Can it be translated in Romanian to. I could help with the translation. Thank you.
Can it be translated in Romanian to. I could help with the translation. Thank you.
One thing I would love to see in Don't starve is something similar to the Geometric placement mod. I believe it would really help bases have a better look to them. It would be nice for this toe be a base feature for this game without any mods. It would also help when playing on console since you can't download such a mod.
Hello,
A simple suggestion : Sign would be a lot better if it was possible to read them on the map. At the moment, it's useful in very specific situations.
For example, i would like to put sign telling "this cave exit is close to the beefalo", or "this wormhole leads to a forest full of spider", or stuff like this.
What it could look like :
Maybe you could only see sign if they are combined with a moonlens, making moonlens more useful. This way, you will also have to make choice : "Do i prefer to put a moonlens sign near this very good spot for mushroom, or near the beefaloo herd ?"
Please tell me I'm wrong and I missed it, is there STILL no sort of world pause option implemented after all this time and all the requests and the promises?
What the heck? What kind of bad joke is this...
This game is self-defined as a co-op game, well-suited to be playing with known friends and/or on LAN, its play sessions are long and time passage in the game world is very significant. It also isn't named Don't Pee Together. This lack is extremely obstructive to actually playing real co-op with friends fluidly. Really, no explanation is needed, and it's absolutely mind-boggling that this basic function isn't in yet... even after being confirmed to be planned so long ago...
By now as there are voting options for players, there should also be a server option to enable majority or unanimous vote-initiated pausing (for a preset desired amount of time, perhaps), in addition to pause and unpause buttons/commands for the host and admins.
Can we please finally get this insanely overdue basic feature in?!
I'm pretty frustrated about the mechanics of ranged weapons that hinder them unusable or if simply put, melee weapons are nearly always better to use because of how grinding it is to gather resources for and unreliable ranged weapons generally are.
Thinking some bit about it, it might be that being able to make more of them due to recipe being nerfed or the amount you craft for the same amount being buffed, could result in melee weapons becoming obsolete and darts being the thing to use nearly at all times. So, after some thinking, here's my suggestions for darts:
Have the darts have a very high chance of being dropped on the ground when fired by a player, with a lower chance of them being used up.
This would mean that the darts don't need all the grinding gone through as often, whilst at the same time, melee weapons would still stay convenient in a sense that with darts, you would need to pick up all the ones that dropped on the ground. This might also make the Lazy Forager more useful, although I think it would need more durability and/or be possible to be refueled via nightmare fuel or something else relatively cheap late/mid-game so that this could be a reliable technique.
As a result, less reed crafting, melee weapons stay relatively optimal, but darts are always a decent combat variant. Or, mix and match.
As for Weather Pain, just increase its durability to say 30 and make it possible to refuel via down feathers (3 uses per feather), because the only good and reliable use for it right now is during toadstool fight and may be sometimes when you're screwed during a hound attack and you can try and use it as a last resort.
I really hope that some changes will be made to at least these two types of ranged weapons, because melee pretty much all the time becomes pretty boring after a while.
Sometime in my game, it took me really a long time to find some chess piece or gears. I would like a kind of divining rod that leads you to chess piece/gears, so you could at least do something to actively search them.
Of course this rod will not need gears as an ingredient (because... It will be a little annoying )
Maybe something requiring Prestihatitator, and as ingredient, nightmare fuel, transistor, and twigs.
Sorry first time posting on here. Dunno if this falls to feedback or bug section. But due to the update.
Quote- Improved auto-attack targeting to help reduce unintentional target switching.
I can no longer interact with whatever is next/beside the wall when playing with a Gamepad. The wall takes top target priority which renders me unable to interact with my chest, cut down trees beside the wall, smash rocks beside my wall. See Screenshot and Video.
Video:
This problem only occurred once the update was applied. Therefore I can say the mods aren't the fault. Also tried turning off every mod and the problem still insist. Please rollback the "Improved auto-attack targeting to help reduce unintentional target switching." update.
I offer to add decorating of the End Table with Evil Flowers. Pretty please, Klei! *.*
I was wondering if anyone knows of plans to bring split screen to the PC version of Don't Starve Together? I have a PS4 and already own DS+RoG, but I've kind of hit my limit on DS related purchases. Here are the versions I've purchased (in chronological order):
1) DS+RoG for PS4.
2) DS+RoG for PC (for myself)
3) DS Pocket Edition for iOS (for my wife)
3) SW DLC for PC (for myself).
4) Don't Starve Together for PC (2 license bundle, one for me and one for my daughter).
