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Playtime requirements would solve alot of issues


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On 4/27/2024 at 9:27 AM, grm9 said:

you need to spend time making crock pots, getting a bird cage and a bird and mining ice during winter, which make it not worth it, and if you're using anything except ice for meatballs the profit is less than 10 points so making crock pots and waiting wasn't worth it, if you're not using a beefalo and need healing you could use blue shrooms and make 1 crock pot for jellybeans after BQ dies, it's generally faster to not make a base and eat whatever you get (meat from monkeys, dfly, AG, beefalos that got killed for saddle, cooked monster meat and glands from spiders on the way and hounds, bananas from monkeys, berries from berry bushes since no one replants them and they're on the way, carrots etc.), it's fine to do something inefficient, but not say that it's efficient

so i sould never make cook pots and eat the monster meat raw is that it?

2 minutes ago, grm9 said:

1 gland more than compensates eating 3 cooked monster meat and you'll get them as a byproduct of getting monster meat anyway 

i dit not know that glands give you sanity and drop at the same time as monster meat instead of being a chance to drop

Just now, Echsrick said:

i dit not know that glands give you sanity

not an issue if you at least have a shanter or play as maxwell or wanda or wolfgang or wigfrid

1 minute ago, Echsrick said:

drop at the same time as monster meat

50% chance for monster meat and 25% for gland, so if you got 3 monster meat, you've also most likely got a gland or will get after killing 1 more spider

27 minutes ago, grm9 said:

not an issue if you at least have a shanter or play as maxwell or wanda or wolfgang or wigfrid

 

day 1 walrus? i cant belive it, they added those to random skeletons? and since when does wolfgang have sanity protection? or wanda? in fact what good is a gland for wanda?

2 minutes ago, Echsrick said:

day 1 walrus?

you get a lot of food passively during 1st autumn and won't need to eat monster meat, bosses, honey from beehives near BQ, monkeys as some characters, berries, carrots etc.

2 minutes ago, Echsrick said:

and since when does wolfgang have sanity protection? or wanda?

they 3-shot nightmares

2 minutes ago, Echsrick said:

in fact what good is a gland for wanda?

she already has infinite passive healing

Personally I think dst needs a step by step tutorial to teach players how to play (similar to the single player games adventures mode)

Adventure Mode always gave the player the solution to the problem, because it literally was laying on the ground in front of them more often than not.

Such as for example teaching players the value and importance behind winter clothing, thermal stones, bug nets & mining helmets.

Anyone walking into DST blindly without first playing the original game, is at a disadvantage.

And that’s something you see quite often when playing with people in DST.. 

However, a lot of the charm of the game is in the figuring it out for yourself process.. when a player very first experiences Spring season, the one thing they’re going to learn almost immediately right off the bat is that there’s freaking LIGHTNING in the game and it can strike you or destroy your stuff.

Thats one of those type of things that you should experience first hand, laugh at your failures and learn from afterwards.

And I don’t think putting a “Playtime Requirement” on this experience would be healthy for the game…

What I do However think would be HIGHLY beneficial is if Klei tore a page right out of Smite or Overwatch 2’s book- And forced players to play tutorials for their character choices before they can join online matches.

Learning how to use your character, their strengths, their weaknesses etc…

Learning NOT to be anywhere near a lumberjack’ing Woodie if your playing as Wormwood, etc…

But even character tutorials seem unnecessary.. they’d be deeply beneficial yes, & would highly cut down on players being “noobs” but.. at what cost?

Development time and resources that could’ve been put towards doing literally anything else.

 

Lately I’ll admit I haven’t been playing much DST, I’ve got my self hooked on a charming little mobile game I’ve been playing called Soul Knight, what’s so unique about that particular game for me is that if you play it long enough- you can unlock 5 or 6 additional game modes that play like completely different games altogether.

For example the “core” experience is a corridor looter shooter, but there’s also an arcade mode that lets you place monsters on a grid to fight an opposing side similar to Plants vs Zombies in a more casual mode.

Why am I bring this up and how in the heck does it relate at all to DST?

Simple: DST has a huge variety in what you can do, there are curio cabinet mini games that play like memory match, or match 3, there’s in game carnival games and arena battles with pig kings champion pigs.

Even the Gorge and the Forge events were like their own little games inside DST.

So the comparison to soul knight is a valid comparison to be had..

I just wish DST had the same Variety in different game modes as Soul Knight (a free mobile IOS game) has.

It has a RogueLite Mode, it has a PVZ grid placement mode, it has a Tower Defense horde mode, etc….

And this is what DST SHOULD BE.

The fact that Klei refuses to branch out and try different formulas is quite insulting to me.

Whats any of this got to do with your topic? Well… assuming Klei DID add new game modes to DST player “playtime” now effectively means next to nothing.

