Quantcast
Channel: [Don't Starve Together] General Discussion Latest Topics
Viewing all 27308 articles
Browse latest View live

About The Loyal Lovely Bouquet skin

$
0
0

Heart Spade and Lovely Bouquet. These two are Valentine's Day gifts from the previous two years, i really love them but i missed. Please consider adding them to the Klei Points Store. Then i can use points to redeem them.

P.S. The Klei Points Store hasn't been updated for a long time,and all previous Heart Collection besides them are on the store list. Coincidentally, Valentine's Day is approaching. Please really consider adding them.


Rift should focus on seasonal hazards next update

$
0
0

Rift promise us to greatly alter our world but it really doesnt, so i hope they are able to expand on this idea in one of the last two remaining update in this arc

Material for Future Webber Skill Trees

$
0
0

:snarlingspider: Spider Traits :snarlingspider:

(I am no expert on arachnid)

  1. Carnivorous by nature exploiting its fangs;
  2. Nocturnal but mind that they rely on their senses like vibrations, touch, and smell rather than relying on their sight;
  3. They always have 8 legs and usually have 0 up to 8 eyes;
  4. Glands related to status ailment ranging from slow, paralysis, and venom;
  5. Being ectothermic (cold-blooded), they can tolerate temperature up to around 43C and are capable to produce antifreeze-like compounds against low temperature but they'd still prefer comfortable 26C;
  6. Amazing jump ability related to non-nocturnal spiders;
  7. Nest type creature for at least making silk structures in contrast with whale which maybe has no decent structures to fit its size;
  8. DST only: Spiders are considered creature with low intelligence with no language abilities except for Webber since the boy is half human.

 

:snarlingspider: Spider References :snarlingspider:

  1. Broodmother from Dota 2 (giant spider form, decent exoskeletons, web, and capable of lifesteal);
  2. Elise from LoL (flexible form mainly in human form, nimble, web, and venomous);
  3. Spiderman from Marvel (human form, nimble, web, and spider sense);
  4. Quelaag from Dark Souls (human body with spider legs, wielding curve sword, jump and slam, and manipulating lava);
  5. Armogohma from Zelda (spider form, tough exoskeletons, crawling on ceilings, shooting laser);
  6. Dwarven Spider from Skyrim (spider form, tough exoskeletons, may explode);
  7. Any generic spiders with giant size or swarm or poisonous.

 

:snarlingspider: My Take :snarlingspider:

1. Webber should have aggressive playstyle with flexible survivability especially for night time;

  • No penalty eating raw meats (already implemented).
  • Able to perform jump like in DST uncompromising mod.
  • Anything but night vision to embrace nocturnal life.
  • Ability to make ball formed of spiders covering him for mobility and major slam damage (credit to the person who came up with this idea).
  • See if Webber may use 4 other limbs on his head.

2. More silk structures or equipment to put emphasis on half human, being the smartest spider in DST;

  • Tent with similar visual like hanging water strider nest but bigger.
  • Hammock? trampoline? cheap fishing nets? web walls between stone walls or trees?
  • 12 slots backpack with visual like Wortox knabsack, better function than piggyback but worse than krampus sack.
  • Hanging food storage for raw ingredients up to 25 slots or small ones but cheap cost.
  • Web trap for lord of the fruit flies or mosquito or any other small creatures.
  • Sticky lasso to grab items and immobilize foes.

3. More resistant to cold (already implemented through beard) and susceptible to fire (similar to wormwood - bad idea);

4. Current Webber has quantity or army playstyle similar to Wurt but lesser in many ways;

5. Issue with poison or venom (no mechanics) and verticality which a "spider boy" would shine if it exists in game (imagine a tower, other survivors need to climb the ladder or use stairs, yea Webber is already on the top);

6. Combining machine with spider is whatever because machine + anything just works;

7. I guess Webber will never have spider queen on his side, but then not fond of tens if not hundred of small spiders on the screen (noisy, messy, chaotic);

8. Extra generic boring abilities like:

  • Hardened exoskeleton for less damage taken (similar to Wig - bad idea).
  • Spitting sticky web ball for status ailment especially slow debuff (similar to Walter pebbles - bad idea).
  • Webbed turf for the hounds. :spidercowers:

 

 

:snarlingspider: What's your take on future Webber? :snarlingspider:

:snarlingspider: What kind of gaming experience do you want from future Webber? :snarlingspider:
 

marketing idea.

$
0
0

EDIT: This post is satire, please be respectfull and share your ideas too.


Hire like 10 modders to update the game but keep an eye on them. Make them work for free and only give them in-game limited edition item and 50 more so they can give them to other ppl.

Then create a battle pass per update that increases gift and spool acquisition, with limited edition icons, limited edition drops etc..

Create a DLC and only allow player with the dlc to enter DLC-worlds. Sell the dlc for 10 bucks and you got enough to pay the modders that you used to create the dlc and updates.

Separate the team into groups, each group will focus on one thing only, like a skill tree group, a enviroment/map group, a combat/boss group etc..

Release updates 1 group at a time, making the other group have +6 months to work on their update.

Allow 2+ players access to a klei dedicated server and charge them for it.

Allow us to impulse the amount of event chests that we get even further with the battle pass.

Bring back forge and gorge as a DLC, and charge 9.99 for each and 14.99 for both. and 29.99 for both plus all future dlcs, but make it limited and promise us atleast 3 future dlcs.

Wendy skill tree is.... bad?

$
0
0

My experience with her skill tree lately has been kinda underwhelming.

I got all pipspook upgrades because they're overpowered even though I believe it is a useless skill (could be only 1 skill instead of 3). Then I farmed like 4 pipspook and made like 20 nightshade nostrum, some vigor mortis and 8 distilled vengeance. But.. the only real potion I'll use on myself will be nightshade nostrum, and you can't convince me to use any other one because of how better the in-game hat options are.

Winter came, I got a tam o' shanter, now I don't need the wreath anymore, that's like anti-synergy. I eventually got a puffy vest because I wanted to force myself to use the feature, but then I needed to clear some spiders and spider queens, and fantastically, I can't use armor, insulation and the wreath at the same time. So basically I had to get a thermal stone. Then after I came back, I put the distilled vengeance on myself and.. It's extremelly bad, it only activates once every 10 seconds and it's 20 damage which is disgustingly low, and the shield is not even 100% absorption. Then the night came and my thermal stone got cold so I had to run with 20 hp because the distilled vengeance is bad, made a campfire, waited the night, and then came back for like 4 minutes of fight while kiting her and her spiders, only to not even get close to kill her because my thermal got cold again (campfires are really bad for heat, and I was away from trees).

Basically forcing myself to use this item is like a coping mechanism. You want it to work but it sucks. And It's the coolest thing about her skill tree imo, but it's too weak.

Would be way more fun to have the skill tree completely revamped so that they can buff the wreath a bit and make it better to use in fighting situations.

Another thing about the wreath is, once I killed cc, it simply made the item even more useless. WX-78 is a character that doesn't even need to waste the head slot to have infinite night vision, and he still has slots for movespeed even. But here's Wendy skill tree being super nerfed and underwhelming, making it unfun and very annoying to be forced to give up on her skill because of how bad it is. Simply speaking, the crown or brightshade helmet are better options than THE BEST POTION ON HER WREATH. Unequipping the thing will also remove the buff which is just one of the most stupid things I've seen in this game.

Making Lunar Abigail on the moon dial apparently has no animation for some reason too.

Take wormwood for example, he's someone that can make light day 1 with his lightbulbous bugs, and it last a ton. That's on his skill tree. He has a "plant" way to fix the same problem of having night attack us, and that's fun asf. Now if you compare that with Wendy, she also has her own way to deal with the night, but it costs literally the head slot, I'M BETTER OFF MAKING A MINER HAT AND MAINTAINING THAT. That's how stupidly nerfed she is at the moment.

Also, for some reason she can't store butterfly wings in the basket, nor any petal type. That should be a thing I believe.

The Unyielding Draught should give wendy atleast 60% armor for the duration period, and Distilled Vengeance should be a 80% armor with a 5 second shield that reflects 10 or 15 AoE damage. Klei, WE CAN'T USE 2 POTIONS AT A TIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIME, SO MAKE IT WORTH IT.

Also, there should be a synergy between Wendy and Abigail when both have the same potion. It would make the skill way more fun.

Honestly, just put the Wreath into a lock, and make the player choose the Wreath at the end of the tree. And buff the Wreath. Right now it's so sad to use it.

Vigor Mortis potion should give wendy atleast a 10% movement speed bonus alongside the slow protection.

The wreath should be Armor, Light, Area of Effect damage, Movement Speed and Healing all in one, at the cost of potions. And potions SHOULD NOT HAVE LIKE 5 SKILLS TO MAKE IT EASIER TO MAKE AND MORE DURABLE, THAT MAKES 0 SENSE. Potions should be HARD to make, and the wreath should be STRONGER.

