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Challenge Thread - Full Moon EVERYTHING Rush

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Hi Everyone,

 

I made an efficiency challenge, feel free to check it out

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Challenge Checklist HERE

Basically, grab 7 other friends, pick all different characters and on an official Klei server, gather everything on the checklist above.

You can save a copy of the note, and start checking them off yourself.

 

We were talking on doing it on an EU server, we managed to only complete a small portion, but it seems to be doable, just very hard.

It feels like playing The Gorge to be honest, but using DST overall.

 

Highly recommend it if you are up for the challenge.

 

Since you probably won't reach everything on the list, you can also post screenshots of partial challenges complete, and count each check.

Would like to have this as a mod that automates the checklist (similar to bingo mod) but that might be too involved.

 

glhf

 

If anything is missing from the "Everything" list, please let me know and I can add it.

 

What I say when I mean "Everything"

- Everything possible and useful by day 11

Basically, if you were playing a pub, and it was something useful to have by day 11, then it is on the everything list.

Useless items no one wants to use are basically excluded.


Don't Starve Together for 64-bit?

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I have been on the Beta Update for MacOS Catalina for quite some time, and I have not been able to use Don't Starve Together as it is a 32 Bit Application, where as MacOS Catalina no longer supports 32 Bit unfortunately. So is there a planned release for the future for a 64 Bit version? I am desperate

Klei Weekly Art Stream!

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

Tuesdays - Klei Art Stream 3:30 PM Pacific / 10:30 PM UTC

Thursdays - Klei Dev Casts 3:30 PM Pacific / 10:30 AM UTC

Just after each art stream, we will be posting the finished pieces on this thread. If you drew along with us, or if you are taking part in the weekly art challenges, be sure to submit your drawings here. We'd love to see them!

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

Week 1: Snortoise

Spoiler

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Week 2: Antlion

Spoiler

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

Woody Idols ?

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Why does idols give hunger points ? is it consuble by other players ? 

a discussion about the entity that is the Moon

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Look, i know it's random, buuut did any of you guys think about how most of the things we have been getting(including the recent twitch drop) are related to the moon itself? not just in the context of this update in general. The point is, the moon has a part to play in some characters and Klei is making that more evident, i mean... WORMWOOD HAS A LITERAL PIECE OF THE MOON FOR A HEART. and... the moon apears to be falling apart. first with Wormwood's gem, then a whooooole chunk falling on the ocean. The moon has a lot to play in Woodie's curse as well. thats all... thanks for reading

 

Wendy's reworking: theory on Abigail's death, short film and new skin (with sketch)

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Most likely, the next character rework is going to be Wendy. Wes is in a gray area (will he remain a challenge character?), while Wilson and Maxwell, due to the great importance they have as protagonists of the game, will be reworked last in my opinion. (And Wilson, who has never been reworked, will he really be changed?)

Let's talk about Wendy:

a lot has been said about how she should be modified in terms of mechanics and gameplay.

But what will we discover about the past history of this beloved, tragic and mysterious character?

We know that she is the niece of Maxwell, daughter of his brother Jack. We know that she was probably born in the United States, that her twin sister Abigail died in circumstances not yet clarified and that from her death on she brings "the ghost" of her sister inside.

Here, personally I don't believe that Klei will reveal details about Abigail's death, in Wendy’s short story.

Apart from the short on Winona, which seemed the prelude to great revelations, all the other short films were poor in information. 

I would still try to make assumptions: we know that Wendy and Abigail were born and grew up at the beginning of the twentieth century.

Between 1918 and 1920 the Spanish flu caused a worldwide decimation, bringing to death about 100 million people.

In 1918, if Abigail and Wendy were born reasonably around 1904, both should be 14 (the age I always thought they were).

What if both of them contracted the Spanish flu?

Unfortunately, Abigail died while Wendy survived. And it was precisely the fact that she survived her sister, without there being a reason, that traumatized her: why had she survived, while Abigail hadn’t? This unconscious sense of guilt is the pain Wendy carries with her. Having seen the plague victims die around her, that's where her sentence "everything dies" comes from.

For this I think that the new skin of Wendy will be the skin from plague, of which I enjoyed making a sketch!

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[Discussion] On Wickerbottom reworks

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When Wickerbottom's rework inevitably comes, and the community's outcry for her to be nerfed alongside the rest of the trifecta comes to pass, what can we expect? What changes do we want out of her?

This question goes especially to the nerfs, because they need to be engaging downsides which don't break her gameplay, and make it interesting.

My initial suggestion would be to disable Wickerbottom's ability to read books once she is at 60 sanity or less. Being able to spam reading books while mentally unstable or insane doesn't make sense, and having to require clarity of mind for her books to function would not only make sense, but also change her game plan to work around this obstacle.

Also, an idea i've taken from Chaosky's stream is to expand her diet's limitations - though i personally cannot expound upon this, I've got no clue here haha

Any other suggestions and opinions? Do feel free to post them here!

