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Caves design and identity problem

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Hello guys!

I feel like i need to share some thouths about game design of caves- but first i need you to Imagine something. Lets assume you play as Willow and you can go to caves- but you can't go to ruins. What part of caves would you explore? What items would you get from caves?

After you thnik about this a while you can notice that most cave content are actually linked one point of intrest- ruins. I tried to show this in some connection map and graphs, soo here u go (rules in spoiler)

image-6.png.c31b631d9d9a6f8ecc5a21718c2c058d.png

Spoiler

Rules:

-I dont count every single Item or mob as separate feature. It would be too easy to say "look more items are post ruins". Mobs and their drops are same feature, same crafting stations and their craftings.

-No features that there is no reason to use. I know rock lobbsters exist but they are mostly useless

-I count every Boss even it have no usefull loot or fun fight.

Soo as u can see more than half caves content are locked behind ruins- in my opinion it's just bad that most players skip all the caves to just do ruin rush- i dont think endgame rushing is something wrong cause i did it myself, but it would be nice if caves would have something more to offer than being road to ruins, cause not every player (especially new one) want to do that.

Lack of cave identity

There is one more problem with caves- more in terms of art style, in recent updates almost all features added to caves are shadow related- I really dont like that especially after Charlie gate rebuild caves lost most of their identity- caves are no longer caves, they are just "shadow place"(Second graph is about those "vibes"). It's easer to notice if we compare caves to other endgame relited area.

image-4.png.4eb12c7281f26ce05e57036ff2464cc9.png

As u can see- most of ocean faetures are actually well.. ocean realted, we have pirates, mangroove biome, salt, fishes. Ocean isn't just "Lunar place" it have their own identity even if lunar island is main point of intrest.

In terms of progress is also nice cause most of it features are not locked behind lunar island. Ocean is also more open to new players- you can notice messege in bottle, try to get and then u got new point of intrest on map- it's simple but design of the ocean encourages new players to explore it.

In my option caves deserve some love, like new cave plants, mobs, more unique biome features, or even new biomes to explore

But maybe i just delusional and nobody else think it's a problem. xP

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Would you like a crock pot/cooking rebalance or rework?

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I've always had pipe dreams of gorge cooking being implemented into the real game, sort of replacing crock pots and giving just a bit more depth to the cooking system as it exists now. Mods made by friends prove to me that I would totally enjoy this concept, but at the same time, I feel like It can never be, due to the fact that there are crock pot skins that already exist and therefore would have to be rewritten to be something else in the scenario where gorge cooking happens, which is something I don't know if klei would be willing to deal with. just my two cents

Wes skill tree idea that makes wes more appealing to play without buffing him at all.

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I saw some post about wes and i think they are missing the the whole point of the character, i think he is and always is gonna be the challenge character but thats not a reason to be a boring or not appealing character so i had a good idea for his skill tree that doesnt change his core as the challenge character.

My idea is simple, give wes some skills that unlocks specific task to do like "labours of heracles", for example one skill that adds the challenge to kill bee queen during summer or winter and after you are done with the task you get a reward in return, it can be like more loot from the boss or whatever klei thinks its fair for the task. Others skills could unlock easier tasks that can be done as much as you want like every time you kill 6 hounds under 3 minuts wes gets a little buff in speed for 20 seconds. Or even tasks like kill CC without using certain items and in return wes gets a perma buff of 10 extra points of health. And of course some rewards could help teamates.

I think this makes sense from a gameplay perspective because wes is the "challenge character", and it makes sense from lore perspective too, remember that wes was trying to be a hero or at least trying to help during his animation, so being the "hero" like heracles with his labours makes sense for Wes.

This idea of challanges to do list in my opinion could help Wes to be more appealing to play for intermediate and veteran people because lets be honest even for a veteran like me he is not fun to play, and its not for the challenge it is cause he is boring and tedious, but if klei gives Wes a to do list to challenge yourself with little rewards for the inconveniences even me that hates the character would think about playing with him.

started to crash when logging into servers

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Вчера я вышел из игры и после этого она начала выводить память. У меня 600 ГБ свободного места и 15 ГБ оперативной памяти.

удалил и скачал игру после чего она начала вылетать из-за модов, просят переустановить игру но я сделал это 2 раза и ничего не изменилось, кто-нибудь знает как это решить? 

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Do you get funky world generation?

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Well, I've not played since 2021, and barely a week in 2024... Did anything related to biome generation change in any recent updates? I don't have any screenshots to show but I got some very horrible world generations with "overlapping" setpieces, pig king right on top of dragonfly, biome, biome branches being way too narrow and full of holes, winding roads generating on top of one an other, etc.

I do not change any world settings btw, I leave everything set to default, I'm afraid to mess with branching settings especially.

Maxwell Memes: The Sequel

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Hey everyone! I noticed that there's a buttload of new memes and no place to put them. Post them here for people to see (and so we can stop clogging up the puzzle thread). Enjoy!

Edit: Also, the memes don't have to be Maxwell themed. All characters are welcome. This is merely a sequel of a previous meme thread.

Bigspook idea: Potion buffs and light radius

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You can upgrade their graves using elixirs. These grant then a special permanent buff when they emerge.

For example, you can give them health regen, movement speed, sheild, or other benifits.

The nightime elixir gives then a larger light radius since they don't use night damage mechanics, and i am still annoyed Klei didnt add a light potion.

What happens to the birds inside a birdcage?

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They used to starve to death, after which Birdcage could be mucked out for a morsel, now they just disappear into thin air.

Why was that changed?

Did they reconsider the game's name and learnt to break out in a crisis?


The Celestial Idol and Portal

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It should cost an Iridescent Gem instead of a Purple Gem.

After using the Celestial Portal, it will go on a 20 day cooldown for the person who used it.

 

The point of the Celestial Portal is to give an option to change a character for people who got bored of the character they were playing.

Implementing the cooldown and the cost would make it actually fulfill this purpose, instead of being a machine to use other characters’ perks for a moment and then switch back.

Just a Qol wishlist

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A way to close cave entrances or to prevent bat spawns

A storage that preserves alive creatures (birds,butterflies',etc..)

A large storage solution that only accepts equipment/weapons

Bone armor having the same cooldown icon that the back step watch has

Hammering a potter's wheel once to drop all the sketches it has or turn the station into a storage to freely add or remove skeches

Hunts having a chance of spawning a beefalo to prevent extinction/griefing

A toggle option for PC players to have the same equipping behavior that was introduced to console players
 `version 599666 -Equipping items (using DPAD) will swap your currently equipped item back into the same slot as the new item being equipped.`
 
Prevent the player from jumping into ice boats/ice platform while holding the attack button

Pause pirate raids while boss fights are happening to prevent issues with crabking near monkeys

Make so that a bonded beefalo does not get attacked if using forced attack requiring a mouse click to hit it (while holding forced attack)

A toggle for the lazy explorer teleport akin to this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2994120042

Make wortox soul hop priorize hopping instead of examining objects/creatures

Any still working cheeses for Fuelweaver?

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I just tried him solo with the best possible gear, with post-CC gear, but the combination of laughably stupid stuff in this fight destroyed me. I'm not asking for "tips" on a normal fight since I already know everything and have tried to fight him many times (only won legit with Wigfrid since the spear TP, area damage, and sanity and health gain remove most of the fight's frantic chores), he's just plain stupid, horribly designed and awful, I need CHEESE so I don't have to fight this monstrosity, so what is out there except gunpowder? Can he still be stuck in some way to use a hondius shootius or something?

For the rant, see below, no toxic git-gudders allowed, skip this section if you're gonna be toxic

Spoiler

Ridiculous stuff includes:

- putting the amulet on for 5 seconds spawns a nightmare beak that won't leave me for the next 30 seconds despite me being at more than 50% sanity
- FW spamming his bone cage every 10 seconds
- FW downtime being less than 10 seconds
- Having to juggle tons of items in the inventory and even with pausing every 2 seconds the fight is frantic and hyper-stressful with 10 things to manage at the same tlme (genuinely, you have to at the same time: maintain distance so FW doesn't hit you, hit the unseen hands to remove his shield, lazy explorer out of his unavoidable bone cage spam, eat a gazillon sanity food every 15 seconds, swap to an AoE item to spam the little minions and if you use the brightshade staff also repair it since it breaks in 5 seconds of pressing F, swap your nightmare amulet for body armor, get close to FW with a melee weapon, look at your health and heal in consequence during the downtime that is already way too short)

 

WEBBER Brainstorming thread (Well ok I got carried away and now its a full skilltree idea.)

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Originally I started writing bulletpoints here with the idea of having a few branch concepts to give people helpful ideas to start brainstorming, but 20 minutes later I realize I now have enough points for a whole tree. Feel free to drop skill replacements in because well, I'm no authority on what webber should be. I wanted to get the start of a skilltree idea going to get other people spitballing on what they want, not a full tree.

Well so here is what I'm thinking. Webber could use skills that encourage him to do a few things: 

  1. Control spider populations globally to prevent lag.
  2. Inspire you to make interesting armies of fewer, stronger spiders to be less likely to lag out the server.
  3. Mixes a coherent survival strategy with some greedy combat tools, giving webber more power to live more sustainably off of morsels and giving him a natural enemy/rival in the rabbit king. For gameplay purposes and character flavor.

Ideally this would come with an update that reworks spider queen to have more interesting spawn conditions so the lag isn't exponential with longer world times due to spider queen multiplication being forever.

I've also noticed that people have fatigue with purely post rifts affinities, so I've tried to design affinity skills so they have a weaker pre-rifts version with a rifts era-upgrade.

