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Hindsight- The Sawhorse obtaining method has failed

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I have played a big variety of servers, mostly lategame and megabase worlds with some other things, but even on these worlds focused on making a cool base, i almost never see a sawhorse. Even in some worlds that reach day 1000 with large grand bases, no sawhorse in sight.

Is it hard to get? That is debatable since it is on paper easy if you get the stone chair while going to ruins, but the majority seems to not be bothered or see it as worth it due to how out-of-the-way it feels. Even most ruins rushers seem to forget about it, along with a large portion of megabasers. 

 

You as an individual may use this item, but it seems like the majority never touch it. Sometimes someone does a call of action, and goes out of their way to try get it and people end up using it, so it is not the item itself. Another odd thing is how Klei is using this to sell alot of skins, yet they are gatekeeping these decorations from most players with a random and hidden process which is counter-intuative.

 

Is it time to just let this thing be sold for bottles at pearls at no expense of any player, or should it stay in the dust bin?


Don't Starve Together Roadmap 2023

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Anybody interested in a roadmap?

NOTE: Please remember that the roadmap is provided to give the community a sense of what we are working on and what is driving our decisions and what we are focused on in the coming year. None of this is a promise or a guarantee. We always prioritize quality over deadlines and all dates and timelines are estimated to the best of our current ability. Many long-time fans will know that we often add new things to these plans which often shifts things around a bit, so it is recommended that you avoid scheduling your vacation plans around our dates.

This roadmap is subject to change at any time, but as we have done in the past, we will let you know if any of these plans change significantly.

2022 Recap
Our goal for 2022 was to “Set the Stage” for what was to come next for DST. 

In the 2022 roadmap we saw the Year of the Catcoon and Bunnyman. We released refreshes for Maxwell, Wickerbottom, WX-78 and Wilson is right around the corner. We released QOL updates all over the place including a revamped Crafting UI, a redesigned Ancient Guardian, Map QOL changes, World Presets and New World Settings. 

We released DST on Nintendo Switch and introduced Shared Unlocks and Offline Skins. We added more games to the Midsummer Cawnival and we released the Curse of the Moon Quay and A Little Drama updates. 

We released 10 sets of Twitch Drops and 50+ hotfixes with bug fixes, tweaks, and balance changes. 

2022 was a busy year for Don’t Starve Together. While it may not have been as content heavy as some players were hoping for, the changes were necessary to prepare for 2023 and we’re ready to talk about that a bit. 

This is going to be a pretty substantial post, so I am going to give a bit of a brief TL;DR summary first, then get into the meaty bits. Additionally, I should mention that we’re still doing a lot of experimentation and tweaks to how these plans are being implemented at the moment, so I have to be light with the details (surprise, surprise). But we want you to know what you have to look forward to. 

What’s coming up in 2023? (TL;DR)
Our goal for the next roadmap is to smooth out the experience for less experienced players and provide longer lasting endgame challenges for veteran players.

  • 3 Content Updates
  • 2 Core Game Enhancement Updates
  • All the usual events
  • A secret bite-sized crossover
  • Don’t Starve 10 Year Celebration

Additionally, this roadmap does not cover a full year, because the last Roadmap ran into 2023. 


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What we’re doing and why. 
Don’t Starve Together is arguably one of the most challenging survival games out there right now. However some of the design principles that were used to create the original single player game can feel unnecessarily unfriendly in a multiplayer game. The original Don’t Starve was designed around the idea of players being self directed. However multiplayer isn’t always compatible with this design and was largely why we resisted multiplayer for the original Don’t Starve. 

With DST, we have smoothed some of the rougher edges over time, but most of the focus has been on providing group based challenges up until more recently. We think there are still a few areas that we would like to see improved upon, and many, MANY of you have suggested the same. The areas that we are going to focus on in this roadmap are in early game discovery, and the late to end game loop.

Now - before you start getting worried, know that we understand that we’re stepping into some weird territory here. Our goal isn't to make the game easier, or even to make the game harder (overall). The goal is to make the game more interesting in the ways that those who love Don’t Starve and Don’t Starve Together will enjoy while also providing people who don’t know the game more opportunities to understand what the game expects of them.. 