5) DS+RoG+SW for PC (for my daughter).
6) DS+RoG for Android (for myself)
With split screen coming to the PS4 version, it only seems right to include it in the PC version too. I suppose not many people play split-screen on PC, but I use a Steam Link and it would be great to all be able to play together on the couch.
Hi Klei,
I am writing this post to ask two questions.
1. Will there be an ARM port for DST for someone who wishes to play DST on ARM based CPUs. (Hint: You have a working DS for Android called DS:PE, Many chromebooks are available with ARM CPUs. Even I currently use chromebook to play DST but it's x86)
2. Will be a powerpc port for someone who wishes run the DST:DS on powerpc architecture instead of x86. (Hint: Many hosting providers do provide powerpc infrastructure at a reasonable cost and full control)
These questions sound bit odd due to the absence of steam gui and console clients for ARM or POWERPC but I had to ask on concern of my inability to play if I ever plan on making a switch.
Thanks & Regards,
Vivek Jindal
@Moderators: Can you please move this topic to General. Sorry for the inconvenience.
I've seen a couple of topics where people wanted to fence in and sort of keep Grass Geckos as pets, but they're susceptible to disease and if I recall they disappear after a year to be replaced by normal grass?
Making them available as a pet recipe would solve the issue, and they are pretty cute so it would be fun to have a small one following you around.
The formula would likely involve Grass and Leafy Meat.
NEW PETS
I was looking at the Cute Fuzzy Animals update, and I saw the Broodling pet, I thought there could be more pets, so I wanted to throw them out there so someone could see them. So here they are:
Gobbler - 2 turkey legs and fistful of jam
Clockwork - 2 gears and electrical doodad
Rock Lobster - 40 rocks and 4 meat
Koalefant - koalefant trunk and ratatouille
Depths Worm - Glow berry and meatballs
Slurper - 3 Slurper pelt and meaty stew
The last ones are bosses which are SUPPOSED to be hard to obtain
Treeguard - 10 living logs and 40 pine cones
Goose/Goose - 20 Down feathers, 40 seeds
Bearger - Fur tuft, and honey ham
Deerclops - Deerclops Eye and ice cream
Ancient Guardian - Guardian's Horn and 20 Thulecite
Toadstool - Shroom skin, and 5 green, blue AND red mushroom spores
I really thought it was too little pets were added, so I decided to suggest a few new ones, I suggested the ones I could make sense out of. Forgive me if I left your favorite mob out of this list and tell me what mob it is and I'll answer why I did not suggest it, comment any suggestions for better recipes or suggestions in general.
I love those guys. And since they don't populate in the same way, why are they restricted to the caves?
Add an option for surface rock lobsters in the world options!
Better yet, let us unlock population control, because it's so much fun with rock lobsters.
these are toggles that would make dst on PS4 more fun. Rock lobsters are an essential part of dst.
So the new thing all the hip young kids are doing these days is to travel in groups and vote to kick and regen worlds out from under the current players. Seems to me like an easy deterrent would be to set in game time limits to access voting related features. If it's mandatory for a player to need to have participated for 5 to 10 in game days before they can vote, I doubt most trolls are going to want to sit around for 80 minutes to do it. Almost every server I've joined has been wiped this way and they're always in and out as quickly as possible (gloating time not withstanding of course). If you want control over what happens with the server, it makes sense to demand they have actually played on the server before making decisions about it.
On a more general harassment note, I would like to put forward the option to "flag" players listed in your recent histories. It's generally the same handful of people who like to do these things (I know most of them by name at this point, and it's clear others on the forums do too). It would be nice to be able to flag someone who has harassed me within the past 20 days. If someone gets 20 (or whatever) flags, when they join a server, a vote box appears (like the kick vote/regen vote) letting people know that "flagged player X" is attempting to join their server and let people vote on kicking them before they even spawn. Flags could either reset after x amount of time or work on a cool down system where you loose a flag every 2 or 3 days for each day you don't get flagged again. Players can only flag a person who appears on their history page once per time they appear there. Convincing 20 people to join you in a harassment scam to track down and fake flag someone would be a feat in and of itself and would be a hard feature to abuse. On the flip side, if you where a griefer, it would only take 2-5 sessions to get your dumb ass marked by the strangers you annoy. Meanwhile a cool down allows players who have been flagged to clear their name with good behavior (or at least the absence of bad behavior) and the option to still be voted in doesn't outright exclude them from games or playing privately with their friends.
In general, I like the new system, the rollback has saved our camp from fire griefers and the regen option is a great way to start fresh with people who don't want the current world anymore, it just needs some work.
