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Add the command "Follow me" or "Stay where you are" to them  

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  1. 1. Do you agree with this change?



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This is a mechanism that should have been optimized a long time ago. Sometimes, the creatures that keep following you are really in the way. When you leave the battle and focus on building, they are like a group of disorderly moving obstacles. Creatures similar to "Grumble Bee" also produce noisy noises. We really need an instruction to keep them on standby in one place. This at least makes them seem a little "smart".

Edited by Pig and beefalo
  • Like 8
5 hours ago, Jakepeng99 said:

I mean tbf followers are meant to feel stupid by design choice. But I imagine telling them to stay still isnt complex.

"Design choice" 

Klei devs idea of a horror film is someone locking them in a room until they fix DST's pathfinding.

Don't think its a choice, its just incompetence.

  • GL Happy 1
3 hours ago, Gashzer said:

"Design choice" 

Klei devs idea of a horror film is someone locking them in a room until they fix DST's pathfinding.

Don't think its a choice, its just incompetence.

This isn’t about pathfinding like then getting stuck on statues, it’s about them being dumb.

 

The way they fight are dumb, they don’t do anything advanced. The way they chop is dumb. Ect

3 hours ago, Gashzer said:

"Design choice" 

Klei devs idea of a horror film is someone locking them in a room until they fix DST's pathfinding.

Don't think its a choice, its just incompetence.

Niah, og dev team talked about this when DS was in beta. Creatures of constant suppose to be stupid so solo players can still feel lonely in this world. 

  • Like 3
6 minutes ago, Pig and beefalo said:

Is there anyone who is worried about Clockwork Rook running around in your base? When I don't need them to fight for me for the time being, I don't know how to keep them away from my base except to destroy them

Yeah, I end up not bothering with befriending Rooks due to their destructive nature. 

  • Like 1
Posted (edited)

that's webber skilltree, u gonna become a spider police and make ur spiders scout the map searching for lunar island to find the files

but jokes aside thats my opinion on webber , and thats the difference between spiders and merms should be , dont make them just all about damage etc , spiders should be more strategic and smarter . maybe after u get spider queen hat u could upgrade it to a different version which makes u the king , and be able to send ur spiders anywhere on map , do some tasks or even do the moon caller's staff event for u by sitting and protecting the staff while ur at ocean or base etc

Edited by Naifxoxo
  • Like 1
3 hours ago, Naifxoxo said:

that's webber skilltree, u gonna become a spider police and make ur spiders scout the map searching for lunar island to find the files

but jokes aside thats my opinion on webber , and thats the difference between spiders and merms should be , dont make them just all about damage etc , spiders should be more strategic and smarter . maybe after u get spider queen hat u could upgrade it to a different version which makes u the king , and be able to send ur spiders anywhere on map , do some tasks or even do the moon caller's staff event for u by sitting and protecting the staff while ur at ocean or base etc

I don't think this is likely the direction would make much sense considering merms already learned their own combat techniques, know how to farm, understand the concept of having the wounded fall back for help, understand the concept of trade and have concepts of culture and community. By comparsion spiders are far more primitive. What I'd recommend is they learn harder into that for Webber's skill tree. Allow him to gain the abilities of the various spiders and lean harder into him being a commander perhaps even allowing him to command spiders to make webbed areas to take advantage of his speed boost or just have them produce silk and the like for him. Also since merms come to Wurt's aid if they witness her being harmed regardless of them being followers or not I think they should extend that to Webbet with spiders or alternatively allow him to make a call that summons spiders from nearby to help.

1 hour ago, Mysterious box said:

I don't think this is likely the direction would make much sense considering merms already learned their own combat techniques, know how to farm, understand the concept of having the wounded fall back for help, understand the concept of trade and have concepts of culture and community. By comparsion spiders are far more primitive. What I'd recommend is they learn harder into that for Webber's skill tree. Allow him to gain the abilities of the various spiders and lean harder into him being a commander perhaps even allowing him to command spiders to make webbed areas to take advantage of his speed boost or just have them produce silk and the like for him. Also since merms come to Wurt's aid if they witness her being harmed regardless of them being followers or not I think they should extend that to Webbet with spiders or alternatively allow him to make a call that summons spiders from nearby to help.

because spiders will never beat merms , and if they do wurt players will switch to webber , and we dont want one of them be the loser so instead make them different and not just damage and kill machines

On 3/13/2026 at 1:51 PM, Gashzer said:

"Design choice" 

Klei devs idea of a horror film is someone locking them in a room until they fix DST's pathfinding.

Don't think its a choice, its just incompetence.

No, the original DS team literally talked about how they made the companion Ai dumb on purpose to ensure that you would still feel lonely and so that they couldn’t make the game too much easier. Though that doesn’t apply anywhere near as much in dst so it likely should be refined a bit.

  • Like 3
  • Thanks 1

Yeah one of the biggest reasons I don't want clockwork followers is because I can't tell them to stay somewhere. Endlessly following me everywhere in my way making noises gets very, very annoying. We're not asking for perfect micro kiting commands. Just let us park followers somewhere so we can do other things without going crazy.

  • Like 4
On 3/11/2026 at 9:33 PM, Pig and beefalo said:

This is a mechanism that should have been optimized a long time ago. Sometimes, the creatures that keep following you are really in the way. When you leave the battle and focus on building, they are like a group of disorderly moving obstacles. Creatures similar to "Grumble Bee" also produce noisy noises. We really need an instruction to keep them on standby in one place. This at least makes them seem a little "smart".

im surprised klei started to learn on how to make followers not annoying and get in the way , if u look at merms , clockworks , wx chasis , they always keep distance,,

 

but the spiders r still cancer , if u tame so much u literally get stuck and be unable to build or even move at all , at least on console idk abt pc

10 minutes ago, Naifxoxo said:

im surprised klei started to learn on how to make followers not annoying and get in the way , if u look at merms , clockworks , wx chasis , they always keep distance,,

 

but the spiders r still cancer , if u tame so much u literally get stuck and be unable to build or even move at all , at least on console idk abt pc

Also, might be wrong on this,

They move closer to you when passive (whebby whistled) and farther if their passive state stops (you attacked or got attacked. Which is weird to me, it feels like it should be the opposite 

1 minute ago, Grove said:

Also, might be wrong on this,

They move closer to you when passive (whebby whistled) and farther if their passive state stops (you attacked or got attacked. Which is weird to me, it feels like it should be the opposite 

i see many talking abt this but i couldntget it to work , i tried to use the whistle multiple times and nothing changes

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