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Poison & Puddles in Don't Starve Together.

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How Poison would work:

No enemies are venomous. IMO that's pretty dumb.

Disease would last longer, and in warning phase:

Warning Phase of Disease: Plants give diseased foods with a 50% chance

Full Disease: Plants give diseased foods 100% of the time.

 

Diseased foods:

Give the stats of the stale version of the food. (E.G Stale Berries.)

Poison you.


Poison wears off after 3 days.

 

How Puddles would work:

During Spring puddles will form everywhere.

This keeps Spring challenging, rather than Autumn with Rain.

Theoretically it would bring it up to Winter levels of difficulty due to constant wetness.

 

Other ideas:
Getting too wet (above 50% for a period of time) will poison you for a day.


[idea for mod OR to be implemented] 'Heaven and Hell'

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This was a silly little idea of mine, really.

Heaven:

Very cold, cloudy world with lots of marble and moonrock things. All 4 seasons you will freeze. - Inspiration taken from Up and Away, turned up to 11.

Hell:

Very hot, firey wasteland with lots of Obsidian, Rock and other things. All 4 seasons you will overheat. - Inspiration taken from Shipwrecked Volcano and that-one-mod-collab-I-forgot-the-name-of's lava caves.

 

How they would be accessed:
Two ways:

1. Die, your total naughtiness points will influence where you go. (Replacing ghosts with a much harder, but more interactive feature.) - This world would be linked yet unlinked to the server you came from. Effectively you'd die on the server, and be kicked off it and generate a Heaven or Hell world. When you 'beat' this world, you will be revived on the server, and put back onto it. (It would probably just run some console command. You wouldn't be able to join the server while dead to run it, so you'd have to beat the world either way.)

2. Stairs to Heaven in the Overworld, and Gates to Hell in the Caves.

 

I will update with detail as I think about it :p

Bee Queen Additional Loot Drop Suggestions

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I've mentioned before that the drops weren't really too great for her. My suggestion (posted via Facebook as well) was to have her drop perhaps a Beehat as well which works exactly like the Spiderhat. Friend bees for a certain amount of time, they won't aggro you when harvesting Bee Boxes and such.

If anyone else think it's a good idea or not let me know.

Weirdobob's Mega Thread Made of Suggestions and Bugs That The Devs Need to See or sumthin

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WEIRDOBOB'S MEGA DST THREAD OF SUGGESTIONS AND BUG FIXES.

Hi. You know who I am.

I play this game a lot. At least, I like to think I do. I'm still a bit of a noob, however, just 420 hours in DST and 231 in the base game. I put the "Casual" in "Filthy Casual"

Anywho, As I've played this game, I've noticed some things. Of course, All those things I can't remember off the top of my head, so expect this thread to get lots of edits and additions. Also, feel free to call me out on anything you want at all - While some of these make sense for gameplay, some are my opinion. I am open to almost all criticism, just, as the rest of the forum goes, keep it polite, keep it classy, and don't get your knickers in a bunch, these are suggestions, not 100% implemented mechanics.

I also apologize if I say anything any one else of you already has (like, if I suggest something you have)

Also, I would really appreciate dev feedback on some of this, sort of reassurance that they actually read this. Maybe their thoughts & opinions.

 

Bugs:

  • The Tallbird bug
Spoiler

 

Well, you saw the tags, (or didn't and you're looking now) and are probably wondering what the fabled "Tallbird bug" is that I'm known to rant about. Tallbirds, and by extension, teenbirds, are coded to kill each other. Seemingly on purpose.

This is bad.

Now, I know I'm a little bit of a loon when it comes to these things, seeing as the last time I accidentally hit a tallbird I was legitimately sick to my stomach and had to put the game aside for a while. But here's the deal. Tallbirds kill their own smallbirds that they're raising. And I know there's code to try and prevent it.

That's one of the stupidest things I've ever seen.

1: It doesn't work.
2: It can be easily worked around by just making tallbirds not target smallbirds/teenbirds, instead of trying to add whatever foo-faw you're doing there.
3: No, it doesn't cut down on "Overpopulation", it's literally ruining a planned feature. If you don't want tallbird overpopulation, then just make them not hatch their eggs! It's super easy!

Anyway, there's my rant on that. Just had to get that out there as I've been talking about this thing for ages and have directly contacted devs to literally no replies, yet they'll reply to pretty much any other random steam bloop I do. Funny how that works!

 

 

  • The smallbird bug

 

Spoiler

Alright, this one Isn't that bad. Simply, sometimes in spring, a smallbird will suddenly appear out of nowhere and follow your player.

I have no idea what causes this to happen.

 

  • Frog/Lureplant Behavior

 

Spoiler

I don't know if this has been fixed or not, but when a frog attacks (or attacked, again, don't know if it was fixed) a lureplant with meat, it causes an extra meat to flop out each time, which means that you can just see a bunch of leafy meats sitting around and a very disappointed looking frog. This is (or was) a very powerful exploit.

 

  • The tallbird egg issue

 

Spoiler

No, it's not the fact that a hatching tallbird egg is more stat-replenishing than a normal/cooked one. Even though that's insanely sadistic and evil and I hate it. The egg counts as a trigger for bunnymen, making them scream out "MURDERER!" to you despite you currently raising new life.

Or I mean, being sadistic and planning to eat it.

 

  • The guardian issue

 

Spoiler

For some reason, and this is absolutely hilarious, sometimes the guardian in the ruins spawns with an odd Y axis point. I believe if you use the console to spawn multiple at a time, they actually stack on top of each other, to make it look even goofier.

Suggestions:

  • Full Moon Stuff

Yeah, this event's been getting more attention, which I like, but I have some ideas for even more cool bits about it!

1: Bring back the mushtrees, I love these things, and the spores would make them look extra pretty on a full moon.

2: Make ponds on the surface into the ruins ponds - Just for the full moon night, I think it'd add some extra prettiness to the area. Maybe make it so you need to have activated the moon caller staff/mined the clockwork statues for these events to occur?

 

  • Sketches/Rare Blueprints

Make these things not vanish on use. I killed the toadstool with a team and it sucks that only the 1 person given those blueprints is capable of using them, because when they're off the server, well whoops, now you gotta kill him again to do something with those shroom skins.

 

  • Buildables

Alright, there's gonna be a lot of stuff here.

1: Salt lick. No big issue, just make it so it has the smaller effect area when building it, so you are capable of putting it in small pens for if you want a smaller pen rather than forcing people to make bigger pens to place it.

2: A new storage area for weapons/tools/armor - Well, it's either leave it on the floor or have each one take up a chest slot, so a nice display rack with maybe more slots that can only hold equipment would be nice. Or maybe just a fancy coatrack you can craft in the "Fashion" tab? Cheaper than a chest but can only store armor?

3: Meat effigy, again, going with the theme of armor storage, make it so you can put some on the effigy? It'd be nice, when you revive and break it the armor pops off and is right there waiting for you. Sure, same thing can be done by just placing armor next to it, but it'd still look nice. 

4: Doors - pls

 

  • Reviving

Alright, I find this very annoying. You die late in the day. Night is coming. 4 seconds left on the timer. You find it- the touchstone. You use it.
Night time. You have no resources.
You die. Again.
The timer continues, your efforts were wasted.
 

Make it so when you revive, you spawn a small light, like the ones where when you connect in late day.