But not all Don’t Starve Together players are the same. To some, DST is too easy, to some it’s too hard, and to others it “is what it is” and they don’t want it changed. Our goals here are to offer all players something interesting, fun and engaging and to improve the game in areas we think will have a lasting impact. This roadmap should result in a game that is easier to understand and harder to master.. 


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We have a few areas that we want to focus on to accomplish this. In terms of content, we plan to delve deeper into the stories surrounding Charlie and Wagstaff, and explore the impact of their actions on The Constant. The introduction of late-game world challenges will change The Constant in ways that players will need to adapt to, either by working with or against them. This will also provide Survivors with the opportunity to discover new resources and items that will be vital for their survival as they progress throughout all areas of the game. 

Some of this has been introduced as part of the Wilson Refresh, and we will continue to build upon them throughout the year.

And what about the newer players?
Something that we have seen time and time again is that some newer players have a hard time understanding what they should be doing, or where they should be going and may become frustrated or miss a lot of content if they don’t know what else is out there for them. With this in mind, we are going to work toward making it a bit easier to understand what should be happening in the game without necessarily making the game easier. 

To that end we will be working on additions to the compendium and other elements of the game that will provide more information about what is happening, as well as progress indicators that help players see themselves grow through what they have learned in the game. 

Some of you may have noticed that some elements of the Wilson Refresh are a part of this effort as well. Wilson now acts as a sort of guide through the progression of the game, without directly telling the player what to do, his new skill tree can guide a player toward long term goals as they explore the world. He’s still rather vanilla, he just has some sprinkles now. Nothing too intimidating to a new player.

It should also be said that the “Core Game Enhancement” updates are foundational and are likely to grow and change over time. This means that we’ll implement systems or features that we can tweak or add to over time and while it’s probably not accurate to call these QOL updates, they will be Quality of Life oriented in the sense that they are meant to make the overall game better for most players, but not always by improving existing systems. 

What’s next?
The Wilson Refresh will be released Thursday and the update following that is currently planned for April will be a content update as part of the new Story Arc. This will be the first content update as part of this roadmap and should be quite interesting.  

Can we talk about boat equipment

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I don't think this is a particularly hot topic but most of the boat equipment is underwhelming.

while masts (and the steering wheel) do let you fulfil the pirate fantasy which is cool, from a practicality standpoint they aren't efficient for the price (compared to oars) which is really unfortunate as actually sailing the (not) seven seas is cool.

Sticking with masts for a second while the lightning conductor does exactly what its supposed to and works just fine, the deck illuminator is a significantly more questionable choice as an option for the boat due to being less fuel efficient than a firepit and not being lit for as long. (also wavy instantly extinguishes it while he only lowers firepits by 1 stage.) While conserving space is nice i don't see a reason to use a light that is more expensive and less useful than a lantern.

Rudders and cannons are something i am mixed on as getting a ranged option on a boat is really nice but, there's too many steps to aiming and firing a cannon at the monkeys that are about to board and destroy all of the masts you spent a day getting the resources for so I would rather just drop a banana and pray they don't cause even more problems. 

The Nautopilot "collection" is a really cool concept but is currently limited due to a lack of range on the beacon but they work well at keeping boats together.

Bumpers are also a cool idea and literally all they need is for them to take up no space on the placement grid to be good.

