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So, where do we go next?


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Okay you gotta admit that the game is kinda complete right now. Content needing to be filled is filled mostly, the community isn't sure where are we going with this game at this point and questions of balancing keep popping up with some valid points.

I myself like how DST is right now and it is in a very comfortable position content wise, we basically have all needs met to deal with all challenges. There's nothing more. That's an issue.

What do we do?

Nobody knows at this point. Klei can make DLC world gens if they wanted to and it would be pretty cool. We could have different scenarios, harder more balanced mode for veterans, etc.

But, like, do ya'll think there's nothing more needed for the Constant? Recent gear we were introduced to feels more like endgame reward to finishing the game. Much of it feels very strong and versatile so much that it beats basically most bosses we would encounter often.

I dunno. I feel satisfied with the state of the game. I would enjoy having one or two quirks and things added and changed but nothing more feels necessary. Maybe we need something new and bold from Klei, something different enough to shake up metas and even gameplay loops. Things that would put veterans on toes and have new players engaged and interested more.

That's my little ramble at least.

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13 minutes ago, Frosty_Mentos said:

Okay you gotta admit that the game is kinda complete right now

? The caves are uninteresting, the sea is incomplete, the moon content and mechanics from return of them feels like started and abandoned, from beyond doesn't add enough content (weak enemies and few small bosses) and mechanics (weather mechanics with weak effects countered by a single cheap item) to justify the implementation of planar mechanics and planar gear, which twist the fun "upsides-cost-downside" balance this game had aaaaand the skill trees we got are really bad implemented 

 

I think they can keep economizing the game for some more years by adding content to sea and caves and improving the last 5 years of content. They can also add a couple of characters in a far future

1. Finish skill trees. And do some tweaking to already existing ones, preferably in a single update

2. 90% of caves are empty, like, why does mosaic biome even exist in caves (I don't even know how its called, I call it mosaic because it has 3 types of mush trees and random turfs)

3. Ocean needs more stuff

4. Rifts feel like post moonlord instead of hard mode if we compare it to Terraria, needs more content too

There's still tons of content they need to add

Here’s the thing: one only needs to actually play around with that menu full of resource, mobs etc that you can toggle on or off, OR look at your in-game scrapbook to quickly come to the conclusion that DST has A LOT of Content in it already…

But a lot of those things, go under used and are absolutely wasted on small set pieces and teeny tiny biomes.

The monkeys and palmtrees found on moon quay for example shouldn’t have ever been contained to one tiny secluded island, instead they should’ve been able to spawn onto and fill in all those empty islands you’ll come across at sea with NOTHING on them.

And DST makes this mistake repeatedly throughout its entire development cycle, the Rose Bush hounds look really damn cool, but again, instead of being able to spawn in as a “Brightshade like” mob, they’re instead secluded to a teeny tiny Charlie set piece.

if Klei just gave us an actual Sandbox mode so I could spawn what I want, WHERE I WANT (like you can in Minecraft or Lego Fortnite) I would be able to make my own really cool biomes & set pieces using only content that already exists within the game.

But of course “New” Content is always welcomed too and I’d like to see something like “Elemental Mobs” as in- something like Magma Spiders, or Lightning Hounds that can blink Teleport (Wigfrid Elden Spear Dash)

Theres always room for new content and ideas, it just SUCKS when that new content gets Under-Used and constrained to a tiny set piece.

The rifts are literally just starting to even be implemented. What do you mean "what's next"? The implied plotline only has been progressed with 2 trailers introducing said rifts, and then silence. 

That, and every other issue most people have described. Like caves. In any other game, an entirely different world wouldn't be something you just spit on by turning it into a warehouse area you only infrequently visit to store excess items in chests without the risk of them combusting into flames. That's all I use caves for: ruins, and stuff that didn't fit within flingomatic range(Tents, Drying Racks, Chest for stacks of random items).

The entirety of caves content boils down to like 4 new mobs, some small environmental tweaks, 4 optional bosses, and rifts. Without bosses it might as well just be a surface biome.

