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Darts: High investment with low return

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Like the title suggests, darts have a very high investment with very low return. For the sake of brevity, I'll list the darts and what they do below:

*All darts require 2 reeds and a feather. The feathers practically requires loads of boomerang or bird traps to be viable to farm.

Blow Dart: 100 damage. Pure and simple. Definitely the best dart out of all of them. And, arguably, the only one worth farming for (though still not worth it in the end).

Fire Dart: Deals 50 fire damage. If you're lucky. That's right. 50 -not 100.

Sleep Dart: Puts things to sleep with enough shots. (Why even use this if you have a pan flute?)

Electric Dart: Deals 60 damage with a 1.5 multiplier. So, 90 damage. The wetness factor doesn't matter.. monsters in DST do NOT get wet aside from dragonfly. What even is the point of this?

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Ultimately, all of the darts (aside from blow dart) are useless. Fire Darts are relatively more expensive than a simple fire staff in total uses. A Sleep Dart is inferior to the Pan Flute. And, the Electric Dart pretty much always does 90 damage. But, requires gold to craft for just 1 of them.

Willow could be buffed so that she deals double to triple damage when she deals fire damage to her enemies (makes fire dart, torching, or fire staff slightly more viable). This gives willow an option to fight back using her lighter. Ultimately, killing them with a flint axe would be the faster way to kill than just setting them on fire. But it's something.

Sleep Darts could require less shots to put mobs to sleep. I don't know -I never really find myself needing mobs passed out in front of me.

Electric Dart... At least allow us to make enemies wet by throwing water balloons at them. What's the point of adding this into DST only when you can't even take advantage of it?

Nothing will get changed and I know this.. this is pretty much just a rant about how useless they are.


Refueble lazy forargers

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It would be a feat thing if it was refuleble, since it's a SUPER rare occasions when people actually make them or even use orange gems, making extra ones are a waste, because they use up quickly enough. Picking wood up after chopping and lagging a lot sometimes makes it real hell, but having one of the amulets is very useful. The lazy explorers are mostly the only thing is that being used, tho I think it's fair to say that it doesn't need to have refuel option, it's strong as it is. I rather loose 1 sanity per pickup with an amulet that can be refueled than having fast breaking amulet with less and almost no use what's so ever. (P.s. willow quote about picking up burning materials is a lie :p )

Make it that cooking in crockpots requires fuel?

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So, I was playing the game making meatballs in like my 20 crockpots then I realized that cooking food in crockpots is too easy because all you need is the food stuffs & you can get yourself a much better food item in under 20 seconds or something...

So, I thought maybe Klei could make it that to cook food in crockpots requires putting items that could be used as fuel like...logs, twigs, charcoal ect, in a new space in crock pots called "Fuel" or something like that!

So, items that can be used as fuel will all last depending on what item they are & while there's still fuel burning in the crock pot you can cook food in it! Maybe they can also make it that if you cook food with charcoal or some specific things it turns out more tasty, heals more sanity or something like that :)? Fuel should probably not last very long unless you're using items like boards, charcoal or something similar then you can't cook everything with like cutgrass & twigs.

Also, when all the fuel gets completely consumed it would be cool if some ash gets in another space in the crockpot then you can make get ash while the item that turned to ash actually served a purpose!

I just think that the way cooking food in crockpots is right now is too easy & simple...it'd be really nice to have some type of thing to make cooking in crock pots harder & maybe feel a little more like actual cooking.

Oxygen Not Included "Flotsam" and Trinkets.

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Metal Flotsam:

- 5% chance to spawn when a meteor collides with the earth.

- Hammer it for a random Space Trinket.

 

Space Trinkets:

Glowing Crystal - Visual appearance of Kryptonite. Gives off a faint glow, not protecting from Charlie. Traded for 4 gold.

Cracked Helmet - A cracked Space helmet. Traded for 5 gold.

Dehydrated Pizza - A gross-looking pizza slice in a plastic bag. Traded for 2 gold.

 

Other loot:

Moon Rock - 1% chance

Yellow Gem - 0.1% chance (from the portal)

 

 

I could see it being part of a promotional update. I am trying to think of a Wolly equivalent, too :p

 

 

Hot Lava update + SW Volcano/Magma biomes and new items.

