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If I am going to enjoy DSE, it needs to focus on survival compared to DST. If there are going to be bosses, DO NOT make them fully optional. Partially optional is fine, if an enemy has a global effect that makes the experience harder but can be circumnavigated without killing the boss, but if the boss is dealt with then the problem is gone, either forever if the boss is meant to not respawn, or for a period of time, if they want to keep that sandboxy infinite resource generation thing. I love antlion because it is an annoyance but isn't required to be killed. If DSE is full of bosses like that, (but localized to certain regions or effects) then I will be in love with the game. If we have DST but with verticality and a different art style I will be extremely disappointed. 

Assuming there are seasons, different effects could be added on as the years go on. First winter is relaxing but cold. Second winter adds blizzards that obscure vision dramatically and slow the player down (sand/moon storm but for winter), Third winter could add some other challenges, whatever works. Progressively making life harder and harder is really really fun in a survival game, that way you never get too complacent. Could even add in randomness to that mechanic where the order is different per world. There are so many possibilities to create a truly remarkable survival experience. I just beg of Klei to focus on that aspect rather than the optional boss focus of DST. Let experience, knowledge, and preparation be the reward, not unlocking a better version of a shovel.

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13 minutes ago, Evelo said:

If I am going to enjoy DSE, it needs to focus on survival compared to DST. If there are going to be bosses, DO NOT make them fully optional. Partially optional is fine, if an enemy has a global effect that makes the experience harder but can be circumnavigated without killing the boss, but if the boss is dealt with then the problem is gone, either forever if the boss is meant to not respawn, or for a period of time, if they want to keep that sandboxy infinite resource generation thing. I love antlion because it is an annoyance but isn't required to be killed. If DSE is full of bosses like that, (but localized to certain regions or effects) then I will be in love with the game. If we have DST but with verticality and a different art style I will be extremely disappointed. 

Assuming there are seasons, different effects could be added on as the years go on. First winter is relaxing but cold. Second winter adds blizzards that obscure vision dramatically and slow the player down (sand/moon storm but for winter), Third winter could add some other challenges, whatever works. Progressively making life harder and harder is really really fun in a survival game, that way you never get too complacent. Could even add in randomness to that mechanic where the order is different per world. There are so many possibilities to create a truly remarkable survival experience. I just beg of Klei to focus on that aspect rather than the optional boss focus of DST. Let experience, knowledge, and preparation be the reward, not unlocking a better version of a shovel.

Like I said before, if Klei has a definitive vision for the game, it is important that they be more assertive in maintaining it. We can't complain if some aspects are challenging or annoying for example if they are intended in this "all-new uncompromising experience".

Also, this is a perfect opportunity to make survival more environmental-based again since, you know, they're capable of experimenting with the environment like never before. 

Edited by Jussatoon
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5 hours ago, Jussatoon said:

Like I said before, if Klei has a definitive vision for the game, it is important that they be more assertive in maintaining it. We can't complain if some aspects are challenging or annoying for example if they are intended in this "all-new uncompromising experience".

Also, this is a perfect opportunity to make survival more environmental-based again since, you know, they're capable of experimenting with the environment like never before. 

Yeah, I'd prefer they stick to their guns than go with the flow. I just hope their guns are the ones I want :P

A feature I'd like to see is ranching, in the more traditional sense. I'd be nice to farm meat and other materials from mobs without needing to rely on pathfinding manipulation or outlandish contraptions. 

Hear me out on this, as much as I hate bosses in DST and barely ever interact with them, I wouldn’t mind DSE having “Stalker Bosses” meaning that they aren’t contained to one restricted area needing an obscure method of summoning, I want to see that big bat thing just land down at random intervals while I’m exploring caves, or a castle hall and chase me. But to make it FAIR and not Annoying I should be able to chip away at the bosses health at my own pace without it regenerating health and undoing all the effort I’ve put into it.

Watching the trailer for DSE and seeing the Bat Boss thing in different biomes (it even lands right in front of Willow at one point in the trailer causing her to crash face down into the water..) makes me think of the “Screecher” Mod just this stalker boss energy that comes after the players like Nemesis in the Resident Evil games. As much as I hate DST raid bosses which only exist to kill for their ridiculously OP loot drops, I would prefer DSE bosses to be more of an actual survival challenge.

15 hours ago, Evelo said:

Assuming there are seasons, different effects could be added on as the years go on. First winter is relaxing but cold. Second winter adds blizzards that obscure vision dramatically and slow the player down (sand/moon storm but for winter), Third winter could add some other challenges, whatever works. Progressively making life harder and harder is really really fun in a survival game, that way you never get too complacent. Could even add in randomness to that mechanic where the order is different per world. There are so many possibilities to create a truly remarkable survival experience. I just beg of Klei to focus on that aspect rather than the optional boss focus of DST. Let experience, knowledge, and preparation be the reward, not unlocking a better version of a shovel.

Oh yeah, this is something that I've been suggesting for dst for years. 

Given the gothic architecture and what-not I assume that dse will have some sort of a story line, maybe one where we slowly unlock more and more of that castle-like building we saw at the end of the trailer. I'd be interesting if each time we unlock a new layer we'd "release" more complexity/problems into the world

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18 hours ago, Szczuku said:

Oh yeah, this is something that I've been suggesting for dst for years. 

Given the gothic architecture and what-not I assume that dse will have some sort of a story line, maybe one where we slowly unlock more and more of that castle-like building we saw at the end of the trailer. I'd be interesting if each time we unlock a new layer we'd "release" more complexity/problems into the world

So kinda like the portal worlds in abiotic factor but for dont starve
Honestly that'd be interesting

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