Players who had previously played the Gorge & Forge events (or plays them now through mods) would have a distinct advantage over players like me who never got to play those modes at all and would be jumping into them for the first time.

do you really think I’m EVER going to have any fun at all in a new game mode I’m hoping into if some experienced stuck up little brat who’s played it before tells me exactly what’s the best food dishes to appease the gnaw or how to fight off forge mobs?

The answer is no absolutely not, I’m not going to have any fun, because people aren’t going to let me actually enjoy the content and learn it like they might had, they’ll put their “Expert Cap” on their head and tell you what you should & should not be doing.

Conclusion: ability tutorial = HUGE YES, Forcing players to require X amount of previous gameplay hours = Absolutely Not.

1 hour ago, nimzowitsch10 said:

i appreciate you derailing the thread grm9

i'm responding to others' reponses

35 minutes ago, Gashzer said:

Just say you want AFW nerfed and grm9 will derail the entire forums :wilsoalmostangelic:

you've brought it up in unrelated threads every time, sometimes even mentioning stuff from other threads that isn't remotely related to anything in that thread except me

I don't really agree with this at all if it doesn't work for private profiles. I value my privacy and I keep my steam profile private so I don't know if game can check how many hours I have played unless klei tracks it separately from steam.

I think a big issue was DST going on sale for like 1-2$ a while back, these types of sales allow griefers who have nothing better to do to buy as many copies as they want.

Game filtering would need to be better for this to be added as new players shouldn't be trying to connect to a server and it keeps disconnecting them because they don't have enough hours played.

I don't believe there would be much benefit to be able to select minimum hours because as we can tell from servers being taken over and players being kicked by bots what is stopping griefers from running bots until all his accounts have as many hours as needed to play on your server? Honestly they don't even need bots, you can use your own pc and leave the game running when sleeping or even during day and swap accounts once you get to the amount of hours you want to have on each.

@00petar00

The main point of this feature isn't to dissuade griefers, it's to play with the skill level you want. I don't think many griefers would go to those lengths of letting their accounts run for thousands of hours just to get around this feature. There are some dedicated griefers though, which i stated in my original post.

Also not sure how it would work with people with private profiles so yeah you have a valid point. Unless klei is tracking hours separately from steam which is a possibility since they do collect data.

 

1 hour ago, nimzowitsch10 said:

@00petar00

The main point of this feature isn't to dissuade griefers, it's to play with the skill level you want. I don't think many griefers would go to those lengths of letting their accounts run for thousands of hours just to get around this feature. There are some dedicated griefers though, which i stated in my original post.

Also not sure how it would work with people with private profiles so yeah you have a valid point. Unless klei is tracking hours separately from steam which is a possibility since they do collect data.

 

I don't think that any player would be happy to see that they aren't allowed to join just because they have too little or too many hours played.

This dissuades new players from continuing to play the game If a lot of servers decide to use this to combat griefers at least partially or decide to not have new players since most players don't want to play with new players because of how easy it is for them to accidentally make very big mistakes like eating mandrakes, fighting red hounds near structures, deerclops, bearger, wildfires and so on.

Why would a veteran players accept not being able to join servers because they have too many hours played? This makes even less sense because while a lot of veteran players wouldn't want to play with new players maybe some would want to join new player server and teach them but they can't on specific servers set low playtime limit.

On 4/28/2024 at 6:53 PM, Swiyss said:

I disagree. I usually put all my stuff in bundles until I run out of food for rushes (which is maybe right before surface rifts), then crockpots get 1000% value cause you can simply multiply food for you and others.

Maybe for solo crockpots are useless early on I agree. But even later solo it has value.

Yea bundles are pretty good when pared with crock pot foods.

When i unlock them i always cook something like 20 meaty stew and i don't have any more problems reguarding food,

21 hours ago, Mike23Ua said:

Personally I think dst needs a step by step tutorial to teach players how to play (similar to the single player games adventures mode)

Adventure Mode always gave the player the solution to the problem, because it literally was laying on the ground in front of them more often than not.

Such as for example teaching players the value and importance behind winter clothing, thermal stones, bug nets & mining helmets.

Anyone walking into DST blindly without first playing the original game, is at a disadvantage.

And that’s something you see quite often when playing with people in DST.. 

However, a lot of the charm of the game is in the figuring it out for yourself process.. when a player very first experiences Spring season, the one thing they’re going to learn almost immediately right off the bat is that there’s freaking LIGHTNING in the game and it can strike you or destroy your stuff.

Thats one of those type of things that you should experience first hand, laugh at your failures and learn from afterwards.

And I don’t think putting a “Playtime Requirement” on this experience would be healthy for the game…

What I do However think would be HIGHLY beneficial is if Klei tore a page right out of Smite or Overwatch 2’s book- And forced players to play tutorials for their character choices before they can join online matches.

Learning how to use your character, their strengths, their weaknesses etc…

Learning NOT to be anywhere near a lumberjack’ing Woodie if your playing as Wormwood, etc…

But even character tutorials seem unnecessary.. they’d be deeply beneficial yes, & would highly cut down on players being “noobs” but.. at what cost?