before i get to the entire reason i am making this post i should say that the tin fishin' bin, anchor, pinchin' winch and the malbatross sail are all fine and dont need anything changed

the fire pump is complete garbage.
it is worse than the ice flingomatic in every possible way, it requires manual use instead of being a mostly automatic system like the flingo. Since its not fireproof if its on fire you can't even use it anymore. There's also just even getting one which requires finding sea weeds and catching a spittlefish compared to just having gears and ice which you probably have more than enough of by the time you would need the fire pump in summer (even if you cant make a flingo the watering can is more than enough for a boat and its portable)


but when it comes to fixing some of these items i do actually have some ideas 
make the mast cheaper for one (2 boards 1 rope 4 silk) seems reasonable and also make it turn a bit faster. (also have monkeys ignore them)
the deck illuminator should have firepit stats and or illuminate a larger area which would make night time boating a bit less dangerous.
increase cannon range but also have an option that allows the cannon to shoot at half strength/distance so it can defend both close up and farther away from pirate raids. 
i think increasing the nautopilot range by a lot and allowing players to change which nautopilot goes to which beacon by color coding with gems would be cool and allow for more interesting late game ocean travel methods instead of just a boat/dock bridge. 
the rudder will get use if the cannon is fixed so i dont think it really needs a buff (maybe make it spin faster or take up minimal space on the boat so it can be placed next to the cannon i dunno)

and to be honest i got nothing for the firepump

 

Questions that don't deserve their own thread.

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Ever feel that you had a question about DST but felt it didn't deserve it's own thread? Well then ask it here.

Survivor Time Period

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What time period canonically is the latest a survivor can arrive from? Although you could technically come up with an excuse to use any time period due to how the lore handles the concept of time in general, let's say I wanted to make a character that could fit in seamlessly with the rest, at least thematically. 

Using a sail is so bad i never did it again.

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I remember when i gathered with my friend and we decided to use sails, make a true boat in dst and have fun exploring the ocean, the happiness was shortlived as even after investing a HIGH amount of recourses that sailing experience was MORE miserable than using an oar.

using 1 sail, 1 wheel and 1 anchor, during day we had to use aerial view all the time to not crash the boat and during the night getting a sail up was asking to go back to the mainland in saltwater, getting to each structure is miserably slow and turning your boat is so authentically terrible i had more fun driving a literal wheelchair. the ocean is porpusefully full of obstacles, and that should not be the case, in real sea exploration people could use big boats that took a long time to do things like turning because they could see thousands of kilometers ahead, in DST you cant see 8 tiles in front of you, its feels like driving a mustang on the autobahn with a ******* blindfold (not far from real life right?).

sailing in shipwrecked was much better because the fact you can't see things from far away is compensated by having a responsive boat, why can't klei just give us shipwrecked inspired sailing, it was so much BETTER, the sailing in dst has attended the niche of making boats able to carry structures, they made sailing in general worse because we are in an obstacle filled ocean with boats we can't rely on.

 

anyways, remember me sailing with my friend, we had 2 sails but we only used 1 since we had already crashed because even the anchor took a long time to reach the bottom of the ocean, i don't remember what we were seaching but we stood in the ocean for days, after some time having to pull down the sail, drive with terrible latency, pulling the anchor down, dodging obstacles with the oar, pulling the anchor back, and repeating that, we just stopped using the equipment and roared until we found what we wanted, and using oars was much much better.

Almost a thousand days until the second Krampus Sack. Does not make sense.

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I only got the second Krampus Sack on the day of the video (1214) and that’s not reasonable.

Imagine a world with 6 players and you can only have the item for a thousand days.

Upon defeating Klaus, we should have at least a 50% chance of getting the item.

We shouldn’t be slaves to a Wickerbottom farm or have to use a mod to get the Krampus Sack.

Skill Spotlight: Wigfrid and Willow (Available Now!)

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Tales From the Constant: Swine & Dine

Grab your popcorn and gather 'round for a hair-raising tale of terror from the Constant's resident campfire story aficionado.

Skill Spotlight: Wigfrid and Willow

Highlights:

  • Willow Skill Tree added.
  • Wigfrid Skill Tree added.
  • Try your hand at some ice fishing. Who know what you'll catch.

New Skins

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Complete Merrymaker Chest” ($16.99usd)
This Merrymaker Chest contains the complete Merrymaker series of survivor and belonging skins.

Merrymaker Survivors Chest, Part III ($4.99usd)
This Merrymaker Chest contains the third addition to the Merrymaker skin series. Contains skins for: Walter, Wendy, and Webber.