Recently I've been playing Don't Starve Together, it's one of the best multiplayer experiences I've had in awhile, specially since it's an indie (because it's an expansion to Don't Starve) game, it's an accomplishment for an indie to be multiplayer, while being successful.
One of the fundamental choices in DST to survive are choosing the right character. Doesn't seem about to be a tough choice at first, considering every character has their perks and downsides, right? Well, as any player who wishes to achieve I've been watching Don't Starve game play a long time ago, even before Don't Starve Together ever came for the purpose to learn about the characters and the game.
The most new-player friendly characters seem to be Wilson,Wendy because they don't have any major downsides also their perks seem to outweigh any downsides (as if Wilson had any downsides to begin with) that both of them have. Followed along Willow, WX-78, Wickerbottom,Wigfrid,Woodie,Webber, Maxwell who seem to appeal for a higher level of skill for players, just a moderately higher level of skill.
Don't get me started on Wes, we all know he's a joke/hardcore character. He was meant to be a challenge being played, especially by seasoned players, that doesn't include me!
Now here's what i'm building up towards, finally announcing, Wolfgang 'The Strongman'!
Wolfgang, the strongest character in the game if managed correctly! Dealing 2X Damage when 'Mighty' which occurs when his hunger is full! However at the same time it's a downside.... His hunger depletes 3X faster when mighty, normal form 1.5x, Wimpy 1x.
It seems like a fair trade, right? If you excel in beating the game's title (Don't Starve) with ease...
... But one tiny problem .... HUNGER IS THE HARDEST FACTOR IN THE GAME TO CONTROL!
Now, I know I might be be exaggerating but you know it's true. One of the most common deaths in the game occurs with starvation. While it doesn't occur in the early days, it most likely increases in difficulty over seasons, Winter: crops don't grow, Summer: drought of crops.
In a game about survival, trying to keep that belly full is important, specially since it's the whole premise of the game, Don't Starve.
Wolfgang always seems to be hungry all the time, no matter how much you feed him. Hell, why not just go be a Wilson and negate all those negative effects? Not worrying about hunger is a huge perk.
One could argue that to save food, you could stay in "Wimpy" form, but that's more of a curse, you walk slower, hit weaker. Even weaker than Wendy and Wes. Ironic how 'The Strongman' can be the weakest character in the game.
Don't get me wrong, I love Wolfgang even if his downsides at times seems a bit overwhelming. The problem I have with him is that the community usually alienates Wolfgang, not only that but also I barely see anyone playing Wolfgang nowadays. Why you ask? Because there's another contender that potentially can go on par against Wolfgang. Wigfrid.
Wigfrid possibly being one of the most over-rated characters in the game (I'm not kidding). I have witnessed servers compiled mostly of Wigfrids and Wilsons (kind of expected). She has a 1.25x dmg multiplier, while at first it doesn't seem like much, it still reduces the amount of times it takes to kill a mob. For example a spider (100 HP) only needs 2 hits to be killed with a Battle Spear (42.5 dmg) , because of the dmg multiplier (53 dmg as Wigfrid).
Otherwise she doesn't have any major backtracking debuffs, maybe being restricted to eat meat, but lets be honest here. Most of the diet in the game includes Meatballs, since it's arguably the easiest and efficient hunger-wise meal to be made using the crock pot.
Let's get back on topic.
Wolfgang is currently alienated, and ignored by the community. While it sounds false, considering he can be literally the strongest character in the game, he's still being ignored. Why? Because he goes against the title of the game, thus making him a harder character for any type of player.
Here's my dilemma. Does the community (YOU) think that Wolfgang needs a buff or a nerf? I mean, for being a strongman, he can't even dead lift at all, not even when mighty. It makes me cry a little inside.
Please answer the poll at least and maybe comment/reply below!
Thanks for taking your time to read!
I always wished there was a bow in DS.Seems like it would fit well with the crafting.EX: 1 board, 2 silk for a basic early bow.
Perhaps a twig, flint and feather to make an arrow.Now obviously, the bow cant do TOO much damage, as it would be
quite easy to craft.
i enjoy archery in games.especially in games of survival.I've been waiting years for a Bow in DS.come on Klei!
Firstly, the new pets.
Clockwork Pawn - 1 Gear, 1 Electrical Doodad - Inspired by the Don't Starve concept art which depicted a Clockwork Pawn - Perks will be listed below.
Trunker - 1 Pumpkin, 1 Lureplant (would be diggable now) - A baby Chester with a weird eye attached. - Perks will be listed below.
