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Im really curious.

 

personally for me, I want no new arcs. I want them to just add what needs to be added, and work on weak areas of the game. They could start with the ruins, then caves, then ocean etc.

id even say the mainland is pretty barren too, the forests are just trees and spiders. They could add more like squirrels.

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I think there would be a lot of cool stuff they could add to the overworld, caves are obviously in need of work done. But I think there could be some stuff for the upstairs world gen too. I want more plants, the world has stuff in it, but not a lot of diversity. It may just be 6 years of playing it, but the world is kinda barren in terms of plants. there's like 7 different natural growing ones on average.

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13 minutes ago, Radicaljoe said:

I think there would be a lot of cool stuff they could add to the overworld, caves are obviously in need of work done. But I think there could be some stuff for the upstairs world gen too. I want more plants, the world has stuff in it, but not a lot of diversity. It may just be 6 years of playing it, but the world is kinda barren in terms of plants. there's like 7 different natural growing ones on average.

I agree. 

The overworld is outdated. 

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I’ve been thinking about this idea for a while now. What if rifts were like the tough “hard mode” in Terraria? I think they should add more content to the late game. After beating AWF and CC, the game pretty much ends (except for those who want to focus on mage-based gameplay).

I’m craving more stuff to do after reaching the late game. Right now, we only have three planar bosses and some annoying weather in both caves and the overworld. In my opinion, the best way to fix this lack of threats and introduce new challenging weather is to add another dimension to the game.

This new dimension should only be open after beating AWF and CC, and we already have a sealed portal in the archives that’s waiting to be opened.

I picture this place being super challenging and unforgiving, with most creatures having planar damage and defense. The weather would be really harsh and totally different from the usual winter, spring, and summer weather. We should expect to meet new planar bosses, from big giants that we can beat alone to tough raid bosses that need us to prepare or work together. We should also expect new resources, different biomes, and finally, a super tough final boss that we’ll have to beat.

I know not everyone is excited about the idea of exploring a new world, fighting tougher bosses, and having more content locked behind the late game. Sure, there will be more content added to the mid-game, but this is just my personal opinion and what I think the game should be like. I love the idea of a new world with more to explore, better survival mechanics, and even more bosses to beat, plus the chance to build three bases!

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For the love of all that is good and green in the world can we get some World Generation rework. Been wanting that for 10 years.

Second I'd like more survival stuff. If we are going to have bosses, make them NON OPTIONAL have them attack the player in someway. The only bosses that aren't optional since DST came out were Antlion and the Greater Depths Worm. Make the world out to get us please, I beg of you Klei.

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A dream of mine would be Less-janky Ranching mechanics in DST. I already enjoy setting up grass gecko/gator farms, giving expanded mechanics to that in a "reap what you sow" style update would be lovely.

Otherwise, more weird cave places, The Lunar grotto was such a fun addition. A world gen overhaul with the aim to make it more coherent with The Whole Lotta Content that's been added sense launch would be nice.

Like, both in terms of making it less janky, and touching things up here and there. Maybe put toadstool in the multicolor mushroom forest biome, stuff like that. I would be perfectly happy receiving sparse / no additional content for awhile in order to make that happen and give it the time it needs.

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36 minutes ago, Evelo said:

Second I'd like more survival stuff. If we are going to have bosses, make them NON OPTIONAL have them attack the player in someway. The only bosses that aren't optional since DST came out were Antlion and the Greater Depths Worm. Make the world out to get us please, I beg of you Klei

Bosses like Malbatross I also find cool.

I like how it prevents you from doing something, in this case from fishing up deep sea bass. (Though sadly Thats not too worth it after food powercreep, but I find the idea cool as when I tried sea bass fishing in the shoals, I would kill malbatross so I can fish.)

 

Imagine if Dragonfly guarded a cave enterence that was a shortcut to a special biome. It adds more of a survival element to the bosses.

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I think the forge enemies will come to us this time, they have some level of awareness of what’s going on.

 

I hope they invade the more useless biomes like the rock ones.

 

Ramped up pirate invasions are another possibility.

3 hours ago, Jakepeng99 said:

Im really curious.

 

personally for me, I want no new arcs. I want them to just add what needs to be added, and work on weak areas of the game. They could start with the ruins, then caves, then ocean etc.

id even say the mainland is pretty barren too, the forests are just trees and spiders. They could add more like squirrels.

what exactly is "weak" about the ruins?

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4 minutes ago, Jakepeng99 said:

It is unfinished, not fully ported.

it is lacking lots of refinement and structure from the ds ruins.

I've never been to ruins in solo ds so I don't know how different they are, but to me ruins in dst feel like a complete place, sometimes there's too many big empty monkey sections though

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An actual “Alone” Mode that adjusts the game to accommodate for playing alone (aka less swarms of mobs, lower health bosses, fewer resources, etc..)