What it feels like steering a boat in Return of Them

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https://www.youtube.com/watch?v=gKQ-U-rnLdo

Today we "learned" how to "use" boats.

And by "learned" I mean learned I mean royally screwed up repeatedly, and by "use" I mean destroy, let float away, floor it into islands. ect.

 

A Good (Soggy) time was had by all.


My Feedback on the New Music

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Hi. Changes were made to the music in the game for the season of Autumn. This is my feedback on it. Because this is music and I'm bad at this type of stuff, I'll do my best to explain why, even if it sounds like a baby babbling, particularly at me trying to identify instruments. 

If I make a mistake anywhere or missed something, please let me know. I'll might also include some artificial gameplay as well to see the difference in actions, but that may take some time and will depend on my mood. I might include timestamps for the music too, but that's also more work.

I'll start with what I like and then what I think could use some improvements. I guess @dansorce is the person of interest for this too? Keep in mind that I'm listening to the music and comparing them while writing this as well.

The Fighting/Danger music:

This music plays when you are fighting normal mobs (aka not boss mobs like Bearger or the Shadow Pieces, which have their own music).

  • This is the old sound.
  • This is the new sound 1, 2 and 3. (It chooses any of the three at random, but I don't notice much of a difference, which is fine).

Feedback: I have zero issues with it. In fact, I like it a lot more than the old one. It sounds like I'm fighting in the season of Autumn. Nothing too intense, it's just string instruments that sound like Autumn and I'm fighting something. 

Same level of intensity as before (you're in danger/fighting) and the more "intense" parts of it has some flutes playing instead of the drum cymbals from before, which still keeps it rather calm/not super intense. Again, zero issues.

 

Now for the music that I think needs improvement.

The Busy/Working Music:

This music is played during Autumn on the surface when you're chopping trees, mining stuff, digging stuff, and what I would consider to be very important, crafting stuff.

Feedback: I really am not a fan of this new music and I'll try my best to explain as best as possible.

Autumn itself is a cool, chill, and relaxing season to play. Under the old theme, the music was rather slow-paced, it was somewhat subtle, and the choice of instruments makes it rather calm and relaxing (I hear some calm wind instruments, some calm string instruments, a trumphet-like sound here and there, and I think a xylephone?).

It felt like I was frolicking/being busy in the wild in the season of Autumn. Chop a tree/mining something? Rather chill. Make a few boards? Also rather relaxing.

Now, with this new work music, it just sounds so I N T E N S E. In fact, I feel that it's more intense than the new fight music and makes it feel like I'm in danger instead. It also doesn't make me feel relaxed anymore cause of fast paced it is. 

Go to chop some trees? I'm working like there's no tomorrow. Mine some rocks? Mine like no tomorrow. Refining some stuff, like rope or boards? I gotta refine a million boards to match the intensity of the work music. Need to work hard, faster, and as efficiently as possible, like I'm working in a workshop or in a city.

It would fit perfectly for Hamlet when you're in town being busy, but not in DST for Autumn work, where I think the calm, relaxing busy music suited it best :'(

I also think the instrument choice is playing a role too. The sounds overall sound so much "heavier" too. It's like hard bells being hit, very deep string instruments, deep xylephones/piano sounds. It's not like the instrument choice from before where everything was lighter in tune and intensity that made me feel like I was frolicking/relaxing.

Oh, and at the timestamp here, the music gets super intense, like something dark and brooding is occurring, even though I'm just making some boards.

 

And yea, that's my best way at trying to explain it. This was harder to explain cause I'm listening to the music side-by-side while writing this and I'm not good with this type of stuff, so I can only really get the emotions across unlike Lua where I can say line XYZ is the issue. I'll try to provide time stamps/improve upon this post, but I make no promises.

You also mentioned sailing music? I didn't hear anything different from the above music, though I could have missed it or its in the RoT beta. I need to play around with it.

Thoughts on disease

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Just a small post but I was wondering what everyone thought about disease, I recently noticed that the new stone fruit can get disease and personally i don't see any benefit to the mechanic, for me it's simply unfun and doesnt really add anything I really hope that klei does give up on it and/or reworks it into something that could be interesting/more easily preventable or something (honestly just want them to remove it)

Which Character is your Favorite (Story, not Gameplay)?

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I was curious which characters people like, not in terms of actually playing as them in the game, but just as characters in the story. Whether it's their personality, their appearance, their backstory, or something else about them that doesn't have to do with their gameplay mechanics, which character do you personally like the  most out of all of them?

(I would have included the characters exclusive to single-player Don't Starve, but there weren't enough options in the poll, and this is the Don't Starve Together message board anyway. But feel free to vote "other" and specify which of those characters is your favorite if it's one of them.)

Did bearger get bufffed?

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So bearger spawned on the second autumn as usual, but he was way more aggressive and every once in a while he’d sprint really fast and slam attack. This was obviously a huge panic to me, as he was south of my friends base so I ran away so he wouldn’t destroy the base. So did bearger get buffed or is he getting a mutated lunar island form? lol.