 

  • Resources

I dunno about these as much.

1: Fireflies - Make these come out of tumbleweeds, or make the florid postern spawn them around it or something. Sometimes people go berserk trying to capture all these things and there's none left.

2: Fishing - Make it so if you go fishing, there's like a 1% chance to pull up a trinket/reed/something instead. It'd add more reason to go fishing, as hardly anyone does it as is. Maybe make it so there's also a rare chance to pull out a flup while fishing, to add a small fight and eyeshots? I dunno.

 

  • Shadow Atrium

When in your inventory, causes you to survive a lethal strike (or instantly revive on death), with the sleeping effect the life giving amulet has, but also makes you revive with full stats, pardon sanity maybe, as it is a shadow item after all. 

 

  • Guardian

Probably the most requested thing in Don't Starve Together history, make this big bundle of joy a little more tricky to fight - And also make him able to be respawned!

 

  • Wigfrid

Couple of things about our wonderful wiggy here.

1: Some of her quotes still break her character. I made an old thread about this issue, but it appears I still missed some, such as the batcave, closed rabbit holes, and maybe some other things. Read my reasoning on this here. (And no @ImDaMisterL, it is not okay for a periodic character break in Wigfrid, seeing as she's so far wrapped up in being a warrior she literally refuses to eat anything but meat and seemingly heals/makes herself sane through sheer belief that she's a warrior alone.)

2: Change her starting items. - This would make her a little harder to play, sure, and that's kind of necessary. For a character as topsy turvy powerful as her, making her more challenging isn't an issue. But here's my idea - Either make her not spawn with the meat, or make her not spawn with her helmet/spear. You don't need both. The meat keeps you fed more than long enough to scrounge around and get enough resources for her gear. And if she starts with her gear, she doesn't need to start with a free meal. And if you think that means it's too tricky for if you join in mid winter or something, I guess it's your fault for trying to join a server where nobody wants to help you in mid winter...

 

  • Webber

Change his starting inventory. Remove the spider egg from him. Please. Thanks. This is necessary. I'm tired of joining servers where the portal is surrounded by spider queens on day 4.

 

  • Beefalo

1: Add armor for beefalo, maybe make it 4 times as expensive as normal player armors, just something to protect our beloved beefalo buddies.

2: When domesticated, give beefalo slightly bigger health. Yes, 1,000 is no laughing matter, but they can still get pummeled easily by lots of things due to their sometimes idiotic A.I.

3: Make it so when you ride a beefalo, you can see it's health/hunger. This would make management of the beefalo so much easier.

 

  • Glommer wings

An entire section dedicated to glommer wings! What joy.

1: Make glomglom require them rather than glommer goop, it gives you something to do with those wings. Remember glommer always by having part of him follow you around making smallbird noises.

2: A special helmet. Maybe marble, nightmare fuel, and glommer wings, a powerful helmet with a powerful price. Sure beats the football helmet.

3: The glossamer saddle. Maybe instead of silk, make it require glommer wings.

 

 

 

If you have any other suggestions and thoughts, feel free to post them here, I'm going to be editing my thread as I remember my suggestions/find more.

Christmas/Hanukkah/Milad un Nabi Event ideas!

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Krampus wears a Santa hat and a Green ribbon.

At spawn, Krampus will give you an item from a set gift table. Then he'll run.

Trade-inn guy is replaced by Krampus


Set pieces:

Holiday Base:

Fully decorated Christmas tree (10 sided star, Green, Blue and Red tinsel with every decoration.) directly in the center. Marble flooring in a + pattern to single out the corners.

2 end tables on each corner of the base with Menorahs on them. (Carpet flooring on these corners)

2 Flags on the other corners. (Carpet flooring on these corners)

A banner across the back wall (Surrounded with stone wall, with an entrance)

Mistletoe drying rack entrance.

Dreidel by one of the Menorahs

Oil Lamp by the other

Santa Hat by the Christmas Tree

Friendly Krampus to the right of the Christmas tree (Does not move, just does idle animation from time to time.) - When given one of the event trinkets, he will give you a random gift from his sack!

 

Christmas Skins:

Santa is Wilson with a white beard.

SANTA HAT WINTER HAT SKIN :D

 

And my favourite idea: CHRISTMAS VOICES

All the characters voices would be replaced by a spruced up Christmassy jingly version of it!

 

Chester would wear a little santa hat.

 

Cosmetic changes:

Worlds would always snow, but without the cold effect, except in Winter. This would be so cool :D

 

I really think Klei should go all-out for Christmas.

 

EDIT: IDEAS INSPIRED BY NOON, LIKE HER POST DANG IT:

Red Tinsel! - Steel Wool + Rope + Berries = Red Tinsel - Can be put on a large Evergreen (once tinsel is added, it does not shrink or grow, and can not be cut down.)

Pink Tinsel - Steel Wool + Rope + Glommer Goop = Pink Tinsel - ^

Green Tinsel - Steel Wool + Rope + Phlegm = Green Tinsel - ^

Blue Tinsel - Steel Wool + Rope + Azure Feathers x 3 = Blue Tinsel - ^

10 Sided Star - Yellow Gem + Moon Rock - Permanent Light when ontop of the tree, with Pumpkin Light radius - DOES NOT PROTECT FROM CHARLIE

5 Sided Star - Gold + Rocks x 4 - Works like a Pumpkin Light when ontop of a tree, expiring in the same amount of time.

New Christmas Decorations (count as Trinkets):

Baubles - When hung on the tree, adds 6 baubles.

Choco Trees - When hung on the tree, adds 5 choco trees.

Christmas Crackers  - When hung on the tree, adds 3 Christmas crackers

 

Other Christmas trinkets:

Mistletoe - Can be hung from a drying rack, making for a great base entrance.

 

New emotes:
/kiss - Kiss under the mistletoe!

/hug - Share that Christmas spirit, baby!

/campfire - If a person uses this by a firepit or campfire in the evening, it will start a 30 second timer. When the timer ends, all people that did it by that campfire/firepit will start singing a song!  - It would work by going in the order of people who did the command. - If used by a Christmas tree with a star, they will sing "O Christmas Tree!" because why not?!

Ex.

First: Twinkle twinkle little star

Second: How I wonder what you are

Third: Up above the clouds(?) so high

Fourth: Like a diamond in the sky

 

I cringed writing that last bit, but it would be fun with some classic Christmas songs!

 

Now, it wouldn't be fun to keep the fun to ourselves, so some character skins will be based off Hanukkah or Milad un Nabi - Both of which are December holidays this year.

Hanukkah Trinkets:
Dreidel

Hanukkah Oil Lamp

 

Also, some songs would be from Hanukkah or Milad in Nabi - So nobody gets left out :D 

 

Hanukkah Craftables:

Menorah (fuelled like Firepit) - Can be placed on a Potter's Wheel or End Table - Each Candle will match the fuel (1 log = 1 candle lights up) so it is possible to play out the entire sequence if you wish to.

 

Milad Un Nabi Trinkets:

??? - I am not a muslim nor a jew, so I do not know what to give you guys. Please help me out!
 

Milad Un Nabi Craftables:

Green Flag (stands by itself) - 2 logs, 6 silk

Green Banner (hangs along 4 walls) - 6 silk

 

PLEASE GIVE IDEAS FOR HANUKKAH AND MILAD UN NABI - They have nowhere near as much as Christmas!

