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Post-Rift progression shouldn't just be through combat.


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I'm gonna preface this with a statement: I've been enjoying the additions the recent updates have made, especially the skill trees and the new bosses. I like them and feel like they're adding variety to the game in a fun and interesting way. 

That said, I want to see other areas of the game get new content too. Ocean fishing, for example: it's the same from the start of the game to the end. Imagine if we got some new post-rift-exclusive fish with unique benefits! Maybe some kind of moonfish (like a sunfish but crescent moon-shaped) that can be used for a Warly dish that gives you planar resistance, or maybe it'd drop pure brilliance, or perhaps eating it would make Gestalts ignore you. For a shadow equivalent, we could get some kind of gulper eel-inspired pure horror fish added to the cave pond fishing loot pool. 

Farming, as well, doesn't really change post-rifts aside from the presence of brightshades, but that's not specific to crop farming since they'll also target things like berry bushes and grass plants. Maybe the rifts could give us some planar plants under certain circumstances? Perhaps we could give seeds to a lunar/shadow rift (like giving moongleams to the Moon Quay rift) and get a couple new seeds in exchange, or maybe they'd just start growing in rift-infected areas and could be picked like Wormwood crops once fully grown? Perhaps the moon will cause endothermic fire nettles to appear in the random seed pool? 


We could even get some kind of enlightened planter box made of brightshade husks that'd allow us to (finally) grow Forget-Me-Lots and other weeds in a more controllable manner. It could work like a mushroom planter: you put in one Forget-Me-Lots/tillweed/fire nettle, you wait, and you get four or five. Add in another husk after a few harvests to fertilize it. 

14 hours ago, DegenerateFurry said:

We could even get some kind of enlightened planter box made of brightshade husks that'd allow us to (finally) grow Forget-Me-Lots and other weeds in a more controllable manner. It could work like a mushroom planter: you put in one Forget-Me-Lots/tillweed/fire nettle, you wait, and you get four or five. Add in another husk after a few harvests to fertilize it. 

Does anyone actually want weeds at that point? They're outclassed by pre-rift options, and bearger bin helps prevent those from spoiling (without the hassle of bundling wraps).

From what I can tell, players would rather use their husks on some kind of device to block brightshades, given the existence of the lava pool method.

Honestly rifts shouldn't be locked until so later in the game, i mean.. at that point you are almost done with the content unless you megabase. All the updates lately offer little to none to early/ mid game content at all and that makes the game so dragged early on, but i agree we should see more diversity be it as mobs, content or mutate the constant itself, they are a sort of anomaly after all. 

1 hour ago, Bumber64 said:

Does anyone actually want weeds at that point? They're outclassed by pre-rift options, and bearger bin helps prevent those from spoiling (without the hassle of bundling wraps).

From what I can tell, players would rather use their husks on some kind of device to block brightshades, given the existence of the lava pool method.

I do. I've always wanted to actually make beefalo treats, but requiring forget-me-lots means that unless I'm constantly using random seeds for farming (which I don't once I have specific crop seeds since I do crop combos for giants if I'm farming at all), I'll never really get to use the single best healing item for beefalo in the game (which also lasts 20 days before spoiling). Forget-me-lots also make a very good sanity-restoring item, one that restores it over time, which I could see comboing very well with the enlightened crown. 

Fire nettles aren't as good, but they are a sort of worse version of hot dragon chili salad for normal characters. Tillweeds are pretty much just junk since 28 healing doesn't make them worth the expense. 

8 minutes ago, DegenerateFurry said:

Fire nettles aren't as good, but they are a sort of worse version of hot dragon chili salad for normal characters.

Especially good if you prefer going without character swapping in solo worlds.

15 hours ago, DegenerateFurry said:

Warly dish

I appreciate the general theme of your post, but no. Warly ruins the game with how much utility is locked behind his kit in cooking thanks to him. Something else needs to be done in terms of warly.

15 hours ago, DegenerateFurry said:

We could even get some kind of enlightened planter box made of brightshade husks that'd allow us to (finally) grow Forget-Me-Lots and other weeds in a more controllable manner. It could work like a mushroom planter: you put in one Forget-Me-Lots/tillweed/fire nettle, you wait, and you get four or five. Add in another husk after a few harvests to fertilize it. 

this is good.

 

With warly though, a bone shouldn't be thrown to him, just because he's the sole cook of specific meals. He needs something much better than what he has.

34 minutes ago, cybers2001 said:

We do get the Shadow Reaper and Shoevel which are very useful for farming, though.

The first is also a weapon, but yeah, those are one step in the right direction. You don't get very far by taking just one step, though.

1 hour ago, DegenerateFurry said:

The first is also a weapon, but yeah, those are one step in the right direction. You don't get very far by taking just one step, though.

Pretty huge QoL from a weapon, though. Being able to cut down 40 grass tufts in seconds (while also preventing grass geckos), then having winbot pick it all up. *chef’s kiss* Finally got me off the lureplant meta.

i just wish rift could be "defeated" or something like that without just goin into the world settings and then later disabling it,to start the circle anew, but guess that would be more combat stuff would it not? unless of course the way to defeat the rift is actualy for once not something behind combat but....something not combat

'Shouldn't jsut be through combat'. What else is left there, really?

The last couple of years of updates have only made survial and exploration easier. There is nothing left for the devs to do than invent new ways of directly lowering the player's health.