Ideas for Wolfgang's rework

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With people talking about reworks, I've realized that there was actually just one Wolfgang rework thread, which struck me as weird, because Wolfgang is one of the most powerful characters and there's only one thread about his rework? I had to change that, so here are my ideas for his rework:

New things

Spoiler
  1. Wolfgang would get an item that allows him to grab and throw enemies alway, if it hits an enemie they will be both stunned, I made this addition for a more varied combat style.
  2. If Wolfgang has hammer in his hand, he would have the habilty to slam it to the ground dealing a low amount of damage in a medium radius (this does not affect flying creatures), stunning every mob in the radius, I made this change for the same reason stated above
  3. Wolfgang would be able to get "enraged", in this state Wolfgang will attack and move 50% faster but you will receive double damge and losing 6 sanity per minute, this will be activated when you're below 25% health and will last for an 1/8 of a day but will get extended the more you attack.

Why?

Spoiler

Additions 1 and 2 were made to give variation to combat, addition 3 was made for high risk and high reward

 

Changes

Spoiler
  1. When Wolfgang is mighty he will lose even more hunger and he will receive 50% less hunger from food, but his max damage multiplier will be raised to 2.50 and his eating aninimation will be 50% faster
  2. At his normal form Wolfgang will get 12.5% less hunger from food, but his damage will be multiplied by 1.25/1.50
  3. At his wimpy form, he will deal 50% less damage,receive 50% more damage and his eating animation will be 50% slower, but he will receive 50% more hunger from food

Why?

Spoiler

These changes were made so that you have the option to risk losing food for more food, in essence risk and reward

 

And these are my ideas for Wolfgang's rework, I tried to make him more fun and rewarding to play, if you have any ideas or changes you would make, please leave a comment below!

Introducing, Klei Rewards

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We are introducing a system that will allow players to collect "points" on their accounts by doing various things like subscribing to our Youtube or following us on Twitter and then use those points to get items. Currently we will be using this to distribute our out of cycle Twitch items rather than selling them as we had previously suggested. This allows players to get what they missed before or just get them without going through Twitch.

The first version of this can be found on our accounts page here: https://accounts.klei.com/account/rewards

In the future we will update the rewards program with new ways to earn more points and pick up cool rewards they may have missed, or even possibly entirely new stuff. Let us know what you think!

 

Wrong Lucy pic in menu page.

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The Axe handle should be in the metal part.


[Woodie Rework] A Return to Roots: Make Werebeaver FUN Again!

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Klei, you're an Indie game studio who stands apart. A company with integrity and evident talent; who produce sterling quality games, both well-designed mechanically, and presented with admirable artistry. You've built a reputation of respect and good will with your community/player base; espousing a continued effort to listen to our well-intentioned concerns and requests, especially during this delicate process of refreshing old, familiar characters.

Characters whose identities you birthed during 'Strange New Powers' (and incidentally when Woodie was first brought into this world and delivered into our welcoming arms!) — back when Don't Starve was being shaped into the games that it has grown to become today. From that time on, we, the Don't Starve community players - DS & DST - have sampled, and played, and adopted these various actors on the world stage as our very own: chosen, and dearly beloved, in the years following their introduction. Bonds have been forged, and play styles crafted - each flavoured and facilitated by our favourite characters.

In this rework, the stakes are high. What phoenix arises from the ashes of the original character is likely to become their final form this Constant will ever know. Into the furnace of this fiery reforge enters Woodie. Our beloved Canadian lumberjack extraordinaire. Blessed, or cursed as some consider it, with a dark secret... most evidently on display every full moon. When an insatiable hunger rises in his bosom for the matchless material most prized by every world-maker - WOOD!

For players in this Don't Starve universe, no base can be built, no stage set, no ship sailed, without vastless quantities of this priceless substance. More valuable some could argue than all the gold, marble, moon rock, precious gems, and thulecite any world could offer.  One thing is true, you'll surely be requiring much more of it than any other. It lies at the heart of most every floor, burns in the belly of most every fire, guards at every gate, and constitutes the stuff of most any structure you could place. It's foundational; fundamental to every base design, followed by other essentials such as cut stone, rope, and twigs.

Stemming from this realization, we see the core drive a player has commensurate to the ravenous hunger of Woodie's wereform - an endless appetite for resource gathering; collecting enough building material to fuel their design vision! Brought to light under thrall of each full moon, a return to roots so to speak, may this proposal stand:

Make Werebeaver FUN Again!

It's important we axe this question: 'Who is Woodie?' Identity matters; form should follow function. Woodie was born to be a resource gatherer like no other. A farmer of any crafting material a player has at their fingertips, literally and figuratively; with a specialty in collecting what matters most to any lumberjack - WOOD. Maxwell is Woodie's closest match to this role in the DS/DST cast/crew, but they complement each other more than compete in this regard: Maxwell is a gathering generalist whose shadow puppet minions harvest en masse, and at will, any material within reach, but outside of direct player control besides proximity, and regardless of its quality. In other words, Maxwell shines at gathering quantity, not quality. 

