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Shadow's Bundle 'o Ideas


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So I've been reading about the ideas everyone has been presenting for DST, and I've had opinions and new ideas for each of them, and, rather than break them apart, I figured I could just post theme here in one fell swoop.

 

Lettuce begin!

 

DEATH/RESPAWNING

The idea is simple. If you die, you die and drop all your loot, along with a skull. In order to respawn, someone has to go get your skull and 'use' it on a Meat Effigy, which would now have it's sprite changed so that it's head was missing. Sure hope you told them where you were! If everyone dies, it's game over. World deleted. Do not pass go. Do not collect 300$. Touch Stones would be a loophole to this, however, since it would automatically respawn whoever touched it to activate it.

 

Perhaps, as a special new buff, Wilson would be the exception to this rule and would automatically revive himself? I 'unno. Maybe. On second thought, no. That'd make him nigh-immortal in PVP situations, because he'd just be able to 'revive-jump' from any Effigy he's built, making finally pinning him down and killing him a nightmare.

 

CHATTING

When making the sever, you'd be able to pick if the chat was global, local, or STRICT local. If it's global, chatting would work basically like Minecraft's, where it would just appear in the upper right corner and everyone could see it.

 

Local chat, however, would be more fun. Chatting would appear over your head, and it'd mean that, in order to chat with someone else, they'd have to be near enough to you to see you. Yay!

 

This setting, however, would have a special new craftable structure: the Radio Station, craftable at an alchemy engine with 3 electrical doodads, 2 planks, and a beefalo horn. The Station would let you talk to anyone at any distance, so long as they had a Station themselves.

 

In addition to this, there'd be a new helmet to assist with this, too: the Radio Headset, craftable at an alchemy engine with 2 electrical doodads, a volt goat horn, and a straw hat. The Headset would function as a head-mounted Station, but it'd have to be worn in order to work, with the Headset itself having infinite durability normally, but causing shock damage and degrading if worn in the rain without an umbrella.

 

STRICT local chat, on the other hand, is simply local chat, but with the two new craftables removed, forcing players to play near each other if they want to stay in contact/alive.

 

PVP

PVP will obviously be around in DST, but there should absolutely be an option to cut it off when making the server, similar to picking the chat settings.

 

PVE/DIFFICULTY

AKA, buffing the monsters. Buffing the monsters would be pretty simple: Each new player increases the health and player-damage of all hostile monsters by x.25, with the initial monsters being 25% stronger than normal, and would gradually come into effect as the day count goes up, capping with four characters at x2 strength.

 

The power increase would absolutely have to be a VERY slow and gradual thing, since every single spider having 200 health and doing 40 damage per hit is absolutely no joke. Perhaps the increase could be spread out over a span of, say, 200 days, with the length being editable by the server creator at the start? That could work.

 

SANITY

Hallucinations would only be visible and attackable by the one they're targeting. Other players would see the person taking damage and could heal them, but not see the hallucinations or do anything directly to them short of going and getting the insane person something to help their sanity.

 

Being near other characters restores some sanity based on how sane they are. 100% = +2 per minute.

 

If you're near a character that's insane, they'll drain sanity based on how insane they are. 0% = -2 per minute.

 

HOUNDS

As the PVE difficulty increases, the waves get larger, but more infrequent with longer times to get into position as the barking starts. The waves will be a map-wide event, but the whole wave will be broken up into pieces for each character. If two characters are using the same base, the two hound groups will attack the two characters together, but someone on the far end of the map will only have to deal with their helping of the wave, not the others'.

 

This basically covers all my thoughts on various things that'll have to be changed in DST. What do you guys think of them?

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In continuation to the death mechanic(I like it by the way), once a player dies, how about if they then play as a ghost that can't be seen(except possibly by totally insane players), and can see in the dark. That way, until they get revived or leave, they can spectate the other players and still feel like a part of the match.

 

If Klei goes this route, they could also implement some way for the ghosts to do small and pointless interactions with the world, like slightly nudging an item lying on the ground or something. Not entirely sure about this bit, as it could be used to harass living players, but something for the spectating dead to do other than watch and move around would be cool.

In continuation to the death mechanic(I like it by the way), once a player dies, how about if they then play as a ghost that can't be seen(except possibly by totally insane players), and can see in the dark. That way, until they get revived or leave, they can spectate the other players and still feel like a part of the match.

 

If Klei goes this route, they could also implement some way for the ghosts to do small and pointless interactions with the world, like slightly nudging an item lying on the ground or something. Not entirely sure about this bit, as it could be used to harass living players, but something for the spectating dead to do other than watch and move around would be cool.

