to definitely contradict because the game is supposed to be a trial and error, survival game that requires grinding and so and so on.

I know about the papyrus convention think, that was actually added as a qol, but I still think it's not good enough. Some bosses drop way too many "paper sheets", and it's just such a waste of time having to either burn them or convert then just so I have another item that is not used a lot if not playing specific characters. I know the game does not revolve around hand holding, but it also doesn't revolve around being boring, the current way all the "paper sheets" work is just in my opinion very badly implemented, and could use some changes to make it better. Not easier or dumber, just better do deal with. I still think the way the archives work is the best, and that fits into the thing you said about trial and error and a bit of grinding.

41 minutes ago, Reecitz said:

In a little less whining format, I'd possibly agree with you. 

I actually tried to be as respectful as I can, but English isn't my first language so somethings I have some difficulties trying to properly translate my thoughts :( The last thing I want is to sound like a whiny forumite

1 hour ago, goatt said:

The item auto stack-ish algorithm that reduce items' images on the ground. I want that. Game is laggy when public servers have too many items on the ground.

Speaking of this, supposedly chests still constantly load all of the items in them? So it's just as laggy to use chests as it is to splay my items on the ground... Surprised this hasn't been addressed.

This might a little controversial, but what if rot, manure, guano, rotten eggs and maybe a few more items (hound teeth, stingers) just disappeared after like 50 days? Would stop making worlds look like garbage dumps after the second year or so. I think tree stumps already do that, but I may be wrong.

This could be a world setting that you could enable/dissable whenever you want, and maybe they could make it only apply to items that a player has never picked up before, so your 2000 pounds of pigmen excrement tucked away in the corner of your base wouldn’t dissipate overnight.  
Oddly specific is it? *breaks fourth wall*

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