Woodie, on the other axe/hand, is a true resource gathering specialist; focused on gathering quality with an efficiency no other character can (or should be able to) match. The player has the full control and benefit to be selective about which targets they harvest; whether only fully mature trees to maximize their harvest, or maybe only gold boulders and not other types nearby, and beyond, all while at an ACCELERATED RATE in comparison to any other character wielding a tool. This is primarily possible by means of Woodie's wereform, but also by the key to his transformation process - Woodie's magical cursed axe Lucy, or by being bathed in the light of a full moon, the source of the true power underlying this were-process.

Not only is wood up for grabs either. Combat brings many rewards of its own that are only possible to obtain through this channel. Thereby, let it be proposed that Woodie, through Lucy and especially his wereform, be equipped to thrive in this endeavour as well.

[Woodie Rework] A Return to Roots: Make Werebeaver FUN Again!

(Disclaimer: all proposed numbers are carefully considered estimates. They are subject to testing, and may require some adjustments/tweaking for balance purposes)

- Human Woodie: Remove log metre. So Human Woodie only has Hunger, Health, and Sanity Metres, as already established by the refresh.

- Human Woodie: Chop trees with Lucy. Lucy is an infinite axe with a Werefever metre (Beaver Fever, hehe). The longer Woodie chops, the higher the fever metre frenzy grows in Lucy (similar in nature to the Obsidian axe's charge level). Essentially she keeps track of the Werefever growing inside Woodie (and herself), and facilitates his transformation when he reaches max frenzy (Werefever metre reaches 100% and maxes out the level displayed overtop of Lucy). Woodie will then transform into his wereform, and drop Lucy to the ground as usual.

Lucy should be able to continously chop 100 fully mature trees (800 chops, 8 per tree, unless her efficiency at chopping is improved, such as was done for the Moon Glass and Obsidian axe) before maxing out the Werefever metre.

Lucy can also be used as a weapon with spear damage (34.0). Lucy should be capable of achieving about 6000 hp damage, being swung continuously, before she reaches max Werefever, so 6000/34 = 176.5 swings. So Lucy should be set for 175 continual swings/durability uses to reach max frenzy (somewhere in the range of 150-200 durability at least, 175 likely being ideal). If the player exceeds max Werefever (reaches 100% metre), they'll instantly transform into wereform and drop Lucy, as they would if they overchop. 

The Werefever metre should only cool down during periods where she isn't being swung, and should be set to cool down in half a day's time (8 segments, 4 min) of continuous non-use (equipped or unequipped).

- Wereform Woodie: Woodie has only ONE wereform. This is Werebeaver by default, but with the allowance for alternate cosmetic alternatives (appearance and animations) as selected by the player. Weremoose can be the first, and perhaps only, alternate wereform available for selection by the player, similar to how the Willow refresh added Ashley as the cosmetic alternate to Bernie. Mechanically, there's only one 'Bernie' available to Willow. If the player chooses to craft Ashley instead, she is functionally (mechanics, numbers-wise, in every aspect other than appearance) identical to the default Bernie.

In the case of Werebeaver and Weremoose, obviously any combat moves such as the charge will require separate animations. Werebeaver can get down on all fours, bear its teeth, and charge ferociously. If you look it up on youtube you can find videos of beavers charging and attacking people that are threatening them. It's really scary cute because they surge at the person and while they do so their tail curls up in an a wave motion and then kinda crashes down flat/spoons out concave at the end of the charge/thrust. Check it out, it's adorable. Links are available on request. ;P

Obviously Weremoose already has its own charge animation. Weremoose can punch trees. Pigs can, so why not Weremoose. Punch that wood down.

However, again, regardless of appearance and custom animations, any wereform of Woodie is capable of all the same stuff as far as function/capabilities are concerned. No difference. This is essential. This can't be stressed enough: Different wereforms (such as Werebeaver and Weremoose) are simply reskins of the SAME wereform, and therefore all share the SAME properties. Each wereform, regardless of skin, shares the SAME properties and only varies in presentation (looks, animations, perhaps sounds, etc).

- Wereform Woodie: Woodie's wereform has only one metre: their Weremetre. All stats are functionally rolled up into this one Weremetre (Hunger, Health, and Sanity) while Woodie is in wereform. Therefore Woodie's Weremetre will be 200 units (matching human Woodie's Sanity stat), and Woodie will enter wereform at 150 out of 200 (matching his hunger and health stats). Should the player not take any action that would refill their Weremetre, the Weremetre should deplete at the rate of 150 to 0 in half a day (8 segments, 4 min from entry at 150, to exit at 0).