  1. Skill trees. WX-78, Wickerbottom, Wes, Maxwell, Webber, Warly, and Wanda still need them. That's seven characters. I am assuming Wonkey doesn't get one.
  2. More post-rift content. It kinda feels like there's meant to be a lot more than there is, both for the shadow side and the lunar side.
  3. Some kind of post-rift shadow boss. They literally have zero while lunar has three.
  4. Updates to certain old, crappy items nobody uses like the ice staff to make them more worth using.
  5. Updates to certain old, poorly-designed bosses to make them less poorly-designed.
  6. Fixing the ruins to be more like Don't Starve ruins.
  7. A whole set of updates focused on making the caves less lifeless and boring by overhauling cave biomes and maybe adding one or two new ones.
  8. Maybe do something with that broken portal in the archives.
  9. Make volt goats milkable and let us churn butter using post-rift materials.

These are just off the top of my head for things Klei still has to do in this game before it's in a "finished" state.

38 minutes ago, DegenerateFurry said:
  1. Skill trees. WX-78, Wickerbottom, Wes, Maxwell, Webber, Warly, and Wanda still need them. That's seven characters. I am assuming Wonkey doesn't get one.
  2. More post-rift content. It kinda feels like there's meant to be a lot more than there is, both for the shadow side and the lunar side.
  3. Some kind of post-rift shadow boss. They literally have zero while lunar has three.
  4. Updates to certain old, crappy items nobody uses like the ice staff to make them more worth using.
  5. Updates to certain old, poorly-designed bosses to make them less poorly-designed.
  6. Fixing the ruins to be more like Don't Starve ruins.
  7. A whole set of updates focused on making the caves less lifeless and boring by overhauling cave biomes and maybe adding one or two new ones.
  8. Maybe do something with that broken portal in the archives.
  9. Make volt goats milkable and let us churn butter using post-rift materials.

These are just off the top of my head for things Klei still has to do in this game before it's in a "finished" state.

I love the idea of killing the ultimate, both rifts open megaboss: Ultimate Forsaken Lunar Wagcharlie.

And then she drops blueprints for a butter churn and a goat milking apparatus that you make using 2 spark arks and 4 possessed atriums each.

50% chance of each of the above, and she only drops one. So you have to farm the mega final boss until you get both, maybe several times if you're not lucky.

3 hours ago, Dingle said:

I love the idea of killing the ultimate, both rifts open megaboss: Ultimate Forsaken Lunar Wagcharlie.

And then she drops blueprints for a butter churn and a goat milking apparatus that you make using 2 spark arks and 4 possessed atriums each.

50% chance of each of the above, and she only drops one. So you have to farm the mega final boss until you get both, maybe several times if you're not lucky.

Yeah, obviously the butter churner needs to churn at a rhythm, and what better to keep a rhythm than a possessed evil shadow heart?

And an electric auto-goat-milker needs something to power it, so the spark ark is the logical component. What's an electrical doodad?

There was one user having a valid point on adding new set pieces with existing content. We have now A LOT more stuff to detail the Constant with, in a fun and lively manner. These things wouldn't need anything new, it's all to design.

 

They could be pretty base locations, high risk - high reward generations, or just goofy things to run into; a circular forest clearing with flowers and fireflies, a thick group of mosquito-ponds with a few more reeds than usual, or a bunnyman spawning in with a straw hat.

 

Edit: I now play nothing else but modded Small Worlds, where everything feels more compact, lively and not excessively spread out. I grow attachment to my bases, and it's so much easier to find pretty, exciting and different base locations in centric locations with this mod.

1 hour ago, MA7xGE said:

There was one user having a valid point on adding new set pieces with existing content. We have now A LOT more stuff to detail the Constant with, in a fun and lively manner. These things wouldn't need anything new, it's all to design.

 

They could be pretty base locations, high risk - high reward generations, or just goofy things to run into; a circular forest clearing with flowers and fireflies, a thick group of mosquito-ponds with a few more reeds than usual, or a bunnyman spawning in with a straw hat.

