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New Character Idea: Druid

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Stats: 125 Hunger

           250 Sanity

           125 Health

           0.75x Damage Multiplier

           0.9x Speed Multiplier

           0.75x Gathering Time - The time it takes to pick things up and harvest things.

 Only the Druid is able to wield the power of his staffs.

 Ability: Starts with a Wooden Cane, which gives a speed boost of 10%.  It is craft-able with 2 living logs and 2 nightmare fuel at a shadow manipulator.  It is also a staff, and has some gimmicks:

Right click on empty space or on the item while equipped: Uses 20% of it's durability, 20 sanity is lost, and creates 3 saplings, 3 grass tufts, and 1 berry bush in a aura around the player.  They are non-transplantable, which means that they do not drop their respective resource plant when dug up.  They also disappear after 5 harvests and are not immune to disease. 

Right clicking on a resource plant will turn it into it's variant at the cost of 10% durability and 10 sanity.

Saplings <---> Twiggy Trees

Grass Tufts <---> Grass Geckos

Berry Bushes <---> Juicy Berry Bushes

Evergreen <---> Birch Tree

Right clicking on a player will give them a boost of 40 points to health and sanity, which can go over their max health and sanity in the form of a green sliver.  The boost will decay at 10 points/minute if nothing is done to health or sanity.  If the extra health is lost, it cannot be regained without use of the wooden cane.  This is at the cost of 50% durability and 50 sanity.

Durability on the Wooden cane can be regained by harvesting and planting things:

Harvesting a Sapling, Grass Tuft, Berry bush, Tumbleweed, or Mushroom: +0.25% / +0.125%

Planting an pinecone/birch nut: +0.5% / 0.25%

There is also an endgame variant to the wooden cane: Living Cane (3 green gems, 2 living logs, 2 nightmare fuel)

The Living Cane has the same gimmicks as the wooden cane, only instead with a 30% speed boost, and an effective 2x durability.  All spells require only half the durability, but regained durability is halves as well.  Sanity loss stays the same.  The spells are also slightly more effective.

Staff-grown plants now survive 8 harvests before being destroyed.

Variant Changing requires even less durability- only 2.5% each, and only drain 5 sanity.

Boosting someone gives them a 60 point boost in both aspects, decay stays the same.

 

Druid here isn't a team player, he's The team player.

 

A Note about disease and how it affects this character:

I know that when ever a thread about regrowth or disease pops up, an active member of this community tends to believe that if worlds are supposed to die out from disease *cough* *cough*.  The Druid cannot stop or prevent disease, only provide a source of twigs and grass other than the desert.  The plants themselves are also susceptible to disease, so if they linger around for long enough they may get caught in the plague.  The plant's can't even be moved, similar to tumbleweed spawning areas.  If Klei truly believes that 1000+ day worlds aren't supposed to have anymore saplings or grass tufts, I have no problem with that.  It won't kill worlds, it will just be more of an annoyance than anything.  I have no problem with removing that feature from the Druid.


New character idea: Westwo

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So you know Pokemon right? i mean who in the right mind hasnt heard of pokemon There's this powerful Pokemon called Mew. Scientists created a clone of Mew, called Mewtwo. You get what I'm saying, right? Clone the most powerful Don't Starve character (Wes), into an even better version of him!

Health: 113

Hunger: 50

Sanity: 5

Why five sanity? Because having low sanity = needing absolutely nothing to go insane/sane. Westwo will be able to pick a flower and be fully sane. It'll be super useful dude!

Westwo will also start with Shadow Balloons, which instead of blowing balloons, will summon helpers (similiar to DS's Codex Umbra). However, instead of doing something useful, they will just sit around and do nothing. Why? Because they're scared of Westwo and his mighty power! That's why!

Unlike his inferior original Wes, Westwo will have a damage multiplier of .5! He restrains his awesome almighty powers even more, because he feels that every creature in the game is unworthy of his might.

His hunger has to be somewhat small. This is his only drawback, as otherwise Westwo would be too OP. Thus, players of this godly character will actively hunt, similar to his counterpart Wolffrid.

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lol at whoever took this seriously

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Walani, Warly and DST ideas

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Walani - can craft sand plies anywhere and boost drops by 5x to 10x - 1 cut stone and 3 flint

Warly - Warlys excusive foods have special effects - Monster tartar gives 0.15% damage boost  - Mussel soup gives 0.15% speed boost - Sweet potato soufflé gives regeneration on all stats 1.33 per min  - Fruit crepes gives doubles the effect of pervious snacks

Walani DST - skateboard 1 board and 2 cut stone(same as walking cane) and sand plies act like stationary tumbleweeds but rocks & flint

Warly DST - Fish soup & Sweet pumpkin soufflé cause no mussel or potatos can craft chef hat 1 rope & 4 silk can craft portable crock pot 1 red gem, 2 electric doodads & 4 charcoal

Wilbur DST - craft monkey huts 10 sticks, 4 poop & 3 banana and banana trees 4 pinecones 4 berry's

Woodlegs DST - craft lucky hat 6 gold, 4 bone bits & 4 silk because theres no boat he has auto cannon which does a weak 5 damage its attack period is 4 but has heavy knockback to craft it 2 boards, 4 gunpowder & 3 teeth

Walani is bland and Warly is frustrating and Wilbur is ok and Woodlegs is great

Event boss D-fly

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I was looking at the critter skins, and I saw the "Polar broodling" skin so I thought that in the winters feast the dragonfly should have ice powers. I think it would make winters feast even better.