 

I hope that nobody feels left out over my brainstorm of ideas for a massive Winter celebration. Thank you!

 

 

 

Names and Renaming

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I wonder if renaming domesticated beefalo in servers would help when multiple people are using the same area taming or storing their new harry cow friend. Example: Player A has "x" amount of domestication and has a chance to name their new friend. Let's call him 'Bob'.

                           Player B has similar "x" amount of domestication toward the same type of beefalo as Player A and can name his 'LippleNick'. 

So when mouse-over it changes it to, Examine 'LippleNick', instead of Examine 'Hairy Cow Tongued Friend'.

 

Now that we have Cute Fuzzy Animals to follow us around why not add an option to name such a thing. Do we not name our pets irl? It also adds a nice personal touch.

 

Cheers!

Archeopteryx

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Archeopteryx

The dinosaur-bird that roamed the tropical islands of prehistoric Europe

Fact: it behaves like a prime ape it stalk you, steal things that you drop and run when you come near but spawns more rearly, not in groups and from threes like snakes. It's neutral but when it bites, you have 15% to be poisoned from bacteria. the monkey ball dosent work.

Archeopteryx

Damage: 5

Health: 125

Atk period: 3

Atk range: 3

Running speed: 11

special move: it can fly a short distand (you can't attack in meele then) 15% poison

Drops: 50% Morsel or Red/Green Feather (new)

 

With the Green Feather you can make Poison dart instead of the Black Feather

Poison dart

Crafting: 1 Venom gland 1 Cut reeds 1 Green Feather 

archeopteryx1287496937.jpg

[DLCs/Ideas] The Tropics & The Mainland

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too lazy to write right now, enjoy this disappointment

 

goodnight

 

will update tomorrow


[Weapon suggestion] Monster Hambat

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I was thinking about the Hambat and it's use of Pig Skins, since I usually don't enjoy killing neutral/friendly mobs like Pigmen, when the idea of a Monster Hambat hit me. Made of 2 Monster Meat, 2 Twigs and 1 Spider Silk; carbon copy of a hambat, but with a slight Sanity drain since it's a Monster item and it's a little easier to get.

Just thought I'd pop the idea here, in cas I wasn't alone in not wanting to kill pigs as much as possible :o)

Exposed (for proper modding) loot for tumbleweeds and graves

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Like some other things... the functions and tables related to tumbleweed loot and grave mounds loot are all defined as local, and therefore are inaccessible to the outside/mods. So there's no way to merely add/remove/change a loot item, mods must duplicate at least some of the existing code of the prefab's functions, including the whole existing loot list, to affect the loot, which isn't so good for compatibility and robustness, as that will has to be re-done every time that part of the game was updated (as just happened in the latest update) and the mod re-released, otherwise the official update will be overwritten or worse, something may be broken in some way (due to "partially updated" code), and multiple mods using this method will also generally completely overwrite each other.

So this is a suggestion to change tumbleweed.lua and mound.lua to make the loot generation functions and loot lists available to the outside in some fashion. Ideally for other modding interests the same would be the case for any other general loot lists that aren't changable in a good way which I'm not aware of (random chests? ruins chests?). There's a global PickRandomTrinket() in trinkets.lua used for grave mounds which is a good start, but the rest of the loot and logic are still local in mound.lua.

For example, the relevant parts of tumbleweed.lua look like this (seems to me like there's a bit of unused stuff in that file, by the way):
 

Spoiler

...
...
...

local prefabs =
{
    "splash_ocean",
    "tumbleweedbreakfx",
    "ash",
    "cutgrass",
    "twigs",
    "petals",
    "foliage",
    "silk",
    "rope",
    "seeds",
    "purplegem",
    "bluegem",
    "redgem",
    "orangegem",
    "yellowgem",
    "greengem",
    "seeds",
    "trinket_6",
    "cutreeds",
    "feather_crow",
    "feather_robin",
    "feather_robin_winter",
    "feather_canary",
    "trinket_3",
    "beefalowool",
    "rabbit",
    "mole",
    "butterflywings",
    "fireflies",
    "beardhair",
    "berries",
    "TOOLS_blueprint",
    "LIGHT_blueprint",
    "SURVIVAL_blueprint",
    "FARM_blueprint",
    "SCIENCE_blueprint",
    "WAR_blueprint",
    "TOWN_blueprint",
    "REFINE_blueprint",
    "MAGIC_blueprint",
    "DRESS_blueprint",
    "petals_evil",
    "trinket_8",
    "houndstooth",
    "stinger",
    "gears",
    "spider",
    "frog",
    "bee",
    "mosquito",
    "boneshard",
}

local CHESS_LOOT =
{
    "chesspiece_pawn_sketch",
    "chesspiece_muse_sketch",
    "chesspiece_formal_sketch",
    "trinket_15", --bishop
    "trinket_16", --bishop
    "trinket_28", --rook
    "trinket_29", --rook
    "trinket_30", --knight
    "trinket_31", --knight
}

for k, v in ipairs(CHESS_LOOT) do
    table.insert(prefabs, v)
end

...
...
...

local function MakeLoot(inst)
    local possible_loot =
    {
        {chance = 40,   item = "cutgrass"},
        {chance = 40,   item = "twigs"},
        {chance = 1,    item = "petals"},
        {chance = 1,    item = "foliage"},
        {chance = 1,    item = "silk"},
        {chance = 1,    item = "rope"},
        {chance = 1,    item = "seeds"},
        {chance = 0.01, item = "purplegem"},
        {chance = 0.04, item = "bluegem"},
        {chance = 0.02, item = "redgem"},
        {chance = 0.02, item = "orangegem"},
        {chance = 0.01, item = "yellowgem"},
        {chance = 0.02, item = "greengem"},
        {chance = 1,    item = "seeds"},
        {chance = 0.5,  item = "trinket_6"},
        {chance = 0.5,  item = "trinket_4"},
        {chance = 1,    item = "cutreeds"},
        {chance = 0.33, item = "feather_crow"},
        {chance = 0.33, item = "feather_robin"},
        {chance = 0.33, item = "feather_robin_winter"},
        {chance = 0.33, item = "feather_canary"},
        {chance = 1,    item = "trinket_3"},
        {chance = 1,    item = "beefalowool"},
        {chance = 0.1,  item = "rabbit"},
        {chance = 0.1,  item = "mole"},
        {chance = 0.1,  item = "spider", aggro = true},
        {chance = 0.1,  item = "frog", aggro = true},
        {chance = 0.1,  item = "bee", aggro = true},
        {chance = 0.1,  item = "mosquito", aggro = true},
        {chance = 1,    item = "butterflywings"},
        {chance = .02,  item = "beardhair"},
        {chance = 1,    item = "berries"},
        {chance = 0.1,    item = "TOOLS_blueprint"},
        {chance = 0.1,    item = "LIGHT_blueprint"},
        {chance = 0.1,    item = "SURVIVAL_blueprint"},
        {chance = 0.1,    item = "FARM_blueprint"},
        {chance = 0.1,    item = "SCIENCE_blueprint"},
        {chance = 0.1,    item = "WAR_blueprint"},
        {chance = 0.1,    item = "TOWN_blueprint"},
        {chance = 0.1,    item = "REFINE_blueprint"},
        {chance = 0.1,    item = "MAGIC_blueprint"},
        {chance = 0.1,    item = "DRESS_blueprint"},
        {chance = 1,    item = "petals_evil"},
        {chance = 1,    item = "trinket_8"},
        {chance = 1,    item = "houndstooth"},
        {chance = 1,    item = "stinger"},
        {chance = 1,    item = "gears"},
        {chance = 0.1,  item = "boneshard"},
    }

