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How to make the game better? Share your ideas!


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Hey everyone,

Seeing the new content coming, i was wondering what do you people want for the future of Don't Starve and Don't Starve Together.

 

I totally love this game, but knowing it all had that feeling "there could be more!", so here I go from my point of view. The question is not "bah Klei that's wrong" but "how can we all make the game harder, better, faster, stronger?" This is going to be a huge post i have in my head for several months, and English is not my native, so excuse me if I make misatkes.

Before we go, I know there will be a lot of people who will say "JUST FIX THE GAME", and I know Klei is not so big, they have a lot to do. They have never stop to fix the game and we know they work. But it's more to see what would look like a roadmap we build to Klei. I'm not just asking for more stuff, but principally how to have a better use of what we have

 

Helping the newbies

Starting with kindness...

Because new players buying the game = more money = more DST

I think about two behavior I have seen a lot with noob:

  • attacking every mob with an axe
  • picking everything

If we can allow us to build a spear and a backpack without the science machine, then you give people a way to have a decent fight (spear + grass suit) before building a camp. I mean, explerienced players will build a spear, a log suit, a backpack, a shovel during a night in the middle of exploration day 1-2-3, so giving every one will not change a lot for us, but it can help a noob not to despair too fast... Same for the backpack

 

The world

Land

Just make it bigger! more bigger! but really more, like 10x bigger! One thing about the actual world is that once you have discover all the biomes, then you settle at your convenance. So people go for exporing the first days and then you lost the feeling of exploring. I would love to walk for days, having several big biomes of all types, choose a land...

Having more variety in the biomes, not saying "what is usefull in that biome and how to bring it to camp?" but like having a different playstyle depending on the biome. We have that a little in summer with desert, but it would be great to have to adapt to the nature, to do with we have at our disposal, and not having the same build order in every biome.

Playing DST make me more this feeling of "checking spots on a list" than "explore and discover the world", if i can say it that way

 

Weather

Weather is cool, but hey, what could Wilson be afraid of:

  • fog?
  • shadow fog?
  • sandstorm?
  • Electric rain?
  • Lightning storm?
  • adding wind to DST?

I'm sure I'm missing a lot of other...

 

Day

I don't have much idea here, maybe aurora?

 

Water

Big point. I'm not talking about only thirstiness, but about water, the all thing:

  • Rivers (full, empty, flooded...),
  • building bridges,
  • lakes,
  • diving,
  • fishing Salt-mons,
  • thirsty,
  • collecting water,
  • irrigation,
  • pond full of evil frogs...

I'm sad we don't have any connection to water, knowing how important it is for human. I've understand the "we don't want to put another meter to play, not funny", but I thing something is missing here, and can be an axis to a future big improvment in the game, creating new mechanics, new mobs, new bosses...

 

Map

Don't give us the map. Make us build it. The hard way, with compass, and magic compass to find your friends, or linked to a specific point you choose (home? your hidden treasure in public server?).

  • Crafting a stating map
  • improving it (writting on it?putting our own pastille?)
  • put the shadows in

 

The flora

A little thing I would love: seeing not only carrots in nature but all vegetables and fruits in their natural state. Maybe having dragonfruit in cave, protected by rabbits, durian in desert, eggplant in rocky biomes... Not in big quantities of course, but just allowing us to collect something different than carrots that you can't dig and will respawn if you harvest it the good way

That's part of the thing when I said before "more variety and adapting to nature", since we already have all the vegetables

 

Game mechanics

"More! More! More!"

Food

We don't need more food i think. We have a lot, but few is good if you compare it to meatballs, fishstick and bacon and eggs, which are so easy to cook.

Maybe intoxication, or sickness because you always eat the same food can force players  to change their habits and not just eat meatballs

 

Fighting

Another big point: how can we break the hit and run system and add mechanics.

The easyest way would be to have some mobs you must tank or must use fight with ranged weapons.