New Twitch Drops

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The Nouveau Frigid Firepit Suit joins the Art Nouveau collection. Check out the post for more details

Winter's Feast

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Winter skins have appeared to get our survivors into the winter spirit, and for a limited time, the chances of receiving a rare gift have been substantially increased!

For the duration of the Winter's Feast event, players will have access to a free set of skins. The Yuletide Overcoat, Yuletide Frock, Jingly Tophat, Gingerbread Chest, and the Plum Pudding Cap.

 

Mind Over Magic

 

If you missed it Mind Over Magic is the first game by Klei Publishing to be released into Early Access! 

Design, construct, and optimize every detail of your ideal magic school! Keep everyone alive and content while preparing students to explore the horrors of the Underschool, a deadly subterranean trial. Study lost arcana, grow exotic plants, brew potions, and raise undead servants. But don’t forget to stop the deadly fog from consuming everything in its path.

And that's it for now!

We're dropping this update a bit early so we can make sure we button up any issues that we didn't catch in testing and then we'll take ourselves a little break. When we return, it will be back to the good stuff with a roadmap likely end of January. 

From all of us at Klei - Thanks for another wonderful year! We'll see you in 2024!

 

 

View full update

 


Wa'l'ter's Existence Needs to be better.

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While the archetype of a ranged character that punishes you for taking damage/being damaged sounds good on paper, This is DS, your going to take damage/be damaged (especially early on when healing is scarce), and it doesn't help that the slingshot is slow and gets out DPSed by most melee weapons (and the ammo are all quickly Expendable [Used up]).

Base Changes:

Pebbles: Damage: 17->22 | Starting Amount: 10->25, Enables Walter to be more of a threat off the bat, you're no longer hitting something with a "single use tool" "But at range!"

Golden Rounds: Damage 34 -> 40 | Now somewhat better than a single use per unit ranged Spear.

Marbles: Damage 51 -> 58 | "Now somewhat better than a single use per unit ranged-" Tenta Spike.

Poop Pellets: Damage 0 -> 5 | now has the effect in PVP to reduce the targets Sanity by 10. | now a better deterrent.

Freeze Rounds: Damage 0 -> 40 | Now a bit better than something that something that you should just use an ice staff for instead.

Slow-Down Rounds: Damage 17 -> 40 | now reduces the enemies attack speed by 1/6th, but the slow down overall only lasts for 25s (so 5s less) Better at assisting other players in boss fights.

Cursed Rounds: Damage 51 -> 45 | Shadow Tentacle Spawn chance, 50% -> 75%.

Camper's Tent: Health Per Second 2 -> 3 | Allows Walter to heal from sleeping in it better.

Skillset Ideas:

Slingshot Tree:

Quick shot 1/2/3, Attack 10/25/35% faster with the Slingshot.

Sling-rounds Developer 1/2: both let you craft new types of ammo.

Trustier Slingshot: Allows you to craft A upgraded version of the slingshot that does a 8 Extra Planar damage. (like 3 living logs and 2 moon glass + a Trusty Slingshot)

Scout (Exploration) Tree:

Forest Scout 1/2: Move 5/10% faster on All forest turfs.

Farsighted 1/2/3: your map Reveal Range is increased by 20/40/65%

Trail Marking: lets you make a mark on the ground that lasts forever when dry, unless it rains or the worlds wet, then lasts only 3/4ths a day.

Trail Maker: Lets you craft new speed increasing turfs (they also count as forest turfs for Forest Scout).

Woby Tree:

Bigger pack 1: increases Woby's storage space by 1 Row (3 slots)

Fresh Pack 1/2: Slows down the Spoilage time of perishables in Woby by 15/25%

Fast Doggy 1/2/3 Increases Woby's speed (in both forms) by 10/20/30%

Alignments:

Shadow: having any of these will let the player do +10% more damage to Lunar aligned Enemies and take -10% less from shadow aligned enemies.