    local chessunlocks = TheWorld.components.chessunlocks
    if chessunlocks ~= nil then
        for i, v in ipairs(CHESS_LOOT) do
            if not chessunlocks:IsLocked(v) then
                table.insert(possible_loot, { chance = .1, item = v })
            end
        end
    end

    local totalchance = 0
    for m, n in ipairs(possible_loot) do
        totalchance = totalchance + n.chance
    end

    inst.loot = {}
    inst.lootaggro = {}
    local next_loot = nil
    local next_aggro = nil
    local next_chance = nil
    local num_loots = 3
    while num_loots > 0 do
        next_chance = math.random()*totalchance
        next_loot = nil
        next_aggro = nil
        for m, n in ipairs(possible_loot) do
            next_chance = next_chance - n.chance
            if next_chance <= 0 then
                next_loot = n.item
                if n.aggro then next_aggro = true end
                break
            end
        end
        if next_loot ~= nil then
            table.insert(inst.loot, next_loot)
            if next_aggro then 
                table.insert(inst.lootaggro, true)
            else
                table.insert(inst.lootaggro, false)
            end
            num_loots = num_loots - 1
        end
    end
end

...
...
...

local function fn()
    local inst = CreateEntity()

    ...

    MakeLoot(inst)

	...

    return inst
end

 

They could be reconstructed to something more extensible, along these lines (don't know if it's totally right as directly working code):

Spoiler

...
...
...

local prefabs =
{
    "splash_ocean",
    "tumbleweedbreakfx",
}

TUNING.TUMBLEWEED_CHESS_LOOT = TUNING.TUMBLEWEED_CHESS_LOOT or
{
    "chesspiece_pawn_sketch",
    "chesspiece_muse_sketch",
    "chesspiece_formal_sketch",
    "trinket_15", --bishop
    "trinket_16", --bishop
    "trinket_28", --rook
    "trinket_29", --rook
    "trinket_30", --knight
    "trinket_31", --knight
}

for k, v in pairs(TUNING.TUMBLEWEED_CHESS_LOOT) do
    table.insert(prefabs, v)
end

TUNING.TUMBLEWEED_BASE_LOOT = TUNING.TUMBLEWEED_BASE_LOOT or
{
	{chance = 40,   item = "cutgrass"},
	{chance = 40,   item = "twigs"},
	{chance = 1,    item = "petals"},
	{chance = 1,    item = "foliage"},
	{chance = 1,    item = "silk"},
	{chance = 1,    item = "rope"},
	{chance = 1,    item = "seeds"},
	{chance = 0.01, item = "purplegem"},
	{chance = 0.04, item = "bluegem"},
	{chance = 0.02, item = "redgem"},
	{chance = 0.02, item = "orangegem"},
	{chance = 0.01, item = "yellowgem"},
	{chance = 0.02, item = "greengem"},
	{chance = 1,    item = "seeds"},
	{chance = 0.5,  item = "trinket_6"},
	{chance = 0.5,  item = "trinket_4"},
	{chance = 1,    item = "cutreeds"},
	{chance = 0.33, item = "feather_crow"},
	{chance = 0.33, item = "feather_robin"},
	{chance = 0.33, item = "feather_robin_winter"},
	{chance = 0.33, item = "feather_canary"},
	{chance = 1,    item = "trinket_3"},
	{chance = 1,    item = "beefalowool"},
	{chance = 0.1,  item = "rabbit"},
	{chance = 0.1,  item = "mole"},
	{chance = 0.1,  item = "spider", aggro = true},
	{chance = 0.1,  item = "frog", aggro = true},
	{chance = 0.1,  item = "bee", aggro = true},
	{chance = 0.1,  item = "mosquito", aggro = true},
	{chance = 1,    item = "butterflywings"},
	{chance = .02,  item = "beardhair"},
	{chance = 1,    item = "berries"},
	{chance = 0.1,    item = "TOOLS_blueprint"},
	{chance = 0.1,    item = "LIGHT_blueprint"},
	{chance = 0.1,    item = "SURVIVAL_blueprint"},
	{chance = 0.1,    item = "FARM_blueprint"},
	{chance = 0.1,    item = "SCIENCE_blueprint"},
	{chance = 0.1,    item = "WAR_blueprint"},
	{chance = 0.1,    item = "TOWN_blueprint"},
	{chance = 0.1,    item = "REFINE_blueprint"},
	{chance = 0.1,    item = "MAGIC_blueprint"},
	{chance = 0.1,    item = "DRESS_blueprint"},
	{chance = 1,    item = "petals_evil"},
	{chance = 1,    item = "trinket_8"},
	{chance = 1,    item = "houndstooth"},
	{chance = 1,    item = "stinger"},
	{chance = 1,    item = "gears"},
	{chance = 0.1,  item = "boneshard"},
}

for k,v in pairs(TUNING.TUMBLEWEED_BASE_LOOT) do
    table.insert(prefabs, t.item)
end

TUNING.TUMBLEWEED_NUM_LOOTS = TUNING.TUMBLEWEED_NUM_LOOTS or 3

...
...
...

function ConstructTumbleweedLoot(baseloot)
	local loot = deepcopy(baseloot)
	local chessunlocks = TheWorld.components.chessunlocks
    if chessunlocks ~= nil then
        for k, v in pairs(TUNING.TUMBLEWEED_CHESS_LOOT) do
            if not chessunlocks:IsLocked(v) then
                table.insert(loot, { chance = .1, item = v })
            end
        end
    end
	return loot
end

function PickTumbleweedLoot(inst,possible_loot)
    local totalchance = 0
    for m, n in pairs(possible_loot) do
        totalchance = totalchance + n.chance
    end
	local next_loot = nil
    local next_aggro = nil
    local next_chance = nil
    local num_loots = TUNING.TUMBLEWEED_NUM_LOOTS
    while num_loots > 0 do
        next_chance = math.random()*totalchance
        next_loot = nil
        next_aggro = nil
        for m, n in pairs(possible_loot) do
            next_chance = next_chance - n.chance
            if next_chance <= 0 then
                next_loot = n.item
                if n.aggro then next_aggro = true end
                break
            end
        end
        if next_loot ~= nil then
            table.insert(inst.loot, next_loot)
            if next_aggro then 
                table.insert(inst.lootaggro, true)
            else
                table.insert(inst.lootaggro, false)
            end
            num_loots = num_loots - 1
        end
    end
end

function MakeTumbleweedLoot(inst,baseloot)
    local possible_loot = ConstructTumbleweedLoot(baseloot)

    inst.loot = {}
    inst.lootaggro = {}
	PickTumbleweedLoot(inst,possible_loot)
    
end

...
...
...

local function fn()
    local inst = CreateEntity()

    ...

