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What is most needed quality of life wise right now?


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Generally, I feel like most things feel really great in the game now and are very polished. We're getting a really good amount of solutions to every situation we come across and survival/comfort level in the game feels good to say the least.

For my thoughts, I think we need several things like:

Wood and stone flooring variations with sawhorse addition kinda like how we got mosaic flooring but maybe a lot less flashy detail that makes it feel too busy on the eyes.

Ranching is something that would be nice to have more humane solution instead of pig slaughter all the time, better interactions with pigs and bunnies overall included Wurt with her merms.

More world settings for different survival situations like a "tropical survival" or archipelago, irregular map formation being less square but more randomly generated, new scenarios that would include caves. I think a decent amount of people would be interested in having sunken caves existing as a setting to have lakes forming or water blockages around caves that we gotta sail through, rivers and flooded areas with cave patches we would need to hop from one to another instead of having bridges we would use boats.

I think Gorge and Forge should just exist as game modes we could activate for own pleasure to enjoy to play. Not as events but just generate world with those. Though I'm unsure how will devs handle that cause probably that would need a lot more bug fixing but I am unsure, especially since those modes are pretty old now and buggy. Gorge needs a refresh in general for better rogue like experience.

Blow darts are too expensive and useless. They fell off hard in use, unless sleep darts for those very rare PVP moments but still are too grindy to gather. I'd want those recipes to at least create 5 each per craft for the odd resources we gotta get in both early and late game.

Caves are still mostly empty and rocks don't regrow, new ways to get slowly recoverable stalagmites would be nice in some cave areas.

More uses for existing resources that lost value after new gear dropped aka nightmare fuel, glass, masses of gold and gears. There's some specific ones that gather up but has no real practical uses anymore, others are useful but too abundant to use up much anywhere. Thulecite included.

Dedicated servers need some love... I'd love for klei to finally implement server moderators, which are mentioned in the code but currently do nothing.

An easy way to check for updates, make an update announcement, shutdown,  update and restart them.

Allowing hosts to change command permissions.

the monkey curse needs a big overhaul. It's too easy to provide any challenge at all but at the same time strips away your character which kind of sucks the fun out of the game until you revert it. The whole mechanic of cursed trinkets is just terrible and i hope they can either rework it into something that can either pose a real threat, or provide more ways of removing your curse.

10 minutes ago, NoodlemanNed said:

the monkey curse needs a big overhaul. It's too easy to provide any challenge at all but at the same time strips away your character which kind of sucks the fun out of the game until you revert it. The whole mechanic of cursed trinkets is just terrible and i hope they can either rework it into something that can either pose a real threat, or provide more ways of removing your curse.

It's also stupidly easy to grief with. You can goose to the island as Woodie, go moose to kill a bunch of monkeys easily for trinkets, row back on a stolen boat, and just munch monster meat while standing next to someone to force them to return to monke without knowing where the island is or having an easy way to get there. I've had this done to me in Klei servers a couple times. 

15 hours ago, DegenerateFurry said:

It's also stupidly easy to grief with. You can goose to the island as Woodie, go moose to kill a bunch of monkeys easily for trinkets, row back on a stolen boat, and just munch monster meat while standing next to someone to force them to return to monke without knowing where the island is or having an easy way to get there. I've had this done to me in Klei servers a couple times. 

That actually sounds like the most difficult and time consuming griefing method I've heard of, and it's fully reversible if you just let yourself die and get revived. Like at that point it's probably more funny than cruel

Something to plant pine cones and birchnuts in a more confortable way. Is so annoying to plant them when you need wood from +200 trees...

A structure to craft ropes like how we got the sawhorse for boards and cutstone

Something to prevent lureplants from spawning in certain tiles without needing to deactivated them from the world settings. Something like applying salt on the ground

Cutstone having a bigger stack to match boards and rope logic. Right now, unless you reach to the chest expander, isnt worth to keep cutstone in chests

buff the effect of salt on ingredients. Makes no sense right now, you are better farming new food than wasting salt

remove trash from treasure chests. We dont need that much lanterns, picaxes, rods and lures from chests...actually, getting that much fishing equipment makes the tackle receptacle completely useless

Building assistant like geometric placement

something like the emote wheel

Improve the illuminator deck...is useless

Sails and other structures that are specific for boats shouldnt have collision with players... is so annoying 

more interesting settings like only caves world, archipelago world gen, more damage related settings for weather 

More renewable entities like spiky bushes and trees, stalagmites,  spider stalagmites, snails mounds, etc 

Repairable glommer statue...