  • Webcraft branch: A mix of storage options for spiders and a number of weapons to help webber hunt for morsels more efficiently. Its more structured than the other two branches but generally consists of single skills that fan out into a selection of useful skills.
    • Webby hivesack: Learn to craft a backpack from spider eggs, Has 6 slots alongside 8 special slots that are dedicated to caring for spiders. Spiders in these slots have improved freshness. The hivesack may be used to call spiders in the world into the hive sack and deploy spiders in the hivesack out, If you have both in and out of the sack, the spiders will trade places instead.
      • You can upgrade the hivesack with a spider queen helmet for extra capacity in standard slots and the ability to naturally heal stored spiders.
      • Dropped hivesacks will act as a rally point which spiders which are called off with a shoebox will guard.
    • Helpful Hivesacks: Can upgrade the hivesacks with shells, beefalo wool, or straw to gain small amounts of protection from the elements. (Rain, Cold, or Heat.) Upgrades give small amounts of armor (15-25%,) and can be shaved off to revert them to a standard hivesack (Which they will also do when broken.)
      • The protection of upgrades is increased with the spider queen hivesack.
    • Baby Brawlers: A trio of baby spiders can be summoned by feeding the hivesack when you have no other spiders. They last for two minutes before returning home, and deal minor damage to enemies which are aggroed on webber without being able to draw aggro themselves.
      • One regular spider is spawned with the baby brawlers with the queen hivesack.
    • Silky snare: Learn to craft silky snares that work for both land creatures and birds. You may repair these with silk at a great discount.
    • Boomerang master: Auto catch boomerangs and learn a cheaper recipie that uses 3 wood instead of a plank, and drops the coal requirement. (This is an allusion to how the boomerang with animation canceling is often used to control spiders and make them attack certain targets.) Possible midgame boomerang upgrade but IDK.
    • Woofer Whip: Learn to craft a whip from houndsteeth, glands, and webs. This whip does 33 damage but has a venom that makes enemies vulnerable to spider weapons damage (25%.)
      • Shadow Smasher: Learn to craft a slow swinging bat of nightmare infused webs (Like the cork bat.) This bat swings slowly and does bonus damage in an area if its swung after another weapon was used. This bat may be infused with pure horror to grant it planar damage after the rifts open. This is designed to fit more of a hybrid playstyle where you use multiple weapons.
      • Shard Slasher: Learn to craft a fang and moon shard dagger, it has a spool up mechanic where it swings faster and faster if swung uninterrupted. It can be upgraded with brightshade at the brightsmithy. This dagger may also be used to shave animals. This gives you better overall DPS for encouraging a high commitment melee style.
    • BRANCH  BONUS: Webcraft expert.
      • Den decorations will repair themselves after one day when they are broken by player hostility.
      • Den decorations don't break when spiders are struck by always hostile mobs.
  • Spider Synergies branch: Incentives to bring interesting and smaller groups of spiders. Acts like a grab bag after the first skill, webby honorguard is taken. 
    • Webby Honorgaurd: Spiders gain increased attack interval when fewer then 8 loyal spiders are deployed. Spider warriors and basic spiders get the biggest boost while spitters gain the smallest.
    • Combat nurses: Nurses gain a spit attack so long as there are more spitters than nurses in the party. Spitting spiders try harder to avoid the front lines.
    • Shattered shield: The explosions from shattered spider crystals heal nearby cave spiders and cause cave spiders to block attacks aimed at nearby spiders briefly.
    • Dazzling Danglers: Dangling spiders will coat nearby spiders with web armor when not in combat, giving them 35% protection when hit for 150 durability.
    • Spinning Striders: Striders get enraged when nearby allied spiders are hit, allowing them to do a spin attack similar to the skittersquid.
    • BRANCH  BONUS: Behaved bodyguards: (2 skills taken) Loyal spiders will wait a few seconds staring eagerly for permission when meat is dropped, staring longingly at the items they wish to eat. Blowing the webby whistle while spiders are waiting gives you sanity and makes your spider friends feast away.
    • Locked skill: Back from the brink (5 skills taken): You and all spiders gain increased stats when there are few surviving nests in the world, gaining assertive looking eyebrows when your kind are nearing extinction (<5 regular nests left in the shard.) This gives you and all your spider friends increased HP,  you gain some sanity aura resistance while they gain even more attack interval.
    • Sharing Switcherdoodle: You may eat Switcherdoodles. While you have basic spiders in your party, you share them with your friends. You and up to two spider friends gain a temporary transformation where you may use that spiders ability. Temporarily transformed spiders get the large attack interval boost of smaller spiders. Gain sanity when sharing.
      • Temporary transformations act like an ability with a finite amount of charges on right click. These abilities include the cave spider block, shattered spider slam, spitting, heals, the warrior leap, and the like. Some transformations like cave spiders and striders use their respective skills ability instead of their default natural ability.
      • Monster crockpot foods heal charges of your current transformation.
  • Secret spiders branch: Learn to craft spiders not naturally found in the constant. Combining a little combat, utility, and resource generation features in a unique way. Structured like a grab bag with few dependencies.
    • Wooferdoodle: Learn to craft a hound like spider. Spiderhounds are surprisingly non-aggressive but their good behavior has its benefits, fetching items which webber is already carrying, and occasionally shedding fangs. Will treat other spiders wounds with glands they pick up when they are hurt. They are aggressive only when beardlings, bunnymen, the rabbit king, or nightmare splumonkeys are near, but are strong fighters against these opponents.
      • Gain bonus damage and sanity from using the rabbit kings cudgel.
      • Gain wonky style movement and a decent unarmed bite when you eat a wooferdoodle with Sharing Switcherdoodle. Both the bite and the run slowly run down your transform. The bite is super effective against rabbits.
    • Geckodoodle: Learn to craft grass spiders which drop grass when hurt over time. Grassy spiders boast decent toughness and great natural self healing out of combat. When they shed they emit a pulse that stuns nearby enemies but does no damage.
      • Gain the power to shed for crowd control when you eat a geckodoodle. Gain a speed bonus after shedding.
    • Griffadoodle: Learn to craft peacock avian spiders which can do a three target plume based tail attack on cooldown, these spiders occasionally drop feathers of their color when killing enemies with the slap. 
    • Locked Skill: Princessdoodle: Learn to craft a spider princess switcherdoodle with a spider queen helm. The spider princess may be used as a moderately fast mount and will automatically tame up to 3 spiders when you have no other spiders aside from her (Including friendly spiders in your inventory or chests.) Like other mounts ranged weapons can still be used while mounted, as can the webby whip.
      • Healing her works similarly to how the eye of cthulu items are healed.
      • Her royal authority weakens temporarily when you murder spiders in your inventory.
      • Attacks stronger, hits more targets, but swings slower when dismounted. Making her a mount which is sometimes better fighting when dismounted rather than mounted since your weapons + her cc is a better combo in some matchups, but not all of them.
      • Can be stored in a spider queen webpack but not the standard one.
      • Get embarassed and refuse to eat princessdoodles.
    • BRANCH  BONUS: Switcherdoodle expert: Learn to craft bonus switcherdoodles when switcherdoodles are made, minor spiders like striders get a larger number of switcherdoodles.
    • BRANCH  BONUS: Switcherdoodle master: Learn to infuse level 1 decorated nests with a switcherdoodle to allow 1-3 of a specialized spider types to reliably respawn. (Aside from the princess spider, whose throne you can take her too to heal her if she gets knocked unconcious, but she won't respawn passively.)
    • Something regarding shadow affinity spiders that can see nightmares and help you fight, upgrades in shadow rifts with pure horror. 
    • Something regarding strengthening shattered spiders with moon shard fangs for tougher, higher hp and damage spiders, and giving them the power to pacify gestalts temporarily when fed pure brilliance.

The new world setting

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Klei could you make option to turn off the void masks (the curse) if you killed fuel weaver bcuz i am sick of them

Wes Skill Tree Concept

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Hello, this is my take on the Wes skill tree.

Wes is in a weird spot, where some people see him as a challenge character, while others don't really think it is as much of as challenge as it is an inconvenience. As I see it, an experienced player won't really be challenged that much from a 0.75 damage multiplier or a -25% work efficacy debuff, it will just make it take longer to kill things and collect resources. The 75 in all stats at least makes for a more interesting challenge, making so you have to think about which food to make, due to foods that grant 75+ hunger not being as efficient.

Regarding his upsides: Regular Balloons are too bothersome to use as anything but decor; Speedy Balloons do their job well, but due to their low durability, some might find them too laborious to use; Party Balloons can be nice for group sanity, but playing with experienced players they would rather kill the creatures than stand still, and inexperienced ones are better off with flowers and a tent; if you are prepared enough to have an Inflatable Vest when you need it, you should have prepared another boat instead; and Balloon Hat is at least usable, but very very niche. His 25% tool efficiency is very interesting for something that was a byproduct of his reduced work efficacy.

Of course, his upsides being basically nonexistent is by design. But should Wes really be the joke character? I personally would prefer to have another character to actually play as.

Taking into consideration both the players that see him as a challenge character, and the players that like Wes for being Wes, I envisioned this skill tree.

image.png.4389ba2a8a783fc0b09b0da96a8512b7.png

The background was inspired by the fence Wes is seen performing in front of, in his short, along with the Tragedy and Comedy masks that represent the performing arts. The tree offers a lot of freedom of choice right away, without having any perks that are requisites for another, with the exception of the Affinity ones. This was made on purpose to allow the player to customize their experience depending on how much of a challenge they want.

The left ones forming the frowning face are the "Tragedy" perks, the right ones forming the smiling face are the "Comedy" perks, and in the middle we have the "Affinity" perks. To level a Comedy perk you require an insight point and a coin. Wes starts with one coin (because he is Wes), and he can get more by leveling Tragedy perks.

Affinity perks don't cost coins, only insight; And 
unlike other characters  you can level the Affinity perks right away, without having to spend points on the rest of the tree to unlock. The regular "choose a side" and "kill the boss" shenanigans still apply.

If you choose to spend an insight point and your starting coin to level a Comedy perk right away, this is what you would see:
image.png.038419d5381067dade33f54a3536fe4c.png
You would have to level a Tragedy perk in order to get more coins to spend on the Comedy ones.


Tragedy
I tried making perks that provide a challenge to the solo player, while benefiting a multiplayer setting. To me it seems contradictory to play a challenge character while collaborating with other people, as doing so makes that content exponentially easier. This approach also expands on what we saw on his animated short, having a "misfortune that brings fortune to others" theme. Perks that redirect threats, and perks that alter luck-based outcomes require Wes to be alive to remain active.

Spoiler

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● Mime, Body and Soul
"Become immune to the health penalty. However, you can only be revived with the help of other survivors, the portal and touch stones. When another survivor revives you they get an extra 40 sanity."

Disables most revival methods, if you're playing solo you can only revive through the four naturally spawning touch stones. When playing with other players, you can do the same thing Wanda can do: Craft a telltale heart, die on purpose, and then let someone else revive you so they get 80 sanity (120 with this perk).

It is very much the "turn on hardcore mode" perk. Being able to revive through the portal is still allowed, because if you turn endless ON you're probably not looking for this kind of challenge anyway, so its nice to have the bonus of being immune to the health penalty in that case.

Should Touch Stones be replaced with Life Giving Amulets? This would make the perk be more punishing with early game deaths, but after you amass Life Giving amulets its punishment would diminish considerably, at which point you are probably in a stage of the game where the challenges provided have been diminished by progression anyway.

image.png.47c572407200c11485c5e4d248fa44d1.png
● Evil Eye
"A series of mishaps made the creatures of the constant wary of you. Creatures that are usually neutral now turn aggressive, and critters won't show themselves. Finding food while hunting them is far-fetched."

Birds and Butterflies won't spawn if a Wes with this perk is the source; Catcoons, Merms (except when king alive), Pigs, Bunnymen, and Beefalo are aggressive; Beefalos will buck you off instantly when you try to ride them; Pigs Wes kills will always drop Pig Skin, Bunnymen Bunny Puff, Spiders Silk (unless haunted), and Birds their Feather; Maximum chase time and range increased by 33% (Doesn't stack with Spring, but maybe it should); Wes' naughtiness threshold is always 31 (the lowest possible).