It's like making a 100 meters race last 50 meters, but you get bronze everytime..........

It's like telling me I'm gonna work 3 hours a day instead of 6 hours for 1000$, but I'm gonna receive 250$ instead of 500$. Like dude I rather do 6 hours. I rather waste my time farming pipspooks longer than having a bunch of underwhelming potions in my casket that can only be used once at a time and are overshadowed by 11 year old ITEEEMS.

This whole skill tree is anti-synergetic. Literally 3 skills to give more mourning glory, 2 skills to buff potions and make them last longer, but the potions themselves can only be used 1 at a time, and the wreath is LITERALLY WORST than in-game items, making it just pointless to use.

This whole wreath thing needs a redesign. It's the coolest idea ever, but it's super unfun.

I used Gabi, and I believe she's fine, specially with the lunar blossoms in the sisturn, she does a nice damage to single targets. My only concern is how I can't even use the AoE on the Attack At skill.

 

Maxwell Memes: The Sequel

$
0
0

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.

Wormwood craft branch rework.

$
0
0

image.png.e7aa5f06b83f6731ec5f758ce9b7bdf1.png

A little rework of wormwoods crafting branch. This is a branch branch which should should encourage small dips into it because it makes wormwoods small time investing in crafting more viable, as most wormwood builds have a hard time freeing up even a single skill due to how long his skill lines are. Needing 4-5 skills to use a branch, but also requiring a skill point to invest in any branch is a harsh cost to pay. (I would be down to make wormwoods first skill a base kit perk, as its a forced skill for all wormwoods so it practically is base kit, but I'll avoid arguing it too much here.)

So branching out the branch like this reduces the cost of most crafting strategies from four down to two or three does a lot to make crafting wormwood a lot more interesting, useful, and less expensive. So wormwoods who  make sacrifices can do interesting crafts. There are two things I need to explain still that aren't self explanatory from the image, so let me get into it.

First is a merge of the berry skills so its not RNG which is useful on a given world, the second is a bit of a weird one that is a new skill:
Seastack Souvenir.

  • Learn to duplicate sea sprout starter kits using super growth formula and lichen.
  • Sea sprout starter kits can be improved with 8 rocks to add a sea sprout rock to it. This converts the starter kit into a heavy carriable object that can be planted with fewer restrictions.
  • Boulder rooted sea sprouts can be planted anywhere sea weed enemies can live, but they can also be planted in fresh water. Sea sprout boulders plug fresh water sources, but can be lifted our of the pond as a heavy object once more.
  • Sea weeds grown in fresh water Initially starts enraged, attacking even wormwood, and must be pacified with repeated applications of growth formula, but once its been pacified it becomes a domesticated sea weed that is only hostile to creatures that would attack wormwood while not also being aquatic.
    • Unlike winownas catapults, you can't aggro them on a butterfly patch and watch them farm forever. They aren't willing to act offensively like a catapult.
  • Domesticated seaweeds become dormant in the winter, and give lichen in addition to the freshwater barnicles in the cave ponds.
  • Domesticated seaweeds must be relocated to to enable to pond to be used for fishing or watering cans once more, but become enraged again if left dry before dying and reverting to being boulders and a starter kit. Watering or fertilizing them delays their enraging.
  • Domesticated seaweeds enrage if they go 60 days without being fertilized if no wormwood with seastack souvenir exists, or they are replanted planted in salt water without having been fertilized in the past 20 days (Going feral.)

    Alternatively, wormwood can use fertilizer to gather small numbers of seedshells from seaweeds, but domesticated seaweeds are completely passive to everything when not enraged, offering no defense but instead giving a source of a new type of distinct weaponry. Or both because its still a high work to utilize skill so it giving a strong benefit is likely fair.

I just find this concept interesting for letting players utilize a resource I've genuinely never seen get mentioned, and enabling a basing style where people can, with a considerable amount of travel time and effort, terraform frog hell into a home with unique benefits, resources, and defenses.

Now, I will acknowledge that a skill like this might work better as a capstone, as its better than the monkeytail/berries skill in a few ways (Overall power, uniqueness,) but I tried to balance it by requiring more complicated resources, and having greater restrictions on how it may be used (Requiring bodies of water to keep it functional.) I would be cool with discussing ways to improve the rest of the branch, but I was more interested in drafting a replacement for one of the duplicate berries skills that I'm advocating for merging.

who is missing?


Any way to keep getting earthquake loot post-rifts and pillars?

$
0
0

I love cave basing, because of earthquakes where the entire ground becomes rock and stone pinata

But post rifts you kinda have to have pillars up because the bigger boulders become destructive

Any way to keep earthquakes in megabases post-rift (apart from not starting cave rifts)

Any creative methods?

I tried living with post-rift earthquakes but it is not as fun as pre-rift quakes (you also have to mine instead of having moles picke em up)

Questions for megabasers as a newbie

$
0
0

Mega basing is extremely fascinating and cool to me, and I wanna get into more heavily, but there's certain struggles I've come across that I'm unsure how to counter, anwsers and tips would be extremely appreciated, aswell as other possible help that wasn't mentioned here <3

1. How do i deal with moose goose spawns and ponds? Ponds with moose goose nests are quite numerous and they are often get in the way of my builds, I often envision making cool setpieces around ponds but I have no idea how I'd prevent moose goose from just stomping and destroying all of it. 

2. How to incorporate pigs/make a pig village without the ravaging everything on a full moon? one of my favorites and biggest builds I've done so far was a pig village, I spend quite a while on it and was super proud... Then one fateful night on a full moon, I took a stroll through it and saw them demolishing all the fences and walls, and I could only watch really. 

3. What the hell should I do in all of winter? Snow is so annoying and being unable to see turf is so demotivating and makes it impossible to do some proper building ): I don't wanna disable rain because I think it's a cool mechanic, and constantly turning rain on and off and on and off is a little tiring 

About KLEI: Crabpack and the Giveaway experience.

$
0
0

I recently won the code for the exclusive Crabpack (Backpack) skin in a Twitch stream giveaway of streamer XY. Before this, I was going to participate in a boss-run tournament of streamer YZ to (most likely) win the code.

Spoiler

image.png.b3aa8f14bbe379b9c0ff8f9f3ef4de25.png

While I am grateful for the Crabpack skin that I got for free without spending a single dime toward Klei or any streamer, I cannot describe the experience of giveaways as pleasant. To my knowledge, the gift codes are distributed between Klei's selected ambassadors (amb),

  • if I wanted to participate in a giveaway, I often have to join in streams that are outside of my available hours and/or by streamers that I don't particularly enjoy and/or streamers speaking different languages altogether.
  • when I join a stream, the giveaway criteria are sometimes arbitrary and not exactly guaranteed throughout the long duration of a stream. Streamers often draw the prize only after X hours, or when Y condition is met. The Y condition is especially ambiguous since you can't know when it will happen or if it will happen at all.
  • some conditions feel.. degrading/undignifying. Usually, to enter a giveaway, you just have to type in !ticket or a keyword, and the winner will be drawn later. And I am okay with that. But sometimes streamers ask you to do things and then announce the winner, all in a short window. Looking at chat performing those tasks together to enter the giveaway, I feel like we are [redacted] trying to earn that Crabpack. I understand that I am being personal, and it's only my mind that's making the connection, just that I can't help but feel that way. You can look at it as the streamers engaging with their community in a wholesome manner, and it is completely fair. I just happen to look at it differently.
  • the boss-run tournament I mentioned is the only guaranteed chance I've seen so far between all of the amb. But even then, I think it is quite exclusive to those who play the game at a higher level than the others, even if it's only a little bit better. The chance is guaranteed so of course you'd have to put in more of your effort and skill, and you deserve it, but it can feel alienating to a different group of players. (This is not the only Crabpack event by streamer YZ though, there are more chances for everyone)

I understand that the giveaways are meant to boost viewerships for Klei's amb (partially), but I don't think it's a healthy direction for the community to be going,

  • I enjoy watching streamer XY, so I had little problems with giveaways. But if someone is not particularly fond of the streaming format, or can't tune in to a long stream at all, which is a definitive fact since there are X or Y conditions before the winner is drawn, participating in these giveaways can be draining.
  • I've seen streams of amb where people just frequently type in !ticket !crabpack !giveaway etc. etc. instead of interacting with chat and the streamers. I've seen smaller, non-amb streamers putting no crabpack or no giveaway etc etc in their stream title, which is heartbreaking to think about especially when seeing their exceptionally low viewer count. There's no denying Klei's amb program and now the Crabpack event have been siphoning off potential from smaller content creators.
Spoiler

by u/Tiberian39

image.png.31463fd71069fae4f8dc40a82618617d.png

  • when you present a cost-free way (at least money-wise) to acquire an exclusive, limited-availability item, people will experience the fear of missing out (FOMO). "since it's free, I might as well join", "since it's free, I might have a chance", "I don't know when this chance will come again, so I must take it now" etc. etc. FOMO has never been sustainable, it drains the community by "forcing" them to perform actions that they don't particularly enjoy, and put everyone in a competitive mood for a prize (I think). What is the point of high viewership when some or most viewers can hardly enjoy the time?
  • yes, I do know that Klei only distributes the codes, it's up to the amb to then give it away however they like. And I feel like that's precisely the problem, when amb tries to squeeze the most viewership out of those codes, rather than genuinely engaging with their community. Again, however they like, but I am free to speculate on it. 