 

Edit: I now play nothing else but modded Small Worlds, where everything feels more compact, lively and not excessively spread out. I grow attachment to my bases, and it's so much easier to find pretty, exciting and different base locations in centric locations with this mod.

Is something I don't understand. We have few set pieces and most of them have very little chances of spawning, iirc 0.005%, and we have a big hiatus in terms of updates. Creating set pieces of already existing content can be done by just 1 person so Why don't use some hours per week from a dev to create some set pieces? They can even release some bug fixes, small QoL changes with some set pieces everytime they plan to dedicate several months to a big or complicated update.

At the end, many set pieces with small percentage of appearing can provide a good variety of actually different worlds. Set pieces made me want to play again when I was noob and lose many worlds when dying even in a time when there were less biomes. Now, for dst, they ended up removing some of that set pieces like the seasonal traps because of the griefing potential and never added a world setting for them

On 12.04.2025 at 14:34, Frosty_Mentos said:

Ладно, вы должны признать, что на данный момент игра в целом завершена. Контент, который нужно было заполнить, в основном заполнен, сообщество не знает, в каком направлении мы движемся с этой игрой, и вопросы о балансе продолжают возникать, и некоторые из них обоснованны.

Мне лично нравится, как сейчас обстоят дела с DST, и с точки зрения контента мы находимся в очень выгодном положении, у нас есть всё необходимое для решения всех проблем. Больше ничего нет. Это проблема.

Что же нам делать?

На данный момент никто не знает. Если бы Клей захотел, он мог бы создать DLC-миры, и это было бы круто. У нас могли бы быть разные сценарии, более сложный и сбалансированный режим для ветеранов и т. д.

Но, например, вы думаете, что Константе больше ничего не нужно? Новое снаряжение, с которым мы познакомились, больше похоже на награду за прохождение игры. Большая его часть кажется очень мощной и универсальной, настолько, что она побеждает практически всех боссов, с которыми мы часто сталкиваемся.

Я не знаю. Я доволен тем, как обстоят дела в игре. Мне бы хотелось, чтобы было добавлено и изменено одно-два нововведения, но больше ничего не кажется необходимым. Может быть, нам нужно что-то новое и смелое от Klei, что-то достаточно отличающееся, чтобы встряхнуть мету и даже игровые циклы. То, что заставит ветеранов задуматься, а новых игроков — заинтересоваться.

По крайней мере, это моя маленькая прогулка.

The game was already completed at the time of release. 
90% of the DST content is not balanced, there is no good game progression.
There is no balance between multiplayer, solo and pvp.
Where are we going? New skill tree, then Klei will finish the branch of opposition to the moon and shadows and the ending with new real final bosses.  And then... A bad ending or a good ending. 
What will happen after that? Well, either they will move on to the development of DS/remake like, which is unlikely, or they will create DS 2, where the chain of events will not go together. 
Or will Klei finally let the franchise go?

10 hours ago, DegenerateFurry said:
  1. Деревья навыков. WX-78, Плетёнка, Уэс, Максвелл, Уэббер, Уорли и Ванда всё ещё нуждаются в них. Это семь персонажей. Я предполагаю, что Вонки не получит ни одного.
  2. Больше контента после раскола. Такое ощущение, что должно быть намного больше, как на теневой, так и на лунной стороне.
  3. Какой-то теневой босс после раскола. У них буквально ноль, а у Лунного — три.
  4. Обновления некоторых старых, бесполезных предметов, таких как ледяной посох, чтобы сделать их более полезными.
  5. Обновления некоторых старых, плохо продуманных боссов, чтобы сделать их менее плохо продуманными.
  6. Исправляем руины, чтобы они больше походили на руины из Don't Starve.
  7. Целый ряд обновлений направлен на то, чтобы сделать пещеры менее безжизненными и скучными за счёт пересмотра биомов пещер и, возможно, добавления одного или двух новых.
  8. Может быть, сделать что-нибудь с этим сломанным порталом в архивах.
  9. Сделайте козье молоко пригодным для доения и позвольте нам делать масло из обезжиренного молока.