Unlikely but a better way of adding shards without needing to host multiple servers. This will open the opportunity of adding new worlds like the shadow realm or alter surface but, as i said, i dont think this is gonna happen. Atleast they are improving performance little by little

 

Edit. Oh, and more random set pieces. We only have few from DS and some of them are deactivated like the seasonal traps. We need more and make more common the ones we have (some set pieces only have like 0.001% of spawning...)

And buff the milk hat... nobody use it, not worth 

1 hour ago, arubaro said:

Something to prevent lureplants from spawning in certain tiles without needing to deactivated them from the world settings. Something like applying salt on the ground
[...]
More renewable entities like spiky bushes and trees, stalagmites,  spider stalagmites, snails mounds, etc 

Repairable glommer statue

Are trying to turn the game into Genshin Impact? smh

1 hour ago, arubaro said:

?

How these affect difficulty? 

Imagine this:

A lureplant spawns in your base and eats all your tools you couldn't be bothered to store in a chest. "Oh, no!", you'll say. "I should've built rocky turfs to protect my base, or not been a scrub that leaves my stuff everywhere! Now I'll have to acquire new tools!"

Suddenly, a greater depths bearger spawns! "Where base!?" it roars, rampaging through the caves and surface, destroying all the slurtle mounds, stalagmites, and Glommer statues. Red hounds valiantly attempt to defend the spiky vegetation, but the GDB spits the shattered remains of fossils at them. Their inevitable deaths cause the swamp to catch fire. The GDB lies down for a nap and despawns. "My world will never be whole again!" you cry. "If only there were a feature to undo this *intentional game design* without rolling back all of the megabasing I was preoccupied with! Maybe I should've stuck to Fortnite instead!"

we have whole biome of stalagmites and nothing else. the only thing u can do is mine those rocks. once u mine its all empty land ..
for now i dont like to see barren empty land so i avoid to mine any stalagmite and other non renewable resources in the cave, which means i refuse to engage to one of available biome to explore just because i dont want them to be empty. did u see the problem there? 
now even i didnt want to mine those rift can appear and destroying them all it left is bald patch all over place.

i hope they do whole world building from scratch i wish to see all biome become place that keep their identity even after player looting resources available from them. 
especially in the cave. which are so lacking rn.
i like how the little cave in hamlet where u can get rocks and even dangerous mob drop from ceiling when u shake the pillar,
what if we have those, pillar inducing earth quake while rift happening big boulder will drop or spawn us something valuable or dangerous as rng 
idk i just want more biome that can be fun to revisit.  

triple walrus is waste of space, why not just not making the walrus spawn fixed . just make them spawn in where rock biome is (not one with meteor but where many ice spawning around) with pengul and other things spawns there... which make sense that they come to place that colder than the rest of the world (not me watching pengul make ice glacier on magma pool) cus it even make ice glacier spawns in that biome in first place. the number is varied by rng while the spots might be occupied by rocks which encourage people to mine them before winter so walrus can come to visit.

 

:cower: i might not delivering my ideas well but TLDR, i hope instead of new big/raid bosses, they can change world building first.. 



 

3 hours ago, Bumber64 said:

Imagine this:

A lureplant spawns in your base and eats all your tools you couldn't be bothered to store in a chest. "Oh, no!", you'll say. "I should've built rocky turfs to protect my base, or not been a scrub that leaves my stuff everywhere! Now I'll have to acquire new tools!"

Suddenly, a greater depths bearger spawns! "Where base!?" it roars, rampaging through the caves and surface, destroying all the slurtle mounds, stalagmites, and Glommer statues. Red hounds valiantly attempt to defend the spiky vegetation, but the GDB spits the shattered remains of fossils at them. Their inevitable deaths cause the swamp to catch fire. The GDB lies down for a nap and despawns. "My world will never be whole again!" you cry. "If only there were a feature to undo this *intentional game design* without rolling back all of the megabasing I was preoccupied with! Maybe I should've stuck to Fortnite instead!"

Just curious, what are you trying to say here? Do you want mobs like Bearger and Red Hounds to be less destructive?

