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Give the Cinematics tab in settings some love.

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I just thought, considering the tab only has the intro video (Charlie freeing Wilson from the throne), credits, and a link to Klei's youtube channel, it is kind of dull. Maybe all the new cinematics we get for each character should go there?

Spoiler

Maybe something like this?

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Spoiler

Please excuse my MS Paint skills.

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What is the font Klei uses for the settings menu?

 

 

 


When do Daily Items refresh?

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I'm not sure this is a bug so I'm hesitant to put it in the bug forums. However, I just tried logging in and I noticed I didn't get my Daily item for today. Should I have or has it just not refreshed to the new daily drop yet?

Will next year will we get the pig king and gobbler statues?

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Besides the creature for next year, will we get the pig king and gobbler statues to make up the lack of those statues from the missing years? It would be interesting to see the other animals get their own craftable statues.

how long will the 5th-8th drop take?

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 Anyone here have any clue regarding how long it will take for us to get the 5th-8th drop?

we already know that the first drop 30m-1h, then second drop is useually 2h, next the third drop is 3h-4h and the final drop goes around 6h-10h. Now here’s my question. How long will the 5th to 8th drop going to take? I’ll eventually figure this out myself and post a update but if anyone have already figure out the wait time. I do like to know and I amuse other as well. Thank you.

 

(UPDATE: correct me if I’m wrong. Something strange have been happening. Well. I’ve been getting my drops from a hour apart. So the first drop took me 1h, second one 1h, third one 1h, and the fourth one 1h. ) (EDIT again: yup. I’ve just confirm that. I have my discord on keeping track of my playtime. I think the drop cycle is all changed up )

(EDIT: apologies for my lack of update. I lost track of my previous account so I’m on a new one. I got my 5th drop 2 hour afterward, then another one 2 hour later again. The trend may be 2h for the rest remaining 2. Im having little difficulty keeping track;the automatic opening gift mod is glitching out since it never experience having more than 4 gifts lol. I’m 8h in. 6/8 I’m call it a done before I get burnt out for dst.)

 

 

Conclusion for the new drop system: base off of the data finding. It’s good to say that you get your first 4 drops in between an hour from each other. Then the rest of the 4 drops 2h after each other. This will require a total of 12h worth of playertime if you decide you want to get your 8 daily reward per week. Also another 8 from daily login making it 16.

PS:you will also get non marketable item as well.

notice: if the following information I state is invalid. Please correct it.

 

Why the Winona update is bad

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To begin, I don't often post here so I may be mostly unknown. I'm a small time content creator with over 3000 hours in single player and over 800 hours in solo DST. Hopefully there are a couple of people here who can attest to my experience and skill in DS so that this doesn't come across as a rant from someone who doesn't know the game well.

 

I am someone who has always loved Don't Starve as a series and usually I trust Klei and the choices they make. In recent times though, it's become more and more clear that the designers do not understand how to balance characters. Whether it be the new characters in Hamlet or these new refreshes in DST. So first, let's look at the mistakes made with Winona's balance along with the horrible precedence that they set and then we'll dive deeper into the general idea of how to balance a character in Don't Starve in hopes that the future reworks do not miss the mark as hard as Winona's did.

 

 

 

First, Winona's identity is that she is a better builder. Tying her perk of building things faster to hunger doesn't even make sense, but worse than that, at a certain point she crafts even slower than other characters at similar hunger levels. So while Wolfgang is not a builder, when he's starving and in wimpy form he somehow builds twice as fast as an equally hungry Winona..? This just conflicts with her entire character. Due to the huge cost of building at all with 5 hunger per craft, she has essentially become the worst builder in the entire cast. Consider how a single drying rack costs Winona 20 hunger to craft. If I were balancing her, the hunger cost to craft would be entirely removed again. If a downside must be tied to her crafting speed, then I would want it to be an interesting downside. Something like, she sweats and builds up her water meter, or she becomes more vulnerable to outside temperature, causing her to freeze faster in winter and heat up faster in summer. One thing is for sure though, I absolutely would not play her in a megabase anymore. This downside is cripplingly annoying. The time spent farming and feeding her to keep her perk active will far outweigh the insignificant time she saves while crafting. 

