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Progression system in dst

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So a while back I made a thread where I asked if dst needed a progression system. Most people answered 'yes' but I decided to ask that question once again in a form of this poll.

In this thread I'll give my own ideas regarding the progression system. Imo the progression system should happen throughout the entire game, as 1 event that changes the entire game would be too much of a Terraria rip-off. I believe that a progression system would be a way for Klei to make game more interesting for experienced players while still keeping early game simple for the majority of players

Anyway here are some of my ideas:

-After launching a boat for the 1st time neutral turtles would begin spawing near the shoars. Could be a source of a new material to make armor/structures with

-After surviving a season the next time it'd happen it'd get more content to it:

Winter:

  1. Snowstorms could occur (no they wouldn't slow you like sandstorms do) which would spawn piles of snow around the map. Source of a new material: snow. Could be used for crafting. A new enemy would also spawn from those piles of snow. Cave entrances could get blocked and would require a shovel.
  2.  Ice bergs begin floating around the sea making sailing a bit more tough. They would also be a spawnpoint for a new enemy.
  3.  Deerclops get's an update. More attacks, a bit toughter when it comes to stats, maybe equiped with a 2nd phase

Spring: 

  1.  New enemies start spawning in the swamp and around ponds: giant worms, walking fish, tentacles respawn (if they don't already). Small rivers start flowing through the map. They wouldn't block your path but would slow you down and make you wet.
  2.  Moose/Goose gets an AoE attack
  3.  Acid rains could accur which would require a new type of protection. Umbrellas, eyebrellas etc wouldn't work

Summer:

  1.  Lavae naturally spawn from lava ponds
  2.  Sea levels decrease revealing a new island to explore or a sunken ship 
  3.  Small volcanos activate in the caves creating magma biomes

Autumn:

  1.  Winds that spawn piles of leaves. Something simmilar to tumbleweeds
  2.  Sunflowers- an actuall flower that causes overheating when you're near it. Would only spawn while you can still over heat from the world temperature. A source of a new material
  3.  New type of merm invading from the sea. Something similar to how some real life fish travel back thousands of kilometers to the place where they were born. These merms would be aggresive but also drop some unique items.

-After surviving an entire year Pigs could begin getting smarter- collecting stuff from the ground, creating tools, planting seeds in the ground (like Wormwood) and protecting them, chopping nearby trees and crafting stuff. They'd reach their 'full inteligence' after like 3 in-game years

-After making the Luanr Island crafting station full moons could have more stuff in them: gestlats spawning, influence on more creatures, moonglass chunks appearing randomly of the ground for the durration of the night etc

-Defeating the Fuelwaver would have probably the biggest impact on the game:

  • Mumsy and Billy either being a wandering npcs or having their (undestructable) houses spawb somwhere. You'd trade with them
  • We can craft some Forge-like items
  • Anything related to Them would start happening after that

-Defeating Toadstool for the 1st time could result in creatures with mushroom parasites spawning in the caves and maybe surface

Please know that I do not want the progression system to be only based around making the game harder. I simply think that progression system is a way for Klei to add a lot of content without making the early game feel like it's overpacked. For example imagine Mumsy and Billy walking around the map when you're on your 1st Autumn.

Also...

Most of the ideas I presented were described quickly as to not make this post an even bigger wall of text. Everything that i mentioned would in one way or another be usefull for a player. Either by dropping a new materials for crafting or something like that. So don't think that all of my ideas mentioned above were only about making the game harder. 


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