Это лишь малая часть того, что Клею ещё предстоит сделать в этой игре, прежде чем она будет «завершена».

Most likely, Klei will leave DST as it is. As in the case of DS, the game will be completed with disgusting balance and emptiness. Only unlike the DS with fewer bugs, less emptiness, but with an even more disgusting balance.

10 minutes ago, WilsonHiggs said:

Это то, чего я не понимаю. У нас есть несколько наборов, и у большинства из них очень низкая вероятность появления, если не ошибаюсь, 0,005%, и у нас большой перерыв в обновлениях. Создание наборов из уже существующего контента может быть выполнено всего одним человеком, так почему бы не потратить несколько часов в неделю на создание нескольких наборов? Они могут даже выпускать исправления ошибок, небольшие улучшения качества жизни и отдельные элементы каждый раз, когда планируют посвятить несколько месяцев большому или сложному обновлению.

В конце концов, многие элементы декораций с небольшим процентом появления могут обеспечить хорошее разнообразие на самом деле разных миров. Элементы декораций заставляли меня хотеть играть снова, когда я был нубом, и терять много миров, когда я умирал, даже в то время, когда биомов было меньше. Теперь, в DST, они в итоге убрали некоторые элементы декораций, такие как сезонные ловушки, из-за возможности грифинга и так и не добавили для них сеттинг

Are 3-4 months long breaks ? 3-4 months are small breaks looking at other games and bless Klei DS (breaks in updates for 3-5 years). 5 years of QoL waiting. It's crazy.

1 hour ago, Hungry French said:

The game was already completed at the time of release. 
90% of the DST content is not balanced, there is no good game progression.
There is no balance between multiplayer, solo and pvp.
Where are we going? New skill tree, then Klei will finish the branch of opposition to the moon and shadows and the ending with new real final bosses.  And then... A bad ending or a good ending. 
What will happen after that? Well, either they will move on to the development of DS/remake like, which is unlikely, or they will create DS 2, where the chain of events will not go together. 
Or will Klei finally let the franchise go?

Most likely, Klei will leave DST as it is. As in the case of DS, the game will be completed with disgusting balance and emptiness. Only unlike the DS with fewer bugs, less emptiness, but with an even more disgusting balance.

Are 3-4 months long breaks ? 3-4 months are small breaks looking at other games and bless Klei DS (breaks in updates for 3-5 years). 5 years of QoL waiting. It's crazy.

Just what balance are you always talking about

1 hour ago, WilsonHiggs said:

У боссов меньше 5000 единиц здоровья, поэтому их можно убить копьём, надев костюм из брёвен и удерживая F...

Bosses have more than 5,000 health points, so they can be killed with a spear by wearing a log suit and holding F...

1 hour ago, Wawchik said:

О каком балансе вы все время говорите

Lack of solo balance. And an endless number of useless food items that you know yourself. For example. Earmuffs

2 hours ago, Hungry French said:

Bosses have more than 5,000 health points, so they can be killed with a spear by wearing a log suit and holding F...

Lack of solo balance. And an endless number of useless food items that you know yourself. For example. Earmuffs

Rabbit Earmuffs are actually pretty useful, especially if you start you worlds in Winter instead of having Autumn to gather things first. Too many people play DST with “Default” Rules, and I guess they’re afraid to try the various other options available to them?? Such as: Starting Season Winter.

The thing here though, is that when your forced to use an item that “sucks” because you did not have time to look for and gather X better Item (in this case that’s usually a Thermal Stone) you realize how useful that item you perceived as being useless might actually Be.