I think giants sould have a specific way to deal with, they should have their own patterns and own weakness, to change the classical hit and run you use on mobs.

Ranged weapons need to be up, in particular the blow dart. For a very simple reason: a single tooth trap deal much more domage. If you put durability , like 5 uses, and lowering a bit the damage, you can have a decent weapon, usefull for fighting, a real altrnative, where the boomerang is good to pull.

Some other mechanics : parry, dodge, but i don't know how to introduce these mechanics...

 

Don't burn me with this one! Armor AND clothes

Just because people don't use clothes, like food, they just pick eyebrella / thermal stone / Tam / backpack and that's all.

the idea is that you need both a hat and clothes and a thermal stone to survive winter and summer (i'm saying more temperature stress), but you can craft more clothes (hound fur? Red and White for magic?), also wear a backpack, OR an amulet, OR an armor.

 

The camp

moisture of wood structure? With floors preventing it

 

Crafting

Some craft aren't actually worth it, like

  • Night Light: make it an auto fire that drain your sanity, refuelled by nightmare fuel,
  • One man band : drop your sanity to fast to be usefull
  • beekeeper hat : 100% protection from bees
  • potted fern : a little bit of sanity for having a beautifull camp?

It does not necessite big changes, but a little bit to adapt and use all these craft a new way

 

Elecricity

We have a lightning rod and strctures that requires electricity, can't make a battery? Stocking electricity, very important for the next point : science

 

Science

I want more science. My poor Wilson is supposed to have acquired knowledge, but i merelly build a thermometer...

Just some random ideas:

  • a machine that harvest twigs and grass for you (and it expolode if you don't repair it)
  • Crafting a science machine to improve the chest piece you bring from the ruins, some possible up
    • non agressive to chester and pigs,
    • more life
    • more damage
    • unique feature
    • riding
    • stocking

i was so hype and then so disappointing of that update, i remember wilson face starting to smile, there is so much potential...

  • A science ranged weapon (morning star refuelling? improved weather pain?)
  • Solar energy
  • Fence gate

 

Sleeping and resting

Sleeping should be not an option but a part of the game. Sleeping at least two per week not to be tired (speed and damage reduction), sitting on a log and resting a bit during cooking. You become weaker to illness, you miss your hit...

 

Domesctication

domesticate every single mob, building a zoo, riding a goat, a pig, a turkey (you guide it with berries on a stick : a rope, a stick, berries)...

 

Illness

You became sick if you eat the same food, don't protect yourself from the elements, don't sleep... the natural way

Of course we would need some meds

 

The future of DS

What should Klei do next to improve the game and make money?

  • For DST, more multiplaying, but Klei's on that
  • For DS, a new dlc, maybe arctic vibes, with Mac tusk village (someone said that a long ago in the forum, love the idea). Back to basics, Hunger, Frost, Arthas?
  • New DS overwolrd?
  • Spelunking lvl3?

 

The end

Thanks for reading!

What do you think of that? What would you change in DS and DST? What mechanics would you like to see?

 

 

 

 

 

 

I don't want the game to be bigger, it's not especially fun when playing with friend in wilderness (more time to find each other and play together).

Also, i think, if the problem is "there is nothing new to explore", bigger map mean a finish time before the problem is here again. Let say, you take 10 in-game day to explore most of the world, you will take 20, but after that, you don't really need to explore again.

What would be best (for me) is news things appears in the world over time, making useful to explore again. Like, i don't know : in summer some big bird migrating in the world, making nest in different points in the world, you have to explore again to find them before the fall.

I would like to see news things over time, like the bird i just mention, but why not some others things like this ?

@Lumina

I think making the game bigger (not 10x but already 2-3x) would break checklist build orders we see everywhere. Starting with a bigger world, you could then reduce it at your convenance, the opposite can't be done.