    MakeTumbleweedLoot(inst,TUNING.TUMBLEWEED_BASE_LOOT)

	...

    return inst
end

 

I guess I also I think it'd be better if the loot list would be transformed to a simpler {prefabname = chance} table instead (aggro flag could be kept track of elsewhere, like in another table {prefabwithaggroname = true} ,or in a general prefabs flags list if more flags like aggro are planned {prefabwithflagsname = {aggro = true, otherflag = 3} } ) and the tumbleweed's loot was determined on pickup rather than on creation. But ignoring that, with the current way of things and with the above code changes as an example, mods could then robustly modify the loot like so:

AddSimPostInit(function() --tumbleweed.lua is loaded after modmain.lua, postinit won't be needed if TUNING lines and function definitions are moved to an earlier loaded file like tuning.lua

local loot = TUNING.TUMBLEWEED_BASE_LOOT

local remove_items = table.invert{"cutgrass", "twigs", "petals"} -- tumbleweeds don't give these items anymore

local function strends(String,End)
   return End=='' or string.sub(String,-string.len(End))==End
end

for k,v in pairs(loot) do
	if remove_items[v.item] then
		table.remove(loot,k) -- remove the item's entry from the loot table
	elseif strends(v.item,"gem")
		v.chance = 5 -- change the relative chance of all gems to 5%, instead of the original
	end
end

table.insert( loot, {item = "butter", chance = 10} ) -- add butter as possible loot, with 10% relative chance



-- conditional/more complex loot modification:

-- override the original function
local orig_construct = GLOBAL.ConstructTumbleweedLoot
GLOBAL.ConstructTumbleweedLoot = function(...)
	local ret = orig_construct(...)
	if GLOBAL.TheWorld.state.season  == "winter" then
		table.insert(ret, {item = "ice", chance = 20} )	-- tumblweed may drop ice in winter only
	elseif GLOBAL.TheWorld.state.season  == "summer" then
		table.insert(ret, {item = "cactus_flower", chance = 10} ) -- tumblweed may drop cactus flower in summer only
	end
	return ret
end

end)


Of course, it doesn't have to look exactly like that, the important thing is that the code is set up in some extensible fashion that makes the base loot list, loot list construction function and loot picking function (which are currently in the same, local function, ideally they'd be separated, like above) accessible and overridable. So, stored in some kind of global var or member var attached to the tumbleweed (in that case) prefab, which makes it at least changable with AddPrefabPostInit (kind of an inefficient way to make the same change to every single created prefab instance, but at least it works well).

Wilderness mode + Florid Postern?

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My friends and I really want to play the game spawning at the florid postern but choosing a new character if we die. Is there any way to play the game like this already, or is there a possibility of this feature being added?

[DLC ideas thingy] Tri-LCs! Mainland, Tropics, Depths

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Basically, DLCs would release in sets:

Mainland:

DST itself (cheap move, I know.) [Game/Large DLC]

Reign of Giants [Medium DLC]

A New Reign [Mini DLC]

Tropics:

Shipwrecked [Large DLC]

Castaways [Medium DLC]

Stowaways [Mini DLC]

Depths:

??? [Large DLC]

??? [Medium DLC]

??? [Mini DLC]

 

The differences:

Large DLC:

4 Characters, 1 of which was previously unimplemented.

Adds or fleshes out a world with a variety of biomes, enemies, and structures.

Adds a new mechanic that changes how the game is played (e.g Sailing!)

 

Medium DLC:

2 Characters, 1 of which was previously unimplemented.

Adds a couple of biomes and fills them, but generally stays away from existing biomes.

Adds a couple neat mechanics that aren't exactly game-changing (e.g Wetness!)

 

Mini DLC:

(speculation from AnR files) 2 characters - 1 of which was previously unimplemented, 1 of which was mentioned in lore. (e.g Charlie or Wagstaff.)

Does not add any biomes, but adds a few structures.

Adds a couple "quality of life", almost mechanics, e.g Beefalo Riding

Adds some new mechanics to flesh out existing things (e.g Critters)

 

If this made sense to anyone, thank you!

If someone at Klei sees this, I love you!

But now onto the things that will start flame wars... Pricing:

Large DLC: £6? - Not that much of a stretch.

Medium DLC: £4 - As RoG was.

Mini DLC: £2 - Although AnR was free, it would be taking the p*** to expect multiple free DLCs.

That adds to a total of £12, equal to the game's cost, which I think is more than value for money.

 

Thanks for reading!

 

[DST] The problems of freshly joining a server

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Problems:

  • A lot of times, the server will be in a bad season to start out in. It sucks having to join a server that's 2 days before winter.
  • But that's fine because the other players will have a camp ready for winter, right? Well, sometimes, nobody even prepares for winter at all.
  • Usually, everybody will actually be prepared for winter. However, they will mostly likely have the camp far away from the spawn point, so you'll freeze or starve to death before you even get there.
  • But you could survive on your own, right? Well, resources near the spawn point would usually be already completely gathered. Really sucks having no flint available on the first day. If you're lucky, it could mean some players are nearby, ready to help you. However, it could also mean that another fresh spawn just gathered all the resources around the spawn point, then disconnected or died in a faraway place
  • It's pretty boring if you get forced to survive alone, especially since this is supposed to be a multiplayer experience.

My Solutions:

  • The starting temperature of fresh spawns should be dependent on the current season. Freshly joining during the winter will have you start out with 65 body temperature (on the verge of overheating at 70). Freshly joining during the summer will have you start out with 5 body temperature (on the verge of freezing at 0). This is to make sure that fresh spawns have a chance of survival during the harsh seasons instead of just dying instantly as they join.
  • Fire Pits and Endothermic Fire Pits should have their locations revealed on the map automatically. This is to give fresh spawns an idea where most players are gathered around and maybe they could decide to join and help them.
  • The Florid Postern (spawn point) already tries to solve the problem of fresh spawns not having any resources to gather, however, I think it's not enough. Every time a fresh spawn joins the server and every 30 seconds, it should check within a large radius if there are at least 3 Berry Bushes, 4 Flints, 6 Grass Tufts, 6 Saplings, and 8 Flowers. If there aren't enough of those resources within the radius, then it should spawn them until there are at least 3 Berry Bushes, 4 Flints, 6 Grass Tufts, 6 Saplings, and 8 Flowers within the radius. A bonus to this change is that this will cause players to build their camp near the spawn point instead of far away because the respawning resources will attract them.
  • When a player freshly joins a server, all nearby Berry Bushes, Grass Tufts, and Saplings should regenerate their resources.

I would expect some people to say that this would make the game become "Easy Mode", however, difficulty and inconvenience are different things. It doesn't necessarily make the game easier, it just makes the game more tolerable when starting out in a server than has any of the above problems mentioned. And come on, immediately dying just as you spawn kinda sucks, especially since you force other players to need to revive you. Besides, as I said, it's pretty boring to be alone in a multiplayer game.

Moonbase event expansion

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I suggest the moonbase to upgrade the other staff into supreme ones or something, maybe more durability or stinger effects

World Regen Votes Require Super-Majority

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So, I'm sure most of you have run into this issue of people joining and resetting a server either after they die or immediately when they join.  Many of them don't even try to survive the winter or summer that they've just joined into, they just go straight to the vote, because hey, there's no repercussion and the worst that happens is that they can continue spamming the vote anyway.  A lot of them go on to leave the server after dying after the reset anyway.  What I want to suggest is that world regen votes require more than a simple majority to pass.  Probably either 75% or all but one of the players would have to vote yes.  It is a vote that affects every player on the server after all.