I have continuously challenged Klei to quote “flip the script” be bold & change everything the player once thought they knew about the game and the franchise (Aka a hardcore mode where funny stuff like Lunar Hail or Acid Rain will disable items you once overly relied upon like I don’t know.. making it so that hail storms make thermal stones unstable?? Or Mutate the Beefalo so they become dangerous monsters rather than passive things you can shave at night for free fur to build winter gear with? Just spitballing ideas here…)

Fighting completely optional raid bosses for completely optional rewards has never been my idea of fun, but if Day to Day survival was to be challenged by things like new weather hazards, unpredictable rift mob spawns, or non-optional bosses that bring themselves down upon you, those would be things I’d enjoy.

On 4/12/2025 at 6:54 AM, WilsonHiggs said:

the sea is incomplete, the moon content and mechanics from return of them feels like started and abandoned, from beyond doesn't add enough content (weak enemies and few small bosses) and mechanics (weather mechanics with weak effects countered by a single cheap item) to justify the implementation of planar mechanics and planar gear, which twist the fun "upsides-cost-downside" balance this game had aaaaand the skill trees we got are really bad implemented

Because of all of this I would say that the game in its current state feels far less complete than it did a decade ago. Back during initial release and A New Reign the game actually did feel complete, even with less stuff in it. None of the stuff in the game felt like it was unfinished and we needed to wait on more updates. It felt like if Klei stopped updating the game then and there that it'd be a fully fleshed out product. But for the past 5 or so years Klei's update scheme has been introducing the tiniest bare minimum start of new things, then getting distracted by adding other new things, and never actually finishing any of them. It feels like the game is in an alpha state now, like every single one of the things you mentioned each will take several years (at their current update rate) to actually become completed.

On 4/12/2025 at 1:34 PM, Frosty_Mentos said:

What do we do?

Simple. Finish the story. Usually I see people say the baffling opinion that the story should just go on forever, which I highly dislike because stories need an end. But this I've never seen, thinking the game is complete when the story hasn't ended yet.

From Beyond is ending this year. What comes after, we don't know, but I have a feeling the next arc might very well be the last.

24 minutes ago, Cheggf said:

Because of all of this I would say that the game in its current state feels far less complete than it did a decade ago. Back during initial release and A New Reign the game actually did feel complete, even with less stuff in it. None of the stuff in the game felt like it was unfinished and we needed to wait on more updates. It felt like if Klei stopped updating the game then and there that it'd be a fully fleshed out product. But for the past 5 or so years Klei's update scheme has been introducing the tiniest bare minimum start of new things, then getting distracted by adding other new things, and never actually finishing any of them. It feels like the game is in an alpha state now, like every single one of the things you mentioned each will take several years (at their current update rate) to actually become completed.

What you described is what pushes me away of dst most of the time. Now i have to add the disruption of the gear balance with the new planar items non sense

Giving life to static non-interactive elements.

Improving the games conveyance of vital information.

Digesting half baked mechanics and fully integrating them.

More asymetric/side progression.

Terraria's pretty done but these features of maturing parts of the game which are premature are a wonderful post done support schedule.

1 hour ago, Mike23Ua said:

Rabbit Earmuffs are actually pretty useful, especially if you start you worlds in Winter instead of having Autumn to gather things first. Too many people play DST with “Default” Rules, and I guess they’re afraid to try the various other options available to them?? Such as: Starting Season Winter.

The thing here though, is that when your forced to use an item that “sucks” because you did not have time to look for and gather X better Item (in this case that’s usually a Thermal Stone) you realize how useful that item you perceived as being useless might actually Be.

I have continuously challenged Klei to quote “flip the script” be bold & change everything the player once thought they knew about the game and the franchise (Aka a hardcore mode where funny stuff like Lunar Hail or Acid Rain will disable items you once overly relied upon like I don’t know.. making it so that hail storms make thermal stones unstable?? Or Mutate the Beefalo so they become dangerous monsters rather than passive things you can shave at night for free fur to build winter gear with? Just spitballing ideas here…)

Fighting completely optional raid bosses for completely optional rewards has never been my idea of fun, but if Day to Day survival was to be challenged by things like new weather hazards, unpredictable rift mob spawns, or non-optional bosses that bring themselves down upon you, those would be things I’d enjoy.