- Wereform Woodie: When the Weremetre reaches 0 (through Weremetre drain or combat hits), wereform Woodie will revert back to human Woodie in the same manner as in Don't Starve (singleplayer). In DS, while the screen fades out and then back in, and Woodie becomes human again, and gets back to his feet, the player is protected from taking any harm. So long as the transformation animation plays, the player is invulnerable. As soon as the player takes back control of their character and can move again, they are then capable of running away, and so will be vulnerable to taking damage as usual from that point on. This should allow a player to revert from wereform to human while being actively chased by or engaged in combat with either a crowd of mobs such as hounds, or any boss, and be able to run away and survive without taking damage from them, if they act without delay.

After reversion back to human form, Woodie's penalty will be to have his stats set to 37.5 hunger (half a day's worth), 50 health, and 50 sanity, as established by DS (singleplayer).

- Wereform Woodie: is capable, by TWO types of actions, of replenishing its Weremetre: EATing the appropriate material off the ground, or by GNAWing.

The appropriate edible material should include Living Logs = 50, Logs (and Grass Tufts, Saplings, etc.) = 10, Twigs = 5, Cones of all kinds (pine cones, twiggy tree cones, birchnuts, etc.) = 2.5, Grass = 1. With the exception of the introduction of eating cones, all these values are established by DS (singleplayer).

Gnawing (attack action in wereform) any mob or appropriate structure/prefab (harvestable by wereform) should increase the Weremetre by 1 per bite.

- Wereform Woodie: Stats. Hambat Damage (59.5 or 59.0). Logsuit Armour (80%). Road Base Speed (130%). Attack rate 0.5 (if normal being 0.75).

- Wereform Woodie: Combat. The damage received from any hits taken from enemy mobs are processed to the Weremetre the same as they would to health, with the appropriate armour rating (default being 80%, log suit value) applied. When the Weremetre reaches 0% through hits taken during combat, the character reverts to human. This is the same as if the player allowed the Weremetre drain rate to reach 0%.

Wereform includes two additional combat moves (besides gnawing): Charging (as already introduced, with a custom animation for Werebeaver added), and an Aoe Attack called Tail Slap for Werebeaver, and Antler Bash for Weremoose (being the same attack with a new custom animation required for both).

The charge should knockback enemies in accordance with their mass (so bees would be knocked back relatively far, but bosses are only knocked aside enough that the wereform will not be caught on or deflected from their straight line path by colliding with the boss; ie. as least and unnoticeable a distance as possible to achieve that goal). The charge should also briefly stun any mob that is effected by it. Gnaw attack damage (hambat default) should be applied to each mob impacted by the charge, and each mob struck during the charge should count as 1 gnaw (+1 Weremetre per target hit).

The aoe attack should make a cracking sound when performed. It will apply 200 damage to any target included in the circle (perhaps the size of abigail's radius) and result in a longer stun. In looks, think 0:27 of the Woodie Animated Short for reference (for Werebeaver's Tail Slap). The aoe attack move should cost 50 Weremetre to peform, as a limiting factor.

- Wereform Woodie's Sanity and Weather/Insulation Mechanics: Wereform Woodie's full Weremetre is 200, which corresponds directly to human Woodie's Sanity. So long as wereform Woodie's Weremetre remains above the normal threshold for insanity (15% or less), it's business as usual for Wereform in DS (singleplayer) fashion. Hoedown music as regular, and vision unimpaired by any insanity overlay. Above 15%, Woodie's wereform is impervious to weather effects such as freezing and overheating.

Immediately preceeding the Weremetre reaching 15% (perhaps at 17.5%), the frenzy fueling the wereform is waning. Weremetre levels have fallen low enough, and the wereform has become weak enough that Woodie begins to receive the warning aura for upcoming freezing or overheating if applicable (ie. in Winter or Summer). This is the warning for the player to be aware that they are approaching the insanity threshold (at 15%), at which point the wereform will begin to take damage to those effects.

When the Weremetre reaches and falls beneath 15%, the wereform becomes fragile as loss of wereform and reversion back to human (at 0%) approaches. This results in the normal sanity penalties to apply (any Shadow creatures present will attack, one Crawling Horror spawns at a time, etc.) The Hoedown music should degrade and become distorted, and vision become impaired by the insanity overlay as indicators. If freezing or overheating applies (ie. in Winter or Summer) then the preceeding warning aura becomes the full freezing/overheating damage auras and an additional drain rate to the Weremetre comes into effect as the player freezes or overheats and the freezing/overheating health loss is applied to the Weremetre. This will accelerate the return to stat-penaltied human Woodie should the player not be able to reverse the Weremetre decay in time. This will result in them being unprotected by any insulating clothing that was dropped during their transformation to wereform and vulnerable.

So the sanity mechanic should be identical to what happened to original DST Werebeaver as a result of sanity drain (but not at that sanity drain rate). Normal weremetre drain rate (whatever accomplishes 150 to 0 in 4 min) applies throughout, from 100% through to 0% of the Weremetre, plus whatever extra drain rate is added as a result of either freezing or overheating, if applicable (from 15% through to 0%). So at 10% to 0% Terrorbeaks will spawn, and up to two Crawling Horrors or Terrorbeaks will spawn at a time as before.

