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Found 1 result

  1. Since JoeW encouraged more discussions about game's future I figured I might as well bring up the topic of progression once more. This time I'll try to give less ideas on what can be added and focus more on why progression should be added into dst. Let's start with aknowledging on how dst functions right now: To new players dst is quite hard provided that they're going in blind. If they decide to watch tutorials/read wiki etc then all they need to be a qualified 'experienced player' is some practise. Learning kiting paterns, crockpot recipes, farms designs and all that. Once you learn these, dst can become quite predictible and even dull at times even if you haven't experienced all of its content yet. This is because majority of new content is optional or decorational. Bosses that you need to disturb yourself, long journeys that reward you a statue sketch. You've already seen everything the game can throw at you, the rest you have to find yourself. Many experienced players here suggested that Klei should add more forced content. The most common response is 'No it'd make the game too hard for begginers'. This is where progression comes into play. It'd allow Klei to add more forced content without making early game too hard for newcomers. Progression can occur in 2 ways: actions done or days survived. I believe that both of these ways should be added into the game. Now I hear you saying 'What's the point of progression, you'll learn what happens after what and will be bored again'. And that's why I'm putting out an idea of randomness. Thanks to it every playthrough could be different. To give some examples we can already see in game: Antlion (forced content), map's shape, skeletons, locations of salt statues, setpieces. Randomness combined with progression would definitelly spice things up as you wouldn't be sure what your action could've just caused. Keep in mind that when I'm talking about forced content I do not mean 'Hounds and Deerclops attacks-like content'. Forced content might as well be a small inconvience to the player simmilar to sanity drain of a dead player or Skittersquid running across your screen. Progression could also very well be related to atmosphere and ambiance. Remember that when talking about a big change to the game you always have to see beyond what's only written Now for some examples: -Seasons receiving new content after you've survived them. If you think adding all of this would make seasons feel overpacked with stuff then the game could pick only one effect for this year which wouln't happen in the next one (unless the game rolls it again) -Natural Pig villages being more randomized. Wild crops growing here and there. Sometimes a bonefire could be present -Pigs getting smarter after some time. As in they're able to plant their own wild crops, collect items, create tools and armor. AI also gets smarter of course. Player would either be forced to use other helmets or a new source of pig skin could be added. -After visiting Lunar Islands/Assembling the crafting station there'd be like a shockwave that'd indicate a big thing has just happened. An arrival of new critter to the main island. This mob would act differently depanding on the moon phase, not just the full moon. Speaking of it full moons would be more lively now. -After some time eagle-like birds appear on the main island. Neutral but can be deadly. -After crafting something at pseudo science station insanity could have more effects. Or a new Shadow Creature that instead of killing you makes your life a nightmare -After some time the sea gets filled with groups of aggresive pirhana-like fish. If you don't want to deal with them you'll need to do some special stuff -Defeating the Fuelweaver sets a chain reaction of sorts. -A small ant-like bugs which are only for decoration and atmosphere As you can see forced content doesn't have to be a destructive hound wave or a boss visiting you. Progression doesn't have to immediately change your entire gameplay. Discuss, give your own ideas and if you're against it then do tell why Tldr: Progression allows forced content without discouraging new players. Forced content doesn't always have to mean a boss arriving at your base. More randomness would spice things up so the game doesn't end up predictible.