So, a summary: No healing from Butterflies, getting a Bird for a Bird Cage is a lot more difficult, breaking Pig Houses early on isn't as easy anymore, no Beefalo domestication, Krampus are more common, and all the weird range interactions with aggro range spring brings are always active.

However, you don't need to transform Pigs into Werepigs to guarantee the Pig Skin, always getting Silk has its upsides, and if you manage to get a Bird you will always get the feather. Can be relevant along with a Wickerbottom using Birds of the World to manually Krampus farm, since you spawn Krampus faster, and get a lot more feathers.

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● Hapless Hunter
"Suspicious dirt piles you uncover are a lot more likely to lead to threats."

Increases the chances for a hunt surprise to 80%, regardless of the world's age.
Getting the vests is more difficulty, but making a War Saddle, and/or a Varg farm early is a lot easier.

While I think that is enough, a factor that could make this perk more undesirable is making so a Wes with this perk can find the Gingerbread Varg or Clay Varg even outside of events.

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● Poisson D'Avril
"Its as if the Ocean is playing a prank on you. Increased chance to find threats when out at sea, fishes always have minimum weight and are randomized, and being wet makes everything incredibly slippery."

Fishes spawning due to a Wes with this perk will always be completely randomized, being able to spawn even out of place, season or events, and they will always have minimum weight. Rockjaw chance is increased to 20%. Gnarwail chance is increased to 20%. Pirate Raid odds increased to 40%. Tools on Wes hands are guaranteed to slip when he is Wet starting from 35 Wetness.

Bad if you want to explore the Ocean or go fishing for specific fish, good if you want Gnarwail and Pirate Raid loot. You get less Bootlegs since the Deep Bass will never be heavy. You might be able to get a Wurt an early Sunfish and/or Ice Bream. The perk still affects you outside the Ocean due to the being wet part.

image.png.5076cd2a1ec65116d9ecfc829572f7af.png
● Dramaturgy
"Embrace the drama and let out your performative side: Getting hit provokes a dramatic performance, spurring nearby survivors into action. However, your melancholic acting makes shadows more eager to oppress you. Empathize with nearby survivors afflicted with insanity."

When hit realize a dramatic performance that makes other survivors nearby receive a 20% speed boost. Crawling Horrors that would spawn due to Wes' insanity are replaced by Terror Beaks. When someone is insane near Wes, the Shadow Creatures will go for Wes after doing their screech (similar to his innate perk with Hounds after barking), regardless of if Wes is at full sanity. If Wes kills someone else's Shadow Creature, the sanity goes to the person that made it spawn instead of Wes. 

One of the few things that can actually threaten an experienced player are situations where two Terror Beaks are involved, this perk would make those situations come into play a lot more often. There has been a lot of times where I wanted to help someone kill their Shadow Creatures, but instead I would just end up stealing the sanity gain from killing one. This perk would solve that issue.

Credits to @Picklesaurus, who has given a suggestion similar to this in another post.

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● Magnetic Personality
"Natural phenomena such as lightning, meteors, and earthquakes seem to have a vendetta against you."

Lightning strikes spawned on the overworld will always go for Wes if he is on the shard. Surrounding Meteors target Wes directly. Falling debris in the cavern that are supposed to spawn within other survivors close proximity spawn on Wes instead if he is on the shard. All of the debris that is supposed to spawn on Wes' surroundings always spawn in his close surroundings. Antlion will always target Wes (and only Wes). Lightning spawned from Wickerbottom's The End is Nigh!, and the special lightning spawned from the Moonstorm will not be redirected by this perk.

Very "animated short"-like. Can be used to your advantage, you could use the Meteors focused on you to kill the nearby Tallbirds for example.

image.png.a89812ef9cbd7159444c598cbf701515.png
● Clown to Earth
"Embrace your misfortune in matters of the earth. Your interactions with nature and graves are more likely to be negative. In turn, allies' are more likely to be positive."

If grass geckos are able to spawn, they will. Same chance to spawn Treeguards as Woodie, and will always spawn the maximum amount regardless of the world's age. When planting with random seeds, chance to get forget-me-lots increased to 80%; But other survivors planting random seeds will never get weeds (this effect is global). Graves dug by Wes always give trinkets and spawn a ghost. However, if Wes is near but another character is the one digging the grave, a ghost will spawn aggroed onto Wes and the grave will never give trinkets, only the other loot.

I decided to include grass geckos due to their jump scare nature, the regular chance is low but every character can get it easily with the shovel method, so Wes being guaranteed is not that big of a deal. Tree guards for living logs is good, but three at the same time with a 0.75 damage modifier can complicate things. Greater Forget-Me-Lots chance makes starting a farm more difficult, however the perk can make this the opposite when other players are present, and can be a good thing if you actually want the Forget-Me-Lots. You get to manipulate grave loot with the help of other players.

Is always spawning the maximum amount of tree guards too much?

Credits to @Swiyss, who has given a suggestion similar to this in another post.

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● Clown Jewels
"Embrace your misfortune when dealing with treasure troves. Treasure-based interactions are unlikely to wield you good results, but allies' odds are improved."

The part that impacts other players has global range, unless stated otherwise.
○ Sunken Chests opened by Wes will have its treasure always grant the least quantity of items per stack possible, but ones opened by another survivor will always have the most.
○ Tumbleweeds opened by Wes can only contain grass, twigs, and creatures. Tumbleweeds opened by another survivor while Wes is near will never contain grass and twigs, and if creatures spawn from that tumbleweed, they spawn aggro'd on Wes.
○ Loot Stash opened by Wes will never contain the % drops. But ones opened by another survivor have 20% chance for Krampus sack, guaranteed extra Life Giving Amulet, and guaranteed extra boss loot.
○ Ancient Guardians killed while only Wes is nearby will have its treasure always grant the least quantity of items per stack possible. But one killed while another survivor is present will always have the most.
○ Labyrinth Chests opened by Wes always activate their trap and have the lowest possible modifier, while for other survivors the trap always proccs but with the highest possible modifier.

Bad if solo, great if with other players. Maybe the effect should affect what items can be found in the chests, instead of only stack quantity?

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● No Dice
"Embrace your misfortune when dealing with opposition. Enemies you kill are less likely to drop especial loot, while enemies killed by allies have their odds enhanced."

If an enemy last hit by Wes has a % drop and it succeeds, it is rerolled and the new result persists. The opposite is true for other survivors, if the % drop fails it is rerolled and the new result persists. This effect is global.

Some of the % loot that comes to mind: Message in a Bottle, Tam o' Shanter, Walrus Tusk, Krampus Sack, Butter, Bat Wing. But there are a lot more.

Alternatively, the perk could make so Wes is never able to drop the % loot. This would challenge solo Wes' with this perk to adapt into a gameplay style without access to those drops. I personally think that might be too harsh, this might already be the perk with the biggest negative of the Tragedy branch.

Would be really cool if the loot-related perks had a little animation like a four leaf clover shining when something was rerolled into a success, or a four leaf clover decaying when something was rerolled into failure.

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● Target Audience
"Enemies that attack periodically seem to have a vendetta against you."

○ When Hound/Worm waves occur, if a Wes with this perk is on the shard Wes will get the waves of up to three other survivors, and if it is a Great Depths Worm it will be guaranteed to go for Wes. All of the hounds redirected this way are special Hounds.
○ Varglets are unable to spawn for Wes, being replaced with 5 special Hounds.
○ Every Hound that spawns for Wes is always a special Hound.
○ If Wes is alone on a server, time between Hounds that are spawned in the same wave is reduced.
○ Eye of Terror/Twins of Terror will always choose to go for Wes.
○ 50% of the Frogs from Frog Rain meant for other survivors are redirected to Wes instead.
○ Bearger and Deerclops will always choose to go for Wes.

If you're solo, all of the redirection doesn't affect you. Can be extremely helpful while playing with beginners. Having all hounds be replaced with special Hounds can make killing them a little more complicated, but they have less HP and you get gems for your effort.

Comedy
My objective in this branch was to strengthen Wes current upsides into things that you would actually want to use, and to give him more engaging gameplay aspects.

Spoiler

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● Expert Haggler
"Use your mime charm to obtain good deals when trading."

○ Queen of Moon Quay removes 6 trinkets instead of 4 when given a banana.
○ Pig King grants 1.5x more gold.
○ Receive a 50% discount in the Prize Booth and Benevolent Rabbit King crafts.
○ Frost Jaw will give 2 bootlegs per small fish and 3 per heavy fish.
○ Antlion gives 2 desert stones instead of one.
○ Crabby Hermit trades that cost one bottle give two items instead of one, the ones that cost more have a 50% discount rounded up in favor of Pearl (Penny-pinching!).

This one is based on his sequence-breaking The Gorge perk. I was so happy when Wes was meta!

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● Living Statue
"After standing still for 3 seconds, perform as a living statue, escaping hostile creatures' perception. "

After standing still for 3 seconds, drop enemy aggro and get a hiding state similar to Bush Hat's/Snurtle Shell. Taking damage resets the timer, but won't cancel hiding (it is a incredibly believable performance!).

Can be very powerful, especially if used in tandem with some Tragedy perks. I think the overall silliness, and the street performance vibe fits Wes incredibly well.

Credits to @Picklesaurus, who has given this suggestion another post.

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● Pantomimed Rope
"Pantomime a rope to pull items towards you."

Allows Wes to pull items on the screen towards him, this allows him to pull items out of the Ocean, through walls, and out of Cave Holes. To use the perk, right click an item that is on the ground/water while having nothing equipped in your hand slot.

I don't know how the controls would work on controller, they really need the shipwrecked aim system lol. To circumvent this, maybe instead Wes can craft pantomimed rope and then use this new item to pull things. Equip it and use the secondary action button so Wes starts the lasso throw animation, the lasso goes ahead in the air towards the direction you are facing. You can make it fall down on top of an item by pressing the secondary action again, at which point Wes would pull the item automatically. But I really would like to avoid this route, as having to use an empty inventory slot for pantomimed things is too hilarious not to be a thing. 

Credits to @gaymime, who has given the foundation for this perk idea in another post.

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● Pantomimed Tools
"Pantomime tools to collect resources."

While having an empty hand slot, you are able to chop, mine, hammer, and dig the respective resources.

This perk makes way too much sense not to be a thing. Extremely useful in the ruins, never have to walk half a map back to base because you forgot to bring a hammer to Bee Queen. Save resources on tools. Considering Wes gets the 25% work penalty, I think him getting access to this is only fair.

Credits to @Picklesaurus, who has given a suggestion similar to this in another post.

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● Pantomimed Walls
"Learn to pantomime walls and doors."