I'm not the best with words, and all of this is personally speaking. I tried my best to leave out any information that might single out specific creators, and used neutral language. It is not my intention to criticize creators or draw negative attention to you. I apologize if things do go sour. This is to raise the problem about how Klei is handling the Ressurection event specifically, and the Klei ambassador situation as a whole.

Again, I am grateful for getting the skin, but I would've just as happily paid for the merch and then received the code. I believe many feel the same way. I am not making this post to be entitled and want Klei/amb to just give everyone a code. This general problem has been raised before, and the team has acknowledged it. Now I want to bring it back up after the event has been going on for a while. Again, I believe this is not a healthy direction for the team and the community to be going.

I have been thinking about this, but I struggle with medical memory deficits so I might have left out some things. Feel free to chime in and speak your mind.

edit: Some clarifications,

  • Do I have to have the Crabpack? No.
  • Am I forced or Do I feel forced to participate? No.
  • Do I lose anything monetary-wise when I participate? No.

But if someone does want the Crabpack, which is understandable because it is genuinely a good skin and the novelty is attractive, they shouldn't come out of this experience drained and dissatisfied.

Unless destroyed by the player, destroyed buildings will leave behind "wreckage" with no collision, which can be rebuilt by spending the necessary materials.

$
0
0
  • This would relieve 90% of the stress for me when base is destroyed by mobs.
  • This would prevent situations where you can't restore your base because there are no players with a specific skin currently on the server.
  • Wreckage can be destroyed with a single hammer hit, and it would be nice to have something like a bomb that can clear large areas of wreckage at once.
  • Wreckage can be roughly represented as "a pile of wood," "a pile of stones," or "a pile of wood and stones," so there is no need to prepare a large number of images.
  • Personally, I think this will help player to be a little more tolerant of enemies that destroy base.
  • Burn marks will also follow a similar specification

[Game Update] - 660872

$
0
0

Changes

  • Wortox may now place Souls into a Soul Jar when they are in a Soul Echo timer if there are at least 2 Souls in the inventory. This will act like you opened the Soul Jar first and expire the timer.

Bug Fixes

  • Fixed Luminous Wrath’s planar damage sometimes persisting after the Elixir effects are over.
  • Fixed Gestalt Abigail “Attack At” command’s diminishing damage not affecting planar damage.
  • Fixed Gestalt Abigail sometimes deviating from her target position during the “Attack At” command.
  • Fixed being able to interrupt Abigail’s unsummoning state by using a command.
  • Fixed Wortox's skill icons that add crafting recipes to have the corner crafting symbols used in other skill trees.
  • Fixed being able to mutate Abigail in the caves.
  • Fixed Blessed Sisturn I skill effects not being properly disabled when the skill is disabled.
  • Fixed new Masquerader skins not having quotation marks on their quotes.
  • Fixed Lurking Nightmare sounds not having their volume adjusted based on distance.
  • Fixed Spirit Vessel’s placer not being accurate to the stored Headstone visuals.
  • Fixed a crash when deconstructing a burnt Chest.
  • Fixed Warly's Masquerader, Moonbound, and Candy Man skins lacking the beard sprite art when facing up.
  • Fixed Wortox's Knabsack picking up items that are on fire.
  • Fixed Bigspook scrapbook image looking like a regular ghost.
  • Fixed Headstone placer not showing the grave visuals.
  • Added missing Gilded Depths Worm Figure and Sketch crafting recipe descriptions.
  • Fixed occasional crash when using Abigail’s attack at command.
  • Fixed Hound and Depths Worm attack waves sometimes happening twice for a player that entered or exited the caves, or rolled back the server, during the warning period.
  • Fixed being able to plant on the following turfs: Ancient Stonework, Ancient Flooring, Ancient Tilework and Ancient Brickwork (and imitations). This also makes world regrowth not happen on them.
  • Tweaked Inthralled Corpse death to look more like the player death and also fixed the Skeleton not having the proper player information.
  • Fixed ice tile’s “save players” logic causing players to actually drown most of the time by trying to put them in an unexisting ice floe.
  • Fixed misplaced and duplicated minimap icons on clients, caused by map revealing objects like Ocuvigils.
  • Fixed being unable to catch fish in the ocean in some situations with distances being too far.

View full update

A suspicious marble should be guaranteed to spawn next to the sculpture set piece

$
0
0

There are few things I think could be added to the game that would undoubtedly make the experience better for every type of player, and to be honest, I think making one of the three suspicious marbles be guaranteed to spawn next to the set piece with the sculptures (within 5-10 tiles at least) would make the game better for everyone:

-For most normal players, simply reducing the potential time that has to be spent finding the marbles by a third would help take away some of the tedium that comes with one of the least interesting parts of the game, while still requiring exploration for the other two suspicious marbles. This would also hopefully make the process of assembling the sculptures less reliant on beefalo, since a lot of people simply don't like having to saddle a beef just to use it for a couple days and then abandon it somewhere. The game has already been giving players more options for this (with Wolfgang's refresh and Wortox's skill tree giving them the ability to move heavy objects with no penalties), so giving characters who don't have these abilities a small leg up to make it more viable to move the sculptures without a beefalo (since you'd only need to move 2 instead of 3) would be nice to see.

-For completely new players, this would help remedy at least a bit the common complaints about the unintuitiveness of the Fuelweaver questline. I remember when I was a new player I was unable to put 2 and 2 together that the marbles were meant to be attached to the sculptures, since I would frequently find them hours apart, and frankly, both the knight and bishop heads barely look like what they're supposed to represent and the rook nose looks like anything but a rook nose when it's dropped on the floor, and I ultimately had to just look up what they were supposed to do. If a new player came across the sculptures, mined them, and them immediately after saw one of the suspicious marbles, they would be significantly more inclined to see if they could attach them and that would give them a tasteful clue that they're supposed to find 2 more of them, which is exactly how this kind of sidequest should be designed.

-For more experienced players, particularly those trying to do the shadow pieces on day 21 while multitasking other objectives, the sculptures are simply insufferable because you either find them all pretty quick or they spawn in the most random corners of the world imaginable, particularly in worlds with only 1 statue set piece. This would make that experience less frustrating without taking away from the fact that you have to explore to find them.

-For speedrunners and very advanced players, this would make it vastly more consistent to fight the shadow pieces before day 21, especially for characters other than Wortox and Wolfgang, without taking away any difficult aspects or infringing on how anyone else plays the game.

Spoiler

inb4 “you speedrunners are insufferable, you just want the fun taken out of the game and you think the developers should listen to your every whim!!!”

 

The many problems with Warly, and what his skill tree should improve

$
0
0

I know it, you know it, the devs know it, everyone knows it: Warly's skill tree is going to be in the next batch, so I thought it would be a good time to get my feedback in now that the skill tree is likely still in its early concept stages in a concise and constructive manner so that Klei will have time to see it and consider it, alongside any replies to this thread that add more feedback than what I provided. This post will obviously be very long so I broke it up into sections.

—-----------------------------------------------------------------------------------------------------------------------

Warly is not a very popular character, and I fear that his skill tree will have a similar problem to Winona, where she had a notorious lack of a dedicated playerbase (at least here on the forums, but she wasn't exactly many people's favorite character even outside of the site) and thus relatively little feedback was readily available to the devs about what direction the tree should go in. I'm not bringing this up to say her skill tree was bad, but rather that it felt very disconnected from her base kit, like the developers didn't really know where to start with her and essentially just gave her a bunch of stuff locked behind skills unified under the general theme of “builder”. Warly is very similar to Winona in many of his core issues, and he's a character who I really want to be good, but if Klei don't have feedback to go off of they might not know what to do with the character and his tree might end up being a bunch of craftables that have nothing to do with his base kit, while doing nothing to improve upon it.

In my view, there are three main problems with Warly: His mechanics do not match his intended playstyle, his upsides are extremely underwhelming, and the player has a notorious lack of control over accessing his upsides. I will go over each one individually and provide my suggestions about how each problem could be addressed.

Right away, there are some expected responses I want to address before I begin my analysis:

Spoiler

Warly is a character who flourishes in the late game. Not every character needs to have upsides that are accessible from Day 1.
I agree, and that is not what this thread is about. I'm not asking for Warly to consistently be able to mass-produce volt goat jelly from the second he spawns in; I understand that progression feels good and it's great that DST has characters that are more focused towards that. This isn't one of the problems I'm talking about.