I've seen a lot of suggestions for adjusting the voting system in general which I think are reasonable (things like weighting votes, etc.) but I feel like this would be a simple and relatively easy to implement way to start and help safeguard against probably the biggest method of trolling that people are currently using.


Game design/redesign suggestions

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With a previous topic I made, outlining a large chunk of the issues in terms of DS and DST and their learning curve as well as game play and so on, I thought it would be a good idea to post some suggestions in terms of game design/redesign of current features in the game. These will be aimed at creating a learning curve for the game and so that even professional players have things harder for them within the game:

* Energy stat and other character stats to make the game harder - with sleeping and resting being optional, it really makes it something that you just do to kill some time if you need stats regenerated and don't want to waste food or some other stat regenerating items. With energy stat, the game would become significantly harder, as you would lose energy from simply running, crafting or working to obtain various resources. It would probably require something like the Straw roll to be craftable from the beginning, of course and some other ways to regenerate the energy bar, like stumps, sittable logs or chairs to sit on, especially for someone playing Wickerbottom. Of course, having some foods which regenerate energy would be great, but to an extent where sleeping and sitting can simply be postponed and not replaced with eating foods. Post-poning could include a mechanic of simply not being able to eat food if your hunger is at like 95% or above or perhaps a disgust stat to come along with it, which would cause vomiting and resulting in loss of other stats, like health, sanity or something along the lines. I we're making the game more realistic, perhaps thirst, oxygen, blood, excretion (intestines and/or bladder), flesh (so, certain things attacking you might bite off a piece of your arms or something, which would need to be taken care of) and bone stats for a lot of the individual body parts. Either way, creating more stats for the player to take care of is ought to make the game harder, like sanity kind of did when it was first introduced. And how about if you regenerated health and hunger with something like a dragon pie 1 hp per second for 40 seconds and have bleeding effects and hence various bandages (like, basic bandages made from something like leaves and grass and more advanced ones out of silk).

* More equip slots - in and of themselves, this might make the game easier, but going along with the point above, you would probably need this to survive as well as game being made harder. So, imagine, things like temperature needing to be taken care of for each body part. During winter, you'd need to wear at least rabbit earmuffs, some thin scarf, dapper vest, some form of thin mittens, and some form of thin boots (perhaps even some form of pants) in order to have all of the body parts kept warm from the cold at a minimum and something like a beefalo hat, hibearnation vest, some form of thick pants, scarf and boots as well as some thick mittens (the mittens/gloves, pants, boots and scarves are not elaborated concepts, just labeled as "thick" and "thin" for example purposes). Of course, thermal stone working on all of the body, perhaps simply enhancing the warmth of the clothing you're already wearing or whatnot. Same goes for Summer, things like sandals, shorts and perhaps even some form of sun cream. Spring, of course, rain hat, rain coat, some wellies, rain pants or something and some rubber gloves. To give an example of what each body part being kept from getting wet, for example, keeping your hands from getting wet would ensure that you can continue working without things slipping out from your grip, whilst wellies would keep your feet dry, hence you wouldn't trip every so often if they get wet and/or the ground gets wet, wet legs would slow you down, wet head drain sanity, of course, wet arms means harder to work and wet torso affecting energy stat, which would start to drain faster. So yeah, more realistic look on temperature and wetness/rain.

* Reworked inventory - whilst for the amount of stuff in the game you might want more inventory and having the current amount makes things pretty well balanced for what the game provides, imagine this: you have 5 large slots. You can scroll to separate them into 4 medium slots, which can be scrolled into to give 4 small slots each. Scrolling out would give an opposite effect, obviously. Now imagine backpack providing 9 extra of those large slots. Now, each item would have size and weight to it. The heavier it is to carry, the slower you become. In order to not make things too hard, a log, for instance, could take up 1 medium slot per and hence 4 per large slot (so a board would take up 1 large slot), whilst something like a feather or a stinger could be stored multiple of in just a small slot. This means, you could carry a few large items, a decent amount of medium size items and a lot of small items, or whatever in-between of various types without having, something like, I don't know, being able to carry hundreds of moon rocks, but only a few cratered rocks before your character says "I can't carry anymore stuff!". To add to that, things that are pretty much technically giant things to carry, like turf or walls, could be carried like how you have the nose/heads of marbled clockworks being only possible to carry with your back and hand slots free. There's already basis for this, so, just applying this for more things could be a great way to make the game more immersive and a tad bit more realistic, imho.

* Running, jumping/leaping and ducking - normal melee can get boring at times. Plus, you might want to leg it in some very dangerous times. If affected by the energy stat (which at 0 would collapse you, letting you be vulnerable until you regen enough energy or something along the lines), allowing the player to leap with using certain controls or jump on spot to avoid specific attacks from mobs for a bit, same with ducking and running would enable you to get away quickly, but would drain energy (specifically the leg/feet energy and oxygen stat to that, if those are implemented), so you couldn't sustain that whole running thing for very long. It would also increase the amount of skill you would need in order to combat some harder-to-fight things, like bosses for instance as well as make it more fun to simply survive.

* Have things come to you due to your actions, not you coming after stuff, like with Dragonfly and Bee queen being raid bosses - things like hounds, deerclops and bearger come after you to keep you on the edge... other than them, there's not too much for things coming after you in that sense. You do also have tree guards coming after you if you chop down trees too much (or, they really should, with karma, similarly like with krampus, otherwise it's just random chance and chopping a few trees for some logs results in unwanted angry trees)... Imagine if Bee Queen worked like that: If you killed all of the bee hives nearby it/created by it, the giant bee hive would turn into a bee queen and attack you. And with Spider queen, if you kill more nests, the other nests becoming more powerful/faster getting to a higher tier, so essentially a spider queen would emerge to avenge. Think of them as the guardians, rather than just another optional boss (although, like with tree guard, having the ability to passify bee queen and spider queen or whatnot would be a good idea then as well).

* Balancing/rebalancing of tiers and types - there are certain things that are meant to be a tier or a type. You have backpack and piggy back, one doesn't slow you down but has more inventory, the other has less inventory but doesn't slow you down (with the aforementioned mechanics, piggyback might become a tier better item than backpack), you have a weapon which doesn't have durability but instead spoils over time, whilst some other weapons with durability and another which loses it only while you hold it, you have pretty parasol, an easier to craft umbrella, which is also slightly inferior to its counterpart, then you have a similar case with grass suit and log suit, whilst log suit and marble suit are kind of like a kiting and tanking version of each other (I say kind of, because marble suits seem to be something a bit more desirable now). Now, what if this was kept being applied to other things that are deemed quite useless or not worth it right now? Lets say, Insulated Pack could work fully like a portable ice box, but with less slots than a backpack, whilst a thermal stone could be cooled down, but only affect your body if it's in your pocket inventory and not in your backpack. And may be making it inflammable or at least loot all of the realistically non-flammable items (e.g. gears, doodads) upon burning down!