Wereform is waterproof and has 100% wetness/rain insulation.

- Wereform Woodie: should be able to swim in water (as hounds do), immersed with only its top showing. Base wereform speed (130%) applies. For werebeaver, its beaver feet should be visible in the water as it swims, whirring like cartoon propeller feet. Beavers are an aquatic animal and so are Moose (who are adept swimmers, and can hold their breath and dive up to six metres underwater to eat. Aquatic vegetation is a regular part of their diet). In fact the one helps create habitat for the other (beaver dams create bodies of water for moose to feed in).

If the Weremetre reaches 0 while in the water, the reversion back to human Woodie will result in instant drowning. There will be almost nothing to gnaw in the ocean besides the occasional harvestable (bull kelp for example) or edible to consume (such as the few pieces of wooden flotsam from randomly encountered shipwrecks). The player can combat at sea but cannot gnaw structures such as sea stacks, and therefore cannot regain Weremetre easily, and so is constrained by the time limits of the Weremetre with few means to extend it.

- Wereform Woodie: Full Moon = Instant transformation to wereform. An accelerated Weremetre drain rate, possibly similar in scale to the sanity drain rate for the original DST Werebeaver. Or perhaps it should take 1 or 2 min (2 or 4 segments) to drain from 150 to 0 without player intervention (so either 2x or 4x the normal Weremetre drain rate present at all other times). This should make it extra challenging to stay in wereform during a full moon. Dancing together under the pale moonlight of Deerclops Date Night should prove interesting...

- Human Woodie: Planting cones of any type should award +5 sanity to Woodie. A cone is a one time use item and is consumed during the planting process. This is a fair mechanic that allows beginner players and early game Woodies to recover from the stat penalty after losing wereform, and is of limited usefulness mid to late game, as it's a slow, tedious process that requires quite a bit of room. By that point there are much better, easier methods for sanity regeneration available to the player.

In comparison, let us consider Wormwood's sanity planting bonus. Here Wormwood can plant (+10 sanity), dig up (-5 sanity) grass tufts and saplings infinitely for a net gain of +5 sanity per cycle, at the cost of only one use lost from the durability of the shovel, and enough space to place one plantable in. Wormwood can easily do this ad nauseum to recover full sanity. At least when Woodie plants cones, the cone is consumed in return for the sanity boost. In consideration of the above, it's really not a big deal to keep this feature in. Please add this back to Woodie.

- Human Woodie: has an 150% chance of spawning Treeguards and Poison Birchnut Trees, as already established by the refresh.

- Wereform Woodie: no longer spawns Treeguards or Poison Birchnut Trees, as already established by the refresh.

- Wereform Woodie: set hotkey shortcut (Ctrl + Space) for automatically eating edibles off of the ground such as logs. In DS (singleplayer) this is Space (only, no modifier), which leads to frequent, frustrating, accidental acts of ingesting your harvest while stumping the tree you just gnawed. Ctrl + Space would prevent this from happening when you don't want it to, with the added benefit of being analogous to the already established Ctrl + F combat convention, and being just as useful as the original shortcut for being practical, quick, and easy to use, even when being pursued (ie. Terrorbeaks) or when in active combat.

- Wereform Woodie: In DS (singleplayer) you can remove stumps and plantables such as saplings with one gnaw. In DST this was changed to two gnaws. This makes sense with regard to preventing accidental digging up of non-renewable resources such as saplings or grass tufts, giving consideration to any other players who may be present, but does not make sense when it comes to stumps, which are unsightly, disappear over time anyway, waste an entire log if not dug up, and block the space for replanting. They should be made easy to remove immediately after gnawing the tree down, by making a stump require only one single bite to harvest. So please change stumping to one gnaw, and keep digging plantables set to two.
 

[Woodie Rework] Optional Proposals

- Totems: Instead of idols crafted from monster meat, allow Woodie to access a crafting menu while holding Lucy in his hand. This will allow him to carve wooden totems. These totems are intended to be more mid to late game perks for Woodie and thus will require living logs as the base material (in order to limit access to them early game as well as being thematically appropriate).

Consuming a totem will provide instant transformation to wereform (same as Full Moon) as well as a certain perks, depending on which totem type was used.

1. Goose Totem - 1 Living Log and 2 grass. Looks like a carved wooden goose decoy (from a Living Log) with a fountain of grass in place of tail feathers.

Perk would be to lower the wereform's attack and armour stats down to original DST Werebeaver (spear dmg and original armour value) but give the wereform a speed boost. Speed boosted wereform should be at least equal to overcharged WX (150%) but not more than 10% more (160%). 155% would likely be ideal. This would discourage the player to engage in combat, but would make it possible for them to defend themselves if necessary, but at a noticeable combat penalty.

2. Moose Totem - 1 Living Log and 2 Twigs. Head and body are carved from one piece (of Living Log) with a solid base to stand on. The 2 twigs constitute the moose totem's antlers.