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Biomes

 

Magma Biome [Overworld - Man, that's a weird name. Name the world, pls Klei.]

Geysers and Magma Piles, like in SW. However, it's more likely for geysers to not have rocks on at worldgen.

3 days after being dug up, it's at the worst stage of rocks, 5, it's medium, 7 it's back to normal. 14 and it "explodes", destroying the rocks and leaving nothing.

In Meteor Showers, Dragoon Eggs will rain here instead, leaving small lava pools that eventually turn to Obsidian (which is mineable in DST, as it would need to be.) + 20% chance for a Dragoon in addition | or | (20% chance) occasionally survive. After 3 days, it "drops" a nest into the Lava Biome (canonically, it's right under the Magma biome.) - effectively just gives renewable Dragoons.

Hot Lava cameo(?) - perhaps sometimes the geysers could shoot up small things such as Chairs and Bedside tables. These would come back down and shatter on the ground, turning into 1 or 2 boards.

Useful for: Gold, Rocks, Obsidian, Dragoon Heart, Boards(?)

Lava Biome [Caves]

Effectively a smaller volcano in the caves, it houses Dragoon Nests, Coffee Plants, Elephant Cactus, Obsidian Boulders, and the turf to match.

Every now and then, the lava will "explode" directly upwards. This can be examined by the player.

Wickerbottom - "Not even I can explain this phenomenon of science.", for example.

Hot Lava cameo - Every now and then, charred furniture will "float" in the lava. Perhaps it should be examinable. These would be things like dressers and coffee tables modelled after furniture in Hot Lava.

Useful for: Coffee, Elephant Cactus, Obsidian, Dragoon Heart

 

Tweaks

 

Dragoon Heart - Gives fire resistance for one minute. Can be cooked into "Sweet and Sour Turkey" or "Dragoon Blood"

 

New Items

 

Veiled Heart - Much lighter in colour than a Dragoon Heart, it can revive a person at no cost to Max Health. However, at 40% hunger and 80% sanity. - Dragoon Heart, Nightmare Fuel x2, Ashes x4

Ethereal Pearl - Resembling Yin and Yang without the circles in the sides. It can be crafted in turn to an Umbral Amulet - Veiled Heart, Shadow Atrium

Umbral Amulet - A 5 use "revival" amulet. Each revive costs 20% of it's durability with the perks of a Veiled Heart. Can be haunted (which won't equip it) or handed to a ghost (which will equip it) - Restores Sanity at the cost of Health. +3 sanity, -2 Health every 2 seconds. Can be combined with Jellybeans for a quick Sanity restoration. Lasts 3 minutes in this use, losing 1.1(recurring) percent every 2 seconds.

Sweet and Sour Turkey - Same stats as Bacon and Eggs, but gives you resistance to cold and heat (120 insulation) for 2 minutes - 2x Turkey Leg/Drumstick, 1x Dragoon Heart, 1x Vegetable

Dragoon Blood - A vial of flavoured coffee with a jelly consistency, gives fire resistance for 4 minutes. - Royal Jelly x1, Dragoon Blood x1, Coffee x1, Filler (anything)

 

Now if anyone would just read the post instead of brigading *cough @Ecu cough* the world would be a better place, no?

Oxygen Not Included promo Ideas

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Metal Flotsam:

- 5% chance to spawn when a meteor collides with the earth.

- Hammer it for a random Space Trinket.

 

Space Trinkets:

Glowing Crystal - Visual appearance of Kryptonite. Gives off a faint glow, not protecting from Charlie. Traded for 4 gold.

Cracked Helmet - A cracked Space helmet. Traded for 5 gold.

Dehydrated Pizza - A gross-looking pizza slice in a plastic bag. Traded for 2 gold.