Your idea of exploring again is great, it makes me think about:

- beefalos herd merging to another spot after some year when they have "use" all the ressources neaby,

- Mac Tusk spot changing

- if you have a bigger world, you could have seeral Gloomer's statue, and you have to find which one is going to spawn

- we already have birds migration (red in summer, white in winter)

But you're right, world evolution is necessary to make you explore again

 

@Arlesienne

The "map improvment" was decide me to write. But i haven't test it yet, would you explain me?

 

@mathem99

SWT?

 

@Mobbstar@Joachim

I didn't knew i never play with mods. What is it?

7 minutes ago, b1b3r0n said:

@Lumina

I think making the game bigger (not 10x but already 2-3x) would break checklist build orders we see everywhere. Starting with a bigger world, you could then reduce it at your convenance, the opposite can't be done.

Your idea of exploring again is great, it makes me think about:

- beefalos herd merging to another spot after some year when they have "use" all the ressources neaby,

- Mac Tusk spot changing

- if you have a bigger world, you could have seeral Gloomer's statue, and you have to find which one is going to spawn

- we already have birds migration (red in summer, white in winter)

But you're right, world evolution is necessary to make you explore again

 

@Arlesienne

The "map improvment" was decide me to write. But i haven't test it yet, would you explain me?

 

@mathem99

SWT?

 

@Mobbstar@Joachim

I didn't knew i never play with mods. What is it?

You can make special markers (moonlens) to drop on the ground which show on the global map. There is also the matter of ocuvigils which unveil a small area for everyone.

7 minutes ago, Arlesienne said:

You can make special markers (moonlens) to drop on the ground which show on the global map. There is also the matter of ocuvigils which unveil a small area for everyone.

any possibility to write something on the map?

26 minutes ago, b1b3r0n said:

I didn't knew i never play with mods. What is it?

Mods (that is short for "Modification", change) are little packets of code, drawings, etc. that change the game. Some tweak, others fix bugs, and some add entirely new things.

Think of mods as community-made, free DLCs.

@b1b3r0n

8 minutes ago, Mobbstar said:

Mods (that is short for "Modification", change) are little packets of code, drawings, etc. that change the game. Some tweak, others fix bugs, and some add entirely new things.

Think of mods as community-made, free DLCs.

Excuse me i explain me wrong, i know what is a mod, i was wondering about what is in your mod! :)

7 minutes ago, b1b3r0n said:

any possibility to write something on the map?

None I know of. I use signs to be read and flowerbeds for the map (Where's My Beefalo, a client-side mod) - I have one saying THANKS to Klei, for instance.

@Mobbstar thank you i'll try

 

@Arlesienne yes they already have improved signs, but something like crafting a pen with a feather, and then being able to write on signs, annotate the map, write your cookbook...

 

4 hours ago, StarvedKasad said:

Baloon chests ,player specific only.When player leaves so does the chest,but since it has almost zero collision and can be pushed away it doesn't take a lot of space.

Look like a lot a personnal chester? that could be a solution to protect the precious items you want to keep in public server

1 hour ago, b1b3r0n said:

@Mobbstar thank you i'll try

 

@Arlesienne yes they already have improved signs, but something like crafting a pen with a feather, and then being able to write on signs, annotate the map, write your cookbook...

 

Look like a lot a personnal chester? that could be a solution to protect the precious items you want to keep in public server

I agree, the ability to make notebooks and maybe leave them around on top of writing on the map would be great! I use DST for survival-themed roleplaying sessions, and having notebooks would save me wood and space for all those signs :D.

If you want a personal chester, there is a reliable mod called Personal Chesters.

Also, I believe you may want to suggest some new additions to @Joachim. I've had the pleasure to see my dreams about snakes in DST come true, and more :).

7 hours ago, Arlesienne said:

I agree, the ability to make notebooks and maybe leave them around on top of writing on the map would be great! I use DST for survival-themed roleplaying sessions, and having notebooks would save me wood and space for all those signs :D.