Shadow Slingshot: All Hits Made by the Slingshot have a 15% chance to spawn a Ink Blight Tentacle (more powerful shadow tentacle) | Shadow Scout: Move on Ruin's turf 5/15/25% faster depending on the Phaze its in. | Shadow Woby: Woby's Storage is now a part of the shadow Dimension.

Lunar: having any of these will let the player do +10% more damage to Shadow aligned Enemies and take -10% less from Lunar aligned enemies.

Lunar Slingshot: All Hits Made by the Slingshot have a 25% chance to spawn a ("Friendly") Lunar Spore | Lunar Scout: Move on Lunar turf 5->30% faster depending on the Phaze the Moon's in. | Lunar Woby: Woby Now has 4 more slots (an extra Collum) And On occasion makes Glommer Goop.

which dst character shaves?

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wilson: well even though wilson has been know for having red mushrooms grow at his house, i like to believe he does, his love for gentleman manners and behaviours brought by europeans and elites may mean he believes being well shaved is a must, but his appreciation for science may consider having the hair a part of natural behaviour, just like growing a beard, still, im more inclined towards yes, he is a gentleman and shaving should be more significant in his lore.

woodie: woodie has a love for his beard, hairy beard... i like to think that since he once said about making a tiny axe for chopping twiggs, he may have an even smaller axe for chopping the hairs, but i don't think thats the true and the answer for woodie is no.

wolfgang: no, i remember i though wolfgang talked with less formal english because it was a soviet joke, but actually its because he is from the circus, hey may as well have been an orfan picked up by the circus, he literally only wears that suit with stripes, i don't think he had an easy time living, he may have even lived in misery, but either way higyene must have never been wolfgang's strong suit and it's not his fault.

wes: wes is a mime, having to look at himself in the mirror constantly to do makeup right, tighter clothing choices for the act, after having to look after your own appearance for a long time, you start to worry about more subtle details, maybe some skin imperfections, armpit hair and..... other kinds of hair, so yes i think wes shaves (here is your wes buff for you mimic mains)

wx78: "this bad boy (slaps roof of wx78) is permantly shaved from factory"

warly: warly... he is just a chef who took care of his grandma before coming to the constant, he didn't look like he had to attend any important meetings with people, i don't mean business, just showing to your 3 michellan star restaurant everyday making sure your face doesn't look like a ******* mugshot, he looks like a very preserved and casual guy, but its because we don't really have a backstory for him, he has more of a granny video other than a warly video, either way, i would say yes, but id rather have warly mains answer that.

wormwood: "NO D***, NO BA***, AND PROBABLY NO BUT***** SINCE THIS GUY FEEDS ON LUNAR ENERGY"

walter: walter definitively doesn't have to worry about that issue, go back to the scout camp and feed your dog monster meat.

webber:.... i don't like commenting on this cuz webber being a child makes me a little sensible but i frankly don't even know what has carried from their human form, since he appears using no clothes just like other monster characters id say he does not carry the human burden of needing to shave anymore, so he doesn't do it and he would not even in human form for he is an underdeveloped child.

wortox: he is a goat, does he need to shave? if you don't know the answer go ask the goats, you'd probably do that by this point.

maxwell: he didn't in his monster form, but in human form i think he would, he is so akin to having manners, he is a dark man but he would definitively scold a child for swearing, willow you just look and that and say "XD", anyhow he is not old enough to stop worrying about that, i don't know im just yapping about maxwell at this point, together with warly they are both characters i don't know the answer too.

How do you feel about Hermit quests and all ROT quests?

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How do you feel about Hermit quests and all ROT quests? Would you like more of this content?

 

My opinion:

I hate quests in DST. These quests are completed only to receive the crown. Neither the hermit, nor the crab king, nor Wagstaff are rewarded properly. It is absolutely not fun or interesting to complete these quests. I don't want any more quests in this game, because they don't fit into the game. They used to be there too, but they were optional, they could be ignored, and now these quests are almost the whole point of the game

Year of the dragon needs to involve dragonfruit somehow

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That is all. 

And no, not dragonpie. Just the fruit.

(And not as an offering either, I mean as a reward like corn seeds during cawnival) 

Opinions? What are you hoping for this year of the dragon?