 

Other loot:

Moon Rock - 1% chance

Yellow Gem - 0.1% chance (from the portal)

 

DISCLAIMER: THIS HAS NOTHING TO DO WITH LORE, IT'S A PROMO. Plus, ONI can quite easily take place in the 20s. I'll never understand this mentality of "real life only applies to it if I don't like it" @Ecu it's a portal, not a rocket. ONI takes place in the middle of an asteroid VIA A PORTAL, JUST LIKE DON'T STARVE. They got there literally the same way, but placing them in the same world, even non-canonically makes me a ******* heretic?

Log out with your Beefalo. Pleas read and do this!!

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Okay this seriously needs to be not only considered but done.  I am getting tired of domesticating a beefalo EVERY DAY I return to long lasting servers.  If a player is riding their beefalo when they log out the beefalo SHOULD go with them.  Its a "late game" feature that is a pretty substantial time and resource drain and it is getting SUPER annoying that ever day I spend domesticating them is wasted as soon as I log out for the day because by the next time I come on its either reverted back to wild or has been killed.  For the investment required to domesticate their isn't a great return atm when every time I leave I may as well start over. 

Please Klei!!! fix this.  Perdy pls!

Equipment sets

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Some item combinations should yield improved (or maybe negative, at times) results, allowing items like the Rain Hat and the Rain Coat to synergize when worn together, rather than the hat simply being invalidated by wearing its matching piece.

Example:

The Rain Coat could inherently add a certain level of dapperness while it is raining, and the Rain Hat could inherently add a certain amount of walkspeed during rain, but wearing them together would increase the effectiveness of both rain effects, or maybe add a new effect entirely.

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So I suppose in that regard I am also suggesting some worn items should watch the worldstate or potentially other conditions to enhance their effects when applicable.


Grass suit?

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Honestly, there's no point in wearing one or even making one. I mean.. 10 grass? That's not even worth it.

The grass suit should be moved to the Dress tab instead of the Fight tab and be given 60 insulation instead. This would give newer players an intermediary between more advanced forms of insulation in the winter. This way, they wouldn't have to wander around looking for materials to make the simplest forms of winter deterrent; The bunny hat, and thermal stone. Both of which require relatively heavy time investment for a winter start. It would also become the winter analogue to summer's pretty parasol (extremely easy and simple to make).

Add a key to drop whatever you have in your cusor

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There are several situations where it simply is not possible to 'let go' of whatever is in your cursor; most notably when in complete darkness, but sometimes when there are just too many items on the ground and you just want to drop the thing you have in the cursor.

I believe that this could be easily resolved by allowing a key to be bound to simply 'let go' of whatever you happen to be holding in the cursor.

I just lost a pretty fun wilderness game simply because I couldn't let go of an item in my cursor to make a torch. Sure you might want to argue that I should have pre-created a torch, but I think that a stronger argument is that it's pretty dumb that you can't just 'let go' of an item :)

Grass geckos gots to go!

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So here's some constructive feedback after now played A LOT with the gecko mechanic.

THEYS GOTS TO GO!  Of all the resource variants the geckos are the worst.  Not that they bad idea or I don't like them personally or anything but they are TERRIBLE for long lasting servers.  Strictly Unprofessional Public has had a lot of 1000+ day servers lately and we are constantly running into the same problem around 500 days-ish, there is no more grass in the world. 

Many players still keep the old mindset of plant it and forget it when creating resource farms and this causes MANY problems because they ignore disease and more importantly geckos.  There are a lot who want the geckos but given enough time most of the geckos die off.  And when the geckos die off they are not replaced with a new grass plant so the longer servers go the less and less grass we end up with.  This really sucks on long lasting public servers as well because it makes it harder for players who join so late in a world's age and they spawn in with NOTHING, no hope of finding grass.  Then it becomes the rest of the players on the server responsibility to provide every new spawner with a simple, and what should be a plentiful resource, such as grass.

I like the idea of the resource variants and twiggy trees and petrified forests are working out GREAT but the geckos are ending up hurting worlds rather than helping or making them fun and evolving.  Just my input, hope it helps!

Player authored 'adventure mode' maps

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I logged onto a public server a couple of days ago and they had done something really quite cool. They had created a sort of obstacle course/challenge starting from the entry point. This made me think of how cool it might be if there were a mode that allowed players to design challenges "adventure modes" that other players can load and play.