New biomes

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The DLC New Reign brought a lot of content, as a new way of generating biomes, bosses, goals, but what I need is a new biome, I have no idea what it would be, but I miss it.

Camp Fire Fire pit and Ice

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Normally when you compare the camp fire with the fire pit you can assume the fire pit is the better option of the 2. Recently it has been bugging me that the fire pit can not unfreeze you when frozen. Similarly when standing next to a campfire you can kill ice hounds all day and you'll never freeze. My suggestion is to add this functionality to the fire pit as well.

Add Steam options

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What I mean to say is to add Steam options in menu.  This would help greatly with notifications and other options.

Collar item (work like TF2 nametag)

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The Collar item would be a "Distinguished." level item, that drops from gift boxes. It would do nothing in-game.

In collection, you would click the Collar, click Use, and select a Critter. You can use it to name any Critter, such as good old Bartholomew!

It would only work on Critters.

 

Perhaps, to match this, you could get a "tag" item that can be attached to any item EXCEPT Critters, with a "Spiffy." level. It'd do the same thing as the Collar, but be less rare and not work on Critters.


Make Jellybeans feedable to domesticated beefalos

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Since it is very easy to restore health on characters, I think it would be great if Jellybeans would be able to work on domesticated beefalos. They would become incredibly useful since they would restore 480 HP with a single bean.

They are kind of useless to use on characters because most of the healing tends to be wasted. And they aren't good for combat either because it is better to dodge attacks when one is fighting without beefalo.

But a domesticated beefalo is pretty much a meatshield and using Jellybeans on them would only rarely overheal them but would allow players to pretty much take many bosses head-on.

As for beefalos only being to eat veggies and fruit, Wilson does say the Jellybeans are part bean, part jelly and since beans are a vegetable I see no problems there.

Make no-eyed deers spawn on winter start

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*By winter start I mean starting world at winter, not initializing their spawn at it.

The title says it all. Not only it makes no real sense, it also makes winter start pointless (since by default you can't be invaded by giants for 26 days) and you can achieve nothing but killing dfly. It might be challenging for someone and, by thus, fun, but I wanna get early Klaus drops damn it!

Suggestions for improvement of food mechanism

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DST can cook 31 kinds of foodBut people often cook only several kinds of food.

Other food has been eliminated.

 ( Dumplings and Dragonpie) (+40 health and +40 health)

I think the way of recovery is too OP, This also allows two props no one to use.

Healing Salve and Honey Poulite(+20 health and +40 health)

 

Suggest 1: Upper limit.

Example: If I want to kill the boss, Usually I need ten dumplings. But i eat up to five Dragonpie a day, So I had to make other food. Healing Salve and Honey Poulite are props(no Upper limit)

 

Or suggest 2: Food gradually returns to health

Example: Like jellybeans

 

I think food should be gradually restored to health.

Props immediately restored to health.

 

In the reality of life.If i eat thirty Dragonpie.I will die of gluttony.
But I can use thirty props, Not die.

 

These foods are too OP.

In the late game , I don't even need a tent to sleep

 

I think my suggestion can improve the diversity of food.
 And

 importance of reply props.


My English is not good, If what is wrong - please forgive me.

food.png

Mam-Moth

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A Mammoth and a Moth put together. A portmanteau rivaling the mighty Dragonfly.

Since Charlie has been into enlarging normally small critters (Bee Queen, Toadstool, and now the Antlion) a Mammoth would be the perfect addition to the menagerie that Charlie has been creating.

Also moths are really cute.

 

CSIRO_ScienceImage_10746_An_adult_silkwo

EDIT - moths go into chrysalis and mammoths are always depicted as frozen so a frozen chrysalis? a chrystalis?? i dunno bad pun

New boss, new mobs, improved hunting!!!

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Hello! :D

So my suggestions are:

Hedgedog.

It will be a mix of "hedgehog" and "dog". They are small cute neutral animals, who spawn like catcoons. They have their own homes from where they spawn. It will be like a mini "hobbit house" with small hole or round door. If killed, they will drop small thorns (Havent thought why they can be used for yet)

New boss. "Echidna?"

Haven't decided how to name this boss, but it will be like a big Echidna and similiar to Bearger. He is walking on 2 legs and have many stripped thorns. When fighting he will have ranged attacks with his thorns which will leave on the ground and can be picked. When dead he will give Echidna skin with thorns. Same can be crafted by collected thorns left on ground during fight.

ALSO...