This perk gives you the ability to craft Pantomimed Walls and Pantomimed Doors. At the cost of 10 sanity you can craft 4 walls or a door. They look like clear fine glass, and function similarly to fences and gates, but unlike fences they break in one hit and drop nothing. Dropping the unplaced wall/door version of the item makes it disappear instantly. They are fire-proof.

Wes' with this perk are able to see Pantomimed Walls and Doors regardless of distance, while ones without the perk
and other characters only get to see these structures while they are within 2 walls of distance.

Very useful and very cheap, useful in any situation walls are. 

Credits to @Picklesaurus, who has given a suggestion similar to this in another post.

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● Real-Mime Strategy
"Pantomime a barrier capable of parrying damage."

While having an empty hand slot, use your secondary action button on the ground (Wortox Soul Hop button on controller) to initiate a very brief parry. Missing a parry puts it into a X seconds cooldown. Successful parries can be animation cancelled into another parry.

I don't have numbers for this, but the general idea is being able to
with precise timing parry attacks to reflect damage back to the attacker. I'd like it to have a duration short enough to make it difficult. With the animation cancelling, doing successful parries into other parries to block multi-hit attacks such as the ones coming from Tentacles, Armored Bearger, or the Celestial Champion second phase, would be possible and look really cool.

Probably not a perk you want to use on high latency, but there's plenty of other perk options for those situations.

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● Balloon Glasses
"Learn to craft the Balloon Glasses. Lend it to allies to share your imagination, or use it yourself to enhance your vision!"

Costs 5 sanity to craft. 1 Day Durability. Getting hit with the glasses equipped makes them pop.
Can be equipped in the head slot to allow other survivors to see Wes' pantomimed structures regardless of distance, and allow a Wes with this perk to see and interact with hidden things, such as Shadow Creatures even when at full sanity, what item is a Mimic, Resting Horror, Rictus, Parasitic Shadelings, and Fuelweaver's Shadow Hands.

Allows you to kill Shadow Creatures before insanity becomes a problem, simplifies Mimic farming, no more having to get insane to get the Relic Chair blueprint, no need to have AoE to deal with Rictus, no need to drop sanity before the Nightmare Werepig fight, and can act as a Walmart Purple Amulet during the Fuelweaver fight. Well, at least as long as you don't let it pop, even then you could craft another one.

Credits to @Swiyss, who has given a suggestion similar to this in another post.


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● Loud Balloons
"Your balloons scare enemies when popped. Learn to craft the Whistle Balloon, a balloon that annoys enemies into attacking the holder."

Any balloon when popped scares enemies in a turf radius for 3 seconds.

Learn to craft the Whistle Balloon. 5 sanity to craft. Lasts for half a day. If the holder is hit with it equipped, it pops.
Can be equipped in the hand slot to emit a whistle balloon sound (REALLY recommend the "Noisy Balloons" video on Youtube from the Grand Illusions channel if you are interested on what it could sound like lol, maybe not as obnoxious though), and pull the aggro from enemies within 3 turfs to the user.

Provides some crowd control to Wes. The whistle can be used to save someone or to save Wes himself, if used by others.

Credits to @Swiyss and @Picklesaurus, who have given a suggestion similar to this in other posts.

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● Bundle o' Balloons
"Learn to craft the Bundle o' Balloons, it has enough balloons to make the holder float!"

Costs 30 sanity to craft. Lasts for 1 minute. Getting hit with it equipped pops the balloons.
Can be equipped in the hand slot to allow the holder to traverse the Ocean and the Cave Void. The holder cannot interact with the game world while it is equipped (collecting Kelp as an example). If dropped on the ground, the balloons disperse on the air and show up in the map, similar to the Speedy Balloon's current effect. Only one is allowed per inventory, if Wes tries to give it to someone already in the possession of one, he will do his "no no" mime animation. If Wes crafts one while already having one in the inventory, the Bundle o' Balloons will be dropped on the ground and disperse into the air as previously stated. If the bundle is popped, or its durability reaches 0 while the holder is above Ocean or Cave Void, they fall and the usual punishment is applied.

Has synergy with Inflatable Vest, if your Bundle o' Balloons ends while you are above the Ocean the vest will prevent health penalty from being applied.

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● Breathing Technique
"Your balloons are more efficient and bring no harm to allies."

○ Regular Balloons deal 15 piercing damage.
○ Speedy Balloons last 3x longer. (Currently 1.5 segments for each 30%/20%/10% bonus, with the perk the balloon would last for 13.5 segments, nearly a day.)
○ Party Balloons deal 10 piercing damage and the confetti effect can now stack.
○ Inflatable Vest prevents dropping items on the water when drowning, working similarly to Wurt's swimming perk.
○ Balloon Hat no longer has durability.
○ Balloon Glasses no longer have durability.
○ Whistle Balloons last 2x longer (a day).
○ Bundle o' Balloons last 2x longer (2 minutes).
○ Balloons now cannot damage other survivors or loyal mobs.

Piercing damage can go through armor such as Slurtle/Snurtle's defenses. The enhanced damage with the added piercing effect makes the disabled friendly fire necessary, should Wes also be able to avoid the Balloons damage? Maybe the Party Balloons become overpowered being able to stack...

Credits to @Swiyss and @Picklesaurus, who have given a suggestion similar to this in other posts.

Affinity
Shadow

Spoiler

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● Shadow Jester I
"The Queen will reward your loyalty by revealing secrets within the Umbralla. The Umbralla's barrier slows enemies within, provides protection against the weather, and can be activated even while held."

Umbralla's barriers activated by Wes' with this perk — beyond its usual effects — will also provide 240 insulation against both heat and cold, slow enemies in its range for 20%, and impede debris from cave earthquakes from falling within. Additionally, Wes can choose to activate the barrier while holding the Umbralla; the barrier will move along with him.

Keep in mind the sanity drain aura while the barrier is active. Should the barrier's range be reduced if it is activated while the Umbralla is being held? What brought me to this perk idea was Umbralla kind of looking like a balloon while the barrier is active, and Wes having a little umbrella in his default art.

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● Shadow Jester II
"The Queen will reward your loyalty by adding flare to your performance on her stage."

When performing in Charlie's stage, an illusion is applied to Wes giving him the same appearance and max stats (Hunger/Sanity/Health) as another player currently online on the server. Wes' current stats % is equivalent to what it was before, and usual nametag still remains. The illusion lasts indefinitely and can block up to one hit, but will be dispelled after. When examining stuff Wes will still do his usual mimicry with no quotes. If there are no other players, then a random character is selected wearing the skins you have set. If transformed into Wurt, Webber, WX or Wortox, you get their tags. Both the items and briar hounds won't spawn, but the stage also won't enter cooldown.

Allows Wes to benefit from 150 hunger food, and to access the advantages of having more than 75 sanity. The same can't be said for health, since the illusion is dispelled upon being hit. I guess you could tank starvation and the weather for longer since those don't count as being hit? Slight synergy with WX, although no one uses the hunger or sanity circuits. An extra hit can make a big difference depending on your perk setup.

Moon

Spoiler

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● Lunar Jester I
"
Take inspiration from The Moon to learn how to turn Brightshade Bombs into Balloons that inflict tremendous planar damage upon bursting. While holding Brightshade Balloons, Wes becomes enlightened."

Takes a Brightshade Bomb and 5 sanity to craft.
Works the same as his regular balloons, but has same damage and properties as the Brightshade Bombs. Maybe could deal ~50 extra damage and/or have extra range?

Getting access to enlightenment can allow Wes to avoid Shadow Creatures and restore sanity through Gestalts, but keep in mind that it takes up the hand slot and is only available after rifts.

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● Lunar Jester II
"Listen to Their voice to discover secrets within the dream realm. While asleep, assume control of an Astral Projection."

When asleep by any means, assume control of your Jestalt. This form has its own 15 slots inventory, can see in the dark, but cannot equip items. It can use all Pantomimic skills as long as they are leveled. When the Jestalt is dispelled, its items will drop and Wes is sent back to his body. The Jestalt is dispelled if hit or if Wes' body is hit, dies or wakes up. The form can be dispelled early by the user by clicking a button similar to the one that appears when reviving using a Meat Effigy. Wes will remain sleeping even after reaching 0 hunger, however the health restauration from sleeping is nullified and he takes starvation damage as normal; this means he would be able to be Jestalt for 2 minutes and 15 seconds, since starving deals 1.25 damage per second. The Jestalt attacks the same way as Gestalts (should it get i-frames on attack? probably not). Effects that induce sleep have its duration overridden to last indefinitely, and can be cut short earlier than usual by dispelling Jestalt through the button.

Should Jestalt be able to hover above the Ocean and Cave Void?

I will be honest, I could not resist the Jestalt pun. But hey, the skill is pretty cool, don't you think?

Secrets

Spoiler

Well, a font size 22 in bold isn't really secretive now, is it?

The idea behind these perks is to allow the player to fully commit to one of two identities Wes can have. He is a very talented performer, I am sure he could perform the "Challenge Character" role as easily as he can the "Cute Mime" role.

Let's start with the Joker perk.

This perk appears once the player has leveled all of the Tragedy branch perks.
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A Shadow Hand comes and replaces the coin with a perk the player can choose to level.

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● Joker
"All of your damage becomes planar. Successful parries now reflect extra planar damage. Become Immune to overheating and freezing. Become unable to benefit from planar defense, and armor is 50% less effective."

Having all your damage become planar works around Wes' 0.75 damage multiplier. The extra planar damage from parries should have very noticeable numbers considering the weakening of armor.

Taking into account you would need to spend 11 points total for this perk (10 from Tragedy + 1 for the perk itself), and have to deal with every Tragedy perk negatives, I think it is only fair for you to get something really cool from it. Especially considering the perk itself adds tremendous additional difficulty through the weakening of armor.

You can still use the remaining 4 insight points to level any Comedy and/or Affinity perks as you wish, even though you won't see the coin anymore.

Credits to @Swiyss, who has given a suggestion similar to this in another post.
_____

Now let us talk about the Le Jour des Crêpes perk.

This perk activates once at least 7 (lucky number!) Comedy perks have been invested in.
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The coin shines and a perk icon is revealed within its surface! This works similarly to Wortox's Nice/Naughty alignment, in the sense that you don't need to spend insight to get its effects.

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● Le Jour des Crêpes
"Eating Fresh Fruit Crepes allows you to benefit from your luck-based perks for a day."

Eating Fresh Fruit Crepes makes the perks "Clown to Earth", "Clown Jewels", and "No Dice" treat you as if your were another player for a day.

If you made sure to get at least 7 comedy perks, I believe you do not wish to play Wes as a challenge character, so you get access to this freebie. Inspired by the French tradition that takes place in "Le Jour des Crêpes", it involves placing a coin on top of a cooking crêpe while flipping it, ensuring financial prosperity in the coming year. Others hold a coin in their right hand during the flipping process for good luck.