But this is the thing Mike, there are better temporary options available until you get the most ideal outcome. Just using campfires, a straw hat and a thermal stone is better. You could argue that's more steps, but all of the above are made of more accessible resources. 

Starting in Winter adds 5 minutes of difficulty to the default experience, it literally takes 5 minutes to negate the artificial challenge you're raising here. That's probably the undertone of what people are trying to say.

2 hours ago, Mike23Ua said:

Кроличьи ушки на самом деле довольно полезны, особенно если вы начинаете свой мир зимой, а не осенью, когда нужно сначала собрать вещи. Слишком много людей играют в DST по «стандартным» правилам, и я думаю, они боятся попробовать другие доступные им варианты. Например: начать сезон зимой.

Дело в том, что когда вы вынуждены использовать «отстойный» предмет, потому что у вас не было времени найти и собрать более качественный предмет (в данном случае это обычно Термальный камень), вы понимаете, насколько полезным может оказаться предмет, который вы считали бесполезным.

Я постоянно призывал Клей «переписать сценарий», быть смелым и изменить всё, что, как игрок когда-то думал, он знал об игре и франшизе (ака хардкорный режим, в котором забавные штуки вроде лунного града или кислотного дождя отключают предметы, на которые вы когда-то слишком полагались, например, я не знаю, делают ли градовые бури термостойкие камни нестабильными? Или мутируют бифало, чтобы они стали опасными монстрами, а не пассивными существами, которых можно брить по ночам, чтобы получить бесплатный мех для создания зимней экипировки? Просто набросал идеи…)

Сражаться с необязательными боссами рейдов ради необязательных наград никогда не было моим любимым занятием, но если бы в «Судном дне» мне пришлось бы столкнуться с такими вещами, как новые погодные явления, непредсказуемое появление мобов в разломах или обязательные боссы, которые сами на вас нападают, то это было бы то, что мне понравилось бы.

These are optional settings. You can always deliberately make the situation such that you will only eat monster lasagna, walk around in grass armor, use a rapier, but this feels like a deliberate complication of your game...

Calling earmuffs useless is like calling grass armour useless, they serve their purpose as weak items of their respective category, NOT EVERYTHING has to be buffed in the game

Btw, you get free earmuffs if you join a server during winter, so I'd argue they're used more than even grass suits

58 minutes ago, Hungry French said:

These are optional settings. You can always deliberately make the situation such that you will only eat monster lasagna, walk around in grass armor, use a rapier, but this feels like a deliberate complication of your game...

I’d highly argue against that.. but you would miss my point.

YES these settings are Optional to you, but if Klei were to say for example: Host servers where those optional settings weren’t optional, then you’d be playing by their rules, and no longer will you have any control over them (besides simply not joining that server but that’s besides the point.)

Starting a world that starts on a random season is not the same as running around in the game using only a spear and a grass suit because you refuse to use any of the better gear available.

On 4/12/2025 at 8:54 AM, WilsonHiggs said:

the sea is incomplete

No it's not. They pretty much already added a bunch of stuff to make up for the empty space. There's enough things in the ocean already, add 1 or 2 big islands and the world would feel too crowded. Ocean NEEDS empty space. It can't be completely filled with stuff.

On 4/12/2025 at 8:34 AM, Frosty_Mentos said:

Okay you gotta admit that the game is kinda complete right now. Content needing to be filled is filled mostly, the community isn't sure where are we going with this game at this point and questions of balancing keep popping up with some valid points.

I myself like how DST is right now and it is in a very comfortable position content wise, we basically have all needs met to deal with all challenges. There's nothing more. That's an issue.

What do we do?

Nobody knows at this point. Klei can make DLC world gens if they wanted to and it would be pretty cool. We could have different scenarios, harder more balanced mode for veterans, etc.