Echidna and Bearger hate eachother and both have 50/50 chance of spawning. If Spawns Bearger there will be Catcoons in the forest (Hedgedogs will leave houses). If spawns Echidna there will be hedgedogs in the forest (Catcoons will leave houses). When one of the bosses is killed the next boss will spawn Bearger/Echidna(50/50). Cat - dog war :D. Both can be in the Decidiuous forest or in seperate biomes. I think this will be cool and more interesting.

New armor:

So with Echidna thorny skin there will be new armor which will absorb 80% of the damage and return some % of the damage back to the enemy.

Better hunting:

Opening Suspicious Dirt Piles will have a small chance of finding "Bigfoot" (Spring, Summer, Autumn) (haven't decided a proper name yet) or "Yeti" (winter). Both are hairy, maybe they can have 1 big foot, and are jumping instead of walking (will be funny :D). Bigfoot is brown, while Yeti is white. They can befriended giving them meat. Killing them will drop "foot". As they are rare and friendly mobs, killing them will greatly increase naughtiness lvl.

So if you have better suggestions feel free to improve mine. And sorry for english :v

An idea.

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So, there's already an adventure mode in don't starve. What if klei made a harder version of it for DST, where we are working to find charlie as in the " A new reign " cinamatic. it works perfectly except they would have to come up with some new ideas like i have a few, say a map that has only enough food for 3 days of each person and nothing else, The darkness level would make sense to carry over from the original adventure mode because charlie is the night monster. Maybe make a chapter wheres there's only one backpack of resources at the start and they have to use teamwork to make well of it.

I haven't made too much of this yet but it would be really neat :)

Oh one more thing. If they find the portal ( before entering adventure mode ) then it should call a server vote to go into adventure mode, ill probably make another post on this but i had to get my ideas down somewhere

Alternative use for moonstone idea

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As we all know the moonstone allows you to place the star callers staff on it on full mone and if one is able to defend it, it turns into a mooncallers staff. I have an idea to further extend the use of the moonstone to allow other staffs to be placed upon it at full moon. The difference would be instead of it upgrading/changing the staff it would restore the staffs durability. In other words say i were to place a deconstruction staff on it that is at 10% durability and successfully defend it from the hounds and warepigs it would then return the staff to me restoring its durability back to 100%. This would make green/orange/yellow gems more renewable as at the moment i hardly ever use the items i have crafted from yellow/orange gems as they are extremely rare and hard to come by. I use green gems soley for duplicating thulecite as that too is not really practically renewable. 

So i thougt it would be cool if you were able to place other staffs on moonstone and then be able to restore their durability thus making them more renewable which would make me actually use some of these staffs instead of just keeping them as trophies


Cave hole

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Hello everybody 

 

i was wondering of there was a change to fill up a cave hole ? The bats are making my crazy 

Sinkhole Placement & Spawncamping Bats

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My proposition is that sinkholes should not spawn within an ~80 unit diameter circle of the florid postern.

Bats stop targeting players at 80 units from their "home", so this will prevent them from "spawncamping" people who join during the night.

this suggestion is brought to you by stoats!

Klaus stash and pan flutes

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So during the Winter Feast we had the wonderful mechanic of the Christmas trees and the gift spawns.  One of their most prized and useful drops was a pan flute.  They weren't too common but if you knew how to use the trees it didn't take long to get one.  This was great, especially on public servers, because the pan flute( and mandrakes) are far to rare for the public environment. Now I understand we don't want an item as good as the pan flute flooding the servers BUT all the mandrakes and the panflute are more often than not stolen on the first couple days of the server and never seen again depleting most worlds of an item and resource that should be there.  Also in regards to flooding the servers with too many of a powerful item.....well if we use single player as a litmus test, a pan flute is more common than a tam or walrus tusk at this point.

So what I propose is add the pan flute to the Klaus loot table, whether it be a guarantee or a chance, anything is better than our current state.  Atm you usually get 2 amulets, boss loot and 1 dud gift.  1 of those amulets can easily be replaced with the pan flute and it wouldn't create too much of a flood of pan flutes and it would allow long lasting players and servers access to item that for the most part they cant use or get.  It doesn't seem too much to ask for and I think would add even more incentive to the fight, though not much more is needed.  I fight Klaus no matter what just for the increased Krampus Sack chance.  So give it a consideration Klei, we could use a few more pan flutes.

Land Loop

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A world with "Land Loop" set to "Always" and "Branching" set to "Never" should have its final task connect to its starting task, instead of just coming ridiculously close to connecting to it.  Looping really doesn't have much purpose if it doesn't connect, other than map aesthetics, which is a really meta knob to give to the public.

Edit:  I suppose it should apply to any successful loop, not just the ones on these specific settings.  I should think that's probably the kind of developer assumption that would be made when implementing such a suggestion, but I'll say it anyway for clarity.

Tiles in complete darkness shouldn't be added to your map

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Perhaps they could be outlined, or in a pale blue-ish colour, rather than shown.

 

This means caves would be much harder to document and more fun, and stops running around with Willow's Lighter and finding 20x the area you actually saw, on your map. 

 

Also means Cave Walls could work (I'm doing a cave improvement post later)

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