Development time and resources that could’ve been put towards doing literally anything else.

 

Lately I’ll admit I haven’t been playing much DST, I’ve got my self hooked on a charming little mobile game I’ve been playing called Soul Knight, what’s so unique about that particular game for me is that if you play it long enough- you can unlock 5 or 6 additional game modes that play like completely different games altogether.

For example the “core” experience is a corridor looter shooter, but there’s also an arcade mode that lets you place monsters on a grid to fight an opposing side similar to Plants vs Zombies in a more casual mode.

Why am I bring this up and how in the heck does it relate at all to DST?

Simple: DST has a huge variety in what you can do, there are curio cabinet mini games that play like memory match, or match 3, there’s in game carnival games and arena battles with pig kings champion pigs.

Even the Gorge and the Forge events were like their own little games inside DST.

So the comparison to soul knight is a valid comparison to be had..

I just wish DST had the same Variety in different game modes as Soul Knight (a free mobile IOS game) has.

It has a RogueLite Mode, it has a PVZ grid placement mode, it has a Tower Defense horde mode, etc….

And this is what DST SHOULD BE.

The fact that Klei refuses to branch out and try different formulas is quite insulting to me.

Whats any of this got to do with your topic? Well… assuming Klei DID add new game modes to DST player “playtime” now effectively means next to nothing.

Players who had previously played the Gorge & Forge events (or plays them now through mods) would have a distinct advantage over players like me who never got to play those modes at all and would be jumping into them for the first time.

do you really think I’m EVER going to have any fun at all in a new game mode I’m hoping into if some experienced stuck up little brat who’s played it before tells me exactly what’s the best food dishes to appease the gnaw or how to fight off forge mobs?

The answer is no absolutely not, I’m not going to have any fun, because people aren’t going to let me actually enjoy the content and learn it like they might had, they’ll put their “Expert Cap” on their head and tell you what you should & should not be doing.

Conclusion: ability tutorial = HUGE YES, Forcing players to require X amount of previous gameplay hours = Absolutely Not.

I'd prefer an option to allow more experienced players into my servers whilst filtering out newer players. Sometimes they focus on tips that are not overly helpful, feel like they know a lot of information because they understand things that are not overly hard to figure out (wormwood losing sanity whilst standing near players that are chopping trees) and they also tend to take much more than they contribute - often without realising they're not actually contributing. 

For example; spending hours suggesting things to help them learn, as opposed to actually learning. On the face of it, it seems sensible and innocent, but you literally spend most of your time wanting changes that force OTHERS to accommodate you and your way of playing - this brings me back to why i'd want to filter out people who are similar.

30 minutes ago, Uedo said:

I'd prefer an option to allow more experienced players into my servers whilst filtering out newer players. Sometimes they focus on tips that are not overly helpful, feel like they know a lot of information because they understand things that are not overly hard to figure out (wormwood losing sanity whilst standing near players that are chopping trees) and they also tend to take much more than they contribute - often without realising they're not actually contributing. 

For example; spending hours suggesting things to help them learn, as opposed to actually learning. On the face of it, it seems sensible and innocent, but you literally spend most of your time wanting changes that force OTHERS to accommodate you and your way of playing - this brings me back to why i'd want to filter out people who are similar.

Or… When I play Minecraft, Lego Fortnite or the Survivalists- (Aka other Open World sandbox games) there are security measures in place that allow me to decide who can or can not build, interact with or access certain parts of my game.

(aka building in Minecraft or sharing my supply of Monkeys in Survivalist)

You literally play by MY Rules or you find another server you fancy joining, You yourself want a filter to filter out players you feel or beneath you & aren’t worth your time- So …. Ahem, let me repeat my famous saying here.

”In a game full of options, we really do need a ton more options.”

That said, I’m as active as I am on these forums and not actually investing all my time on the game itself because I’m accessing the forums through my mobile smartphone, unlike playing DST which can only be done in front of my Xbox console with a Television set, due to how often my local area has thunder storms, a lot of times my console & Tv stay unplugged while I ride out the storms, (thus being here on the forums, not that it’s anyone’s business really..)

Finally in conclusion- If I can disable a players ability to build or place things in Minecraft, Lego Fortnite or Survivalists, I should obviously expect the same kind of server host privileges with DST & if I could do something as simple as banning players from using the Hammer, then they couldn’t run around destroying things like the Ancient Pesuendo (or however that’s spelled) science station.

1 hour ago, Mike23Ua said:

You yourself want a filter to filter out players you feel or beneath you

This is the problem Mike, well done. You've completely understood. :juggling:

 

1 hour ago, Mike23Ua said:

Ahem, let me repeat my famous saying here.

”In a game full of options, we really do need a ton more options.”

Not famous nor attributed to something you say regularly. 

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