 

So, we've established that Winona is not useful to play anymore for long periods of time due to the time and resources wasted by her downside. So what about her new upsides? She can now build two unique things; a catapult and a light. The light is fine if only a bit uninspired, and honestly, an invention like this made from random resources found in nature seems more like it'd be up Wilson's alley as a scientist than Winona's as a builder. But, the real meat of this update is how insanely strong the catapults are. A 10 minute solo kill of misery toadstool? Indescribably insane. If this level of power was worth using then Winona would definitely be good right? Sadly, anyone can use her catapult. Because of this, why would anyone play around the downsides of Winona for long periods when they could instead change into Winona, build as many catapults as they want in the late game, then change into a "better" character? This really shows how Klei does not understand the balance in their game anymore. You may as well replace Winona's picture with a catapult, because that's the only reason anyone would pick her, and even then, it will only be for short periods to hoard her "unique" item, and then just utilize it on stronger characters. This really leads into a good discussion of balance though. Why can a character be useless while also having such a powerful "unique" item? Because it's not truly unique if she can just craft it and give it away. So let's look at the general state of balance with just a few key characters so that this post doesn't turn into so huge a post that no one actually reads it. 

 

 

Wickerbottom: Wickerbottom is in a tier of her own. While in single player she is generally considered to be part of the power 3, in DST, she stands alone as the unquestionable queen of multiplayer. Her stats are nothing amazing, but she has several powerful (actually) unique items that only herself and Maxwell can use. Using her books, she also becomes the best partner for pretty much any other character in the game, especially the next 3 strongest (WX, Wolfgang, and Maxwell.) because she can either augment their unique strengths or entirely remove their weaknesses helping them also transcend to the level of gods. 

 

Wolfgang: Wolfgang is in the power three that exists below Wickerbottom. His perk of dealing double damage is extremely helpful and makes fighting bosses much safer and faster. When comboing with Wickerbottom, his hunger and sanity downsides can both be fixed trivially easy via Applied Horticulture. So, what he uniquely brings to the team is that he essentially always deals double damage and moves 10% faster and has the second highest stats. He's a safe and powerful character and he's a big pile of stats. 

 

WX-78: WX is also in the power three. WX is purely stats on a stick by himself; boasting the highest stats in the game with an insane 400 hp. He also helps a team early on by being able to eat the mostly spoiled food at full value while saving fresh food for his teammates. His combo with Wickerbottom comes from her book the End if Nigh. Via reading this book Wickerbottom can intentionally overcharge WX to become an unholy broken machine. While overcharged, WX moves faster, emits his own light field so he is immune to darkness, and is immune to freezing in Winter. This version of WX is self evidently broken and cleanly earns him a spot in the power three as the safest to play character who is also the most efficient explorer thanks to controlled overcharge. 

 

Maxwell: Maxwell is the final member of the power three. His stats are well below average, having half the hp of most of the cast. He makes up for this with his shadow partners. Maxwell can use his shadows to cheaply and quickly farm an obscene amount of basic resources, whether its rocks or woods he can farm it faster than any other character by a landslide. By collecting resources this quickly and sharing them with his team he essentially frees them up to pursue other goals and accelerates all building plans by in game years. His combo with Wickerbottom is that he is the only other character who can read her books and with his built in sanity regen he can negate the sanity cost of doing so meaning that he can save her sanity and put his sanity regen perk to work so that it isn't wasted.

 

Now, from those quick summaries, we can see that the one thing that makes all 4 of them powerful is the fact that they are truly unique in a way that can not be replicated or used by another character. Other people can't have Wolfgang's strength, other people can't get overcharged, others can't use shadow partners, others can't make and use books. These characters are actually special. Characters need to be special in some way that makes it worth picking them.