Klaus' claws and renewable mushtrees

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I thought of a cool weapon that Klaus could drop: Klaus' claws

They would basically look like Klaus' hands and they would do a lot of damage and would be able to also chop down trees 

And when you attack with them they will deal damage twice and when chopping down trees they would swing twice as fast 

 

Now on to the other idea for planting mushtrees 

I thought that you could use the spores that mushtrees make when blooming and plant them on other trees ( because mushtrees are actually regular trees that are infected with a fungal parasite)

Asus Zenfone 2 !!!

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Hi everyone, I'm Brazilian, and using google translate to communicate, however, I'm sorry you need spelling mistakes. Asus Zenfone 2 has a 4GB memory and a processor that can withstand heavier games, but the real reason for having created this post is that the game "Dont Starve" is not available for the Asus Zenfone 2 phone. By the fact that I bought Dont Starve when I had a S5 Galaxy, and now that I have changed my cell phone, it is not available anymore, so I hope that you can solve my problem in a peaceful way, making Dont Starve available for the Asus brand Or returning my hard-earned money, thank you.

Screenshot_2016-12-22-18-21-56.jpg

Question of intended player experience

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In light of recent discussions, I wanted to ask @JoeW or some of the devs (@nome @V2C @JanH) if they have any comments on what the intended experience is DST. 

If there is a single intended experience is it:

1. A communal roguelike experience, where the intention is that the world will eventually kill you. This path seeks to add content to challenge the player. Disease could be seen as a supporting this experience, as it can gut the world of a particular resource and never replace it. @Ecu argues that because all the official servers are Survival servers and the average world only lasts 100-150 days, this is (or should be) the intended experience.

2. A long term survival experience, where the intention is that players should be striving to survive as long as possible (or indefinitely). This path seeks to add content to keep the game world full and interesting even after the first 150 days. The presence of Endless/Wilderness modes would support this; as would the release of recent content which only appears after the first year; similarly the release of decorative items and skins supports the play style of mega-base builders such as @Glhrmzz.

3. The intended experience is constantly evolving, and is a collaborative experience. The devs make the game, players play the game in ways that the devs didn't expect, thus causing the devs to expand their vision of the game.

4. All of the above.

I'd be really appreciative if anyone that works at Klei gets a chance to comment on this. I believe that it would really help to inform the suggestions and feedback that we're able to give.


Stingers

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Stingers are pretty much the ultimate clutter item this game has to offer.  They can't be burned, they drop like nobody's business, and they can be used in a whopping two recipes--Only one of which (Booster Shot) sees meaningful amounts of use, but due to how shots work they don't really need to be produced in quantities to match the availability of stingers.

I propose that stingers be usable like the sewing kit, but at a fraction of its effectiveness (1/20 comes to mind).

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Also it would be good to include some additional uses for them, but that's more complicated and potentially involves meaningful dev time depending on what kind of solution was decided upon.  I think being able to pump stinger upon stinger into shoddily repairing clothing using its own threads is a decent enough solution for now.

Option to completely disable Regrowth

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I don't like how we can only set Regrowth to Very Slow. I think there should be an option to set it to None in the World Gen settings.

Structure Ownership

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Since I was auto logged out of my account when going to the bathroom, all my writing was deleted. Now I have to type all this out again.

Structure Ownership is the ability to control who and who can't access/destroy your buildings. If you're building a base, you don't want people coming in and burning/stealing everything, do you? It's happened to me plenty of times, and rolling back wastes all the server's hard work on that day. So instead of wasting time, just restrict access. When a player creates a structure, they own that structure. If they want to give other players access to that structure, they can press a key/button, such as O, that open up an ownership menu. This menu contains all the players who are in the server. It will show what character they are, what their name is and two options. Option one has the icon of two people shaking hands, which allows them to take control of the selected object. Option two has the icon of a palm in the "stop" motion. This option is dimmed and cannot be selected until that player is first given access to the building. The button removes the player's ownership from the selected object if they were already given ownership of it. The original owner, the person who created the structure, cannot lose ownership of it. Players who were given ownership by the original owner cannot give ownership to other players, but can lose their ownership. Players who don't have ownership cannot access the structure. This feature only applies to the following:

Walls - When the original owner of the wall gives ownership to another player, that player gains access to all other walls created by that owner, not just one. Ownership gives the ability to destroy the wall/set the wall on fire.