Warly simply has a unique playstyle: It's fun to earn my power, and his downsides are significant enough to shake up my playstyle, and that's all he really needs to be, even if he's not very strong from a time-efficiency perspective.
I also agree, and none of the things I will suggest in this thread will take away anything that Warly currently has. If anything, I'm looking to make suggestions that will further improve his character fantasy. If you play Warly frequently, I would appreciate extra perspectives about my suggestions because I'm obviously not perfect, and the last thing I would want is for Klei to take away things that people enjoy, like they unfortunately have in the past with a handful of characters.

Warly is already very strong; any buffs would potentially push him over the edge.
Character strength is completely subjective: some people value safety, some people value convenience, some judge things strictly by time-efficiency, and your own personal skill level affects your perspective tremendously, making it so that a large group of people can perceive a character as being straight up overpowered while another large group of players can perceive them as underwhelming.

Warly in particular is very similar to pre-buff Wortox in that to a certain group of players (particularly those who are experienced enough to survive comfortably but not experienced enough to kill the major bosses without expending a ton of resources) he might seem very powerful, specifically because his upsides are excellent to help those kinds of players kill bosses. I understand I’m inevitably going to rustle some feathers at the mere suggestion that Warly could use a buff, but the truth is that the majority of his upsides simply fail to be appealing to a large number of playstyles in terms of cost, time savings and/or convenience, and I hope that I can present a solid case to explain this in the following sections.

And yes, I’m aware that in extremely late game endless servers (in the thousands of days) you will find chests full of spiced jellybeans and bundles full of volt goat jelly, which allow all players to buff up and kill bosses with a sneeze, but this really doesn’t mean anything in terms of character strength; even if Warly’s dishes and spices cost 10 times as much this would still continue to be the case, since ultra-late game players simply enjoy the process of stocking up on luxuries such as this.

Warly is simply meant to be good in a team; he’s a support character.
For starters, I personally find that trying to fit DST characters into “roles” is one of the weirdest things this community frequently tries to do. All characters (except Wes) have combat abilities at least on par with Wilson if not better, all characters (except Wes) are just as good at gathering resources and food as Wilson if not better, and all characters (including Wes) can explore the world as fast as Wilson if not faster. Additionally, shouldn’t skill trees provide the option to expand characters beyond their stereotypical roles? I don’t see why some people insist Warly should be nothing more than a basesitter who cooks food and tends to farms 24/7 when he is just as capable as playing the rest of the game as any other character.

Additionally, the statement that Warly is simply “better in a team” is pretty much just wrong by every measurable metric. Most people would point towards his ability to buff his teammates, but damage multipliers inherently have diminishing returns: The jump from x1 to x2 far exceeds the time and resource savings of any other jump; even if you give 2 teammates volt goat jelly before a fight, that only turns a x3 damage multiplier into a x4 multiplier if the target isn’t wet, a negligible damage increase considering bosses tend to melt with more than 2 or 3 players already. Other people might point towards the stereotypical Warly player that stays at base cooking food, but Warly is objectively worse at this too. Warly has no upsides that let him gather ingredients faster, he has no farming related perks, and he has a hunger drain multiplier and dietary restrictions, meaning he’ll actually be eating more of the food supply than any other character staying at base. Yes, his crock pots cook food slightly faster, but this is offset by the fact that his teammates can’t use them, making them paperweights that cost just as much as regular crock pots (if not more) once the Warly player disconnects.

With that out of the way, allow me to discuss the problems with his kit one by one:

His mechanics do not match his intended playstyle

Spoiler

With a portable crock pot, a cheap portable ice box (ish), lower stats when eating the same foods, and being a character originally from the shipwrecked DLC (where he was supposed to be a sort of nomadic chef and not much more), Warly is very clearly meant to be a character who encourages cycling through a variety of crock pot dishes to avoid repetition while gathering ingredients along the way instead of being restricted to a static crock pot location. Have the developers ever explicitly said this is Warly’s intended playstyle? Maybe, it’s 1 am and I’m not in the mood to look through dozens of threads from 2019, but this is at least how the majority of people who’ve never played Warly would describe his character fantasy as.

However, anyone who’s played Warly for more than 10 minutes knows this simply isn’t the case. Warly’s kit does not encourage variety; it encourages repeating low-cost, high-hunger dishes, and this is due to the way it was implemented. Warly’s food memory lasts for 2 full days, and within that timeframe he loses exactly 180 hunger points due to this increased hunger drain. This means that when playing as Warly, you’ll want to consume 180 hunger’s worth of crock pot dishes every 16 minutes to avoid refreshing the memory timer.

This system makes it disproportionately more difficult to live off low-hunger dishes when trying to not repeat dishes: If you’re trying to cycle between 37.5 hunger dishes (which is how many people who haven’t played Warly envision playing him as) you would need to cycle between 5 unique dishes with that hunger value every 2 days just to slightly surpass the hunger requirement. Sure, ratatouille, fistful of jam and pierogi are easy dishes, but past that point they start requiring slightly more unique ingredients which is why nobody plays like this; contrast that to simply eating a meaty stew and a meatball or a meaty stew and a honey ham, which provide more than enough hunger for 2 days and are significantly easier to gather.

However, what if we do allow repetitions? Warly’s repetition system is extremely lenient towards high-hunger dishes while heavily punishing low-hunger dishes disproportionately. The first repetition applies a negligible penalty, and so does the second one; eating 3 of the same dish only punishes you by making you miss out on 0.3 of that dish’s stat values. Everyone knows about the double meaty stew strategy, which is by far the easiest way for Warly to live while also being incredibly cheap to mass produce, since the 10% penalty on the second meaty stew is meaningless. Meanwhile, if you tried to live off a single dish with a hunger value of 37.5, you would have to eat that dish 9 times every 2 days. Even spamming meatballs is a viable strategy in comparison; eating 4 in a row will give you 209 hunger points and only penalize you with a loss of about 40, which is much more reasonable than trying to cycle through that many low-hunger dishes.

Heck, even if you’re limiting yourself to only dishes with 37.5 hunger, it’s still much easier to eat the same two of those dishes 3 times every 2 days, allowing you to easily bypass needing 5 unique ones, with a hunger gain of 202.5 and a loss of only a measly 22 for every batch of 6 meals eaten since the penalties are basically non-existent when divided between more than 1 dish. If it isn’t clear yet, a wide variety of low-hunger dishes, which many people think Warly is encouraged to gather, are actually actively punished more than using a limited range of low-hunger dishes or a single high-hunger dish. This is a problem because it is an inherent contradiction with Warly’s design. Warly should encourage variety, not punish it.

So how do we fix this? “Just nerf the high hunger dishes” I can already hear a bunch of people replying, but the problem isn’t the high hunger dishes being too good, it’s just the way the food penalty is implemented. I think this isn’t that difficult to fix, though; not long ago I asked around the community for people to help me find a sweet spot for a new food penalty system, and I think it can be fixed with a relatively small rework:

-Keep his max hunger and increased hunger drain the same.
-His repeat penalty is no longer a static 2 days for every dish, but scales with the dish’s hunger value. I suggest a conversion rate of 19.2 seconds for every hunger point the dish has.
-Warly now gains extra stats the first time he eats a dish, just like in shipwrecked, but the repeat penalties scale much more aggressively. +25% to all stats as the first bonus could be good, with 0.75/0.5/0.25/0.1 being the progressive repeat penalties.
-Food can be inspected to get an accurate quote indicating the time left until it can be eaten again, and food that gives the bonus will have a small sparkle effect in the inventory (to avoid unintuitiveness).

So what does this achieve? This would essentially fix every problem I just mentioned while actively encouraging dish variety to get the most out of the stat bonus. The conversion rate would work in such a way that 37.5 hunger dishes could be repeated every 1.5 days (faster than the current repeat penalty), 75 hunger dishes would take 3 days (slower than the current system) and 150 hunger dishes would take a full 6 days to be forgotten. This would overall make it more difficult to live off high-hunger dishes, which might seem like a nerf, but this carries several buffs to a Warly player who already prefers variety: Even with 150 hunger dishes, if a player were to cycle between Meaty Stew, Tall Scotch Eggs and Bone Bouillon every 6 days, they would get 50 minutes’ worth of hunger from the 3 dishes combined, thanks to the extra hunger boost, compared to the 40 they would receive in the current system, while also receiving the extra health and sanity that every crock pot dish gives.

This still wouldn’t make it entirely impossible to repeat dishes, as even with the hypothetical numbers I provided you could do so with good results in some scenarios, but that’s not really the intention. The point is that you won’t even want to repeat dishes (even then, this would make it basically impossible to live off just meaty stews or even honey hams since Warly’s 250 max hunger would make it impossible for the food memory to ever reset). Consider the way this would interact with low-hunger dishes instead: For starters, Warly can now comfortably live off cycling three unique 37.5 hunger dishes, which would provide 140 hunger points (as well as increased stats) every 1.5 days, which fits his character much more nicely than the current system that either requires 5 unique 37.5 hunger dishes or 2 repeated dishes.

