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What do you guys WANT/EXPECT to see in the next update?


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all i ever do in this game is fight bosses and build, if i'm doing neither then i will sit and eat meatballs waiting for the days to pass. surviving becomes easy like 10-20 days in and it just becomes a chore after that. i understand that any survival game will get stale after a while because you only need to do so much to survive, it's not like it's hard

if possible, i would like to see an environment overhaul update, meaning more trees, more foliage, more biomes, etc. i want the world to be teeming with life (even if it's dangerous), not empty lands with some twig branches and grass tufts sprinkle in. naturally that means more animals and critters as well. i'm not really asking for a harsher, more demanding, "uncompromising" environment. that's why i've been playing small world with resources (trees, twigs, grass, animals, etc.) turned up to lots. i want the world to be lively, worthy of trying to survive in

i would like to see more ocean content, like the waterlogged biome. i feel like the only reason people ever sail out to sea is to fight pearled crab king and/or loot resources from the lunar island

 

Expect

Affinity versions of the missing bosses like dragonfly with updated gear from the new versions too, and I already fear affinity Mooslings

 

Want

A way to make the Mothling pet without waiting until summer

Affinity Catcoon and Marotters

 

Just new content that isn’t locked behind the maybe 14% of the games player base that can actually reach that point of the game.

The “End Game” stuff in DST has been overwhelmingly Disappointing, not only do I have to skip a huge chunk of intended gameplay and just toggle rifts to ON from the start (otherwise spend forever fighting annoying multiplayer raid bosses and doing rpg collect-a-thon quests) But the “challenges” that the End Game stuff introduces into the game are things that should be Early or Mid-Game.

Klei expects you to kill a fully beefed up pearls Pearl socketed crab king, slay a celestial moon god, fight AFW and for WHAT??? What is the trade-off?

Oh yeah you get some easy to kill Deadly Brightshades that should have just been part of a “lush” (aka 5th) Weather Season for the game, and some minor Non-Threats with what should be Early game “Mimics” 

The balance for DST is off the charts Bonkers…. They seriously want you to do a bunch of major tasks and bosses… just to get a few significantly easier to deal with late game “challenges”

I’m no game designer, I make no claims towards ever being a game designer… but this is just beyond flawed.

What Works?: Easy to access locations you can build a boat and sail to to explore (see lunar island or moon quay or the SW and Hamlet DLCs)

What doesn’t work: locking so much behind tasks only 14% of the fanbase ever actually reaches.

So the TL:DR I want another Lunar Island sized map expansion, just this big mass of land I can sail towards and explore its unique mobs, maybe even unique to that island weather mechanics Etc..

Allow us to take a tool to the plugged sinkholes on pearls hermit island to explore the area Pearl plugged up.. (new cave biomes only reachable from pearls island)

But the one thing I don’t want, is a bunch of boring bosses… the game has enough.

I WANT biomes, I want new basic animals/enemies, I want new points of interest on the map, I want a cave that isn't empty, I want things designed according to their place of origin and not the random **** scattered around the map (Looking fiercely at that stupid werewolf pig that was so well thought out that it wasn't even on the correct shard) more ocean content like salt formations and waterlogged biomes. monkey island deleted
Now what do I EXPECT Klei will do? Probably a Wagstaff scrapyard part two, very exciting. Which will result in a Charlie counterpart that will probably be just as exciting. Full marks if these updates are so post-lategame that they don't even matter in the lategame, since everything has already been defeated.

24 minutes ago, xhyom said:

(Looking fiercely at that stupid werewolf pig that was so well thought out that it wasn't even on the correct shard)

Like, it's obvious that the Nightmare Werepig was only on the surface so that people could more easily test the fight during the beta though, isn't it? He's a shadow-themed boss with artwork made to fit in the ruins filter, whose pillars drop Dreadstone, that you fight so you can either make insanity-themed shadow armor or use to repair the caves-exclusive Atrium gateway, which we can assume was the intended purpose since he was added due to the point of the archives in the storyline being for Charlie to learn that Dreadstone was necessary to repair the gateway. From context it's obvious that he was just on the surface for the purpose of the beta and then moved down to the caves later, yeah?