 

 

While I don't want to start up an old fight, let's take a quick look at Wigfrid vs Wolfgang in DST for the best example of how a lack of uniqueness can make a character not worth picking. Wigfrid is not as tanky (despite her built in damage negation), she does far less damage than Wolfgang (when she attacks 8 times it's the same as Wolfang attacking 5), she does not get a speed boost like Wolfgang does (which frequently let's a kiting Wolfgang get in a full extra attack before dodging the enemy's attack), and she does not have her downside fully negated via Wickerbottom or any other character (while Wickerbottom can grow food instantly, she can't grow meat). So from a combat and teamplay perspective Wigfrid is a worse Wolfgang in all regards. So to make Wigfrid a viable pick and a valuable teammate we have to look to what actually makes her unique. She has unique craftables. A spear and a helmet. The spear is slightly better than a basic spear but is made worthless with any decent mid or late game weapons but the helmet is a great upgrade on the football helmet, being both cheaper to craft and stronger. Sadly, a player can just change into Wigfrid in the late game, craft as many of these cheap but excellent helmets as they want, then change back into a better character and not have to deal with her downsides. Wigfrid, aside from "I like the character so I pick her anyways" reason, has no reason to be picked by someone who is trying hard, as her only unique aspect can be made in bulk and used by others. And this is exactly what is going to happen with Winona. 

 

Craftables should never be taken into account when balancing a character unless only the crafting character can use it. If any character can use it and you nerf a character to an appropriately weak state to justify the power of their craftable, then players will always just use that weak character to craft stuff then change into an actually good character. This doesn't make characters more interesting or powerful, it simply furthers the divide from the top 4 characters and everyone else. This is less of a refresh and more of a slap in the face to people who have dedicated time and love to Winona and I genuinely fear for any future refresh announcements as it is unlikely Klei will learn from this mistake and we will simply see average characters get brought down to worse levels, while providing new toys for the 4 best characters to use and abuse. So while you may not love Winona, what if it were the character that you loved who got nerfed in such a way that (s)he becomes annoying to play and only adds power to the top 4 characters. 

 

 

First they came for Warly, and I did not speak out -

     because I was not a Warly main. 

Then they came for Winona, and I did not speak out - 

     because I was not a Winona main.  

Then they came for my main character - and there was no one left to speak for me. 

 

 

TL;DR

 

 

So, this refresh honestly killed a character who was at least fun to play by giving her a crippling and annoying downside in an attempt to balance the strength of her unique craftable. Characters should not be balanced around their craftables. If they are, then players will always simply build said items then change into stronger characters with better stats. I posit that you could entirely remove this new nerf and Winona still would not be a "power 3" level character. She'd be just fine, a character that you pick for aesthetic reasons and who happens to have a cool and useful catapult and no real downsides or upsides. Characters must be able to stand on their own two feet and be worth picking for their stats, perks, and uniqueness. A unique craftable item is a fun extra upside, but it can't define the character when other characters can use it equally well. There are many other things I would like to say about balance cause the core focus so far was only about craftables. If this post actually reaches anyone then I would love to discuss more the flaws in designing a character that simply counters their own weaknesses in boring ways (visa-vi Warly in single player).

 

 

I conclude this post with a few images of my megabase on Winona. 120 hours of my life dedicated to a fun character with a unique niche and interesting personality. Now to just sit there, unplayed and unfinished, because of this "refresh." Rest in peace.  

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Kitchen.png

Starbase.png

storage.png

Fake connection issues

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Hi, yesterday i started a new server with my friend, we are living in the same country and nearly same city. We were already playing DST a few times.

So the problem is, we have 14th day now, everything was fine until now. I am the one who is hosting the server, so i launch it, my friend joins we are playing and then it just disconnect us because of some connection problem... but my ping is fine, my internet is fine, i also tried it on 4G internet from my mobile phone... I just don't know what is happening... We have 38 mods active, i have 1080ti, 16 GB ram and i7-7820x cpu... Help us please :(

I just realized something about Wolfgang and Woodie

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Now that it's revealed that these updates will have character specific skins, we might be finally able to see those concept skins of Wolfgang's military uniform and lobotomized Woodie in the future.:wilson_dorky:

My world got deleted

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I was playing on my world, after my death I needed to go away from the keyboard. When I returned my world got reset and how can I rollback this?


