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Whenever I am well prepared to go sailing, I often arrive at the edge of the world in just a few minutes, which is truly regrettable.

I remember the developers once said that the reason they didn't add "water walking shoes" was to allow players to deeply experience the fun of sailing. The problem is that currently in the game, the ocean completely surrounds the continent, and the ocean is basically just a lane for you to travel from one land to another. There is no need for you to stay on the ocean all the time.

If there is a lack of content that requires maritime exploration, what is the point of making the sailing method complicated?

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Observing the map above, it is really crowded and terrifying, not to mention that Lunar Island intersects with the mainland. These islands urgently need a vast ocean of their own.

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In summary, I hope that the ocean has independent server shard that can maximize the navigation survival experience, similar to the map generation mode of SW, where land belongs to the ocean rather than the opposite. In addition to the 'mission islands', there are also regular resource islands (perhaps adding more creatures such as seals, walruses, or whales), and the ocean has its own weather system, such as tides and hurricanes.The original mainland was surrounded by Coastal Ocean, and when the player drove out of the edge of the map, they entered the fragments of the ocean server.
Please, Klei.

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  • Shopcat 1
  • Spooky 1

i feel this would be better served as a world-generation option seeing as together is meant to be played, well, together. it would make it a bit rough to have the waters need a transition over to a shard every time you want to get into it especially when more than one person would like to do so. caves already have a bit of a wobble when the host's machine isnt super ideal

Edited by gaymime
15 minutes ago, gaymime said:

i feel this would be better served as a world-generation option seeing as together is meant to be played, well, together. it would make it a bit rough to have the waters need a transition over to a shard every time you want to get into it especially when more than one person would like to do so. caves already have a bit of a wobble when the host's machine isnt super ideal

This can be considered as a secondary option, as the current generation format is too restrictive for ocean exploration, making it difficult to satisfy the desire for exploration. I think this also greatly limits the creativity of developers, as they have to add new content in a narrow area.

Edited by Mr.Oshiro
  • Big Ups 1
6 minutes ago, Mr.Oshiro said:

This can be considered as a secondary option, as the current generation format is too restrictive for ocean exploration, making it difficult to satisfy the desire for exploration. I think this also greatly limits the creativity of developers, as they have to add new content in a narrow area.

i can see your position and i also would quite like more space but i have put my fingers all over shipwrecked and while i haven't touched dst's code in nearly 4 years i have played it a lot(sailing is still my fav thing to do in dst) including on a computer that struggled to handle the game and i am still a bit worried about the viability.

If you want to incorporate the ocean into your game a lot more the best current solution is to make a donut world (branches:none, Loop:always). 

This allows boats to become immediate bases at the edge of any biome. The first winter is so comfy as I have a furnace i can take anywhere and essentially infinite storage. 

Its basically the only way i play my worlds now. The inner "lake" is like a biome of its own. 

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