It is mostly here to allow solo players to benefit from his luck perks. But the justice of making Wes' favorite food actually useful for him is also sweet. Maybe the benefits should be extended to every butter crockpot food? He is French after all.

Just noticed that in the example none of those perks have been invested in lol, get uhhh- January's fooled I guess?


Conclusion
I hope this concept would be able to allow the player to customize Wes into having their desired gameplay experience. He is a mime artist after all, being able to mime his way into the role you want him to be is only right.

Let me know your feedback, did you find something that would impede Wes from progressing in the game? Do you think something suggested would be too overpowered? You are welcome to express your opinions and concerns below.

If I forgor to/just didn't give credit to you, and you want said credits, please let me know (with proof preferably). I can also remove credits I gave you, if it bothers you in any way, no problem.

Edit History

Spoiler

This is here to help me keep track of the changes, feel free to skip it.

1/21/2025
Added credits to @Picklesaurus on several perks, it is such a same the search function in the forum disregards archived posts. While making this concept, I tried searching for previous Wes' skill trees and was unable to find any. Thank you for letting me know about your concepts Picklesaurus!

1/18/2025 
A thank you to @Swiyss, who made me reflect on the effects of a lot of the perks and pointed out some edge cases where exceptions to the functionality of some should be made. And a thank you to @NekoSoulx, who pointed out how I should clarify Wes should be alive for the perks to work, and that luck perks should be global, because otherwise they would take away from the Wes' player gameplay.

● Changed "Speedy Balloons durability is too short to give substantial benefit" into "Speedy Balloons do their job well, but due to their low durability, some might find them too laborious to use"
● Added "Perks that redirect threats, and perks that alter luck-based outcomes require Wes to be alive to remain active." to the Tragedy perks explanation.
● Added a new afterthought to Mime, Body and Soul's description: "Should Touch Stones be replaced with Life Giving Amulets? This would make the perk be even more punishing with early game deaths, but after you amass Life Giving amulets its punishment would diminish considerably, at which point you are probably in a stage of the game where the challenges provided have been diminished by progression anyway."
● Revised Hapless Hunter's effect: "Suspicious dirt piles you uncover will never lead to a Koalephant." into "are a lot more likely to lead to threats", "Simple, you cannot get the vests, but you have an easier time making a War Saddle, and/or a Varg farm earlier." into "Getting the vests is more difficulty, but making a War Saddle, and/or a Varg farm early is a lot easier."
 Replaced Dramaturgy's speed debuff effect with a new effect: "Embrace the drama and let out your performative side, allowing you and other survivors to more easily get in tune" "Getting hit provokes a dramatic performance, slowing you down while spurring nearby survivors into action", "When hit get slowed by 20% to realize a dramatic performance". Added: "However, your melancholic acting makes shadows more eager to oppress you", "Crawling Horrors that would spawn due to Wes' insanity are replaced by Terror Beaks."
● Added "Lightning spawned from Wickerbottom's The End is Nigh!, and the special lightning spawned from the Moonstorm will not be redirected by this perk." to Magnetic Personality's description.
● Changed Clown to Earth's description and effect slightly: 
"In turn, nearby allies' are more likely to be positive", "Survivors planting random seeds near Wes will never get weeds" into "But other survivors planting random seeds will never get weeds (this effect is global)."
● Altered Clown Jewels' description, removing the guaranteed Surprising Seed and making several of the effects global: "
but nearby allies' odds are improved". Added "The part that impacts other players has global range, unless stated otherwise."
● Changed No Dice's description to make its effect global: "
while enemies killed by nearby allies have their odds enhanced", "The opposite is true for other nearby survivors, if the % drop fails it is rerolled and the new result persists." Added "This effect is global."

快餐档 / Fast Food Style Server

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快餐档是中国饥荒联机版游戏社区里一种较为流行的公共服务器类型,核心特点是以在15~30天的时间击败天体英雄为目标(大部分是这样,但并不是强制的),并且整个流程的团队分工非常清晰。大家一般会选择世界天数为秋1的服务器进入,等服务器满人后商量选角与分工,并且尽可能避免出现“抢跑”的情况(也就是服务器人还没满就提前进入世界),然后同时出发,推进整个游戏流程。
Fast Food servers are a popular type of public server in the Chinese Don't Starve Together community. The core feature of these servers is the goal of defeating the Celestial Champion within 15 to 30 days (Mostly it is like this, but it is not mandatory), with a very clear division of labor throughout the process. Players usually choose servers set to Day 1 of Autumn, wait for the server to fill up, discuss character selection and roles, and try to avoid "rushing in" (i.e., entering the world before the server is full). Once everyone is ready, they start simultaneously and progress through the game.

我大概玩了一年多的快餐档了,我根据我的观察来分享一下快餐档的具体玩法。快餐这个名字的核心特点是尽可能短的时间内体验到尽可能多的游戏内容,一局游戏时长在2~4小时左右,是一个可以接受的范围。并且快餐对团队合作、分工提出了很高的要求,非常符合饥荒联机版中“联机”的要素。不过,这只是一种玩法,每个玩法因人而异,不是每个人都需要非得像快餐这样“高强度”的游玩,适合自己的最好。我也没有用快餐的标准去要求角色平衡性调整,请不要给我扣帽子,谢谢。
I've been playing Fast Food servers for over a year now, and based on my observations, I'd like to share some insights into how they work. The core idea behind the name "Fast Food" is to experience as much of the game's content as possible in the shortest amount of time, with each session typically lasting around 2 to 4 hours, which is a reasonable duration. Additionally, Fast Food places a high demand on teamwork and role division, aligning perfectly with the "multiplayer" aspect of Don't Starve Together. However, this is just one way to play the game. Playstyles vary from person to person, and not everyone needs to play as "intensely" as in Fast Food servers—it's best to find what suits you. I also haven't used the Fast Food standard to argue for character balance adjustments, so please don't label me as such. Thank you.

 

整个团队通常分为三个小组:建家组珍珠组远古组
The team is typically divided into three groups: the Base-Building Group, the Pearl Group, and the Ruins Group.

 

建家组 / The Base-Building Group

建家组通常包含薇克巴顿、麦斯威尔、沃姆伍德三人,负责提供基地的科技设施、烹饪设施、足够的基础资源与食物。

1.    薇克巴顿:建家组核心,主要任务包含草树枝的移植、基地选址、基地布局、相关重要书籍的制作。我本人一般主玩薇克巴顿,在这篇帖子的隐藏内容里我有谈具体游玩细节。
2.    麦斯威尔:前期利用负责收集资源提供建家的材料(木头、石头、金子),有了书后帮薇克巴顿承担所有读书任务,一方面能配合暗影秘典更快的刷取基础资源,另一方面可以获得噩梦燃料。
3.    沃姆伍德:开局为远古组与薇克巴顿提供必须的活木,之后负责种地为全队提供饱食度与血量回复。根据情况可能也会承担刷猴尾草或者粪便的职责。

有人可能觉得“快餐档”就是战斗爽,但通常一个档会不会“烂档”(也就是玩到一半人跑完了)大部分是看建家组的水平。如果清完远古上来看到基地连口锅都没有,远古组的人不跑就怪了。

The Base Builders group usually consists of Wickerbottom, Maxwell, and Wormwood. They are responsible for providing the base’s technological facilities, cooking facilities, sufficient basic resources, and food.

1.    Wickerbottom: The core of the Base Builders group. Her main tasks include transplanting grass and twigs, selecting the base location, planning the base layout, and crafting important books. I usually main Wickerbottom and have discussed specific gameplay details in the hidden content of this post.
2.    Maxwell: In the early game, he is responsible for gathering resources to provide materials for base building (wood, stone, gold). After obtaining books, he assists Wickerbottom with all reading tasks. On one hand, he can use the Codex Umbra to gather basic resources more efficiently; on the other hand, he can collect nightmare fuel.
3.    Wormwood: At the start of the game, he provides essential living logs for the Ruins Group and Wickerbottom. Later, he focuses on farming to supply the team with hunger and health recovery. Depending on the situation, he may also take on duties such as collecting monkey tails or manure.

Some might think that "Fast Food" servers are all about combat, but whether a server "fails" (i.e., people leave halfway through) largely depends on the skill of the Base Builders group. If the Ruins Group returns from clearing the ruins only to find that the base doesn’t even have a crock pot, it’s no wonder they might leave.

 

珍珠组 / The Pearl Group

珍珠组一般由拥有快速传送能力的沃托克斯和能够快速探索海洋地形的伍迪承担。有时薇克巴顿(鱼书)也会辅助珍珠任务。没有技能树的沃托克斯就已经非常擅长速通珍珠任务,有了技能树后更是锦上添花。除了基础的修房子、种花、移植浆果、打捞垃圾、晾晒外,有几个任务需要特别注意:

1.    送伞。秋天一般会有一场雨,这场雨通常很短,很容易错过。补救方式包括用传送法杖求雨或者在寄居蟹那换鹅毛浮标然后拆解让薇克巴顿做实用求雨仪式。
2.    修椅子。比较熟练的沃托克斯玩家会自己带着绿蘑菇去远古获得椅子蓝图,不过也可以联系远古组的队友让他们带一个椅子蓝图。
3.    五条重鱼。最好多准备一个瓶子换重量级鱼饵,也可以看运气寄居蟹会不会送你一个。
4.    秋鱼。没有薇克巴顿的辅助这个基本靠运气。

这四个任务需要完成三个才能保证在秋天得到珍珠,并且有相当一部分的运气因素。珍珠是整个快餐流程中稳定性最低的任务,通常需要很多的练习或者良好的团队辅助才能确保珍珠及时做出来。同理,珍珠流程涉及的“战斗”内容也相对较少,快餐档并不全是“战斗爽”。珍珠的速通对游戏基本功与时间管理能力要求相当的高。

伍迪除了辅助沃托克斯探图外,一般还会承担月岛的移植工作。前往月岛的时候记得挖掉三个吸引人的结构。不需要把它们三个组合在一起,但一定要用镐子挖开。同时为了后期方便运送天体祭坛,还会击败大霜鲨获得靴子。根据建家组的需求有时还要完成猴岛的物资移植。

The Pearl Group is typically composed of Wortox, who has fast teleportation abilities, and Woodie, who can quickly explore ocean terrain. Occasionally, Wickerbottom (with her fish book) will also assist with Pearl tasks. Wortox is already highly skilled at speed-running Pearl tasks even without skill trees, and having skill trees only enhances his capabilities. In addition to basic tasks like repairing the house, planting flowers, transplanting berries, salvaging trash, and drying items, there are several tasks that require special attention:

1.    Delivering the Umbrella: Autumn usually brings a brief rainstorm, which can easily be missed. Remedies include using the Telelocator Staff to summon rain or exchanging a goose feather buoy with the Crab Hermit, deconstructing it, and having Wickerbottom perform the Practical Rain Ritual.
2.    Building the Chair: More experienced Wortox players will bring green mushrooms to the Ruins to obtain the chair blueprint, but they can also coordinate with the Ruins Group teammates to bring one.
3.    Five Heavy Fish: It’s best to prepare an extra bottle to exchange for heavy fish bait, or simply hope the Crab Hermit gifts one.
4.    Autumn Fish: Without Wickerbottom’s assistance, this task largely depends on luck.

