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I feel like a second chest slot is needed on general, between amulets, clothing, armour and backpacks. One gets used basically all the time, and another never sees the light of day, with the other two being used when the time arises.

Personally I prefer the idea of a second slot for bag packs just because I feel like it's so dominant for the chest slot that moving it would open up a lot of opportunities for other items to see use. Also since the chest clothing for seasons either totally prevents seasonal weather (100% rain protection) or gives max 240 insulation for a lot cheaper than the head alternatives prevents things needing possible rebalance.

I think the problem with clothes and most body slot items in general is that they are inferior to head slot alternatives and are not balanced with how much of the utility backpack provides in mind. I'd prefer some significant buffs and new perks instead of extra slot

  • Like 5

I don't like this solution. For me, the ideal solution would be an extra slot for amulets/armor. However, wearing a backpack and armor at the same time should have a -10% speed penalty. But honestly, I don't think Klei will ever change this, and that's fine with me.

  • Like 1

A dedicated body clothing slot would devalue all insulation hats and thermal stone a ton. Clothes wouldn't compete with anything in a dedicated clothes slot, so you'd just always put them into there, unlike insulation hats still competing with miner hat, enlightened crown, armor, top hat/fashion goggles/shanter (for sanity), desert goggles/astroggles/brightshade helm and thermal stone having 120 insulation while puffy vest and hibearnation vest have 240.

Instead of adding variety of choice, this would just make body clothing the new obvious best choice most likely, at least in longer term due to beef hat still having the tiny advantage of taking like a minute or 2 less to get compared to getting a koalefant for puffy vest.

Instead we could just have body clothes that offer something desired that hats don't. At the moment closest to this is hibearnation vest, which is still past year 1 unless you get very lucky with klaus, and even then most people seem to not care about it's hunger drain decrease or sanity regen that much, especially now that we have a hat that gives you permanent full sanity. You could say that you could use both, body and head clothes, but that usually ends up being overkill, since beef hat alone already lets you go for around 1.5 days before needing to heat up again iirc, and you will most likely stop somewhere at least once within the 1.5 days.

  • Like 4
1 hour ago, grem6 said:

A dedicated body clothing slot would devalue all insulation hats and thermal stone a ton. Clothes wouldn't compete with anything in a dedicated clothes slot, so you'd just always put them into there, unlike insulation hats still competing with miner hat, enlightened crown, armor, top hat/fashion goggles/shanter (for sanity), desert goggles/astroggles/brightshade helm and thermal stone having 120 insulation while puffy vest and hibearnation vest have 240.

Instead of adding variety of choice, this would just make body clothing the new obvious best choice most likely, at least in longer term due to beef hat still having the tiny advantage of taking like a minute or 2 less to get compared to getting a koalefant for puffy vest.

Instead we could just have body clothes that offer something desired that hats don't. At the moment closest to this is hibearnation vest, which is still past year 1 unless you get very lucky with klaus, and even then most people seem to not care about it's hunger drain decrease or sanity regen that much, especially now that we have a hat that gives you permanent full sanity. You could say that you could use both, body and head clothes, but that usually ends up being overkill, since beef hat alone already lets you go for around 1.5 days before needing to heat up again iirc, and you will most likely stop somewhere at least once within the 1.5 days.

after a bit of thought, i like this the most, maybe they can come up with super good clothings that is worth giving up backpack

Maybe giving some of the clothing options some pockets, to incentivize their use more and give us actuall choices beyond the linear progression of the backpacks, maybe even helping us out dealing with the sack rng. But idk, every solution seems to have pretty big downsides.

I'm on the side of having a full rework of the clothing system tbh, wich yes, would be a tremendous amount of work, but would chake up the game in every level from beginning to end game. It's just so boring having this many options, but having clear choices that are unarguably the best ones to use.

Just like what they did with the glass cutter, making it a more viable alternative to the dark sword, but not a straight up substitute, we need things like that for everything in the body slot.

  • Like 1

Instead of adding a new slot, I guess it would be better to add "headpacks". (Like maxwell's magical top hat but accessible to everyone, and works like backpacks except they are eqquiped at head slot).

The biggest reason why people don't use body clothes is that people need backpacks. Backpack disables the use of all body clothes and amulets. With "headpacks" introduced, people may use head slot for inventory expansion, thus freeing the body slot, and pick the outfits that suit them best. (Or eqquip both backpacks and "headpacks" to maximize inventory.)

  • Haha 1
9 hours ago, Cruvimaster said:

I don't like this solution. For me, the ideal solution would be an extra slot for amulets/armor. However, wearing a backpack and armor at the same time should have a -10% speed penalty. But honestly, I don't think Klei will ever change this, and that's fine with me.

I had been starting to think about this, myself. DST is in a weird spot where the player is continuously punished for progressing the story. Even Terraria, which has its own hard mode, becomes easier after a while as you power-creep. There’s never a point in DST that’s like this with rifts.  
  
So with ruins clearing, for example, you start with moggles, maybe some log suits, and a hambat. You have to scrounge for materials as you go, like more glowberries, some blue mushrooms, and nm fuel. Food, light, armor, and health are all things you have to actively juggle to determine how much time you can spend there.  
  
But, it gets easier! Next time around, you’ll have thulecite gear. Maybe dreadstone. A stack of living logs for dark swords. Bundle wraps full of food and glowberries, maybe nightberries, or even a celestial crown. You might have a krampus sack at this point, so now you can very efficiently move around and farm the mats, and can even run a whole circuit within half a season.  
  
Then you activate rifts. Now you’re back to being slow, because if you try to rock that krampus sack and celestial crown, you’ll be defenseless if an icker falls on you. Nightmare phases can result in multiple upgraded lurking nightmares, so you have to go back to hiding and waiting out the phase. Masques start showing up in areas you’ve cleared, so now you have to slog your way back out the way you came from.  
  
