Jump to content

how would ya feel if insight was limited, but there was be more ways to get it?


how would ya feel if insight was limited, but there was be more ways to get it?  

53 members have voted

  1. 1. so?

    • i'd like that
      17
    • seems cool, but... (explain what you'd do instead, if you want)
      3
    • sounds interesting...
      10
    • no strong feelings on this
      7
    • sounds kinda boring...
      2
    • seems lame, but... (explain what you'd do instead, if you want)
      0
    • no
      14
  2. 2. if you would add ways to get insight faster, what kinda way would you prefer?

    • via exploration (finding certain locations/set pieces/exporing a certain % of the map)
      19
    • via combat (killing a variety of enemies?)
      14
    • via boss progression (killing a raid boss earns you 1 insight)
      20
    • via item progression (getting certain, hard-to-obtain items would net you 1 insight. e.g.: get any thulecite gear, get 1 point, but no further points from getting further thulecite gear)
      15
    • via milestones (wretched achievements)
      20
    • didn't like the idea in the first place (selected no)
      21


Recommended Posts

12 hours ago, NoodlemanNed said:

you can already do this by restricting when you allocate your points. I find that its generally good practice to go try some self imposed restrictions when you want a game to be harder, instead of trying to get the developers to do that job for you.

the one part of this that actually is out of the player's control is the dumb popup in the top left corner which is why i think thats the only aspect of skill trees that really needs to have a setting for it. Some people might have problems with self imposed challenge but in the end its an issue that can be fixed through your own efforts, and in my opinion it should be done that way.

I find it weird to oppose wanting more player options that literally don't affect people that choose not to use them, but alright.

Also there's a difference between a self imposed challenge where I'd have to keep track of when the game would allow me to allocate a point if I started with no insight, and the game doing it for me because of a setting I chose that wouldn't be enabled by default.

I can always mod it in, like I already did, but I still think it's worth suggesting it to put it into the base game, given that some people want it to be that way, and some people don't, hence, options.

 

Given some of the last few comments, I really have to wonder if some people see a few words and focus on that and ignore everything else, turning into who has the "better" opinion, apparently. Like, I never suggested making starting from 0 the norm, but I'm not the only one that would like that, and I'm not suggesting to step on other people toes over it either, c'mon now..

On 10/2/2024 at 6:02 PM, hoxi said:

Given some of the last few comments, I really have to wonder if some people see a few words and focus on that and ignore everything else, turning into who has the "better" opinion, apparently. Like, I never suggested making starting from 0 the norm, but I'm not the only one that would like that, and I'm not suggesting to step on other people toes over it either, c'mon now..

for me the reason ive ignored most of your points is because i just agree with them. i think your ideas are generally great with small exceptions, and those exceptions happen to be things i dont agree with.

at the end of the day it wouldnt even really affect me specifically if they did the exact thing you suggested. i was more worried about newer players getting yet another customization feature. That's because dst is already extremely difficult to pick up and adding more customization options to sift through makes it less manageable (at least i think, this is all a hypothetical thought).

either way i just want to say i like the game and i hope other people can enjoy it too.

On 9/30/2024 at 12:07 AM, Gashzer said:

Normal adults don't have a millions hours to play DST. Sometimes i want to play for an hour, rush a few bosses using all the power that insight points can bring then call it a day.

If i have spent the time to unlock insight points once I dont want to do it everytime for every character, if i want to start a new world or join a pub game. I have a job and responsibilities.

DST is a massive time sink as is. Skilltrees give you the power to speed up progress helping to relieve this problem abit. Now you want to add the time sink back? 

 

i mean you have to play for 80 or so days to get all the insight, doesn't really scream "time-saver" to me.

 

my biggest problem with skill trees is that they only make the game easier. there should be some sort of downside to spending insight so that the game isn't literally rewarding you for getting good by getting easier. in rimworld there is a mechanic where giving your characters beneficial genes causes them to starve at a faster rate. i think that would be a cool mechanic in dst, especially considering how much people complain about starvation being too easy to avoid.

imagine if every insight you spend causes you to lose hunger 7% faster. you would have an actual reason to not max out your insight the second you start a new world, and you would be directly paying for stronger abilities by making your character require more fuel.

i could probably make this into a mod actually. i'll play it to see if it makes the game better or worse

 

EDIT: just made the mod! it's up on steam if you want to playtest my suggested skill tree rework:

https://steamcommunity.com/sharedfiles/filedetails/?id=3345068540

a hunger mod of 7% will make the player lose hunger about twice as fast if they use all 15 skill points. you can set this value anywhere from 1-15% depending on how challenging skill points should be.

  

4 hours ago, Ratituee said:

my biggest problem with skill trees is that they only make the game easier. there should be some sort of downside to spending insight so that the game isn't literally rewarding you for getting good by getting easier. in rimworld there is a mechanic where giving your characters beneficial genes causes them to starve at a faster rate. i think that would be a cool mechanic in dst, especially considering how much people complain about starvation being too easy to avoid.

imagine if every insight you spend causes you to lose hunger 7% faster. you would have an actual reason to not max out your insight the second you start a new world, and you would be directly paying for stronger abilities by making your character require more fuel.

I don't see why you compare DST to rimworld when it is completely different, in rimworld I can have food automated to make up for sanguophage xenotype characters.

DST on the other hand requires of you to manage your own character at all times so If fully unlocked skill tree increased hunger drain by 200% it would be terrible and most people wouldn't use it for 99% of their playtime.

Insight is fine as it is, it wouldn't impact me much If it was per server because I mostly long term but I still think that being able to connect to survival servers and have access to all perks is good.

Survival servers are already in a terrible spot as there's no reason to play there when DST has so much content to explore that you can't finish it in 10+ hours but most players can't invest that much time at once anyway and at the same time they don't want to lose all that progress the next day when someone decides to regenerate the world.

1 hour ago, 00petar00 said:

  

I don't see why you compare DST to rimworld when it is completely different, in rimworld I can have food automated to make up for sanguophage xenotype characters.

DST on the other hand requires of you to manage your own character at all times so If fully unlocked skill tree increased hunger drain by 200% it would be terrible and most people wouldn't use it for 99% of their playtime.

Insight is fine as it is, it wouldn't impact me much If it was per server because I mostly long term but I still think that being able to connect to survival servers and have access to all perks is good.

Survival servers are already in a terrible spot as there's no reason to play there when DST has so much content to explore that you can't finish it in 10+ hours but most players can't invest that much time at once anyway and at the same time they don't want to lose all that progress the next day when someone decides to regenerate the world.

not comparing it, just saying that i like how the skill trees work in rimworld. in dst the skill trees don't have any drawback to them, which feels pretty lame

4 hours ago, Ratituee said:

not comparing it, just saying that i like how the skill trees work in rimworld. in dst the skill trees don't have any drawback to them, which feels pretty lame

How would people refuse a dozen of perks, including cheap high damage spells, on day one? Effortless success is so fun!

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...