Crafting Machines - No matter what, everyone can use the machine to craft stuff, even if they don't have ownership over it. When a player receives ownership over a crafting machine, they gain ownership over all the original owner's crafting machines. Ownership only decides whether or not someone can burn/hammer the machine.

Doors - You cannot open the door(s) unless you have ownership. If 2 doors are connected and a player is given control over one of them, they gain control of both doors. This doesn't mean that the player gains control of all the original owner's doors though.

Chests/Fridges - You cannot open them unless you have ownership over them. Being given ownership over one doesn't give you ownership over all others. Ownership also decides whether or not you can burn/destroy them.

Chester - You cannot have ownership over Chester, even if you were the first to find and pick up his eye-bone.

Plants - You cannot have ownership over any kind of plant, even if you were the one to plant them.

Beefalo - After being tamed, they cannot be ridden by other players unless you give them ownership. They also cannot be killed by other players unless they have ownership over them.

Items - You cannot have ownership over items, no exceptions.

But what if you want everyone to be able to use your structures? Then open the ownership menu and click public. This lets everyone use your structures, even if they don't have ownership over them. This is the default setting. It can be changed to private if you want it to be.

There are three ranks to ownership:

Owner - This rank is only given to the original creator of the structure. Has full control over the structure and can add players to that structure, as well as change their structures from public to private.

Co-owner - Is able to do what the owner can do, but cannot add other players to that object and cannot change the original owners' structures from public to private or vice versa.

No ownership - Cannot do anything with the structure, unless the structure is set to public.

Yes, I saw a mod about this, but it has many faults. I don't want to play on modded servers, I want to play vanilla DST, which is where 80% of players seem to go. So, if the devs think this is a good idea, I hope they add it, assuming they see it in the first place.

 

Edit: I forgot to add that if PvP is enabled, this feature will be entirely disabled.

New Boss Monster: Golem

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As boulders run low on a server a golem should break out from the ground and plant gold and rock boulders and then disappear. The golem would be a hostile towards players only and attacks by throws rocks at his enemies. He will be the type of boss that you avoid; however, killing him would provide lots of minerals.

Event Boss Suggestion: Jack

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Note: Wall of Text

Despite this being late for Halloween, I was inspired by the klaus boss to make this suggestion for a Halloween themed raid boss similarly.

Recommended Gear tier: Full Thulecite/nightmare gear

Jack (from: Jack-o lantern)

Summoning: at some point during autumn (usually year 2, can be spawned in year 1 by host's preference, can spawn outside of Halloween, and the season after being defeated) a pair of large "Fallen robes" will spawn.

Throughout Halloween, hostile mobs will drop "curses" (at a rate similar to the ornaments from mobs during winter feast) which will change the lights of a given object by red, blue, yellow, green, purple, or orange. These curses are also drops from graves, ghosts, nightmare monsters, clockworks, and the shadow clockworks/pieces outside the event. When applied to a jack-o-lantern, they instead increase the "curse" level of the jack-o-lantern, which when all 6 curses have been applied to the jack-o-lantern, it will turned into a "cursed jack-o-lantern" When a cursed jack-o-lantern is activated on the Fallen robes, a short animation plays, and the fight begins.

Concept appearance: a large robe clad being with a large Jack-o lantern for a head and a scythe in two hands.