Additionally, this would open up interesting interactions with dishes that Warly would otherwise have no interest in using: Consider trail mix, a dish with 12.5 hunger that restores 30 health; under this new system, Warly could get 37.5 health out of it every half day thanks to its low hunger, making it an even more excellent choice for healing in the early game for Warly players. There’s also soothing tea, a dish with 0 hunger, which would essentially always get a slight boost to the initial sanity upon consumption thanks to that. Banana pops would likewise restore 41 sanity and flower salad would restore 50 health, both every 0.5 days, making these otherwise overlooked dishes compelling options for frequent stat restoration.

Would this make Warly easier in some scenarios? Yes, and I’m aware that some people may not like that, but I think Warly could really use it. Not only are the repetition problems and the lack of variety encouragement fully addressed, but this also fixes the problem of Warly’s higher hunger requirement being a downside that cannot be avoided through any means, as the increased hunger from unique dishes would perfectly counteract and actually provide slightly more effective hunger out of the equation compared to a default character (e.g. a fresh meaty stew would feed Warly for 2.08 days under this system, a little bit more hunger than the 2 days for other characters; in the current system it only feeds him for 1.66 days).

That essentially marks the end of the analysis of his hunger downside, but I would also like to use this section to discuss two other issues with his kit I hope can be addressed, either via the skill tree or via base changes:

-The chef pouch is really not good. Some people wrongly believe it’s “half as effective” as the ice box because it slows down food spoilage by 25% instead of 50% but this is not how it works. A food item that lasts 10 days normally will last 20 inside of an ice box, but it will only last 13.33 inside of a chef pouch, a negligible increase when you consider that it’s only half of that due to spoilage in reality. I’m not sure how to change the chef pouch, but a suggestion I saw was to essentially turn it into a budget salt box, limiting it to only holding the same ingredients the salt box can, but with higher capacity than a backpack and a proper 50% or even 75% spoilage reduction. This would further encourage the character fantasy of foraging for a large variety of fresh ingredients since inventory space would be plentiful, and I really hope the devs consider this.

-A portable crock pot sounds amazing in theory, but in practice it’s insufferable to have to stop and stare at your screen for what feels like minutes at a time just to have the privilege of eating, which other characters don’t have to go through. Yes, it does feel rewarding when you plan ahead in such a way that you cook your food in advance while doing other actions like mining or fighting, but this is the exception rather than the norm. Please let us use the crock pot in the inventory, this would go a long way towards making Warly feel less awkward to play and further incentivize his intended nomadic gameplay for all types of players.

His upsides are extremely underwhelming

Spoiler

This section is inevitably going to be a controversial one since even in the year of 2025 there are still people who get inexplicably upset at the simple suggestion that Warly isn’t some meta-defining S tier character, and I’m not expecting to convince everyone, but at least I can try to explain why I think that almost all of Warly’s dishes do not reward the player enough for the time and resource cost necessary to make them. To keep things simple, I’ll start with the non-buff dishes, then the buff dishes, then end with the spices.

 

Non-buff dishes (these are not really that relevant):

Puffed Potato Soufflé: Ok, we’re starting on a bit of a tangent here but I just have to rant about this dish. Back in shipwrecked when this dish was called sweet potato souffle the point of it was that sweet potatoes could be picked up like carrots in certain islands and eggs would literally fall from jungle trees, thereby not requiring any sort of setup to make it. Was it a good dish? Not really, since as far as I know it just competed with pierogi which was made with arguably fewer ingredients and restored twice as much HP, however I think in DST it somehow has even less of a niche. Not only does it still compete with pierogi, it now also competes with creamy potato puree and fancy spiralled tubers, both pretty much better options, and it recovers less health and hunger than just eating the cooked potatoes (if you’re thinking about giving it to your teammates). This dish is a little fish in a big pond, and I don’t think I’ve ever seen anyone make it. I think a simple stat buff might be good enough to give it a niche, it just wouldn’t be all that interesting. 40 health and 62.5 hunger would be more in line with the cost of the ingredients, although it wouldn’t feel like a proper exclusive dish either way.

 

Moqueca: This dish is whatever at the moment since it’s basically just a late game luxury, but it would be indirectly buffed by the suggestions described in the third section of this post.

 

Monster Tartare: Simply a punishment dish at the moment, but if my suggestion of extra stats on the first consumption got implemented this dish would receive an interesting niche, as if I’m not mistaken the first consumption of dishes in shipwrecked actually reduces negative stats as well (please correct me if I’m wrong here). This would make it reduce less health and sanity while buffing its already fairly high hunger, making it an actually decent option for Warly players to complete a food cycle when they only have monster meat around.

 

Fresh Fruit Crepes: Rant time again; this dish requires 1.5 fruit value, which wasn’t a problem in shipwrecked since both coconuts and bananas (obtainable in the starting island) had a fruit value of 1, but this is a problem in DST because fruits with a value of 1 aren’t easily accessible in the early game (you need bananas, big glow berries, or farm fruits). This was clearly meant to be an early game dish in shipwrecked that rewarded Warly extra for luckying out with butter, so it'd be nice to reduce its fruit value requirement to 1 to make it more in line with its original niche.

 

Bone Bouillon: Actually fine for what it does (cleaning up other player’s skeletons, and mass produceable by letting fish rot iirc), and it’d be indirectly buffed for the early game with the suggestions described in the third section of this post.

 

Buff dishes:

Grim Galette: This was a dish that sounded interesting when Warly first got added, but unfortunately its upsides simply never come into effect at the stage of the game where you have the dish. Its intended use case is to allow players to either heal from sanity restoration sources or to recover sanity from healing items, but unfortunately the fact that it requires both onion and potato, two crops that you won’t have a lot of until the mid-game, severely restricts the situations in which you’d make this dish. Potatoes and onions don’t grow naturally, so the only way to use this dish at the right time would be to carry it with you in preparation rather than to make it on the spot, but the problem with this is that at that point there’s no reason not to just carry more healing or health items, such as creamy potato puree.

I understand that some people would like to imagine there are interesting clutch uses of this item, such as giving it to a Wormwood buddy when his health is low for him to recover sanity from planting stuff or whatever, but I’ve never seen these types of situations expressed as anything other than hypotheticals. However, I might have a controversial suggestion that could make this dish much more interesting: Ditch the veggie requirements altogether and make this dish able to be made with just 2 nightmare fuel and 2 twigs. Since nightmare fuel can be obtained anywhere, this means you could obtain this dish anywhere and cook it on the spot on demand, thereby significantly increasing the chances you might encounter a situation where it’s genuinely useful. It’s raining in the ruins and your sanity is extremely low, but you have a bunch of healing salves on you? Kill those 2 crawling horrors, make a grim galette real quick and you’re suddenly at full sanity and can heal back up from the damage. I still wouldn’t consider this dish to be all that useful but at least it’d be fun to come up with use cases for it when you need it the most.

 

Glow Berry Mousse: Hands-free lighting sounds cool, but if you actually try to use this dish you’ll quickly notice its light radius quickly diminishes to the point where it’s less than a magiluminescence, and that makes you have to constantly reapply it to get the bigger light radius. Don’t get me wrong, this dish can be really convenient when you make it in bulk (which is possible thanks to the forest stalker), but the way this dish is designed would lead you to believe that Warly would be encouraged to grab a few glow berries on his way to the ruins and do the whole ruins clear only using the buff from this dish, and unfortunately that just isn’t a thing with how quickly it runs out. Some people wrongly believe this dish makes Warly an excellent scienceless ruins rusher, but unfortunately it’s not really any better than just using torches and eating the raw glow berries until you get a magiluminescence.

Is this a bad dish in concept? No, and if Warly could make better use of it with fewer ingredients it’d be much easier to integrate it into a wider variety of playstyles, and that’s going to be the recurring theme with the buff dishes other than grim galette, which is that simply having a longer duration would make them much more flexible and fun to use, and that leads me to my main suggestion which so many others here on the forums have suggested as well: Make Warly get twice as much duration from his own buffs.

For the record, I don’t think this should be locked behind the skill tree, I think it should be part of his base kit just like the improvements Walter got to his base kit during the beta. This wouldn’t break the game, this wouldn’t be unbalanced, it’d just straight up make him much more fun to play and encourage players to actually play Warly rather than just swapping to him to make his buffs, since getting twice as much value out of each of each buff would be a very good incentive to actively stay as him. In this case, 4 days of hands-free lighting, even if you have to reapply it every 2 days or so to keep the light radius big, would be a really interesting incentive for Warly to either rush the shadow pieces for the shadow atrium or to spend long stretches of time in the caves.

 

Fish Cordon Bleu: This is the only dish among the buff dishes that I think is genuinely fine, as it is not hard to obtain in small quantities and can be mass-farmed if you really want to, and the double buff duration for Warly suggested in the previous paragraph would make it an interesting alternative for hands-free wetness throughout spring without having to grind as much as you currently have to (in its current state most people don’t really bother mass-producing it and basically only use it alongside volt goat jelly for fighting in the rain).

