Introduction
I'm here to talk about some issues that i have with the game, i have previously created a thread talking about these "issues" but it was rushed, sadly due to the inability of editing the main post of that thread, in order to add more detail and reason behind those suggestions, i created a new thread
Please be aware that these "issues" are just my personal opinion, and their order has nothing to do with their importance, also i will most likely come with a second list of suggestions that couldn't make this list due to the lack of time ( probably with a new thread due the inability of editing this one later )
Content
I. Grass gekkos
Issue
One issue i have with the grass gekko mechanic is that you cannot have a grass tuft farm anymore, and i love grass tuft farms. This also means that cut grass farming have less diversity compared to twigs and berries farming. While being able to have both sapling and twiggy tree farm in your base, and also juicy berry bushes and regular berry bushes farms, when it comes to grass, you are not even being able to have a regular grass farm in your base, only a grass gekko farm.
Another issue is that they seem to be extremely over powered compared to grass tufts, in order to gather 40 cut grass from grass tufts it requires a little bit of time, especially early when you haven't made your own farm, even with your own grass tuft farm it does take some time to gather them because of the picking mechanic, while gathering cut grass from grass gekkos is extremely fast and requires no effort at all to the point where gathering cut grass is not a task anymore. What ever resource you need to go gather, there are always 40 grass gekkos in one screen on your way there, and in 10 seconds there you go, 40 cut grass in your inventory, You need some rocks and gold ? get to the rocky biome to mine some, once you arrive there, you also have 40 cut grass laying on the ground in one screen, you need some gears ? go hunt some tumble weeds in the desert, you also have 40 cut grass laying on the ground in one screen.
At first i was thinking about an option to disable grass gekkos from the world generation settings menu, but i doubt that would be the best approach.
Conclusion
In my opinion the grass gekko mechanic should be reworked considering the following aspects
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They should not replace grass tufts
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They should not provide so much cut grass
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They should not be so accessible
Solution ( possible rework ideas, feel free to tell me yours )
1.
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They should not spawn from grass tuft
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They should spawn only from a grass gekko nest
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The nest should be available only in the desert
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They could be captured, in order to relocate them to make a farm
2.
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They should not spawn automatically from grass tuft
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In order to make a grass tuft turn into a grass gekko some kind of special fertilizer should be involved
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They shouldn't be present in so many numbers around the world
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They should be restricted to a biome
II. Unwanted items
Issue
Another thing i find annoying is the inability to get rid of unwanted items, in every game i play there is always that big pile of crap laying around on the ground in your base, that no one uses and no one wants, such as low durability tools, clothing, etc
At the moment there are only two ways of getting rid of such items, one of them is having a lure plant around to consume them, which is restricted to one season only, which is kind of annoying in terms of accessibility, not to mention of how absurd it is having to rely on a seasonal monster in order to get rid of unwanted items. The other one is using them until they reach to 0% durability, which is also extremely annoying, tedious and time consuming for only getting rid of one item, let's take for example a 50% durability straw hat, it takes several days to wear it in order to get rid of it, kind of annoying isn't it ? now when it comes to 15 or more items this becomes a real challenge, but we can even take it further beyond, let's say you have five 50% durability hammers, now at this point you have to gather resources, to craft stuff, just to hammer it down to get rid of your hammers.
Conclusion
In my opinion a new mechanic for getting rid of such items should be implemented
Solution ( possible ideas )
Giving such items the ability to be used as fuel for fire pits
III. Vegetable Farming
Issue
In my opinion farming vegetables requires so many resources and so much time to manage compared to the benefits they provide, that having them is a complete waste of time considering the alternatives, you invest so much time for such low amount of food, and the recipes requiring them are not worth it either
Conclusion
In my opinion farms should be reworked considering the following aspects
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Farms should provide a higher amount of food
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Farms should provide better quality food
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Better food recipes for vegetables obtained by farming
IV. Graves
Issue
This is another example of annoyance present in the game, and that is you are not unable to get rid of graves unless you remove them completely from the world by using the world generation settings menu, which is not really an option considering their benefits in terms of loot and environment
Conclusion
In my opinion graves should be removable by using tool items.
Solution ( possible ideas )
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Hammers should be able to break gravestones
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Dug graves should disappear in the span of a year
V. World generated roads
Issue
I do find world generated roads to be quite useful throughout the game, but there is something about them that really kills my appetite for the game, and that is they are always there, and you can do nothing about it, you cannot turn them off from the world generation settings menu, you cannot remove them in game, and they are always in that sweet spot you want to create your camp, ruining the aesthetics of your future base In my previous post i was mentioning the implementation of an option to disable them from the world generation settings menu, but i think that wouldn't be the best approach for the issue.
Conclusion
In my opinion world generated road paths should be removable by using a tool item.
Solution ( possible ideas )
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World generated road paths should be removable by using a shovel* ( since they are not turfs anymore, so it wont conflict with the turf beneath it )
VI. World generation layout
Issue
This is another issue killing my appetite for the game, and that is the current map layouts generated by the game. The geometry of the current layouts feel too triangulated, too asymmetrical, too narrow and too scattered. Back in 2013 when we had don't starve vanilla the map layouts were more suitable for larger bases due to the geometry being more square/circle oriented and the transition between biomes felt more wider. For example before you could fit less but wider perfect squares on the land surface, now you can fit more but less wider perfect squares on the land surface.
Conclusion
The parameters responsible for map layout geometry available in the world generation settings menu should be enhanced considering the following
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Offering more options towards generating a wider, symmetrical and more square/circle oriented land patches/map layout.