HP: low-med compared to other raid bosses like dragon fly or queen bee. Kind of a "Glass Cannon"

Speed: Slow 

The Fight: Similarly to Toadstool, this boss is best fought with some team mates, be it players or allied bunny-men/shadow puppets/pig men

Throughout the entire fight, he will "mark" players for his aggro for 30 seconds, signaled by a large pumpkin floating above the target's head. (Optional: Jack prioritizes aggro on the players/mobs that has done the most damage to him throughout the fight) 

Attacks:

Phase 1:

Scythe swing: Jack swings his scythe in the spirit of Halloween, in a 66.6 degree cone, dealing ~60-75 damage to an unarmored player, he only activates this attack when the marked player (and the marked player only) is in melee range, making avoiding melee range important for the marked player

Pumpkin fling: Jack flings his head at the marked player, chasing them down for either ~17 seconds, or when he hits the target player, dealing large damage around 60-75 also. During this, he leaves his robes behind for the unmarked players to attack on throughout the fight. If the unmarked players do about 5%-10% of his max hp while downed, jack will disassemble into "pumpkin spirits" at which players can hit, with each point of damage to each dealing 2-4x damage taken against jack when they re-assemble after 13 seconds.

In between markings, Jack may use this attack:

Shadow mist: This is a more "interesting" attack, with the boss shrouding the area in a "mist" where all placed light (i.e, fire pits, campfires) are immediately put out and all natural light is out (excluding head or hand held lights like mining hats or torches) for a medium-long length of time. This acts like normal darkness from the game, but: all lights strength have been halved, light producing item's durability go down at a 2x speed (torches at a 4x rate, Moggles excluded entirely from the degen) and the night monster doesn't attack. However, jack instead marks players and attacks them, with him focusing on players with the least amount of light, Moggles users/Werebeaver Woodies are ignored entirely. Players who are equipped with lights can attack a jack trying to snuff out a player (Moggles/Werebeaver Woodie users especially are advantaged) after ~5 hits, he will disengage attack on that player and seek another target after a cooldown of ~2 seconds. When a player has been marked for an attack, they will have 3 seconds to run/find light to avoid being attacked. The attack will deal ~100-150 damage to an unarmored player, making usage of light items imperative. Should a player relight a fire pit/place a campfire, a ring of shadow arms will be spawned and will put out the light after a short amount of time.

Randomly through out the fight he might use use this one:

Ghoul summon: In this attack, Jack summons 4-7 "ghouls" which are slow moving mobs with hp that takes 6 hits from a dark sword to kill. They do the same damage as a hound. Animation: Jack thrusts his left hand upwards in at the same time as the summoning of the ghouls.

When jack takes too much damage outside of the pumpkin fling attack, he will randomly teleport a short distance away, and "spook" players that have dealt damage to him and are a range, causing a sanity degen and disarming them.

Phase 2 starts when his health falls below 50%, jack's "jaw" falls off and a black "ectoplasm" starts to drip out.

This phase is less of a drastic change than other boss phases, with the only changes being:

More quick and erratic attacking, occasional drop of small pools of ectoplasm behind him that slows players, random spooking of players throughout, increased ghoul spawn amounts, and teleporting to the marked player when out of range

Loot: Jack's drops are the same as Klaus' drops however:

Most of his drops are in goodie bags instead of presents

Instead of charcoal and life giving amulets, Jack drops pumpkins and life giving amulets instead

Instead of Volt goat milk and ginger bread cookies, He drops Halloween candy and curses.

It also drops one of these two unique items:

Ghastly Scythe: this is a weapon that is basically a dark sword intended for long term use, with the same stats as dark sword, but with less/no insanity aura, and slowly regens durability when not in use (like 5-10% a day) it can be repaired by 10% instantly using the ectoplasm dropped by jack.

Jack's Head: A helmet that has the same durabililty as a thulecite crown, but only 85% damage resistance and lacks the force field, but passively regens sanity (same as garland per regen period) and produces a passive light while equipped. it degens about 15-20% durability per day if used constantly throughout a single day. It can be refueled by 1% using nightmare fuel,  15-33% using the ectoplasm dropped by jack. It has the same light radius as a mining lamp

Bonus:

Mysterious seed: A item that has a 33% chance to drop from jack, it's use being to combine it with 1 pumpkin at a critter den to make a "pumpkinling" which is a small lizard inside a mini-pumpkin that waddles around inside of it, wearing the pumpkin like a "costume"

So what is your guys, the viewers, opinion on this? are some features to weak, or too overpowered? Feel free leave any criticism (please keep it constructive, "this is bad and it sucks" without any reasons isn't helpful.)

 

 

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