 

>Ghost can be seen by totally insane players

>Ghosts not immidiately leading the group straight to their skull and getting themselves revived

>This not making the non-automated revival totally pointless

 

No.

>Ghost can be seen by totally insane players

>Ghosts not immidiately leading the group straight to their skull and getting themselves revived

>This not making the non-automated revival totally pointless

 

No.

So they shouldn't be able to be seen by players then; I see your point there. I do see the whole ghosts idea as a nice way for the dead characters to spend their time, instead of just milling around doing nothing though.

So they shouldn't be able to be seen by players then; I see your point there. I do see the whole ghosts idea as a nice way for the dead characters to spend their time, instead of just milling around doing nothing though.

 

They're dead. They shouldn't be able to do anything. Log off for a while. Check back in later and hope they revived you.

They're dead. They shouldn't be able to do anything. Log off for a while. Check back in later and hope they revived you.

Speaking of, what are your ideas about logging off? Does the character just disapoof? Couldn't that be easily manipulated to the player's advantage?

TELL US, OH GREAT DIMENTIO.

Speaking of, what are your ideas about logging off? Does the character just disapoof? Couldn't that be easily manipulated to the player's advantage?

TELL US, OH GREAT DIMENTIO.

 

The character will disapoof, yes. There's no other way it could work-- the character will cease to exist after they log off, and all their plants and structures will be locked unless otherwise set by the server or player. That way you don't return to see everything stolen/burnt/etc. You'll still hunger, though, so you're basically guaranteed to be starving when you get back.

They're dead. They shouldn't be able to do anything. Log off for a while. Check back in later and hope they revived you.

I really think they should. If I die on a multiplayer server, I'm not just gonna log off and come back on to check if I'm alive again. If I'm playing with a team of friends, it would really be nice to be able to still feel like you didn't just get kicked from the game while everyone else still plays. I can see how your idea would be better suited to a public server, however. Could possibly be an option in the config.

The skulls could also possibly work on graves instead of meat effigies, kinda like unlocking Webber.
 

Maybe with increased penalties, like 20% Hp Sanity and Hunger

 

That way, even though lives would be infinite, the team would still suffer a bunch.

 

HOWEVER,

 

putting a players life in the hands of other players could go horribly wrong. If I died by like, Walrus dart out of no where, and my team said "Screw that loser he can go die, I aint wasting time to get him" It would feel pretty bad.

For an alternate way of resurrecting, I think you should be able to use a Life Giving Amulet on another player's dead body. There would of course be penalties from both the resurrection and the person being resurrected, but it would be nice for when there is no effigy or touchstones present.

The skulls could also possibly work on graves instead of meat effigies, kinda like unlocking Webber.

 

Maybe with increased penalties, like 20% Hp Sanity and Hunger

 

That way, even though lives would be infinite, the team would still suffer a bunch.

 

HOWEVER,

 

putting a players life in the hands of other players could go horribly wrong. If I died by like, Walrus dart out of no where, and my team said "Screw that loser he can go die, I aint wasting time to get him" It would feel pretty bad.

 

Their loss when the difficulty picks up and they're down a player. But honestly, if your team won't even bother with THAT, they're screwed anyways.

 

And no. No, no, no. God no. Death needs to have implications to the team and be difficult to recover from. 20% health, sanity, and hunger? That's not even a setback! Just eat some cactus and you'll be fine! No, death needs to have some difficulty to rebound off of.

 

For an alternate way of resurrecting, I think you should be able to use a Life Giving Amulet on another player's dead body. There would of course be penalties from both the resurrection and the person being resurrected, but it would be nice for when there is no effigy or touchstones present.

 

Odds are, if you have a life-amulet, you can get an Effigy, so that's quite pointless.

The character will disapoof, yes. There's no other way it could work-- the character will cease to exist after they log off, and all their plants and structures will be locked unless otherwise set by the server or player. That way you don't return to see everything stolen/burnt/etc. You'll still hunger, though, so you're basically guaranteed to be starving when you get back.

Then surely anyone could just disconnect when hounds come and have the other players deal with it, or disconnect right before they're about to die in pvp and wait an hour before coming back, to ensure that the aggressor has left the area.

I think the only realistic way to prevent that from happening is to just make it so that when you log out of a game your character becomes AI. They wont be able to do much apart from attack near by enemies and eat food when it's given to them. The AI could just be like a pig. Also the players inventory could become available encase there is useful items in there or something. This would force players to all be online at the same time. It's going to be Co-Op game mode, not just a multiplayer. Probably a harsh way but it's a realistic way to prevent cheating.

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