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Is it me or DST's mainland is unnecessarily big by default?


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I swear, the main island size could be reduced by 40–50% and we wouldn't lose anything important. Most biomes don't have enough resource or mob diversity to justify their enormous sizes — giant swamps, giant savannas, giant rockylands, giant forests. They just waste map space that could be filled with other biomes or more islands.

24 minutes ago, JosePapp said:

You do know you can set it up to be smaller in the settings right?

People like you fascinate me because what are you even contributing to the discussion?

32 minutes ago, Keller Max said:

They just waste map space that could be filled with other biomes or more islands.

 

12 minutes ago, JosePapp said:

You do know you can set it up to be smaller in the settings right?

That just shrinks the world borders and barely does anything to the mainland biomes being too big. And since I love to play with people on random servers, majority of those have vanilla settings i can't change.

1 minute ago, GenomeSquirrel said:

The emptiness might help reduce latency if nothing else

Especially those Beehive infested biomes that are always big in size... Those mofos lag servers like crazy sometimes.

I don’t think there’s anything inherently wrong with the worldgen size. Given you only have the 1 world for the entire playthrough, alongside the obvious normally-multiplayer aspect, I can see why they made the world gen size bigger than default, especially with several boss/point of interest setpieces. I personally never had it bother me too much on the surface.
 

Caves are a bit of a different story, but thats also because I find cave gen very flawed for longterm experiences. It has the expanded nature of the surface with almost none of the benefits, really iffy fast travel/mobility routes, and the place where you would want them to be bigger, the ruins, ended up getting smaller in DST thanks to the merged nature of the caves (alongside just a very weird way how they went about the DST ruins, which just makes them feel like setpiece: the biome).

1 hour ago, Keller Max said:

I swear, the main island size could be reduced by 40–50% and we wouldn't lose anything important. Most biomes don't have enough resource or mob diversity to justify their enormous sizes — giant swamps, giant savannas, giant rockylands, giant forests. They just waste map space that could be filled with other biomes or more islands.

i feel like if the individual wants to they can through world settings as said before. the main reason why worlds are as big as they currently are is likely due to certain world resources and accomodating for exploration and world longevity. i wouldnt mind if world size was changed at all though

Nah, more space for new content

Same with the caves, is just empty space but, since the game is being updated is a good thing that they can add new stuff easily

 

Edit. We have beefalos, wormholes, tentapillars, telelocator, bootlegs and traveling perks

3 hours ago, Maxil20 said:

alongside just a very weird way how they went about the DST ruins, which just makes them feel like setpiece: the biome

Ignoring the shrinking and general changes to the ruins the one thing I loved about the way they did it is that I don't have to jump through a random load zone in order to reach the ruins. Being able to just encounter it in the caves instead of digging up a nugget to jump into a loading screen is far more natural and enjoyable of an experience for me. It also adds more to the caves in a way, something players have been wanting for a long time.

1 hour ago, GetNerfedOn said:

There's a regular world size that was in effect in Don't Starve, and I distinctly recall that in my transition to DST back then the world settings defaulted to Large instead of the regular i was used to

Yeah, it defaults to Large. I always set it to Medium.

12 hours ago, JosePapp said:

You do know you can set it up to be smaller in the settings right?

12 hours ago, _mylilsunshine_ said:

People like you fascinate me because what are you even contributing to the discussion?

it's funny because this response doesn't even work, setting the map to small only results in a map that's about 80% as big as a default map on average, and the way DST map generation works it's still entirely possible to get a "small" map that's bigger than a "large" map, small maps are still gargantuan and pretty empty for how little the mainland has

7 minutes ago, Guille6785 said:

it's funny because this response doesn't even work, setting the map to small only results in a map that's about 80% as big as a default map on average, and the way DST map generation works it's still entirely possible to get a "small" map that's bigger than a "large" map, small maps are still gargantuan and pretty empty for how little the mainland has

Yep!

image.png.857bc3171b18b5c745c8ef93b2380e77.png 

I have a small gripe with the DST biomes. They could really use some more set pieces. Some biomes already have cool guaranteed set pieces and better mob spawns. They should add more random and guaranteed set pieces to the caves. Most caves are empty and don’t have much value. Adding more stuff to interact with or find makes the game more enjoyable.

