Jump to content

What Direction do You Believe Dst Should go in?


Recommended Posts

11 hours ago, darkhero said:

game became more of a boss raid thing; i rather they work on survival and crafting aspect of the game.

One of my least favourite parts of the riff lategame and one of the biggest flaws is that almost everything is just you waiting on a timer. From the brightshades to bosses, to the riffs themselves. Not much new survival parts in between, but survival doesnt work that much lategame because you already have all the food you need and tools to kill the normal threats.

I want more survival combat content like the ruins, that would be perfect for lategame. Maybe a new poisonus biome with strong challenges that has a gas that greatly increased food spoilage, so you have to try scramble for food in the biome itself. (Bundles kinda hard counter it though)

On 1/18/2025 at 6:19 AM, Jakepeng99 said:

One of my least favourite parts of the riff lategame and one of the biggest flaws is that almost everything is just you waiting on a timer. From the brightshades to bosses, to the riffs themselves. Not much new survival parts in between, but survival doesnt work that much lategame because you already have all the food you need and tools to kill the normal threats.

I want more survival combat content like the ruins, that would be perfect for lategame. Maybe a new poisonus biome with strong challenges that has a gas that greatly increased food spoilage, so you have to try scramble for food in the biome itself. (Bundles kinda hard counter it though)

A nice way to make honey poultice become valid if this works for pre-rift early game. Though people would still prefer to kill bee queen first I guess.

DST should become more of a single player game than what it is. Lol part of the mechanics are aimed exclusively at multiplayer and you must either ignore them or use dirty tricks.
In addition, you need to recycle a lot of bad things and objects. For example, walls - even a tiny spider can destroy walls made of orange steel lol and a spider can even kill you through the wall... The funny thing is that in lore, the characters talk about walls in a positive way. They were even used in one of the animations, but in the game they are not a defense, but a threat.

Fortunately, some really bad things are fixed by Uncompromising mode. But someday XD Klei will show how they use walls for defensive purposes on their streams or how they use Night Light . Or how to use the Lazy Deserter in a single player game. Or how to use fire and sleep darts. Or how Seedshell is used ( Why did it take 3 years to increase their damage ? ). 
And I want to get ToadStool 156500 hp back and her escape after 5 minutes of battle is a really cool thing to play in a team (don't play the game solo).

I miss the time when there were surprise updates every month, and every update was eye-catching. But the updates in the past two years have made me feel very uncomfortable. Most of them have made me feel bored, lacking creativity, filled with endless negative tasks, and a huge number of skin packs being sold. I hope their updates are not just about selling skin packs, I want to see more updates that make the game more fun, DST should become greater rather than boring and money making.

For the upcoming year, I'd like to see some tweaks to the Depths of Duplicity additions. I can't speak to the post-rift content, but a lot of the pre-rift stuff feels like good ideas poorly implemented. The Rabbit King is neat as a treeguard-like addition that comes after players if they rely solely on rabbits for meat...except for the part where he's crazy fast and strong, has a knockback attack, and there's no way to pacify him except to kill him. The Great Depths Worm is a neat idea for cave bases in older worlds...except for the part where spawning the thing takes a minor miracle even when the day count is in the hundreds. The cave bridge kit is something we all dearly want...except for the part where it costs an unholy amount to span the average gap. The new nightmare creature they introduced in the ruins for the update is also neat, and I wouldn't mind seeing it get added to the insanity roster in general.

More generally: more survival stuff, more places to explore. Flesh out the caves and the sea a bit more. A lot of times they can feel empty, and I don't mean the intended kind of empty, but just boring. They feel more like ways to get to an important location within them (Lunar Island, Pearl's island, the ruins, the atrium) than environments on par with the mainland.

21 minutes ago, Chewabacca said:

has a knockback attack

klei when realizing they can put the same attack onto new mobs for the 2639940th time be like

22 minutes ago, Chewabacca said:

The cave bridge kit is something we all dearly want...except for the part where it costs an unholy amount to span the average gap.

and the fact that thing instantly broke if not within the protection range of the pillars is stupid as hell.

24 minutes ago, Chewabacca said:

The Rabbit King is neat

hell nah.

Good luck getting rid of those masked bunnymen without being harassed by the dude BECAUSE THEY ALSO COUNT AS BUNNIES AND THUS COUNTS TOWARD THE COUNTER THAT WILL SUMMON HIM.

16 minutes ago, Anis5240 said:

and the fact that thing instantly broke if not within the protection range of the pillars is stupid as hell.

See, at first I was going to bring this up, but then I checked the wiki to make sure they collapsed and it wasn't just my memory going bad (I built a full bridge all of one time, and you can be sure that after it disappeared I did not spend that much wood again), and found out about the pillar protection effect, and that changed my mind. There's nothing more quintessentially Don't Starve than a solution hidden in a giant crafting menu that you don't know about until you check the wiki. More seriously: I'm in favor of keeping the breaking, but I'd like if it was more clear to the player (via scrapbook, character examine quotes, or crafting menu description) that it will break unless it has the pillars' protection. I legit thought the pillars were purely decorations because the description for them in the menu is so vague.

24 minutes ago, Anis5240 said:

hell nah.

Good luck getting rid of those masked bunnymen without being harassed by the dude BECAUSE THEY ALSO COUNT AS BUNNIES AND THUS COUNTS TOWARD THE COUNTER THAT WILL SUMMON HIM.

See the part where I said "good idea, poor implementation".

26 minutes ago, Antynomity said:

Give me more content I can choose to access from the very beginning if I'm knowledgeable enough. I loved almost everything being 'rushable'.

I second this, one of the things I like the most from these past updates were things like Werepig's dreadstone armor, eye mask/shield of terror, and ocean treasures. If you are knowledgeable you can rush those and get really good things that can last you the rest of the run.

For example I like to rush sunken chests, it can be soo worth it, getting gems trees in early ends up giving you A LOT of gems long-term from just sitting around your base, night berries are pretty good for bossfights and winter, ancient boats are awesome since monkeys can't steal from them, and you can even get ruins loot from sunken chests if you are lucky.

15 hours ago, Antynomity said:

Give me more content I can choose to access from the very beginning if I'm knowledgeable enough. I loved almost everything being 'rushable'.

Yeah exactly.

 

It is a rogue like game. This also makes the game way more replayable since you are not doing everything in a specific order.

I guess bosses like CC and fw are ok in theory since you couod complete their quests in any order but not well implemented since each puzzle piece has its own big quest (mainly for cc, fw is mostly fine). Though, the riff content locked behind them i am iffy about. 

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...