And yet, the boons from the ruins are the same after rifts as they were before rifts. Anyway, tldr, an extra body slot could help bring back the power spike that we lose from progression.

Edited by cybers2001
  • Like 3
13 minutes ago, cybers2001 said:

I had been starting to think about this, myself. DST is in a weird spot where the player is continuously punished for progressing the story. Even Terraria, which has its own hard mode, becomes easier after a while as you power-creep. There’s never a point in DST that’s like this with rifts.  
  
So with ruins clearing, for example, you start with moggles, maybe some log suits, and a hambat. You have to scrounge for materials as you go, like more glowberries, some blue mushrooms, and nm fuel. Food, light, armor, and health are all things you have to actively juggle to determine how much time you can spend there.  
  
But, it gets easier! Next time around, you’ll have thulecite gear. Maybe dreadstone. A stack of living logs for dark swords. Bundle wraps full of food and glowberries, maybe nightberries, or even a celestial crown. You might have a krampus sack at this point, so now you can very efficiently move around and farm the mats, and can even run a whole circuit within half a season.  
  
Then you activate rifts. Now you’re back to being slow, because if you try to rock that krampus sack and celestial crown, you’ll be defenseless if an icker falls on you. Nightmare phases can result in multiple upgraded lurking nightmares, so you have to go back to hiding and waiting out the phase. Masques start showing up in areas you’ve cleared, so now you have to slog your way back out the way you came from.  
  
And yet, the boons from the ruins are the same after rifts as they were before rifts. Anyway, tldr, an extra body slot could help bring back the power spike that we lose from progression.

2nd body slot wouldn't help with any of this other than ickers, and for ickers you can equip brightshade helm for the 5 seconds it takes to go through a narrow corridor that ickers can spawn in (if you weren't aware, they only try to spawn there). Alternatively, just look and listen, it isn't that hard to spot them in time, unless you're always playing on 300 ping or something

this also ignores the existence of pretty much every rift item since they do help with those situations by letting you get higher dps compared to pre rift and have a cheap ranged weapon that does actual damage unlike e.g. boomerang

What if instead of drastically changing a core mechanic of the game Klei just made it so that it doesn't take a bajillion carrots to summon the Rabbit King (which also would make it so that you didn't have to rely on wiki knowledge to know about him) and buffed Burrowing Horn durability from 3 uses to 10? That way you still get a larger inventory without having to use a backpack. 

  • Like 1

maybe klei should just bite the bullet and test this stuff in their official servers trough the use of mods and see how the players act and see how this affects the use of items, i know they have considered adding the extra slot cuz in some of the artwork you can see the characters using armor and backpacks at the same time.

also lately i have been using the extra equip slots mod and it absolutely hasnt stopped me from using insulating head items its been fun clearing the ruins in winter something i dont do in vanilla runs.

  • Like 2
5 minutes ago, firoborn said:

maybe klei should just bite the bullet and test this stuff in their official servers trough the use of mods and see how the players act and see how this affects the use of items

absolutely not a good idea as official pubs almost never get to lategame, primarily because of warbot requiring 2nd autumn for bearger and official servers often just crashing and deleting the world when it's getting saved if there are too many things (e.g. buildings) and players on the server, which often happens if there's a big base, meaning lategame would go untested

plus the playerbase of official servers seems to consist of primarily newbies for some reason

5 minutes ago, firoborn said:

also lately i have been using the extra equip slots mod and it absolutely hasnt stopped me from using insulating head items

i'm curious about why, as 480 insulation from having both, head and body clothes seems overkill

Edited by grem6
  • Like 1
24 minutes ago, grem6 said:

i'm curious about why, as 480 insulation from having both, head and body clothes seems overkill

for convenience, also is fun to try different combinations especially for sanity gain if you dont get lucky and get a tam on winter you will have to constantly manage your sanity and i dont like to be insane 

Even with extra equip slots I don't find myself using body clothing like... At all. This would be a lazy way to make clothing more useable as you'd just put it in your slot because "why not?", or maybe I'm just too used to thermal stones that I don't consider clothing very useful. 

If you want people to use body clothing then buff body clothing. 
If you just say "Screw it" and let people wear both then you just kinda failed to design them in a way that's appealing.

You go from "Nobody uses this" to "There's no reason not to use this" and I think that's not the direction you wanna take with equipment in DST...

Edited by Catuna_
  • Like 4

I personally feel like 2 (Semi)universal equipment slots would be fine.

I'd imagine there would more than likely be a sort of "dupe" protection. Like, not having 2 Helmets, or 2 Body Armors, but id imagine things like Body Armor + Body Clothing/Amulet/Backpack would work.

 

 

Genuinely wouldnt change the game much either. Right now i switch between 3 helmets, and 3 body Slot Items pretty much in any order or combination.

 

Brightshade Helmet, Eyebrella, or Enlightened Crown

 

Backpack, Magi, or Body(Bone) Armor

 

Sure this is Endgame Sets, but early game its really just use the next best thing. Unfortunately, no clothing as these items are just flat out way better sadly, and a Thermal Stone is really all you need for "Insulation".

 

If this ever became a thing I'd more than likely never touch an Eyebrella, Helmet or Enlightened Crown ever again, i'd just switch these to a Rain Coat cutting my 6 Equipment down to 4-5, and i wouldnt have to drop a backpack really ever, but also maybe just maybe id be able to slap on a Bearger Vest or Belt o Hunger from time to time.

 

I would only wonder if Warbis Helm, and Enlightened Crown would work together in a system like this..

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