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If you could change one small part of the game to make it better, be it porting something from a mod, rebalancing some crafting recipes, changing some janky AI, or anything else, what would it be? Specifically, what would make the game better for you. It's okay if your idea would be controversial to others, since this is all just for fun!

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Changing how deadly brightshade herds work for the lunar rifts would be nice. I dislike how you have to wait 15 days between killing Celestial Champion and getting your first brightshade husk. The cave rift gear is much better for this, you only have to wait 5 days.

Also, I hate how you can't fight Bearger first autumn, by default. I wish there was some way to summon it first autumn, such as by hostile flare. It always kind of annoyed me, but now it's this big, pointless time gate for Warbot and Scion that you can never bypass.

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Hmmm a small change?

I would remove the need for the pillar for keeping cave bridges.

It is incredibly poorly designed for it to cost 4 boards PER tile, and then unless you have a pillar, it goes to waste.

Like, at the very least don't break off screen, but ideally just remove that whole terrible mechanic.

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Tamed spider warriors can latch onto their targets when they jump, sticking to them for a bit while they do consistent damage even if the enemy runs around.

Or at least make it a skill in webbers future skill tree, its all I ask for his update.

Buffs to bad clothing. Breezy Vest should give at least 120 insulation, not 60.

Summer also needs one 240 insulation option that doesn't spoil and that isn't Eyebrella.

And other minor ones like that. Nothing too big, but I would like it if useless items became useful~

2 hours ago, Dingle said:

Also, I hate how you can't fight Bearger first autumn, by default. I wish there was some way to summon it first autumn, such as by hostile flare. It always kind of annoyed me, but now it's this big, pointless time gate for Warbot and Scion that you can never bypass.

I think you can put Bearger to Lots to solve this issue, but... Yeah, on default settings, nothing you can do about it.

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This one’s easy: Over vastly long periods of time players can move turfs place plants, relocate herds.. etc, But I really wish Randomly Generated worlds would do that on its OWN so I could explore unique DST game worlds each time I generate a new world without them all feeling very very much “samey”

And to put that into further context: I intentionally seek out and buy video games that have tons of replay value with randomly generated worlds, monster & item placement Etc…

The more random the gameplay is and the more “No Two Playthroughs will ever be the same.” The more FUN I am having.

As highly praised as a game like “Dead Space Remake” is, when every enemy spawns at a certain time & from a certain direction- It becomes a Pattern you can become overly familiar with Meanwhile: A game like Moonlighter is going to keep you guessing on what monsters you’ll fight, and what loot you’ll be rewarded.

I was hoping that DST would at the very MINIMAL eventually get the amount of randomization solo DS had.

But if Klei would crank that up to 11… I would be most grateful 🥺

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7 hours ago, aidancode said:

If you could change one small part of the game to make it better, be it porting something from a mod, rebalancing some crafting recipes, changing some janky AI, or anything else, what would it be? Specifically, what would make the game better for you. It's okay if your idea would be controversial to others, since this is all just for fun!

"insane" means there is no biome-restriction on entity generation like in the older versions of ds

 

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A caves equivalent of dock tiles. The bridges we have now feel restrictive as they can only go straight, which is not a limitation that docks have up on the surface.

I would personally make these upgraded bridges a blueprint dropped by Ancient Fuelweaver, as that would allow the existing bridges to still serve a purpose as a temporary early-game solution, with a more expensive, permanent one available later in progression for base builders.

42 minutes ago, Frosty_Mentos said:

Rechargeable lazy explorer. I don't like that we lose the cane as well with it. I'd be happier to replace the gem in ruins at anytime instead of deconstructing and trying not to spend the last charge on it.

true or just make it cool down based, i really never see anyone use it outside of a afw fight

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I would like higher chances to get a shelmet, it could be good to have another alternative to football helmet inside caves, klei can lower the durability of the shelmet and make it an 80% chances to get it from the slurtle. 

I feel the shelmet is one of those items you never use outside of fashion.

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I'm not a fan of the thermal stone durability mechanic introduced into DST. I get why they did it, since thermal stones are a very good solution to temperature management and them not having durability can make them preferable to other options, but it sure tickles my brain in the wrong way when I let a thermal stone hit 88% durability from negligence.

I think I would prefer the thermal stones to gradually lose durability when they are at either bright orange or frozen states instead of how it works now.

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6 hours ago, shaurun said:

I would do 1 log produces 3-4 boards, because this is how realiy works. You produce many boards from a signle tree.

I mean... Logically speaking that makes sense, but gameplay-wise that would be a mess and would force all recipes using logs to use waaaaay more logs.

... Well, unless the devs decided to make you not need to cut many trees and that would be that, I guess~

... Or worse, if they decided to increase the time needed to cut a tree to compensate... *shivers*

I desperately want some QOL for Wendy's skill tree. It's so close to being amazing just  undertuned. 

- Her revive isn't mechanically unique
- The shield potions for wraith's wreath are still undertuned
- Haunt RNG is not good
- The evil flowers from grave beautification is kinda obsolete when Wendy can haunt to convert petals into evil petals.

Particularly, I'd want to fix the haunt RNG if I had to limit it to one change. 

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I would make early game resource gathering less boring and tedious by just having trees and boulders drop more logs and stone/flint/gold. My biggest gripe with the game is just how slow everything is at the start and most characters having to stand around holding space on trees or rocks for minutes on end contributes a lot.

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