Perk would be to raise the wereform's attack and armour stats to 68 dmg (Dark Sword) and 95% (Night Armour/Marble Suit) or 90% (Thulecite) while lowering the wereform's speed to 100%. Improvement to combat stats at the cost of speed. The AoE attack (Tail slap/Antler Bash) could also be augmented (damage-wise, aoe size, etc).

3. Beaver Totem - 1 Living Log and 2 Hounds Teeth (or Bone Shards). Head and body are carved from one piece (a Living Log). A beaver standing proudly upright, tail erect, with a solid base to stand on. The 2 Hounds Teeth (or Bone Shards) constitute the beaver's twin incisors (having the teeth gleam wickedly would be a nice touch, hehe).

Perk would be faster attack rate for faster harvesting of any applicable structure, such as trees or boulders, or mob. Damage, armour, and movement speed values would remain default.

- Monster Food: Since Woodie can enter a wereform, it makes sense that as both a werebeaver and a werecreature, that in addition to wood, the wereform could consume monster food in any form, be it raw monster meat, cooked monster meat, monster jerky, monster lasagna, monster tartare, and durian or extra smelly durian (or any other monster food possibility). Initial suggested values could be Raw monster meat and durian = 10, cooked monster meat and extra smelly durian = 12.5, monster jerky = 15, monster lasagna = 30, and monster tartare = 45.

Hopefully this proposal will prove to be fairly thorough and comprehensive. Should anything come up that has been missed in the original, it will be considered and potentially edited in at that time.

There are two points to add at this conclusion:

1. Let's view Woodie as a Jekyll/Hyde character with two viable states he can exist in, even long term. While human Woodie may be the main state, like Jekyll, taking the appropriate actions or experiencing the right events will trigger his transformation to Wereform.  This werestate - Woodie's hidden Hyde - exists at an accelerated pace that, if the player makes enough effort, they should be able to maintain long term; if their surroundings support it, or if their combat skills are sufficient. This form should be accelerated in risk, AND reward. If the player can manage to maintain their wereform, Woodie should be able to harvest, combat (with the exception of combat-centric characters), and explore at a more efficient, accelerated rate in comparison to others, including his human self.

2. Let's hope this leads to seeing both human AND wereform Woodies running around for the entire duration of any group boss fight, and BOTH be welcome, beneficial contributors to such! Thank-you so much for considering (or even simply reading, lol) this proposal for Woodie's rework!

Which Woodie form is the best dancer?

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Which Woodie form is the best dancer? Which dance do you love the most? VOTE NOW! :D

For me, it's the goose, nothing makes me laugh more then goose dance.

Yet another Werebeaver suggestion thread (just beaver with me)

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EDIT: we did it boys, route 2 and 3 implemented

 

I for one am someone that loves the design of the new Woodie, and I agree with the devs initial conservative strategy of releasing something that is not busted at first, to test the waters.

From game design, it's usually better to start off more nerfed than start out straight overpowered, since the community reacts better to "meh" than to "unfair". Bonus that you can always go up from there, baby steps, and it creates the dopamine hype induced rush of the community when each patch hits.

The issues Woodie have by now are echoed across the community: the issues are in the numbers, not in the design of the forms themselves.

 

Right now Woodie is just a Wilson that chops fast, because the were forms are rarely useful and situational. People understandably focus on the forms, since it's a new update, but his forms now are "on the side" similar to how willow's Bernie is not necessary to be used. It's different than Wendy, who needs Abigail to function. (Also, please rework Wilson to have some revive mechanics, like in the forge)

 

The problem with Woodie is a perception and expectation problem.

A lot of hype was built into Woodie, he's a much loved boi by a passionate few, and people had expectations from his very powerful Don't Starve classic version, which does all the chopping and fighting you need, with no downsides, and tons of healing, and weather immunity. In my view his DS form doesn't really fit in the DST lineup, due to its sheer strength at literally everything. In DST, characters should be specialized, and if you want to be ok at everything, you have to be a master of none.

 

 

With that said, I offer a few routes of tackling the mechanic balance:

1) Route 1: Remove hunger penalty.

Simple enough, I was surprised to see the hunger being negated. It wasn't even mentioned in the patch notes. I don't even know if that's intended? It seems to use same hunger bar for werebeaver, maybe a coding problem, I've seen worse. If that's the case, don't fire the guy, these things happen. But hunger in DST is the key resource that basically represents time, and this is the first mechanic (apart from rot) that seems to completely negate the slow drain of the hourglass. I think it's bad design to have to do intermittent fasting with woodie and keep him at 10-30 hunger at all times just so you don't loose huge chunks of your internal belly. This is my preferred method, and the community might agree with this change.

 

2) Route 2: Duration increase twofold, or even 3-fold (for some)

The other way if we want to keep the penalty that steep, is to bump up the bang for your buck. The forms themselves have quite the perks, and the duration increase would be the best for the goose. I would suggest doubling goose time (since it's so good to be fast, and time is money), and triple the duration of Moose and Beaver. This would feel good for the community, I think.