 

Asparagaz­pacho and Hot Dragon Chili Salad: I understand that some people swear by these dishes, and the idea of never having to heat up during winter or cool down during summer sounds awesome, but these dishes could really use some buffs for multiple reasons. Both of these dishes are objectively useless from a time-efficiency standpoint, as they never save more time than it takes to make them. Some time ago I calculated that if you swapped to Wormwood and planted all the seeds in bulk, you would have to make enough hot dragon chili salad to last you for 14 years just to break even on the time spent planting the seeds and cooking the dishes with the time saved by not having to heat up, and that’s not including the time needed to obtain the seeds or the wax paper needed to bundle that many of them. Essentially, there is never really a situation where making this dish will save you more time than it takes to make it, and asparagazpacho is even worse, as ice is much harder to obtain in mass quantities.

But I understand that these dishes aren’t meant to be efficient, they’re just meant to be convenient, but unfortunately they don’t really offer a lot in that department either. Yes, standing around burning trees to heat up sucks, but I think myself and most other players would rather do that than mass-produce the ingredients needed to make these dishes unless they’re just doing it for the sake of it, and even then there are multiple other options that are just as convenient as these dishes: Building furnace stations or ice boxes around the map to swap out thermal stones immediately, carrying ice chester with 2 thermal stones to never have to cool down, or simply carrying a watering can and a thermal stone are all extremely convenient methods with very little downtime that are vastly more time-efficient and cheaper than these dishes. You could even bundle thermal stones, which does require some micromanagement, but these dishes have to be bundled as well after mass-producing since they spoil (and unwrapped constantly if you don’t carry a polar bearger bin) so they aren’t better in that aspect either. You only really make these dishes because of the reward of working towards a luxury item, but that doesn’t make them useful.

IMO these dishes need twice as much buff duration alongside Warly’s double buff duration. This would make characters able to have the effect active for an entire summer or winter with 12 of these instead of 24 and Warly himself would only need 6, a much more reasonable amount that would actually make them an attractive alternative to insulation or thermal stones while making them significantly more convenient.

 

Volt Goat Jelly: This dish is pretty much non-existent in the early game and arguably even the mid game due to the insane RNG factor of volt goat horns and scarcity of volt goat herds, as well as its max potential being locked behind rain that isn’t consistent until spring. That said, the double duration suggestion for Warly would make this dish much more flexible, especially towards the early to mid-game, as you’d no longer need 2 volt goat horns just to solo one boss, since a 10 minute duration would give you plenty of time even if the world isn’t wet. This dish will be further discussed in the next section of this post.

 

Spices:

I would first like to suggest increasing the base buff duration of spices from 4 minutes to 5, to make them consistent with the buff duration of Warly’s buff dishes. I’m not sure why this discrepancy exists as it makes it awkward to have to apply pepper to another dish just to refresh 1 minute of the buff or just give up on it for that entire minute.

Pepper spice: This spice suffers from being an absolute hell to obtain in the first autumn, with a roughly 2% chance from either catcoons or random seeds, meaning you’re not obtaining any significant amount of this spice for potentially many hours. However, with a 10 minute buff duration for Warly himself, plus indirect buffs that will be discussed in the next section, this spice would become much more useful and flexible and I think it’d be in a good spot without further changes.

 

Honey spice: This spice is fine as is, but it does have some flexibility issues since you’re really only encouraged to pop it before an extended chopping or mining session, such as during a ruins clear. This makes me think that I would really like it if spices could be crafted and applied to dishes without the need of the grinding mill or seasoning station. There’s a fear that this might make those structures redundant, but I think this could be implemented in many ways and still significantly improve the character without resulting in that issue. For example, the grinding mill could craft spices in bulk at a discounted price, and the seasoning station could be changed to be able to apply spices to entire stacks of crock pot dishes. Another alternative would be to make the craftable spices smaller versions of sorts that last for a minute and are cheaper to make, thereby making them much more useful in scenarios where you don’t need several minutes of the buff to get value out of it. These suggestions would be perfect for Warly’s skill tree to add IMO, sort of like Wendy’s ectoherbology tree but with spices.

 

Garlic spice: This is going to be the most controversial suggestion in this post, since some people absolutely swear that this spice is powerful, but I just don’t see it that way. Garlic spice is essentially a safety net; if you’re not confident you can survive getting hit a lot this spice will help you, but unfortunately it cannot be used as anything other than a safety net. Yes, damage reduction is essentially reverse healing in a way, but the problem is that garlic is a farm crop, and farm crops are notorious for being mass-producible healing sources, which means garlic is only providing the same benefit all other characters can already get in a roundabout way. Add to that that this spice does not reduce damage taken by your armor, and you essentially get a spice that is useful for very inexperienced players but that doesn’t really provide a resource saving benefit otherwise.

However, @grm9suggested something that I find extremely interesting and could make garlic spice one of the most uniquely useful items in the game. The suggestion is that while active, garlic spice acts as a permanent, invisible 70% damage reduction armor piece, and then it applies the 33% damage reduction on top of that. This does not increase damage reduction any further than what garlic already does when wearing any armor piece better than a grass suit, as damage reduction does not stack, but it does split the durability loss like a 70% armor piece would with your other armor. For example, if you tank a fuelweaver attack (100 damage):

Wearing nothing but a marble suit: 95 damage to marble suit, 5 to health
Wearing a marble suit + football helmet: 51.57 to marble suit, 43.42 to football helm, 5 to health
Wearing a marble suit + football helmet + this hypothetical garlic spice: 36.83 to marble suit, 31 to football helm, 27.14 armor damage gets absorbed by garlic, player takes 3.333 damage

This would give garlic an actual niche as an armor-saving defensive spice without increasing its damage reduction further than it currently does. However, it would have a completely new use alongside that, as the invisible 70% armor combined with the 33% damage reduction would mean that the player would have permanent 80% damage reduction at all times while the spice is active, effectively turning the player that eats it into a diet weremoose for 5 minutes. Some might see this as being too strong, but I think it would be an incredibly unique perk, allowing players to comfortably use combinations of gear during fights that might be too risky to use otherwise, most notably the enlightened crown and magiluminescence, which would leave you without equipment slots for armor (besides the shield of terror). Wigfrid can already give players 80% damage reduction for dirt cheap, so I honestly think an alternative like this could be incredibly refreshing to see and give Warly an unexpected new upside for servers with lots of players and no pig skin around.

 

Salt crystals: These would become redundant if my food buff idea got implemented, and frankly they’re kind of not used by anyone either way since all they provide is a tiny buff to healing, so I propose something completely unique instead to give to this spice: Allow any dishes seasoned with this spice to never spoil, effectively giving Warly an interesting alternative to bundle wraps that doesn’t require micromanagement, and which frankly fits the theme of salt much more than the odd healing buff they currently give.

 

Other buffs I would like to see: I think the skill tree would be an incredible opportunity to allow Warly to select dishes made with boss drops for unique effects. Stuff like using the shadow atrium to create a dish that grants immunity to shadow creatures like the bone helm, a dish with royal jelly to grant the bee queen crown effect without having to wear it, etc. However, one buff in particular I think would be really cool to see on Warly would be a speed-increasing spice that can also be fed to beefalo, making Warly unique as the only character that can get a speed boost while riding one. I think this dish would fit him more than anything else because of his jack-of-all-trades nature, giving him a unique tool to explore the world faster. These are just random suggestions though.

The player has a notorious lack of control over accessing his upsides

Spoiler

This section is going to be very short because this point is very obvious: Warly is incredibly reliant on the tortuous RNG of farm crops for many of his dishes and spices, and arguably his most useful dish, volt goat jelly, relies on the insane RNG of volt goat herds and volt goat horns, which are only dropped 25% of the time whenever you kill a volt goat.

To be clear, I’m not saying every character needs to have their max potential guaranteed from Day 1, and obviously there are some characters like Wanda or Wortox that benefit much more from certain world generations, but the problem with Warly is that pretty much all of his desirable upsides are locked behind a brick wall of RNG that the player has no agency over. It’s not fun for most people to have your upsides locked behind hours of RNG before you have the privilege of using them, and this limits skill expression because being an experienced Warly player doesn’t mean anything when the game doesn’t give you permission to use the upsides that you picked the character for.

The solution to the volt goat horns problem is quite simple and I don’t need to dwell on it for too long because many others have suggested the exact same thing, even before the skill trees were a thing: Give Warly an “accomplished butcher” tree that allows him to get rare drops from mobs more often when he kills them. This obviously means extra chances for volt goat horns, possibly even a guaranteed one every certain period of time, but this would also include extra monster meat and silk drops from spiders, more pig skin drops from pigs, more tentacle spots from tentacles, etc. The sky's the limit for this branch so I really hope the developers listen to the community on this one.