3 minutes ago, AliceShiki said:

Wes and WX-78 skill trees are the main things I want. With Wes' skill tree being filled with downsides only~

I expect Warly, WX-78 and Wickerbotton to get their Skill Trees.

I still don’t get why anyway would waste their time to intentionally make a character worse when they can instead just NOT invest any skill points at all if they only make the character worse.

Literally the only way an only downsides skill tree works for Wes is if they Auto Unlock by default and you can’t opt out of taking them.

8 minutes ago, Mike23Ua said:

I still don’t get why anyway would waste their time to intentionally make a character worse when they can instead just NOT invest any skill points at all if they only make the character worse.

Literally the only way an only downsides skill tree works for Wes is if they Auto Unlock by default and you can’t opt out of taking them.

Take a look at the heat system in Hades. You spec a harder playthrough for yourself as a way to reach a new challenge. it lets there be way more variety in the way that the game challenges you instead of just "you do less and take more damage" which is what DST currently does with its challenge character.

I hope lunar rift stuff gets more fleshed out. Compared to shadow rifts, lunar rifts feel far less substantial or interesting. Shadow rifts still give me that dst feeling to keep going in a world, lunar rifts make the surface feel like I've done everything and can stop playing because all that's left is tedium.

Shadow has tons of new enemies, acid rain which is combatable in interesting ways ranging from usable medicine, to a special umbrella, and even just burning your eyebrella at a fast rate still works. Not to mention acid rain also adds buffs/nerfs to many enemies which is interesting.  And aside from masques, all the other threats and obstacles have a reasonable counter. I still like them though, just a little annoying to get them out of my base all the time. All of the shadow tools are amazing as well.

Lunar has a whopping additional 5 enemies. 3 of which are a boss phase 2. Brightshades are still annoying, though the spray and new ranged options are good they're still tedious to constantly kill. It's like masques if you buffed their health by 5. And the last enemy I just put on here to give lunar a higher number, but the lunar grazers which only lives at the rifts. Lunar tools are pretty lack luster honestly. The smasher is the best of all of them obviously, it's a 600 use hammer and a great pickaxe. But the other tool is just... a green shovel and hoe taped together. They don't even do anything special like till in a line or dig up special plants. Of the special items, only the bearger bin is good as well. The howlitzer requires you to build a varg farm to use reliably and the crystalizer is laughably bad. The crystalizer could have SO much usage if it just capped at 6 temperature instead of freezing the player, but it's doomed to be forever an annoyance not worth the process or price.

Hail is annoying, unlike acid rain it doesn't do anything special to the world, it's just annoying when it happens. It doesn't have any interesting counters, you can either hold an umbrella, or stand under a tree for 3 mins. Also, for some reason, hail just ... makes your plants sad, no reason for it to do this, just makes them sad when hail lands near them. 

Got a little off track, but uh, yeah that's my expectations, making lunar rift content more enjoyable and buffing some of the previous items. Oh, also let me use the spritz on perishable items to keep them as decorations forever, and they lose their effects(like a flower crown wouldn't give its sanity or floral shirt has no summer protection)

11 minutes ago, Mike23Ua said:

I still don’t get why anyway would waste their time to intentionally make a character worse when they can instead just NOT invest any skill points at all if they only make the character worse.

Literally the only way an only downsides skill tree works for Wes is if they Auto Unlock by default and you can’t opt out of taking them.

Because challenge characters can be fun to play with for the better players, it adds an extra layer of challenge to their experience when they're already too good to struggle with anything the game naturally offers them.

3 minutes ago, Radicaljoe said:

I hope lunar rift stuff gets more fleshed out. Compared to shadow rifts, lunar rifts feel far less substantial or interesting. Shadow rifts still give me that dst feeling to keep going in a world, lunar rifts make the surface feel like I've done everything and can stop playing because all that's left is tedium.

