Hello there! I have a list of suggestions and some grievances, which
no doubt will ruffle feathers for many of you who know how to play,
but I don't, I'm a newbie =)
I've had the game for ages, tried a handful of times but never made it
past a couple of days before dying and giving up. Thrown into the deep
end, with a steep learning curve, I just couldn't overcome the initial
But recently I tried again, I ended up on Walter without knowing
anything about him, and have actually been enjoying playing since =)
So here is my list of heresies:
When you get a loading screen it turns black, then a bright default
neutral, then it loads your vignette. Could you please take out the
bright middle screen, and instead go directly from black to vignette,
bypassing the sudden jolt of brightness in between. It can be kind of
blinding when it happens.
Force-Planting saplings or grass or walls or similar things; The item's
placement is green, it has found a placement, but you right-click and
it disappears from selection because apparently your mouse was too
close to another item. If I see a small hole in the sapling garden and
the placement is green, let me hold in a key to FORCE-PLANT that
sapling whether the text "press right mouse to plant" shows up or not.
It's really annoying and dare I say stupid that you have to look for
not only a free spot, but also an area that doesn't interfere with the
helpful mouse text which lets you know you can plant it, the thing I
already knew because the placement had turned green.
Please change the **** frequency for tamed Beefalo, it's always
everywhere ALL THE TIME. Either that or allow us to craft Beef
Diapers, attached to a Beef and fills up to say 100 shits when it
falls off on its own, full diaper can be used to craft poop buckets
maybe. Or when Beef Bell is on the ground, allow it to only **** very
near it. Or just turn off poop for tamed Beef entirely. Please.
When Walter's Slingshot is loaded with ammo and is in your inventory
but not equipped please add a small coloured circle somewhere on its
icon to indicate which ammo type it's loaded with, so if you wanted to
have multiple slingshots with different ammos loaded you could
actually see which is which.
Poop ammo for the slingshot shouldn't draw mob aggro from mobs around
the one you hit, it feels a little counter-intuitive when that one
spider which is following you loses its aggro but two million other
spiders get pissed off.
When you're in your base and you use Force Attack to kill say a bird
with the Slingshot, if you have any Walls nearby they will take
priority. I don't know why you'd want to be able to attack your own
walls but if so please have your walls be force-attackable ONLY with
melee weapons. The Slingshot starts tearing down the base so quick for
a small mistake.
Mushlight/Glowcap; The second is an upgraded version of the first, yet
both are dropped from the same place. Make the Mushlight available
(and craftable) from something a little bit more obtainable and keep
the Glowcap locked behind the Toadstool as a (now guaranteed) drop.
Skins for the Beef Bell as identifying markers so you don't mix up
your own bell with your friends', or even if you have multiple Beefs
with different traits. Perhaps selectable through a new tab in the
Grooming Station in the same styles as available for your Beef.
Otherwise just add a couple of belonging skins for them, perhaps even
something as simple as different colours for the same skin like
Decrease build-collision for Walls. If I can build a structure and
then a wall around it I should be able to build a Wall first and then
still place the structure next to it. Maybe decrease build-collision
for other things as well.
More Base Decoration;
A1) Turf; Maybe (probably) controversial, but as a newbie who hasn't
yet gone to the ruins, please don't require going to the ruins to
craft turf. It's just turf. The Tamper should be craftable by Alchemy
and instead of being its own crafting station have it be a Turf
Analyzer where you drop in a single piece of turf and you get a
blueprint to craft it at the Alchemy. Having such basic base
decoration locked behind a really difficult place is kind of
alienating for newbies/casuals, maybe we just like creating and
decorating bases and not staring down terror, at least not yet.
A2) More new kinds of turf geared specifically for base building, like
different looking tile-turfs (sandstone, granite, clay, brick etc),
maybe gravel, mossy stones, maybe turf that reacts to the environment
like rainfall by creating nice animations of water flowing along
certain turf. Addendum: Just after writing this I came across the tile
floor in the place with knowledge fountains, that's kind of what I had
in mind so that's great. But MORE of this please.
B) More new looks for Walls, maybe new combinations of old Walls like
Rock+Gold, Rock+Moonrock, Gold+Moonrock, Flint+Rock, new Wood Wall
using Wood+Driftwood, Wood+Tentaclespot etc. Either new items or just
belonging skins for regular Walls.
C) More new kinds of plantable trees, new types of plants, potted
plants, potted palmtrees, potted cactuses, things to make your garden
D) More new decorative items, chairs, stools, tables, benches etc.
Like with the tile I just discovered, there are cool
chairs/tables/vases there as well, I don't know if you can recreate
those yourself yet, but more like that if so please.
E) Need lectern for cook book; when placed on the ground it can't be
read, but when inside a container it can be. I'd like to have a
structure like a lectern where you can see the open book resting on it
and when interacted with it opens the book directly, this way I can
place it near the food area without having to either go looking for
it, or accidentally picking it up if it's on the floor.
Chests need their volume increased; There is no reason that a much
bigger container which takes 12 logs to craft yields exactly one slot
more than a backpack made from 4 twigs and it just creates a mess of
an ever expanding storage problem when building a base.
It doesn't make any sense that a storage solution (emphasis on
solution) ends up being a problem of ever expanding areas taking up
huge portions of your base and being extremely annoying when you're
trying to sort loot. Heaven forbid you're looking for that one thing
you forgot where you placed it, and you have to hear the "CLONG!"
sound 9 times before you find the item. Inventory management with
chests in DST is a nightmare and bad design, a handful of chests
should be enough. If the reason for the miniscule capacity is to create a log sink, then simply scale up the logs required.
Behold, 12 logs vs 4 twigs (cave bananas added for extra effect):