As for the crops problem, my solution is pretty straight forward: Allow Warly to start with a seed packet and allow the player to pick what seeds to start with via the skill tree. The seed packet would act as a gift wrap in that the seeds in it wouldn’t start to spoil until it’s opened, thereby giving Warly players a ton of flexibility to start their farms. This addresses most of the problems with the dishes I talked about in the previous section: Warly players would now have the freedom to start runs with onions and tomatoes to start mass producing Moqueca for their team, they might want to immediately produce garlic spice or pepper spice, they might want to just rely on chili salad for heat as early as possible, etc.

Of course, some other farming related perks would go perfectly alongside this idea. Letting crops planted by Warly to grow faster even outside of their preferred seasons would give Warly players more freedom, and maybe even giving him a perk to have a chance to get an extra seed when feeding vegetables to birds (like it used to be before RWYS) would make it easier for him to multiply seeds in the early game rather than being forced to wait for them to grow. When playing solo, you can obtain a stack of whatever crop you want in the first autumn if you’re fast at building the celestial portal and swap to Wicker for applied horticulture, and I think if Warly was able to obtain similar results without character swapping this could be incredibly satisfying to pull off.

That’s the end of my analysis, sorry if at any point I came off as being rude or snarky, I’m simply trying to explain the issues I have with the character as best as I can in a way that can be understood and that serves as helpful feedback for the developers once they start work on Warly’s skill tree. I really want Warly to be good because I think he has insane potential, so I’m hoping he’ll get the Walter treatment and become an incredibly fun and unique character once the skill tree rolls around. Either way I’m excited to see what the developers settle on even if it isn’t exactly like what I suggested. Feel free to share your thoughts as well.


Garland skins and the Wraithe's Wreathe!

$
0
0

Please make it so that we can use garland skins on the Wraithe's Wreathe.

Garland as an item is wildly acknowledged as a useless item.

So let's give it this one use please.

Decorations, Shrines and Base Designs

$
0
0

divider.png.09b9667c7dbf210dcc653bfb37aaeb66.png.5c7d009afab8a43a39d13bbc664bf7b1.png

Decorations, Shrines and Base Designs

(revival edition)

red.gif.38d3e278dab0a80aa7c353326d635bea.gif.54011513234a367c3110471875f1dbdb.gif.e893037dd53b9f835b96619a2fceab98.gif

dividerflipped.png.2f3d3ba44f99e0ac846991bf200b0457.png.83bc8960f924b8df037873a1d6922c4c.png

Hey everyone!

I was on hiatus for a while and I noticed that my previous thread got archived... so I decided to give it a telltale heart!

If you want to view the previous thread you can go ahead and view it here.

cherubsheart.gif.ba9a0b69c5af9f71c4264014f45dc4d2.gif.8dd1650723024b382e0553db1e461709.gif.cca4c365cd92e4eb6ffb41685bb5a09e.gif

This thread is made for everyone to be able to show off their builds! Creativity is encouraged here so please do not criticize or talk down to anyone. Make sure everyone feels welcomed; if you are caught picking on or making fun of anyone you will be asked to leave the thread or be reported depending on your history. 

exclamationpoint.png.6e31305ab8b0ab6dd25925855f586241.png.a50c1a9d1bd98cfd5b75a631568c74f5.png

There are no qualifications.

tickyes.gif.1bfbe0997f60bfed472e7aa4f90f5d38.gif.0417b96b570167c2b8daaba155a0466a.gifMods

tickyes.gif.1bfbe0997f60bfed472e7aa4f90f5d38.gif.0417b96b570167c2b8daaba155a0466a.gifConsole commands

tickyes.gif.1bfbe0997f60bfed472e7aa4f90f5d38.gif.0417b96b570167c2b8daaba155a0466a.gifBoth survival and creative builds

tickyes.gif.1bfbe0997f60bfed472e7aa4f90f5d38.gif.0417b96b570167c2b8daaba155a0466a.gifDST, DS, SW & Hamlet

tickno.gif.6c6f80425f0e4070c3f4ec49422cccff.gif.9a7a73745295194ef942be0ffab0ef16.gif Toxic, condescending or possible rule-breaking behavior

Please checkout Klei's community guidelines

 

divider.png.09b9667c7dbf210dcc653bfb37aaeb66.png.f8d8a3589a965d419068264eaf6694b4.png

Reposting some shots of my base for references!

(I will be posting all the new + revamped things soon)

:wilson_blush:

I have had this world for over 2 years now. 

 

divider.png.09b9667c7dbf210dcc653bfb37aaeb66.png.f8d8a3589a965d419068264eaf6694b4.png

Glommer's Litterbox

image.thumb.png.4a41aaede792fee2ee95b7adf9f5a944.png

Bee Zone

1180180945_Screenshot(1524).png.fa1e6b2a17f0b99a7e3e070619cff8c8.thumb.png.d8669fdd6f30da9b8317ad3814c67cc7.png

Kitchen

933520888_Screenshot(1523).png.48918f5787fd362661c6c4cd73ca1db2.thumb.png.9cbf368d7ac9c1029aea77a328f1be74.png

Mushroom Farm

610893612_Screenshot(1522).png.9585766c2785d5c31a551647e221db40.thumb.png.40fe660a7ed875fc88d094bda6d04494.png

Stonefruit Farm

1518185899_Screenshot(1521).png.c70288d59380a3f54b93490eac375bda.thumb.png.a1550602c88d9196f239fa89e2dfab04.png

Bundles

971868720_Screenshot(1525).png.f1e8b9c1834f4de16670c476abe5b151.thumb.png.3453f3e836aee78f15bf7593da821fe7.png

dividerflipped.png.2f3d3ba44f99e0ac846991bf200b0457.png.c118bf57f1fd8ba2571f813c2d6d2408.png

Just a Qol wishlist

$
0
0

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

It is high time to update these animations

$
0
0

I'm not the only one to have asked for this in the past here, or secretly want it but not to the point to make a topic about it... yet I no longer see it being asked for anymore these days while it used to be a bigger thing... so here we are today to revive the infamous request of fixing interacting animations based on target height !

 

Don't Starve is in a comfortable spot when it comes to the player animations, there's lots, and sometimes context driven for what's actually the same things but with different items or targets. Well, this is mostly the case when absolutely necessary but we've had small bonuses at times that are only there for the fancies. And we love that !

 

... but, if it's for the most part when necessary... how comes we have THIS :

fig_down.gif.bf96d3c66a4cae24e49d92835ec5ef8c.gif

... instead of THIS (which are all vanilla animations) :

fig_up.gif.ffc2fd50e7a51b51776e0a1514339ab6.gif

I'm showing this example with the Mossy Vines as it's the most obvious example. It looks considerably better to have your character looking and interacting at where the thing is over collecting your lost thoughts on the floor, but there's actually a lot of other things that would look better with high interaction animations, for example the cave Banana Trees, Gloomthorns, Lureplants or Stone Fruit Bushes.

 

And there's others that aren't plants. Like the Drying Rack, both when collecting from it but also placing the stuff it. If you call this placing in the first place, to me it's dropping something in the grass :

dry1.gif.41563f03cbc14bcd6ceea78f05cc2a8d.gif

We could have this (+ high picking once it's dry) :

dry2.gif.f955b26f4f0400aec8845361b69ad68d.gif

 

So yes while those are a few demonstrations, there's much more, and I would love animations to better match actions ! It's not, like... unplayable, but for the fig vines especially... it could be so much better :???:

 

Oh and sometimes, it's the other way around. Like seriously what's going on here :

wut.gif.57ff57486682e6936716536e8ef633f4.gif

(anyway there's better to use than the generic loop interaction for such a moment in the game progression !)

Updates should focus on QoL after this new content is added.

$
0
0

First of all, sorry for my english as I'm not an english speaker, but I wish the message can be passed down to Klei Entertainment and the community!
We have only 2 more updates into this arc, and I believe that those 2 are going to be released and finished alongside all skill trees until the end of the year, or at least the start of 2026. After Klei is finished with this arc, I think there needs to be a big big QoL focused updates. And when I say QoL, I don't mean bug-like fixes like placement issues, I mean ones similar to rot dissolving in the rain.

DST has so much content right now, but most of this content is only accessible if you go out of your way to search and find them. AND I KNOW that this is a developer mission, almost like a fixed idea for dst, but this is hurting the game and I mean it. Let me try to explain it.

Sometimes I create a new world, set myself up for Winter, do a quick ruins rush, clear the map and get myself comfortable with resources. After that, there's this moment where I'm just looking at my base at day 25 after getting a Tam o' Shanter and a Walking Cane, Star Caller Staff and a bunch of great gear almost feeling overwhelmed knowing how freaking LONG it'll take me to go to the next step. It's sooo much work to get to end game again and again. And skill trees aren't helping me make this journey quicker, it's just helping me with the combat experience overall. Man, if I can ask something from Klei, it would be to make this progression from zero to hero more fun. Hear me out.