New Update Idea For After Fuel Weaver!

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First off I want to say thank you very much Klei for being amazing these new changes to the drop system is A++++ not to mention the new updates for Winona finally making me want to main her. This is just an idea and I have no idea if it is a dumb idea or would make no sense but here it goes. So a big thing for us is after we defeat the Fuel Weaver our main goal is to reset the ruins. However what if we had something that got added to that. For example I might be wrong but I think what I gathered was that this year the Forge and Gorge were no longer going to be a priority which I totally agree with. I would rather see new content then mini events be re-worked but at the same time these are really fun events.

One thing I believe would be very interesting is when the Fuel Weaver is defeated you would have a group choice the count down timer would go and you would have 3 minutes I think is the timer before the blast that resets the ruins goes off. To choose as a group to do the Gorge event or the Forge event. You would only have one chance to do this and upon failing the event you would be pushed back into the Atrium where you were previously. I think this would be amazing, it would bring all the events into DST and give those players the opportunity who never experienced it to continue to play it.

Now I understand that the mods are out there for these but I feel that these being part of the game would be great. I understand lore and other issues but once again it is just an idea. I also believe it would be a great way to encourage those to want to keep killing the Fuel Weaver to get a chance at the Forge or Gorge. Now I understand "Why do this when we can just play a mod and play it over and over without killing anything?". Well good question I believe that upon doing this once per day a total of 7 times a week you could be awarded any gift upon completing said event.

 

I really like this idea because as someone who always returns to DST I know the new content is coming out and I have no idea where it is going to put us but for those who are worried about the Gorge and Forge returning I think this would help to keep everyone happy. 

Once again just an idea not saying it has to happen but I think it would be amazing if it did. 

Thanks again so much Klei for all that you do!

 

What if the Spotlights automatically turned off during the day?

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I know the devs. said they didn't want to add a turn off/on for the generators, but in a game that is all about resource management, there is nothing more horrible than being forced to waste resources.

Having the light on during the day is just pointless and inevitable without being able to turn the generators off.

So what if the lights automatically switched off during the day? Would that work?

P.S. I really like this update. It's actually brought me back to DST after I gave up on it a long time ago :) 

Electricity: Don't Starve Together needs a big reworking?

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Now that Winona has been modified, they have added something that I never thought I would see in the game: electricity.
This thing should be exploited better given the enormous potential, and not be reduced to two objects (among other things quite controversial)
I believe that things like electric cables, batteries and gears should be more exploited in scientific levels: the machines should now be all metal, mechanical and require energy from generators. Electricity pylon could be introduced to propagate energy over long distances, street lamps with day / night sensors, mechanical traps such as circular saws, walls that rise and fall thanks to mechanisms, drones that automatically collect resources, trolleys for fast transport of players and resources on powered rails... in short, the potential of something like electricity is truly immeasurable, my heart cries to see it "wasted" for two things with Winona.
You could add uranium to the subsoil as a new material, to power a single nuclear generator to provide constant light, heat and power to the machines!
You could insert the Hamlet's furnace, make it electric and use the iron bars to create better tools and armor.
In short, if I were in the Klei I would revolutionize the game. This would be an update that would dramatically change the way you play and would return so many users!

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And for those who want to say that all this would not be in line with the game... not even the multiplayer had to be, not even the merchants.
For a survival that then, from description, it should be full of SCIENCE... well, electricity, gears, automation should be like "the cheese on maccheroni" to say the Italian.
Long life to Klei.

why the **** are pigs breaking out of my stun lock

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is this ******* new or what because im deadass tired of stun locking a pig just for them to miraculously break free and immediately hit me

I think the focus should be on Winona, Woodie and Willow

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I want to start off by saying, I'm really thankful that Klei has listened to the community and is taking the time to re-balance its characters (also, bringing in new characters is something I'm extremely excited for and I've been asking for this for years, so I literally can't wait!).

With that said...do we really need ALL the characters to be rebalanced? I think the general consensus was that the only issues were with Woodie, Willow and Winona. 