If you want a personal chester, there is a reliable mod called Personal Chesters.

Also, I believe you may want to suggest some new additions to @Joachim. I've had the pleasure to see my dreams about snakes in DST come true, and more :).

Personal chesters is a server mod,something similar should at least be implemented in the vanilla game in my opinion..

Ive been thinking for a while that PVP objective oriented games could be well introduced to DST general mechanics.

EG:

Pig King Crusade: 2 teams, 4 player on each team, appear on 2 different areas of the map, separated by water, with about the same bunch of resources. Islands would be completely isolated and not communicated, not even through cave world (which, would be 2 nearby cave worlds as well). So you can explore your side of the map or caves, but you can't meet the enemy team for 10 ingame days. I'll explain that further later.

Each team starts with a young pig king which is a modified homeless pig, who is slightly fatter than regular pigs, but can walk and roam around like the other pigs do. You need to find him in your side of the map, as one will be present on each side. He's always neutral to you and does not turn to werepig during full moons. If you feed him he'll give you gold, and if you give him trinkets he has a % chance to give you different color gems among his gold (as these games would be shorter than usual DTS games).

Until day 10 its preparation day, each settles their defenses, base, protects their pig king as they see fit, and gets weapons and armor. On day 10, a strong earthquake (same effect as when it happens in caves) will make both sides of the map get connected, and the same goes for caves world. This is attacking time.

Each team needs to murder the opposing team's pig king, and/or kill all the enemy team members. First team to do so wins the game. To make this fun a few changes need to be made:

  • Enemy buildings and walls now need to be attacked with weapons/gunpowder, and they can't be destroyed by hammers. Your own constructions can be destructed with hammers though.
  • Fire will not spread as fast to structures.
  • A limited amount of wall tiles can be made per team (no massive wall building)
  • Tooth traps, bee mines, etc, will be invisible when placed to opposite team and will deal damage to them. Their damage should be reduced though.
  • Seasons should be much shorter.
  • Maps will be smaller than default
  • Perhaps seasonal giants could come...

I think this would make not only survival needed, but also strategy. Also, we would not only have to see Wigfrids and Wolfgangs, as resource gathering and base building will be needed as well, so perhaps a Maxwell or a Woodie would fit in the group, even perhaps a Webber, denying areas of the map with massive spider armies.

You want to go heads on to fight the enemy, when you notice the whole enemy team has no wigfrid or wolfgang? Maybe they settled their defenses right, are holding you down in fierce battle, and a sneaky Wes that came through the caves, emerged right next to your PK and killed him.

Just an idea, balance would be needed though.

TL;DR: 2 teams, each team has a fat piggy they need to protect, first teams piggy that dies, looses, and the world resets.

1 hour ago, Mobbstar said:

@Joachim @Arlesienne @b1b3r0n

I have made a thread regarding Industrial Resolution

Since you seemed interested in the mod, I thought I'd notify you of it.

Fantastic, voted and subscribed. Off to joining the discussion.

Why not making everything available from start without research stations so noobs won't have to ask for where the base is :^)

I don't understand the first point. Taking spear and backpack away from the science machine doesn't make sense, as the science machine is easy to build and prototyping even gives you free sanity.

If a noob decides to go try to take out a spider nest with only an axe that's their decision: they won't try again the next time.

@Mobbstar

Thank you, I've downloaded the mod but i didn't have try to test yet (civilization sometimes take my pc for days :) )

I have a lot of interest for science in DS, but unfortually i'm no good either at coding, drawing, animating...

More science!!! MORE SCIENCE FOR WILSON !!!!!!!!!

@Joachim

and disable sanity; Nobody likes to die of nightmare creature

 

@DwerBomb

I totally agree that you don't need to do it and that it's easy to build. But how much time before a noob understand that crafting a science machine the first days before settling is good? How much try before learning sanity?

For backpack, I think it's the only craft with the science machine that does not need to refine something to build, like all others starting craft

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