But, like, do ya'll think there's nothing more needed for the Constant? Recent gear we were introduced to feels more like endgame reward to finishing the game. Much of it feels very strong and versatile so much that it beats basically most bosses we would encounter often.

I dunno. I feel satisfied with the state of the game. I would enjoy having one or two quirks and things added and changed but nothing more feels necessary. Maybe we need something new and bold from Klei, something different enough to shake up metas and even gameplay loops. Things that would put veterans on toes and have new players engaged and interested more.

That's my little ramble at least.

I understand your vision but the game is not totally complete. The caves do need some ruins re-thinking. The character's skill trees need some sort of revisit. There are still some characters without skill trees. We don't know what wagstaff plans are, we don't know what charlie plans are. We still have no idea what the sealed portal will be used for. We have no idea what the heck Alter wants. There's still a big hole in the game's old mechanics like drying racks, crockpot dishes and the lack of recipes. The game still needs some werepig lore and the reason why he was added to be in the game. We still got a bunch of stuff to be added to the game.

On 4/12/2025 at 8:54 AM, WilsonHiggs said:

from beyond doesn't add enough content (weak enemies and few small bosses

I totally agree with this. This was a problem that I openly communicated and tried to warn people about at the very start of the moon quest. It's just better to get lunar affiliated in most scenarios because of the added damage against shadow creatures, and there's little incentive to get shadow affiliated since you're only really gonna get a buff against like crab king and cc, which people are probably fighting just once or twice on a regular gameplay anyways.

On 4/12/2025 at 9:01 AM, Wawchik said:

Ocean needs more stuff

No, ocean DOES NOT need more stuff. It's supposed to be a place to explore, if we add too much stuff going at you all the time, th place is going to feel too crowded. It's nice the way it is. In a small world, you can't sail 2 screens without seeing some setpiece already so please no.

We need to stop from thinking that the ocean need more setpieces or fruits or coral or whatever. It's done, and the amount of QoL they did already was more than sufficient to make the ocean exploration and gathering feel very nice and interesting. 

Just because YOU don't like the ocean and it's mechanics, doesn't mean you gotta ruin how it is supposed to be. We DO NOT need a tiktok algorithm on-your-face constantly showing a million setpieces and enemies all the time to make you feel something or anything at all. The ocean being peaceful but not too much is a great balance we have.

You people need to stop thinking the ocean in DST should be like the ocean in SHIPWRECKED. Those are 2 different games with 2 different ideas.

3 hours ago, Cheggf said:

Because of all of this I would say that the game in its current state feels far less complete than it did a decade ago. Back during initial release and A New Reign the game actually did feel complete, even with less stuff in it. None of the stuff in the game felt like it was unfinished and we needed to wait on more updates. It felt like if Klei stopped updating the game then and there that it'd be a fully fleshed out product. But for the past 5 or so years Klei's update scheme has been introducing the tiniest bare minimum start of new things, then getting distracted by adding other new things, and never actually finishing any of them. It feels like the game is in an alpha state now, like every single one of the things you mentioned each will take several years (at their current update rate) to actually become completed.

I think that the developers are actually very very smart, and they know exactly what they want for the game. It's just that WE don't know that, and revealing the new things to come for us now would spoil the fun.

I'm almost 100% sure that the developers are taking things slowly because they are not in a rush. If they were, we probably wouldn't get sooooo many insanely great updates like reap what you sow and all QoL ones. We wouldn't get half the cool bosses we got if they rushed things.

I think we gotta understand that they are probably just enjoying the journey, and making things on their pace, so that new updates won't feel like they miss some pillars. Klei is building the game from ground up, not from rushing the house and THEN fixing the problems. They are slowly introducing stuff and then seeing how people react to it, then coming back to it later.

And I understand that the reason we had like 5 to 7 years of character updates might be this way of implementing content, so it still have some drawbacks. But let me be honest here, I think this is the best way of doings things. If something goes wrong at the early stages, they can come back to it later and fix it before implementing the next step. All of this with the help of the community and their own experience with the game as well.

 

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