Smallbird - 4 beard hair, 1 Lureplant - A Smallbird with the new critter AI - Any new perks will be listed below.
Now, the good part!
The Pet's perks:
Vargling - As a baby, attacks and kills insects such as butterflies and bees. This makes it a struggle to keep him long enough to grow into:
Vargle - Ever-so-slightly smaller than a Hound with less menacing eyes and mouth, and more rounded ears. Will not attack unless commanded to, but has a tendency to eat the meat drops of any kills. (75% chance to eat any given meat.) - Possibly could grow into a friendly Varg that can not summon hounds, but is ridable with a LOT of time and effort? **The friendly varg would not count as a pet, would not take up pet slot!**
Kittycoon - Sticks by your side, but will often wander off to scratch trees or eat seeds and food on the ground. Has a tendency to get in the way. He will grow into:
Raccat (placeholder name) - Independent, will go off by itself to hunt small things like bees, butterflies, birds and any other small animals. Brings the kill back to you. Has a tendency to start fights with Hounds or Vargs, which it can not win alone. Keep it away from the Desert! (Thinking of a potential collar/moonlens combo that will always show you where it is and whether it is in danger.) **No longer counts as a pet! (doesn't take up pet slot)**
Ewelet - Sheds steel wool every 7-14 days at random. Stays near you at all times.
Ewelus - Size of a normal sheep. Continues to shed steel wool. Can be herded due to working like the Koalefant, running from people. Neutral. Makes Ewecus nearby neutral too. **No longer counts as a pet! (doesn't take up pet slot)**
Broodling - Starts small fires in the darkness, regardless of where it is. Regenerates health by a fire. Dies in the cold.
Draggot - No longer flies. Looks like a crocodile in size and stature. Begins to take on the appearance of the dragonfly, with stubby wings that can not lift it (will attempt it from time to time) - Now begins to work like the Lavae, but different at the same time. It changes to it's 'enraged' form in Darkness, giving off heat and light, but too much to safely stand too near! Could potentially grow into a full friendly Dragonfly with a massive cost.
Glomglom - Gives off the sanity aura of glommer (when touching directly, the highest aura) divided by two, but in the full range of Glommer's aura. Follows Glommer if one is with you. Grows up into Glomming on a full moon.
Glomming - Works and looks like Glommer but with only two eyes. Requires no flower as it follows you automatically. Follows Glommer if one is with you (thus being further away from you)
Clockwork Pawn - Follows you, gives electric shocks to anyone that attacks you or it (effectively strikes them with lightning.) - Does not grow up.
Trunker - 4 slot Chester that doesn't require an eyebone. That's the gist of it, anyway. Grows up into:
Chestette - 9 slot Chester lookalike, but with two eyes. Can not become Shadow or Ice Chestette. Doesn't require an eyebone of any form. If you have Chester with you, it will follow Chester. After 14 days of following Chester, it will "give birth" to a Trunker. If the Trunker dies, it will respawn after 14 days. Maximum of one birthed Trunker.
Smallbird - Works like the pets do at the moment. Requires feeding, will ask for food, but avoids fights and plays around.
Teenbird - Fights with you, with some minor kiting. Attacks you when completely starving.
This effectively lets everyone get a Chester or Glommer, in true Multiplayer spirit.
Unless otherwise specified, they grow up after being with their owner for 21 days.
The pet count would be upped to 3, allowing people to get a Chestette, Glomming and one other pet, rather than rushing for the eyebone and glommer's flower. It is not required that 2 are those two pets, but it was designed with those in mind.
I hope you like my ideas!
I've been playing more and more Don't Starve Together recently and I've noticed that in a general sense, well over half the content just doesn't get used. From ranged weapons to beefalo taming, I almost never see these used on the official servers. This makes me question as to whether: a) playing on the official servers is not the intended play experience, or b) the existing content is not designed well for the intended play experience. My gut feeling leans towards the latter as from what I've been able to deduce via some statistics, a majority of servers are not using Endless mode. This means, on average, said worlds will not last much longer than the first summer.
Seeing a new update coming out with pets and another boss, I end up wondering if we even really need more new content when the existing content already doesn't get used. I really feel that perhaps a better approach would be to reduce the amount of new content and instead put more time into shoring up the existing content to make if more appealing to utilize. Some areas I feel are weak are as follows...