Even your ideas were tied into this - gaining planar damage/protection or being ignored by gestalts

Not to mention that yoyu can't make a marketable trailer out of a new weather/seasonal mechanic instead of new mobs.

28 minutes ago, Szczuku said:

'Not to mention that you can't make a marketable trailer out of a new weather/seasonal mechanic instead of new mobs.

That depends on what the new weather or seasonal mechanic actually does..

Some of the biggest reasons I go back and play solo DS is for the DLC seasons, but your also right, new weather alone isn’t enough it needs to actually DO STUFF to the game world, like how In spring Beefalo and bees turn aggressive, rabbit holes seal up, players have to endure endless rainfall and funny lightning strikes, frog rains and the moose goose etc..

I feel like when it comes to both Lunar Hail & Acid Rain that neither one of those impact the world enough to really feel like new weather effects.

And perhaps an even worse offender is Klei added Lunacy to the game as it’s own sort of weather effect, tied specifically to being in certain biomes, but it sucks hardcore because like I said it doesn’t really DO much.

I kept holding out hope that it was just placeholder for a bigger more meaningful content update, but look at where we are at now, updates feel de-attached from one another and very barebones.

For once I can agree with Mike, I think weathers and seasons are the way to go to alongside the general new combat threats. How cool would it be if each year one of the seasons at random was mutated into a rift equivalent like a Flood Spring, Lunar Eclipse Summer, uh... Autumn 2.0 , and Frozen Waters Winter with all the cool exclusive content to each you can imagine.

Not sure if anyone else would agree but I wouldn't be offended by having 15-20 days of fresh-new-survival moments were we can't be too cozy, it's just once in a while and maybe the rewards after we get the resources from each is ability for players to manipulate seasons even or whatever cool equipment. To me lategame has to be as much new tools to the player but also fresher threats, if I'm living too easy I'm bored and you bet how much bored I am except latest beta actually gave me some cool stuff to kill for once !

15 hours ago, ADM said:

How cool would it be if each year one of the seasons at random was mutated into a rift equivalent like a Flood Spring, Lunar Eclipse Summer, uh... Autumn 2.0 , and Frozen Waters Winter with all the cool exclusive content to each you can imagine.

It'd need rewards or players would complain about a lack of incentive, and then if you added rewards there'd be the issue of exclusive content locked behind random chance. I think it'd need a way to guarantee it's occurrence via a ritual or something.

1 hour ago, W0l0l0 said:

It'd need rewards or players would complain about a lack of incentive, and then if you added rewards there'd be the issue of exclusive content locked behind random chance. I think it'd need a way to guarantee it's occurrence via a ritual or something.

doesnt really need rewards but it would be nice yes

On 9/4/2024 at 2:13 PM, chirsg said:

I appreciate the general theme of your post, but no. Warly ruins the game with how much utility is locked behind his kit in cooking thanks to him. Something else needs to be done in terms of warly

It's just volt goat Cha froud that makes the game brrrrrshrjrvwkdhrbw the other ones are cool and make playing Warly worthed even that is just for a while

I would rather just add a flat line of damage based in electric mechanics so it can go to 17 extra to 42 if dry/wet so it still good but Wolfie/Wanda/Wendy/Wigfrid doesn't break it

2 hours ago, W0l0l0 said:

It'd need rewards or players would complain about a lack of incentive, and then if you added rewards there'd be the issue of exclusive content locked behind random chance. I think it'd need a way to guarantee it's occurrence via a ritual or something.

The challenge can be different while the reward the same. Like in NMS where you find 'storm minerals' if you explore during ""extreme"" weather (i bet they never played dont starve), the mineral is the same but the weather can be hot, cold, whatever

1 hour ago, Mr Giggio said:

would rather just add a flat line of damage based in electric mechanics so it can go to 17 extra to 42 if dry/wet so it still good but Wolfie/Wanda/Wendy/Wigfrid doesn't break it

I have been saying this from eons. Instead they made planar mechanics and tiers progression

9 hours ago, W0l0l0 said:

It'd need rewards or players would complain about a lack of incentive, and then if you added rewards there'd be the issue of exclusive content locked behind random chance. I think it'd need a way to guarantee it's occurrence via a ritual or something.

I feel like this is what makes things stale. We have this need to be rewarded by any new threats added and be rewarded with something good but then because it's good we expect to be able to spam it ruining the special aspect of it to begin with It's why I don't really like attaching rewards to everything.

27 minutes ago, Mysterious box said:

I feel like this is what makes things stale. We have this need to be rewarded by any new threats added and be rewarded with something good but then because it's good we expect to be able to spam it ruining the special aspect of it to begin with It's why I don't really like attaching rewards to everything.

I miss the days where if a player beat a cutscene introduction boss in a game like dead island they’re “reward” was that boss now spawning as a common enemy type all over the map.

People seem to just want fun sandbox game when it comes to DST, & want to forget the “survival” stuff.

9 minutes ago, Mike23Ua said:

I miss the days where if a player beat a cutscene introduction boss in a game like dead island they’re “reward” was that boss now spawning as a common enemy type all over the map.

People seem to just want fun sandbox game when it comes to DST, & want to forget the “survival” stuff.

Like I'm not even against the sandbox element it's just that they seem to want to throw the experience element in the trash for loot.

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