Shadow has tons of new enemies, acid rain which is combatable in interesting ways ranging from usable medicine, to a special umbrella, and even just burning your eyebrella at a fast rate still works. Not to mention acid rain also adds buffs/nerfs to many enemies which is interesting.  And aside from masques, all the other threats and obstacles have a reasonable counter. I still like them though, just a little annoying to get them out of my base all the time. All of the shadow tools are amazing as well.

Lunar has a whopping additional 5 enemies. 3 of which are a boss phase 2. Brightshades are still annoying, though the spray and new ranged options are good they're still tedious to constantly kill. It's like masques if you buffed their health by 5. And the last enemy I just put on here to give lunar a higher number, but the lunar grazers which only lives at the rifts. Lunar tools are pretty lack luster honestly. The smasher is the best of all of them obviously, it's a 600 use hammer and a great pickaxe. But the other tool is just... a green shovel and hoe taped together. They don't even do anything special like till in a line or dig up special plants. Of the special items, only the bearger bin is good as well. The howlitzer requires you to build a varg farm to use reliably and the crystalizer is laughably bad. The crystalizer could have SO much usage if it just capped at 6 temperature instead of freezing the player, but it's doomed to be forever an annoyance not worth the process or price.

Hail is annoying, unlike acid rain it doesn't do anything special to the world, it's just annoying when it happens. It doesn't have any interesting counters, you can either hold an umbrella, or stand under a tree for 3 mins. Also, for some reason, hail just ... makes your plants sad, no reason for it to do this, just makes them sad when hail lands near them. 

Got a little off track, but uh, yeah that's my expectations, making lunar rift content more enjoyable and buffing some of the previous items. Oh, also let me use the spritz on perishable items to keep them as decorations forever, and they lose their effects(like a flower crown wouldn't give its sanity or floral shirt has no summer protection)

IMO lunar and cave rifts both got half the stuff they deserved on account of the story arc being split. I'm genuinely wondering if it would have been better to do a separate arc for the caves and the surface.

 

As of now, the caves have no new bosses and barely any new progression content, just giving really powerful combat for basically no purpose yet

On the other hand lunar is entirely waiting around to fight a big enemy over and over. The way you interact with the surface is exactly the same, but now there's some hassles and bosses

If they are going the route of Wagstaff vs Charlie over shadow vs Lunar (which it seems to be heading in that direction since this will be the final lunar arc update), then I want the game to actually have more Wagstaff and Charlie interactions in game, and with each other. 

Make it so when you make progress in fighting lunar (or scrap?) bosses, Wagstaff appears begging you to stop, while Charlie appears and rewards you, and vise versa. 

7 hours ago, Keller Max said:

Charlie and Wagstaff as new characters.

I want this for the final lore update of DST

An early prototype of the Iron Hulk boss from Hamlet, confirmation that Hamlet takes place after DST and is the most "recent" in the timeline after the alleged war between the lunar and shadow, and a segway into the next arc.

A way to turn land into ocean and ocean into land, same for cave void. Docks exists but I'd like to be able to use all the turfs we have access to, and to be able to have more control of where I can plant Knobbly Trees.

Something for pets that makes them never hungry again.

Upgrade to fridge/salt box to make them as strong as bearger bin.

Upgrade to lightning rod that prevents wildfires, lureplants, and lunar storms (I think would be the most elegant solution, you already have to cover your entire base with rods).

Expect: Warly, Webber, and/or WX-78's skill trees. They'll either be the next update or the one after that. We also know we're getting some lunar Wagstaff-y stuff, maybe his funny bug net that lets him catch Gestalts could be a thing we'd craft? WX-78 getting an update where they use scrap to improve themselves as part of their skill tree is definitely something I think would fit, too. More rifts content and skill trees is what I'm expecting, basically.

Want: Cave biome overhaul, WX-78 and Warly's skill trees, and more rift content, in that order of priority.

Demand: The option to turn off the Balatro machine so that it doesn't generate.

I want old items/crock foods that are underwhelming to be buffed so theres more options even if theyre not super meta optimal after said buff like buffing potato puree to 50 health 60 hunger or something

 

but I expect something that adds more to the scrapyard post rift if the recent short is anything to go by 

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