Three out of these four tasks need to be completed to ensure obtaining the Pearl in autumn, and a fair amount of luck is involved. The Pearl task is the least stable part of the Fast Food process, often requiring extensive practice or strong team support to ensure it’s completed on time. Similarly, the "combat" aspects of the Pearl tasks are relatively minimal, demonstrating that Fast Food servers aren’t solely about "combat excitement." Speed-running the Pearl tasks demands a high level of fundamental gameplay skills and time management.

In addition to assisting Wortox with exploration, Woodie is typically responsible for transplanting resources from the Lunar Island. When heading to Lunar Island, remember to mine the three Inviting Formations. It's not necessary to assemble them, but you must use a pickaxe to mine them open. To facilitate transporting the Celestial Altar later in the game, he also defeats the Frostjaw to obtain the boat boots. Depending on the needs of the Base-Building group, he may also complete the task of transplanting resources from the Monkey Island.

 

远古组 / The Ruins Group

远古组主要包含两个部分,分别是清远古做装备(通常由沃尔夫冈、薇格弗德、薇洛承担)与档案馆分支(通常由威尔逊承担)。我个人认为远古组的任务难度是三个小组里最简单的。

1.    清远古:要确保携带足够的唤星者魔杖、铥矿皇冠、三色宝石与烂电线回到基地。清远古的流程很公式化,配合的好的话远古守护者可能活不过第三天。同时远古组也要给建家的麦斯威尔提供绝望石装备,视情况为珍珠组提供椅子蓝图。
2.    档案馆:主要由点了彩虹宝石合成技能的威尔逊完成。六色宝石在远古搜集即可。服务器里没有威尔逊也可以在11天升级唤月者魔杖。

The Ruins Group primarily consists of two parts: clearing the ruins and crafting equipment (usually handled by Wolfgang, Wigfrid, and Willow) and the Archives branch (typically handled by Wilson). Personally, I believe the tasks of the Ruins Group are the easiest among the three teams.

1.    Clearing the Ruins: Ensure that enough Star Caller's Staves, Thulecite Crowns, gems of all three colors, and frayed wires are brought back to the base. The process of clearing the ruins is very formulaic, and with good coordination, the Ancient Guardian might not survive past the third day. Additionally, the Ruins Group need to provide Maxwell in the Base Builders group with dreadstone equipment and, depending on the situation, supply the Pearl Group with a chair blueprint.
2.    The Archives: Mainly completed by Wilson, who has the skill to craft rainbow gem. The six-colored gems can be collected in the ruins. If there is no Wilson in the server, the Moon Caller's Staff can be upgraded on day 11 instead.

 

 

一些额外的细节 / Some Additional Details

1.    天体祭坛的搬运通常由沃尔夫冈承担。在本次技能树更新后,沃托克斯和沃尔特也可以承担这份任务。
2.    天体风暴的任务一般是多位玩家共同完成。同时注能月亮碎片由薇克巴顿的《末日将至》搜集。
3.    龙蝇、蜂后、蟾蜍、恐怖之眼这些boss并不是天体流程中的必须boss,是否击杀看情况。
4.    一般速通天体英雄而不是远古织影者主要是因为暗影线太短了。
5.    某些快餐服务器会觉得多人模式下天体英雄等boss太过简单,会安装相关的boss加强模组。

1.    Transporting the Celestial Altar is usually handled by Wolfgang. After the recent skill tree update, Wortox and Walter can also take on this task.
2.    The Celestial Storm tasks are typically completed collaboratively by multiple players. Meanwhile, the infused moonglass are collected using Wickerbottom’s The End is Nigh book.
3.    Bosses like Dragonfly, Bee Queen, Toadstool, and the Eye of Terror are not mandatory for the celestial process. Whether they are defeated depends on the situation.
4.    The primary reason for defeating the Celestial Champion instead of the Ancient Fuelweaver is that the shadow line is too short.
5.    Some Fast Food servers may find bosses like the Celestial Champion too easy in multiplayer mode and thus install boss-enhancing mods for added challenge.

 

 

我没有提到的角色 / The Characters I Haven’t Mentioned

1.    WX-78旺达:这两个角色也可以参与远古组的工作,但清远古速度不及我之前提到的三位角色。此外WX-78的团队贡献较低,快餐环境下旺达的成型时间过长并且几乎不可能做出溯源表。
2.    韦伯沃特:部分快餐档甚至禁用了这两个角色。主要原因是随从数目过多会导致服务器卡顿严重。
3.    薇诺娜/沃利/温蒂:如果三个小组的所有位置都有齐了可以考虑选这几位角色帮建家组打打杂。由于在快餐的环境下这几位角色的强度无法发挥出来(比如温蒂,很可能牛还没驯好天体英雄就已经打完了),选这几个角色一般默认你是划水摸鱼的混子。我之前有尝试开发过温蒂在快餐中的玩法,大概是这两方面:一是利用阿比盖尔卡蟾蜍的一个bug速杀毒菌蟾蜍,二是在远古刷足够多的香蕉然后去猴岛换蓝图搓纸给薇克巴顿用。
4.    沃尔特:没有技能树前没人会在快餐选他。我相信有技能树后他在快餐中的玩法会很丰富,这一部分还待开发。
5.    维斯:你不怕队友压力你你就选吧。

1.    WX-78 and Wanda: Both characters can participate in the Ruins Group, but their speed in clearing the ruins falls short compared to the three characters I previously mentioned. Additionally, WX-78 offers limited team contributions, and in a fast-paced environment, Wanda takes too long to become fully equipped and it’s almost impossible to craft the Backtrek Watch.
2.    Webber and Wurt: Some Fast Food servers even ban these two characters. The main reason is that an excessive number of minions can severely lag the server.
3.    Winona/Warly/Wendy: If all positions in the three groups are filled, these characters can be considered to assist the Base Builders group with miscellaneous tasks. However, in a fast-paced environment, their strengths often can’t be fully utilized (for example, Wendy might not even finish taming a Beefalo before the Celestial Champion is defeated). Choosing these characters typically implies you’re just there to slack off. I’ve previously attempted to develop Wendy’s playstyle in fast-paced settings, primarily focusing on two aspects: using Abigail to exploit a bug for quickly killing the Toadstool, and farming enough bananas in the ruins to trade for blueprints on Monkey Island to craft papyrus for Wickerbottom.
4.    Walter: Before his skill tree, no one would choose him in a fast food server. I believe his skill tree will lead to diverse and interesting playstyles in such environments, and this area is still under development.
5.    Wes: Feel free if you want to choose him.

 

建家组实际游戏过程分享 / Sharing of the Actual Gameplay Process of the Base-Building Group

Spoiler

 

这是我之前在一个叫“锦时”的快餐档里玩薇克巴顿的过程。“锦时”的快餐档整体氛围轻松且对新手友好,我经常去那里玩。我玩的是薇克巴顿,这一局开局的时候建家组没有麦斯威尔,并且沃姆伍德是一位新手没有解锁技能点,整个建家的任务主要是我一个人承担的。

 

This is my experience playing as Wickerbottom in a Fast Food server called "Jinshi." The overall atmosphere of the "Jinshi" Fast Food server is relaxed and newbie-friendly, and I often play there. I played as Wickerbottom in this round. At the start of the game, the Base-Building Group didnt have a Maxwell, and the Wormwood player was a beginner without unlocked skill points. As a result, I took on most of the base-building responsibilities.

 

薇克巴顿拥有科技优势,我做的第一把工具是铲子,并且顺便做出背包。这样在第一天我就能在探索地图的同时进行移植工作,进一步节省时间。

Wickerbottom has a technological advantage. The first tool I made was a shovel, and I also crafted a backpack along the way. This allowed me to explore the map while transplanting resources on the first day, saving a lot of time.

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由于没有麦斯威尔并且沃姆伍德是新手,我花了更多的时间搜集了资源。主要包括:
1.        40个草丛、40个树苗(移植区)
2.        80个木炭(烹饪区)
3.        40个芦苇(园艺学简编版、应用造林学、万物百科、书架、鸟笼)
4.        用于前期的胡萝卜、木板与金块(由兔绒和猪王交易得到)

Since there was no Maxwell and Wormwood was a beginner, I spent more time gathering resources. These included:
1.        40 grass tufts and 40 saplings (for the transplanting area).
2.        80 pieces of charcoal (for the cooking area).
3.        40 reeds (for crafting Horticulture Abridged, Applied Silviculture, The Everything Encyclopedia, bookshelf, and birdcage).
4.       
Carrots, boards, and gold nuggets (obtained by trading rabbit fur with the Pig King) for the early game.

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同时,我简单分享一下我在快餐档中建家的选址方法。这四个硬性条件必须满足:基地不在陨石区、基地附近有海洋、基地附近有池塘(但同时池塘不能太近)、基地附近有洞穴入口(但同时洞穴入口不能太近)。在满足这四个硬性条件的前提下,根据关键地形的位置和虫洞的情况综合决定建家选址。

At the same time, Id like to briefly share my method for choosing a base location in Fast Food servers. There are four mandatory conditions that must be met: The base must not be in a meteor area. The base must be near the ocean. The base must be near a pond (but not too close). The base must be near a cave entrance (but not too close). After meeting these four conditions, the final decision on the base location is made based on the positions of key landmarks and wormholes.

  

移植区施肥的一个小技巧:牵一头皮弗娄牛。由于树苗不需要施肥,可以快速用应用造林学刷取大量树枝,然后做四锅蒸树枝,把皮弗娄牛喂饱以后狂喂树枝,此时牛就会狂吐腐烂物。这个腐烂物就可以用于给草、石果等植物施肥。不得不说皮弗娄牛的胃是真的强壮。

A small tip for fertilizing the transplanting area: Bring a Beefalo. Since saplings dont need fertilization, you can quickly use Applied Silviculture to gather a large number of twigs. Then, cook four batches of steamed twigs, feed the Beefalo until its full, and then keep feeding it twigs. At this point, the Beefalo will start producing a lot of rots, which can be used to fertilize grass, stone fruits, and other plants. Honestly, the Beefalos stomach is incredibly strong.

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对我来说建家的布局是玩奶奶最有意思的地方。布局通常包含三个部分:科技区、烹饪区、移植区。

For me, base layout is the most interesting part of playing as Wickerbottom. The layout usually consists of three parts: the tech area, the cooking area, and the transplanting area.

