Spooky1 Posted August 23, 2024 Share Posted August 23, 2024 First off all Im a big fan of the game and and had alot of fun playing it, I like the skill trees and the overall direction the game is going ( playing WX-78 after his update a while back with all the new tools he got, was so fun). I also like the cinematics, the implemantion of more Npc creatures and traders to fill out the world and all the free update and love the game is still getting. But i wanted to give some thoughts, where i think the game is lacking a bit. I started playing with 6 people Dst and im not kidding 4 players quitted the game after just a few hours.I read that alot of other players have the same experience with friends. I kinda " forced" a friend of mine to keep playing with me , and he indeed had also alot of fun in the game, but only after dozens of hours and youtube videos to finally understand some aspects of the game. Which brings me to my the point that the game is very hard (which is fine), but the game biggest flaw is communication, and i personally dont consider watching dozen youtube videos or going on the Wiki as "Gameplay". I know this is maybe a design choice but hear me out. Planar Damage for example confuses me , even after watching videos about it and having 300 hours in the game. And its not remotly explained in the game itself. I feel like the idea is , that the average player should test things out, but then why is dying in the game so punishing. Even the most active players in the game just read patch notes and watch the Dev Stream about new changes, there is literally no one who figures these things out in the actual game. Look at Crab King and his different diamond combos and show me an average player finding this stuff out in the game. I would be interesting to see if 10 completly new players, without help can even get to Fuel Weaver, before quitting the game. I mean the whole quest line can be very confusing, if you dont even have a single direction telling you what to look out for. Dont Stave is just not this survival game anymore (and I think thats good), but with more linear quest lines and more scope, we need better comminication in the game. I cannot read Pearls mind, what she wants me to do and a newer player doesnt even know, that the Celestial Champion exists. The endgame after gets even worse. I dont want this game to hold my hand, but my suggestion is, to put hints and NPCs into the game, that tell you (maybe in riddles), where to start or where to look. Hollow Knight had a Charackter Quirrel and if you talked to him, right before you fight the three Mantis kings , to maybe look out for a Weapons Smith in the City East, before you want to proceed. It didnt force the player to do that , but it was a good hint, where you could get weapon upgrades. For the average player its just too tidious to keep up with all the new stuff added to the game, when its not even communicated in the game and there is just no way ( or not worth the frustration) that people find the Celestial Champion questline on their own.The new Crafting Menu and difficulty settings are a step in the right direction, but most players just need something to work with and this game is not open world, if you need to do specific things for endgame content. I personally would like to have Epci Healthbars and some weapon/Armor and food stats in the game ( especially after planar damage got added ), but thats maybe too much to ask. Atleast maybe an NPC that, tells you something like " Eyyy jo these Ghosts hit pretty hard, you could look out for specific armor", I know for some players this is very obvious, but i played with new players that dont watch every single Dst youtube video about mechanics and you get lost in this game pretty easy and just quit. Ok this gets way too long so I think I will leave it as that, still a great game , hope for more cool content. Link to comment https://forums.kleientertainment.com/forums/topic/159200-my-experience-and-feedback-to-dst-after-roughly-300-hours/ Share on other sites More sharing options...
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