 

3) Route 3: Halve the penalties of the totems (from -20 sanity and -30 health, to -10 sanity, -15 health)

This might not satisfy the community, but I do agree the health cost of the totems is quite steep, especially if you want to spam the forms. 30 health is a lot. 15 health is two butterflies.

4) Route 4: Remove the health and/or sanity cost of the totems.

Another, (stronger) buff would be to remove the 30 health cost, and even the 20 sanity cost of the idols themselves. I don't prefer this method, since I think the health cost is an important offset balance of Woodie. This would put Woodie in a strong position, since his forms will be very spammable. I would probably keep the sanity cost, and he will become similar to Wortox, always having to be insane to use his perks, but I find that playstyle boring after a while. Some people would like it, some would not. Can you double hit shadow creatures? Depends a bit on that.

 

5) Route 5: More designs!

This is the more hard work route, which means tweaking and changing the mechanics and designs of the woodie forms in interesting ways in Klei fashion.

Some ideas include:

- allowing transformations to use wormholes,

- making moose charge like Wilbur from shipwrecked instead of right click, by running a few meters than he starts in his fast form stampede,

- making goose form be able to fly over water and over cave voids (but implement a method to save your items if you change outside)

- making werebeaver form actually recharge if you chop enough wood (so you can stay indefinitely, like before)

- making moose be able to one-hit rocks/trees, so that you can gather while killing spiders

- making moose charge deal 2x damage compared to fists (to match the DPS a bit)

- increasing goose speed by a bit (+20% more?)

- making goose be a taunter (like in the forge, when woodie axed the boar), so that goose woodie can become a boss runner

- give goose an attack, with some perks (taunting?)

- make goose have dodge value (if above taunting sounds good)

Other ideas, feel free to suggest on the design part.

These miscellaneous design changes can be mixed with routes 1 through 4, depending on time and need.

 

 

Overall, we as the entitled community have a lot of expectations built up, and I feel sorry for Klei, and I know how good they are as game devs and designers, just look where we are.

Art-wise, this project took a crap ton of effort to make, compared to other things we have in DST, and I am sure the devs are disappointed a bit by the reaction.

But know this: The design, coded and art parts are great. It's not you devs it's us. :D The vocal minority on the forums cares about the mechanics and whether their favorite character can do cool and powerful stuff, which is normal, we're passionate about the game.

 

Cheers

 

[Woodie Rework] I think Klei did a great job

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Hi, first of all english isnt my birth language, sorry about your eyes.

I was trying the new (new) Woodie and i think he is now so strong and funny.

Since the sanity penalty its low you can spam the forms. Maybe Moose its not perfect for some boss fights but he is pretty cool farming small mobs since does AoE damage, has OP farming speed and can scout so well before speed items could be accesible

 

Having 90% of damage reduction, axe, shovel and pickaxe without durability makes him a perfect combination between Wolfgang and Mawell concept but played in other way.

Now, the only thing to worry about its have food and some healing for the -20 penalty of idols and slots if you dont want to drop your hand and head items.

The only problem I see now its that goose form gets a little useless when you have walking cane or magiluminescence

 

But the most importat thing is having fun and with Woodie this is easy so Great job Klei!

 

 

Petition to Klei for adding new vignettes

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Hello everyone!

Since we get first character rework I wrote - we need to get new vignettes from animated shorts but it looks like no one care - becuase one "voice" is nothing. BUT! If we will get more agree "voices" then Klei can do it, I belive it! What we could get or what we want? Its simple we want new vignettes! From animated shorts we have a lot of great scenes which can be normal or animated vignettes (like normal factory changing in to burned one).

I really belive if more than 1 persone will support me and this idea, we can change Klei mind and they will can add new vignettes! Lourder community scream from Constant!

Few examples for vignettes:

Don't Starve Together: Next of Kin [Winona Animated Short]

Spoiler

image.thumb.png.52887de4fffacdb7994be79bc84b9764.png

image.thumb.png.beba6e81cc9af7a1824c6ec33b60235d.png

image.thumb.png.7ab4a0c106fab4ec56e155fcab208fc3.png

image.thumb.png.bc777c530aaeb96924f9bb61672634e7.png

Don't Starve Together: Possessions [Wortox Animated Short]

Spoiler

image.thumb.png.bd0d9f93c9eb3df28496f842deaf4067.png

image.thumb.png.e92b39af21686d658bf933d8113d3b2e.png

image.thumb.png.db7a3779fa50715a5c6651041461deb0.png

Don't Starve Together: From the Ashes [Willow Animated Short]

 
Spoiler

image.thumb.png.515ef99ac38a97db1c4ee3f37dc42435.png

image.thumb.png.a8702cb5782410f6c23c18f2c7840fc8.png

image.thumb.png.17464872400a41a12526cfbbf63d5a87.png

 

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