* Making recipes harder and/or more realistic to their design and functionality- this might be very easy for certain recipes, like pan flute (so, like 1 bamboo, 1 reed and 1 mandrake) or walking cane (1 walrus tusk, 2 gold, 1 bamboo... yes, it's a bamboo, not a twig that you're leaning against! Although both of these recipes would require sw to be brought in first, or at least some of the content from it) or even shadow manipulaotr (it basically just needs like 3 gold on top of what it already has... like literally, look at the machine's aesthetic!), but for something like an ice box or especially pig houses and rabbit hutches you might have a bit of a problem. Because of that, I've two suggestions: first, add in some code so that if a recipe requires more than 3 types of items, it fits in well within the crafting window, which displays this. Secondly, having the ability to place down something like a pig house as a bone structure and gradually building up on it, could work well too. This is already present for the new skelletons brought in, so how about if this is brought in for things like crafting machines (e.g. science machine, pig house) and at each stage, the player could examine the structure to find out what they need to add to the structure to complete it even more or something.

* Loot from objects//fauna and mobs as well as the ways to kill/destroy them - imagine chopping down an evergreen for a bit longer than usual, with your typical axe that now has much more durability, then having to get rid of all of the branches, twigs, pines and pine-cones per segment of the chopped down tree (resulting in you getting the aforementioned loot) and then chopping the stem of the chopped tree in segments to get logs. Then taking a rest on the stump and either digging it up and removing the roots in order to get another log (and roots which could have some form of use, be a fuel source or these could simply be vines from SW) or leaving it there and letting the rain decompose it over time. The logs you could simply use to craft on variant of a campfire or you could chop them into wood and perhaps even take the bark off them for, say, crafting a torch. And imagine if trees, upon death would fall over too to decompose over time or something. How cool would that be?! Immersive survival, more loot and logs per tree you chop, more taller versions of each tree (with the possibility of them falling on you and you having to struggle to get out of its grip if it falls on you) and just cool survival game mechanics overall! Or mining a rock for longer, but getting more loot each time you destroy a segment (similarly to how in DST, you get some ice each time you mine a segment, just that they would take longer to mine and would too give more loot in return). You might just take like 5 mins to chop down like 3 pretty large trees and you would have a decent amount of wood very quickly! Woodie doing this even quicker would make him very great (not only in chopping down and chopping up segments, but also harvesting... hey, him harvesting faster could be a cool feature, so that Maxwell doesn't outweigh him in every way or something).

* More complex mob AI - imagine if pigs would have their very own monarchic system and survival tactics, with each of them having stats as well! You could trade with them, befriend them when they aren't busy, perhaps shave a layer of skin while they're asleep to get some pig skin, so you don't have to kill them for it and overall would just make them cool dudes! What if you could also have Pig king as some form of a weaker type boss, which when killed would have pigs focus on having a new king put in place or something. Making your base near them might not be a good idea though if you're more vulnerable due to the aforementioned game mechanics and them during full moon not being so friendly at all... Something similar could apply to bunnies and merms.

* Resurrection and graves - imagine if you could set up a grave in some way that you could... literally dig yourself out, sort of like a zombie from a grave to resurrect... wouldn't that be cool? I've actually tried to make an animation for a mod I'm working on, although with a cranky result (e.g. using existing and existing images which have been edited to create the animation and Wilson turned out to be of too small scale when I tried to animate this...). But graves having more impact and something more to do with the world would be great, other than just digging them up for trinket and gem goods. Imagine being able to bury player/generated skeleton bodies, and may be even within a coffin and restore sanity or something like that... I don't have this thought-through very well, but the concepts would be cool to have in the game, imho. Some more involvement of ghosts, which techinally act as guardians for graves, would be cool too.

* Larger world and some other stuff - This is getting pretty long already, so I'll try to keep it straight-forward... what if the world is larger and you have more to explore, including the seas, and islands surrounding main land (with SW implemented, I mean)? What if the map would be something you would need to craft, like with compass and keep it on you in order to see where you've explored. Or how about a magical map (perhaps called Map of Revealed Secrets), which would require your map and with it, you could see things in the entire world, where you've explored happen as you see them... might be a bit laggy, but may be there's something that could be done with this? This would mean that at first you would not be able to see where you've been nor track where you've been, which would make the game ever more uncompromising at the beginning :p. Imagine hound mounds in the woods with packs of wolves and a Warg leading each pack... then on each full moon (which more realistically could be every 28 days and not some random amount of days), a closest pack woudl come after you and would follow you until you kill them/beat their pack enough for them to retreat or, say, hide in a berry bush like a wimp until the full moon ends, after which they would all retreat :P. Having a larger world for this and with more mounds, which in some ways could be renewable naturally (or may be simply indestructible) could be cool and make a bit more sense than some hounds spawning in nearby at a certain moment to hunt you down. Similarly, seasonal giants could be raid bosses, but each would come after you or a friend of yours to kill you and destroy things between a certain period of time on their specific seasons (perhaps near the middle or end of the season. Being totally random might be too tough, but being very specific might make things a hunch easier and you would know when to get prepared exactly). This, of course including Dragonfly... They could perhaps also act differently when going after you, as, say whilst the Dragonfly is at her base, she could summon lavae, whilst going after you she could act like the single player dragonfly, meaning fighting the same giant the second time could be different.

* Longer days and seasons - with all of the tasks at hand, day-night cycles being only 8 minutes long and seasons being 15 - 20 days long by default could make it very stressful. Some might not like this and want to toggle it, but by default, perhaps day cycles could last 24 minutes, (so seconds being minutes and minutes being hours in the game, technically) and seasons being each roughly 90 days long. This would mean you have more time to prepare, but you would also need more prepared if you want to thrive... otherwise, a tent, a firepit, a crock pot perhaps, some chests, science machine and a few drying racks, whilst you're trying to keep the flame alive during winter would keep you very much on the edge for a large portion of the season. More time to focus, more to embrace. Why not have this in a survival game? Some other games, like The Long Dark have longer time periods too, embracing more of the survival aspect, which I really think Don't Starve sort of lacks and short days and seasons is just one of those reasons.

* More traps - why this wasn't expanded on in the game, I am not sure. Everyone knows toadstool, right? What if in caves there were actual spore trees of two kinds and one of them would look like the cap, which you chop to get toadstool. This could mean that he could act like a trap type boss for you chopping down mushrooms and would also make him harder to find. Having boomshrooms that you can harvest would be great too. Some mushroom explosives that we could use would be pretty cool, imho! A little off-topic, but I honestly think being able to craft an armour which rots slowly instead of having durability via shroom skin would be pretty great. Other types of traps could include nightmares (things displayed on your screen that aren't actually happening in the game and if you die in a nightmare, you wake up), which could be induced due to traps in the world, you being very insane and going to sleep or something along the lines. But not really being able to tell whether a nightmare has started or not until you wake up and you questioning what's real anymore would be cool as all hell :D and how about a plant, similar to lureplant, but it would hold some form of a berry and look like itss real berry plant counterpart, which you can harvest (like with depth worms), but for the lureplant counterpart, the moment you try to harvest its berry, it would enravel its leaves with teeth, which would close up to slowly drown you or something if you are not prepared to fight it from within... or you could run and leap out of its grasp if you have enough energy at the time. So, basically being something a lot like this:

I think that's it for now... I might add more later on, but for now, this is how I would really love the game to be like in its design. A lot of what I mentioned is already presented in some new content recently added, but not within the old content, meaning that it's not too large of a game-changer. Realism might not be something to fully try and reach... that would just make it irl simulator with some magic scattered here and there because plot, but taking realism to apply to to the game, could make more sense to newbies so the learning of the game is more easy due to real-life experience, whilst at the same time, making it harder for professionals, who might not be able to even conquer the world at this point. Let me know what you, other members think and hopefully you, devs take at least some of these ideas and put them in the game after/during ANR development to make the game more immersive, uncompromising and work for people playing for longer long-term, whilst still exploring new things.