It seems strange that it's a "all or nothing" kinda situation. The fixes are still welcomed of course, but it seems unnecessary in some cases. If it ain't broke, don't fix it.

Winona's Rework is Lackluster and Bad, Leaves Concerns for Future Reworks and Characters (Including DLC Characters)

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The goal that they stated in the DST 2019 Roadmap was to "make each character unique, interesting and valuable in their own right and we expect this to be game changing in many ways" (emphasis mine). I'm very critical of Winona's rework, and for good reasons as stated in my Summary.

She currently makes for very boring gameplay honestly. With most characters as they are right now, a combination of their stats and perks provide a unique, interesting, and valuable way of playing the game (stats being HP, Sanity, Hunger) - some sort of twist to the survival experience. Winona just doesn't do that for me, as her dominating playstyle revolves around setting catapults and cheesing and/or automating everything that we can already automate.

Crafting Perk
Winona went from being the best crafter in the game to being the worst crafter in the game. I had actually picked Winona before for the faster crafting, but the 5 point penalty to each craft does not provide a challenge to the game, but rather an annoyance to an everyday task that's done en-mass.

It kinda becomes like the original science point system from DS. 5 points of hunger for a Science Machine, 50 points of hunger will get an alchemy engine (4 boards, 4 cut stone, 2 of which are refined into Electrical Doodads), 10 points for a spear, making a pet costs you 5 hunger.

Either limiting this to 1 or 2 hunger a craft or outright removing and replacing this with her crafting speed being scaled to her hunger, or maybe even a combination of the two would fix this issue.

Her Spotlight
Many people have said this already, so I'll keep it short. They are not capable of targeting multiple people, and even if they were, why would I use them over a campfire? Seems more like an aesthetic thing at this point. I know the devs have expressed not wanting to place an on-off switch, I'm indifferent to it honestly.

Her Catapults Cheesepults
And my biggest complaint? Her bloody cheesepults. These things are just so broken and very unbalanced.

The catapults do comparable DPS to the Houndius Shootius (17 DPS for the catapults versus versus 21.66 for the Shootius).

The Houndius are very desirable as I can do many cool shenanigans with them, but we're limited to the one Deerclops eyeball every year (2 if Klaus is nice to you), which makes them very balanced.

As for the catapults? Their "high costs" are rocks. Now people keep telling me that this is expensive, to which I keep saying that there are a dumb amount of avenues to farm them for (Rocks on the Surface, Meteors, Moleworm Farming, Petrified Trees, and all the damn rocks in the caves, including the Spalagmite and Cave Rock Biomes that almost no one ever mines).

Their cheap costs and rather comparable DPS makes them better and cheaper Houndius Shootius. They can kill Misery Toad in 10 minutes; Bee Queen, Dragonfly, and Fuelweaver in 3-4 minutes (I'm the author of these by the way). They just obliterate FW's minions, which is one the reasons I've seen many people fail the fight. This cost is only a one time setup, with gems only being the cost each time (ruins and varg farms gives you tons of gems). Why make these bosses in the first place only for them to become destroyed like this?

Suggestions? Make them cost a gear instead of rocks, and lower the DPS to maybe 8-10 DPS. They should be a low tier turret, not something better. And most importantly, make it so that these bosses will actually go and attack them. As they are right now, mobs mainly put all their focus on the players and ignore the catapults, which slightly differentiates them from the turrets. That way I can't cheese the bosses this easily.

It stills make for boring gameplay imo.

Summary

The goal that they stated in the DST 2019 Roadmap was to "make each character unique, interesting and valuable in their own right and we expect this to be game changing in many ways."

Winona was originally a meh character that was sorta a meme punching bag ie. Jimmy Neutron, whose 2x crafting perk was actually pretty good mid-late game, and had an appeal to newer players as well. Her rework made her an even bigger meme character (Wolfgang 2.0, Wolfgang 34.0, Jimmy Neutron) that even newer players can't enjoy anymore (b/c of her hunger drain).

People have suggested that her tape to repair armor and tools, which at this point sounds much more interesting (though niche) than what she became. Though'd that still suffer from the Celestial Portal issue and would need some balancing as well.