It's rewarding to walk 25% faster, but it isn't rewarding to do Pearl's quests, fight Crab king and the journey to astral detectors right until I opened rifts, and THEN I fight the Celestial Champion, to finally get rifts open and the fight rewards. If I can ask for something, it would be to give us a unique, fun to use, cool, and interesting reward to helping pearl, fighting Crab king, unlocking the underground Puzzles and Moonstorms. We currently got:

  • Additional craftable turfs in the archive puzzles (Only useful in late game, not very rewarding).
  • Amberosia, which is a slap in the face because of how infuriatingly slow it is to farm thulecite with that mechanic.
  • Pearl is now a friend (wow!).
  • Crab king help us navigate the ocean better, and some bottles (this one is actually fine).

I would trade ALL of these rewards for 25% movespeed as an example. Means that if I would have to choose between the Walking cane, or any of these things, I would choose the Walking Cane, which is even easier to obtain. Can you see where the progression unbalance is? That's why people are complaining about the end-game being too boring to get to. Note: Give us another Pearl quest or make fishing in the ocean actually rewarding and impactful!

Suggestions:

I got some suggestions to make this journey feel a bit better with some upgrades. Klei please do not underestimate how important it is to make this journey more enjoyable, the rewards we have right now are really not that important. I'll give some suggestions and you guys can take inspiration or even copy these into the game without any idea credit. Just look how people loved Walter's skill tree and his slingshot upgrades. It's time to add features for all characters. Note Any names I gave were just quick replacements for the idea and can (and should) be changed by something more creative.

The Upgrades Station. -I am not an artist this is just a quick ugly sketch on paint-.

image.png.16dd1674cda118a155922a4ec5a2fbf0.png

A new station can be created with moonglass, gears and boards. The "upgrade station" (I imagine a table having a monocle to analyze items) would add crafts in the refine tab. This station is unlocked giving Frostjaw a Fig-Stuffed Trunk as a gift, or any ocean related food that's high in calories. This blueprint is ocean related and it would look like the regular blueprint, but with little bites and tainted with squid-ink, almost like a lost pirate treasure. Further blueprints handed that are related to the upgrade station will only be unlocked if put INTO the station, as they are themed blueprints which are different from regular ones and cannot be learned normally -except for the "upgrade station" blueprint itself given by frostjaw-. Each upgrade can also be signed by only visual effects present for us, as it would be very hard to match it with skins and show it in the players body or dropped item (You'll see what I mean with the suggestions I gave down here). A unique visual effect would cost a loooooot of time to do, and it is better to think of a simple but effective vfx solution.

The Upgrades Station Blueprint:

image.png.c42c9f034255382ac4ae7056fa7d02f0.png

  • Runty Guppy, Needlenosed Squirt, Bitty Baitfish, Smolt Fry and Spittlefish could all drop from 1 to 2 scales. With 6 scales in the refined tab, we can craft a right hand scale glove or a wrist attachment in which the player would be able to consume to passively increase movement speed while holding the walking cane by an additional 10% permanently. Alternatively we would craft some sort of handle applicable to a row to make it impossible (or less likely) to miss action while rowing, or even make it automatic. It could maybe also increase durability. It can also alternatively just make it so when using the Walking Cane, we don't get slowed by anything anymore. It could also have ALL of these feature BUT COST WAY MORE THAN 6 SCALES, something like a Brightshade Upgrade can also be imagined for late-game. This blueprint will be found in a setpiece in the ocean, a shining mud blob deep in the ocean surrounded by rocks.

image.png.3a8b79ca1b1a6a024ad0d2beb9cc36b0.png

  • After completing 12 tasks from pearl, she will gives us a Thermal Fishpad secret blueprint. Combine both Winter and Summer fish and doodads for an applicable upgrade to thermal stones, making them infinite again. Honestly, this is just a win-win situation, the thermal stone durability was a temporary decision anyway, and now there is a possibility for a definitive solution without a mod, and people would go out fishing for this little upgrade. Not only people would fish more and be more interest in the mechanic, but the reward would be substantially great. There could also be an alternative to this, making thermal stones repairable instead. These should be mid-game upgrades, and not late game upgrades.

image.png.8f8c927629b8fa520ea6aa11a59050b5.png

  • Give a Wobster to Frostjaw and he'll reward you with a deep ocean coral piece that he found. This coral piece can be crafted with silk and gold for a repairable and more durable Pond Fishing Rod, with 50 uses.

image.png.8d34127f287e34717a999a25fd3cba2b.png

  • Make the archive moths work quicker and give more thulecite fragments. Add a 10% chance for green, yellow and orange gems when mining their dens for fragments. Allow us to give moths a better Amberosia (mix Amberosia and hound teeth in the refine tab for a moth meal) to moths for these gems to be dropped as well. Secret Blueprint would be found in ONE OF the Labyrinth chests. Alternatively, we would only allow gems to be farmable outside of reseting the ruins in the late game, making these moth meals cost a late game material instead.

image.png.fdd291915968d230ccb6e8055224fe4f.png

  • Bone Shards and Rotten Eggs can be mixed to craft a Sweet-bush meal, can be applicable to berry bushes to make them grant 1 additional berry. Stone fruits bushes will each give 1 additional stone fruit and Juicy berry bushes will also give 1 additional berry. The buff will be visible as a "better bush", with a yellow tap around it's base, signaling that the bush is very happy with it's new food. The Sweet-bush meal blueprint is given by Pearl after a Giant Crop (any crop) is placed in pearl's Island.

image.png.621dce7254e1bd0f42d51bde6e522ea5.png

  • Feathery Canvas now requires the "upgrade station", and will be passively unlocked with the station.
  • Feathery Canvas can be used to make the passive item Pocket Jeans for 2 additional Inventory Spaces, indicated by a blue pouch in the edge of the player's inventory UI. Pocket Jeans will get wet and the items will be dropped if the player's Wetness reach 60 points, a little over 50. Blueprint is given from a Malbatross kill.

image.png.31a54f8b91bfa7f255ed93ccc424eb60.png

  • The Benevolent Bunny King will now give us a secret blueprint if we hand him a caught and alive Carrat. The blueprint unlocks the craft for the Mysterious Handle -3x Fishscale, 2x Twigs and 2x Cookie Cutter Shell- which can be applied to all staves and the Bat Bat. The staves will all be repairable if the handle is applied, it will cost the gem itself but will be very expensive. The Bat Bat will now also be repairable, but with purple gems, and it will deal 8.5 more damage a hit. Not only this will motivate us to find the lunar island and catch a Carrat, but also fish, and search for cookie cutters. Alternatively it would cost a Gord's Knot and some Gold instead, making it more themed related with the ruins.

image.png.c117cbb6e8558350cd193a36151e917e.png

The blueprint was supposed to be a top hat by I failed miserably.

  • Add a blueprint in one of the Atrium Chests for the Long Lost Lift, which can be crafted with gold and nightmare fuel, when applied to the Telelocator focus, it will no longer consume purple gems when used, simple as that. It would make me way more hyped about using magic, and I would always carry a Telelocator Staff with me, and put a Focus in my base.

image.png.ebc54b4ca5736472d63c4b47ed034672.png

  • Long placed in a different looking boulder deep down in the caves, at the rock lobster biome is the Golden Claw Blueprint, achievable after mining that boulder. The Golden Claw costs 2x Gold and 1x Wobster. Applicable to the Night Light, making it have a 1 item slot in it. Nightmare fuel can be put into the slot, up to a stack of 40. The nightmare fuel will be consumed automatically, but each fuel will grant double fire efficiency instead. The Night Light can also receive a Possessed Shadow Atrium for infinite light or Pure Horror for quadruple efficiency. We know have a reason to go deep into the caves, fish lobsters and this item would look very cool and dark. The Night Light with a Possessed Shadow Atrium will give out a red light.

image.png.dca15a3965bca992a8a38d0b3c556736.png

  • Wagstaff left a secret blueprint when he left the Moon Quay Island, and Monkey Queen took it. Give a Back Scratcher trinket to the Monkey Queen to receive the Mechanic's Wrench. This item can be crafted with Scrap, Twigs and Gold. If the survivor has a Mechanic's Wrench in their inventory, Clockworks will no longer be aggressive unless attacked. The Mechanic's Wrench can also be used at the Abandoned Junk for a guaranteed W.A.R.B.I.S Blueprint Rotation. I'm not drawing a wrench, you get the idea.

As you can see, these are only some of the examples that I had been thinking about in the past days after trying the last character's skill trees and having to spend a long long time reaching End-game. But what matter here is the idea of something to be put in the mid-game to tie everything together. As we experienced throughout the Return of Them arc progression, the game was rushed and the rewards were not thought about I believe.

Please Klei take in consideration not specifically my suggestion, but the idea of a nice QoL to help us reach this long journey with a smile in the face, and make sure that these additions look cool for the player (us) to go out of their way for them as a little treasure hunter piece side quest similar to Terraria's Accessories presented in their game's Tinkerer's Workshop. :) Thanks for Reading!

EDIT : Added drawings.

Viewing all 27308 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>