Make it easier to heal Abigail

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When Wendy tries  to heal  Abigail, she runs away from her!

Not only that but if she catches her and starts healing her, she kind of slides with her in an awkward and pretty glitchy way.

[weird idea] Alternate Characters

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A DST-exclusive DLC maybe? Same price as RoG? IDK.

What alternate characters are:

A reimagining of the original character with the same voice, but pitch, loudness or speed altered, new look and new perks. I am unsure on quotes, as some work, some won't. - Names should really start with a M or B, but I may drop this idea, unless they are explicitly lore related. Genders will generally be swapped.

These are simply ideas, if Klei WERE to do this, they'd probably look a lot different.

Alternate Characters:

Betty/Maria/Wanda - Alternate to Wilson - The Crazy Scientist - Can make Lab Coats for 4 silk (Immune to lightning, 75% wetness protection. 60 insulation), Only 75% chance to remember recipes after prototyping (may change), Spawns with a Lab Coat and has a default insulation of 120 due to her long hair and nerdy turtleneck.

Billy (wow these names are plain)/Macsen/Willy - Alternate to Willow - The Cryophillic - Gains sanity in the snow (equal to Willow's lowest fire sanity regen), heats up easily (effectively -120 heat insulation), takes a while to freeze (200 natural insulation, kinda OP but he's crap in Summer to balance it.)

Batter/???/Winger - Alternate to Webber - The Batilisk - Can befriend Batilisks - Is a monster (can eat monster meat, piggies hate him, yada yada.), Athletic (1 speed higher than the others. 7 instead of 6.)

Winnie/???/??? - Alternate to Wigfrid - The Actress - Is innocent (gains naughtiness 2x as fast), Can herd sheep (Ewecus is friendly, can herd little sheeps), Has a staff and bonnet (Bonnet does uh... something. Staff lets her herd sheepies. (they follow her))

Charlie - Alternate to Maxwell - The Shadow Queen - ???

 

will update with others as they come to me

 

 

 

 

Survival mode needs adventure mode

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We really need a campaign once a team is ready.

Why not give us single player adventure mode with the darkness as the villain instead of Maxwell. 

The original worlds from single player are great, why not let us do them all in dst as is? I mean tweak them a bit if you like, but the hunt to progess world to world would be pretty similar.

We need a goal, and survival would provide the perfect mode for it. Just require all players to enter at the same time to begin.

[DST] Wilson and Willow rework

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The problems:

  • Wilson is pretty much the only character whose upside only directly benefits himself. Characters like Wigfrid provide benefit to everyone because she could craft quality weapons with cheap materials and hunt for food effectively, all while having the laughable downside of only being able to eat meat. Remember than this is supposed to be a cooperative multiplayer game.
  • While technically having no downsides, Wilson still practically has the downside of not being a better character like Wigfrid or Wendy. It's like how many stock weapons in Team Fortress 2 have the downside of not being the best unlock (Medic's Bonesaw has the downside of not being the Übersaw, for example)
  • The game developers probably think that people usually only play Willow to grief other players by burning down their camps. This is untrue since many people genuinely enjoy playing as Willow, but it's understandable why the devs and other people think that her purpose is to grief.
  • Bernie is pretty much useless and is a pathetic excuse for an upside. Willow and any other character would be completely fine without the existence of Bernie in the game. Whenever I see a Willow player, the first thing they do is drop Bernie next to the Fire Pit because Bernie is just a waste of inventory space. The addition of Bernie doesn't even make any sense gameplay-wise as he is not related to anything Willow is supposed to be good at. I guess lore-wise he makes sense since Willow seems intended to be a childish woman, but come on, why is Bernie's ability so useless.
  • Willow's Lighter is just a Torch with more expensive crafting ingredients now that it has durability. It's worthless. Just use a torch.
  • Willow is no longer fire-proof. That doesn't make sense. It's one of her only abilities that differentiates her from other characters. Why.
  • Characters like Wendy, Wolfgang, and Wigfrid are a lot more useful than Wilson and Willow. People only play as Wilson and Willow if they really like those characters. Players that care about long-term survival and being as beneficial as possible to other players will always choose a powerful character like Wigfrid. Players that want to play "hardcore mode" already have Wes.

My solutions:

Option 1: Nerf characters like Wigfrid to the same level as Wilson and Willow. Not a lot of players would probably be happy about it, though.

Option 2: Buff and rework Wilson and Willow to make them more beneficial for other players.

- Wilson

  • Make his beard grow faster. It should take 3 days to grow a short beard, 6 days to grow a longer beard, and finally 11 days to grow the full-length beard. This makes Beard Hair more abundant for servers with a Wilson player, making him more valuable.
  • Make beard hair more useful. My idea is to add an item called the "Beard Hat" or "Beard Scarf", which is a wearable dress item on the head. It can be crafted with 3 Beard Hair and 1 Rope. It lasts for 10 days, gives no sanity restoration, and provides 120 insulation (same as the Winter Hat)
  • If the player joined at Day 1, then Wilson would have 6 Beard Hats/Scarfs available around early winter if he chooses to shave at full-length. What's a little interesting here is that at Day 23, Wilson could decide between having only 120 insulation for himself (beard hat) and have 5 other players with 120 insulation, or have 255 insulation for himself (beard hat + full beard) and have only 2 other players with 120 insulation.
  • With these changes, Wilson becomes a very useful character for winter survival, not only for himself, but also for other characters with him. Time spent farming Beefalo Wool and Silk during Autumn may instead be spent on other things in preparation for winter like stockpiling food and fuel.

- Willow

  • Give back her fire immunity. Or if absolute fire immunity still seems too overpowered, buff her fire damage resistance to 75%, buff her fire immunity time to 5 seconds, and make her nonflammable (unable to be set on fire). This allows her to stay in fires longer, but not forever.
  • To prevent immediate griefing, she no longer starts with her lighter. This means that the player needs to craft Willow's Lighter to have access to it. However, the crafting ingredients should be made cheaper and/or the durability should be increased. Willow's Lighter should be crafted with only 1 Gold and/or its durability should be significantly increased to 3 days. This will pretty much stop people from regarding Willow as the griefer character.
  • Allow Willow to extinguish fires with her hands without taking damage but with a sanity cost. Extinguishing a fire herself will cause her to lose 20 sanity and preventing a fire herself should cost 10 sanity, because she doesn't like doing it. (Putting out burning things drains 20 sanity, putting out smoldering things drains 10 sanity) This means that she could immediately rush to a fire and stop it without having to look for Ice or Manure.
  • As for Bernie, I don't really know. If I were the devs, I would have never added Bernie at all or would have given Bernie an actually useful ability like have him stand up and attempt to put out nearby smoldering items. Maybe it's just fine that Bernie is useless.
  • With these changes, Willow becomes an invaluable character for summer survival and during lightning strikes. And instead of being the griefer, she will become the anti-griefer, now that she can freely extinguish fires.

I'd appreciate any criticism, I know my perspective and ideas are not perfect.

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