Not only that, the biggest issue here that's not brought up much is this: If this is what Winona is like, what's going to happen to future reworks like Willow, or even worse, the DLC characters of all things? There's needs to be a longevity aspect to these reworks, or else they all become a pick-them-and-then-dump-them type of character, like how Winona is right now. That's the worst thing to could happen to them.

These concerns and my critique are why I'm extremely harsh and critical of this rework. Don't just give us the cheese, we'll figure that out on our own as we always do. Instead, provide unique twists to the survival experience that is unique, interesting, and valuable that provides longevity to a character.

You guys are capable of doing this, as you've proven yourselves that you can with everything in the game before this rework.

Also, are the rest of the characters going to follow this same format of some downside followed by 5 crafting items?

Thanks. (I love her short btw <3).

Edit: This separate thread on reddit provides a lot of other insights too.

Idling for 2 days, still no 5th drop

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I don't know what is going on, but I have not had a 5th drop at all. I got 4 skins and then ever since have not got a drop. Anyone else has this issue?


Klei Weekly Art Stream!

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Hey everyone, as you may have heard, starting last week, we now host two weekly livestreams on the official Klei Twitch channel

Tuesdays - Klei Art Stream (4:00 PM Pacific / 12:00 AM UTC)

Thursdays - Klei Dev Stream (3:30 PM Pacific / 11:30 AM UTC)

Just after each art stream, we will be posting the finished pieces on this thread. If you drew along with us, be sure to share your drawings here as well. We'd love to see them!

Check out the week 1 and week 2 art pieces below.

Week 1: Snortoise

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Week 2: Antlion

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Check out the weekly Tuesday and Thursday streams on Twitch: https://www.twitch.tv/kleientertainment

Vector image request from Klei artists

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I have a silly request: could a Klei artist by any chance share the vector source of the "Grouchy Bat" profile picture? I know I could just spend some time and try tracing it back but, I'd really love to get my hands on the original if possible... want to print it out in high-res and hang it on a wall. It would actually be cool if most of the graphics would be available in either higher ersolutions or vector format for the use of posters / frames.

 

 

Grouchy_Bat_Profile_Icon.webp

Auto Event is not working

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Hey, guys! I have a big, but very strange problem with my DST server. 
My server was with auto event at settings, but after reinstalling the windows system and after coping setting my old server to new slots my server become server with winter feast event only. How did it hapeened? 
Can I fix it? 

Winona Update Lore

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So the awesome new Winona update just came out with an amazing animation to accompany it. I was watching it and looking for certain key points to highlight. If you noticed something else feel free to add, or if you'd like build off of any of the things I noticed or theorize that'd also be appreciated.

The scene with the board Winona has of her trying to tie together the pieces of her lost sister shows several references to the William Carter puzzle-thing, as well as some other interesting items. A red line connects Charlie in pictures, as well as Abigail or Wendy's flower. This implies that she has some direct connection to it, and we all new about Charlie's liking for red flowers. A magazine shows "San Francisco Ablaze", I don't remember if there's any obvious reference to this already stated or how it ties into Charlie, but it seems like an allusion to Willow - as well as another document on a fire in New York. There's also a picture of Woodie being missing, and blueprints for WX-78 so Winona may have had a connection with WX's construction.

The new portal seems a lot different as compared to the one Wilson made. Perhaps it's just because of the different materials and construction know-how to work with, just an interesting detail. And speaking of those, they got a B on their safety report don't know if that's just their for filler content, just thought it was interesting. 

Anyways, super excited for what's to come. Good work and good luck Klei!

 

Winona is great

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So for all of you that complain that she is bad you need to stop and appreciate what klei is doing for us and stop crying.

The new eletricity thing is amazing and a great concept.

The hunger thing is fine,its balanced and u literaly need to eat 1 meatball to have full hunger so stop complaning about that.

Catapult is not owerpowerd cuz u need a lot of resurses if u whant to set up a boss arena to kill it with catapult,same like gunpowder....

and generators are powerd up really eassy so the drain power is balanced 

Only thing that needs to be fixed is that u can turn generators on and off.

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