Shipwrecked & Hamlet DLC compatibility. Self-Explanatory but I’d like to be able to use all the DST characters and skins I’ve bought over the years in the DLCs I’ve purchased and hardly freaking touched since buying because they’re single player (believe it or not I actually do have friends and I try to prioritize stuff we can play together over stuff I play alone..) or I do not have Wurt (& others) or access to all my cool skins. 

new islands out at sea the same size and content rich as Lunar Island, with each island having its own unique mobs, weather hazards or gameplay mechanics.

A coop “Adventures Mode” like Maxwells Doorway in Solo DS (similar to the game Portal Knights where groups of players travel through “Worlds” together)

Finally I want a “through the ages” style update where on a certain difficulty setting the games mobs, seasons etc get more and more challenging the more days I’ve managed to not die.

Edited by Mike23Ua
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3 minutes ago, Mike23Ua said:

Shipwrecked & Hamlet DLC compatibility.

SW/Ham is -never- happening from klei, however a mod team is currently doing it extremely faithfully

Island Adventures SW is already available on the steam workshop, and ham will come eventually

The completion of all the skill trees before moving onto anything else I would hope to be top priority so that everyone is equipped to handle whatever's next.

My personal wishes are for more survival mechanics! recently, Don't Starve has felt like "Don't Underprepare" as in don't under prepare for the next big boss fight, etc since there aren't many naturral threats? I dunno.

Updates to the worldgen and new overworld things would be wonderful too!!

 

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then i would say, i need a better dst, i mean when there is too much things happen in the same time like you are burning 200 paddles or having 150 spiders around you the game itself will get really laggy. and having tons of objects left on the ground will make the game run slower. andandand so on many many many other things only will jam the game and cave is actually another server but shares the same cpu with the mainworld. i need no new function or new creature or new stuff i just need a better dst itself, or else the game will only be jammed, not only new updates but also mods will become harder and harder to post. i believe we still remembers how many bugs are there in the update"depth of duplicity".

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I'm confused by the idea that there's an "after" for rift updates. I can see them adding new some stuff unrelated to rifts too, but, we're getting majority rift content for a long while. This is our Terraria hard mode, and it's likely that the new content we get for the next several years is going to be at that point in the progression. It would be very weird if they left it at some new tools and bosses and then stopped touching all these new resources and mechanics.

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6 hours ago, lowercase skye said:

I'm confused by the idea that there's an "after" for rift updates. I can see them adding new some stuff unrelated to rifts too, but, we're getting majority rift content for a long while. This is our Terraria hard mode, and it's likely that the new content we get for the next several years is going to be at that point in the progression. It would be very weird if they left it at some new tools and bosses and then stopped touching all these new resources and mechanics.

Then what's the point of the devs announcing that the From Beyond arc ends in like 2 updates if future updates will just expand on rifts further?

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18 minutes ago, Szczuku said:

Then what's the point of the devs announcing that the From Beyond arc ends in like 2 updates if future updates will just expand on rifts further?

What's the point of Return of Them ever ending if future updates were going to expand on the ocean further?  I don't think content arcs are this strict. From Beyond is going to end because this stage of the story is going to end, not that they're going to abandon all the gameplay ideas in it instantly and just leave it as a weird nub in the progression.

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15 hours ago, Wawchik said:

I've never been to ruins in solo ds so I don't know how different they are, but to me ruins in dst feel like a complete place, sometimes there's too many big empty monkey sections though

They are hugelu different,

10 hours ago, lowercase skye said:

This is our Terraria hard mode, and it's likely that the new content we get for the next several years is going to be at that point in the progression. It would be very weird if they left it at some new tools and bosses and then stopped touching all these new resources and mechanics.

I dont like it that much, so im bias.

3 hours ago, lowercase skye said:

What's the point of Return of Them ever ending if future updates were going to expand on the ocean further?  I don't think content arcs are this strict. From Beyond is going to end because this stage of the story is going to end, not that they're going to abandon all the gameplay ideas in it instantly and just leave it as a weird nub in the progression.

They need to stop and finish things. They keep starting new things, rather than refining old stuff.

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Actually, I would like to further expand the post-rift.

I think in order to make the game more difficult post-rift, rather than adding more bosses, the game should add more mobs that annoys us actively. Not saying Klei should not add more bosses, but since most bosses are raid bosses aside from the seasonal ones, the world is pretty passive once you set up a functional base in a decent place. The only thing that force you to react is probably the hound waves, which you can handle them easily with a couple of methods.

Many people suggest about new biomes, but instead of reworking the biomes, I think Klei can put new mobs that appear in those "boring biomes" after the rift, and maybe also change the biomes like how rift replaces the turf. Also Klei can add some hostile mobs that spawn similar to Lureplants and force players to either take another route when getting somewhere, to prepare to fight in unexpected moments.

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