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烹饪区是基地的核心。毕竟游戏就叫“饥荒联机版”。烹饪区的核心要素包含烹饪锅、冰箱、鸟笼、火坑。我个人同时也喜欢把帐篷建在烹饪区。并且我通常会建议我的沃姆伍德队友在烹饪区附近种地,这样更方便队友利用鸟笼。

The cooking area is the heart of the base. After all, the game is called Dont Starve Together. The core elements of the cooking area include crock pots, iceboxes, a birdcage, and a fire pit. Personally, I also like to build a tent in the cooking area. Additionally, I usually advise my Wormwood teammate to plant crops near the cooking area, as it makes it easier for teammates to utilize the birdcage.

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科技区最重要的是炼金引擎、智囊团、暗影操纵器。炼金引擎要尽可能快的建造出来以方便队友。暗影操纵器可以用万物百科跳过抓兔子的这一步。同时,科技区一般同时会承担储物的功能。

The most important parts of the tech area are the Alchemy Engine, the Think Tank, and the Shadow Manipulator. The Alchemy Engine should be built as quickly as possible to assist teammates. The Shadow Manipulator can be crafted by skipping the rabbit-catching step using The Everything Encyclopedia. At the same time, the tech area usually also serves as a storage area.

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考虑到有一条自然生成的卵石路穿过了基地,我就以这条卵石路为界限划分了科技区与移植区。移植区包含了基础作物、月岛作物与猴岛作物。地皮是去月岛的伍迪帮我带回来的。我队友甚至搞了一个水中木。同时,书架一般也建在移植区附近,方便读书刷资源。

Since a naturally generated cobblestone road runs through the base, I used this road as a boundary to divide the tech area and the transplanting area. The transplanting area includes basic crops, Lunar Island crops, and Monkey Island crops. The turf was brought back by Woodie from the Lunar Island. My teammate even managed to get a waterlogged tree. Additionally, the bookshelf is usually built near the transplanting area for easy access when using books to gather resources.

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在整个建家的过程中,我会尽力去追求美观性。不过快餐建家资源有限,并且不能为了美观而放弃实用性。而且在“基地美化“的这个方面我还有太多要学的。我经常会去学习别人的建家作品来找建家灵感,然后在一个快餐档里去实践这个灵感。这个过程给我带来了很大的满足感,也是我最喜欢玩薇克巴顿的原因。

Throughout the base-building process, I strive to achieve aesthetic appeal. However, resources are limited in Fast Food servers, and I can’t sacrifice practicality for aesthetics. Moreover, I still have a lot to learn about "base beautification." I often study other players' base designs to find inspiration and then try them out in a Fast Food server. This process brings me a lot of satisfaction and is the main reason I enjoy playing as Wickerbottom so much.

 

远古组实际游戏过程分享 / Ruins Group Gameplay Experience Sharing

Spoiler

 

本局游戏中我选的威尔逊这个角色,并且在开局的时候远古组只有我一个人。因此我要同时承担清远古和档案馆两个任务。技能点分配如下图。如果你有兴趣的话还可以随便点一些技能凑个胡须存储和暗影亲和。
In this game, I chose Wilson as my character, and at the start, I was the only one in the Ruins Group. Therefore, I had to handle both clearing the ruins and completing the Archives tasks. My skill point allocation is shown in the image below. If you're interested, you could also allocate some points for beard storage and shadow affinity.

 

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这局的地下地形相当的好:第一个洞穴入口就是蓝蘑菇林,从蓝蘑菇林出去就遇到了梦魇疯猪和远古,在探图上没有浪费任何时间。并且洞穴猴子住宅区只有一个。
The underground terrain in this game was exceptionally good: the first cave entrance led directly to the Blue Mushroom Forest, and right after exiting the forest, I encountered the Nightmare Werepig and the ruins. This meant I didnt waste any time exploring. And there is only one cave monkey residential area.

进入远古时的物资准备如下图。玩威尔逊时我不准备全清远古(时间与物品栏都不够),清远古的过程我尽可能的避免战斗。
My inventory preparation before entering the ruins is shown in the image below. When playing as Wilson, I dont aim to fully clear the ruins (due to time and inventory constraints), so I tried to avoid combat as much as possible during the process.

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击败远古守护者,顺便靠守护者之角回复血量与饥饿。在击败远古守护者后一位中途加入服务器的沃尔夫冈加入了远古组,后续的清远古与击败梦魇疯猪的任务我交接给了他,并准备前往档案馆。
I defeated the Ancient Guardian and used the Guardian's Horn to restore my health and hunger. After defeating the Ancient Guardian, a Wolfgang who joined the server midway became part of the Ruins Group. I handed over the remaining tasks of clearing the ruins and defeating the Nightmare Werepig to him, and prepared to head to the Archives.

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洞穴猴子从远古追到档案馆。
The cave monkeys chased me all the way from the ruins to the Archives.

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完成档案馆解密,不得不说这个解密游戏设计的是真的糟糕,相当无聊。
I completed the Archives puzzle, and I have to say, the design of this puzzle is really poor and quite boring.

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回到地上,与珍珠组和建家组交接,完成帝王蟹、天体风暴任务。
I returned to the surface, coordinated with the Pearl Group and the Base-Building Group, and completed the tasks for the Crab King and the Celestial Storm.

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最终击败天体英雄。
Finally, we defeated the Celestial Champion.

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珍珠组实际游戏过程分享 / Pearl Group Gameplay Experience Sharing

Spoiler


我做珍珠任务并不是非常熟练,只是对大体思路有个了解。沃托克斯的技能点分配如下图所示,顺便也体验一次沃托克斯那设计精心的技能树。本次我的本地模组中有一个叫做“降雨预报”的模组对珍珠流程有显著的优化和提升,能帮助我更好的规划送伞的时间。
I’m not particularly skilled at completing Pearl tasks, but I have a general understanding of the overall strategy. The skill point allocation for Wortox is shown in the image below, and I also took the opportunity to experience Wortox’s well-designed skill tree. For this run, I used a local mod called "Rain Forecast," which significantly optimized and improved the Pearl process, helping me better plan the timing for delivering the umbrella.

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前两天我在地上搜集给寄居蟹建房子用的物资。不得不说强抢袋的超低成本、武器捕虫网两用的功能真的相当方便,为我抓蝴蝶、杀蜘蛛等过程提供了很多的帮助。在这种大理石雕像的布景中可以同时搜集珍珠需要的地毯地皮和大理石。
In the first two days, I gathered materials on the surface to build the house for the Crab Hermit. I have to say, the Knapsack’s extremely low cost and its dual functionality as a weapon and bug net were incredibly convenient, providing a lot of assistance in catching butterflies, killing spiders, and other tasks. In this marble statue-themed area, I was able to collect both the carpet turf and marble needed for the Pearl tasks.

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远古组的队友找到了蓝蘑菇林的洞穴入口,在第三天我便前往洞穴准备获取椅子蓝图。在此之前我先前往了档案馆搜集了建房子所需要的10个月岩。
My teammates in the Ruins Group found the entrance to the Blue Mushroom Forest cave, so on the third day, I headed into the caves to obtain the chair blueprint. Before that, I visited the Archives to collect the 10 moon rocks needed for building the house.

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这次远古的地形较为复杂,我在几个猴子住宅区绕了好一阵子才找到家具区,并在那里拿到了椅子蓝图。
This time, the ruins’ layout was quite complex. I wandered around several cave monkey residential areas for a while before finally finding the Sacred Area, where I obtained the chair blueprint.

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回到地面后我和伍迪队友会和,他为我提供了充足的木板和盐矿、寄居蟹岛、月岛等关键位置的地形。
After returning to the surface, I regrouped with my Woodie teammate, who provided me with plenty of boards, and key locations such as salt area, the Crab Hermit Island and Lunar Island.

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10个任务 / 10 Tasks

Spoiler

珍珠任务——种花 / Pearl Task – Planting Flowers

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珍珠任务——晾干海带 / Pearl Task – Drying Kelp

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珍珠任务——送花伞(这一部分的功劳得归功于降雨预报这个模组
Pearl Task – Delivering the Flower Umbrella (This part was made much easier thanks to the Rain Forecast mod.)

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珍珠任务——修房子 / Pearl Task – Repairing the House

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珍珠任务——浆果丛(施肥用的是腐烂了的浆果)/ Pearl Task – Berry Bushes (I used rotten berries as fertilizer.)

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珍珠任务——打捞垃圾 / Pearl Task – Salvaging Trash

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珍珠任务——椅子(我忘记带燧石了,用灵魂跳跃到了月岛补了一点燧石)
Pearl Task – Building the Chair (I forgot to bring 4 flints, so I used soul hopping to go to Lunar Island and gather some more.)

20250317114404_1.jpg.1483ee050670a5646ab956a8d32f62ba.jpg

 

珍珠任务——钓鱼。甚至遇到了邪天翁 / Pearl Task – Fishing (I even encountered the Malbatross)

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世界天数为10时我获得了珍珠
On day 10 of the world, I successfully obtained the Pearl.

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不得不说沃托克斯的技能树是真的好用,尤其是在快餐档的这种环境下更是将角色强度抬到了一个很高的地步。不仅仅是做珍珠更加如鱼得水,快速探图、传送队友、搬运雕像、团队回血这几个方面也相当出色。
I have to say, Wortox’s skill tree is truly amazing, especially in the context of Fast Food servers, elevating the character’s ability to a very high level. Not only does it make completing Pearl tasks much smoother, but it also excels in fast exploration, teleporting teammates, transporting statues, and team healing.

 


Wrathful Rabbit king rework idea:

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So here is an idea for the wrathful rabbit king to make him more of a fair survival element for hapless newbies who may incur his fury.
Not a simplistic one, but one that is a fair punishment for a new player who gets thrown into an unexpected combat encounter like the tree guards.

  • Currently there is no way to negotiate with the rabbit king like there is to the tree guards.
  • A krampus style counter is somewhat punishing to new players who adopt simple winter survival tactics, but its baby mode easy for players who know how to fight.
  • Rabbits dislike murderers, so why is their king one (Even if his murders are justifiable.)

I propose three adjustments that make him more interesting as a character, and a better warning for new players to vary their food sources.

  1. The rabbit king will prefer to beat you within an inch of your life (Less than 1 hit remaining) instead of killing you when not pushed to defend himself. If you don't inflict serious harm (20% or more of his health, and you haven't triggered him in the last 20 days,) before he gets you to the killing blow on you, he and his guards have a mercy effect. He will warn you to learn to live righteously and give you 4-6 carrot seeds to correct your ways on a first offense in his domain, with capital punishment being doled out for repeat offenses.
  2. When the rabbit king stuns you, his guards will confiscate murderers belongings from you instead of pummeling/stunlocking you: Meat and the like. They will also hammer traps you have, as well as clothing made from rabbits.
  3. The rabbit kings threshold for mauling you can be improved by dropping/freeing rabbits to appease them.
  4. Cruelty for killing small rabbits is reduced at base. Cruelty for killing small rabbits while carrying more than 3-5-8 morsels is increased. Carrying rabbits while having many morsels has a temporary cruelty effect you can remove by freeing the rabbit when the rabbit king anger noise is played. Bunny tails count as 3 morsels for small rabbit cruelty.