And for the record, just some guaranteed basic reassures won’t fix that. I’m talking about unique one-of-a-kind items that are one pre-world. They don’t have to be game-changing, but a funny item with a specific use can be fun to find! Imagine finding an ancient artifact in the underground forest, lying on farm soil near rotten carrots. In the center of it all, you’ll discover a small stuff. By using this lost artifact, you can summon a carrot right next to you, but it’ll take a day to recharge. Wickerbottom might comment on it while examining it, saying something like, “It probably lost its power after all these millennia of being buried.”

But hey, in the later stages of the game, you might find a way to restore its magic and make it spawn 5 to 8 carrots right in front of you. We know that ancient used magic for growing crops.

The worst thing is that the biomes repeat themselves, I think there could be more than one type of savannas, maybe another species of a being equivalent to the beefalo, a second option for mounting, it would be a good start.

1 hour ago, Keller Max said:

Yep!

image.png.857bc3171b18b5c745c8ef93b2380e77.png 

wow, I always knew something was wrong with worldgen but yeah this sucks.

I think I'm never gonna go above small again

1 hour ago, Tushonka said:

I have a small gripe with the DST biomes. They could really use some more set pieces. Some biomes already have cool guaranteed set pieces and better mob spawns. They should add more random and guaranteed set pieces to the caves. Most caves are empty and don’t have much value. Adding more stuff to interact with or find makes the game more enjoyable.

And for the record, just some guaranteed basic reassures won’t fix that. I’m talking about unique one-of-a-kind items that are one pre-world. They don’t have to be game-changing, but a funny item with a specific use can be fun to find! Imagine finding an ancient artifact in the underground forest, lying on farm soil near rotten carrots. In the center of it all, you’ll discover a small stuff. By using this lost artifact, you can summon a carrot right next to you, but it’ll take a day to recharge. Wickerbottom might comment on it while examining it, saying something like, “It probably lost its power after all these millennia of being buried.”

But hey, in the later stages of the game, you might find a way to restore its magic and make it spawn 5 to 8 carrots right in front of you. We know that ancient used magic for growing crops.

we've been saying this for 10 years and nothing happens

15 hours ago, Keller Max said:

I swear, the main island size could be reduced by 40–50% and we wouldn't lose anything important. Most biomes don't have enough resource or mob diversity to justify their enormous sizes — giant swamps, giant savannas, giant rockylands, giant forests. They just waste map space that could be filled with other biomes or more islands.

A lot of people forget what it’s like to be an under-experienced newbie to the franchise that is “Don’t Starve” those huge and void of anything areas of land… is in fact: What brings those new players the “challenge” of trying to find a good reliable source of food so that they do not starve.

This is an experience that even as a veteran player: you can replicate by playing the game in “Nomadic” Life Style (aka no base, no crockpot, you can’t pick up and relocate resources from their natural spawning habitats, and you can’t build a farm plot unless you find a pre-built one in a set piece somewhere)

The larger the map: the longer it takes to return to a source of obtaining food.

This works for SOME but not ALL of DSTs biomes, and the smaller those biomes are, the faster it is to walk to and reach your food sources.

Again this is something *veterans* will quickly overlook, but it’s also often “The” Newbie experience & outside of learning that night time without a light source is instant death & how to deal with Deerclops and winter: Starvation is the one dominate challenge for them to overcome.

yeah, it feels better if you crank up the spawning resources and enemies but most people play default with non-gaming computers so that isnt something everyone can do AND console players can barely run the game on default so a smaller world would be helpful for a lot of use-cases. i have been advocating for small worlds for a long time and have been using mods for years to make small worlds but it would be nice if klei added a QOL setting of "small" so that a lot more people can play in a comfortable way

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