About the bat bat as a weapon

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I hope to enhance Bat bat in a version update next year. I really like this weapon, but both its damage and durability are not proportional to its production cost, so I hope it can be improved. For example, changing the original 75 durability to 100 points will still consume spirit points when full health, but will not consume the durability of the bat bat itself. This can greatly increase the number of uses and also comply with the original design (such a technology that consumes spirit). This way, even if the materials are more expensive, some people will still use them, and it is no longer exclusive to Wormwood beings.

Make enraged Klaus always drop the krampus sack

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It is just a good idea. Make him revert to first phase with full hp after enraging to avoid cheese.

Change data folder on Mac

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Does anyone know how to change where game data files are saved on macbook? I want to change the file saving location to the OneDrive folder on my macbook but don't know how


Are you for or against adding Gorge content into dst?

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I was going to frame a poll to totally serve my agenda, but I'm interested in knowing why people literally wouldn't want recycled Gorge assets into the game. It adds to the experience without really taking away anything assuming Gorge content were put on an island away from the mainland.

For a precedent to advocate for Gorge content and not interacting with it if you don't like it, enter moon quay. Literally, in many cases, you'll see worlds that spend seasons on end existing and haven't bothered with even trying to interact with that part of the game. 
If you don't like Gorge, don't sail to it. 

 

The beauty of Gorge content being added into the game is that the art, animations, assets, etc, they're all in the game. The developers shouldn't really need to start from scratch and it just adds so much life.

 

As for the structures for cooking, a lot of them don't need to be crockpot 2.0
You can have ovens that serve to cook a lot of meat at once, cookpots can process bone and vegetables into stock to be used for normal crockpot cooking and also, come on, all the structures are beautiful and lying in waste. Klei at this point developed them for NOTHING. NOTHING. Absolutely NOTHING. The art, assets and animations exist to rot in obscurity. 

DST GORGE ESCAPED! New recipes, achievements, chests and more! - YouTube

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All the hard work the developers did to create this should not be delegated to a game mode that is completely defunct.

 

If you voted no on the poll, I truly don't understand why you wouldn't want this. Please explain.

 

Vanilla characters and Deerclops examiantion

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I feel like vanilla ds characters need different quotes for deerclops cuz it seems borderline silly when they shrug off eldritch horrors with "You're not getting me today!" but then they look at a tall, bipedal, one-eyed deer monster and go "My end is near". It's especially jarring when compared with post-vanilla characters who treat deerclops the way he should be treated- as a boss with 1 attack

Except Willow, hers is perfect; in fact I think it should be upgraded to "Holy f*ck!" since that's clearly the kinda girl Willow is.

A minor qol upgrade to help the "useless pre-riff, good post-riff" skill problem

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It feels like there is too much skills that are completly useless pre riff so you always have to ask a server.

When you do activate riffs, you have to switch using the celestial portal to change into these post riff skills.

 

Solution

▪The player can now see if celestial champion/fuelweaver has been killed in the skill tree menu.

▪When killing fuelweaver/celestial champion, everyone in the world gets the option to adjust their skill tree.

 

 

Pacifist Ending: Giving Klaus a special rare trinket makes him give you a krampus sack

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It makes him so happy since he feels so sentimental, so he gives you his key for free along with a krampus sack, and leaves.

 

The trinket is challenging to get.

Many biomes lack spring ambience sounds

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If you have listened carefully in the game, spring ambience sounds effect of many biomes is the same as that of autumn. This seems to be a omission during the ROG development period. There are annotations for spring sounds in the files, but in reality, they do not exist at all.

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     meadow(fall and summer)

     marsh(fall and summer)

      rocky(fall and summer)

However, in recent years, LunarIsland and Waterlogged which have joined the game, have complete four season ambience sounds, and the characteristics of each season are displayed very well. The cold wind in winter, the cheerful bird chirping in spring, and the insect chirping in summer all give players a strong sense of immersion. I hope the old biomes community also has these!

     (Waterlogged )

   

 

 

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