My reasoning is simple.

  • New players struggle to restore health so being greatly injured is a more interesting survival challenge than just needing a revive.
  • As a warning the rabbit king is a radically different experience from the treeguards where there are many non-combat solutions, since he lacks a way of appeasing him, and the only way to run away is to switch shards. Being able to partially appease a rabbit king thats already attacking, or fully appease one who is upset with cruel treatment of rabbits in your inventory but hasn't spawned yet is good.
  • This exposes new survival tactics, as carrots are a great crop to use to try and survive winter.
  • The cruelty rework punishes new players who are barely making it less, but makes it so players who are greedy with morsels more readily encounter the rabbit king.

This makes the rabbit king a fair, but brutal mentor character to newbies as well as a survival challenge, rather than simply a combat encounter that a counter ticks off in the name of survival when really its just a farmable boss for veteran players. His inclusion as a character is more interesting and it reveals more about the game than it did previously.

Need help coming up with filling in the blanks of structure/items/spiders, something that affects all spiders to replace the second half of each alignment, and at least one more skill… any suggestions?

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skill tree:
 

(befriended nurse spider to unlock)
    •    Unbreakable friendship: Make decorated dens  not break when attacked and spiders in the  Bedazzled range only attack attackers and nurses spawn from tier 3 + decorated dens ground webs no longer reduce


(Befriend all spider types)
    •    Beneficial bite : teach spiders how to “chop/mine” with each having the efficiency of a pig by demonstrating it done normally so they make the connection between that and them breaking down stuff + they eat yucuse snot now when you’re stuck 
   


    •    Silk harvester: razors can be used to remove webbing from tiles dropping two

    •    Rapid Growth: Webber can upgrade dens with 4 silk instead of 5 silk
 
 


    •    Regeneration sensitization:increase stats from nurse spiders for Webber(15 hp)

    •    Nocturnally adept: partial night vision  (sense spiders walk around at night) only silhouettes  not enough to not be attacked by Charlie but enough to  see where your going, reduced sanity lose from dusk or night              60-80% during dawn and 40-60% during night.



    •    Deep den sleeper:Stats for sleeping in dens to 2 health and 3 health per second 

    •    No picky eater: Webber has the ability to eat pig skin, bunny puffs, or any non human edible meats that pigs and spiders eat for 50-60 hunger


 


    •    Den Relocation: Tier 1 dens can be picked up by Webber and relocated (affects Decorated Dens + can remove and relocate the stickers)(pulled from @JJ0264)

    •    Unnatural brood: You are now able to craft the itsy bitsy nest reusing the baby spiders from the forge and they fill up a Polar Bearger Bin like item called the itsy bitsy nest and they would act as distractions somewhat like the parasitic shading  but the victim wouldn’t be immune to damage they each could only be outside the itsy bitsy nest for a total of 8 minutes after that they return to the itsy bitsy nest and nap and they’ll need to charge back up before using them again so they hunger durability that can be refilled using meat, honey, or electric milk/monster milk similar to the eye mask, but you decide if,when,and how many you takeout at a time so you can have them out over the course of multiple days without needing to recharge them. If you’re smart about it, also depending on what beard skin you have on will determine what they look like  they would look like tiny versions of what spiders from a den that has a queen that looks like that beards respective Webber skin as well as the egg sack having the same color,you get 6 slots with 12-20 second cool down until you can spawn the next one and they would do 9 damage,have 7 hp, upon death one will respond every 90 seconds 
(You need this to craft other 3 crafts and after the first 4 uses you need to replace the den decorating set for five more uses each time you run out)
8 silk, 3 paper, and 1 spider egg, 1 den decorating set,24 health

Concept examples:

 


(like this except they smile like befriended spiders)

    •    Carecrafts :  (unnatural brood required)
?:

?:

homemade den: You can make a homemade den if you place a cookie in the homemade den it will turn 2 spiders into that type, every time the den has a spider added it lose 1% durability, you can find out how much durability there is by inspecting, and you can repair it using silk but maybe by 2-5%. it has 12 spiders with the inventory of a scaled chest but for spiders only, it’ll take 90 seconds for each spider to respawn it (and how it will respawn a spider after the 90 seconds is the lightning conductor purple gem combination will cause lightning to strike around up in the respawned to spider crawl out of the ground like rapid king as a reference to how you unlock Webber in solo Don’t Starve)
it will spawn that Webbing Wickerbottom spawns with Overcoming Arachnophobia around it, craft the homemade den  with some number of bone shards and silk to make a sort of kit when you add a purple gem, a lightning conductor and one use of the den decorating set, you could also call the spiders out of the den by interacting with it
And it can be broken using a hammer

 

    •    Silkcrafts:
Silk shooter: 
?:

Silk spindle:@blacknight7890 came up with an idea I re named it and changed its look but other then that it’s all there’s Learn to craft a 'Silk spindle', [like a giant spindle with spider hair and  a finial on it (with white string when silk is on it)] a structure that can be placed near decorated spider dens. Spiders will spin webs onto it over time, can be harvested for silk." [passive silk farming]

finial looks like this:



    •    Garden spider :farm like Webber does in the gorge and learn more from the gardeneer hat


(Icon borrowed from @BiddoBams’ Warly skill tree)
    •    Spider Goatherder: learn to milk volt goats that won’t be disturbed by Webber anymore and calm charged volt goats by feeding them any number of Wobsters, bananas,meat,Burch nuts, pomegranates,eggs, Asparagus, pumpkin seeds (doing this while not charged will make them follow you for a short period time to allow for easier relocation)


    •    Silk stitch: You can now repair things with silk like Winona’s trusty tape

    •    acidophilic arachnid: when in acid rain Webber gets: 

Attack Damage    Physical DamageTaken    Move Speed
+5%    -2.5%    +1.5%

    •    Queen decorator: you can now decorate spider queen that will give her all the same effects of a decorated den(if you have unbreakable friendship, decorations won’t fall off when hit and will only attack attackers), when fighting nearby, spider queen will send over befriended nurse spiders to your aid

    •    Animalistic arachnid: Webber has the same all fours running ability as Wilbur and wonkey, when you fight bare handed you use your claws doing double the normal amount of damage

    •     In the spirit of friendship: When dying with Webber will drop 2 spider glands, Webber can give players the shoebox and they could only use it for its calling off aggressive spider function

    •    Garden spiders:
Flame touched spiders:  has built in scale mail as well as can cook
Switcherdoodle: 2 monster meat, 2 silk, 2 fire nettle fronds

Concept art by @chenxx

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 Alignments:
 
     

shadow spider care:
 
The Queen will reward your loyalty with  the recipe to help your spider friends evade dangers

 2 monster meat, 3 silk, and 4 dark pedals
The shadow spider is a spider that will teleport like shadow creatures after attacking. They also have faster walking and attack speed then normal spiders, have 450 health, and deal 30 damage.

 
You can power spiders by using a new item called _____
After biting a mob That mob will receive 25 planar and normal damage for the next four minutes with mobs of the opposing alignment receiving an extra 10 planar damage per minute and the spider will lose they’re power until next time you power the spiders


 



Lunar spider care: 
 

The cryptic founder will reward your curiosity, with  the recipe to help your spider friends blitz dangers

 2 monster meat, 3 silk, and 4 lune tree blossoms 
The lunar spider is a spider that will move like greater gestalts when attacking (Wigfrid’s elding spear ability, but with a larger range). They also have faster walking and attack speed then normal spiders, have 450 health, and deal 30 damage.

You can power spiders by using a new item called _____
After biting a mob That mob will receive 25 planar and normal damage for the next four minutes with mobs of the opposing alignment receiving an extra 10 planar damage per minute and the spider will lose they’re power until next time you power the spiders


 

[Poll] On Maxwell's Book Reading Ability

About special equipment

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I have been playing Wormwood recently, and I just noticed/ realized one thing that I enjoy about him is that he has a character specific combat gear that incentivizes you to have a long term goal. I'm talking about the bramble shade and the brightshade sword perk.

 

When I was playing Woodie, I found his skills fu, but got bored easily coz I feel like I already have everything easily as he does not need any combat gear for his moose form, while he only needs to farm monster meat and you are basically good to go. I had zero reasons to make a bright smithy or shadow craft. This is also why I find some other characters more fun such as Wurt having certain gears that you can equip merm king to make him stronger, Maxwell needing tier 3 shadow gears to maximize shadow power, Wigfrid needing celestial champ to craft the full power spear, etc.

Another thing I liked about the Bramble shade is that it gives an older armor (the bramble husk) a purpose. And I find this a good idea since there are a lot of gears that we tend to ignore nowadays because there are better options already. For example, I almost never use night armor anymore since it is easy to get the repairable shadow armors or dreadstone armors. I believe it would actually be good for more characters to have a craft similar to wormwood's bramble shade. For example mixing a lighter + brightshade sword to make willow set enemies on fire while swinging the sword. Or wigfrid's shield + the eye of terror shield so the shield can be repaired with meat and maybe have a small aoe dmg. Or something like dark sword + alarm clock for wanda. Or night armor+ shadow cloak for maxwell to give 90% def on the shadow cloak, etc.

The Gnaw Sub Alignment

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This is an idea for a third sub alignment for Wurt's skill tree that could replace either the sensible swamp fighter or swamp pathfinder skills and would not be mutually exclusive with one of the other alignments. The Gnaw alignment would allow Wurt to summon Merms from across the land, like Merm King, at the cost of hunger.

This is how I imagined the skill would work:

  • You must have 5 skills unlocked, including at least 2 of the Merm king's quests skills.
  • Choosing this skill will give Wurt a higher hunger drain.
  • You will have a small cap of Merms to summon, and these Merms would be summoned all at once not one at a time.
  • The skill will cost you lots of hunger to summon and if you don't have enough, summoning will not be possible.
  • These Merms cannot interact with the shoddy toolshed/ armermry but they can wear regular helmets and benefit from king's blessings.
  • These Merms would also be permanently loyal to you until they de-spawn and can only be summoned once per day.
  • Pre Merm King, you would have access to 4 regular merms only, this would cost an enormous amount of hunger and would only last for maybe a few minutes.
  • Post Merm King, you can now summon only Merm Guards but the number of Merms summoned will be reduced to 3. However this would cost less hunger and would last for longer, say half a day maybe.

And that's it. I didn't want to make it too powerful or unreasonable, just something to use in a pinch, mainly for early game. Perhaps this skill is unnecessary but at the very least it would allow for The Gorge to be referenced again in Don't Starve Together.

P.S. pls buff the wetness skills,

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