Ranged Combat
Ranged combat in don't starve tends to almost never get used with the exception of the boomerang (which is mostly used to farm birds and Krampus). I feel that this is partially due to the damage blow darts taking azure feathers (which requires winter), and partially due to it being very easy to miss (which causes you to lose the hard-earned weapon). Granted, if it was easy to utilize ranged weapons, melee combat would lose it's appeal. So perhaps overhauling how ranged weapons work is required. To give an example, I'll explain my ideas for fixing darts.
To start off, the blowgun should be crafted separately from darts and be loadable with darts akin to Spear launchers from Shipwrecked. When darts are fired from the blowgun, they will either hit the target and be consumed, or miss the target and drop on the ground where the target was. This allows missed darts to be picked back up and reloaded, rather than just be wasted. As for the damage of darts, I'd like to see a basic dart that deals damage on part with the boomerang, primarily used for hunting animals and tagging things. Then you would have improved darts akin to those that already exist today.
By altering darts to function more like this, you keep melee combat important as reloading the dart takes time (animation delay) and you still can miss. In addition, by separating the darts from the blowgun, you can balance the two separately. Perhaps making the blowgun more expensive to craft (to keep people from using a few of them preloaded), while making the darts reasonably priced to keep them useful for things like animal hunting.
I think similar overhauls should be done to magical wands as well, to allow them to be an appealing alternative to just smashing things with a meat bat.
Animal Taming
I've not once tamed a Beefalo, the amount of time required to fully tame a beefalo has not been worth it. In many runs, it is more beneficial to seek out gears and other important rare drops in order to be prepared for future seasons, than to spend time befriending a Beefalo. I feel similarly about hatching Tallbird eggs as well. While I think these are interesting things to give people to do while hiding out in the base, I feel the reward for achieving it just isn't worth the investment. Perhaps some solutions to this could be to have tamed animal breeding and the ability to slaughter excess heard for meat, wool, and/or horns.
With more pets coming in the upcoming addition, I only feel that this area of the game should be looked into more heavily. I feel that offering a method of play that focuses on animal breeding/farming would be a fun avenue to allow people to focus on, but right now I feel the rewards for the investment aren't useful.
You might say that these are more long term goals, but as stated initially...long term doesn't happen. I must have gone through roughly 400 servers just checking the number of days and only found 33 of those 400 that were over day 100. This means a majority of people never hit that long term state and as such will never see this content used. Asking people to invest 20 days or 1/5th (or more) of the average play time in a playthrough to essentially get a Walking Stick that is more annoying to use. This honestly doesn't feel very reasonable to me.
Magic
Magic in Don't Starve Together is quite fun and flavorful, however, the cost of using it is generally really high and utilizes things that are quite frustrating to farm, and as such, it doesn't see much use in an average run. My primary suggestion for this is to make many of the magic items that cost gems to make work akin to my suggestions above regarding the blowgun, except allowing them to be recharged via Nightmare Fuel instead. Some items, like the construction amulet or deconstruction wand, should definitely remain as is (unable to be recharged). However, other items like a fire staff, ice staff, etc. should offer the ability to slowly recharge the want via nightmare fuel (or some other mechanism, such as an altar or somesuch). This would allow a user to choose to play the wizard character, with the risk of needing to regularly fight nightmares to do so.
Closing
There are certainly other issues (such as a majority of the hats) that could also use reworks and if there is a specific item anyone would like my input on, feel free to reply and I'll take a crack at it. Despite my rants here, I am indeed enjoying the game. I just feel like adding more content, when a majority of the existing content cannot really be effectively used, ends up feeling a bit off putting. I've considered doing some and/or all of these overhauls as a mod (or mods), however, I feel they should really be things that are fixed with the core game itself...especially when going forward with new content.
If I'm wrong and the developers ideal play experience is more long term gameplay, then perhaps we need to see some official endless servers to give players that impression, as all the current official servers are survival. So rather than creating a bunch of long term content, instead I feel that they should be creating more short term paths of play. Let people be adventurers in the cave, farmers with animals and crops, hunters shooting birds, frogs, and rabbits, etc. By giving good rewards for the time investment, they can essentially create classes/jobs, without actually restricting people to a single play style and I feel this is the direction for the game that will be most appealing in the long run.
Thanks to anyone who made it through this rant and if anyone would actually like to see challenging overhauls as mods, has additional ideas to contribute, and/or just wants to offer criticism of my ideas...please reply below. Take care.
I'll explain.
Server with no caves still spawns sinkhole
Mine sinkhole
Go into Sinkhole
Generate SP caves world with just you in it - Health values changed accordingly
Collect items
Go back up Stairs & still have the items you collected.
This would open up a ton of modding potential, despite being potentially very hard to disable the console properly, due to hackers and exploiters.