On 10/13/2024 at 12:54 AM, Frosty_Mentos said:

Ranching is something that would be nice to have more humane solution instead of pig slaughter all the time, better interactions with pigs and bunnies overall included Wurt with her merms.

Doesn't this sounds too much like a farm game? I don't think it fits Don't Starve at all. They also said that they don't want the game to look too optimized like factorio, which is kinda unfortunate since I think it is possible to make it work in a dst way.

 

3 hours ago, Bumber64 said:

Imagine this:

A lureplant spawns in your base and eats all your tools you couldn't be bothered to store in a chest. "Oh, no!", you'll say. "I should've built rocky turfs to protect my base, or not been a scrub that leaves my stuff everywhere! Now I'll have to acquire new tools!"

Suddenly, a greater depths bearger spawns! "Where base!?" it roars, rampaging through the caves and surface, destroying all the slurtle mounds, stalagmites, and Glommer statues. Red hounds valiantly attempt to defend the spiky vegetation, but the GDB spits the shattered remains of fossils at them. Their inevitable deaths cause the swamp to catch fire. The GDB lies down for a nap and despawns. "My world will never be whole again!" you cry. "If only there were a feature to undo this *intentional game design* without rolling back all of the megabasing I was preoccupied with! Maybe I should've stuck to Fortnite instead!"

Do you know the saddest part? I cant tell if you are being serious or just kidding

Gladly we have users like you protecting the true challenges of this uncompromising game. 10 healing per hit means nothing when a lureplant can put in danger your decorative flowers. Dark souls players should totally suffer by playing this game

On 10/13/2024 at 2:48 AM, NoodlemanNed said:

the monkey curse needs a big overhaul. It's too easy to provide any challenge at all but at the same time strips away your character which kind of sucks the fun out of the game until you revert it. The whole mechanic of cursed trinkets is just terrible and i hope they can either rework it into something that can either pose a real threat, or provide more ways of removing your curse.

I disagree with you here. The first time I encountered the monkeys in my game was kinda awesome. I has to find a way to take the curse out of me, and that meant having to stop what I'm doing to go find the moon quay and deal with the monkeys. The rewards were bananas, palm trees and monkey tails. I think the intended way to play the monkey curse is not as close as bad as people portrait it. There might be a reason though, and I think it is that most people simply don't wanna deal with the curse itself because it takes them out of their comfort zone, this is as challenging as having to chop down wood to start a fire, but with extra steps. Also, it's just 1 inv slot, as long as you haven't been completely turned into wonkey it's not THAT big of a deal as well.

One day you'll run out of things to do in the game and eventually you'll go adventure for the moon quay. It's there at day 1, I can't see anything bad about it honestly.

The only little thing I have to say about this piece of land is the fact that it doesn't fit the game. And the REAL reason it doesn't is simply because the game of don't starve has a built-in color filter that changes the aspect of the game based on seasons, and this specific base game color filter don't match with the colors from the items in the moon quay, they don't fit the gloomy aesthetic of the surface of the constant. A solution in my opinion would be to change the moon quay entirely into a new "world" that can be accessed after cruising through a portal after the deep water waves, this would be a slighly different shard that would not run unless interacted with (it would not be like the caves, which runs individually from the main shard, it would be like a shard that would only load if someone's in there, I wouldn't mind the larger loading screens for a faster game). It would be an amazing opportunity to place a new color filter + a whole bunch of little tropical like things, and it would obviously be 1/5 or less of the size of the current main shard.

49 minutes ago, Vasz_ said:

Just curious, what are you trying to say here? Do you want mobs like Bearger and Red Hounds to be less destructive?

It's just a reference to the fact that arubaro complained that shadow maul having the exact same healing as bat bat already has was going to make the game "casual" like any number of unrelated games he doesn't like.

44 minutes ago, Swiyss said:

Also, it's just 1 inv slot, as long as you haven't been completely turned into wonkey it's not THAT big of a deal as well.

my issue is that it isnt a deal at all, it doesnt even have a noticeable detriment in terms of gameplay. That is one of the reasons i dislike it, the curse doesnt feel like something that needs to be dealt with, its a minor inconvenience at worst.
Removing your character perks is also a big deal because a big part of the games "feel" is tied to characters and their personality. This aspect of the curse really just feels like it sucks the identity out of the current playthrough. It isnt uncomfortable, wonkey is just bland and uninteresting.

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