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About ashinator92

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  1. @floov: props for being a beef-friend! This was also reported on the dst subreddit:
  2. I have a bearded dragon, sent you a trade Edit: Ah sorry, i just realized you want a brood/wyvernling. Sry, ill rescind the offer.
  3. I specifically meant monster pathing. Hence me saying (most strats and optimal patterns revolve around units continuing to walk indefinitely). Dragonfly is rushed by making lavae walk dumbly across a sign. Pig farms, gobbler farms, klaus rushes, traps for vargs, etc. etc. These are sensible statements. I dont mind better items making worse items obsolete, but what bugs me is how much better those items are, to the extent that some things are straight up never used(bedrolls, dapper hats, spears). Idk about this. On the scale of player experience, is it valid to say maybe the 10% newest people should use certain items, and the others shouldn't? If you watch youtube streams, you would think that beating bosses is the only way to play; partly this is just misinformation but partly it's what players are primed to do. I dont mind alchemy engines being available early, but i do mind wanting to hammer down your science machine the moment you make one. I do mind never having hatitators around, never wanting to make top hats, or dapper vests, or one-man bands. Idk, it's that sort of thing. I actually disagree with this. In DST specifically, boss rewards aren't really proportional to the amount of investment you might put into it. It's worth doing for the expert points, and to know that you can, and to have fun; but i wouldn't say it makes survival that much easier. Maybe Bee-queen/Shroom-dude are exceptions, to the extent that they basically let you stockpile things and unlock creative mode.
  4. Hi Folks, I know that there are multiple factors that go into game design decisions for a game like DST: - Game should be enjoyable for both casual and expert players. (this is done by making boss fights optional) - Game should feel playable regardless of number of players. (this is done by having difficulty scaling to number of players, eg. hounds are per-player) - Game should not change drastically at any point. Most changes should be additions to avoid alienating longtime players. etc. Even with this being the case, I couldnt find good explanations for why the devs decided to make certain things the way they are. For example: - Pathing system (most strats and optimal patterns revolve around units continuing to walk indefinitely) - Science Machine v/s alchemy engine crafts ( certain things are just straight-up never used past day 10 or so ) - Item effectiveness cliffs. (upgraded items are drastically better than downgraded versions, to the extent that rushing things is very often the ideal approach) What are your thoughts?